[G] The "Falcon-Punch" 2v2 Build - Page 4
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Snoodles
401 Posts
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Snoodles
401 Posts
On April 11 2012 10:42 onimarufaan wrote: i mean, with only one CC, you will never have 2 scans. with no scouting, you have no idea there is cloak or not with only few marine/stalker, you lack range unit to kill banshee with no e-bay and low income, you dont have turrent nor enough cannon to cover two player base, you know, cannon is not cheap with few worker count, every single worker lost is fatal warping stalker helps, but no mobile detection means your push will fail, cloak unit do come before your push your build is one base all-in, just pray for no cloak and they fast expand goodluck Yeah, this build hits around 8 minutes so you WILL distract the banshee player with his one banshee and no army at home. 3-4 marines and a stalker is enough to make him have to micro his banshee away back and forth. You really think that a banshee is going to kill two bases and save him when you've got zealots and archons at his main? | ||
Zeon0
Austria2995 Posts
ofc this build will no win every game, ofc there are build that just counter it, but its incredibly strong against a wide range of standard builds. Marine + Roaches beat it? but why would you a zerg go roaches vs TP? Roaches suck vs everything Terran can do, especially with some Zealots blocking them. Fast Cloak Banshee vs TP? what if they have a Robo or the Terran has a second CC? Or do you scan before going cloak? cause you will not be able to scout the base. And nobody said this build will bring you to absolute top master level mmr, but something like top8 is just no problem. | ||
keioh
France1099 Posts
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onimarufaan
20 Posts
On April 11 2012 21:23 Snoodles wrote: Yeah, this build hits around 8 minutes so you WILL distract the banshee player with his one banshee and no army at home. 3-4 marines and a stalker is enough to make him have to micro his banshee away back and forth. You really think that a banshee is going to kill two bases and save him when you've got zealots and archons at his main? a banshee player should have wall their base, and banshee doesnt mean he has no army, and banshee could come before 7:30. Lack of range unit, breaking the wall is not that easy by this build. a banshee is not going to kill two bases, i just want to point out that 1) there is no reason to stop worker production 2) getting an extra CC behind this build is an option, and this give opportunity to scan, macro up, follow up 3) even one or two marauder help breaking wall 4) an early sentry can help def bane bust, GS also help a lot when engage 5) using DT for archon can force detection, also higher DPS overall, this build have a narrow window to win, not mentioning you need opponent to fast expand before your timing, 4gate, 4rax, roach bust owns you after your timing, you are behind in macro no doubt, zealot archon is a strong composition, but not in this way | ||
onimarufaan
20 Posts
On April 11 2012 21:41 Zeon0 wrote: i totally agree with you ofc this build will no win every game, ofc there are build that just counter it, but its incredibly strong against a wide range of standard builds. Marine + Roaches beat it? but why would you a zerg go roaches vs TP? Roaches suck vs everything Terran can do, especially with some Zealots blocking them. Fast Cloak Banshee vs TP? what if they have a Robo or the Terran has a second CC? Or do you scan before going cloak? cause you will not be able to scout the base. And nobody said this build will bring you to absolute top master level mmr, but something like top8 is just no problem. i do play TP with my friend, and i do face marine roach, also i do face fast cloak banshee that's why terran do everything he can but not feeding the protoss and build nothing that's why protoss do play robo tech but not 10 gate that's why i win p.s. i dont agree this is strong against a wide range of standard builds, but i agree that this build have benefit against zerg | ||
Zeon0
Austria2995 Posts
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2Vs2Lukking
Germany103 Posts
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Snoodles
401 Posts
On April 11 2012 22:50 onimarufaan wrote: a banshee player should have wall their base, and banshee doesnt mean he has no army, and banshee could come before 7:30. Lack of range unit, breaking the wall is not that easy by this build. a banshee is not going to kill two bases, i just want to point out that 1) there is no reason to stop worker production 2) getting an extra CC behind this build is an option, and this give opportunity to scan, macro up, follow up 3) even one or two marauder help breaking wall 4) an early sentry can help def bane bust, GS also help a lot when engage 5) using DT for archon can force detection, also higher DPS overall, this build have a narrow window to win, not mentioning you need opponent to fast expand before your timing, 4gate, 4rax, roach bust owns you after your timing, you are behind in macro no doubt, zealot archon is a strong composition, but not in this way If you go for the fastest possible banshee+cloak timing, all you can hope to have in your base is a few marines and a bunker. I don't think anyone less than a Masters can effectively hold the bunker line + repair against Zealots and archons, AND effectively use their banshee to harass without losing it, while macroing. | ||
onimarufaan
20 Posts
On April 12 2012 07:36 Snoodles wrote: If you go for the fastest possible banshee+cloak timing, all you can hope to have in your base is a few marines and a bunker. I don't think anyone less than a Masters can effectively hold the bunker line + repair against Zealots and archons, AND effectively use their banshee to harass without losing it, while macroing. simple 1-1-1 build from a terran could do the job, and combo with a bio terran having 3 or more bunker which should easily hold this. if you hope your opponent cannot hold the 8 min timing push, i dont think you can hold the 6 min double 4gate. | ||
Zeon0
Austria2995 Posts
did you even try this? or do you just dont like feed builds and try to make it bad looking by pointing out some builds that beat it? | ||
Mentalizor
Denmark1596 Posts
On April 12 2012 19:50 Zeon0 wrote: yeah, 111, heavy bio and 3 bunkers, who doesnt do that in 2v2? totally normal build! did you even try this? or do you just dont like feed builds and try to make it bad looking by pointing out some builds that beat it? Being a high protoss player (rank 6 EU masters in the just finished season) I can tell zealot/archon does have alot of weakness. I'm not saying it won't work - but master league in team games are just a joke. It's not master league players. Don't fool yourselves. I've played with gold and platinum players who got masters in team games. If you tried this against two high masters they would most likely hold it off with cloaked units, fungals, bunkers, colossi, ghosts, mmm kite. The whole point of your build is that zlot/archon is pretty mobile and very costeffective. However this can be easilly negated by kiting/immobilizing/cloak/not enough surface. That being said... This is interesting. I'll try it out with a friend who is high terran My point was just, as you already mentioned, this build will have counters - both blind counters, but also some good players will simply adapt to. | ||
Zeon0
Austria2995 Posts
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2Vs2Lukking
Germany103 Posts
NO allin ever will beat top players (twice)....ever! | ||
Snoodles
401 Posts
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2Vs2Lukking
Germany103 Posts
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SOB_Maj_Brian
United States522 Posts
On April 12 2012 22:23 Mentalizor wrote: Being a high protoss player (rank 6 EU masters in the just finished season) I can tell zealot/archon does have alot of weakness. I'm not saying it won't work - but master league in team games are just a joke. It's not master league players. Don't fool yourselves. I've played with gold and platinum players who got masters in team games. If you tried this against two high masters they would most likely hold it off with cloaked units, fungals, bunkers, colossi, ghosts, mmm kite. The whole point of your build is that zlot/archon is pretty mobile and very costeffective. However this can be easilly negated by kiting/immobilizing/cloak/not enough surface. That being said... This is interesting. I'll try it out with a friend who is high terran My point was just, as you already mentioned, this build will have counters - both blind counters, but also some good players will simply adapt to. 100% agreed; could not have been said any better! | ||
onimarufaan
20 Posts
On April 12 2012 22:39 Zeon0 wrote: nobody said it will work vs two top8 1v1 master players who understand 2v2. but it will bring you to mid-high masters 2v2 (which will be like top diamond/low master 1v1 most of the time) to bring you to mid master 2v2, i think that early aggression such as 4gate, 3gate robo, mega rax, 4rax ... etc. is more reliable. hitting around 6~7 min means you engage your enemy before any clock unit, at the same time you have enough unit to hold any rush. | ||
2Vs2Lukking
Germany103 Posts
thats one thing, eterNo and TaRRoR are making. | ||
onimarufaan
20 Posts
On April 13 2012 03:51 Lukking wrote: ...to make it safer vs early aggression, you could squeeze in 2 scentrys and you could scan to key times (that means cloak time or dt time...) thats one thing, eterNo and TaRRoR are making. yeah, sentry is great, make sure you note them into your build, and key time scaning seems to be essential, note that down as well. | ||
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