i have a question, what is the relevance of one round vs the other? like if one team does amazing in Round 1 but then bombs in Round 2, does that mean anything special? like do they add up all the scores from all the rounds?
On June 23 2012 15:36 sc2superfan101 wrote: i have a question, what is the relevance of one round vs the other? like if one team does amazing in Round 1 but then bombs in Round 2, does that mean anything special? like do they add up all the scores from all the rounds?
scoring continues as per from round 1.
scores do not reset per round, a round used to signify that each team has played all the other teams and now it is time to start the next round where they do the same.
it used to be that between rounds the players would break for a week and new maps would be introduced or there would be some rule changes and stuff but doesn't seem that way this season and it makes sense.
Siege mode finished for Last Shelling the bunker Port is up for Light Bunker getting mass repaired, but the tank is targetting the scvs Second bunker is up, but no marine support Last lands hi sown rax to make a choke for the units of light
Mass scv pull, but doesn't do much with it One single wraith pew pew pewing away at the tanks Tanks unsiege to get away from the wraith and to stop firing before splash from the scv pull
Two wraiths out for Light, goliaths for Last though Two more facts being added, 4 total for Last Academy also Last just going to move closer and closer to Light's base Neutral psi disruptor is taken out though I think 2 more facts, 3 total added for Light
Light took his mineral only as his third base 6 tanks, Last pulling scvs, going to push with the scvs at the lead Last setting up a sandwich attack scvs eat a ton of shells Light's force is pretty thinned out at this poin scvs are imba, but not enough 39-78 Last favored Last sieged up in the nat of Light Light holding on, but Last takes it for STX 2-1
imbagates done Citadel on the way for Trap Shy going for a DT building, proxyed dt building Three gate, robo and citadel Only a single gate for Shy, adding a second one now
DT expand for Shy? Stream crash into trap breaking up the ramp with dtGoon's and flashes Single DT in the main base gets killed Shy's expo got cancelled or killed
Two zealot counter attack by Shy into Trap's main Manages to kill off no probes, maybe a single stalker Obs is finally out for Shy bigGoon on the way for Trap, gonna tear through the dtGoons
Both players have their nats up now Six gates total for Trap Tripod buildings up for both players Tripods on the map for both players now, upgrading range Forge upgrading +1 attack Second Robo for Trap
Both players taking their thirds now Shy moving across the map, going to try and contest this third Single tripod against three for Trap, with four bigGoons
Flying pylon for Shy Second forge for him also, high ground for Shy, 8 tripods for Trap Trap has 5 oclock as a fourth base Flying pylon gets scouted, and has some units loaded up Both players scout out the others fourth base
9 tripods for Shy Huge engagement, Shy's army is split up I can't tell whats going on, Trap looks to have higher number of tripods Zealots on both sides force each other back Trap going to go for the 11 oclock now
11 oclock going to fall Trap forced cancel on Shy's inner 5th base Trap loses, two tripods for free Nexus going to get focused down, maybe not? No last hit possible, the nexus falls Overglorified arbiter for Trap Oh damn
Shy's inner base is taken now as his "fourth" Overglorified Arbiter is on the field now I think Shy is nearly 3/3/3 on upgrades That one stasis ability, on all of Shy's units will make him a sad panda
Tripods going to kill off a ton of probes The nexus is going to get focused down Trap moves forward Huge stasis on the majority of Shy's army, maybe half Shy looks in trouble, playing with one hand
one thing is that they seem very hesitant to engage in a PvP, which is normal to a certain extent, but also is caused by their unfamiliarity of the units. admittedly, PvP in SC2 is extremely positional, the units and armies are so powerful that engagements have to be planned super carefully, but they need to be more willing to make their presence known on the map.
basically: yes, PvP can be boring and positional and one-sided, but sometimes it's a very intense and micro-heavy with a lot of small engagements and pokes and prods. these guys just aren't quite familiar enough to have gotten all the intricacies of it down pat yet, it looks more like PvP's of the past few months than current PvP.