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2v2 and why it isn't Cheese - Page 4

Forum Index > SC2 General
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DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
May 05 2011 16:46 GMT
#61
There are still lots of powerful all-in builds even if they aren't cheese. Fending off these all-ins is a huge part of getting good at 2v2s. 10pool usually is an all-in speedling build. For instance, the speedling/warp-in all-in is not really cheese, because you often can't stop the pylon even if you know about it.

Fending off the cheesier strategies like double 6pool is sometimes actually easier in 2v2 because it becomes a 1v2 where the 1 has a massive massive advantage. You just need to know how to play it out.
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
Last Edited: 2011-05-05 16:51:29
May 05 2011 16:50 GMT
#62
I just read some more of the posts and i'm surprised about people even talking about macro and every player taking expansions. If this happens it's not an optimal game. How can you have any breathing room to take an expansion if your ally can just be 2v1'd and die? It's always optimal to build attacking units. If they expand, then just kill one of them. There's not enough defenders advantage to ever safely expand unless you're way ahead already, it's just the same as BW in this regard (if not worse because of things like no uphill advantage).
Eknoid4
Profile Joined October 2010
United States902 Posts
May 05 2011 16:56 GMT
#63
why do people care so much about whether or not something is fundamentally cheese and whether or not cheese is fundamentally wrong
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
DuneBug
Profile Joined April 2010
United States668 Posts
Last Edited: 2011-05-05 17:00:27
May 05 2011 16:57 GMT
#64
On May 06 2011 01:37 JustTray wrote:
You realize you can spot an upper warp in by looking for if a Protoss is stacking energy on his nexus right? Also, if they don't 10p in that situation, your T partner should send his first marine out on the obvious overlord path to kill it before it gets in position.

Even if you don't do any of that, a bunker near the outter pylon or half your troops near it and a couple at the wall to kill lings also counters it.


I don't think sending out a marine is a reliable counter. It's very map dependant, that certainly won't work on gutterhulk/tempest/several others. And it relies on you actually finding the overlord. You also risk losing your first marine to zerglings. Making two zerglings to deny scouting is fairly standard for any zerg build. Getting them to the marine before he kills the overlord shouldn't be hard unless the zerg FE'd.

As for stacking energy on his nexus that's an indicator of a 4gate, but not necessarily a 4gate zealot warp in. If you prepare for the 4gate zealot warp in, you'll be behind when a normal 4gate actually hits. And vice versa.

Bunkering in front of protoss's base I wouldn't anticipate solving the problem. They just focus all their zealots / lings on the bunker. The bunker is going to go down pretty quick without any scv's to repair it. Then the next set of 4 warps into their base. By then protoss opponent will be able to warp in stalkers but after the blocking zealot gets killed it's pretty much gg, zerglings run in and kill all the probes.
TIME TO SAY GOODNIGHT BRO!
JustTray
Profile Joined May 2011
127 Posts
Last Edited: 2011-05-05 17:05:42
May 05 2011 17:04 GMT
#65
On May 06 2011 01:57 DuneBug wrote:
Show nested quote +
On May 06 2011 01:37 JustTray wrote:
You realize you can spot an upper warp in by looking for if a Protoss is stacking energy on his nexus right? Also, if they don't 10p in that situation, your T partner should send his first marine out on the obvious overlord path to kill it before it gets in position.

Even if you don't do any of that, a bunker near the outter pylon or half your troops near it and a couple at the wall to kill lings also counters it.


I don't think sending out a marine is a reliable counter. It's very map dependant, that certainly won't work on gutterhulk. And it relies on you actually finding the overlord. You also risk losing your first marine to zerglings. Making two zerglings to deny scouting is fairly standard for any zerg build. Getting them to the marine before he kills the overlord shouldn't be hard unless the zerg FE'd.

As for stacking energy on his nexus that's an indicator of a 4gate, but not necessarily a 4gate zealot warp in. If you prepare for the 4gate zealot warp in, you'll be behind when a normal 4gate actually hits. And vice versa.

Bunkering in front of protoss's base I wouldn't anticipate solving the problem. They just focus all their zealots / lings on the bunker. The bunker is going to go down pretty quick without any scv's to repair it. Then the next set of 4 warps into their base. By then protoss opponent will be able to warp in stalkers but after the blocking zealot gets killed it's pretty much gg, zerglings run in and kill all the probes.


1. You said Zerg goes 15p, in that case your first marine can easily kill the overlord before lings show up. Finding the overlord is very simple. Every zerg doing warp in sends it on a direct path from their base to the nearest opponent base because it's so slow it wouldn't make it in position on most maps in time for the warp in otherwise.

Edit - losing 1 marine trying to kill the overlord is actualy cheaper than losing your scouting scv because you also lose potential mining with the scv. Losing 1 marine trying to get the key overlord is always worth it.

2. Stacking energy is ONLY an indicator of a warp in. All 4 gate builds that are non-warp in will use their first 3-4 chronoboosts, always. It is better than a 95% indicator that they're going to try to proxy warp in by using 4 chronos on warpgate. If you disagree, then I agree to disagree.

3. I was referring to bunkering on the high ground in your own base where the pylon is being used to warp in. Also a bunker at the front of your own base where the lings will try to break in is also successful because you can put more forces in the spot where they will try to warp in. For protoss this is much harder and you need to block your front with a sentry and zealot, use all your chronos on getting units out as fast as possible so that you can have stalkers before they start warping in on your high ground. A two pronged warp-in/speedling attack can be countered, albeit not easily, with this method. Again, as I mentioned in a previous post, Protoss starts at a significant disadvantage in 2s.
GxZ
Profile Joined April 2010
United States375 Posts
May 05 2011 17:07 GMT
#66
I think the simple way to explain cheese is when, you sacrifice (making/fighting) before being saturated to try and gain a superb army advantage to inflict as much damage as possible to win straight out with the cheese or bring them to the same economical disadvantage as themselves.
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
May 05 2011 17:54 GMT
#67
Great thread man Thanks!

BTW, the replay section on sc2ranks seems to not work for me.
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Eknoid4
Profile Joined October 2010
United States902 Posts
May 05 2011 18:10 GMT
#68
stacking energy is a great indicator that you are in gold league, also.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
FMJ
Profile Joined February 2011
United States169 Posts
May 05 2011 18:27 GMT
#69
On May 05 2011 22:59 zende wrote:
I like how you define cheese. "Believe it or not, those are the only things that are cheese!".

Why is that? It's because you think so, right?

Yeah, what about curdled and cured dairy products?

I agree with the OP though. Too many RT allies try to fast expo or straight tech or cannon their own ramp and leave allies to die. This is especially frustrating because 70% of diamond RT players do this. I can't make Masters without some sort of arranged team because RT is so full of idiots. I wish more people would "understand" team games.
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2011-05-05 18:36:31
May 05 2011 18:35 GMT
#70
I read through the entire OP and ultimately it is just arguging semantics based on some arbitrary standard. Just because it isn't called cheese doesn't make it any less sad to watch 90% of games end in 10min or less.

The fact is pretty much ALL competitive 2v2s that the community has seen involve "early game" play which almost always decides the game right there. Having said that, I must admit that when these games get past the midgame, they are really exciting.

Worth pointing out that the OP clearly plays 2v2 seriously and practices it. The people who will be doing it in these big money tournaments do not (if they are smart).
iPBioOrMech
Profile Joined May 2010
Turkey297 Posts
May 05 2011 18:44 GMT
#71
Yeah 2v2 takes a bit skill, theres so many crazy strats for all different match ups, its rediculous and its fun i was at a really competitive 2v2er a while back
i created scan BM, MvP created mule drop.
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
May 05 2011 18:46 GMT
#72
On May 06 2011 02:54 never_toss wrote:
Great thread man Thanks!

BTW, the replay section on sc2ranks seems to not work for me.

Just look at the top 2v2 players and click on the + Last 10 replays.

Also a really great writeup.
I have the best fucking lawyers in the country including the man they call the Malmis.
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
May 05 2011 18:47 GMT
#73
it's not cheese because you have to do it, but I don't think that it is very much fun to play 6 minute games, some of the strats are like stupidly strong and impossible to scout and really hard to stop if you don't scout it
www.root-gaming.com
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
May 05 2011 18:50 GMT
#74
I think that already a build like 7/8-pool is a lot less cheesy in 2v2 than it is in 1on1.
It forces two players to react to it instead of only one. This means even when not followed up by many lings, it will cause a certain amount of damage by potentially forcing worker cuts and spendings like that into a forge.
When one enemy is missing those preperation but plays rather greedy, it can still be used aggressively, but it doesn't have to.

This is how different the same build can be just because there are two opponents suffering for the price of only one ally on your own side sacrifices something.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
dmillz
Profile Joined November 2010
Canada270 Posts
Last Edited: 2011-05-05 18:52:59
May 05 2011 18:52 GMT
#75
THERE IS NO EFFING CHEESE PEOPLE. Play more 2v2 and learn to fricking defend it instead of coming in here and whining about it!!! You DON'T have to do some kind of rush build to stay alive if you know what you are doing. Almost all my games go into long macro games because if you know what you are doing those early rushes don't cripple you at all.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-05-05 18:56:45
May 05 2011 18:55 GMT
#76
On May 06 2011 03:47 drewbie.root wrote:
it's not cheese because you have to do it, but I don't think that it is very much fun to play 6 minute games, some of the strats are like stupidly strong and impossible to scout and really hard to stop if you don't scout it


I completely disagree. You don't have to do cheese in 2v2. Wait, drewbie?! Is that how you got to the top of the 2v2 ladder? By cheesing your way up there?

I have yet to find a strat that is incredibly powerful, hard to scout, and doesn't lead to an easily won 1v2. Personally, I think the scary strats are the ones that incredibly powerful regardless of scouting (which I guess means they aren't cheese). They are easy to scout, but the information doesn't grant you that much.
Musketeer
Profile Joined August 2010
142 Posts
May 05 2011 19:28 GMT
#77
On May 06 2011 01:15 stink123 wrote:
Show nested quote +
On May 05 2011 23:20 Musketeer wrote:
I'm top 1 in 2v2, and think it's retarded. Why do I play enough to be top 1 if its retarded? Well, you barely have to play, you just have to have to know the basics of 1v1 and there's no problem at all.

The fact that games never take very long helps. Literally 100% of games involve cheese from the opponents. As a 1v1 player, I find that a bit boring and play standard (12 gate, 14 gas-pool, 3 gate, 1 gate robo, whatever). It's not difficult to defend most cheeses by playing standard (and you can alter your build if you scout something extreme like double 6 pool). The fact that even at the top of the 2v2 ladder players hardly even try to micro makes it easier. However, here's the thing: if you defend the cheese, you win the game. There's no reasonable followup to these cheese openings, and I don't think I've ever come remotely close to losing after defending a cheese. Indeed, that's what makes it a cheese. "Hopefully, the opponent won't be prepared and we'll win right here right now!" says the opponent. That's cheese, or at the very least all-in.

The only reason your games are going to macro games is because you both cheese. But if 2 players 6pool each other in 1v1, it's still cheese, no?



I think this post is hilarious, "I am number 1 2v2 player because I play standard and defend cheeses"

Yes, it is indeed truly unfortunate that 2v2 is currently in a state where just by being somewhat competent in 1v1, 2v2 is a joke. The idea of 2v2 is really fun, but unfortunately the game isn't balanced for it, and it doesn't quite work out so well.
Juanald
Profile Joined February 2011
United States354 Posts
May 05 2011 19:46 GMT
#78
i think its simple not everyone has wat it takes and cry chease lol cmon... as long as u dont have to admit you're opponent is better then you .. with love

.-=[*420*]=-.JuaNaLd*.*.*
"hey it could happen!" ~ angels n the outfield
PowerDes
Profile Blog Joined September 2010
United States520 Posts
May 05 2011 20:29 GMT
#79
The maps in the pool are a different debate. Some people argue that there needs to be share based maps to promote macro games and others argue that some of the maps that are shared base promote hour long games that are boring. The only thing blizzard can do is put some of each in the pool, they can't appease everyone at once.
twitch.tv/PowerDes
Neo.NEt
Profile Joined August 2010
United States785 Posts
May 05 2011 20:49 GMT
#80
It's funny how toss is "underpowered" in 2v2 because they can't reinforce quickly until warpgate is done....which is before the 6 minute mark when you chronoboost it as crazily as a 2v2 player would. A race that can warp units anywhere on the map has trouble reinforcing... 2v2 must be pretty crazy.

Yet I'm in masters in 2v2, 3v3, and 4v4 and I've never made a pool before 14 so unless you are actually in the top 100 you really have no reason to cry that it's all cheese anyway.
Apologize.
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