• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:02
CET 12:02
KST 20:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread PC Games Sales Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 872 users

2v2 and why it isn't Cheese - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
locopuyo
Profile Joined January 2010
United States144 Posts
May 05 2011 20:57 GMT
#81
On May 06 2011 05:49 Neo.NEt wrote:
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.

replays?
I find this hard to believe unless of course you don't play Zerg.
how can you hold off a hellion ling rush with a build that slow?
Competitive RTS Shmup - EliteOwnage.com/poe
Gudeldar
Profile Joined August 2010
United States1200 Posts
May 05 2011 21:03 GMT
#82
On May 05 2011 20:32 ProTech wrote:
Show nested quote +
On May 05 2011 14:58 Sea_Food wrote:
Hi 600 master in random 2v2 here. I compleatly disagree with the OP.

This is how I see 2v2. Usually the game ends in like 7 minutes, eihther by one side compleatly killing other, or by one side getting HUGE economic lead. This is because early game scouting is equally as hard as in 1v1 in early game, but five times as important.
Reasoning being that in 1v1 you can go upramp and easily defend the chocke with less units, which is much harder in 2v2 since if you go upramp the enemies just can choose to attack the other player and helping him is very hard since then you need to go down ramp giving the enemies the chocke point advantage.
My point is 2v2 is like a coinflip, if you guess at which army comp and which size and at which time enemy is coming, you win, if you guess incorecltly you loose, by dying or by being hard contained.

Ofcourse none of my points apply to shared base maps, but I still find them equally as rediculous since on those maps its usually almost impossible to get a 4th base to your team.



there are solid build orders to negate what you are saying.


Please tell me some build orders that negate any possible cheese that 2 players can do together. I don't see how it is even remotely possible.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
May 05 2011 21:08 GMT
#83
On May 06 2011 06:03 Gudeldar wrote:
Show nested quote +
On May 05 2011 20:32 ProTech wrote:
On May 05 2011 14:58 Sea_Food wrote:
Hi 600 master in random 2v2 here. I compleatly disagree with the OP.

This is how I see 2v2. Usually the game ends in like 7 minutes, eihther by one side compleatly killing other, or by one side getting HUGE economic lead. This is because early game scouting is equally as hard as in 1v1 in early game, but five times as important.
Reasoning being that in 1v1 you can go upramp and easily defend the chocke with less units, which is much harder in 2v2 since if you go upramp the enemies just can choose to attack the other player and helping him is very hard since then you need to go down ramp giving the enemies the chocke point advantage.
My point is 2v2 is like a coinflip, if you guess at which army comp and which size and at which time enemy is coming, you win, if you guess incorecltly you loose, by dying or by being hard contained.

Ofcourse none of my points apply to shared base maps, but I still find them equally as rediculous since on those maps its usually almost impossible to get a 4th base to your team.



there are solid build orders to negate what you are saying.


Please tell me some build orders that negate any possible cheese that 2 players can do together. I don't see how it is even remotely possible.


if both of you get an extra couple of workers than the enemies, and defend the aggression, you'll come out ahead
the line of whats cheesing and whats required to defend a standard push, and the definition of said standard push differs from 1v1 such that either persons strategy in 1v1 would be cheesy more likely than not
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Offhand
Profile Joined June 2010
United States1869 Posts
May 05 2011 21:16 GMT
#84
Perhaps 2v2s just operate on a "lower economy" and therefore it isn't "cheese". Seeing as you can redefine terms however you want, nothing is cheese.

2v2 is a shitty game from a spectator prospective. Maybe that's a better way to approach this as opposed to redefining cheese.
viii
Profile Joined March 2011
United States266 Posts
May 05 2011 21:19 GMT
#85
In team games, there are 2 kinds of stages early and late game! no mid-game and we all hate early games and when one team gets rape by one big engagement
For those who came from nothing, and became something - DGK
Neo.NEt
Profile Joined August 2010
United States785 Posts
Last Edited: 2011-05-05 21:23:01
May 05 2011 21:21 GMT
#86
On May 06 2011 05:57 locopuyo wrote:
Show nested quote +
On May 06 2011 05:49 Neo.NEt wrote:
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.

replays?
I find this hard to believe unless of course you don't play Zerg.
how can you hold off a hellion ling rush with a build that slow?


I'm at work so I don't have any replays at the tips of my fingers but it shouldn't be very hard to believe. From what I've seen whatever league you are in for a team game, go down one league, and that is your 1v1 skill level (obviously doesn't count for people in masters 1v1). That being said, most of the people I play in masters 2v2 are not masters 1v1 players (which I am, but not by much) so I can usually just beat them once the game goes past the cheesy part. Once you get to 4v4... some of those guys would be lucky to hit plat in 1v1.

I thumbs down the maps where I'm far from my teammate and hope they don't cheese. If they don't cheese, I usually win. If they do, I don't ALWAYS die but more often than not they don't cheese.
Apologize.
PowerDes
Profile Blog Joined September 2010
United States520 Posts
May 05 2011 22:43 GMT
#87
On May 06 2011 06:16 Offhand wrote:
Perhaps 2v2s just operate on a "lower economy" and therefore it isn't "cheese". Seeing as you can redefine terms however you want, nothing is cheese.

2v2 is a shitty game from a spectator prospective. Maybe that's a better way to approach this as opposed to redefining cheese.

If you put the high level players in 2v2 against each other, I guarantee people will enjoy watching it. It won't be a 6 minute game because everybody knows how to defend against the early aggression and transition into a macro game.
twitch.tv/PowerDes
taintmachine
Profile Joined May 2010
United States431 Posts
May 05 2011 22:56 GMT
#88
cheese is just a word, and if we were to just call it standard 2v2 strategy to pull off very fast, very effective rushes in the majority of games, then the weaknesses of the gametype would still stand out.
DeamonMachine
Profile Joined September 2010
United States28 Posts
May 06 2011 00:19 GMT
#89
On May 06 2011 07:56 taintmachine wrote:
cheese is just a word, and if we were to just call it standard 2v2 strategy to pull off very fast, very effective rushes in the majority of games, then the weaknesses of the gametype would still stand out.


I would disagree. I'd love to see a 2v2 league. I think the biggest problem with everyone crying cheeze is because there's no good 2v2 discussion areas, like to discuss strategies to try etc.. I've only been playing seriously for the past few weeks, but I haven't stumbled across any good threads (other than this one) or sites that promote 2v2.

If you haven't watch the day9 week of 2v2's, i'd suggest everyone that cries cheese, to watch them, very enlightning.
Bad Tomato No Tip!
sjschmidt93
Profile Joined April 2010
United States2518 Posts
Last Edited: 2011-05-06 00:28:57
May 06 2011 00:26 GMT
#90
On May 06 2011 06:03 Gudeldar wrote:
Show nested quote +
On May 05 2011 20:32 ProTech wrote:
On May 05 2011 14:58 Sea_Food wrote:
Hi 600 master in random 2v2 here. I compleatly disagree with the OP.

This is how I see 2v2. Usually the game ends in like 7 minutes, eihther by one side compleatly killing other, or by one side getting HUGE economic lead. This is because early game scouting is equally as hard as in 1v1 in early game, but five times as important.
Reasoning being that in 1v1 you can go upramp and easily defend the chocke with less units, which is much harder in 2v2 since if you go upramp the enemies just can choose to attack the other player and helping him is very hard since then you need to go down ramp giving the enemies the chocke point advantage.
My point is 2v2 is like a coinflip, if you guess at which army comp and which size and at which time enemy is coming, you win, if you guess incorecltly you loose, by dying or by being hard contained.

Ofcourse none of my points apply to shared base maps, but I still find them equally as rediculous since on those maps its usually almost impossible to get a 4th base to your team.



there are solid build orders to negate what you are saying.


Please tell me some build orders that negate any possible cheese that 2 players can do together. I don't see how it is even remotely possible.


Apparently it is if Protech says so.

My preferred safe build (i'm not that good in 2s) is getting a quick 2nd gate after zealot and before core finishes. Then chrono'ing a lot of stalkers. Then either go for 2 more gates if they're pressuring or go straight for blink if not.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Eknoid4
Profile Joined October 2010
United States902 Posts
May 06 2011 04:30 GMT
#91
if there were a build order that negated any possible cheese some part of that build over would be completely overpowered.

the only reason anybody hates cheese is the same reason idra hates everything.

because if it's not what i am used to, expect, or define as "standard" i am somehow offended by it.

Reference day9 daily 233.
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.
imRiChY
Profile Joined December 2009
Norway31 Posts
May 06 2011 04:47 GMT
#92
On May 06 2011 01:50 infinity2k9 wrote:
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).

Uhm, I don't know where to start. Maybe by saying, no? 2v2 is really complex, more so than most people actually give it credit for. It's kind of sad, it happens all the time, and people continuously whine about cheese and all this shit. Yes, like many before have pointed out, 2v2 is centered around a lot of early aggression. However, a lot of mediocre or less skilled players tend to push these early aggressions into all-in scenarios, that is, builds/strategies with no mid-game plan in mind, with the hope to kill or be killed in one big early push. Standard 1v1 builds or even synergies of 1v1 builds are not necessarily what you are looking for to come out on top against such builds.

Back to your post, you'r saying that you never have the room to expand, because your ally will be killed 1v2. Well, on some maps, and against some builds, this can be a fair assumption, but 2v2 is a bit more complex than to assume that every build, every race combo and such is equal on all maps against every kind of build you'r facing. No!

First of all, not all maps separate you like gutterhulk (T_T), so expanding and defending aggression is definately possible. You can't just build units and hope for the best, but if you scout properly and make good assumptions with a lot of practice (!), have a solid build/plan in mind, maybe even cut some workers, then you could put down that expansion and stay alive. In some cases, you defend, and congrats you'r ahead, every now and then you lose your army in addition to some workers, so you might end up being about equal, and in some cases you might lose. It depends on a lot of factors.

As for my own team, we almost always do hatch before pool (PZ) if we scout our opponents doing a zerg opening with a late gas/pool (anything later than overpool/gas after pool later than 10). We have adjusted our scouting patterns, gateway and chrono timings and other neat details to allow for this to be a safe way for us to pressure the game into macro-mode. Our opponents may then choose to take an aggressive stance, but if they overcommit, they will most likely lose. If they pressure-expand, well, then we've succeeded in bringing the game past the "cheese-fest" everyone is crying about. Using a lot of time on thinking, testing and playing out your strategies is actually required in becoming a solid 2v2 team, just like in 1v1. Things are different, but a lot of the same skill sets still apply, especially when you get to 4-base-play and above.

On May 06 2011 05:49 Neo.NEt wrote:
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.

It's not that simple to be honest. Even though protoss has the option of warping in units wherever you may find Pylo the pylon, this doesn't mean that the army is mobile or that you will ever be allowed to put down pylons out on the map, due to your opponents' investment in more map control than you. Having 4 gate ready at the 6 minute mark, when you are completely rofl-stomped by a 10 pool, gas-before-rax reactor-hellion (varying somewhat, but general timing about 4:50 if I recall correctly) isn't going to benefit your overall winning chances too much.

I have to agree that the protoss early game is really difficult in 2v2 and as someone pointed out, this can clearly be shown in both RT and AT at high level 2v2s. First of all, the problem is that you have to build your structures correctly, or you might get forced to pull probes to defend, which in turn forces you into an disadvantageous eco/tech-position for a possible mid game. Secondly, you need to respond correctly to what you scout. Many tosses just do somewhat blind strategies, and are happy if they win and confused and angry if they lose. But the fact is that some opponent builds allow you to go for a safe 4 gate-build, and some kind of forces you to get units faster (A viable PZ response to hellion-ling would be to chrono stalkers beyond the second chrono/third chrono, get warpgate slowly, but focus on getting 2 gate stalkers, adding third and potentially fourth if you scout a very commiting ling/hellion build). Third, it's really hard to meet up with your ally on some maps, like gutterhulk, again, wtf map makers. Seriously! Enormous back door rocks and a crazy distance between the bases. I am going to admit that I actually dedcided to veto that map today. Generally, I want to practice all maps so I can be prepared against anything in tourneys, but as it isn't used in any 2v2 tourneys (as far as I know), I see no point in practicing this ridiculous map any more. Fourth, micro as a protoss is REALLY intensive when games go into either all-in defense or early aggression vs early aggresion mode. This is of course a cool aspect which I enjoy a lot, but I don't know if there's as much pressure on microing for zerg or terran armies (might be wrong here as I have little first hand experience with the other two races, but just analyzing it a bit, it feels a lot harder). Stalkers are usually the key unit for protoss players (talking generally about the PZ team here, but I guess it applies a lot to other combos) and the stalker AI isn't that great. If you have 10 stalkers in your control group and you a-move or snipe one unit, yes, they all fire at that same target, even if it requires 5 shots to kill it. If you are up against ling/bling/rauders, well, huzzah for the new aim practice maps, for you are up for some baneling sniping my friend. If you snipe them and get too static in your movements, some will quickly remove your shields, leaving you really vulnerable to other units like marauders or other stalkers, or if you are unable (!) to snipe them, your ally might lose his entire ling army before he's able to shout popsicle. With stalkers you have to run around in weird circles to snipe opponent stalkers, avoiding lings, letting your ally try to move-command banes into the opponent, and so on. It's really demanding. And at the same time, you have propably put yourself into the "hardest way to macro mode" as well, that is, warpgates demand at least 3-4 seconds of your attention every 20-30 game sec so you can maintain a steady unit production. If you mismicro, you may lose. If you slip your macro, you may lose. It's hard and I guess this might be why some consider protoss to be underpowered.
Played correctly: pretty strong
Played incorrectly: weak

PowerDes
Profile Blog Joined September 2010
United States520 Posts
May 06 2011 18:36 GMT
#93
On May 06 2011 06:03 Gudeldar wrote:
Show nested quote +
On May 05 2011 20:32 ProTech wrote:
On May 05 2011 14:58 Sea_Food wrote:
Hi 600 master in random 2v2 here. I compleatly disagree with the OP.

This is how I see 2v2. Usually the game ends in like 7 minutes, eihther by one side compleatly killing other, or by one side getting HUGE economic lead. This is because early game scouting is equally as hard as in 1v1 in early game, but five times as important.
Reasoning being that in 1v1 you can go upramp and easily defend the chocke with less units, which is much harder in 2v2 since if you go upramp the enemies just can choose to attack the other player and helping him is very hard since then you need to go down ramp giving the enemies the chocke point advantage.
My point is 2v2 is like a coinflip, if you guess at which army comp and which size and at which time enemy is coming, you win, if you guess incorecltly you loose, by dying or by being hard contained.

Ofcourse none of my points apply to shared base maps, but I still find them equally as rediculous since on those maps its usually almost impossible to get a 4th base to your team.



there are solid build orders to negate what you are saying.


Please tell me some build orders that negate any possible cheese that 2 players can do together. I don't see how it is even remotely possible.


Anything that involves cannons/bunkers/spine crawlers can hold off 2 people for a while.
twitch.tv/PowerDes
Bao
Profile Joined February 2011
United States89 Posts
May 06 2011 18:52 GMT
#94
very nice read, thanks for this.

for the macro games, how often are you seeing yourself on 3 or more bases? and how far up in tech do you go? (i.e. get BCs vs. mass MM with ups)
sylverfyre
Profile Joined May 2010
United States8298 Posts
May 06 2011 18:58 GMT
#95
On May 06 2011 05:49 Neo.NEt wrote:
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.

It's because toss can't get away with making ONE ZEALOT ONE STALKER and be all peachy staying alive until his warpgate finishes. 2 person aggression of basically ANY combination of units will crush that, and its generally hard for the toss to leave his base to join his tiny army with his ally, because zealots suck on open ground against lings or marines or hellions or whatever until they have stalkers backing them up, and they need their one zealot to wall off.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
May 06 2011 19:04 GMT
#96
On May 05 2011 13:05 GlocKomA wrote:
Show nested quote +
On May 05 2011 12:54 Argolis wrote:
it's still cheese bro

User was warned for this post


Real constructive.

Ontop: OP is right, 2v2 game is completely different from 1v1. You need to open with a early pressure/"Cheese" build to stay alive and transition.


What if both teams don't go for cheese and just open up like a normal macro game to begin with? Why is it that cheese has to happen? Because you die if you don't. Yes, I know, that is the answer. It's unfortunate though and that is why team games are sort of ridiculous. Cheesing is necessary, yet cheesing sucks, straight up.
Mortal
Profile Blog Joined November 2010
2943 Posts
May 06 2011 19:15 GMT
#97
I wish everyone that played 2's was sat down and force fed this I'm tired of playing and having building floaters saying I'm playing cheesy (10 pool for map control!).

Very good read, many thanks ^_^
The universe created an audience for itself.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2011-05-06 19:26:34
May 06 2011 19:19 GMT
#98
its hard for me to read these type of threads, specifically where "cheese" and "all-in" are misused so much.

as OP pointed out, 4gate, 10pool, 3rax and whatnot are not cheese/all-in in 2v2 or 1v1 or 3v3 or 4v4.

yet comments left behind doesn't seem to understand that .

all-in is all-in, where there is no way out after its executed, usually by bringing all your workers, spending every last mineral on army instead of CC/Nexus/Hatch, and predetermined strategy (if this doesn't work, its gg)

i blame tastosis on this, they call anything suspicious cheese or all in. /facepalm

as for op, standard 1v1 strategies will not work in 2v2. its just a different game and i think OP put that into perspective very well. however macro is very important. if somehow game lasts long enough to mine out the main and expo, the players with better macro will win.
age: 84 | location: california | sex: 잘함
CheezDip
Profile Joined June 2010
126 Posts
May 06 2011 19:25 GMT
#99
On May 07 2011 04:04 FallDownMarigold wrote:
What if both teams don't go for cheese and just open up like a normal macro game to begin with? Why is it that cheese has to happen? Because you die if you don't. Yes, I know, that is the answer. It's unfortunate though and that is why team games are sort of ridiculous. Cheesing is necessary, yet cheesing sucks, straight up.


Early aggression and establishing map control =/= cheese. Just like in 1v1 you put on early pressure for a number of reasons. It's about feeling out your opponents, scouting their builds, forcing them to react to you and dictating the pace of the game. If it actually wins you the game, it's because your opponent did not properly react to it. They do have defender's advantage, afterall.

I'm not particularly high in masters myself but I watch ProTech's stream a lot. In the lower leagues, most teams have neither a followup to their early game "cheese" as you would put it--it's practically an all-in for them because they lose when it fails--nor do they have an understanding of how to stop every instance of it. There is a very steep learning curve but at the highest tiers, your opponents know how to both deal with and execute early aggression so you need a solid macro game to transition into. Key word is transition. The afforementioned importance of early aggression stands.
PowerDes
Profile Blog Joined September 2010
United States520 Posts
May 06 2011 23:49 GMT
#100
On May 07 2011 04:25 CheezDip wrote:
Show nested quote +
On May 07 2011 04:04 FallDownMarigold wrote:
What if both teams don't go for cheese and just open up like a normal macro game to begin with? Why is it that cheese has to happen? Because you die if you don't. Yes, I know, that is the answer. It's unfortunate though and that is why team games are sort of ridiculous. Cheesing is necessary, yet cheesing sucks, straight up.


Early aggression and establishing map control =/= cheese. Just like in 1v1 you put on early pressure for a number of reasons. It's about feeling out your opponents, scouting their builds, forcing them to react to you and dictating the pace of the game. If it actually wins you the game, it's because your opponent did not properly react to it. They do have defender's advantage, afterall.

I'm not particularly high in masters myself but I watch ProTech's stream a lot. In the lower leagues, most teams have neither a followup to their early game "cheese" as you would put it--it's practically an all-in for them because they lose when it fails--nor do they have an understanding of how to stop every instance of it. There is a very steep learning curve but at the highest tiers, your opponents know how to both deal with and execute early aggression so you need a solid macro game to transition into. Key word is transition. The afforementioned importance of early aggression stands.

Yep, transition is huge. This is where solo players should be strong at. Once they figure out how to survive the early game and transition into late game, that same solo mentality with macro and late game decision making can kick into effect.
twitch.tv/PowerDes
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV 2025
11:00
Playoffs
Spirit vs Cure
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
TBD vs Clem
WardiTV172
TaKeTV 113
ComeBackTV 112
Rex48
LiquipediaDiscussion
CranKy Ducklings
10:00
Master Swan Open #99
CranKy Ducklings63
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 48
MindelVK 26
ForJumy 19
CosmosSc2 4
DivinesiaTV 2
StarCraft: Brood War
Calm 8769
Horang2 904
Jaedong 609
firebathero 576
Larva 469
Leta 391
Stork 322
EffOrt 199
Last 158
Pusan 153
[ Show more ]
Mong 105
ZerO 60
ggaemo 57
yabsab 45
Shinee 43
NotJumperer 20
Movie 17
Noble 15
zelot 10
SilentControl 8
Dota 2
singsing799
XcaliburYe408
League of Legends
JimRising 402
Counter-Strike
zeus1219
edward212
Heroes of the Storm
Khaldor193
Other Games
summit1g5120
B2W.Neo164
crisheroes146
Livibee143
Pyrionflax134
oskar132
XaKoH 122
Trikslyr23
ZerO(Twitch)5
Organizations
Other Games
gamesdonequick980
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota294
League of Legends
• Jankos1973
• HappyZerGling209
Upcoming Events
SC Evo League
1h 29m
Ladder Legends
7h 59m
BSL 21
8h 59m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
22h 59m
Ladder Legends
1d 5h
BSL 21
1d 8h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 21h
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
[ Show More ]
Replay Cast
4 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.