You lose a lot of time in the first three minutes talking about nothing. Just jump straight into the game, and if there's nothing worth talking about, analyze the map, spawn positions, potential strategies, etc.
You naturally devolve into caster mode. Keep your focus on analysis. You don't really get into analysis mode until 14:00, and even then, you tend to slip back into caster mode occasionally.
Don't be afraid to back up or pause just to explain positioning or small minutae. You miss a lot of fine details by explaining things in real time. (You picked this up later in the cast, but the first 10 minutes had no pauses).
I suggest trying to focus on one side or one theme. There's millions of things to analyze and explain in a single game, so it helps to limit your view.
Watch the game before you analyze it.
The video is long.
You do say "uhm" a lot. Not a huge deal, but obviously something you want to consciously focus on eliminating. Overall, it's really good, but I feel like you miss a lot of really big details like how hard it is for Zerg to take a 3rd on Tau Cross and how Larva attempts to make it work; how mech switches are relatively chaotic compared to symmetrical maps where it's easy to split the map and build up a crazy tank count; how lurker/ling/defiler pushes can help buy time for Zerg and keep the Terran pinned back at a time when Zerg is usually the one turtling. Etc.
Even though it's easier to do a straight analysis on a game without watching it, I think it's really good to take a look at it before you start, make some general notes of when big events happen, what you want to talk about, etc. Not saying you have to be Day9, but you might as well copy what's successful.
I would prefer NOT to copy others as I have my own style. I like to focus game-to-game whereas the day9 dailies were a span of many games covering one topic. I can try that next time and see if people like that better.
On August 29 2017 02:33 FlaShFTW wrote: I would prefer NOT to copy others as I have my own style. I like to focus game-to-game whereas the day9 dailies were a span of many games covering one topic. I can try that next time and see if people like that better.
On August 29 2017 02:26 EsportsJohn wrote: Even though it's easier to do a straight analysis on a game without watching it, I think it's really good to take a look at it before you start, make some general notes of when big events happen, what you want to talk about, etc. Not saying you have to be Day9, but you might as well copy what's successful. .
was just talking about doing pre-show preparation (for a single game) to allow you to smoothly transition from one key point to another without breaking flow or accidentally missing a critical event.
5:50 - you can't make 3 sunkens playing 2 hath muta, not vs what Flash played 6:20 - wrong statement. Terran has to build a lot of turrets as he is playing vs 2 hath muta, which in most cases deny 4 or 5 rax builds. Turrets alone are not enough to hold mutas, and terran won't have many m&m (especially in that game where Flash lost his initial bio force). Also Flash built A TON of turrets afterwards. 6:45 - "he is going into this 9 minute push" - most likely incorrect, any kind of early m&m tank push with only 3 raxes fail hard vs 2 hath muta. Unless you see a very quick lurker transition you never even make tanks. 6:50 - this whole explanation is wrong, especially in the context of that game. Also 3 rax -> staport -> asap irradiate vessel is not at all to counter fast hive. What counters fast hive more is mech switch into a lot of vultures. (depends on exact builds ofc) Fast hive is exactly the counter to 9 minute pushes with fast vessel/irradite (though is still playable especially if terran got an early game lead) 7:22 - proper explanation of quick Hiveis "Outsider". JD goes for quick hive as map favors 2 hath play into mass gas expansions at back with multiple sunkens at front. JD is not reading meta wrong, he is reading it perfectly right as if Flash cannot do damage with initial drops Zergs adventage is snowballing on this map and there is no way to kill the zerg. Flash 2 port is standard on this map as it's the only way how terran can threaten the zerg in late game.
I didn't watch more, you get the point. You do a good job commenting, these are just the things that "stick out" for a terran player.
On August 29 2017 02:33 FlaShFTW wrote: I would prefer NOT to copy others as I have my own style. I like to focus game-to-game whereas the day9 dailies were a span of many games covering one topic. I can try that next time and see if people like that better.
On August 29 2017 02:26 EsportsJohn wrote: Even though it's easier to do a straight analysis on a game without watching it, I think it's really good to take a look at it before you start, make some general notes of when big events happen, what you want to talk about, etc. Not saying you have to be Day9, but you might as well copy what's successful. .
was just talking about doing pre-show preparation (for a single game) to allow you to smoothly transition from one key point to another without breaking flow or accidentally missing a critical event.
Ah ok makes sense. Yeah ill do this in the future. I typically try to skip this as Im working almost full time right now and jave a pretty busy life but Ill integrate this and focus on my quality than quantity
On August 29 2017 02:50 kogeT wrote: From game JD vs Flash @ Outsider:
5:50 - you can't make 3 sunkens playing 2 hath muta, not vs what Flash played 6:20 - wrong statement. Terran has to build a lot of turrets as he is playing vs 2 hath muta, which in most cases deny 4 or 5 rax builds. Turrets alone are not enough to hold mutas, and terran won't have many m&m (especially in that game where Flash lost his initial bio force). Also Flash built A TON of turrets afterwards. 6:45 - "he is going into this 9 minute push" - most likely incorrect, any kind of early m&m tank push with only 3 raxes fail hard vs 2 hath muta. Unless you see a very quick lurker transition you never even make tanks. 6:50 - this whole explanation is wrong, especially in the context of that game. Also 3 rax -> staport -> asap irradiate vessel is not at all to counter fast hive. What counters fast hive more is mech switch into a lot of vultures. (depends on exact builds ofc) Fast hive is exactly the counter to 9 minute pushes with fast vessel/irradite (though is still playable especially if terran got an early game lead) 7:22 - proper explanation of quick Hiveis "Outsider". JD goes for quick hive as map favors 2 hath play into mass gas expansions at back with multiple sunkens at front. JD is not reading meta wrong, he is reading it perfectly right as if Flash cannot do damage with initial drops Zergs adventage is snowballing on this map and there is no way to kill the zerg. Flash 2 port is standard on this map as it's the only way how terran can threaten the zerg in late game.
I didn't watch more, you get the point. You do a good job commenting, these are just the things that "stick out" for a terran player.
Always good to have your feedback koget. Thank you! Im at work right now but Ill take a look at all of this when i get home
I think I'll be more or less focused on newer players and trying to help them but also a sprinkle of pro games for again, the more overall broad understanding of the game. with newer players I want to focus on specific things they should be doing better in their games to improve.
On August 29 2017 02:50 kogeT wrote: From game JD vs Flash @ Outsider:
5:50 - you can't make 3 sunkens playing 2 hath muta, not vs what Flash played 6:20 - wrong statement. Terran has to build a lot of turrets as he is playing vs 2 hath muta, which in most cases deny 4 or 5 rax builds. Turrets alone are not enough to hold mutas, and terran won't have many m&m (especially in that game where Flash lost his initial bio force). Also Flash built A TON of turrets afterwards. 6:45 - "he is going into this 9 minute push" - most likely incorrect, any kind of early m&m tank push with only 3 raxes fail hard vs 2 hath muta. Unless you see a very quick lurker transition you never even make tanks. 6:50 - this whole explanation is wrong, especially in the context of that game. Also 3 rax -> staport -> asap irradiate vessel is not at all to counter fast hive. What counters fast hive more is mech switch into a lot of vultures. (depends on exact builds ofc) Fast hive is exactly the counter to 9 minute pushes with fast vessel/irradite (though is still playable especially if terran got an early game lead) 7:22 - proper explanation of quick Hiveis "Outsider". JD goes for quick hive as map favors 2 hath play into mass gas expansions at back with multiple sunkens at front. JD is not reading meta wrong, he is reading it perfectly right as if Flash cannot do damage with initial drops Zergs adventage is snowballing on this map and there is no way to kill the zerg. Flash 2 port is standard on this map as it's the only way how terran can threaten the zerg in late game.
I didn't watch more, you get the point. You do a good job commenting, these are just the things that "stick out" for a terran player.
What is a hath and where do I get one? Sounds like my mutas would be more like JDs if I knew how to do this!