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Recently There has been some struggle against the type of mech style that Innovation has recently popularized. It comes as no surprise that his SKT team mates utilize a strong anti sky terran army timing to deny the Terran's 4th base economy to prevent an effective air transition from taking place.
Here is my breif battle report on the matter based on the game soO vs Fantasy recently played at IEM gamescon highlighting some important aspects of this style.
Another recent example is the game played between SKT's Dark and Samsung Bravo where Dark executes the same style ultra queen attack that denies Bravo's 4th base and puts Dark in a commanding lead, the vod can be found here
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Very nice, I think sometimes people let mech players get away with too much greed which allows them to do the innovation type transitions. I mean, from most of the VODs I've seen that he successfully does the air transition he's been mining gas from a 4th at the 14:00 mark. That's something that this looks to disrupt.
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People are so focused on the late game mech that they forget that mech has multiple vulnerable spots before the late game.
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Thanks for the report and quick explanation. I noted this also.
One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T
(Edit: typo)
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On August 10 2015 22:36 AbouSV wrote: Thanks for the report and quick explanation. I noted this also.
One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T
(Edit: typo) I would rather have the timing pushes then the turtle to BC's.
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On August 10 2015 22:36 AbouSV wrote: Thanks for the report and quick explanation. I noted this also.
One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T
(Edit: typo) and thus the meta game is made
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Those battle reports are top notch thanks for this.
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Ty for the good job ^^ it's been a long time since i saw this opening/transition
People are so focused on the late game mech that they forget that mech has multiple vulnerable spots before the late game. it's called being cautious
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Ok but this doesn't consider that Fantasy miss-read Soo, moved out and got caught out of position. If he would just be turtling and positioning behind a strong wall he might have defended the push.
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On August 11 2015 01:42 00Zarathustra wrote: Ok but this doesn't consider that Fantasy miss-read Soo, moved out and got caught out of position. If he would just be turtling and positioning behind a strong wall he might have defended the push. He had to take the fourth and it was already a lot into the game imo. Also that timing is way weaker on terraform, no?
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Nice job as usual ! Thanks !
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really cool battle reports : D
this made me chuckle: soO remaxes on 43 mutalisks to check mate Fantasy, whom on 3 bases cannot effectively make enough anti air to defend against them
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very nice battle report.
Thanks!
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Great work with the battle report! It is sad to see zergs like Life throwing wave after wave of units into the mech meat grinder in late game against bbyong.
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This is awesome and oh so relevant
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Your first imgur of the mech build winning was AMAZING. really good information great break down of scouting.
Your second on the counter build was confusing and I did not get as much out of it. I don't play zerg very well, but it would have been nice to add how he played the midgame and what he did to get good engagements.
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On August 11 2015 19:03 Isarios wrote: Your first imgur of the mech build winning was AMAZING. really good information great break down of scouting.
Your second on the counter build was confusing and I did not get as much out of it. I don't play zerg very well, but it would have been nice to add how he played the midgame and what he did to get good engagements. all he did in mid game was add a 3rd evo, skip roach hydra production, and make ultra and queens. Then for a good engagement, he just spread out his units a little bit then attack moved after blinding cloud. There's not much more left to say I think
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On August 11 2015 20:15 EJK wrote:Show nested quote +On August 11 2015 19:03 Isarios wrote: Your first imgur of the mech build winning was AMAZING. really good information great break down of scouting.
Your second on the counter build was confusing and I did not get as much out of it. I don't play zerg very well, but it would have been nice to add how he played the midgame and what he did to get good engagements. all he did in mid game was add a 3rd evo, skip roach hydra production, and make ultra and queens. Then for a good engagement, he just spread out his units a little bit then attack moved after blinding cloud. There's not much more left to say I think
You said something about muta opening. How did he scout? What and how much did he use to fend off small pokes?
Again, scouting and other things are great to explain. Things you may think are obvious are not for lesser skilled players.
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On August 10 2015 23:07 EJK wrote:Show nested quote +On August 10 2015 22:36 AbouSV wrote: Thanks for the report and quick explanation. I noted this also.
One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T
(Edit: typo) and thus the meta game is made
It is not just made, it evolves (sounds pretty serious written this way!).
Just that I prefer turtleling terran compare to mech timing push, but again, that is mainly because I don't know how to scoot for it since it is not much in the meta yet.
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On August 11 2015 20:33 Isarios wrote:Show nested quote +On August 11 2015 20:15 EJK wrote:On August 11 2015 19:03 Isarios wrote: Your first imgur of the mech build winning was AMAZING. really good information great break down of scouting.
Your second on the counter build was confusing and I did not get as much out of it. I don't play zerg very well, but it would have been nice to add how he played the midgame and what he did to get good engagements. all he did in mid game was add a 3rd evo, skip roach hydra production, and make ultra and queens. Then for a good engagement, he just spread out his units a little bit then attack moved after blinding cloud. There's not much more left to say I think You said something about muta opening. How did he scout? What and how much did he use to fend off small pokes? Again, scouting and other things are great to explain. Things you may think are obvious are not for lesser skilled players. He made 6 or 8 roaches with roach speed. I couldn't read the number in the VOD coz I had to use a lower quality.
I imagine having a number of queens at one base (say soO's 4th base on coda) and roaches towards the 3rd and natural area will cover your bases against hellions. Then, before you attack, add a couple spines at each base to secure the location after the roaches and queens move out of position
The problem with explaining everything is that then it becomes a comprehensive breakdown for every single decision made in that game. I agree breaking things down for lesser skilled players is a good thing, but the time commitment for both me and the reader is a tough line to balance
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On August 11 2015 22:16 EJK wrote:Show nested quote +On August 11 2015 20:33 Isarios wrote:On August 11 2015 20:15 EJK wrote:On August 11 2015 19:03 Isarios wrote: Your first imgur of the mech build winning was AMAZING. really good information great break down of scouting.
Your second on the counter build was confusing and I did not get as much out of it. I don't play zerg very well, but it would have been nice to add how he played the midgame and what he did to get good engagements. all he did in mid game was add a 3rd evo, skip roach hydra production, and make ultra and queens. Then for a good engagement, he just spread out his units a little bit then attack moved after blinding cloud. There's not much more left to say I think You said something about muta opening. How did he scout? What and how much did he use to fend off small pokes? Again, scouting and other things are great to explain. Things you may think are obvious are not for lesser skilled players. He made 6 or 8 roaches with roach speed. I couldn't read the number in the VOD coz I had to use a lower quality. I imagine having a number of queens at one base (say soO's 4th base on coda) and roaches towards the 3rd and natural area will cover your bases against hellions. Then, before you attack, add a couple spines at each base to secure the location after the roaches and queens move out of position The problem with explaining everything is that then it becomes a comprehensive breakdown for every single decision made in that game. I agree breaking things down for lesser skilled players is a good thing, but the time commitment for both me and the reader is a tough line to balance
On August 11 2015 21:51 AbouSV wrote:Show nested quote +On August 10 2015 23:07 EJK wrote:On August 10 2015 22:36 AbouSV wrote: Thanks for the report and quick explanation. I noted this also.
One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T
(Edit: typo) and thus the meta game is made It is not just made, it evolves (sounds pretty serious written this way!). Just that I prefer turtleling terran compare to mech timing push, but again, that is mainly because I don't know how to scoot for it since it is not much in the meta yet. If you can play another race, you can run the timing vs the AI, then run your build against the AI as the original race and see the timings, do a bunch of theorycraft and create a decent response before you even see it! but that takes a lot of time haha
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Absolutly! So not so worth if you see it one out of 20 games top (in this specific MU).
About the breakdown balance of the analyse, you did quite well, this one is very well done for a majority of player I think (meaning plat+)
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On August 10 2015 23:07 EJK wrote:Show nested quote +On August 10 2015 22:36 AbouSV wrote: Thanks for the report and quick explanation. I noted this also.
One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T
(Edit: typo) and thus the meta game is made I am 100% sure that this build will rape the shit out of a timing push tho :D You float a fuckton have the tech and upgrades to spam roach hydra or mass muta it's much more dangerous than just the ultra timing itself
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On August 12 2015 05:42 HellHound wrote:Show nested quote +On August 10 2015 23:07 EJK wrote:On August 10 2015 22:36 AbouSV wrote: Thanks for the report and quick explanation. I noted this also.
One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T
(Edit: typo) and thus the meta game is made I am 100% sure that this build will rape the shit out of a timing push tho :D You float a fuckton have the tech and upgrades to spam roach hydra or mass muta it's much more dangerous than just the ultra timing itself  yes ofc, soo didn't win the game with the push itself, but the push is what set him up to switch into mutas and have a better economy then the terran palyer
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The problem with zerg vs mech is also on the upgrades. To do this strat, Zerg need to upgrade range, melee, carapace, air weapon and air armor. Terran just upgrade vehicle weapon and armor =_=
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Nice battle reports, thanks. 
So the main difference is that soos pushes did more damage (because of the queens?), and he got upgrades for his air earlier?
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On August 12 2015 17:48 Cascade wrote:Nice battle reports, thanks.  So the main difference is that soos pushes did more damage (because of the queens?), and he got upgrades for his air earlier? the timing of his push is really important, it hits right before Fantasy starts utilizing his 4th base, before any air transition, before he also gets a crtical number of siege tanks as well.
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Thank you for posting this, i can now wreck terrans late game with that composition if they want to turtle in their base forever. I like it for delaying or killing their 4th base and having a better cost efficient army vs the mech. As zerg players know its not that 1st wave that wins you the game, you just need a decent trade then remax and win! Im still scared of mass raven tho =(
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On August 15 2015 04:12 Juggernaut1 wrote: Thank you for posting this, i can now wreck terrans late game with that composition if they want to turtle in their base forever. I like it for delaying or killing their 4th base and having a better cost efficient army vs the mech. As zerg players know its not that 1st wave that wins you the game, you just need a decent trade then remax and win! Im still scared of mass raven tho =( Raven's aren't that bad until they have a critical mass of like 15-20+. It takes a very long time and requires both of you to play passively in order for the terran to get to that count, because constant aggression and trading will prevent ravens from building up energy to be very scary
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