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KT vs OZ : Flash vs JD - Page 3

Forum Index > Brood War Strategy
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Zergneedsfood
Profile Blog Joined September 2008
United States10671 Posts
May 13 2011 13:11 GMT
#41
So an update on the build.

Based on how fast I can tech to vessels without dying, the science vessel pops at 7:15.

Something to think about?
/人◕ ‿‿ ◕人\ Make a contract with me and join TLADT | Onodera isn't actually a girl, she's just a doormat you walk over to get to the girl. - Numy 2015
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
May 13 2011 21:56 GMT
#42
On May 13 2011 22:11 Zergneedsfood wrote:
So an update on the build.

Based on how fast I can tech to vessels without dying, the science vessel pops at 7:15.

Something to think about?


not if you're sacrificing 1/2 to 3/4 of the army you'd normally have at that time. which is more or less why flash lost, not counting the failed irradiate. without back up, all spellcasters in bw are just snipe fodder.
Zergneedsfood
Profile Blog Joined September 2008
United States10671 Posts
May 13 2011 22:47 GMT
#43
On May 14 2011 06:56 DarkSaieden wrote:
Show nested quote +
On May 13 2011 22:11 Zergneedsfood wrote:
So an update on the build.

Based on how fast I can tech to vessels without dying, the science vessel pops at 7:15.

Something to think about?


not if you're sacrificing 1/2 to 3/4 of the army you'd normally have at that time. which is more or less why flash lost, not counting the failed irradiate. without back up, all spellcasters in bw are just snipe fodder.


I think you're a bit off. You don't necessarily sacrifice half of your army. Instead you're supplementing a relatively smaller MNM group with a science vessel with irradiate.

So Flash made a mistake, that's fine, I'll concede, since it happened. ^^ But I'm just saying that the build at the moment looks solid because while you do have less of an mnm group, you don't have so little to the point where you're going to be owned by mutaliskuuuu.

I'd just like to quote Stylish: "Just because a Progamer loses with a build, it doesn't mean that the build is bad."

Also, I'd like to point out that this build can be surprisingly good against 2hatch lurker....and can potentially just hard counter a 3hatch lurker opening.

/人◕ ‿‿ ◕人\ Make a contract with me and join TLADT | Onodera isn't actually a girl, she's just a doormat you walk over to get to the girl. - Numy 2015
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
May 14 2011 07:55 GMT
#44
i'm not saying its not possible.. just that its far more of an uphill battle than its worth. like i said in my previous post, flash didn't have enough mm to cover his base. normally, t will have around 1.5-2 groups of rines and then about another small group gathering at his rally point when mutalisks arrive, and approx 7-10 turrets in key positions. but in flash's build, he had to settle with no more than 4 turrets and this is huge because the window of arrival is much less as 11 mutas can take 2 lonely turrets easily. compounding the issue is that he had so few mm because of delayed 2nd and 3rd rax (2nd rax when lair was done), so unable to spread across his main and nat, flash is forced to stim with every muta threat "just in case" and always with the same group of mm cos there is only one. but again, the prime issue i have with this build as that it gives up map control. sure the vessels would be useful against lurks later on, but there's no way he can irr them all, let alone the inevitable scourge.
imo even the 2 and 3 hatch lurker builds is also debatable.. you seem to be forgetting the role that lings play in these builds, and muta builds for that matter. it takes a solid amount of mm to nullify lings altogether, and i just dont think this build reaches those masses at the key points fast enough to able roam the map as every mm ball should be to stop zerg taking free exapnsions.

look again at the caption of the first screenshot.. "all the marines", and i count 11.
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