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Warcraft II => Server.War2.ru => Topic started by: ~ToRa~ on November 22, 2016, 01:17:42 PM

Title: How to defend and break a 9/11 dual
Post by: ~ToRa~ on November 22, 2016, 01:17:42 PM
How do you usually go about breaking a 9/11 dual? Do you usually kill 11 and try to drag it out to late game. Or do you usually try and kill 9 and end it right there.

Also how do you defend your 9/11 dual when you are being attacked?
Title: Re: How to defend and break a 9/11 dual
Post by: ~ToRa~ on November 22, 2016, 01:20:27 PM
I struggle mighty defending a 9/11 dual which is why I rarely ever do them unless I am playing someone I know I am better than.

As far as breaking the 9/11 dual I usually try to kill 11 since its and easier kill. Usually I use 2 cats with 6-8 lvl 4 grunts and 3 guard towers.
After that I start counter dueling and then proceed from there.
 
Title: Re: How to defend and break a 9/11 dual
Post by: Sentinel1 on November 22, 2016, 01:34:15 PM
I attack wherever their rax isnt.
Title: Re: How to defend and break a 9/11 dual
Post by: ~ToRa~ on November 22, 2016, 01:39:13 PM
I attack wherever their rax isnt.
lotta people keep a rax inside
Title: Re: How to defend and break a 9/11 dual
Post by: Certified MENSA Genius Brain (smart) on November 22, 2016, 01:44:11 PM
all imo:
you should target 9 assuming it has the barracks, otherwise you can kill a base and still will probably lose.  if youre killing one of the bases, you shouldnt counter dual, you should proceed on to fort to finish the opponent off.  you dont need to hit lvl 4 if youre catting and towering.  the meta these days often has the opponent sneaking grunts out of their base to combat your cats so theres lots of micro involved in picking off the grunts, protecting the cats, and walling/canceling on/off any entry to 9
Title: Re: How to defend and break a 9/11 dual
Post by: ~ToRa~ on November 22, 2016, 01:55:48 PM
all imo:
you should target 9 assuming it has the barracks, otherwise you can kill a base and still will probably lose.  if youre killing one of the bases, you shouldnt counter dual, you should proceed on to fort to finish the opponent off.  you dont need to hit lvl 4 if youre catting and towering.  the meta these days often has the opponent sneaking grunts out of their base to combat your cats so theres lots of micro involved in picking off the grunts, protecting the cats, and walling/canceling on/off any entry to 9

When would you make your second hall at fort?
Title: Re: How to defend and break a 9/11 dual
Post by: Sentinel1 on November 22, 2016, 02:27:04 PM
lotta people keep a rax inside

...what?  dont know of many builds where a barracks isnt part of the wall-in.  yeah obviously they could have a second rax in the other base but at that point they've built two raxes and even then they wouldn't have two cats at their second rax by the time i arrived. 
Title: Re: How to defend and break a 9/11 dual
Post by: Yamon on November 22, 2016, 02:45:41 PM
it depends on what spot you are vs the 9/11 dual. attack whichever base you can get your cats to quicker. It really just comes down to how well you manage your resources, and your micro with grunts. Conserving your grunts so they can kill what's trying to kill your cat, is what wins it.
having levels on your opponents grunt's is vital. I always go cats level 2 so there is no guess work in destroying towers, or if your micro is bad.

As far as defending with a 9/11 dual, 3 raxes to kill even 1 cat will basically win you the game.

Defending a 9/11 is the easiest thing in the war2 world. at least for me. I get nervous when i scout a 9/11. But I break it almost every time. But against top players like startale, and u8t it's very intimidating to scout the safest dual on the map. When you're playing versus someone better or equal in skill, it all comes down to micro.
Title: Re: How to defend and break a 9/11 dual
Post by: ~ToRa~ on November 22, 2016, 02:50:52 PM
it depends on what spot you are vs the 9/11 dual. attack whichever base you can get your cats to quicker. It really just comes down to how well you manage your resources, and your micro with grunts. Conserving your grunts so they can kill what's trying to kill your cat, is what wins it.
would you say its better to counter dual from 4?
Title: Re: How to defend and break a 9/11 dual
Post by: Yamon on November 22, 2016, 02:54:29 PM
it depends on what spot you are vs the 9/11 dual. attack whichever base you can get your cats to quicker. It really just comes down to how well you manage your resources, and your micro with grunts. Conserving your grunts so they can kill what's trying to kill your cat, is what wins it.
would you say its better to counter dual from 4?
no because 4/5 is super easy to dk. And when you counter dual even if you're 100% efficient at it vs a good player you will still be behind. When i'm 4 i chop out and try to cat. I bring 2 peons to their base, build a cat at home, rep a rax outside their base, put up 2 towers, and a 2nd rax. That way you can continuously pump *level 2* cats, and grunts, and tower them. If you break in one base, you win the game basically. If you break in their base, and still lose, you need to improve on your APM and res management, with multi-tasking.

As far as the strategy " counter-dual " goes, doing the same thing as they are, AFTER they do it, is insanity. It's all about being one step ahead, not a step behind.
Title: Re: How to defend and break a 9/11 dual
Post by: Yamon on November 22, 2016, 03:13:58 PM
But swift always abused the shit out of the 9/11 dual in 1v1 series. If i can get him to confirm that it's the best strategy in the game, that would be great.
Title: Re: How to defend and break a 9/11 dual
Post by: ~ToRa~ on November 22, 2016, 03:15:15 PM
Tell me know how would you defend you 9/11 dual.

I think that's harder than breaking it.
Title: Re: How to defend and break a 9/11 dual
Post by: Yamon on November 22, 2016, 03:17:40 PM
Tell me know how would you defend you 9/11 dual.

I think that's harder than breaking it.
3 raxes inside 9, build tons of level 1 grunts, go find their cat. When they get another one, get it again. By their third cat you will have equal or greater levels on them and can just overpower them with grunts. Once that exchange is over with you will have resources coming out of your ears.
Title: Re: How to defend and break a 9/11 dual
Post by: ~ToRa~ on November 22, 2016, 03:26:37 PM
Tell me know how would you defend you 9/11 dual.

I think that's harder than breaking it.
3 raxes inside 9, build tons of level 1 grunts, go find their cat. When they get another one, get it again. By their third cat you will have equal or greater levels on them and can just overpower them with grunts. Once that exchange is over with you will have resources coming out of your ears.
Not a bad idea actually
Title: Re: How to defend and break a 9/11 dual
Post by: Sentinel1 on November 22, 2016, 03:57:28 PM
after growing up on bne/f killing duals on ef is too ez.
Title: Re: How to defend and break a 9/11 dual
Post by: the_magician on November 23, 2016, 08:21:08 AM
as soon as you scout their 9/11 dual stop peons, tech to stronghold and repair alchemist, once you have 2 goblins and about 12 grunts just raid 11  ::)
Title: Re: How to defend and break a 9/11 dual
Post by: Lone on November 23, 2016, 11:48:05 PM
Why is counter dual insane? 9/11 has to make 2 gts, probably rep, and won't be able to pump peons at the start especially if he walls of 9 with a rax for some reason.
Where as 4/5 counter dual will be able to pump peons, get a mill/hall without problem. (stop at lvl 2 and 3 grunts)
I'm not even sure if 4/5 can be considerably behind after the start (maybe 2 peons) but even if 4/5 is behind, it'll have the edge in late game. The only way 9/11 can aggressively win the game is if it keeps shutting s5 down (comes down to micro, macro and maphack in your mind :) ). Otherwise 4/5 can shutdown s9, get an extra exp at s5 (slow mining) and even secure s3. Then other than Swift, Viruz and maybe ST nobody really knows how to play well after taking 3 bases.
Title: Re: How to defend and break a 9/11 dual
Post by: Yamon on December 05, 2016, 10:35:30 PM
Why is counter dual insane? 9/11 has to make 2 gts, probably rep, and won't be able to pump peons at the start especially if he walls of 9 with a rax for some reason.
Where as 4/5 counter dual will be able to pump peons, get a mill/hall without problem. (stop at lvl 2 and 3 grunts)
I'm not even sure if 4/5 can be considerably behind after the start (maybe 2 peons) but even if 4/5 is behind, it'll have the edge in late game. The only way 9/11 can aggressively win the game is if it keeps shutting s5 down (comes down to micro, macro and maphack in your mind :) ). Otherwise 4/5 can shutdown s9, get an extra exp at s5 (slow mining) and even secure s3. Then other than Swift, Viruz and maybe ST nobody really knows how to play well after taking 3 bases.
who do i accuse of mapping? and you can make counter-dual work because you are extremely fast, but logically no it's not faster even with all of the shit 9/11 has to do in prepping for the dual. Also the main reason why it doesn't work is 4/5/s5/3 is so easy to dk in comparison to 9/11 and 11 has 5k extra, and it's nearly impossible to dk once blocked with farms. that's something that you overlooked. Garden of war is not a fair map geographically. Just like the real world.
Title: Re: How to defend and break a 9/11 dual
Post by: Lone on December 05, 2016, 11:55:09 PM
I didn't mean you accused someone of mapping, I meant you can read/predict enemy movements.
I also don't think 11 needs to be dk'd as it won't achieve too much.
S5/S3 should be hard to dk for the same reason as 11 is given that you can set up properly.
9/11 should also be prepared for potential breaks where as 4/5 can be open or scout outrushes in time.
Sadly I don't get many chances to practice these scenarios with evenly skilled or better players, but I really do not think 9/11 just outright wins against a counter dual.
I don't think I'm *extremely* fast... I barely went up to 280 apm vs "Dethwlkr" whoever he is, (plays like a more aggressive Viruz) yet I was rested, prepared, and trying very hard. The real legends used to go above 500 if I'm not mistaken! :)
Title: Re: How to defend and break a 9/11 dual
Post by: BenJamin on December 06, 2016, 01:09:21 AM
Ok, when you say 500 apm do you mean at peak or the average over the whole game?

Pretty sure the best war3 players only had average apms of 250 to 350. 

Also szwaiger's apm only fluctuates between 100 to 150 normally so maybe half your actions were unnecessary.
Title: Re: How to defend and break a 9/11 dual
Post by: I hate naggers on December 06, 2016, 01:26:40 AM
well szwagiers lategame is lackluster, but i agree that 350 apm tops is enough. Also the war2 apm tracker adds about 20-25% of apm comparing to starcraft
Title: Re: How to defend and break a 9/11 dual
Post by: Lone on December 06, 2016, 02:28:40 AM
I assume peak in their primes because that is just crazy but not beyond imagination. Another reason is that I use hotkey bindings which are not taken into account. For example if you select 9 ogres with mouse, your apm is increased by 9, but if you do it with hotkeys there is no change. I doubt szwagier is THAT slow and it does not mean HALF of my actions are not necessary, it means that when we played a month ago I was rusty and/or often did not get to late game! Also my speed is countered by his experience. Wonder how we would match now. I'm planning to play a lot in January.
Title: Re: How to defend and break a 9/11 dual
Post by: ~ToRa~ on December 06, 2016, 02:57:48 AM
I don't think I'm *extremely* fast... I barely went up to 280 apm vs "Dethwlkr"

That's really fast
Title: Re: How to defend and break a 9/11 dual
Post by: tk[as] on December 06, 2016, 12:42:48 PM
I've never in my life ever heard anyone say counter dualing is a bad idea... either you suck at it, or are just trolling. 

The proof that it works just fine is its extremely common to see 2 players of nearly equal skill playing, one duals, other counter duals, and the counter dualer is at no disadvantage because of it.
Title: Re: How to defend and break a 9/11 dual
Post by: tk[as] on December 06, 2016, 12:46:13 PM
I don't think I'm *extremely* fast... I barely went up to 280 apm vs "Dethwlkr"

That's really fast

I feel like that's pretty normal for most players.. and a lot of those actions are just wasted clicks that do very little.. like guiding a group of ogres or clicking on a building 2-3 times to anticipate the production of a unit or the building itself..
Title: Re: How to defend and break a 9/11 dual
Post by: ~ToRa~ on December 06, 2016, 02:51:21 PM
^^What was your apm on fastest tk?
Title: Re: How to defend and break a 9/11 dual
Post by: BenJamin on December 06, 2016, 03:36:20 PM
^^What was your apm on fastest tk?

He doesn't focus on high apm because he doesn't want to waste clicks. He just focuses on making farms, peons, and balancing gold and wood peons. That's why he is a war2 teacher and not a player starcraft.

I still don't get how playing drunk improves your game tho.
Title: Re: How to defend and break a 9/11 dual
Post by: tk[as] on December 06, 2016, 04:43:39 PM
My fastest apm is just over 300.. but a lot of repetitive clicks
Title: Re: How to defend and break a 9/11 dual
Post by: tk[as] on December 06, 2016, 04:45:23 PM
Alf I hear has low apm.. my apm is much lower when I'm stoned , but I micro very well.. High apm does not = high skill.
Title: Re: How to defend and break a 9/11 dual
Post by: mousEtopher on December 06, 2016, 06:16:57 PM
I still don't get how playing drunk improves your game tho.

There's a threshold isn't there? Drinking a little (like 1-2 drinks maybe) seems to make you play better, but anything beyond that and it goes straight in the tank.
Title: Re: How to defend and break a 9/11 dual
Post by: tk[as] on December 06, 2016, 06:59:59 PM
Imagine trying to predict what a wild moose will do. If youre right, you live.. wrong.. and u die.. . Now try predicting what a DRUNK wild mosey will do.

Same as war2.. once you get to a certain level, a lot of the game is just accurately predicting what your enemy will do.. throw alcohol into the mix and they become more erratic and less predictable. . But yeah mouse is right, there is a threshold where the loss of motor control outweighs the predictability factor
Title: Re: How to defend and break a 9/11 dual
Post by: BenJamin on December 06, 2016, 07:36:26 PM
It seems joe and tk are the only two that have realized the drunken playing style.