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[GSL] Aug Code S RO32 Day 3 - Page 177

Forum Index > StarCraft 2 Tournaments
Post a Reply
Prev 1 175 176 177 178 179 198 Next
zerious
Profile Joined August 2010
Canada3803 Posts
August 16 2011 12:03 GMT
#3521
TOP should get a raven
Medrea
Profile Joined May 2011
10003 Posts
August 16 2011 12:03 GMT
#3522
On August 16 2011 21:00 SxYSpAz wrote:
Show nested quote +
On August 16 2011 20:55 Medrea wrote:
On August 16 2011 20:53 SxYSpAz wrote:
On August 16 2011 20:51 Medrea wrote:
On August 16 2011 20:50 Shaxe wrote:
On August 16 2011 20:47 Medrea wrote:
On August 16 2011 20:45 Shaxe wrote:
People whining about what happened in the game isn't listening to what Tastosis is saying. Jeez remember when zergs were whining about ZvP and all the protosses were going L2P? How about some of that now? Artosis had a good point about scouting the all-in but still tried to expand, also Observers instead of Immortals when he knew it was an all-in.



Immortals kind of stink though. 250/100 for a unit that doesnt really do much except get focus fired by marines who deal full damage to it. 4 Range kind of makes that unit a big resource dump for what it brings to that encounter.

Trickster should have more Zealots chasing those marines and preferably draw tank splashes as well instead of making too many Stalkers.


Yeah. Thats generally the idea.

Ive been reading defense guides that say to get charge but I wonder if its even necessary.

you guys should try zealots without charge against marine tank. unless you're talking about a specific control i'm not aware of, there's no way you can hold like that


Well Im also playing around with pheonix Zealot stalker (make 3 phoenix barely in time, kill 3 banshees, then lift 3 tanks.) Kinda works but I dunno if it works on pro level.

i'm not sure if you're being playful or snide. that's actually the build i use against 1/1/1 when i see it. It can almost work when they make some mistakes. i need to practice my control with it a little more. There's still now way that it will work against a terran not making mistakes, and probably still unstoppable if they do a slower bunker push.


Oh im sorry if I am repeating something. No its actually something I am playing with.

The problem I have with it is that it is very effective against terrans who plan to reinforce the push. But it kind of loses to terrans that bring there mineral line.

I havent figured out a way around it and even if I had vision of my opponents base I have no idea if he will bring his SCV's or not later down the road.

twitch.tv/medrea
dooraven
Profile Joined December 2010
Australia2820 Posts
August 16 2011 12:03 GMT
#3523
OGS Terrans really need to be using Ravens in Mech.
Go go Alliance.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 16 2011 12:03 GMT
#3524
On August 16 2011 21:02 Probe1 wrote:
Show nested quote +
On August 16 2011 21:00 Probe1 wrote:
On August 16 2011 20:58 Probe1 wrote:
On August 16 2011 20:58 Probe1 wrote:
On August 16 2011 20:57 Probe1 wrote:
On August 16 2011 20:55 Probe1 wrote:
On August 16 2011 20:54 Probe1 wrote:
On August 16 2011 20:52 Probe1 wrote:
On August 16 2011 20:50 Probe1 wrote:
On August 16 2011 20:49 Probe1 wrote:
[quote]
4:00
A reaper comes out for aLive while he expands but TOP walks right in the front door with an scv and scouts everything.

5:00
Alive is bringing is total up to 4 barracks while trying to get in harass with reapers but TOP has none of it, easily killing one while the other escapes.

7:00
TOP is going pure mech and scans, scouting aLives 4 rax opener. Blue flame completes which will give TOP a huge advantage over aLives mostly marine composition.

10:40
TOP sneaks in a 4 BFH drop into aLives base and scares away scvs but inflicts no heavy damage.

12:15
TOP returns and loses the medivac and hellions.

He's been sTOPPED

14:15
TOP builds his 4th command center while still mining on two bases, playing to the style of immobile mech. aLive is mixing in tanks to his composition of marauder heavy+marines. TOP is moving out with his air superiority and mech power to try and claim map control.

16:20
Every medivac that is made gets picked off by TOPs heavy viking count. aLive has no vikings to contest the sky.

17:27
aLive maxes out 40 supply faster than TOP but he still hasn't found the key into TOPs base.

18:00
aLive commits a huge force to attacking TOPs natural. TOP reacts far too slowly and aLive sneaks marauders into the main killing off a lot of workers.
The point may be moot by the amount of command centers TOP is making however.

21:00
aLive remaxes but it is TOP with hellion drops that is killing off workers. aLive forces the issue by pushing into the center, gaining ground at the cost of units but is stalled out by the main siege line and a thor.

23:30
Both players briefly settle but it is aLive that first breaks the peace, taking the skies with a higher viking count and with his inclusion of banshees, picks at tanks on the flanks. A thor pushes him back however.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Haydin
Profile Joined December 2010
United States1481 Posts
Last Edited: 2011-08-16 12:05:46
August 16 2011 12:04 GMT
#3525
On August 16 2011 20:59 Medrea wrote:
Show nested quote +
On August 16 2011 20:57 Haydin wrote:
On August 16 2011 20:53 Yaotzin wrote:
On August 16 2011 20:52 Haydin wrote:
On August 16 2011 20:50 HaXXspetten wrote:
Missed Tester vs Ryung, anything spectacular? Or just another op 1/1/1 autowin?


Actually, it was a hellion opening into a marine/tank push. Interesting play by ryung, but not the most entertaining game. It's pretty obvious Tester just wasn't prepared for the build at all. He saw it coming and even had an observer out, and he just didn't respond well at all.

Just ignore the whining. It seems that protoss is the new zerg.

If Terrans had 40% winrate they'd be sad and frustrated too you know :p


Hey, I also play toss. The big problem is the same thing that zergs were dealing with awhile back. Not a lot of innovation going on right now. I really, REALLY want to see Sage go to an MLG or qualify for code A/S. I think we just have to adapt to the metagame.


To be fair. Way back in the day, zerg (when the winrates were commensurate with protoss now)didnt really adapt metagame wise since you could 6 rax reaper. Unless by adapting to metagame you mean, wait for blizzard to make barracks require depot and speed require factory.


No, I don't mean one year ago, I mean about 4 months ago. Even with the infestor buff, it took zergs awhile to adapt. Players are doing way more drops, upgrade-centric strategies, nydus play, baneling bombs, and neurals these days. The MVP team also seems to be working out a style of ZvT that involves hydras. And zergs really have played around with stuff like gas timings and tech switches, too. The infestor buff was big, but a lot more than just that has been going on.

Most of these adaptations have been in response to all-ins and powerful openings they felt helpless against. Sound familiar?
aka ilovesharkpeople
ooni
Profile Blog Joined March 2010
Australia1498 Posts
August 16 2011 12:04 GMT
#3526
Marauders Gernades bends over terrains, you can't explain that.
Hi!
MrCon
Profile Blog Joined August 2010
France29748 Posts
August 16 2011 12:05 GMT
#3527
The map is like a lung radio.
Goibon
Profile Joined May 2010
New Zealand8185 Posts
August 16 2011 12:05 GMT
#3528
On August 16 2011 21:02 Asha` wrote:
Show nested quote +
On August 16 2011 21:02 Goibon wrote:
I've only just come to the conclusion that the white dots around tanks and stuff are actually really annoying.


You should be able to toggle it in observer mode imo.

aLive is playing really well.

Yeah for sure. They do serve a purpose, its nice to know which areas are covered, but the overlap is overkill. If it could just illustrate the border of the covered area, and maybe in the colour of the relevant player, that would make a bit more sense.

Although colour could make it harder to tell units apart so maybe white is better.

Minor gripe i know, i can't help myself >_<
Leenock =^_^= Ryung =^_^= Parting =^_^= herO =^_^= Guilty
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 16 2011 12:05 GMT
#3529
How much does repairing a Terran unit cost? Same as the original costx% or is it cheaper?
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
August 16 2011 12:05 GMT
#3530
"He's going up to the TOP of the map"
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 16 2011 12:05 GMT
#3531
On August 16 2011 21:03 Probe1 wrote:
Show nested quote +
On August 16 2011 21:02 Probe1 wrote:
On August 16 2011 21:00 Probe1 wrote:
On August 16 2011 20:58 Probe1 wrote:
On August 16 2011 20:58 Probe1 wrote:
On August 16 2011 20:57 Probe1 wrote:
On August 16 2011 20:55 Probe1 wrote:
On August 16 2011 20:54 Probe1 wrote:
On August 16 2011 20:52 Probe1 wrote:
On August 16 2011 20:50 Probe1 wrote:
[quote]
5:00
Alive is bringing is total up to 4 barracks while trying to get in harass with reapers but TOP has none of it, easily killing one while the other escapes.

7:00
TOP is going pure mech and scans, scouting aLives 4 rax opener. Blue flame completes which will give TOP a huge advantage over aLives mostly marine composition.

10:40
TOP sneaks in a 4 BFH drop into aLives base and scares away scvs but inflicts no heavy damage.

12:15
TOP returns and loses the medivac and hellions.

He's been sTOPPED

14:15
TOP builds his 4th command center while still mining on two bases, playing to the style of immobile mech. aLive is mixing in tanks to his composition of marauder heavy+marines. TOP is moving out with his air superiority and mech power to try and claim map control.

16:20
Every medivac that is made gets picked off by TOPs heavy viking count. aLive has no vikings to contest the sky.

17:27
aLive maxes out 40 supply faster than TOP but he still hasn't found the key into TOPs base.

18:00
aLive commits a huge force to attacking TOPs natural. TOP reacts far too slowly and aLive sneaks marauders into the main killing off a lot of workers.
The point may be moot by the amount of command centers TOP is making however.

21:00
aLive remaxes but it is TOP with hellion drops that is killing off workers. aLive forces the issue by pushing into the center, gaining ground at the cost of units but is stalled out by the main siege line and a thor.

23:30
Both players briefly settle but it is aLive that first breaks the peace, taking the skies with a higher viking count and with his inclusion of banshees, picks at tanks on the flanks. A thor pushes him back however.

25:00
With both players within 20 supply of each other it comes down to composition and TOP is the one with higher vikings this time. aLive hits the 12 o clock mining base with a marauder squad and forces the scvs to go to hell while the command center lifts and floats away.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
August 16 2011 12:05 GMT
#3532
On August 16 2011 21:04 ooni wrote:
Marauders Gernades bends over terrains, you can't explain that.

bio goes in
mech comes out

you can't explain that
lalala
wklbishop
Profile Joined July 2011
United States1286 Posts
August 16 2011 12:05 GMT
#3533
On August 16 2011 20:57 Haydin wrote:
Show nested quote +
On August 16 2011 20:53 Yaotzin wrote:
On August 16 2011 20:52 Haydin wrote:
On August 16 2011 20:50 HaXXspetten wrote:
Missed Tester vs Ryung, anything spectacular? Or just another op 1/1/1 autowin?


Actually, it was a hellion opening into a marine/tank push. Interesting play by ryung, but not the most entertaining game. It's pretty obvious Tester just wasn't prepared for the build at all. He saw it coming and even had an observer out, and he just didn't respond well at all.

Just ignore the whining. It seems that protoss is the new zerg.

If Terrans had 40% winrate they'd be sad and frustrated too you know :p


Hey, I also play toss. The big problem is the same thing that zergs were dealing with awhile back. Not a lot of innovation going on right now. I really, REALLY want to see Sage go to an MLG or qualify for code A/S. I think we just have to adapt to the metagame, and there's just no one leading that change atm.


Nah, there's plenty of innovation going on.

If you notice in the latest games, all the builds are builds that are meant to hold the 1-1-1 all-in or easy to transition into some kind of defense, but the problem is that it leaves them weak to other openings. Heck, more protoss these days are just doing 1 base all-ins as a response.

They are trying different stuff. The problem with innovation is that it takes a while to find the answer because new stuff isn't necessarily correct.

P.S. I doubt Sage will ever get into GSL simply because of how incredibly horrible his PvP is...
Gameplay > Personality
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 16 2011 12:05 GMT
#3534
Someone needs to make some fucking battle cruisers and be done with it.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
hippocritical
Profile Blog Joined May 2011
Australia465 Posts
August 16 2011 12:05 GMT
#3535
This attack needs more prongs -.-
klo8
Profile Joined August 2010
Austria1960 Posts
August 16 2011 12:05 GMT
#3536
On August 16 2011 21:05 Yaotzin wrote:
How much does repairing a Terran unit cost? Same as the original costx% or is it cheaper?

http://wiki.teamliquid.net/starcraft2/Repair#Abilities
This post is clearly not a hurr, as you can see from the graph, the durr never intersects with the derp.
Logros
Profile Joined September 2010
Netherlands9913 Posts
August 16 2011 12:05 GMT
#3537
Alive is playing well denying all of TOPs bases.
SxYSpAz
Profile Joined February 2011
United States1451 Posts
August 16 2011 12:06 GMT
#3538
On August 16 2011 20:57 Shaxe wrote:
Show nested quote +
On August 16 2011 20:53 SxYSpAz wrote:
On August 16 2011 20:51 Medrea wrote:
On August 16 2011 20:50 Shaxe wrote:
On August 16 2011 20:47 Medrea wrote:
On August 16 2011 20:45 Shaxe wrote:
People whining about what happened in the game isn't listening to what Tastosis is saying. Jeez remember when zergs were whining about ZvP and all the protosses were going L2P? How about some of that now? Artosis had a good point about scouting the all-in but still tried to expand, also Observers instead of Immortals when he knew it was an all-in.



Immortals kind of stink though. 250/100 for a unit that doesnt really do much except get focus fired by marines who deal full damage to it. 4 Range kind of makes that unit a big resource dump for what it brings to that encounter.

Trickster should have more Zealots chasing those marines and preferably draw tank splashes as well instead of making too many Stalkers.


Yeah. Thats generally the idea.

Ive been reading defense guides that say to get charge but I wonder if its even necessary.

you guys should try zealots without charge against marine tank. unless you're talking about a specific control i'm not aware of, there's no way you can hold like that

You make enough Zealots that Marines can't mow them down and target Immortals which makes microing them against Tanks work. It's nowhere as hard to hold without Banshees in play, Trickter just did not react correctly.

well without charge siege tanks will own your lots. i guess i'd have to try it to be certain, but i'm pretty sure you'd need charge. however i completely agree trickster could have held that, but i think it would be smarter to get super fast colli, i liked the amount of stalks cause it slowed the push down, so i don't know how i feel about basically making zealots and immortals without charge.
artrea
Profile Joined March 2011
Latvia3560 Posts
August 16 2011 12:06 GMT
#3539
Nice usage of banshees by Alive, sniping lonely tanks of TOP
andrewlaiguy
Profile Joined March 2011
Canada47 Posts
August 16 2011 12:06 GMT
#3540
it looks like alive is brewing his coffee
Prev 1 175 176 177 178 179 198 Next
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