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[GSL] Code S Semi-finals - Page 194

Forum Index > StarCraft 2 Tournaments
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No balance whining. 2-day temp bans will be handed out like candy.
Draconicfire
Profile Joined May 2010
Canada2562 Posts
January 23 2011 20:37 GMT
#3861
MKP vs Jinro game 1. Man, that build order from Jinro. That was so tight and refined, so good.

That series was awesome though.
@Drayxs | Drayxs.221 | Drayxs#1802
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
January 23 2011 20:44 GMT
#3862
I was going to create a new thread for this idea, but I am not so sure it deserves it so I will just bounce it of everyone here.

Could Ghosts be the natural enemy to MKP?

1. Cloak - MKP does not seem to get extra Ravens or Turrets going unless provoked by good Banshee play or it goes into the real late game.

2 EMP - He does not split his Medivacs. One EMP could turn them into flying buses.

3. Nukes - Especially on Xel'naga Caverns, his mobility was his strongest ability. But what if you drop a could nukes aroundhis army but not on it. Such as to limit his options for splitting and retreating. He could take on your army on your terms, take a nuke to the face, or fall back in the general direction you prefer. This would require some good timing and quick reactions, but I do think it would be doable for these upper level Terrans.

4. Sniping - This is a bit of a stretch, but it could be useful for dealing with the odd marauder or cleaning up the remains of his army.

Also, hiding the Ghost Academy could be easier considering Ghosts are made out of Barracks leading MKP scouting to think hes getting straight up Bio vs. Bio; MMM vs. MMM play style. But the odd academy in the odd place would be possibly over looked.

I am just spit balling here, and I hope this thread is not totally dead yet...
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
January 23 2011 20:48 GMT
#3863
On January 24 2011 05:44 Torpedo.Vegas wrote:
I was going to create a new thread for this idea, but I am not so sure it deserves it so I will just bounce it of everyone here.

Could Ghosts be the natural enemy to MKP?

1. Cloak - MKP does not seem to get extra Ravens or Turrets going unless provoked by good Banshee play or it goes into the real late game.

2 EMP - He does not split his Medivacs. One EMP could turn them into flying buses.

3. Nukes - Especially on Xel'naga Caverns, his mobility was his strongest ability. But what if you drop a could nukes aroundhis army but not on it. Such as to limit his options for splitting and retreating. He could take on your army on your terms, take a nuke to the face, or fall back in the general direction you prefer. This would require some good timing and quick reactions, but I do think it would be doable for these upper level Terrans.

4. Sniping - This is a bit of a stretch, but it could be useful for dealing with the odd marauder or cleaning up the remains of his army.

Also, hiding the Ghost Academy could be easier considering Ghosts are made out of Barracks leading MKP scouting to think hes getting straight up Bio vs. Bio; MMM vs. MMM play style. But the odd academy in the odd place would be possibly over looked.

I am just spit balling here, and I hope this thread is not totally dead yet...


I like the EMP on the dropships a lot!!
But other than that, he can alwasy scan cloacked ghosts and a Nuke takes a long time to land, it will never hit a fast army such as mmm.
Always look on the bright side of life
vnlegend
Profile Blog Joined December 2006
United States1389 Posts
January 23 2011 20:53 GMT
#3864
On January 24 2011 05:37 Draconicfire wrote:
MKP vs Jinro game 1. Man, that build order from Jinro. That was so tight and refined, so good.

That series was awesome though.

lol. This is a common build on the ladder that is loved by noobs. There's nothing like putting the entire result of the game on ur blue flame hellions and banshees. Although using it vs a mass bio no gas cc is a decent decision.
Marines > everything
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
January 23 2011 20:54 GMT
#3865
On January 24 2011 05:48 Deckkie wrote:
Show nested quote +
On January 24 2011 05:44 Torpedo.Vegas wrote:
I was going to create a new thread for this idea, but I am not so sure it deserves it so I will just bounce it of everyone here.

Could Ghosts be the natural enemy to MKP?

1. Cloak - MKP does not seem to get extra Ravens or Turrets going unless provoked by good Banshee play or it goes into the real late game.

2 EMP - He does not split his Medivacs. One EMP could turn them into flying buses.

3. Nukes - Especially on Xel'naga Caverns, his mobility was his strongest ability. But what if you drop a could nukes aroundhis army but not on it. Such as to limit his options for splitting and retreating. He could take on your army on your terms, take a nuke to the face, or fall back in the general direction you prefer. This would require some good timing and quick reactions, but I do think it would be doable for these upper level Terrans.

4. Sniping - This is a bit of a stretch, but it could be useful for dealing with the odd marauder or cleaning up the remains of his army.

Also, hiding the Ghost Academy could be easier considering Ghosts are made out of Barracks leading MKP scouting to think hes getting straight up Bio vs. Bio; MMM vs. MMM play style. But the odd academy in the odd place would be possibly over looked.

I am just spit balling here, and I hope this thread is not totally dead yet...


I like the EMP on the dropships a lot!!
But other than that, he can alwasy scan cloacked ghosts and a Nuke takes a long time to land, it will never hit a fast army such as mmm.


Well the point of the Nuke is not to hit him. Its supposed to to make him reconsider moving in a certain direction. In fact, it would be beneficial to make the nuke as obvious as possible so he can miss the blinking red dot. For example, in the middle of Xel'naga. If your army was on one Xel'naga tower and he was more or less on the other side (Your at the 9 he is at the 3-ish) Nuking at the 5 or 6 o'clock area would disable his flank and force as engagement at his gold or a retreat to his main or distant 3 o'clock.
JQL
Profile Joined July 2010
United States214 Posts
January 23 2011 20:55 GMT
#3866
Great games by all players. good luck jinro on next season.
no way
ffadicted
Profile Joined January 2011
United States3545 Posts
January 23 2011 20:56 GMT
#3867
Hey does anyone know if there's anywhere to follow the next GSL's qualifiers? I don't even know when they start or how they work, and I'm wondering if someone can point me in the right direction

Thanks!
SooYoung-Noona!
andrea20
Profile Joined September 2010
Canada441 Posts
Last Edited: 2011-01-23 21:22:05
January 23 2011 21:16 GMT
#3868
I think that in a base trade situation, perhaps the oft-ignored building armor upgrade would've actually helped. It also makes bunkers much more resistant to marine fire:

+3 atk: 50 shots without armor upgrade, 67 shots with
+2 atk: 58 shots without armor upgrade, 80 shots with
+1 atk: 67 shots without armor upgrade, 100 shots with
0 atk: 80 shots without armor upgrade, 134 shots with

It certainly would've been an interesting metagame decision.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
January 23 2011 21:25 GMT
#3869
On January 24 2011 05:54 Torpedo.Vegas wrote:
Show nested quote +
On January 24 2011 05:48 Deckkie wrote:
On January 24 2011 05:44 Torpedo.Vegas wrote:
I was going to create a new thread for this idea, but I am not so sure it deserves it so I will just bounce it of everyone here.

Could Ghosts be the natural enemy to MKP?

1. Cloak - MKP does not seem to get extra Ravens or Turrets going unless provoked by good Banshee play or it goes into the real late game.

2 EMP - He does not split his Medivacs. One EMP could turn them into flying buses.

3. Nukes - Especially on Xel'naga Caverns, his mobility was his strongest ability. But what if you drop a could nukes aroundhis army but not on it. Such as to limit his options for splitting and retreating. He could take on your army on your terms, take a nuke to the face, or fall back in the general direction you prefer. This would require some good timing and quick reactions, but I do think it would be doable for these upper level Terrans.

4. Sniping - This is a bit of a stretch, but it could be useful for dealing with the odd marauder or cleaning up the remains of his army.

Also, hiding the Ghost Academy could be easier considering Ghosts are made out of Barracks leading MKP scouting to think hes getting straight up Bio vs. Bio; MMM vs. MMM play style. But the odd academy in the odd place would be possibly over looked.

I am just spit balling here, and I hope this thread is not totally dead yet...


I like the EMP on the dropships a lot!!
But other than that, he can alwasy scan cloacked ghosts and a Nuke takes a long time to land, it will never hit a fast army such as mmm.


Well the point of the Nuke is not to hit him. Its supposed to to make him reconsider moving in a certain direction. In fact, it would be beneficial to make the nuke as obvious as possible so he can miss the blinking red dot. For example, in the middle of Xel'naga. If your army was on one Xel'naga tower and he was more or less on the other side (Your at the 9 he is at the 3-ish) Nuking at the 5 or 6 o'clock area would disable his flank and force as engagement at his gold or a retreat to his main or distant 3 o'clock.


The thing is that when u place nuke, MKP has time check all his expensions then his army adn still has enough time to walk backwards past the dot without being hit.
Always look on the bright side of life
Kamais_Ookin
Profile Blog Joined May 2010
Canada4218 Posts
January 23 2011 21:42 GMT
#3870
On January 23 2011 21:14 FuryX wrote:


lol!....soo funny! they can't keep a straight face haha!!
Wow nice find man, I was laughing so hard from that video, it's really hard to keep a straight face in that situation!
I <3 Plexa.
holynorth
Profile Blog Joined August 2010
United States590 Posts
January 23 2011 21:43 GMT
#3871
Had MKP not flown his medivacs into death on the second attempted drop, I think he would had won. His first drop that took our most of Jinro's production facilities was devastating.
Kazzabiss
Profile Joined December 2010
1006 Posts
January 23 2011 23:12 GMT
#3872
Statistically, the Number 1 and 2 players in the world are in the finals this one will be good
ALL ABOARD THE INTERNET BANDWAGON
red4ce
Profile Blog Joined January 2011
United States7313 Posts
January 23 2011 23:27 GMT
#3873
Phenomenal day of games. Probably the best display of high level play in any of the GSL's so far. Nestea proved he's the best zerg in the world by taking a game off of TvZ god MVP. MVP's playstyle is so scary with his powerful pushes. He made more mistakes than I expected (such as falling for Nestea's baneling mine) but still managed to win fairly convincingly.

I didn't know who to root for in the 2nd semifinal. On one hand I wanted Jinro to win just because he's Jinro, but I love MKP's playstyle so much. Honestly speaking, I would prefer if SC2 the TvT metagame shifted more towards MKP's style rather than the BW style tank chess.

So hyped for the finals. MVP is the heavy favorite, but if anyone can take him down it's MKP and his wacky style. I'm predicting a 4-1 win for MVP but I don't mind either player winning as long as we get good games.
RandomAccount#106470
Profile Joined September 2010
Lithuania1506 Posts
January 23 2011 23:33 GMT
#3874
--- Nuked ---
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
January 24 2011 00:07 GMT
#3875
On January 24 2011 06:25 Deckkie wrote:
Show nested quote +
On January 24 2011 05:54 Torpedo.Vegas wrote:
On January 24 2011 05:48 Deckkie wrote:
On January 24 2011 05:44 Torpedo.Vegas wrote:
I was going to create a new thread for this idea, but I am not so sure it deserves it so I will just bounce it of everyone here.

Could Ghosts be the natural enemy to MKP?

1. Cloak - MKP does not seem to get extra Ravens or Turrets going unless provoked by good Banshee play or it goes into the real late game.

2 EMP - He does not split his Medivacs. One EMP could turn them into flying buses.

3. Nukes - Especially on Xel'naga Caverns, his mobility was his strongest ability. But what if you drop a could nukes aroundhis army but not on it. Such as to limit his options for splitting and retreating. He could take on your army on your terms, take a nuke to the face, or fall back in the general direction you prefer. This would require some good timing and quick reactions, but I do think it would be doable for these upper level Terrans.

4. Sniping - This is a bit of a stretch, but it could be useful for dealing with the odd marauder or cleaning up the remains of his army.

Also, hiding the Ghost Academy could be easier considering Ghosts are made out of Barracks leading MKP scouting to think hes getting straight up Bio vs. Bio; MMM vs. MMM play style. But the odd academy in the odd place would be possibly over looked.

I am just spit balling here, and I hope this thread is not totally dead yet...


I like the EMP on the dropships a lot!!
But other than that, he can alwasy scan cloacked ghosts and a Nuke takes a long time to land, it will never hit a fast army such as mmm.


Well the point of the Nuke is not to hit him. Its supposed to to make him reconsider moving in a certain direction. In fact, it would be beneficial to make the nuke as obvious as possible so he can miss the blinking red dot. For example, in the middle of Xel'naga. If your army was on one Xel'naga tower and he was more or less on the other side (Your at the 9 he is at the 3-ish) Nuking at the 5 or 6 o'clock area would disable his flank and force as engagement at his gold or a retreat to his main or distant 3 o'clock.


The thing is that when u place nuke, MKP has time check all his expensions then his army adn still has enough time to walk backwards past the dot without being hit.


I think you may misunderstand. The nuke isn't supposed to be the killing stroke, its meant to decrease the mobility of MKP's MMM army and allow you to engage them on your own terms. you place the nukes such that MKP has one safe direction and 1 or 2 directions where he will have to walk through a nuke field. Kind of like changing the map up and what is the path of least resistance. Its not about directly nuking his army or tricking him into walking into it. Its about blatantly telling him, These two paths are about to be nuked, leaving you one path to safely run. Now do you risk you army falling under the nuke or do you fall back into the only safe path. Reducing the effectiveness of his mobility.

I think throwing away a nuke in exchange for crippling MKP's greatest asset is a good cost trade-off.

But again, this is just theory-crafting. I do not have the skill to really attempt this against someone, let alone MKP.
powerdawg96
Profile Joined November 2010
United States129 Posts
Last Edited: 2011-01-24 00:12:10
January 24 2011 00:08 GMT
#3876
the game on xel cavern between Jinro and MarineKing.Prime reminds me of a game between Jinro and SlayersBoxer on blistering sand




siege tanks are strong, but their mobility is their biggest weakness, and iirc Boxer was behind early due to too many units died of siege tanks, but later his mass MMM can attack many locations in short period rendering tanks useless, and Jinro unable to hold expansion....
Dox
Profile Blog Joined April 2010
Australia1199 Posts
January 24 2011 00:33 GMT
#3877
Top 4 two seasons in a row? You're still the best Jinro! Completely stellar games and watching the Hellion/Marine/Banshee harassment unfold in game 1 was truly spectacular! I don't think anyone can compete with your Banshee control right now. Even BoxeR's Banshees aren't that terrifying!
@NvDox | Plantronics Nv: Rossi . mOOnGLaDe . deth . JazBas | @NvSC2 | @NvCoD | @NvLeague | @NvHearthstone | @NvDotA2 | @PLT_MF
bigjenk
Profile Joined September 2010
United States1543 Posts
January 24 2011 00:38 GMT
#3878
No one should really be bashing mkp anymore for not playing standard. His game sense seems to be absolutely amazing as of late and he has started throwing a little variety to his game.

Great job jinro 2 straight semi's hopefully inspiring a lot of other foreigners to take the leap to korea.
Ignore my opinions I am bad
thehitman
Profile Blog Joined July 2010
1105 Posts
January 24 2011 00:40 GMT
#3879
I think the gomTV schedule should be moved a bit later, its too early in the morning to catch these games and I've missed almost all of the matches!
alan25
Profile Joined September 2010
United States379 Posts
January 24 2011 00:49 GMT
#3880
is there an interview link? why didn't tasteless / art mention that mkp copied jinro's banshee strat =p nice pic
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