Anyone up for 2v2, currently gold and tired of my partner afking/throwing/massing void rays/maek marene/roarch
Anyone up for 2v2, currently gold and tired of my partner afking/throwing/massing void rays/maek marene/roarch
I'm on right now whoever wants to team game.
Honestly in a team game, it is near impossible for a double toss to stop a double zerg if the double zerg are smart. You can stop a 6pool easily 1v1 with good probe micro, but not so much 2v1 when its 12 lings against your probes instead of 6.
Well, you could 10 forge and wall with cannons, but yeah I think the protosses will pretty much always come out behind against double zerg in that situation. They could just expand and go for roaches or mutas instead (depending on what the protoss do).
I also recently figured out that wins won't count toward your achievements (though they will for ladder points/rank) if the game ends in under 5 minutes game time. Which is pretty silly, because there are a ton of legitimate cheeses that can end the game in under 5 (not to mention, BEING cheesed and them failing in under 5). Really annoying because I think I've missed out on a lot of achievement wins as a result this season without even knowing.
breaking news: team mates in 2v2 random suck! lol
Which is what we were doing![]()
Worker rushes are a surprisingly legit strategy in 2v2s though imo, especially compared to the 1v1 / 3v3+ counter parts. We managed to get to #1 MASTERS with almost exclusively worker rushes (whenever at least 1 of us was zerg) before we figured out that many of the shorter games weren't working for achievements. I don't see why they should be counted against if every other cheese is alright, especially the 2v2 version which can be executed very strongly and must be defended in a particular way (not just a-move when you see them).
Still, even if it was their intention to limit worker rushes, kind of a bogus solution if it ruins other cheese wins and cheese fail wins. I think it was implemented to stop people from instant-leave win farming from partners that would stay in the game (back when that was incredibly common and most games at bronze were just full of instant leaves), but if so, it seems like it should have been handled a bit more delicately than screwing with all 5-min wins under every condition.
Actually worker rushing in 3v3 is a decent plan, the rush distance on a lot of the 3v3 maps is smaller than 2v2/4v4, I went on a mad rampage of worker rushing into leaving when it was done ( sometimes transition out lol ) I won like 16/20 games.
You only need 1 person to do it because if you get the opponent down to 0-2 workers, AND their allies pulled workers to help defend it, then they lost a lot more economically than your team did and now your team has map resources split 2 ways rather than 3 for upgrades/tech/control.
You also then get to leave and have your allies play it out while you get to rack up the game count ( if your games are 5 mins max, and you can play 20-30 of them, you're going to rack up portraits faster).
Pretty sure someone worker rushed their way to the 1000 random wins achievement also![]()
anyone wanna make a 2v2 team? lol 2v2 random makes me sad and all my friends rarly on :/ usualy play nights/ mid day
Hey, shit got me to #1 masters with relative ease. It's harder to defend than you'd think, particularly ZZ vs TT or TP. Solid walls work, but they can usually be blocked long enough to get in easily enough with a scouting worker. Scouts before the rush also usually let you delay building construction and get a lot of free hits off on SCVs for terran (that usually won't be repaired before the rush).
Don't get me wrong, we could defend it 100% every time, but that's because we know the ins and outs of it. It's no different than a 6pool or proxy 2gate. They are 100% losing strategies if scouted and reacted, but that doesn't make them illegitimate strategies.
This is really the only reason we do it. We were basically doing whatever resulted in fastest possible wins AND losses. I really prefer to play Protoss, but I've been playing random in team games for many months now just slowly grinding away at this achievement and it's just not been all that fun (especially fucking 4s). So we tried this tactic this season for 2s and it has been relatively successful considering the time commitment, even with all the under-5min games.
But I must admit, what started as pure efficiency farming quickly turned into a much more fun endeavor. I was actually considering throwing up a nice blog on the topic on Teamliquid, detailing our adventures in worker rushing, but I may just put up a quick synopsis here instead.
You could usually categorize the types of people you'd run into based on their reactions both in and out of game with surprising accuracy. The platinum and lower players were more often than not resolved to their fate, maybe only giving a few brief moments of silent contemplation before making a hasty exit accompanied by a clearly unspoken "No one will ever know of this."
As we faced slightly higher ranked players, there would usually be a bit more to it than that. Maybe an "lol" or a "whatever" thrown in just before they left. Some of the more determined would run around their last worker for a bit, as if searching for an answer that just would not come. But they, like those before them, would eventually leave and move on.
But the high diamond and masters players... no, they must let the world know of the injustice that has been done unto them. Just based off what I had already learned, I actually managed to correctly call out the first masters team we beat whilst still in the game. You see, that was the first time we finally had our opponent lift his CC and float to a corner to force us to get some air units out to end the game, all the while ranting and raving like mad men about the how much better they were than us. Not that it helped them to win. Others we would go onto face wouldn't let the end of a game stop them from letting us know just how unfair the world was, and would message us long afterwards, listing in great detail the many ways in which they were the superior players.
Of course there were exceptions. The manner bears of the world that seemed genuinely surprised when they lost, thinking a simple attack move or worker drill would have sufficed. They would always GG, and often compliment our ingenuity. They would often ask for advice (which we would happily give) and then merrily be on their way, likely to never lose to a worker rush again. These players could be gold or masters or anywhere in between, it did not seem to matter. They were in a class of their own, and were rare enough to note.
Could you throw up a few replays geno? I have a terrible bronze friend who I'd like to 2s with, without it making me want to slit my wrists.
What is the best counter to a 2v2 zelet rush (against 2 protoss). I can usually kite zelets with stalkers all day but they just send in few more and pick off my shit while im kiting >.>
You can't hold it off alone, any strategy that doesn't heavily include your partner will not work.
If with zerg, one or two spine crawlers with roaches will hold it (can make enough roaches by the time reallly heavy zealot numbers come in). If with terran, bunkers and lots of marines (will need to micro if they aren't in bunkers getting repaired).
The only one that's really special is if you're with another toss. The only thing you can do is scout, and if you see it coming, respond with your own zealots/4gate. Might have to pull a couple probes and watch your micro if they proxy gated, but that's rare. Generally speaking, if you scouted it and know it was coming and didn't get caught with your pants down (like going robo after cyber core and their zealots are banging at your door), then defenders advantage should see you win the skirmish just because you can reinforce faster.
Weekend! time for some SC2! :D
I might be on tonight >.> hopefully some team play?
ill be on, just msg me and ill maximize the game.