I can only think that we're going about this the wrong way. Would someone please post a replay of a 3v3 Coop vs Insane match on Typhon where you win with a team of three Protoss?
Thanks in advance,
Erik
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bendezium
United States1 Post
I can only think that we're going about this the wrong way. Would someone please post a replay of a 3v3 Coop vs Insane match on Typhon where you win with a team of three Protoss? Thanks in advance, Erik | ||
xmShake
United States1100 Posts
The reason voids / mutas / banshees / reapers are so effective is that once you start attacking their base their armies will immediately return to their base in order to defend, and you just need to run away until they're gone, then lather, rinse, and repeat until their town hall is dead. Using this strategy you can actually keep 3 computers coming back to defend vs like 1-2 void rays or any other fast and mobile unit. | ||
29 fps
United States5724 Posts
on a side note, ive never seen anyone do a successful cannon rush on arakan citadel vs the AI... | ||
Shirolol
England504 Posts
What we did was 1 cannon rushed like normal, 1 teched to voids and I did a slow cannon rush on the third from the high ground (Go up the 2nd ramp in the base and build behind the mineral line.). I built my forge inside my base at home rather than in theirs like usual, and saved up some cash so I could build 3-4 cannons at once. The enemy workers came to kill my buildings but when all the cannons completed they just died and I was free to cannon into his base. Then it was us 3 vs 1 computer, and the voids handled that pretty much alone. A good tip is the person who does the normal cannon rush can also set up a pylon behind the 2nd(Middle) computers mineral line as he cannon rushes the first computer, this way he can just put a cannon or two there aswell and stops him from mining completely. Good luck! ( I will have a look to see if I can find the replay.. Played lots of games today. ) Edit - No luck with the replay, i've logged out since we did it and it's not there anymore. Still I think I explained well enough for you to get the general idea! | ||
Purind
Canada3562 Posts
In situations where everyone is cannon rushing their own guy, you usually build a few cannons (4-6?) then you can afford to go gateway and use zealots to finish the job (or to kill a zerg), but in this case instead of trying to finish the job or continuing to do damage, you just want to keep massing cannons | ||
DeltaBravo
United States119 Posts
Not sure if this also works, but a tripple gas steal, one for each comp, might also trigger a "box all and attack" reaction, buying your team even more time. | ||
FiWiFaKi
Canada9859 Posts
Why don't you pylon harass all of them, and do a double 10 gate. The double 10 gate is faster, and stronger if you are relatively good with it. And the nicest thing about it, compared to cannon rushing, is it isn't hindered by maps where the ramp is really far away from their main. | ||
Sanguinarius
United States3427 Posts
I have actually completely stopped cannoning with toss because 2 gate zelots are just too good and sometimes cannons will just fail. Zelots dont. | ||
29 fps
United States5724 Posts
On January 03 2011 15:17 Sanguinarius wrote: I am going to second what Skills is saying. If you pylon harass them - which is easy to do on that map... they will all chase the same pylons. Then just 2gate. Its alot stronger because of the mobility. I have actually completely stopped cannoning with toss because 2 gate zelots are just too good and sometimes cannons will just fail. Zelots dont. what's a good build order for zealot opening? | ||
fiaro
Romania28 Posts
10 harass pylon in their base - cancel when it is about to die - workers will return to mine 10 gate 10-11 harass pylon 11 gate 12 harass pylon Then all zealots with chronoboost. Don't forget to add pylons so you don't get supply capped. Attack with first 2-3 zealots, first target the workers so they stop mining then buildings. For Zerg you probably have to kill queen, but 3 zealots is more than enough. For Protoss you probably need to kill one zealot when you have 3-4 zealots... No problem. For Terran - you have to kill 2 marines - no problem with only one zealot. In the mean time you can also continue producing probes after first 3 zealots - then eventually get gas, core, and double stargate for voids. Later today I will add a couple of replays on Typhoon. Last night out of 8 consecutive games I think 4 were on Typhoon and we hadn't lost any of them. | ||
Blower
Romania8 Posts
edit: am uitat sa scriu, vom testa pe arakan citadel, ca quicken sands aia de aseara de am pierdut sper ca ai inteles unde ai gresit si sa nu mai faci, iar celelalte daca esti atent si te misti rapid, nu e problema. | ||
Sanguinarius
United States3427 Posts
On January 03 2011 17:03 29 fps wrote: Show nested quote + On January 03 2011 15:17 Sanguinarius wrote: I am going to second what Skills is saying. If you pylon harass them - which is easy to do on that map... they will all chase the same pylons. Then just 2gate. Its alot stronger because of the mobility. I have actually completely stopped cannoning with toss because 2 gate zelots are just too good and sometimes cannons will just fail. Zelots dont. what's a good build order for zealot opening? 10 pylon 10 gate 10 gate 10 pylon Pump zels with chronoboosts once done. I am assuming an ally is harassing with a pylon -because just 1 pylon is needed for the 3 of them. | ||
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iHirO
United Kingdom1381 Posts
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