[GSL] S3 Ro64 Day 2 - Page 23
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PartyBiscuit
Canada4525 Posts
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Subversion
South Africa3627 Posts
they keep losing to it :O | ||
Taguchi
Greece1575 Posts
he should just let it go, hatch first is perfectly fine still | ||
TheGrimace
United States929 Posts
Dream spawns in the top, Rain spawns in the bottom. Same builds as the first game, supply by CC, Hatch first for Zerg. | ||
ifonlyiwereawsum
United States484 Posts
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Lush
United States657 Posts
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Alejandrisha
United States6565 Posts
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enemy2010
Germany1972 Posts
![]() Currently 06:00 AM up in here in germany ![]() And for my wakeup, a little bit o' korean SC2 :D | ||
Darkstar_X
United States197 Posts
On November 23 2010 14:00 HolyArrow wrote: .... 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
1146 Posts
On November 23 2010 13:54 JinDesu wrote: 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. | ||
blade55555
United States17423 Posts
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. ^^ | ||
TheGrimace
United States929 Posts
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PossiblyNotBob
Australia124 Posts
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
United States7116 Posts
On November 23 2010 14:01 xAPOCALYPSEx wrote: 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
United States1946 Posts
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
Germany4482 Posts
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TheGrimace
United States929 Posts
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~GhoSt
145 Posts
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Fa1nT
United States3423 Posts
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Kurr
Canada2338 Posts
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