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Day[9].tv Daily - Page 347

Forum Index > SC2 General
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Bibdy
Profile Joined March 2010
United States3481 Posts
June 14 2010 16:50 GMT
#6921
How is Day9 still watching replays without issue in patch 16, or did he just not update his client?
Konsume
Profile Joined February 2010
Canada466 Posts
June 14 2010 16:53 GMT
#6922
imo this post should be stickied since it's always bumped in the 1st page ANYWAY!
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
PaterSin
Profile Joined April 2010
Germany301 Posts
June 14 2010 17:39 GMT
#6923
On June 15 2010 01:50 Bibdy wrote:
How is Day9 still watching replays without issue in patch 16, or did he just not update his client?


because he is so awesome it just plays by itself
En Taro Tassadar
Back
Profile Joined May 2010
Canada505 Posts
June 14 2010 17:46 GMT
#6924
On June 15 2010 01:50 Bibdy wrote:
How is Day9 still watching replays without issue in patch 16, or did he just not update his client?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=127081 perhaps.

It loads any replay for me just fine.
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
June 14 2010 17:56 GMT
#6925
Didn't Gretorp came up with the marine ghost build? I can't listen to the *135 right now so i'm not sure if he said anything about it.
Beyonder
Profile Blog Joined September 2002
Netherlands15103 Posts
June 14 2010 17:57 GMT
#6926
Hey Sean, are you sure it's the gym wearing you out? It might be SC2 being down!
Moderator
shinogi
Profile Joined May 2010
United Kingdom45 Posts
June 14 2010 18:19 GMT
#6927
Hey Day

re episode 135, what do you think the protoss should do if he sees the terran going this strat? seems to me that anything toss goes is going to be pretty gimped as the ghosts make every toss unit effectivly half health.

Do you think there should be a slight, like tiny, delay between when the emp is targeted and when it goes off? like some sort of animation before the detonation to give the protoss the sightest chance to micro out of the EMP?

ReachTheSky
Profile Joined April 2010
United States3294 Posts
June 14 2010 18:24 GMT
#6928
So i was analyzing the first game(steppes of war) that was showed on #135. Suppose the toss did a proxy 2 gate in bratok's base. How would the terran deal with this?
TL+ Member
Peekaboo
Profile Joined May 2010
Canada219 Posts
Last Edited: 2010-06-14 18:39:09
June 14 2010 18:34 GMT
#6929
On June 15 2010 02:56 Endorsed wrote:
Didn't Gretorp came up with the marine ghost build? I can't listen to the *135 right now so i'm not sure if he said anything about it.


Yeh, Gretorp's build was more focused on massing 'racks. Similar at start: Two 'racks, orbital command, one gas. In normal order. Then ghost academy. No tech. To four 'racks expand, four gas. Mass 'racks.

Basically, defend, out macro and push when they are weak. No real timing push that I remember.


Edit: I should point out he doesn't mean you should just push racks to end of the game. He hasn't gone into it much, but mid-to- late game he is basically set up macro-economically to do whatever tech he needs.
You loved me as a loser but now you're worried that I just might win. -L. Cohen
Nobu
Profile Joined June 2010
Spain550 Posts
Last Edited: 2010-06-14 18:53:44
June 14 2010 18:48 GMT
#6930
Hey, someone knows which song was he playing for that "sad atmosphere" he was trying to get in the last daily (#135)?
I really liked it but was too short for me to figure out which one it was!
"There's farmers and there's gamers, farmers get up early, gamers sleep in." Artosis
gdroxor
Profile Blog Joined May 2010
United States639 Posts
June 14 2010 19:26 GMT
#6931
On June 15 2010 03:19 shinogi wrote:
Hey Day

re episode 135, what do you think the protoss should do if he sees the terran going this strat? seems to me that anything toss goes is going to be pretty gimped as the ghosts make every toss unit effectivly half health.

Do you think there should be a slight, like tiny, delay between when the emp is targeted and when it goes off? like some sort of animation before the detonation to give the protoss the sightest chance to micro out of the EMP?



This was discussed in the UStream chat as well as in the daily itself, the conclusion that was reached was that chargelots and HTs to Feedback the medivacs and ghosts might be a viable option at least in early/mid game.
kajeus
Profile Joined May 2010
United States679 Posts
June 14 2010 19:34 GMT
#6932
On June 15 2010 04:26 gdroxor wrote:
Show nested quote +
On June 15 2010 03:19 shinogi wrote:
Hey Day

re episode 135, what do you think the protoss should do if he sees the terran going this strat? seems to me that anything toss goes is going to be pretty gimped as the ghosts make every toss unit effectivly half health.

Do you think there should be a slight, like tiny, delay between when the emp is targeted and when it goes off? like some sort of animation before the detonation to give the protoss the sightest chance to micro out of the EMP?



This was discussed in the UStream chat as well as in the daily itself, the conclusion that was reached was that chargelots and HTs to Feedback the medivacs and ghosts might be a viable option at least in early/mid game.

Yeah, and definitely get range colossi up ASAP? As everybody knows, colossi dominate marines...
pro-MoMaN, pro-HuK, pro-Millenium
Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 14 2010 19:37 GMT
#6933
The whole point of marine ghost is that you can defend everything early that the toss can throw at you didn't need to build reactors so you can spam tech labs and marauder in the mid game. HT and Collossus are both excellent against marines but they won't be around to see that. Reason why HT tech try is great is because charge zealots are one of the best anti marauder units if you have forcefields.
kajeus
Profile Joined May 2010
United States679 Posts
June 14 2010 19:41 GMT
#6934
On June 15 2010 04:37 Slayer91 wrote:
The whole point of marine ghost is that you can defend everything early that the toss can throw at you didn't need to build reactors so you can spam tech labs and marauder in the mid game. HT and Collossus are both excellent against marines but they won't be around to see that. Reason why HT tech try is great is because charge zealots are one of the best anti marauder units if you have forcefields.

I dunno... in most of the games Day9 casted with this build, the protoss player was almost always around long enough to build colossi. They scouted mass marine and just ignored it for 5+ minutes. One guy even made immortals...
pro-MoMaN, pro-HuK, pro-Millenium
chekthehek
Profile Joined May 2010
United States279 Posts
June 14 2010 23:22 GMT
#6935
On June 15 2010 02:56 Endorsed wrote:
Didn't Gretorp came up with the marine ghost build? I can't listen to the *135 right now so i'm not sure if he said anything about it.


its th
hopewellsmash
Profile Joined June 2010
17 Posts
June 14 2010 23:39 GMT
#6936
day 9 has the best commentary! keep it up
XtrEEmMaShEEN3k2
Profile Blog Joined April 2010
United States122 Posts
June 14 2010 23:58 GMT
#6937
Seems as though the Daily was cast just as there was a huge debate on EMP over at the strategy boards: http://www.teamliquid.net/forum/viewmessage.php?topic_id=130522 Many people watched the Daily and are discussing it now.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2010-06-15 00:03:12
June 15 2010 00:02 GMT
#6938
On June 15 2010 04:41 kajeus wrote:
Show nested quote +
On June 15 2010 04:37 Slayer91 wrote:
The whole point of marine ghost is that you can defend everything early that the toss can throw at you didn't need to build reactors so you can spam tech labs and marauder in the mid game. HT and Collossus are both excellent against marines but they won't be around to see that. Reason why HT tech try is great is because charge zealots are one of the best anti marauder units if you have forcefields.

I dunno... in most of the games Day9 casted with this build, the protoss player was almost always around long enough to build colossi. They scouted mass marine and just ignored it for 5+ minutes. One guy even made immortals...


Oh right, - that was based on gretorps build. This build is different. It gets a reactor, but if you scout colossus either go kill him before it happens [early on] or use that starport switch with your reactor barracks and make double vikings to clean up colossus. Adding a tech lab to barracks to transition to heavy marauders as well.

And for the record immortals are better than stalkers straight up vs marines. [2 stalkers = 1 immortals. In terms of pure DPS and assuming you're emp'd the higher hp + armour of immortals + less targets [less firepower loss over time] + equal dps vs light units wins out vs marines. Also highlights how bad stalkers are vs marines after the early game where you can't use the kiting.]
+ You made robo for obs anyway so might as well use it. Collossus seems to make more sense, people probably just stopped going them when people were massing only marauder + reactor starport.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
June 15 2010 00:32 GMT
#6939
Request, if you are still doing any BW games:
+ Show Spoiler +


This game was so high level and fast it was actually challenging to watch for me.
Yeah, well, you know, that's just like, your opinion man
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
June 15 2010 01:02 GMT
#6940
ahha flash is such a baller. takin a drink
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