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[GSL] AoL Group A - Page 47

Forum Index > StarCraft 2 Tournaments
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HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
January 02 2012 11:09 GMT
#921
them banelings...
Niso
Profile Joined November 2010
Australia148 Posts
Last Edited: 2012-01-02 11:09:40
January 02 2012 11:09 GMT
#922
LOL, goodbye marines.
Television version of a person
dmnum
Profile Blog Joined April 2011
Brazil6910 Posts
January 02 2012 11:09 GMT
#923
Losira going jaedong style on top right there. One little mistake and you die.
zerker2strong
Profile Joined May 2011
775 Posts
January 02 2012 11:09 GMT
#924
not the best detonation? LOL THEY AL BOOMED
DrivE
Profile Blog Joined January 2010
United States2554 Posts
January 02 2012 11:09 GMT
#925
+ Show Spoiler +
On January 02 2012 20:02 DivinitySC2 wrote:
Show nested quote +
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.

lol
LUCK IS NO EXCUSE
Naphal
Profile Joined December 2010
Germany2099 Posts
January 02 2012 11:09 GMT
#926
"not the best detonations" ?

well ... they cannot be much better...
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37067 Posts
January 02 2012 11:10 GMT
#927
On January 02 2012 20:07 Seeker wrote:
Show nested quote +
On January 02 2012 20:04 Seeker wrote:
On January 02 2012 20:00 Seeker wrote:
TOP
vs
LosirA

on Entombed Valley

TOP at bottom left

LosirA at top left

First 5 minutes

Both players open standard

LosirA scouts TOP

TOP goes no gas dual CC
Right after CC TOP grabs both gas
TOP now scouts LosirA

LosirA pops out lings and chases away TOP's scv

TOP building a bunker at the top of his ramp for defense

LosirA runs 4 lings into TOP's base, meets marines and escapes with 1 ling

TOP moves out with his marines to see if he can put on some sort of pressure


5 - 10 minutes
TOP grabs a 3rd CC

LosirA grabbing both his gas in his main now
LosirA spreading creep (here we go again.....)

TOP increasing his # of raxes

LosirA getting speed now

TOP moves out with hellions to see if he can pressure LosirA
TOP kills creep tumors with his hellions

LosirA sends an overlord in to scout TOP

TOP doing sick micro against LosirA's queens
TOP gets one of LosirA's queen and is now killing more creep tumors
TOP getting reactor starport/tech lab factory

LosirA destroying his rocks to grab his 3rd

TOP messes up and loses all his hellions to LosirA's lings


10 - 15 minutes

TOP decides to grab the watch tower
TOP meets LosirA's lings, picks up his marines and backs off

LosirA clears out the 2 marines that were grabbing the watch tower
LosirA now getting banes
LosirA spreading creep like such a baws...... LIKE A BOSS!!!

TOP getting a bigger army
TOP trying to stop creep spread but is failing hard

LosirA now with mutas

TOP is well defended but TOP is going to have to play defensive for the time being
TOP walls off the ramp of his 3rd
TOP drops LosirA's 4th and forces a cancel

LosirA clears off the drop with lings/mutas

TOP getting more and more creep tumors (damn...... those scans that could've been mules.....)


15 - 20 minutes

LosirA flying his mutas around to pressure TOP

TOP moves out to the middle of the map but backs off to defend his base against LosirA's mutas

LosirA grabbing his 4th again

TOP going for another drop but is scouted by LosirA's overlord

LosirA blocks the drop BEAUTIFULLY

TOP moves out in to the middle of the map with his entire army

Battle ensues

LosirA DEMOLISHES TOP's army

TOP had terrible marine micro and lost all of them to banes
TOP now losing everything

LosirA DESTROYING all of TOP's buildings

TOP GGs

LosirA 1 - 0 TOP
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37067 Posts
January 02 2012 11:10 GMT
#928
Poll: Recommend TOP vs LosirA Game 1?

Yes (4)
 
50%

No (2)
 
25%

If you have time (2)
 
25%

8 total votes

Your vote: Recommend TOP vs LosirA Game 1?

(Vote): Yes
(Vote): No
(Vote): If you have time

ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
TG Manny
Profile Blog Joined September 2011
United States325 Posts
January 02 2012 11:10 GMT
#929
On January 02 2012 20:07 Inflicted_ wrote:
Show nested quote +
On January 02 2012 20:04 Plexa wrote:
On January 02 2012 20:02 DivinitySC2 wrote:
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.
Um. 1 and 2 are mutually exclusive. 3 is plain stupid.

Wall offs are good, period.


That's apart of the mindgames though. Wall offs are good, so Zergs expect Terrans to wall-off. When they don't and you know they're a high-calibre player, you would assume that they'll luring you to go up the ramp, pretty much forcing the Zerg to take a risk that can pay-off or lose a chunk of their army.


Please, as a silver level player I could tell the difference between stupid and mindgames.

Mind-games (for multi rax opening), include building your depot as usual but hide your rax (looks like proxy) OR showing a reactor next to a factory but not swapping, etc.

Singularity is at hand...
SkullZ9
Profile Joined April 2011
Belgium2048 Posts
January 02 2012 11:10 GMT
#930
I really don't like Wolf casting today....

If it was Tastosis, the beautiful flank from losira and the explosion of all marines by banelings would have been : "OOOOOOOOOOOOOHHHHHHHHHHHH MYYYYY GODDDDDDDDD HUGE EXPLOSION" here it's just : oh well good flank ..
Lann555
Profile Joined February 2010
Netherlands5173 Posts
January 02 2012 11:10 GMT
#931
Top looks really good sometimes, but his marine control is not on par with other Korean Terrans it seems
Fantasy Fan! Gogogo vultures
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
January 02 2012 11:10 GMT
#932
What's with wolfs casting tonight? It's almost like hes trying to sound bored on purpose.
Niso
Profile Joined November 2010
Australia148 Posts
January 02 2012 11:10 GMT
#933
I would expect Losira to win, especially when you have MVP to practice with.
Television version of a person
Pyre
Profile Joined July 2010
United States1940 Posts
January 02 2012 11:10 GMT
#934
Banes coming from both directions like they should, really no reason for all banes in one ball.
654321
Profile Joined December 2011
Belize100 Posts
January 02 2012 11:11 GMT
#935
new year/ everyone is at home/ wolf alone casting / sad
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
Last Edited: 2012-01-02 11:11:49
January 02 2012 11:11 GMT
#936
damn antiga again. Hope Losira does better than Leenock
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Phobbers
Profile Joined May 2011
773 Posts
January 02 2012 11:11 GMT
#937
On January 02 2012 20:02 DivinitySC2 wrote:
Show nested quote +
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.

Pretty sure Polt started the 1-1-1 shenanigans.
EG/C9/ALL/TSM
Devolved
Profile Joined April 2008
United States2753 Posts
January 02 2012 11:11 GMT
#938
On January 02 2012 20:09 Naphal wrote:
"not the best detonations" ?

well ... they cannot be much better...

Wolf is so oblivious. That was the best engagement you could possibly have. 30+ marines melted in less than a second to banelings.
$♥$
TheDwf
Profile Joined November 2011
France19747 Posts
January 02 2012 11:12 GMT
#939
On January 02 2012 20:08 DivinitySC2 wrote:
Show nested quote +
On January 02 2012 20:06 TheDwf wrote:
On January 02 2012 20:02 DivinitySC2 wrote:
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.

You're trolling us... right?



You honestly think a big chunk of top terrans don't wall off just for aesthetic reasons? Do you even play terran? And if so at what level? Do you know the subtleties terran gameplay?

I'm high Master Terran on Europe server, and I know better than not walling in TvZ for reasons so stupid even a Copper League player would dismiss them with a laugh.
R!!
Profile Joined November 2011
Brazil938 Posts
January 02 2012 11:12 GMT
#940
On January 02 2012 20:09 DrivE wrote:
+ Show Spoiler +
On January 02 2012 20:02 DivinitySC2 wrote:
Show nested quote +
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.

lol

Is this guy serious?I don't even.
I like the part where sense is considered a common, settled thing.
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