Timeline for Countering terran's initial rush in 2v2 co-op vs hard AI
Current License: CC BY-SA 3.0
17 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Apr 13, 2017 at 12:09 | history | edited | CommunityBot |
replaced http://gaming.stackexchange.com/ with https://gaming.stackexchange.com/
|
|
Oct 22, 2012 at 10:33 | vote | accept | Iain Galloway | ||
Oct 22, 2012 at 10:33 | answer | added | Iain Galloway | timeline score: 0 | |
Oct 16, 2012 at 20:08 | answer | added | ayckoster | timeline score: 0 | |
Oct 16, 2012 at 16:12 | answer | added | Amy B | timeline score: 0 | |
Oct 16, 2012 at 14:08 | comment | added | tenfour | Don't delay warpgate; it's cheap and very valuable. You should be able to get your 2nd immortal at least during the attack. Chrono boost it. Most importantly keep them alive. Force fields are also very important. If you are not so good at force fields, consider walling off your entrance to buy time and create a funnel. | |
Oct 16, 2012 at 13:58 | comment | added | Iain Galloway | @tenfour: Sounds likely. I'll try fewer stalkers and more zealots/immortals (though I think I'll struggle to get more than 1 out by the time the push hits). I might even try delaying warpgate until after the push. | |
Oct 16, 2012 at 13:57 | comment | added | Iain Galloway | @Decency: 3-gate robo expand and 14-pool speedling expand are the openings we're practicing atm. | |
Oct 16, 2012 at 13:04 | comment | added | tenfour | I just played the AI and I think I see the push you're talking about. Zerg can probably hold the entire thing with pure ling if you cut enough drones. Marauders are worthless when surrounded speedlings. My best guess is that your protoss ally is over-making stalkers. He should only make 1-2 of them; for the rest make zealot sentry immortal. For Z, pure ling with speed, maybe some banes (you should have the baneling nest anyway just in case). Don't bother with static defense unless for example you don't think you can hold the push so you make a couple spines by your main buildings. | |
Oct 16, 2012 at 12:39 | comment | added | Decency | The standard AI in SC2 only really knows how to do a one base timing push with any effectiveness- it does that well, but after that it's maybe a silver league player in terms of macro and decision making. | |
Oct 16, 2012 at 12:38 | comment | added | Decency | What builds are you executing? Standard 2v2 builds would probably be a gas/pool around 10-14 for Zerg and a 3gate robo expand for Protoss. | |
Oct 16, 2012 at 10:08 | comment | added | tharibo | Isn't the reaction @tenfour is talking about some kind of turtling. If I understand well, you try to macro, scout an early agression, then react by turtling in order to be able to defend. So what about canons and spine crawlers to defend your expos? | |
Oct 16, 2012 at 9:57 | history | edited | Iain Galloway | CC BY-SA 3.0 |
added 15 characters in body
|
Oct 16, 2012 at 9:57 | comment | added | Iain Galloway | We're happy to react. If we dial it down to medium, it's so easy that we usually win accidentally before we've saturated two bases. We are scouting, and we always catch their push leaving their base at 6:30. We don't want to "not worry" about what the opponent is doing, we're just looking for a way to hold vs Terran without robbing the game of any macro-practice value by cheesing. | |
Oct 16, 2012 at 9:32 | comment | added | tenfour | This is why, when practicing a build, you always choose the very easy AI. It's naive to execute a build without any regard to what your opponent is doing. If you scout early aggression, react accordingly. Your problem is you are not reacting to your opponents. Maybe if you upload a replay someone can take a look at what you should do more specifically. If you just want to practice macro and not worry about your opponent, then choose Very Easy AI. If you want to play a reactive game, scout and react better. | |
Oct 16, 2012 at 9:24 | review | First posts | |||
Oct 16, 2012 at 9:42 | |||||
Oct 16, 2012 at 9:22 | history | asked | Iain Galloway | CC BY-SA 3.0 |