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Why is ____ not used for (Matchup here)? - Page 3

Forum Index > Brood War Strategy
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FlaShFTW
Profile Blog Joined February 2010
United States10302 Posts
October 25 2023 16:00 GMT
#41
On October 21 2023 20:52 Peeano wrote:
There is a great late game PvZ played between Snow and Soma a 2-4 days ago on Major Proleague. You guys should watch that to get some answers on reaver usage PvZ.

From the ASL final + Show Spoiler +
we can learn how essential it is to cast the plagues on reavers. We can also see it in Snow vs Soma


I hope to see some maelstrom again in PvZ late game. I believe that is key in keeping reavers alive longer and actually push a base. The problem is Archon/DA/goon/rvr are all big and clunky where as ling/hydra/scourge all move quick and with ease. In Snow vs Soma you can see you can't really stop a Zerg from sniping your plagued reaver/shuttle. Both storm and scarabs can be dodged long enough to make a snipe on the reaver, which then completely shuts down the push. If you can somehow save up 250 energy on a DA, mindcontrolling lone lurkers can be a great counter to ling/dra (you want to use other 100 energy for a maelstrom). Tbf mind control already sounds too situational and not practical where as in BGH/fmp it's rather easy to achieve. Imho you can easily tell when a pro hardly ever played money maps and ums when it comes to late game and proper army compositions and movement.

Throwing in 1 Arbiter could also help with protection even though it could be fairly easily sniped. It can mean your rvr will survive that little bit longer again to push.

I do think that Arbiters to break through a zerg sim city is something that needs to be looked at more. I guess that Arbiters are slow and die easily to scourge, but if Zerg isn't prepared for it, one recall into the main can destroy all the tech and end the game as zerg has to try to reposition their entire defense with lurkers and swarm. While they're doing that, they're very exposed and you can easily storm while they try to come to you.

As a Protoss, attacking into Zerg feels awful. But zerg attacking you feels awful for a zerg if you have reavers/storm.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Harem
Profile Joined November 2007
United States11393 Posts
October 26 2023 03:18 GMT
#42
Shuttle used to go arbiter lategame pvz a good portion of the time.
Moderator。◕‿◕。
ThunderJunk
Profile Joined December 2015
United States725 Posts
October 26 2023 20:56 GMT
#43
I still think Disruption Web is an underutilized ability for PvT in situations where P succeeds at trading for tanks at the 3rd, but won't be able to actually break the T and has enough bank to support the fleet beacon, upgrade, and 3 corsairs, but not enough to go straight carrier with air upgrades. Can bust the 4th or 5th with D webs when the T is trying to split the map, and can actually trade a little better when T hits 3/2.

I think we don't see it because the situations where using corsiars makes sense are very narrow, and P players don't want to practice moving corsairs around while also using templars, trying to storm things for the 1 in 50 games when it actually makes sense to do it.
I am free because I know that I alone am morally responsible for everything I do.
FlaShFTW
Profile Blog Joined February 2010
United States10302 Posts
Last Edited: 2023-10-27 14:45:53
October 27 2023 14:45 GMT
#44
On October 27 2023 05:56 ThunderJunk wrote:
I still think Disruption Web is an underutilized ability for PvT in situations where P succeeds at trading for tanks at the 3rd, but won't be able to actually break the T and has enough bank to support the fleet beacon, upgrade, and 3 corsairs, but not enough to go straight carrier with air upgrades. Can bust the 4th or 5th with D webs when the T is trying to split the map, and can actually trade a little better when T hits 3/2.

I think we don't see it because the situations where using corsiars makes sense are very narrow, and P players don't want to practice moving corsairs around while also using templars, trying to storm things for the 1 in 50 games when it actually makes sense to do it.

Problem is stasis does the same job as d-web, and arbiters give you more utility than sairs, which are completely useless except for the d-web. Yes, arbiters are more expensive gas wise but only 100 energy vs 125 energy, and the units stasised are totally frozen whereas terran can try to reposition vs dweb. Plus if they just pull back from d-web, your units have to go through the d-web too now.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Liquid`Drone
Profile Joined September 2002
Norway28739 Posts
October 27 2023 16:18 GMT
#45
Tbh i think there are situations in pvz where p should get web. Not very common, but in games where p holds on to the first 6 sairs and z decides to hold mid game with sunken lurker rather than mass hydra, im 100% certain there exists an unmapped timing where swapping 2 templars and 2 goons for 6 webs will win you the game.
Moderator
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2023-10-28 04:24:55
October 28 2023 04:01 GMT
#46
Web is not the same as stasis.

Web gives you the option to kill units, in this case tanks.

And you get a lot of web for 350 gas and they are produced very fast compared to arb.

https://tl.net/forum/bw-strategy/594201-giving-web-the-recognition-it-deserves
-.-
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
November 08 2023 00:55 GMT
#47
In ultra late game PvT, where P has gone Arbiters, why doesn't P switch into carriers?

I was watching this game and I don't understand why Bisu didn't tech switch, especially when light had so many tanks. Is it just too slow and supply-ineffective?
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
WGT-Baal
Profile Blog Joined June 2008
France3436 Posts
Last Edited: 2023-11-08 21:21:05
November 08 2023 21:20 GMT
#48
On November 08 2023 09:55 Monochromatic wrote:
In ultra late game PvT, where P has gone Arbiters, why doesn't P switch into carriers?

I was watching this game and I don't understand why Bisu didn't tech switch, especially when light had so many tanks. Is it just too slow and supply-ineffective?


I think the key limitation is upgrades, if you upgrade air as you go and before the switch it makes sense otherwise 0-0-0 interceptors get shredded by 3-3 Goliaths
But also yes it takes time
Horang2 fan
FlaShFTW
Profile Blog Joined February 2010
United States10302 Posts
November 09 2023 16:50 GMT
#49
The carrier switch makes sense if you have a boatload of money to spare. But if it's late game with Terran having big upgrades and they're constantly pressuring you, you don't have time to drop stargates and have a lot of supply tied up to building carriers, you need regular units out ASAP to push back Terran.

I find that that carrier switch is mostly a "win more" play rather than zergs switching it up on the fly since their units take much less time to build.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Amui
Profile Blog Joined August 2010
Canada10567 Posts
November 11 2023 00:25 GMT
#50
On November 09 2023 06:20 WGT-Baal wrote:
Show nested quote +
On November 08 2023 09:55 Monochromatic wrote:
In ultra late game PvT, where P has gone Arbiters, why doesn't P switch into carriers?

I was watching this game and I don't understand why Bisu didn't tech switch, especially when light had so many tanks. Is it just too slow and supply-ineffective?


I think the key limitation is upgrades, if you upgrade air as you go and before the switch it makes sense otherwise 0-0-0 interceptors get shredded by 3-3 Goliaths
But also yes it takes time

Time, and locked up supply are the biggest things, even if you have the resources and upgrades. You need 3 stargates to build up carriers fast enough lategame, and then your army is ~1/8 smaller for ~3 minutes. 3 is mostly a drop defense or firefighting quantity, so really you need 2 cycles, so 6 minutes with 1/8 to 1/4 standing army size. It's a non-trivial transition when at that point Protoss normally is throwing armies at the Terran to keep the army sizes and composition manageable.
Porouscloud - NA LoL
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