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Rain vs. Flash - TL Strategy Spotlight - Page 5

Forum Index > StarCraft 2 Strategy
117 CommentsPost a Reply
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Gunjam
Profile Joined July 2012
18 Posts
May 13 2013 17:16 GMT
#81
Despite the rather large amount of damage Rain dealt with his oracle and the very clean nature of Rain's build, his defense against Flash's timing was still very close.


With such a flawless and efficient execution from Rain:
- Doing economical damage early
- Streamlining the tech build order by not building unnecessary early units
- Delaying and weakening the first move out from Flash
- Stopping the 4 medivac drop attempt with revelation

I would really like to know how Flash was able to just about nearly break through in the big 3 base attack at 16:00; because if Rain failed to do even one of the things liste above, it seems he would have been killed outright in the big attack.

It seemed to me that Rain should have had a greater advantage by doing what he did. Instead he barely holds, as we can see at around 17:30, if it hadn't been for that one colossus just finishing in time and some clutch warp-ins, it would have been over right there.

Is it just a factor of mules here? Can Terran nullify the early successful harass by utilizing them?
"People who needs long explanations at moments when everything depends on instinct have always irritated me" Guy Sajer
Hossinaut
Profile Joined June 2011
United States453 Posts
May 13 2013 17:31 GMT
#82
It was really interesting to read, but being a Zerg player, and with this seeming to be the case:
On May 13 2013 17:25 Antisocialmunky wrote:
This article series could be positively categorized as "The Protoss 1 Hit Wonder Strategy Breakdowns"

Can't wait for more of these.

I, maybe individually, would appreciate some more of these coming out for other races or a different matchup.

The efforts to make this look more refined and of higher quality are paying off, I would say, and are appreciated. It made the experience a lot of fun intrinsically to be reading something that looked professionally made.
IPS.Blue
Profile Joined January 2004
Germany309 Posts
May 13 2013 17:43 GMT
#83
On May 14 2013 02:16 Gunjam wrote:
Show nested quote +
Despite the rather large amount of damage Rain dealt with his oracle and the very clean nature of Rain's build, his defense against Flash's timing was still very close.


With such a flawless and efficient execution from Rain:
- Doing economical damage early
- Streamlining the tech build order by not building unnecessary early units
- Delaying and weakening the first move out from Flash
- Stopping the 4 medivac drop attempt with revelation

I would really like to know how Flash was able to just about nearly break through in the big 3 base attack at 16:00; because if Rain failed to do even one of the things liste above, it seems he would have been killed outright in the big attack.

It seemed to me that Rain should have had a greater advantage by doing what he did. Instead he barely holds, as we can see at around 17:30, if it hadn't been for that one colossus just finishing in time and some clutch warp-ins, it would have been over right there.

Is it just a factor of mules here? Can Terran nullify the early successful harass by utilizing them?

I was wondering about that, too. Not one mistake + harassment damage and then he has such a hard time holding.
Zacksqout
Profile Joined May 2013
2 Posts
May 13 2013 17:44 GMT
#84
one more super high perfect protoss strat. i was already last time annoyed with the super perfect mvp tails bo cuz everybody in the ladder played it. how about some terran strats 4 sum variation?
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
May 13 2013 17:47 GMT
#85
On May 14 2013 02:16 Gunjam wrote:
Show nested quote +
Despite the rather large amount of damage Rain dealt with his oracle and the very clean nature of Rain's build, his defense against Flash's timing was still very close.


With such a flawless and efficient execution from Rain:
- Doing economical damage early
- Streamlining the tech build order by not building unnecessary early units
- Delaying and weakening the first move out from Flash
- Stopping the 4 medivac drop attempt with revelation

I would really like to know how Flash was able to just about nearly break through in the big 3 base attack at 16:00; because if Rain failed to do even one of the things liste above, it seems he would have been killed outright in the big attack.

It seemed to me that Rain should have had a greater advantage by doing what he did. Instead he barely holds, as we can see at around 17:30, if it hadn't been for that one colossus just finishing in time and some clutch warp-ins, it would have been over right there.

Is it just a factor of mules here? Can Terran nullify the early successful harass by utilizing them?


I think what it comes down to is that you have to realize what Rain was sacrificing by going for his harass. Opening with the stargate and oracles was a huge gas investment, and Rain chose to sacrifice army rather than tech (collosi + double forge) by doing so. Because of this, and especially on this map which heavily favors terran drops, Rain wasn't able to take his third for a much longer time than normal which allowed Flash to regain an advantage in economy by the mid-late game.

Because Rain was stuck on 4 gas for such a long time and going for double forge upgrades, his templar tech was incredibly delayed to the extent that he still didn't have storm by Flash's big 16:00 minute push. If you look closely, Flash was actually cutting a lot of gas for this push- he didn't take his 5th and 6th gas until around 15:30 in order to get a much heavier mineral based composition of heavily upgraded marine / marauder (no Ghosts and only 3 Medivacs).

It's hard to tell because the VoD doesn't have health bars on, but with only 3 medivacs Flash's army wasn't really able to heal between engagements and he had to keep constant pressure on to prevent Rain from getting out storm. I wouldn't say it was all-in by any means, more akin to the big SCV pull timings, but Flash was definitely committing a lot to doing damage with that attack and after Rain holds it and gets his High Templar tech up he's never really in danger for the rest of the game.
In Somnis Veritas
Gunjam
Profile Joined July 2012
18 Posts
May 13 2013 18:05 GMT
#86
On May 14 2013 02:47 Pursuit_ wrote:
Show nested quote +
On May 14 2013 02:16 Gunjam wrote:
Despite the rather large amount of damage Rain dealt with his oracle and the very clean nature of Rain's build, his defense against Flash's timing was still very close.


With such a flawless and efficient execution from Rain:
- Doing economical damage early
- Streamlining the tech build order by not building unnecessary early units
- Delaying and weakening the first move out from Flash
- Stopping the 4 medivac drop attempt with revelation

I would really like to know how Flash was able to just about nearly break through in the big 3 base attack at 16:00; because if Rain failed to do even one of the things liste above, it seems he would have been killed outright in the big attack.

It seemed to me that Rain should have had a greater advantage by doing what he did. Instead he barely holds, as we can see at around 17:30, if it hadn't been for that one colossus just finishing in time and some clutch warp-ins, it would have been over right there.

Is it just a factor of mules here? Can Terran nullify the early successful harass by utilizing them?


I think what it comes down to is that you have to realize what Rain was sacrificing by going for his harass. Opening with the stargate and oracles was a huge gas investment, and Rain chose to sacrifice army rather than tech (collosi + double forge) by doing so. Because of this, and especially on this map which heavily favors terran drops, Rain wasn't able to take his third for a much longer time than normal which allowed Flash to regain an advantage in economy by the mid-late game.

Because Rain was stuck on 4 gas for such a long time and going for double forge upgrades, his templar tech was incredibly delayed to the extent that he still didn't have storm by Flash's big 16:00 minute push. If you look closely, Flash was actually cutting a lot of gas for this push- he didn't take his 5th and 6th gas until around 15:30 in order to get a much heavier mineral based composition of heavily upgraded marine / marauder (no Ghosts and only 3 Medivacs).

It's hard to tell because the VoD doesn't have health bars on, but with only 3 medivacs Flash's army wasn't really able to heal between engagements and he had to keep constant pressure on to prevent Rain from getting out storm. I wouldn't say it was all-in by any means, more akin to the big SCV pull timings, but Flash was definitely committing a lot to doing damage with that attack and after Rain holds it and gets his High Templar tech up he's never really in danger for the rest of the game.


That explains a lot, thanks for the clarification Pursuit!

The way I interpret it then, is that this build was not used just to try and gain a clear advantage, but more for catching Flash off guard and thereby making his build order, execution more shaky.

Cool game, but man was it close.
"People who needs long explanations at moments when everything depends on instinct have always irritated me" Guy Sajer
squanzo
Profile Joined May 2011
68 Posts
May 13 2013 18:07 GMT
#87
On May 14 2013 03:05 Gunjam wrote:
Show nested quote +
On May 14 2013 02:47 Pursuit_ wrote:
On May 14 2013 02:16 Gunjam wrote:
Despite the rather large amount of damage Rain dealt with his oracle and the very clean nature of Rain's build, his defense against Flash's timing was still very close.


With such a flawless and efficient execution from Rain:
- Doing economical damage early
- Streamlining the tech build order by not building unnecessary early units
- Delaying and weakening the first move out from Flash
- Stopping the 4 medivac drop attempt with revelation

I would really like to know how Flash was able to just about nearly break through in the big 3 base attack at 16:00; because if Rain failed to do even one of the things liste above, it seems he would have been killed outright in the big attack.

It seemed to me that Rain should have had a greater advantage by doing what he did. Instead he barely holds, as we can see at around 17:30, if it hadn't been for that one colossus just finishing in time and some clutch warp-ins, it would have been over right there.

Is it just a factor of mules here? Can Terran nullify the early successful harass by utilizing them?


I think what it comes down to is that you have to realize what Rain was sacrificing by going for his harass. Opening with the stargate and oracles was a huge gas investment, and Rain chose to sacrifice army rather than tech (collosi + double forge) by doing so. Because of this, and especially on this map which heavily favors terran drops, Rain wasn't able to take his third for a much longer time than normal which allowed Flash to regain an advantage in economy by the mid-late game.

Because Rain was stuck on 4 gas for such a long time and going for double forge upgrades, his templar tech was incredibly delayed to the extent that he still didn't have storm by Flash's big 16:00 minute push. If you look closely, Flash was actually cutting a lot of gas for this push- he didn't take his 5th and 6th gas until around 15:30 in order to get a much heavier mineral based composition of heavily upgraded marine / marauder (no Ghosts and only 3 Medivacs).

It's hard to tell because the VoD doesn't have health bars on, but with only 3 medivacs Flash's army wasn't really able to heal between engagements and he had to keep constant pressure on to prevent Rain from getting out storm. I wouldn't say it was all-in by any means, more akin to the big SCV pull timings, but Flash was definitely committing a lot to doing damage with that attack and after Rain holds it and gets his High Templar tech up he's never really in danger for the rest of the game.


That explains a lot, thanks for the clarification Pursuit!

The way I interpret it then, is that this build was not used just to try and gain a clear advantage, but more for catching Flash off guard and thereby making his build order, execution more shaky.

Cool game, but man was it close.




Reading his explanation followed by your sig is rather funny
Gunjam
Profile Joined July 2012
18 Posts
May 13 2013 18:19 GMT
#88
On May 14 2013 03:07 squanzo wrote:
Show nested quote +
On May 14 2013 03:05 Gunjam wrote:
On May 14 2013 02:47 Pursuit_ wrote:
On May 14 2013 02:16 Gunjam wrote:
Despite the rather large amount of damage Rain dealt with his oracle and the very clean nature of Rain's build, his defense against Flash's timing was still very close.


With such a flawless and efficient execution from Rain:
- Doing economical damage early
- Streamlining the tech build order by not building unnecessary early units
- Delaying and weakening the first move out from Flash
- Stopping the 4 medivac drop attempt with revelation

I would really like to know how Flash was able to just about nearly break through in the big 3 base attack at 16:00; because if Rain failed to do even one of the things liste above, it seems he would have been killed outright in the big attack.

It seemed to me that Rain should have had a greater advantage by doing what he did. Instead he barely holds, as we can see at around 17:30, if it hadn't been for that one colossus just finishing in time and some clutch warp-ins, it would have been over right there.

Is it just a factor of mules here? Can Terran nullify the early successful harass by utilizing them?


I think what it comes down to is that you have to realize what Rain was sacrificing by going for his harass. Opening with the stargate and oracles was a huge gas investment, and Rain chose to sacrifice army rather than tech (collosi + double forge) by doing so. Because of this, and especially on this map which heavily favors terran drops, Rain wasn't able to take his third for a much longer time than normal which allowed Flash to regain an advantage in economy by the mid-late game.

Because Rain was stuck on 4 gas for such a long time and going for double forge upgrades, his templar tech was incredibly delayed to the extent that he still didn't have storm by Flash's big 16:00 minute push. If you look closely, Flash was actually cutting a lot of gas for this push- he didn't take his 5th and 6th gas until around 15:30 in order to get a much heavier mineral based composition of heavily upgraded marine / marauder (no Ghosts and only 3 Medivacs).

It's hard to tell because the VoD doesn't have health bars on, but with only 3 medivacs Flash's army wasn't really able to heal between engagements and he had to keep constant pressure on to prevent Rain from getting out storm. I wouldn't say it was all-in by any means, more akin to the big SCV pull timings, but Flash was definitely committing a lot to doing damage with that attack and after Rain holds it and gets his High Templar tech up he's never really in danger for the rest of the game.


That explains a lot, thanks for the clarification Pursuit!

The way I interpret it then, is that this build was not used just to try and gain a clear advantage, but more for catching Flash off guard and thereby making his build order, execution more shaky.

Cool game, but man was it close.




Reading his explanation followed by your sig is rather funny


Guy Sajer's quote was in reference to realizing the need to move out of your foxhole when soviet tanks are about to intentionally run over and crush you in the middle of a pitch-black winter night. My need for explanations, long or otherwise, is in reference to an in-depth analysis of a complex strategy games between two professionals playing at a level few people will ever be able to.

But.. well played sir.
"People who needs long explanations at moments when everything depends on instinct have always irritated me" Guy Sajer
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
May 13 2013 18:29 GMT
#89
Watching the english VOD for that made me realise just how shitty Proleague's production is.

We have the two English casters talking over Korean casters who are audibly just as loud as them.
Morlock
Profile Joined May 2013
68 Posts
May 13 2013 18:37 GMT
#90
Why is this guide so cool? Because we're surprised that Protoss can actually beat Terran. A guide for Terran or Zerg doesn't have the same effect, because everyone knows these races can win just by brute force. But as a Protoss, you need something special to win, and the impact of guides like this proves it.

User was temp banned for this post.
doner0
Profile Blog Joined July 2010
United States233 Posts
May 13 2013 18:39 GMT
#91
this guide is beautiful
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
May 13 2013 18:44 GMT
#92
On May 14 2013 03:37 Morlock wrote:
Why is this guide so cool? Because we're surprised that Protoss can actually beat Terran. A guide for Terran or Zerg doesn't have the same effect, because everyone knows these races can win just by brute force. But as a Protoss, you need something special to win, and the impact of guides like this proves it.


No this guide is so cool because we are fucking boss at making awesome content regardless of race
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
May 13 2013 20:02 GMT
#93
On May 14 2013 03:37 Morlock wrote:
Why is this guide so cool? Because we're surprised that Protoss can actually beat Terran. A guide for Terran or Zerg doesn't have the same effect, because everyone knows these races can win just by brute force. But as a Protoss, you need something special to win, and the impact of guides like this proves it.

User was temp banned for this post.

By all that is holy do you see that balance whine over there?

In all seriousness, it's good people are developing alternative strategies to the bog-standard WoL metagame. The problem isn't that Terran are OP, it's that the metagame has changed so your typical 1 gate expand into 2 base double forge colossus into 3 to 4 base colossus HT matchups aren't going to be the standard anymore.
Indrium
Profile Joined November 2010
United States2236 Posts
May 13 2013 20:14 GMT
#94
Yeah the Protoss writers on this site are just boss, nothing more to it than that.

As I have still not chosen a damn race in HotS this is helpful, thx guys.
Advocado
Profile Blog Joined September 2010
Denmark994 Posts
May 13 2013 20:51 GMT
#95
This makes me want to play protoss. Good job! The first part of the build is really smooth for me and plays well.
http://www.twitch.tv/advocadosc2
OneSpeed
Profile Joined June 2012
Norway47 Posts
May 13 2013 21:18 GMT
#96
So.... the conclusion of that match rain vs flash was 1 storm... and followed by a few warp-ins...
Personally, I felt like Flash won :D
I only got one speed
Brett
Profile Blog Joined October 2002
Australia3821 Posts
May 14 2013 00:09 GMT
#97
Nice stuff!
Op
Profile Joined November 2012
73 Posts
May 14 2013 00:19 GMT
#98

Great article. Unfortunately from what I understand there are no replays available for Pro-League games, nor any of the other games in the text, which makes it more difficult to get the exact timings.

Did any Masters or higher player try to execute this build and can post a replay, so can have a look at the approximate timings ?

Lobotomist
Profile Joined May 2010
United States1541 Posts
May 14 2013 00:47 GMT
#99
On May 13 2013 19:22 Bahajinbo wrote:
Absolutely amazing guide - I use Rains style almost exclusively in PvT. But I tend to skip the stargate tech. I think it's a bit of a gamble to delay double forge & colossus production and rely on the oracle to do damage. The positive thing I noticed in this particular game are the uses of revelation to spot every army movement of Flash. Still, I'm not sure if the stargate tech is a gamble or not if it doesn't do much damage.

oracles man. apparently they can be used outside of early cheese.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Elitios
Profile Joined February 2012
France164 Posts
May 14 2013 01:08 GMT
#100
Nice read! This kind of opening is the greatest in my opinion, a threat but not an all in. Smart and aggressive play not only makes for the most entertaining games and the most skill demandings strats, but also the best overall idea: the best defense is a good offense
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