[GSL] Aug Code S RO32 Day 3 - Page 177
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zerious
Canada3803 Posts
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Medrea
10003 Posts
On August 16 2011 21:00 SxYSpAz wrote: 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. | ||
dooraven
Australia2820 Posts
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Probe1
United States17920 Posts
On August 16 2011 21:02 Probe1 wrote: 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. | ||
Haydin
United States1481 Posts
On August 16 2011 20:59 Medrea wrote: 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? | ||
ooni
Australia1498 Posts
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MrCon
France29748 Posts
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Goibon
New Zealand8185 Posts
On August 16 2011 21:02 Asha` wrote: 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 >_< | ||
Yaotzin
South Africa4280 Posts
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HaXXspetten
Sweden15718 Posts
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Probe1
United States17920 Posts
On August 16 2011 21:03 Probe1 wrote: 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. | ||
youngminii
Australia7514 Posts
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 | ||
wklbishop
United States1286 Posts
On August 16 2011 20:57 Haydin wrote: 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... | ||
Probe1
United States17920 Posts
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hippocritical
Australia465 Posts
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klo8
Austria1960 Posts
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 | ||
Logros
Netherlands9913 Posts
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SxYSpAz
United States1451 Posts
On August 16 2011 20:57 Shaxe wrote: 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
Latvia3560 Posts
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andrewlaiguy
Canada47 Posts
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