But a hard mass that hits them early ought to be enough for a gg.
[D] The Official Unofficial 2v2 Thread - Page 6
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MechKingPrime
Korea (South)16 Posts
But a hard mass that hits them early ought to be enough for a gg. | ||
aztecx
Australia130 Posts
On August 09 2011 02:14 Crysack wrote: My friend and I are attempting to make our way to the top of the SEA ladder over the next few days and we really aren't far off. If anyone is interested, I can upload some replays. In the meantime, here's an amusing replay which shows why you should never tap out. Please excuse the astronomical screw up with my forcefields. My sentry somehow got stuck a millimetre too far to the right and wouldn't throw down the second FF. ![]() I have a fair bit of experience playing against ArtOfLosing because he's one of the few 2v2r players my teams can que against. He's basically just a one trick pony since he goes ling/bling all-in every game. Meta-game him and he's fucked. | ||
Crysack
Australia94 Posts
On August 09 2011 19:32 aztecx wrote: I have a fair bit of experience playing against ArtOfLosing because he's one of the few 2v2r players my teams can que against. He's basically just a one trick pony since he goes ling/bling all-in every game. Meta-game him and he's fucked. Oh don't worry. I've played him several times in 1v1 and 2v2. The first thing I said to my partner at the beginning of the game is 'one of them will baneling bust and the other will roach all-in' - and, what do you know? That's exactly what they did. He's been kicked out of Grandmasters now too - I guess because everyone figured out that he does the same thing every single game | ||
transience
Belgium74 Posts
Terran gets a refinery before barracks and then builds a factory immediately, followed by a reactor on the barracks. If we see they are not walling in (which is silly), he'll get hellions. If not, he'll get a tech lab and rush tanks with siege mode plus marine support. Usually we move out when siege mode is finished and his third tank hits the field. Because TP doesn't have a lot of very scary very early rushes, I feel safe to go hatchery first on these big shared base maps. I like to go 15 hatchery 16 extractor 16 pool and get metabolic boost immediately, so I can have speed at a reasonable time (before 6:00) in case we decide to go speedling/hellion. If they have a wall, I will drone up to +/- 30 while still mining gas, while making double queens and a roach warren, then start saving up resources and supply for roaches. I like to get all my roaches in one or two big pumps and move out with them immediately. Because of the distances involved, I usually cut roach production after my first wave and switch into mass speedlings to help defend our tanks. The tank line coupled with my quick reinforcements are usually enough to seal the deal. | ||
Lobotomist
United States1541 Posts
Also, transience, I really like that build, especially the 15 hatch 16 gas 16 pool, which is one of my favorite builds vs any team with protoss that isn't proxying or cannon rushing. On August 09 2011 00:39 Squigly wrote: I'm not so sure about this. I think a lot of this attitude is a hold-over from Broodwar where zerg was considered very strong, even necessary, as part of a 2v2 team. TZ early game can be really strong, but zerg mid-late doesn't fair as well against the large numbers of big splash units that come into play (tanks, collosi, etc). Its generally accepted that you need a zerg. And the you dont want teams of two of the same race. Esp not PP ![]() TZ is currently ranked highest on the points list, however that may be due to the fact that those guys are very good. Pretty much PZ or TZ is accepted as being the best. But its not like you cant do well without it. Im masters with over 50-50 win rate with TP | ||
Dingobloo
Australia1903 Posts
On August 10 2011 09:53 Lobotomist wrote: I've been struggling with TZ vs TT recently. It's very difficult to do most timing attacks vs TT teams, and tanks counts get high very, very quickly. Also, I really don't know how to play when big tank lines get set up. Also, transience, I really like that build, especially the 15 hatch 16 gas 16 pool, which is one of my favorite builds vs any team with protoss that isn't proxying or cannon rushing. I'm not so sure about this. I think a lot of this attitude is a hold-over from Broodwar where zerg was considered very strong, even necessary, as part of a 2v2 team. TZ early game can be really strong, but zerg mid-late doesn't fair as well against the large numbers of big splash units that come into play (tanks, collosi, etc). It's a hold over from.... a season ago when you didn't have enough vetos to remove split-base maps from the pool which were next to impossible TP/PP vs TZ/PZ with zergs abiltiy to split people early and then get fast high-ground sight for your ranged-ally to destroy the frontal wall. It's a lot better now, there are only a few in a pool where you can do that and you have enough vetos to remove them, but prior it was just easier to play with a Z then not. | ||
Aqtinic
40 Posts
On August 09 2011 20:34 transience wrote: Because TP doesn't have a lot of very scary very early rushes, I feel safe to go hatchery first on these big shared base maps. I like to go 15 hatchery 16 extractor 16 pool and get metabolic boost immediately, so I can have speed at a reasonable time (before 6:00) in case we decide to go speedling/hellion. If they have a wall, I will drone up to +/- 30 while still mining gas, while making double queens and a roach warren, then start saving up resources and supply for roaches. I like to get all my roaches in one or two big pumps and move out with them immediately. Because of the distances involved, I usually cut roach production after my first wave and switch into mass speedlings to help defend our tanks. The tank line coupled with my quick reinforcements are usually enough to seal the deal. We run TP and are #3 in our masters division. To counter the quick hatch I toss down a quick forge and 1 cannon the expo hatch. Work 80% of the time, then we use this to toss down our own nats. | ||
Crysack
Australia94 Posts
On August 10 2011 11:40 Aqtinic wrote: We run TP and are #3 in our masters division. To counter the quick hatch I toss down a quick forge and 1 cannon the expo hatch. Work 80% of the time, then we use this to toss down our own nats. I wouldn't mind seeing a replay of that. When we see a hatch first (TP as well) we usually just calmly follow through with our tank/gateway push - or whatever we had decided upon in the first place, and expo while moving out. | ||
MrRicewife
Canada515 Posts
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Elasticity
3420 Posts
1P 4 gate or 3 gate blink stalkers rush (if 4 gate, just build stalkers) 1P 3 gate pure sentry with halluciations, then FE. (get charge lots also) 1st push coming ~6min (depending if got rushed by zerg). Hallucinate 2-3 voidrays, 2 immortals. and go in. Only lost once of 10 matches last season doing this strat. Diamond level. :-). What's hard is 2Pv2Z both doing 7 pools T_T | ||
FlaminGinjaNinja
United Kingdom879 Posts
Just played this interesting game a couple of minuites ago so thought i'd upload it for you all Warning, it's a long game! ![]() + Show Spoiler + Starts with 2 7RR and then goes into a macro fest | ||
Vanchen
55 Posts
![]() TP: open 2 gate voids and BFH marauder TZ: 14 14 into roach and expand and 3 rax Low supplies all game, barely expo till near the end. I find that even if you get contained to 1 base and your oppenent expands, there is still much larger chance of winning than if it had happened in a 1v1. ![]() Go mech and bio, vs a fastish muta, very back and forth. I kind of get carried in this game. ![]() Vs. a team with a zerg, most of the time they will try and break down your wall early and flood with speedlings for the kill. We have to bunker off or else you WILL die. | ||
Squigly
United Kingdom629 Posts
On August 30 2011 09:53 Vanchen wrote: Played some games today, top of the ladder pretty much. ![]() TP: open 2 gate voids and BFH marauder TZ: 14 14 into roach and expand and 3 rax Low supplies all game, barely expo till near the end. I find that even if you get contained to 1 base and your oppenent expands, there is still much larger chance of winning than if it had happened in a 1v1. ![]() Go mech and bio, vs a fastish muta, very back and forth. I kind of get carried in this game. ![]() Vs. a team with a zerg, most of the time they will try and break down your wall early and flood with speedlings for the kill. We have to bunker off or else you WILL die. Ha your partner is a dick. You macro so much better, and he whines. | ||
robmate01
3 Posts
![]() Ling and 6 rax vs 2gat roach opening ![]() 3rax-ling vs dual 4 gates ![]() Mech contain into Tier 3 battle | ||
Belisarius
Australia6230 Posts
A friend and I play a fair number of 2v2s, pretty damn badly, but I'm always at a loss as to how to actually respond to things. I find myself thinking in terms of 1v1 builds and timings, and sometimes it works, and sometimes it doesn't. I feel like I have no game sense and no real idea how I should be adapting what I do, and how it should be different. I generally end up calling strats etc, since my partner's like silver, but I often find myself telling him to expand/drone/roach at the worst possible times because those times would be appropriate to 1v1 but really don't work 2v2. So in short... are there any good, general build resources or overviews floating around out there? We're usually PZ, and I don't have too many replays of that combo, nor any idea of how to analyse decision-making processes if I did. ftr I'm dia 1v1, so I at least have a very basic understanding of how stuff works. I'm failing hard at adapting to 2v2, though. | ||
Dingobloo
Australia1903 Posts
On August 30 2011 12:04 Belisarius wrote: So, this is both a really noob and really general question, but I'm not sure where else to ask it. A friend and I play a fair number of 2v2s, pretty damn badly, but I'm always at a loss as to how to actually respond to things. I find myself thinking in terms of 1v1 builds and timings, and sometimes it works, and sometimes it doesn't. I feel like I have no game sense and no real idea how I should be adapting what I do, and how it should be different. I generally end up calling strats etc, since my partner's like silver, but I often find myself telling him to expand/drone/roach at the worst possible times because those times would be appropriate to 1v1 but really don't work 2v2. So in short... are there any good, general build resources or overviews floating around out there? We're usually PZ, and I don't have too many replays of that combo, nor any idea of how to analyse decision-making processes if I did. ftr I'm dia 1v1, so I at least have a very basic understanding of how stuff works. I'm failing hard at adapting to 2v2, though. I'd recommend Mute's High Masters replays, he does PT and PZ and his PT really helped me iron out a lot of my 2v2 decision making. http://www.teamliquid.net/forum/viewmessage.php?topic_id=239631 The important thing is to remember that you're not playing 2 1v1's, something that would be considered all-in in 1v1 might just be half of a long-term focused play in 2v2, also you're not just holding a single all-in now, you're might have to hold DOUBLE all-ins, so if you're both doing a build in 1v1 that is designed to let you expand, you will die when they double-all in, as a general rule, one player doing an army focused 1 base, while the other does a normal expand build or a tech build works out pretty well. Finding the combination which really synergize well though is tougher, as they can do so in surprising ways. Ling/Hellion into banshee is a classic all in+tech setup but the ability for the lings to split opponents early, and for the lings and hellions to compliment each other early, while being effective against most early-game anti-air and THEN the banshee's being good against things that are good vs Ling/hellion really would have been difficult to figure out. | ||
Zariel
Australia1285 Posts
As a protoss player, primary build I used was defensive 4 gate and having 1 sentry, 2 zealot, 1 stalker when my warpgate completes and dropping gates at 27/34 supply. While my ally goes for a 2 rax, 1 fact, marine tank build. I believe that this build is quite powerful because we have Tanks for the AoE, Marines for DPS (especially against lings) and I can alter my army composition of zealot, sentry, stalker to cater for the situation and matchups. Our general hit time is about 7-7:30, usually moving out when 2 tanks are in our army and siege mode completed. | ||
Crysack
Australia94 Posts
On August 30 2011 14:58 Zariel wrote: I went on an 11 game winning streak with my friend. We jumped from rank 50 diamond to rank 1 after all those games but we were beating teamed masters fairly easily. As a protoss player, primary build I used was defensive 4 gate and having 1 sentry, 2 zealot, 1 stalker when my warpgate completes and dropping gates at 27/34 supply. While my ally goes for a 2 rax, 1 fact, marine tank build. I believe that this build is quite powerful because we have Tanks for the AoE, Marines for DPS (especially against lings) and I can alter my army composition of zealot, sentry, stalker to cater for the situation and matchups. Our general hit time is about 7-7:30, usually moving out when 2 tanks are in our army and siege mode completed. 4gate is massive overkill in my opinion. Most of my openings are some form of 3gate (unless I do something with a stargate or something) and they hold pretty much everything. | ||
aztecx
Australia130 Posts
On August 30 2011 15:35 Crysack wrote: 4gate is massive overkill in my opinion. Most of my openings are some form of 3gate (unless I do something with a stargate or something) and they hold pretty much everything. teams on SEA are VERY shit, so I find that strats that work at the higher end of SEA will most likely not work at the mid-high end of NA masters or against top-tier SEA teams (i.e. season 1 and 2 masters pre-hotfix level). Droneinabox and I were 78% over 200~ games last season as ZP, and we had a lot of trouble holding GnSsssk and his tm's 4g + ling/bling all in when Drone opened 3gate. So while against most teams 3gate will hold pretty much everything, against top-tier teams on SEA (which are rare) or high-master teams on NA you will often have trouble. The reason being, once you take out the skill factor and likelihood of a team making mistakes, the games become far more build-orientated and on paper a 3g+ling or roach can't hold a 4gate+ling/bling all-in. Sorry I kind of wrote that using a ZP v ZP game as an example, but the same thing applies to different race combinations versing any team with a P that opens 3g. I understand that there are factors such as defenders advantage that help the 3g out, but against stronger teams those factors make much less of a difference. | ||
FlaminGinjaNinja
United Kingdom879 Posts
On August 30 2011 12:04 Belisarius wrote: So, this is both a really noob and really general question, but I'm not sure where else to ask it. A friend and I play a fair number of 2v2s, pretty damn badly, but I'm always at a loss as to how to actually respond to things. I find myself thinking in terms of 1v1 builds and timings, and sometimes it works, and sometimes it doesn't. I feel like I have no game sense and no real idea how I should be adapting what I do, and how it should be different. I generally end up calling strats etc, since my partner's like silver, but I often find myself telling him to expand/drone/roach at the worst possible times because those times would be appropriate to 1v1 but really don't work 2v2. So in short... are there any good, general build resources or overviews floating around out there? We're usually PZ, and I don't have too many replays of that combo, nor any idea of how to analyse decision-making processes if I did. ftr I'm dia 1v1, so I at least have a very basic understanding of how stuff works. I'm failing hard at adapting to 2v2, though. I played some 2v2 games with a protoss ally about a week ago, we did 4 placement matches trying different things out in each. As long as your pushes are nicely timed to work with eachother you should be alright. For example me going for a 7RR + ling all in and him doing a 3gate into blink stalker. The 7RR gets to the enemy base just as warpgates come online. Then later on overlords are in possition for blinks straight into the main. The biggest problem with 2v2 that alot of players have is scouting. With a ZP team you want overlords spread out across the map and you should be leaving a ling in key possitions, later on get an overseer and send in changelings. Protoss has observers and in team games alot of people forget that they could be being watched by that little map hack T.T If you have good scouting then you can see their army size and composion, when (if) they expand. From that you can decide what to do. If you see 7 barracks and no expo your not going to tell your zerg ally to expand are you? I'll try remember to post the placement games i played when i get back, work for another.... 4hrs 7mins and 17 seconds ![]() We have not played our final placement so can't say what league we are in as a team, but we're both part of a few masters teams, mainly plat/diamond team for me tho. BTW! I meant to say this a couple of weeks ago. Theres a guy on YouTube, IrieStarcraft. He does commentary for alot of team games, i think he's got something like 5k subs (can't check since im 'working'). He's posted alot of really high level 2v2 games, mostly on the North America server. Definatly worth a look if you like 2v2 | ||
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