[D][G] An Innovation becoming Reality : Biomech vZ - Page 2
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Gamlet
Ukraine336 Posts
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EJK
United States1302 Posts
On May 15 2014 05:31 Skynx wrote: You did miss the game where the actual "innovation" of this style happens tho ![]() Cool guide, hoping for more detailed build orders. this style is the future of tvz. iloveoov saw this months before anyone else.....such god | ||
PinheadXXXXXX
United States897 Posts
On May 18 2014 03:31 EJK wrote: this style is the future of tvz. iloveoov saw this months before anyone else.....such god I still believe there some unrealized weaknesses to this style. I am a little suspicious at the lack of map presence from 9 minutes until around 15 minutes, and I think that once zergs learn to recognize the style they can be greedier with their tech, as in Maru vs Effort in proleague recently, where Effort gets really fast broodlords. I also see potential for abuse with mass muta, because money is pretty tight as you add on barracks so you don't have room for turrets but don't have that much anti-air either, and thors are pretty immobile. But obviously as zerg counters to this are explored the style will also develop more too. | ||
EJK
United States1302 Posts
On May 18 2014 03:53 PinheadXXXXXX wrote: I still believe there some unrealized weaknesses to this style. I am a little suspicious at the lack of map presence from 9 minutes until around 15 minutes, and I think that once zergs learn to recognize the style they can be greedier with their tech, as in Maru vs Effort in proleague recently, where Effort gets really fast broodlords. I also see potential for abuse with mass muta, because money is pretty tight as you add on barracks so you don't have room for turrets but don't have that much anti-air either, and thors are pretty immobile. But obviously as zerg counters to this are explored the style will also develop more too. I think maru's mistake was not having a 2nd starport, he was only producing 2 vikings at a time (could never even havce a high enough medvac count to drop, which is a standard response to slower, more immobile hive tech units such as broodlords). Mass muta can be defended in the early stage with thor widow mine viking and a couple turretts, and it shoudln't be a problem to get onto a 4th base to provide more income. Realistically, bio mech is only playable with 4-5 base economy otherwise you cannot switch effeciently between the two | ||
imre
France9263 Posts
On May 18 2014 03:53 PinheadXXXXXX wrote: I still believe there some unrealized weaknesses to this style. I am a little suspicious at the lack of map presence from 9 minutes until around 15 minutes, and I think that once zergs learn to recognize the style they can be greedier with their tech, as in Maru vs Effort in proleague recently, where Effort gets really fast broodlords. I also see potential for abuse with mass muta, because money is pretty tight as you add on barracks so you don't have room for turrets but don't have that much anti-air either, and thors are pretty immobile. But obviously as zerg counters to this are explored the style will also develop more too. Inno's response to fast mutas as been the go-to mech answer, thors and vikings (the only case where he uses his starport until he gets his bio prod going). I've just added a weird replay where the Z went for a mass muta quite early on. As far as brood lord go I think there is a lot of room timing wise to slow down the zerg economy once you realize he's going for some t3 tech (blord/ultra). You army isn't big but neither his. Thanks gamlet for adding some vods ![]() | ||
GumBa
United Kingdom31935 Posts
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PinheadXXXXXX
United States897 Posts
On May 18 2014 03:59 EJK wrote: I think maru's mistake was not having a 2nd starport, he was only producing 2 vikings at a time (could never even havce a high enough medvac count to drop, which is a standard response to slower, more immobile hive tech units such as broodlords). Mass muta can be defended in the early stage with thor widow mine viking and a couple turretts, and it shoudln't be a problem to get onto a 4th base to provide more income. Realistically, bio mech is only playable with 4-5 base economy otherwise you cannot switch effeciently between the two Yes, exactly. A normal bio opening offers mobility from 10:45 on, meaning zerg can't get hive tech units anywhere near as quickly, but the fake mech opening offers less mobility throughout the game unless you add on a second starport to explode in the medivac count. However, I think the much more powerful army offsets this weakness, as it can actually deal with hive tech and you don't have as much of a massive incentive to avoid it. | ||
imre
France9263 Posts
On May 18 2014 09:22 GumBa wrote: So I have been trying this with decent results! 2 biggest problems so far encountered are when the zerg goes for mass roach and a couple of mutas. Also I have noticed zergs tend to go Roach Hydra because they think its mech, so just gotta hit em before a viper timing. This is in diamond btw and will continue to practice this! you can send in a few replays but roach/muta is actually the comp i'm the most confortable again. Just be sure to start tanks immediately after the thors 1 & 2 (one cycle of production) and keep your banshees alive. The 1st replay i've posted is versus something similar but i'll try to get you an Inno vod about that. (the vod tagged Inno vs 2b muta is against a roach/muta all in) Against roach hydra i let them get vipers, just dropping a lot and spreading your tanks correctly. | ||
Danglars
United States12133 Posts
Maru Same pattern: 2 fact opening (Failed reaper into failed rush into mech opening) Barracks explosion w/ stimpack Going for some kind of pre-hive timing (You might have to watch it a few times to see how desirous Maru was for this, but the frustrations turned him to just a Deny-the-Fourth Drop-the-rest mode.) Which brings next to: Newish defense for timing and build in general. Light Roach/Hydra w/ ling runby for keeping economy on back foot. Secure equal upgrades. In linked game, upgrades are behind but it isn't hard to imagine a more standard game with +3/+3 zerg finishing at around the same time as +3/+3 terran. Anyways, if there was a pre-hive, it would be against some meaty 2/2. Which brings to Newish grappling phase of early lategame Broodlord/Viper/Hydra isn't new. Yet, just looking at Effort's mastery of counterattacks, this is a composition that you can pressure a fourth base with and keep the Terran locked down as compared to swarm host early. Swarm Host/Broodlord/Viper/Hydras(under 10). At advanced stages, banelings from your normal group of roving lings. Now the bio seems out of place. Sniping broodlords is a difficult task, both for SH and later bane reasons. We're no strangers here to zerg surviving to lategame with an excellent economy and tech and just killing us. Effort's play here just shows more polish and a few individual concepts put together into a stronger whole. I'm not giving my final words on real takeaways from this game, I still need to try it out in practice with more tame early games. That game saw more cloaked banshees than maybe necessary and that might be better, even though trades were good. There's other options instead of a fourth at that timing that could be explored. But can the zerg reliably have even upgrades and early hive even against true biomech, with later 3/3 hydra backed Broodlords and Vipers BEFORE Swarm Hosts? | ||
Gamlet
Ukraine336 Posts
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GumBa
United Kingdom31935 Posts
On May 18 2014 10:42 sAsImre wrote: you can send in a few replays but roach/muta is actually the comp i'm the most confortable again. Just be sure to start tanks immediately after the thors 1 & 2 (one cycle of production) and keep your banshees alive. The 1st replay i've posted is versus something similar but i'll try to get you an Inno vod about that. (the vod tagged Inno vs 2b muta is against a roach/muta all in) Against roach hydra i let them get vipers, just dropping a lot and spreading your tanks correctly. Thx that would be nice! I will play abit more then send in replays refine it a bit you know? Been having fun with it so far. | ||
imre
France9263 Posts
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EJK
United States1302 Posts
On May 18 2014 13:26 Danglars wrote: Maru Same pattern: 2 fact opening (Failed reaper into failed rush into mech opening) Barracks explosion w/ stimpack Going for some kind of pre-hive timing (You might have to watch it a few times to see how desirous Maru was for this, but the frustrations turned him to just a Deny-the-Fourth Drop-the-rest mode.) Which brings next to: Newish defense for timing and build in general. Light Roach/Hydra w/ ling runby for keeping economy on back foot. Secure equal upgrades. In linked game, upgrades are behind but it isn't hard to imagine a more standard game with +3/+3 zerg finishing at around the same time as +3/+3 terran. Anyways, if there was a pre-hive, it would be against some meaty 2/2. Which brings to Newish grappling phase of early lategame Broodlord/Viper/Hydra isn't new. Yet, just looking at Effort's mastery of counterattacks, this is a composition that you can pressure a fourth base with and keep the Terran locked down as compared to swarm host early. Swarm Host/Broodlord/Viper/Hydras(under 10). At advanced stages, banelings from your normal group of roving lings. Now the bio seems out of place. Sniping broodlords is a difficult task, both for SH and later bane reasons. We're no strangers here to zerg surviving to lategame with an excellent economy and tech and just killing us. Effort's play here just shows more polish and a few individual concepts put together into a stronger whole. I'm not giving my final words on real takeaways from this game, I still need to try it out in practice with more tame early games. That game saw more cloaked banshees than maybe necessary and that might be better, even though trades were good. There's other options instead of a fourth at that timing that could be explored. But can the zerg reliably have even upgrades and early hive even against true biomech, with later 3/3 hydra backed Broodlords and Vipers BEFORE Swarm Hosts? effort's counter attacks only did a lot of damage because of the map design of king sejong station, not because he is a master at counter attacks but beceause he played the map well | ||
Helikptrfisk
Sweden35 Posts
I´m switching from toss to terran so these styles that are not figured out are awesome! Thanks | ||
Helikptrfisk
Sweden35 Posts
What is the best response to ultralisks? Is it marauders or will the tank/hellbat take care of them? Would rather like to spend that gas on other stuff than rauders. Also then I would have to get techlabs on the barracks. | ||
imre
France9263 Posts
On May 19 2014 22:18 Helikptrfisk wrote: I have no experience playing either bio or mech so I have a perhaps stupid question =)) What is the best response to ultralisks? Is it marauders or will the tank/hellbat take care of them? Would rather like to spend that gas on other stuff than rauders. Also then I would have to get techlabs on the barracks. Against ultra i go for marau and a bit more thors in the later stages. While maxing you will have the ressources to add 2/3 raxes with tech labs while taking your 4th, it should help. If you're caught by surprise you can use the tech lab from your factories as emergency add ons I guess. | ||
Helikptrfisk
Sweden35 Posts
Edit: I mean full-on mech, not biomech | ||
Slydie
1871 Posts
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imre
France9263 Posts
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Danglars
United States12133 Posts
On May 18 2014 15:04 Gamlet wrote: He didn't build ghosts, and frankly I've never seen anybody seriously advising building ghosts ever in the TvZ matchup for EMP.In Effort-Maru game terran doesnt try to emp vipers/Zerg can add some ultralisks/ On May 18 2014 19:45 sAsImre wrote: Maybe. We'll have to see more games, since "if he did more damage" is a giant if considering Effort's choice of defense and execution.As far as the Maru games goes, I'd say that his opening weakened significantly the pre-hive timing. If he did more damage he could've either do the same drop wise and get ahead enough to starve effort or just transition into sky T with a 4th and a 5th base. (once you get enough ravens you should win almost everytime). On May 19 2014 03:20 EJK wrote: The map choice did weaken the style, just as much as it favors mobile armies. Yet, my praise of him is well founded. Rarely, even on that map, do we see such correct larva use at the right times for harass (planning ahead) and jockeying in split army mode. But we're not here to discuss Effort's comparative skill at counterattacks compared to other zergs, just his choice in defending/dissuading a (perhaps weakened) pre-hive Push.effort's counter attacks only did a lot of damage because of the map design of king sejong station, not because he is a master at counter attacks but beceause he played the map well | ||
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