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.
He said 'detonations' though. He could've detonated it while they were in the middle of the marine ball to get the maximum efficiency but he right-clicked into them which was a bit worse, in terms of efficiency, but he had so many banelings it didn't really matter.
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?
TOP is 3-1 on this map in the GSL, while Losira is 3-3
Wel, TOP is technically undefeated on this map in TvZ after today's results, with a dominating 1-0 record. . Losira has yet to win a ZvT on this map, losing to Happy, Keen and MMA.
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.
No, according to PuMa and Rain, MKP is the inventor of the 1-1-1
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.
No, according to PuMa and Rain, MKP is the inventor of the 1-1-1
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.
No, according to PuMa and Rain, MKP is the inventor of the 1-1-1
I remember him doing ti vs XiGua in StarsWar 6 wayyyyyyyy back when on Shattered Temple.
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.
No, according to PuMa and Rain, MKP is the inventor of the 1-1-1
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.
No, according to PuMa and Rain, MKP is the inventor of the 1-1-1
lol 1/1/1 has been around since beta. It pretty much invented itself.
On January 02 2012 20:13 SkullZ9 wrote: Wolf is so boring today, it is really disappointing and he makes the games less exciting than they could have been -_-
Well i guess that casting from replays is not so exciting as live cast from studio. Anyways we need more hype!
Technically every 1st timer Terran who wanted to try building one of each unit to check them out executed a 1/1/1 =.="' Pointless argument really about who started it.