As for my record, it has improved, though not by much, as I've usually been getting the urge to play during Korean time. Still I've escaped with a win or two during those times, after a horrible 15 game losing streak. Later, I had the chance to play against D-level players during US time, and the difference is ridiculous; players can't even build their first pylon/depot at the correct time, messing up their build before the game is even underway (though in all honesty they probably don't even have a build either). The biggest difference I noticed was scouting. Korean's and people who play at Korean time are scouting constantly, whereas people who play at US time just play blind after their initial scout is killed. On to the stats, etc:
( 9)ZvZ: 2-7 22.2%
(12)ZvP: 5-7 41.6%
(10)ZvT: 5-5 50.0%
(15)ZvZ: 6- 9 40.0%
(26)ZvP: 9-17 34.6%
(25)ZvT: 9-16 36.0%
ZvZ: I still prefer fast pool builds ZvZ, and almost exclusively go 9pool currently, often opting for an extremely fast lair. A problem I had in a couple games though, was that my opponent would achieve a greater economy while defending, protect himself with spore colonies, and outproduce me, since after about 4 or 5 mutas, my economy putters out and I'm left with 1hatch and no minerals to get another, or more drones. This came as a bit of a surprise to me, as I was of the opinion that spores are generally bad in ZvZ, as they're so very expensive, and will result in you having no map control. Of course, in those games, I did have map control for a while, but I couldn't do anything with it as my economy was non-existent.
ZvP: So I've got a game plan for ZvP. What I'm currently doing is a 3hatch spire into 5hatch hydra, thanks to Chill's instructional FPVods and many recent ZvP progames featuring the build.
Though what I'm doing currently is making 9 mutas as soon as the spire finishes, similar in style to 3hatch muta ZvT. Even if they make cannons in their min line, I like the map control, mobility, and harassment potential of mutas in ZvP. They also help buy me time to mass up a large hydra army and get relevant upgrades.
ZvT: So I've improved my 3hatch muta BO to include speedlings as per a good suggestion by Tropics in ICCup report 5, and partially due to my practice partner causing my old 3hatch muta build some serious problems with a fast siege build, designed to show up at my nat and start the pressure just as I'm about to morph my mutas (though that's partially my own fault as I scouted with 9drone, saw fast gas, and I guess I forgot about it, because I didn't adapt at all, even failing to notice the lack of expo@nat).
Of course, there are many TvZ builds specialized against 3hatch muta, which is why I wanted to learn another build for ZvT to diversify my gameplay. Happily, my practice partner had a very interesting idea for an early-game ZvT strategy, which we refined through some playtesting, and so far has gone 4-0 on ICCup, though against admittedly poor opposition. Still, the idea is solid, and involves an amount of pressure and harassment, yet with a strong enough economy to smoothly transition into midgame. I'll not go into more detail on it yet though, but suffice it to say it fills the slot of an alternative ZvT to 3hatch muta, at least for now.
1. If you play ZvZ, is there a "standard" build order you use? What is it? If you like to alternate between 2 or 3, I'd like to hear those as well.
1. Is there a point where mass hydra becomes ineffective and switching to ultra/ling or perhaps some other combination is better? If so, when and what combination? I know it's dependent on Protoss' army composition, but assume something like mass zeal + a few archons and high templar. Mass zeal and high templar seem like an indication that it's time to move away from mass hydra, but archons and templar tear apart ultra/ling too unless I have far superior numbers and a good flank. Is hydra/ultra an option? Ultras would be the meatshield while the mass hydra do their thing. What are your thoughts?
1. Why aren't dropships used more often? I really have trouble dealing with a large mnm/tank force roaming the map, and 1 or 2 dropships flying elsewhere. My macro goes from bad to terrible, meanwhile I lose several drones or an expo or tech buildings like pool/ultra cavern/defiler mound/evos etc. Then when I'm trying to deal with the drop, my army on the map gets caught out of position and taken out. I've tried putting a sunk at each base once drops become a possibility, and it has helped, but a sunk can't protect the whole expansion, not to mention upgraded mnm can take out a sunk pretty quickly with minimal loss. Any suggestions?
As always, comments and constructive criticism welcome.