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4v4 Random Strategy - Page 2

Forum Index > StarCraft 2 Strategy
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FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
March 15 2011 14:43 GMT
#21
random tip: pay attention to who is NOT attacking from the other team. because he's massing collosi or void rays.


This is so true its unreal you need to attack at a good timing to stop it otherwise its GG
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
redwingxviii
Profile Joined June 2010
United States101 Posts
March 15 2011 14:51 GMT
#22
i believe playing 1v1 will greatly improve your 4v4. i believe playing 4v4 will only help a very little bit with your 1v1.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
March 15 2011 15:03 GMT
#23
On March 15 2011 23:43 FlaminGinjaNinja wrote:
Show nested quote +
random tip: pay attention to who is NOT attacking from the other team. because he's massing collosi or void rays.


This is so true its unreal you need to attack at a good timing to stop it otherwise its GG

Or scout it and start massing the counter.
29 fps
Profile Blog Joined March 2008
United States5725 Posts
March 15 2011 15:03 GMT
#24
if you're playing 4v4 random, you have to pray that your allies are cooperative and/or competent. and then you should be a leader (since you cant always depend on them to be one) and organize things during the first few minutes. if you attack together and theyre not together, you will probably kill/cripple one guy and then they cant catch up.

and pray that it doesn't get to late game, unless you have a good computer. you will have so much difficulty micro-ing your units.
4v4 is a battle of who has the better computer.
jlai
Profile Joined February 2011
Hong Kong63 Posts
March 15 2011 15:59 GMT
#25
I'm a low plat 1v1 player and i got into 4v4 diamond a few days ago.

I would just say that 4v4 is so much different from 1v1. i play as a terran and every single game, i just say "Rush@5mins, no tech up, no expo" then i go mass marine myself. With this, i got into diamond after 30 games. It's just that you have to take out 4 players base-shared maps, so your rush is more effective.

i suck at macro but it doesn't really matter much if everyone is rushing in your team. As someone mentioned, you have to spot who is NOT attacking. they're probably teching up. If they succeed to tech up, abuse the mobility of your tier 1 units. medivac drops/mass zerglings running into his bases/muta what so ever/wraplots whatsoever. keep dancing around and each of you tech up. Normally you should be able to match them as you should be 4v3 or 4v2 by that time.

Wondering any convincing strat other than rushing? i'm new to SC2, so higher level player may advise on this. Many thanks!
Offhand
Profile Joined June 2010
United States1869 Posts
March 15 2011 16:32 GMT
#26
On March 15 2011 23:51 redwingxviii wrote:
i believe playing 1v1 will greatly improve your 4v4. i believe playing 4v4 will only help a very little bit with your 1v1.


Agreed, the OP's plan seems like the slowest way to actually improve their 1v1 ability. Westy himself already said playing 1v1s would be a better/faster way of improving, so I don't get why you'd want to do this.

Team games reward highly abusive strats, anything that one person can do that forces a response from ALL opponents is a massive economic gain. For example, one player makes DTs and a warp prism, and buzzes around the whole map doing warp ins near mineral lines. This will force defensive structures out of all opponents, cannons, spores, turrets, etc. The cost of defensive structures for three players times the number of bases they each have greatly outweighs the cost it takes to tech DTs. Oh, and while you were building this crap DT guy got collosus or HTs online and could probably outexpand you.
Norava
Profile Joined September 2010
United States23 Posts
April 05 2011 13:03 GMT
#27
One protoss dark templar rushes/harasses the rest of the game, the other three play standard. Works like a charm.
stilez
Profile Joined November 2010
Mexico130 Posts
April 05 2011 14:01 GMT
#28
lol. just play 1v1.
Turin
Profile Joined May 2010
Germany72 Posts
April 05 2011 15:54 GMT
#29
One thing that 4vs4 has going for it that you don't really learn in 1vs1s is coping with information overflow. There is so much going on in each 4vs4 (essentially you start with a 4 base macro game right from the start) that playing 1vs1 afterwards feels quite simple (I only have to react to what one guy is doing?).
But obviously you won't learn proper timings or how to counter a specific unit composition.

I'm a true (no prearranged parties) random 4vs4er in master league and here is what I found helped me climb there:

What you should not do:

Rush builds:
I advise against it, not because it's so ineffective, but because it is dependent on your teammates being competent. If you want to get into masters, you obviously have to be the best player in your team a lot of the time and with a rush build you cannot carry weaker players. Think of it this way: With a rush build you have a very limited influence on the outcome of the game. If your teammates are weaker than the opponents then you will lose, if they are stronger or equally strong you will win. Coinflipping like this won't bring you into masters. However if you are a weak player doing rushes is probably the best help you can give your team.

Gimmick builds (cloaked banshee/ fast dt/blue flame drop):
These are usually highly effective at all levels. However you should not do them, because again they will not help you carry the team. You will usually succeed in taking out one or two of the weaker players, but will get countered by their stronger allies and that leaves you only with cursing your allies for playing crap. I was stuck in high diamond for a long time doing these gimmick builds, because you simply lose too many games where your allies can't leverage the economic advantage your build gives them.

Air builds:
Again I advise you not to do it. Air units are essentially harassment units, so the above paragraph applies.

What you should do:
Scout early. I usually scout at nine or ten supply. You will usually see one of two things: Extremely early allins (2gate protoss, 6-8pool zergs) , or standard builds.

The reason for the early scout is that you should fast expand if you don't see an early allin. The maps are generally large enough that your expand will have (almost) paid off already by the time they have coordinated on their 6-7 min attack. After repelling the push, you should be in good shape to have your macro game kick in and you should be able to carry your weaker allies.

Put a spotter in their attack path. This is huge and nearly noone does it. You absolutely have to keep tabs on where their huge ball of death is at all times. When they are barreling up your ramp it is far too late.

Trust your allies: I know it's hard, but it's no use constantly checking up on what they do or giving them "advice" how to play. It will lead only to mistakes in your play. Focus on your game and you will be fine.

React properly to attacks:
Once an attack comes you have two options: Help your ally, or counter the opponents. Always do one of those, never stay in your base and merrily build for yourself. The decision to counter/help should be mostly driven by the time it would take you to get there.

Unit selection:

There are two aspects that dominate all other unit aspects in 4vs4: Mobility and Aoe damage. If a unit has neither you should almost never build it (immortals and hydras are the main offenders). A 4vs4 is a chaotic affair of big balls of units, so you need to be able to react with your army very quickly to threats and be able to deal out the AoE damage.

Excellent zerg units are:
Speedlings for expansion control, you will almost always find an expansion that is not suitably defended.
Infestors for fungal growth. Absolutely amazing spell after the patch.
Roaches: Fast and costefficient.

Excellent protoss units are:
Colossi: Excellent mobility and AoE damage. I find myself always going for them if I random protoss.
Speed zealots: With the patch change that allows them to always hit, they are very hard to kite and they are one of the most costefficient units in the game with decent mobility.
Blink stalkers: Excellent mobility, however I personally don't like them as much since their damage does not scale well in lategame.

Excellent terran units are:
Marines, nothing really beats upgraded marines in a 4vs4, except for huge collossi balls. Extremely mobile with stim and medivacs and dps is obviously off the charts.
Blue flame hellions: huge mobility and Aoe damage, however they are very microintensitive, so only use them if your multitasking is decent.
Siege tanks: These are mapdependent, only use them on maps that have narrow paths that simultaneously block off your expansions. Otherwise the lack of mobility makes them subpar.
PowerDes
Profile Blog Joined September 2010
United States520 Posts
April 05 2011 16:04 GMT
#30
4v4?

10 pool?

hellion?

5 rax?

4 gate?

Win games.

In all seriousness, anyone who is caught teching into a unit that costs more than 200 resources combined is breaking the one rule in team games, making units and attacking. Chances are when you have 3 people attacking one guy the one guy will die before their teammates get there.
twitch.tv/PowerDes
P0ckets
Profile Joined January 2011
United States430 Posts
April 05 2011 16:28 GMT
#31
4v4 all zerg teams should do simultaneous 6 pool, with 12 going to 1 base and 12 at another. You will instantaneous kill 2 opponents and then regroup and all attack 3rd and then 4th guy. Build Banes if you need. But multiplayer is almost all cheese so I don’t believe it will help you with your 1v1.
FeelGood
Profile Joined March 2011
United States23 Posts
April 05 2011 16:34 GMT
#32
Well, in team games, the majority of people cheese at the beginning. In teams with more than 2, 3 zergs, you can pretty much expect three 6pools. I saw a group in diamond who won like 20-30 games in a row by all 6 pooling, and since it's random teams, you can't assume everyone is going to know how to fend it off.

But anyways, the strategy my friends and I do basically involves 2 people (in the front) harrassing and protecting from attacks and the back teching up to carriers, broodlords, etc. I don't know how helpful this is to you, but good luck man!

And if you want to conquer your fears of 1v1, I like the custom 1v1 obs games, but it's up to you.
HUK | HERO
ElusoryX
Profile Blog Joined December 2010
Singapore2047 Posts
April 05 2011 16:36 GMT
#33
go team monobattle :>
xd
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 05 2011 17:19 GMT
#34
There is only one way to play random 4's. Here is a brief tutorial.

1. Pick zerg
2. 8 Pool
3. Handicap one of your opponents and by doing so scare the rest of your opponents into sitting at their ramps for 10 minutes.
4. Expand
5. Drone up to full saturation on 2 bases
6. Go 2 hatch 2 queen 4 gas speed roaches on two bases and what the fstomp all 4 of them
get rich or die mining
TL+ Member
Mactator
Profile Joined March 2011
109 Posts
April 05 2011 17:27 GMT
#35
1v1 is more difficult than team games. APM is just higher and people are more skilled. Team games won't help you. If you like to play team games then that's another story. To win you have to play with a high APM since most peoples' APM here often is pretty low. 70 - 100 should do.

My experience is that the most effective strategy is to lead the game or adjust if someone else does. 1v4 is impossible if they are good so communicate with your team. Not just like: "rush?" "attack at 6min?" but throughout the whole game. It also makes the game more fun. Remember that any information you gather goes directly to your team such as map control and scouting. And scout and counter (or make someone counter) cheesy stuff like 6/7/10 pools, cannon rush, mass lings or something similar that often surprise people. Apart from that, just play well!







accaris
Profile Joined May 2010
98 Posts
April 05 2011 18:29 GMT
#36
From my experience, 4v4 didn't help me do better in 1v1 at all. In 4v4, I win a lot by rushing to Dark Templar, or I just 2-gate on 10. If you do a standard build in 4v4, better teams will just waylay you with early pressure. So I don't count team games as a learning tool.

I actually tried to use my 4v4 build logic in 1v1 and lost to a bunch of silver players, and got demoted out of Platinum. Never again will I try to cheese in 1v1.

On a side note, I'm 22-7 in 4v4 and the system won't promote me out of silver, even though I've been consistently beating Diamond players. It's kind of annoying.
dedicateddan
Profile Joined October 2010
United States18 Posts
April 06 2011 05:56 GMT
#37
I've made masters in random 3's (90-48) and 4's. Mobility and aggression are very important. If you open with mobile, aggressive units, you can just kill people and it's very hard for your opponents to do anything about it.

Possible builds I would recommend:
Protoss: -My standard is fast DTs off of 2gates and putting down a nexus right before the dark shrine goes up at 7 minutes. Then send 1 DT to each mineral line. This has the potential to do a lot of damage and lets you smoothly transition into blink stalkers off of a strong economy with possible colossi.
-4gate making primarily stalkers is also good

Zerg: -10 pool speedlings is arguably the best RT build there is. You gain a lot of map control, can destroy undefended bases and still have a reasonable economy.

Terran: -Gas before barracks hellions is strong
-Bio play is viable

Example of the ling and hellion builds:
SEA_Syntax
Profile Joined November 2010
Philippines24 Posts
April 06 2011 06:11 GMT
#38
dude, dont be afraid to play 1v1...i think you're one of those people who are afraid of 1v1s because they have no teammates to ask help...heed the replies here that playing team games to improve 1v1 is much slower...
O.o what comes around comes around?
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2011-04-08 23:07:35
April 08 2011 23:05 GMT
#39
Dont bother with infestors/HT's when the game hits the 30 minute mark unless you have a monstrous computer. The lag in huge team fights is so tremendous your storm/fungal will miss horribly; Better off massing a unit that you can 1a.

4v4 is a nice place to start if you want to try random and learning the other races, but not much else.

Otherwise, it's really not worth it to worry about winning in 4v4R to masters, even for portraits, unless you're playing with friends. It's the most frustrating cesspool in SC2.
PokePill
Profile Blog Joined March 2009
United States1048 Posts
April 08 2011 23:09 GMT
#40
You need to be vocal and tell your teammates exactly what to do. You need to take sole responsibility for scouting. You need to be responsible for everything to win, since playing RT will be you vs a team of 4 80-90% Masters players quite often.
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