Quote:
Originally Posted by Karak
i dont have time to rewatch the interview right now, but im pretty sure he actually used the word ridiculous specifically. it was a joke. dont get all TL butthurt on me here. i was just making fun of qxc.
this came off snarkier than i intended. but yeah i was just making fun of qXc. obv he comes off as a douche in that vid.
re: the zerg deathball:
yes and no.
here's my view on the theory of zvp deathball/stages (assuming FFE and assuming protoss isn't doing anything cheesy, like 2x stargate, and the zerg isn't going into mass muta play):
1 - very early game Z obviously threatens the most with 6-10 and sometimes 11 pools and then 2 base roach/ling all-ins/bling busts
2 - around 7:30-10:30 mark toss threatens a ton with its various 2 base builds, stargate harass, DTs (not very common) or mass zealot attack on a 3rd. honestly most zerg are going to feel very comfortable until 8:30 as the only thing that hits earlier will be 6 gate (very easy to defend if you took an early 3rd and know it's coming) or mass VR/zealot (not as easy to defend, but it's fairly easy to scout and as long as you get a roach warren down by like 7-7:30 you should be fine)
3 - around 12:00 mark it depends on what the toss and zerg are doing. meta prob still favors toss unless zerg got an army advantage and beat off a 2 base attack. if toss is taking a really quick 3rd AND teching, they are very vulnerable to dying right now. in fact, tech + 3rd at 12:00 mark prob equals win if zerg is macroing properly.
4 - 13:30-15:30ish mark is a dangerous time for protoss if he's decided to take a 3rd after a failed 2 base pressure or behind tech (mass phoenix, colossus or something). roach ling attacks around now can be deadly. even if you do have colossus on the field, you could possibly just get surrounded by zerg units (sauron zerg).
then we go into the various deathballs... these can transition out of muta play or anything really
first deathball is the protoss 3 base deathball which is typically 3-5 colossus + gateway units (primarily blink stalker). you can kill this with roach/corruptor/infestor. you dont have to have hive tech. could also be a lot of immortal + archon, but this is unlikely as it prob snap dies to mutalisk.
second deathball is the zerg hive tech deathball which is broodlord/infestor/corruptor/roach/ling and sometimes hydra (the more hydra, the fewer infestor/corruptor). usually gonna be off 5ish base 8-10 gas (altho can happen off 4 base 8 gas obv). this will have a lot of roach meatshield and likely 8ish BLs. BL upgrades won't be spectacular unless we got to this out of muta play and if we survived this long and got hive tech up comfortably going muta, toss likely isn't in good shape.
the third deathball is the 4+ base protoss deathball, which is the scariest in the game imo... that's gonna be archon + colossus + blink stalker + maybe HT w/ storm + (most important of all) mothership
the fourth deathball (think stephano) is where your army is entirely BL/infestor/corruptor/queen/spine crawler. you won't have much in the way of lings/roaches. you'll have 82348234 spines protecting your bases and preferably moving under your deathball as it inches forward. prob some spores and 2-3 queens mixed in as well. ive seen guys go 5+ queens with this as well (not including queens at home).
i dont want to call it a fifth deathball, but eventually toss is going to start mixing in a lot of storm.
i think deathballs #3 and #4 are fairly equal, but if controlled perfectly (assuming eco, upgrades and all else equal) the zerg deathball is better. with less than excellent control, the toss deathball is far better. it's easier to control and is a bit more forgiving (other than missing a vortex, which is not forgiving).
it all comes down to the vortex and fungals. if the zerg spreads properly and avoids the vortex, he probably wins. if he gets nailed by the vortex or whiffs fungals and the stalkers blink under the BLs, then the protoss wins.
one big boon for protoss is they can be massively behind and still win if they nail a good vortex or catch the BLs out of position. BL/infestor/corruptor takes too long to build and the toss deathball will just move forward and rape everything, even if they are at a big supply/upgrade/eco disadvantage. zerg does not have this luxury. if the zerg is substantially behind, no micro in the world will save him. he's going to die. i mean i dont want to sound cliche, but with a big advantage, all toss really needs to do is a-move and make sure they dont lose their expos to counters. the deathball is a freaking world eater.
my conclusion is this: unless you have control like stephano, try and win in the mid-game in zvp. i think zerg has such an advantage in zvp mid-game it is silly not to take the win there. sitting back, macroing and going for the deathball can be fun, but you open up the opportunity for an opponent who is behind to still get a victory if you make any number of mistakes. watch korean zergs... like narwhal said they go for the win in the mid-game. that's where Z shines in ZvP and that's why many protoss players feel like it is "unfair." of course, late game feels sort of unfair the other way. it all balances out.
compare: in MLG arena ret lost a game to some foreigner toss (forget his name) where he got a huge lead and just sat outside his base and macro'd up, rather than attacking. the toss maxed out on 3 base, ret made some micro and army comp mistakes and everything just dissolved. did he have a huge eco lead and a lot more bases? yeah, but it doesn't matter once toss is in the middle of your rally points. you're dead.
however, DRG would just relentlessly attack when he got a lead. was it on a map where you could smash the protoss 3rd and nat with roaches and toss couldn't defend well? he did that until the protoss died (all while mixing in drones and tech behind it). was it on a map (like daybreak) where toss can turtle pretty comfortably on his 3rd and/or had tons of sentries to be safe? he went muta or drops and pushed the issue. he never at any point just said ill push my macro advantage, take a 4th and 5th + the rest of the map and get to hive tech like stephano does. he cant vs korean protoss. their timings are too crisp and they'll hit him when he's most vulnerable: the transition to hive tech and BL/infestor.
Last edited by Karak; 03-05-2012 at 07:56 PM.