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[GSL] S3 Ro64 Day 2 - Page 23

Forum Index > StarCraft 2 Tournaments
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Prev 1 21 22 23 24 25 177 Next
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
November 23 2010 05:01 GMT
#441
No need to complain guys, every other MU tonight has some insane player coming up.
the farm ends here
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
November 23 2010 05:01 GMT
#442
when are korean zergs going to learn u cant fkn 14hatch nemore???

they keep losing to it :O
Taguchi
Profile Joined February 2003
Greece1575 Posts
November 23 2010 05:01 GMT
#443
artosis has been hyping this stupid rush since ro16 last season, this was the first time it actually worked and the zerg failed at sunken placement for that to happen

he should just let it go, hatch first is perfectly fine still
Great minds might think alike, but fastest hands rule the day~
TheGrimace
Profile Blog Joined May 2010
United States929 Posts
November 23 2010 05:01 GMT
#444
Game 2 - Jungle Basin

Dream spawns in the top, Rain spawns in the bottom. Same builds as the first game, supply by CC, Hatch first for Zerg.
ifonlyiwereawsum
Profile Joined November 2010
United States484 Posts
November 23 2010 05:01 GMT
#445
another 14 hatch. woooo.
LiquidSnute // Zai //
Lush
Profile Joined May 2010
United States657 Posts
November 23 2010 05:01 GMT
#446
DAMMIT I thought i started at 12. Fuck. Missed the first round.
"you play that nerdy game?"
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
November 23 2010 05:02 GMT
#447
14 hatch 18 pool??? yeah I missed the first match too (( toss won though so \o/
get rich or die mining
TL+ Member
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
November 23 2010 05:02 GMT
#448
Hey guys, just joined the stream

Currently 06:00 AM up in here in germany

And for my wakeup, a little bit o' korean SC2 :D
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Darkstar_X
Profile Joined May 2010
United States197 Posts
Last Edited: 2010-11-23 05:05:40
November 23 2010 05:02 GMT
#449
On November 23 2010 14:00 HolyArrow wrote:
Show nested quote +
On November 23 2010 13:59 HowardRoark wrote:
On November 23 2010 13:52 InvalidID wrote:
On November 23 2010 13:51 HowardRoark wrote:
On November 23 2010 13:48 JinDesu wrote:
On November 23 2010 13:46 HowardRoark wrote:
What could make Sc2 more interesting to watch would be if splash damage did friendly fire. Now Collosus, Archon, Hellion and Thor's splash doesn't do friendly fire, and and changing this could _perhaps_ make the dreaded TvP MU enjoying.


Our zealots would be useless.


No, but you could perhaps not mass Zealots together with Collossus, but there must be other compositions where you opt out Col or Zealot, and that would lead to watchable Protoss games.

What struck me now watching the P ball, is that the ball even walks with the same speed with 5 different unit types (!), and could that perhaps be why SC2 P is so dreaded to watch when they face T?

They do not walk with the same speed. If you do not actively manage it, your zealots will be way behind your stalkers.


Zealot with Charge is 2.75 and Stalker is 2.95, that pretty similar. I mean more like Zealot with pluslegs compared to Reavers in BW. The pros had to some pretty sick stuff to use them together which led to interesting P matches. I am not talking balance here, just purely from a spectator point of view.


.... what? Stalker's NORMAL speed is 2.95, Zealot charge doesn't even benefit them speed-wise until they have enemies in the proximity to charge at. You can't just charge across the map -_-


Charge increases Zealot passive movement speed from 2.25 to 2.75 as well as the charge ability. Don't talk about what you don't know.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
Last Edited: 2010-11-23 05:06:50
November 23 2010 05:02 GMT
#450
On November 23 2010 13:54 JinDesu wrote:
Show nested quote +
On November 23 2010 13:51 HowardRoark wrote:
On November 23 2010 13:48 JinDesu wrote:
On November 23 2010 13:46 HowardRoark wrote:
What could make Sc2 more interesting to watch would be if splash damage did friendly fire. Now Collosus, Archon, Hellion and Thor's splash doesn't do friendly fire, and and changing this could _perhaps_ make the dreaded TvP MU enjoying.


Our zealots would be useless.


No, but you could perhaps not mass Zealots together with Collossus, but there must be other compositions where you opt out Col or Zealot, and that would lead to watchable Protoss games.

What struck me now watching the P ball, is that the ball even walks with the same speed with 5 different unit types (!), and could that perhaps be why SC2 P is so dreaded to watch when they face T?


The entire synergy between zealots and colossi was this

Zealots are melee - they form a relatively impenetrable wall. Colossi are quite long range with that linear splash (i.e. zealot wall), and don't like to get shot at. Short of forcefields (sentries cost a ton of gas), there is no replacement for what the zealots do for the colossi.

Re: Protoss death ball - it makes your life easier to EMP us.


You are correct sir, but I didn't talk about balance, for me a Zealot could blow up the whole battlefield with nukes, or a drone could mine a whole base in one turn, aslong as it is interesting to see. I was just thinking of the entertainment from a spectating point of view.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
blade55555
Profile Blog Joined March 2009
United States17423 Posts
November 23 2010 05:03 GMT
#451
On November 23 2010 14:01 Taguchi wrote:
artosis has been hyping this stupid rush since ro16 last season, this was the first time it actually worked and the zerg failed at sunken placement for that to happen

he should just let it go, hatch first is perfectly fine still


I agree with you completely. ^^
When I think of something else, something will go here
TheGrimace
Profile Blog Joined May 2010
United States929 Posts
November 23 2010 05:03 GMT
#452
Rain expands on 1rax, Dream has 2 queens on the way, 4 zerglings to scout.
PossiblyNotBob
Profile Joined October 2010
Australia124 Posts
November 23 2010 05:03 GMT
#453
On November 23 2010 13:59 Kraz.Del wrote:
Mine in HD is smooth. Must be your connection.



Stop this. It is just not true for most of us.
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
November 23 2010 05:03 GMT
#454
On November 23 2010 14:01 xAPOCALYPSEx wrote:
Show nested quote +
On November 23 2010 14:00 HolyArrow wrote:
On November 23 2010 13:59 HowardRoark wrote:
On November 23 2010 13:52 InvalidID wrote:
On November 23 2010 13:51 HowardRoark wrote:
On November 23 2010 13:48 JinDesu wrote:
On November 23 2010 13:46 HowardRoark wrote:
What could make Sc2 more interesting to watch would be if splash damage did friendly fire. Now Collosus, Archon, Hellion and Thor's splash doesn't do friendly fire, and and changing this could _perhaps_ make the dreaded TvP MU enjoying.


Our zealots would be useless.


No, but you could perhaps not mass Zealots together with Collossus, but there must be other compositions where you opt out Col or Zealot, and that would lead to watchable Protoss games.

What struck me now watching the P ball, is that the ball even walks with the same speed with 5 different unit types (!), and could that perhaps be why SC2 P is so dreaded to watch when they face T?

They do not walk with the same speed. If you do not actively manage it, your zealots will be way behind your stalkers.


Zealot with Charge is 2.75 and Stalker is 2.95, that pretty similar. I mean more like Zealot with pluslegs compared to Reavers in BW. The pros had to some pretty sick stuff to use them together which led to interesting P matches. I am not talking balance here, just purely from a spectator point of view.


.... what? Stalker's NORMAL speed is 2.95, Zealot charge doesn't even benefit them speed-wise until they have enemies in the proximity to charge at. You can't just charge across the map -_-



Charge makes your zealots move faster, even when not charging.


I stand corrected. I never noticed that somehow. Nevertheless, I don't see how the "ball walking at the same speed with 5 different unit types" is a valid complaint. High Temps lag way behind the rest of the ball, and it's not like a Terran ball has terrible unit speed discrepancies. Really, managing positioning in your unit ball should be rather elementary for pro-level players and shouldn't really be an issue.
Ryalnos
Profile Joined July 2010
United States1946 Posts
November 23 2010 05:03 GMT
#455
On November 23 2010 14:01 Taguchi wrote:
artosis has been hyping this stupid rush since ro16 last season, this was the first time it actually worked and the zerg failed at sunken placement for that to happen

he should just let it go, hatch first is perfectly fine still


He's emphasized that the variant popular in Korea is much more refined than MarineKing's build.
The point of the 'new' build is that if the Terran scans and the Zerg has defended well enough against it, then they simply expand - having forced units instead of drones.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
November 23 2010 05:04 GMT
#456
hmm, has tasteless just given the first analytical comment in like.... ever?!^^
"What am I supposed to do against this?" - "Lose!" :-]
TheGrimace
Profile Blog Joined May 2010
United States929 Posts
November 23 2010 05:04 GMT
#457
Rain walls with 2 extra rax and a factory. Dream getting ling speed and throwing down a baneling nest. Hellion on the way, tech lab and a starport.
~GhoSt
Profile Joined October 2010
145 Posts
November 23 2010 05:05 GMT
#458
that's what i call a wall off lol
BISU HWAITING!!
Fa1nT
Profile Joined September 2010
United States3423 Posts
November 23 2010 05:05 GMT
#459
20 zerglings making... baneling busy incoming? :/
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
November 23 2010 05:06 GMT
#460
Say it Artosis! Say it!
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
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