|
On July 20 2010 13:22 UnburrowedLurker wrote: TP is the best for me, because I just find that there's great synergy between the units. Marines and Zealots, Stalkers and Tanks, plus the fact that terran can heal/repair protoss units let's you have 100% health immortals for every battle.
ZZ is the worst. Zerg relies on big spaces to put its army. If you have two giant zerg armies, you just end op throwing units away into a self made choke, in my experience.
this i disagree mightly. out of my teammates (i play as zerg and have a p/t/z teammate) as well as i play random 2v2.
i think z/z is very underrated. i think it just takes an immense amount of coordination whereas z/p doesn't. thats why i favor a protoss teammate when i 2v2 random. out of my designated teammates...the zerg one is the worst skilled but we are the best combo. so make what you will of it.
|
I think the best is either ZT or PT, but I'm leaning towards ZT for the time being. I stopped playing 2v2s for the second phase of the beta, but before then when I was Protoss a combination reaper rush and zergling rush was almost unstoppable. I think that combining the Terran harass with a few powerful units with the potential for boatloads of zerglings just makes them the ultimate team for early-game 2v2 action.
|
tbh, I think TT is underrated here. Mass Tanks is absurd.
|
in 2v2, I like the ZT combo. Terran blocks off his entrance and bunkers at his zerg partner. Then both tech up to mutalisks and medivacs and go with that very early. Played 7 games this way with a friend, won them all.
|
ZT ftw. It can be a quite spectacular combination.
|
On July 20 2010 14:42 Easy772 wrote: I can't believe people think PP is the weakest combination.. double 4 gate with one person going mainly Z's and sentry the other going stalkers is so strong.
Extremely difficult to survive to 4-gate (unless on one of the shared bases maps)
|
Russian Federation94 Posts
For now on standart maps PT/PP/TT = almost free lose vs TZ. PP/PT = lose vs PZ. TZ vs PZ is nearly balanced.
|
On July 20 2010 14:24 shawster wrote: pp is strongest
turtle to 400/400 carriers and mothership baby
or 400/400 battlecruisers
if this is a jooke, good one hehe 
if not i wanan see you do that vs non bronze opponents
|
From my experience (High ranked Diamond/platinum 2on2 in all phases) there is no strongest or weakest combination of races.
Maps + matchups make the biggest differences.
PP can do some silly proxy/cheese/rushes.
ZZ can be extremely strong if played properly. The early mapcontrol double Z gets + the fact that any Zerg opponent can be double 10 pool rushed makes it a very tricky matchup.
TT is just extremely versatile. Either T can hold early 2v1 harassment. Later stages in the game the immobility of mech can be compensated by the other T with mass MMM or mass air.
Any non mirror lineups purely depends on the opposite MU and maps.
|
The best with resource trading management is PT IMO. This is so strong if Terran does the orbital command to 5 rax style but instead of 5 rax make another OC and allow toss to just constantly pump off 8-10 gates.
|
Hmmm. My partner goes random... but we seem to have the most luck as ZZ, simply because I dont end up spreading creep all over his base. and we don't have to fight for logical expansions.
|
PP the worst? Top players have made comments that the PP double-four-warpgate all-in is almost impossible to hold off.
|
I like any combination with Terran as tanks allow you to break alot of the turtle happy 2's players out there without the game taking 45+ minutes to resolve.
|
TZ = Best, with TT as a close second PP = Worst, Although ZZ is pretty close too
Maps also play a huge role in helping to decide this though.
|
this might be a stupid question, but can medivacs heal mutalisks? That seems like it could be really strong for harrass . .
|
I love PZ - So much easier to get to Tier 3 with my good Toss friends looking after my back.
Also a very smooth combo for early agression.
|
On July 20 2010 21:15 ShineShineBear wrote: The best with resource trading management is PT IMO. This is so strong if Terran does the orbital command to 5 rax style but instead of 5 rax make another OC and allow toss to just constantly pump off 8-10 gates. TZ is stronger in the correct hands, we (TZ top 10 diamond) already defeated this build in twilight fortress, the Terran go fast expand and just give all of his money to the Protoss and pump units from 15-30 warpgates, its brutal.
We have more problems with the double Terran who trade resources, the mass marines/tanks/vikings in maps with shared bases its a joke.
On July 21 2010 01:07 kAz3 wrote: this might be a stupid question, but can medivacs heal mutalisks? That seems like it could be really strong for harrass . . Yes they can, and the scv can repair your Protoss ally mechanical units.
|
People are way underestimating PP in this thread. P gets an enormous early offensive boost when they get a double production cycle as warpgate research finishes. Stopping a well-executed 4-gate opening in 1v1 requires precise timing, clever use of terrain, and defensive structures. With two Protoss players, a double-4 gate push is insanely powerful. And while the 4-gate delays your tech and your expo, it doesn't cripple your economy like early cheeses from the other races do.
|
I think Zerg/Anything(except zerg) deserves honorable mention since given a long enough game you can have up to 600/600 supply between two people (Neural Parasite the other player's worker)
|
PZ has a great strat in the bling-zealot rush. One player spams zealots and the other player gets blings and speedlings - it's amazing. With zealot pressure from one direciton nothing is going to succesfully kite you because the lings can just run up behind you in a pincer.
|
|
|
|