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Hi, I hope this is in the right place but I thought I would share some thoughts I had on this type of game and maybe teach some people something. These are some builds that I really enjoy using.
Sorry if this is all common knowledge, I play at high masters level 4v4 and 3v3 for fun and thought I would just share my experiences and strategies.
Please provide feedback, I would enjoy to get a discussion going especially if any of you also enjoy these games
Build 1: Terran +2 Bio Powerhouse --------------------------------------------------- ~10 medivacs 3 reactor/3 tech lab off 2 base 1 engineering bay (attack upgrades first) 1 starport w/ reactor (make vikings when critical) about 48-50 scvs until 3rd base is almost secured (then you can make more assuming you are not mined out or near it in main/natural)
bio is expendable occasionally (trade with stim and DPS), but really try to save your medivacs
stim and micro scan ahead of your army on the map, you don't want to run into something nasty and it will help you set up better flanking and fighting positions
Build (approximately) depot rax gas o.c. rax reactor/marines depot tech lab (~2-4 marauders depending on expected composition of the enemy) depot combat shield CC (when ~2 marauder ~7 marine or so) depot stimpack or conc shells depending on game dynamics
The rest is the usual buildings, always make depots so your production doesn't halt and typically have tech labs making marauders, reactors making marines unless you are in a pinch for anti air or extra dps something)
ebay vs factory - you will want both and will get them roughly the same time but if you feel you are facing fast dt you may want to get the ebay significantly earlier
2 rax + 2 rax - when you have your infrastructure going (upgrades, 2nd gas, factory making, production keeping up) use 2 scvs to make 2 barracks then another 2, get up to a total of 3 tech lab 3 reactor
get the starport pumping 2 medivacs at a time until you have a nice sized army and about 10 medivacs (otherwise you can produce vikings which are useful on the ground if no juicy targets otherwise)
if many zerg on the other team, might wanna make up to 3 marines before reactor
Note: 3 starport transition into ravens is possible later in the game if medivac production is finished and you bank up a lot of gas. 3 tech labs means all 3 upgrades instantly. ravens are useful. keep them with your bio ball for PDD and Seeker Missile support.
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Build 2: +2 Blink Stalker Harass Timing ---------------------------------------------------------
Goal: 4 gate pump of stalkers with blink and 1 forge (this is a 2 nexus timing). Try to trade favourably and deny expansions to gain a lead while building a more brute force composition.
Transition to colossus or speed zeal composition
Timing of nexus: relatively early when nexus gets up you should have ready about 24 probes for minerals and be pumping stalkers off 4 gates with +2 on the way to completion (may want to develop an obs and obsless version of this) (test out production capability of 4 gate stalker, do we need to start a gas at the natural once mining starts there? (not sure about how to handle the timing of probe production halting and resuming yet)
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Thanks for reading, feedback appreciated.
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United States8476 Posts
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I'm not sure i understand why this is important. its sounds a lot like what most people already do. make as umuch crap off 2 bases and then take a third if it's easy to secure. It's basically standard openings with a little variation based on what your opponents do....more effort in the OP please.
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Back when i had a high masters mmr in 3v3 and 4v4 it was all about one base play. 10 pool speedling, 4-6 rax rines, hellion/banshee, 4 gate, dt rush etc. Has the game actually evolved as much as to allow 2/3 base play without aggressive one base openings? I'd assume that coordinated early aggression in 3v3 and especially 4v4 still wins over macro/eco/1v1standard play.
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depends on maps, but usually you just mass the basics: zerglings, roaches; stalkers; and marine/maruder, or hellion. the early rushes will generally give you an advantage later in the game. after the rush, just transition into stronger units: infestor or air; medivacs; and colossus.
but its 3v3 and 4v4, just have fun. nobody plays these games seriously.
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On November 13 2012 09:03 XllX wrote: Back when i had a high masters mmr in 3v3 and 4v4 it was all about one base play. 10 pool speedling, 4-6 rax rines, hellion/banshee, 4 gate, dt rush etc. Has the game actually evolved as much as to allow 2/3 base play without aggressive one base openings? I'd assume that coordinated early aggression in 3v3 and especially 4v4 still wins over macro/eco/1v1standard play.
Not really, Its still pretty much fast expand = die. If you want to "play economic" You still want to get full 1 base production running before expanding in most cases.
I'm masters random 4v4, and my best strategies are stupid things like 2rax into reactor medivacs into 2nd cc, or 2hatch-in-the-main speedling timing attack, or 4gate + robo + twilight council before 2nd nex. None of that would ever work in 1v1 but its fun as hell to execute
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DUDE!! The only tactic you should use in team games as Protoss / Terran is Vortex / Nuke! That is the single most fun thing to do ever! Why go standard when you can go crazy fun mode? :D
Anyways good job on trying to write guides for 3v3 and 4v4, but people there normally do not care for serious builds and stuff, the only reason they play team games instead of 1v1 is to remove the stress matter and just have fun.
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Three of my allies do conservative rushes like 3gate, 3rax bio, eco ling/bane, and I do 4 hatch before pool. Godmode engaged, lolol.
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^ rofl that actually works reeaallly well if you happen to spawn NW or SE on District 10
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On November 13 2012 14:15 Qwyn wrote: Three of my allies do conservative rushes like 3gate, 3rax bio, eco ling/bane, and I do 4 hatch before pool. Godmode engaged, lolol. Stuff like that works really well. Used to do that in 3:3 for a long while, two players in the team went an early strong attack to keep the opponents busy and they the 3rd guy went some annoying tech or macro thing and busted out with guns blazing like a midgame terran on hunters. As long as you have a strat that works well with wath your team is doing and an overall plan you'll go far. For RT I usually go one of the standard onebase builds that each race have. Just to keep me from getting rolled too easily by early agression. I must say that strats on high master RT on EU is pretty much all over the place.
Would be nice if someone would share their combos, prefarably with replays for some inspiration. Any top AT 3:3 teams out there? Things I like to do are: 10pool, Hellion, Proxy zealots. 7RR, +1 lings, high ground warp. But I'm sure there are better and more up to date stuff out there since those combos are as old as South Sudan.
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You should give the mega-guide a look. It has what I'm seeing here (or a variation of it) with thoughts given to how to deal with multiple zergs, and transitions out of it into something else (for instance, scouting specific aggressive builds). These two things and more would make some great additions to what you're doing with these builds.
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