While this is all theorycrafting, technically ggplay will now be on 2 base, and fantasy will have close to 0 SCV. I just think that while fantasy's army was moving across the map, GGplay should've done more with his mutas. He ended up flying them around trying to pick off reinforcements futilely. His mutas were not helpful when the tanks were firing at his sunkens anyway, and they didn't particularly slow the rate of advancement of the terran army.
Terran Revolutionist - Page 5
Forum Index > Final Edits |
pangshai
Chinatown5333 Posts
While this is all theorycrafting, technically ggplay will now be on 2 base, and fantasy will have close to 0 SCV. I just think that while fantasy's army was moving across the map, GGplay should've done more with his mutas. He ended up flying them around trying to pick off reinforcements futilely. His mutas were not helpful when the tanks were firing at his sunkens anyway, and they didn't particularly slow the rate of advancement of the terran army. | ||
foeffa
Belgium2115 Posts
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SilverSkyLark
Philippines8437 Posts
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TonyL2
England1953 Posts
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mIsUZu
New Zealand528 Posts
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gm.tOSS
Germany898 Posts
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IdrA
United States11541 Posts
On October 18 2008 19:34 UbRi wrote: great article, just a question: with this build order terran is likely to be ahead of zerg after the beginning, but what about the late game? it doesn't change anything about expansions being hard to take, flanks, counters.. ecc ecc It just doesn't matter since you're going to win? In this sense, isn't it a pretty risky build order if you don't deal enough damage/delay on Z econ? its hard to deal with all that stuff because you're usually behind economically early with mech builds, since they can take an insanely early third and power hard and you cant really do anything about it. with this build you're gonna come out of the early game with equivalent economies barring funny stuff. playing from that situation limits zergs options significantly. look at fantasy vs ggplay on medusa. even if ggplay hadnt made that bad attack on fantasy's natural he wouldnt have had enough units to both drop and defend the push. (woulda done better, but still woulda either died or made an ineffective drop). against normal 1 rax cc or 14 cc mech zerg will have enough economy to do the counters and drops and annoying stuff while still being able to defend a counter attack (or at least theyll have an easier time attempting it) | ||
IdrA
United States11541 Posts
On October 18 2008 22:27 SilverSkyLark wrote: MVP just tried this against the Maestro but he got destroyed, it's so sad we didn't get to see the Maestro destroy the metal build. ? that wasnt the same build.. at all it was a 2 fac vult/tank rush | ||
capek
United States585 Posts
+10 points and a round of applause. | ||
raga4ka
Bulgaria5679 Posts
On October 18 2008 11:22 Kacas wrote: yeah good but now tell me how to counter this or the game will be imbalanced =/ poor z's =/ You can open 9 pool with the exctractor trick for an extra drone . Build 6 and 2 more after lings and lay a hat at your natural then 1 more hat if he is low on marines you kill him with pure lings. If he survives and you scout him going mech you open with hidras and take the map . If he is tank heavy you switch to mutas if he is goliath heavy stick with hidras and tech , add few sunks in your main and expos so that annoying harras doesn't trow you off and he takes a base .If he masses up try plagueing his units before you engage . Use your mobility strong macro and spells to kill him . Place random lurkers on the map to slow the push you can use stop lurkers or if he has a vessel just lurkers under swarm to slow him down . If you don't scout him going mech and open mutas you can try my personal favourite build (PS i still haven't tryed it yet ![]() You have already opened Mutas just try to harras and delay his push and take a third and four base momentarily the far away from him as possible . You put down 2 queens nests and update spawn broodlings and energy update for queens .After that you start to pump queens and update the ensnare . You should update air armor and stick with mass air ![]() ![]() | ||
DanceCommander
United States1808 Posts
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Zoler
Sweden6339 Posts
"Fantasy didn’t just “go mech,” he devised a completely unique, wacko opening that levels the playing field for a meching terran on those seemingly unmechable maps." Thanks for someone that agree with me. I saw GGplays games vs Fantasy and all the retards on the TL mIRC was like "omg GGplay sucks he can't even beat mech" etc etc.... Some people said: "omg, ggplay noob should just have hydra all-in killed fantasy!!! IM PRO I KNOW MORE THAN PROGAMERS" Answer: NO, he couldnt, he was afraid of mass mines or something like that screwing up his hydras | ||
PoP
France15446 Posts
Just a little thing: "3) When factory finishes, build the addon and begin a starport". Actually Fantasy made a vulture first before getting the addon in both games 2 and 4, which allowed for early scouting/harrassing and forced GGPlay into making a sunken. edit: Also, the nat CC comes right when the first vulture is out. | ||
capek
United States585 Posts
On October 18 2008 10:13 Day[9] wrote: Typical M&M TvZ vs Typical Mech TvZ Before we focus on Fantasy’s amazingness, let’s discuss a bit of the basic functionality of TvZ. With standard M&M, the terran has the opportunity to be aggressive and finesseful. is that a word? | ||
Pseudo_Utopia
Canada827 Posts
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Pholon
Netherlands6142 Posts
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zerGosu
Poland8 Posts
Anyway, it's interesting to play with Valkyries, 4/5 of them will kill stacked Overlords/Mutas in a eye-blink speed. | ||
ShmotZ
United States581 Posts
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Stax
Croatia121 Posts
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Pseudo_Utopia
Canada827 Posts
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