Based on how fast I can tech to vessels without dying, the science vessel pops at 7:15.
Something to think about?
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Zergneedsfood
United States10671 Posts
Based on how fast I can tech to vessels without dying, the science vessel pops at 7:15. Something to think about? | ||
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DarkSaieden
South Africa254 Posts
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. | ||
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Zergneedsfood
United States10671 Posts
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. | ||
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DarkSaieden
South Africa254 Posts
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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