[GSL] Open S1 - QuarterFinals - Page 77
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Sanguinarius
United States3427 Posts
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SnK-Arcbound
United States4423 Posts
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Kobepeng
Australia50 Posts
On September 28 2010 20:56 Cloak wrote: What's also boring is that 1 free bunker = no early aggression. Letting Terran dictate all their matchups with risk-free harass and aggression with the odds always being in their favor is kind of dumb. completely agree ![]() | ||
TehRaZer
36 Posts
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Pekkz
Norway1505 Posts
On September 28 2010 20:52 Endorsed wrote: They don't have a HUGEEEEEEEEE advantage over protoss early game. You can stop most shit just by good use of sentries. Ye, cus when you forcefield the ramp, you most likely got 1 sentry 1 stalker 2 zealot , or mix of them. You forcefield the ramp to try cut off few of his units- you lose your zealot to fire from the units on other side of forcefield. And when forcefield runs off, its marauder with concussive shells against sentry/stalker. Thats only from agression, not even an all inn. How many games have we seen protoss die or fall behind to a variation of this early agression of terran in GSL ? | ||
Endorsed
Netherlands1221 Posts
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mangoloid
100 Posts
![]() I really enjoyed today's match-ups. I think every good SC2 player has to be able to hold off early aggression perfectly, and we saw some of those players unable to do so fumble today. I thought these games were really exciting, especially the tester vs ITR ones :D but it's disappointing to hear that so many people are just calling GSL quits because of today D:. I'm sure they'll be back on the GOM stream soon, tho ^^. Final 4 is not as strong as it should be. Would have been great if tester were in there with ITR and Fruit Dealer instead of facing off against ITR today. Also bad luck for Check to face ITR in the round before. These 4 would have made for awesome semis, I think. Hopefully the brackets are better balanced next season. Anyway, looking forward to tomorrow. | ||
Kobepeng
Australia50 Posts
On September 28 2010 20:59 Pekkz wrote: Ye, cus when you forcefield the ramp, you most likely got 1 sentry 1 stalker 2 zealot , or mix of them. You forcefield the ramp to try cut off few of his units- you lose your zealot to fire from the units on other side of forcefield. And when forcefield runs off, its marauder with concussive shells against sentry/stalker. Thats only from agression, not even an all inn. How many games have we seen protoss die or fall behind to a variation of this early agression of terran in GSL ? hoping for the day the words "early agression" can be used for a Z or P against T. oh wait, they have free bunker | ||
JinDesu
United States3990 Posts
On September 28 2010 21:02 Endorsed wrote: You forcefield your ramp, cut off units kill them with zealots. You probably lose your zealots in the progress. Make a another stalker. Use the speed of stalkers against the marines to cut their dps in half. Use your newly made zealot to tank damage from the marauders. Easily defended. Or you could just make a second sentry. Btw, a Terran when pushes extremely quick. Will most likely have 2 marauders and 1 marine. With 2 marines and 1 marauder coming in every 30 seconds. If you can't handle that. The key is to kill one of the 2 marauders from the first push. Then you've just fended of the early push. I'm sorry, but what? The Zatic build (early marauder and marine push with reinforements) is considered one of the most difficult plays for protoss to stop. You almost have to forgo the first stalker to get the second sentry to continuously forcefield the ramp. You throw the scv into the front so you draw their fire with it, and if they forcefield, 99% of the time it'll catch the scv instead of your army. If they do forcefield correctly, you should have the marauder in front to shoot the stalker/sentry, while your marine and marauder behind kills the zealot. And if you don't do anything about that scv, he builds a bunker in your base. | ||
Lachrymose
Australia1928 Posts
I'll be really intersted to see if this factory float/hellion used in conjunction with an MM push becomes more popular and how P will deal with it. I mean, I've seen the hellion stuff a lot before, but not so much specifically to move the P off the ramp so the MM can move up and engage the P units in a 'fair fight'. Is it possible to deflect the hellion harrass without losing too many probes while still not abanding your ramp? Is it possible to permentantly prevent the factory from landing with a probe while the P goes about his business as usual? | ||
shannn
Netherlands2891 Posts
On September 28 2010 21:10 Lachrymose wrote: people are overreacting a bit. if it was literally impossible for a P to hold a ramp against T we would have seen more evidence of this by now. I'll be really intersted to see if this factory float/hellion used in conjunction with an MM push becomes more popular and how P will deal with it. I mean, I've seen the hellion stuff a lot before, but not so much specifically to move the P off the ramp so the MM can move up and engage the P units in a 'fair fight'. Is it possible to deflect the hellion harrass without losing too many probes while still not abanding your ramp? Is it possible to permentantly prevent the factory from landing with a probe while the P goes about his business as usual? Seems to me that Protoss now have to have a probe patrolling their entire main base to prevent a factory landing in their base for this push to be ineffective. You'll need great multitasking to hold ramp and have a probe decline the landing of the factory. Something which lower skilled people will have huge problems with. | ||
arew
Lithuania1861 Posts
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JinDesu
United States3990 Posts
On September 28 2010 21:10 Lachrymose wrote: people are overreacting a bit. if it was literally impossible for a P to hold a ramp against T we would have seen more evidence of this by now. I'll be really intersted to see if this factory float/hellion used in conjunction with an MM push becomes more popular and how P will deal with it. I mean, I've seen the hellion stuff a lot before, but not so much specifically to move the P off the ramp so the MM can move up and engage the P units in a 'fair fight'. Is it possible to deflect the hellion harrass without losing too many probes while still not abanding your ramp? Is it possible to permentantly prevent the factory from landing with a probe while the P goes about his business as usual? Without the perfect sim-city, it would be extremely hard to hold the ramp while killing the hellion. You need 2 sentries at least to forcefield continuously, and at least 1 stalker to chase the hellion. You can't make the mistake of pulling all your forces back to defend against the hellion. | ||
kidd
United States2848 Posts
On September 28 2010 20:58 TehRaZer wrote: If Blizz doesn't fix pvt in the next two GSLs, Huk will only be wasting his time in Korea. He may be better than Tester, but how much better? And also consider the recent gosugamers king of the hill where he won against Morrow pre-patch but got raped by Sjow post-patch. Is Sjow really that much better than Morrow? Huk better than Tester? lol Tester is still arguably the best player in the world regardless of losing to rainbow today and one match means nothing. Don't jump to conclusions. | ||
Kreb
4834 Posts
On September 28 2010 20:39 Pekkz wrote: When someone goes for early harass, but ends up allmost winning the game right there. Its boring to watch, and the PvT's this round was really fucking bad. The travel time from terran to protoss base should count into protoss favor , so he could hold off harass with basicly the same supply count. What ends up happening is terran units is far more cost effective, and protoss has no real counter to marauder with concussive shells. Game on metalop he forcefielded the ramp just right, but still with 3 different ranged units, it didnt matter much and hungon is forced to pull probes and lost like 10 of em. What i have a problem with is how retarded easy it is to micro marauders with concussive shells. And Marauders>stalker,zealot,sentry before protoss can get enough sentry to stop their kite path. Its hard to watch this shit and not complain about imbalance. I play zerg, but its not hard to see that terran has a HUGE advantage over protoss early game. You do realize that you just nicely confirmed what acceLL wrote, right? =) Oh, and... Its hard to watch this shit and not complain about imbalance. ...whats so hard about that? I personally find it incredibly easy, but maybe thats me. | ||
kavaron
Greece22 Posts
Repairing bunker is no joke for early game. Bliz could halve the rate of repair from svcs. Also make concussive shells to cost 100-100 and T is balanced again | ||
CellTech
Canada396 Posts
On September 28 2010 21:15 arew wrote: Not a protoss day, really. It's pitty about sSKS... Just terrans were better today, that's all. Yes I'm sure that was the case.... Considering reaper wasn't a TvP strat pre 1.1, the early game has gone unnaffected for T[vP] and P's early game got a lot harder. The simple fact is, Terran were given a bag of tricks, while Protoss and Zerg have a very limited arsenal. I'm not saying let's all get the same units and give them different names but c'mon... Look at how terran has the ability to harass / dictate early game / make CRAZY timing pushes. | ||
Fa1nT
United States3423 Posts
On September 28 2010 21:20 kavaron wrote: When the drop has been made at the last game today, P should have gone back and kill the 4 marauders. That was his only mistake in my opinion. Repairing bunker is no joke for early game. Bliz could halve the rate of repair from svcs. Also make concussive shells to cost 100-100 and T is balanced again You can't kill marauder + medivac without blink stalkers The instant he saw an army, instant load + fly away | ||
dolpiff
France300 Posts
can't wait for removal of marauder from game User was warned for this post | ||
scottyyy
United Kingdom796 Posts
http://gomtv.net/2010gslopens1/vod/1138 I click play and it just buffers forever. Anyone know how to fix this? | ||
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