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Vote & Discuss on what you believe is the best & worst 2v2 combination. This includes if the teams are capable of powerful cheese as well, discuss & provide your reasoning.
Poll: Best 2v2 CombinationPT (139) 42% ZT (102) 31% PZ (39) 12% ZZ (22) 7% TT (18) 5% PP (11) 3% 331 total votes Your vote: Best 2v2 Combination (Vote): PP (Vote): PT (Vote): PZ (Vote): ZT (Vote): ZZ (Vote): TT
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Poll: Worst 2v2 CombinationPP (108) 46% ZZ (63) 27% TT (28) 12% PZ (15) 6% ZT (12) 5% PT (8) 3% 234 total votes Your vote: Worst 2v2 Combination (Vote): PP (Vote): PT (Vote): PZ (Vote): ZT (Vote): ZZ (Vote): TT
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2s still has alot to figure out i think to say worst and best
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Maps play too big a role for me to give a definitive answer. Twilight Fortress and Arid Wastes foster two completely different styles of play.
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On July 20 2010 10:12 NeoOmega wrote: Maps play too big a role for me to give a definitive answer. Twilight Fortress and Arid Wastes foster two completely different styles of play.
Too true, but anything spread out P on any team hurts. However, anything like Twilight Fortress makes TP really strong.
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Too early to say, but by experience, either TT or TP
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tz > zz > zp > pt > tt > pp
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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.
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PT imo. EMP, tanks, other epic ****.
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ZZ seems to be getting a bad rap in here, but two Zerg can at least spam creep tumors for vision and mobility. Zerg teamed up with something else has to keep their creep out of the way of their teammate.
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In my opinion the worst is two protoss. Some might say that 2 zerg is just as bad if not worse but I disagree with this. I've seen many 2 zerg teams win from strong roach and ling bling openings (one goes for roaches and the other goes for ling bling). Two protoss players are so easily countered by things such as hydralisks, mutalisks, EMP, tanks, and much more.
The strongest matchup I feel is t and z because I just feel that the units work together very well. Terran bioballs plus tanks do high dps, but things like psi storm and colossi stop them cold. With zerg you get things useful air units such as mutas and corrupters which can snipe high templar and colossi respectively. Some might argue that terran and protoss is slightly stronger due to the strength of their armies, and this might be true on such maps like twilight fortress where it is very easy to turtle, but I believe zerg terran is still generally stronger due to the ease of harassment tools which will put the zt team on top in the end.
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On July 20 2010 13:08 Barrin wrote:TT or TP is the best. ZZ is the worst. That said, I do fairly well with all races. I just say that because of the walling thing really. It's pretty game changing IMO. edit: i take that back. ZP and ZT are the worst. it is extremely difficult to disuss exactly why. there are many small reasons, and not all of them mean anything every game. i say this from experience. While all yall been spammin 1v1 games ive been doin 2v2's. I guess you'll have to take my word for it 
ZT and ZP on maps such as Twilight Fortress make for a pretty hard combo. Especially after expos go up (on any map, actually). Outside of a short rush game, the zerg really needs creep to be effective in moving units around to defend against things like drops and such, but if he spreads too far, his ally can not build -_-
Aside from just base construction, however, I find it really hard to deal with a TP or TT lineup if myself or my ally is Zerg. Outside of mutalisk harassment, most of the Zerg ground forces will melt to any combo of tanks/colossi. Most maps force a choke when attacking the two player's bases as well, making it even harder for Zerg forces to over come this.
Only one time have I been in a really GREAT position as a team with a single Zerg, and my ally was Terran. Knowing this weakness he vent Viking/Medivac and marine dropped their worker lines while the Vikings took out Colossi before landing on the tanks to support my ground army of Roach/Hydra/Ling.
Still...I feel like a PP team fails harder in a lot of circumstances that a ZT or ZP team can eventually over come. I have the least success as PP, so much that my usual partner switched from playing R to T just in case I were to random Protoss >.> It just lacks variety that other combinations have.
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Playing primarily 2s as PT, TZ is the hardest to beat.
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i was fairly high with my z random and z/p z/t and z/z. my highest ranked was z/z (7th diamond). z/p seems to be my favorite when doing 2v2 random ladder. z/t...takes a bit of coordination. THe problem as z with a t teammate is that often times my t teammate or random t players often time tech a lot leaving me on an island. i often have to pump a ton of t1 units to survive setting me back a bit. with z/p i can usually bust through. with z/z...i think it takes a lot of coordination but i actulaly like it better because its one of the combos that i feel that mutas can be useful in a high level game unlike in zt zp. at least mutas as an opener....my quick mutaling build.
i find tp hardest opponents to face. tt somewhat but i've recently become more comfortable facinga gainst them. So my vote is TP as best and i'm not quite sure what worst is.
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I usually play random with a toss ally. I cant put my finger on exactly why but PP just feels weak. It could just be me lettering the team down with my toss.
Our strongest team is probably PT. I think its still way to early to judge what teams are strongest. especially with most of the map pool encouraging turtling to 200/200.
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pp is strongest
turtle to 400/400 carriers and mothership baby
or 400/400 battlecruisers
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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.
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Think PP is really good for an early win.
PZ isn't getting much love here, I think it's actually really strong.
Anyone notice how the top 3 best all have Terran, and the top 2 worst have no terran? Lolz, OP
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On July 20 2010 14:45 Subversion wrote:Think PP is really good for an early win. PZ isn't getting much love here, I think it's actually really strong. Anyone notice how the top 3 best all have Terran, and the top 2 worst have no terran? Lolz, OP 
i think its more of byproduct of turtle friendly maps.
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TZ > TP > ZZ > TT > ZP > PP This, and in maps like twilight fortress tp is stronger. My partner and me are tz, and we destroy practically any protoss player in any map, except sometimes twilight fortress. The speedling/reaper combo is so powerful (we are top 10 diamond).
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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.
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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.
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tbh, I think TT is underrated here. Mass Tanks is absurd.
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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.
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ZT ftw. It can be a quite spectacular combination.
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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)
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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.
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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
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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.
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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.
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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.
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PP the worst? Top players have made comments that the PP double-four-warpgate all-in is almost impossible to hold off.
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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.
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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.
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this might be a stupid question, but can medivacs heal mutalisks? That seems like it could be really strong for harrass . .
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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.
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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.
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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.
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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)
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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.
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On July 21 2010 02:55 Capnstank wrote: 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)
How exactly are you going to create a building with a 12 second limit on neural parasite? You're re-NP'ing them 5-6 times to build a single barracks?
ZZ is a gnarly opponent because you have to scout them hard early. Need to figure out if they're doing 6,8,10 pool all in, both teching to muta, or massing hydra/roach/ling.
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My friend is a Zerg player as am I, so we play ZZ all the time, and i have no idea why people think it's the worst team. We do incredibly well. We don't 6pool or shit like that, either. One of us goes muta/ling to keep map control while the other macros hardcore and builds a ground army and fast techs to tier3. we also grant each other control so we each have control of a 400/400 army of basically every zerg unit under the sun. We win a lot, even against those stupid TP teams that do TLO's cute little strategy of feeding minerals to the protoss player.
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I play TZ and while I'm not comfortable saying its the strongest it does have some sweet stuff going on.
Tank/marine/medivac + muta/roach is pretty absurd, its a little unfair to have mutas spotting cliffs for your tanks. Also late game mech + blord/corrupter is just not something which can really be delt with by any unit combination.
Also medivacs heal every zerg unit. This is almost just straight up unfair (shared control muta harass with medivacs is just mean).
imho any doubled race is going to be weaker than a race combination. Very simply, you know how to play against any given race individually and you have easier choices to make in terms on unit composition as they have less options. Yes it does provide some opportunity for silly stuff like double 4gate or double 6pool or 400/400 tanks but its usually just simpler to deal with.
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On July 21 2010 02:55 Capnstank wrote: 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) Show me 1 game where this is done and I will consider it valid lol
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PP vs TP or TZ is imba match up in my eyes, no way to hold proxi reapper and proxi gates or fast ling with a Toss ally. so i have to say PP is the worst as long as it is against TZ /TP , all other MU's are great.
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The reaper + ling combination of TZ is the hardest thing to face for every other team combo. I'm very curious what the best strat is for our PT game against this TZ combo. 1/1/1 with hellions/marine into banshee if u survive that long would probably work the best. Bunkers are probably nice aswell, problem being u have to have nice placement and u cant wall off coz of the reapers.
It's very difficult on maps where u cant help ur ally that easy coz of the distances and money wasted on bunkers is a huge blunter if they attack ur ally and you lack another barracks or w/e.
The toss player in PT vs ZT probably should go for some weird chronoboost-save for fast stalker thing - tho it would be nice on certain maps to have fast blink - that d be awesome - but most times toss dies far too quickly. 2v2 in that aspect is not balanced as far as i m concerned.
Maybe an ally trade might be the best choice on some maps with clever bunker placement + a 1-2 hellions with repair scvs
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If you can make it to mid-late game, ZP is unbeatable. Me and a buddy did this, we planned to play defensive till we could get templar and infestors. Fungal Growth, then storm. They can't move away and its huge damage.
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PP is just too strong, people are being dumb saying is the worst. 1 gate robo into 4 warpgates mixing stalker, immortal, colossi, sentries with another P going for void rays/ carriers is just too godly.
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On July 29 2010 22:56 Gleen wrote: PP is just too strong, people are being dumb saying is the worst. 1 gate robo into 4 warpgates mixing stalker, immortal, colossi, sentries with another P going for void rays/ carriers is just too godly.
yes, on your level of skill it wont matter. Imagine the time it takes to get to a unit mix of immortal + colossi + gateway units and void + carrier for the other toss.
no offence ... but on higher levels there is just no way to survive early/early mid-game as dual toss excluding proxying (maybe).
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PZ does have some devastating combos my partner and I have thought of and experimented with.
- Fungal Growth + Psi Storm lockdown - Fungal Growth + Colossus - Void Ray + Speedling rush - Baneling Bust + Both enter and FF off choke - Stalker + Roach early push - DT harass one opponent, then Nydus Worming the other just to name a few..
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On July 29 2010 22:02 peppermintschnaps wrote: The reaper + ling combination of TZ is the hardest thing to face for every other team combo. I'm very curious what the best strat is for our PT game against this TZ combo. 1/1/1 with hellions/marine into banshee if u survive that long would probably work the best. Bunkers are probably nice aswell, problem being u have to have nice placement and u cant wall off coz of the reapers.
It's very difficult on maps where u cant help ur ally that easy coz of the distances and money wasted on bunkers is a huge blunter if they attack ur ally and you lack another barracks or w/e.
I can't see how you can lose to that build with PT. Maybe you need better vision of your surroundings and next time send out a scout?
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ZP is so fun! lots for power lings for speed then banelings then infestors while toss gets robo stalker. It is so dominate. You need early pressure tho to make it all work, and a good teammate
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As for worst I have to say TZ simply because as a terran player if we get zealot ling rushed I feel like there is nothing I can do. Marines with one marauder or so get eaten alive by lings and lots outside the wall so if my partner gets attacked I bring out my couple of guys, get slaughtered in the open, and gg .
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PT is really amazing because of how well Medivacs work with Gateway units. I'm a MMM player because I suck with siege tanks, but having some chargezots mixed in with my bioball is simply cash. They are that one little edge that's missing which serves to pressure and they get in ahead of the stimmed infantry and hold back melee units from reaching them.
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I roll PZ with a buddy (silver league, mind you) and every team we play is usually PP or PT. if you dont harass that PP, you'll get boned. PT makes it harder to harass though, so you're even more likely to get boned.
I have no idea if I even contributed to this thread
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My favorite 2v2 combo personally is ZT because of great early rushes and terrans solid defense as Zerg pressures. I dislike PP because it doesn't seem as effective as other matchups in my eyes.
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ZZ seems to be terrible in the current map pool because zerg seems to rely on getting a big macro advantage to offset the expensive(dispensible) units. Since the 2v2 maps we have now only lets you get 2, max 3 bases comfortably, it's really a joke to play zerg in late game.
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zz is ok if one goes speedling and feeds the other one with gas for mass mutas while he keeps up with mass speedlings
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On July 30 2010 00:06 RaZzy wrote:Show nested quote +On July 29 2010 22:02 peppermintschnaps wrote: The reaper + ling combination of TZ is the hardest thing to face for every other team combo. I'm very curious what the best strat is for our PT game against this TZ combo. 1/1/1 with hellions/marine into banshee if u survive that long would probably work the best. Bunkers are probably nice aswell, problem being u have to have nice placement and u cant wall off coz of the reapers.
It's very difficult on maps where u cant help ur ally that easy coz of the distances and money wasted on bunkers is a huge blunter if they attack ur ally and you lack another barracks or w/e. I can't see how you can lose to that build with PT. Maybe you need better vision of your surroundings and next time send out a scout?
u loose to an overpool + reaper on 8rax. As the players get better, the games tend to get a lot more aggressive. It is more and more uncommon for higher level 2v2s to see an expansion at all. It is true that you ultimately should have a zerg in your team, speedlings on these far distances like most maps are just too good. In addition to that, if a potential T (with the Z) making reaper makes it impossible for the P to use zealots to defend at all due to outmicroing ... making a fast stalker is never fast enough to catch a proxy reaper ... and u ll never get them fast enough for speedlings. And against 1 fast rauder with concussive shells ... stalker get raped. So what should the toss build? sentries get 4 hittet by reapers and you cant spot every proxy gate on such huge maps and even if u scout the rax ... u cant tell wheter a rauder or reaper pops out ...
9 out of 10 TZ vs xx games are reaper (8/9rax) + speedlings (overpooled) or rauder concussive (9 rax) + speedlings just to mix it up and make it even more harder for the toss to choose whether to make zealots or stalkers.
The only viable way which we've won with is basically an ally trade. If u get the timing right (reaper either slightly before the other terran and u need to get the first shot off! hope for a bad rally point etc.) and micro properly u can kill all the terrans scvs while ur own base gets raped instead of the tosses who is always the more popular choice. U then give the toss ~600 minerals and ~200 gas u havent spent coz its pointless to tech or build more rax if u cant defend ur base at all since ur proxy rax is somwhere else on the map ... then the tosses +1 dmg grades come into play 2hitting lings ... with the terran player only slowly recovering ... this is when the toss rapes the lings and can easily destroy the two or so reapers the terra can produce in the spare time where the toss advances to finish the Terra off ...
The one-basing zerg is most often an underdog vs the tosses +1 dmg and even if he gets mutas ... the toss has just too much too quickly in the midgame. Still, this is very difficult - especially for the terran. His duell with his terran opponent is the turning point in the game. If he messes up -- gg.
I d love to hear some more deeper thoughts bout the TZ matchups. And 2v2 strats in general. n8
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On July 30 2010 11:34 peppermintschnaps wrote:Show nested quote +On July 30 2010 00:06 RaZzy wrote:On July 29 2010 22:02 peppermintschnaps wrote: The reaper + ling combination of TZ is the hardest thing to face for every other team combo. I'm very curious what the best strat is for our PT game against this TZ combo. 1/1/1 with hellions/marine into banshee if u survive that long would probably work the best. Bunkers are probably nice aswell, problem being u have to have nice placement and u cant wall off coz of the reapers.
It's very difficult on maps where u cant help ur ally that easy coz of the distances and money wasted on bunkers is a huge blunter if they attack ur ally and you lack another barracks or w/e. I can't see how you can lose to that build with PT. Maybe you need better vision of your surroundings and next time send out a scout? u loose to an overpool + reaper on 8rax. As the players get better, the games tend to get a lot more aggressive. It is more and more uncommon for higher level 2v2s to see an expansion at all. It is true that you ultimately should have a zerg in your team, speedlings on these far distances like most maps are just too good. In addition to that, if a potential T (with the Z) making reaper makes it impossible for the P to use zealots to defend at all due to outmicroing ... making a fast stalker is never fast enough to catch a proxy reaper ... and u ll never get them fast enough for speedlings. And against 1 fast rauder with concussive shells ... stalker get raped. So what should the toss build? sentries get 4 hittet by reapers and you cant spot every proxy gate on such huge maps and even if u scout the rax ... u cant tell wheter a rauder or reaper pops out ... 9 out of 10 TZ vs xx games are reaper (8/9rax) + speedlings (overpooled) or rauder concussive (9 rax) + speedlings just to mix it up and make it even more harder for the toss to choose whether to make zealots or stalkers. The only viable way which we've won with is basically an ally trade. If u get the timing right (reaper either slightly before the other terran and u need to get the first shot off! hope for a bad rally point etc.) and micro properly u can kill all the terrans scvs while ur own base gets raped instead of the tosses who is always the more popular choice. U then give the toss ~600 minerals and ~200 gas u havent spent coz its pointless to tech or build more rax if u cant defend ur base at all since ur proxy rax is somwhere else on the map ... then the tosses +1 dmg grades come into play 2hitting lings ... with the terran player only slowly recovering ... this is when the toss rapes the lings and can easily destroy the two or so reapers the terra can produce in the spare time where the toss advances to finish the Terra off ... The one-basing zerg is most often an underdog vs the tosses +1 dmg and even if he gets mutas ... the toss has just too much too quickly in the midgame. Still, this is very difficult - especially for the terran. His duell with his terran opponent is the turning point in the game. If he messes up -- gg. I d love to hear some more deeper thoughts bout the TZ matchups. And 2v2 strats in general. n8 Pepper is totally correct. No point even talking about tanks, vikings, storm, emp, immortals etc... 2v2 is about RUSHING. In Broodwar we know ZZ was imbalanced mainly because of the speed of zerglings and the overall effectiveness of Zerg rushes. Getting around the map is incredibly important in 2v2.
Which brings us to Reapers.... I don't see a Terran build order other than 8rax reaper that makes sense. The timing works that combined with a 10pool you have 6 lings + 1 reaper(2nd rallied) at someones ramp.
Protoss cannot hold that attack off. If you go cannons the reapers will find a hole. If you block with a Zealot the reaper will kill the Zealot and the lings run in. If you make a fast Stalker the lings will kill the Stalker.
A non-reaper Terran cannot viably hold that attack off. If he's walled the Reaper+Lings will kill the wall very fast. If he has a marine the reaper will just kill it. All factory builds are too slow, marauders lose to lings.
As for Zerg it's also hard. If you make just lings the reaper kills you, if you make a fast Queen you might lose to the lings.
Right now I'm pretty sure ZT is the strongest combination. I play Terran and I have to say that reapers do kind of ruin 2v2.
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On July 29 2010 22:56 Gleen wrote: PP is just too strong, people are being dumb saying is the worst. 1 gate robo into 4 warpgates mixing stalker, immortal, colossi, sentries with another P going for void rays/ carriers is just too godly. LOL you will get destroyed vs a TZ BEFORE you can have the warpgate research and/or the stargates.
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ZT no doubt of that just need to abuse the timing push...
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TP - best, ZP - worst. This is not about the current ladder state-of-the-art though (which is horribly cheesy and uninteresting), but in general which combos fit well together. Zerg doesn't fit (but still better fits with Terran than Protoss), because of the creep. A major point of playing zerg is to creep maps and area-harass the other races, but in teamplay this becomes a problem.
TP - T can repair and heal P (even though repair of P is pretty slow, about 5 times slower). In TZ the medivacs can heal mutas and all zerg units, because they are bio. I like TPvZZ, as long as the map is clever and avoids the cheesiest openings from both sides. As two zergs, they could divide the tech-tree, eg: one concentrates on solid ground, the other on solid air.
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unless something changes with timings, a team with a p will always lose to properly-executed reapers + 10pool
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On July 30 2010 05:20 AssuredVacancy wrote: ZZ seems to be terrible in the current map pool because zerg seems to rely on getting a big macro advantage to offset the expensive(dispensible) units. Since the 2v2 maps we have now only lets you get 2, max 3 bases comfortably, it's really a joke to play zerg in late game.
I play zz and i don thtink they are weak at all.
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Double 6 pool case closed.
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a lot of these maps are not ZZ friendly past mid game...expansions are pretty far from each other for a good amount of the maps.
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PT is really good also, TZ is really good.
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I voted based on pure rush-tower-cheese. If it gets past that point it is absolutely map based not racial imho.
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Playing as a Z is really annoying when you want to create a creep highway but you have to be careful not to screw with your team mates expos
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wouldnt TT; one T mass vikings other T mass tanks rape everything?
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