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Where is mid-game?

Forum Index > StarCraft 2 Strategy
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Diamadoshikiller
Profile Joined January 2015
France56 Posts
January 15 2018 23:28 GMT
#1
I play terran since WOL and i play bio style during WOL and HOTS. I try to play bio in LOTV but i have to admit for a casual diamond like me it's really hard. But why?

I have the feeling that in LOTV early and mid-game is smaller than in HOTS or WOL. It's like at 8 minutes we are in the late-game and at 12 minutes in very late-game. If it's real, it's a big problem for MMM because mid-game is crucial for bio.

Actually terran are obliged to use support units like tank, liberator, mine to have a chance in late game. However terran lose mobility. Perhaps start with 12 workers give more importance to gas units wich bring us faster to late game.
ArtyK
Profile Joined June 2011
France3143 Posts
January 15 2018 23:52 GMT
#2
Keep in mind the game is in real time now, so 8 minutes would be 11 in wol or hots
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
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jimminy_kriket
Profile Blog Joined February 2007
Canada5518 Posts
January 16 2018 00:21 GMT
#3
After early game.
life of lively to live to life of full life thx to shield battery
jimminy_kriket
Profile Blog Joined February 2007
Canada5518 Posts
January 16 2018 00:21 GMT
#4
But before late game.
life of lively to live to life of full life thx to shield battery
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2018-01-16 14:53:35
January 16 2018 08:42 GMT
#5
I feel what you're saying. In the previous expansions, it felt like each game went through the midgame phase, which is the phase where (bio-)terran is strongest.

Now, zergs and protoss (and mech palyers to an extent) try to cut it out and go straight from early to lategame (fast 3rd, double upgrades, fast tech). Now this doesn't mean midgame disappeared, however this does mean that you do have to "force it out of them". By that I mean be aggressive, or at least show your army, be threatening (without necessarily attacking) just to force them to spend ressources on units, which will delay their lategame. As bio terran, you have to be aggressive, sitting back and macroing is not an option. But that's the choice you make when going for bio !

Edit: after more thought, I have a new point below.
I believe this "midgame disappeared"-feeling is kinda specific to bio terrans (or at least they tend to feel it more). This is because in LOTV, the time it takes for bio to be operationnal is mostly unchanged (barracks build time, TL build time, stim/CS research time, factory build time, starport build time, reactor build time, medivacs build time, eventually Ebay buildtime and +1 research time). However, the other races/playstyles benefit from the 12 harvester start to take a "lead" (compared to where they would be in WoL/HotS), like setting up a quicker 3rd (and 4th), teching up (quicker hydras or collo/storm, etc). Meanwhile, the bio terran can only use the additionnal ressources from the 12 harvesters to have more units but not move out earlier... So they feel like the time window where bio is at its advantage is smaller (which is true).
IcemanAsi
Profile Joined March 2011
Israel681 Posts
Last Edited: 2018-01-16 12:16:28
January 16 2018 12:13 GMT
#6
Basically before the ultra buff that came with LotV, zerg's game plan in ZvT was all mid game. You basically stayed on muta-ling-bane until a situation where you had a significant advantage, so you could transition to ultras to close the game. More often than that you ended the game by getting a massive flock of mutas over terrans production.

Thor changes and liberators made that win condition almost impossible to achieve, and hydra,bane and ultra buffs gave a much more linear progression. It's not that we don't have mid-game now, it was that mid-game tech was overly stretched back then.
AkashSky
Profile Joined May 2014
United States257 Posts
January 16 2018 12:19 GMT
#7
i'd say mid game starts at 4 mins
Sound1
Profile Joined August 2016
France93 Posts
January 18 2018 13:06 GMT
#8
Plat1/Diams3 Terran here encouraging bio style. Playing SC2 since end of WoL.

I have the same feeling. Since beginning of LOTV I have the feeling all go too fast. As soon as you start a game it is already T3 units time, but as Terran has no T3 units, he has to be agressiv on the map all game long to denied opponent's expension and keep him busy.

For me, mid game starts after first agression/harass to slow down opponent's eco. Then you add your 2nd and 3th racks, and start to prod as you go with a small squad to denied opponent's 3th base.
Often that is my death as my macro goes wild and my harass squad disapears in front a bunch of speedlings or stalkers. then I can kindly GG




Startale Sound Fan boy Forever !
Diamadoshikiller
Profile Joined January 2015
France56 Posts
Last Edited: 2018-01-21 00:43:19
January 21 2018 00:36 GMT
#9
Thank's for all post.

I agree with:
- Now, zergs and protoss (and mech palyers to an extent) try to cut it out and go straight from early to lategame (fast 3rd, double upgrades, fast tech)( me: or they cheese).

- this does mean that you do have to "force it out of them". By that I mean be aggressive.

- As soon as you start a game it is already T3 units time, but as Terran has no T3 units, he has to be agressiv on the map all game long to denied opponent's expension and keep him busy. For me mecha unit is more support units for bio to help end the game.

- the time it takes for bio to be operationnal is mostly unchanged... However, the other races/playstyles benefit from the 12 harvester start to take a "lead" (compared to where they would be in WoL/HotS), like setting up a quicker 3rd (and 4th), teching up (quicker hydras or collo/storm, etc). Meanwhile, the bio terran can only use the additionnal ressources from the 12 harvesters to have more units but not move out earlier... That is the BIG POINT!!!! Thank's man to explain it sooo welll. Now terran need other units like tank/mine and liberator too push. But this composition have less mobility than MMM.

- For me, mid game starts after first agression/harass to slow down opponent's eco. It's generally around 4:30 with mines drop or with double medivac drop at 5:00. But i think mid-games for terran start when stim is finish. Actually it's more around 5:30. It's a timing terran can start to press Z or P. That say terran have just 2:30 to do damage.


I disagree whith:
- at least show your army, be threatening (without necessarily attacking) just to force them to spend ressources on units, which will delay their lategame. NowTerran bio (plat/diamond) have to do good damage to have a chance. For exemple: kill tech, kill third nexus, kill minimum around 10 probs. To do that terran need a lot of skill


Now i test 2 bases all-in bio style and that work well. I think bio have a little window. To play 3 bases macro you have to use other tools.
Tyrhanius
Profile Joined April 2011
France947 Posts
January 21 2018 16:07 GMT
#10
The problem is bio was so powerful on HOTS/WOL, T only have to produce 4M, reach 3/3 and bio crush everything even T3 units.

Now they have, like every other races to tech and change their compositions thorought the game and then can no longer just rally units from buildings they made at the beginning of the game.
AaBbCc
Profile Joined February 2016
New Zealand110 Posts
Last Edited: 2018-01-22 09:19:53
January 22 2018 03:31 GMT
#11
I agree that the midgame starts around 5-6 minutes and is over by 8-9 minutes. As such the window to do damage or slow your opponent down is reduced compared to WoL/HoTS. Terran bio definitely was and still is a 'mid-game race' - I believe Flash said as much before he retired. This makes sense when one examines the huge power and mobility boost that stim and medivacs grants T.

The asymmetric design of SC means each race has the initiative (or 'the ball' as Day-9 put it) at different stages. Previously, the window was probably a bit long for bio, especially given 'terrible-terrible damage' meant a mid-game lead usually ended in victory. The LOTV economy and design changes have obviously condensed the midgame for all races meaning T's initiative is reduced, vs Z once Hydras are out and vs. P 3-base gateway units can compete with upgraded bio until splash is out.

I feel Terran's mid-game edge vs. P has been particularly eroded. Against Z the terran can often maintain an upgrade advantage, whereas vs. protoss who now seem to have the initiative in the early game, are even in the midgame and are very hard in the late game.

I agree with the opinion that on even footing, bio shouldn't be able to trade favorably with T3 units of any race but it's not exactly easy to transition or tech switch (by design) unless you're quite ahead. I like the idea of each race being strong at different points but I also think the mid-game is probably a little too condensed now given it's usually the only window T has.

Innovation is one player who understands that this window of opportunity is short - and he tries to make sure his 2 base (or fast 3cc no armory) midgame pushes vs. P always hit as the upgrades are finishing. If T only has a 1-2 minute chance to do damage and take an edge, then a 15-30s delay is massive.

Finally - I don't this should really be a huge problem at lower levels.
Life is a meaningless interruption to an otherwise peaceful non-existence.
Diamadoshikiller
Profile Joined January 2015
France56 Posts
January 27 2018 11:02 GMT
#12
All GSL TvP games are the same. Terran try to make damage before 8 minutes (kill probes or third nexus). When they make massive damage they win, when not they loose. No mech play but 4M into ghost or liberator.
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
January 30 2018 13:59 GMT
#13
On January 27 2018 20:02 Diamadoshikiller wrote:
All GSL TvP games are the same. Terran try to make damage before 8 minutes (kill probes or third nexus). When they make massive damage they win, when not they loose. No mech play but 4M into ghost or liberator.


Yes, TvP is quite timing based at the GSL level at the moment...
I'm glad I'm not playing at that level, other stuff still works for me in dia1! :-D
GrandTerran
Profile Blog Joined January 2018
71 Posts
February 02 2018 20:22 GMT
#14
Recently returned to playing after WoL, definitely miss the shorter maps and more early/mid game options that Terran had.

Just a different game I guess. FE seems to work well, and then do a two base timing attack and I can do enough damage at my level to then expand a few more times and keep the pressure on

Just getting boring doing the same thing everytime!
nanaoei
Profile Blog Joined May 2010
3358 Posts
Last Edited: 2018-02-03 03:21:22
February 03 2018 03:11 GMT
#15
i don't call it a "timing" unless you have this solid idea where something is going to line up (2-1-1 +1 for example)
and you can accurately tell me qty. and where your units are going to be at a crucial point of executing it.
because if the timing is even 20 seconds off, there's another warpin round and it is no longer a timing, it's just some build.
if your timing is a 2 base all-in and it's half a minute late simply for being late and poorly executed, that is 600+ minerals worth of units they have extra. whatever the equivalent of 12 marines is. it is game deciding.

guys, the higher level you go, the more your games are going to look the same. it happens in practically any competitive game out there. if not for you playing the same, it's to get the game into a comfortable and understandable situation for u to react in. you break this if you're able to be that much better than your opponent, or your mechanics are so on-point that you can get away with walking across the map when you feel like.

i think midgame is the move you make right before you secure your third. after this it is all tempo and defending against one another while taking bases just as your main is about to expire.
protoss (vs Z) goes phx -> oracle -> adept glaives / warp prism archon chargelot / immortal sentry storm
zerg builds 3rd hatch -> defends gasless or minimally with zergling baneling -> OV speed -> lair by 5 -> hydra + x
terran out of all the races seems to have the most builds for the early into midgame. (and they need them.)
some skip reaper, some go to cyclone, some build banshee into a couple liberators, some build marine tank, some still do hellbat timings and mech, and some build bio and drain their medivacs dry while they take base after base. it is harassment after harassment. some are banking on hunter seeker missile now.

previously you didn't do a whole lot of army movement at least comparatively because the economy was so low at that same point in the game.
or if you did, it was with low tech army in all-in fashion. 5 rax, 7/8 gate +1, roach ling max.
it is the same shit as back then, but you're forced to do more, and faster.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
WaesumNinja
Profile Joined February 2012
210 Posts
February 06 2018 12:20 GMT
#16
On January 16 2018 17:42 LoneYoShi wrote:
in LOTV, the time it takes for bio to be operationnal is mostly unchanged (barracks build time, TL build time, stim/CS research time, factory build time, starport build time, reactor build time, medivacs build time, eventually Ebay buildtime and +1 research time).


It's true. With other races getting their options more early maybe supply depot is no longer necessary as a prerequisite for barracks? The supply depot prerequisite came through due to oppressive scv/marine allins, but that was in a time of 6 worker start and much smaller maps.

Could also potentially move forward the armory prerequisite to +3/+3 instead of +2/+2.
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