• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:27
CEST 00:27
KST 07:27
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash6[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy11ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro24 Preview Pt2: News Flash Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Ro24 Group D [ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1521 users

[OSL] Upping the Ante - Page 3

Forum Index > News
58 CommentsPost a Reply
Prev 1 2 3 All
ThunderGod
Profile Blog Joined February 2009
New Zealand897 Posts
January 07 2010 01:41 GMT
#41
On January 07 2010 07:03 imbecile wrote:
Since July is seems to be too old for good now, I'm happy to be rooting for Shine. And once Calm shows up again consistently and Clam stays home ...

Kal and Stork games are still most fun to watch though. Here is hoping Winners League will show us some streaks of them.

I always thought Shine plays like July too - lotsa lair tech to finish the game.
"Certain forms of popular music nowadays, namely rap and hip hop styles, are just irritating gangsters bragging about their illegal exploits and short-sighted lifestyles." - Shiverfish ~2009
GTR
Profile Blog Joined September 2004
51571 Posts
January 07 2010 01:51 GMT
#42
On January 07 2010 06:09 BanZu wrote:
Show nested quote +
On January 07 2010 06:04 Nal_rAwr wrote:
booth girls are hot lol

Neither do it for me lol


it's like they got the ugliest girls in korea.
well not ugliest, but they tried their hardest to get 'cute' but 'really bad looking cute'
Commentator
meegrean
Profile Joined May 2008
Thailand7699 Posts
January 07 2010 02:31 GMT
#43
The quarterfinal games were pretty good and fun to watch actually. Too bad Jaedong and Stork got eliminated
Brood War loyalist
MrHoon *
Profile Blog Joined April 2008
10183 Posts
January 07 2010 03:42 GMT
#44
On January 07 2010 06:00 Chill wrote:
Show nested quote +
On January 07 2010 05:59 Kenpachi wrote:
That first boothgirl is hideous.

She's not suepr cute but that is a bad pic of her.

she was super hot like 1 year ago

then she started gaining weight
dats racist
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17733 Posts
January 07 2010 04:00 GMT
#45
those are terrible pictures of booth girls
ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
nozaro33
Profile Blog Joined March 2008
Taiwan1819 Posts
January 07 2010 04:41 GMT
#46
Flash!!!
#1 Flash / #2 NaDa / #3 Stats fan / KT fan for life
Sad[Panda]
Profile Blog Joined January 2009
United States458 Posts
January 07 2010 05:22 GMT
#47
On January 07 2010 06:04 Nal_rAwr wrote:
booth girls are hot lol


+1
( O.O) ("\(t.t )/") ~ I'm just looking for someone to hug
29 fps
Profile Blog Joined March 2008
United States5725 Posts
January 07 2010 14:39 GMT
#48
On January 07 2010 12:42 MrHoon wrote:
Show nested quote +
On January 07 2010 06:00 Chill wrote:
On January 07 2010 05:59 Kenpachi wrote:
That first boothgirl is hideous.

She's not suepr cute but that is a bad pic of her.

she was super hot like 1 year ago

then she started gaining weight


got a pic of her one year ago?
4v4 is a battle of who has the better computer.
imbecile
Profile Joined October 2009
563 Posts
January 07 2010 14:56 GMT
#49
On January 07 2010 10:41 ThunderGod wrote:
I always thought Shine plays like July too - lotsa lair tech to finish the game.

The name makes me giggle though: "Shine, Pure and Light, the holy pony unicorn trinity of starcraft."
qrs
Profile Blog Joined December 2007
United States3637 Posts
Last Edited: 2010-01-07 17:44:30
January 07 2010 17:42 GMT
#50
You might consider some of this nitpicking, but I thought a lot of this write-up seemed to make things sound like the opposite of what they were:

On January 07 2010 04:50 DoctorHelvetica wrote:
Flash made the standard timing attack while the spire was going up that every Terran facing 3 hatch muta does, but Jaedong was smart enough to have three sunken colonies building when Flash's MnM force moved across the center of the map. Flash was content to prevent Jaedong's third base from going up, instead.
This sounds like Flash's game-plan was totally standard, but when Jaedong played well to counter it he had to settle for plan B. On the contrary, I think that Flash's attack was not the standard timing attack; JD's (early) third was his real target all along, and investing in three sunkens in a location that Flash didn't even attack hurt Jaedong rather than helping him.

The problem with the way Flash shut down Jaedong's third base was that his initial army was on the other side of the map when Jaedong's muta/ling army attacked his natural. Flash was OK, though; he had a bunker at his natural and a sizable force in his main and turrets freaking everywhere. Still, having half his army on the other side of the map probably wasn't a good thing. Flash has run into problems in the past when he has felt confident enough in his defense to take chances, with sometimes disastrous results.
How can you possibly say that it probably wasn't a good thing after watching the way Flash dismantled JD in this game? The proof of the pudding is in the eating: Flash was never even remotely threatened by Jaedong's attacks on his base this game. It's not even as though you can say that Flash left an opening but got lucky that JD didn't take it: Jaedong's whole game-plan that game was to counter Flash's bases: he tried doing it all game. If Flash's defense had a weakness, don't you think Jaedong would have found it?

Technically, though, Pure spent more minerals to cannon rush the hatchery than it took to build! Pure's core (and thus his tech) was delayed, and, as it happened, Calm's tech was right on schedule. Soon, mutalisks and scourge were flying into Pure's base, killing everything.
To me this makes it sound like Pure lost because of the (successful) cannon rush, when all he had to do was place a few extra cannons in his mineral line, and the rush would have put him comfortably ahead.

The hilarious thing is that Shine had a bunch of excess minerals and gas during all this; you'd assume that building mutas isn't that difficult.
Why should it be easier or harder than macroing any other unit or combination of units?

In game 3 on HBR, Shine 9 pooled and tried to mine out the minerals above Stork's base. Stork noticed the cheese only at the last second, and was able to get probes in position to defend just in time. After some dancing around, Shine had to leave after doing almost no damage. It's not as if the attempt hurt him badly, though.
This sounds like the outcome was neutral with possibly a slight disadvantage to Shine (the lost mining time for the drone that mined out the patch, I suppose). In fact, Stork lost quite a few probe-minutes of mining time when he had to use probes to block: the edge definitely goes to Shine there.

Don't take the criticism the wrong way, please: I definitely appreciate your taking the time to do these lengthy write-ups. I wouldn't have spent so long commenting otherwise.
'As per the American Heart Association, the beat of the Bee Gees song "Stayin' Alive" provides an ideal rhythm in terms of beats per minute to use for hands-only CPR. One can also hum Queen's "Another One Bites The Dust".' —Wikipedia
NiGoL
Profile Joined September 2008
1868 Posts
January 07 2010 18:13 GMT
#51
On January 08 2010 02:42 qrs wrote:
You might consider some of this nitpicking, but I thought a lot of this write-up seemed to make things sound like the opposite of what they were:

Show nested quote +
On January 07 2010 04:50 DoctorHelvetica wrote:
Flash made the standard timing attack while the spire was going up that every Terran facing 3 hatch muta does, but Jaedong was smart enough to have three sunken colonies building when Flash's MnM force moved across the center of the map. Flash was content to prevent Jaedong's third base from going up, instead.
This sounds like Flash's game-plan was totally standard, but when Jaedong played well to counter it he had to settle for plan B. On the contrary, I think that Flash's attack was not the standard timing attack; JD's (early) third was his real target all along, and investing in three sunkens in a location that Flash didn't even attack hurt Jaedong rather than helping him.

Show nested quote +
The problem with the way Flash shut down Jaedong's third base was that his initial army was on the other side of the map when Jaedong's muta/ling army attacked his natural. Flash was OK, though; he had a bunker at his natural and a sizable force in his main and turrets freaking everywhere. Still, having half his army on the other side of the map probably wasn't a good thing. Flash has run into problems in the past when he has felt confident enough in his defense to take chances, with sometimes disastrous results.
How can you possibly say that it probably wasn't a good thing after watching the way Flash dismantled JD in this game? The proof of the pudding is in the eating: Flash was never even remotely threatened by Jaedong's attacks on his base this game. It's not even as though you can say that Flash left an opening but got lucky that JD didn't take it: Jaedong's whole game-plan that game was to counter Flash's bases: he tried doing it all game. If Flash's defense had a weakness, don't you think Jaedong would have found it?

Show nested quote +
Technically, though, Pure spent more minerals to cannon rush the hatchery than it took to build! Pure's core (and thus his tech) was delayed, and, as it happened, Calm's tech was right on schedule. Soon, mutalisks and scourge were flying into Pure's base, killing everything.
To me this makes it sound like Pure lost because of the (successful) cannon rush, when all he had to do was place a few extra cannons in his mineral line, and the rush would have put him comfortably ahead.

Show nested quote +
The hilarious thing is that Shine had a bunch of excess minerals and gas during all this; you'd assume that building mutas isn't that difficult.
Why should it be easier or harder than macroing any other unit or combination of units?

Show nested quote +
In game 3 on HBR, Shine 9 pooled and tried to mine out the minerals above Stork's base. Stork noticed the cheese only at the last second, and was able to get probes in position to defend just in time. After some dancing around, Shine had to leave after doing almost no damage. It's not as if the attempt hurt him badly, though.
This sounds like the outcome was neutral with possibly a slight disadvantage to Shine (the lost mining time for the drone that mined out the patch, I suppose). In fact, Stork lost quite a few probe-minutes of mining time when he had to use probes to block: the edge definitely goes to Shine there.

Don't take the criticism the wrong way, please: I definitely appreciate your taking the time to do these lengthy write-ups. I wouldn't have spent so long commenting otherwise.


agreed,nothing more to say.
http://www.twitter.com/NiGoLBW playing league on a competitive level
DoctorHelvetica
Profile Blog Joined July 2008
United States15034 Posts
January 07 2010 18:19 GMT
#52
On January 08 2010 02:42 qrs wrote:
You might consider some of this nitpicking, but I thought a lot of this write-up seemed to make things sound like the opposite of what they were:

Show nested quote +
On January 07 2010 04:50 DoctorHelvetica wrote:
Flash made the standard timing attack while the spire was going up that every Terran facing 3 hatch muta does, but Jaedong was smart enough to have three sunken colonies building when Flash's MnM force moved across the center of the map. Flash was content to prevent Jaedong's third base from going up, instead.
This sounds like Flash's game-plan was totally standard, but when Jaedong played well to counter it he had to settle for plan B. On the contrary, I think that Flash's attack was not the standard timing attack; JD's (early) third was his real target all along, and investing in three sunkens in a location that Flash didn't even attack hurt Jaedong rather than helping him.

Show nested quote +
The problem with the way Flash shut down Jaedong's third base was that his initial army was on the other side of the map when Jaedong's muta/ling army attacked his natural. Flash was OK, though; he had a bunker at his natural and a sizable force in his main and turrets freaking everywhere. Still, having half his army on the other side of the map probably wasn't a good thing. Flash has run into problems in the past when he has felt confident enough in his defense to take chances, with sometimes disastrous results.
How can you possibly say that it probably wasn't a good thing after watching the way Flash dismantled JD in this game? The proof of the pudding is in the eating: Flash was never even remotely threatened by Jaedong's attacks on his base this game. It's not even as though you can say that Flash left an opening but got lucky that JD didn't take it: Jaedong's whole game-plan that game was to counter Flash's bases: he tried doing it all game. If Flash's defense had a weakness, don't you think Jaedong would have found it?

Show nested quote +
Technically, though, Pure spent more minerals to cannon rush the hatchery than it took to build! Pure's core (and thus his tech) was delayed, and, as it happened, Calm's tech was right on schedule. Soon, mutalisks and scourge were flying into Pure's base, killing everything.
To me this makes it sound like Pure lost because of the (successful) cannon rush, when all he had to do was place a few extra cannons in his mineral line, and the rush would have put him comfortably ahead.

Show nested quote +
The hilarious thing is that Shine had a bunch of excess minerals and gas during all this; you'd assume that building mutas isn't that difficult.
Why should it be easier or harder than macroing any other unit or combination of units?

Show nested quote +
In game 3 on HBR, Shine 9 pooled and tried to mine out the minerals above Stork's base. Stork noticed the cheese only at the last second, and was able to get probes in position to defend just in time. After some dancing around, Shine had to leave after doing almost no damage. It's not as if the attempt hurt him badly, though.
This sounds like the outcome was neutral with possibly a slight disadvantage to Shine (the lost mining time for the drone that mined out the patch, I suppose). In fact, Stork lost quite a few probe-minutes of mining time when he had to use probes to block: the edge definitely goes to Shine there.

Don't take the criticism the wrong way, please: I definitely appreciate your taking the time to do these lengthy write-ups. I wouldn't have spent so long commenting otherwise.


I'll PM this to motbob since I didn't write any of that.
RIP Aaliyah
motbob
Profile Blog Joined July 2008
United States12546 Posts
Last Edited: 2010-01-07 18:25:38
January 07 2010 18:22 GMT
#53
In games involving 3 hatch muta, it seems like Terrans always send out an army to force the zerg to make sunkens. In some recent TvZs, Zergs have neglected to put up enough defense, and the Terran simply kills them in those cases. I wish I had specific examples of those types of games, but, sadly, TLPD doesn't sort games by build order

It's almost as if zergs have forgotten how to play 3 hatch muta; for about a year, zergs were using 2 hatch almost exclusively. On the new maps, 3 hatch has been making a comeback. At least, that's how I remember things.

Because Jaedong went 3 hatch, not investing in 3 sunkens would have led to an early death.


Having an army on the other side of the map while muta harassment is starting is not ideal for a Terran. However, in this case, Flash reaped greater benefits from having the army on the other side of the map than he did if the army had been in-base. Can you agree that Flash's army being far away increased the likelihood that Jaedong would do massive damage with mutalisks?

I was not saying that the army being on the other side of the map was a mistake. Clearly, it was 100% the correct decision because the only disadvantage it brought was the possibility of an early death for Flash, which was a possibility which did not materialize. I was only saying that it perhaps wasn't a good thing for Flash in general. Jaedong's attack brought to mind visions of Flash's early exit from the MSL against Kwanro, or his loss to Hyun recently, or his loss to Yarnc's muta all-in a season or two ago.


Yes, Pure lost because he didn't put cannons in his mineral line. I agree (and agreed):
Pure typed out, surely with a resolve in his heart to beef up his base defense in game 2.

Pure should have compensated for his late tech by investing in the muta defense that he was missing because of the late stargate.


Stork already had 4 probes at his nat just sitting there, preparing for a ling runby at the front. Stork brought 3 extra probes up to defend after he scouted the lings, probes which were actually sent to mine before the zergling threat was totally gone. I assume that Stork would have kept the lings at the front of his nat if he had not scouted anything, so we have

- 3 probes not mining for less than a minute
vs
- a drone not mining for as long as it takes to go across the map, mine out the min patch, and come back

Shine did not come out appreciably ahead, if at all, in this case.
ModeratorGood content always wins.
motbob
Profile Blog Joined July 2008
United States12546 Posts
January 07 2010 18:28 GMT
#54
Oh, I didn't see the macro thing. The thing is that Shine had an incredibly simple strategy: make lots of mutas and kill the Protoss. The fact that his min and gas count was high is something I find pretty funny. Although, on second thought, maybe he felt he had as many mutas as he could micro.
ModeratorGood content always wins.
qrs
Profile Blog Joined December 2007
United States3637 Posts
Last Edited: 2010-01-07 20:54:20
January 07 2010 20:42 GMT
#55
On January 08 2010 03:22 motbob wrote:
In games involving 3 hatch muta, it seems like Terrans always send out an army to force the zerg to make sunkens. In some recent TvZs, Zergs have neglected to put up enough defense, and the Terran simply kills them in those cases. I wish I had specific examples of those types of games, but, sadly, TLPD doesn't sort games by build order

It's almost as if zergs have forgotten how to play 3 hatch muta; for about a year, zergs were using 2 hatch almost exclusively. On the new maps, 3 hatch has been making a comeback. At least, that's how I remember things.

Because Jaedong went 3 hatch, not investing in 3 sunkens would have led to an early death.
Yes, that would be the standard timing push, but Flash's plan went well beyond that. Usually, the Terran's primary goal is to force the Zerg to place sunken colonies; when that happens, he moves back again. Flash's primary goal was to deny the third here. I don't think "standard timing push" does it justice. Sure, in either case the secondary goal is the same (kill the Zerg if he cuts too many corners on defense) but the primary goal was different.

In light of that, I think that had Jaedong known what Flash was planning, his reaction would have been different as well. I agree that he couldn't have skipped sunkens entirely, but three seems on the cautious side. He probably could have held off any attack with at most two sunken colonies + his army, but he put down an extra sunken to buy some time for a counter (which did nothing).

Put it this way: Jaedong played completely into Flash's hands that game. Do you think that if he could play the game again, he would still put three sunkens there?

Having an army on the other side of the map while muta harassment is starting is not ideal for a Terran. However, in this case, Flash reaped greater benefits from having the army on the other side of the map than he did if the army had been in-base. Can you agree that Flash's army being far away increased the likelihood that Jaedong would do massive damage with mutalisks?
Well, given the fact that we know what happened, I think it's fair to say with benefit of hindsight that Flash was totally safe without his army there. I mean, Starcraft is not Risk: it's fairly deterministic. I think that if the exact same scenario is run multiple times (same players, same map, same building placement, timings, etc.) you can expect the same outcome most of the time. Judging from the game, I don't think that Flash ran the risk of an early death at all.

I was not saying that the army being on the other side of the map was a mistake. Clearly, it was 100% the correct decision.... I was only saying that it perhaps wasn't a good thing for Flash in general. Jaedong's attack brought to mind visions of Flash's early exit from the MSL against Kwanro, or his loss to Hyun recently, or his loss to Yarnc's muta all-in a season or two ago.
Well, if you were just talking about that sort of aggressive approach in general, I won't argue (although Flash is playing much more dominantly these days than I can ever remember seeing him play, so I don't know if it's fair to make that sort of comparison). When you said that it "probably 'wasn't' a good thing" it sounded like you meant in this game.


Yes, Pure lost because he didn't put cannons in his mineral line. I agree (and agreed):
Show nested quote +
Pure typed out, surely with a resolve in his heart to beef up his base defense in game 2.

Pure should have compensated for his late tech by investing in the muta defense that he was missing because of the late stargate.
OK, but you seemed to be stressing the disadvantages of the cannon rush when, if anything, the cannon rush gave him an overall advantage (which he blew). I don't think I'm arguing with anything you said per se, though.


Stork already had 4 probes at his nat just sitting there, preparing for a ling runby at the front. Stork brought 3 extra probes up to defend after he scouted the lings, probes which were actually sent to mine before the zergling threat was totally gone. I assume that Stork would have kept the lings at the front of his nat if he had not scouted anything, so we have

- 3 probes not mining for less than a minute
vs
- a drone not mining for as long as it takes to go across the map, mine out the min patch, and come back

Shine did not come out appreciably ahead, if at all, in this case.
All right, that's a reasonable point, so I went back and looked at that part of the VOD to actually check the timings. Shine's drone took approximately three minutes to make the round trip (mining included). Stork's mining-time loss was a bit harder to count exactly: the total amount of time that probes were pulled was around a minute, but the number of probes pulled ranged from seven at the beginning to four at the end. Overall I'd say he lost around 5-6 probe-minutes of mining time, still a fair bit more than Shine

If we go with your assumption that he would have kept 4 probes pulled in any case, then Stork's time loss becomes much less, of course, but I don't think that the assumption is a good one. Those initial four probes were blocking as he waited for his second cannon to warp in; once that happened (before Shine's lings got there), I don't think Stork would have kept them pulled; certainly not all four of them.

In any case whomever's reckoning you go with, Stork's mining-time loss was much bigger than the number of pulled probes would indicate. I know I didn't mention this at first--sorry (just refreshed my memory by watching the VOD again)--but besides stopping the probes from mining, Shine denied mining from the mineral patches at the natural entirely: the whole natural for about half a minute, and then half the natural for another half a minute. Since you get diminishing returns as you saturate the mineral patches, that's pretty significant. Finally, Shine also managed to trade a zergling for a probe before he left. So overall, I think Shine gained a fair bit from that skirmish.
'As per the American Heart Association, the beat of the Bee Gees song "Stayin' Alive" provides an ideal rhythm in terms of beats per minute to use for hands-only CPR. One can also hum Queen's "Another One Bites The Dust".' —Wikipedia
qrs
Profile Blog Joined December 2007
United States3637 Posts
Last Edited: 2010-01-07 20:49:36
January 07 2010 20:49 GMT
#56
On January 08 2010 03:28 motbob wrote:
Oh, I didn't see the macro thing. The thing is that Shine had an incredibly simple strategy: make lots of mutas and kill the Protoss. The fact that his min and gas count was high is something I find pretty funny. Although, on second thought, maybe he felt he had as many mutas as he could micro.
I was just saying that no matter what the strategy is, it requires units and the units require macro, right? What difference does it make which keys you have to press? But I guess you were saying that with such a simple gameplan, he didn't have the excuse that making strategic decisions distracted him from his macro?

Either way, though, I think the second point that you just brought up--micro--is the telling one. Maybe he did feel that he had as many mutas as he could micro, but more than that: if anything directly conflicts with macro, it is micro, since it demands constant attention. Mutalisks demand a lot more micro than most other units, so if anything, on second thought, I would guess that progamers have the worst macro precisely when they use a pure-mutalisk strategy. It would be interesting to check that...
'As per the American Heart Association, the beat of the Bee Gees song "Stayin' Alive" provides an ideal rhythm in terms of beats per minute to use for hands-only CPR. One can also hum Queen's "Another One Bites The Dust".' —Wikipedia
motbob
Profile Blog Joined July 2008
United States12546 Posts
January 07 2010 21:07 GMT
#57
I absolutely do think that Jaedong would have done the same thing again. What I am saying is that Jaedong had the choice of either putting up the sunken colonies or dying. If he hadn't put up the sunken colonies, Flash would have changed his plans from delaying the third to killing Jaedong's natural.

I concede the point about Shine's attack. I was lax and I did not watch the VOD closely enough. Shine did in fact come out ahead.

On the other points we seem to have reached an agreement.
ModeratorGood content always wins.
qrs
Profile Blog Joined December 2007
United States3637 Posts
January 07 2010 21:56 GMT
#58
OK, at least where we still disagree we know exactly what we're disagreeing on. Thanks for responding and clarifying.
'As per the American Heart Association, the beat of the Bee Gees song "Stayin' Alive" provides an ideal rhythm in terms of beats per minute to use for hands-only CPR. One can also hum Queen's "Another One Bites The Dust".' —Wikipedia
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
January 08 2010 02:05 GMT
#59
I like shine - he plays well ^.^ great writeup.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft374
elazer 193
SteadfastSC 88
ForJumy 26
StarCraft: Brood War
Shine 18
Bale 6
Dota 2
monkeys_forever411
League of Legends
JimRising 339
Counter-Strike
pashabiceps2138
Super Smash Bros
PPMD58
Heroes of the Storm
Liquid`Hasu436
Other Games
summit1g9939
Grubby3700
shahzam555
ZombieGrub176
C9.Mang0131
ToD48
kaitlyn12
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 79
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki19
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21642
• lizZardDota265
• Noizen56
League of Legends
• Doublelift3433
Other Games
• imaqtpie1310
• Scarra686
Upcoming Events
Replay Cast
1h 33m
Sparkling Tuna Cup
11h 33m
Afreeca Starleague
11h 33m
Rush vs PianO
Flash vs Speed
PiGosaur Cup
1d 1h
Replay Cast
1d 10h
Afreeca Starleague
1d 11h
BeSt vs Leta
Queen vs Jaedong
Replay Cast
2 days
The PondCast
2 days
OSC
3 days
RSL Revival
3 days
TriGGeR vs Cure
ByuN vs Rogue
[ Show More ]
Replay Cast
4 days
RSL Revival
4 days
Maru vs MaxPax
BSL
4 days
RSL Revival
5 days
uThermal 2v2 Circuit
5 days
BSL
5 days
Liquipedia Results

Completed

2026 Changsha Offline CUP
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.