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On August 16 2011 19:35 thunddr wrote:Show nested quote +On August 16 2011 19:34 youngminii wrote:On August 16 2011 19:32 L3g3nd_ wrote: another thing to realise with the HT v Ghost battle, is ghosts are a lot faster moving (making it SO much easier to position, re position, and split (not that you need to), AND invisible. fairly certain people realise ghosts are way better than hts but that shouldn't be the sole deciding factor in a matchup's balance, ya know? there's other stuff at play on topic: i guess no one really doubted zenio on advancing but he's showing really good play today gonna repost my earlier post: EMP seemed mildly dodge-able in SCBW...I see arbiters dodge that shit all the time..but oh man ghosts now seem to rain EMPs over protoss units ezpz. There's almost no lag from the time it comes out and the time it hits, barely any casting animation, and on top of that the ghosts can CLOAK avoiding detection for their spells to go off. High templars...they're slow, they're fragile. As a protoss player, you have to split your high templar and ideally your army to minimize EMP damage, but with marauders and marines behind the ghosts, if your army isn't together, it makes it really easy for the terran army to kite/stim/pick off stray units. Basically protoss players need to pick it up. Every single P is losing (minus huk) so far...
Yeah. I'll make this the last time I comment on it but templars need higher move speed. By the time fog of war clears they're already going to die. The fog of war and the range of other units with templars speed means they're fucked.
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Omg come on Byun knock that girl's fist wtf
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On August 16 2011 19:37 mindea wrote: Haven't terran found any good use of a more mechy style, seems like the Marine tank comp is getting so figured out. Well i dont know, im just a nub
Hellions have been seeing some pretty substantial play lately.
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that wasnt just not that good, it was fail
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I think when you have more than 4 tanks you should at least produce a thor per extra 2 tanks to defend them better. As you saw, mutas take them out so quickly when there are no marines around.
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Zenio play works well because (with other things) his lings have always better armor upgrade than mech attack upgrades, which makes tanks shoots a total waste. So he can dive into tank lines with impunity.
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Tasteless fact #47 rubiks cubes and the ability to solve them gets you laid
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On August 16 2011 19:37 mindea wrote: Haven't terran found any good use of a more mechy style, seems like the Marine tank comp is getting so figured out. Well i dont know, im just a nub
Marine/tank isn't 'figured' out and I doubt it ever will be. It's just a solid style, and will most likely remain viable until the end of time.
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On August 16 2011 19:38 Moonwrath wrote: Omg come on Byun knock that girl's fist wtf
Exactly what i was thinking, looks so awkward 
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On August 16 2011 19:37 Itsmedudeman wrote:Show nested quote +On August 16 2011 19:30 Yaotzin wrote:On August 16 2011 19:28 bbQ4Aiur wrote: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 This. sick of terran comments on spliting HT when u cant split your army to dodge storms AOE feedback and equal ranges would actually be fair. Both players would have to split and be extremely careful. ATM Terran can be all "lets walk towards you with my better range and spam emps cos you can't kill my ghosts in time!" Wow, how can you say that if you have ever actually played the game... jesus christ... All this comparison between HTs and ghosts is just plain stupid. They are close to each other in some ways, but they are vastly different. HTs are not ghosts, and ghosts are not HTs. Each have their strengths and weaknesses but one doesn't completely dominate the other in all aspects. Ghosts dominate templar.
Big bioball obviously dominates toss gateway stuff. So get through the templar and Toss is done. Ghosts dominate templar because they have TWO abilities which kill ghosts, and BOTH outrange the only thing templar have against ghosts. Oh and they can cloak and emp the toss ball and all that jazz too.
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wtf solving rubic cubes can get you LAID?!?! what a sick and nice world why tasteless so gosu
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The rubiks cube has engaged its wings.
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I don't have a good feeling for Puzzle...as I think that Byun is the way superior player compared to asd 
Then again, Tal'Darim is a good PvT map.
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On August 16 2011 19:39 Probe1 wrote: Tasteless fact #47 rubiks cubes and the ability to solve them gets you laid WHY AM I NOT GETTING LAID
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On August 16 2011 19:36 Probe1 wrote:I've lost so many liquibets to enjoy this small win :D He just broke my 12 correct-vote streak 
great, great play from Zenio though, hoping he'd be like the zerg-version of MC or something!
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Man Tasteless can say anything and I will still believe him :D What a hero :D
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On August 16 2011 19:38 Haydin wrote:Show nested quote +On August 16 2011 19:37 mindea wrote: Haven't terran found any good use of a more mechy style, seems like the Marine tank comp is getting so figured out. Well i dont know, im just a nub Hellions have been seeing some pretty substantial play lately. yeah but only as an opening, it always falls back to marine tank, as it is simple the best composition. like most PvT falls back to collosus HT chargelot, its simply the best composition.
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On August 16 2011 19:38 Probe1 wrote:Starting at 2 o clock (upper right), Byun Starting at 5 o clock (bottom right), Puzzle. 3:30 Byun opens with a double barracks with a reactor and tech lab. Puzzle, with two early gas, is yet to respond with still just one gate out.
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