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Forum Index > StarCraft 2 Strategy |
2Vs2Lukking
Germany103 Posts
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AceStar
Denmark16 Posts
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Cracked
41 Posts
Broke down the back rocks on Tyrador keep and ran into 1 bunker. Easily took it down, and got into the PT base just as the 8 gates were finishing. Took out a game-ending chunk of workers before we got cleaned up, and we immediately put down 3 bunkers and 3 spines in our base just in case. When the push came, we barely held even with all those defensive structures and repair. Because of the economic damage we did it was game over from there. If we attacked a minute later, I think we would've lost the game. I'm not sure what you can do to make the build safer while maintaining its effectiveness, but I think it's needed. | ||
Treehead
999 Posts
On April 17 2012 00:08 AceStar wrote: Me and my friend tried to do a similar build, but I played Z, him P and he fed me for a very strong 8 minute 15 roach push: it works wonders! 8 minutes is super slow for 15 roaches. A friend and I do something like this (only my friend is T), and generally I am able to spend all our resources for a push that leaves around the 6 and a half minute mark and has about this many roaches, if not more (I am usually able to get closer to 20). I open with a 10-pool and don't go above mineral saturation for 1-base (as taking gas is easier for T and leaves me additional larva I need for the push). | ||
david0925
212 Posts
If anything, I feel feeding is actually limiting the scopes of 2v2 because of how ridiculous it can become. | ||
HammerSC2
Canada103 Posts
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DrunkOctopus
Germany4 Posts
...I'm going to try it anyway ^^ | ||
DrunkOctopus
Germany4 Posts
On April 17 2012 04:16 DrunkOctopus wrote: Sounds nice but how are u gonna support 11 gates on1 base? i assume u take one expansion after u built 3 gates? otherwise u will lag resources. ...I'm going to try it anyway ^^ ...ops, just saw that terran is feeding the toss...that'll work for me :D | ||
2Vs2Lukking
Germany103 Posts
On April 17 2012 04:16 DrunkOctopus wrote: Sounds nice but how are u gonna support 11 gates on1 base? i assume u take one expansion after u built 3 gates? otherwise u will lag resources. ...I'm going to try it anyway ^^ lol did you get something wrong?? xD its basically 11 gates on 2 base with 1 player giving his rescources the other player... . . . ok sry ´didnt read that post after the one in the quote | ||
DrunkOctopus
Germany4 Posts
and my terran teammate is a noobie (playing sc2 for about 5 days) thx for the thread | ||
Pabi
Germany126 Posts
I was high masters in 2v2 before, but that way it^s just a lot faster, our record is like 10-1 with this build^^ | ||
tsango
Australia214 Posts
given this is essentially a 2base timing attack - i would imagine there would be more optimised feed builds | ||
HaXXspetten
Sweden15718 Posts
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onimarufaan
20 Posts
On April 17 2012 01:37 Cracked wrote: As 2v2 master TZ we played against this build recently. We managed to win, but that's because we were just barely able to exploit the weakness of this strategy - poor early defence. Broke down the back rocks on Tyrador keep and ran into 1 bunker. Easily took it down, and got into the PT base just as the 8 gates were finishing. Took out a game-ending chunk of workers before we got cleaned up, and we immediately put down 3 bunkers and 3 spines in our base just in case. When the push came, we barely held even with all those defensive structures and repair. Because of the economic damage we did it was game over from there. If we attacked a minute later, I think we would've lost the game. I'm not sure what you can do to make the build safer while maintaining its effectiveness, but I think it's needed. well, i ve said this build is full of bug, as the timing window is too narrow. but the writer could only see his strength, but not his weakness, and not listening. if a map having back door is great for his push, it is even harder for him to hold early push | ||
2Vs2Lukking
Germany103 Posts
On April 17 2012 17:20 onimarufaan wrote: Show nested quote + On April 17 2012 01:37 Cracked wrote: As 2v2 master TZ we played against this build recently. We managed to win, but that's because we were just barely able to exploit the weakness of this strategy - poor early defence. Broke down the back rocks on Tyrador keep and ran into 1 bunker. Easily took it down, and got into the PT base just as the 8 gates were finishing. Took out a game-ending chunk of workers before we got cleaned up, and we immediately put down 3 bunkers and 3 spines in our base just in case. When the push came, we barely held even with all those defensive structures and repair. Because of the economic damage we did it was game over from there. If we attacked a minute later, I think we would've lost the game. I'm not sure what you can do to make the build safer while maintaining its effectiveness, but I think it's needed. well, i ve said this build is full of bug, as the timing window is too narrow. but the writer could only see his strength, but not his weakness, and not listening. if a map having back door is great for his push, it is even harder for him to hold early push yeah thats obviously true...but wouldnt it be bad if i just showed how lame this strat is by referring to all the scenario's in whitch this will loose instead of showing its strengths...im well aware of this builds weaknesses and ive written em down! | ||
onimarufaan
20 Posts
On April 17 2012 23:46 Lukking wrote: Show nested quote + On April 17 2012 17:20 onimarufaan wrote: On April 17 2012 01:37 Cracked wrote: As 2v2 master TZ we played against this build recently. We managed to win, but that's because we were just barely able to exploit the weakness of this strategy - poor early defence. Broke down the back rocks on Tyrador keep and ran into 1 bunker. Easily took it down, and got into the PT base just as the 8 gates were finishing. Took out a game-ending chunk of workers before we got cleaned up, and we immediately put down 3 bunkers and 3 spines in our base just in case. When the push came, we barely held even with all those defensive structures and repair. Because of the economic damage we did it was game over from there. If we attacked a minute later, I think we would've lost the game. I'm not sure what you can do to make the build safer while maintaining its effectiveness, but I think it's needed. well, i ve said this build is full of bug, as the timing window is too narrow. but the writer could only see his strength, but not his weakness, and not listening. if a map having back door is great for his push, it is even harder for him to hold early push yeah thats obviously true...but wouldnt it be bad if i just showed how lame this strat is by referring to all the scenario's in whitch this will loose instead of showing its strengths...im well aware of this builds weaknesses and ive written em down! i have an idea about Chrono Boost if you are chronoing upgrade, while you engage only after your upgrade finish, you will need 3 chrono on +1, +1, and charge to boost your timing by 10 sec. but 3 chrono on cyber would boost your warp tech by 30 sec, which is nearly a round of warping, means more unit to def early game. | ||
Pwere
Canada1556 Posts
On April 17 2012 00:08 AceStar wrote: If the Z feeds the P, you get a round of 8 +1 zealots around 6:15, and 4Z + 4S for the next wave. Then you get 40 speedlings around 7 to reinforce, and still won't miss a round of warpin.Me and my friend tried to do a similar build, but I played Z, him P and he fed me for a very strong 8 minute 15 roach push: it works wonders! The problem with PZ is always the maps though. P cannot wall on large ramps, so Z has to early pool and then you're way behind. Which is why it works so well for PT; you're uncheesable. | ||
The_Unseen
France1923 Posts
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PowerDes
United States520 Posts
On April 18 2012 03:51 The_Unseen wrote: I like how people who don't know shit about high level 2v2 keep nitpicking on stuff and saying a wall stops that. Abstraction ftw i guess Actually this strategy is far from high level 2v2, I'd say its about low-mid masters at best. | ||
2Vs2Lukking
Germany103 Posts
On April 18 2012 04:27 PowerDes wrote: Show nested quote + On April 18 2012 03:51 The_Unseen wrote: I like how people who don't know shit about high level 2v2 keep nitpicking on stuff and saying a wall stops that. Abstraction ftw i guess Actually this strategy is far from high level 2v2, I'd say its about low-mid masters at best. yeah thats why we got #1 masters and eterNo and Terror are using it in clanwars... | ||
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