[Code S] RO16 Group A 2013 GSL Season 1 - Page 48
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4Servy
Netherlands1542 Posts
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bittman
Australia8759 Posts
On February 07 2013 19:46 TommyP wrote: people just vote no when zerg wins i think however game 1 wasnt that good, Bomber had his wall down adn DRG had an amazing run by which basically won him the game and game 2 was sick though. Game 2 was pretty fun to watch. It didn't look that close though because DRG played great and Bomber just didn't get a good position in the game. Yeah 1 wasn't so good. Sort of a big throw. | ||
figq
12519 Posts
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Asha
United Kingdom38149 Posts
On February 07 2013 19:46 Azzur wrote: You don't have to a-move the planetary - just send them behind the mineral lines?? Still wouldn't have done much even if Taeja didn't deal with it (which he could have), Taeja had more mining regardless and better upgrades. Going all in with everything was a fine choice. | ||
Fragile51
Netherlands15767 Posts
Game 2 was very impressive zerg play, not so much a very entertaining game. | ||
Tobblish
Sweden6404 Posts
On February 07 2013 19:46 Azzur wrote: You don't have to a-move the planetary - just send them behind the mineral lines?? And loose the marines that you need to kill the guy? | ||
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Olli
Austria24417 Posts
On February 07 2013 19:46 Hiea wrote: Their last series was very close with an amazing back and forth game on Daybreak. Mvp did end up winning 2-0, but the games were not roflstomps in any way. Well, Mvp has been pretty poor lately ![]() | ||
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Shellshock
United States97274 Posts
On February 07 2013 19:45 Shellshock1122 wrote: GSL S1 2013 Code S Ro16 Group A ![]() ![]() Game 3 Map: Cloud Kingdom 0:00 ![]() ![]() 1:40 rax first for Innovation proxy rax for TaeJa near the standard 4th base area of Innovation 2:00 gas for TaeJa tech lab for TaeJa 3:00 Innovation scouts morphing OC and gas but no rax in the main 2nd gas for TaeJa is scouted as well CC for Innovation on the high ground reaper for Taeja 2nd gas of TaeJa is canceled after the scv scout leaves double gas for Innovation Innovation sends his scv scout back in and sees only 1 gas 4:00 TaeJa lifts his rax and floats it home CC started for TaeJa on the low ground Factory for TaeJa Taea sends his reaper home to kill the scv scout Factory for innovation 2nd gas for TaeJa reactor for Innovation 5:00 bunker in the natural for TaeJa TaeJa's scv gets into the main and scouts everything hellion started for TaeJa starport started for TaeJa Starport for Innovation reactored hellion production for Innovation bunker in the natural of Innovation Innovation lands his natural OC | ||
Sanchonator
Australia490 Posts
On February 07 2013 19:48 Fragile51 wrote: Game 2 was very impressive zerg play, not so much a very entertaining game. was a good showcase of how many units bomber can make :p | ||
Cattlecruiser
United States340 Posts
2 marines can deny mining until high spec auto tracking finishes... PFs can't cover behind the mineral line... | ||
MavivaM
1535 Posts
On February 07 2013 19:48 figq wrote: Anyway, the comparisons between classic MarineKing and Bogus continue. Aggression, aggression... sometimes overaggresion gets himself down. I really don't get why, MKP looks more like a guy with stellar micro who sometimes goes random builds while Innovation in this GSL has surprised me for his planning and killer instinct rather than else. | ||
LimitSEA
Australia9580 Posts
On February 07 2013 19:48 Fragile51 wrote: Game 2 was very impressive zerg play, not so much a very entertaining game. I'm ok with that. I love watching DRG when he's playing that well. | ||
JJH777
United States4376 Posts
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opterown
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Australia54784 Posts
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bo1b
Australia12814 Posts
On February 07 2013 19:50 opterown wrote: would lift-able planetaries be broken? it would open up some pretty cool defensive options Bring in some next level PF rushes! | ||
Dosey
United States4505 Posts
On February 07 2013 19:50 opterown wrote: would lift-able planetaries be broken? it would open up some pretty cool defensive options Dude... that'd be so broken... That's like a FF that shoots back | ||
sitromit
7051 Posts
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Olli
Austria24417 Posts
On February 07 2013 19:50 opterown wrote: would lift-able planetaries be broken? it would open up some pretty cool defensive options It would also open up "OMFG he floated a PF into my base" moments ![]() | ||
AlternativeEgo
Sweden17309 Posts
On February 07 2013 19:50 opterown wrote: would lift-able planetaries be broken? it would open up some pretty cool defensive options PF drops op, man | ||
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BigFan
TLADT24920 Posts
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