On March 02 2010 04:57 Fx_ wrote:
so many words.
so little sense.
Show nested quote +
On March 02 2010 03:19 Tragic wrote:
The "Hatchery Constrained Rule": Economy is constrained by hatcheries, not by minerals. Kwanro was 'decently' ahead through early-mid game. Losing the two valkyries, forcing Flash to transfer all the scv’s, putting the T back on 1 base mineral and GAS. The reason why GAS is a huge factor in this situation is because of how Flash chose to spend his initial gas=2 valkyries which killed 1 ovie, thus delaying science vessel production, upgrades, etc etc etc… and realistically making tech (mech) switching harder to pull off. Here I will not even consider the units Flash lost in the process. Now ask yourself was Kwanro ahead? At their programming level, the Zerg at a pretty GOOD favor, and shortly after the lurkers died off we already see hive finishing and the defiler mount building, and not a single science vessel yet. I even question if the science facility was even done, didn’t notice it during the game.
Do not be blinded, just because he’s Flash, Kwanro should have had the game in the bag. Flash won, mainly because of Kwanro bad unit composition, suiciding units to mines, and unsaturated bases, and being overly aggressive.
Another thing that was ridiculously stupid was people saying that if Kwanro tech switched, it wouldn’t matter because “if Flash saw mutas, within 1 minute Flash would have had 900 Goliaths and just anal rape Kwanro”. The reason why this logic is so utterly retarded is because first off Muta’s are one the key units in beating Mech. In this situation, there was a WINDOW, where if Kwanro tech switched, it would have done decent damage to Flash. Last time I checked, tanks and vultures do not do damage to Mutas. With proper muta control, Flash’s army will be trimmed down, forcing Flash to move back and more turrets, + giving Kwanro more map control before Flash goliath’s count mass up.
In SC, you constantly make units that counter to your opponents units. Let’s put the previously retarded logic into play. I’m playing Terran, and I see 24 lings coming right into my base. (Lets just consider unit composition, no time for bunker or scv block or w.e.) I DO NOT want to make firebats because I know mutas will be coming shortly. Another example is, I’m playing Protoss, and I see lurkers, I do not want to make dragoons because ‘within 1 minute’ I’ll be anal raped by a group of hydra’s and lings.
On March 01 2010 22:06 Etopen wrote:
wow to everyone exaggerating about Kwanro economy, you guys should reread the thread since flash and kwanro begins. Flash had his 3rd setup when kwanro was getting a 4th and also killed kwanro's 4th hatch with vultures, even if your memory isn't good then the thread could be a reference.
wow to everyone exaggerating about Kwanro economy, you guys should reread the thread since flash and kwanro begins. Flash had his 3rd setup when kwanro was getting a 4th and also killed kwanro's 4th hatch with vultures, even if your memory isn't good then the thread could be a reference.
The "Hatchery Constrained Rule": Economy is constrained by hatcheries, not by minerals. Kwanro was 'decently' ahead through early-mid game. Losing the two valkyries, forcing Flash to transfer all the scv’s, putting the T back on 1 base mineral and GAS. The reason why GAS is a huge factor in this situation is because of how Flash chose to spend his initial gas=2 valkyries which killed 1 ovie, thus delaying science vessel production, upgrades, etc etc etc… and realistically making tech (mech) switching harder to pull off. Here I will not even consider the units Flash lost in the process. Now ask yourself was Kwanro ahead? At their programming level, the Zerg at a pretty GOOD favor, and shortly after the lurkers died off we already see hive finishing and the defiler mount building, and not a single science vessel yet. I even question if the science facility was even done, didn’t notice it during the game.
Do not be blinded, just because he’s Flash, Kwanro should have had the game in the bag. Flash won, mainly because of Kwanro bad unit composition, suiciding units to mines, and unsaturated bases, and being overly aggressive.
Another thing that was ridiculously stupid was people saying that if Kwanro tech switched, it wouldn’t matter because “if Flash saw mutas, within 1 minute Flash would have had 900 Goliaths and just anal rape Kwanro”. The reason why this logic is so utterly retarded is because first off Muta’s are one the key units in beating Mech. In this situation, there was a WINDOW, where if Kwanro tech switched, it would have done decent damage to Flash. Last time I checked, tanks and vultures do not do damage to Mutas. With proper muta control, Flash’s army will be trimmed down, forcing Flash to move back and more turrets, + giving Kwanro more map control before Flash goliath’s count mass up.
In SC, you constantly make units that counter to your opponents units. Let’s put the previously retarded logic into play. I’m playing Terran, and I see 24 lings coming right into my base. (Lets just consider unit composition, no time for bunker or scv block or w.e.) I DO NOT want to make firebats because I know mutas will be coming shortly. Another example is, I’m playing Protoss, and I see lurkers, I do not want to make dragoons because ‘within 1 minute’ I’ll be anal raped by a group of hydra’s and lings.
so many words.
so little sense.
so little words.
so much sense.