• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:46
CEST 05:46
KST 12:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster14Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4
StarCraft 2
General
Weekly Cups (June 23-29): Reynor in world title form? StarCraft Mass Recall: SC1 campaigns on SC2 thread The SCII GOAT: A statistical Evaluation How does the number of casters affect your enjoyment of esports? Esports World Cup 2025 - Final Player Roster
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29) WardiTV Mondays SOOPer7s Showmatches 2025 $200 Biweekly - StarCraft Evolution League #1
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Flash Announces Retirement From ASL BW General Discussion ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread [BSL20] ProLeague LB Final - Saturday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Stop Killing Games - European Citizens Initiative Russo-Ukrainian War Thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 493 users

Why I won't participate in the TLMC - Page 3

Blogs > SiskosGoatee
Post a Reply
Prev 1 2 3 All
Big J
Profile Joined March 2011
Austria16289 Posts
April 02 2014 18:59 GMT
#41
On April 03 2014 03:27 SiskosGoatee wrote:
Show nested quote +
On April 02 2014 16:00 Big J wrote:
What you want is aggressive openings that can't fall behind but can also win the game if the opponent makes a tiny mistake to be viable. We already have PvP (and to a certain extend early ZvZ) for that. It's bad enough.
Yeah, mistakes being punished. ZvZ is the only matchup in the game currently for me which has any sembalance of strategy in the early game going on. All other matchups are just blind build order poker. ZvZ forces you to react to your opponent because if you don't, you die. If you just blindly do your build in ZvZ you don't die vs 'some builds' like it's in all the other matchups, you die vs almost any build. The margins of error are so tight that you are forced to play reactively.


Show nested quote +
OK; I really need to know how you play reactive in early ZvZ, because me and all other Zergs in the world like Soulkey have been struggling there to see inside eggs before they have even been queued. Like, a very common rush in ZvZ is to make only speed zerglings on your first or second inject. Meanwhile the opponent has to build units as well (or he is losing way too much larva spawn time/mining time). But how does he know what he has to react to, when at best he sees a bunch of eggs and that his opponent has mined 100gas or more and it could be all drones.
You can't play reactive to that kind of stuff, because you have to make decisions before you know what the opponent is doing. You either prepare blindly for such a rush after scouting a gas and you get ahead if you do, or you don't and you fall behind/die when he is commiting. And similarily with baneling rushes.


I don't think Soulkey plays ZvZ blindly, or most pro Zergs. But the point is that casters do a really bad job at explaning what goes through the mind of players in ZvZ. Bitter is the only one who makes an attempt really but neither the casters nor the observers focus on explanation the logic behind ZvZ. Basic rules of ZvZ:

- Always keep an overlord in vision of the natural mineral line and check if your opponent is droning it up. Casters and observers completely fail to highlight that in ZvZ both players are constantly monitoring the drone count of their opponent at the natural to either punish excessive greed or get ready for a defensive stance if an attack comes.
- If your opponent takes gas, see if he or she continues to mine with 3 donres after 100 is mined and how much gas is mined by clicking on it.
- Obviously always put overlords between you and your opponent to see army movements
- Check queen count and if your opponent has a defensive spine. High queen count and a spine indicates that no aggression is coming and if it's coming it'll be pretty bad aggression that should be easily stopped. Low queen count and no spine means you should make units, even if your opponent is not making units your opponent will be hard pressed to hold your offensive.


Yeah, there goes a lot into it. Still, when Shine can go 5-0 vs Soulkey with like 5 different rushes, then I think the matchup does have too much volatility early.
Of course it isn't "just a gamble". But it is supervolatile early on. Like in any matchup, there are going to be some outstanding players. Even in the darkest ages of PvP gambles in 2010-11, MC had an amazing record vs Protoss. That doesn't proof you cannot win quite often by gambling, even if the opponent has a practical chance of scouting/reacting to it. Even practical chances are chances and I don't think it should be up to the defender to play perfectly not to die. It should be up to the aggressor to outplay the opponent so he can take a win. If that isn't the case (which it isn't in certain ZvZ/PvP scenarios as well as in general with some Protoss rushes like Immortal/Sentry that requires the Zerg to react perfectly and the Protoss to not FF perfectly) you just create a game of easy wins instead of back and forth games.



Show nested quote +

Yes, exactly. Protoss didn't 3gate expand anymore. Because the build had gotten figured out and Protoss were struggling with Zerg builds of that time. That's why they FFE'd whenever possible and the maps got changed so that Protoss could do so on every map, because without it they were in trouble - since, as I already said, gateway expands had been figured out.
FFE came as a response to map changes, not in reverse. It started on Shakuras Plateau simply because you could do it there. Which is honestly fine if only a few maps in the pool allow it because it allows for variety.


Tel'darim Altar, Terminus, Crevasse to name a few others were FFEs were good. And they also tried them on maps liek Metalopolis (before it got changed to make it a little better) or Crossfire.
Maybe FFE came to a certain extend because of map changes, the map changes however came because after MC's second GSL title Protoss winrates dropped down to 30-40% on the highest level.


Show nested quote +
The only HotS matchup that you can be somewhat certain off what your opponent is doing is ZvT. Seeing how it is considered quite great and still features a lot of interaction (reapers/hellions; possibly banshees from the Terrans side; queens/zerglings, possibly roaches from the Zergs side) I'd even go as far as to say that in general people prefer to see somewhat generic, easily scoutable aggression, than having to react to things that can be easily missed in the early game.
I'd say that currently Protoss in all matchups has the easiest time to know what their opponent is doing now that hallucination is innate and no longer costs any resource.


I meant the matchup in terms of predictability of BOs. Terrans are usually going to go for some 3CC+hellion build, Zergs are usually going to go for some 3base build with mutalisks.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 02 2014 20:41 GMT
#42
On April 03 2014 03:59 Big J wrote:
Show nested quote +
On April 03 2014 03:27 SiskosGoatee wrote:
On April 02 2014 16:00 Big J wrote:
What you want is aggressive openings that can't fall behind but can also win the game if the opponent makes a tiny mistake to be viable. We already have PvP (and to a certain extend early ZvZ) for that. It's bad enough.
Yeah, mistakes being punished. ZvZ is the only matchup in the game currently for me which has any sembalance of strategy in the early game going on. All other matchups are just blind build order poker. ZvZ forces you to react to your opponent because if you don't, you die. If you just blindly do your build in ZvZ you don't die vs 'some builds' like it's in all the other matchups, you die vs almost any build. The margins of error are so tight that you are forced to play reactively.


OK; I really need to know how you play reactive in early ZvZ, because me and all other Zergs in the world like Soulkey have been struggling there to see inside eggs before they have even been queued. Like, a very common rush in ZvZ is to make only speed zerglings on your first or second inject. Meanwhile the opponent has to build units as well (or he is losing way too much larva spawn time/mining time). But how does he know what he has to react to, when at best he sees a bunch of eggs and that his opponent has mined 100gas or more and it could be all drones.
You can't play reactive to that kind of stuff, because you have to make decisions before you know what the opponent is doing. You either prepare blindly for such a rush after scouting a gas and you get ahead if you do, or you don't and you fall behind/die when he is commiting. And similarily with baneling rushes.


I don't think Soulkey plays ZvZ blindly, or most pro Zergs. But the point is that casters do a really bad job at explaning what goes through the mind of players in ZvZ. Bitter is the only one who makes an attempt really but neither the casters nor the observers focus on explanation the logic behind ZvZ. Basic rules of ZvZ:

- Always keep an overlord in vision of the natural mineral line and check if your opponent is droning it up. Casters and observers completely fail to highlight that in ZvZ both players are constantly monitoring the drone count of their opponent at the natural to either punish excessive greed or get ready for a defensive stance if an attack comes.
- If your opponent takes gas, see if he or she continues to mine with 3 donres after 100 is mined and how much gas is mined by clicking on it.
- Obviously always put overlords between you and your opponent to see army movements
- Check queen count and if your opponent has a defensive spine. High queen count and a spine indicates that no aggression is coming and if it's coming it'll be pretty bad aggression that should be easily stopped. Low queen count and no spine means you should make units, even if your opponent is not making units your opponent will be hard pressed to hold your offensive.


Yeah, there goes a lot into it. Still, when Shine can go 5-0 vs Soulkey with like 5 different rushes, then I think the matchup does have too much volatility early.
Well, shine has shown capable of cheesing the best in any matchup and Maru could also 4-0 Innovation on the back of cheeses. Maybe Shine just figured out something about Soulkey's ZvZ, studied him and found a hole in his scouting patterns that no one thusfar was able to exploit? Just like Maru did with Innovation who fixed it afterwards.

ZvZ is still Soulkey's best matchup at 65%, it's hard to explain that with mere luck.

Of course it isn't "just a gamble". But it is supervolatile early on.
It is, you make a mistake, you get punished. Forces you to not make them.

Like in any matchup, there are going to be some outstanding players. Even in the darkest ages of PvP gambles in 2010-11, MC had an amazing record vs Protoss. That doesn't proof you cannot win quite often by gambling, even if the opponent has a practical chance of scouting/reacting to it.
It does proof that actually, and I never got why people called 4gate vs 4gate a gamble. It might have been stale and repetitive, but it was the opposite of gambling, everyone did the same strat, whoever had the best micro, in this case MC, won. Because of warpgate both sides had the exact same numbers, whoever microed it better won.

Even practical chances are chances and I don't think it should be up to the defender to play perfectly not to die. It should be up to the aggressor to outplay the opponent so he can take a win. If that isn't the case (which it isn't in certain ZvZ/PvP scenarios as well as in general with some Protoss rushes like Immortal/Sentry that requires the Zerg to react perfectly and the Protoss to not FF perfectly) you just create a game of easy wins instead of back and forth games.
If it was up to the aggressor to outplay then no one would ever be aggressive any more. Rather what happens in this game are timing windows in matchups. There are simply times in matchups where aggression is rewarded and where defence is rewarded, this encourages players to move out at an appropriate time and then fall back to defend at a later time thereby encouraging interaction. Defenders advantage is not a constant.


Tel'darim Altar, Terminus, Crevasse to name a few others were FFEs were good.
These maps all came after Shakuras Plateau. This was the first map with a natural that could be walled so easily and where FFE started as a thing.

And they also tried them on maps liek Metalopolis (before it got changed to make it a little better) or Crossfire.
Maybe FFE came to a certain extend because of map changes, the map changes however came because after MC's second GSL title Protoss winrates dropped down to 30-40% on the highest level.
Those map changes with TDA, Terminus and Crevasse in fact were added exactly in the GSL that MC won so I find it hard to belief that they were added in a reaction to bad protoss winrates after that point.


I meant the matchup in terms of predictability of BOs. Terrans are usually going to go for some 3CC+hellion build, Zergs are usually going to go for some 3base build with mutalisks.
Yeah, I can see that, but don't you rather have it that every game is a surprise? People started to complain that every TvZ was biomine after a while as well. The thing with Protoss, for all its faults, is at the very least that whatever protoss is going to do is a big surprise. Casters are always in PvZ/PvT/PvP talking about whatever the protoss is going to do because Protoss players seem to come up with a new build every week seemingly.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 02 2014 21:17 GMT
#43
StrategyAllyssa Grey <3<3
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-04-03 06:57:41
April 03 2014 06:56 GMT
#44
It does proof that actually, and I never got why people called 4gate vs 4gate a gamble. It might have been stale and repetitive, but it was the opposite of gambling, everyone did the same strat, whoever had the best micro, in this case MC, won. Because of warpgate both sides had the exact same numbers, whoever microed it better won.

It wasn't just 4gate. Offensive 4gate was by far the most successful build, but there were defensive 4gates which were pretty good against offensive 4gates, and then there were 3gate/robo and 3gate/blink and 3gate/DT and stuff like that, which would often counter defensive 4gates etc. And there was really no way to know beforehand whether your opponent would stop probe production at 21 or 24.

If it was up to the aggressor to outplay then no one would ever be aggressive any more. Rather what happens in this game are timing windows in matchups. There are simply times in matchups where aggression is rewarded and where defence is rewarded, this encourages players to move out at an appropriate time and then fall back to defend at a later time thereby encouraging interaction. Defenders advantage is not a constant.

It already is on the aggressor to outplay the opponent in any matchup in which you don't just rely on scouting. Basically all aggression past 10mins is such that you have to outplay the opponent to make it work. The problem is the scouting/BO-interactions before that + the problem that every bigger attack against 2bases is an immidiate gameender when it succeeds. There is no "he got ahead by sniping the natural" like it is with 3rd or 4th bases. If you lose the natural, the game is immidiatly over. There is no back and forth with attacks that hit before players are spread out. It makes for boring games in which players just optimize the rush until it is maximum commitment with maximum power. Unlike later on in the game in which you have a decent army regardless of whether your opponent does a commited attack or just pokes around. And you have the strategical choices to give up some land or counterattack when you are under attack. All of that is not true if you play against an opponent who just built a fuckton of units and crashes into your frontdoor when your units are all just spawning because the reaction to scouting the 5extra gateways is that tight, or the reaction to scouting the 28zerglings spawning after the first injects is that tight.

It is, you make a mistake, you get punished. Forces you to not make them.

It doesn't work like that. Noone does or will ever play mistake-free. With that attitude you can justify every "imbalance" in the game because we don't know if it would have been imbalanced if Terrans stayed out of range perfectly upon seeing an infestor in WoL (which they often did, but not always), or if there wasn't a magic BO+scouting pattern that would always hold 5rax reaper if done perfectly.

Hell, even if you don't argue with balance and stuff, it is just boring if your opponent has a 50% winrate BO that can force you to play only zergling/baneling for 20mins "because that is the reaction to constant ling/bling pressure". Even when it is just 45% winrate, that's way too high for a way too easy build. It's a game of two players. It shouldn't be possible for one player to completely dictate what the other player is doing for a longer periode of time.


+ Show Spoiler +
These maps all came after Shakuras Plateau. This was the first map with a natural that could be walled so easily and where FFE started as a thing.

Those map changes with TDA, Terminus and Crevasse in fact were added exactly in the GSL that MC won so I find it hard to belief that they were added in a reaction to bad protoss winrates after that point.


So, they came after Sharkuras. FFE wasn't a thing, not even on Shakuras, until after those maps were added. Apart from the one or other random occasion, everyone was 3gate expanding back then.

The map changes I was talking about were not "adding a bunch of maps that also turned out to be FFE-able", but over the course of 2011 replacing nearly all maps on which it wasn't possible to FFE with maps on which it was possible.
Also, it wasn't just lucky incidents that TDA, Terminus and Crevasse were FFE-able. Even without FFE, Protoss needs chokes to expand off forcefields as well.
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
PiGosaur Monday
00:00
#38
PiGStarcraft795
rockletztv 36
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft795
RuFF_SC2 154
Livibee 110
StarCraft: Brood War
Icarus 12
Noble 12
Dota 2
monkeys_forever595
League of Legends
JimRising 1298
Counter-Strike
summit1g9219
PGG 45
Super Smash Bros
hungrybox688
Heroes of the Storm
Khaldor117
Other Games
tarik_tv8207
Fnx 3243
shahzam739
WinterStarcraft253
Maynarde164
CosmosSc2 15
Organizations
Other Games
gamesdonequick1358
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 109
• practicex 13
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki136
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4672
• masondota2599
• Stunt156
• Lourlo128
Other Games
• Scarra1615
Upcoming Events
Replay Cast
20h 14m
The PondCast
1d 6h
RSL Revival
1d 6h
ByuN vs Classic
Clem vs Cham
WardiTV European League
1d 12h
Replay Cast
1d 20h
RSL Revival
2 days
herO vs SHIN
Reynor vs Cure
WardiTV European League
2 days
FEL
2 days
Korean StarCraft League
2 days
CranKy Ducklings
3 days
[ Show More ]
RSL Revival
3 days
FEL
3 days
Sparkling Tuna Cup
4 days
RSL Revival
4 days
FEL
4 days
BSL: ProLeague
4 days
Dewalt vs Bonyth
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.