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Forum Index > Brood War Strategy
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ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2019-12-27 21:46:12
December 27 2019 21:45 GMT
#8741
xD i was doing these DA MC anti shuttle reaver stuff in pvp some ladders ago, very cool sometimes brutally works lol
(and with feedback/maelstrom follow ups) (sometimes you can even just steal for example an archon "early" game and come out at an advantage)
Steeles21600
Profile Joined August 2018
52 Posts
Last Edited: 2019-12-30 08:18:49
December 30 2019 08:06 GMT
#8742
On December 27 2019 15:53 Jealous wrote:
I still think that the DA MC rush on Destination can be modernized and implemented when you /know/ your opponent is going to go Reaver first. The swift turn-around is simply brutal.

I want to believe.


Thats a pretty cool idea, but why specifically destination? You could do a dt expand build on quite alot of maps, which could transition into a dark archon. Research mind control and you hace feedback for storm drop defense and MC on the first reaver for a timing when you should have more a stronger army then them because they just lost their reaver, maybe. Kinda janky sounding but it would be cool as hell to do in a real game.

Considering FA to feedback high templar is already somewhat common in pvp, mind control on the shuttles actually seems pretty reasonable. Would have to look at all the timings and stuff though. Biggest problem i see is that its really gonna be hard against 4 gate dragoon, since your probe will die to the first dragoon that pops you probably dont see the robo finish, so a quick cancel (may not even get that far) into a goon bust would murder this build.

Or y'know, just going for observer and seeing the DA . Dying to meta builds isnt exactly gonna make it great, but if you somehow have a hard read on a reaver builds and also happen to be doing dt expand, maybe. I actually think the better and more consistent use would be later in the game to MC high templar drops. It easier to use on defense since you can click the shuttle anywhere, and can net you some high templar. You could use it vs harass or in the fight so it could potentially have some pretty strong value.
I just hope everyone has a good time :)
Jealous
Profile Blog Joined December 2011
10333 Posts
Last Edited: 2019-12-30 09:07:51
December 30 2019 09:03 GMT
#8743
On December 30 2019 17:06 Steeles21600 wrote:
Show nested quote +
On December 27 2019 15:53 Jealous wrote:
I still think that the DA MC rush on Destination can be modernized and implemented when you /know/ your opponent is going to go Reaver first. The swift turn-around is simply brutal.

I want to believe.


Thats a pretty cool idea, but why specifically destination? You could do a dt expand build on quite alot of maps, which could transition into a dark archon. Research mind control and you hace feedback for storm drop defense and MC on the first reaver for a timing when you should have more a stronger army then them because they just lost their reaver, maybe. Kinda janky sounding but it would be cool as hell to do in a real game.

Considering FA to feedback high templar is already somewhat common in pvp, mind control on the shuttles actually seems pretty reasonable. Would have to look at all the timings and stuff though. Biggest problem i see is that its really gonna be hard against 4 gate dragoon, since your probe will die to the first dragoon that pops you probably dont see the robo finish, so a quick cancel (may not even get that far) into a goon bust would murder this build.

Or y'know, just going for observer and seeing the DA . Dying to meta builds isnt exactly gonna make it great, but if you somehow have a hard read on a reaver builds and also happen to be doing dt expand, maybe. I actually think the better and more consistent use would be later in the game to MC high templar drops. It easier to use on defense since you can click the shuttle anywhere, and can net you some high templar. You could use it vs harass or in the fight so it could potentially have some pretty strong value.

IIRC It was the map and meta at the time that made it viable. I'm talking about this specific situation. It's not my idea or anything, it was something that people actually did (not progamers though - or at least I don't recall a specific game).

You can't open DT expand because then your MC would be too late. You had to go gas first and use your first two DT to make DA so that you would have MC and energy in time for the earliest possible Reaver timing. It would arrive in your base right around the time that you got 150 energy. Then you would just turn around and fly back to their base instead.

All of the things you mentioned are just applications of DA, which is fine of course, and many have already been utilized to some extent (as you mentioned). I was speaking specifically about DA MC rush.

Ultimately, it's always fun to theorycraft about weird unit choices/timings, but even though I jokingly say "I want to believe" and stuff like that, I tend to actually believe that pros have tried just about everything under the sun over the past 20+ years, so if something isn't being done and we think it might work, it's most likely because it doesn't work and we suck.

PS:




EDIT: Against 4 Gate Dragoon you free win because you have DT.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Steeles21600
Profile Joined August 2018
52 Posts
December 30 2019 19:38 GMT
#8744
Yeah, its very fun to theorycraft. Also i dont know how i didbt realize that 4 gate goon just detects you, i forgot lol.

I dont think its impossible to come up with new stuff, far from it. Its just really really hard, so the 99% of players arent gonna come up with anything major. I think there are prolly lots of tiny things that could be found or worked out by people though,like optimizations.

I was assuming a very fast if not instant MC research on dt expand but like i said id need to check the timing. I didnt think it would have been good at all anyway, but MCing lategame shuttle may actually be kinda decent in some situations.

But yeah at end of day we play starcraft to have fun, and weird ideas and builds like this are fun even if they prolly arent the best.
I just hope everyone has a good time :)
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2019-12-30 23:19:08
December 30 2019 23:16 GMT
#8745
the way I was doing early MC was opening DT expo thing or DT variations, and if unable to use DT and no need for defense (and suspect reaver) morph them early and hide the DA into 150energy. I won quite a bunch of games with stealing shuttle with 1 or 2 reavers, or just getting their goons to snipe that shuttle coming with their army. If you just mind control a reaver you're near back even too. I played against a really good player in some tourney and stole an archon early instead cause he went for beefy army off 2 bases, at that point I had advantage but then he won cause he played some better expo move after. Long story short the MC stuff is viable imo but you want to shift the way you're doing it depending on the game that you have, in particular you can lose to some beefy 3 gate + ob stuff early if you expo and morph these DTs... If you can hide your DA you'll have a lot more chance to catch his shuttle/reaver. You can definitely follow up using that DA and morph some more for feedback/maelstrom too.
WGT-Baal
Profile Blog Joined June 2008
France3489 Posts
January 02 2020 18:30 GMT
#8746
Hi folks and happy new Year.

Quick sort of theorycraft pvp question. If I open zealot core zealot off 1gate, is it still possible to go to 3gate robo (obs) the way it is described in liquipedia? (With probe cut to place down the 2 extra gates and robo around 29 supply) or would the 2 zealots delay tech too much so that it d be better to do 2nd gate robo 3rd gate instead?
Or is it not an optimal build in general? (Might be outdated)

I ve been facing a lot more 2gate play lately and going with a single zealot (or none, for greedy play) has led me to some quick losses while i ve also died to dts after too many early zealots on my side.
Horang2 fan
KameZerg
Profile Blog Joined May 2007
Sweden1770 Posts
Last Edited: 2020-01-03 21:37:57
January 03 2020 21:37 GMT
#8747
On January 03 2020 03:30 WGT-Baal wrote:
Hi folks and happy new Year.

Quick sort of theorycraft pvp question. If I open zealot core zealot off 1gate, is it still possible to go to 3gate robo (obs) the way it is described in liquipedia? (With probe cut to place down the 2 extra gates and robo around 29 supply) or would the 2 zealots delay tech too much so that it d be better to do 2nd gate robo 3rd gate instead?
Or is it not an optimal build in general? (Might be outdated)

I ve been facing a lot more 2gate play lately and going with a single zealot (or none, for greedy play) has led me to some quick losses while i ve also died to dts after too many early zealots on my side.


VS 2 gate remove 1-2 probes from the gas just need enough gas for goons and range, add second gate asap and pump goons from 2 gates keep pushing him and expand then follow with either a robo or citadel.

3 Gate robo if i remember correctly starts with zeal core zeal you add the robo at 29-30 then +2 gates then a pylon. Its a build designed for safe play especially against DT so dont delay robo.
asdasdasdasdasd123123123
Steeles21600
Profile Joined August 2018
52 Posts
January 04 2020 04:15 GMT
#8748
Been watching alot of ZvT vods and was a bit confused on the switch to a 2 hatch style of play. What has cause this meta switch away fron 3 hatch even vs normal bio play? Ne builds creating mindgames or just advancement of muta micro?
I just hope everyone has a good time :)
pebble444
Profile Blog Joined March 2011
Italy2503 Posts
January 06 2020 07:56 GMT
#8749
On January 04 2020 13:15 Steeles21600 wrote:
Been watching alot of ZvT vods and was a bit confused on the switch to a 2 hatch style of play. What has cause this meta switch away fron 3 hatch even vs normal bio play? Ne builds creating mindgames or just advancement of muta micro?


Terrans have become increasingly good at establishing early map presence with m and m, and also factory or starports builds, all of which gives terrans an early map presence. Two hatch forces terran to play more defensively and invest earlier in base defences, while allowing a bigger map presence at an ealier stage of the mid game
"Awaken my Child, and embrace the Glory that is your Birthright"
Anc13nt
Profile Blog Joined October 2017
1557 Posts
January 07 2020 16:32 GMT
#8750
On January 06 2020 16:56 pebble444 wrote:
Show nested quote +
On January 04 2020 13:15 Steeles21600 wrote:
Been watching alot of ZvT vods and was a bit confused on the switch to a 2 hatch style of play. What has cause this meta switch away fron 3 hatch even vs normal bio play? Ne builds creating mindgames or just advancement of muta micro?


Terrans have become increasingly good at establishing early map presence with m and m, and also factory or starports builds, all of which gives terrans an early map presence. Two hatch forces terran to play more defensively and invest earlier in base defences, while allowing a bigger map presence at an ealier stage of the mid game


I would like to add that it may have grown in popularity because 2h muta is good against +1 5 rax (since the terran will have less to defend with when the mutas arrive as compared to 2 rax or mech builds).
Cryoc
Profile Joined July 2011
Germany912 Posts
January 07 2020 18:59 GMT
#8751
On January 08 2020 01:32 Anc13nt wrote:
Show nested quote +
On January 06 2020 16:56 pebble444 wrote:
On January 04 2020 13:15 Steeles21600 wrote:
Been watching alot of ZvT vods and was a bit confused on the switch to a 2 hatch style of play. What has cause this meta switch away fron 3 hatch even vs normal bio play? Ne builds creating mindgames or just advancement of muta micro?


Terrans have become increasingly good at establishing early map presence with m and m, and also factory or starports builds, all of which gives terrans an early map presence. Two hatch forces terran to play more defensively and invest earlier in base defences, while allowing a bigger map presence at an ealier stage of the mid game


I would like to add that it may have grown in popularity because 2h muta is good against +1 5 rax (since the terran will have less to defend with when the mutas arrive as compared to 2 rax or mech builds).

No Terran goes +1 5 rax vs 2h play (except that one game in KSL). It only makes sense to say that Zergs are afraid of +1 5 rax, if they go 3h, so they opt for 2h instead.
http://www.twitch.tv/cryoc
Anc13nt
Profile Blog Joined October 2017
1557 Posts
Last Edited: 2020-01-07 20:23:23
January 07 2020 20:22 GMT
#8752
On January 08 2020 03:59 Cryoc wrote:
Show nested quote +
On January 08 2020 01:32 Anc13nt wrote:
On January 06 2020 16:56 pebble444 wrote:
On January 04 2020 13:15 Steeles21600 wrote:
Been watching alot of ZvT vods and was a bit confused on the switch to a 2 hatch style of play. What has cause this meta switch away fron 3 hatch even vs normal bio play? Ne builds creating mindgames or just advancement of muta micro?


Terrans have become increasingly good at establishing early map presence with m and m, and also factory or starports builds, all of which gives terrans an early map presence. Two hatch forces terran to play more defensively and invest earlier in base defences, while allowing a bigger map presence at an ealier stage of the mid game


I would like to add that it may have grown in popularity because 2h muta is good against +1 5 rax (since the terran will have less to defend with when the mutas arrive as compared to 2 rax or mech builds).

No Terran goes +1 5 rax vs 2h play (except that one game in KSL). It only makes sense to say that Zergs are afraid of +1 5 rax, if they go 3h, so they opt for 2h instead.


yeah that is a better way to put it for sure. I don't remember last time I saw a game with +1 5 rax vs 2 hatch come to think of it.
ggsimida
Profile Joined August 2015
1156 Posts
January 08 2020 01:33 GMT
#8753
u can go +1 5 rax off a 14cc against 2 hatch on maps where you can wall off nat entrance easily
Steeles21600
Profile Joined August 2018
52 Posts
January 08 2020 16:02 GMT
#8754
On January 08 2020 01:32 Anc13nt wrote:
Show nested quote +
On January 06 2020 16:56 pebble444 wrote:
On January 04 2020 13:15 Steeles21600 wrote:
Been watching alot of ZvT vods and was a bit confused on the switch to a 2 hatch style of play. What has cause this meta switch away fron 3 hatch even vs normal bio play? Ne builds creating mindgames or just advancement of muta micro?


Terrans have become increasingly good at establishing early map presence with m and m, and also factory or starports builds, all of which gives terrans an early map presence. Two hatch forces terran to play more defensively and invest earlier in base defences, while allowing a bigger map presence at an ealier stage of the mid game


I would like to add that it may have grown in popularity because 2h muta is good against +1 5 rax (since the terran will have less to defend with when the mutas arrive as compared to 2 rax or mech builds).


Makes sense. I assumed it had something to do with the rise of these goliath builds off mech openings. I figured that also made 1-1-1 more powerful since its harder to tell what terran is doing. Flash said 1-1-1 died because of ling all ins, but it would be hard to go for ling all in because if he went goliath build he would have more unit and could hold yeah?

I just hope everyone has a good time :)
Kertorak
Profile Joined November 2019
125 Posts
Last Edited: 2020-01-10 05:06:13
January 10 2020 04:32 GMT
#8755
~edit: decided to create as own thread, as it's not really a strategy question - not sure - but someoen else created a thread with a general "trick"-question~
I wish I had quality over quantity | "The point of Sc<x> is that your skill a constant WIP - which provides that unique joy of the game - not to post which rank you are in a this moment"
Steeles21600
Profile Joined August 2018
52 Posts
January 15 2020 15:16 GMT
#8756
In TvZ how do higher level players from those medic walls? It massively help the fight in alot of cases but do they move the medics on abother hotkey or do they just run back behind the medics with their marines. Problem i have is that i have medics and marines on same hotkey abd use ctrl click so the medics are spread out, so i never achieve such an affect of blocking melee units.
I just hope everyone has a good time :)
evilfatsh1t
Profile Joined October 2010
Australia8871 Posts
January 15 2020 15:59 GMT
#8757
bit of both. you should always have a set of hotkeys that separates medics from your combat units. you can have 1 hotkey that groups them for ease of movement if you need, but the more important thing is having separate hotkeys so you can stim instantly.
positioning your medics and your marines will then involve a combination of hotkeys and manual selection + move, because hotkeys alone wont make your units form a nice shape.
Steeles21600
Profile Joined August 2018
52 Posts
Last Edited: 2020-01-15 16:24:36
January 15 2020 16:22 GMT
#8758
On January 16 2020 00:59 evilfatsh1t wrote:
bit of both. you should always have a set of hotkeys that separates medics from your combat units. you can have 1 hotkey that groups them for ease of movement if you need, but the more important thing is having separate hotkeys so you can stim instantly.
positioning your medics and your marines will then involve a combination of hotkeys and manual selection + move, because hotkeys alone wont make your units form a nice shape.


Ah, i hasnt thought about that. Makes sense. Hopefully i could use this to get a better shape when i engage lings. Ill try to have them in a seperate hotkey. Im kinda having to learn marine micro and bio cause i was so overworried about tvp from all the whining i neglected the other two matchups.

Also what maps should i ban as terran this season? Currently banning white out, destination and gladiator.
I just hope everyone has a good time :)
Jealous
Profile Blog Joined December 2011
10333 Posts
January 15 2020 22:47 GMT
#8759
On January 16 2020 01:22 Steeles21600 wrote:
Show nested quote +
On January 16 2020 00:59 evilfatsh1t wrote:
bit of both. you should always have a set of hotkeys that separates medics from your combat units. you can have 1 hotkey that groups them for ease of movement if you need, but the more important thing is having separate hotkeys so you can stim instantly.
positioning your medics and your marines will then involve a combination of hotkeys and manual selection + move, because hotkeys alone wont make your units form a nice shape.


Ah, i hasnt thought about that. Makes sense. Hopefully i could use this to get a better shape when i engage lings. Ill try to have them in a seperate hotkey. Im kinda having to learn marine micro and bio cause i was so overworried about tvp from all the whining i neglected the other two matchups.

Also what maps should i ban as terran this season? Currently banning white out, destination and gladiator.

Destination is a great map for Terran.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
kogeT
Profile Joined September 2013
Poland2042 Posts
Last Edited: 2020-01-16 08:47:14
January 16 2020 08:46 GMT
#8760
On January 16 2020 01:22 Steeles21600 wrote:
Show nested quote +
On January 16 2020 00:59 evilfatsh1t wrote:
bit of both. you should always have a set of hotkeys that separates medics from your combat units. you can have 1 hotkey that groups them for ease of movement if you need, but the more important thing is having separate hotkeys so you can stim instantly.
positioning your medics and your marines will then involve a combination of hotkeys and manual selection + move, because hotkeys alone wont make your units form a nice shape.


Ah, i hasnt thought about that. Makes sense. Hopefully i could use this to get a better shape when i engage lings. Ill try to have them in a seperate hotkey. Im kinda having to learn marine micro and bio cause i was so overworried about tvp from all the whining i neglected the other two matchups.

Also what maps should i ban as terran this season? Currently banning white out, destination and gladiator.


I like your bans (to help terran), but overall I dislike the bans system as it will cap your development too.
https://www.twitch.tv/kogetbw
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