[Code S] Ro32 Group C Season 3 2014 - Page 51
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Sakkreth
Lithuania1096 Posts
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aZealot
New Zealand5447 Posts
T.T Trap. | ||
imrusty269
United States1404 Posts
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caznitch
Canada645 Posts
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vult
United States9399 Posts
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imrusty269
United States1404 Posts
On August 09 2014 05:40 aZealot wrote: Wow, Reality beat Trap? Man, that was unexpected. T.T Trap. I guess Maru put him on tilt. | ||
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NovemberstOrm
Canada16217 Posts
100% terran advance rate so far TY Flash and Bbyong are the last to prove themselves | ||
imrusty269
United States1404 Posts
On August 09 2014 06:58 NovemberstOrm wrote: un-expected seeing reality advance over trap 100% terran advance rate so far TY Flash and Bbyong are the last to prove themselves The terran line up is pretty sick this season, with the exception of Reality and Flash. | ||
Rollora
2450 Posts
On August 09 2014 00:00 SatedSC2 wrote: If Chargelots were warped in then it's no longer three units is it? You've essentially just moved the goalposts on your original statement =P what I said is that for defense Toss needs only these 3 units. it wasn't ME who assumed there will be no warpins. all I said is these 3 units are required at first. I did NEVER say these 3 units alone do the trick, but they do enough so the toss is save, doesn't need to think of walking back the army etc... | ||
Rollora
2450 Posts
On August 09 2014 00:16 SatedSC2 wrote: You don't always have a warp-in. Your Warpgates aren't always off cool-down. They're not some magic thing that you always have available to you when you need them. What happens if you warp-in and then three Medivacs appear under your spotting Observers? Well, shit son, you're about to lose your main. Warp-ins will not reliably defend drops. They're a desperation measure. Barracks have just as much chance of being ready to spawn units as Warpgates have of being ready to warp-in. The only reliable way to defend drops is to constantly have units/static defence in position, preferably with High Templar for Feedback. Being able to warp-in is nice, but it's not something that prevents drops from happening. Implying that is a total farce. there is a HUGE Difference: 1. Barracks take way longer to produce units 2. They still need to get over to the place where the drop happens - not the case for warpin right next or even under the drop (pls don't mention the warpin time..., its ridiculous and often takes less time then unloading the dropships) 3. besides producing faster and being able to spawn where you immidiately want to have the units, warpgates are cheaper as well, so you can make some spare ones. 4. there is still something bugging me about modern PvAnything- there is always a lot of nexus energy left in mid/endgame. So its not even necessary to chrono all the time, even though its extremely strong. 5. you cannot accelerate the rate of which a unit is produced by 50% just by a click... So defending as toss and as terran are simply put, completely different and also require the terran to have more units at home. Same is for TvZ, when a 20+ Muta flock is coming in (although I have to say that that is even hard to defend as toss, with or without warpin, blink and overcharge). And you may or may not have caught, that I actually play toss and I can really say it is easier to warpin units where you need then then always have the right (and not too much) ammount of army at home for defense (and in good position). | ||
ppdealer
Canada163 Posts
On August 09 2014 01:03 sm1995 wrote: Kr progamer always defened drop too easily thats the point.terran's strength is the fast movement. Thats it. But defence is too easy for kr pro. Thats the problem. Two high templar and some zealot prepared. And observer found drop then warp som zealot more. Thats it That means it's easy for Terran to drop then pick-up and leave when things go wrong. Terran also scan ahead to judge army position of Protoss and where it's best to drop. Other things I agree with you. (I just don't quite buy that Protoss is easier than the other two races..) Terran has high dps per cost for their bio compared to Gateway units, secondly OC can fly, which sort of balance out the warp-in mechanics. | ||
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