In starcraft 1, team battles were limiting to say the least. It didn't really matter what combination of races you used (save for zerg nydus), and to be honest, anything not 1v1 was not really considered competitive due to lack of quick movement to defend allies. In starcraft 2, this all changes. With units now moving fast and efficiently, I think that team battles will be very popular in starcraft 2. Also certain combinations might be important (protoss + protoss for warp in as one example) what do you guys think?
I am a bit disappointed, I thought you were talking about actual team gametype games. Anyway, I don't think you'll be able to use warp-in onto another player's psi fields. I think people's ability to move around will be about the same, except for the ability to move on cliffs: but that has only been seen with slower units, so it might just break even. People in my circles consider 2v2 to be competitive (with disagreement on higher numbers). We're typically able to spot an attack before it actually hits, so help (or a counter-attack) is usually on the way before it is actually needed. I think the bottleneck in allied strategy will still be communication, or lack thereof.
For some unapparent reason, I can only see myself playing 1's in SC II, although I plan to try out some 4's in huge maps.
Woo, necropost. Anyways. They've said that SC II will have all the features that SC had and more, so I'm assuming that Shared Unit Control is still in the game.
Maneuverability across the board is being enhanced in Starcraft II. Zerg have mobile defense structures, FFS, and Protoss possess a moving psi-field unit that can allow them to establish forward bases without needing to drop pylons first. Not to mention units like the Terran Viking that will create hybrid raiding forces - or the Colossus that can walk right over the mountainside you chose not to defend to blast the back of your base. Don't forget Nydus Worms, Phase Prisms and Drop Pods after that. Mobility is going to be readily available to players who are willing and able to use it, so the only limitation on the competitiveness behind 2v2+ games is how well the teams communicate and coordinate against eachother. For that, I can provide only one shaft of true enlightment. It is known as Ventrillo.
I can tell you, that team play has really gotten more then a 1v1 splitscreen game. In blizzcon, me and my cousin matched up for a 2v2 match, the 2v2 maps were all very well designed, with one of the maps having your bases right next to each other that sometimes, lost mineral gatherers from my cousin's base sometime wonders into my mineral field (GOD DAMN IT DAVID STOP STEALING MY MINERALS D:<!) The extra mobility and means of transportation will change teamplay for the best, for example, my cousin had speed zealots, dealing initial damage, forcing the enemy to retreat, however, was blocked off with my blink in with stalkers, completely destroying the enemy, who was working alone.
Omg, another necropost in this topic. >.< And I thought that only 1v1 matches were on Blizzcon this year?
From the 2vs2 matches broadcasted at BlizzCon, Dustin Browder stated that 2vs2 maps, you starting location would be close to your allies. You would share alot of important locations with your allies also such as some main choke points depending on the maps. Unlike in SC1, players are started in random locations. Now, if your ally is under attack, you can send in your reinforcements in a hurry without having to walk across the map. Or you can secure your main choke together. This would greatly improve the team aspect for SC2. I'm sure there will be 2vs2, 3vs3 or heck even 4vs4 tournaments once SC2 is released simply because Blizzard is designed these maps so that your location is near your allies. I'm really looking forward to it because I'm more of a team-player guy then a 1vs1 guy.
I can imagine Protoss + Zerg being deadly in 2v2. Protoss Stalkers + Collosus (with a few Immortals put in) combined with Zerg Hydralisks + Zerglings (Banelings included of course) with an Infestor or two following burrowed will be absolutely deadly.
It would be dangerous considering the game would be long enough for the Toss player to hold out until he manufactures some colossi. And in that 2nd round of the match, I think that Yeon-hos' team was having the pressure advantage but didn't manage to harass protoss w/c is much more threatening than an enemy of zerglings and hydralisks. If only they were able to storm through protoss base, I'm sure it would have turned the tables down. This shows just how destructive a well supported colossus is. Protoss + Zerg is also a gamble during that match, as you can see, all they can do is to turtle around until the protoss player managed to make 2 colossi. I think they were very fortunate enough to hold out during that game. Im not so sure how to feel about a teamplay of 4v4 match considering maps as small as 128x128. I think that will really just be too hectic and distracting. I say only 2v2 to 3v3 is the perfect number for team matches. If they do manage to make maps for teamplays consisting of 8 players then that would just be awesome, but as of brood wars status, that just spells disastrous. I remember a bunch of times my classmates played with me during highschool and betting lunch for the winners lol those were 4v4 matches and I still remembered the taste of defeat... haha I was too naive to play against experienced players during that time but I did manage to get our revenge weeks later. We also played some free for all in an 8 player map and it was funny how a terran player will do a rush turtle during a big game hunters match. It was chaotic, the first one that moves out has as much chance of getting defeated if his base is left empty during a rush attempt. Anyways, I'm sure there are many good team maps coming out to make it possible, so I'm all for that.
And you forgot to meantion that we will be able to watch the match go on (4 players can watch at a time) So want someone to watch you own and show how awesome you are, bam! You can now do that.