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Simple Questions, Simple Answers - Page 132

Forum Index > Brood War Strategy
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traceurling
Profile Joined December 2012
United States1240 Posts
Last Edited: 2013-04-01 02:50:17
April 01 2013 02:40 GMT
#2621
Do you have a race preference?
For old Koreans,
BoxeR Flash Fantasy Bisu Jaedong Savior Zero Stork

For current Koreans,
Movie Mong Killer Larva Sea Pusan

For foreigners
Just go through all the TLS replays

Is that the type of list that you wanted?
"Appreciate the things you have before they become the things you had."
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
April 01 2013 07:53 GMT
#2622
On April 01 2013 11:31 DW-Unrec wrote:
can you guys recommend me a half a dozen mvp BW players so I can look for their replays?


"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
April 02 2013 13:53 GMT
#2623
in zvp how to deal properly with carriers after sair reaver??
The harder it becomes, the more you should focus on the basics.
therockmanxx
Profile Joined July 2010
Peru1174 Posts
April 02 2013 14:14 GMT
#2624
If P go Carriers its pretty much insta win for Zerg
wut
Tekken ProGamer
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
April 02 2013 14:24 GMT
#2625
On April 02 2013 23:14 therockmanxx wrote:
If P go Carriers its pretty much insta win for Zerg
wut

eeuhmmmm..... vs mass sair dweb and reavers?
The harder it becomes, the more you should focus on the basics.
r1flEx
Profile Joined October 2012
Belgium256 Posts
April 02 2013 14:46 GMT
#2626
why are there so many hidden expansions for zerg? or at least so far away
therockmanxx
Profile Joined July 2010
Peru1174 Posts
April 02 2013 15:09 GMT
#2627
On April 02 2013 23:24 sabas123 wrote:
Show nested quote +
On April 02 2013 23:14 therockmanxx wrote:
If P go Carriers its pretty much insta win for Zerg

eeuhmmmm..... vs mass sair dweb and reavers?


If Toss has already mass sair and mass reaver and he even have a carrier army
He is very ahead of you. You shouldnt let him reach his critical mass of sair reaver at any moment of the game. This build is made to harras zerg in the midgame. Go for an hydra bust so you will force his reaver to defend or burrow and trying to catch the shuttle in transit xD
But you have to scout it on time. Thats the important part
Its like fighting and archon reaver army, almost unstoptable for zerg to engage that kind of army. (sair/web reaver carrier omg O.o)
I am not a pro, but skytoss in BW is not that effective...
Hydras with defiler should help you a lot. But still needs a very high micro and macro to beat this.
Becuase these are very high HP units plaguuuu is your best friend and swarm.
I guess you are in the scenario where you cannot Amove ur army against a deathball !
So just go for the traditional engage and fall back and in the mean time send a groups of crackling and defiler to destroy a nexus. The idea is to give you the economical advantage so you can trade your armies
Tekken ProGamer
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2013-04-02 18:09:26
April 02 2013 18:06 GMT
#2628
Plague his interceptors they don't leave the carrier if they're plagued

For killing mass reaver in the late game you just need a big hydraling flank

He really shouldnt be able to get that composition without losing to a straight hydrabust so I think you need to defend sair reaver better

anyways with. Mass sair that's a ton of gas and reavers aren't as mobile as ht so you can drop his main and bust his Nat at the same time in the midgame if he's going for something stupid like carriers
traceurling
Profile Joined December 2012
United States1240 Posts
April 03 2013 02:22 GMT
#2629
Dark swarm plague and acid spores are your friend plague gets rid of all the health and hydras destroy shield...acid spores for extra damage va air...dark swarm keeps you alive vs interceptors...and since he's trolling you might as well screw around too; get queens to parasite his shuttles and carriers and ensnare everything so they can't run away
"Appreciate the things you have before they become the things you had."
thezanursic
Profile Blog Joined July 2011
5504 Posts
Last Edited: 2013-04-03 07:56:55
April 03 2013 07:13 GMT
#2630
How often were 5 or 6 spawn maps attempted, I know of one for 2v2, but I am more interested in 1v1.

http://wiki.teamliquid.net/starcraft/Hwangsanbul

+ Show Spoiler +

http://wiki.teamliquid.net/starcraft/Predators
http://wiki.teamliquid.net/starcraft/DMZ (I remember this map being really infamous for being shit)
http://wiki.teamliquid.net/starcraft/The_Huntress -.-
http://wiki.teamliquid.net/starcraft/Full_Moon Ammmmmmmm... 6 Spawns island map...


Now I am curious if a 5 spawn 1v1 map is even possible mostly because 1 or 2 match ups would have to short a nat to nat distance...
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Sayle
Profile Joined October 2010
United Kingdom3685 Posts
Last Edited: 2013-04-03 09:08:25
April 03 2013 09:08 GMT
#2631
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19398 Posts
April 03 2013 13:17 GMT
#2632
First off let me give a shoutout to this epic thread that existed before my question: http://www.teamliquid.net/forum/viewmessage.php?topic_id=97343..

[image loading]

But when is the appropriate time to suicide those goliaths into taking out carriers? Sometimes it seems so much easier then weathering the interceptor storm.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
thezanursic
Profile Blog Joined July 2011
5504 Posts
April 03 2013 19:58 GMT
#2633
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
corumjhaelen
Profile Blog Joined October 2009
France6884 Posts
April 03 2013 20:00 GMT
#2634
Gem League has proven the viability of 1v1 8 players map imo.
‎numquam se plus agere quam nihil cum ageret, numquam minus solum esse quam cum solus esset
Sayle
Profile Joined October 2010
United Kingdom3685 Posts
Last Edited: 2013-04-03 20:15:50
April 03 2013 20:14 GMT
#2635
On April 04 2013 04:58 thezanursic wrote:
Show nested quote +
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.


My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it.

Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though.
thezanursic
Profile Blog Joined July 2011
5504 Posts
April 03 2013 20:35 GMT
#2636
On April 04 2013 05:14 Sayle wrote:
Show nested quote +
On April 04 2013 04:58 thezanursic wrote:
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.


My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it.

Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though.

I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
April 03 2013 22:00 GMT
#2637
What is the ideal spot to drop a reaver? I try to get it in the back of a mineral line, but it feels as if I could get more damage.
Playing Protoss = Opponent owned
Dead9
Profile Blog Joined February 2008
United States4725 Posts
April 03 2013 22:05 GMT
#2638
in the mineral line, if you drop behind the mineral line then the minerals block the scarab
or anywhere you can pick things off without losing the reaver
traceurling
Profile Joined December 2012
United States1240 Posts
April 04 2013 00:13 GMT
#2639
On April 04 2013 05:35 thezanursic wrote:
Show nested quote +
On April 04 2013 05:14 Sayle wrote:
On April 04 2013 04:58 thezanursic wrote:
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.


My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it.

Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though.

I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those.

So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it.
"Appreciate the things you have before they become the things you had."
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
April 04 2013 01:11 GMT
#2640
On April 04 2013 09:13 traceurling wrote:
Show nested quote +
On April 04 2013 05:35 thezanursic wrote:
On April 04 2013 05:14 Sayle wrote:
On April 04 2013 04:58 thezanursic wrote:
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.


My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it.

Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though.

I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those.

So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it.

More macro oriented games due to harder to find spawns. Naturals are generally easier to defend as thirds. Quite frankly, no one enjoys watching a game where players pick at each other's defense.
Playing Protoss = Opponent owned
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