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On January 07 2015 07:51 joshie0808 wrote:Show nested quote +On January 07 2015 07:40 Cascade wrote:Thanks joshie! Very helpful. So reaper expand into 111 with hellion or mine drops is a good starting point when I play teams? If you got replays around, would you mind zipping some up and upload them somewhere? I know it's not the very highest level, but far enough above me for it to be educational I think. At least I see the exact build order a bit better. ![](/mirror/smilies/smile.gif) I'll try to dig some up when I get home from work. I tend not to go expo into harass units (except maybe mines). So i meant more reaper expo OR hellion harass etc (unless playing vs Z specifically). As to not derail the thread, I'll send you a PM about my thoughts on team games. haha you aren't derailing it at all, i wouldn't mind hearing your thoughts on team games !
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On January 07 2015 08:21 EJK wrote:Show nested quote +On January 07 2015 07:51 joshie0808 wrote:On January 07 2015 07:40 Cascade wrote:Thanks joshie! Very helpful. So reaper expand into 111 with hellion or mine drops is a good starting point when I play teams? If you got replays around, would you mind zipping some up and upload them somewhere? I know it's not the very highest level, but far enough above me for it to be educational I think. At least I see the exact build order a bit better. ![](/mirror/smilies/smile.gif) I'll try to dig some up when I get home from work. I tend not to go expo into harass units (except maybe mines). So i meant more reaper expo OR hellion harass etc (unless playing vs Z specifically). As to not derail the thread, I'll send you a PM about my thoughts on team games. haha you aren't derailing it at all, i wouldn't mind hearing your thoughts on team games !
Long post below sorry hahaha
Cascade, hopefully this helps you in some way.. take with a grain of salt as my friends and I usually lose to ranked teams of all 1v1 master leaguers and up. I tried to organize it into sections.
Preface: + Show Spoiler +I only play set teams with friends on skype so the strats may not be so good with people you don't know/don't work well with. Also my friends are all around the same level as me (former diamond 1s) so we don't need to 'compensate' for each other or anything in terms of skill.
Terran play/build orders in team games: Opening reaper - 8/8/8 (very "all-in"/hard to transition) + Show Spoiler +- 8 supply depot - 8 rax - 8 refinery http://imbabuilds.com/hots-terran/hots-tvz/tvz-8-8-8-proxy-reaper/(link describes proxy play, but not necessary. Proxy play involves risk of enemy counter attack killing you) Use this if you want to back up your allies doing some time of very early game heavy pressure/all-in attack. Good for maps with large ramps into a shared base or split bases where enemies can easily be "focused off" one at a time. Timing hits very early. Micro reapers, focus down workers, don't lose reapers no matter what to maintain that snowball. Example: two zerg allies doing 6-10 pool attack. Your reaper can actually be across the map with them in similar timing rather than lagging behind (compared to a 12 rax 12 gas build). Back up the lings to focus down marines, take attention away from zealots, etc. The strength of fast reapers with lings is that it nullifies worker stack on minerals (a common response to dealing with ling harass in the mineral line), Early reapers (and lings) are also good at distracting an enemy while an your ally does a cannon rush on low ground, keep your reaper alive to give cannons vision after.
Opening reaper - standard + Show Spoiler +- 10 supply - 12 rax - 12 gas - 15 OC - 16 supply etc http://imbabuilds.com/hots-terran/hots-tvz/tvz-reaper-fe/Use this if you only want to maintain map control in the early game against lings (reaper will be out in time to defend against early pool timings... you'll need to micro scvs a little bit if the pools are very early (like 6/7/8 pool)). More of a harass/scouting build. **You can also accompany an ally doing an early pool (reaper will be slightly late) but you don't take an econ hit which is the best part ** Example: protoss ally wants to gateway expo but expos on the map are very exposed. Ramp is large and difficult to wall. This build will keep you and your allies safe against non-speed lings with good micro. Or ally wants to 10 pool and do some pressure/slight damage against unprepared opponents with first 6-10 lings. I find it difficult against: gas first hellions from enemy terrans, early speed builds (like 10 pool speedling), fast stalker/msc pressure. Transitions: The default transition of this build in 1v1 is to expo (you can skip the second supply to get 2nd CC faster). This is possible in teams but usually I add the second supply to wall off single base ramps. This build is also flexible because if you need to, the minerals for the CC can be used to add a second and third rax instead, setting you up for defending against a scouted all-in (say 4 gate or roach rush). Expo into more rax to play safe. Expo into factory for tech greed.
Hellion/mine drop + Show Spoiler +Two different build orders: Rax first or gas first. Perhaps EJK can correct my build orders as they may not be optimized 100%
Rax first: -10 supply, 12 rax, 13 gas, 15 OC, 16 supply, @100gas, start factory (usually right when your 2nd supply depot finishes), starport right when factory finishes.
Gas first: - 10 supply, 11 gas, 13 rax, 16 OC, @100 gas, start factory, 17 or 18 supply depot, starport the moment factory finishes
Rax first is safer but hits slower.
Following the above build orders, I produce constant marines from my rax, hellions from factory once fact is finished, starport immediately after factory completion and 1 medivac upon starport completion. You'll hit with 3 hellions in your medivac. Just drop in corner of base, run into their mineral lines and focus fire. High level players are usually able to split their workers, but even vs diamond opponents, people just tend to grab all their workers and run, which clumps them up for easy kills.
Replace hellions with mines to be more annoying (but against lower level (dia and under) players, hellions do much more damage due to their inability to run and split workers). In a shared base, you can also run to multiple mineral lines. Boost and retreat when needed so you can repeat the harass over and over.
Expo shortly after your hellions are in your medivac.
You produce constant marines from rax so that you're safe against oracle or banshee play. You can get a viking or ebay out after your medivac if necessary. I've noticed that banshees have fallen really off the radar in team games, but oracles are very common.
3-rax + Show Spoiler +Not much to say here, old school 3-rax on one base. http://imbabuilds.com/hots-terran/hots-tvp/tvp-3rax-stim-timing/I don't find this build particularly useful due to the squishyness of bio before medivacs and upgrades and the lack of tech and the lack of and expo. Nonetheless its good to have in your back pocket when you're not sure what to do, or if your whole team wants to all-in on one base.
2 rax reactored reaper (super cheesy) + Show Spoiler + Do this build with one other terran player. Micro hard and don't lose your reapers.
10 supply 12 rax 12 gas 15 OC reactor on rax @50gas @150minerals add second rax @75 minerals add second reactor @100 minerals add second supply depot
On completion of first reactor, nonstop 2x reaper production from this rax On completion of second rax add reactor, make 2x reapers at a time from this rax as well.
This is a very specific build that sucks when you do it by itself, but if you have 2 terran players doing this build (in 2v2, 3v3, or 4v4), things can quickly snowball out of control for the enemies.
With so many reapers (8) by the second wave, simply not having an ally nearby or having their army out of position from their mineral line can spell disaster for the enemy team. With good micro you can also engage 1 players entire army and kill it with out losing anything. Avoid hellions unless your micro is very good (split reapers).
Scout for oracles (transition to marines or add ebay due to your excess minerals). Add expo when minerals start floating. Do lots of damage (not too difficult with 2 people playing this build) because your tech is very behind.
Momentum in team games: This is what I find is the most important thing to grasp in team games. Because with so many players/units, the game can swing heavily into one sides favor quickly. Because of this concept, builds and strategies that complement each other are much stronger than builds and compositions that leave everyone kinda doing their own thing. Try to have multiple people hit at the same timing when you're going for an attack etc.
Also, use the lack of information and the difficulty to scouting 4 different players to your advantage.
Examples: + Show Spoiler + Example 1: three players double 10 pool + reaper attack an enemy protoss. If the protoss walled off, their units will not be by their mineral line to defend the reaper. If they don't, the lings have full access into their base. The player will also never have enough units out to deal with the number of lings and the reaper by themselves. So this player is pretty much dead unless their allies come to reinforce and defend them in time. The moment 1 player is eliminated, the momentum swings heavily toward the opposing team.
Example 2: in 4v4, three players do a timing attack and 1 player fast expos. The enemy team scouts the pressure (they see 3 rax, roach warren on one base, etc). Their 4 players defend. Your attack does no damage but you retreat without over committing. Your team is already ahead because all 4 of their players played "safe" and you have 1 player that is now very well set up for the midgame.
Example 3: 4v4, two players take early expos, other team scouts the expos and 2 or more of their players also decide to play econ focused in response. Your other 2 players do some type of harass build (hellion drop), oracle, hellion+speedling flood etc. that does critical damage because no one single player was prepared to defend two harass builds hitting at the same time.
Lastly, team game maps tend to be "chokey" because theres not enough room on the map for 8 full armies in the mid-late game. Thus, space controlling compositions and AOE become even stronger than in 1v1. So on compositions:
Stuff like phonenix+gateway units/swarmhost/tank is much harder to deal with than roach/hydra+MMM. This is because the compositions cover each other's weaknesses. The caveat is that while 3-4 tanks or 2-3 colossus may hold a chokepoint no problem in 1v1, the sheer number of units that might bum-rush your army (if it's by itself) can catch one off guard.
GLHF, sorry for the wall of text, and hope this helps
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On January 07 2015 02:41 EJK wrote: I think I will try to incorporate some build orders (written down and explained) to accompany my vods, but it won't be until after WCS quals
I'm gonna assume you're competing in the WCS qual? Good luck!
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On January 07 2015 12:21 joshie0808 wrote:Show nested quote +On January 07 2015 08:21 EJK wrote:On January 07 2015 07:51 joshie0808 wrote:On January 07 2015 07:40 Cascade wrote:Thanks joshie! Very helpful. So reaper expand into 111 with hellion or mine drops is a good starting point when I play teams? If you got replays around, would you mind zipping some up and upload them somewhere? I know it's not the very highest level, but far enough above me for it to be educational I think. At least I see the exact build order a bit better. ![](/mirror/smilies/smile.gif) I'll try to dig some up when I get home from work. I tend not to go expo into harass units (except maybe mines). So i meant more reaper expo OR hellion harass etc (unless playing vs Z specifically). As to not derail the thread, I'll send you a PM about my thoughts on team games. haha you aren't derailing it at all, i wouldn't mind hearing your thoughts on team games ! Long post below sorry hahaha Cascade, hopefully this helps you in some way.. take with a grain of salt as my friends and I usually lose to ranked teams of all 1v1 master leaguers and up. I tried to organize it into sections. Preface: + Show Spoiler +I only play set teams with friends on skype so the strats may not be so good with people you don't know/don't work well with. Also my friends are all around the same level as me (former diamond 1s) so we don't need to 'compensate' for each other or anything in terms of skill. Terran play/build orders in team games: Opening reaper - 8/8/8 (very "all-in"/hard to transition) + Show Spoiler +- 8 supply depot - 8 rax - 8 refinery http://imbabuilds.com/hots-terran/hots-tvz/tvz-8-8-8-proxy-reaper/(link describes proxy play, but not necessary. Proxy play involves risk of enemy counter attack killing you) Use this if you want to back up your allies doing some time of very early game heavy pressure/all-in attack. Good for maps with large ramps into a shared base or split bases where enemies can easily be "focused off" one at a time. Timing hits very early. Micro reapers, focus down workers, don't lose reapers no matter what to maintain that snowball. Example: two zerg allies doing 6-10 pool attack. Your reaper can actually be across the map with them in similar timing rather than lagging behind (compared to a 12 rax 12 gas build). Back up the lings to focus down marines, take attention away from zealots, etc. The strength of fast reapers with lings is that it nullifies worker stack on minerals (a common response to dealing with ling harass in the mineral line), Early reapers (and lings) are also good at distracting an enemy while an your ally does a cannon rush on low ground, keep your reaper alive to give cannons vision after. Opening reaper - standard + Show Spoiler +- 10 supply - 12 rax - 12 gas - 15 OC - 16 supply etc http://imbabuilds.com/hots-terran/hots-tvz/tvz-reaper-fe/Use this if you only want to maintain map control in the early game against lings (reaper will be out in time to defend against early pool timings... you'll need to micro scvs a little bit if the pools are very early (like 6/7/8 pool)). More of a harass/scouting build. **You can also accompany an ally doing an early pool (reaper will be slightly late) but you don't take an econ hit which is the best part ** Example: protoss ally wants to gateway expo but expos on the map are very exposed. Ramp is large and difficult to wall. This build will keep you and your allies safe against non-speed lings with good micro. Or ally wants to 10 pool and do some pressure/slight damage against unprepared opponents with first 6-10 lings. I find it difficult against: gas first hellions from enemy terrans, early speed builds (like 10 pool speedling), fast stalker/msc pressure. Transitions: The default transition of this build in 1v1 is to expo (you can skip the second supply to get 2nd CC faster). This is possible in teams but usually I add the second supply to wall off single base ramps. This build is also flexible because if you need to, the minerals for the CC can be used to add a second and third rax instead, setting you up for defending against a scouted all-in (say 4 gate or roach rush). Expo into more rax to play safe. Expo into factory for tech greed. Hellion/mine drop + Show Spoiler +Two different build orders: Rax first or gas first. Perhaps EJK can correct my build orders as they may not be optimized 100%
Rax first: -10 supply, 12 rax, 13 gas, 15 OC, 16 supply, @100gas, start factory (usually right when your 2nd supply depot finishes), starport right when factory finishes.
Gas first: - 10 supply, 11 gas, 13 rax, 16 OC, @100 gas, start factory, 17 or 18 supply depot, starport the moment factory finishes
Rax first is safer but hits slower.
Following the above build orders, I produce constant marines from my rax, hellions from factory once fact is finished, starport immediately after factory completion and 1 medivac upon starport completion. You'll hit with 3 hellions in your medivac. Just drop in corner of base, run into their mineral lines and focus fire. High level players are usually able to split their workers, but even vs diamond opponents, people just tend to grab all their workers and run, which clumps them up for easy kills.
Replace hellions with mines to be more annoying (but against lower level (dia and under) players, hellions do much more damage due to their inability to run and split workers). In a shared base, you can also run to multiple mineral lines. Boost and retreat when needed so you can repeat the harass over and over.
Expo shortly after your hellions are in your medivac.
You produce constant marines from rax so that you're safe against oracle or banshee play. You can get a viking or ebay out after your medivac if necessary. I've noticed that banshees have fallen really off the radar in team games, but oracles are very common.
3-rax + Show Spoiler +Not much to say here, old school 3-rax on one base. http://imbabuilds.com/hots-terran/hots-tvp/tvp-3rax-stim-timing/I don't find this build particularly useful due to the squishyness of bio before medivacs and upgrades and the lack of tech and the lack of and expo. Nonetheless its good to have in your back pocket when you're not sure what to do, or if your whole team wants to all-in on one base. 2 rax reactored reaper (super cheesy) + Show Spoiler + Do this build with one other terran player. Micro hard and don't lose your reapers.
10 supply 12 rax 12 gas 15 OC reactor on rax @50gas @150minerals add second rax @75 minerals add second reactor @100 minerals add second supply depot
On completion of first reactor, nonstop 2x reaper production from this rax On completion of second rax add reactor, make 2x reapers at a time from this rax as well.
This is a very specific build that sucks when you do it by itself, but if you have 2 terran players doing this build (in 2v2, 3v3, or 4v4), things can quickly snowball out of control for the enemies.
With so many reapers (8) by the second wave, simply not having an ally nearby or having their army out of position from their mineral line can spell disaster for the enemy team. With good micro you can also engage 1 players entire army and kill it with out losing anything. Avoid hellions unless your micro is very good (split reapers).
Scout for oracles (transition to marines or add ebay due to your excess minerals). Add expo when minerals start floating. Do lots of damage (not too difficult with 2 people playing this build) because your tech is very behind.
Momentum in team games: This is what I find is the most important thing to grasp in team games. Because with so many players/units, the game can swing heavily into one sides favor quickly. Because of this concept, builds and strategies that complement each other are much stronger than builds and compositions that leave everyone kinda doing their own thing. Try to have multiple people hit at the same timing when you're going for an attack etc. Also, use the lack of information and the difficulty to scouting 4 different players to your advantage. Examples: + Show Spoiler + Example 1: three players double 10 pool + reaper attack an enemy protoss. If the protoss walled off, their units will not be by their mineral line to defend the reaper. If they don't, the lings have full access into their base. The player will also never have enough units out to deal with the number of lings and the reaper by themselves. So this player is pretty much dead unless their allies come to reinforce and defend them in time. The moment 1 player is eliminated, the momentum swings heavily toward the opposing team.
Example 2: in 4v4, three players do a timing attack and 1 player fast expos. The enemy team scouts the pressure (they see 3 rax, roach warren on one base, etc). Their 4 players defend. Your attack does no damage but you retreat without over committing. Your team is already ahead because all 4 of their players played "safe" and you have 1 player that is now very well set up for the midgame.
Example 3: 4v4, two players take early expos, other team scouts the expos and 2 or more of their players also decide to play econ focused in response. Your other 2 players do some type of harass build (hellion drop), oracle, hellion+speedling flood etc. that does critical damage because no one single player was prepared to defend two harass builds hitting at the same time.
Lastly, team game maps tend to be "chokey" because theres not enough room on the map for 8 full armies in the mid-late game. Thus, space controlling compositions and AOE become even stronger than in 1v1. So on compositions: Stuff like phonenix+gateway units/swarmhost/tank is much harder to deal with than roach/hydra+MMM. This is because the compositions cover each other's weaknesses. The caveat is that while 3-4 tanks or 2-3 colossus may hold a chokepoint no problem in 1v1, the sheer number of units that might bum-rush your army (if it's by itself) can catch one off guard. GLHF, sorry for the wall of text, and hope this helps That's a bookmark right there, thanks heaps! ![](/mirror/smilies/smile.gif) Great to have several options! I also (almost) only play with friends on skype, so that is great. I know you are not GM KR 70% winrate, but that is fine. I think I get a bit more realistic replays like this, as opposed to replays with people doing things that I (or my opponents) will never pull off.
Now I need some time to go through this material and try out the builds a bit. I'll probably be back with questions though. :o)
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And good luck in WCS EJK! thanks!
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Thanks for the new vod! Good luck next time! You made it really close in one of the quals
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Hey, sorry if its a bit of an outdated question, given that I haven't watched/played much starcraft the past few months, but do 3base 13ish minute SCV pulls against protoss still work/are a viable strategy nowadays? If so, would it possible to transition into that using the Fantasy 15CC build rather than ghost/viking? It seems like it would be good, given that the opening gives you a nice economy, lots of units and a good stretch of time to soften the Protoss up with multipronged drops. Only issue I see really is that you wont have 2/2 finished, i dont believe, in time for it.
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On January 17 2015 22:58 Sajaki wrote:Hey, sorry if its a bit of an outdated question, given that I haven't watched/played much starcraft the past few months, but do 3base 13ish minute SCV pulls against protoss still work/are a viable strategy nowadays? If so, would it possible to transition into that using the Fantasy 15CC build rather than ghost/viking? It seems like it would be good, given that the opening gives you a nice economy, lots of units and a good stretch of time to soften the Protoss up with multipronged drops. Only issue I see really is that you wont have 2/2 finished, i dont believe, in time for it. yes you can do that, but hit at 1-1 dont make armory and 2nd ebay and make 2nd starport faster or ghost academy
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Northern Ireland461 Posts
EJK please help me make sense of Maru's build vs PartinG today on GSL on Deadwing LE, really curious why he opened why he did on that map instead of going 12/12 reaper, or even 14CC.
Of course 4 player maps give you a bit more leeway in terms of hiding builds due to scout patterns, but even with that considered, I still don't 100% get why he chose it.
Thanks
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On January 22 2015 02:36 mau5mat wrote: EJK please help me make sense of Maru's build vs PartinG today on GSL on Deadwing LE, really curious why he opened why he did on that map instead of going 12/12 reaper, or even 14CC.
Of course 4 player maps give you a bit more leeway in terms of hiding builds due to scout patterns, but even with that considered, I still don't 100% get why he chose it.
Thanks Havent taken a look at latest GSL games, but will keep that in the back of my head
Edit: watched the game, so basically that buld is an aggressive gas first build which is seen occasionally on 2+ player maps. Maru used the reaper variation to obtain a scout on parting (similar to the tvt gas first reaper scout build).
Maru probably hadn't polished taht build very well though, his widow mines were very out of place and he showed uncharacteristicly sloppy multitasking, and didn't build a siege tank either so I believe this build was done somewhat spontaneously as part of the psychological battle between the players
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TvP game between Innovation and Hurricane, analyzes the steps that Innovation takes in order to come back vs his early game deficit against Hurricane on Deadwing
TvP macro game !
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안녕하세요 EJK님 개인적으로 유럽예선(맞져 ?) 을 보면서 한국인 선수가 결승까지 가서 굉장히 흥미로웠는데요 영어를 써야되지만 굉장히 못하기 때문에 한국어를 같이 쓰겠습니다; 1. what's your ladder id? barcode? 래더 아이디가 뭔지 혹시 바코드? 아니면 뭐를 쓰는지 2. why you leave korea and stay europe? 왜 한국을 떠나고 유럽에 정착하게 되었는지? 3. why you interested in starcraft? 왜 스타에 대해서 관심을 가지게 되었는지 4. how about your plan join team or ameture 앞으로 계획(팀에 들어가서 프로선수하는건지 아님 아마추어로 남으실지??) 5. some tips about protoss user(ex. how to know cheese rush etc...) 저가 프로토스 유저여서 그런데 프로토스 유저한테 테란전 팁좀(치즈러쉬 타이밍이라던가 등등) 마지막으로 뭐든지 승승장구 해서 잘되시기를 빌고여 화이팅입니다 ㅋㅋㅋ fighting EJK!!~
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On January 28 2015 23:02 topeong wrote: 안녕하세요 EJK님 개인적으로 유럽예선(맞져 ?) 을 보면서 한국인 선수가 결승까지 가서 굉장히 흥미로웠는데요 영어를 써야되지만 굉장히 못하기 때문에 한국어를 같이 쓰겠습니다; 1. what's your ladder id? barcode? 래더 아이디가 뭔지 혹시 바코드? 아니면 뭐를 쓰는지 2. why you leave korea and stay europe? 왜 한국을 떠나고 유럽에 정착하게 되었는지? 3. why you interested in starcraft? 왜 스타에 대해서 관심을 가지게 되었는지 4. how about your plan join team or ameture 앞으로 계획(팀에 들어가서 프로선수하는건지 아님 아마추어로 남으실지??) 5. some tips about protoss user(ex. how to know cheese rush etc...) 저가 프로토스 유저여서 그런데 프로토스 유저한테 테란전 팁좀(치즈러쉬 타이밍이라던가 등등) 마지막으로 뭐든지 승승장구 해서 잘되시기를 빌고여 화이팅입니다 ㅋㅋㅋ fighting EJK!!~ hmm could you translate that to english?
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On January 28 2015 23:19 EJK wrote:Show nested quote +On January 28 2015 23:02 topeong wrote: 안녕하세요 EJK님 개인적으로 유럽예선(맞져 ?) 을 보면서 한국인 선수가 결승까지 가서 굉장히 흥미로웠는데요 영어를 써야되지만 굉장히 못하기 때문에 한국어를 같이 쓰겠습니다; 1. what's your ladder id? barcode? 래더 아이디가 뭔지 혹시 바코드? 아니면 뭐를 쓰는지 2. why you leave korea and stay europe? 왜 한국을 떠나고 유럽에 정착하게 되었는지? 3. why you interested in starcraft? 왜 스타에 대해서 관심을 가지게 되었는지 4. how about your plan join team or ameture 앞으로 계획(팀에 들어가서 프로선수하는건지 아님 아마추어로 남으실지??) 5. some tips about protoss user(ex. how to know cheese rush etc...) 저가 프로토스 유저여서 그런데 프로토스 유저한테 테란전 팁좀(치즈러쉬 타이밍이라던가 등등) 마지막으로 뭐든지 승승장구 해서 잘되시기를 빌고여 화이팅입니다 (ㅋㅋㅋ fighting EJK!!~ hmm could you translate that to english? You don't know korean?? ; Hi EJK personally im interested about you that korean player (not professional player) go to europe final qualifier The tl rule said I must say english but my english skill You know, awful; so I write korean too 1.what's your sc2 ladder id? barcode? 2.why you leave korea and stay europe? 3.why you interested in starcraft? 4. What are you planning to do? ( in sc2 join team or ameture ...etc) 5 . actually im a protoss user so can you tell me some tips about vs t (ex. How to know cheese rush etc... i don't know 승승장구 in english Fighting EJK korean fighting said 화이팅
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On January 29 2015 09:55 topeong wrote:Show nested quote +On January 28 2015 23:19 EJK wrote:On January 28 2015 23:02 topeong wrote: 안녕하세요 EJK님 개인적으로 유럽예선(맞져 ?) 을 보면서 한국인 선수가 결승까지 가서 굉장히 흥미로웠는데요 영어를 써야되지만 굉장히 못하기 때문에 한국어를 같이 쓰겠습니다; 1. what's your ladder id? barcode? 래더 아이디가 뭔지 혹시 바코드? 아니면 뭐를 쓰는지 2. why you leave korea and stay europe? 왜 한국을 떠나고 유럽에 정착하게 되었는지? 3. why you interested in starcraft? 왜 스타에 대해서 관심을 가지게 되었는지 4. how about your plan join team or ameture 앞으로 계획(팀에 들어가서 프로선수하는건지 아님 아마추어로 남으실지??) 5. some tips about protoss user(ex. how to know cheese rush etc...) 저가 프로토스 유저여서 그런데 프로토스 유저한테 테란전 팁좀(치즈러쉬 타이밍이라던가 등등) 마지막으로 뭐든지 승승장구 해서 잘되시기를 빌고여 화이팅입니다 (ㅋㅋㅋ fighting EJK!!~ hmm could you translate that to english? You don't know korean?? ; Hi EJK personally im interested about you that korean player (not professional player) go to europe final qualifier The tl rule said I must say english but my english skill You know, awful; so I write korean too 1.what's your sc2 ladder id? barcode? 2.why you leave korea and stay europe? 3.why you interested in starcraft? 4. What are you planning to do? ( in sc2 join team or ameture ...etc) 5 . actually im a protoss user so can you tell me some tips about vs t (ex. How to know cheese rush etc... i don't know 승승장구 in english Fighting EJK korean fighting said 화이팅 parents dont teach me korean I am sorry ![](/mirror/smilies/frown.gif)
I went to North America final qualifier, 1) sc2 ladder id is Boreal EJK 2) I am in America, born in america, parents come from korea 3) starcraft is fun! 4) i plan to qualify for wcs 5) i only play terran!
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Northern Ireland461 Posts
That crushing feeling you get when no korean has ever cheered for you ;_;
Would love a recent analysis on some TvT if at all possible, no recent games come to mind however
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On January 30 2015 05:24 mau5mat wrote: That crushing feeling you get when no korean has ever cheered for you ;_;
Would love a recent analysis on some TvT if at all possible, no recent games come to mind however yes, yes, i agree the matchup is quite stale right now. I also have only been working with mech in my tvt's as well so my motivation to cover a bio tank vs bio tank game is little to none right now
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Northern Ireland461 Posts
On January 30 2015 06:03 EJK wrote:Show nested quote +On January 30 2015 05:24 mau5mat wrote: That crushing feeling you get when no korean has ever cheered for you ;_;
Would love a recent analysis on some TvT if at all possible, no recent games come to mind however yes, yes, i agree the matchup is quite stale right now. I also have only been working with mech in my tvt's as well so my motivation to cover a bio tank vs bio tank game is little to none right now
Would love to watch a mech analysis, especially regarding how they open into it safely, again I can't think of any recent games that illustrate it well, maybe in the future
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On January 30 2015 06:43 mau5mat wrote:Show nested quote +On January 30 2015 06:03 EJK wrote:On January 30 2015 05:24 mau5mat wrote: That crushing feeling you get when no korean has ever cheered for you ;_;
Would love a recent analysis on some TvT if at all possible, no recent games come to mind however yes, yes, i agree the matchup is quite stale right now. I also have only been working with mech in my tvt's as well so my motivation to cover a bio tank vs bio tank game is little to none right now Would love to watch a mech analysis, especially regarding how they open into it safely, again I can't think of any recent games that illustrate it well, maybe in the future
Whatever is done by ForGG, that should do it
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