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[D] Unbeatable 2v2 Build ? (PZ) - Page 11

Forum Index > StarCraft 2 Strategy
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Slago
Profile Joined August 2010
Canada726 Posts
February 13 2011 05:31 GMT
#201
its working with blutea and steven right now if you wanna check it out there live right now http://www.justin.tv/steven_bonnell_ii/#/w/859551040
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
February 13 2011 07:30 GMT
#202
this comp is pretty tough to beat but it can be beaten by each player turtling extremely hard. if you wall at ramp, it's almost impossible to stop it.

a comp that is 10x stronger than this is TZ.. zerg does the same thing but the terran rushes reactored helions. optik and i have faced this comp like 5 times and haven't taken a single game off of it as r/r. I think this is by far the strongest 2v2 strategy.
get rich or die mining
TL+ Member
tainted muffin
Profile Joined August 2010
United States158 Posts
February 13 2011 07:37 GMT
#203
hellions....
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
February 14 2011 07:14 GMT
#204
Rushing hellion helps a bit, but that's not a good strat against any standard build. Really strong.
Creator of sc2unmasked.com
BuzZoo
Profile Joined October 2010
Australia1468 Posts
February 20 2011 08:23 GMT
#205
rushing hellion against this? zerg can switch to roach very quick
bigbeau
Profile Joined October 2010
368 Posts
February 20 2011 08:33 GMT
#206
On February 20 2011 17:23 BuzZoo wrote:
rushing hellion against this? zerg can switch to roach very quick


zerg is all in, protoss is more allin
MuazizTremere
Profile Joined September 2010
Netherlands67 Posts
February 20 2011 08:58 GMT
#207
Me and my 2v2 mate have been hit by this a lot as well, but after getting destroyed by it the first 2-3 times we now shake it off pretty easy.

Thing is, a protoss doing this is extremely easily scouted. There will be gas, but no probes mining it and there will be a chronoboosted core. Once you see that, all you need to do is put some static up and you win the game right there. What's also fun to do is send out 1-2 marines to take down the overlord that's coming your way. That way zerg not only gets supply-blocked, but also takes away their high-ground vision removing the only real strength from this build - high ground warp-ins.

I certainly concur it's near-unbeatable if you don't see it coming, but if you do it's childishly easy to defend it.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
February 20 2011 10:12 GMT
#208
Lings can pretty effectively protect the Overlords and Pylons.
In the midwest championship lan this build is everywhere. Some people have gone for Baneling/Hellion to counter successfully, others have tried to blind counter it and failed miserably.
Creator of sc2unmasked.com
Geiko
Profile Blog Joined June 2010
France2036 Posts
February 20 2011 16:57 GMT
#209
On February 20 2011 17:58 MuazizTremere wrote:
Me and my 2v2 mate have been hit by this a lot as well, but after getting destroyed by it the first 2-3 times we now shake it off pretty easy.

Thing is, a protoss doing this is extremely easily scouted. There will be gas, but no probes mining it and there will be a chronoboosted core. Once you see that, all you need to do is put some static up and you win the game right there. What's also fun to do is send out 1-2 marines to take down the overlord that's coming your way. That way zerg not only gets supply-blocked, but also takes away their high-ground vision removing the only real strength from this build - high ground warp-ins.

I certainly concur it's near-unbeatable if you don't see it coming, but if you do it's childishly easy to defend it.


Static defence will not win you a 2vs1 battle (if you have static defence, you don"t have units to help your ally)
Also the reason zerg gets a pool at 10 instead of at 13 is specificaly to be out in time to
-deny scouting (even though you can scout the saving up chrono boost before the lings come)
-protect the proxy probe and pylon (you can't send marines to kill it...)
geiko.813 (EU)
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-02-20 19:45:34
February 20 2011 19:44 GMT
#210
I've faced this before as dual T. We both just 12 rax/13 rax 15 OC 16 supply, pull 4 scvs each, go at 3 marines with rest rallying, and O-bunker the protoss player before they can even usually have warp 1/4 the way done.

All that's left is a zerg, and one of us expo, one of us tech blue flame.

Thing is, a protoss doing this is extremely easily scouted. There will be gas, but no probes mining it and there will be a chronoboosted core. Once you see that, all you need to do is put some static up and you win the game right there. What's also fun to do is send out 1-2 marines to take down the overlord that's coming your way. That way zerg not only gets supply-blocked, but also takes away their high-ground vision removing the only real strength from this build - high ground warp-ins.

On bigger maps, we do that. We know there's a floating eyeball somewhere, so sacing 2/4 marines to end an entire strategy and put you ahead is rather funny.

On RT is a totally different story. I do much better with people I know (obviously) than with randoms.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
February 20 2011 19:54 GMT
#211
On February 21 2011 04:44 iAmJeffReY wrote:
I've faced this before as dual T. We both just 12 rax/13 rax 15 OC 16 supply, pull 4 scvs each, go at 3 marines with rest rallying, and O-bunker the protoss player before they can even usually have warp 1/4 the way done.

All that's left is a zerg, and one of us expo, one of us tech blue flame.

Show nested quote +
Thing is, a protoss doing this is extremely easily scouted. There will be gas, but no probes mining it and there will be a chronoboosted core. Once you see that, all you need to do is put some static up and you win the game right there. What's also fun to do is send out 1-2 marines to take down the overlord that's coming your way. That way zerg not only gets supply-blocked, but also takes away their high-ground vision removing the only real strength from this build - high ground warp-ins.

On bigger maps, we do that. We know there's a floating eyeball somewhere, so sacing 2/4 marines to end an entire strategy and put you ahead is rather funny.

On RT is a totally different story. I do much better with people I know (obviously) than with randoms.


how do you beat an absurd amount of lings with a few marines and scvs
I can only play starcraft when I am shit canned. IPXZERG is a god.
Jakomyte
Profile Joined February 2011
Canada7 Posts
February 20 2011 20:06 GMT
#212
A friend and I used this strategy to climb all the way from Silver 2v2 to Diamond 2v2. It was lots of fun getting wins along the way, but what we've found lately is that when our opponents check their ledge or outside their base for overlords, we are kinda screwed. Now that we are playing against better players that actually do scout, we are not that successful anymore.

Bigger problem is that with this strategy not working, its easy to realize that we cannot keep up with diamond level 2v2 players in a standard game. I'm still only a gold 1v1 and my partner doesn't even really play 1v1. Oh well, guess it was fun while it lasted... now we just have to learn how to actually play the game... haha...
"Go out there and Nydus someone's main!" - Husky
JakeBurton
Profile Joined October 2010
74 Posts
February 21 2011 08:41 GMT
#213
So, out of curiosity, how on earth do people lose to this? I've personally lost to this build once, and that was the first time I'd seen it. If you leave ovies chilling on relevant ledges or just generally keep sight on high ground warp in spots, you can always see the pylon and always shoot at the pylon from the high ground.

Additionally, TZ aggression builds reach your base with about 70% more army food before warp gates finish, denying any opportunity to warp into their base without dying yourself.

So with that out of the way, how do you guys feel about marine/sling vs hellion/sling? Personally I do a lot of marine/sling stuff based on the 11 overpool 18 hatch macro build but I'm interested in the super fast army potential of hellion/sling. Also, I'm a little concerned about rolling over and dying to stalker/ling or stalker/ling/bling.
JakeBurton
Profile Joined October 2010
74 Posts
February 21 2011 08:50 GMT
#214
On February 21 2011 04:54 Rotodyne wrote:
Show nested quote +
On February 21 2011 04:44 iAmJeffReY wrote:
I've faced this before as dual T. We both just 12 rax/13 rax 15 OC 16 supply, pull 4 scvs each, go at 3 marines with rest rallying, and O-bunker the protoss player before they can even usually have warp 1/4 the way done.

All that's left is a zerg, and one of us expo, one of us tech blue flame.

Thing is, a protoss doing this is extremely easily scouted. There will be gas, but no probes mining it and there will be a chronoboosted core. Once you see that, all you need to do is put some static up and you win the game right there. What's also fun to do is send out 1-2 marines to take down the overlord that's coming your way. That way zerg not only gets supply-blocked, but also takes away their high-ground vision removing the only real strength from this build - high ground warp-ins.

On bigger maps, we do that. We know there's a floating eyeball somewhere, so sacing 2/4 marines to end an entire strategy and put you ahead is rather funny.

On RT is a totally different story. I do much better with people I know (obviously) than with randoms.


how do you beat an absurd amount of lings with a few marines and scvs


Two players can generally produce enough shit to kill one army. There aren't that many lings and scvs do a great job tanking.
nTwLegy
Profile Joined December 2010
Croatia63 Posts
February 21 2011 09:07 GMT
#215
why people bother with team game strategys?
If you see an insulting post,it's just me having a lose streak of 3-10,and if you see a nice post,it's me after having sex.
JakeBurton
Profile Joined October 2010
74 Posts
February 21 2011 09:10 GMT
#216
On February 21 2011 18:07 nTwLegy wrote:
why people bother with team game strategys?


Why bother playing Starcraft? Because it's fun.

Apologies on all the posting. I am avoiding functional programming projects.
Geiko
Profile Blog Joined June 2010
France2036 Posts
February 21 2011 09:37 GMT
#217
On February 21 2011 17:50 JakeBurton wrote:
Show nested quote +
On February 21 2011 04:54 Rotodyne wrote:
On February 21 2011 04:44 iAmJeffReY wrote:
I've faced this before as dual T. We both just 12 rax/13 rax 15 OC 16 supply, pull 4 scvs each, go at 3 marines with rest rallying, and O-bunker the protoss player before they can even usually have warp 1/4 the way done.

All that's left is a zerg, and one of us expo, one of us tech blue flame.

Thing is, a protoss doing this is extremely easily scouted. There will be gas, but no probes mining it and there will be a chronoboosted core. Once you see that, all you need to do is put some static up and you win the game right there. What's also fun to do is send out 1-2 marines to take down the overlord that's coming your way. That way zerg not only gets supply-blocked, but also takes away their high-ground vision removing the only real strength from this build - high ground warp-ins.

On bigger maps, we do that. We know there's a floating eyeball somewhere, so sacing 2/4 marines to end an entire strategy and put you ahead is rather funny.

On RT is a totally different story. I do much better with people I know (obviously) than with randoms.


how do you beat an absurd amount of lings with a few marines and scvs


Two players can generally produce enough shit to kill one army. There aren't that many lings and scvs do a great job tanking.

So, out of curiosity, how on earth do people lose to this? I've personally lost to this build once, and that was the first time I'd seen it. If you leave ovies chilling on relevant ledges or just generally keep sight on high ground warp in spots, you can always see the pylon and always shoot at the pylon from the high ground.

Additionally, TZ aggression builds reach your base with about 70% more army food before warp gates finish, denying any opportunity to warp into their base without dying yourself.

So with that out of the way, how do you guys feel about marine/sling vs hellion/sling? Personally I do a lot of marine/sling stuff based on the 11 overpool 18 hatch macro build but I'm interested in the super fast army potential of hellion/sling. Also, I'm a little concerned about rolling over and dying to stalker/ling or stalker/ling/bling.


6 marines and 8 scvs are not going to be able to do anything. By the time they get to the protoss base, zerg has at least 16 ish speedlings and protoss can pull a couple of probes. The zealot counter attack then happens immediatly (with ~3 zealots as the push might have done some economic damage but 3 zealots is enough to beat someone making non stop rallied marines).
Also, if the zerg player is any good, he will start harrassing with his first glings, making it very hard for 2 terran players to just walk out of the base and head toward yours.

Concerning the "shoot the pylon theory", you'll find that as Z, it is impossible to be in range of it (roaches range 4, queens range 3 or 4 ?), as protoss, you'll have at most 2 stalkers by the time the rush comes. Try shooting down a pylon with 2 late stalkers (also, lings at your front door). As terran, marines have low range so generaly, only one or two marines will be able to shoot it. If they really want to kill it from inside their base, I just throw down another pylon right next to it and there is no way they can kill both of them before the rush happens.

As for TZ early aggression, it's all about experience Usually, an 11 pool will get us worried and we have a couple of back up builds depending on what we see. Keep in mind that 10 gate/10 pool openings make it extremely easy to crush any form of early agression.
geiko.813 (EU)
JakeBurton
Profile Joined October 2010
74 Posts
Last Edited: 2011-02-21 09:58:26
February 21 2011 09:40 GMT
#218
On February 21 2011 18:37 Geiko wrote:
Show nested quote +
On February 21 2011 17:50 JakeBurton wrote:
On February 21 2011 04:54 Rotodyne wrote:
On February 21 2011 04:44 iAmJeffReY wrote:
I've faced this before as dual T. We both just 12 rax/13 rax 15 OC 16 supply, pull 4 scvs each, go at 3 marines with rest rallying, and O-bunker the protoss player before they can even usually have warp 1/4 the way done.

All that's left is a zerg, and one of us expo, one of us tech blue flame.

Thing is, a protoss doing this is extremely easily scouted. There will be gas, but no probes mining it and there will be a chronoboosted core. Once you see that, all you need to do is put some static up and you win the game right there. What's also fun to do is send out 1-2 marines to take down the overlord that's coming your way. That way zerg not only gets supply-blocked, but also takes away their high-ground vision removing the only real strength from this build - high ground warp-ins.

On bigger maps, we do that. We know there's a floating eyeball somewhere, so sacing 2/4 marines to end an entire strategy and put you ahead is rather funny.

On RT is a totally different story. I do much better with people I know (obviously) than with randoms.


how do you beat an absurd amount of lings with a few marines and scvs


Two players can generally produce enough shit to kill one army. There aren't that many lings and scvs do a great job tanking.

So, out of curiosity, how on earth do people lose to this? I've personally lost to this build once, and that was the first time I'd seen it. If you leave ovies chilling on relevant ledges or just generally keep sight on high ground warp in spots, you can always see the pylon and always shoot at the pylon from the high ground.

Additionally, TZ aggression builds reach your base with about 70% more army food before warp gates finish, denying any opportunity to warp into their base without dying yourself.

So with that out of the way, how do you guys feel about marine/sling vs hellion/sling? Personally I do a lot of marine/sling stuff based on the 11 overpool 18 hatch macro build but I'm interested in the super fast army potential of hellion/sling. Also, I'm a little concerned about rolling over and dying to stalker/ling or stalker/ling/bling.


6 marines and 8 scvs are not going to be able to do anything. By the time they get to the protoss base, zerg has at least 16 ish speedlings and protoss can pull a couple of probes. The zealot counter attack then happens immediatly (with ~3 zealots as the push might have done some economic damage but 3 zealots is enough to beat someone making non stop rallied marines).
Also, if the zerg player is any good, he will start harrassing with his first glings, making it very hard for 2 terran players to just walk out of the base and head toward yours.

Concerning the "shoot the pylon theory", you'll find that as Z, it is impossible to be in range of it (roaches range 4, queens range 3 or 4 ?), as protoss, you'll have at most 2 stalkers by the time the rush comes. Try shooting down a pylon with 2 late stalkers (also, lings at your front door). As terran, marines have low range so generaly, only one or two marines will be able to shoot it. If they really want to kill it from inside their base, I just throw down another pylon right next to it and there is no way they can kill both of them before the rush happens.

As for TZ early aggression, it's all about experience Usually, an 11 pool will get us worried and we have a couple of back up builds depending on what we see. Keep in mind that 10 gate/10 pool openings make it extremely easy to crush any form of early agression.


Thanks for the response. I was about to edit my post to sound like less of a stupid asshole.

Edit: So after reading the thread and doing some testing I discovered that my partner's ability to shoot the pylon is largely a result of our opponents being idiots (pylons can warp in at least three zealots without being in marine range at all). I also discovered that the push that I like to do leaves our base at 4:45 - 4:50 which probably explains our general good fortune against this build. Our of curiosity, when you see an 11 pool, do you just go blind banelings? Because that's happened once or twice and has forced a macro game, though with us in the lead. Alternatively you could do a roach/stalker kind of thing in response to the 11pool but having already taken a pool by then I would be concerned about not having enough econ to possibly support enough roaches.

In any case, what are your specific feelings about 2rax 11pool compared to 10pool 10gate? Stalling results in the 10pool zerg being outproduced by the 11pool zerg and I do not think warpgate/zergling combinations can win against marine/zergling until several warpgate cycles have passed.
Geiko
Profile Blog Joined June 2010
France2036 Posts
February 21 2011 09:58 GMT
#219
Yeah zergs are particularly easy to read, if they are planing for a rush before the 5min mark, they need an earlier pool then 13. If it is TZ or ZZ, we always get banelings (we make 6 zerglings before queen to harass zerg and force him to make zerglings and not some sort of roach rush).
PZ don't have much of <5 min rushes except the obvious ones with proxy gates or just mass zealots which are absurdely easy to counter.
geiko.813 (EU)
Pschiiit
Profile Joined January 2011
France2 Posts
February 21 2011 15:38 GMT
#220
On February 21 2011 18:58 Geiko wrote:
If it is TZ or ZZ, we always get banelings (we make 6 zerglings before queen to harass zerg and force him to make zerglings and not some sort of roach rush).


So does this mean you do not go speedlings at all against TZ or ZZ ? Just to know if you go (1) speedlings then baneling or (2) go blind baneling to get them faster. Roaches can bit quite hard to deal with if you only have zeelot and banelings. Againt your first 6 glings he could go spine crawlers and roach warren.

I have been practicing this build with my mate a bit in 2on2 diamond level and well TZ or ZZ are our hardest games. Usually if one protoss or more it is quite easy to win. Roaches are quite hard to counter if you do not apply enough early pressure to the zerg.
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