On August 16 2011 19:39 Probe1 wrote:
Tasteless fact #47 rubiks cubes and the ability to solve them gets you laid
Tasteless fact #47 rubiks cubes and the ability to solve them gets you laid
rofl
come on puzzle, we need more protoss in code S

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darcevader88
Canada648 Posts
August 16 2011 10:40 GMT
#2721
On August 16 2011 19:39 Probe1 wrote: Tasteless fact #47 rubiks cubes and the ability to solve them gets you laid rofl come on puzzle, we need more protoss in code S ![]() | ||
Fyzar
Netherlands8010 Posts
August 16 2011 10:40 GMT
#2722
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Yaotzin
South Africa4280 Posts
August 16 2011 10:41 GMT
#2723
On August 16 2011 19:40 Derez 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 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. Ya MVP v DRG showed it. It's still the standard. | ||
Probe1
United States17920 Posts
August 16 2011 10:41 GMT
#2724
On August 16 2011 19:40 Probe1 wrote: Show nested quote + 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. 5:00 Two additional gates and a sentry are coming out. More sentries are coming but Byun is pumping bio out of both barracks as fast as he can. | ||
youngminii
Australia7514 Posts
August 16 2011 10:41 GMT
#2725
On August 16 2011 19:40 Derez 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 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. *Until HotS | ||
constantqt
176 Posts
August 16 2011 10:42 GMT
#2726
On August 16 2011 19:06 Brainiac wrote: Show nested quote + On August 16 2011 19:05 Itsmedudeman wrote: I hate when TvP is decided by spellcasting more than anything =/ Yeah, when game requires more than 1a it gets complicated for toss. pretty much this, even if emp has to be casted on HTs while storm on army they still manage to fail and people blame it on balance LOL | ||
Haydin
United States1481 Posts
August 16 2011 10:42 GMT
#2727
On August 16 2011 19:39 graNite wrote: 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. Zenio was also EXCELENT about taking out every medivac and tank he could. asd just couldn't retain a high count of either, so finding the gas/production time for a couple thors was pretty tough. | ||
Derez
Netherlands6068 Posts
August 16 2011 10:42 GMT
#2728
On August 16 2011 19:40 Fyzar wrote: How was the game between Puzzle & asd? It's recommended, so I don't think it was a 1/1/1 ;>? Puzzle frustrating protoss players everywhere by throwing the game away with a great opening followed by horrible engagements ;p. | ||
Hall0wed
United States8486 Posts
August 16 2011 10:42 GMT
#2729
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Probe1
United States17920 Posts
August 16 2011 10:42 GMT
#2730
On August 16 2011 19:41 Probe1 wrote: Show nested quote + On August 16 2011 19:40 Probe1 wrote: 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. 5:00 Two additional gates and a sentry are coming out. More sentries are coming but Byun is pumping bio out of both barracks as fast as he can. 6:26 Puzzle expands and keeps producing sentries. Byun expands as well and returns to his base while its Puzzles turn to walk out on the map and hold the tower between their bases. | ||
wats0n
United States509 Posts
August 16 2011 10:42 GMT
#2731
On August 16 2011 19:40 Fyzar wrote: How was the game between Puzzle & asd? It's recommended, so I don't think it was a 1/1/1 ;>? A terran too dumb to bunker on his back entrance almost loses his expansion (but flies it away cuz buildings fly duh) then comes back to land a money emp on a higher supply army and win. Decide if that's what you want to see. | ||
Lann555
Netherlands5173 Posts
August 16 2011 10:42 GMT
#2732
On August 16 2011 19:40 Fyzar wrote: How was the game between Puzzle & asd? It's recommended, so I don't think it was a 1/1/1 ;>? Decent macro game with heavy ghost/HT wars, where Puzzle messed up too many times and got rolled by EMP. Not the greatest thing I ever saw, but a fun game overall | ||
klo8
Austria1960 Posts
August 16 2011 10:43 GMT
#2733
On August 16 2011 19:40 Fyzar wrote: How was the game between Puzzle & asd? It's recommended, so I don't think it was a 1/1/1 ;>? Macro game, pretty standard, but quite good. | ||
Soyuz
Hong Kong996 Posts
August 16 2011 10:43 GMT
#2734
On August 16 2011 19:38 wats0n wrote: Show nested quote + On August 16 2011 19:35 thunddr wrote: 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. This. Templar movement-speed at least as fast as ghosts? will have to wait until HotS though, don't see Blizzard doing anything to balancing the game until then. | ||
Vindicare605
United States16071 Posts
August 16 2011 10:43 GMT
#2735
On August 16 2011 19:42 Hall0wed wrote: Byun should have 1/1/1'd Puzzle ![]() I don't think he'd 111 his own teammate out of Code S. | ||
Probe1
United States17920 Posts
August 16 2011 10:43 GMT
#2736
On August 16 2011 19:42 Probe1 wrote: Show nested quote + On August 16 2011 19:41 Probe1 wrote: On August 16 2011 19:40 Probe1 wrote: 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. 5:00 Two additional gates and a sentry are coming out. More sentries are coming but Byun is pumping bio out of both barracks as fast as he can. 6:26 Puzzle expands and keeps producing sentries. Byun expands as well and returns to his base while its Puzzles turn to walk out on the map and hold the tower between their bases. 7:40 A pylon is dropped in Byuns hallway between his third and natural and Puzzle attacks in.. | ||
Fyzar
Netherlands8010 Posts
August 16 2011 10:43 GMT
#2737
On August 16 2011 19:42 Derez wrote: Show nested quote + On August 16 2011 19:40 Fyzar wrote: How was the game between Puzzle & asd? It's recommended, so I don't think it was a 1/1/1 ;>? Puzzle frustrating protoss players everywhere by throwing the game away with a great opening followed by horrible engagements ;p. Fucking Puzzle xd, thanks for the quick reply ![]() | ||
GreyKnight
United States4720 Posts
August 16 2011 10:44 GMT
#2738
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Probe1
United States17920 Posts
August 16 2011 10:44 GMT
#2739
On August 16 2011 19:43 Probe1 wrote: Show nested quote + On August 16 2011 19:42 Probe1 wrote: On August 16 2011 19:41 Probe1 wrote: On August 16 2011 19:40 Probe1 wrote: 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. 5:00 Two additional gates and a sentry are coming out. More sentries are coming but Byun is pumping bio out of both barracks as fast as he can. 6:26 Puzzle expands and keeps producing sentries. Byun expands as well and returns to his base while its Puzzles turn to walk out on the map and hold the tower between their bases. 7:40 A pylon is dropped in Byuns hallway between his third and natural and Puzzle attacks in.. 8:30 No stim! Forcefields reign as scvs are forced off mining and some bio is killed, just like Puzzles last game. Puzzle actively kills a bunker that is being constructed and fantastic forcefields and good zealot tanking placement means Puzzle murders through the bio force. | ||
youngminii
Australia7514 Posts
August 16 2011 10:44 GMT
#2740
This game is beautiful. | ||
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