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Messages - VvnJustin
1
« on: June 06, 2022, 12:31:21 pm »
he saw your probe leave but he didn't see it return to your base with the overlord at your choke. there were also times when his lings were in the middle, and he didn't see your probe. 4:40 is around the time fast robo finishes, but since you started with 4g zlot instead of rushing robo, he waited a minute or so later. checking 11 would be the first place to check for proxy. it is suspicious, but if he were truly hacking he would have waited for all 3 robos to finish so he could kill them without you being able to cancel and get your money back
2
« on: August 19, 2021, 11:26:51 am »
With the "Spawn Inside" method, can the vulture leave without lifting?
no, but since it is meant to skip rines/bunk, the rax should be ready to lift anytime just like in bgh/hunts
3
« on: August 18, 2021, 07:46:15 am »
i've been sitting on this for a few years, not sure if i want to release it, but since i see more people attempting to mech these days, i thought i'd help out a bit. https://imgur.com/4fC58YoSuper (Inside Spawn) Notes: -Designed so that 2-3 facts have vultures spawning inside -Walls are made with 2 supplies, 3 factories, 1 rax all placed down before 2:30, before most midbuild zealots arrive at your base -Be careful where gas is on the left side, 2-3 assimilators can be built so zealots can pass through -If gas is on the right side, assimilators can be built but if you build a refinery, zealots cannot pass and probe cannot build assimilator. -Zealot can't walk through with assimilator if gas on top or bottom (12 or 6) -12:00 the wall is very tricky this is the best wall I could come up with. The rax is placed there for force scvs to spawn to the right side. It can't be repaired, but it can be floated if it is targeted by zealots https://imgur.com/O29NozVSuper (Outside Spawn) Notes: -Walls were designed for all 3 factories to spawn vultures outside, which may be preferable vs midbuild zealot/cannon aggression, as vultures can snipe probes trying to make cannons while just microing vs zealots. If they attack your wall you can just repair. -Gas positions in the photos are all tested and scvs do not walk outside wall -tried to design walls all as spacey as possible for room for supply depots. https://imgur.com/0OoRIsuFPM (Inside Spawn) Notes: -at least 2 factories spawn vults inside -first supply needs to be the one near the gas, so that it pushes SCVS to have optimtal mining. -all walls designed to be safe against assimilator trick, zealots can't go in no matter how many assimilators toss makes https://imgur.com/mF06GEeFPM (Outside Spawn) Notes: -Although the simcity is meant to allow T to skip producing any marines at all, all walls are designed so that marines pop inside the wall. -for 7:00 and 6:00, 2 factories spawn vultures on the outside -for 5:00, the best i could come up with is only 1 factory spawns vultures on the outside -the rest of the bases have all 3 factories spawning on the outside
4
« on: January 12, 2021, 11:13:08 pm »
don't know how many of you realize, but when creep is on top of unbuildable tile, there always is a one tile gap that creep refuses to grow on... this makes it so that if you don't build your hatchery in ZvX towards the bottom, creep will never spread and zealots will be able to run through the gap where you aren't able to build creep colonies
however there is a solution commonly used in low money maps, and i've implemented it on the attached version of FPM i made. there are certain doodads that are unwalkable but blizzard forgot to make unbuildable (picture 1), though you can't build on them anyways because they are unwalkable. this makes it so creep will grow further down than usual (picture 2)
1, 3, 5, 11, 9, and 7's chokes are fixed with these tiles
also, i've implemented another low money map making trick where probes/drones/scvs spawn on top of the command center at the start of the game, however workers made after will still spawn where they normally spawn. (picture 3)
map is unprotected so do whatever if you want to use it for league
5
« on: October 03, 2018, 06:03:35 pm »
the only reason i'd say P is OP in 1s FPM is because of mind control, but now that it is banned i'd say the races are pretty much even, at the highest level.
i believe now with flash and koreans labbing T in FPM more seriously than ever before, it's only a matter of time before T becomes optimized and TvP balance shifts. eventually, and hopefully, a great Z will come along and do the same for ZvT/ZvP.
race imbalances are so negligible. the positional imbalances, in FPM is a much bigger issue
You're wrong there. While yes, T centric players have been improving their ability to play TvP, the improvement won't be sufficient to bridge the gap. P players also keep improving. The statistics among top players tell a clear story. P in PvT has a huge winrate advantage(over 80% winrate for P). Saying the imbalance on FMP is negligable is ludicrous. However there are some factors we also have to keep in mind that affect the match up on the Korean map that are different from the western version.
- The amount of stacked Mineral patches being lower on SUPER map is advantageous for T because the race requires less miners compared to P or Z. Advantage for T
- Turrets can't see over the walls, making it easier to fly drops in. Shuttles can see over the walls without getting hit by turrets, making it easier for early drops to look for weaknesses in turret formations. Also makes it easier for P to just drop a bunch of units ON TOP of the turrets without any shuttle loss. Huge advantage for P
- P needs less gas income than Terran and can function off only a +1 nexus. Terran needs higher gas income to function on higher tech builds and requires more/up to 4CC to mine from all the gas. That's a downside for T and an advantage for P.
- Spots 12 and 6 have a hard time spotting a drop if the drop flies against the top or bottom edge of the map due to there being Gas Geysers all the way to the base walls that can obscure the clarity of the colors on the minimap. Advantage for P.
- Depending on earlier or later versions being played, the corner chokes are way bigger. This doesn't provide much of a downside for P but it does provide a downside for T. Players have to invest more into their chokes and enemies get a wider unit spread, so less bottlenecking. Advantage for P
- Both races can land on the walls(later versions). This offers a bigger advantage for terran because of siege tanks. Advantage for T but can also be a advantage for P in some niché situations.
There are a couple more interactions that are different but all in all, the versatility protoss has and the ability to build an entire base with just one probe offers protoss many advantages over other races.
And on EviL- not playing for the tournament last season, he chose work over gaming. Lets just be glad he didn't decide to cheat because of it.
whatever, i'll drop the race balance thing for now... it just pisses me off completely when people complain about race matchup when instead they could be using that time and energy to figuring out what Z and T could be doing to even things out. i mean look at all the cancerous strats matt uses as P... there isn't any effort into finding the zerg or terran equivalents. i believe the strats are there somewhere in the game, they just aren't as obvious as protoss ones and probably require deeper digger, far past even the current "gosu korean" meta.
6
« on: October 03, 2018, 03:56:33 pm »
the only reason i'd say P is OP in 1s FPM is because of mind control, but now that it is banned i'd say the races are pretty much even, at the highest level.
i believe now with flash and koreans labbing T in FPM more seriously than ever before, it's only a matter of time before T becomes optimized and TvP balance shifts. eventually, and hopefully, a great Z will come along and do the same for ZvT/ZvP.
race imbalances are so negligible. the positional imbalances, in FPM is a much bigger issue
7
« on: October 03, 2018, 01:05:12 pm »
i think its stupid to complain about picking P in fpm. matt and a lot of people thinks its the best race in the map so why deny them what they deem the greatest chance of winning? what if a godlike Z picker or a T picker (like flash) comes along? do we ban them from picking Z or T?
8
« on: August 14, 2018, 07:40:44 pm »
Did as Sword instructed me to do on the bracket reset. Bracket/score reset is common in a lot of esports for the grand final. Winner bracket grand finalist did not lose a set and is up a bo7. The loser grand finalist is down a Bo7. Winner grand finalist has to keep the advantage gained from winning winners bracket. Putting them on even grounds is unfair. But if Sword wants to reduce the number of matches for the Grand Final I am ok with that. I am also ok with making it a Bo7 into Bo7. I am ok with removing the two set rule for loser grand finalist if Sword wants to. It will be ehat sword wants it to be.
it should always be bo9 into bo9 or bo7 into bo7, should the bracket be reset by the person coming from losers bracket. i've never seen set 1 of GF have a different number of games than set 2 of GF, that would just add unnecessary confusion.
9
« on: August 10, 2018, 09:47:21 pm »
i don't even care too much about kon smurfing, he seemed to be to busy to make tournament match deadlines and it seemed cole was bugging people to let him play. probably wouldn't have happened if there was more communication/agreement on what timeslots align with people
10
« on: August 10, 2018, 09:43:01 pm »
This might be unpopular opinion , I don't know , nor am I friends with either side of this debate , but it still to me seems like speculation . Even though evidence you THINK might be true , nothing is definitive . IMO this needs to be PROVEN guilty, 100% facts 100% evidence . I feel bad for kon. This is all just a big guess based on what you've seen . Whatever happened to the info islanti was gonna pull out to prove this case ? It might be true it might not be but it needs to be 100% facts
you're right, that's why i never said it was 100% evidence. you can't be 100% sure without video evidence, even if they share the same IP. hypothetically, if two people lived close enough they could use the same comp to smurf for each other, making BWchart analysis more reliable than even IP. also hypothetically, if two people were super duper butt buddies and used a similar enough hotkey layout/builds/hotkey selection repetition, it would be virtually impossible to tell them apart if they lived close enough to each other to smurf on the same comp. i don't even have anything against kon/cole, i don't know either of them. the only reason i looked into it was because it was scandalous and juicy, and i wanted a better understanding for myself to see if gus was salty or not. i just thought i'd share my findings and my thoughts on the situation
11
« on: August 10, 2018, 09:11:33 pm »
looked more into it, pretty sure gus was right in his intuition that it was Cole. i'd say around 80~90% match
1. -same T 3 rax build order 7 supply 8rax ->scout 11 rax 12 supply 14 gas
-same build placement of putting first supply depot 2 tiles below gas, along with first rax 2 tiles below gas
2. same "hydra" style start -7 pylon 10 nex 12 gateway x4 -> scout , build one side to the other 14 pylon
3. -same T hotkey layout at start; 1 CC, no scvs hotkeyed, 123 later become rax -around the same average APM -similar hotkey selection repetition rate
reference: ugl 9 archives, user name: "kokanee[av]"
scw_l19_1v1_3184 - hydra style p build scw_l19_1v1_3344 - hydra style p build scw_l19_1v1_3370 - hydra style p build scw_l19_1v1_3401 - 3 rax scw_l19_1v1_3438 - 3 rax scw_l19_1v1_3450 - hydra style p build scw_l19_1v1_3455 - hydra style p build
12
« on: August 10, 2018, 07:14:25 am »
hydras starts 8psi pylon not 7
I meant 7th probe, which would be equal to 8psi.
13
« on: August 10, 2018, 07:05:01 am »
For reference, the Kon 1s reps I studied were:
scw_l39_1v1_137 -2 rax tvp, being zlot/cannon rushed scw_l39_1v1_143 - pvz hydra style opening scw_l39_1v1_265 - tvz supply placement reference scw_l39_1v1_390 - hydra style P opening scw_l39_1v1_392 - mid bsae, 3 rax scw_l39_1v1_394 - hydra style P opening scw_l39_1v1_402 - 2 rax scw_l39_1v1_404 - hydra style P opening scw_l39_1v1_2414 - 3 rax scw_l39_1v1_2422 - 3rax scw_l39_1v1_2425 - 3rax
also just want to say i still believe matt should be allowed to pick P and exercise his first amendment rights to his hearts content, but MC should definitely be banned. #ImWithMatt #FreeMatt
14
« on: August 10, 2018, 06:53:36 am »
85~90+% sure the "Kon" playing against gus in the playoffs was a different person than Kon who laddered 1s this season. I don't know if Cole because I'm too lazy to dig up replays of him to check his apm/builds/hotkeys.
1. They're APMs are different; I checked about 10 T replays from Kon's 1s this season and his apm spam in the beginning is always around 300-400. But "Cole" 's 2 terran replays from the playoffs APM spam was half that at 150, and dropped off to 100 after he gets his refinery/marine pump. Meanwhile Kon's APM is always at least above 200, far after he gets marines and his first refinery.
2. They're build orders are different; I specifically studied their 3rax builds and their fast +1 nex build, (nex, 4 gates, nex) which I'll call the "Hydra[vck]" build.
They're "hydra" builds are different... In that in at least 4 Kon replays from his 1s this season, his build order went: 7 pylon 10 nex 11 gateway x2 ->mine 13 gateway x2, pylon 15 2nd Nex, before pumping his 2 zealots.
While "Cole" 's hydra build went like this: 7 pylon 10 nex 12 gateway x4 ->scout 14 pylon
They're build placements for the first two gateways were different; in an attached photo Kon always places his 2 gateways in the middle, next to his first pylon. However "Cole" started his gateways from one side then built towards the other side.
That is only one game P build deviation, but the 3 rax build is more telling as there is a bigger sample size.
Kon's 3 rax build is: 7 supply -> 2nd rax (scv building first supply goes and makes 2nd rax) 8rax 11rax 12 supply
while "Cole" 's 3 rax is: 7 supply -> 2nd rax 8 rax -> scout 11 rax 12 supply 14 gas
The main deviation is Cole's first rax scv goes to scout after finished building, while Kon's makes his first refinery.
Also, Kon ALWAYS puts his first supply as part of his simcity near the gas, (the 2nd attached photo shows this). This is consistent even with his 2rax build. The ~15 Kon T replays I watched all do this.
Meanwhile, Cole's T BO consistently puts his first supply 2 tiles below the gas, along with his first barracks, which is a very sudden break away from his consistent habits. (3rd picture attached shows this)
3. By far the most incriminating evidence: They hotkey differently Using BWChart, Kon's T ALWAYS hotkeys his CC 5,6,9,0 at the start of the game, along with an SCV on 1. His Rax are on hotkeys 2 and 3
Meanwhile, "Cole" hotkeyed his CC on 1, no scvs hotkeyed, and later his raxes on 123.
I could go more and analyze eapm/null/ect, but to me the 5690 CC hotkey at start puts a nail in the coffin. Whether it was Cole or not, they were different people and Kon should be DQd.
15
« on: July 31, 2018, 09:31:17 pm »
you guys mind putting the bracket on smash.gg?
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