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On June 09 2010 12:43 Lysogen wrote: 2-hour episode = awesome! We need more of these, especially with all of our gaming entertainment being gone.
Amen to that. Seriously, without my daily beta fix, I need more Day9 to fill the void that is my life (or lack thereof).
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Brood War misses you honey.
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One way that I improve my mechanics and to make sure I am consistent when I play (not spam a really fast sequence of keys and then stare at a battle taking place) is to use a metronome when I practice and play (www.metronomeonline.com if you don't have one), and to ensure that I am taking exactly one action every single time that the metronome clicks, but that I only take an action when it clicks. This makes high apms achievable, and it made me see how few actions are involved in a high apm.
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On June 09 2010 13:12 Newguy wrote: One way that I improve my mechanics and to make sure I am consistent when I play (not spam a really fast sequence of keys and then stare at a battle taking place) is to use a metronome when I practice and play (www.metronomeonline.com if you don't have one), and to ensure that I am taking exactly one action every single time that the metronome clicks, but that I only take an action when it clicks. This makes high apms achievable, and it made me see how few actions are involved in a high apm. You use a metronome to play?? hehehe, what bpm is it on? lmao, your apm on a chart would be a straight line. If I tried this it would probably just bother me.
It would be funny if someone asked you your apm and you say something like prestissimo rofl.
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On June 09 2010 13:12 Newguy wrote: One way that I improve my mechanics and to make sure I am consistent when I play (not spam a really fast sequence of keys and then stare at a battle taking place) is to use a metronome when I practice and play (www.metronomeonline.com if you don't have one), and to ensure that I am taking exactly one action every single time that the metronome clicks, but that I only take an action when it clicks. This makes high apms achievable, and it made me see how few actions are involved in a high apm.
This is great. I knew I was on the right track when I was listening to fast-ass techno music to get me pumped.
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On June 09 2010 08:03 LuckyLuke43 wrote:Okay so, you already told us that #129 probably wouldn't be out until mid-late next week(this week), but where da heck is #131? I missed them both and I am dying here without being able to play sc2. And now I can't even watch d9d!  [[[ Did he say anything in his recent daylies about this?
i was thinking the excat same lool but just a little bit more hopefully i heard him say its going 2 be in hd or something.
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He said earlier that the HD ones were really huge so it will probably start to delay the uploads a bit.
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On June 08 2010 23:07 Day[9] wrote: OK so I had to goto bed right after that cast, and now I have to compress the HD recording (it's 3gb!). But, it should be up delightfully soon! (as in like 6 hours lol waps).
Don't really want to nag, but I'm missing my Day[9] fix! Unfortunately, I cannot watch live as you cast at 3am my time and I do have to sleep.
Been 19 hours since you posted that you were starting the compression. Wondered if there it had bugged out, or if it was just taking a lot longer than you thought.
Any feedback appreciated.
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Sweden33719 Posts
On June 09 2010 02:47 Newguy wrote:Show nested quote +On June 08 2010 23:20 Slayer91 wrote: People seriously underestimate ultralisks because they are bad when seriously outnumbered or against large numbers of marauders both of which cases are not really relevent since every unit dies when seriously outnumbered and marauders basically counter pure ultralisks. [No zerglings or infestors supporting which in combination crush marauders]
The only problem is they can get barreled down from range but no more than other zerg units and you can simply drop them onto siege tanks and they do really really high damage.
The myth that tanks>ultras stemmed from bw when spider mines existed and ultralisks did no splash damage combined with the fact that marines can easily take down overlords. Also the tank ai was stupid so a mass of zerglings with hydras/mutas would take so much damage becaues of them all overkilling one zergling. It used to be like 2 fact tanks-->guardians 2 port vessel -->ultras for your hive tech way back in "the day"
Right now ultras/roaches are the only units that can really stand up to tanks and roaches don't really output enough damage and phase out later when tank splash becomes too strong.
Also what jinro said. The strength of mech relies on tanks. Thors and hellions can be overrun by enough zerg units. [ling/roach/infestor/hydra] Actually the best unit against mech is banelings in my opinion. If you have 3 bases you can literally build a few hundred banelings quickly, and they will smash a mech army like no other. You are crazy, tanks rape banelings harder than anything else in the game :s
On June 09 2010 00:01 shiftY803 wrote:Artosis uses ultras alot if anyone has been watching his stream. They are actually a terrific tech switch against protoss once you have been using hydras/roaches/corrupters all mid-game. To be honest, I was very disappointed by Jinro's play in that game. I do think the strat is viable, but Jinro made TLO's life easy. TLO placed his overlords at will. Imagine how much difference a viking or two would have made. Jinro let TLO kill like 16 SCVs with fungal growth at one point, due to not putting detection on his mineral line. He did basically no harrass the entire game. I know mech is passive, but I've never seen a terran THAT passive in a high-level mech game. Edit: Wanted to add that I definitely did like TLO's comments on the value of creep, and how that effects the usage of hydralisks. I still don't think ultras in SC2 > ultras in SC1 though. Maybe he was high... j/k.  I don't remember the game very well but I'm pretty sure I decided to just turtle really hard because of failing all my attacks in the previous games.
IIRC that day went something like: Wake up, win 4-0 vs TLO with mech, go for a run/eat lunch. Come back, lose 0-7++ vs TLO with mech.
I gave up on hellion harass because he has creep everywhere and they just die, I agree that I should make a viking tho. Dropping anything is really risky because he has so many infestors and if you drop thors they are liable to get stolen ;/
Anyway, I dunno if Day showed the Scrap Station game where I spend the entire game viking harassing him (succesfully) and then die to ultras anyway.
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You are crazy, tanks rape banelings harder than anything else in the game :s That's why you creep the whole map with additional queens and try to catch him unsieged or on the move. If you fail to do this (what will happen against any decent slow push), you are pretty much screwed because the tank smarttargetting > Baneling
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Sweden33719 Posts
On June 09 2010 18:13 Turbo.Tactics wrote:Show nested quote +You are crazy, tanks rape banelings harder than anything else in the game :s That's why you creep the whole map mit additional queens and try to catch him unsieged or on the move. If you fail to do this (what will happen against any decent slow push), you are pretty much screwed because the tank smarttargetting > Baneling Yes but why would you make BANELINGS against mech? Catch him unsieged and you can make whatever the fuck you want, banelings are a bad option.
If T doesn't have siege tanks, yes mass baneling will eat anything because there's not enough splash to kill them, but vs siege tanks I don't get why you'd make them.
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Yes but why would you make BANELINGS against mech? Catch him unsieged and you can make whatever the fuck you want, banelings are a bad option.
If T doesn't have siege tanks, yes mass baneling will eat anything because there's not enough splash to kill them, but vs siege tanks I don't get why you'd make them.
Well... i think to a certain degree you just need banelings to get out enough dmg against mech before your shit is dead. But i haven't played enough successful games against good mechplay. Normally i just outplay my terran opponent or get steamrolled by well executed mechplay. On lower level you can catch a lot of tanks with banelings even if you run them in after you engaged (knowing that everything else will die as long as you get the banelinghits). I also tried some Benlingbombs but i doubt this would work against you hell it wouldn't even work against my own mechplay as i tend to scan (so does every other halfway decent terran -.-).
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Whaaaat, daily #132 uploaded but still no #131? Good thing there's no spanning story-arch! Time for pancakes and Day9-epicness!
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Wow, doesn't Haypro know how to muta spread around Thors?? He won anyways, but I didn't saw him spread several times.... pls watch Sen thx :-)
Grats for winning though .)
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Rofl, I'm at daily #125
I got a bit late watching these awesome Day9 dailies, so I have a lot of catching up to do. And that is just fine because it will be easier for me to go through this time with no beta.
P.S. Thanks again to Gridlock for giving me the invite key just a moment before I was temp-banned for participating in that Roullete
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132 is seriously the most important Daily I ever saw.
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I do want to watch the daily with TLO commenting on zvt.. I believe it was 131... But not up yet! ^^
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Lots of zerg players believe ultras are still useless because they have been useless for so long since the start of beta. But since patch 14 they became really decent.
I do believe banelings are a good options to blast helions when you caught them off guard with fungal growth.. Since T mech will likely push a little before you get the ultras I have to rely on lings-bane-infestors for the mean time..
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I gotta be stupid or something, I cant figure out how I watch the new episodes in HD! Help? :D
Edit: Seems like I misunderstood the situation, nvm guys
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Ultras are REALLY good. I've been playing around with them in unit tester and anyone complaining about them now, I really doubt has ever used them. I can understand the complaint of having to GET to them though.
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