What do you think, then?
TLPD Winrate Charts: January - Page 6
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Junichi
Germany1056 Posts
What do you think, then? | ||
Big J
Austria16289 Posts
Looked so promising last month... | ||
Jojo131
Brazil1631 Posts
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Excludos
Norway8068 Posts
it is, actually. First off a protoss going lategame vs zerg is suicide as the zerg lategame army is close to unbeatable. Even with mothership it can so easily backfire because of NP. So a lot of the good tosses have been doing 2base allins a lot, as that seems to be what has worked the most. But as Zergs generally adapt to allins over time, it, obviously, starts working less and less. And then theres the mutalisks which, even with several stalkers and canons, can oneshot an entire mineral line when you get enough of them. And then be back to defend before lunch as the unit is incredibly fast and very strong vs stalker. Or just basetrade, and they will win most if not every single time. Even if the protoss decides to turtle up the zerg can easily take every other base on the map and be so far ahead. The only real option for toss is scouting the mutalisks well before they arrive (or metagame by seeing spines), and be ready with blinkstalkers and canons. And even then its incredibly hard to take a third base and near impossible to take a fourth. Archons are nice, but like thors, when the mutaball gets large enough to oneshot them, you can spread them out and defend anymore. HT works well, but mutalisks are so fast its actually incredibly hard to hit a good storm. And even then you'll at most do 50% dmg to the ones you hit. At which point the muts just run away and regens. | ||
Big J
Austria16289 Posts
On February 02 2012 21:39 Excludos wrote: it is, actually. First off a protoss going lategame vs zerg is suicide as the zerg lategame army is close to unbeatable. Even with mothership it can so easily backfire because of NP. So a lot of the good tosses have been doing 2base allins a lot, as that seems to be what has worked the most. But as Zergs generally adapt to allins over time, it, obviously, starts working less and less. And then theres the mutalisks which, even with several stalkers and canons, can oneshot an entire mineral line when you get enough of them. And then be back to defend before lunch as the unit is incredibly fast and very strong vs stalker. Or just basetrade, and they will win most if not every single time. Even if the protoss decides to turtle up the zerg can easily take every other base on the map and be so far ahead. The only real option for toss is scouting the mutalisks well before they arrive (or metagame by seeing spines), and be ready with blinkstalkers and canons. And even then its incredibly hard to take a third base and near impossible to take a fourth. Archons are nice, but like thors, when the mutaball gets large enough to oneshot them, you can spread them out and defend anymore. HT works well, but mutalisks are so fast its actually incredibly hard to hit a good storm. And even then you'll at most do 50% dmg to the ones you hit. At which point the muts just run away and regens. actually those stats are not about silver leaguers who can't get thirds up against zerg, but about progamers who have thirds at the time zerg has mutalisks and about progamers who will go into exile if they ever got a mothership NPed. furthermore hardly anything has changed in Zerg gameplay in the last month, so why did the winrates change? ![]() | ||
Deleted User 135096
3624 Posts
On February 02 2012 20:40 Cascade wrote: omg, NOW I realise that the plots are on different scales... The foreign one is 40-60, the korean one 20-80... Kindof changes the impression. OP should edit that in so people pay more attention to the graphs. International Y axis %40-60 Korean Y axis %20-80 Just for reference, here are the PvZ winrates: PvZ Int: 41.2/58.8 PvZ Kor: 44.9/55.1 | ||
tapk69
Portugal264 Posts
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Badfatpanda
United States9719 Posts
On February 02 2012 18:33 Primadog wrote: Can someone shed light on the ZvP metagame? What changed? Mutas lol, it's one of those things though that when players start to find an efficient way to deal with mutas without taking significant economic losses, the international WR's will jump back into place, but the Korean MU is still quite close, actually in all 3 matchups ![]() | ||
Louis8k8
Canada285 Posts
Is there' a ladder version? ![]() | ||
Big J
Austria16289 Posts
On February 02 2012 22:22 Badfatpanda wrote: Mutas lol, it's one of those things though that when players start to find an efficient way to deal with mutas without taking significant economic losses, the international WR's will jump back into place, but the Korean MU is still quite close, actually in all 3 matchups ![]() mutas were there since october... | ||
Joseph123
Bulgaria1144 Posts
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Hunterai
Thailand842 Posts
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zul
Germany5427 Posts
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cyclone25
Romania3344 Posts
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Josh_rakoons
United Kingdom1158 Posts
On February 02 2012 17:58 Cascade wrote: So is the conclusion that foreign protoss players are bad? It would be nice if you could add a shaded error-area to the lines (they are some running average I guess?), because as it is now it is tempting to say that there is a difference between two lines when they are only a fraction of an error-bar apart. Thanks, nice graphs. European protoss players are better than korean o.o | ||
Greenei
Germany1754 Posts
"zerg just can't beat protoss atm". i like the koreangrapahs. the international screwed as ever due do koreans participating in foreign tourneys. | ||
Tarotis
Germany1931 Posts
On February 02 2012 23:01 cyclone25 wrote: I like how the protoss posters on this thread are 100% ignoring the korean ZvP win rates. 5% in favor of Zerg is quite a lot... ![]() | ||
ReturnStroke
United States801 Posts
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Elem
Sweden4717 Posts
On February 02 2012 23:06 ReturnStroke wrote: One should never blame the game on any imbalance ever apart from 1/1/1, pre-nerf 2 rax or the Orc Blademaster.Lol, now I can blame the game on my terrible PvZ. ![]() | ||
Gara
Canada435 Posts
On February 02 2012 22:07 wo1fwood wrote: OP should edit that in so people pay more attention to the graphs. International Y axis %40-60 Korean Y axis %20-80 Just for reference, here are the PvZ winrates: PvZ Int: 41.2/58.8 PvZ Kor: 44.9/55.1 I really think the OP should start normalizing the axes to something like 20% - 80% for both international and Korean data sets; it might make data harder to see, but that way there would be no confusion whatsoever when comparing the two. The whole point of graphing it is to have a accurate visual representation, and while there's nothing wrong with the way it's set up right now, it would be easier to interpret if the axes were all the same. | ||
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