Furthermore, he catches every blip on the minimap, no matter how small, and Ju Hoon said what he felt could only be described as if his eyesockets had been purified.
jaedong purifies my brain with his play
| Forum Index > BW General |
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leo23
United States3075 Posts
Furthermore, he catches every blip on the minimap, no matter how small, and Ju Hoon said what he felt could only be described as if his eyesockets had been purified. jaedong purifies my brain with his play | ||
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Lucumo
6850 Posts
Thanks for the translation(s) ![]() | ||
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garlicface
Canada4196 Posts
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Keone
United States812 Posts
thank you SO much for the translations! This already made me so much happier =D | ||
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mustaju
Estonia4504 Posts
On November 16 2011 19:07 BroodWarHD wrote: Show nested quote + On November 16 2011 16:23 mustaju wrote: On November 16 2011 11:27 Hyde wrote: I don't get it, I mean I want Calm to do better because I like him, but PL hasn't changed, you still don't know who you're coming up against, so how is he going to prepare and do better? He's still going to have to go through/study everyone's videos? He's been saying this over and over again since Round 5 2009-2010, the nightmare of every STX fan. His practice routine is infamous, but it doesn't really seem to help him anymore, since the formats changed. His glory days are behind him, and I'm pretty sure he will do even worse than last season because of the loss of Kal and the recent Free Agency bullshit. He hasn't been the real Ace of STX for a long while now, but his reputation still lingers because of the great games he's given us. Thanks for these, man. I'll remember you fondly. what is this, a funeral? Cheer up man, even if Calm ends up with a 50% record again, he will still give us a dozen or more games of opening whoop ass, so the season will be worth it With the quality of opponents having improved and him being below 50% last time, I don't see that happening, actually. Consider that Calm was not played for a lot of rounds 5&6. The above things considered, he's more than likely done with. | ||
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Nyarly
France1030 Posts
Nice interviews :D | ||
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Grettin
42381 Posts
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tree.hugger
Philadelphia, PA10406 Posts
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khaosis
Canada96 Posts
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slappy
United States1271 Posts
thanks for the interviews! | ||
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infinity2k9
United Kingdom2397 Posts
Or is there a map design anyone can think of which would allow it but not fuck up the other matchups? How about have the main creep extend to the ramp in a strange main shape. So when you hatch at nat, creep is all the way to your main and you can defend with sunk/spore over the small area much easier. I was thinking parallel mineral lines for the main with the backdoor base prehaps too. Like the backdoor is on higher ground, then min lines fairly close to be covered all together by 4 spore. | ||
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Taekwon
United States8155 Posts
I feel good when i see you in the mirror too calm <3<3<3 | ||
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Quasimoto3000
United States471 Posts
Cant wait to see him play again! | ||
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Chef
10810 Posts
On November 17 2011 02:42 infinity2k9 wrote: I seriously wish ZvZ could be more... we know the potential of hive tech. The dynamic of queen & broodling vs lurker/swarm and ultra lategame is really interesting. I've often thought about changes that could allow it without affecting anything else, the one that came to mind mostly was upgrading spore damage to increase the possibility (maybe range slightly too?) of defensive teching to Hive. It wouldn't really matter in vP or vT even if it was quite a significant buff. Or is there a map design anyone can think of which would allow it but not fuck up the other matchups? How about have the main creep extend to the ramp in a strange main shape. So when you hatch at nat, creep is all the way to your main and you can defend with sunk/spore over the small area much easier. I was thinking parallel mineral lines for the main with the backdoor base prehaps too. Like the backdoor is on higher ground, then min lines fairly close to be covered all together by 4 spore. The problem isn't that spores aren't strong enough, it's that hive tech takes a long time to get to. If you are going evenly with the muta ling stage, then switching to hive tech means that your opponent can expand and just get slightly slower hive tech but with an expansion bonus. Thus I think a possible solution (tho it wouldn't be good for other matchups) is a two player map with just a main and a natural, and every other expo is an island. That way it is difficult to take a third and you're more encouraged to get hive because speedlords are really the only way you're doing to get another base. Great and Zero are working on making it working and looking for the correct timings to get to hive, but there is little motivation for others to follow suit because muta/ling is still so strong. It will take a revolution in thought to make players want to tech to hive when they are competitive with muta/ling. | ||
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rabidch
United States20289 Posts
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hellbound
United Kingdom2242 Posts
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catleaves
United States506 Posts
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Hinanawi
United States2250 Posts
On November 16 2011 12:26 rotinegg wrote: Show nested quote + On November 16 2011 11:42 rift wrote: Korean society's obsession with looks is depressing. you haven't even seen their fixation with height: it's 10x worse (at least for guys) I remember that 'LOSER' scandal, wasn't it that you had to be 180cm or else you're a 'loser'? That's pretty harsh considering 174cm is the average adult male height there. | ||
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TheNessman
United States4158 Posts
On November 17 2011 02:56 Chef wrote: Show nested quote + On November 17 2011 02:42 infinity2k9 wrote: I seriously wish ZvZ could be more... we know the potential of hive tech. The dynamic of queen & broodling vs lurker/swarm and ultra lategame is really interesting. I've often thought about changes that could allow it without affecting anything else, the one that came to mind mostly was upgrading spore damage to increase the possibility (maybe range slightly too?) of defensive teching to Hive. It wouldn't really matter in vP or vT even if it was quite a significant buff. Or is there a map design anyone can think of which would allow it but not fuck up the other matchups? How about have the main creep extend to the ramp in a strange main shape. So when you hatch at nat, creep is all the way to your main and you can defend with sunk/spore over the small area much easier. I was thinking parallel mineral lines for the main with the backdoor base prehaps too. Like the backdoor is on higher ground, then min lines fairly close to be covered all together by 4 spore. The problem isn't that spores aren't strong enough, it's that hive tech takes a long time to get to. If you are going evenly with the muta ling stage, then switching to hive tech means that your opponent can expand and just get slightly slower hive tech but with an expansion bonus. Thus I think a possible solution (tho it wouldn't be good for other matchups) is a two player map with just a main and a natural, and every other expo is an island. That way it is difficult to take a third and you're more encouraged to get hive because speedlords are really the only way you're doing to get another base. Great and Zero are working on making it working and looking for the correct timings to get to hive, but there is little motivation for others to follow suit because muta/ling is still so strong. It will take a revolution in thought to make players want to tech to hive when they are competitive with muta/ling. very interesting idea. island maps WOUld be really cool in zvz. | ||
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a9arnn
United States1537 Posts
I feel kinda bad for Movie D:... but I think he's amazing, hopefully he'll do well next season :D!!! | ||
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