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[GSL] AoL Group A - Page 48

Forum Index > StarCraft 2 Tournaments
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Inflicted
Profile Blog Joined January 2011
Australia18228 Posts
Last Edited: 2012-01-02 11:12:57
January 02 2012 11:12 GMT
#941
On January 02 2012 20:11 Devolved wrote:
Show nested quote +
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.
Liquipedia"Expert"
SkullZ9
Profile Joined April 2011
Belgium2048 Posts
January 02 2012 11:13 GMT
#942
Wolf is so boring today, it is really disappointing and he makes the games less exciting than they could have been -_-
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
January 02 2012 11:14 GMT
#943
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?

this is some high level trolling wow o.o;;
@KawaiiRiceLighT
LeLfe
Profile Joined February 2011
France3160 Posts
January 02 2012 11:14 GMT
#944
it's been a while since LosirA haven't been playing that good, hopefully the code A punishment will have the same effect on him as it had on Mvp
Writer for Red bull (Fr) and Iron Squid (En/Fr) @ClemLeLfe on twitter
frantic.cactus
Profile Joined April 2010
New Zealand164 Posts
January 02 2012 11:14 GMT
#945
TOP's macro and multitask are sick good but he really needs to work on his control when he pushes.

It's weird to see a top korean Terran not presplitting his marines when pushing AND he was on creep...

He had a great upgrade and economic advantage... then BOOM hello banelings byebye marines TT
Terran it up since 2007
mikep
Profile Joined September 2010
Sweden133 Posts
January 02 2012 11:14 GMT
#946
Huh I for one actually prefers Wolf this way. I've never liked the whole hype everything-mentality.
I don't play for fun.
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
Last Edited: 2012-01-02 11:15:08
January 02 2012 11:14 GMT
#947
ANTIGA SHIPYARD

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.

BRB, ima get me a sandwich for breakfast!
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37034 Posts
January 02 2012 11:15 GMT
#948
TOP
vs
LosirA

on Antiga Shipyard

TOP at top left

LosirA at bottom right

First 5 minutes
Both players open standard

TOP scouts LosirA

LosirA scouts TOP
LosirA takes the 2nd gas of TOP

TOP opens reactor hellion/FE

LosirA playing calmly and patiently
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Nuithari
Profile Joined December 2010
Belgium737 Posts
January 02 2012 11:15 GMT
#949
On January 02 2012 20:11 Phobbers wrote:
Show nested quote +
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.

Pretty sure Polt started the 1-1-1 shenanigans.

No, according to PuMa and Rain, MKP is the inventor of the 1-1-1
"Marineking's greatest strength is his enjoyment of the game" -Grubby
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
January 02 2012 11:15 GMT
#950
On January 02 2012 20:15 Nuithari wrote:
Show nested quote +
On January 02 2012 20:11 Phobbers 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.

Pretty sure Polt started the 1-1-1 shenanigans.

No, according to PuMa and Rain, MKP is the inventor of the 1-1-1


Its the Tasteless build so
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
January 02 2012 11:15 GMT
#951
On January 02 2012 20:14 mikep wrote:
Huh I for one actually prefers Wolf this way. I've never liked the whole hype everything-mentality.


Sounds like you would enjoy this.

Diamond
Profile Blog Joined May 2009
United States10796 Posts
January 02 2012 11:16 GMT
#952
On January 02 2012 20:15 Nuithari wrote:
Show nested quote +
On January 02 2012 20:11 Phobbers 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.

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.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Nuithari
Profile Joined December 2010
Belgium737 Posts
January 02 2012 11:16 GMT
#953
On January 02 2012 20:15 Hassybaby wrote:
Show nested quote +
On January 02 2012 20:15 Nuithari wrote:
On January 02 2012 20:11 Phobbers 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.

Pretty sure Polt started the 1-1-1 shenanigans.

No, according to PuMa and Rain, MKP is the inventor of the 1-1-1


Its the Tasteless build so


Oh damn, you're absolutely right! So sorry :D
"Marineking's greatest strength is his enjoyment of the game" -Grubby
frantic.cactus
Profile Joined April 2010
New Zealand164 Posts
January 02 2012 11:16 GMT
#954
On January 02 2012 20:15 Nuithari wrote:
Show nested quote +
On January 02 2012 20:11 Phobbers 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.

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.
Terran it up since 2007
Severian
Profile Joined September 2010
Australia2052 Posts
January 02 2012 11:17 GMT
#955
Take a sip every time one of Top's Hellions gets surrounded, lol
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
January 02 2012 11:17 GMT
#956
well that was a big fail by Top..
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
TmzZ666
Profile Joined November 2010
Poland144 Posts
January 02 2012 11:18 GMT
#957
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!
Adreme
Profile Joined June 2011
United States5574 Posts
January 02 2012 11:18 GMT
#958
Seeker what exactly is calmly and patiently? If I had a style where I could do 180 APM calmly I feel I must learn it so that I may copy it.
S_SienZ
Profile Joined September 2011
1878 Posts
January 02 2012 11:18 GMT
#959
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.
simmeh
Profile Joined March 2011
Canada2511 Posts
January 02 2012 11:18 GMT
#960
top moving his group of marines into a baneling.. ouch
byah!
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