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What's viable on Battle Royal?

Forum Index > Brood War Strategy
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scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 13:34 GMT
#1
Battle Royal is a very strange map. First off what I'm wondering is how do the assimilators at the center work? How do the assimilators being dead or alive affect what can and can't squeeze in? Are they a choke that can be zergling proofed with buildings?

I'm also wondering what kind of strategies the map makes stronger and weaker.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
April 19 2009 13:59 GMT
#2
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map. You're guaranteed to kill the assimilators and lock them in, then you can own their marines as they try to kill the temple or pop the SCVs that try and mine that mineral block to get out.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
April 19 2009 14:07 GMT
#3
Middle/small size units can go between 2 assimilator
Small units between geyser and assimilator
None between 2 geysers
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
April 19 2009 14:08 GMT
#4
What if the Terran denies the destruction of assimilators? FBH played turtle early game, so we might not know if the Terran decides to be aggressive right from the start instead. Maybe Flash... but then again, knowing Flash... lol.
POGGERS
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 14:23 GMT
#5
On April 19 2009 22:59 jello_biafra wrote:
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map.

I don't see why this is so? If you spam marines from the very beginning you can repel the zerglings, lock yourself in, and repel the mutalisks.

As for PvZ, I'd imagine that Corsiars would fare quite well against mutas if properly executed.

Also another technical question. If protoss builds his own assimilator there after the original one has been destroyed, or terran builds refineries there, will that reopen the choke?
done
Profile Joined January 2009
Germany70 Posts
April 19 2009 14:26 GMT
#6
On April 19 2009 23:23 scwizard wrote:
Show nested quote +
On April 19 2009 22:59 jello_biafra wrote:
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map.

I don't see why this is so? If you spam marines from the very beginning you can repel the zerglings, lock yourself in, and repel the mutalisks.

As for PvZ, I'd imagine that Corsiars would fare quite well against mutas if properly executed.

Also another technical question. If protoss builds his own assimilator there after the original one has been destroyed, or terran builds refineries there, will that reopen the choke?


no
myrmidon2537
Profile Blog Joined August 2007
Philippines2188 Posts
April 19 2009 14:27 GMT
#7
I think not, the last time they used the assimilator feature (On Troy), they put some terrain underneath the geyser to make it unbuildable.

Someone please correct me if i'm wrong ><
IPT.PromilKid: I'm only good at Marvel
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
April 19 2009 14:40 GMT
#8
On April 19 2009 23:07 Mortician wrote:
None between 2 geysers

Only ghosts can go between 2 geysers.

On April 19 2009 23:23 scwizard wrote:
Show nested quote +
On April 19 2009 22:59 jello_biafra wrote:
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map.

I don't see why this is so? If you spam marines from the very beginning you can repel the zerglings, lock yourself in, and repel the mutalisks.

You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Sprite
Profile Blog Joined August 2008
United States1015 Posts
April 19 2009 14:45 GMT
#9
On April 19 2009 23:40 jello_biafra wrote:
Show nested quote +
On April 19 2009 23:07 Mortician wrote:
None between 2 geysers

Only ghosts can go between 2 geysers.

Show nested quote +
On April 19 2009 23:23 scwizard wrote:
On April 19 2009 22:59 jello_biafra wrote:
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map.

I don't see why this is so? If you spam marines from the very beginning you can repel the zerglings, lock yourself in, and repel the mutalisks.

You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.


+ the overlord scout would spot it super early.
Firebathero is still the best!
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
April 19 2009 14:47 GMT
#10
On April 19 2009 23:27 myrmidon2537 wrote:
I think not, the last time they used the assimilator feature (On Troy), they put some terrain underneath the geyser to make it unbuildable.

Someone please correct me if i'm wrong ><

You're correct.

They have weird terrain + slightly off-the-grid placement of the assimilators (SC places units by grids, but some editors such as Starforge allows you to place 'off-the-grid') results in un-rebuildable vespene geysers.
POGGERS
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
April 19 2009 14:53 GMT
#11
On April 19 2009 23:26 done wrote:
Show nested quote +
On April 19 2009 23:23 scwizard wrote:
On April 19 2009 22:59 jello_biafra wrote:
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map.

I don't see why this is so? If you spam marines from the very beginning you can repel the zerglings, lock yourself in, and repel the mutalisks.

As for PvZ, I'd imagine that Corsiars would fare quite well against mutas if properly executed.

Also another technical question. If protoss builds his own assimilator there after the original one has been destroyed, or terran builds refineries there, will that reopen the choke?


no


I don't see why not.

This gas blocking thing.. it's not one of those hacks mapmakers use, it's a normal thing in BW.
So if you can build a refinery there, the choke WILL reopen. (unless they made the gas unbuildable like someone mentioned)
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
April 19 2009 16:56 GMT
#12
On April 19 2009 23:53 niteReloaded wrote:
Show nested quote +
On April 19 2009 23:26 done wrote:
On April 19 2009 23:23 scwizard wrote:
On April 19 2009 22:59 jello_biafra wrote:
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map.

I don't see why this is so? If you spam marines from the very beginning you can repel the zerglings, lock yourself in, and repel the mutalisks.

As for PvZ, I'd imagine that Corsiars would fare quite well against mutas if properly executed.

Also another technical question. If protoss builds his own assimilator there after the original one has been destroyed, or terran builds refineries there, will that reopen the choke?


no


I don't see why not.

This gas blocking thing.. it's not one of those hacks mapmakers use, it's a normal thing in BW.
So if you can build a refinery there, the choke WILL reopen. (unless they made the gas unbuildable like someone mentioned)


The map makers made the maps with that in mind... ever watched games on Troy?
POGGERS
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 19:59:55
April 19 2009 19:13 GMT
#13
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. + Show Spoiler +
Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.


The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2009-04-19 19:54:52
April 19 2009 19:54 GMT
#14
On April 20 2009 04:13 scwizard wrote:
Show nested quote +
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.

The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.

if mutalisks were that easy to beat, you wouldnt see games like shine[kal] vs forgg or lux vs frozean, etc etc

dont try to analyze cost effectiveness, 9-11 mutas can take out a whole lot more marines, turrets, scvs, and shit than you seem to think
posting on liquid sites in current year
Fontong
Profile Blog Joined December 2007
United States6454 Posts
April 19 2009 19:56 GMT
#15
On April 20 2009 04:13 scwizard wrote:
Show nested quote +
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.

The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.

Because you wouldn't build marines otherwise? There are really so many things wrong with your post. Fantasy never beat Jaedong's mutas using marines. He used valkyries to do that.
[SECRET FONT] "Dragoon bunker"
Rostam
Profile Blog Joined December 2008
United States2552 Posts
April 19 2009 19:57 GMT
#16
On April 20 2009 04:13 scwizard wrote:
Show nested quote +
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Fantasy just beat Jaedong with mech into 8rax out of nowhere.


Err..
BW forever || Thall
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 20:03:27
April 19 2009 19:57 GMT
#17
When both asimilators are up, every unit can get through.
When one is down only infantry can get through (the largest is hydraliks, vultures can't get through)
When both are down, only ghosts can get through (zeglings can't)

As for 9 pool into 2 hatch muta, I don't see why defending against 9 pool into 2 hatch muta tvz is so different than defending against 9 pool into 2 hatch muta on any other map. Sure the distances are smaller, but that's pretty much it.

It's very hard to win though if they kill your assimilators, and you don't kill theirs, because then they have 4 gas and you can't effectively harass them. It seems like it's very important to kill their assimilators so that they can't get a drone into the middle without elaborate jumping or overlord transport.
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 20:00:32
April 19 2009 19:59 GMT
#18
On April 20 2009 04:56 Fontong wrote:
Show nested quote +
On April 20 2009 04:13 scwizard wrote:
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.

The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.

Because you wouldn't build marines otherwise? There are really so many things wrong with your post. Fantasy never beat Jaedong's mutas using marines. He used valkyries to do that.

+ Show Spoiler +
Uhh, didn't you see the game last night?

Jaedong threw 4 gas worth of perfectly microed mutalisks at fantasy, but fantasy's 8 rax was too much, and evertually he got vessels which sealed the deal.


Sorry Rostam. Spoilered.
littlechava
Profile Blog Joined March 2004
United States7218 Posts
April 19 2009 20:03 GMT
#19
Zerg is the best on this map because of the early game mobility of Zerglings+fast scouting Overlords give.
I think T has a better chance than P on this map imo, I can't imagine what a Protoss could do to win against Zerg on Battle Royal.
Entusman #12
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 20:06 GMT
#20
On April 20 2009 04:59 scwizard wrote:
Show nested quote +
On April 20 2009 04:56 Fontong wrote:
On April 20 2009 04:13 scwizard wrote:
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.

The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.

Because you wouldn't build marines otherwise? There are really so many things wrong with your post. Fantasy never beat Jaedong's mutas using marines. He used valkyries to do that.

+ Show Spoiler +
Uhh, didn't you see the game last night?

Jaedong threw 4 gas worth of perfectly microed mutalisks at fantasy, but fantasy's 8 rax was too much, and evertually he got vessels which sealed the deal.


Sorry Rostam. Spoilered.

8rax is not a counter to 2hatch muta what hte fuck are you fucking on
posting on liquid sites in current year
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 20:10:26
April 19 2009 20:07 GMT
#21
I don't see how the overlord being over there sooner makes that much of a difference. It helps out against cheese, but in a big map the the time the overlord comes over it's not at all too late.

I think the biggest advantage zerg has is probably that the small size of the map, and the chokepoints, makes it difficult for the other player to scout them.

I think that's counter balanced by the fact that it's pretty much a given what bo they're going to use. They can't go ground really because you can seal yourself off so easily if they choose to.

On April 20 2009 05:06 SpiritoftheTunA wrote:
Show nested quote +
On April 20 2009 04:59 scwizard wrote:
On April 20 2009 04:56 Fontong wrote:
On April 20 2009 04:13 scwizard wrote:
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.

The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.

Because you wouldn't build marines otherwise? There are really so many things wrong with your post. Fantasy never beat Jaedong's mutas using marines. He used valkyries to do that.

+ Show Spoiler +
Uhh, didn't you see the game last night?

Jaedong threw 4 gas worth of perfectly microed mutalisks at fantasy, but fantasy's 8 rax was too much, and evertually he got vessels which sealed the deal.


Sorry Rostam. Spoilered.

8rax is not a counter to 2hatch muta what hte fuck are you fucking on

I wasn't really saying it was, I was saying that building marines is a counter the mutas. jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta. My comment "Sure do 8 rax if its necessary" wasn't talking about a build order really, what I meant was "build a bunch of marines if that's what's needed to repel the mutaliks"
littlechava
Profile Blog Joined March 2004
United States7218 Posts
April 19 2009 20:10 GMT
#22
The Overlord helps because it lets you scout what they're doing. If you see what build your opponent is doing, you can react accordingly. This generally leads to an advantage.
Entusman #12
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 20:11:25
April 19 2009 20:11 GMT
#23
Yeah, but zerg ovie scouts every game. I don't see the big difference between seeing what they're doign at 1 min and seeing what they're doing at 3 mins.
littlechava
Profile Blog Joined March 2004
United States7218 Posts
April 19 2009 20:11 GMT
#24
...
Entusman #12
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 20:13 GMT
#25
out of curiosity, how good do you consider yourself at playing starcraft
posting on liquid sites in current year
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
April 19 2009 20:15 GMT
#26
OH MY GOD.
This was discussed SO MANY TIMES.
the map Troy featured the same thing.

both assimilators alive = ultra can pass
one destroyed, one alive = zeals,hydra,.. can pass, goons,tanks,.. can't
both destroyed = nothing can, not even lings, not even probes with "mineral hop trick" or w/e slide
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
littlechava
Profile Blog Joined March 2004
United States7218 Posts
April 19 2009 20:17 GMT
#27
On April 20 2009 05:15 MasterReY wrote:
OH MY GOD.
This was discussed SO MANY TIMES.
the map Troy featured the same thing.

both assimilators alive = ultra can pass
one destroyed, one alive = zeals,hydra,.. can pass, goons,tanks,.. can't
both destroyed = nothing can, not even lings, not even probes with "mineral hop trick" or w/e slide

ghosts can.
Entusman #12
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 20:28:34
April 19 2009 20:21 GMT
#28
On April 20 2009 05:11 littlechava wrote:
...

Good chance I'm just being dumb in this case. Could you give me some examples where a ovie scout being 30 seconds faster than it would be on Peaks of Baekdu makes enough of a difference to make zerg imba?

On April 20 2009 05:03 littlechava wrote:
I think T has a better chance than P on this map imo, I can't imagine what a Protoss could do to win against Zerg on Battle Royal.

What about Battle Royal would stop Bisu from doing what he normally does?
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
Last Edited: 2009-04-19 20:28:32
April 19 2009 20:26 GMT
#29
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 20:30 GMT
#30
On April 20 2009 05:26 jello_biafra wrote:
Show nested quote +
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

i agree with this sentiment

get better at bw before you start theorycraft threads like this please
posting on liquid sites in current year
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 20:31 GMT
#31
Guys.

Building marines is a counter to zerglings.
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 20:35:55
April 19 2009 20:33 GMT
#32
On April 20 2009 05:26 jello_biafra wrote:
Show nested quote +
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.

@ flamers: calling me an idiot isn't going to get anything anywhere. Explaining why I'm wrong would stop me from repeating stupid stuff and might even teach someone something.
If you're just going to throw insults, probably best to not post in the thread.
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
April 19 2009 20:33 GMT
#33
30 seconds faster in the early game is a huge difference lol

scwizard...... :\
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
April 19 2009 20:35 GMT
#34
On April 20 2009 05:33 scwizard wrote:
Show nested quote +
On April 20 2009 05:26 jello_biafra wrote:
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.

No it results in a situation where you're probably never going to get out of your base because any attempt to do so will result in either the marines you're using to kill the temple thing getting sniped horribly by muta or the SCVs you try and mine that patch out with getting popped in similar fashion.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Mindcrime
Profile Joined July 2004
United States6899 Posts
April 19 2009 20:35 GMT
#35
On April 20 2009 05:33 scwizard wrote:
Show nested quote +
On April 20 2009 05:26 jello_biafra wrote:
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.


4pool = building 4 pools

4real
That wasn't any act of God. That was an act of pure human fuckery.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
April 19 2009 20:36 GMT
#36
On April 19 2009 22:59 jello_biafra wrote:
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map. You're guaranteed to kill the assimilators and lock them in, then you can own their marines as they try to kill the temple or pop the SCVs that try and mine that mineral block to get out.


it surely isnt unbeatable, since four TvZs were announced to be played in the PL
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 20:37 GMT
#37
On April 20 2009 05:33 scwizard wrote:
Show nested quote +
On April 20 2009 05:26 jello_biafra wrote:
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.

lol. lol. lol. lol. lol. lol.

Look, if they break your assimilators, then then you have to break through neutral buildings and etc., which slows down your troop movement, giving the zerg more time to expand and prepare to deal with whatever you're trying to do. Your ground force will have to take a rather long route to get to your base.
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 20:38 GMT
#38
On April 20 2009 05:35 Mindcrime wrote:
Show nested quote +
On April 20 2009 05:33 scwizard wrote:
On April 20 2009 05:26 jello_biafra wrote:
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.


4pool = building 4 pools

4real

Well if "6 fact" is used to mean 6 factories and "8 rax" is used to mean 8 scvs before rax, then it's kind of counter intuitive.

On April 20 2009 05:35 jello_biafra wrote:
Show nested quote +
On April 20 2009 05:33 scwizard wrote:
On April 20 2009 05:26 jello_biafra wrote:
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.

No it results in a situation where you're probably never going to get out of your base because any attempt to do so will result in either the marines you're using to kill the temple thing getting sniped horribly by muta or the SCVs you try and mine that patch out with getting popped in similar fashion.

As long as you have micro, a group of mutalisks would probably be foolish to attack a group of 30 marines attacking a temple. If they try and snipe marines, they'll probably lose a lot of mutalisks and no way will they stop the temple from dying.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2009-04-19 20:42:23
April 19 2009 20:41 GMT
#39
On April 20 2009 05:38 scwizard wrote:
Show nested quote +
On April 20 2009 05:35 jello_biafra wrote:
On April 20 2009 05:33 scwizard wrote:
On April 20 2009 05:26 jello_biafra wrote:
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.

No it results in a situation where you're probably never going to get out of your base because any attempt to do so will result in either the marines you're using to kill the temple thing getting sniped horribly by muta or the SCVs you try and mine that patch out with getting popped in similar fashion.

As long as you have micro, a group of mutalisks would probably be foolish to attack a group of 30 marines attacking a temple. If they try and snipe marines, they'll probably lose a lot of mutalisks and no way will they stop the temple from dying.

you wanna try this out? give me 11 mutas, you get 30 marines, and you try to kill the temple before i get guards or something and rape you

in fact you just wanna play some tvzs? drop the theorycrafting, lets go
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scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 20:44 GMT
#40
On April 20 2009 05:37 koreasilver wrote:
Show nested quote +
On April 20 2009 05:33 scwizard wrote:
On April 20 2009 05:26 jello_biafra wrote:
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.

lol. lol. lol. lol. lol. lol.

Look, if they break your assimilators, then then you have to break through neutral buildings and etc., which slows down your troop movement, giving the zerg more time to expand and prepare to deal with whatever you're trying to do. Your ground force will have to take a rather long route to get to your base.

Now people are starting to make sense. Yeah, there's no way terran can hold three bases on the map or effectively stop the zerg from grabbing the middle and whatever else they want on the outside.
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 20:46 GMT
#41
On April 20 2009 05:38 scwizard wrote:
Show nested quote +
On April 20 2009 05:35 Mindcrime wrote:
On April 20 2009 05:33 scwizard wrote:
On April 20 2009 05:26 jello_biafra wrote:
On April 20 2009 05:07 scwizard wrote:
jello_biafra was being dumb and saying that you'd need to get 8rax to stop 2 hatch muta."

No you imbecile I was saying that you'd need to 8 rax to stop the 9 pool lings from killing your assimilators.

And from reading your other posts in this thread, your BW knowledge is elementary at best.

Meh, the idea is to get a discussion going. Yeah I was being dumb, thought 8 rax refered to the number of rax, no the number of scvs before rax. Because people talk about 6 fact and it means six factories of course.

Anyways, what I'm saying, is that you don't need to care if they kill your assimilators, it really doesn't matter. Just turtle.

Not having assimilators isn't so bad at all, if anything it stops zerglings from rushing into your base.


4pool = building 4 pools

4real

Well if "6 fact" is used to mean 6 factories and "8 rax" is used to mean 8 scvs before rax, then it's kind of counter intuitive.

It shows how unfamiliar you are with SC terms, which shows that you are inexperienced and you have no idea what you're on about.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
April 19 2009 20:46 GMT
#42
On April 20 2009 04:59 scwizard wrote:
Show nested quote +
On April 20 2009 04:56 Fontong wrote:
On April 20 2009 04:13 scwizard wrote:
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.

The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.

Because you wouldn't build marines otherwise? There are really so many things wrong with your post. Fantasy never beat Jaedong's mutas using marines. He used valkyries to do that.

+ Show Spoiler +
Uhh, didn't you see the game last night?

Jaedong threw 4 gas worth of perfectly microed mutalisks at fantasy, but fantasy's 8 rax was too much, and evertually he got vessels which sealed the deal.


Sorry Rostam. Spoilered.


8 rax means barracks on 8 supply not 8 barracks pumping units.
Hi.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 20:49 GMT
#43
yeah my main point is, watch the "probably"

such as in this quote

"As long as you have micro, a group of mutalisks would probably be foolish to attack a group of 30 marines attacking a temple. If they try and snipe marines, they'll probably lose a lot of mutalisks and no way will they stop the temple from dying."

stop assuming these are true, have some humility and admit to the fact that your theorycrafting may be more often wrong than right. word it as a question, not as an argument, i.e. "wouldn't marines attacking a temple easily take out mutas trying to snipe them" to which the answer is "no"
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scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 21:11:06
April 19 2009 20:52 GMT
#44
Ok. Gotcha. I'll try and do that in the future.

What about 50 marines? That's around how much resources a control group of mutalisks is worth after all. Would that be sufficient?

+ Show Spoiler +
The reason I think marines could do such a thing, is because of that recent Fantasy v Jaedong. Fantasy reached what seemed a critical mass of marines and barracks, and Jaedong's 4 gas mutalisks just couldn't beat it.
koreasilver
Profile Blog Joined June 2008
9109 Posts
Last Edited: 2009-04-19 20:54:18
April 19 2009 20:53 GMT
#45
By the time you have 50 marines chugging away at the temples the zerg will have dark swarm and ultralisks coming.

I don't even understand what you're trying to say.
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 20:55 GMT
#46
That's unusual? 50 marines cost as much resources as 12 mutalisks. Why in that case is building 12 mutalisks so much faster than building 50 marines?
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2009-04-19 20:57:15
April 19 2009 20:55 GMT
#47
On April 20 2009 05:52 scwizard wrote:
Ok. Gotcha. I'll try and do that in the future.

What about 50 marines? That's around how much resources a control group of mutalisks is worth after all. Would that be sufficient?

the issue isn't in the amount, it's in the positioning. while the marines are attacking the temple, forcefiring, they wont automatically attack when the mutalisks approach, so it'll take quite alot of micro to both attack the temple and fight off mutalisks as they come.

also, your math is nonsense. you can't equate gas to minerals, because they come in at different rates. taking the 1200min+1200gas = 2400min = 48 marines argument is flawed, and if you ever see a terran with 48 marines while the zerg has 12 mutalisks and no other units, then the terran must have gotten severely ahead somehow.

edit: in fact, dont ever try to do math with resources in non-mirror matchups anyhow, the spending curves and collecting curves are completely different.
posting on liquid sites in current year
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 20:55 GMT
#48
This is why it's obvious you have no idea what you're talking about.
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
April 19 2009 20:56 GMT
#49
On April 20 2009 05:52 scwizard wrote:
Ok. Gotcha. I'll try and do that in the future.

What about 50 marines? That's around how much resources a control group of mutalisks is worth after all. Would that be sufficient?

Lol. 50 marines.......

Do you realize zerg has the entire map by then?
GANDHISAUCE
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
April 19 2009 20:57 GMT
#50
Why not add tanks into the mix? I haven't played on Battle Royal yet but assuming we're talking stacked temples the typical 3 tank 1 vessel push could go for the temples except instead of waiting until 3 tanks you could send them to range the temples as the tanks spawn? Admittedly I don't play teran but it seems like it could work.
Hi.
koreasilver
Profile Blog Joined June 2008
9109 Posts
Last Edited: 2009-04-19 21:00:00
April 19 2009 20:58 GMT
#51
The temples aren't stacked. It seems like speed is of paramount importance for the Terran and Zergs put more into their mutalisks on this map, so tanks don't really seem all that useful.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
April 19 2009 20:58 GMT
#52
On April 20 2009 05:55 scwizard wrote:
That's unusual? 50 marines cost as much resources as 12 mutalisks. Why in that case is building 12 mutalisks so much faster than building 50 marines?


Because you are building 50 marines out of 4 barracks and you are also building medics. The Zerg have 6 mutalisks as soon as spire starts (Assuming they went 2 hatch muta) and 9 if they went 3 hatch and every 30 seconds they get another 2-3 muta depending on how many hatcheries they have.
Hi.
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 20:59 GMT
#53
Oh ok.

So it's completely impossible to win if your assimilators go down? It's just not possible to repel mutalisks and open up the temple before the zerg takes the whole map?
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 20:59 GMT
#54
On April 20 2009 05:58 koreasilver wrote:
The temples aren't stacked.

even breaking 1 5000 hp temple is quite the time commitment though, and you'll have to break another to get into the zerg's nat, all while fighting off (supposedly) 3gas mutas

its pretty bad
posting on liquid sites in current year
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
April 19 2009 21:00 GMT
#55
On April 20 2009 05:58 koreasilver wrote:
The temples aren't stacked.


Oh ok well than yeah definitely not a very great map for terran
Hi.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 21:00 GMT
#56
On April 20 2009 05:59 scwizard wrote:
Oh ok.

So it's completely impossible to win if your assimilators go down? It's just not possible to repel mutalisks and open up the temple before the zerg takes the whole map?

its extremely extremely difficult

if you watch any PvT on troy, T almost never wins if their assimilators get destroyed, they have to spend way too many resources (and more importantly, time) just trying to get stuff out

ZvT here is a similar situation
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koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 21:01 GMT
#57
On April 20 2009 05:59 SpiritoftheTunA wrote:
Show nested quote +
On April 20 2009 05:58 koreasilver wrote:
The temples aren't stacked.

even breaking 1 5000 hp temple is quite the time commitment though, and you'll have to break another to get into the zerg's nat, all while fighting off (supposedly) 3gas mutas

its pretty bad

Yeah, but it doesn't seem like tanks will really help at all on this map against Zerg. It would probably be best to go full out SK with heavy upgrades.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 21:03 GMT
#58
On April 20 2009 06:01 koreasilver wrote:
Show nested quote +
On April 20 2009 05:59 SpiritoftheTunA wrote:
On April 20 2009 05:58 koreasilver wrote:
The temples aren't stacked.

even breaking 1 5000 hp temple is quite the time commitment though, and you'll have to break another to get into the zerg's nat, all while fighting off (supposedly) 3gas mutas

its pretty bad

Yeah, but it doesn't seem like tanks will really help at all on this map against Zerg. It would probably be best to go full out SK with heavy upgrades.

mmm, but even if you break the temple, the temple is a pretty narrow choke, zerg could probably set up a heavy lurk contain around the exit if you don't go tanks at all

then you could go dropships but zerg can just scourge that

i dunno it seems hard if your assims die
posting on liquid sites in current year
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 21:03 GMT
#59
On April 20 2009 05:59 SpiritoftheTunA wrote:
Show nested quote +
On April 20 2009 05:58 koreasilver wrote:
The temples aren't stacked.

even breaking 1 5000 hp temple is quite the time commitment though, and you'll have to break another to get into the zerg's nat, all while fighting off (supposedly) 3gas mutas

its pretty bad

The one in the center has double gas, so it's even worse actually.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 19 2009 21:05 GMT
#60
scwizard, you should stop posting in this thread and giving advice, because you aren't 100% sure what you are talking about. Trust the forum veterans, you ideology doesn't work the way you think it does.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 21:06 GMT
#61
Grobyc, people have already told me that, but thanks. I have stopped doing what you said.

I'm still allowed to point out stuff like the center having double gas though, right?
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2009-04-19 21:23:17
April 19 2009 21:08 GMT
#62
Yeah sure. The one thing what just really made me angry was you spoiling the results from Jaedong vs Fantasy. I haven't seen it yet and I'm sure there are others as well because I haven't been able to find the VOD to watch it yet. Spoilers plz next time
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 21:12 GMT
#63
Umm, they didn't play on Battle Royal, but yeah sorry.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 19 2009 21:23 GMT
#64
Oops.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
Last Edited: 2009-04-19 21:30:23
April 19 2009 21:29 GMT
#65
to be honest i think you should always use a term WITHOUT a space like 8rax to refer to the supply count when the rax is built and a term WITH a space for the number.
That rule is used most of the time already and i don't see why people don't use it all the time

8rax = rax with 8 supply
8 rax = eight barracks
(without a space, it kind of belongs to the word so it determines the sort of it)
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
April 19 2009 21:32 GMT
#66
wow the distance from main to nat on this map is just crazy, all on flat open ground. Whatever the solution is for terran/protoss I think will have to do something about the distance between nat and main, since if you could somehow secure your nat and main in a not too long period of time.

FBH/Savior spoiler
+ Show Spoiler +
note that FBH lost his nat, as his turrets were really spread out, trying to cover all that ground. It seemed though that the vulture timing allowed FBH to prevent the second assim from dying, so if there is a way to protect both main and nat, you could then transition to pure bionic and just dropship across the gap, if the zerg kills assims later. But again, how to secure both bases on that map.... I dunno, and I have no idea how you could 1 base on that map without getting overrun by a zerg having free control over the rest of it.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 21:33 GMT
#67
On April 20 2009 06:29 MasterReY wrote:
to be honest i think you should always use a term WITHOUT a space like 8rax to refer to the supply count when the rax is built and a term WITH a space for the number.
That rule is used most of the time already and i don't see why people don't use it all the time

8rax = rax with 8 supply
8 rax = eight barracks
(without a space, it kind of belongs to the word so it determines the sort of it)

naw i see "6 fact push" as 6fact push all the time

its more of a common sense thing
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MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
Last Edited: 2009-04-19 21:35:10
April 19 2009 21:34 GMT
#68
On April 20 2009 06:33 SpiritoftheTunA wrote:
Show nested quote +
On April 20 2009 06:29 MasterReY wrote:
to be honest i think you should always use a term WITHOUT a space like 8rax to refer to the supply count when the rax is built and a term WITH a space for the number.
That rule is used most of the time already and i don't see why people don't use it all the time

8rax = rax with 8 supply
8 rax = eight barracks
(without a space, it kind of belongs to the word so it determines the sort of it)

naw i see "6 fact push" as 6fact push all the time

its more of a common sense thing


ofc its common sense, but why shouldn't it be like that additionally?
there are alot of things that are common sence but there are rules for it anyways (in grammar of a language or stuff)
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 19 2009 21:36 GMT
#69
On April 20 2009 06:34 MasterReY wrote:
Show nested quote +
On April 20 2009 06:33 SpiritoftheTunA wrote:
On April 20 2009 06:29 MasterReY wrote:
to be honest i think you should always use a term WITHOUT a space like 8rax to refer to the supply count when the rax is built and a term WITH a space for the number.
That rule is used most of the time already and i don't see why people don't use it all the time

8rax = rax with 8 supply
8 rax = eight barracks
(without a space, it kind of belongs to the word so it determines the sort of it)

naw i see "6 fact push" as 6fact push all the time

its more of a common sense thing


ofc its common sense, but why shouldn't it be like that additionally?
there are alot of things that are common sence but there are rules for it anyways (in grammar of a language or stuff)

takes too much effort; its pretty hard to completely standardize any kind of shorthand
posting on liquid sites in current year
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 21:46 GMT
#70
On April 20 2009 06:32 EtherealDeath wrote:
wow the distance from main to nat on this map is just crazy, all on flat open ground. Whatever the solution is for terran/protoss I think will have to do something about the distance between nat and main, since if you could somehow secure your nat and main in a not too long period of time.

FBH/Savior spoiler
+ Show Spoiler +
note that FBH lost his nat, as his turrets were really spread out, trying to cover all that ground. It seemed though that the vulture timing allowed FBH to prevent the second assim from dying, so if there is a way to protect both main and nat, you could then transition to pure bionic and just dropship across the gap, if the zerg kills assims later. But again, how to secure both bases on that map.... I dunno, and I have no idea how you could 1 base on that map without getting overrun by a zerg having free control over the rest of it.

Oh I didn't notice that. It's definitely a much shorter distance than on Heartbreak Ridge for instance. As far as I can see, it looks like mutalisks can go back and forth but the marine's can't, because not only is the distance too long, its also very slightly curved.

Does a terran need to be able to transfer marines back and forth to beat mutalisks? Or is it possible to have each base be a seperate turtle?
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2009-04-19 21:47:53
April 19 2009 21:47 GMT
#71
On April 20 2009 06:46 scwizard wrote:
Show nested quote +
On April 20 2009 06:32 EtherealDeath wrote:
wow the distance from main to nat on this map is just crazy, all on flat open ground. Whatever the solution is for terran/protoss I think will have to do something about the distance between nat and main, since if you could somehow secure your nat and main in a not too long period of time.

FBH/Savior spoiler
+ Show Spoiler +
note that FBH lost his nat, as his turrets were really spread out, trying to cover all that ground. It seemed though that the vulture timing allowed FBH to prevent the second assim from dying, so if there is a way to protect both main and nat, you could then transition to pure bionic and just dropship across the gap, if the zerg kills assims later. But again, how to secure both bases on that map.... I dunno, and I have no idea how you could 1 base on that map without getting overrun by a zerg having free control over the rest of it.

Oh I didn't notice that. It's definitely a much shorter distance than on Heartbreak Ridge for instance. As far as I can see, it looks like mutalisks can go back and forth but the marine's can't, because not only is the distance too long, its also very slightly curved.

Does a terran need to be able to transfer marines back and forth to beat mutalisks? Or is it possible to have each base be a seperate turtle?

against 2hatch mutalisks, there's literally no way to have enough marines and turrets to cover both bases with static marines and turrets by the time the first mutalisks hit, so you have to move them around.
posting on liquid sites in current year
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 21:57:42
April 19 2009 21:57 GMT
#72
So in conclusion, short distance between muta hatching and the terran and long distance between bases conspire to make it impossible for to stop the first six mutas from killing all your workers if you go two bases right?
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
April 19 2009 22:00 GMT
#73
No, in conclusion you have no idea what you're talking about.

The problem isn't the first six Mutalisks, it's the fact that Zerg will be continually adding more Mutalisks and poking around, dealing damage in any hole in your defense. As such, your defense needs to be somewhat united and you need to be able to merge and split armies as necessary. Further, if there is no possibility of a counter attack whatsoever, Zerg can invest everything into Mutalisks and expansions, giving him more Mutalisks than usual and compounding the issue.
Moderator
Hot_Bid
Profile Blog Joined October 2003
Braavos36374 Posts
April 19 2009 22:01 GMT
#74
also theres no space to build turrets behind your minerals, the wall behind the natural is really helpful to muta harass
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
April 19 2009 22:06 GMT
#75
On April 19 2009 23:53 niteReloaded wrote:
Show nested quote +
On April 19 2009 23:26 done wrote:
On April 19 2009 23:23 scwizard wrote:
On April 19 2009 22:59 jello_biafra wrote:
It would seem that 9 pool speedling into 2 hatch muta ZvT is almost unbeatable on that map.

I don't see why this is so? If you spam marines from the very beginning you can repel the zerglings, lock yourself in, and repel the mutalisks.

As for PvZ, I'd imagine that Corsiars would fare quite well against mutas if properly executed.

Also another technical question. If protoss builds his own assimilator there after the original one has been destroyed, or terran builds refineries there, will that reopen the choke?


no


I don't see why not.

This gas blocking thing.. it's not one of those hacks mapmakers use, it's a normal thing in BW.
So if you can build a refinery there, the choke WILL reopen. (unless they made the gas unbuildable like someone mentioned)

lol... if you could simply rebuild the gas then it wouldn't be that big of a deal if your opponent killed them. Map makers aren't that dumb.
4.0 GPA = A rank 5.0 GPA = Olympic --------- Bisu, Best, Fantasy. i ♥ oov. They can get in my BoxeR anyday.
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 22:15:24
April 19 2009 22:14 GMT
#76
Wow, things are not looking good for (T)UpMaGiC/(T)BaBy/(T)Flash

EDIT: Err, Flash can probably handle things. The skill gap between the players is really wide in that case.
thunk
Profile Blog Joined March 2008
United States6233 Posts
Last Edited: 2009-04-19 22:19:20
April 19 2009 22:15 GMT
#77
deathgod6 they've already gone over the fact that you can't rebuild the geysers on the first page.

I think wraith builds might be a popular option here. It gives you the mobility to take on mutalisks but I don't know how it would fair against hydra builds. It would put zerg on the defensive so you could both defend against mutas and take your nat, and then you might be able to stall for enough time to break out and cause some damage. The map is just so troublesome.

Just the map and the initial short air distances reminded me a lot of Raid Assault so Terrans started using Wraiths on that map so I think that might have a chance of being the highest probability build on this map too.

On April 20 2009 06:32 EtherealDeath wrote:
wow the distance from main to nat on this map is just crazy, all on flat open ground. Whatever the solution is for terran/protoss I think will have to do something about the distance between nat and main, since if you could somehow secure your nat and main in a not too long period of time.

FBH/Savior spoiler
+ Show Spoiler +
note that FBH lost his nat, as his turrets were really spread out, trying to cover all that ground. It seemed though that the vulture timing allowed FBH to prevent the second assim from dying, so if there is a way to protect both main and nat, you could then transition to pure bionic and just dropship across the gap, if the zerg kills assims later. But again, how to secure both bases on that map.... I dunno, and I have no idea how you could 1 base on that map without getting overrun by a zerg having free control over the rest of it.


More FBH/Savior spoilers
+ Show Spoiler +
Yea, I was really impressed by how FBH played, and I'm not an FBH fan. He got beat really badly but his decision making was really not that bad for how his planned vulture harass didn't pan out and how he was locked into using slow golaiths to catch fast mutas over that large of a distance. That gol han bang was reallly his only chance
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
bioboyAT
Profile Joined July 2004
Austria1763 Posts
April 19 2009 22:25 GMT
#78
On April 20 2009 06:05 Grobyc wrote:
scwizard, you should stop posting in this thread and giving advice, because you aren't 100% sure what you are talking about. Trust the forum veterans, you ideology doesn't work the way you think it does.


yeah it is just plain annoying the way he explain things, the way he thinks he is so damn right, the way he thinks he knows something about sc but actually has no clue at all and the way he writes. just annoying to discuss things with this guy.
Milchmann | DeadVessel: Milchmann pwns. I fail.
scwizard
Profile Joined March 2009
United States1195 Posts
Last Edited: 2009-04-19 22:29:18
April 19 2009 22:28 GMT
#79
A while ago someone was talking about how hard it would be to break the temple.

Hmm, how would things turn out of the terran mined out that patch earlier in the game, before zerg got mutas? How badly would it screw up timings?

bioboyAT: sorry. I'm trying to change here. I hope this post doesn't give the impression that I think I know everything about sc.
s_86
Profile Blog Joined January 2009
United States191 Posts
April 19 2009 22:36 GMT
#80
What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks.
RifleCow
Profile Joined February 2008
Canada637 Posts
April 19 2009 22:41 GMT
#81
Lol, scwizard, being able to engage in discussion on online forums and particularly on TL requires a degree of credibility behind the person whom is in the debate. When you thought that 8rax meant eight barracks to stop 2 hatch mutalisks you lost all your credibility, at this point attempting to engage in discussion is fruitless because no one will discuss with someone who can make that stupid of a mistake. Which is why I think at this point you should gracefully refrain from posting in this thread.
hohoho
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 22:43 GMT
#82
On April 20 2009 07:36 s_86 wrote:
What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks.

If you FE -> 2port, your valks won't come out in time for 2hatch mutas. You have to go 1base tech if you want to get valks out in time for 2hatch mutas.
scwizard
Profile Joined March 2009
United States1195 Posts
April 19 2009 22:45 GMT
#83
On April 20 2009 07:41 RifleCow wrote:
Lol, scwizard, being able to engage in discussion on online forums and particularly on TL requires a degree of credibility behind the person whom is in the debate. When you thought that 8rax meant eight barracks to stop 2 hatch mutalisks you lost all your credibility, at this point attempting to engage in discussion is fruitless because no one will discuss with someone who can make that stupid of a mistake. Which is why I think at this point you should gracefully refrain from posting in this thread.

Are questions like
On April 20 2009 07:28 scwizard wrote:
Hmm, how would things turn out of the terran mined out that patch earlier in the game, before zerg got mutas? How badly would it screw up timings?

Allowed?
thunk
Profile Blog Joined March 2008
United States6233 Posts
Last Edited: 2009-04-19 22:48:19
April 19 2009 22:46 GMT
#84
On April 20 2009 07:36 s_86 wrote:
What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks.


The valks wouldn't make it in time.

You couldn't destroy the assims against a 9 pool, and I dunno if you could destroy punctually against a 12 hatch 11 pool either.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
s_86
Profile Blog Joined January 2009
United States191 Posts
April 19 2009 22:48 GMT
#85
On April 20 2009 07:43 koreasilver wrote:
Show nested quote +
On April 20 2009 07:36 s_86 wrote:
What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks.

If you FE -> 2port, your valks won't come out in time for 2hatch mutas. You have to go 1base tech if you want to get valks out in time for 2hatch mutas.

Well there would be a few turrets up beforehand. You can put more turrets than usual, cause you won't be building any more infantry (due to the walled entrance). If the zerg does infact go hydra/lurker to try to break through the two temples to your base, you would likely know before hand due to the lifted off barracks-scout, and prepare.
s_86
Profile Blog Joined January 2009
United States191 Posts
April 19 2009 22:52 GMT
#86
On April 20 2009 07:46 thunk wrote:
Show nested quote +
On April 20 2009 07:36 s_86 wrote:
What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks.


The valks wouldn't make it in time.

You couldn't destroy the assims against a 9 pool, and I dunno if you could destroy punctually against a 12 hatch 11 pool either.


I figured a depot/rax wall while building a cc in base would prevent 9pool. Followed by moving out with the 6+ rines plus some scvs can break the gas-wall. Sorry, I should have clarified.
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 19 2009 22:53 GMT
#87
On April 20 2009 07:48 s_86 wrote:
Show nested quote +
On April 20 2009 07:43 koreasilver wrote:
On April 20 2009 07:36 s_86 wrote:
What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks.

If you FE -> 2port, your valks won't come out in time for 2hatch mutas. You have to go 1base tech if you want to get valks out in time for 2hatch mutas.

Well there would be a few turrets up beforehand. You can put more turrets than usual, cause you won't be building any more infantry (due to the walled entrance). If the zerg does infact go hydra/lurker to try to break through the two temples to your base, you would likely know before hand due to the lifted off barracks-scout, and prepare.


You still wouldn't be able to make it in time, pull out a stopwatch and try it yourself.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 23:04 GMT
#88
On April 20 2009 07:48 s_86 wrote:
Show nested quote +
On April 20 2009 07:43 koreasilver wrote:
On April 20 2009 07:36 s_86 wrote:
What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks.

If you FE -> 2port, your valks won't come out in time for 2hatch mutas. You have to go 1base tech if you want to get valks out in time for 2hatch mutas.

Well there would be a few turrets up beforehand. You can put more turrets than usual, cause you won't be building any more infantry (due to the walled entrance). If the zerg does infact go hydra/lurker to try to break through the two temples to your base, you would likely know before hand due to the lifted off barracks-scout, and prepare.

The thing is, you can't completely block off a committed mutalisk attack with just turrets. You won't have a meaningful amount of marines with stim and range, and you're counting on your valks, but if you FE, your valks are going to be really slow compared to the mutalisks and you won't have enough marines. That means you have to build an extreme number of turrets because you're trying to protect both bases, and the nat's min line is difficult to protect against mutalisks.
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 19 2009 23:09 GMT
#89
At least on Battle Royal guardians can only hit your min lines if you take your nat, which not a great assumption at this point.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 23:19 GMT
#90
That's not much of a consolation, lol.
s_86
Profile Blog Joined January 2009
United States191 Posts
April 19 2009 23:30 GMT
#91
Ok you two (thunk and koreasilver)! I'm only D+ terran, and don't know my timings well, so you guys are probably right, but if Upmagic, Baby, or Flash do this build in one of the upcoming games, you guys owe me! ^^
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 23:33 GMT
#92
I'm curious to see what upmagic has prepared for the game. We'll see what happens.
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 19 2009 23:41 GMT
#93
Wraith is my bet.

I haven't seen the TvZ games trending toward one type of game or another but Up thinks that a 9 pool/drone scout isn't probable a BBS inside of their opponents base could also happen.

14 CC might work but it's a 2 player map with a medium rush distance and it might not even win you the game because of the map.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
anTi_
Profile Joined October 2008
United States499 Posts
April 19 2009 23:52 GMT
#94
On a progamer level I believe nothing is really too viable vs a zerg of the same caliber, the map is almost hopeless for anything but zerg. You cannot hide any strategies from the zerg, he has total map dominance, better harass, and a better economy. If he goes 2hat muta he can constantly hit your natural. (I don't care if you have 5 turrets he can still pick off scvs since it's against the wall.) Meanwhile if he takes out his assimilators you would need to mine out 48 minerals aka 6 trips across the map to get to him without a dropship (Which isn't going to happen because he's going to have complete map control). A dropship full of marines isn't going to do shit either.

If you let him kill your assimilators as terran the game is pretty much over, he can glitch lurkers over mineral patches and get behind your nat, continue pumping mutas, he can drop, go gaurdians, make a god damn overlord ring around your base with scourge sprinkled in, afk for 5 minutes, or do any of these in combination to win the game.

If a terran wins a straight up game on this map on a progamer level I will be shocked.
www.thevapeapes.com
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 19 2009 23:56 GMT
#95
Flash is playing on the map, so I can only assume he has a plan to win. KTF wouldn't waste their best player on a completely hopeless map.
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 19 2009 23:59 GMT
#96
Yea, people must think that Terrans have a chance on it because they keep sending Terrans out in a TvZ. KTF even has a semi-viable Zerg option.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
anTi_
Profile Joined October 2008
United States499 Posts
April 20 2009 00:08 GMT
#97
I suppose the best thing I can say to that is that I hope they prove me wrong. Either that or they just remove the map and bring back an old one.
www.thevapeapes.com
scwizard
Profile Joined March 2009
United States1195 Posts
April 20 2009 00:19 GMT
#98
They could remove the nat gas.

Although I'm not sure if that would do much.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
April 20 2009 00:22 GMT
#99
On April 19 2009 23:07 Mortician wrote:
Middle/small size units can go between 2 assimilator
Small units between geyser and assimilator
None between 2 geysers

Ghosts can.
Being healthy, it has been said, really consists of having the same disease as everybody else.
kakisama
Profile Joined March 2008
Canada82 Posts
April 20 2009 00:44 GMT
#100
2 port wraiths seem to be decent strategy.
Pride of War
writer22816
Profile Blog Joined September 2008
United States5775 Posts
April 20 2009 00:58 GMT
#101
On April 20 2009 07:41 RifleCow wrote:
Lol, scwizard, being able to engage in discussion on online forums and particularly on TL requires a degree of credibility behind the person whom is in the debate. When you thought that 8rax meant eight barracks to stop 2 hatch mutalisks you lost all your credibility, at this point attempting to engage in discussion is fruitless because no one will discuss with someone who can make that stupid of a mistake. Which is why I think at this point you should gracefully refrain from posting in this thread.


This, I honestly never thought I would see these kind of people at TL...
8/4/12 never forget, never forgive.
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
April 20 2009 01:05 GMT
#102
+ Show Spoiler +
2 port valks made it in time vs 2 hatch mutas, just saying from last night's Jaedong vs Fantasy
Jaedong
Ecael
Profile Joined February 2008
United States6703 Posts
April 20 2009 01:16 GMT
#103
On April 20 2009 10:05 Avidkeystamper wrote:
+ Show Spoiler +
2 port valks made it in time vs 2 hatch mutas, just saying from last night's Jaedong vs Fantasy

+ Show Spoiler +
He was running single port for a while iirc, and Ridge has a much longer travel distance
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
April 20 2009 01:18 GMT
#104
On April 20 2009 10:16 Ecael wrote:
Show nested quote +
On April 20 2009 10:05 Avidkeystamper wrote:
+ Show Spoiler +
2 port valks made it in time vs 2 hatch mutas, just saying from last night's Jaedong vs Fantasy

+ Show Spoiler +
He was running single port for a while iirc, and Ridge has a much longer travel distance

+ Show Spoiler +
Okay, the point is that it still makes it in time, and the distance isn't that much bigger, the valk was out at least a few seconds before the mutas came, which means they'll still make it in time vs 2hatch on this map.
Jaedong
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 20 2009 01:21 GMT
#105
On April 20 2009 10:18 Avidkeystamper wrote:
Show nested quote +
On April 20 2009 10:16 Ecael wrote:
On April 20 2009 10:05 Avidkeystamper wrote:
+ Show Spoiler +
2 port valks made it in time vs 2 hatch mutas, just saying from last night's Jaedong vs Fantasy

+ Show Spoiler +
He was running single port for a while iirc, and Ridge has a much longer travel distance

+ Show Spoiler +
Okay, the point is that it still makes it in time, and the distance isn't that much bigger, the valk was out at least a few seconds before the mutas came, which means they'll still make it in time vs 2hatch on this map.

+ Show Spoiler +

He barely made it, it was with mnm force. He's proposing rushing straight to 2 port valk, with little marines and no medic support.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
CDRdude
Profile Blog Joined May 2007
United States5625 Posts
April 20 2009 01:42 GMT
#106
On April 20 2009 07:45 scwizard wrote:
Show nested quote +
On April 20 2009 07:41 RifleCow wrote:
Lol, scwizard, being able to engage in discussion on online forums and particularly on TL requires a degree of credibility behind the person whom is in the debate. When you thought that 8rax meant eight barracks to stop 2 hatch mutalisks you lost all your credibility, at this point attempting to engage in discussion is fruitless because no one will discuss with someone who can make that stupid of a mistake. Which is why I think at this point you should gracefully refrain from posting in this thread.

Are questions like
Show nested quote +
On April 20 2009 07:28 scwizard wrote:
Hmm, how would things turn out of the terran mined out that patch earlier in the game, before zerg got mutas? How badly would it screw up timings?

Allowed?

Go ahead and ask questions. You might not get an answer, but nobody can reasonably get angry at you for asking a question. (also, I don't know the answer to your question there)
Force staff is the best item in the game.
s_86
Profile Blog Joined January 2009
United States191 Posts
Last Edited: 2009-04-20 02:03:50
April 20 2009 02:01 GMT
#107
To elaborate, what I proposed is...
depot>rax (to make wall at main-nat choke)>depot>cc.
Lift the rax and scout with it. Move out with a few scvs and marines and clear the lings at front (while taking the nat and a ref). Use one scv to hold position the assims choke while the marines break the assims.
Then the usual fac>2port> armory+bay.
Then ~3 turrets at main, and ~2 turrets at nat (plus the ~5 marines you had at start).
The 6-9 mutas should arrive at your base before valks are made but after the turrets are up. They will spend some time trying to take out the turrets, but in about 10-15secs, the first 2 valks should be out, ready to guard either base (this timing is from my experience using valks).
This followed by valk-escorted dropship harass (with either inf or mech in them).
Of course, depending on what the lifted rax scouts, plans may have to change. (a hydra break for instance)

anTi_
Profile Joined October 2008
United States499 Posts
April 20 2009 04:13 GMT
#108
+ Show Spoiler +
Fantasy's first 2 valks did no damage, one of the main reasons why he won the game is because he was able to pressure jaedong with vults and killed like 20 drones over the course of 4 runbys, forced him to build 2 sunkens, and forced jaedong to back off with mutas for some precious seconds multiple times. heartbreak ridge's bases are much easier to defend as well, main has a wall behind the minerals, nat has a high ground behind it, and they are closer together in distance. I really don't think this will fly on BR, jaedong would have swallowed him up had he had the extra drones he had lost.
www.thevapeapes.com
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 20 2009 04:35 GMT
#109
On April 20 2009 13:13 anTi_ wrote:
+ Show Spoiler +
Fantasy's first 2 valks did no damage, one of the main reasons why he won the game is because he was able to pressure jaedong with vults and killed like 20 drones over the course of 4 runbys, forced him to build 2 sunkens, and forced jaedong to back off with mutas for some precious seconds multiple times. heartbreak ridge's bases are much easier to defend as well, main has a wall behind the minerals, nat has a high ground behind it, and they are closer together in distance. I really don't think this will fly on BR, jaedong would have swallowed him up had he had the extra drones he had lost.

+ Show Spoiler +

Really, I think Jaedong lost because of his refusal to fully commit to a non-muta force. If he went hydra-lurk or even an Hydra-lurker muta ZvP-esque combo I think he would have won.

But it's completely irrelevant to this discussion it's much easier to fend off muta harass on Heartbreak than it is on Battle Royal (sadly) because of the distance between the main and the nat.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
GhostKorean
Profile Blog Joined November 2008
United States2330 Posts
April 20 2009 05:10 GMT
#110
5pool seems insanely imba on that map :p if it doesn't work just lock them in
29 fps
Profile Blog Joined March 2008
United States5724 Posts
April 20 2009 05:11 GMT
#111
battle royal is zvz heaven, but some teams sent out non-Z players... that means that they have something up their sleeve. if raid assult has taught us anything, it's that short rush distances = good for mutas = zvz

and why does the OP have an X next to the name?
4v4 is a battle of who has the better computer.
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 20 2009 05:20 GMT
#112
It means he is banned from posting in the strategy forum.
AlwaysGG
Profile Joined March 2009
Taiwan952 Posts
April 20 2009 05:27 GMT
#113
this is like a diff ver of raid assault. too early to said if is balance but i definitely anticipate more zvz on it
Trust 神教教主 FlaSh | Believe 火心 EffOrt
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
April 20 2009 05:29 GMT
#114
Uhm maybe scv rushes are fun. Let's wait until we get boxer to play.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
GoAudio
Profile Blog Joined November 2008
Sweden400 Posts
April 20 2009 05:30 GMT
#115
On April 20 2009 04:57 scwizard wrote:
When both asimilators are up, every unit can get through.
When one is down only infantry can get through (the largest is hydraliks, vultures can't get through)
When both are down, only ghosts can get through (zeglings can't)

As for 9 pool into 2 hatch muta, I don't see why defending against 9 pool into 2 hatch muta tvz is so different than defending against 9 pool into 2 hatch muta on any other map. Sure the distances are smaller, but that's pretty much it.

It's very hard to win though if they kill your assimilators, and you don't kill theirs, because then they have 4 gas and you can't effectively harass them. It seems like it's very important to kill their assimilators so that they can't get a drone into the middle without elaborate jumping or overlord transport.


Especially "2nd thing to say" -.- Distance is !!!!!!!!!!!!!EVERYTHING!!!!!!!!!!!! for 9pool -.-... Seriously you shuld go study starcraft for rea man..... Everybody knowns that 9pool is an VERY AGRESSIVE rush in ZvT -.-
EffOrt[fOu] & Hyvaa[S.G] <3 :D
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
April 20 2009 05:34 GMT
#116
rofl this thread got moved to strat forum where scwizard is strat forum banned

too good
posting on liquid sites in current year
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 20 2009 06:26 GMT
#117
To be fair, there was some decent discussion after he stopped posting.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 20 2009 06:51 GMT
#118
On April 20 2009 14:34 SpiritoftheTunA wrote:
rofl this thread got moved to strat forum where scwizard is strat forum banned

too good

ahahahaha. So that's what that red X is beside his icon? It means he is strat forum banned?
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Misrah
Profile Blog Joined February 2008
United States1695 Posts
April 20 2009 06:57 GMT
#119
Does anyone know how many 'minerals' there are sitting by the temple?

This could be fairly stupid, but perhaps you had an scv mine out the minerals to your temple, and then proceed to mine out the minerals at their temple. If the zerg doesn't see the missing minerals, you could sneak some vultures by, and with that huge natural/ main perhaps it could just slow them down enough?

My only qualms about this are:

1. The traveling distance is so huge, for both the scv and vult.
2. would the 9 pool delay T enough, to where the vults would be out too late

Really it is the only thing i can think of. Because frankly as soon as zerg gets those muta up, it looks like terran will simply be fighting a lost battle.

I am so exited to see what kind of stratagy flash will pull off. Here is hoping that he wins!
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
StarBrift
Profile Joined January 2008
Sweden1761 Posts
April 20 2009 07:08 GMT
#120
The fantasy build should be fairly effective on this map. Obviously there is a clear ZvT imbalance but the fantasy builds is created to counter 2 hatch muta. If you buy anough time with the vulture drop you will have valks in time for the mutas no matter the map. The problem is maintaining mutal defense and still moving out later in the game. But if the dropship survives the first drop he could ferry vultures out into the map later on and mine up the expansions to atleast delay the zerg economy slightly. That coupled with a nice timing attack might seal the deal.

I'm also slightly curious what could happen with a hidden 1 base fast boinic drop. Also 2 port wraith would be interesting to see.

Honestly the biggest problem seems to be the wall at the nat. Too easy to kill off scvs there. It's clear that terrans need to deviate totally from the norm to grab wins on this map though.
Ver
Profile Joined October 2008
United States2186 Posts
April 20 2009 07:53 GMT
#121
On April 20 2009 16:08 StarBrift wrote:
The fantasy build should be fairly effective on this map. Obviously there is a clear ZvT imbalance but the fantasy builds is created to counter 2 hatch muta. If you buy anough time with the vulture drop you will have valks in time for the mutas no matter the map. The problem is maintaining mutal defense and still moving out later in the game. But if the dropship survives the first drop he could ferry vultures out into the map later on and mine up the expansions to atleast delay the zerg economy slightly. That coupled with a nice timing attack might seal the deal.

I'm also slightly curious what could happen with a hidden 1 base fast boinic drop. Also 2 port wraith would be interesting to see.

Honestly the biggest problem seems to be the wall at the nat. Too easy to kill off scvs there. It's clear that terrans need to deviate totally from the norm to grab wins on this map though.


No this isn't true at all. The fantasy build is designed to counter 3 hatch muta not 2 hatch, as the drop comes too late. Basically it auto loses versus 2 hatch muta as the osl finals showed.

9 pool -> 2 hatch muta -> mass expo seems very strong for Z. It not only blocks the rush, gives obsence map control, but also can seriously cripple the terran on harass alone. Here are some thoughts on that.

Firstly, valkyries are probably going to be some kind of necessity. This is probably the most muta friendly map there is, at least if not worse than original blue storm. Unless its Flash the terran is going to get steamrolled vs 2 hatch muta if they don't defend with something more than m&m and turrets. Also, the short aerial distance makes mutas a viable threat for a long time (several vessels w/ irradiate).

The two openings we've seen to be strong versus 2 hatch muta have been iloveoov's vult -> wraith -> expo -> valks -> m&m switch, and secondly the build fantasy showcased yesterday versus jaedong with expo -> vult/valk -> m&m (2 fact vult too but that's impossible). The problem is that vulture counter attacks are useless because there are no direct rush paths without killing two neutral buildings, ruling out the second option. In addition, the short air path ensures that the Zerg has a very good idea of Terran tech/strategy so something like fake mech isn't nearly as strong anymore. Ideas like hidden drop (lol) are completely out of the question, while 2 port wraith is again very risky because it's going up against 2 hatch muta and there is not much ground for overlords to cover to reach the terran base.

So what can the terran use? I think the strongest build by far is the iloveoov build of fake mech. This is for several reasons. Firstly, I believe the zerg has to 9 pool in order to prevent any vulture shenanigans (otherwise they are in distinct danger from 2 fact vult with no ramp and must get hydra, which slows muta etc) and 14cc. This means that when the Zerg does go 2 hatch muta, their econ will be less. As I said above vulture harass is impossible if they kill the assimilators. However, that is not too important for the build. The key part is the fast wraith. The zerg economy is going to be weaker because of the 9 pool, and losing multiple overlords to the first wraith (which can easily get there with short distances) will set them back a lot. If they try to block this with hydras then the mutas will be substantially delayed and their economy will be shot. Whether the terran should try to float in the factory I'm not sure, but I guess it'll be viable as a threat so long as it doesn't force them to prematurely make hydras.

Once the wraith slows the zerg down, there should be time to get valks/turrets up and start making m&m. With mutas under control, now the short distances can be turned around as that pre-hive push is going to hurt if the Terran goes for the nat. Going for the 3rd gas also seems to be strong since no expo is easily defendable, which really hurts the zerg if it goes to the midgame. So everything should be done to ensure that the Zerg does not enter the midgame with a massive advantage. If that is prevented, the Terran can either threaten the nat from close range or easily kill the 3rd base before defilers come out.

It's messy, but I see nothing else noteworthy. Straight up mech is weak not only because of no vulture harass but furthermore because the map is huge. The zerg can just expo all around and the mech blob has to take forever moving to take out just one expo, while meanwhile devastating muta harass can be made all game. Think GGplay vs Flash on medusa + flash's main dies to mutas every other minute.
Liquipedia
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
Last Edited: 2009-04-20 10:38:37
April 20 2009 10:36 GMT
#122
What if the gysers could be rebuilt on? Early game you can still get locked in, but once you've got the minerals to Push out you can try rebuilding and pushing out from there instead of going the whole way around? I don't think it Really defeats the purpose, as early game you can't Really make strong pushes through mid if your opponent has locked you in without sacrificing production, but late game it becomes a viable way of pushing.

You could even add a trigger so that they become buildable after so long, whatever is balanced.
u gotta sk8
StarBrift
Profile Joined January 2008
Sweden1761 Posts
Last Edited: 2009-04-20 12:47:10
April 20 2009 12:22 GMT
#123
Actually Ver you are right about the normaly 2 hatch muta vs fantasy build but not with pool first builds. These are the timings for overpool into 2 hatch muta vs fantasy build:

Mutas spawn at 6.10 (exactly that time in savior vs FBH which I analysed for this)
Mutas arrive at terran main or nat at about 6.20-6.25
Dropship enters zerg base at 5.50 at latest
First valkyrie is out at 6.10-6.15 and a goliath is also out by then

By the time the zerg gets to the terran base another valkyrie and goliath will be building along with another factory which should be halfway done. The zerg can chose to sac all the drones in his main and commit the mutas right away for your base and he MIGHT succeed in killing you but if he doesnt then he will most likely lose. If he kills the vultures (which the terran will run around with to buy time) he will arrive at your base when 2 valks and possibly 3-4 gols are out and 2 facs are producing gols if not even later. He can take that with scourge and good micro but the terran can also defend it. Sure if you did 12 hatch into 2 hatch muta then you would get the mutas only a few seconds after the drop arrives.

If you were reffering to the last game of the Jaedong vs Fantasy OSL finals as proof that the fantasy build doest work vs 2 hatch muta then you are partly right but in that game fantasy chose the marine followup with turrets instead of a second fac and faster valkyries. When Jaedong arrived at his base he could have had 2 goliaths and 2 valkyries instead of 1 valkyrie and 2 turrets (and a few measly marines that were malplaced). The third valkyrie and third gol would not be far away if he could survive the first mutal attack without getting both his valkyries sniped. Sure it's a close call for the terran but it is defendable, and more so with the mech followup imo. Atleast vs perfect mutal timing like Jaedongs. Remember, Jaedong did not do a pool first build in that game because it would have lost him the game. The 10 seconds later mutas would mean 10 less drones.

If you're doing a 9pool (not overpool) into 2 hatch muta then your mutal tech will be delayed even further and you will not be able to bumrush the terran with a mutal rush and safely win the game. You probably can pull it off with spectacular micro but arriving against the sizeable units that terran will have at that time will not have you in an advantegous situation.

The followup push from terran is another matter, It might be too hard to do and it might not. We haven't seen any games with terrans getting that far yet with mech so we can't really say for sure.
Loanshark
Profile Blog Joined December 2008
China3094 Posts
Last Edited: 2009-04-20 12:40:43
April 20 2009 12:39 GMT
#124
Someone close this.
No dough, no go. And no mercy.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
April 20 2009 12:53 GMT
#125
On April 20 2009 21:39 Loanshark wrote:
Someone close this.


Why should it be closed when we're discussing builds on the map? Isn't this what the strategy forum is for? Or should we create a new thread just because someone with low knowledge started it?
s_86
Profile Blog Joined January 2009
United States191 Posts
Last Edited: 2009-04-20 21:48:32
April 20 2009 20:58 GMT
#126
Spoilers to the baby v zero game
+ Show Spoiler +
I skimmed through this game. It seemed to me, baby's initial plan was to 1base straight to fac, (while breaking his assim wall). His plan was to mineral hop the mineral-temple left of Zero's nat, then build the Fac there and tank/siege/turret Zerg's nat from outside his wall. Unfortunately, Baby was not able to mineral hop the scv at 100gas, and he wasn't able to break his assims due to Zero going den>spire, so he changed his plan to 2port cloaked wraiths. (Well, this is what I assume). What do you guys think? Is this strat viable?


Also, maybe for PvZ, what about...
1gate zealot to attack the assims while blocking its choke from lings coming in.
then straight to core+forge>2stargate corsair, while you mineral hop a probe over the mineral-temple and bring it around to proxy cannon the zerg nat from behind the wall. I don't play toss, so I'm not sure about the timings of muta vs 1base 2stargate corsair, so maybe cannons in main will be required. Use corsairs for harass and to supply vision for the proxy cannons to hit over the zerg nat wall. This followed by expansion, etc. Unfortunately, I think the proxy cannons will only be able to hit the drones gathering minerals (not the gas, or the hatch). Again, this strat depends on what you scout,
KlaCkoN
Profile Blog Joined May 2007
Sweden1661 Posts
April 20 2009 21:14 GMT
#127
After the _ridicolous_ t>>z the last seasons, seriously 2-3 zergs above 50% in zvt? This map is kind of refreshing. Pity it seems to be z>p as well though :/
"Voice or no voice the people can always be brought to the bidding of their leaders ... All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger."
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
April 21 2009 01:28 GMT
#128
its zerg favored because they think they can bring over standard builds to this map, when it must be played diffeently. they simply havent found how yet..

zerg can play standard becsause of muta play though
With a gust of wind, perhaps.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
April 21 2009 01:52 GMT
#129
I like the analysis Ver. Overall, I feel like this map is going to play out a lot like Raid Assault 2 back when it got reintroduced.

It's slightly more zerg favored than raid assault 2 because of the breakable gysers, but it's slightly less because of one choke going into the natural.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
April 21 2009 01:52 GMT
#130
i guess the map is just going through a phase like Monty Hall, then? They're probably gonna modify it mid season or w/e though.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
April 21 2009 01:59 GMT
#131
Oh, my other question for anyone who feels up for it: why have we not seen any protosses on this map? I feel like it should have a Z>T>P>Z Balance, but clearly from the players the proteams are sending out, this isn't the case. The short rush distance means that 9 pool might (should?) prevent forge first, but either a 9/9 or 1 base tech into expand feels like it may work as well...
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
April 21 2009 02:04 GMT
#132
Actually isnt there a PvP on this map coming up... xD
aznanimedude
Profile Joined April 2009
United States199 Posts
April 21 2009 02:43 GMT
#133
there was a ZvP it was KTF temptest(P) vs' FOX's Roro(Z)
but the protoss person tried a Stork-esque forge+gateway+canon wall in the zerg's natural so the Zerg just build 6 hydras and cannon break'd ten rolled and protoss GG'd cuz he spent all that money on the wall which got broken so he had no units to defend
HOI POLLOI
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 21 2009 04:10 GMT
#134
I think there's a lot to say about this so I'm going to break it up into multiple posts for clarity:

On April 21 2009 11:04 crazie-penguin wrote:
Actually isnt there a PvP on this map coming up... xD


I think that was a typo, someone correct me if I'm wrong.

On April 21 2009 11:43 aznanimedude wrote:
there was a ZvP it was KTF temptest(P) vs' FOX's Roro(Z)
but the protoss person tried a Stork-esque forge+gateway+canon wall in the zerg's natural so the Zerg just build 6 hydras and cannon break'd ten rolled and protoss GG'd cuz he spent all that money on the wall which got broken so he had no units to defend


I think that might of worked if he didn't trap his probe actually.

On April 21 2009 10:52 crazie-penguin wrote:
i guess the map is just going through a phase like Monty Hall, then? They're probably gonna modify it mid season or w/e though.


I dunno, they kept Raid Assault and that was ZvZ pretty much all the time.

On April 21 2009 10:59 GHOSTCLAW wrote:
Oh, my other question for anyone who feels up for it: why have we not seen any protosses on this map? I feel like it should have a Z>T>P>Z Balance, but clearly from the players the proteams are sending out, this isn't the case. The short rush distance means that 9 pool might (should?) prevent forge first, but either a 9/9 or 1 base tech into expand feels like it may work as well...


Clearly because proteams don't think P's stand a chance on this map. I'm sure they want to send someone out with a higher probability build than a 9/9. The real question is why do they keep sending out T's when they're + Show Spoiler +
winless so far
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 21 2009 04:20 GMT
#135
I feel like the Fantasy build was designed to give a weak bionic player a chance in a Bo5 TvZ, but that's just me. It would be an interesting discussion in some other thread.

nataziel: I dunno if it would help because as Ver pointed out, the push distances still ridiculously long. I guess if you rebuilt them you could han bang push into the center, take that third, and try to end the game there but because you're basically forfeiting map control on the outskirts it really would be a hanbang and you'd have to end the game there.

Upmagic versus whoever spoilers:
+ Show Spoiler +
I think that Up showed that that FE into wraith is viable. Ironically, I think delaying that nat hatch hurt him because the muta came out that much faster (ridiculously quick lair) and he would have had a chance to follow up with 2 base, 2 port wraith, into which he could transfer into SK Terran and lots and lots of vessels. I kind of wonder what type of follow up he was planning.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
April 21 2009 08:46 GMT
#136
Btw I'd like to say that I think zergs are worth an imbalanced map even though I'm a terran player. We all remember how bad plasma was ZvT and while the new raid assault was zerg favored it wasn't quite as much as this map. I generally don't like imbalances but if zerg gets some more players on top levels because of this I think it's about time. There's been quite a shortage of zergs lately and the new kids on the block are excellent zerg players (hero, zero) and I hope they can grow into fierce top contestants.
Biff The Understudy
Profile Blog Joined February 2008
France7873 Posts
April 21 2009 09:28 GMT
#137
I don't know if this map is completly imba or produce any really good game, but I expect the gameplay to evolve a bit from Battle Royal.

Remember Plasma which was the most obscenely ima map ever in TvZ: isn't it with Plasma that mech build and valkyries became fashionable? I don't think the mech revolution would have been so brutal without the experience of Plasma.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
April 21 2009 09:37 GMT
#138
So basically its an islandmap where you can get lingrushed? That sounds balanced
stroggos
Profile Joined February 2009
New Zealand1543 Posts
Last Edited: 2009-04-21 10:18:07
April 21 2009 10:09 GMT
#139
I think a build that's similar to the fantasy build would be the way to go on this map. Go valkaries but without the money spent on vulture drop, have the money spent on another starport instead for extra valkaries or something. 2 port valkaries might be a good idea because they would think you are going 2 port wraith-if they scout it, which 2 hatch muta counters hard. Then they would waste money on ovie speed. just speculating here, and this is all assuming they do go 2 hatch muta.
hi
Biff The Understudy
Profile Blog Joined February 2008
France7873 Posts
April 21 2009 10:31 GMT
#140
On April 21 2009 19:09 stroggos wrote:
I think a build that's similar to the fantasy build would be the way to go on this map. Go valkaries but without the money spent on vulture drop, have the money spent on another starport instead for extra valkaries or something. 2 port valkaries might be a good idea because they would think you are going 2 port wraith-if they scout it, which 2 hatch muta counters hard. Then they would waste money on ovie speed. just speculating here, and this is all assuming they do go 2 hatch muta.

Useless theorycraftig is useless. Go try 2 ports on it and see if it works.

I would say that it shouldn't work...
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
Last Edited: 2009-04-21 11:11:29
April 21 2009 11:09 GMT
#141
On April 21 2009 19:31 Biff The Understudy wrote:
Show nested quote +
On April 21 2009 19:09 stroggos wrote:
I think a build that's similar to the fantasy build would be the way to go on this map. Go valkaries but without the money spent on vulture drop, have the money spent on another starport instead for extra valkaries or something. 2 port valkaries might be a good idea because they would think you are going 2 port wraith-if they scout it, which 2 hatch muta counters hard. Then they would waste money on ovie speed. just speculating here, and this is all assuming they do go 2 hatch muta.

Useless theorycraftig is useless. Go try 2 ports on it and see if it works.

I would say that it shouldn't work...

As much as I hate to say it, theorycrafting usually is useless over 80% of the time. The effectiveness of a strategy or build also depends on the player's execution, so a build that works perfectly in the hands of Bisu or Flash could completely flop in the hands of an unskilled player.

Any way, I just hope they don't put this map into the next OSL or MSL. If the OSL keeps this map along with Tears of the Moon, it'd be like giving Jaedong a free Golden Mouse.

I don't know why the maps these two seasons have been SO Zerg favored. It's not even just SLIGHTLY zerg favored, it's insanely zerg favored to the point that we have an ACE zerg beating a KTF Terran on it.

I don't see how Protoss has any viable builds on this map against Zerg personally, because the rush distance is soooo short, not to mention the choke is way too big to wall off >_<
#1 KawaiiRice fan :D
Highways
Profile Joined July 2005
Australia6103 Posts
April 21 2009 14:41 GMT
#142
On April 21 2009 06:14 KlaCkoN wrote:
After the _ridicolous_ t>>z the last seasons, seriously 2-3 zergs above 50% in zvt? This map is kind of refreshing.


Exactly. Love this map.
#1 Terran hater
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
April 21 2009 15:32 GMT
#143
On April 21 2009 23:41 Highways wrote:
Show nested quote +
On April 21 2009 06:14 KlaCkoN wrote:
After the _ridicolous_ t>>z the last seasons, seriously 2-3 zergs above 50% in zvt? This map is kind of refreshing.


Exactly. Love this map.


I guess you love ZvZ because that is the only games we will see soon on this map -_-
Lim Yo Hwan forever!
koreasilver
Profile Blog Joined June 2008
9109 Posts
Last Edited: 2009-04-21 19:46:16
April 21 2009 19:45 GMT
#144
Because the TvT fest in proleagues the season before the race rule was implemented was so much better.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
April 21 2009 20:03 GMT
#145
On April 22 2009 04:45 koreasilver wrote:
Because the TvT fest in proleagues the season before the race rule was implemented was so much better.


Who said that I like TvT geez. I want balanced maps...
Lim Yo Hwan forever!
LaLaBye
Profile Joined February 2009
United States90 Posts
April 21 2009 20:16 GMT
#146
Would the build Artosis introduced on Troy be viable on this map? The zerg wouldn't even have to scout though...

>.<
What do you mean the LOSER has to say GG?
s_86
Profile Blog Joined January 2009
United States191 Posts
Last Edited: 2009-04-22 01:27:13
April 22 2009 01:23 GMT
#147
In TvZ, at the beginning, Terran can probably depot>rax> build one marine put 2 scvs at the assim choke, each attacking a separate assim, with a marine and a lifted off rax on top of the 2 scvs, so they can't be attacked. This would lead to a quicker FE, followed by wall in and whatever. I think I might have seen something similar attempted in one of the proleague matches, I forget.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
Last Edited: 2009-04-22 01:42:26
April 22 2009 01:41 GMT
#148
nvm
Lim Yo Hwan forever!
peidongyang
Profile Joined January 2009
Canada2084 Posts
April 22 2009 03:28 GMT
#149
How about you play zerg lol
the throws never bothered me anyway
arcticStorm
Profile Joined January 2009
United States295 Posts
April 22 2009 03:36 GMT
#150
On PvZ, would it be possible to build the pylon/forge close to the assimilators, and use cannons to control the choke? Or would a ling runby be too dangerous?
This statement is a lie.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
April 22 2009 07:20 GMT
#151
Spoiler from Flash vs Oversky:

+ Show Spoiler +
This game clearly show how imbalanced the map is for zerg. Unless terran does a timing push right before defiler tech get out then I don't see any way to win with mech on this map and bio is obviously really bad. oversky didn't even use mutas this game. He did hydralurk vs mech. That would only ever work on this map.
koreasilver
Profile Blog Joined June 2008
9109 Posts
April 22 2009 07:27 GMT
#152
One of the main reasons Oversky won, from what I saw, was due to him not going mutas, which Flash was not expecting.
udgnim
Profile Blog Joined April 2009
United States8024 Posts
Last Edited: 2009-04-22 07:49:14
April 22 2009 07:47 GMT
#153
On April 22 2009 10:23 s_86 wrote:
In TvZ, at the beginning, Terran can probably depot>rax> build one marine put 2 scvs at the assim choke, each attacking a separate assim, with a marine and a lifted off rax on top of the 2 scvs, so they can't be attacked. This would lead to a quicker FE, followed by wall in and whatever. I think I might have seen something similar attempted in one of the proleague matches, I forget.


that's close to what Flash did except he used the SCVs more as a barrier against lings to protect marines

I forget if he bothered with a wall-in afterwards though

anyways, I think the map imbalance is too great to risk putting out a non-zerg player. the zerg player has to commit a huge blunder to lose against a non-zerg player imo
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
April 22 2009 18:49 GMT
#154
On April 22 2009 16:47 udgnim wrote:
Show nested quote +
On April 22 2009 10:23 s_86 wrote:
In TvZ, at the beginning, Terran can probably depot>rax> build one marine put 2 scvs at the assim choke, each attacking a separate assim, with a marine and a lifted off rax on top of the 2 scvs, so they can't be attacked. This would lead to a quicker FE, followed by wall in and whatever. I think I might have seen something similar attempted in one of the proleague matches, I forget.


that's close to what Flash did except he used the SCVs more as a barrier against lings to protect marines

I forget if he bothered with a wall-in afterwards though

anyways, I think the map imbalance is too great to risk putting out a non-zerg player. the zerg player has to commit a huge blunder to lose against a non-zerg player imo


+ Show Spoiler +
Oversky committed to a huge blunder when he dropped Flashs main and got totally raped. DIdn't set him back one bit though since he had the entire map and there was no way for flash to stop him at that time.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
April 23 2009 04:38 GMT
#155
On April 23 2009 03:49 StarBrift wrote:
Show nested quote +
On April 22 2009 16:47 udgnim wrote:
On April 22 2009 10:23 s_86 wrote:
In TvZ, at the beginning, Terran can probably depot>rax> build one marine put 2 scvs at the assim choke, each attacking a separate assim, with a marine and a lifted off rax on top of the 2 scvs, so they can't be attacked. This would lead to a quicker FE, followed by wall in and whatever. I think I might have seen something similar attempted in one of the proleague matches, I forget.


that's close to what Flash did except he used the SCVs more as a barrier against lings to protect marines

I forget if he bothered with a wall-in afterwards though

anyways, I think the map imbalance is too great to risk putting out a non-zerg player. the zerg player has to commit a huge blunder to lose against a non-zerg player imo


+ Show Spoiler +
Oversky committed to a huge blunder when he dropped Flashs main and got totally raped. DIdn't set him back one bit though since he had the entire map and there was no way for flash to stop him at that time.

+ Show Spoiler +

It's tough to say that oversky is anywhere near flash though. Mechanically, flash was probably near perfect, and oversky's play was not at the same level at all. Flash underwent almost 0 harassment, so even with not being prepared for lurkers he should have been better than okay. Flash must have practiced for that map and mu as well, so i'm not sure what t can do against Z...
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ClockworkBlues
Profile Joined March 2008
Canada74 Posts
Last Edited: 2009-04-23 08:06:59
April 23 2009 07:54 GMT
#156
On April 20 2009 14:20 koreasilver wrote:
It means he is banned from posting in the strategy forum.


Oh damnit. All his posts (coupled with the irony of his name after reading said posts) were hilarious.

...And saying that hydra/lurk would work only against mech on BR is ridiculous.


StarBrift
Profile Joined January 2008
Sweden1761 Posts
April 23 2009 09:14 GMT
#157
On April 23 2009 13:38 GHOSTCLAW wrote:
Show nested quote +
On April 23 2009 03:49 StarBrift wrote:
On April 22 2009 16:47 udgnim wrote:
On April 22 2009 10:23 s_86 wrote:
In TvZ, at the beginning, Terran can probably depot>rax> build one marine put 2 scvs at the assim choke, each attacking a separate assim, with a marine and a lifted off rax on top of the 2 scvs, so they can't be attacked. This would lead to a quicker FE, followed by wall in and whatever. I think I might have seen something similar attempted in one of the proleague matches, I forget.


that's close to what Flash did except he used the SCVs more as a barrier against lings to protect marines

I forget if he bothered with a wall-in afterwards though

anyways, I think the map imbalance is too great to risk putting out a non-zerg player. the zerg player has to commit a huge blunder to lose against a non-zerg player imo


+ Show Spoiler +
Oversky committed to a huge blunder when he dropped Flashs main and got totally raped. DIdn't set him back one bit though since he had the entire map and there was no way for flash to stop him at that time.

+ Show Spoiler +

It's tough to say that oversky is anywhere near flash though. Mechanically, flash was probably near perfect, and oversky's play was not at the same level at all. Flash underwent almost 0 harassment, so even with not being prepared for lurkers he should have been better than okay. Flash must have practiced for that map and mu as well, so i'm not sure what t can do against Z...


I couldn't agree more with what you're saying.
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
May 12 2009 07:14 GMT
#158
On April 20 2009 05:06 SpiritoftheTunA wrote:
Show nested quote +
On April 20 2009 04:59 scwizard wrote:
On April 20 2009 04:56 Fontong wrote:
On April 20 2009 04:13 scwizard wrote:
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.

The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.

Because you wouldn't build marines otherwise? There are really so many things wrong with your post. Fantasy never beat Jaedong's mutas using marines. He used valkyries to do that.

+ Show Spoiler +
Uhh, didn't you see the game last night?

Jaedong threw 4 gas worth of perfectly microed mutalisks at fantasy, but fantasy's 8 rax was too much, and evertually he got vessels which sealed the deal.


Sorry Rostam. Spoilered.

8rax is not a counter to 2hatch muta what hte fuck are you fucking on

ROFL... omgsoh qft

haha, made me LOL so hard...
ggyo...
threepool
Profile Joined March 2009
United States150 Posts
May 12 2009 14:56 GMT
#159
On May 12 2009 16:14 R3condite wrote:
Show nested quote +
On April 20 2009 05:06 SpiritoftheTunA wrote:
On April 20 2009 04:59 scwizard wrote:
On April 20 2009 04:56 Fontong wrote:
On April 20 2009 04:13 scwizard wrote:
On April 19 2009 23:40 jello_biafra wrote:
You're gonna have to 8 rax or BBS to get that many marines fast enough to stop that from happening, seriously.

Well, per cost m&m beat mutalisks, so if you build marines and they build mutalisks you should come out on top. Sure do 8 rax if its necessary. Whatever you need to do to beat the mutalisk swarm. Fantasy just beat Jaedong with mech into 8rax out of nowhere. His mutalisks just bounced off that marine blob.

The thing about the map is that you know because of the short rush distances and the assimilator weirdness that they're going to be building mutalisks, so the proper answer is to build marines. You should come out on top, and then they'll try something else, and you'll try something else in response and you actually have a proper game.

Because you wouldn't build marines otherwise? There are really so many things wrong with your post. Fantasy never beat Jaedong's mutas using marines. He used valkyries to do that.

+ Show Spoiler +
Uhh, didn't you see the game last night?

Jaedong threw 4 gas worth of perfectly microed mutalisks at fantasy, but fantasy's 8 rax was too much, and evertually he got vessels which sealed the deal.


Sorry Rostam. Spoilered.

8rax is not a counter to 2hatch muta what hte fuck are you fucking on

ROFL... omgsoh qft

haha, made me LOL so hard...


Why did you bump this?! I just had to read the whole first page before I realized that I've seen this catastrophe of a thread before.
This is my *house*. Do you want to know a *secret*? Do not *think* it too *not campers*. You are so many *lonely* *juicy* *bubbles*. It is so sad. Now that you are *campers* you will have more *parties* and no more *sad* *lonely* *bubbles*.
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