[ASL22] Ro8 Day 3 - Page 5
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[sc1f]eonzerg
Belgium7088 Posts
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Peeano
Netherlands5927 Posts
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RowdierBob
Australia13526 Posts
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Gorsameth
Netherlands22628 Posts
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Vasoline73
United States8139 Posts
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ShloobeR
Korea (South)3851 Posts
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Crimson)S(hadow
Philippines957 Posts
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[sc1f]eonzerg
Belgium7088 Posts
On September 28 2026 19:48 AttackZerg wrote: So an idea I pitched years and years ago to help fix ZvZ's match pacing was a special Mirror Match map pool. That could include air maps and very weird things that would be imbalanced in non-mirror matches. ZvZ is the most fixable shit with maps. I say we make a gentleman agreement about not using Spire tech for nothing else than Scourge Guardians devours. and 9 pool is ban from the build orders. | ||
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AttackZerg
United States7637 Posts
On September 28 2026 19:51 Crimson)S(hadow wrote: playable still? fastest map minerals +3 hatch eco will let him recover super fast Jd should be dead from mutas very soon | ||
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Slayer91
Ireland23442 Posts
On September 28 2026 19:39 RowdierBob wrote: I think he misread Soma planting the second hatch and thought it was 1 base spire. Way more lings turned up than would’ve been normal v 1 hatch. Yes, commentators on StarCast are missing this, 9 pool is almost always 1 hatch speed or 1 hatch lair, since he didn't see speed he assumed that it was 9 pool lair rush and went for an evo for spore colonies in time while droning up JD scouted a wall at the ramp of lings which indicates that Soma is trying to hold on until spire finishes but what he missed was it's back rooms - you can play a 2nd hatch on highground to have access to 2 gas, so soma went 9 pool without gas with a second hatch, the amount of lings surprised JD 11 pool with 2nd hatch on highground is common on backrooms, but it's countered by 12 hatch expand. Because 11 pool highground is strong, it makes 9 pool weaker in game theory, and 12 hatch and 11 pool are common builds Soma was really smart in going for 9 pool gasless so he can 1) Get advantage against 12 hatch with the ling timing 2) Be in a playable disadvantage versus 11 pool on highground 3) Be ahead against 9 pool gas by walling the ramp, having a second hatchery and having spire in time to defend but have a second gas | ||
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Peeano
Netherlands5927 Posts
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RowdierBob
Australia13526 Posts
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Vasoline73
United States8139 Posts
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prosatan
Romania9377 Posts
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MeyerA
Sweden124 Posts
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prosatan
Romania9377 Posts
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[sc1f]eonzerg
Belgium7088 Posts
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AttackZerg
United States7637 Posts
On September 28 2026 19:51 [sc1f]eonzerg wrote: I say we make a gentleman agreement about not using Spire tech for nothing else than Scourge Guardians devours. and 9 pool is ban from the build orders. If you ever run into day[9] smurfing in the wild, he plays by your code of honor or he did. | ||
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RowdierBob
Australia13526 Posts
On September 28 2026 19:54 [sc1f]eonzerg wrote: PRODUCER STOP THE ADS BRO HOLYSHIT ANOTHER 5 mins. what are you doing man. Smoking a cuban ciggar or wut. Embrace it. It’s why we’re still watching tournaments like this after 25+ years. | ||
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Slayer91
Ireland23442 Posts
On September 28 2026 19:54 AttackZerg wrote: If you ever run into day[9] smurfing in the wild, he plays by your code of honor or he did. Without mutas, then lurkers just become incredibly broken units and the game isn't fun until hive tech I think and guardians and devourers die too easily to scourge or are countered by dark swarm, it just becomes lurker/ling/ultra late game Mutas can be fun once they have a counter in plague or dark swarm and are mainly used for mobility/map control The fun hive zvzs usually involve one player turtling on spores and getting hydras or something so you have more dynamic gameplay but if nobody builds mutas the game would be degenerate | ||
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