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Crazy Zerg - Page 3

Forum Index > BW General
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Bonyth
Profile Joined August 2010
Poland565 Posts
July 30 2021 07:56 GMT
#41
Who exactly hates him? I only see people making fun of his rages on stream.
ggsimida
Profile Joined August 2015
1148 Posts
July 30 2021 08:34 GMT
#42
artosis having to play a whiny terran persona to attract viewers says more about the audience than artosis himself i feel.
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2021-07-30 08:47:36
July 30 2021 08:42 GMT
#43
On July 30 2021 11:48 404AlphaSquad wrote:
Show nested quote +
On July 30 2021 07:49 Dangermousecatdog wrote:
I don't understand how there exist people who look at the science vessel and do not see it as the most insane unit ever conceived in a matchup in an RTS game.

Anyways, probably best not to learn the game or "meta" from whatever random stuff Artosis says. He's either incapable of learning anything despite a positive environment over the years, or deliberately saying whatever he thinks would give him a loyal following.


I wonder why he is so hated by the BW community on TL, given that he is the biggest foreign BW streamer. Maybe it is because he also casts sc2 and people here are ready to oust/shame people for it.


Artosis isn't hated in the BW community. It's just the fact that he makes absolute statements about how imbalanced the game is against terran and that's why he loses while being far, far from the top of the skill curve. He's been doing that for as long as I remember, and people don't take his statements seriously.

On July 30 2021 06:24 404AlphaSquad wrote:
I dont understand how there exist people who look at the defiler and do not see it as the most insane unit ever conceived in an RTS game.

But that is the nature of BW. Everything is broken in so many ways and everyone just has to deal with it. But by modern game design standards, something like a defiler in its current form would never exist in a game imo, due to how unfair/unfun it feels to play against.


It's exactly stuff like this. The vessel is just as unfun to play against, yet you don't see me frothing at the mouth how unfair it is.
BlueStar
Profile Blog Joined August 2005
Bulgaria1166 Posts
July 30 2021 10:20 GMT
#44
Simple and unpopular opinion:

- Artosis is a vocal chobo.
Leader of the Bulgarian National SCBW/SC2 team and team pSi.SCBW/SC2
prosatan
Profile Joined September 2009
Romania8057 Posts
July 30 2021 10:30 GMT
#45
I think this thread is going in a wrong way!
Artosis is sometimes upset because he thinks Terran is weak but he is funny too ! And "guys in the chat" are also funny
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
prosatan
Profile Joined September 2009
Romania8057 Posts
July 30 2021 10:30 GMT
#46
Anyway, i'm glad TL is back !
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2021-07-30 11:17:21
July 30 2021 10:48 GMT
#47
On July 30 2021 13:39 Dante08 wrote:
Btw I don't think many people here have an idea of the "new" crazy Zerg style OP is talking about.

- You go 2 hatch or 2.5 hatch mute and get +1 attack, keep Terran in base and abuse them with muta micro (you need good muta micro to pull this off).
- Get quick carapace upgrade, tech to ultras asap
- Take random locations all over the map where travel distance is far.
- The "craziest" thing about this variation is no zerglings, just pure upgraded ultras

The reason this is so strong is the mutas can keep Terran in base forever, and the upgraded ultras can tank forever vs marines. You don't even need zerglings with this build, all your larva goes to ultras.

Watch this game between Action and Rush to see what I'm talking about (from the 1:19 mark). Action also countered with the ultras whenever Rush moved which is essentially buying time for another expo, once you get your 4th gas the game is pretty much over. The next game on eclipse showcases an even stronger version of this build since Action took the double gas. Going tank is risky, if Zerg picks off 1-2 tanks with mutas its gg. Valk builds can work but Zerg just needs to sunken up and buy time for ultras.




Yeah, I'm not impressed with the T's ability to deal with 2 hatch muta that doesn't even attempt to hold you into your base by attacking it and rather plays as a 3hatch opener. Without zerglings. This game is entirely on the T, I'm afraid. He simply did nothing. No pressure, no drops, no split attacks, even though the zerg didn't kill an apprciable amount of marines... Zerg also somehow had earlier upgrades than the Terran.
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
Last Edited: 2021-07-30 11:19:47
July 30 2021 11:18 GMT
#48
On July 30 2021 19:48 Nikon wrote:
Show nested quote +
On July 30 2021 13:39 Dante08 wrote:
Btw I don't think many people here have an idea of the "new" crazy Zerg style OP is talking about.

- You go 2 hatch or 2.5 hatch mute and get +1 attack, keep Terran in base and abuse them with muta micro (you need good muta micro to pull this off).
- Get quick carapace upgrade, tech to ultras asap
- Take random locations all over the map where travel distance is far.
- The "craziest" thing about this variation is no zerglings, just pure upgraded ultras

The reason this is so strong is the mutas can keep Terran in base forever, and the upgraded ultras can tank forever vs marines. You don't even need zerglings with this build, all your larva goes to ultras.

Watch this game between Action and Rush to see what I'm talking about (from the 1:19 mark). Action also countered with the ultras whenever Rush moved which is essentially buying time for another expo, once you get your 4th gas the game is pretty much over. The next game on eclipse showcases an even stronger version of this build since Action took the double gas. Going tank is risky, if Zerg picks off 1-2 tanks with mutas its gg. Valk builds can work but Zerg just needs to sunken up and buy time for ultras.

https://www.youtube.com/watch?v=5nUXPPZMWFU&t=5708s


Yeah, I'm not impressed with the T's ability to deal with 2 hatch muta that doesn't even attempt to hold you into your base by attacking it and rather plays as a 3hatch opener. Without zerglings. This game is entirely on the T, I'm afraid. He simply did nothing. No pressure, no drops, no split attacks, even though the zerg didn't kill an apprciable amount of marines...


What are you talking about, it's 2 rax academy vs 2 hatch, he pressured early to force sunkens. He then teched to starport on 2 rax, you can't move out anymore if Zerg goes 2 hatch heavy muta. And you suggest drops vs 2 hatch muta? It's gg if the mutas catch a dropship. Did you even watch the game?

This is Rush who is one of the top 5 Terrans and you're saying stuff like no pressure, drops or spilt attacks lmao.
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
July 30 2021 11:55 GMT
#49
On July 30 2021 20:18 Dante08 wrote:
Show nested quote +
On July 30 2021 19:48 Nikon wrote:
On July 30 2021 13:39 Dante08 wrote:
Btw I don't think many people here have an idea of the "new" crazy Zerg style OP is talking about.

- You go 2 hatch or 2.5 hatch mute and get +1 attack, keep Terran in base and abuse them with muta micro (you need good muta micro to pull this off).
- Get quick carapace upgrade, tech to ultras asap
- Take random locations all over the map where travel distance is far.
- The "craziest" thing about this variation is no zerglings, just pure upgraded ultras

The reason this is so strong is the mutas can keep Terran in base forever, and the upgraded ultras can tank forever vs marines. You don't even need zerglings with this build, all your larva goes to ultras.

Watch this game between Action and Rush to see what I'm talking about (from the 1:19 mark). Action also countered with the ultras whenever Rush moved which is essentially buying time for another expo, once you get your 4th gas the game is pretty much over. The next game on eclipse showcases an even stronger version of this build since Action took the double gas. Going tank is risky, if Zerg picks off 1-2 tanks with mutas its gg. Valk builds can work but Zerg just needs to sunken up and buy time for ultras.

https://www.youtube.com/watch?v=5nUXPPZMWFU&t=5708s


Yeah, I'm not impressed with the T's ability to deal with 2 hatch muta that doesn't even attempt to hold you into your base by attacking it and rather plays as a 3hatch opener. Without zerglings. This game is entirely on the T, I'm afraid. He simply did nothing. No pressure, no drops, no split attacks, even though the zerg didn't kill an apprciable amount of marines...


What are you talking about, it's 2 rax academy vs 2 hatch, he pressured early to force sunkens. He then teched to starport on 2 rax, you can't move out anymore if Zerg goes 2 hatch heavy muta. And you suggest drops vs 2 hatch muta? It's gg if the mutas catch a dropship. Did you even watch the game?

This is Rush who is one of the top 5 Terrans and you're saying stuff like no pressure, drops or spilt attacks lmao.


Yeah, I watched the game.

Terran never moved out, didn't engage mutas that well even over open ground, found third too late... And that third was put down before spire finished with 4 zerglings on the map. Zerg took a risk with it and it paid off, it's that simple.
LaStScan
Profile Joined May 2011
Korea (South)1289 Posts
Last Edited: 2021-07-30 12:50:20
July 30 2021 12:45 GMT
#50
When you play at high level, Terran cannot move out with 12mm(12 marines + # medics).
11 Muta > 12mm always.
First battle is always 8 muta vs 12mm, but zerg is always going to have the advantage with picking up a single marine and force terran to waste medic's energy. the longer the battle goes, terran falls behind because of medic's energy and marine ball becomes weak.
Trying my best for ASL, ASTL
ggsimida
Profile Joined August 2015
1148 Posts
July 30 2021 14:29 GMT
#51
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.
krooked
Profile Joined May 2011
376 Posts
July 30 2021 14:40 GMT
#52
On July 30 2021 23:29 ggsimida wrote:
Show nested quote +
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.


You can't know, i.e., if you assume one way or another, you lose.

Example 1:

Terran moves out, Z has made 8 mutas, Terran loses his army, basically game lost right there

Example 2:

Terran moves out, Z hasn't made 8 mutas, Terran keeps his army and game goes on.

Here is the key thing: Terran can't know which scenario is going to occur. Thus, it is entirely coinflip to move out. As such, the only right move is to NOT move out, or else you are gambling.
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2021-07-30 14:47:16
July 30 2021 14:42 GMT
#53
On July 30 2021 21:45 LaStScan wrote:
When you play at high level, Terran cannot move out with 12mm(12 marines + # medics).
11 Muta > 12mm always.
First battle is always 8 muta vs 12mm, but zerg is always going to have the advantage with picking up a single marine and force terran to waste medic's energy. the longer the battle goes, terran falls behind because of medic's energy and marine ball becomes weak.


What's your opinion of the particular game people linked me then? Terran didn't fidnt the third, but he was absolutely in a position to kill it in time, but didn't find it and it ended up costing him the game. Am I wrong?

On July 30 2021 23:40 krooked wrote:
Show nested quote +
On July 30 2021 23:29 ggsimida wrote:
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.


You can't know, i.e., if you assume one way or another, you lose.

Example 1:

Terran moves out, Z has made 8 mutas, Terran loses his army, basically game lost right there

Example 2:

Terran moves out, Z hasn't made 8 mutas, Terran keeps his army and game goes on.

Here is the key thing: Terran can't know which scenario is going to occur. Thus, it is entirely coinflip to move out. As such, the only right move is to NOT move out, or else you are gambling.


What about the scenario in which the T player kills off mutas and forces them back to defend? Surely, top terran players are at least as good at microing their marines vs mutas as Z players are microing the mutas?
krooked
Profile Joined May 2011
376 Posts
July 30 2021 14:48 GMT
#54
On July 30 2021 23:42 Nikon wrote:
Show nested quote +
On July 30 2021 21:45 LaStScan wrote:
When you play at high level, Terran cannot move out with 12mm(12 marines + # medics).
11 Muta > 12mm always.
First battle is always 8 muta vs 12mm, but zerg is always going to have the advantage with picking up a single marine and force terran to waste medic's energy. the longer the battle goes, terran falls behind because of medic's energy and marine ball becomes weak.


What's your opinion of the particular game people linked me then? Terran didn't fidnt the third, but he was absolutely in a position to kill it in time, but didn't find it and it ended up costing him the game. Am I wrong?

Show nested quote +
On July 30 2021 23:40 krooked wrote:
On July 30 2021 23:29 ggsimida wrote:
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.


You can't know, i.e., if you assume one way or another, you lose.

Example 1:

Terran moves out, Z has made 8 mutas, Terran loses his army, basically game lost right there

Example 2:

Terran moves out, Z hasn't made 8 mutas, Terran keeps his army and game goes on.

Here is the key thing: Terran can't know which scenario is going to occur. Thus, it is entirely coinflip to move out. As such, the only right move is to NOT move out, or else you are gambling.


What about the scenario in which the T player kills off mutas and forces them back to defend? Surely, top terran players are at least as good at microing their marines vs mutas as Z players are microing the mutas?


Nobody is forcing the mutas to engage into a bad fight if they don't make 8 mutas. They can simply avoid fighting and put up sunks, conceding map control. The point is that in 2H muta, Zerg can have enough to simply kill the moveout force, and T just cannot risk that.
ggsimida
Profile Joined August 2015
1148 Posts
July 30 2021 14:55 GMT
#55
On July 30 2021 23:40 krooked wrote:
Show nested quote +
On July 30 2021 23:29 ggsimida wrote:
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.


You can't know, i.e., if you assume one way or another, you lose.

Example 1:

Terran moves out, Z has made 8 mutas, Terran loses his army, basically game lost right there

Example 2:

Terran moves out, Z hasn't made 8 mutas, Terran keeps his army and game goes on.

Here is the key thing: Terran can't know which scenario is going to occur. Thus, it is entirely coinflip to move out. As such, the only right move is to NOT move out, or else you are gambling.


cool but i like to hear scan's opinion on it tho
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
July 30 2021 15:00 GMT
#56
On July 30 2021 23:48 krooked wrote:
Show nested quote +
On July 30 2021 23:42 Nikon wrote:
On July 30 2021 21:45 LaStScan wrote:
When you play at high level, Terran cannot move out with 12mm(12 marines + # medics).
11 Muta > 12mm always.
First battle is always 8 muta vs 12mm, but zerg is always going to have the advantage with picking up a single marine and force terran to waste medic's energy. the longer the battle goes, terran falls behind because of medic's energy and marine ball becomes weak.


What's your opinion of the particular game people linked me then? Terran didn't fidnt the third, but he was absolutely in a position to kill it in time, but didn't find it and it ended up costing him the game. Am I wrong?

On July 30 2021 23:40 krooked wrote:
On July 30 2021 23:29 ggsimida wrote:
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.


You can't know, i.e., if you assume one way or another, you lose.

Example 1:

Terran moves out, Z has made 8 mutas, Terran loses his army, basically game lost right there

Example 2:

Terran moves out, Z hasn't made 8 mutas, Terran keeps his army and game goes on.

Here is the key thing: Terran can't know which scenario is going to occur. Thus, it is entirely coinflip to move out. As such, the only right move is to NOT move out, or else you are gambling.


What about the scenario in which the T player kills off mutas and forces them back to defend? Surely, top terran players are at least as good at microing their marines vs mutas as Z players are microing the mutas?


Nobody is forcing the mutas to engage into a bad fight if they don't make 8 mutas. They can simply avoid fighting and put up sunks, conceding map control. The point is that in 2H muta, Zerg can have enough to simply kill the moveout force, and T just cannot risk that.


So basically, you've given up on every TvZ you play from the get go, because you believe the Z is that much better than you that you can't do anything. This is exactly what you're saying.
krooked
Profile Joined May 2011
376 Posts
July 30 2021 15:01 GMT
#57
On July 30 2021 23:55 ggsimida wrote:
Show nested quote +
On July 30 2021 23:40 krooked wrote:
On July 30 2021 23:29 ggsimida wrote:
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.


You can't know, i.e., if you assume one way or another, you lose.

Example 1:

Terran moves out, Z has made 8 mutas, Terran loses his army, basically game lost right there

Example 2:

Terran moves out, Z hasn't made 8 mutas, Terran keeps his army and game goes on.

Here is the key thing: Terran can't know which scenario is going to occur. Thus, it is entirely coinflip to move out. As such, the only right move is to NOT move out, or else you are gambling.


cool but i like to hear scan's opinion on it tho


Then go ask him in a private chat. This is a public forum, and anyone can participate.
ggsimida
Profile Joined August 2015
1148 Posts
Last Edited: 2021-07-30 15:12:42
July 30 2021 15:12 GMT
#58
On July 31 2021 00:01 krooked wrote:
Show nested quote +
On July 30 2021 23:55 ggsimida wrote:
On July 30 2021 23:40 krooked wrote:
On July 30 2021 23:29 ggsimida wrote:
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.


You can't know, i.e., if you assume one way or another, you lose.

Example 1:

Terran moves out, Z has made 8 mutas, Terran loses his army, basically game lost right there

Example 2:

Terran moves out, Z hasn't made 8 mutas, Terran keeps his army and game goes on.

Here is the key thing: Terran can't know which scenario is going to occur. Thus, it is entirely coinflip to move out. As such, the only right move is to NOT move out, or else you are gambling.


cool but i like to hear scan's opinion on it tho


Then go ask him in a private chat. This is a public forum, and anyone can participate.


everyone is equal, but some are more equal than others
krooked
Profile Joined May 2011
376 Posts
July 30 2021 15:31 GMT
#59
On July 31 2021 00:00 Nikon wrote:
Show nested quote +
On July 30 2021 23:48 krooked wrote:
On July 30 2021 23:42 Nikon wrote:
On July 30 2021 21:45 LaStScan wrote:
When you play at high level, Terran cannot move out with 12mm(12 marines + # medics).
11 Muta > 12mm always.
First battle is always 8 muta vs 12mm, but zerg is always going to have the advantage with picking up a single marine and force terran to waste medic's energy. the longer the battle goes, terran falls behind because of medic's energy and marine ball becomes weak.


What's your opinion of the particular game people linked me then? Terran didn't fidnt the third, but he was absolutely in a position to kill it in time, but didn't find it and it ended up costing him the game. Am I wrong?

On July 30 2021 23:40 krooked wrote:
On July 30 2021 23:29 ggsimida wrote:
On July 30 2021 21:45 LaStScan wrote:
First battle is always 8 muta vs 12mm


as a pro should you make an assumption like this though? considering the build variant where zerg just make only ~5 mutas (one shot healthy marine) and rushes tech. i think terrans making assumptions these little details can be the difference between 2 similarly skilled players and like this is what makes zerg mind/metagaming effective. maybe you can enlighten further on this.


You can't know, i.e., if you assume one way or another, you lose.

Example 1:

Terran moves out, Z has made 8 mutas, Terran loses his army, basically game lost right there

Example 2:

Terran moves out, Z hasn't made 8 mutas, Terran keeps his army and game goes on.

Here is the key thing: Terran can't know which scenario is going to occur. Thus, it is entirely coinflip to move out. As such, the only right move is to NOT move out, or else you are gambling.


What about the scenario in which the T player kills off mutas and forces them back to defend? Surely, top terran players are at least as good at microing their marines vs mutas as Z players are microing the mutas?


Nobody is forcing the mutas to engage into a bad fight if they don't make 8 mutas. They can simply avoid fighting and put up sunks, conceding map control. The point is that in 2H muta, Zerg can have enough to simply kill the moveout force, and T just cannot risk that.


So basically, you've given up on every TvZ you play from the get go, because you believe the Z is that much better than you that you can't do anything. This is exactly what you're saying.


What an absurd way to interpret what I just wrote.

It is an objective truth that T cannot blindly move out at certain points of the game vs Z or P. To acknowledge this isn't to give up anything.
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
July 30 2021 15:40 GMT
#60
"I can't move out cause my opponent might kill me."

It's exactly what you said. People more than a decade ago found ways to do it, why can't people now?
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