psion wrote:The players can only react to what they see as they see it, if they even notice.
What's wrong with the first part, though? Isn't that what they do in 1v1? Sure seems like it. Most times I see a pro try to predict the other player, he gets it wrong and loses a mineral line to Mutalisks because he was too stubborn to throw up a few turrets. Why else would scouting be so critically important, if it wasn't so players can react to what they see?
Doing 3v3 as a team, we played only other teams, and while a couple teams had a definite weak link, I felt most players were pretty decent. All but one game (our first game, which was on that "odd man out go suck a dick" map, I think it's Colony 328, which we veto'd immediately after) were really just money wars, which was honestly a nice change of pace from 2v2. We did have one team attempt a triple 6pool on us and we dominated them (I always scout with one of my initial 6 peons vs teams which are all-zerg or zerg and randoms), but otherwise I actually really enjoyed the pacing in 3v3. Rushing doesn't feel as strong there (partly due to map design, since you typically all three share bases/chokes?), and while it still didn't have the back and forth 1v1 has, I enjoyed the money wars. Most maps only have a natural for each player, and a couple only had two defensible naturals, leaving one player odd man out. Lots of harass and prodding in those games. We won simply because we'd cause major losses for them without incurring major losses ourselves, they'd realize it, and gg out. Much nicer than having to spend the last 10 minutes of a game proving to the other two idiots that they lost 10 minutes ago.
As to the ling thing, I don't think it really matters based on map. We veto Discord IV, High Orbit, and Red Stone Gulch as a matter of course (because they SUCK), and it's worked fine on other maps. I've only had one guy try to rush Hellions on me, and it didn't work - blue flames wasn't even started (according to the replay) when the hit happened, and I think he had like one or two Hellions and a handful of Marines - not enough to dent my ling production, really. We did
win a game against a Roach/ling build much like what we do when I get Zerg, and we won by me pumping Marauders and blue flames while he pumped lings (mostly as sprinting, yapping speedbumps), but it definitely wasn't over during that 6-minute window, and in fact I think the only reason we even survived to win was because I opened with 3rax marines (making 2x gas instead of a 4th rax) and played defensive with bunkers when we scouted the macro hatch. It was on Monlyth Ridge.
As it is, I've seen some weaknesses in the 7RR opening (as I said, there's a little 1-2 minute window where it feels like your economy is in the shitter, but that could just be perception), but beyond problems breaching reinforced ramps (spines, bunkers, sentries), the ling opening doesn't seem to have a major weakness.
Basically, the way it works out when the hit happens is this:
- Metabolic Boost is nearly done (typically 80%ish or so, it typically finishes just after we reach their ramps, or slightly before, depends on distance)
- Lings are made around 4:50-5:10, again depending on map and roach timing; this is usually around 20-22 food (so 18-20 peons)
- Macro hatch should be at or beyond 50% before the push begins (maybe as far as 70% when push hits their ramps)
- Larva production isn't impacted by building a macro hatch, though worker production has to be briefly halted (for about 10 seconds tops)
- I could probably maintain worker production by pulling drones off the gas as soon as I hit the 100 for speed; I prefer keeping them on the gas so I can seamlessly switch to banelings or +1 attack as needed (or lair)
The ling/macro hatch build really
hits its stride shortly after the macro hatch pops. I have the queen alternate injects between the two hatches, and depending on how things are, I can either pump drones and VERY rapidly saturate a base, or continue pumping lings. Once you get your expansion running (/w Queen), it's pretty nice having 17+ larva on hand after each injection cycle finishes. After I can afford a Queen for the macro hatch, that bumps up to 21+ - so you rarely, if ever, float minerals with the build.
Lately I've been transitioning to Mutalisks, but there's of course room for Infestors or even Roaches if needed. If I get a particularly good example, I'll post the replay.