Yakk wrote:As it stands, 3 sentries can keep a single force field up almost indefinitely. Each loses 5 energy per "cycle" of 45 seconds. So if they all start with at least 70 energy, that's (20/5)*45+45 = 225 seconds of perma-field.
I suspect that this is why 2-ramp 2v2 doesn't exist, because otherwise one protoss player could block the ramp of one enemy player while they both rush the 1 remaining player. Until the blocked player gets air and/or a massive unit and/or teleportation, they are out of the fight until their ally is dead...
They have lots of 2 ramp 2v2's, me and Double O do that to people all the time.
Yeah, it's really dumb.
I guess I'm gonna be taking a break from SC2 again. 1v1 just isn't very fun, and 2v2 is just utterly broken. 2v2 really
needs an upkeep system or something
to make double all-ins have a significant penalty.
As it is, pretty much your only option is to pretty much do an all-in build yourself (assuming they're fast enough to get there before you can do shit like throw up 5 bunkers or 6 spine crawlers or boost out four sentries), which negates the advantage the defenders SHOULD get for stopping the all-in - a commanding economic advantage. As it is, the all-in attackers aren't really far behind economically if they play it right - they can just turn it into a contain, expand behind the contain, and end up economically even after a few minutes, or even ahead if they prevent the defenders from expanding.
I've won and lost too many games due to brainless "make tons of one unit" builds, and I don't really consider it to take any sort of skill, since it's largely just attack-moving after a certain point. If you're Terran, bring about three or four SCVs, plop bunkers down, and rally an endless supply of marines from 4-6rax. You can either maintain the contain and expand behind it, or if you have enough marines, you can probably force your way up anyone's ramp. It works really, really well with a teammate that can afford to sacrifice some lings or zealots to give vision. If the players have expanded, their expansions are forfeit and that'll put them at a huge economic disadvantage. If they haven't expanded, putting a turret or two near your mineral line for detection (in case they try something desperate like a nydus, DT drop, or cloakshees) and then expanding puts you hugely ahead. If it's a Terran and he gets tanks out, you can very likely just rush the damn tank and kill it, especially since one tank isn't gonna stop 30 marines (and he's very likely put it right up on the edge so it can get maximum range.) But then again, if you have 30 marines and he doesn't, it's probably safe to just rush the ramp and burn your way through it. Works even better if you have Banelings.
I dunno. I miss DOW2 a lot, but that game has so many balance issues it cripples the fun - Space Marines and Chaos are blatantly overpowered (Chaos is more just broken than overpowered, considering they have a major economic problem in late game in exchange for an overpowered midgame), so if you aren't playing one of those two (or maybe Eldar, which was strong but not really overpowered, last I checked) you have to work three times as hard for the same results.