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This creep spread is a work of art
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Zenio has gotten a lot better this season though, he's really a dark horse every GSL to get deep.
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On August 16 2011 19:25 Scila wrote:Show nested quote +On August 16 2011 19:25 Yaotzin wrote:On August 16 2011 19:23 L3g3nd_ wrote: i assume puzzle lost to asd? was it ugly? puzzle outplayed him for 99% of the game then made one mistake with his templar and got stimrolled. Typical PvT that isn't a 1-1-1. hahahahahahaha It's pretty standard PvX as of late. Protoss, in the current state of the game, is fragile as hell.
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My god the creep spread is insane, id be so scared is i was asd right now.
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On August 16 2011 19:25 Yaotzin wrote:Show nested quote +On August 16 2011 19:23 L3g3nd_ wrote: i assume puzzle lost to asd? was it ugly? puzzle outplayed him for 99% of the game then made one mistake with his templar and got stimrolled. Typical PvT that isn't a 1-1-1.
Puzzle clumped all his HT, and even all his other units. Then he retreated and lost alot of units. Then the terran killed him. Spreading units was way too hard for him.
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On August 16 2011 19:26 Scila wrote:Show nested quote +On August 16 2011 19:25 L3g3nd_ wrote:On August 16 2011 19:25 Onlinejaguar wrote:On August 16 2011 19:23 L3g3nd_ wrote: i assume puzzle lost to asd? was it ugly? came down to ghosts vs HT and asd had better control whearas Puzzle's HT were clumped up and had pretty poor control. hmmm you say that, but if feedback was AOE and EMP single target, im sure the result woulda been different Yeah man, and if Zealots could fly... my hyperthetical was relevant to the discussion, you are just making off comment reduntant comments.
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On August 16 2011 19:25 s3183529 wrote:Show nested quote +On August 16 2011 19:24 branflakes14 wrote:On August 16 2011 19:21 HolyArrow wrote:On August 16 2011 19:20 youngminii wrote:On August 16 2011 19:18 HolyArrow wrote:On August 16 2011 19:17 tdt wrote:On August 16 2011 19:13 Soyuz wrote:On August 16 2011 19:07 wats0n wrote: Ghosts are just far away better than templar. The ability to remove energy in an aoe is infinitely more useful than aoe damage. Are you serious? HTs can make archons, HTs can remove energy (not aoe, I know) *and* remove health at the same time, and they've got the aoe damage. I'd say they are at least equal... EMP is an effective range of 11 because of diameter of 2. Feedback is 9. EMP has a radius of 2, not a diameter of 2, unless liquipedia isn't using the right word. Thus, it actually has an effective range of 12, I think. you guys clearly didn't do maths in high school ^^ if there's a radius of 2, that means it's 2 from the centre of the EMP since the EMP range is 9, you add 2 on top of the 9 which is 11 Except EMP range is 10. Thus, my math checks out, and so does yours - you just had the wrong number. Holy crap I just checked this because I thought all Ghost abilities were range 9. Why would Blizzard do that?! Wow, feedback range is 9 and EMP range is 10. Seriously? That is pretty balanced  No it's really 11 because of aoe of 2.
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THERE'S A HUGE STAIN ON THE MINIMAP. PLEASE CLEAN THAT UP.
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On August 16 2011 19:25 Scila wrote:Show nested quote +On August 16 2011 19:25 Yaotzin wrote:On August 16 2011 19:23 L3g3nd_ wrote: i assume puzzle lost to asd? was it ugly? puzzle outplayed him for 99% of the game then made one mistake with his templar and got stimrolled. Typical PvT that isn't a 1-1-1. hahahahahahaha /shrugs. Watch PvT for 2 things. 1) is it a 1-1-1? Terran will win 2) is it a templar v ghost micro war? Terran will win ~80% of the time, because Protoss will eventually make a mistake and die instantly.
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On August 16 2011 19:26 Medrea wrote:Show nested quote +On August 16 2011 19:24 Bagi wrote:On August 16 2011 19:20 Ovreel wrote:On August 16 2011 19:14 Bagi wrote:On August 16 2011 19:11 Yaotzin wrote:On August 16 2011 19:08 Lann555 wrote: Another Protoss just got outplayed. ASD landed one sick EMP after the other, while I only saw 1 good feedback on a ghost the entire match. And Puzzle was damn sloppy with his HT all game long. Completely deserved win for asd EMPs are really easy. There's a reason you almost never see ineffective EMPs. They have huge range and plenty of aoe so they're basically always good. Storms are really easy. There's a reason you almost never see ineffective storms. They have huge range and plenty of aoe so they're basically always good. It would be nice if you got 100% of the storm effect on every single unit it hit, as well as disabling other casters. Would be nice if EMP did 80 damage regardless of unit type too. Seriously though, I acknowledge its apples and oranges, just wanted to comment on how generic the above statement sounded. Lets focus on the games now, shall we? All Protoss units have shields. Even interceptors have shields, though they cant be targeted.
Uhh.. his point was that EMP doesn't do full damage to certain Toss units. For example, it would only do 50 damage to Zealots since Zealots only have 50 shields. I don't see how your response is relevant...
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zenio still in trouble with asd's targetfire.
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some pretty nice splits in there
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On August 16 2011 19:25 L3g3nd_ wrote:Show nested quote +On August 16 2011 19:25 Onlinejaguar wrote:On August 16 2011 19:23 L3g3nd_ wrote: i assume puzzle lost to asd? was it ugly? came down to ghosts vs HT and asd had better control whearas Puzzle's HT were clumped up and had pretty poor control. hmmm you say that, but if feedback was AOE and EMP single target, im sure the result woulda been different This. sick of terran comments on spliting HT when u cant split your army to dodge storms
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United Kingdom38255 Posts
Fantastic tank positioning from asd on that push to finish taking out Zenio's third.
Very nice game so far from both players.
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On August 16 2011 19:27 L3g3nd_ wrote: some pretty nice splits in there
If there was no name at the top, I would probably guess it would be MKP splitting.
Very nice splits there.
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On August 16 2011 19:27 tdt wrote:Show nested quote +On August 16 2011 19:25 s3183529 wrote:On August 16 2011 19:24 branflakes14 wrote:On August 16 2011 19:21 HolyArrow wrote:On August 16 2011 19:20 youngminii wrote:On August 16 2011 19:18 HolyArrow wrote:On August 16 2011 19:17 tdt wrote:On August 16 2011 19:13 Soyuz wrote:On August 16 2011 19:07 wats0n wrote: Ghosts are just far away better than templar. The ability to remove energy in an aoe is infinitely more useful than aoe damage. Are you serious? HTs can make archons, HTs can remove energy (not aoe, I know) *and* remove health at the same time, and they've got the aoe damage. I'd say they are at least equal... EMP is an effective range of 11 because of diameter of 2. Feedback is 9. EMP has a radius of 2, not a diameter of 2, unless liquipedia isn't using the right word. Thus, it actually has an effective range of 12, I think. you guys clearly didn't do maths in high school ^^ if there's a radius of 2, that means it's 2 from the centre of the EMP since the EMP range is 9, you add 2 on top of the 9 which is 11 Except EMP range is 10. Thus, my math checks out, and so does yours - you just had the wrong number. Holy crap I just checked this because I thought all Ghost abilities were range 9. Why would Blizzard do that?! Wow, feedback range is 9 and EMP range is 10. Seriously? That is pretty balanced  No it's really 11 because of aoe of 2. EMP's range is 10, with a splash of 2. 12 range total.
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Clumped the tanks up there. Hate that. Gotta keep them in groups of 2 or 3 spread out : /
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Good trade for zenio at the hatch I think. His drones live and he trades one hatch for a ton of tanks and medivacs.
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On August 16 2011 19:26 Probe1 wrote:Show nested quote +On August 16 2011 19:25 Probe1 wrote:On August 16 2011 19:24 Probe1 wrote:On August 16 2011 19:23 Probe1 wrote:On August 16 2011 19:22 Probe1 wrote:On August 16 2011 19:21 Probe1 wrote:On August 16 2011 19:20 Probe1 wrote:On August 16 2011 19:18 Probe1 wrote:On August 16 2011 19:17 Probe1 wrote:On August 16 2011 19:15 Probe1 wrote: [quote] 3:00 Zenio opens with a hatch first play and asd goes for 1 rax gas. 4:00A plain bunker play an inch away from the hatchery becomes a devastating attack by a underwhelming response by Zenio. Two marines in a bunker are pelting a hatchery while reactor'd hellions are being massed. This is looking plainly bad for Zenio. 6:30asd capitalizes on his lead with a completed expansion and map control instead of a extreme drone barbeque. 8:15Zenio's macro is still above par. Even with the early bunker attack Zenio has a drone lead. Lair starts as a banes nest finishes and adds a unnatural third base that is unfortunately immediately scouted by hellions. 10:00Zenios creep spread is again superb but hellions, marines and medivacs are threatening the third. 10:15asd is scared by Zenio prematurely detonating 10 banelings and picks up his marines. The third base has time to pop. 12:30A marine tank push attempts to draw Zenio away from a drop in the natural but Zenio is not fooled. However Zenio still has the main push to deal with. 13:00With less than 150 health remaining on the third base Zenio attacks! He cleans up and saves the hatchery thanks to his inhumane patience. 15:00With even worker counts around 68 and equal bases, Zenio is looking to "crush the next push" and take the game. 16:00As Zenio's creep gets closer and closer to the natural of asd, Zenio goes balls to the wall with a storm of zerglings and mutalisks. Unfortunately, he attacks into a silly good defense of asd and only manages to free up his own supply.. 17:45Big hurt on Zenio as several mutalisks are caught by Gauss Rifles and suddenly Zenio is hurting. 18:45 Zenio, trying to take his 5th at the gold base, is forced to cancel and remakeby marines. But Zenio will have his revenge. He throws a wave aof banelings at the Terran army and what initially looks like a win for him becomes a dangerous loss for Zenio. 7 more tanks move forward and asd takes out the third base in return. However, again back to Zenio he decides not to let that stand and chases off the marines with lings while cleaning up the tanks with mutalisks.
Zenio has extreme creep spread. Almost 3/4ths of the map are covered.
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