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On May 10 2012 13:49 GhostOwl wrote:Show nested quote +On May 06 2012 01:12 sluggaslamoo wrote:On May 05 2012 21:32 pdd wrote:On May 05 2012 21:01 Severedevil wrote:On May 05 2012 19:31 Thrombozyt wrote:On May 05 2012 18:26 Severedevil wrote:On May 05 2012 18:13 Dreamslayer wrote: 1) Terran is massing up bio force and upgrades on 2 bases in the 10 first minutes of the game. 2) He pushes up the Protoss base and he seems that he will win quite one-sidedely. There's your problem. You're trying to break a two-base Protoss instead of expand. 3) Suddenly a collosus come out and begins to deal damage. 4) The terran MUST get back to his base and mass up vikings QUICKLY.
You do not need Vikings to combat a Protoss army with a small number of Colossi, unless you're fighting at choke points. Marauders are very effective against Colossi in open terrain. What is your problem? Weren't there multiple posts that explain, why EXPANDING does NOT help? You expand to 5 bases, the protoss doesn't care and just expands to a third and has enough resources to do what he wants. He has his maxed army and he can use that easily to take a 4th if needed. Then the terran is fucked because he is in the late game and has the usual problem: - you can only win an heads-on engagement if you micro really good and catch the protoss in an unfavorable position. - you cannot use micro drops because they are easily shut down by 1 HT+cannon. - you cannot use large drops (4+ medivacs) because no matter how entrenched your army is, you cannot stand up to the maxed protoss. Protoss camps your production while being able to whittle down your drops with chargelot/archon/feedback warpins. The problem is that you cannot use your economic advantage because once you lose your army it is over. Broodwar Protoss had a similar dynamic, but flipped around, with Protoss as the mobile party and Terran with the slow-moving death army. Five bases against three is a heavy lead that you can turn into victory, even if your army cannot defeat his in a straight-up fight. Some inherited lessons: -Fight in open space and attack from multiple angles. Duh. If you can't, then do not engage. -Trade units whenever you can. -Build a crapton of extra unit-producing structures to remax quick, and build them in different bases. -Throw units into the opponent's base whenver he moves out. -Well-placed statics and walls won't stop your opponent's army, but they will delay it, and prevent him from breaking your bases without sending the bulk of his army. -A tech switch that demands different responses will drain both of your banks, but yours can more easily afford it. Stalkers are expensive. Now, for SC2-specific stuff: -A nuclear launch on the mouth of a base (especially your natural) will keep the Protoss army from walking in, or at least greatly delay it. Four ghost academies and 300 minerals + 300 gas per minute can maintain a constant stream of nukes. - Any nuclear launch forces the Protoss to hunt for red dots, distracting him from his army no matter where you launch the nuke. A nuke dropped in some empty corner of the map is twenty seconds of confusion for the Protoss. -Banshees and Reapers are more expensive than M&M and take a lot of production time, but are quite strong for their food, especially at raiding. -Each additional orbital is four SCVs worth of mineral mining that eats no supply, which means either more income, or more supply for your army. Really, the "more $$$, weaker army" position is perfectly playable. I don't really understand BW strategy as I don't really have much experience watching it. But is it possible for Protosses to take additional expansions over the Terran which is not easily punishable? It feels based on the few BW TvPs I've seen, Protosses rely on Terrans having to turtle up to get their mech armies to mass expand (kind of like how it is for bio Terran vs mech Terran in SC2). It doesn't feel like it directly translates to SC2 however because the Protoss army is much more mobile than a Mech Terran army. And I feel that chargelots and DT warpins are more effective at destroying mineral lines than Vultures, making taking expansions vs Protoss more punishable. If you think about it, in BW, Protosses could easily mass Photon Cannons at their expoes while in SC2, you either have to get Planetaries (at the expense of Orbitals + it takes longer to set up) or leave some units there, which cuts down on the bulk of your main army. I'm not an expert, but that's just the general feel I get from the games I watch. You are right, people saying late-game TvP is imba for Terran in BW don't understand the game very well. Split map TvP is equal if not stronger for P than it is for T. Otherwise T would never do a 2-base timing attack and Flash wouldn't be doing all these greedy builds. BW Probes mine 20% faster than SCVs. Does not exist in SC2. BW More bases = more economy. Does not exist in SC2. BW Mech is immobile, you can't just a-move into the Protoss base when you feel like it, because a deathball with un-sieged tanks will die to a Protoss army. In SC2 Protoss armies are as mobile as T. BW Protoss has about 20 gateways to Terrans 9 Facts. In SC2, Protoss has equal if not better production than Terran. BW Protoss has Arbiters and Carriers. In SC2, Terran lacks T3 firepower. Seriously I've played split map TvP with both races and it feels nothing like the hopelessness you feel in SC2 late-game TvP. The problem is you can't "out-macro" a good Toss, you gotta exploit timings, attack openings and compositions. In BW TvP (or any matchup for that matter) it doesn't matter which race you pick, if you are greedy and can defend it, you will win. That is a style of play that Flash uses, and he used it against Bisu when they switched races, and Flash just demolished him with good economic management even when he was losing random units to mines. Flash just proved it doesn't matter what race you play, just be greedy and you can win.  In SC2 Terran can't get 3-4 bases up really fast, defend it, and then beat Protoss that way. The more chance you give Protoss in getting that 3rd base the more likely you are gonna lose, for various reasons. Unit design, 4 bases is not more economical than 3 bases, etc. So much bad information in this post. Probes do not mine 20% faster. That's a myth. BW Mech, TANKS are immobile. Vultures are the most mobile unit in the game. For Protoss deathball, warpgate units are mobile. Colossus and HT are not. BW Protoss needed Arbiter and Carrier to survive Terran mech army late game. Even if they had them, you didn't pull off amazing stasis/recall or storms, you were fucked. SC2 T does not have a T3 unit except Thor, but it has EMP and Raven to counter P late game army. Both BW and SC2 had some kind of end-game counter to a deathball. You simplify BW TvP and say SC2 TvP is so much harder but that uninformed post makes me feel like you've never experienced playing PvT against a skilled T opponent who would siege your expansions while protecting that siege with turrets, mines, vultures, bunkers. BW PvT was much more hopeless than SC2 TvP imo. Once Terran starts pushing with mines, turrets, siege line, you slowly started dying. Shuttle? Turrets and goliaths. Storm? Can't get near tank range and gets EMP'd. Arbiter? EMP, even if you get stasis off, the rest of T deathball will just kill you. Carrier? Have you faced 3 control groups of goliaths? Have you seen their ridiculous range? Much more cost efficient.
comparing TvP in SC2 and TvP in BW is like comparing apples and oranges...
not even going to begin pointing out the flaws in this logic
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On May 10 2012 13:49 GhostOwl wrote:Show nested quote +On May 06 2012 01:12 sluggaslamoo wrote:On May 05 2012 21:32 pdd wrote:On May 05 2012 21:01 Severedevil wrote:On May 05 2012 19:31 Thrombozyt wrote:On May 05 2012 18:26 Severedevil wrote:On May 05 2012 18:13 Dreamslayer wrote: 1) Terran is massing up bio force and upgrades on 2 bases in the 10 first minutes of the game. 2) He pushes up the Protoss base and he seems that he will win quite one-sidedely. There's your problem. You're trying to break a two-base Protoss instead of expand. 3) Suddenly a collosus come out and begins to deal damage. 4) The terran MUST get back to his base and mass up vikings QUICKLY.
You do not need Vikings to combat a Protoss army with a small number of Colossi, unless you're fighting at choke points. Marauders are very effective against Colossi in open terrain. What is your problem? Weren't there multiple posts that explain, why EXPANDING does NOT help? You expand to 5 bases, the protoss doesn't care and just expands to a third and has enough resources to do what he wants. He has his maxed army and he can use that easily to take a 4th if needed. Then the terran is fucked because he is in the late game and has the usual problem: - you can only win an heads-on engagement if you micro really good and catch the protoss in an unfavorable position. - you cannot use micro drops because they are easily shut down by 1 HT+cannon. - you cannot use large drops (4+ medivacs) because no matter how entrenched your army is, you cannot stand up to the maxed protoss. Protoss camps your production while being able to whittle down your drops with chargelot/archon/feedback warpins. The problem is that you cannot use your economic advantage because once you lose your army it is over. Broodwar Protoss had a similar dynamic, but flipped around, with Protoss as the mobile party and Terran with the slow-moving death army. Five bases against three is a heavy lead that you can turn into victory, even if your army cannot defeat his in a straight-up fight. Some inherited lessons: -Fight in open space and attack from multiple angles. Duh. If you can't, then do not engage. -Trade units whenever you can. -Build a crapton of extra unit-producing structures to remax quick, and build them in different bases. -Throw units into the opponent's base whenver he moves out. -Well-placed statics and walls won't stop your opponent's army, but they will delay it, and prevent him from breaking your bases without sending the bulk of his army. -A tech switch that demands different responses will drain both of your banks, but yours can more easily afford it. Stalkers are expensive. Now, for SC2-specific stuff: -A nuclear launch on the mouth of a base (especially your natural) will keep the Protoss army from walking in, or at least greatly delay it. Four ghost academies and 300 minerals + 300 gas per minute can maintain a constant stream of nukes. - Any nuclear launch forces the Protoss to hunt for red dots, distracting him from his army no matter where you launch the nuke. A nuke dropped in some empty corner of the map is twenty seconds of confusion for the Protoss. -Banshees and Reapers are more expensive than M&M and take a lot of production time, but are quite strong for their food, especially at raiding. -Each additional orbital is four SCVs worth of mineral mining that eats no supply, which means either more income, or more supply for your army. Really, the "more $$$, weaker army" position is perfectly playable. I don't really understand BW strategy as I don't really have much experience watching it. But is it possible for Protosses to take additional expansions over the Terran which is not easily punishable? It feels based on the few BW TvPs I've seen, Protosses rely on Terrans having to turtle up to get their mech armies to mass expand (kind of like how it is for bio Terran vs mech Terran in SC2). It doesn't feel like it directly translates to SC2 however because the Protoss army is much more mobile than a Mech Terran army. And I feel that chargelots and DT warpins are more effective at destroying mineral lines than Vultures, making taking expansions vs Protoss more punishable. If you think about it, in BW, Protosses could easily mass Photon Cannons at their expoes while in SC2, you either have to get Planetaries (at the expense of Orbitals + it takes longer to set up) or leave some units there, which cuts down on the bulk of your main army. I'm not an expert, but that's just the general feel I get from the games I watch. You are right, people saying late-game TvP is imba for Terran in BW don't understand the game very well. Split map TvP is equal if not stronger for P than it is for T. Otherwise T would never do a 2-base timing attack and Flash wouldn't be doing all these greedy builds. BW Probes mine 20% faster than SCVs. Does not exist in SC2. BW More bases = more economy. Does not exist in SC2. BW Mech is immobile, you can't just a-move into the Protoss base when you feel like it, because a deathball with un-sieged tanks will die to a Protoss army. In SC2 Protoss armies are as mobile as T. BW Protoss has about 20 gateways to Terrans 9 Facts. In SC2, Protoss has equal if not better production than Terran. BW Protoss has Arbiters and Carriers. In SC2, Terran lacks T3 firepower. Seriously I've played split map TvP with both races and it feels nothing like the hopelessness you feel in SC2 late-game TvP. The problem is you can't "out-macro" a good Toss, you gotta exploit timings, attack openings and compositions. In BW TvP (or any matchup for that matter) it doesn't matter which race you pick, if you are greedy and can defend it, you will win. That is a style of play that Flash uses, and he used it against Bisu when they switched races, and Flash just demolished him with good economic management even when he was losing random units to mines. Flash just proved it doesn't matter what race you play, just be greedy and you can win.  In SC2 Terran can't get 3-4 bases up really fast, defend it, and then beat Protoss that way. The more chance you give Protoss in getting that 3rd base the more likely you are gonna lose, for various reasons. Unit design, 4 bases is not more economical than 3 bases, etc. So much bad information in this post. Probes do not mine 20% faster. That's a myth. BW Mech, TANKS are immobile. Vultures are the most mobile unit in the game. For Protoss deathball, warpgate units are mobile. Colossus and HT are not. BW Protoss needed Arbiter and Carrier to survive Terran mech army late game. Even if they had them, you didn't pull off amazing stasis/recall or storms, you were fucked. SC2 T does not have a T3 unit except Thor, but it has EMP and Raven to counter P late game army. Both BW and SC2 had some kind of end-game counter to a deathball. You simplify BW TvP and say SC2 TvP is so much harder but that uninformed post makes me feel like you've never experienced playing PvT against a skilled T opponent who would siege your expansions while protecting that siege with turrets, mines, vultures, bunkers. BW PvT was much more hopeless than SC2 TvP imo. Once Terran starts pushing with mines, turrets, siege line, you slowly started dying. Shuttle? Turrets and goliaths. Storm? Can't get near tank range and gets EMP'd. Arbiter? EMP, even if you get stasis off, the rest of T deathball will just kill you. Carrier? Have you faced 3 control groups of goliaths? Have you seen their ridiculous range? Much more cost efficient.
BW TvP was P favored, just for the record.
Edit: slightly, and obviously map dependent, but it definitely wasn't T > P. The canonical bw circular balance when p > t > z > p
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On May 10 2012 13:54 m3rciless wrote:Show nested quote +On May 10 2012 13:49 GhostOwl wrote:On May 06 2012 01:12 sluggaslamoo wrote:On May 05 2012 21:32 pdd wrote:On May 05 2012 21:01 Severedevil wrote:On May 05 2012 19:31 Thrombozyt wrote:On May 05 2012 18:26 Severedevil wrote:On May 05 2012 18:13 Dreamslayer wrote: 1) Terran is massing up bio force and upgrades on 2 bases in the 10 first minutes of the game. 2) He pushes up the Protoss base and he seems that he will win quite one-sidedely. There's your problem. You're trying to break a two-base Protoss instead of expand. 3) Suddenly a collosus come out and begins to deal damage. 4) The terran MUST get back to his base and mass up vikings QUICKLY.
You do not need Vikings to combat a Protoss army with a small number of Colossi, unless you're fighting at choke points. Marauders are very effective against Colossi in open terrain. What is your problem? Weren't there multiple posts that explain, why EXPANDING does NOT help? You expand to 5 bases, the protoss doesn't care and just expands to a third and has enough resources to do what he wants. He has his maxed army and he can use that easily to take a 4th if needed. Then the terran is fucked because he is in the late game and has the usual problem: - you can only win an heads-on engagement if you micro really good and catch the protoss in an unfavorable position. - you cannot use micro drops because they are easily shut down by 1 HT+cannon. - you cannot use large drops (4+ medivacs) because no matter how entrenched your army is, you cannot stand up to the maxed protoss. Protoss camps your production while being able to whittle down your drops with chargelot/archon/feedback warpins. The problem is that you cannot use your economic advantage because once you lose your army it is over. Broodwar Protoss had a similar dynamic, but flipped around, with Protoss as the mobile party and Terran with the slow-moving death army. Five bases against three is a heavy lead that you can turn into victory, even if your army cannot defeat his in a straight-up fight. Some inherited lessons: -Fight in open space and attack from multiple angles. Duh. If you can't, then do not engage. -Trade units whenever you can. -Build a crapton of extra unit-producing structures to remax quick, and build them in different bases. -Throw units into the opponent's base whenver he moves out. -Well-placed statics and walls won't stop your opponent's army, but they will delay it, and prevent him from breaking your bases without sending the bulk of his army. -A tech switch that demands different responses will drain both of your banks, but yours can more easily afford it. Stalkers are expensive. Now, for SC2-specific stuff: -A nuclear launch on the mouth of a base (especially your natural) will keep the Protoss army from walking in, or at least greatly delay it. Four ghost academies and 300 minerals + 300 gas per minute can maintain a constant stream of nukes. - Any nuclear launch forces the Protoss to hunt for red dots, distracting him from his army no matter where you launch the nuke. A nuke dropped in some empty corner of the map is twenty seconds of confusion for the Protoss. -Banshees and Reapers are more expensive than M&M and take a lot of production time, but are quite strong for their food, especially at raiding. -Each additional orbital is four SCVs worth of mineral mining that eats no supply, which means either more income, or more supply for your army. Really, the "more $$$, weaker army" position is perfectly playable. I don't really understand BW strategy as I don't really have much experience watching it. But is it possible for Protosses to take additional expansions over the Terran which is not easily punishable? It feels based on the few BW TvPs I've seen, Protosses rely on Terrans having to turtle up to get their mech armies to mass expand (kind of like how it is for bio Terran vs mech Terran in SC2). It doesn't feel like it directly translates to SC2 however because the Protoss army is much more mobile than a Mech Terran army. And I feel that chargelots and DT warpins are more effective at destroying mineral lines than Vultures, making taking expansions vs Protoss more punishable. If you think about it, in BW, Protosses could easily mass Photon Cannons at their expoes while in SC2, you either have to get Planetaries (at the expense of Orbitals + it takes longer to set up) or leave some units there, which cuts down on the bulk of your main army. I'm not an expert, but that's just the general feel I get from the games I watch. You are right, people saying late-game TvP is imba for Terran in BW don't understand the game very well. Split map TvP is equal if not stronger for P than it is for T. Otherwise T would never do a 2-base timing attack and Flash wouldn't be doing all these greedy builds. BW Probes mine 20% faster than SCVs. Does not exist in SC2. BW More bases = more economy. Does not exist in SC2. BW Mech is immobile, you can't just a-move into the Protoss base when you feel like it, because a deathball with un-sieged tanks will die to a Protoss army. In SC2 Protoss armies are as mobile as T. BW Protoss has about 20 gateways to Terrans 9 Facts. In SC2, Protoss has equal if not better production than Terran. BW Protoss has Arbiters and Carriers. In SC2, Terran lacks T3 firepower. Seriously I've played split map TvP with both races and it feels nothing like the hopelessness you feel in SC2 late-game TvP. The problem is you can't "out-macro" a good Toss, you gotta exploit timings, attack openings and compositions. In BW TvP (or any matchup for that matter) it doesn't matter which race you pick, if you are greedy and can defend it, you will win. That is a style of play that Flash uses, and he used it against Bisu when they switched races, and Flash just demolished him with good economic management even when he was losing random units to mines. Flash just proved it doesn't matter what race you play, just be greedy and you can win.  In SC2 Terran can't get 3-4 bases up really fast, defend it, and then beat Protoss that way. The more chance you give Protoss in getting that 3rd base the more likely you are gonna lose, for various reasons. Unit design, 4 bases is not more economical than 3 bases, etc. So much bad information in this post. Probes do not mine 20% faster. That's a myth. BW Mech, TANKS are immobile. Vultures are the most mobile unit in the game. For Protoss deathball, warpgate units are mobile. Colossus and HT are not. BW Protoss needed Arbiter and Carrier to survive Terran mech army late game. Even if they had them, you didn't pull off amazing stasis/recall or storms, you were fucked. SC2 T does not have a T3 unit except Thor, but it has EMP and Raven to counter P late game army. Both BW and SC2 had some kind of end-game counter to a deathball. You simplify BW TvP and say SC2 TvP is so much harder but that uninformed post makes me feel like you've never experienced playing PvT against a skilled T opponent who would siege your expansions while protecting that siege with turrets, mines, vultures, bunkers. BW PvT was much more hopeless than SC2 TvP imo. Once Terran starts pushing with mines, turrets, siege line, you slowly started dying. Shuttle? Turrets and goliaths. Storm? Can't get near tank range and gets EMP'd. Arbiter? EMP, even if you get stasis off, the rest of T deathball will just kill you. Carrier? Have you faced 3 control groups of goliaths? Have you seen their ridiculous range? Much more cost efficient. BW TvP was P favored, just for the record. Edit: slightly, and obviously map dependent, but it definitely wasn't T > P. The canonical bw circular balance when p > t > z > p
I agree with the circular balance, but P>T was almost reversed at S class TvP level
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On May 09 2012 14:15 Wombat_NI wrote:Show nested quote +On May 09 2012 13:49 Shrewmy wrote: Were there not matchups in Brood War that required you to do damage or face being overrun? A sudden switch to carriers would destroy a Terran, yet we never hear complaints of that. Those matchups exist in SC2 as well. Try to play a PvZ or a TvZ without exerting any kind of pressure against a competent Zerg and tell me how that goes.
You read him wrong. He's saying that there are matchups in BW that required you to do damage or face being overrun; he agrees with you.
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Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2.
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On May 10 2012 13:49 GhostOwl wrote: So much bad information in this post. Probes do not mine 20% faster. That's a myth. BW Mech, TANKS are immobile. Vultures are the most mobile unit in the game. For Protoss deathball, warpgate units are mobile. Colossus and HT are not. BW Protoss needed Arbiter and Carrier to survive Terran mech army late game. Even if they had them, you didn't pull off amazing stasis/recall or storms, you were fucked. SC2 T does not have a T3 unit except Thor, but it has EMP and Raven to counter P late game army. Both BW and SC2 had some kind of end-game counter to a deathball.
You simplify BW TvP and say SC2 TvP is so much harder but that uninformed post makes me feel like you've never experienced playing PvT against a skilled T opponent who would siege your expansions while protecting that siege with turrets, mines, vultures, bunkers.
BW PvT was much more hopeless than SC2 TvP imo. Once Terran starts pushing with mines, turrets, siege line, you slowly started dying. Shuttle? Turrets and goliaths. Storm? Can't get near tank range and gets EMP'd. Arbiter? EMP, even if you get stasis off, the rest of T deathball will just kill you. Carrier? Have you faced 3 control groups of goliaths? Have you seen their ridiculous range? Much more cost efficient.
Wait since when are colossus and HTs immobile like your implying here? A P deathball in SC2 is much more mobile then the T one. And just like what the previous poster has mentioned, if you catch the 200/200 mech army off guard the T player can simply lose. Only if the T can control the army perfectly e.g. able to EMP those arbiters/minimise stasis, keep track of where the P army is, constantly lay mines etc will the death ball be hard to take down but it aint impossible.
I think your the one thats misinformed. In the world of BW, unless your Flash or some S class T player, its normally P > T especially as you go down the skill level. I mean the last statement itself shows how clueless you are about BW and the TvP dynamics that are involved.
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blame MVP, now terran won't get buffed
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I wonder what blizz thinks of mvp vs partying game 3 on cloud kingdom, do they really like how the game was played? i surely don't
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On May 10 2012 15:49 vthree wrote: Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2. Link?
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On May 10 2012 15:49 vthree wrote: Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2.
Wants to make the least successful GSL race successful, I see ;D
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On May 10 2012 20:01 aksfjh wrote:Show nested quote +On May 10 2012 15:49 vthree wrote: Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2. Link?
It is in the BW section for Proleague season 2 media day. Basically they asked the coaches which players have switched or are considering switching. Or some who tried switching and went back to their old race.
Lee Ji Hoon (Rolster): Flash also said he wanted to play Protoss. Right now we're in the hybrid SC1/2 phase, so I dont' think playing different races will be good. When it changes to SC2 for good, he could consider it.
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On May 10 2012 20:04 HolyArrow wrote:Show nested quote +On May 10 2012 15:49 vthree wrote: Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2. Wants to make the least successful GSL race successful, I see ;D Yea, make it 4 Protoss in the semifinals instead of 3. =P
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On May 10 2012 20:08 aksfjh wrote:Show nested quote +On May 10 2012 20:04 HolyArrow wrote:On May 10 2012 15:49 vthree wrote: Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2. Wants to make the least successful GSL race successful, I see ;D Yea, make it 4 Protoss in the semifinals instead of 3. =P
Your scope is too limited.
http://wiki.teamliquid.net/starcraft2/GOMTV_Global_Starcraft_II_League
Scroll down to the "Medal Counts" section.
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On May 10 2012 20:42 HolyArrow wrote:Show nested quote +On May 10 2012 20:08 aksfjh wrote:On May 10 2012 20:04 HolyArrow wrote:On May 10 2012 15:49 vthree wrote: Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2. Wants to make the least successful GSL race successful, I see ;D Yea, make it 4 Protoss in the semifinals instead of 3. =P Your scope is too limited. http://wiki.teamliquid.net/starcraft2/GOMTV_Global_Starcraft_II_LeagueScroll down to the "Medal Counts" section.
I see MVP, MMA and Polt winning, this seems about right, you wouldn't want Anypro or Hongun or Inca winning now, would you?
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On May 10 2012 20:46 IshinShishi wrote:Show nested quote +On May 10 2012 20:42 HolyArrow wrote:On May 10 2012 20:08 aksfjh wrote:On May 10 2012 20:04 HolyArrow wrote:On May 10 2012 15:49 vthree wrote: Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2. Wants to make the least successful GSL race successful, I see ;D Yea, make it 4 Protoss in the semifinals instead of 3. =P Your scope is too limited. http://wiki.teamliquid.net/starcraft2/GOMTV_Global_Starcraft_II_LeagueScroll down to the "Medal Counts" section. I see MVP, MMA and Polt winning, this seems about right, you wouldn't want Anypro or Hongun or Inca winning now, would you?
Are you kidding? I'd totally want to see Inca winning. 
DT all the way to the Championship. He knows he's making them and his opponent knows they're coming but they're still unstoppable! Muahahaha!
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Looking at today's GSL semifinal result... + Show Spoiler + it seems like MVP solved the late-game TvP with a simple "don't". These games were far from spectacular, but I guess that's the blizzard way...
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On May 10 2012 22:30 scypio wrote:Looking at today's GSL semifinal result... + Show Spoiler + it seems like MVP solved the late-game TvP with a simple "don't". These games were far from spectacular, but I guess that's the blizzard way...
This is the reason why the late game can't be buffed without protoss having their early game buffed which makes balacing both things a lot harder
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On May 10 2012 22:49 Darneck wrote:Show nested quote +On May 10 2012 22:30 scypio wrote:Looking at today's GSL semifinal result... + Show Spoiler + it seems like MVP solved the late-game TvP with a simple "don't". These games were far from spectacular, but I guess that's the blizzard way...
This is the reason why the late game can't be buffed without protoss having their early game buffed which makes balacing both things a lot harder
No. + Show Spoiler + These were Partings game to take and he lost due to major mistakes he made: G1 he moves out too early, does not move back when he sees the scvs incoming and fails the forcefields afterwards. G2 he does not scout the incoming attack heading straight for the main (still almost holds it) G4 he fails to position his stalkers properly and intercept the doomdrop when he saw the medivacs moving to the side.
Parting had all the tools those games, he just did not use them properly.
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+ Show Spoiler +On May 10 2012 23:40 scypio wrote:Show nested quote +On May 10 2012 22:49 Darneck wrote:On May 10 2012 22:30 scypio wrote:Looking at today's GSL semifinal result... + Show Spoiler + it seems like MVP solved the late-game TvP with a simple "don't". These games were far from spectacular, but I guess that's the blizzard way...
This is the reason why the late game can't be buffed without protoss having their early game buffed which makes balacing both things a lot harder No. + Show Spoiler + These were Partings game to take and he lost due to major mistakes he made: G1 he moves out too early, does not move back when he sees the scvs incoming and fails the forcefields afterwards. G2 he does not scout the incoming attack heading straight for the main (still almost holds it) G4 he fails to position his stalkers properly and intercept the doomdrop when he saw the medivacs moving to the side.
Parting had all the tools those games, he just did not use them properly.
give this man a cookie.
Also, I think if protoss decides to all in, its scarier than terran. Of course this is from a terran perspective. In my mind, protoss has the advantage early game, but gains it back mid game, but loses it again...
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On May 10 2012 20:04 HolyArrow wrote:Show nested quote +On May 10 2012 15:49 vthree wrote: Seems Flash wanted to switch to P in SC2 but sticking to T since they are still in the hybrid BW/SC2 phase. Could switch when it is full time SC2. Wants to make the least successful GSL race successful, I see ;D
Hell, if Flash plays protoss maybe the number of good protosses in the world will reach the double digits!
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