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[Code S] RO32 Group G 2013 GSL Season 1 - Page 13

Forum Index > StarCraft 2 Tournaments
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KristofferAG
Profile Blog Joined April 2011
Norway25712 Posts
January 31 2013 09:54 GMT
#241
On January 31 2013 18:50 InfCereal wrote:
Show nested quote +
On January 31 2013 18:49 Dekkers wrote:
On January 31 2013 18:39 DarkLordOlli wrote:
On January 31 2013 18:38 vthree wrote:
On January 31 2013 18:36 pdd wrote:
On January 31 2013 18:35 Qwerty85 wrote:
On January 31 2013 18:34 KristofferAG wrote:
Is it normal to call bad fungals good these days? I mean, that one hit like 6 marines and was considered a "good fungal". Legit question. I haven't watched SC2 in moonths, when I last watched that would've been a "pretty bad fungal".


good fungals = catch a couple of units
BEAUTIFUL FUNGALS = catch the whole army

Apparently, you cant really go wrong with fungals

Fungals imba. Everything is good. Even if it misses completely.


When fungals miss, they are still good because they 'zone' out the enemy...


Lol

Pretty bad game... honestly this group has the potential to be REAAAALLY bad if nestea only all ins and taeja can't perform.


I don't get why people are upsets about all ins/early aggressions/timming pushs.
Is it more fun to see two players max at 200/200 and just A-move armies?
I'd rather watch 10 bunkers rushes/banneling busts that 10 5 bases versus 5 bases, it's so damn boring.

SC2 should have an upkeep system like in WC3 to prevent 200/200 battles, it's just not fun.


Care to explain what an upkeep system is?

It's like... a tax on your units. When you reach certain milestones in supply, a small part of your income (say 25%) is just... removed from the game. You'll still mine the same amount, you just will not receive the amount mined. If you mine 20 minerals you'd get 15, and 5 would disappear.
@KristofferAG | http://vestkyststoy.bandcamp.com | last.fm/user/KristofferAG
JunkkaGom
Profile Joined August 2010
Korea (South)855 Posts
January 31 2013 09:54 GMT
#242
how come Korean stream doesn't get awesome zoozoobubble commercial
Workload overwhelming. It is a good day to work
nanoscorp
Profile Blog Joined September 2010
United States1237 Posts
January 31 2013 09:54 GMT
#243
On January 31 2013 18:50 InfCereal wrote:
Show nested quote +
On January 31 2013 18:49 Dekkers wrote:
On January 31 2013 18:39 DarkLordOlli wrote:
On January 31 2013 18:38 vthree wrote:
On January 31 2013 18:36 pdd wrote:
On January 31 2013 18:35 Qwerty85 wrote:
On January 31 2013 18:34 KristofferAG wrote:
Is it normal to call bad fungals good these days? I mean, that one hit like 6 marines and was considered a "good fungal". Legit question. I haven't watched SC2 in moonths, when I last watched that would've been a "pretty bad fungal".


good fungals = catch a couple of units
BEAUTIFUL FUNGALS = catch the whole army

Apparently, you cant really go wrong with fungals

Fungals imba. Everything is good. Even if it misses completely.


When fungals miss, they are still good because they 'zone' out the enemy...


Lol

Pretty bad game... honestly this group has the potential to be REAAAALLY bad if nestea only all ins and taeja can't perform.


I don't get why people are upsets about all ins/early aggressions/timming pushs.
Is it more fun to see two players max at 200/200 and just A-move armies?
I'd rather watch 10 bunkers rushes/banneling busts that 10 5 bases versus 5 bases, it's so damn boring.

SC2 should have an upkeep system like in WC3 to prevent 200/200 battles, it's just not fun.


Care to explain what an upkeep system is?


iirc upkeep cut into your income. using sc2 supplies and war3 ratios (roughly) <100 supply you'd get full gold/lumber. 100<x<150 maybe 70% income, >150 only 40 of what you're harvesting would get banked.
Micromnky
Profile Joined March 2011
United States262 Posts
January 31 2013 09:54 GMT
#244
Time to see what condition Taeja is in I guess. Hoping for a good series!
Figgy
Profile Joined February 2011
Canada1788 Posts
January 31 2013 09:54 GMT
#245
On January 31 2013 18:36 n0ise wrote:
what were these game-ending, back-breaking mistakes that noblesse did, in people's opinion?


He had 2 bunkers in Soulkeys Natural with 4 marines. Soulkey attacked with 5 roaches. Noblesse didn't transfer the marines to the 2nd bunker and instead let them all die. He also didn't Salvage either bunker. 150 minerals and time lost because of bad multitasking.

He did 2 drops and simply let all his marines die when Zerglings came to deny them. 16 marines lost because of bad multitasking.

He rallied 5 tanks into Broodlords. Game ending mistake because of bad multitasking.

Just a horrid game by Noblesse, he isn't Code S material.
Bug Fixes Fixed an issue where, when facing a SlayerS terran, completing a hatchery would cause a medivac and 8 marines to randomly spawn nearby and attack it.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
January 31 2013 09:55 GMT
#246
On January 31 2013 18:53 sitromit wrote:
Show nested quote +
On January 31 2013 18:51 Deckard_Cain wrote:
On January 31 2013 18:49 Elroi wrote:
why would you chose a pl map when you play against Soulkey??

A what map?


He means CK is a map Proleague players practice for and Noblesse could have picked a map that isn't used in Proleague.



also, being a terran myself, if i had to win a game of SC to safe my life, i will pick CK haha :D
Disarmed
Profile Joined April 2012
Austria721 Posts
January 31 2013 09:55 GMT
#247
On January 31 2013 18:52 Dekkers wrote:
Show nested quote +
On January 31 2013 18:50 InfCereal wrote:
On January 31 2013 18:49 Dekkers wrote:
On January 31 2013 18:39 DarkLordOlli wrote:
On January 31 2013 18:38 vthree wrote:
On January 31 2013 18:36 pdd wrote:
On January 31 2013 18:35 Qwerty85 wrote:
On January 31 2013 18:34 KristofferAG wrote:
Is it normal to call bad fungals good these days? I mean, that one hit like 6 marines and was considered a "good fungal". Legit question. I haven't watched SC2 in moonths, when I last watched that would've been a "pretty bad fungal".


good fungals = catch a couple of units
BEAUTIFUL FUNGALS = catch the whole army

Apparently, you cant really go wrong with fungals

Fungals imba. Everything is good. Even if it misses completely.


When fungals miss, they are still good because they 'zone' out the enemy...


Lol

Pretty bad game... honestly this group has the potential to be REAAAALLY bad if nestea only all ins and taeja can't perform.


I don't get why people are upsets about all ins/early aggressions/timming pushs.
Is it more fun to see two players max at 200/200 and just A-move armies?
I'd rather watch 10 bunkers rushes/banneling busts that 10 5 bases versus 5 bases, it's so damn boring.

SC2 should have an upkeep system like in WC3 to prevent 200/200 battles, it's just not fun.


Care to explain what an upkeep system is?


The armies that wage war on the battlefield exact a heavy toll on the economies that support them. Even the lowliest of fighters has living expenses that must be met. Their armor must be oiled, their bows strung, and their weapons kept in clean condition. In short, these armies require Upkeep. In Warcraft III, Upkeep takes the form of a tax on your Gold mining that is automatically deducted from all Gold you gather. As you produce more units, the tax on your Gold income increases.

There are three levels of Upkeep:

No Upkeep (0-50 Food: 100% income)
No Upkeep occurs when you have an army consuming 50 food or less. At this level, there is no tax on your Gold mining, so your workers bring in 100 percent of their Gold.

Low Upkeep (51-80 Food: 70% income)
Low Upkeep arises when your army consumes between 51 and 80 food. The tax on your economy is modest, draining a small percentage of Gold from everything you mine.

High Upkeep (81-100 Food: 40% income)
High Upkeep is reached when your army grows beyond 80 food. Your Upkeep needs are so great that the tax levied on your Gold mining is enormous. A large percentage of Gold is taken from your workers before they ever deliver it into your coffers.

Upkeep has been included to improve tactical management for players while fostering a more aggressive style of gameplay. Players are more aggressive and turtle far less in their bases, and it gives players real strategic decisions to make about how many units they wish to control with pros and cons to each. Upkeep is also instituted to focus the game on smaller numbers of units. The more units that are allowed in the game, the less powerful Heroes will be relative to your army. This is simple math. High Upkeep is MEANT to be very punishing. Players should not be in it for long, but we didn't want to set the harsh unit cap at 80.

During play, it is wise to stay in Low Upkeep, and just jump to the High Upkeep tier before a major attack. Try not to enter High Upkeep unless you have 2-3+ Expansions.

If you find you are not collecting enough Gold, try to drop to a lower level of Upkeep or gain control of additional Gold Mines to counter the reduced income.




that sounds really cool !
Dekkers
Profile Joined February 2012
France315 Posts
January 31 2013 09:55 GMT
#248
On January 31 2013 18:52 DarkLordOlli wrote:
Show nested quote +
On January 31 2013 18:49 Dekkers wrote:
On January 31 2013 18:39 DarkLordOlli wrote:
On January 31 2013 18:38 vthree wrote:
On January 31 2013 18:36 pdd wrote:
On January 31 2013 18:35 Qwerty85 wrote:
On January 31 2013 18:34 KristofferAG wrote:
Is it normal to call bad fungals good these days? I mean, that one hit like 6 marines and was considered a "good fungal". Legit question. I haven't watched SC2 in moonths, when I last watched that would've been a "pretty bad fungal".


good fungals = catch a couple of units
BEAUTIFUL FUNGALS = catch the whole army

Apparently, you cant really go wrong with fungals

Fungals imba. Everything is good. Even if it misses completely.


When fungals miss, they are still good because they 'zone' out the enemy...


Lol

Pretty bad game... honestly this group has the potential to be REAAAALLY bad if nestea only all ins and taeja can't perform.


I don't get why people are upsets about all ins/early aggressions/timming pushs.
Is it more fun to see two players max at 200/200 and just A-move armies?
I'd rather watch 10 bunkers rushes/banneling busts that 10 5 bases versus 5 bases, it's so damn boring.

SC2 should have an upkeep system like in WC3 to prevent 200/200 battles, it's just not fun.


I'm not "upset" about all ins at all. They're a legitimate way to play the game. It's interesting and refreshing to see all ins mixed in, no question. But do you honestly wanna see Nestea use the same baneling bust 4 times in a row like he did vs MKP at Iron Squid?
Also, what's "fun" and "not fun" isn't decided by you.


Yes, seeing Nestea punishing MKP greedyness was awsome(was at the tournament), i'm saying i have more fun watching early/mid game battles than endgame ones(and it'sj ust my opininon, i'm not forcing it on you).

I
vthree
Profile Joined November 2011
Hong Kong8039 Posts
January 31 2013 09:56 GMT
#249
Well, I think TvZ just fell to 30% win rate for Code S. Hopefully HoTS fixes this somewhat.
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
January 31 2013 09:56 GMT
#250
Upkeep system would be terrible for sc2. The only race that benefits from it would be zerg.
Moderator
TeeTS
Profile Joined June 2011
Germany2762 Posts
January 31 2013 09:56 GMT
#251
On January 31 2013 18:49 Dekkers wrote:
Show nested quote +
On January 31 2013 18:39 DarkLordOlli wrote:
On January 31 2013 18:38 vthree wrote:
On January 31 2013 18:36 pdd wrote:
On January 31 2013 18:35 Qwerty85 wrote:
On January 31 2013 18:34 KristofferAG wrote:
Is it normal to call bad fungals good these days? I mean, that one hit like 6 marines and was considered a "good fungal". Legit question. I haven't watched SC2 in moonths, when I last watched that would've been a "pretty bad fungal".


good fungals = catch a couple of units
BEAUTIFUL FUNGALS = catch the whole army

Apparently, you cant really go wrong with fungals

Fungals imba. Everything is good. Even if it misses completely.


When fungals miss, they are still good because they 'zone' out the enemy...


Lol

Pretty bad game... honestly this group has the potential to be REAAAALLY bad if nestea only all ins and taeja can't perform.


I don't get why people are upsets about all ins/early aggressions/timming pushs.
Is it more fun to see two players max at 200/200 and just A-move armies?
I'd rather watch 10 bunkers rushes/banneling busts that 10 5 bases versus 5 bases, it's so damn boring.

SC2 should have an upkeep system like in WC3 to prevent 200/200 battles, it's just not fun.


This is Starcraft and not Warcraft 3. If you like WC3 more, then it's ok. but other than you, noone is interested to make SC2 into a WC3 clone...
Olli
Profile Blog Joined February 2012
Austria24422 Posts
January 31 2013 09:56 GMT
#252
On January 31 2013 18:55 Disarmed wrote:
Show nested quote +
On January 31 2013 18:52 Dekkers wrote:
On January 31 2013 18:50 InfCereal wrote:
On January 31 2013 18:49 Dekkers wrote:
On January 31 2013 18:39 DarkLordOlli wrote:
On January 31 2013 18:38 vthree wrote:
On January 31 2013 18:36 pdd wrote:
On January 31 2013 18:35 Qwerty85 wrote:
On January 31 2013 18:34 KristofferAG wrote:
Is it normal to call bad fungals good these days? I mean, that one hit like 6 marines and was considered a "good fungal". Legit question. I haven't watched SC2 in moonths, when I last watched that would've been a "pretty bad fungal".


good fungals = catch a couple of units
BEAUTIFUL FUNGALS = catch the whole army

Apparently, you cant really go wrong with fungals

Fungals imba. Everything is good. Even if it misses completely.


When fungals miss, they are still good because they 'zone' out the enemy...


Lol

Pretty bad game... honestly this group has the potential to be REAAAALLY bad if nestea only all ins and taeja can't perform.


I don't get why people are upsets about all ins/early aggressions/timming pushs.
Is it more fun to see two players max at 200/200 and just A-move armies?
I'd rather watch 10 bunkers rushes/banneling busts that 10 5 bases versus 5 bases, it's so damn boring.

SC2 should have an upkeep system like in WC3 to prevent 200/200 battles, it's just not fun.


Care to explain what an upkeep system is?


The armies that wage war on the battlefield exact a heavy toll on the economies that support them. Even the lowliest of fighters has living expenses that must be met. Their armor must be oiled, their bows strung, and their weapons kept in clean condition. In short, these armies require Upkeep. In Warcraft III, Upkeep takes the form of a tax on your Gold mining that is automatically deducted from all Gold you gather. As you produce more units, the tax on your Gold income increases.

There are three levels of Upkeep:

No Upkeep (0-50 Food: 100% income)
No Upkeep occurs when you have an army consuming 50 food or less. At this level, there is no tax on your Gold mining, so your workers bring in 100 percent of their Gold.

Low Upkeep (51-80 Food: 70% income)
Low Upkeep arises when your army consumes between 51 and 80 food. The tax on your economy is modest, draining a small percentage of Gold from everything you mine.

High Upkeep (81-100 Food: 40% income)
High Upkeep is reached when your army grows beyond 80 food. Your Upkeep needs are so great that the tax levied on your Gold mining is enormous. A large percentage of Gold is taken from your workers before they ever deliver it into your coffers.

Upkeep has been included to improve tactical management for players while fostering a more aggressive style of gameplay. Players are more aggressive and turtle far less in their bases, and it gives players real strategic decisions to make about how many units they wish to control with pros and cons to each. Upkeep is also instituted to focus the game on smaller numbers of units. The more units that are allowed in the game, the less powerful Heroes will be relative to your army. This is simple math. High Upkeep is MEANT to be very punishing. Players should not be in it for long, but we didn't want to set the harsh unit cap at 80.

During play, it is wise to stay in Low Upkeep, and just jump to the High Upkeep tier before a major attack. Try not to enter High Upkeep unless you have 2-3+ Expansions.

If you find you are not collecting enough Gold, try to drop to a lower level of Upkeep or gain control of additional Gold Mines to counter the reduced income.




that sounds really cool !


Yeah, not for SC2. That would fuck balance over completely. You couldn't balance SC2 with that.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
PresenceSc2
Profile Joined February 2011
Australia4032 Posts
January 31 2013 09:56 GMT
#253
On January 31 2013 18:54 JunkkaGom wrote:
how come Korean stream doesn't get awesome zoozoobubble commercial

welcome to our world
Stephano//HerO//TaeJa//Squirtle//Bomber
ViperPL
Profile Joined March 2011
Poland1775 Posts
January 31 2013 09:56 GMT
#254
On January 31 2013 18:54 dezi wrote:
"Sick fungals" - this must be an insanely hard to use ability - cmon Artosis - get rid of this comment already.


Difficulty to use it is exactly the same as EMP and Storm.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
Brett
Profile Blog Joined October 2002
Australia3823 Posts
January 31 2013 09:57 GMT
#255
On January 31 2013 18:52 Dekkers wrote:
Show nested quote +
On January 31 2013 18:50 InfCereal wrote:
On January 31 2013 18:49 Dekkers wrote:
On January 31 2013 18:39 DarkLordOlli wrote:
On January 31 2013 18:38 vthree wrote:
On January 31 2013 18:36 pdd wrote:
On January 31 2013 18:35 Qwerty85 wrote:
On January 31 2013 18:34 KristofferAG wrote:
Is it normal to call bad fungals good these days? I mean, that one hit like 6 marines and was considered a "good fungal". Legit question. I haven't watched SC2 in moonths, when I last watched that would've been a "pretty bad fungal".


good fungals = catch a couple of units
BEAUTIFUL FUNGALS = catch the whole army

Apparently, you cant really go wrong with fungals

Fungals imba. Everything is good. Even if it misses completely.


When fungals miss, they are still good because they 'zone' out the enemy...


Lol

Pretty bad game... honestly this group has the potential to be REAAAALLY bad if nestea only all ins and taeja can't perform.


I don't get why people are upsets about all ins/early aggressions/timming pushs.
Is it more fun to see two players max at 200/200 and just A-move armies?
I'd rather watch 10 bunkers rushes/banneling busts that 10 5 bases versus 5 bases, it's so damn boring.

SC2 should have an upkeep system like in WC3 to prevent 200/200 battles, it's just not fun.


Care to explain what an upkeep system is?


The armies that wage war on the battlefield exact a heavy toll on the economies that support them. Even the lowliest of fighters has living expenses that must be met. Their armor must be oiled, their bows strung, and their weapons kept in clean condition. In short, these armies require Upkeep. In Warcraft III, Upkeep takes the form of a tax on your Gold mining that is automatically deducted from all Gold you gather. As you produce more units, the tax on your Gold income increases.

There are three levels of Upkeep:

No Upkeep (0-50 Food: 100% income)
No Upkeep occurs when you have an army consuming 50 food or less. At this level, there is no tax on your Gold mining, so your workers bring in 100 percent of their Gold.

Low Upkeep (51-80 Food: 70% income)
Low Upkeep arises when your army consumes between 51 and 80 food. The tax on your economy is modest, draining a small percentage of Gold from everything you mine.

High Upkeep (81-100 Food: 40% income)
High Upkeep is reached when your army grows beyond 80 food. Your Upkeep needs are so great that the tax levied on your Gold mining is enormous. A large percentage of Gold is taken from your workers before they ever deliver it into your coffers.

Upkeep has been included to improve tactical management for players while fostering a more aggressive style of gameplay. Players are more aggressive and turtle far less in their bases, and it gives players real strategic decisions to make about how many units they wish to control with pros and cons to each. Upkeep is also instituted to focus the game on smaller numbers of units. The more units that are allowed in the game, the less powerful Heroes will be relative to your army. This is simple math. High Upkeep is MEANT to be very punishing. Players should not be in it for long, but we didn't want to set the harsh unit cap at 80.

During play, it is wise to stay in Low Upkeep, and just jump to the High Upkeep tier before a major attack. Try not to enter High Upkeep unless you have 2-3+ Expansions.

If you find you are not collecting enough Gold, try to drop to a lower level of Upkeep or gain control of additional Gold Mines to counter the reduced income.


No.

Not happening.

Don't want it.

Not for SC.

Thanks.
Devolved
Profile Joined April 2008
United States2753 Posts
January 31 2013 09:57 GMT
#256
On January 31 2013 18:51 Douillos wrote:
Show nested quote +
On January 31 2013 18:51 Devolved wrote:
On January 31 2013 18:50 Douillos wrote:
Omg no viking split who is this guy?

MVP?



lol?

I take it you didn't watch the game yesterday where not splitting Vikings actually (arguably) lost MVP the game? In this game it didn't matter. It was already over.
$♥$
ilbh
Profile Blog Joined May 2007
Brazil1606 Posts
January 31 2013 09:57 GMT
#257
taeja 2:0 incoming
Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.
pdd
Profile Blog Joined November 2010
Australia9933 Posts
Last Edited: 2013-01-31 09:57:30
January 31 2013 09:57 GMT
#258
On January 31 2013 18:54 vthree wrote:
Show nested quote +
On January 31 2013 18:52 pdd wrote:
Noblesse just didn't leave enough at home to defend the counterattack and I believe the depots outside the ramp outside the natural (the one with the rock) were down. That's why lings and roaches were able to get into the natural very easily. Had he managed to contain the counterattack to just his third base, he might have been able to muster enough defenses for the later game.


Infested terrans broke down that depot wall.

Hmm. I don't recall him having a tank there though, and there was definitely a turret so he probably would have been able to ward off the Infestors. But I dunno. What could he have done differently?
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
c0sm0naut
Profile Joined April 2011
United States1229 Posts
January 31 2013 09:57 GMT
#259
On January 31 2013 18:54 Figgy wrote:
Show nested quote +
On January 31 2013 18:36 n0ise wrote:
what were these game-ending, back-breaking mistakes that noblesse did, in people's opinion?


He had 2 bunkers in Soulkeys Natural with 4 marines. Soulkey attacked with 5 roaches. Noblesse didn't transfer the marines to the 2nd bunker and instead let them all die. He also didn't Salvage either bunker. 150 minerals and time lost because of bad multitasking.

He did 2 drops and simply let all his marines die when Zerglings came to deny them. 16 marines lost because of bad multitasking.

He rallied 5 tanks into Broodlords. Game ending mistake because of bad multitasking.

Just a horrid game by Noblesse, he isn't Code S material.


lmao, those were not the mistakes that lost noblesse the game. you focus way too much on silly thing instead of larger decisions. Noblesse mad terrible decisions, and had terrible control in his large push in soulkeys 3rd base, he had unstoppable positioning, but then let his marines die to fungals/lings by chasing units outside of tank range, meanwhile he counter counter attacked by that HUGE ling army, and had 2 unsieged tanks

those were his two main mistakes, soulkey won the game with this
KristofferAG
Profile Blog Joined April 2011
Norway25712 Posts
January 31 2013 09:57 GMT
#260
I don't think anyone's seriously suggesting adding upkeep to the game.
@KristofferAG | http://vestkyststoy.bandcamp.com | last.fm/user/KristofferAG
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