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On December 06 2012 16:13 raybasto wrote: Standard Timing Questions (In-game time)
What are standard Hive timings in ZvT and ZvP? Gas, Bane nest, and 3rd base timings in ZvT while doing 4 Queen build? 2 Gas, 4th Queen, Evo/Roach den in ZvP? Gas timings and 3rd base timings in ZvZ while doing Muta build? While doing +1/+1 Ranged build? While doing Infestor build?
Other Questions What exactly are you looking for when scounting Gas timings and Forge upgrades in ZvP? When do you know he's doing an Immortal Sentry timing vs Blink timing vs Air/DT vs fast 3rd?
Looking to get my timings and builds tightened up. Thanks in advance! By reading this thread, I've learn so much!
1. Depends on how the early-mid game went but usually around 11-12 min. 2. What I am using: 2x gas at 4:45, 2 more at 7:00. Baneling nest 7:00, 3rd base 6:00 (Its works great when opening muta, if you want to go infestor you could delay your first gases a bit). 3. 2 gas at 44 supply (5:45 with flawless macro), 4th queen - I guess after your third base is finished but I prefer to use only 3 queens, evo 7:00 roach look below. 4. 1st gas 3:15, 3 more 6:00 (after your lair is started). +1/+1 ranged or infestor build I believe its 6:30.
You want to see if forge is upgrading (it should, if its not then some cheesy air or dt play more likely, if he is chronoboosting it hard then +2 blink). Gas timings are crucial for your roach warren timing. If there is no gas at natural till 6:40 you should build your roach warren immediately (4g pressure, 7g all in). If he has 1 I build it at 7:00, if 2 (almost always means immo all in these days) then 7:30 or later. You cant know what exactly is he doing by just looking at the gas fimings but it gives you a good hint. If you go lair first with your first 100 gas then you should get an overseer scout in time to see any cheesy air/dt/blink builds to react properly.
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need help in ZvT
how do i deal with hellion runbys and banshee harass?
my opening is: 15 hatch 16 pool 4 queens somewhere around 44 - 4 gases first 100 gas: ling speed next 100 gas:lair 100%lair: spire
hellion runbys always do too much damage, and im never ready for the banshee (especiallyu if its cloaked)
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On December 06 2012 18:09 courtpanda wrote: need help in ZvT
how do i deal with hellion runbys and banshee harass?
my opening is: 15 hatch 16 pool 4 queens somewhere around 44 - 4 gases first 100 gas: ling speed next 100 gas:lair 100%lair: spire
hellion runbys always do too much damage, and im never ready for the banshee (especiallyu if its cloaked) because your opener loses to hellion banshee.
you go spanishiwa, you only get 4 queens, and try to go standard ling speed --> lair --> spire. that died out months ago. you have no way of stopping hellions from denying your third, and banshee+hellion is too much to handle with such a late speed and only 4 queens.
I'd adjust your opener to something like 15 hatch, 16 pool, 17-32 gas. you can get gas earlier if you want faster speed and 4 queens, or later if you want later speed with more queens.(6-8).
You also need to scout for 2 fact hellions, a RW is absolutely necessary against 2fact.
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On December 06 2012 18:09 courtpanda wrote: need help in ZvT
how do i deal with hellion runbys and banshee harass?
my opening is: 15 hatch 16 pool 4 queens somewhere around 44 - 4 gases first 100 gas: ling speed next 100 gas:lair 100%lair: spire
hellion runbys always do too much damage, and im never ready for the banshee (especiallyu if its cloaked) If you know he opens up hellions, you can always build a roach warren and 5 or so roaches just to be safe against hellion run-bys. It's possible to defend with just queens and lings, but it's a bit harder. Build your roach warren and evolution chambers to sim city your nat to make it harder for hellions to slip past. If he opened up hellions and haven't expanded, you can pretty much expect banshees and build pre-emtive spore crawlers.
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Hi I like the look of Startales Life and was wondering if someone could give me some general tips to his playstyle in general that is consistent with all his MUs and his nuances common in each MU. Yes I understand Iist create my own style of play but I want to increase my understanding of his play as I sometimes don't see his decision making in making lings without anything really to react to before drone saturation is fully achieved.
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On November 24 2012 05:47 zasg wrote:Show nested quote +On November 23 2012 22:11 NEEDZMOAR wrote: when do Zergs usually take their 3rd against 1rax expand? I cant seem to find a safe timing to do so, mass hellions usually fucks me up hard. I used to really struggle with this. In the end I followed life's playstyle that he used in the previous GSL season. I drone to 36 then I make around 30 lings, I use them to pressure the Terran's natural and take my third and drone heavy behind it. This gives me nice map presence and totally negates any pressure any Terran is planning on putting on. It also lets you get good vision of what he is doing, ie all in etc. To be honest I would make 4/5 Terrans lift their CC when I hit, I can go through my replays and upload some for you if you want. If you do a bulk of damage then you can either throw down a roach warren and go for the kill or just macro up (important to throw some spores down when 3rd is up because their only real way to get back in once you have done significant damage is through a cloaked banshee). This is at mid masters level.
thank you for the Idea, I will def try this out
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On December 06 2012 20:11 RaAj wrote: Hi I like the look of Startales Life and was wondering if someone could give me some general tips to his playstyle in general that is consistent with all his MUs and his nuances common in each MU. Yes I understand Iist create my own style of play but I want to increase my understanding of his play as I sometimes don't see his decision making in making lings without anything really to react to before drone saturation is fully achieved. He plays very aggressive, which disrupts enemy timings and lets him control the pace of the game.
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On December 06 2012 13:41 Defenestrator wrote:Show nested quote +On December 05 2012 20:45 halldor wrote:Alright guys i'd appreciate if you'd analyze and maybe help me understand why i lost these 2 games , both vs p. This one is on daybreak vs a masters player (i'm gold): http://drop.sc/281862This one is on ohana vs a p plat player: http://drop.sc/281863 So basically both these games are vs immo/sentry. BTW, it's quite BM to say gg and then not leave =/ But anyway, on Daybreak you didn't have NEARLY enough infestor/spine for his push. you want to put down way more, especially at your 4th. Also you got a 4th blindly before scouting that he had taken a 3rd (which he didn't). He probably should have killed you with his first push. On Ohana, you went infestor vs immo/sentry, which I wouldn't recommend unless you're REALLY good at delaying. Basically you should either go hydra or engage him several times on the way to your base with a lot of roach/ling. Double OL sac if you don't know what's going on, and keep a ling at your 3rd.
Defenestrator, when was the last time you saw a pro going hydras vs immortal/sentry? There is a reason why top tier Zergs dont do it. It is relatively weak and if the protoss see a too high hydra count and feel like he cant break it, he can walk home, take a third and get collossus.
To beat sentry/immortal all-in, the last build used by pro, and the one that seems to have the better result (see Sen vs Parting BWC, Stephano in every zvp in IPL 5 when he scouted immortal all-in), is as follows : - Standard 14/15 pool 3 hatch opening - 5:45 Double gas - use first 100 gas on lingspeed, make double evo, use next 150 gas on carapace then melee attack then lair - standard roach warren timing (7 minute) - drone to 54, dont take anymore gas unless you see a third from the protoss or a dt/stargate - start making lings once you've reach 54 drones (basically it means perfect minerals saturation on 3 base + 2 gas), which should come quite early - make a macro hatch and a 4rth queen when your money get too high
You should now set a trap for the protoss. The thing is, protosses dont usually make an observer before they move out of their base. So leave a single zergling outside of his base to see when the protoss moves out, then rape him with your mass of zerglings. If he has too much for you to handle at that point, just bait forcefield and run. Make 3 spines where you think he will attack and repeat the process. By the time he's at your spines, you should have carapace completed, which means zealots will no longer 2 shot your lings, making them that much more powerfull. Make roaches with your extra gas.
On December 06 2012 18:09 courtpanda wrote: need help in ZvT
how do i deal with hellion runbys and banshee harass?
my opening is: 15 hatch 16 pool 4 queens somewhere around 44 - 4 gases first 100 gas: ling speed next 100 gas:lair 100%lair: spire
hellion runbys always do too much damage, and im never ready for the banshee (especiallyu if its cloaked)
To be a little more clear and to the point, you have to either get lingspeed in time to deal with helions (which means gas after pool basically) and go up to 3 or 4 queens OR delay your gas even a little more and get 6 queens.
If you dont have your overseers in time, there is a problem somewhere with your macro or something, because with your gas timings and going lair after speed, you will have overseers in time against a cloacked banshee coming after a gasless expand. If the terran go gas before CC, it means you have to have spores ready, your lair will not be ready in time.
About the hellions, did you try to wall off your natural? The thing is that you will need a roach warren or a bane nest anyway, you cant survive on pure ling before muta. With double evo, a bane nest/roach warren and a spine, you can wall off any entrance of any map so that a queen on hold position will not let the hellions run-by. So when you see the hellions running, hurry to select your queen and place it so that she'll finish the wall-off.
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On December 06 2012 21:55 VoirDire wrote:Show nested quote +On December 06 2012 20:11 RaAj wrote: Hi I like the look of Startales Life and was wondering if someone could give me some general tips to his playstyle in general that is consistent with all his MUs and his nuances common in each MU. Yes I understand Iist create my own style of play but I want to increase my understanding of his play as I sometimes don't see his decision making in making lings without anything really to react to before drone saturation is fully achieved. He plays very aggressive, which disrupts enemy timings and lets him control the pace of the game.
That's the thing with Life. When most Zergs have the mentality of aiming at max drone count and razor thin defense, Life prefers to look for wholes in ennemy's defense (more so in ZvT) and prefers to have an anormaly big army at some point in the game, taking terrans off guard when they are used to be able to cross the entire map and siege your third without any opposition.
Those two things suppose to make units instead of drones at timings that seem a little random. Basically, Life will rarely go pure drone in ZvT, as soon as he has lingspeed he will mix in lings. If there is any wholes in the terran defense, it can get out of control pretty fast. If they're solid as rock, it often means Life lost the opportunity to drone, unless you consider pressure to be valuable in itself.
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On December 07 2012 02:48 Natalya wrote: Defenestrator, when was the last time you saw a pro going hydras vs immortal/sentry? There is a reason why top tier Zergs dont do it. It is relatively weak and if the protoss see a too high hydra count and feel like he cant break it, he can walk home, take a third and get collossus.
You and many others have made this argument. Not sure if you've seen it, but there's a long discussion involving many good players in the immo/sentry thread starting here (discussion goes for about 2 pages): http://www.teamliquid.net/forum/viewmessage.php?topic_id=360647¤tpage=18#342 Edit: Sorry, first link was not at the right place in the thread.
The only high-level replay I've seen of someone going hydra is Sen vs Creator, and Sen loses. Somewhere in that thread I analyze why; Sen makes a lot of really bad decisions. Also, he loses to Parting's immo/sentry twice at BWC going roach/ling (along with many, many other pros), so from that should I conclude that roach/ling is a poor response to immo/sentry, because although pros use it, they lose such a high percentage of time?
As I've said many times, there's nothing wrong with the roach/ling response. You outline it in more detail in your response, but I also said in my reply that this is a good way to respond to the allin.
However, I'm very confident in saying that up through mid-master ling/roach/hydra is a very good response to the allin as well. I can't speak for higher than that as I haven't seen it at a high level, but the TL;DR is yes, hydras well-managed are very good vs immo/sentry when supported by ling/roach and if he retreats and goes colossi, you are ahead, as long as you transition properly. Also, nothing stops you from mobbing him with lings as he moves out if you go hydra.
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When startale life makes zerglings before the optimal drone count if his zerglings fail to make plays, why is able to still be able to stay at such a strong position? Shouldn't he be very behind? If he is going to behind through doing this then why is he even doing this if it's so reliant on his opponent making a mistake (which is very gimmicky)
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i've had a lot of trouble recently against mass hellion/banshee but ive found a solution that really suits my own playstyle and works quite well (top diamond).
build is as follows
15 hatch 16 pool 2 queens 26 ovie 2 queens, ovie
32 take third (or macro hatch if on one base terran) 36-38 one gas 44 2x more gas, double evo, roach warren. gas spent goes in order, ling speed, +1 melee, +1 armor, lair
when third pops if you have seen hellions at all spine up. i usually make about 4 (might sound overkill but even a handful of roaches wont shut down 10 hellions before they nuke your drone line.)
at this point scouting their base is key to see if they are staying mech, going back to bio, and trying to see if theres the starport/tech lab.
if you cant rule out banshees entirely then place a spore in the mineral line of each base.
the key to this working is to sim city your natural. the double evo, roach warren, and a spine crawler blocking the ramp should wall you off with enough room to close the hole with a queen. so unless they send out a ton of hellions and more than one banshee they wont break that wall. the roach warren (plus if you make a handful of roaches) will put the mech player into tank mode (or it usually will) which means the muta timing behind it is damn useful for stopping any pushes that will come around 14-16 minutes. as the thor count will be relatively low.
Now if anyone could assist me, I have trouble with late game mech. My early/mid game is usually solid, and i often feel i am ahead. but when i hit hive they always scout my infestor/broodlord tech and prepare the viking/raven counter. My infestor control is crap sadly due to an outdated comp and lag issues. so even when i do manage to do damage, they come back and wipe my army out. ive even tried the ultra tech switch behind it, which usually does more damage and they still reinforce and end up slaughtering me. id love some advise and if possible any pro reps with some good late game play vs mech. Thanks in advance!
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On December 07 2012 07:01 Noritzu wrote: Now if anyone could assist me, I have trouble with late game mech. My early/mid game is usually solid, and i often feel i am ahead. but when i hit hive they always scout my infestor/broodlord tech and prepare the viking/raven counter. My infestor control is crap sadly due to an outdated comp and lag issues. so even when i do manage to do damage, they come back and wipe my army out. ive even tried the ultra tech switch behind it, which usually does more damage and they still reinforce and end up slaughtering me. id love some advise and if possible any pro reps with some good late game play vs mech. Thanks in advance! Unfortunately I don't have any pro replays for you offhand, but vs mech I'll typically OL sac around 7:00 or so to see what's up. If I see 2 factories/low rax count, as soon as lair finishes I research drop and switch into heavy roach play. At this point he's probably still going heavy hellion, so roaches will fare very well, especially when you start dropping and catching him out of position. From here I roach max and be pretty aggressive.
Sometimes I will also open mutas so they don't just go pure hellion/tank, and swap between roach and muta depending on what he's building in response. Constant aggression to not let him get his mech ball is how I like to approach it.
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Part of my problem is the need to be more aggressive. I tend to take the offense in every matchup except this one. The problem i have with going heavy roach early is i end up hitting that tank wall, and then just sitting on the roaches. The drop play is one i used to use a bit more regularly but for mid game ive been successful with damage using muta.
the problem is what do you do if you dont close the game here? its my experience that even if you do damage to a late game mech you still have to engage that ball eventually. i almost never win base races against terran so even when i use high mobility to deal damage, they can lift off and get position in front of my base. so I either kill his army which would be a GG in my favor, or i straight lose.
your signature actually made me think that going ultra/bane might have merits.
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On December 07 2012 08:00 Noritzu wrote: Part of my problem is the need to be more aggressive. I tend to take the offense in every matchup except this one. The problem i have with going heavy roach early is i end up hitting that tank wall, and then just sitting on the roaches. The drop play is one i used to use a bit more regularly but for mid game ive been successful with damage using muta.
the problem is what do you do if you dont close the game here? its my experience that even if you do damage to a late game mech you still have to engage that ball eventually. i almost never win base races against terran so even when i use high mobility to deal damage, they can lift off and get position in front of my base. so I either kill his army which would be a GG in my favor, or i straight lose.
your signature actually made me think that going ultra/bane might have merits.
If you open muta (which I actually have a slight preference for over drop), you should be hitting before he has thors or only when he has 1 or 2, and oftentimes his front is totally unguarded from AA. Usually I'm able to pick off a couple of tanks while he's producing nothing but thor, leaving him vulnerable to a roach followup at either his nat or 3rd. 2-3 tanks can be handled with enough roaches, and 1-2 thors can be handled with mutas magic boxing fairly easily.
Usually I can end the game early here. If the game continues, I try to constantly be aggressive and constantly trade armies/drop him while expanding. I don't play heavily with infestors (especially vs mech), but I prefer to have a mix of muta, roaches, and banes. Basically at some point if he has a lot of thors, your roaches won't have enough DPS so you need something to do burst damage; banes fill this need quite nicely. If you can also catch him unsieged, then you can engage tanks as well with roach/bane.
As far as ultra/bane goes, I don't use that comp much in ZvT, though I can see ultra/ling/bane having potential vs mech. I use it more for ZvP, and have a writeup here if you're interested: http://www.teamliquid.net/forum/viewmessage.php?topic_id=384256
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On December 07 2012 06:42 RaAj wrote: When startale life makes zerglings before the optimal drone count if his zerglings fail to make plays, why is able to still be able to stay at such a strong position? Shouldn't he be very behind? If he is going to behind through doing this then why is he even doing this if it's so reliant on his opponent making a mistake (which is very gimmicky)
So his pressure forces his opponents to use a build. Essentially it forces his opponent to EITHER play defensive with marines OR to be aggressive with helion.
If your opponent plays defensive, Life GENERALLY goes infestors.
If your opponent plays aggressive with helions, Life GENERALLY goes mutalisks.
So his zerglings force an opener, and then finds out what that opener is which is what he uses to move into his mid game.
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Yeah i read your write up on zvp (which good work btw, been using that style myself for quite some time. mixed results toward the end if they take a fast third but we can save that for another topic). what you describe is basically how my mech games go toward the mid. i defend the early hellion/banshee with roach/spine, my roaches coax some tanks out, i pump out 12-15 muta. 2 base timing hits with 1-2 thors, roach/ling/muta cleans quite a bit up with minimal losses. mutas harass third, usually get quite a few SCV kills, he turrets up like a madman and turtles hard on 3 base. i move into infestor/corruptor/bl, and then im stumped. i get my maxed army, but with scans he scouts it i plenty of time to react with vikings and ravens, the muta switch already has him making more thors. and the at this point i can usually do some damage (deny a 4th or 5th either with muta still flying around or with my deathball). but inevitably i lose the army while he is still hulking toward my front door. with mech it seems one side demolishes the other, no close battles. so either i try to remax on bl/corruptor or do an ultra tech switch but its ever enough.
seems like everywhere im looking for info on this matchup is basically telling me to put the terran down fast and hard or go down in flames soon after i miss my chance.
some replays
http://drop.sc/282006 http://drop.sc/282307
a reminder in case you missed it, i know part of the problem with my infestor/bl is the fact i have a terrible comp so my infestor control in those situations is awful.
both games end up being late game. 5 base to 5 base. game one i lose a lot of festors at his 4th, manage to kill the 4th and remax. and die to being out of position with infestors. infestors take damage, so i try to pull back and as im pulling back two seeker missiles destroy my broodlord ball.
game 2 i just lose my army outright (he pushes just as it is morphing so he hits his push at my base). does some solid damage but i manage to hold and destroy his army with the ultra switch, manage to knock him back to three bases, but again his army just regrows out of nowhere it seems, crushes my ultra/ling and now i have nothing again and hes knocking on my door.
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On December 07 2012 09:56 Glon wrote:Show nested quote +On December 07 2012 06:42 RaAj wrote: When startale life makes zerglings before the optimal drone count if his zerglings fail to make plays, why is able to still be able to stay at such a strong position? Shouldn't he be very behind? If he is going to behind through doing this then why is he even doing this if it's so reliant on his opponent making a mistake (which is very gimmicky) So his pressure forces his opponents to use a build. Essentially it forces his opponent to EITHER play defensive with marines OR to be aggressive with helion. If your opponent plays defensive, Life GENERALLY goes infestors. If your opponent plays aggressive with helions, Life GENERALLY goes mutalisks. So his zerglings force an opener, and then finds out what that opener is which is what he uses to move into his mid game.
But even if I just droned normally it would force an opponent to do one of those things anyway, the only difference is I come off with a better economy. You can then just scout (without sacrificing drone count) with an overlord sac and a 2-4 zergling poke as well as extrapolating from start of the game drone scout info.
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On December 07 2012 03:57 Defenestrator wrote:Show nested quote +On December 07 2012 02:48 Natalya wrote: Defenestrator, when was the last time you saw a pro going hydras vs immortal/sentry? There is a reason why top tier Zergs dont do it. It is relatively weak and if the protoss see a too high hydra count and feel like he cant break it, he can walk home, take a third and get collossus.
You and many others have made this argument. Not sure if you've seen it, but there's a long discussion involving many good players in the immo/sentry thread starting here (discussion goes for about 2 pages): http://www.teamliquid.net/forum/viewmessage.php?topic_id=360647¤tpage=18#342Edit: Sorry, first link was not at the right place in the thread. The only high-level replay I've seen of someone going hydra is Sen vs Creator, and Sen loses. Somewhere in that thread I analyze why; Sen makes a lot of really bad decisions. Also, he loses to Parting's immo/sentry twice at BWC going roach/ling (along with many, many other pros), so from that should I conclude that roach/ling is a poor response to immo/sentry, because although pros use it, they lose such a high percentage of time? As I've said many times, there's nothing wrong with the roach/ling response. You outline it in more detail in your response, but I also said in my reply that this is a good way to respond to the allin. However, I'm very confident in saying that up through mid-master ling/roach/hydra is a very good response to the allin as well. I can't speak for higher than that as I haven't seen it at a high level, but the TL;DR is yes, hydras well-managed are very good vs immo/sentry when supported by ling/roach and if he retreats and goes colossi, you are ahead, as long as you transition properly. Also, nothing stops you from mobbing him with lings as he moves out if you go hydra.
And why does that strat works at mid master as you said? Maybe because at that stage there still can be serious differences in macro abilites among players. Maybe you are better macro wise than the average protoss of your mmr, and maybe you dont get higher because you dont use the right strat? Or a hundreds different explanations are possible. I think players in general should never speak of their own experience as if it was of any help to provide a valid answer (unless they are GM ofc.) I think we should all watch the pros and do what they do and not what we think is better, because they know their stuff and we dont. Please, I mean no offense, but I shall ask you to stop advicing players to go hydras against sentry immortal all in. You didnt answer my points about not going hydras (underpowered combat stats, possibility for the protoss to take a third and go collossus, because you are not going to attack cross map with hydras are you?). And yes I have read the thread you are talking about, I replied in it.
About Sen, check out his games at bwc. He held for the second known time in televised match the parting sentry immortal all in... with the build i described. If he's one of the only pro to have hold it, he must have figured something out, maybe?
On December 07 2012 06:42 RaAj wrote: When startale life makes zerglings before the optimal drone count if his zerglings fail to make plays, why is able to still be able to stay at such a strong position? Shouldn't he be very behind? If he is going to behind through doing this then why is he even doing this if it's so reliant on his opponent making a mistake (which is very gimmicky)
Well it is gimicky if your mentality is to drone and have just as much defense as needed. But there is no rules anywhere in starcraft saying that we cant look for wholes in our opponent's defenses. If you look at how pro, everyone of them is constantly looking for such wholes, because players are not machines, they're human and make mistakes. Even the best player in the world do mistakes. The only way to win a starcraft game is not to overmacro your opponent. Exploiting his lack of attention, his tendency to cut corners, etc, is another way to win. If you assume your opponent never makes a mistake, why drop in zvt for instance? He will see the drop coming with an overlord and split his army well, why wouldn't he? Yet we see in every major tourney that the Z will sometimes run with their entire army to kill a medivac. If you never try to force any mistake, they wont happen, that's for sure. But every player should constantly try to force mistakes, should try to put pressure on his opponent.
Now, how is Life staying in a strong position? The exploit of the meta game is a part of the answer. I'll take an example : ZvP. Most protosses, when they play, assume they're playing against a "Ret" opponent, an opponent that has a clear tendecy to overdrone. Gateway timings, for over 6 months, have relied on that tendency. Gateway units are simply weak when there is no forcefield around, like it's the case for a 7 gate +1 attack all in. But those builds worked for a very long time, untill Zergs learned to make units at certain points of the game no matter what. Look Stephano, for more than a year, he used to make like 5 roaches once his roach warren finished, no matter what he scouted.
Now, what about ZvT? Terrans have kind of the same mindset. Z can make pure drones, why wouldn't they? I think nearly every timing attack terrans have refined for months since the queen patch rely on the terran overdroning in some way, or cutting corner in his tech (not making a baneling nest or a roach warren). Z have good reason to cut those corners. Sometimes they cant reliably scout what the terran is doing and they cant make defense for every possible timing attack. And they like drones. When, as a terran player, you are used to do the same timing again and again, it takes a lot of thought in game to tell urself you are not going to go for you timing next time.
So to put it in a single sentence, the style of Life would not match well versus a defensive macro oriented type of terran. But would match very well versus an agressive type of terran (look at Life vs MKP two gsl ago). Playing the meta game as he does can lead you to a lot of success
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But what about Taeja he did what he always does to him and MVP? There is a reason he was able to beat him using his style and MVP can be considered the polar opposite of MKP. I honestly dont think its due to the styles. Also what zergs do when they drone and tech and make units in response to scouting information is not gimmicky as you are not relying on your opponent to make a mistake or overextension but rather your own ability. It IS gimmicky though if you make units to see if your opponents made a mistake that justify your preemptive creation of zerglings that are not nessecarily in response to an offensive attack to you THAT relies on your opponent ability and not yours thus it is much more gimmicky than actualy making drones and reaction to the opponent. So this brings us bal to my question, why does Life decide to make so many lungs if it is to try to see if your opponent made a mistake (which is not repiable)
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