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On September 08 2022 22:38 namkraft wrote:Show nested quote +On September 08 2022 19:56 TMNT wrote: Making zealot and dragoon from 1 gate doesn't slow down your timing for corsair. It's just extra money you have when waiting for core and stargate to complete. And he also needs units to clean up the chrysalis.
Mini accidentally canceling the robo was tragic, but it has no impact on the outcome of the game. Reaver wouldn't be out in time anyway. Same for not protecting his cannons because once the hydras are in the main it's already over.
Yeah not expanding and go straight for sair reaver would hold the bust, but you're speaking from the observer pov where you know Zerg's going 2H hydra so you're doing the direct counter to it. Same for gas before gateway.
Re scouting, how is it a disadvantage for Zerg as well when you have a 1/3 chance and your opponent have zero chance? And the second overlord would arrive at the other corner before corsair comes out anyway, I believe.
Also not building the pylon near your choke is a dumb choice because (a) you need to watch out for the hp of the temples, (b) how are you going to stop lings running in your main, and (c) if Zerg rushes for lurker you're dead.
Just think about it in simple terms: on a normal map P can barely hold a hydra bust at ONE entrace, IF scouted in time. On this map it cant be scouted and you have THREE entraces to defend. You build cannons at 1 entrance, the Zerg just picks another one and all those cannons become deadweight. Then if you build cannons only at your main you're asking for a contain and will lose the game anyway, just at a later time.
Tks for your enlightening comments. Although I believe anybody can a caster. Maybe your comment implies being a *professional* caster, one who is hired by the tournament organizers. - Making a zealot doesn't slow the timing of the corsairs, that's if you go for normal gas timing. If you go for a bit faster gas timing (something I think may be experimented upon), it may carry some impact. But no, I have no first-hand experience on that, maybe you will prove me wrong. You have a better understanding of the game. On the other hand, making a dragoon does slow down your corsair. - Scouting: I didn't say it's disadvantage to the zerg player. I mean it's not that big of an advantage. 1/3 > 0, true, but like I said if you didn't build your first pylon near the middle entrance, you make that small advantage go even smaller. - Building a pylon at the front: I don't mean never build anything there EVER, I just mean don't build it that early. * U don't need a pylon to watch the hp of the temple. Just send a probe there once in a while (not permanently cuz that triggers the overlord scouts). Plus, if the guy goes for lurker rush, you have 3 entrances to protect (like u said). Furthermore, only 1 base-lurker rush would pose the threat of which u speak. Again I don't know the exact timings but if the zerg doesn't know where you are located (without the forward pylon), he may be destroying the wrong artifacts and you will have more time). - Robo: it doesn't seem to hold any significance because Mini didn't protect his canons. If his first 2 cannons came alive without issues, he would hold against the initial hydra push, then he will have a chance to bounce back with an earlier reaver. Plus without the cancellation he would have money to build a 4th cannon. - Making cannons near your main. Yeah it's not a pretty sight, but the chance of coming back is not 0. It depends on how much the zerg has invested to put you in that situation in the first place. Under some circumstances it may be doable with cannons + reavers. And I'm not talking only about 1-base cannoning. There is a scenario whereby you go for 14 nexus then cannon up. Again, not a pretty sight with hydras separating your 2 bases, but I can't say that it's an auto-lose. All in all, the actual stats tell us that it's possible for protoss to win on this map. And we have so few televised matches that I don't want to come to your conclusion. Maybe your wonderful insights will help you see the picture so clearly. That's fine for me. The future games on this map will test our conclusions.
If protoss goes for fast gas core stargate while skipping zealot, zerg can just build evo, couple of colonies and million drones. And no, there is no way to prevent this kind of scout in araknoid. If its crossmap, protoss has sacked early economy and maybe killed additional overlord. Problem in this kind of maps is, that toss has no way to pressure zerg early, when instead zerg can just go for eco and then pull out knifesharp timing that is impossible to stop. And moreover, if you build +5 cannon around your main, its still a loss, zerg again drones, toss wont have minerals for zealots if not outhright dying to mass hydra because ammount of canons needed to cover all areas is just... Also, rushing to sairs is not going to help blocking zergs timing. And finally, that build that Zero and Hero used is not an all-in, since zerg can take offplaced hatches just fine and mine second and third base with 7 and 3 drones.
Basicly protoss needs to get crossmap if zerg goes for the timing, if they want have somehow even game. At least in top level.
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I don't understand what Action is lacking but it was kinda pity watching him slowly die all games. I can't say he played bad, I even liked some of his decisions but I saw some idle drones and he can't keep up with his opponents, there was no time when he felt ahead.
Really bold strats from RoyaL, seeing no terrans on upper bracket of ro8 I think this kid has chance to seed into finals.
Now Mini... he was devastated when he knew he gonna lose final game. Don't understand why he didn't veto that cursed map, maybe he thought he was too confident with shuttle/reaver play? He dispatched Action very well but all zergs would go to bust on that map if it's like 99% winrate. If 910 wants to bring out map from 2006 he really needs to fix imbalances and tweak it for today's play ffs. Props to hero, he looks really solid.
I really like how ro8 bracket turned out, even match for everyone but rip Rush...
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I noticed some Flash's flashs in sOrry's game since he started playing again. Guy has no weakness, except that hasnt showed his a game on stage. That was until he dominated group d, and hes probably the favorite at this point.
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i wish we had a way to ask mini why toss arent using veto on that odd map. does scan still check in here or did we run him off too?
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Would be interesting to see how Bisu plays PvZ on Arkanoid.
Imbalanced or not, the map just cries out for hydra bust timings, which is not at all fun to watch.
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Arkanoid would be playable - maybe even balanced - if some/all of the buildings were stacked. I was quite surprised to see that they didn't make that change, and they also clearly didn't playtest the map sufficiently.
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Yeah in the testing phase I thought they would have stacked the buildings more because those go down faster than a stripper's outfit. It is an island map which is not really an island map.
An unbalanced map in a tournament is still okay given there are other maps to make up for it but this map is just cancer because whenever there's a Zerg it calls out for cheese and gives you terrible games. Remember Soulkey's 1 base lurker rush vs Ssak in the Ro24, which turned out that he ended the game even before the lurker was built lol?
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Yeah, I agree Arkanoid needs some stacked buildings. Right now it kind of just seems like a normal map, but you can't scout with ground units and you have multiple entrances to your base.
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Stack the buildings and you get a semi-island where zerg can't win at all. Protoss just got suprised by something they haven't thought about.
Whoever designed this map surely wasn't a zerg player, so that's good karma for trying to pass a map like that into a big tour.
They don't veto the map for a simple reason, it's semi-island so by logic they know p >>> z, and two, they didn't think about what queen came up with.
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On September 09 2022 19:55 blackmanpl wrote: Stack the buildings and you get a semi-island where zerg can't win at all. Protoss just got suprised by something they haven't thought about.
Whoever designed this map surely wasn't a zerg player, so that's good karma for trying to pass a map like that into a big tour.
They don't veto the map for a simple reason, it's semi-island so by logic they know p >>> z, and two, they didn't think about what queen came up with.
If they only stack some of the buildings and leave others as is, then protoss can defend a single entry location and it wouldn't be a true semi-island map.
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Snow probably wasn't aware of that build. But Mini, after seeing what happened to Snow just a day before, he probably took a risk there. After all, he's the one who unnecessarily opened 12 Nexus on Sylphid vs Sacscri in Ro24 and escaped death by pure luck. He probably thought he could get away with Arkanoid there. And he did once (vs Action), but not twice.
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argh dirty zergs. Still feel like mini is the only toss I’d bet on in pvz. Poor results for him lately relative to how good he is.
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No Snow and Mini was aware of this. I see that build on proleague matches before R16. Basicaly Mini did not want to eliminate Hero. First BO1 and last 2 games of BO3 is just absurd.
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konadora
Singapore66145 Posts
holy shit royal's 2 strats against hero jesus
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