Day[9].tv Daily - Page 347
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Bibdy
United States3481 Posts
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Konsume
Canada466 Posts
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PaterSin
Germany301 Posts
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 ![]() | ||
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Back
Canada505 Posts
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. | ||
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Endorsed
Netherlands1221 Posts
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Beyonder
Netherlands15103 Posts
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shinogi
United Kingdom45 Posts
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? | ||
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ReachTheSky
United States3294 Posts
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Peekaboo
Canada219 Posts
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. | ||
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Nobu
Spain550 Posts
I really liked it but was too short for me to figure out which one it was! | ||
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gdroxor
United States639 Posts
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. | ||
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kajeus
United States679 Posts
On June 15 2010 04:26 gdroxor wrote: 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... | ||
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Slayer91
Ireland23335 Posts
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kajeus
United States679 Posts
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... | ||
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chekthehek
United States279 Posts
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 | ||
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hopewellsmash
17 Posts
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XtrEEmMaShEEN3k2
United States122 Posts
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Slayer91
Ireland23335 Posts
On June 15 2010 04:41 kajeus wrote: 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. | ||
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ZapRoffo
United States5544 Posts
+ Show Spoiler + This game was so high level and fast it was actually challenging to watch for me. | ||
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RogerChillingworth
Chad3080 Posts
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