overall AMAZING-NESS! we are in gold 1v1 and plat 1v1 together were in bronz and we're winning against premade diamond teams, i love it! TY TY TY
[D] Unbeatable 2v2 Build ? (PZ) - Page 12
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JedSaje
United States30 Posts
overall AMAZING-NESS! we are in gold 1v1 and plat 1v1 together were in bronz and we're winning against premade diamond teams, i love it! TY TY TY | ||
ShinyGerbil
Canada519 Posts
As a zerg player I've been messing around with the timings you suggested and I believe I have improved the build by 11 seconds (or squeezed out an extra 2 zerglings by 4:41), which seems quite significant in the execution of this build. My build is as follows: 10 Extractor 10 Extractor Trick 11 Spawning Pool 10 put 2 on gas 10 Extractor Trick 11 Overlord 11 Zergling 12 Queen, then constant Spawn Larvae @100 gas take 2 off gas 14 Metabolic Boost 14 Zergling [4] 18 Overlord 18 Zergling [8] To verify this, I put both your own build and mine into http://sc2calc.org/build_order/ Here are the results: [Event] = [My Build's Time] / [Your Build's Time] 24 Zerglings = 4:29 / 4:40 Metabolic Boost = 4:33 / 4:42 I would imagine that with 11 second faster zerglings and 9 second faster zergling speed, every team using your strategy should probably consider adopting my modified build order. Perhaps you could add it to the OP? Let me know what you think, and thanks again! | ||
Wordpad
Denmark154 Posts
edit: I am so stupid.. Forgot you Protoss still need pylon's lol ![]() | ||
Audi309
United States90 Posts
On February 24 2011 20:15 Wordpad wrote: Wow, I just thought of something. Can Protoss warp-in units where a Terran ally scans? edit: I am so stupid.. Forgot you Protoss still need pylon's lol ![]() not a dumb question :D if you have a pylon on the low ground, you can use the scan to get vision of the high ground and warp in, sure. this is definitely a solid build. i remember getting rolled with it in 2s when i first saw it. | ||
mistyken
1 Post
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Shiladie
Canada1631 Posts
On February 24 2011 20:15 Wordpad wrote: Wow, I just thought of something. Can Protoss warp-in units where a Terran ally scans? edit: I am so stupid.. Forgot you Protoss still need pylon's lol ![]() You can however use scan to place nydus worms, which can be very useful in larger team games. | ||
NB
Netherlands12045 Posts
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DoubleReed
United States4130 Posts
On February 25 2011 03:22 NB wrote: you cant beat this shit really... everyone in CSL is sending their 2v2 as PZ now a day Actually my friend and I are a PZ team and we're trying to figure out how to beat this build. Killing the pylon seems out of the question because the lings obviously defend it. How do you go about it? Do you just get spines/cannons? I find I can survive usually with ling/bling and a spine or two, but how can a protoss survive this? Are there any 2v2 teams that would be willing to be practice partners? | ||
Geiko
France1936 Posts
@mistyken : As a general rule in 2s, always attack the one who doesn't have static defense, and if both have static defense, proceed to expand safely and out macro your opponents ![]() @DoubleReed : Sorry, i'm on the EU server. I'm actually currently looking for a good level 2s partner (master 1v1 at least) and a good level 2v2 team to try out my new geiko Build 2.0 ![]() | ||
Rubix314
54 Posts
On February 25 2011 03:42 DoubleReed wrote: Actually my friend and I are a PZ team and we're trying to figure out how to beat this build. Killing the pylon seems out of the question because the lings obviously defend it. How do you go about it? Do you just get spines/cannons? I find I can survive usually with ling/bling and a spine or two, but how can a protoss survive this? Are there any 2v2 teams that would be willing to be practice partners? Hey, same here! :D I'm Rubix.148, let's practice some later today. | ||
PowerDes
United States520 Posts
83-7 with it already, and all our losses are me d/cing! http://sc2ranks.com/team/10441056 (2 games didn't update) | ||
wamooo
3 Posts
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Deja Thoris
South Africa646 Posts
On February 25 2011 06:18 wamooo wrote: any reason walling off at naturals with cannons and whatnot and rushing DTs won't stop this build? DT's come way late. Its awesome when toss cannons up, its money hes not spent on units and the point of the build is to warp in where there are no cannons. | ||
W2
United States1177 Posts
It is really powerful and should get you an easy win, only trouble it runs into are shared base or double Terran. | ||
Afterstar
67 Posts
Unless your own team has a zerg player as well,trying to defend against early Zerg all-ins is hard. | ||
dave333
United States915 Posts
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Diamond
United States10796 Posts
Also it seems the new maps only make this build stronger and your main requires a ton of buildings/units to watch all the borders. | ||
kamui8899
81 Posts
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Phanekim
United States777 Posts
On March 01 2011 05:13 kamui8899 wrote: Wow this thread is still open, I remember when this strat was all the rage in 2v2. I'm in the top 1000 world 2v2ish (haven't played in awhile used to be top 200ish), this strat isn't hard to stop. The second you see P+Z you just put pylons around the edge and use a stalker/rauder or two to kill the probe / pylon and its gg for this build. The zerg just pisses away all his production on lings and they are forced to come your front (which you still have to hold) but it isn't that difficult. Good, but certainly not unbeatable. this is what i've been saying... | ||
CCow
Germany335 Posts
My mate and me had been facing this build some times before, but the rate at which you got to face it dramatically increased after this. :D We are probably an okay team, myself a rather mediocre protoss, my mate playing mostly terran back then, now jumping between T and Z. We have been facing Geiko quite some times as well, though I can't recall anything more specific. Just know we played and know he is a well mannered dood. :D Since the thread once again came up, I decided to give my two cents as well. ![]() Depending on your races the build is easier or harder to deal with. Terran part: + Show Spoiler + Before going into some of the later replies, I'd want to say that imho the build is REALLY hard to hold if you don't have at least one terran on your team. For obvious reasons the build suffers HEAVILY if you play it on maps with shared bases. If you do not share a base terran is the only race who can defend against this build without getting help from his mate. Blocking the ramp, while patrolling marines to scout for the pylon(s) makes it really hard for the sling+zealot to be effective. You can in almost every case get your second barracks quite fast upon scouting the build (P with early gate + Z with early gas/pool tell the tale; after this P stopping gas after 50), which ensures you a good amount of marines before the first warpin comes. If the Zerg doesn't add a bling nest (which greatly reduces the number of his lings = it sucks T_T;) , you should just hold it. Zerg part: + Show Spoiler + A zerg can obviously not hold this off without any help. Since he won't block the ramp he will just get overrun. Even with a spine and wicked hold-position tricks you need help. What can help a little are early-pool builds. Neither the protoss, nor the zerg have enough units to really deal with it early on. I don't mean 6pool all-ins. 8pool going for 8 zerglings followed by a queen can be way enough to really mess up the protoss. Microed well he is almost guaranteed to lose a lot of mining-time or quite some probes, both delaying the push considerably. You still need to deal with the zerg, but this often helps letting your mate get units before the 5gate is up. If you are two zerg the whole thing turns into a micro-fest where you need some good decisionmaking regarding spine/queen and hold-position. :D Protoss part: + Show Spoiler + Almost the same for the protoss. If you go for a "normal" 12gate+17/18cc at your front, the first warp-in will almost automatically break your block since you wont be able to defend both in-base and the edge at the same time. An option is to get a fast second gate, though. On most maps you scout the first opponent about the same time you place your 12gate, after scouting both the second gate is still in-time so that you can get enough zealots chrono-boosted out to handle the warp-in. Especially if you don't use another CB after your 12gate; whatever you saw till then should make you suspicious enough. If your mate for any reason delayed the protoss any pylon in your allies base can help him considerably defending, asuming you are safe. Regarding some of the latest answers: to iCCup.Diamond about the new maps: + Show Spoiler + On March 01 2011 05:04 iCCup.Diamond wrote: I have never heard of this before last night. Never have seen it, and got smashed by it 5 times in a row. What a gross build. 0.o Also it seems the new maps only make this build stronger and your main requires a ton of buildings/units to watch all the borders. Adressing the new maps I am not 100% sure. Taking a closer look at the maps the ones that carried over don't really matter. Maps that were dropped: Tarsonis Assault: The wide ramp helps the build as well as the fact, that you can place pylons outside the bases that can warp-in without any nearby overlords. You can even place a pylon on the highground, depending on the starting-position of the victim. Arid Wastes: Dealing with the build on this map was just disgusting. It is the 2on2 map with the longest distance between the allied ramps, which really helps the build big time! Twighlight Fortress: Shared base, easy to hold. War Zone: Not good for the build. (Though almost a freewin for Speedling/Marine so I am glad they dropped it.) New Maps: Gutterhulk: Kind of far between allied ramps. Quite good map for the build. Khaydarin Depths: Close distances between both you and your ally and you and your opponent. One of the best maps you can get without shared bases, still the build can be quite effective. Omega Sector: Somewhat shared bases. The plateaus at the outskirt make it harder, but you can either wall them off or try to block the space the pylon can warp into and thus deny the warp-in. Red Stone Gulch: Same as Khaydarin Depths, though the map is even weirder, kind of, cause you got the back-rocks. The Ruins of Tarsonis: Shared base, easy to hold. In total you had TF and WZ removed, where you could deal with the build rather well but I feel that taking out AW easily makes up for that. The addition of two shared-base maps does not really help the build, so imho KD and RSG decide on which maps the build was better, which I find hard to judge. Especially considering the short amount of time and thus the limited games I have played on those maps, yet. The length of the border is imho not that important because you can hardly deny the warp-in itself anyway. Just knowing where it will be is the best you can hope for. :D to kamui8899 about the build in general: + Show Spoiler + On March 01 2011 05:13 kamui8899 wrote: Wow this thread is still open, I remember when this strat was all the rage in 2v2. I'm in the top 1000 world 2v2ish (haven't played in awhile used to be top 200ish), this strat isn't hard to stop. The second you see P+Z you just put pylons around the edge and use a stalker/rauder or two to kill the probe / pylon and its gg for this build. The zerg just pisses away all his production on lings and they are forced to come your front (which you still have to hold) but it isn't that difficult. Good, but certainly not unbeatable. I don't agree with you at all. There is really no way you can ever kill the probe and killing all pylons before completion is quite impossible as well. The Probe wont run into your base, you know. If you got a zerg, just try to hold this when their zerg secures your ramp and the protoss waits for his first 10 zealots before they charge together. If your mate's ramp is not REALLY close to yours GL holding it that long. to Afterstar about Zerg in 2on2: + Show Spoiler + On February 28 2011 14:31 Afterstar wrote: Due to poorly designed team maps the Zergs have a huge advantage in team games. If the ramp is not shared or entrances not very close to each partner,the zerg can control the map and abuse the early game dominance of their fast and cost efficient units,by being able to choose their fights and prevent the other two allies from helping each other.Also the overlord/pylon warp trick is ridiculously powerful even when you know it's coming. Unless your own team has a zerg player as well,trying to defend against early Zerg all-ins is hard. I agree with all of the mapcontroll-part. Holding other Z all-ins without a Z might not be easy if your bases are seperated, still I don't like Z in 2on2 lategame. In 2on2 it is way harder to get more bases up than your opponents, because the thirds are usually really wide open and vulnerable to any kind of pushes. Getting a ton of lings as you are normally forced to in 2on2 makes you suffer losses regarding your units' cost/upkeep efficiency from the midgame on, just compare it to any heavy tank or ray/colo stuff. This is ofc just how I feel it, The gap between muta/hydra and broodlord/ultra just feels so enormous in 2on2. But as stated, I am not really good, just played a few more 2on2s than most of the others. :D I hope my write-up isn't too messed up content-wise, as a lowly TL-newb I still got to find my style there. I don't mean to "teach" anyone either, I guess most of you would just own me EZ anyway.:D | ||
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