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[G] The "Falcon-Punch" 2v2 Build - Page 6

Forum Index > StarCraft 2 Strategy
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2Vs2Lukking
Profile Joined April 2011
Germany103 Posts
April 16 2012 14:24 GMT
#101
**UPDATE** eterNo and TeRRoR Replays with the improoved, safer build
http://www.sendspace.com/file/tyqio9
http://www.sendspace.com/file/2nayum
http://www.sendspace.com/file/43jor8
http://www.sendspace.com/file/velcrh
http://de.twitch.tv/lukking
AceStar
Profile Joined February 2012
Denmark16 Posts
April 16 2012 15:08 GMT
#102
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!
Cracked
Profile Joined June 2011
41 Posts
April 16 2012 16:37 GMT
#103
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.
Treehead
Profile Blog Joined November 2010
999 Posts
April 16 2012 16:52 GMT
#104
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
Profile Joined September 2010
212 Posts
April 16 2012 17:20 GMT
#105
I think it's fairly obvious that it's much more efficient for one member of a team to feed another member while building workers only, it's specialization of task. You can even go further and have one player focus on doing macro only while having the other player control the army 100% of the time. You're basically playing off 2 bases right away while able to focus on upgrading and/or rushing a tech really early on with little chance of being punished. You also don't pay twice for the same upgrade if you dump money into the same player's army. Protoss obviously also have the added benefit of getting its infamous death ball much earlier than a solo game.

If anything, I feel feeding is actually limiting the scopes of 2v2 because of how ridiculous it can become.
HammerSC2
Profile Joined November 2011
Canada103 Posts
April 16 2012 17:27 GMT
#106
I'm not really as concerned with 2v2 strategy, but I just wanted to say I like the build name! "FALCON PUNCH" = Awesome
DrunkOctopus
Profile Joined April 2012
Germany4 Posts
April 16 2012 19:16 GMT
#107
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 ^^
DrunkOctopus
Profile Joined April 2012
Germany4 Posts
April 16 2012 19:18 GMT
#108
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
Profile Joined April 2011
Germany103 Posts
Last Edited: 2012-04-16 19:21:05
April 16 2012 19:20 GMT
#109
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
http://de.twitch.tv/lukking
DrunkOctopus
Profile Joined April 2012
Germany4 Posts
April 16 2012 20:58 GMT
#110
Woho guys! tested it and it's legen wait for it dary ! -> Diamond :D
and my terran teammate is a noobie (playing sc2 for about 5 days)

thx for the thread
Pabi
Profile Joined March 2011
Germany126 Posts
April 17 2012 07:29 GMT
#111
Awesome strat =)
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
Profile Joined July 2011
Australia214 Posts
April 17 2012 07:44 GMT
#112
interesting strategy - i think you'll find like me most people play 1s seriously and 2s for fun - and whilst winning is fun, having a terran team mate doing more than just feeding you is often more fun.

given this is essentially a 2base timing attack - i would imagine there would be more optimised feed builds
If you dont like something, then that should be reason enough to try and change it
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
April 17 2012 07:55 GMT
#113
Anyone played a mirror with this yet? Like, both teams are doing this?
onimarufaan
Profile Joined January 2012
20 Posts
Last Edited: 2012-04-17 08:35:42
April 17 2012 08:20 GMT
#114
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
Profile Joined April 2011
Germany103 Posts
April 17 2012 14:46 GMT
#115
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!
http://de.twitch.tv/lukking
onimarufaan
Profile Joined January 2012
20 Posts
April 17 2012 16:22 GMT
#116
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
Profile Joined April 2010
Canada1557 Posts
April 17 2012 16:34 GMT
#117
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!
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.

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
Profile Joined March 2011
France1923 Posts
April 17 2012 18:51 GMT
#118
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
I got five reasons for you to shut up
PowerDes
Profile Blog Joined September 2010
United States520 Posts
April 17 2012 19:27 GMT
#119
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.
twitch.tv/PowerDes
2Vs2Lukking
Profile Joined April 2011
Germany103 Posts
April 17 2012 19:42 GMT
#120
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...
http://de.twitch.tv/lukking
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