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On February 16 2012 07:40 kiekaboe wrote:yea and than to get totally rolled by banelings -.- MMM+tank is my personal opinion
That's what I meant of course. MMMT is the only consistently good way to play TvZ. Maybe do a 6 hellion runby for drones at the start, but then transition the factory into tanks.
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Go Jinro! It's time for the most successful foreigner to get that Code A seed.
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I don't like this lack of tanks. Jinro's army barely has any gas invested.
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Oh my god, his entire bioball got fungaled and hit by banelings. I fear that might be game-ending.
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Well, to put it bluntly that was probably the worst engagement i have seen for quite a while....
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Leading with 20 Ghosts into the choke, oh man
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oh man, the mass ghost was a cool idea, but that fungal / banelings destroyed everything.
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Why does Jinro keep doing weird and bad TvZ builds? Just play standard already.
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Why has jinro not produced anything in ages? he has 2k/2k and 50 spare supply.
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The build isn't bad really, the control unfortunately is.
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If he wanted pure bio to work, he had to be way more aggressive than he was.
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I think, tbh, that this game has been over since the fail @ the ramp. Matter of time really.
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Freaky with the worlds most minimalist hotkeys? 12-------0 used, nothing else :o
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5 ultras for one planetary, worst trade i've seen all day, and i've spent all day laddering o.O
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So why is Freaky on 150 supply and 2k / 3k?
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The build was fine, the engagements are what murdered Jinro. Pure bio is rarely seen so it's hard to tell how it how well this build can deal with standard zerg.
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It's rarely seen because sooner or later, you'll get hit with fungal+banes and die.
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Well: Lessons learnt about bio engagement on ramps vs zerg = 0
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Jinro is so bad against fungal this game. That is the second time he lost his entire army to fungal/banes.
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