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[A] why is dreamliner THAT imbalanced ZvT

Forum Index > Brood War Strategy
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swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-12 14:24:43
July 10 2010 18:59 GMT
#1
ok I know this is very long but please read it... I have spent a LONG amount of time writing this.I did not know what letter to put in Brackets so I put A for analysis...if a mod feel something is more appropriate feel free to change it


when I First set my eyes on dreamliner I instantly fell in Love with it

here are a few reasons.


1.I instantly liked the fact that there is a short Rush distance, a rather short Push distance and another kinda long Push distance. but with the longer one being good for StrongeR pushes.

here I depicted it
red is the Rush distance
YellOw is the short Push distance
and Green is the long and powerful Push distance

[image loading]


for any of you who don't know what I mean by more powerful Push distance you can observe the fact that Green goes on high-high ground(don't know how to call it lol) and will be attacking downhill on area B... Where the opponents army will probably be positioned therefore giving you a high ground advantage at the expense of speed. I thought that choosing the right Push route might be the difference between victory and defeat in a lot of games.

[image loading]


2. another Reason why I liked this map a lot is that the 3rd and fourth looks rather easy to defend.

for instance... having your army positioned in area A pretty much secures that 3rd Gas
and having some form of Control over area C also gives a fairly easy fourth Gas. so I thought the lategame could very well be about controlling area C (keep in mind having C also gives easy access to the island and gives easy attacks on your opponents own fourth Gas.)


3. I loved the fact that there are islands expansion considering the short Air distance. therefore a player going for some sort of a drop play has a Nice transition since he can secure both islands.

4 it's a plane :p

ok so I thought this map would give very interesting games in ZvT so I am all hyped about the map.

and then... I look at the map Stats

1-8 TvZ

I was shocked because I certainly did not thought it would be THAT imbalanced...sure the Air distance is pretty short but I thought it should be managable and even if I was wrong...1-8...that's worse then Battle royale.


therefore I embarked on a journey to discover what is exactly THAT Imba on this map... I have watched all 9 vods on this map and here are my thoughts about them

First Game

(Z)great vs (T)Sea



in this Game (Z)great did a Really Cool build...he went with a normal muta harass but delayed
the lurkers a bit for a faster hive.he harassed very conservatively with his mutas... once hive rolled he got BOTH a greater spire and a defiler mound. now I was thinking he would try to harass with the guardians but instead he used those guardians to defend against the ball while simultaneously pushing with defilers and Lurker ling. sweet build but I don't think (Z)great abused any map feature except the rather short base distance maybe.


second Game

(Z)Hyuk vs (T)RuBy



(Z)Hyuk goes 12pool 2 hatch muta variation and starts doing his harass... harass don't do too much damage at First but (Z)Hyuk does a mutaling bust and manages to snipe all the turrets at the Natural he goes on to make devastating damages and win the game


third Game

(T)Leta vs (Z)Kwanro



ok so I could write a battle report but the OSL Team already has quite a good one

http://www.teamliquid.net/forum/viewmessage.php?topic_id=132556

here (T)Leta wins by going 2-port wraith ... thus reversing the short Air distance on the zergs... that close Air distance is looking like the culprit for the imbalance so far. very Smart of (T)Leta to do that.

fourth Game

(Z)ZerO vs (T)Really "infamous Rage quit"



the battle report here is much more complete because It's the Only Game so far that has not been won by abusing the Air distance (beside great vs Sea)

Many people did not like this Game but I found (Z)ZerO's Build to be very Smart and tailor-made for this map.


(T)Really starts the Game by doing a manner e-bay to delay (Z)ZerO's expansion and doing a 14CC himself. (Z)ZerO goes 3 hatch( I was glad because I was getting sick of watching 2 hatch mutas) and starts pumping quite a bit of lings. and (Z)ZerO does not get a spire but a Hydra den. (T)Really scans this and moves out with his MnM toward (Z)ZerO's Natural but (Z)ZerO manages to sneak a Control group of lings past his forces and he sends them harass the worker Line

[image loading]
lings get in


meanwhile (T)Really sees that there are Only 2 sunkens at (Z)ZerO's Natural and he tries to break them

[image loading]
sunken break


but (Z)ZerO's lukers pop Just in time and he manages to defend while losing Only 2 lurkers.
[image loading]
just a little bit too late (T)Really




meanwhile (Z)ZerO pulled the lings that were at (T)Really's Natural and

[image loading]


"we're surrounded Sarge"


ok so at this Point I believe everyone agrees that ZerO has a pretty good advantage and he uses this advantage to take a third Gas AND the Mineral Only and here comes the brilliant part about (Z)ZerO's play in this Game...instead of rushing defilers like you normally do he made a big lair army to fight toe-to-toe against the terran army.

I thought this was especially brilliant because...as I explained during my map analysis earlier in this article...late-game dreamliner is(I believe) mostly about controlling important pieces of terrain like Area C...this lair centered army of (Z)ZerO let him take great map Control and gave him ridiculously easy expansions. this lair army is very mobile too so (Z)ZerO could abuse the Green Push route a lot and give him big flanks on (T)Really's army.

[image loading]
(Z)ZerO uses his mobility to make a flank using both Yellow Push route and Green Push route



now the brilliance in (Z)ZerO's build does not quite stop here...once (Z)ZerO got hive did he transition Into defilers to back this army? NO...he got fast ultras.

the reasoning behind this is that defilers are a very slow unit...getting ultras before defilers let (Z)ZerO continue to use his superior mobility to take more expansions. also...(Z)ZerO's lair army strategy forces him to get a large ammount of upgrades on his troops so the ultras out upgraded the marines ... once (T)Really cleans up (Z)ZerO's flanking force showed on the picture above...it's already too late, 4-3 ultras are out.(4-2 maybe...I had a hard time distinguishing the upgrade count on the youtube video).


[image loading]
circled in Green on the mini-map...more ultralings, in blue is (T)Really's ball having to come all the way back and clean this up while taking heavy losses.



(Z)ZerO finally got defilers

[image loading]
about time


but he got them precisely when 11o'clock was finally secured and all this extra mobility was no longer needed...perfect timing.


as a result of all these strategies based on army mobility let us look at the expansion count.

[image loading]


that's 6 to three... (Z)ZerO is currently taking the middle. (T)Really's main is mined out so I did not include it



after that (T)Really snipes two bases but (Z)ZerO is still on 5 bases and Really Only has 1 non-mined out expansion

[image loading]

ragequit



so this time (Z)ZerO played the map nearly perfectly in a very creative manner. Terrans will need to do like zero and find ways to play the map and take advantage of those easy expansions...if they ever make it past the mutas.(damn that 12pool 2 hatch mutas)

fifth Game

(Z)Action vs (T)fOrGG



(Z)Action does a 2 hatch speedling all-in and it it goes unscouted


I don't think this worked due to the short Rush distance...probably would have worked on any map. imo not Really dreamliner's fault. (though the short Rush distance certainly did help)


sixth Game

(Z)Shine vs (T)HiyA



(Z)Shine does a 2 hatch speedling all-in and it goes unscouted. this happening twice in a row is making me think that the Rush distance might possibly be a bit too short.

Edit: Waxangel told me that the rush distance ia actually 30 seconds which is correct... the short rush distance is in no way responsible for the imbalance and as I said in (Z)Action vs (T)fOrGG this could have worked on any map.

seventh Game

(Z)Killer vs (T)sKyHigh



in this one (Z)Killer goes mass mutas all-in and it works. what (T)sKyHigh could have done better is get a better BarrackS turrets positioning ... he could have backed off with his MnM a bit earlier too. I think skyhigh had the right idea by going out in the open with his marines and having the mutas not attack his mineral lines.

eighth Game

(Z)Jaedong vs (T)Ssak



I have high hopes for this one since I did not watch it and Jaedong don't cheese too often.


(Z)Jaedong went mass mutas... (T)Ssak had a cute wall-off Where he put a rax, a CC and an Academy to wall off. he also had the right idea I believe by getting a valk...but getting a valk after losing Infinity workers won't help you Win unfortunately.


ninth Game ( at Last)

(Z)Hydra vs (T)BaBy




ok...so (T)BaBy gets an overlord snipe and should be thankfull to god that this will delay the dreadful 12 pool mutas...instead, he pulls 7 SCV and tries to bunker Rush Hydra when the hatch is almost done...Hydra pulls a few drones snipe a Marine builds a sunken and voila.

that was more (T)BaBy having some of the worse decision making Ever then dreamliner being Imba.

CONCLUSION


-12 pool 2 hatch muta is way too powerful on this map, Terran will need to find a way to defend it if they want to have a single chance of winnig...I believe (T)Leta had it right when he decided to 2-port wraiths (incidentally Only Leta won). I think (T)Ssak also had it right by making a valk...T will need to find a way to pump valks faster then 12 pool 2 hatch muta though, or at least Just a bit later (is that possible?) Both me and the mapmakers severely under-estimated that possibility when doing First analysis of this map.

-Terrans were not cautious enough of cheeses in my opinion...with such a short Rush distance 2 hatch speedling all-in is going to happen all the time and they should be very cautious... scout a lot etc..

-now I think the 3rd Gas is a bit easy to secure.(T)Really only managed to attack it once or twice in (Z)ZerO vs Really hard to tell since everyone except (Z)ZerO and (Z)great cheesed T_T.I think T will have to do like zero and come up with builds that take advantage of this feature of the map.

-I believe that if Terrans manage to overcome this dificulty then this map is going to give wonderful games but if they don't...Dreamliner should be stored in the same box then battle royale. I Really did not know what could T who faced mass muta do to fend it off...anyone has an idea? I think skyhigh had it right when he moved out with his marines...maybe backing off a bit earlier with them though


-In conclusion it is a lot too easy for zergs to cheese on this map and even when they do not cheese I find this map to be Z favored because the 3rd gas looks kinda easy to take. Terrans will need to find a way around 2 hatch mutas and make sure they scout any 2 hatch speedling all-in attempt

ok thanks for reading...hope you had as much fun reading this then I had fun making it :p

feel free to give feedback

Edit: something I forgot to express is that I don't feel the map is as imbalanced as the stats show because 1-8 is pretty brutal. I would not call it 1-8 imbalance but Terrans really need to find a way around 2 hatch mutas. even when(if) they do I think it will be a bit zerg favored but still playable for T and will give pretty awesome games

Edit: while I agree with all of those that said that 9 games is a small sample size but I only wanted to show why Terrans have been losing so far... I also expressed in my comments and in the above Edit that I don't think the map will be imbalanced once terran manage to deal with 12 pool 2 hatch mutas but that it will be a bit zerg favored nonetheless. waiting for 10 or more games to be played would have lead this thread to have been made at a date where this would no longer be as relevant as it currently is (read before the finals or semi-finals).




Zero vs really was the only game that had a large coverage because it was the only game of interest, beside Leta vs Kwanro that was already covered by OSL team.I was thinking of doing a better write up for great vs sea but I am a bit tired and this already took me a lot of time. sorry if there are some weird capitalization...it did not cross my mind when I pressed TLPD-ise that Push and Air and etc. were players T_T. I did not feel like correcting those capitalization
Writer
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 10 2010 19:00 GMT
#2
god that was long...anyone knows why sometimes videos did embed and sometimes not?
Writer
airtown
Profile Blog Joined May 2009
United States410 Posts
July 10 2010 19:19 GMT
#3
Try taking the "#!" off of the end of the youtube links.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 10 2010 19:22 GMT
#4
Try taking the "#!" off of the end of the youtube links.


ahhh thanks
Writer
airtown
Profile Blog Joined May 2009
United States410 Posts
July 10 2010 19:52 GMT
#5
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.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 10 2010 19:59 GMT
#6
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
Writer
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
July 10 2010 20:02 GMT
#7
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.
GANDHISAUCE
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-10 20:42:57
July 10 2010 20:40 GMT
#8
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
Writer
ImaginationStation
Profile Joined June 2010
Korea (South)25 Posts
July 10 2010 22:12 GMT
#9
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.
People call me Asian; I call it driven.
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 10 2010 22:28 GMT
#10
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.
Writer
Ideas
Profile Blog Joined April 2008
United States8091 Posts
July 10 2010 22:30 GMT
#11
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.
Free Palestine
prosatan
Profile Joined September 2009
Romania7996 Posts
July 10 2010 22:40 GMT
#12
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!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Crunchums
Profile Blog Joined December 2008
United States11143 Posts
July 10 2010 22:47 GMT
#13
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
brood war for life, brood war forever
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-14 00:46:29
July 10 2010 22:53 GMT
#14
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
Writer
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
July 10 2010 23:11 GMT
#15
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).
I like haikus and / I can not lie. You other / brothers can't deny
ImaginationStation
Profile Joined June 2010
Korea (South)25 Posts
Last Edited: 2010-07-10 23:18:42
July 10 2010 23:17 GMT
#16
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.
People call me Asian; I call it driven.
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-10 23:44:03
July 10 2010 23:43 GMT
#17
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)
Writer
icystorage
Profile Blog Joined November 2008
Jollibee19346 Posts
July 11 2010 00:36 GMT
#18
of course leta is smart *snickers*

great analysis, pretty interesting read
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
July 11 2010 01:17 GMT
#19
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.
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
meegrean
Profile Joined May 2008
Thailand7699 Posts
July 11 2010 01:50 GMT
#20
the close air distance between mains just screams for 2 hatch mutas in tvz.
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