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I have been playing 2v2 with P P with a friend and I am a bit stumped at viable strategy options. So far we just been playing defensively in early game (gate core gate) to defend against reapers or ling or zealot rushes. we always mix up zealot/sentry/stalker, then split up templar (or dt) and robo tech. I feel like any time we deviate from such a conservative build, we lose. I know PP lacks the synergy of other race mixes, but there must be some other effective strats out there. We do not like to do all-ins or "skip" defense to tech and we understand gateway units are the core of a well balanced protoss army.
My question is what do we get after and against what? Is one of us going collosus and other going dt or templar the way to go? Should one go air? both go air? Has anyone had constant success with a particular unit? or void rays? ..phoenix?
Things we do to try to get an advantage is double probe harass. Against terran scv's who are trying to build barracks, it is pretty easy since the shield regenerates if you don't get hit for a few seconds and slowing down the barracks building is huge if they are planning to reaper rush. Also one thing we do is try to delay zerg FE by putting our probe in the natural and sometimes even building a pylon in the way which we cancel later, it forces the zerg to not expand until zerglings are out or just not FE at all. Two people microing probe harass in one person's base is just so god damn annoying and fun!
I have also seen success (and failure) with double assimilator stealing. take both gases from a terran or protoss player and eventually going blink stalker after sealing in gas advantage.
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I'd suggest going tech based off the opponents. DT's can force a terran to be on his toes, especially since it is easy to get in a lot of the bases on 2v2 maps, so they might work out. Stargate could work vers Zerg for a bit, then tech switch to colossi to just destroy the hydras he builds. Ultimately, I never say "Im doing this build" in a 2v2. I wait to see my opponents, then choose a build order.
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United States4126 Posts
There's a SC2 Strategy forum right under this one fyi.
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Calgary25938 Posts
PP is pretty weak, but the one thing I can say about 2v2 is almost anything can work. Cannoning, random expansions, mass phoenix, mass DT, mass anything. We've made them all work very easily. Almost everything is viable. I wouldn't worry about overarching build orders and strategies; focus on your tactics.
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my friend and I also use PP combo liek we did in BW, we managed to get to C+ 2v2 on ICC w/ PP, but in SC2 it does seem harder to pull off a PP combo effectively. They do have their strengths of course, in certain matchups, like in PP v PZ, they can rush pretty easily and have an advantage there, unless the Z goes fast roach (which is pretty standard these days)
PP v PT is pretty much a tech route and i suppose it doesnt hurt to split tech paths, like 1 robo and the other temp tech etc, but it prolly wouldn't hurt to both go robo, for immortals etc.. double the immortals woudln't be bad ^ ^
but once we got to platinum and really got into some better 2v2 competition, we quickly noticed that TZ is prolly the fiercest combination, like from BW as well as PZ. The variety and mobility that 2 totally different races has makes them more unique and powerful together, rather than two of the same races - although that may only apply to double protoss, since they're made to be the most expensive units, as opposed to Z who has cheap zerglings that u get 2 of, or marauder/tank/bunk/turret impenetreble defense of double terran.
the most difficult thing of double protoss is deifnately TZ, in the fact that 1 can rush zerglings and the T rushes reaper. Normally to deal w/ the reaper, we have to rush str8 for stalkers.. but then the zerglings come too.. so its almost impossible to prepare from both, unless u forge 1st and cannon ur main.. which totally sets u behind as they can either target ur ally (unless he does the same) then u'd both be behind tech wise..
however, the brightest aspect of double protoss shines in their late game, much like the combo from BW - once u get ur tech out and an expo and macro up etc.. u can really roll over almost anything.. as it seems nearly impossible to stop a double protoss force.. its just that, on the flip side of that, u gotta make it to that point which always seems to be the problem ^ ^
gL w/ the PP combo! Art combo indeed sir
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I've been mostly playing 2v2s since the last reset, and it feels like P/P is the weakest race combo. You lack map-control early, with no quick units like lings or reapers. And they can't apply much pressure without all-in proxy gating. A Z/T team can tear down a protoss easily with zergling/reaper harass early on. As the game progresses, P's disadvantages begin to fade, but their weakness in the early game is too much.
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Double 9/9 gate at their ramp imo
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PP sucks because you're so vulnerable early on, so you really are stuck with these mega defensive builds. As far as I'm concerned if you survive the early game without taking too much damage its a mircale
against any team with a T on it, unless you're proxying yourself you're always going to have a nightmare with any early aggression. As far as I'm concerned, reapers break 2v2, at least vs any team with a protoss on it. Even against TZ reapers are brutal.
P in general really sucks in 2v2 just because of the early weakness, even if they play standard they're miles ahead because you have to do super defensive builds before you even get to scout, you're already fighting a losing battle before the game's even started.
if you survive all the early bullshit though, you can kinda do whatever you want. id very much agree with winging it, you really need to adapt based on what you see. P has some of the best hard counter units and you don't even have to make a decision between what you want to get when there's two of you. Once you have observers out you need to find out what they're making and react and go from there. There really aren't any set rules.
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I've been running PP with a guy I befriended on bnet, with good success... what we'll typically is both go gate core gate... at this point I will go to stargate, and start getting void rays (all the while building gateway units), while he goes robo and gets colossi. Once he has 3-4 colossi and I have 5-8 void rays we'll attack together, with all our gateway units we've been producing as well.
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One of you should definitely be getting void rays. They can sneak in and obliterate a base. If you micro them well then you can switch from a build at full power to anything they try to create to counter the void rays and the void rays will keep their full beam to quickly kill off whatever counter they produced. If you attack their front gate with a small force then they might not even notice the void rays destroying their important buildings.
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