09
Aug


This past weekend I got promoted to the Gold League!

All I’m playing these days at home is Starcraft 2, so it’s very difficult for me to really write about anything else game related these days (although I am making my way through Metal Gear Solid: Peace Walker on my commute so I will get a review out on that at some point). This past weekend I was able to sink in several hours more with Starcraft 2′s 3v3 multiplayer, and was able to move up to the Gold League in the process. Read on for my thoughts on the matches I played and things I’ve learned. I’ve decided to call this entry #2 since I have a feeling it won’t be my last.

Just last Friday, I posted how I got off to a slow start with a spotty Internet connection making me lose a couple of my placement matches, which in turn put me in the Silver League and ending up with some bad partners. Luckily for me, this past weekend I was able to win several matches, going something like 8 straight wins and getting promoted into the Gold League. I ended up winning a lot more this past weekend through two key factors: getting at least one good partner often enough (can’t deny that) and taking on a more leadership role for my team. Now that I’m in the Gold League, things have changed as I notice the level of skill is a bit higher, and I’m starting to play matches that are more enjoyable. Next up: busting into the Platinum League.

This past weekend, I’ve learned the following from my matches:

Take A Leadership Role If You’re Better Than Your Partners
One of the biggest changes that I had made to my playing style in 3v3 RT this past weekend was that when I got stuck with relatively bad partners, I didn’t just leave them to fend themselves and do my own thing. After all, it’s 3v3 and if you can’t play as a team, your team won’t win. Sometimes all it takes is speaking up a little bit and giving direction as to when to attack, where to meet up, etc. Players that aren’t as experienced or skilled will welcome your guidance – because 3v3 is not just about skill, but coordination. You can be as skilled as you want but if you army is going up against 3 opposing armies – good luck.

Of course, I still got the occasional partner that still didn’t understand 3v3, but what can you do. One guy I ended up with: he blocked off his choke, and made 8 barracks – I seriously counted 8. The other 3 opponents rushed me, took out my base as my other partner tried to help me defend, and then they took out my partner’s base. The guy who walled himself in and had 8 barracks began pumping dozens of marines at that point, and made fun of us – wondering why we couldn’t defend ourselves. “Because it’s 3v2, genius…” I thought to myself as I watched my last building get destroyed. Still, his macro was excellent – 8 barracks all running with attachments and no second base was definitely something I thought was pretty cool to see. Unfortunately, all they needed to do was rush him and he would have seen why his thinking and build order were completely flawed.

Always Rush
In 3v3, always build to rush. This can either be a quick super rush with the initial gas-less units: zerglings, zealots, and marines), or a more powerful rush later consisting of marauders, stalkers, and roaches (basically, the timing the AI uses to rush if you ever play the AI). The difference in skill for 3v3 RT players is apparent to me when I get partners that don’t understand that the strategy of the early game for 3v3 is rush or be rushed. When my partners just sit back in their bases and bunker up or tech to Void Rays, the only way we have a chance of winning is if the opposing team is not smart enough to rush us. You lose nothing by rushing early on.

When you rush with 3 armies at once, if one of the three opposing players decided to make defensive structures instead of units or tech/expand instead of making tier 1 units, your team will have the numbers and the match is over right there. If the opposing team also builds to rush, both sides should lose all their rush units and the match resets, taking itself into mid-game where both sides expand and move towards more advanced tech. You lose nothing by rushing and only have to gain.

What’s Wrong With Zealots?
Maybe players are used to the Dragoon massing mentality of the first game, but once again, most players I’m seeing tend to mass Stalkers. I’m starting to see build orders changing around now to be like the beta – for a typical Protoss player, it’s Gateway, Cybernetics Core, then gas – all just to get Stalkers out faster. This works in mid game if you don’t get rushed, but I’ve always been more a fan of the double Gateway, 6 Zealot build before switching over to Stalkers. I’ve been on the receiving end of going Stalker first, and getting hit with 4 Zealots and I have my lone Stalker to defend my base.

Zealots are a great counter to Zerglings and Marines, and they don’t really do that badly against Stalkers, Marauders, and Roaches – provided the opponents aren’t microing their ranged units like crazy. The thing is, when you’re hitting with 3 armies at once, the opponents are not going to really be able to micro too much as there’s just too much going on. So my advice for you Protoss players – don’t skip out on the Zealots. They’re still quite good – especially in the early game. That single Stalker instead of 4 Zealots will not protect you against a rush of 6 Zerglings or 4 Marines. In fact, I advocate a mixed army of both Zealots and Stalkers all game if you’re going for a ground-based army.

With a Terran Opponent, Expect a Reaper Rush
I’ve played enough matches now that when I come across Terran players, they more often than not Reaper rush. After all, they’ve walled themself in, and now can tech to something quick in the beginning of the game. Since a traditional Terran build will call for two barracks, Reapers are the obvious choice. These units can jump up and down cliffs to go around players’ well fortified chokepoints. The other main reason why it’s done is that the rush works. I recommend that if you go up against a Terran player in 3v3, always get a defensive structure or two at your mineral line early enough in the game (most players don’t) or else you will lose all of your workers very quickly. My earlier tip of always rushing will still work, provided you actually set up a defensive structure or two at your main when you empty out your base. If you can protect your main while moving your forces to the opponents’ base, it’ll be 3v2 because one of the opponents will have Reapers that end up being useless.

That’s all I got for now. We’ll see if I learn anything new from making my way through the Gold League. Of course, if you want to partner up, feel free to add me, as always. [espionage | 701]

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3 Responses to “Starcraft 2: espionage’s 3v3 Ladder Progress Entry #2”

  • Tairese
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    I was playing 2v2 with cmfl3x (btw i’d love to join you both as #3, provided you’re both free Wed night) and he told me to zealot rush. I’m like why? Opponent-pair #1 just didn’t have anything up. Opponent-pair #2 were caught off-guard with like 3 (at most) stalkers. From there, our constant push locked up game #2. So yeah, sure stalkers have range, but faster zealot movement more than compensates for it early-game.

    • espion4ge
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      i should be on tonight – 8:45-10:30 mon, tue, and wed are basically my prime starcraft 2 time these days. we’re definitely on a bit more of a losing streak these days, so maybe you can help turn us around tonight!

  • Tairese
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    okay. i’ll aim for 8:45. I’m skipping Psych this week, still kind of upset about last week’s. As cmfl3x will attest, if we want to win, I’ll prob be playing as toss….

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