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On February 15 2014 01:00 NovaMB wrote:Poll: Recommend Final Match Group A Game 1?★★ - Not recommended unless you got nothing better to do (9) 45% ★ - Dont watch, seriously. Dont (5) 25% ★★★ - Good Game (4) 20% ★★★★★ - One of the best games of the year (1) 5% ★★★★ - Highly recommended game (1) 5% 20 total votes Your vote: Recommend Final Match Group A Game 1? (Vote): ★★★★★ - One of the best games of the year (Vote): ★★★★ - Highly recommended game (Vote): ★★★ - Good Game (Vote): ★★ - Not recommended unless you got nothing better to do (Vote): ★ - Dont watch, seriously. Dont
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No proxy gates please, I'm trying to eat
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If ForGG does this marauder/hellbat push with a couple of ghosts this is game before the third and additional tech can kick in for the toss. Nice gamble by Hero though
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I feel kinda bad for forgg, he lost because of 1 misscouted base.
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Come on, ForGG! You can do this! Show him how you do it!
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I really get frustrated watching this
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forGG should watch the replays, just in case
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On February 15 2014 01:02 Doublemint wrote:If ForGG does this marauder/hellbat push with a couple of ghosts this is game before the third and additional tech can kick in for the toss. Nice gamble by Hero though 
Do you know how much smaller your army is in the midgame with ghosts? I guess you DON'T.
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United States23455 Posts
On February 15 2014 01:01 GumBa wrote: Meh Conditional to your TL+ you don't get to talk bad about Protoss when it's HerO
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On February 15 2014 01:00 Mozdk wrote:Show nested quote +On February 15 2014 00:55 TheDwf wrote:On February 15 2014 00:55 Mozdk wrote: Still no clue why terran don't take hidden bases most games vs P. Seems obv to do it as P doesn't fly overlords/medivacs around, not to mention the mulage. And what would be the point? More money? 3rd taken 2 mins later when it's safer and main, nat and 3rd wont mine out faster. A cc some random place just to drop mules (and mine gass if needed) can never not be worth it. You litterally need it to go unspottet for sub 2 mins... and it will be more than worth it. Nope, because it would reduce your midgame pressure a lot (Terran's production is linear) and thus it would pay off after your short window to win the game is over. And there is zero advantage in playing lategame TvP, even with a hidden base.
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On February 15 2014 01:02 Doublemint wrote:If ForGG does this marauder/hellbat push with a couple of ghosts this is game before the third and additional tech can kick in for the toss. Nice gamble by Hero though 
The core of the army (that deals damage) is still bio. If he would add even ghosts with hellbats bio and medivacs + upgrades, his bio army would be tiny.
Try a macro game against easy AI and you will see how later your upgrades and your max would be with both hellbats and ghosts.
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On February 15 2014 01:03 PanzerElite wrote:Show nested quote +On February 15 2014 01:02 Doublemint wrote:If ForGG does this marauder/hellbat push with a couple of ghosts this is game before the third and additional tech can kick in for the toss. Nice gamble by Hero though  Do you know how much smaller your army is in the midgame with ghosts? I guess you DON'T.
2-3 ghosts is like what? 4-5 marauders and 1-2 medivacs lol. Guess the ghost buff did not suffice ~
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On February 15 2014 01:03 Darkhoarse wrote:Conditional to your TL+ you don't get to talk bad about Protoss when it's HerO  Wait, I thought people got it so TL doesn't ban paying users :p.
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United Kingdom31935 Posts
On February 15 2014 01:03 Darkhoarse wrote:Conditional to your TL+ you don't get to talk bad about Protoss when it's HerO  Nah nothing to do with toss really was just a meh game
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The power of protoss + HerO being HerO is a strong combination. HerO is looking pretty good so far in this tournament
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On February 15 2014 01:05 Doublemint wrote:Show nested quote +On February 15 2014 01:03 PanzerElite wrote:On February 15 2014 01:02 Doublemint wrote:If ForGG does this marauder/hellbat push with a couple of ghosts this is game before the third and additional tech can kick in for the toss. Nice gamble by Hero though  Do you know how much smaller your army is in the midgame with ghosts? I guess you DON'T. 2-3 ghosts is like what? 4-5 marauders and 1-2 medivacs lol. Guess the ghost buff did not suffice ~ 2-3 Ghosts cannot disable 5+ spread Templars.
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On February 15 2014 01:05 Doublemint wrote:Show nested quote +On February 15 2014 01:03 PanzerElite wrote:On February 15 2014 01:02 Doublemint wrote:If ForGG does this marauder/hellbat push with a couple of ghosts this is game before the third and additional tech can kick in for the toss. Nice gamble by Hero though  Do you know how much smaller your army is in the midgame with ghosts? I guess you DON'T. 2-3 ghosts is like what? 4-5 marauders and 1-2 medivacs lol. Guess the ghost buff did not suffice ~ i would like to have the upgrade back T_T
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On February 15 2014 01:05 Doublemint wrote:Show nested quote +On February 15 2014 01:03 PanzerElite wrote:On February 15 2014 01:02 Doublemint wrote:If ForGG does this marauder/hellbat push with a couple of ghosts this is game before the third and additional tech can kick in for the toss. Nice gamble by Hero though  Do you know how much smaller your army is in the midgame with ghosts? I guess you DON'T. 2-3 ghosts is like what? 4-5 marauders and 1-2 medivacs lol. Guess the ghost buff did not suffice ~
He had 8 templars. 2-3 ghosts is not enough unless all templars are clumped and you can hit them before you lose the ghosts to chargelots and colossus.. after all, templars are always somewhere in the back of the army it is not really easy to get to them.
You guys are forgetting that 1st tech for terran is always medivacs becasue healing is crucial for bio to work, while protoss goes straight into templar or colossus.
So your counter tech (ghosts or vikings) will always be behind unless you are way ahead on macro.
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On February 15 2014 01:03 TheDwf wrote:Show nested quote +On February 15 2014 01:00 Mozdk wrote:On February 15 2014 00:55 TheDwf wrote:On February 15 2014 00:55 Mozdk wrote: Still no clue why terran don't take hidden bases most games vs P. Seems obv to do it as P doesn't fly overlords/medivacs around, not to mention the mulage. And what would be the point? More money? 3rd taken 2 mins later when it's safer and main, nat and 3rd wont mine out faster. A cc some random place just to drop mules (and mine gass if needed) can never not be worth it. You litterally need it to go unspottet for sub 2 mins... and it will be more than worth it. Nope, because it would reduce your midgame pressure a lot (Terran's production is linear) and thus it would pay off after your short window to win the game is over. And there is zero advantage in playing lategame TvP, even with a hidden base.
Well isn't ghost viking still considered unbeatable?
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