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[MSL] Kings and Queens - Page 4

Forum Index > News
124 CommentsPost a Reply
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Lebesgue
Profile Joined October 2008
4542 Posts
June 10 2011 01:22 GMT
#61
One of the best hype articles I have read so far (maybe even the best). Thank you all for an amazing job!

I hope Flash will take it. I predict 3:1 or 3:2 for Flash.


Ideas
Profile Blog Joined April 2008
United States8104 Posts
Last Edited: 2011-06-10 01:30:39
June 10 2011 01:28 GMT
#62
wow this is an awesome hype article. you guys did an amazing job. i cant wait for this match!


zero needs to win this match. this might be his only chance at ever winning a title. its been so sad for players of his calibre that flash and jaedong were JUST better than them and won almost everything the last 2 years. he's not just winning it for him but for every other player that came close to S-class but never quite close enough (kal, free, sea, etc)
Free Palestine
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
June 10 2011 02:05 GMT
#63
Great article guys. I'm hyped for the finals. ZERO fighting!!!

If zero just defends the aggression that I know (99%) will come from Flash in set 1 in order to catch zero off-guard and mindfuck him, he'll do much, much better in the later sets.
WriterMovie, 진영화 : "StarCraft will never die".
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
June 10 2011 02:08 GMT
#64
This is one of the few brood war articles i read in entirety since release of sc2.
Really well written and informative.
Common flash hang in there.
God >> Queen
BW pros training sc2 is like kiss making a dub step album.
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
June 10 2011 02:12 GMT
#65
I've been hyped ever since zero beat JD, but this got me going. I'm going to have trouble going to sleep tonight, and it is still more than 24 hours away.

I was kinda hoping for a detailed look into queen usage; when it works, and when it doesn't. But maybe you guys are just saving that for after the finals, and will use the games to highlight your points
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
maximuspita
Profile Joined April 2010
1093 Posts
June 10 2011 02:32 GMT
#66
I read the entire article and plan to read it again. Awesome writeup, TL staff!
Korean Air, please save Fox.
staxringold
Profile Joined October 2010
United States173 Posts
June 10 2011 02:33 GMT
#67
I.... I can't describe how badly I want to see Flash play properly pro SC2. PLEASE LAST, WRISTS!
Brad`
Profile Joined October 2010
Canada548 Posts
June 10 2011 02:47 GMT
#68
The most overrated progamer of the last 4 years against one of the game's greatest champions.

3-0 Flash.
zappa372
Profile Blog Joined June 2010
Chile365 Posts
June 10 2011 03:12 GMT
#69
I'm HYPED! Great writeup.
EE HAN TIMING!
Doraemon
Profile Blog Joined January 2010
Australia14949 Posts
June 10 2011 03:23 GMT
#70
hype hype hype

thankfully i'll finally be home to watch a set this time. GO ZERO!
Do yourself a favour and just STFU
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
June 10 2011 03:28 GMT
#71
Can someone explain what has actually happened to Flash's wrists? Surely he has access to the best medical treatment, and there should be some point in his life when he is not focused on playing (I don't know the BW tourney schedule) and there is nothing significant approaching. It would ridiculous if he is required to play all year round.
VERY FRAGILE, LIKE A BABY PANDA EGG
tedster
Profile Joined May 2009
984 Posts
Last Edited: 2011-06-10 04:49:29
June 10 2011 03:32 GMT
#72
On June 10 2011 11:12 hacklebeast wrote:

I was kinda hoping for a detailed look into queen usage; when it works, and when it doesn't. But maybe you guys are just saving that for after the finals, and will use the games to highlight your points


The modern Queen "revolution" is based around the concept of a midgame lull while a Terran performs a mech switch. There is a period where mech-switching Terran goes into a turtle-esque "soft-push" as they build up tanks, establish a turret line, and build a minefield. This is roughly around the time a 4-gas zerg is getting established, and as such neither player has a great avenue of attacking for the moment.

Normally when this occurs, the Zerg player will still be on the offensive if possible, attempting to stop the Terran from building up enough tanks to render Ultra/Defiler play useless and also trying to prevent Terran from digging in with enough turrets and Goliaths in critical locations. This, however, is not really ideal for the Zerg, as they are dedicating valuable resources and time to breaking a terran line when they have not really achieved their high-tech endgame yet. Essentially, the traditional mech switch needs to be slowed BEFORE Zerg has managed to execute their gameplan, and it can be extremely hard for the Zerg to get back on track in time to have upgraded Hive units in play before the Terran stabilizes and builds a huge army of tanks. And once Terran has enough tanks, it is virtually impossible for Zerg to crack the line barring a major flank/error on the T's part.

ZerO vs. Flash on Polaris Rhapsody is probably the most painful reminder of this in recent (or long-term) memory:



Crazy-Hydra's Queen build seizes the timing window where Terran is performing the slow switch and Zerg is normally throwing itself against the establishing T front, and builds a quick hotkey of Queens. Zerg then abandons the "crack the egg" plan ENTIRELY, instead opting to rapidly tech and drone up in preparation for a lategame neo-sauron situation.

Watch Soulkey stall out the game and come out ahead of a turtling/slowpushing Terran for a great example.



What the Queens do is allow Zerg to camp, just outside the Terran defense line, and snipe tanks as they accumulate or move out of an area with Broodlings. The goal here is not to win a major engagement, or push on the Terran; it is simply to thin the number of tanks and force Terran to continually reinforce them without making any real progress. As the Zerg player is probably going neo-Sauron, they will have plenty of lings and Hydras to assist in mopping up stray tanks, forcing the Terran to abandon most expansion plans and also discouraging Terran from comitting too many resources to Science Vessels - which helps increase Queen life expectancy dramatically, as well.

Eventually, Zerg will (in theory) hit Hive tech, get ultras/cracklings/defilers, and has a real opportunity to crack the Terran resistance. Because Zerg was able to expand and dig in during the mech switch, and because the Terran player was kept in once place reinforcing his tank line by the marauding Queens, the end result is often a neo-Sauron, 5-6 base zerg vs. a 3 base Terran with an underdeveloped tank army.


This is how the game goes when Queens work. Oddly enough, we haven't seen much in the way of Queens not working, since they have worked in this situation in pretty much all the televised games where the zerg has executed in this manner. I will, however, provide some info on when Queens are simply not used in this manner, or how they might fail.

Queens will not work in this manner if:
-Terran does not mech switch
-Terran builds 108 turrets on Polaris Rhapsody or a similar map with almost no decent avenues of attack (they still might be viable to smash through a tank front, but they will not be as useful in preventing the line from being drawn in the first place)
-Terran is pressuring heavily (and somewhat successfully) leading up to the mech switch
-Terran goes mech from the start (you can still use queens but making a giant hotkey is probably not a good idea if they are being aggressive.

Watch CH go queens verse Sea when Sea opens mech. Notice he uses less Queens by necessity, but they still pay for themselves in spades.

]http://www.youtube.com/watch?v=LIwN4_RDLuU&feature=player_embedded

Now, one other, extremely remote possibility that has really not been explored is the ability of the Terran to hit a timing window before the Queens are loaded with Broodlings. Queens require a TON of mana to function and it is possible that a Terran could make a big push with the mech army right before the Queens are ready to roll out, resulting in a neutered Zerg army unprepared to counter. However, once again, we don't really have enough data from televised games to see how viable this is, and the very nature of the Queen build dictates you spawn the Queens in the window where Terran is most unable to push, so this is probably unlikely, and even if so the Zerg would probably have to make a significant misread for this to work.

To conclude, what could be more hype than one final, recent Queen video...?



Queens hwaiting!

the last wcs commissioner
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
June 10 2011 03:50 GMT
#73
Thanks Wax.
Writerdamn, i was two days from retirement
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2011-06-10 03:54:20
June 10 2011 03:53 GMT
#74
On June 10 2011 12:32 tedster wrote:
Show nested quote +
On June 10 2011 11:12 hacklebeast wrote:

I was kinda hoping for a detailed look into queen usage; when it works, and when it doesn't. But maybe you guys are just saving that for after the finals, and will use the games to highlight your points


The modern Queen "revolution" is based around the concept of a midgame lull while a Terran performs a mech switch. There is a period where mech-switching Terran goes into a turtle-esque "soft-push" as they build up tanks, establish a turret line, and build a minefield. This is roughly around the time a 4-gas zerg is getting established, and as such neither player has a great avenue of attacking for the moment.

Normally when this occurs, the Zerg player will still be on the offensive if possible, attempting to stop the Terran from building up enough tanks to render Ultra/Defiler play useless and also trying to prevent Terran from digging in with enough turrets and Goliaths in critical locations. This, however, is not really ideal for the Zerg, as they are dedicating valuable resources and time to breaking a terran line when they have not really achieved their high-tech endgame yet. Essentially, the traditional mech switch needs to be slowed BEFORE Zerg has managed to execute their gameplan, and it can be extremely hard for the Zerg to get back on track in time to have upgraded Hive units in play before the Terran stabilizes and builds a huge army of tanks. And once Terran has enough tanks, it is virtually impossible for Zerg to crack the line barring a major flank/error on the T's part.

Crazy-Hydra's Queen build seizes the timing window where Terran is performing the slow switch and Zerg is normally throwing itself against the establishing T front, and instead opts to build a quick hotkey of Queens. Zerg then abandons the "crack the egg" plan ENTIRELY, instead opting to rapidly tech and drone up in preparation for a lategame neo-sauron situation.

What the Queens do is allow Zerg to camp, just outside the Terran defense line, and snipe tanks as they accumulate or move out of an area with Broodlings. The goal here is not to win a major engagement, or push on the Terran; it is simply to thin the number of tanks and force Terran to continually reinforce them without making any real progress. As the Zerg player is probably going neo-Sauron, they will have plenty of lings and Hydras to assist in mopping up stray tanks, forcing the Terran to abandon most expansion plans and also discouraging Terran from comitting too many resources to Science Vessels - which helps increase Queen life expectancy dramatically, as well.

Eventually, Zerg will (in theory) hit Hive tech, get ultras/cracklings/defilers, and has a real opportunity to crack the Terran resistance. Because Zerg was able to expand and dig in during the mech switch, and because the Terran player was kept in once place reinforcing his tank line by the marauding Queens, the end result is often a neo-Sauron, 5-6 base zerg vs. a 3 base Terran with an underdeveloped tank army.


This is how the game goes when Queens work. Oddly enough, we haven't seen much in the way of Queens not working, since they have worked in this situation in pretty much all the televised games where the zerg has executed in this manner. I will, however, provide some info on when Queens are simply not used in this manner, or how they might fail.

Queens will not work in this manner if:
-Terran does not mech switch
-Terran builds 108 turrets on Polaris Rhapsody or a similar map with almost no decent avenues of attack (they still might be viable to smash through a tank front, but they will not be as useful in preventing the line from being drawn in the first place)
-Terran is pressuring heavily (and somewhat successfully) leading up to the mech switch
-Terran goes mech from the start (this is speculative, but Terran will typically establish a strong fighting mech army long before mass queens come into play and thus I have not seen them used in this situation)

Now, one other possibility that has really not been explored is the ability of the Terran to hit a timing window before the Queens are loaded with Broodlings. Queens require a TON of mana to function and it is possible that a Terran could make a big push with the mech army right before the Queens are ready to roll out, resulting in a neutered Zerg army unprepared to counter. However, once again, we don't really have enough data from televised games to see how viable this is, and the very nature of the Queen build dictates you spawn the Queens in the window where Terran is most unable to push, so the Zerg would probably have to make a significant misread for this to work.


Good post

honestly I don't think hitting with a pre-queen timing is a viable solution for the terran considering the mech ball usually is still quite weak when the mana is building up. Also mech is super immobile and such a push would need to cripple the zerg's fighting force before 150 energy or it's game over.

also, the first variations of the queen switch were made to fight traditional mech builds so yes you can use queens against a player that starts off with mech

also the huge problem with pressuring before the mech switch is that terran players are not upgrading their bio when mech switching so once +2 carapace kicks in the bio army has a very hard time putting pressure.

also the queen switch was orginally developed to fight off traditional mech

like in this game

http://www.youtube.com/watch?v=yYHjRDNLbP8&feature=player_embedded#at=455

Writer
tedster
Profile Joined May 2009
984 Posts
June 10 2011 03:55 GMT
#75
On June 10 2011 12:53 swanized wrote:
Show nested quote +
On June 10 2011 12:32 tedster wrote:
On June 10 2011 11:12 hacklebeast wrote:

I was kinda hoping for a detailed look into queen usage; when it works, and when it doesn't. But maybe you guys are just saving that for after the finals, and will use the games to highlight your points


The modern Queen "revolution" is based around the concept of a midgame lull while a Terran performs a mech switch. There is a period where mech-switching Terran goes into a turtle-esque "soft-push" as they build up tanks, establish a turret line, and build a minefield. This is roughly around the time a 4-gas zerg is getting established, and as such neither player has a great avenue of attacking for the moment.

Normally when this occurs, the Zerg player will still be on the offensive if possible, attempting to stop the Terran from building up enough tanks to render Ultra/Defiler play useless and also trying to prevent Terran from digging in with enough turrets and Goliaths in critical locations. This, however, is not really ideal for the Zerg, as they are dedicating valuable resources and time to breaking a terran line when they have not really achieved their high-tech endgame yet. Essentially, the traditional mech switch needs to be slowed BEFORE Zerg has managed to execute their gameplan, and it can be extremely hard for the Zerg to get back on track in time to have upgraded Hive units in play before the Terran stabilizes and builds a huge army of tanks. And once Terran has enough tanks, it is virtually impossible for Zerg to crack the line barring a major flank/error on the T's part.

Crazy-Hydra's Queen build seizes the timing window where Terran is performing the slow switch and Zerg is normally throwing itself against the establishing T front, and instead opts to build a quick hotkey of Queens. Zerg then abandons the "crack the egg" plan ENTIRELY, instead opting to rapidly tech and drone up in preparation for a lategame neo-sauron situation.

What the Queens do is allow Zerg to camp, just outside the Terran defense line, and snipe tanks as they accumulate or move out of an area with Broodlings. The goal here is not to win a major engagement, or push on the Terran; it is simply to thin the number of tanks and force Terran to continually reinforce them without making any real progress. As the Zerg player is probably going neo-Sauron, they will have plenty of lings and Hydras to assist in mopping up stray tanks, forcing the Terran to abandon most expansion plans and also discouraging Terran from comitting too many resources to Science Vessels - which helps increase Queen life expectancy dramatically, as well.

Eventually, Zerg will (in theory) hit Hive tech, get ultras/cracklings/defilers, and has a real opportunity to crack the Terran resistance. Because Zerg was able to expand and dig in during the mech switch, and because the Terran player was kept in once place reinforcing his tank line by the marauding Queens, the end result is often a neo-Sauron, 5-6 base zerg vs. a 3 base Terran with an underdeveloped tank army.


This is how the game goes when Queens work. Oddly enough, we haven't seen much in the way of Queens not working, since they have worked in this situation in pretty much all the televised games where the zerg has executed in this manner. I will, however, provide some info on when Queens are simply not used in this manner, or how they might fail.

Queens will not work in this manner if:
-Terran does not mech switch
-Terran builds 108 turrets on Polaris Rhapsody or a similar map with almost no decent avenues of attack (they still might be viable to smash through a tank front, but they will not be as useful in preventing the line from being drawn in the first place)
-Terran is pressuring heavily (and somewhat successfully) leading up to the mech switch
-Terran goes mech from the start (this is speculative, but Terran will typically establish a strong fighting mech army long before mass queens come into play and thus I have not seen them used in this situation)

Now, one other possibility that has really not been explored is the ability of the Terran to hit a timing window before the Queens are loaded with Broodlings. Queens require a TON of mana to function and it is possible that a Terran could make a big push with the mech army right before the Queens are ready to roll out, resulting in a neutered Zerg army unprepared to counter. However, once again, we don't really have enough data from televised games to see how viable this is, and the very nature of the Queen build dictates you spawn the Queens in the window where Terran is most unable to push, so the Zerg would probably have to make a significant misread for this to work.


Good post

honestly I don't think hitting with a pre-queen timing is a viable solution for the terran considering the mech ball usually is still quite weak when the mana is building up. Also mech is super immobile and such a push would need to cripple the zerg's fighting force before 150 energy or it's game over.

also, the first variations of the queen switch were made to fight traditional mech builds so yes you can use queens against a player that starts off with mech

also the huge problem with pressuring before the mech switch is that terran players are not upgrading their bio when mech switching so once +2 carapace kicks in the bio army has a very hard time putting pressure.

also the queen switch was orginally developed to fight off traditional mech

like in this game

http://www.youtube.com/watch?v=yYHjRDNLbP8&feature=player_embedded#at=455



Yeah I realized this and am in the process of revising the post right now, the are just not used in as great of numbers typically because spending TOO much on queens at the stage where mech is actually rolling around doing things could be suicide
the last wcs commissioner
Zaxro
Profile Joined November 2009
United States261 Posts
June 10 2011 04:20 GMT
#76
Great article, thanks guys!
This should be a close final, Zero is one of the only Zergs I would give a reasonabe chance of beating Flash in a Bo5. The only other one is Jaedong, and possibly Effort if he is back to his pre-quit level, but we don't know how good he is now.

I'm rooting for Zero (sorry Flash, I'm not sure I would be rooting even for JD to tie Nada, and I love Jaedong), and I even Liquibet him. Even though I was rooting for Jaedong I <3 Zero and I hope he wins the final. If Zero is having a good day, like when he beat Bisu on Heartbreak Ridge, then he could definitely win the final, but I'm unsure of how his nerves will handle a final.
ibreakurface
Profile Joined June 2010
United States664 Posts
June 10 2011 04:29 GMT
#77
Waxangel's interview was fantastic. I smiled the entire time I read it.


Awesome stuff, I love you flamewheel.


I
LOVE
YOU

>_>
:) I play zerg. FOX AND KT ROLSTER COASTER FAN! Because I love everyone. Except bisu.
Ryuu314
Profile Joined October 2009
United States12679 Posts
June 10 2011 04:29 GMT
#78
Rooting for ZerO because I'm a JD fanboy :[
tedster
Profile Joined May 2009
984 Posts
June 10 2011 05:00 GMT
#79
On June 10 2011 12:28 MCDayC wrote:
Can someone explain what has actually happened to Flash's wrists? Surely he has access to the best medical treatment, and there should be some point in his life when he is not focused on playing (I don't know the BW tourney schedule) and there is nothing significant approaching. It would ridiculous if he is required to play all year round.


Carpal tunnel, and yes, he plays all year round.
the last wcs commissioner
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
June 10 2011 05:35 GMT
#80
So excited, excellent writeup as always, Zero will take this! Zero Hwaiting!

This is Zero's calling, Flash may be a god, but Zero has slain the Tyrant and the god will simply turn into fuel to feed him. He'll take the series and instead of fading to nothingness like he frequently does after looking great he'll finally become a top player.

ZEROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!~~
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