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Hey guys, This blog is going to be an analysis of IM.Mvp vs ST.Life in the 2012 GSL Code S Season 4 finals from my perspective. Obviously this will be more focused on the Terran perspective since I play Terran. Hopefully this will provide you some insight or get you thinking about the series.
Previous match vs T/Z Mvp Vs Symbol (Ro8) Set 1 GSL Abyssal City: CC first hellion cloakshee 3rd -> mech Set 2 Daybreak: Maka rax -> 3 OC 2 gas -> hellion +2rax 2 ebay 4 hellion 2 medivac build Set 3 Antiga Shipyard: CC first hellion fast 3rd -> 6 hellion 1 banshee into bio Set 4 Ohana: CC First hellion banshee fast 3rd -> bio tank In Mvp’s Ro8 match against Symbol, Mvp used CC first into hellion banshee three times and 1rax FE into 3 oc bio hellion once. Mvp only used mech once.
Life Vs Taeja (Ro4) Set 1 Abyssal City: 16/16 lingspeed 2 on gas -> ~5:30 lair -> ~9 min 8 muta pop -> synced muta harass/speedbane timing ~10:40 Set 2 Whirlwind: 10pool expo -> lingspeed gas cut -> 3rd, some lings -> 1-1 muta burrow -> muta ling speedbane timing ~14 minutes while taking 4th, late hive style, countering Set 3 Entombed Valley: expo speedling 5:40 3rd with 3 queens, fast lair 1-1 with speedlings+baneling nest 2 evo infestation pit, 4th +3 gas -> hive, ling bane + infestors to hold 2-2 push -> 8 BL -> ultra ling infestor Life opened mainly expo into lingspeed openers, opened muta rush once, 3base mutas and then ling bane infestor into hive rush. He did various ling/speedbane timings in the midgame and used speedbane backstabs in the mid-late game.
Metagame Since both players have analyzed the crap out of each other’s vods last game there will be a lot of metagame involved in this series. + Show Spoiler [Mvp] +Mvp will probably do one 11-11 on Cloud, Entombed, Antiga or Ohana. He will probably favor 1rax FE or at least CC first in his base, since Life has already shown he isn’t afraid to pool first. Life has a reputation for doing many various timings and was #1 on the Korean ladder, so Mvp should be prepared for these aggressive plays. It may be good to mix in more mech builds this series, since he only used mech once against Symbol, and mech would be strong against the ling/bane timings and ling-centric builds Life commonly uses, but would be weak against 2base muta rush. Hellion banshee will definitely be Mvp’s opener of choice, but I doubt he will use the 2 medivac 4/6 hellion style, which has a disadvantage against muta openers. This is because when the bio/hellion is across the map, the mutas pop and with enough zerglings the marine hellion 2 medivac are doomed, then you lose all map control. Mvp’s best bet is to focus on mid game 2-2 pushes if he decides to play marine tank. This is because Life has shown to favor lingspeed 3rd rather than 4-6 queen 3rd as his staple build; as a result, he has a lot less creep spread than other top Zergs, so focusing on the 2-2 timing would be good in my opinion.
+ Show Spoiler [Life] +Honestly my perspective here is really limited. I assume Life will go for a pool first build on Whirlwind as he did against Taeja, hoping to catch a CC first on the low ground. Life has shown he can play all Zerg styles, so I would not be surprised if he does a bit of everything throughout the series, although I do expect Life to learn more towards infestor openers this time around, just to mess with Mvp. One thing I suspect we may see is the roach nydus allin once on a map like Abyssal City or Daybreak, which is very effective against hellion banshee builds as Mvp has shown to favor in his Symbol series.
Maps Map order: Cloud Kingdom, Entombed Valley, Antiga Shipyard, Whirlwind, Abyssal City, Ohana, Daybreak The map pool I would say slightly favors Mvp. Cloud Kingdom can be argued to be Terran favored with the cliffs above the fourth, but Life’s countering style will be really good on this map, particularly on the third and on both 4th bases. Entombed Valley and Antiga Shipyard are widely known to be Terran favored over Zerg, and the terrain of these two maps limit Life’s ability to counter and use midgame timings, while also favoring defensive 3base play from Terrans. Whirlwind and Abyssal City I’m not too familiar with, but these maps are much bigger, longer and hard to establish bases on. Life has an advantage on these maps for sure with his countering style, but that will also be affected by how well he can leverage his creep spread which is already weak from his preferred build. Ohana I personally give the edge to Terrans here with the 4th and 5th bases rather close to the Terran, so if it reaches late game and Mvp doesn’t make a terrible mistake I suspect he will win. Daybreak statistically is Zerg favored but I think it’s a tossup in either player’s favor; if Life goes for his ling baneling counter style and has good creep spread this will be great for him, but if he decides to hive rush, Mvp has shown he can hold the fiercest of brood lord pushes time and time again.
Note: All of the above was written two hours before the match and isn’t very comprehensive obviously.
Games Set 1: Cloud Kingdom Mvp opens 1rax FE into 2fact blue flame, while Life goes for an oddly timed double gas and fast 3rd double evo, compared to the early speedling style he used multiple times against Taeja. Mvp’s build is revealed as Life does his signature speedling aggression; huge build order advantage for Mvp as he goes mech. Life would not have been punished this badly if he had droned to 60 instead of going for his speedling aggression, then defended the blue flame push with lings on creep and queens, but he lost at least 20 lings instantly as he scouted the blue flame. Mvp carefully chose this build by analyzing Life’s style. Life opts for infestors rather than mutas against mech; pretty standard here. He goes for roaches really late while other zergs prefer getting the roach warren out immediately, which is strange to me, but he made it work in conjunction with fungal. I suspect this is really bad if Mvp were to do a 2base mech timing instead of expanding and playing passively. This difference let Life greed harder since lings cost no gas and are cheaper, as well as spend more gas into infestors/hive tech. Life opts to rely on pure counters to delay the mech push long enough for brood lords to come out and is very successful; Mvp has 30 tanks and 7 vikings. However, Mvp gets into a terrible position by letting his 4th die to roach ling… he repairs really really late; if this didn’t happen and Mvp’s main army was pushing during the counter he would have killed the 4th and 5th of Life, resulting in a 4 base (Mvp) to 3base (Life) situation (huge advantage). Life properly abuses the cliff above Mvp’s 4th to kill bunches of scvs with fungal and Mvp loses.
Summary: Mvp’s prepared build gave him a large advantage in the midgame, but some risk-taking from Life (super late roaches, greed) and Mvp’s mistakes gave Life the win. Mvp could have killed the 4th of Life but his army idled well over a minute during Life’s roach ling counter; Mvp should have also retained his 4th if he repaired. Then he would have the resources to make enough Vikings to win the game shortly thereafter. Instead, Mvp lost most of his first army to brood lords that barely finished morphing.
Set 2: Entombed Valley Pretty standard openers once again; Mvp is forced to cancel his cloak as it gets scouted. Mvp goes mech once again, which is very strong against Life’s usual ling counter/ling centric style. This game Life doesn’t take massive economic damage and is able to hive rush at a proper timing (13 minutes). This means the timing window for Mvp to punish pre-brood lord is much narrower than the previous game. Life’s creep spread is also much better than expected (compared to Taeja games). Although Life’s ling counters don’t really do damage, they apply mental pressure on Mvp and buys him more time to mine more gas and get more brood lords out. This game, however, Mvp has prepared 9 vikings for his timing push. Life appears to have 0 antiair to protect his brood lords; this is a result of making more infestors than the norm (with normal bl rushing you only have 4-5 infestors). He is saved by Mvp getting every Viking fungaled though… Basically, Mvp played theoretically correct but made one crucial micro mistake. Since the push gets held so easily and Life takes 0 economic damage, Mvp is hard-pressed to make a miracle happen. Thanks to his abnormally high tank count Mvp is forced to counter. Somehow, Mvp makes an Incredible Miracle by making enough Vikings to hold the brood lord push. But losing all the tanks and committing so much in AA means Mvp is screwed if Life goes for ultralisks. Life intelligently doesn’t remake brood lords after the big air fight and instead makes 7 ultralisks (textbook tech switch), winning the game. If he had remade another round of brood lords Mvp would have had a shot at winning.
Summary: Mvp lost at his hive timing push when the 9 vikings got chain fungaled and he did 0 economic damage. If he hadn’t got chain fungaled he would have won 100%. He would have had a shot if he killed even one expansion but he got literally nothing done with the push, lost too much to the brood lord push and didn’t have the money to deal with the final ultra switch. At this point Mvp is in so much trouble; he lost in two of the four Terran maps in this map pool.
Set 3: Antiga Shipyard Life finally breaking out his expo -> lingspeed into muta rush build from his Taeja series, while Mvp goes for a 2fact blue flame hellion opening. Life loses a lot of lings trying to bust the bunker, and stray lings on the map before he sees blue flame.
Summary: I think this game would have been a lot different if Life hadn’t lost as many lings early on; with all the lings he made, he could have surrounded and killed off enough hellions to take minimal damage, then busted out the mutas. Life could also have blocked his ramp with two queens and stalled for the mutas to pop out , then get full map control via mutas and max out on drones.
Set 4: Whirlwind Life opens for a 10pool praying to catch Mvp going CC first on the low ground and fails, then takes heavy damage to the 2fact blue flame opener. The first few roaches come out around 16 minutes; instead of fast teching to hive, Life uses the gas to make more infestors and wastes all the energy on infested terrans for no reason. I think this would have had success if he had the money to max out the rest of his supply in roaches, then made a huge push with roach/infested terran to break the maxed push from Mvp… This style seems to bank on the Terran not making fast 4-6 tank timing with blue flame hellions rallied, but that the Terran would go for a pre-hive timing… pure ling infestor would not hold a tank/hellion push unless the hellions got chain fungaled way ahead of the tanks.
Summary: Life seems to show an astounding unwillingness to change his style, despite the fact that Mvp went 2fact blue flame three games at this point. He seems to have prepared for Mvp to go marine tank most of the games, even though Mvp is widely known to have a huge range of builds. On the other hand, Mvp tailored his builds according to his opponent this series.
Set 5: Abyssal City Mvp finally goes for a cc first on the low ground; maybe this is because he’s not afraid of the threat of pool first anymore, since Life blew it in set 4. However, it is my belief that 3 hatch before pool puts Zerg in a better position than Terran (even if T goes cc first fast 3rd). I personally prefer 1rax FE over CC first, but I’m not sure. Life does yet another coinflip speedling opening; at this point it’s way too predictable and is hurting Life… He loses so many lings and Mvp’s already wary of the aggression from the previous sets so this makes no sense. Life yet again starting infestors before getting a roach warren against mech; obviously this works for him but he’s been starting every game with a disadvantage. I’m really confused. It seems so vulnerable to a 4 tank + hellion rally. I don’t really agree with Mvp’s choice of going mech on Abyssal; it seems like such a hard map to secure bases and even harder to make cross map pushes. Marine tank would allow much more flexibility and threat (drops). Maybe I need to practice mech more though ~.~
Summary: Although Life didn’t take economic damage this game, he set himself behind by making so many zerglings. Also, his midgame didn’t really make sense. He relied on roach ling countering but instead of hive rushing behind it, went for a very high infestor count yet again. The only thing I can think of that makes sense is busting a maxed push with roach/infested terran and/or neural parasite.
Set 6: Ohana This game Life is playing more macro-oriented with a fast third and later speed upgrade. Life gets a huge opening by Mvp placing his third cc at the 3rd base, when the lings counter the cc Mvp is distracted and loses his hellions at the front. He gets a huge advantage from doing so, especially since the build of Mvp already had a semi late third. Again… roach warren after infestors. This time since Life cancelled the third and managed to kill some hellions, he is in a much better position. Since Life was successful in keeping down the hellion count all game, his ling infestor -> roach infested terran style is working MUCH MUCH better than the previous games. This game Life isn’t blowing infested terrans randomly for nothing and his push into Mvp’s 4th with roach/infested terran trades very well. Life built both an ultra cavern and greater spire… if Mvp hadn’t done the second scan on the spire he could have gotten screwed by the first wave of BLs. I guess that was pretty smart?
Summary: Life opens slightly more macro oriented this game but his style is roughly the same (speedling stab, infestor into late ass small handful of roaches). But cancelling the third and constantly racking up hellion kills gave Life the ability to play insanely greedy and full map control. I guess this style is legit?
Set 7: Daybreak 2fact blue flame against the speedling -> muta rush build from Life once again (a repeat of Antiga). Life defended the initial hellion push extremely well without roaches but then sacked over half of his lings, allowing Mvp to kill off tons of drones at the nat. As a result Life comes out of the game only slightly ahead, and goes back into his same style of ling infestor into small roach group of roaches. The deciding point in this game was Life catching the 10+ hellions at Mvp’s fourth as Mvp went for the base trade-ish push. I think a large factor Mvp lost this game was his followup in the early game; when the mutas came he made four Vikings to deal with the mutas. If he made two factories and an extra two turrets, he could have defended AND set up his production much much earlier. Then, his timing push to Life’s 4th would have come much much earlier.
Summary: Mvp had a sloppy followup to his build and also lost all his hellions away from his push to Life’s 4th, so his attack got wiped up extremely easily.
Conclusion MVP brought a completely different style from his last GSL TvZ series for this finals; as noted in the beginning he went for marine tank three times and mech once; this time around he went mech every game and had early game advantages in each set. In comparison, Life showed that he wasn’t really interested in changing his style at all and proved that it could be very successful (contrary to my doubts, lol T-T). Life had a very precise way of going ling infestor -> ~9 roaches -> hive units while relying on fungal and infested terrans to catch hellions and break apart mech armies.
Congrats to SC2’s first Royal Roader o: Hope this long post was insightful in any way. Feel free to leave comments. Thanks for reading.
   
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just felt like randomly writing about it today instead of just watching D:
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Thank you very much. That's actually a very good analysis of the match
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Italy12246 Posts
Thanks for the analysis
It was really interesting to see how much mvp went 2fact blueflame to stop Life's lings from getting as much done as they usually do. And it's crazy how Life doesn't die to hellions without roaches.
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On October 20 2012 18:57 Teoita wrote: And it's crazy how Life doesn't die to hellions without roaches.
What, you've never queen that before?
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Italy12246 Posts
He didn't really go 6 queen though. And it wasn't stardard reactor hellion, it was 2fact blueflame
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United States15275 Posts
Great writeup.
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On October 20 2012 19:03 HwangjaeTerran wrote:Show nested quote +On October 20 2012 18:57 Teoita wrote: And it's crazy how Life doesn't die to hellions without roaches. What, you've never queen that before?
I must confest, I've queen that before.
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On October 20 2012 19:35 EtherealDeath wrote:Show nested quote +On October 20 2012 19:03 HwangjaeTerran wrote:On October 20 2012 18:57 Teoita wrote: And it's crazy how Life doesn't die to hellions without roaches. What, you've never queen that before? I must confest, I've queen that before. I must confest queen I've confest before.
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On October 20 2012 19:36 Loser777 wrote:Show nested quote +On October 20 2012 19:35 EtherealDeath wrote:On October 20 2012 19:03 HwangjaeTerran wrote:On October 20 2012 18:57 Teoita wrote: And it's crazy how Life doesn't die to hellions without roaches. What, you've never queen that before? I must confest, I've queen that before. I must confest queen I've confest before.
I'd queen dat.
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Nice analysis, it's crazy how much goes on in the minds of the players.
grats to Life
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Nice write-up, pretty much the style I expected from MVP albeit missing a curveball 2rax/bio game. Definitely showed some holes in Life's style, but MVP got outplayed in the end.
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well, I have to disagree about your early game analysis. I don't think hellionheavy openings give you an advantage over lingheavy openings by default. I think you either have to kill a lot of drones with them, or force/kill a lot of lings with it while preserving your hellioncount to get that advantage you are talking about. Players like Stephano have shown this before, you can really go for those lingstyles against mech, as long as you don't take too much damage economically and maintain enough zerglings (+infestors) to delay Terrans expanding and pushing.
Else I think it's a nice writeup, a few times where I think you hand advantages out too freely, but the part about the vikings instead of more factories on Daybreak is a really interesting perspective.
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I got the impression that MVP's 2 fac blue flame build should on paper be extremely good against Lifes ling heavy style, the primary flaw with it in these games was that the 3rd CC comes so late, even if he kills 20-30 drones he hasn't crippled life, Life can recover after he eventually cleans up the hellions. 2nd armoury is also delayed, though armour upgrades mean less then attack upgrades imo. But yea, the hugely delayed 3rd compared to banshee/hellion style is so huge, not to mention it seems junk if they go mass queens or roaches, some of the bigger problems I remember experiencing when I played 1 rax FE into 2 fac blue flames hellion timing. Like a build with 2 base (maybe a 3rd hatch just for more production, no drones, mindgames!) speed tec roaches would just roflstomp this build and it would have been really cool of Life had pulled that one out wildly in the series.
And the vikings are the correct decision as he doesn't have any thors or anything else out to deal with the mutas. The other use for it is he can clear that MOTHERFUCKING overlord that hangs over the natural before you send out the hellions. Perhaps this is wrong and you should just get Starport later after starting 3rd CC, I don't know.
It's an interesting build but I'm not sure if I'll bother messing around with it, I really hate how late the 3rd is, but it seems like an effective solution the speedling 3rd hatch trickery that life seems to have taught all the Korean server Zergs.
Kudos to Life though, playing basically one style and making all the correct adjustments to defeat the best GSL Terran ever.
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I just feel sad that the reason Life win wasnt bc he played well but it was bc MVP played sloppy. ... boy i wanted him to win
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On October 20 2012 18:57 Teoita wrote:Thanks for the analysis It was really interesting to see how much mvp went 2fact blueflame to stop Life's lings from getting as much done as they usually do. And it's crazy how Life doesn't die to hellions without roaches.
Life lings are much stronger.XD
Life forced his will to win.
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Excellent analysis. Saved me all the time from watching the games. Thanks!
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MVP played far superior, with Life basically just abusing how infestor protects/counters every unit in the game. MVP made some critical small mistakes despite being pretty ahead most games that he lost, and its a real shame that he lost the series. I appreciate that you mentioned the 4th going down in the first game I honestly think no matter what else happened he wins that game fi he had that 4th up for the viking production/reinforcements on his push or for a followup. Those crucial few seconds he didnt repair cost him game 1 IMO. The 3rd cancel on Ohana was pretty much GG. Daybreak was heartbreaking to watch a zerg go 10 pool do nothing, lose tons of drones late 3rd rush muta, do no damage, then just easily win with infestors. MVP should not have spread his army so much but i can see why he felt he had to push. Overall they both played well, I just wish the state of WoL wasn't so grim. After two years, players being so good, it just makes units like Sentry, Infestor, Collosus look so broken and damaging to the integrity of the game.
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On October 20 2012 22:32 Big J wrote: well, I have to disagree about your early game analysis. I don't think hellionheavy openings give you an advantage over lingheavy openings by default. I think you either have to kill a lot of drones with them, or force/kill a lot of lings with it while preserving your hellioncount to get that advantage you are talking about. Players like Stephano have shown this before, you can really go for those lingstyles against mech, as long as you don't take too much damage economically and maintain enough zerglings (+infestors) to delay Terrans expanding and pushing.
Else I think it's a nice writeup, a few times where I think you hand advantages out too freely, but the part about the vikings instead of more factories on Daybreak is a really interesting perspective. Almost every game Life opted to make craptons of lings (16~30+) and Mvp killed a bunch of them in the early game while losing none, and was able to kill drones in set 1, 3, 4, 7. Whether or not Life could have droned more heavily and do his style I don't know, but he sacked econ for the lings and this gave Mvp small advantages each game.
On October 20 2012 23:17 iaguz wrote: I got the impression that MVP's 2 fac blue flame build should on paper be extremely good against Lifes ling heavy style, the primary flaw with it in these games was that the 3rd CC comes so late, even if he kills 20-30 drones he hasn't crippled life, Life can recover after he eventually cleans up the hellions. 2nd armoury is also delayed, though armour upgrades mean less then attack upgrades imo. But yea, the hugely delayed 3rd compared to banshee/hellion style is so huge, not to mention it seems junk if they go mass queens or roaches, some of the bigger problems I remember experiencing when I played 1 rax FE into 2 fac blue flames hellion timing. Like a build with 2 base (maybe a 3rd hatch just for more production, no drones, mindgames!) speed tec roaches would just roflstomp this build and it would have been really cool of Life had pulled that one out wildly in the series.
And the vikings are the correct decision as he doesn't have any thors or anything else out to deal with the mutas. The other use for it is he can clear that MOTHERFUCKING overlord that hangs over the natural before you send out the hellions. Perhaps this is wrong and you should just get Starport later after starting 3rd CC, I don't know.
It's an interesting build but I'm not sure if I'll bother messing around with it, I really hate how late the 3rd is, but it seems like an effective solution the speedling 3rd hatch trickery that life seems to have taught all the Korean server Zergs.
Kudos to Life though, playing basically one style and making all the correct adjustments to defeat the best GSL Terran ever. I always thought that the 2fact blue flame build was sort of a cheese.. not meant to be used so many times in a bo7 lol ~.~ there are more macro oriented mech builds that he could have used after using 2fact blue flame once or twice.
If Life goes for an early roach allin against 2fact blue flame you can cancel blue flame, make tanks/banshees and go attack their third with three/four tanks + rally hellion banshee.
Life didn't have a huge muta pop, I don't think that it's necessary to make vikings in this case. He knew the mutas were coming from his hellion runbys, so he had more than enough time to make turrets (way stronger than paper vikings ~.~, and he already had a few). And to kill stray overlords you only need 1 viking which you can get after getting +2 factories or building a faster third, etc... the vikings delayed a lot in my opinion.
On October 20 2012 23:26 NB wrote:I just feel sad that the reason Life win wasnt bc he played well but it was bc MVP played sloppy.  ... boy i wanted him to win Life's constant ling/countering style obviously applies a lot of pressure to Mvp, but what that means is Mvp has a larger margin to make mistakes compared to a normal game. In a way you could attribute Mvp's mistakes to Life's skill.
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On October 21 2012 02:09 Irre wrote: MVP played far superior, with Life basically just abusing how infestor protects/counters every unit in the game. MVP made some critical small mistakes despite being pretty ahead most games that he lost, and its a real shame that he lost the series. I appreciate that you mentioned the 4th going down in the first game I honestly think no matter what else happened he wins that game fi he had that 4th up for the viking production/reinforcements on his push or for a followup. Those crucial few seconds he didnt repair cost him game 1 IMO. The 3rd cancel on Ohana was pretty much GG. Daybreak was heartbreaking to watch a zerg go 10 pool do nothing, lose tons of drones late 3rd rush muta, do no damage, then just easily win with infestors. MVP should not have spread his army so much but i can see why he felt he had to push. Overall they both played well, I just wish the state of WoL wasn't so grim. After two years, players being so good, it just makes units like Sentry, Infestor, Collosus look so broken and damaging to the integrity of the game.
For game 7, Mvp did killed like 15 drones (and lings) but he also committed 12 BF hellions to do that so I don't really think Mvp was ahead. The mutas didn't do damage but it was only 8 mutas and it gave Life map control (no more hellion run bys) and he could take his 4+5th. So I think Mvp felt he had to push at the point of the BL/infestor comp would come too fast.
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East Gorteau22261 Posts
On October 20 2012 23:26 NB wrote:I just feel sad that the reason Life win wasnt bc he played well but it was bc MVP played sloppy.  ... boy i wanted him to win
Please don't downplay Life's achievement. Yes, Mvp did, maybe, not play to the best of his abilities - but some of Life's decision making wasn't as good as what we've seen from him before. Both played well and both made mistake, and in the end Life emerged victorious.
On-topic: Excellent analysis, KawaiiRice - thanks a bunch.
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Love the set 7 analysis. It's really annoying to read the LR where people keep saying MVP made a mistake by attacking; when the real mistake was much smaller then that; the counter by Life forced MVP into this position where his fast hellions were defending before his mech could return, and the short timing where MVPs army was split in two was fully taken advantage of by Life, and he never let it go.
Just want to give credit where its due. MVP made a mistake, but it wasn't "durr retarded attack where I lose all my stuff". Life played very well.
To be clear I'm an MVP fan who thinks he should take a break and recover. It's annoying to see him have the legitimate excuse of being in constant pain and looking unsharp at times
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On October 21 2012 02:35 KawaiiRice wrote:Show nested quote +On October 20 2012 22:32 Big J wrote: well, I have to disagree about your early game analysis. I don't think hellionheavy openings give you an advantage over lingheavy openings by default. I think you either have to kill a lot of drones with them, or force/kill a lot of lings with it while preserving your hellioncount to get that advantage you are talking about. Players like Stephano have shown this before, you can really go for those lingstyles against mech, as long as you don't take too much damage economically and maintain enough zerglings (+infestors) to delay Terrans expanding and pushing.
Else I think it's a nice writeup, a few times where I think you hand advantages out too freely, but the part about the vikings instead of more factories on Daybreak is a really interesting perspective. Almost every game Life opted to make craptons of lings (16~30+) and Mvp killed a bunch of them in the early game while losing none, and was able to kill drones in set 1, 3, 4, 7. Whether or not Life could have droned more heavily and do his style I don't know, but he sacked econ for the lings and this gave Mvp small advantages each game.
But isn't this the whole point of his style? He builds a lot of lings and trades them (inefficiently?) defensively to get a high drone count, or offensively to force his opponent into a defensive style, that he then abuses again with a high drone count. I mean, building and losing 30lings+10drones is quite a good deal, if you can take 10blue flame hellions with you, if you have a finished third and your opponent doesn't have a third base and his techadvantage were those hellions. Basically, I feel like his style is to setup for losses and then force engagements and unless he loses an overproportional amount of drones+lings (Antiga) or his opponent gets away with something greedy (quite hard against the amount of seemingly random amounts lings he produces) he won't fall behind.
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Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless.
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Bisutopia19201 Posts
I'd like to hear about how his heavy ling style and lack of roaches actually freed up tons of gas to invest in heavy tech units.
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On October 21 2012 05:35 BisuDagger wrote: I'd like to hear about how his heavy ling style and lack of roaches actually freed up tons of gas to invest in heavy tech units. Usually we're more used to seeing huge roach counts (30+) while teching to bl's so for a really bad illustration: 30 * 25 = 750 gas = 5 more infestors just in numbers. furthermore, not needing to mine gas early on to afford roaches means more mineral income at the start; I don't recall exactly but Life goes 3 gas -> early 4th (~10 min) and takes all his gases then. this means zerg has more mineral income AND access to more gases earlier, thanks to having extra mins to take his 4th faster. -> more gas overall he didn't hive rush either so instead of 4-6 infestors he had like 14 infestors in midgame.
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On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless.
yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low.
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Bisutopia19201 Posts
On October 21 2012 05:48 KawaiiRice wrote:Show nested quote +On October 21 2012 05:35 BisuDagger wrote: I'd like to hear about how his heavy ling style and lack of roaches actually freed up tons of gas to invest in heavy tech units. Usually we're more used to seeing huge roach counts (30+) while teching to bl's so for a really bad illustration: 30 * 25 = 750 gas = 5 more infestors just in numbers. furthermore, not needing to mine gas early on to afford roaches means more mineral income at the start; I don't recall exactly but Life goes 3 gas -> early 4th (~10 min) and takes all his gases then. this means zerg has more mineral income AND access to more gases earlier, thanks to having extra mins to take his 4th faster. -> more gas overall he didn't hive rush either so instead of 4-6 infestors he had like 14 infestors in midgame. Thanks for crunching the numbers. I think getting that early fourth is so huge, which was a direct result of those extra minerals. I was always so impressed at the base count of Life in his games. It seems that he didn't have trouble securing those additional bases in the game that went right for him.
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On October 21 2012 06:01 Big J wrote:Show nested quote +On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless. yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low. I'm not sure what you're saying here. I acknowledge that it works for him but it's not the most efficient/macro oriented. Are we saying the same thing?
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On October 21 2012 06:14 KawaiiRice wrote:Show nested quote +On October 21 2012 06:01 Big J wrote:On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless. yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low. I'm not sure what you're saying here. I acknowledge that it works for him but it's not the most efficient/macro oriented. Are we saying the same thing?
Well, I think that his strategy is actually better than the most macro oriented strategies, because it doesn't overdrone 2bases and then build units to be able to transfer to the third, but rather just skips the oversaturation 2base phase for more zerglings and rather uses the immense zerg production to saturate the third when he is actually safe to do so by building drones, instead of transfering+building.
I mean, if you do the math, you need like 25drones on minerals on two bases+queens to be able to go fulltime zergling or drone production (20drones or 40zerglings per minute), so with 30-40 drones, you have full droning potential + get the upgrades. The only 3 uses you get out of a greater economy at that point are: 1) if you either build up a bank for something (like mutalisks - in those two games he got quite punished a by hellions, because he had to build more drones for that build, so I actually don't think its the best way to go for mutas, but its quite masked well, behind showing his normal style) 2) if you want to build a lot of hatcheries 3) if you want to build units that are more expensive per larva, like roaches or queens or banelings before lair (*) +10drones for later on
1) and 2) have no immidate return for you either, so the advantages you get over what he is doing are all going to be midgame advantages. Not sure how that would play out, but I think you are onto it in your OP:
I suspect this is really bad if Mvp were to do a 2base mech timing instead of expanding and playing passively.
I’m really confused. It seems so vulnerable to a 4 tank + hellion rally.
3) on the other hand has an immidiate return, but you are basically building more drones to build other units as zerglings. However with the other units (slow roaches, slow banelings, queens, spines), you are mostly forced to stay at home early, so the value of those is dependend on what the opponent does and is in my opinion exactly what a (MVPlike) Terran that goes for banshee/hellion wants, as he is allowed to get a really fast third+Mech going.
(*) is not a huge deal for a zerg with 3-4hatches, as long as his standing army is strong enough to allow for that extra droning. (that's what 1hatch+queen produces in one minute)
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On October 21 2012 07:01 Big J wrote:Show nested quote +On October 21 2012 06:14 KawaiiRice wrote:On October 21 2012 06:01 Big J wrote:On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless. yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low. I'm not sure what you're saying here. I acknowledge that it works for him but it's not the most efficient/macro oriented. Are we saying the same thing? Well, I think that his strategy is actually better than the most macro oriented strategies, because it doesn't overdrone 2bases and then build units to be able to transfer to the third, but rather just skips the oversaturation 2base phase for more zerglings and rather uses the immense zerg production to saturate the third when he is actually safe to do so by building drones, instead of transfering+building. I mean, if you do the math, you need like 25drones on minerals on two bases+queens to be able to go fulltime zergling or drone production (20drones or 40zerglings per minute), so with 30-40 drones, you have full droning potential + get the upgrades. The only 3 uses you get out of a greater economy at that point are: 1) if you either build up a bank for something (like mutalisks - in those two games he got quite punished a by hellions, because he had to build more drones for that build, so I actually don't think its the best way to go for mutas, but its quite masked well, behind showing his normal style) 2) if you want to build a lot of hatcheries 3) if you want to build units that are more expensive per larva, like roaches or queens or banelings before lair (*) +10drones for later on 1) and 2) have no immidate return for you either, so the advantages you get over what he is doing are all going to be midgame advantages. Not sure how that would play out, but I think you are onto it in your OP: Show nested quote +I suspect this is really bad if Mvp were to do a 2base mech timing instead of expanding and playing passively. 3) on the other hand has an immidiate return, but you are basically building more drones to build other units as zerglings. However with the other units (slow roaches, slow banelings, queens, spines), you are mostly forced to stay at home early, so the value of those is dependend on what the opponent does and is in my opinion exactly what a (MVPlike) Terran that goes for banshee/hellion wants, as he is allowed to get a really fast third+Mech going. (*) is not a huge deal for a zerg with 3-4hatches, as long as his standing army is strong enough to allow for that extra droning. (that's what 1hatch+queen produces in one minute) Zerg needs 16 drones (max 24) per mineral line and 3 per gas so if Life goes 3 gases he'd need 41 drones for 2base saturation. You focus a lot on greater economy over immediate returns, but making 20-30 lings early on has a very very very low chance at giving you any sort of return (i.e.: busting the natural with speedlings which failed on Antiga) ; on the other hand, going to at least 50 drones before making the speedlings still allows you to flank hellions, just not bust the natural. Since this would be when hellions start moving out. I see no benefit to making speedlings without at least 40 drones. But anyway, having lings out early on provides threat and a chance to catch hellions off guard; is it really worth losing minerals (yes, getting drones later is losing potential minerals) for a chance to catch hellions off guard or bust the natural bunker especially against someone like Mvp? I cannot agree. Very rarely does a Terran lose to 6 minute 30 speedlings and certainly not Mvp.
@1 - His 2base muta rush is a specific build, and in it he also made a lot of speedlings. @2 - He will build a lot of hatcheries anyway unless the game ends before 10 minutes @3 - Or he can have more money to make a macro hatch or faster fourth should he see T going fast 3rd.
Arguably he doesn't need to play as drone-heavy as possible since lings are free once a Z hits 3 bases but you will still have more of everything in the later stages of the game by droning harder.
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On October 21 2012 02:48 vthree wrote:Show nested quote +On October 21 2012 02:09 Irre wrote: MVP played far superior, with Life basically just abusing how infestor protects/counters every unit in the game. MVP made some critical small mistakes despite being pretty ahead most games that he lost, and its a real shame that he lost the series. I appreciate that you mentioned the 4th going down in the first game I honestly think no matter what else happened he wins that game fi he had that 4th up for the viking production/reinforcements on his push or for a followup. Those crucial few seconds he didnt repair cost him game 1 IMO. The 3rd cancel on Ohana was pretty much GG. Daybreak was heartbreaking to watch a zerg go 10 pool do nothing, lose tons of drones late 3rd rush muta, do no damage, then just easily win with infestors. MVP should not have spread his army so much but i can see why he felt he had to push. Overall they both played well, I just wish the state of WoL wasn't so grim. After two years, players being so good, it just makes units like Sentry, Infestor, Collosus look so broken and damaging to the integrity of the game. For game 7, Mvp did killed like 15 drones (and lings) but he also committed 12 BF hellions to do that so I don't really think Mvp was ahead. The mutas didn't do damage but it was only 8 mutas and it gave Life map control (no more hellion run bys) and he could take his 4+5th. So I think Mvp felt he had to push at the point of the BL/infestor comp would come too fast. I really agree with this. I didn't see it live and only watched the vods once, but i really felt life had the edge after the mutas gained map control. Mutas in combination with losing all your hellions gives zerg an edge. To be honest, i think mvp would have been in better shap if he camped the 3rd and retreated when he saw mutas. After that, if you can turret your 3rd, you can get it. But im only platinum, so don;t take it too seriously.
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On October 21 2012 07:25 KawaiiRice wrote:Show nested quote +On October 21 2012 07:01 Big J wrote:On October 21 2012 06:14 KawaiiRice wrote:On October 21 2012 06:01 Big J wrote:On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless. yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low. I'm not sure what you're saying here. I acknowledge that it works for him but it's not the most efficient/macro oriented. Are we saying the same thing? Well, I think that his strategy is actually better than the most macro oriented strategies, because it doesn't overdrone 2bases and then build units to be able to transfer to the third, but rather just skips the oversaturation 2base phase for more zerglings and rather uses the immense zerg production to saturate the third when he is actually safe to do so by building drones, instead of transfering+building. I mean, if you do the math, you need like 25drones on minerals on two bases+queens to be able to go fulltime zergling or drone production (20drones or 40zerglings per minute), so with 30-40 drones, you have full droning potential + get the upgrades. The only 3 uses you get out of a greater economy at that point are: 1) if you either build up a bank for something (like mutalisks - in those two games he got quite punished a by hellions, because he had to build more drones for that build, so I actually don't think its the best way to go for mutas, but its quite masked well, behind showing his normal style) 2) if you want to build a lot of hatcheries 3) if you want to build units that are more expensive per larva, like roaches or queens or banelings before lair (*) +10drones for later on 1) and 2) have no immidate return for you either, so the advantages you get over what he is doing are all going to be midgame advantages. Not sure how that would play out, but I think you are onto it in your OP: I suspect this is really bad if Mvp were to do a 2base mech timing instead of expanding and playing passively. I’m really confused. It seems so vulnerable to a 4 tank + hellion rally. 3) on the other hand has an immidiate return, but you are basically building more drones to build other units as zerglings. However with the other units (slow roaches, slow banelings, queens, spines), you are mostly forced to stay at home early, so the value of those is dependend on what the opponent does and is in my opinion exactly what a (MVPlike) Terran that goes for banshee/hellion wants, as he is allowed to get a really fast third+Mech going. (*) is not a huge deal for a zerg with 3-4hatches, as long as his standing army is strong enough to allow for that extra droning. (that's what 1hatch+queen produces in one minute) Zerg needs 16 drones (max 24) per mineral line and 3 per gas so if Life goes 3 gases he'd need 41 drones for 2base saturation. You focus a lot on greater economy over immediate returns, but making 20-30 lings early on has a very very very low chance at giving you any sort of return (i.e.: busting the natural with speedlings which failed on Antiga) ; on the other hand, going to at least 50 drones before making the speedlings still allows you to flank hellions, just not bust the natural. Since this would be when hellions start moving out. I see no benefit to making speedlings without at least 40 drones. But anyway, having lings out early on provides threat and a chance to catch hellions off guard; is it really worth losing minerals (yes, getting drones later is losing potential minerals) for a chance to catch hellions off guard or bust the natural bunker especially against someone like Mvp? I cannot agree. Very rarely does a Terran lose to 6 minute 30 speedlings and certainly not Mvp. @1 - His 2base muta rush is a specific build, and in it he also made a lot of speedlings. @2 - He will build a lot of hatcheries anyway unless the game ends before 10 minutes @3 - Or he can have more money to make a macro hatch or faster fourth should he see T going fast 3rd. Arguably he doesn't need to play as drone-heavy as possible since lings are free once a Z hits 3 bases but you will still have more of everything in the later stages of the game by droning harder. I think you focus too much on how other strong zergs play the game. I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. @1 - yeah, but I think those were the games in which he ended up the furthest behind and in my opinion showed to be his weakest build. I'd even say that he expected Mvp to go bio in those, at least in the Antiga game and therefore was underprepared for the amount of hellions. @2 - that comment was meant for the early game. I mean, he always built a reasonably early third, he just didn't use it up to the point he had dealt with the hellion thread - which other zerg playstyles can't use too much either. And a macro hatch is what I meant with "greater midgame advantage" over how he played it. It's not going to help him get the third going faster or strengthen any early allin. @3 - well, I think the point is that both - denying the third with a high base zergling count - and taking a faster fourth are good moves against a fast third.
About the later stages of the game. The way he plays by looking for trades very aggressively, he doesn't need to care about supply efficiency that much as those other zergs with more passive playstyles do. It allows him to spread Terran opponents really thin in the lategame if they want to have a good amount of bases and therefore his basic units work quite better and he doesn't need those huge broodlord fleets. Look at the way he went broodlords. He builds like 8broodlords and spams corruptors behind. 8broods is quite a low amount in the lategame, but because his opponent doesn't have a lot of army to begin with through the constant trades, blindly building vikings is even a harsher decision, as he is already streched really hard to defend 4bases against ling(/roach)/infestor. I think the supplies are quite telltale. Other zergs usually hit 200/200 with broodlords, I think against Mvp he always hit like 150-160/200 with them - he can only afford less, but he doesn't need a big amount of them, because his opponent cannot build counters to them before they are out. I think the abyssal city game is quite interesting in that regard, because in the game he failed to keep the army supply down and then did not go broods, but instead went for a ling/infestor attack, which only made sense if he either anticipated Mvp to build up counters to broodlords too early, or if he misscalculated and thought he could trade and keep the army down while teching to hive.
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On October 21 2012 08:21 Big J wrote:Show nested quote +On October 21 2012 07:25 KawaiiRice wrote:On October 21 2012 07:01 Big J wrote:On October 21 2012 06:14 KawaiiRice wrote:On October 21 2012 06:01 Big J wrote:On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless. yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low. I'm not sure what you're saying here. I acknowledge that it works for him but it's not the most efficient/macro oriented. Are we saying the same thing? Well, I think that his strategy is actually better than the most macro oriented strategies, because it doesn't overdrone 2bases and then build units to be able to transfer to the third, but rather just skips the oversaturation 2base phase for more zerglings and rather uses the immense zerg production to saturate the third when he is actually safe to do so by building drones, instead of transfering+building. I mean, if you do the math, you need like 25drones on minerals on two bases+queens to be able to go fulltime zergling or drone production (20drones or 40zerglings per minute), so with 30-40 drones, you have full droning potential + get the upgrades. The only 3 uses you get out of a greater economy at that point are: 1) if you either build up a bank for something (like mutalisks - in those two games he got quite punished a by hellions, because he had to build more drones for that build, so I actually don't think its the best way to go for mutas, but its quite masked well, behind showing his normal style) 2) if you want to build a lot of hatcheries 3) if you want to build units that are more expensive per larva, like roaches or queens or banelings before lair (*) +10drones for later on 1) and 2) have no immidate return for you either, so the advantages you get over what he is doing are all going to be midgame advantages. Not sure how that would play out, but I think you are onto it in your OP: I suspect this is really bad if Mvp were to do a 2base mech timing instead of expanding and playing passively. I’m really confused. It seems so vulnerable to a 4 tank + hellion rally. 3) on the other hand has an immidiate return, but you are basically building more drones to build other units as zerglings. However with the other units (slow roaches, slow banelings, queens, spines), you are mostly forced to stay at home early, so the value of those is dependend on what the opponent does and is in my opinion exactly what a (MVPlike) Terran that goes for banshee/hellion wants, as he is allowed to get a really fast third+Mech going. (*) is not a huge deal for a zerg with 3-4hatches, as long as his standing army is strong enough to allow for that extra droning. (that's what 1hatch+queen produces in one minute) Zerg needs 16 drones (max 24) per mineral line and 3 per gas so if Life goes 3 gases he'd need 41 drones for 2base saturation. You focus a lot on greater economy over immediate returns, but making 20-30 lings early on has a very very very low chance at giving you any sort of return (i.e.: busting the natural with speedlings which failed on Antiga) ; on the other hand, going to at least 50 drones before making the speedlings still allows you to flank hellions, just not bust the natural. Since this would be when hellions start moving out. I see no benefit to making speedlings without at least 40 drones. But anyway, having lings out early on provides threat and a chance to catch hellions off guard; is it really worth losing minerals (yes, getting drones later is losing potential minerals) for a chance to catch hellions off guard or bust the natural bunker especially against someone like Mvp? I cannot agree. Very rarely does a Terran lose to 6 minute 30 speedlings and certainly not Mvp. @1 - His 2base muta rush is a specific build, and in it he also made a lot of speedlings. @2 - He will build a lot of hatcheries anyway unless the game ends before 10 minutes @3 - Or he can have more money to make a macro hatch or faster fourth should he see T going fast 3rd. Arguably he doesn't need to play as drone-heavy as possible since lings are free once a Z hits 3 bases but you will still have more of everything in the later stages of the game by droning harder. I think you focus too much on how other strong zergs play the game. I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. @1 - yeah, but I think those were the games in which he ended up the furthest behind and in my opinion showed to be his weakest build. I'd even say that he expected Mvp to go bio in those, at least in the Antiga game and therefore was underprepared for the amount of hellions. @2 - that comment was meant for the early game. I mean, he always built a reasonably early third, he just didn't use it up to the point he had dealt with the hellion thread - which other zerg playstyles can't use too much either. And a macro hatch is what I meant with "greater midgame advantage" over how he played it. It's not going to help him get the third going faster or strengthen any early allin. @3 - well, I think the point is that both - denying the third with a high base zergling count - and taking a faster fourth are good moves against a fast third. About the later stages of the game. The way he plays by looking for trades very aggressively, he doesn't need to care about supply efficiency that much as those other zergs with more passive playstyles do. It allows him to spread Terran opponents really thin in the lategame if they want to have a good amount of bases and therefore his basic units work quite better and he doesn't need those huge broodlord fleets. Look at the way he went broodlords. He builds like 8broodlords and spams corruptors behind. 8broods is quite a low amount in the lategame, but because his opponent doesn't have a lot of army to begin with through the constant trades, blindly building vikings is even a harsher decision, as he is already streched really hard to defend 4bases against ling(/roach)/infestor. I think the supplies are quite telltale. Other zergs usually hit 200/200 with broodlords, I think against Mvp he always hit like 150-160/200 with them - he can afford less, but he doesn't need a big amount of them, because his opponent cannot build counters to them before they are out. I think the abyssal city game is quite interesting in that regard, because in the game he failed to keep the army supply down and then did not go broods, but instead went for a ling/infestor attack, which only made sense if he either anticipated Mvp to build up counters to broodlords too early, or if he misscalculated and thought he could trade and keep the army down while teching to hive.
I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment you also don't really need those 30 lings at that point but he makes them. the "window to drone" was never a question either. The question is what do those lings give by being made at 30-40 drones that aren't given at 50 drones: nothing.
and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. again making the speedings at 50 drones deals just fine (I believe he did this on Ohana). 1rax 3CC or any early thirds will not be stopped by random speedling spam unless the Terran made the CC at the third (which Mvp did on Ohana). "random moveouts" in our scenario can only be punished if the opp goes for a marine pressure or if hellions get caught on creep, but with 3 queens and 30 lings at 6~7 minutes hellions will not be on creep unless T does a runby.
to clarify I'm talking mainly about the difference between making lings at ~30-40 drones and ~50 drones. There is no difference in pressure and marginal economic benefit by making lings at 50 drones.
About the later stages of the game. The way he plays by looking for trades very aggressively, he doesn't need to care about supply efficiency that much as those other zergs with more passive playstyles do. It allows him to spread Terran opponents really thin in the lategame if they want to have a good amount of bases and therefore his basic units work quite better and he doesn't need those huge broodlord fleets. Look at the way he went broodlords. He builds like 8broodlords and spams corruptors behind. 8broods is quite a low amount in the lategame, but because his opponent doesn't have a lot of army to begin with through the constant trades, blindly building vikings is even a harsher decision, as he is already streched really hard to defend 4bases against ling(/roach)/infestor. I think the supplies are quite telltale. Other zergs usually hit 200/200 with broodlords, I think against Mvp he always hit like 150-160/200 with them - he can afford less, but he doesn't need a big amount of them, because his opponent cannot build counters to them before they are out. I think the abyssal city game is quite interesting in that regard, because in the game he failed to keep the army supply down and then did not go broods, but instead went for a ling/infestor attack, which only made sense if he either anticipated Mvp to build up counters to broodlords too early, or if he misscalculated and thought he could trade and keep the army down while teching to hive. Not really... he's stalling with counters and only in some cases tries trading with infested terrans. And 8 broods is all he needed in these games because Mvp went hellion tank viking... if he were going thor heavy he would need more brood lords for sure. Instead he just needed a group of bl's to kill off the ground then spam corruptors to kill the vikings. This was not because of the "constant trades." This point is irrelevant. Mvp isn't supposed to blindly build vikings, he is supposed to push out before the hive timing to do damage. If he scanned gs (which he did on Entombed and Ohana) then he can make vikings as he did. Entombed valley was an easy win if he had spread his 9 vikings. Ohana was literally a lost game once the CC was cancelled. Cloud was thrown when Mvp pushed too late, and his army composition had 30 tanks and 7 vikings. The hive scenarios in this game were not normal and you're generalizing too much.
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On October 21 2012 08:32 KawaiiRice wrote:Show nested quote +On October 21 2012 08:21 Big J wrote:On October 21 2012 07:25 KawaiiRice wrote:On October 21 2012 07:01 Big J wrote:On October 21 2012 06:14 KawaiiRice wrote:On October 21 2012 06:01 Big J wrote:On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless. yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low. I'm not sure what you're saying here. I acknowledge that it works for him but it's not the most efficient/macro oriented. Are we saying the same thing? Well, I think that his strategy is actually better than the most macro oriented strategies, because it doesn't overdrone 2bases and then build units to be able to transfer to the third, but rather just skips the oversaturation 2base phase for more zerglings and rather uses the immense zerg production to saturate the third when he is actually safe to do so by building drones, instead of transfering+building. I mean, if you do the math, you need like 25drones on minerals on two bases+queens to be able to go fulltime zergling or drone production (20drones or 40zerglings per minute), so with 30-40 drones, you have full droning potential + get the upgrades. The only 3 uses you get out of a greater economy at that point are: 1) if you either build up a bank for something (like mutalisks - in those two games he got quite punished a by hellions, because he had to build more drones for that build, so I actually don't think its the best way to go for mutas, but its quite masked well, behind showing his normal style) 2) if you want to build a lot of hatcheries 3) if you want to build units that are more expensive per larva, like roaches or queens or banelings before lair (*) +10drones for later on 1) and 2) have no immidate return for you either, so the advantages you get over what he is doing are all going to be midgame advantages. Not sure how that would play out, but I think you are onto it in your OP: I suspect this is really bad if Mvp were to do a 2base mech timing instead of expanding and playing passively. I’m really confused. It seems so vulnerable to a 4 tank + hellion rally. 3) on the other hand has an immidiate return, but you are basically building more drones to build other units as zerglings. However with the other units (slow roaches, slow banelings, queens, spines), you are mostly forced to stay at home early, so the value of those is dependend on what the opponent does and is in my opinion exactly what a (MVPlike) Terran that goes for banshee/hellion wants, as he is allowed to get a really fast third+Mech going. (*) is not a huge deal for a zerg with 3-4hatches, as long as his standing army is strong enough to allow for that extra droning. (that's what 1hatch+queen produces in one minute) Zerg needs 16 drones (max 24) per mineral line and 3 per gas so if Life goes 3 gases he'd need 41 drones for 2base saturation. You focus a lot on greater economy over immediate returns, but making 20-30 lings early on has a very very very low chance at giving you any sort of return (i.e.: busting the natural with speedlings which failed on Antiga) ; on the other hand, going to at least 50 drones before making the speedlings still allows you to flank hellions, just not bust the natural. Since this would be when hellions start moving out. I see no benefit to making speedlings without at least 40 drones. But anyway, having lings out early on provides threat and a chance to catch hellions off guard; is it really worth losing minerals (yes, getting drones later is losing potential minerals) for a chance to catch hellions off guard or bust the natural bunker especially against someone like Mvp? I cannot agree. Very rarely does a Terran lose to 6 minute 30 speedlings and certainly not Mvp. @1 - His 2base muta rush is a specific build, and in it he also made a lot of speedlings. @2 - He will build a lot of hatcheries anyway unless the game ends before 10 minutes @3 - Or he can have more money to make a macro hatch or faster fourth should he see T going fast 3rd. Arguably he doesn't need to play as drone-heavy as possible since lings are free once a Z hits 3 bases but you will still have more of everything in the later stages of the game by droning harder. I think you focus too much on how other strong zergs play the game. I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. @1 - yeah, but I think those were the games in which he ended up the furthest behind and in my opinion showed to be his weakest build. I'd even say that he expected Mvp to go bio in those, at least in the Antiga game and therefore was underprepared for the amount of hellions. @2 - that comment was meant for the early game. I mean, he always built a reasonably early third, he just didn't use it up to the point he had dealt with the hellion thread - which other zerg playstyles can't use too much either. And a macro hatch is what I meant with "greater midgame advantage" over how he played it. It's not going to help him get the third going faster or strengthen any early allin. @3 - well, I think the point is that both - denying the third with a high base zergling count - and taking a faster fourth are good moves against a fast third. About the later stages of the game. The way he plays by looking for trades very aggressively, he doesn't need to care about supply efficiency that much as those other zergs with more passive playstyles do. It allows him to spread Terran opponents really thin in the lategame if they want to have a good amount of bases and therefore his basic units work quite better and he doesn't need those huge broodlord fleets. Look at the way he went broodlords. He builds like 8broodlords and spams corruptors behind. 8broods is quite a low amount in the lategame, but because his opponent doesn't have a lot of army to begin with through the constant trades, blindly building vikings is even a harsher decision, as he is already streched really hard to defend 4bases against ling(/roach)/infestor. I think the supplies are quite telltale. Other zergs usually hit 200/200 with broodlords, I think against Mvp he always hit like 150-160/200 with them - he can afford less, but he doesn't need a big amount of them, because his opponent cannot build counters to them before they are out. I think the abyssal city game is quite interesting in that regard, because in the game he failed to keep the army supply down and then did not go broods, but instead went for a ling/infestor attack, which only made sense if he either anticipated Mvp to build up counters to broodlords too early, or if he misscalculated and thought he could trade and keep the army down while teching to hive. Show nested quote +I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment you also don't really need those 30 lings at that point but he makes them. the "window to drone" was never a question either. The question is what do those lings give by being made at 30-40 drones that aren't given at 50 drones: nothing. Show nested quote +and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. again making the speedings at 50 drones deals just fine (I believe he did this on Ohana). 1rax 3CC will not be stopped by random speedling spam unless the Terran made the CC at the third (which Mvp did on Ohana). "random moveouts" in our scenario can only be punished if the opp goes for a marine pressure or if hellions get caught on creep, but with 3 queens and 30 lings at 6~7 minutes hellions will not be on creep unless T does a runby. to clarify I'm talking mainly about the difference between making lings at ~30-40 drones and ~50 drones. There is no difference in pressure and marginal economic benefit by making lings at 50 drones.
I think you overestimate that benefit of the extra 10-20drones. Their returnrate is only 50% as they are the "third drones" on the far away mineral patches on two base with roughly 20minerals/minute income and therefore will take ~2.5mins to pay off their own costs. In 2.5mins a 2base zerg with 30-40drones can create 40 new workers as well if there is no threat (anymore). Mathematically speaking, 30lings are produced in one minute and cost as much as 10-20drones. The 10-20drones only return 200-400minerals in the next minute, but if you build the lings, secure that third 1minute earlier, the afterwards build 10-20drones will return 400-800minerals in the next minute and even everything out. So if that lings hinder any form of runbys and thereby allow for an earlier mining at the third, they pay off, without any combat taking place. If a combat takes place, they can even pay off more. That's of course very theoretical, but I think the principle isn't that wrong. If Life sees a strong hellion attack coming, he can't use the third anyways, if he sees a weak hellion attack coming, he can use the third earlier and have a greater return per drone, instead of a greater dronecount on 2base.
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On October 21 2012 08:52 Big J wrote:Show nested quote +On October 21 2012 08:32 KawaiiRice wrote:On October 21 2012 08:21 Big J wrote:On October 21 2012 07:25 KawaiiRice wrote:On October 21 2012 07:01 Big J wrote:On October 21 2012 06:14 KawaiiRice wrote:On October 21 2012 06:01 Big J wrote:On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless. yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low. I'm not sure what you're saying here. I acknowledge that it works for him but it's not the most efficient/macro oriented. Are we saying the same thing? Well, I think that his strategy is actually better than the most macro oriented strategies, because it doesn't overdrone 2bases and then build units to be able to transfer to the third, but rather just skips the oversaturation 2base phase for more zerglings and rather uses the immense zerg production to saturate the third when he is actually safe to do so by building drones, instead of transfering+building. I mean, if you do the math, you need like 25drones on minerals on two bases+queens to be able to go fulltime zergling or drone production (20drones or 40zerglings per minute), so with 30-40 drones, you have full droning potential + get the upgrades. The only 3 uses you get out of a greater economy at that point are: 1) if you either build up a bank for something (like mutalisks - in those two games he got quite punished a by hellions, because he had to build more drones for that build, so I actually don't think its the best way to go for mutas, but its quite masked well, behind showing his normal style) 2) if you want to build a lot of hatcheries 3) if you want to build units that are more expensive per larva, like roaches or queens or banelings before lair (*) +10drones for later on 1) and 2) have no immidate return for you either, so the advantages you get over what he is doing are all going to be midgame advantages. Not sure how that would play out, but I think you are onto it in your OP: I suspect this is really bad if Mvp were to do a 2base mech timing instead of expanding and playing passively. I’m really confused. It seems so vulnerable to a 4 tank + hellion rally. 3) on the other hand has an immidiate return, but you are basically building more drones to build other units as zerglings. However with the other units (slow roaches, slow banelings, queens, spines), you are mostly forced to stay at home early, so the value of those is dependend on what the opponent does and is in my opinion exactly what a (MVPlike) Terran that goes for banshee/hellion wants, as he is allowed to get a really fast third+Mech going. (*) is not a huge deal for a zerg with 3-4hatches, as long as his standing army is strong enough to allow for that extra droning. (that's what 1hatch+queen produces in one minute) Zerg needs 16 drones (max 24) per mineral line and 3 per gas so if Life goes 3 gases he'd need 41 drones for 2base saturation. You focus a lot on greater economy over immediate returns, but making 20-30 lings early on has a very very very low chance at giving you any sort of return (i.e.: busting the natural with speedlings which failed on Antiga) ; on the other hand, going to at least 50 drones before making the speedlings still allows you to flank hellions, just not bust the natural. Since this would be when hellions start moving out. I see no benefit to making speedlings without at least 40 drones. But anyway, having lings out early on provides threat and a chance to catch hellions off guard; is it really worth losing minerals (yes, getting drones later is losing potential minerals) for a chance to catch hellions off guard or bust the natural bunker especially against someone like Mvp? I cannot agree. Very rarely does a Terran lose to 6 minute 30 speedlings and certainly not Mvp. @1 - His 2base muta rush is a specific build, and in it he also made a lot of speedlings. @2 - He will build a lot of hatcheries anyway unless the game ends before 10 minutes @3 - Or he can have more money to make a macro hatch or faster fourth should he see T going fast 3rd. Arguably he doesn't need to play as drone-heavy as possible since lings are free once a Z hits 3 bases but you will still have more of everything in the later stages of the game by droning harder. I think you focus too much on how other strong zergs play the game. I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. @1 - yeah, but I think those were the games in which he ended up the furthest behind and in my opinion showed to be his weakest build. I'd even say that he expected Mvp to go bio in those, at least in the Antiga game and therefore was underprepared for the amount of hellions. @2 - that comment was meant for the early game. I mean, he always built a reasonably early third, he just didn't use it up to the point he had dealt with the hellion thread - which other zerg playstyles can't use too much either. And a macro hatch is what I meant with "greater midgame advantage" over how he played it. It's not going to help him get the third going faster or strengthen any early allin. @3 - well, I think the point is that both - denying the third with a high base zergling count - and taking a faster fourth are good moves against a fast third. About the later stages of the game. The way he plays by looking for trades very aggressively, he doesn't need to care about supply efficiency that much as those other zergs with more passive playstyles do. It allows him to spread Terran opponents really thin in the lategame if they want to have a good amount of bases and therefore his basic units work quite better and he doesn't need those huge broodlord fleets. Look at the way he went broodlords. He builds like 8broodlords and spams corruptors behind. 8broods is quite a low amount in the lategame, but because his opponent doesn't have a lot of army to begin with through the constant trades, blindly building vikings is even a harsher decision, as he is already streched really hard to defend 4bases against ling(/roach)/infestor. I think the supplies are quite telltale. Other zergs usually hit 200/200 with broodlords, I think against Mvp he always hit like 150-160/200 with them - he can afford less, but he doesn't need a big amount of them, because his opponent cannot build counters to them before they are out. I think the abyssal city game is quite interesting in that regard, because in the game he failed to keep the army supply down and then did not go broods, but instead went for a ling/infestor attack, which only made sense if he either anticipated Mvp to build up counters to broodlords too early, or if he misscalculated and thought he could trade and keep the army down while teching to hive. I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment you also don't really need those 30 lings at that point but he makes them. the "window to drone" was never a question either. The question is what do those lings give by being made at 30-40 drones that aren't given at 50 drones: nothing. and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. again making the speedings at 50 drones deals just fine (I believe he did this on Ohana). 1rax 3CC will not be stopped by random speedling spam unless the Terran made the CC at the third (which Mvp did on Ohana). "random moveouts" in our scenario can only be punished if the opp goes for a marine pressure or if hellions get caught on creep, but with 3 queens and 30 lings at 6~7 minutes hellions will not be on creep unless T does a runby. to clarify I'm talking mainly about the difference between making lings at ~30-40 drones and ~50 drones. There is no difference in pressure and marginal economic benefit by making lings at 50 drones. I think you overestimate that benefit of the extra 10-20drones. Their returnrate is only 50% as they are the "third drones" on the far away mineral patches on two base with roughly 20minerals/minute income and therefore will take ~2.5mins to pay off their own costs. In 2.5mins a 2base zerg with 30-40drones can create 40 new workers as well if there is no threat (anymore). Mathematically speaking, 30lings are produced in one minute and cost as much as 10-20drones. The 10-20drones only return 200-400minerals in the next minute, but if you build the lings, secure that third 1minute earlier, the afterwards build 10-20drones will return 400-800minerals in the next minute and even everything out. So if that lings hinder any form of runbys and thereby allow for an earlier mining at the third, they pay off, without any combat taking place. If a combat takes place, they can even pay off more. That's of course very theoretical, but I think the principle isn't that wrong. If Life sees a strong hellion attack coming, he can't use the third anyways, if he sees a weak hellion attack coming, he can use the third earlier and have a greater return per drone, instead of a greater dronecount on 2base. I am talking about benefit vs no benefit. Making lings once you have 50 drones is safe. Making lings and then droning is also safe but you already lost the money by making lings first.
edit: actually im not even sure how many drones a z should have when 4 hellions finish o_O 50 might be a bit high, maybe 45 or so?
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On October 21 2012 02:09 Irre wrote: MVP played far superior, with Life basically just abusing how infestor protects/counters every unit in the game. MVP made some critical small mistakes despite being pretty ahead most games that he lost, and its a real shame that he lost the series. I appreciate that you mentioned the 4th going down in the first game I honestly think no matter what else happened he wins that game fi he had that 4th up for the viking production/reinforcements on his push or for a followup. Those crucial few seconds he didnt repair cost him game 1 IMO. The 3rd cancel on Ohana was pretty much GG. Daybreak was heartbreaking to watch a zerg go 10 pool do nothing, lose tons of drones late 3rd rush muta, do no damage, then just easily win with infestors. MVP should not have spread his army so much but i can see why he felt he had to push. Overall they both played well, I just wish the state of WoL wasn't so grim. After two years, players being so good, it just makes units like Sentry, Infestor, Collosus look so broken and damaging to the integrity of the game. Life outplayed Mvp very brutally. Mvp's only wins were from cheeses
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On October 21 2012 09:01 KawaiiRice wrote:Show nested quote +On October 21 2012 08:52 Big J wrote:On October 21 2012 08:32 KawaiiRice wrote:On October 21 2012 08:21 Big J wrote:On October 21 2012 07:25 KawaiiRice wrote:On October 21 2012 07:01 Big J wrote:On October 21 2012 06:14 KawaiiRice wrote:On October 21 2012 06:01 Big J wrote:On October 21 2012 05:02 KawaiiRice wrote: Losing 30 lings and making 10 drones behind it isn't the same as 10 drones -> 30 lings afterwards. You lose out on money you could have mined obviously. I'm not going to argue that the style is good or bad (obviously it worked for him O_O!) but in my opinion the way he kept making 20-30 lings on a low drone count (~30-40 drones?) was inefficient and losing them as he did put him at a disadvantage. The disadvantage isn't really hard to overcome though since zerg production is really ridiculous, but it's a disadvantage nonetheless. yes, it's not the same. But the way he plays it - only 1-2 gas taken, no big amount of queens, no ridicolous early third - there isn't a huge initial benefit in droning to 50 early, just due to how many drones you actually need to saturate a base very well (opposed to optimally). I've played with something similar - before the queen patch, after TLO destroyed MKP and several other (Korean) Terrans with this style (before the queen patch) - where you make 3hatches and superfast double upgrades and try to counter hellions with creep+lingsflanks and stay on a rather low drone count early and it works really well if you can keep the hellion count low. I'm not sure what you're saying here. I acknowledge that it works for him but it's not the most efficient/macro oriented. Are we saying the same thing? Well, I think that his strategy is actually better than the most macro oriented strategies, because it doesn't overdrone 2bases and then build units to be able to transfer to the third, but rather just skips the oversaturation 2base phase for more zerglings and rather uses the immense zerg production to saturate the third when he is actually safe to do so by building drones, instead of transfering+building. I mean, if you do the math, you need like 25drones on minerals on two bases+queens to be able to go fulltime zergling or drone production (20drones or 40zerglings per minute), so with 30-40 drones, you have full droning potential + get the upgrades. The only 3 uses you get out of a greater economy at that point are: 1) if you either build up a bank for something (like mutalisks - in those two games he got quite punished a by hellions, because he had to build more drones for that build, so I actually don't think its the best way to go for mutas, but its quite masked well, behind showing his normal style) 2) if you want to build a lot of hatcheries 3) if you want to build units that are more expensive per larva, like roaches or queens or banelings before lair (*) +10drones for later on 1) and 2) have no immidate return for you either, so the advantages you get over what he is doing are all going to be midgame advantages. Not sure how that would play out, but I think you are onto it in your OP: I suspect this is really bad if Mvp were to do a 2base mech timing instead of expanding and playing passively. I’m really confused. It seems so vulnerable to a 4 tank + hellion rally. 3) on the other hand has an immidiate return, but you are basically building more drones to build other units as zerglings. However with the other units (slow roaches, slow banelings, queens, spines), you are mostly forced to stay at home early, so the value of those is dependend on what the opponent does and is in my opinion exactly what a (MVPlike) Terran that goes for banshee/hellion wants, as he is allowed to get a really fast third+Mech going. (*) is not a huge deal for a zerg with 3-4hatches, as long as his standing army is strong enough to allow for that extra droning. (that's what 1hatch+queen produces in one minute) Zerg needs 16 drones (max 24) per mineral line and 3 per gas so if Life goes 3 gases he'd need 41 drones for 2base saturation. You focus a lot on greater economy over immediate returns, but making 20-30 lings early on has a very very very low chance at giving you any sort of return (i.e.: busting the natural with speedlings which failed on Antiga) ; on the other hand, going to at least 50 drones before making the speedlings still allows you to flank hellions, just not bust the natural. Since this would be when hellions start moving out. I see no benefit to making speedlings without at least 40 drones. But anyway, having lings out early on provides threat and a chance to catch hellions off guard; is it really worth losing minerals (yes, getting drones later is losing potential minerals) for a chance to catch hellions off guard or bust the natural bunker especially against someone like Mvp? I cannot agree. Very rarely does a Terran lose to 6 minute 30 speedlings and certainly not Mvp. @1 - His 2base muta rush is a specific build, and in it he also made a lot of speedlings. @2 - He will build a lot of hatcheries anyway unless the game ends before 10 minutes @3 - Or he can have more money to make a macro hatch or faster fourth should he see T going fast 3rd. Arguably he doesn't need to play as drone-heavy as possible since lings are free once a Z hits 3 bases but you will still have more of everything in the later stages of the game by droning harder. I think you focus too much on how other strong zergs play the game. I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. @1 - yeah, but I think those were the games in which he ended up the furthest behind and in my opinion showed to be his weakest build. I'd even say that he expected Mvp to go bio in those, at least in the Antiga game and therefore was underprepared for the amount of hellions. @2 - that comment was meant for the early game. I mean, he always built a reasonably early third, he just didn't use it up to the point he had dealt with the hellion thread - which other zerg playstyles can't use too much either. And a macro hatch is what I meant with "greater midgame advantage" over how he played it. It's not going to help him get the third going faster or strengthen any early allin. @3 - well, I think the point is that both - denying the third with a high base zergling count - and taking a faster fourth are good moves against a fast third. About the later stages of the game. The way he plays by looking for trades very aggressively, he doesn't need to care about supply efficiency that much as those other zergs with more passive playstyles do. It allows him to spread Terran opponents really thin in the lategame if they want to have a good amount of bases and therefore his basic units work quite better and he doesn't need those huge broodlord fleets. Look at the way he went broodlords. He builds like 8broodlords and spams corruptors behind. 8broods is quite a low amount in the lategame, but because his opponent doesn't have a lot of army to begin with through the constant trades, blindly building vikings is even a harsher decision, as he is already streched really hard to defend 4bases against ling(/roach)/infestor. I think the supplies are quite telltale. Other zergs usually hit 200/200 with broodlords, I think against Mvp he always hit like 150-160/200 with them - he can afford less, but he doesn't need a big amount of them, because his opponent cannot build counters to them before they are out. I think the abyssal city game is quite interesting in that regard, because in the game he failed to keep the army supply down and then did not go broods, but instead went for a ling/infestor attack, which only made sense if he either anticipated Mvp to build up counters to broodlords too early, or if he misscalculated and thought he could trade and keep the army down while teching to hive. I really belive that you don't need those early 10more drones, if you can create a window to drone afterwards. The early lings may or may not pay off directly. But I think they don't hinder you from doing what you want to do at that moment you also don't really need those 30 lings at that point but he makes them. the "window to drone" was never a question either. The question is what do those lings give by being made at 30-40 drones that aren't given at 50 drones: nothing. and it feels a little bit like he swaps early game problems - how to keep a bit of mapcontrol against the first hellions, how to make sure that the terran doesn't go incredibly greedy (like 1rax 3CC), how to defend/punish "random" moveouts (like MKP does) - for a little more vulnerability in the midgame. again making the speedings at 50 drones deals just fine (I believe he did this on Ohana). 1rax 3CC will not be stopped by random speedling spam unless the Terran made the CC at the third (which Mvp did on Ohana). "random moveouts" in our scenario can only be punished if the opp goes for a marine pressure or if hellions get caught on creep, but with 3 queens and 30 lings at 6~7 minutes hellions will not be on creep unless T does a runby. to clarify I'm talking mainly about the difference between making lings at ~30-40 drones and ~50 drones. There is no difference in pressure and marginal economic benefit by making lings at 50 drones. I think you overestimate that benefit of the extra 10-20drones. Their returnrate is only 50% as they are the "third drones" on the far away mineral patches on two base with roughly 20minerals/minute income and therefore will take ~2.5mins to pay off their own costs. In 2.5mins a 2base zerg with 30-40drones can create 40 new workers as well if there is no threat (anymore). Mathematically speaking, 30lings are produced in one minute and cost as much as 10-20drones. The 10-20drones only return 200-400minerals in the next minute, but if you build the lings, secure that third 1minute earlier, the afterwards build 10-20drones will return 400-800minerals in the next minute and even everything out. So if that lings hinder any form of runbys and thereby allow for an earlier mining at the third, they pay off, without any combat taking place. If a combat takes place, they can even pay off more. That's of course very theoretical, but I think the principle isn't that wrong. If Life sees a strong hellion attack coming, he can't use the third anyways, if he sees a weak hellion attack coming, he can use the third earlier and have a greater return per drone, instead of a greater dronecount on 2base. I am talking about benefit vs no benefit. Making lings once you have 50 drones is safe. Making lings and then droning is also safe but you already lost the money by making lings first. edit: actually im not even sure how many drones a z should have when 4 hellions finish o_O 50 might be a bit high, maybe 45 or so? yeah, it's somewhere around 45drones when you open gasless and get the speed a little bit later and a third base, I think.
And yes, you lose some money, but 45workers early without roaches is not completly safe. Usually a Terran that goes hellion(/banshee) will get a few drone kills if you have something mining at the third. With Life's early zerglings, I think he can mine at that third without losing anything and therefore also have more workers there earlier, which means more return as they mine 40minerals/minute, compared to the 20/minute if they had to wait in his main/natural for a transfer.
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United States15275 Posts
It seems rather pointless to start from a theoretically questionable standpoint (i.e. initial investment in drones always trumps initial investment in units) when we are talking about a playstyle that has proven to be wildly successful against everyone except the one player who prepared against it. Would it not be better to reverse-engineer the rationale behind the production times by watching all his games?
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Great analysis!
Does anyone else feel like Mvp was trying to do too much damage, rather than taking the least damage?
What I mean is, he kept suiciding most of his Hellions in most of his games and kept making Tanks, which is extremely aggressive which is not what Mech is about.
I also feel like everyone underestimates Thors in TvZ. Sure they're not as good as Tanks against Roaches, Lings, and Infestors, but they're not bad either, and are great as support units for Vikings, forcing the Zerg to spread his air, and are far better against tech switches which is what Mvp lost to in G2 after sending many of his Tanks to attack as if they were MM.
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On October 21 2012 09:09 Doubting wrote:Show nested quote +On October 21 2012 02:09 Irre wrote: MVP played far superior, with Life basically just abusing how infestor protects/counters every unit in the game. MVP made some critical small mistakes despite being pretty ahead most games that he lost, and its a real shame that he lost the series. I appreciate that you mentioned the 4th going down in the first game I honestly think no matter what else happened he wins that game fi he had that 4th up for the viking production/reinforcements on his push or for a followup. Those crucial few seconds he didnt repair cost him game 1 IMO. The 3rd cancel on Ohana was pretty much GG. Daybreak was heartbreaking to watch a zerg go 10 pool do nothing, lose tons of drones late 3rd rush muta, do no damage, then just easily win with infestors. MVP should not have spread his army so much but i can see why he felt he had to push. Overall they both played well, I just wish the state of WoL wasn't so grim. After two years, players being so good, it just makes units like Sentry, Infestor, Collosus look so broken and damaging to the integrity of the game. Life outplayed Mvp very brutally. Mvp's only wins were from cheeses
It's probably worth pointing out that Life opened 10 pool twice in the series, on daybreak and whirlwind, and this build is designed to only be good against CC first. It's quite cheesy, though I guess it's fine if they go 1 rax fe?! He also went 14 (or 15?) pool on entombed before his hatchery, probably to try and catch out MVP doing 11/11, which is rather common on entombed.
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On October 21 2012 10:12 Fencar wrote: Great analysis!
Does anyone else feel like Mvp was trying to do too much damage, rather than taking the least damage?
What I mean is, he kept suiciding most of his Hellions in most of his games and kept making Tanks, which is extremely aggressive which is not what Mech is about.
I also feel like everyone underestimates Thors in TvZ. Sure they're not as good as Tanks against Roaches, Lings, and Infestors, but they're not bad either, and are great as support units for Vikings, forcing the Zerg to spread his air, and are far better against tech switches which is what Mvp lost to in G2 after sending many of his Tanks to attack as if they were MM.
I would argue that in the current meta, mech v Z is about doing Eco damage early with hellions and pushing out before the Zerg has broodlords/corr/infestors in high number. A maxed mech army still doesn't trade well with that if both sides are spread. The best outcome is probably an even trade and Zerg will rebuild faster. So I actually think mech does have to be aggressive.
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I think a large factor Mvp lost this game was his followup in the early game; when the mutas came he made four Vikings to deal with the mutas. If he made two factories and an extra two turrets, he could have defended AND set up his production much much earlier. Then, his timing push to Life’s 4th would have come much much earlier.
I think this is a really interesting point. It also made me realize how expensive vikings are compared to production buildings lol.
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On October 21 2012 10:32 vthree wrote:Show nested quote +On October 21 2012 10:12 Fencar wrote: Great analysis!
Does anyone else feel like Mvp was trying to do too much damage, rather than taking the least damage?
What I mean is, he kept suiciding most of his Hellions in most of his games and kept making Tanks, which is extremely aggressive which is not what Mech is about.
I also feel like everyone underestimates Thors in TvZ. Sure they're not as good as Tanks against Roaches, Lings, and Infestors, but they're not bad either, and are great as support units for Vikings, forcing the Zerg to spread his air, and are far better against tech switches which is what Mvp lost to in G2 after sending many of his Tanks to attack as if they were MM. I would argue that in the current meta, mech v Z is about doing Eco damage early with hellions and pushing out before the Zerg has broodlords/corr/infestors in high number. A maxed mech army still doesn't trade well with that if both sides are spread. The best outcome is probably an even trade and Zerg will rebuild faster. So I actually think mech does have to be aggressive. I feel like that depends on compositions. (note: lots of theory crafting, just spewing ideas here)
Say there have been no major engagements and both sides are maxed, the Terran opening Hellion/Banshee and the Zerg opening 6 queen in some way, the compositions can vary wildly for both players, but I feel like Mech has the advantage so long as the Mech player doesn't take huge amounts of damage, due to the power of static defenses like PF's, the fact that Mech players usually have huge Mineral banks in the late-game, letting them spend lots of money on relatively cheap Factories with tech labs, and (relatively) cost-effective but supply-inefficient Thors, Hellions, and Banshees, which cost less gas than Tanks.
Alternatively, the Terran can play it like Mvp does, making Vikings and Turrets for AA defense, lots of Tanks, few Thors later, suiciding Hellions, and taking down creep with Banshees rather than killing Drones.
My problem with this is that creep is going to extend no matter what you do, and the time frame in which Banshee harass is effective is very limited. Also, Hellions are great units for a meatshield in the Terran Mech army, since there are so many Zerg units, more splash is always good, especially when it doesn't damage your own units.
I find when playing and watching, Tanks are good in the early and mid game, but only against ground-based armies. As soon as the Zerg gets Air, their effectiveness is heavily diminished when made en-masse, and you have to rely on Vikings and Thors to kill the Air units.
All-in-all, for these reasons I feel like this makes Mvp's style more effective in the early and mid-game, but far less effective in the late-game since he keeps on making Tanks, and has few Hellions, while more Thors in the late-game would be better against tech switches as it has a very strong GtG attack as well as a GtA attack .5 range higher than the Broodlord, plus ability to be repaired.
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On October 21 2012 11:36 Fencar wrote:Show nested quote +On October 21 2012 10:32 vthree wrote:On October 21 2012 10:12 Fencar wrote: Great analysis!
Does anyone else feel like Mvp was trying to do too much damage, rather than taking the least damage?
What I mean is, he kept suiciding most of his Hellions in most of his games and kept making Tanks, which is extremely aggressive which is not what Mech is about.
I also feel like everyone underestimates Thors in TvZ. Sure they're not as good as Tanks against Roaches, Lings, and Infestors, but they're not bad either, and are great as support units for Vikings, forcing the Zerg to spread his air, and are far better against tech switches which is what Mvp lost to in G2 after sending many of his Tanks to attack as if they were MM. I would argue that in the current meta, mech v Z is about doing Eco damage early with hellions and pushing out before the Zerg has broodlords/corr/infestors in high number. A maxed mech army still doesn't trade well with that if both sides are spread. The best outcome is probably an even trade and Zerg will rebuild faster. So I actually think mech does have to be aggressive. I feel like that depends on compositions. (note: lots of theory crafting, just spewing ideas here) Say there have been no major engagements and both sides are maxed, the Terran opening Hellion/Banshee and the Zerg opening 6 queen in some way, the compositions can vary wildly for both players, but I feel like Mech has the advantage so long as the Mech player doesn't take huge amounts of damage, due to the power of static defenses like PF's, the fact that Mech players usually have huge Mineral banks in the late-game, letting them spend lots of money on relatively cheap Factories with tech labs, and (relatively) cost-effective but supply-inefficient Thors, Hellions, and Banshees, which cost less gas than Tanks. Alternatively, the Terran can play it like Mvp does, making Vikings and Turrets for AA defense, lots of Tanks, few Thors later, suiciding Hellions, and taking down creep with Banshees rather than killing Drones. My problem with this is that creep is going to extend no matter what you do, and the time frame in which Banshee harass is effective is very limited. Also, Hellions are great units for a meatshield in the Terran Mech army, since there are so many Zerg units, more splash is always good, especially when it doesn't damage your own units. I find when playing and watching, Tanks are good in the early and mid game, but only against ground-based armies. As soon as the Zerg gets Air, their effectiveness is heavily diminished when made en-masse, and you have to rely on Vikings and Thors to kill the Air units. All-in-all, for these reasons I feel like this makes Mvp's style more effective in the early and mid-game, but far less effective in the late-game since he keeps on making Tanks, and has few Hellions, while more Thors in the late-game would be better against tech switches as it has a very strong GtG attack as well as a GtA attack .5 range higher than the Broodlord, plus ability to be repaired.
PFs are nullified once BLs are out. And Thors are not great vs BLs unless you have a lot of hellion support. And if you don't have enough tanks, the Zerg can tech switch to roaches which Thors are horrible against.
If you look at game 7, Mvp actually had too many Thors and thus late tanks and he got killed by the roach counter.
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On October 21 2012 12:11 vthree wrote:Show nested quote +On October 21 2012 11:36 Fencar wrote:On October 21 2012 10:32 vthree wrote:On October 21 2012 10:12 Fencar wrote: Great analysis!
Does anyone else feel like Mvp was trying to do too much damage, rather than taking the least damage?
What I mean is, he kept suiciding most of his Hellions in most of his games and kept making Tanks, which is extremely aggressive which is not what Mech is about.
I also feel like everyone underestimates Thors in TvZ. Sure they're not as good as Tanks against Roaches, Lings, and Infestors, but they're not bad either, and are great as support units for Vikings, forcing the Zerg to spread his air, and are far better against tech switches which is what Mvp lost to in G2 after sending many of his Tanks to attack as if they were MM. I would argue that in the current meta, mech v Z is about doing Eco damage early with hellions and pushing out before the Zerg has broodlords/corr/infestors in high number. A maxed mech army still doesn't trade well with that if both sides are spread. The best outcome is probably an even trade and Zerg will rebuild faster. So I actually think mech does have to be aggressive. I feel like that depends on compositions. (note: lots of theory crafting, just spewing ideas here) Say there have been no major engagements and both sides are maxed, the Terran opening Hellion/Banshee and the Zerg opening 6 queen in some way, the compositions can vary wildly for both players, but I feel like Mech has the advantage so long as the Mech player doesn't take huge amounts of damage, due to the power of static defenses like PF's, the fact that Mech players usually have huge Mineral banks in the late-game, letting them spend lots of money on relatively cheap Factories with tech labs, and (relatively) cost-effective but supply-inefficient Thors, Hellions, and Banshees, which cost less gas than Tanks. Alternatively, the Terran can play it like Mvp does, making Vikings and Turrets for AA defense, lots of Tanks, few Thors later, suiciding Hellions, and taking down creep with Banshees rather than killing Drones. My problem with this is that creep is going to extend no matter what you do, and the time frame in which Banshee harass is effective is very limited. Also, Hellions are great units for a meatshield in the Terran Mech army, since there are so many Zerg units, more splash is always good, especially when it doesn't damage your own units. I find when playing and watching, Tanks are good in the early and mid game, but only against ground-based armies. As soon as the Zerg gets Air, their effectiveness is heavily diminished when made en-masse, and you have to rely on Vikings and Thors to kill the Air units. All-in-all, for these reasons I feel like this makes Mvp's style more effective in the early and mid-game, but far less effective in the late-game since he keeps on making Tanks, and has few Hellions, while more Thors in the late-game would be better against tech switches as it has a very strong GtG attack as well as a GtA attack .5 range higher than the Broodlord, plus ability to be repaired. PFs are nullified once BLs are out. And Thors are not great vs BLs unless you have a lot of hellion support. And if you don't have enough tanks, the Zerg can tech switch to roaches which Thors are horrible against. If you look at game 7, Mvp actually had too many Thors and thus late tanks and he got killed by the roach counter. At equal or similar supply with even a couple Tanks to support, Thors shred Roaches. It's in the early or mid game when you have less than 80 supply or so of Thor/Tank when Roaches crush you. If you trade okay in a fight aginast Zerg in the late game, then you can always retreat while harassing his bases with easy to replenish Hellions.
PF's are great for delaying as they have a moderately powerful attack, 1500 HP, and 5 armor after being upgraded with the relatively low cost of 550/150, though their build time is enormous. It also says to the Zerg "If you fight me in this area while I have any army here you die" because any Zerglings, Roaches, etc will have to go through that PF in order to get to your army.
Of course you need Tanks early if the Zerg is going for Roaches, but you severely underestiamte Banshees Edit: We forgot about Banshees (standard hellion banshee opener gives you at least 3), which give you ample warning and the ability to defend any point of your base from Roaches, albiet with relatively low DPS due to their double attack and lack of numbers.
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On October 21 2012 12:52 Fencar wrote:Show nested quote +On October 21 2012 12:11 vthree wrote:On October 21 2012 11:36 Fencar wrote:On October 21 2012 10:32 vthree wrote:On October 21 2012 10:12 Fencar wrote: Great analysis!
Does anyone else feel like Mvp was trying to do too much damage, rather than taking the least damage?
What I mean is, he kept suiciding most of his Hellions in most of his games and kept making Tanks, which is extremely aggressive which is not what Mech is about.
I also feel like everyone underestimates Thors in TvZ. Sure they're not as good as Tanks against Roaches, Lings, and Infestors, but they're not bad either, and are great as support units for Vikings, forcing the Zerg to spread his air, and are far better against tech switches which is what Mvp lost to in G2 after sending many of his Tanks to attack as if they were MM. I would argue that in the current meta, mech v Z is about doing Eco damage early with hellions and pushing out before the Zerg has broodlords/corr/infestors in high number. A maxed mech army still doesn't trade well with that if both sides are spread. The best outcome is probably an even trade and Zerg will rebuild faster. So I actually think mech does have to be aggressive. I feel like that depends on compositions. (note: lots of theory crafting, just spewing ideas here) Say there have been no major engagements and both sides are maxed, the Terran opening Hellion/Banshee and the Zerg opening 6 queen in some way, the compositions can vary wildly for both players, but I feel like Mech has the advantage so long as the Mech player doesn't take huge amounts of damage, due to the power of static defenses like PF's, the fact that Mech players usually have huge Mineral banks in the late-game, letting them spend lots of money on relatively cheap Factories with tech labs, and (relatively) cost-effective but supply-inefficient Thors, Hellions, and Banshees, which cost less gas than Tanks. Alternatively, the Terran can play it like Mvp does, making Vikings and Turrets for AA defense, lots of Tanks, few Thors later, suiciding Hellions, and taking down creep with Banshees rather than killing Drones. My problem with this is that creep is going to extend no matter what you do, and the time frame in which Banshee harass is effective is very limited. Also, Hellions are great units for a meatshield in the Terran Mech army, since there are so many Zerg units, more splash is always good, especially when it doesn't damage your own units. I find when playing and watching, Tanks are good in the early and mid game, but only against ground-based armies. As soon as the Zerg gets Air, their effectiveness is heavily diminished when made en-masse, and you have to rely on Vikings and Thors to kill the Air units. All-in-all, for these reasons I feel like this makes Mvp's style more effective in the early and mid-game, but far less effective in the late-game since he keeps on making Tanks, and has few Hellions, while more Thors in the late-game would be better against tech switches as it has a very strong GtG attack as well as a GtA attack .5 range higher than the Broodlord, plus ability to be repaired. PFs are nullified once BLs are out. And Thors are not great vs BLs unless you have a lot of hellion support. And if you don't have enough tanks, the Zerg can tech switch to roaches which Thors are horrible against. If you look at game 7, Mvp actually had too many Thors and thus late tanks and he got killed by the roach counter. At equal or similar supply with even a couple Tanks to support, Thors shred Roaches. It's in the early or mid game when you have less than 80 supply or so of Thor/Tank when Roaches crush you. If you trade okay in a fight aginast Zerg in the late game, then you can always retreat while harassing his bases with easy to replenish Hellions. PF's are great for delaying as they have a moderately powerful attack, 1500 HP, and 5 armor after being upgraded with the relatively low cost of 550/150, though their build time is enormous. It also says to the Zerg "If you fight me in this area while I have any army here you die" because any Zerglings, Roaches, etc will have to go through that PF in order to get to your army. Of course you need Tanks early if the Zerg is going for Roaches, but you severely underestiamte Banshees Edit: We forgot about Banshees (standard hellion banshee opener gives you at least 3), which give you ample warning and the ability to defend any point of your base from Roaches, albiet with relatively low DPS due to their double attack and lack of numbers.
Mvp didn't build banshees in g7 because mutas were already out.
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Thanks Kawaii! I missed the finals so this was the perfect thing to help me catch up on it. Cheers!
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These games did not feel healthy. It really felt like the culmination of terran auto-loss late game. Literally the difference between games Life won and lost was whether he made it to brood lords or not.
This is not a balance whine, it was clear MVP and Life were evenly matched. Early game hellions offset late game brood lords.
Something has gone wrong though. As WoL has gotten more refined it is starting to reveal gaping holes in how the matchups play out. ZvT should not be decided by a timer.
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On October 21 2012 19:35 r691175002 wrote: These games did not feel healthy. It really felt like the culmination of terran auto-loss late game. Literally the difference between games Life won and lost was whether he made it to brood lords or not.
This is not a balance whine, it was clear MVP and Life were evenly matched. Early game hellions offset late game brood lords.
Something has gone wrong though. As WoL has gotten more refined it is starting to reveal gaping holes in how the matchups play out. ZvT should not be decided by a timer. They were not evenly matched.
Life outplayed MVP. He got into his head, constantly delaying his pre-Brood timings with the THREAT of runbys. He out micro'd him at key moments when it counted (that lack of Viking split probably lost MVP the series). Sure, it's easy to fungal, but it doesn't take much effort to pre-split Vikings either.
I wish we could have seen MVP incorporate just a few ghosts in the late game for EMP. Why do people think you can beat the best spell caster in the game without using your own spell caster? Ghost vs HT is standard in late game TvP, why are ghosts ignored in TvZ? Just because Snipe isn't OP any more doesn't mean they are useless.
I remember IdrA talking about ghost mech over a year ago and how once Terrans mastered it, it would be imbalanced... maybe I'm just theorycrafting out of my ass here, but have any of the top Terrans in here tried it? I figure it's worth it to get 3-4 rax w/ tech labs, a ghost academy, and get cloak as opposed to going for tight window, pre-Brood timings. With lower amounts of fungals due to EMP, Viking splits and Thor/Hellion Support with repairing scvs... you should be even with BL/Corruptor/Infestor/Queen... right?
Not to mention you can use the tech lab rax for marauders if he switches over to Ultras. But then the issue would be the rauders would lack upgrades...
Hmm Terran upgrades are really tough.
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I found the monotonic play of mvp pretty questionable. Mech every game, with only 2 build orders over 7 maps. I like the blue flame hellion build, but i think he could have done a better job hard countering life.
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wow, this is so awesome. i learned so much about tvz from this 6/5
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I think it wasn't just that MVP played sloppy as much as Life's style eventually got to him and wore him down both mentally and certainly physically with the issues hes been having.
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On October 22 2012 00:28 TheAwesomeAll wrote: I found the monotonic play of mvp pretty questionable. Mech every game, with only 2 build orders over 7 maps. I like the blue flame hellion build, but i think he could have done a better job hard countering life.
Yes, because MKP and Taeja showed everyone how to counter Life's mass ling style with bio and bio tank, right? I think Life is at a level where going bio or bio tank is pretty suicidal. Why are people still questioning Mvp's strategy when he went 3-4 compare with 1-6 from MKP and Taeja.
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On October 21 2012 20:28 Flonomenalz wrote:Show nested quote +On October 21 2012 19:35 r691175002 wrote: These games did not feel healthy. It really felt like the culmination of terran auto-loss late game. Literally the difference between games Life won and lost was whether he made it to brood lords or not.
This is not a balance whine, it was clear MVP and Life were evenly matched. Early game hellions offset late game brood lords.
Something has gone wrong though. As WoL has gotten more refined it is starting to reveal gaping holes in how the matchups play out. ZvT should not be decided by a timer. They were not evenly matched. Life outplayed MVP. He got into his head, constantly delaying his pre-Brood timings with the THREAT of runbys. He out micro'd him at key moments when it counted (that lack of Viking split probably lost MVP the series). Sure, it's easy to fungal, but it doesn't take much effort to pre-split Vikings either. I wish we could have seen MVP incorporate just a few ghosts in the late game for EMP. Why do people think you can beat the best spell caster in the game without using your own spell caster? Ghost vs HT is standard in late game TvP, why are ghosts ignored in TvZ? Just because Snipe isn't OP any more doesn't mean they are useless. I remember IdrA talking about ghost mech over a year ago and how once Terrans mastered it, it would be imbalanced... maybe I'm just theorycrafting out of my ass here, but have any of the top Terrans in here tried it? I figure it's worth it to get 3-4 rax w/ tech labs, a ghost academy, and get cloak as opposed to going for tight window, pre-Brood timings. With lower amounts of fungals due to EMP, Viking splits and Thor/Hellion Support with repairing scvs... you should be even with BL/Corruptor/Infestor/Queen... right? Not to mention you can use the tech lab rax for marauders if he switches over to Ultras. But then the issue would be the rauders would lack upgrades... Hmm Terran upgrades are really tough.
In theory, this could work. However, I think you can max out on BL/corr/Infestor quite a bit faster then ghost/hellion/thor/vikings. And if you cannot harass effectively mid game, you are probably look at a 5 base (possibly 6) zerg. And even if you do trade evenly, they can surely remax much much faster and just kill you before you can rebuild with mech. You simply can't 'trade' with mech since it just takes so much longer to build.
That is why when you see mech win vs Zerg, it is all about the harassment throughout the game to slow down the zerg. It is rare to win a max vs max fight. You can do it with ravens and seekers but that transition is even harder and not possible on most maps (Hello, Metropolis)
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Mvp didn't build banshees in g7 because mutas were already out. Please elaborate on how this matters. Mvp was ahead before his mistake attacking too early.
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On October 21 2012 20:28 Flonomenalz wrote:Show nested quote +On October 21 2012 19:35 r691175002 wrote: These games did not feel healthy. It really felt like the culmination of terran auto-loss late game. Literally the difference between games Life won and lost was whether he made it to brood lords or not.
This is not a balance whine, it was clear MVP and Life were evenly matched. Early game hellions offset late game brood lords.
Something has gone wrong though. As WoL has gotten more refined it is starting to reveal gaping holes in how the matchups play out. ZvT should not be decided by a timer. They were not evenly matched. Life outplayed MVP. He got into his head, constantly delaying his pre-Brood timings with the THREAT of runbys. He out micro'd him at key moments when it counted (that lack of Viking split probably lost MVP the series). Sure, it's easy to fungal, but it doesn't take much effort to pre-split Vikings either. I wish we could have seen MVP incorporate just a few ghosts in the late game for EMP. Why do people think you can beat the best spell caster in the game without using your own spell caster? Ghost vs HT is standard in late game TvP, why are ghosts ignored in TvZ? Just because Snipe isn't OP any more doesn't mean they are useless. I remember IdrA talking about ghost mech over a year ago and how once Terrans mastered it, it would be imbalanced... maybe I'm just theorycrafting out of my ass here, but have any of the top Terrans in here tried it? I figure it's worth it to get 3-4 rax w/ tech labs, a ghost academy, and get cloak as opposed to going for tight window, pre-Brood timings. With lower amounts of fungals due to EMP, Viking splits and Thor/Hellion Support with repairing scvs... you should be even with BL/Corruptor/Infestor/Queen... right? Not to mention you can use the tech lab rax for marauders if he switches over to Ultras. But then the issue would be the rauders would lack upgrades... Hmm Terran upgrades are really tough.
Over a year ago Ghosts were a different unit. After the nerf to snipe I doubt Idra would say that nowadays.
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