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[D] Prae.ThorZaIN vs. TLAF Liquid'Tyler (Analysis)

Forum Index > StarCraft 2 Strategy
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confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
April 10 2011 03:24 GMT
#1
Spoilers!

ThorzaIN played 3 different styles today against Tyler and won with each one. I wish the analysis could have more information on what made him decide to go with the different styles, if the replays get released at some point than I can add in more information about what ThorzaIN sees to make his build decisions, but lacking his vision only I am forced to assume that they were map specific builds. With that being said ThorzaIN brings some diversity to the matchup and some great decision making that every Terran can learn from. Tyler also teaches us some builds that do not work as counters to certain styles.

Let me just briefly say that Tyler plays amazingly, he is one of the safest players out there and hammers out his build to be safe against everything. I'm only saying this up front because this analysis does focus on Thorzain more than Tyler and I don't want people to think that I am dissing Tyler as a player, in fact, Tyler probably has the best style to ladder with.


Game One: Prae.ThorZaIN vs. TLAF Liquid'Tyler on Xel'Naga Caverns

+ Show Spoiler +
Thorzain opens with the standard timings for a 1-1-1 opening but gets the fastest possible siege tank by switching the factory for the tech lab on the barracks, while Tyler seems to be doing his standard vs. terran 3 gate robo expand, with his fast sentry. For more on Tyler's opening and it's vulnerabilities check out the TLO vs. Tyler analysis. Thorzain then expands behind it, builds a starport on the tech lab, and begins an armory. Thorzain immediately gets a raven while using a hellion to scout his opponent at 7:15. The expansion goes out, two bunkers are begun, and plus one armor is started for Thorzain as Tyler's expansion goes down and he begins +1 attack. Tyler is going for the very standard colossus opening while Thorzain is getting a 3rd bunker, a viking, a second factory, and a reactor on the barracks. It looks like Thorzain is going to being going thor viking, with some marine support.

Thorzain switches the reactor for the factory and begins pumping helions and starts +2 armor. Tyler and Thorzain begin their thirds at the same time and Thorzain adds a third factory while Tyler is going double robo colossus. Upon scouting with a viking Thorzain gets a reactor on his starport in response to the double robo colossus. Thorzain added on a third factory and begins pre-igniter and 250 mm cannons as +2 armor finishes, and Tyler's +2 weapons finishes.

Tyler pressures Thorzain's third but Thorzain manages to get it up. Thorzain is able to kite some zealots and do some major damage to their health, as Tyler adds a third robotics and 4 more gateways, bringing his number up to 7. Thorzain tears apart Tyler's colossus with his vikings and strike cannons. Tyler tries to rebuild his third base as Thorzain gets his fourth base and begins banshee production. Thorzain at this point is able to just roll over what is left of Tyler's army and force a gg.


Analysis:

+ Show Spoiler +
Thorzain played this one out beautifully. Important subtleties of Thorzain's build are: (I'm only going over the subtleties because anyone can watch the production bar on the VOD and see how to do it)

- Hellion Scout while building the starport on the tech lab used for one siege tank. The hellion let's you see if your opponent has expanded yet (indicating number of bunkers needed) as well as unit composition, an early hint of what will come later (gateway style or robo style). The fast raven is very important because having to get an e-bay for turrets in case of DTs would eat into the build immensly, especially because you don't need the e-bay for anything else

- The immediate armor upgrade allows to hold any 6 gate all in or something that is extremely zealot heavy. Up until infernal pre - igniter is researched mass gateway zealot is a hell of a problem for this build, that's why you see 3 or 4 bunkers go down by Thorzain (I think). The build requires a slow build up of thors and so is vulnerable to early wg or immortal pushes. Once Thorzain's third completes he seems to feel much more comfortable, adding on the extra factory, salvaging the bunkers, and beginning strike cannon and pre igniter. This tells me that against a more aggressive opponent this build may have some issues.

- The reactor starport vikings are ESSENTIAL to this build. They force colossus to not out micro the thors with their range. The two things that Protoss has that are best against thors are immortals and void rays. The strike cannons combined with the pre igniter can do okay against the immortals, but otherwise this build is too vulnerable to immortal colossus, or immortal void ray. Not to mention, judging by the banshee production beginning late into the game, I suspect that Thorzain would begin going sky terran as a good use of his viking count.

- The viking scouting the double robo colossus. I think that if Thorzain were to see a high immortal count he may want to get a few ghosts, combined with the 250 mm cannon he should be able to deal with it.

I think thorzain's build is vulnerable to two things, early aggression before his third base finishes and what Day9 touched on briefly at the end, the mass gateway with immortal style. The good thing about this style by Thorzain for protoss is that it is really easy to scout out and Thorzain can't really pressure you with it. I think that Tyler was really anxious about the style by Thorzain and because of that attacked into it. I think the best answer to this style would be double forge (otherwise zealots will be even worse) mass gateway, use warp prisms to abuse mobility while expanding and building up a big immortal zealot stalker force. Blue flame hellions are good against Zealots, but Zealots are not zerglings and that is important to remember. A blue flame hellion does 9.6 dps v light while a single marine with stim does 10.5 (using liquipedia's numbers). This means that if you spread your zealots to minimize splash damage the Zealots with charge should do okay against blue flame hellions. You need them to tank damage for the immortals and stalkers to go to work. If you're a protoss and scout a terran not getting vikings up then you can get away with void rays as well. The real power in gateway robo though is that you can rebuild much faster than your opponent and use warp prisms to abuse mobility and whittle down his forces.

I think what's even more dangerous about Thorzain's style is the late game banshee viking tech switch. I would like to see him do this again to see how this works out, but I'm having a hard time even theory crafting how to deal with that transition. Let me know what you guys think, because I haven't seen too much of this style so I'm not sure what works best.


Game Two: Prae.ThorZaIN vs. TLAF Liquid'Tyler on Terminus RE

+ Show Spoiler +
Thorzain goes for a 1 rax FE while Tyler is again getting two gases up but is this time getting two more gateways and a twilight councl hidden in the gas rather than his typical robo play. Thorzain went barracks gas barracks gas, a little bit safer variant of some of the Koreans who immediately get both gases and a factory. Tyler moves stalkers acorss the map as blink is finishing and a proxy pylon is getting set up to watch the high ground.

Thorzain has gotten a third barracks and a fast stim. Tyler has cut probe production at this point and does an amazing blink past for vision and gets the stalkers on the high ground. The stimmed marines with the SCVs to tank damage are able to kill off the stalkers and reinforcements. At this point Thorzain is ahead in army size and expansion while Tyler is forced into getting a late expo. Thorzain is going two factory tank with three barracks marine maurader. Tyler is just too far behind to hold Thorzain's counter attack and Tyler is forced to gg.


Analysis:

+ Show Spoiler +
This game is fairly simple, as essentially Tyler's build was meant to kill Thorzain and it was damn close doing it, but all Thorzain had to do was not die to be ahead. This game teaches two important things.

1. It is important to recognize that Tyler's build is extremely well timed out and is a good build to know against Terrans who you are confident will fast expand on this map. Had ThorZaIn done the more Korean version of that fast expand (immediately getting double gas and rushing for tanks, or double expanded like a couple weeks ago, he would have been dead.

2. This is why you tech slowly when 1 rax fast expanding, had Thorzain gone straight for the siege tanks without marine and stim support, he would have very likely died to Tyler's push. Always be sure to add on extra barrack before double gassing. If you want more examples of how terran should tech after fast expanding check out game one of the GSTL 2 finals and compare it to the MKP vs. MC series


Game Three: Prae.ThorZaIN vs. TLAF Liquid'Tyler on Metalopolis

+ Show Spoiler +
Tyler again goes double gas at standard timing and going for his standard 3 gate robo while Thorzain appears to be going for a one rax fast expand with a tech lab. Thorzain makes a now common move of building a reaper to be able to scout Tyler's base and expansion timing. Thorzain begins an extremely fast +1 weapons with only 3 barracks while teching to factory and starport. Thorzain is continuing to macro on 3 rax and a reactor starport while Tyler is going double forge with 5 warp gates and one robo that is continuing to build observers. Both players are fairly even in harvestors, but terran has a notable advantage at this point due to the earlier expo timing. Thorzain gets in an aggressive position as +1 infantry armor, combat shield, and concussive shell all finish. Thorzain begins an armory, a second forge, and a second starport.

At this point Thorzain is actually even with Tyler in upgrades. Tyler and Thorzain both begin third bases with Thorzain slightly ahead. Thorzain begins three more barracks and Tyler is looking to get aggressive with 22 but pulls back. Thorzain's 22 finishes just after Tylers as he begins 33. Thorzaine is continuing to get more vikings and just landing them, preparing for eventual colossus. Due to Thorzain's nullification of the upgrade advantage that is crucial to going gateway against MMM, Thorzain crushes Tyler's army and takes the win.


Analysis:

+ Show Spoiler +
If you play a standard MMM TvP, go back, watch this replay, and watch Thorzain's timings. He has a beautiful timing push line up early on with +1 +1, combat shield, and concussive shell all finishing at the same time. If this timing push doesn’t work he has a 2nd e-bay, an armory, and +1 armor all finish at the same time to begin +2+2. Even then he is smart enough to go viking preemptively because it is very standard for protoss to transition into. I have been struggling for a very long time to safely get upgrades as Terran in the matchup and this game absolutely showed me how to balance tech, upgrades, and army size perfectly.

If you are going mass gateway against Terran you need an upgrade advantage or else pure gateway is simply terrible against MMM. I'm not sure if colossus would have been the correct answer since Thorzain was blindly preparing for them anyways. I think that this was just Thorzain playing the standard TvP style and just out macroing Tyler (which I thought was damn near impossible).

I also think that Tyler may have been on tilt in this game due to how badly he just kind of died to very standard player (something that he is normally very good against). I also think that ThorzaIN's build this match would have destroyed AdelScott, we'll see if QXC employed any of these special tactics tomorrow!


Prior Analysis:
Sucker Punch! Some Basic Advice Given in the Context of the Movie
MarineKingPrime.WE vs. oGsMC
EG.Idra vs. TLAF Liquid'Huk
TLAF Liquid'Tyler vs. TLAF Liquid'TLO
MLG Dallas Group B Analysis and Predictions
EG.Idra vs. coL.Cruncher
GSTL 2 Finals
IMLosira's Ability to hold all ins as Zerg
GSL Finals oGsMC vs. ST_July
I'm a writer for TeamLiquid, you've probably heard of me
Hybris
Profile Joined August 2010
United States185 Posts
April 10 2011 03:34 GMT
#2
Very good write-up. I felt extremely disappointed with Tyler's last game of the series. All of his gas timings, expansion timings, and upgrade timings were way off. It seemed like he just tried to do a build that he had no experience with and he ended up getting crushed. This was not the Tyler I was used to watching. Sad performance, lets hope he can improve his play in the near future.
justin.tv/hybriss
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
April 10 2011 03:37 GMT
#3
On April 10 2011 12:34 Hybris wrote:
Very good write-up. I felt extremely disappointed with Tyler's last game of the series. All of his gas timings, expansion timings, and upgrade timings were way off. It seemed like he just tried to do a build that he had no experience with and he ended up getting crushed. This was not the Tyler I was used to watching. Sad performance, lets hope he can improve his play in the near future.


Absolutely, this is why I mention that I have to assume that he was on tilt. I've seen him go double forge with impeccable colossus transitions and timing pushes with untouchable macro. The last game just didn't live up to that. I mean no one expected Thorzain to out macro Tyler going into this.
I'm a writer for TeamLiquid, you've probably heard of me
Ghostpvp
Profile Joined October 2010
United States462 Posts
April 10 2011 03:37 GMT
#4
The last game Thorzain got a good lead with a greedier opening which just snowballed from that point.
IMO.
Move Zig
Riskr
Profile Joined November 2010
Germany403 Posts
Last Edited: 2011-04-10 04:06:40
April 10 2011 04:00 GMT
#5
The Mechplay in game 1 was amazing,never thought it could work against protoss.
But if Tyler went heavy immo thats another story.but on the second big encounter it showed a possibility of Mech or call it Biomech vs Deathball.
The Armor be4 weapons upgrade should be explained from a "pros - Theorycrafter" pov.
Completly or almost skipping Tank/siege was amazing.
Perhaps someone figured out a way 2 beat the Deathball.but perhaps i´m only dreaming
This game is studyworthy!
Hope GoOdy watched this,and prepares 4 Naniwa.
Ain´t no mind to the battles you´ve won!
GeorgeForeman
Profile Joined April 2005
United States1746 Posts
April 10 2011 04:05 GMT
#6
I really think it's enough to say that Tyler played super-conservative and reacted poorly to the unit comps he scouted. The three gate robo into expand on Metalopolis was really inexcusable.

I will say that one thing that really impressed me by Thorzain was his attention to upgrades. He was equal to or ahead of Tyler in both games 1 and 3. Matching a protoss with chrono on upgrades is damn near impossible.
like a school bus through a bunch of kids
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-04-10 05:10:39
April 10 2011 04:19 GMT
#7
No offense, but I feel some of what you say is somewhat abusrd

A blue flame hellion does 9.6 dps v light while a single marine with stim does 10.5 (using liquipedia's numbers). This means that if you spread your zealots to minimize splash damage the Zealots with charge should do okay against blue flame hellions.


How would you even go about doing this? How many Zealots are you talking about? 5? Then sure, but when you have 12-20 Zealots, how is it reasonable to spread out Zealots such that they do decently against 7-10+ Blue flame Hellions? on Xel'Naga?

- The immediate armor upgrade allows to hold any 6 gate all in or something that is extremely zealot heavy.

6 Gate all-ins are rarely ever Zealot heavy, they are Stalker/Sentry and take advantage of the range + force field to cut off units and deal with them in manageable chunks, which can't really be done against a Thor. The Thor already does amazing DPS, it just makes more sense to get the armor upgrade, keeping it alive longer gives significantly more bang for your back than having it deal more damage, unlike Colossus where you want them to kill the enemy army very quickly. Getting the armor for Thors is to most likely draw out the battle for as long as possible

You didn't even try to justify Tylers unit composition, yet went off in a tangent about what he should have done. I'm fairly sure Tylers goal was to get enough Colossus to burst down Thors from range, Immortals are very clunky, especially on Xel'Naga where there isn't a lot of room to move around, which the same applies for Thors, I think the general idea he was trying to get at was being able to burst down thors with superior range and position

Then you fail to mention ThorZains options if Tyler didn't go Colossus, he would have been open to mass Banshees,more Thors or even Tanks, which would deal with a gateway/Immortal composition much better.

I think overall your analysis is very poor, but I noticed in your last thread much smarter/better players did their own analysis of the situation, I'm not sure what I would have done, but I'll wait with bated breath to hear what players like Anihc think, because I'm curious to know what a more appropriate response would be
GeorgeForeman
Profile Joined April 2005
United States1746 Posts
Last Edited: 2011-04-10 04:31:13
April 10 2011 04:28 GMT
#8
On April 10 2011 13:19 Dommk wrote:

How would you even go about doing this? How many Zealots are you talking about? 5? Then sure, but when you have 12-20 Zealots, how is it reasonable to spread out Zealots such that they do decently against 7-10+ Blue flame Hellions? on Xel'Naga?

He's not talking about microing them individually, and yes, they're going to clump up on Thors and shit. But you can make a concave with them around a choke and such, and when attack in, they won't go in as a big conga lone but rather in smaller groups. I think this is what the OP is referring to, and he's right. It does help.

ETA: Thors and tanks don't synergize so well together against zealots because the splash from seige tanks just wrecks thors. Tyler's biggest fault in that game was not having enough zealots to keep the Thors out of range of the colossi, and the reason he didn't have enough charglots is because he took super-late expansions. His play was just too conservative against an opponent willing to expand quickly and forcefully like Thorzain.
like a school bus through a bunch of kids
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-04-10 04:39:57
April 10 2011 04:33 GMT
#9
On April 10 2011 13:28 GeorgeForeman wrote:
Show nested quote +
On April 10 2011 13:19 Dommk wrote:

How would you even go about doing this? How many Zealots are you talking about? 5? Then sure, but when you have 12-20 Zealots, how is it reasonable to spread out Zealots such that they do decently against 7-10+ Blue flame Hellions? on Xel'Naga?

He's not talking about microing them individually, and yes, they're going to clump up on Thors and shit. But you can make a concave with them around a choke and such, and when attack in, they won't go in as a big conga lone but rather in smaller groups. I think this is what the OP is referring to, and he's right. It does help.

But how does that even make them work decently? Blue flames in this type of build rarely ever extend themselves, how you engage isn't quite as important, it is like PainUsers Thor/Banshee/Blue Flame build from awhile ago, the blue flames sit at the feet of the Thors and roast away the Zealots.

ETA: Thors and tanks don't synergize so well together against zealots because the splash from seige tanks just wrecks thors. Tyler's biggest fault in that game was not having enough zealots to keep the Thors out of range of the colossi, and the reason he didn't have enough charglots is because he took super-late expansions. His play was just too conservative against an opponent willing to expand quickly and forcefully like Thorzain.


But if you were going for a Stalker/Immortal composition, then Seige tanks target firing Stalkers/Immortals would be much better, not saying it was his only option though, but he certainly would have had a MUCH bigger ground presence as he wouldn't have needed those 12+ Viking
cheesemaster
Profile Joined February 2011
Canada1975 Posts
April 10 2011 04:41 GMT
#10
On April 10 2011 13:00 Riskr wrote:
The Mechplay in game 1 was amazing,never thought it could work against protoss.
But if Tyler went heavy immo thats another story.but on the second big encounter it showed a possibility of Mech or call it Biomech vs Deathball.
The Armor be4 weapons upgrade should be explained from a "pros - Theorycrafter" pov.
Completly or almost skipping Tank/siege was amazing.
Perhaps someone figured out a way 2 beat the Deathball.but perhaps i´m only dreaming
This game is studyworthy!
Hope GoOdy watched this,and prepares 4 Naniwa.

Its a very similair style to the style jinro used against MC when he won, although MC was using a different army composition, the army composition of thorzain and jinro was quite similair, also 250mm cannons on immortals is OP

the only thing tyle really could have done against that is gotten out voidrays to take down the thors since immortals dont really do shit when the thor has 250mm cannons. thats the only thing i can think of, i cant remember how many vikings thorzain had , if any, but if he was light on the vikings going void rays would have for sure been the best option, ive held off many a thor push with void rays.
Slayers_MMA The terran who beats terrans
cheesemaster
Profile Joined February 2011
Canada1975 Posts
April 10 2011 04:42 GMT
#11
On April 10 2011 13:05 GeorgeForeman wrote:
I really think it's enough to say that Tyler played super-conservative and reacted poorly to the unit comps he scouted. The three gate robo into expand on Metalopolis was really inexcusable.

I will say that one thing that really impressed me by Thorzain was his attention to upgrades. He was equal to or ahead of Tyler in both games 1 and 3. Matching a protoss with chrono on upgrades is damn near impossible.

yea 2 gate robo into quick expand i understand to be super safe, but adding on that third gate after thorzains fast expo, he had to be on tilt it didnt even make sense.
Slayers_MMA The terran who beats terrans
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
Last Edited: 2011-04-10 05:15:22
April 10 2011 05:13 GMT
#12
On April 10 2011 13:19 Dommk wrote:
No offense, but I feel some of what you say is down right absurd and quite frankly stupid.


No offense, but if I had a dime for every post that had some great content but felt the need to open with a useless flame I would be so rich that I would hire a legion of moderators to edit out the first sentence of every post.

To begin this reply I'm going to state that I sit and write this all at once, so there is a flow in my head of analysis, which is why I need to clarify some things that don't immediately make sense because I thought that it was clear what I meant, even though it isn't always.

I was talking about spreading out zealots into a concave to help deal with blue flame hellions, I was responding to how most protoss' would see blue flame hellions and just cut zealots all together, the purpose was not to be like "OMG LOL ZEALOTS RAPE BLUE FLAME HELLIONS" but rather to put things in context, that Zealots with charge in a concave can do alright against them, and you shouldn't cut zealots completely out. I even mention this in reference to "zealot stalker immortal" as a composition, again the purpose is just to say that zealots aren't useless, not that they are good.

Next I say this "6 gate all in or something that is extremely zealot heavy" which you read as "6 gate all in which is something that is extremely zealot heavy." The point was that the +1 armor as well as bunker count allows for the reduction of losses to gateway all ins moreso than the unit composition of them.

I understand what Tyler was trying, I didn't realize it was necessary to bring up "oh colossus didn't work" when "oh colossus didn't work" I even mention that the vikings made it so the colossus couldn't kite the thors, almost like understood what he was doing :O

But thank you for treating me with no respect, I really appreciate that.
I'm a writer for TeamLiquid, you've probably heard of me
Dommk
Profile Joined May 2010
Australia4865 Posts
April 10 2011 06:30 GMT
#13


No offense, but if I had a dime for every post that had some great content but felt the need to open with a useless flame I would be so rich that I would hire a legion of moderators to edit out the first sentence of every post.


I edited that out, because I felt it was too much, you are right, it wasn't warranted and it didn't really sit well with me after posting.


To begin this reply I'm going to state that I sit and write this all at once, so there is a flow in my head of analysis, which is why I need to clarify some things that don't immediately make sense because I thought that it was clear what I meant, even though it isn't always.

I was talking about spreading out zealots into a concave to help deal with blue flame hellions, I was responding to how most protoss' would see blue flame hellions and just cut zealots all together, the purpose was not to be like "OMG LOL ZEALOTS RAPE BLUE FLAME HELLIONS" but rather to put things in context, that Zealots with charge in a concave can do alright against them, and you shouldn't cut zealots completely out. I even mention this in reference to "zealot stalker immortal" as a composition, again the purpose is just to say that zealots aren't useless, not that they are good.



But how does that make them decent? Arching your Zealots is something you always do against blue flames, but again, ThorZain never intended do use his blue flames as if he would vs's Lings or Templars, much like painusers Thor/Banshee/Hellion/Viking, the Hellions sit at the feet/just behind the thors, how you engage with your zealots has no effect on the battle, when they engage the damage dealt will be all the same and you can't avoid it.


Next I say this "6 gate all in or something that is extremely zealot heavy" which you read as "6 gate all in which is something that is extremely zealot heavy." The point was that the +1 armor as well as bunker count allows for the reduction of losses to gateway all ins moreso than the unit composition of them.


The armor upgrade isn't eve halfway done before a 6gate would ever hit, he was just rushing armor upgrades as fast as he could (safely), he got +2 immediately after +1 finished, yes it deals with some zealot heavy composition but the gameplan was just to have thors survive as long as possible.



I understand what Tyler was trying, I didn't realize it was necessary to bring up "oh colossus didn't work" when "oh colossus didn't work" I even mention that the vikings made it so the colossus couldn't kite the thors, almost like understood what he was doing :O



But you make no effort to even try watch the game from his point of view. You didn't note how Tyler built triple observers and cannons in his mineral line, you didn't make an effort to note how Tyler was reacting to what he was seeing, you didn't note how Tyler manages to get his third up a full 1.5mins faster than ThorZane despite being behind early.

You didn't note how ThorZane had a massive early game timing open when he was just sitting with 8 marines, a raven and a siege tank 8mins in.

You didn't note how ThorZane didn't even get siege mode

You didn't note how ThorZane was sitting on 3 production facilities 9mins into the game, a single barracks factory and Starport, how most likely any sort of early/mid game army trade would favor Tyler.

You didn't note how from Tylers point of view, the ENTIRE thing resembled PainUsers Banshee/Thor/Raven/Hellion/Viking build (or a 2base Banshee/Raven/Tank/SCV push), with the raven out to deny scouting and seeing a thor, he could only assume that Banshees were a threat, it wasn't "easy" to see what ThorZane was doing at all.

You didn't analyze this game at all, you just noted down some things that happen through out the build, (the reactor-ed Starport wasn't essential, it was a reaction to the double robotics bay, he got the reactor for it like 14mins in to the game) and came to a conclusion on what Tyler should have done.

There is a lot more to this game and frankly I'm waiting for a good Protoss/Terran to really have a look at this and give their opinion, but I'm very interested to see a decent way to combat this, utilizing what information you gain through out the game.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
April 10 2011 09:46 GMT
#14
Actually colossi would have worked nicely if he had way way way more zealots. Thorzain was banking of diminished chargelot numbers due to blue flame hellions. It's a mechanic that I try to exploit in my TvP game plan, too (though I do it because marauders suck hard vs chargelots).

It's true that blue flame hellions are great vs chargelots, BUT not so much in an open battle, because their DPS isn't that great and they have a gigantic attack cooldown. With those colossi numbers, hellion lifespan is really short and that means you can have many zealots wrapping around the thors locking them in place and removing the chance to use their 250mm cannon on the colossi. That few vikings take forever to but down the colossi (they killed 2 in total in that fight) so the zealots and colossi should win vs the thors. Even if it's just an relatively even trade, tyler would have won that because as long as he has 1 colossi and stalkers he can shut down mining at the gold.

Also I have to rewatch the main battle of set 3, as I have no idea why thorzain won there. Even without charge, the protoss should have won that confrontation especially after the fail stim in the beginning.
Logros
Profile Joined September 2010
Netherlands9913 Posts
April 10 2011 11:07 GMT
#15
Although there were a lot of different strategies going on in the games I feel it all came down to Tyler going 3 gate robo vs a FE from Thorzain. In every game Tyler could've went 1 gate FE and been totally safe. If you're not going to FE and get that much tech/production off of 1 base you basicly have to do damage/all-in or you're behind. Now he was playing catch-up the entire game because Thorzain had his 2nd base mining so much sooner.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
April 10 2011 11:38 GMT
#16
I feel like you completely missed Tyler's scouting in g1, he had cannon or observer and 1-2 stalkers in every mineral line and the raven effectively denied any scouting, I'm not even sure he saw the thor number until Thorzain moved out or if he checked the armory more than once. His push in g2 was well timed, but I feel like he could squeeze out the expo sooner, you could see him float around 600 minerals for a solid minute, or add an extra gateway which would possibly break thorzain.
I will never ever play Mech against Protoss. - MVP
puissance
Profile Joined May 2010
97 Posts
April 10 2011 12:32 GMT
#17
Concerning game 1 armor over attack upgrade. My guess is that there is no reduction of the number of hits you need for a Gateway unit with a Thor. You always need three hits for a Zealot / Stalker. Though you have to put the Hellions in the picture, but they are mainly a mineral sink / meatshield.
I am aware that a Thor can two-shit a Zealot with +3, but this asumes that the Zealot has no upgrades by himself, which is not practical. Also +3 is nothing to bank on.

The point where he scans realizes that Tyler was going for mass Colossus is very important as you have pointed out. Ghosts would have been the other route, but you cannot get both (Reactor Vikings + Ghosts) and expect to have a decent core force of Thors. Gas allocation is key when going Mech.
At the back door there's the collapsible rocks, you wanna destroy those to block off the back door with rocks and your opponent has to kill the rocks, and later you can shoot down the rocks to get to the third.. ~Day9 TvP Hots Battlereport
Sethronu
Profile Blog Joined June 2010
United Kingdom450 Posts
April 10 2011 12:36 GMT
#18
While by no means I'm saying ThorZain played poorly, I kind of think Tyler played every one of the three matches completely wrong.

In the first game, he could have expanded much faster than he did, he also had a terrible unit composition for the Mech build ThorZain went for. The game with Blink Stalker push, simply warping in 3 Zealots instead of 3 Stalkers would have, without a doubt, won him the game; instead he got bogged down with the SCVs and pure Stalker is terrible in such a situation. The last game, again a single bad decision turned a somewhat even game into a loss - had he researched Charge instead of Blink, he would most likely take the last big fight as he was so Zealot heavy but they're so useless without Charge, and Blink wasn't used at all. On top of that there were a lot of really questionable decisions, it felt like Tyler was being really indecisive, afraid to take any kind of risks be it defensively or offensively, and ultimately losing because he's not committing to anything and letting ThorZain play exactly the way he wants unhindered.

I like Tyler's play a lot in general, however can't help but feel he's been very out of shape in MLG & now this set.
Spekulatius
Profile Joined January 2011
Germany2413 Posts
April 10 2011 12:53 GMT
#19
Please put a spoiler in the thread title.
Always smile~
Blackk
Profile Joined November 2010
South Africa226 Posts
April 10 2011 12:55 GMT
#20
I would like to echo the sentiment that your analysis is not really a helpful one. If you were to call it a summary we would be having a totally different discussion.
hah.
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