What should sacsri do to win here having more supply and defiler/lurker/zergling?
I think it is about the early game. No engagements before 7:30, 3 bases sitting idle. It is obvious Sacsri cut drones early game for a hydrabust and couldn't catch up. Also, no HT sniping with mutalisks.
Another sacrsi fail, he spent a lot of money denying one base and the protoss just took another one
There has to be a better way, surely
I have the unpopular opinion protoss has better economy, so any midgame aggression will hurt zerg more than protoss. I have literally watched games since 2005. It never goes to zerg's favour to not expand and try to end it early. Zerg has to respect starcraft's rules. It takes 9 larvae to make 8 drones. Protoss is always ahead 12.6 seconds out of every 8 workers. Just watch this Motive vs Miso game if you know what I mean.
The current meta is "don't let Protoss get on 3 gas for as long as you can" because then Protoss has enough storm to be cost efficient. I'm wondering if just going queens or guardians would be better in the late game, though. You want to get rid of templars and have somewhat cost-efficient harass, so maybe both?
On February 12 2025 15:54 iopq wrote: The current meta is "don't let Protoss get on 3 gas for as long as you can" because then Protoss has enough storm to be cost efficient. I'm wondering if just going queens or guardians would be better in the late game, though. You want to get rid of templars and have somewhat cost-efficient harass, so maybe both?
I happen to hold the opinion mutaling is more effective than hydralisks albeit demanding for the zerg player, just like queens. I think hydrabusts are the poison fruit for the zerg. Honestly though, if we cannot discuss how cutting drones totally destroy all your lategame chances, I feel we are amiss at what really happened. I kid you not the supplies were 18/27, 27/36, 32/40. There wasn't even any contest for air, no scourges. Protoss had a cookie cutter zerg before him hunting overlords without remorse. Protoss wasn't even flexing here, no DA, no reavers. Just straight up gateway play. The game was just like one of JD's games where he played hydra lurker vs Flash. It doesn't pan out for obvious reasons, hydralisks don't turtle and lurkers cannot push. They don't go together.
Hi pros of broodwar, I noticed Snow is no longer so dominant in the PvT matchup. 5-6months ago he would easily beat the likes of Light and Royal and 9-0 dominate any other Ts like Barracks etc. But recently it hasn't been the case, we don't see him do the Reaver delay push --> Carriers like during his dominant period. What changed actually? Is it maps? or the build now has a definite counter? Reavers no longer enough to delay the 7Fac push?
when people push out with 5 facts and add goliaths it seems it's very strong vs. reavers because you just have too much to be stopped by a few dragoons an a shuttle
so people have been rushing arbiters again which reset the metagame a bit
On March 16 2025 00:47 weiliem wrote: Hi pros of broodwar, I noticed Snow is no longer so dominant in the PvT matchup. 5-6months ago he would easily beat the likes of Light and Royal and 9-0 dominate any other Ts like Barracks etc. But recently it hasn't been the case, we don't see him do the Reaver delay push --> Carriers like during his dominant period. What changed actually? Is it maps? or the build now has a definite counter? Reavers no longer enough to delay the 7Fac push?
I recently watched a Snow and Mini PvZ lately. The map control between them were so wildly apart, you could literally see the map control time advantage difference between them. I think at least one game was vs Hero. New meta is more map control earlier on. Protoss plays a bit more like zerg - more map control - and a bit less like terran - less big push. Terrans are also not standing still with all these early game micro adjustments. Starcraft 1 meta is more 2005'esque in my opinion.