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Canada2480 Posts
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Canada2480 Posts
god that was long...anyone knows why sometimes videos did embed and sometimes not?
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Try taking the "#!" off of the end of the youtube links.
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Canada2480 Posts
Try taking the "#!" off of the end of the youtube links.
ahhh thanks
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I think one of the main reasons why kwanro lost was because he retardedly suicided half of his army into leta's natural for no reason.
I actually don't think leta took advantage of the short air rush to much of an extent. He only really started drone-killing in the mid game when he had a gazillion wraiths.
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Canada2480 Posts
yeah but what I meant is that Leta probably had the right idea when he decided to do that. beside he got plenty of overlords kills if I recall...anyways even had kwanro not suicided his army and eventually won the game it would had been the closest a T would have been of winning on dreamliner...thus I think this is probably the best answer to zerg on that map atm imo
and yes trying for the bust there was not the smartest move
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3rd gas too easy to take.... you crazy? There isn't even a ramp to defend infinite mnm with 2 lurkers like any other map. Instead its wide open on both sides. Probably explains why so many zergs are allining this map. Terrans just don't seem to be used to the close distance yet so they're losing to speedlings and 12 pool -> 2 hatch muta.
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Canada2480 Posts
just camping an army in area A secures the third gas pretty well...if T moves out into area A then you can retreat your army into green path and your natural/third or even both and if T tries to force the third he is getting his ball in danger imo.
I expect plays like zero to be kinda popular on this map...will see
I hope T gets used to the short air distance...don't need Battle royale 2.0
ok I agree too easy to take might be an overstatement on second thought...I will erase that but I don't feel it is hard to take at all...especially since you can reinforce very quickly
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hey swanized, ever heard of fast vessels? That will solve the 12 pool 2 hatch muta problem, assuming the T has competent micro to deal with Z before the first irradiate.
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Canada2480 Posts
hey swanized, ever heard of fast vessels? That will solve the 12 pool 2 hatch muta problem, assuming the T has competent micro to deal with Z before the first irradiate.
I would be very surprised if fast vessel can get a vessel + irradiate in 5:30
the fastest possible way to get it is to rax-------factory-------starport-----science facility-------irradiate.
that sounds like more then 5 minutes
quoting from liquipedia here
1 Rax - If the Terran player only has 1 Rax, then he won't have that many Marines. 1 Rax means that the Terran is going for a rush to Science Vessels to stop the Mutalisk harass. However, this build has gone out of style due to both the general improvement of Mutalisk control from Zerg, which leads to the Vessel possibly getting sniped with little to no damage done to the Mutalisks.
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wow awesome post, thanks
i dont think the map is as imba as the stats show, a lot of these games seem to just be the terran failing or the zerg playing really good (action vs forgg, zero vs really). hopfully terrans will figure out how to defend vs 2 hatch better though. maybe when flash plays on it he'll show them how.
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omg what a fantastic post!! but the map is not that imba i think.... defending 2 hatch is probably the key for terrans.. and also the 3rd expo for zerg isn't than easy to take anyway nice article mate!
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9 games is a really small sample size and that's not exactly the most stellar set of terran players; the map might be Z>T but not to the extent that 1-8 makes it looks like
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Canada2480 Posts
I agree with you 3 above and just edited something expressing that feeling.
I am wondering if I should make a real Battle report for Great vs Sea because great's strat was totally kickass...anyone really interested in reading that?
Edit: OH WOW my post is in "on the spotlight" !!!!! woohoo. thanks to the TL.net team for that!!!
next objective: TLFE
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My take on this is that its not just the short rush distances, but rather, a combination of specific traits. That's what usually makes a map favored to X race. For terrans, the fact that there is a short air distance between the bases means that builds such as 2 hatch muta from the zerg are highly likely. However, because there is a short rush distance as well, ling all ins also are considered viable as well, and its pretty hard for the terran to guess what the zerg is doing, since scouting after the initial scv scout can be denied easily. This somewhat explains the losses when it comes to early-game strats such as 2 hatch muta or ling all-in.
As for the losses in later game, i think that it comes down to the design of the rush/push paths. Sure, there are 3 rush/push paths, but that means that there are 3 different angles that a zerg army can attack the terran army. When it comes to battles in ZvT, the zerg would prefer to battle in an area where the terran can be flanked, and that is what the three rush/push paths allow the zerg to do, making it difficult for the terran to directly engage a zerg army.
As far as this map goes from an economic standpoint, a zerg can take his 3rd gas and not be as worried about defending it than if he were to take his 3rd base on a map such as fighting spirit, as it is much closer to the nat, and the zerg doesn't need to move his army a great deal to defend. (plus he has a 4th base right in between).
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On July 11 2010 07:28 swanized wrote:Show nested quote +hey swanized, ever heard of fast vessels? That will solve the 12 pool 2 hatch muta problem, assuming the T has competent micro to deal with Z before the first irradiate. I would be very surprised if fast vessel can get a vessel + irradiate in 5:30 the fastest possible way to get it is to rax-------factory-------starport-----science facility-------irradiate. that sounds like more then 5 minutes quoting from liquipedia here Show nested quote +1 Rax - If the Terran player only has 1 Rax, then he won't have that many Marines. 1 Rax means that the Terran is going for a rush to Science Vessels to stop the Mutalisk harass. However, this build has gone out of style due to both the general improvement of Mutalisk control from Zerg, which leads to the Vessel possibly getting sniped with little to no damage done to the Mutalisks. 5:30? What are you talking about? Liquipedia says that for 12 pool 2 hatch muta, the mutas pop at 6:00. That means that, getting them stacked and joined near the T's main would probably be around 6:10. Also, by fast vessel I don't mean "fastest possible vessel." And even if I did, what's your point? I never said that it would take less than 5 minutes to get that vessel out; that's completely ridiculous. And posting your liquipedia-quoted "rax-factory-starport-sci fac-irradiate" doesnt strengthen your case either. The rax finishes before the pool, the factory will finish before lair, and I'm pretty sure the starport will naturally finish before spire. The sci fac should then finish before the mutas have arrived at around 6:10. And it's not like researching irradiate and building a science vessel can't be done at the same time, so the vessel should pop and it should build up enough energy for an irradiate within 30 seconds-1 minute of the beginning of the muta harass. Like I said, if the T has competent micro, he should be able to deal with the mutas in time for the first irradiate (at least barely hanging on). Jaedong simply dominated ssak; if that was Hwasin, Flash, Leta, etc., I don't think Jaedong could've ended it as early as he did with ssak.
Also, the number of mutalisks that the zerg brings out at the first timing for the muta harass varies. If the T knows that Dreamliner is a popular and viable map for 12 pool-2 hatch muta, which he certainly should, then he might put on some early pressure. Make the Z burn some minerals/drones/larvae (the larvae part is the most important, for it prevents drone whoring) on lings/sunkens. If the T thinks up some sort of cute or smart early aggressive play, it can delay or weaken the muta timing. Now, in the above paragraph, I mentioned a pretty quick case of getting science vessels. The more standard build would be 1 rax-FE. With this sort of build, if you go for vessels before tanks, then I still can't see the Z being able to harass for more than a minute before the first vessel pops out (and remember, it's not like the Z is actually harassing the whole time; the mutas often fly the safe paths between the natural and the main to change their route of attack). When this vessel pops, it makes the Z's harass more hesitant unless there is some sort of muta all-in. Furthermore, defending the 12 pool-2 hatch muta can't be impossibly hard with 1 rax-FE because of plenty of mins for turrets, raxes, and therefore greater marine and turret count for more defense.
Finally, 1 rax-FE is a viable build. It's covered on liquipedia that, after defending the initial muta harass, a timing opens up with tank/mnm/vessel to make the first push against the Z when the Z goes 12 pool-2 hatch muta. And consider maps like Python. In the cases where the Z is close positions with T (which is 1/3 of the time), it's not like Z had easy victories with 12 pool-2 hatch muta. I don't remember people screaming Python imba, and in fact Python is one of those classic maps, sometimes called the next version of Lost Temple. In Python, the air distance is even shorter than that of Dreamliner, so obviously T found a way to deal with the 12 pool-2 hatch muta builds (whether it be fast vessels, standard 1 rax-FE with vessel first, standard 1 rax-FE with tank-vessel-mnm timing push after defending the initial harass, early e-bay and turrets into early mnm upgrades, doing that cute sort of early pressure like I suggested to mess with the build execution [forcing the Z to make adaptations such as lings instead of drones, sunkens instead of drones, and less overall minerals], etc.). My point to the OP was that I think some sort of fast vessel or 1 rax-FE with vessel first build would be a fair match for this dreaded 12 pool-2 hatch muta build on Dreamliner. I don't know of any cases in the 9 TvZ games that were played on this map where the T did this; correct me if I'm wrong.
EDIT: Whoa my post is a big block of text; I'll make sure to add blank lines between each paragraph next time.
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Canada2480 Posts
5:30? What are you talking about? Liquipedia says that for 12 pool 2 hatch muta, the mutas pop at 6:00. That means that, getting them stacked and joined near the T's main would probably be around 6:10. Also, by fast vessel I don't mean "fastest possible vessel." And even if I did, what's your point? I never said that it would take less than 5 minutes to get that vessel out; that's completely ridiculous. And posting your liquipedia-quoted "rax-factory-starport-sci fac-irradiate" doesnt strengthen your case either. The rax finishes before the pool, the factory will finish before lair, and I'm pretty sure the starport will naturally finish before spire. The sci fac should then finish before the mutas have arrived at around 6:10. And it's not like researching irradiate and building a science vessel can't be done at the same time, so the vessel should pop and it should build up enough energy for an irradiate within 30 seconds-1 minute of the beginning of the muta harass. Like I said, if the T has competent micro, he should be able to deal with the mutas in time for the first irradiate (at least barely hanging on). Jaedong simply dominated ssak; if that was Hwasin, Flash, Leta, etc., I don't think Jaedong could've ended it as early as he did with ssak.
Also, the number of mutalisks that the zerg brings out at the first timing for the muta harass varies. If the T knows that Dreamliner is a popular and viable map for 12 pool-2 hatch muta, which he certainly should, then he might put on some early pressure. Make the Z burn some minerals/drones/larvae (the larvae part is the most important, for it prevents drone whoring) on lings/sunkens. If the T thinks up some sort of cute or smart early aggressive play, it can delay or weaken the muta timing. Now, in the above paragraph, I mentioned a pretty quick case of getting science vessels. The more standard build would be 1 rax-FE. With this sort of build, if you go for vessels before tanks, then I still can't see the Z being able to harass for more than a minute before the first vessel pops out (and remember, it's not like the Z is actually harassing the whole time; the mutas often fly the safe paths between the natural and the main to change their route of attack). When this vessel pops, it makes the Z's harass more hesitant unless there is some sort of muta all-in. Furthermore, defending the 12 pool-2 hatch muta can't be impossibly hard with 1 rax-FE because of plenty of mins for turrets, raxes, and therefore greater marine and turret count for more defense.
Finally, 1 rax-FE is a viable build. It's covered on liquipedia that, after defending the initial muta harass, a timing opens up with tank/mnm/vessel to make the first push against the Z when the Z goes 12 pool-2 hatch muta. And consider maps like Python. In the cases where the Z is close positions with T (which is 1/3 of the time), it's not like Z had easy victories with 12 pool-2 hatch muta. I don't remember people screaming Python imba, and in fact Python is one of those classic maps, sometimes called the next version of Lost Temple. In Python, the air distance is even shorter than that of Dreamliner, so obviously T found a way to deal with the 12 pool-2 hatch muta builds (whether it be fast vessels, standard 1 rax-FE with vessel first, standard 1 rax-FE with tank-vessel-mnm timing push after defending the initial harass, early e-bay and turrets into early mnm upgrades, doing that cute sort of early pressure like I suggested to mess with the build execution [forcing the Z to make adaptations such as lings instead of drones, sunkens instead of drones, and less overall minerals], etc.). My point to the OP was that I think some sort of fast vessel or 1 rax-FE with vessel first build would be a fair match for this dreaded 12 pool-2 hatch muta build on Dreamliner. I don't know of any cases in the 9 TvZ games that were played on this map where the T did this; correct me if I'm wrong.
EDIT: Whoa my post is a big block of text; I'll make sure to add blank lines between each paragraph next time.
ok even if muta harass comes at 6:00 I don't believe you will have the vessel out in time. my point with fastest possible vessel(which is clearly awfull we agree on that) was that even with fastest possible vessel the vessel probably was late or right on time...considering you need MnM and am expansion I don't see this out in time... I am not questionning fast vessel against 3 hatch muta but against 12 pool 2 hatch muta I highly doubt this vessel will be out in time.
I don't recall saying anywhere that 1 rax-FE is unviable ? I only quoted that thing from wikipedia that said that STAYING on 1 rax had fallen out of use. doing the vessel rush and building turrets unfortunately will cut into your marine count a lot.
I don't recall saying that T will never find a way to block 12 pool 2 hatch muta either I only said I did not think vessel rush is the right thing against this one... it is fine to do it against 3 hatch muta of course.
(btw indeed starport finishes before spire no doubt about that..but will the science facility finish before the mutas pop? how long will you have to deal with muta harass with insufficient defenses untill irradiate finishes? will Z get lucky and split it in no time? I simply don't think vessel rush is the solution...but I think T will eventually find a way to beat 12 pool 2 hatch muta. I think you misunderstood my post a bit)
(a small note on python: actually 12 pool 2 hatch mutas was developped by zero a few months ago I believe so no progamer played with this build on python therefore it is kinda hard to tell if python would be imba with this build...I personally think like you that T would find some way to adapt but still)
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of course leta is smart *snickers*
great analysis, pretty interesting read
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Philadelphia, PA10406 Posts
Good post. Note also that the perception of imbalance can often be enough to cause imbalance on a map. If a player is forced to play on a map that they don't believe they can win on, often they'll play irregularly, or poorly as a result.
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the close air distance between mains just screams for 2 hatch mutas in tvz.
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