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4v4 Team Game Strategy - Page 2

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GAFF
Profile Joined January 2011
United States8 Posts
January 26 2011 14:56 GMT
#21
Do you think voice communucation is a must?


It isn't required, but it beats typing as you can communicate quicker using voice. It is even better if you are in the same room. I play with my brother a lot in the same room and him yelling "DUDE DTS IN YOUR BASE" has saved me several times. It definitely allows for more time to focus on unit control because you can chat AND control at the same time.

How about shared control?


From a Random Team perspective, I think this is a matter of preference, but for me I hate when people give me control because it messes up my own unit control. In warcraft 3, I liked it, but for some reason in sc2 it really messes me up when my allies share control.

With that said, from an Arranged Team perspective, I have friends in real life who I play with who are bronze league and have really low APM. They share control and focus on their macro and I control their army since they cannot micro, but I have taught them enough to be able to macro really well so that we can compete at a high diamond level. I was able to help one of my friends get into 2vs2 Diamond AT, so I think it boils down to having a plan with the shared control, which it seems that you have some good plans such as have one player defend against drops, cloaks, while another controls the army, because even at high level that stuff can help.

How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?


I don't think that is viable. It would work vs. a mostly zerg team, but chances are the zerg will rush before you can even get them. As a Terran player, I like when people make or pool voids rather than stalkers.



I will see if I can find some replays with Protoss, garrettx, Raymaster, Bstallion, CraSh, sPit, etc.



covetousrat
Profile Joined October 2010
2109 Posts
January 26 2011 15:06 GMT
#22
LSD, lately I havnt been playing much team games, mostly with new players thus not highly ranked. Mostly just low diamond etc.

As for sharing control; I am a heavy no no person. I do expect every1 to micro their own units and its always irritating to drag your ally units into your group. For eg worker haressing a Terran. Sometimes we will just send 1 worker each to haress the terran. Some people prefer to just share control to one player, but I prefer microing it your own. Totally mess up my micro. But its totally fine to share control to open/close the supply depot wall. This is just my personal preference.

Regarding the 'dieing slowly' its really a great point. There games where maps with 2 and 2 sharing bases. One side got rushed down totally bad by lings marines etc. You can do your best to die as slow as possible buying time for your other 2 allies to mass up. If your opponent is rushing so badly, most likely they are not teching/having enough units. Just feed all/most of your resources to your allies and try to buy as much time. You can try to sneak an expo somewhere safe.

Heres a very important point. Say If you lose your base and have 15 workers left. DON't even bother trying to rebuild your raxes etc. Just get a main up and workers. Feed everything to your allies. Don't waste on rebuilding. There may be some occasions where you can rebuild slowly.
P0ckets
Profile Joined January 2011
United States430 Posts
January 26 2011 17:28 GMT
#23
Just have 1-2 players cheese and harass, while the others expand and tech up untouched. I mean 2 good 7-8 pools will delay them easily and cause them to stay inside their bases while your other 2 tech hard and finish the job.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 26 2011 17:36 GMT
#24
the best way to do it is to all do builds that get a significantly strong force at the same time ie some 4gates, some roach rushes and some 3raxes and just hurl everything at the same guy. he will die, and the allies that come by will not be strong enough to kill the push with at most 3 of them. then you can do w/e because once the other team stabilizes (if they didn't outright die) they won't be able to hit you before the econ advantage from your expos pays off
get rich or die mining
TL+ Member
covetousrat
Profile Joined October 2010
2109 Posts
January 27 2011 13:14 GMT
#25
Part 2 is already on my blog.
sc2tips.blogspot.com.
Post your comments here. I was just trying to write whatever I can think of without caring the general structure etc. My bad. Enjoy
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 27 2011 13:23 GMT
#26
On January 27 2011 02:28 P0ckets wrote:
Just have 1-2 players cheese and harass, while the others expand and tech up untouched. I mean 2 good 7-8 pools will delay them easily and cause them to stay inside their bases while your other 2 tech hard and finish the job.

Doesn't always work. Had this happen last night, but before the tech push was even close to ready, the 100 supply MMM/gateway ball the other side had built up to fend off the pressure just walked in and raped us with ease.
Conrose
Profile Joined October 2010
437 Posts
January 27 2011 16:38 GMT
#27
On January 26 2011 23:56 GAFF wrote:
Show nested quote +
How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?


I don't think that is viable. It would work vs. a mostly zerg team, but chances are the zerg will rush before you can even get them. As a Terran player, I like when people make or pool voids rather than stalkers.





This sort of Resource Pooling is exactly what makes Spire Tech so incredibly strong in team games. I've seen some matches where allies to a zerg will wall up and turtle down until the resource sharing timer ends. Next thing the other guys know, they have 30 Mutalisks diving down on them due to zerg larva mechanics. Even if nothing but Marines are on the field at that point, the Mutas can dance around them while sniping workers, key tech and supply. I've witnessed some games where all but the zerg player drop after saturating their geysers (Sometimes a second zerg player will fast expand and saturate the gas at an expansion before dropping... especially on shared bases maps). The best way to counter this is Infestor play though.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
January 27 2011 17:18 GMT
#28
Thanks for making these articles, and your credibility does look very appealing Will read this now, awesome!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
January 27 2011 17:49 GMT
#29
On January 24 2011 18:40 Perseverance wrote:
There are too many blind counters in 4s for it to be possible for solid strategies but common sense usually trumps anything you can put on paper. I've got around 500 4v4 games played and I am around 85%, if you are ever on NA server and want to play hit me up

Perseverance.721



It's a very good post for new or mid/low level players though. Well thought out.

Looks like you took a 10% dive to your win rate in the last day but still 75% is a great win rate.
My other car is a battlecruiser.
Phillydilly
Profile Joined November 2010
United States73 Posts
January 27 2011 17:54 GMT
#30
I think one really important factor that isn't talked about as much is the maps.
I play 4v4 RT, and there are 3 types of maps

everyone has their own base, so each team has four bases
two players share one base, so each team has two bases
everyone shares one base, so each team has one base.

When everyone has their own base, early timing is stupid strong. Not like 6pool, but like 3 rax stim pushes, double medivac drops cloak banshee, stuff like that. You can severely cripple 25% of their team 8 minutes in, gives you a definite advantage. Also, if they are not prepared, and you get away with very light losses, you can move onto the next base almost immediately.

When everyone shares one base, you almost need total opposite strategy. Play for huge late game. Early harass is very weak. This is because its super easy for whoever is being harassed to be quickly reinforced. Since it is so hard to take out an individual player, you need to play for a big late game army.

When two players share a base, its kind of the hybrid of the two above strats. Early harass/early push is effective, but you are not going to be able to cause huge damage, because the other player in that base can reinforce. Really key here is if you are going to harass/early push, you have to be able to effectively transition to late game.
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
Last Edited: 2011-01-27 20:18:15
January 27 2011 18:01 GMT
#31
I think this thread might be better used to talk about strong combinations of units.

For instance Collossi+ immortal back by ling hydra =sick.
Siege tank + Muta ball =sick
Medivacs + Ultralisks = LOLOLOL

g2g in class bbl

In 4v4, (I mostlyplay 4v4 to offrace and do wierd stuff lol)
But i like to basically play Terran and do a fast expo into a super defensive play.

Including a wall of bunkers backed by siege tanks, with supply depots in front of the bunkers to block lings/lots/block the large gap where i wont put bunkers so my teammates can move thru by lowering the depots. Complete with a turret outline of pretty much every base, as well as a wall of observer towers across the map so we know where they are comin from always.

For instance i managed to play one game where i was basically able to keep all 4 enemies ground armys away from our bases due to a tank/bunker line and if all 4 tried to run through it they would just be annhilated for instance i killed 3 max supply armies and when my team couunterattacked it was over.

But just another lol combination = Siege Tanks + Mutalisks + Vikings.


Also for more on 4v4 IMO there are certain units than can change entire battles even if you are doing nothing but supporting your teammates.

For instance Medivac supporting yourZerg teammates army (whether it be roaches, hydras, mutas, ULTRAs)

Ghosts = very strong against toss
Phillydilly
Profile Joined November 2010
United States73 Posts
January 27 2011 18:15 GMT
#32
I'll throw a couple combos out there.
reaper + blink stalker gives stalkers an easy way to blink up to higher ground.
muta+medivac = sick harassment. mutas move in, take some damage, fly out of range, heal, and harass again
GAFF
Profile Joined January 2011
United States8 Posts
January 27 2011 18:24 GMT
#33
On January 28 2011 01:38 Conrose wrote:
Show nested quote +
On January 26 2011 23:56 GAFF wrote:
How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?


I don't think that is viable. It would work vs. a mostly zerg team, but chances are the zerg will rush before you can even get them. As a Terran player, I like when people make or pool voids rather than stalkers.





This sort of Resource Pooling is exactly what makes Spire Tech so incredibly strong in team games. I've seen some matches where allies to a zerg will wall up and turtle down until the resource sharing timer ends. Next thing the other guys know, they have 30 Mutalisks diving down on them due to zerg larva mechanics. Even if nothing but Marines are on the field at that point, the Mutas can dance around them while sniping workers, key tech and supply. I've witnessed some games where all but the zerg player drop after saturating their geysers (Sometimes a second zerg player will fast expand and saturate the gas at an expansion before dropping... especially on shared bases maps). The best way to counter this is Infestor play though.



It is strong if you let them do it. They will never pull this type of strategy off if you have a solid 5-min push, because the other players are using their resources to make gas for the other player, so they will have suboptimal armies against a decent push. I've only seen this work in 2vs2 shared base on large maps, where the other player can wall off well and share his gas.
Conrose
Profile Joined October 2010
437 Posts
Last Edited: 2011-01-27 19:25:42
January 27 2011 19:24 GMT
#34
On January 28 2011 03:24 GAFF wrote:
Show nested quote +
On January 28 2011 01:38 Conrose wrote:
On January 26 2011 23:56 GAFF wrote:
How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?


I don't think that is viable. It would work vs. a mostly zerg team, but chances are the zerg will rush before you can even get them. As a Terran player, I like when people make or pool voids rather than stalkers.





This sort of Resource Pooling is exactly what makes Spire Tech so incredibly strong in team games. I've seen some matches where allies to a zerg will wall up and turtle down until the resource sharing timer ends. Next thing the other guys know, they have 30 Mutalisks diving down on them due to zerg larva mechanics. Even if nothing but Marines are on the field at that point, the Mutas can dance around them while sniping workers, key tech and supply. I've witnessed some games where all but the zerg player drop after saturating their geysers (Sometimes a second zerg player will fast expand and saturate the gas at an expansion before dropping... especially on shared bases maps). The best way to counter this is Infestor play though.



It is strong if you let them do it. They will never pull this type of strategy off if you have a solid 5-min push, because the other players are using their resources to make gas for the other player, so they will have suboptimal armies against a decent push. I've only seen this work in 2vs2 shared base on large maps, where the other player can wall off well and share his gas.


Gas spent on a few key units (Siege Tanks and Sentries) can tip the scales in heavy favor of the defender on the shared bases type maps. Add to this that the 3 other players don't need so much as to destroy the initial push before the Mutas are out as it is that they need to defend the Zerg Hatches + Spire as well as gas production until the Mutas hatch. I've noted that a large Muta Ball can clean up a 5 minute push, even if it is full of stimmed marines, rather quickly and proceed with the Mass Muta Harass afterwards.
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
January 28 2011 00:01 GMT
#35
More strong unit Combinations

Medivac + ur Zerg allies army = amazing. Especially if they have the more sturdy units like roaches or ultralisks.

Colossi + immortals + hydras =amazing.

Siege tanks + Mutas = amazing.

Ghost + whatever ur teammates make vs a heavy protoss team = amazing.

Raven = GREAT support unit for big team battles. Drop as many point defense drones possible and lawl as ur team comes out with 3/4 still in tact. (especially strong against flyer/stalker heavy armys)

Baneling + Mothership can be AMAZING if you coordinate a vortex with 50 banelings going in after their army gets eaten = lawl we just killed 600 supply of units with 50 banelings and a mothership.

These are just my thoughts, I like to play Terran in 4v4 because i can D up my entire team on some maps, and have the best support units - medivacs, ghosts, ravens. Siege tanks + turrets + bunkers u can D ur entire team especially as ur zerg player goes straight to mutas.
Conrose
Profile Joined October 2010
437 Posts
January 28 2011 01:28 GMT
#36
On January 28 2011 09:01 mnofstl007 wrote:Colossi + immortals + hydras =amazing.
.


You should see Colossi/Blink Stalker/Reaper. The mobility of this setup is just ridiculous Lead with the Reapers to snipe some buildings. + A Proxy Pylon and Nitro Boost Upgrade. The 4th Player is really free to tech whatever the hell they want (3+ Thorships and Phoenix support are especially fun though, I imagine Mutalisks would do well to round out the 4th position if Zerg)

Morphing all your Zerglings into Banelings is always hilarious unless they have a siege line. Rolling over their wall, carving a path through their concave and still having enough Banes to destroy a town hall and all the workers around it is such a pleasure.
Rodregeus
Profile Joined August 2010
Australia126 Posts
January 28 2011 03:42 GMT
#37
Massing all T1 units at hitting the enemies most isolated member tends to work pretty well and is the simplest thing in the world.

That's all 4v4s ever seem to be really. :S
Fear the reaper. // lol never mind.
Simberto
Profile Blog Joined July 2010
Germany11686 Posts
January 28 2011 04:03 GMT
#38
For a 6-7 minute mark attack, as a zerg, i find something like going 2-hatch speedlings incredibly powerful. You can just produce insane amounts of them, and they are fast. You can tank for your allies ranged units, and you can surround anything that runs away, run into bases and kill workers fast, and generally be very cool. I think speedlings synergize far better with the armies of other races then roaches.
Jombozeus
Profile Blog Joined August 2010
China1014 Posts
Last Edited: 2011-01-28 04:08:13
January 28 2011 04:08 GMT
#39
I'm sorry if I don't have anything to contribute to the actual thread.
But I cant help chuckling at the random note of an instrument completely out of context :D

When you see your front line Stalkers are being damage, just click on them and blink them back. Viola.

/spelliangnazi





/obvious ironic troll
covetousrat
Profile Joined October 2010
2109 Posts
January 28 2011 07:23 GMT
#40
Lol Jombozeus, isn't that just normal Stalkers micro?

Heres a 2v2 game that I play yesterday with my friend who doesn't play much of SC2 against a good team. I chose random and gotten Protoss luckily which is my main race. So its a Protoss plus Terran for my team against Protoss and Zerg. Our opponents are nGenXeen from clan nGen a very top SEA clan. Xeen is in the Masters League with his friend Jaczie.

http://www.sc2replayed.com/replays/131487-2v2-terran-protoss-zerg-scorched-haven
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