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[GSL] (Spoilers) Group H PvP Analysis - Page 2

Forum Index > StarCraft 2 Strategy
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JDub
Profile Joined December 2010
United States976 Posts
January 24 2012 19:03 GMT
#21
On January 20 2012 08:48 Lobber wrote:
Watching those games I was so disapointed, I can't help but feel that PvP is just not nearly as high level of play and understanding as other matchups. Watching them, I would have beat either of them, seriously the level of PvP they showed was what you'd expect in gm level ladder play.

There as so many builds that can be aggressive while still being economical, yet still safe from any sort of standard 4 gate type of builds. It seems like people are either going to 4 gate, or not attack for 10 minutes, and that's it...

Don't forget the amount of pressure there is, and how this can affect the level of play, in GSL Code S. I just play in the AHGL, and those matches sometimes make me so nervous I can't perform near my normal ladder level of play. So, feel free to criticize their play (those games were terrible), but I'd stear clear of the "I would have beat either of them" approach.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 24 2012 22:39 GMT
#22
On January 24 2012 23:17 Whalecore wrote:
You make some interesting points.

I'm really interested in the PvP matchup. It seems like the least figured out matchup right now. We have no true PvP specialist like we have in the other matchups. I find it strange that the top tier Koreans show incorrect decisions in high level games. Is it because gathering information is harder in PvP than in other matchups?

Edit: After some thinking.. The main problem in PvP right now is that people do greedy expands that are not possible to defend, but the other player doesn't know that they are expanding, so they get away with it. Observers are precious units in PvP. Gas is limited, and even more limited is the robo build time. By building more than one observer you sacrifice immortal production which will lose you the game vs specific aggressive blink/obs timings. And it isn't always safe to send out the only observer, because of the possibility of DTs. You also risk sending the observer across the map only to get it sniped by a group of stalkers. Now you are in the dark with no information.

Perhaps the "solution" to this is phoenix play? By going a flexible phoenix opener (2 gate stargate) that can be followed up by either aggression (if you scout greedy expand) or defense (if you scout 1 base play). Then again, I feel that certain blink/obs timings can destroy phoenix play, but I don't have enough experience with the playstyle yet to know for sure.

:z

Bisu, switch to SC2 already and figure this stuff out! :d


on maps like this, 2gate expo and 2gate robo are pretty equal I'd say. 2gate expo will expand faster, but the 2 gate expander shouldn't be able to know that the 2gate robo expander has expanded, so the 2gate robo expander can be greedier with probes; the 2 gate expander needs to account for a 1 base play, or he dies to it. you do that by cutting probes around 29, as parting did in game 1.

phoenix play is good in that you can scout and then decide to play economically or go all in-- it's much like a fast robotics against terran (except the terran might not have mules el oh el), and it's tough for the other player to know whether or not the phoenixing player expanded or how many gates he has or if he is getting a robo unless he opened robo.
get rich or die mining
TL+ Member
sofakng
Profile Joined December 2011
100 Posts
January 25 2012 05:31 GMT
#23
if you chrono probes at 17ish after core you can afford a faster 19 gas and gate without cutting probes for too long and afford stalkers. Its mainly so you dont get gas stolen for me as I dont put units on gas for a little while anyways. It isnt the most efficient build but it is safe vs basically all early timings and allows you to transition into any tech really.
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