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Biggest problem for toss is no AoE until templar or colossus so like 10 min in game. Tanks come at 5-6 min. Banes about the same. Much earlier for other race if they choose. There is a reason this 1/1/1 shit does not fly with Zerg, unstimmed, noncombat shielded marines would get wrecked by banes. Until they get some early AoE suspect win rates will stay around 40% in pros.
Early harass is another issue vs zerg where it's almost impossible to deny early expos w/o being an all in. VR was said to be OP now it's easily mitigated by a couple queen/spores. Cannon/pylon blocking was OP so it was nerfed. 2 gate zealot was hard to deal with so it was nerfed. 4 gate nerfed and now blink stalker nerfed. Basically every reasonable option was nerfed out. So protoss just has to live with Zerg droning hard and before you know it they 200 vs 120.
I would not nerf fungel or anything else but address those two issues.
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Still, the thing is that ideally played terran will ALWAYS emp high templars before they get to cast any storms. And without storms, protos army is weak enough that terran will win the battle.
I cant believe why this concept is so fucking hard to understand. Atleast storm should have same range and radius as emp, end of debate.
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On August 30 2011 16:04 Trealador wrote: Feedback kills ghosts, EMP take their energy and they can still make archons. They are never changing the range because it would make protoss too easy to play as if they weren't the least micro intense already. Storms are way better than EMP which is why EMP has the upper hand. Use 0 micro, EMP an entire protoss army, then storm an entire terran army, explain to me which is better. But but the micro, if a terran can move out of your abilities and you can't hit the perfect storm before his ghosts get in range or you can't spread your HT, tough shit.
It shouldn't have to be like that though. You shouldn't have to land a perfect storm in order for it to have any effect. Do Terran players have to land a perfect EMP? No, they EMP and it works instantly. A Terran can micro out of a storm with ease and have medivacs there to heal.
Go watch replays of high level PvT match-ups and tell me what happens once an EMP lands on a protoss army. Because from what I saw over the weekend watching MLG, the protoss would get rolled right after the EMP hit. Have you ever seen a game end from landing one perfect storm? I haven't.
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On August 30 2011 16:42 Lordwar wrote: Still, the thing is that ideally played terran will ALWAYS emp high templars before they get to cast any storms. And without storms, protos army is weak enough that terran will win the battle.
I cant believe why this concept is so fucking hard to understand. Atleast storm should have same range and radius as emp, end of debate. Yeah it's pretty much a handicap Protoss has to resort to about 5 extra micro steps with shuttle drops just to get off a storm on equal footing with EMP. Not to mention risky.
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On August 30 2011 16:53 tdt wrote:Show nested quote +On August 30 2011 16:42 Lordwar wrote: Still, the thing is that ideally played terran will ALWAYS emp high templars before they get to cast any storms. And without storms, protos army is weak enough that terran will win the battle.
I cant believe why this concept is so fucking hard to understand. Atleast storm should have same range and radius as emp, end of debate. Yeah it's pretty much a handicap Protoss has to resort to about 5 extra micro steps with shuttle drops just to get off a storm on equal footing with EMP. Not to mention risky.
Exactly. Warp prism HT drops work well to harass your opponent's mineral line, but with the range on vikings, it would be pretty tough to drop them on a Terran army and storm without losing the warp prism first.
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On August 16 2011 07:30 Xenogears wrote:Show nested quote +On August 16 2011 07:23 sleepingdog wrote: On the EMP-thing: terrans might not realize or like to admit this, but EMP is actually storm and feedback combined vs protoss. It instantly takes away a huge part of "hitpoints" and takes away the ability to cast. Feedback has never been about "killing" stuff (except maybe medivac drops) but always about preventing the opponent from casting. EMP dominates because, furthermore, ghosts can cloak.
This means, the terran only has to cloak and hit EMP, while the toss has to have perfect observer-control to spot the ghosts, then feedback them, and THEN hopefully have some HTs with energy left for storm. Usually, on the non-pro-level, you see a clumped up terran and a clumped up toss moving against each other......then if the terran hits EMP before toss hits storms it's gg, if the toss hits a storm the terran CAN STILL EMP and it will be even (unless terran takes a shower in storms). Protoss has to spread templars (which is what terrans always tell protoss), terran doesn't have to spread because a) storm is not "instant", you can move out of it and b) even if you take some damage you still have the medivac-heal, which means the toss better have either multiple storms or colossi to finish the job. So honestly? no, I see much more terran free-wins because toss gets all HTs EMPed than I see toss free-wins because they hit 2-3 good storms.
Overall, I think it is balanced because toss only has to a-move chargelots while terran has to kite them. Also terran has to balance against the colossi/templar composition while toss has the "first mover advantage" there. But the EMP vs storm battle is definitely more challenging/micro-demanding on the toss-part.
Bull***t bro, Feedback KILLS stuff, and Storm > EMP in terms of damages, don't even get me started.... You kill armies with storm (and no you can't dodge...), and you remove shield with EMP which is most of the time less an amount than HP... Maybe YOU cant dodge storm, but i have seen tons of storms dodged / negated, you can see the ht's coming up to storm (at that point the position of the storm has already been decided, and usually its to aim for the center of the army) and then you can move accordingly, obviously its possible to just blanket a whole area in storms but that has its advantages and its disadvantages.
The thing about EMP is its a guaranteed amount of damage and it cant really be dodged (maybe by blink stalkers) almost all the protoss units dont have much more than 100 shields and thats usually around half your life if not just under, there is rarely a situation where i see a player just stand there in a storm to take the full 80 damage, even if its in the middle of your army you can at least probably negate 10 of that damage / spread it out among units as your moving.
Also ht's naturally clump up because of their speed etc, so unless your actively spreading your ht's as your moving your army across the map they will clump up and then 1 emp makes all of them useless. Say your obs gets sniped and your still going for the engagement as a protoss, do yoou know how hard it is to pick 1 ghost out of all the bio to feedback it while your trying to storm , forcefield, spread ht's , pull back collosus.
It pisses me off when people say that protoss is all just about 1 A.
I played protoss since launch though ive switched to zerg recently though, its alot less frusterating in all matchups to be honest, as protoss their are certain unit composition you really cant do anything about such as mass muta in ZVP (if you let them get that many mutas) 1/1/1 is quite dificult and i feel like no matter how prepared i am for it or if i see it coming from a mile away, its about a 50/50 chance to stop it, and its mostly dependant on weather the terran makes mistakes.
I honestly dont find TVP that frusterating beyond the 1/1/1 though, but i also dont like to go ht's simply because 1 or 2 good emp's and you are guaranteed to lose that engagement, EMP has longer range so a terran with decent control will always get it off, i find alot of times in the late game even if i manage to feedback a few my whole army still gets blanketed by emp's so my whole army is low energy / low to no shields. There is not many reason you shouldnt beable to get off a couple of emp's there are many reasons / factors why getting off a good feedback / storm can be hard (or easy obviously if they arent prepared)
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On August 30 2011 15:05 I_PROTOSSED_MY_HW wrote:Show nested quote +On August 30 2011 14:16 Lordwar wrote:I suggest that feedback and storm should get equal range and radius to EMP, in order to balance this game.
Thank you.
I disagree. First of all, when there's a feedback versus EMP war, Protoss is somewhat at an advantage already. I say this because every EMP that is cast on a HT, is not cast on the Protoss army. Feedback also requires less energy than EMP. Also, if P successfully gets a feedback off on a ghost, chances are the ghost will die, whereas any EMP'd units will regenerate their shields relatively fast. P can also use the (very cheap) warp prism to transport their templar, making EMP pretty much useless. T can obviously use medivacs for this purpose, but has to be careful so that feedback doesn't one-shot his/her medivacs. Feedback and storm getting equal range and radius to EMP is a very bad idea, in my opinion. Not only would you be able to storm collossi (!) from outside their attacking range, the Ghost will now always die in a Ghost versus HT war, while the biggest risk for the P is losing some energy and shields. T's situation is further worsened by the fact that P can just morph in Archons with energyless HT's, while T's dead ghosts are dead. If this change was implemented, bio would become completely unviable in TvP. You realise though that if all the ht's get emp'd that the protoss will likely lose that engagement and if protoss decides to retreat ht's are too slow to follow and will die anyways. Morphing into archons mid battle almost never works out very well, i rarely see archons doing any real significant damage when getting morphed mid battle, they get focused down really easily.
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just to clarify a misconception you guys in masters seems to have terran has the ability via the sinergy of its units to do multiple drop / attacks that arguably require multi tasking ( ctrl 1 a move ctrl 2 drop ctrl 3 a move) whereas protoss the defender has to be in your mind and play one move ahead of you everytime or lose a lot because of cost effectivness / dps issues of terran units.
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Problem is; Protoss relies on their Templar for AoE, but also to protect against EMP, halving the HP of most units. Terran needs Ghost to deal half the damage to the enemy army, and to protect against Storm
Difference; After EMP, Ghost are expendable. Their DPS is not THAT great. The addition of Cloak gives Terran the option to cloak, queue a couple of EMPS on near- max range (=never failing). If it works; Stim 1a, micro a tiny bit; win. If it fails? Well, you just lost 3 Ghost. Good to have 8 more in my army. Templar NEED to Feedback Ghost with both lower range as well as lower speed, just to give the army a CHANCE at fighting in the main battle. AFTER that, they need to Storm and hope the Terran player has bad control. A full storm does as much damage as 1 EMP does, difference; Storm takes 4 seconds, EMP is instantly. Storm has 1.5 AoE, EMP has 2 AoE. Therefore, the initial damage of EMP is WAY higher than Protoss can deal to Terran. Mostly, it takes 8 seconds of Storms just to be even in damage dealt by the caster units. In those 8 seconds of Marauder fire, Protoss will most likely have lost the battle.
Conclusion; The battle of Templar vs Ghost is unfair. The Protoss rely on their Templar for the main damage to the opposing army, but the Ghost is superior in initial damage, speed and Anti- Energy spell range.
Therefore; In a situation of perfects micro (which, the older the game is, the more perfect micro becomes) Protoss just loses the main engagement because of the casters.
Kind Regards (Random player btw)
EDIT: This post excludes the spread argument. Spread is nullified with 6 EMPs. Won't work.
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yes that is the main issue if you lose the spell caster battle as terran you can just run away if you re protoss just try lol though terran should never lose spell caster battle because of cloak and scan ahead
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Has anyone else experienced Ghosts in late game ZvT? In my opinion, they are horrendously OP. I have now had three games on ladder where I went into the late game with a big advantage, was up on bases, creep spread throughout the map, but my opponent started building ghosts and turtling. One game I did not have mutas and just eventually died to mass cloaked ghost drops.
The second game, I was prepared with overseers and spines at every base, a flock of 20 mutas, and full map creep spread with spine/spore wall. My opponent made ghosts, and even though I stopped countless drops and countless nukes and tried everything from head-on attacks with ultralisks/brood lords and mass drop play, I eventually mined out my side of the map and because my attempts to harass had not been nearly as cost-effective, my opponent was eventually able to push out with a Ghost/Marine/Tank army and crush me. Did you know that there is not any Zerg 'counter' to ghosts and that no zerg unit can even come close to trading cost-effectively with them? I've never thought anything in this game was completely imbalanced until now.
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FOR FUCKING HELLS SAKE!
I had an early expo, concave advantage, 20 supply more of units that were microed, (Immortals-Thors, Stalkers-Banshee/Raven, Guardian Shield), Already forced his PDD TWICE (No in main battle) and engaged in a choke on my natural, had 2 collosi+ range targeting Marines, and STILL FUCKING LOST
HOW THE....!??! he has 0 APM during the fight. ZERO! WHAT THE FUCK!?
In other words, what to do different vs Thor/Marine/Banshee/Raven All-In? I just don't understand :'(
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On August 31 2011 00:12 ToastieNL wrote: FOR FUCKING HELLS SAKE!
I had an early expo, concave advantage, 20 supply more of units that were microed, (Immortals-Thors, Stalkers-Banshee/Raven, Guardian Shield), Already forced his PDD TWICE (No in main battle) and engaged in a choke on my natural, had 2 collosi+ range targeting Marines, and STILL FUCKING LOST
HOW THE....!??! he has 0 APM during the fight. ZERO! WHAT THE FUCK!?
In other words, what to do different vs Thor/Marine/Banshee/Raven All-In? I just don't understand :'( Try Genius' strat.
If you see depots and rax at the ramp and gas taken, prepare a 3gt + stargate all in. Make 1 void, 2 sentries and 2, 3 stalkers. Go to his ramp and try to snipe both depots. That will slow him considerably down. After he sees the void he wont get cloak or make banshees, there simply is no point. While you are abusing his ramp, drop a nexus. And keep making voids, sentries and zealots. Also try to go to 5 or 6 gates, as soon as your resources allow it.
Under no circumstances try to kill him with the small force, regardless of how much damage you do. The key is to not overextend.
If he makes a viking to stop your harassment, make a phoenix or two, and continue to make voids.
He will undoubtedly make a push, after he sees that you have expanded. Voids and zealots with guardian shield and some FFs, do great against marines, even if there are many. Zealots will probably die, but so will the marines, and the 3, 4 charged voids will clean up the rest. Regardless whether its tanks or thors.
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On August 31 2011 00:42 IVN wrote:Show nested quote +On August 31 2011 00:12 ToastieNL wrote: FOR FUCKING HELLS SAKE!
I had an early expo, concave advantage, 20 supply more of units that were microed, (Immortals-Thors, Stalkers-Banshee/Raven, Guardian Shield), Already forced his PDD TWICE (No in main battle) and engaged in a choke on my natural, had 2 collosi+ range targeting Marines, and STILL FUCKING LOST
HOW THE....!??! he has 0 APM during the fight. ZERO! WHAT THE FUCK!?
In other words, what to do different vs Thor/Marine/Banshee/Raven All-In? I just don't understand :'( Try Genius' strat. If you see depots and rax at the ramp and gas taken, prepare a 3gt + stargate all in. Make 1 void, 2 sentries and 2, 3 stalkers. Go to his ramp and try to snipe both depots. That will slow him considerably down. After he sees the void he wont get cloak or make banshees, there simply is no point. While you are abusing his ramp, drop a nexus. And keep making voids, sentries and zealots. Also try to go to 5 or 6 gates, as soon as your resources allow it. Under no circumstances try to kill him with the small force, regardless of how much damage you do. The key is to not overextend. If he makes a viking to stop your harassment, make a phoenix or two, and continue to make voids. He will undoubtedly make a push, after he sees that you have expanded. Voids and zealots with guardian shield and some FFs, do great against marines, even if there are many. Zealots will probably die, but so will the marines, and the 3, 4 charged voids will clean up the rest. Regardless whether its tanks or thors. You can even expand behind it. Just snipe 2 depots and as many marines as possible.
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On August 30 2011 00:37 Shiori wrote:Show nested quote +On August 29 2011 13:06 Bippzy wrote:On August 29 2011 10:58 aZealot wrote: Nice post, Anarion 55. I didn't think about that before, but yeah, it does make sense. As Protoss you really have to pick your battles, there can't be any hesitation because retreating effectively, without losing your slow sentries for example, is often out of the question - although it can be done with effective FF and depending on the terrain (as well as the opposing player not realising that he has an advantage and coming after you).
There are a few issues with Protoss, but the main one, really, is the Stalker. It's just a piece of crap that only becomes marginally effective once you have blink, but should not really be part of core Protoss army compositions. Protoss armies, IMO, are way more effective with minimal Stalkers for AA and base defense with the core taken up by Zealots, Immortals, and Sentries. The only issue here, of course, is that Zealots are melee units and ranged support is necessary. Immortals should be able to do it, but being built out of the Robo bay (and being so damn expensive) means that they are rarely out in sufficient numbers to be anything more than a supplement to a Protoss army rather than a core element. It would be nice if the Immortal is reworked in some way in HOTS so that it can return to being a gateway unit, as it is supposed to be. That would also free up the Robo for multiple obs, for map vision, and prisms for harass and multiple attacks (imagine warping in DTs cutting across a Zergs remaxing support lines during a big battle) before going for Colossus Tech. Did you really just critisize the stalker? The stalker, at the beginning of the game, allows for early aggression without any losses in pvt and pvz. As a tier one unit, it provides essential anti air so that collosus can be used viably. These are all great, but honestly the main point is: Stalkers have blink, which, in tandem with protoss having shields, makes them wonderful. Blink makes fast stalkers even more mobile, allowing them to escape battle at ease and blink into bases, do damage, and then leave. They also raise the skill ceiling for playing protoss incredibly high. Consider the following situations: 8 marauders vs 8 stalkers. Stalkers can blink and cause concussive shells to do nothing, allowing stalkers to win this engagement. Stalkers vs tanks on high ground. By seperating stalkers and blinking back damaged stalkers, it is possible to kill tanks with minimal losses. A terran pushing out of his base: with good stalker micro with blink you can get a few kills as they push towards their base. TL;DR stalkers are great units when used to their potential which makes them a great part of the protoss army go into the unit tester and build an equal number of marauders and stalkers. give both of them their corresponding upgrades. i guarantee you the marauders will win by a long shot.
If you micro right, the stalkers will win, assuming you run away when blink is on cooldown. but they do win.
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On August 30 2011 16:50 sharktopus. wrote:Show nested quote +On August 30 2011 16:04 Trealador wrote: Feedback kills ghosts, EMP take their energy and they can still make archons. They are never changing the range because it would make protoss too easy to play as if they weren't the least micro intense already. Storms are way better than EMP which is why EMP has the upper hand. Use 0 micro, EMP an entire protoss army, then storm an entire terran army, explain to me which is better. But but the micro, if a terran can move out of your abilities and you can't hit the perfect storm before his ghosts get in range or you can't spread your HT, tough shit. It shouldn't have to be like that though. You shouldn't have to land a perfect storm in order for it to have any effect. Do Terran players have to land a perfect EMP? No, they EMP and it works instantly. A Terran can micro out of a storm with ease and have medivacs there to heal. Go watch replays of high level PvT match-ups and tell me what happens once an EMP lands on a protoss army. Because from what I saw over the weekend watching MLG, the protoss would get rolled right after the EMP hit. Have you ever seen a game end from landing one perfect storm? I haven't.
Gonna have to refute the 'perfect storm concept.' Assuming the entire radius lands above units, and the units sit within the storm for the full duration, then yes perfect storms will end a PvT fight- even with lopsided supply counts. They'll never actually land perfectly though, because a competent Terran will always be kiting zealots out of range of storm/colossus shots; It's the nature of the Protoss composition that benefits a Terran to be moving.
There have definitely been blunders among pro Terrans where they suddenly decide not to micro against zealots/storms, and they got wrecked. Hard.
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On September 01 2011 06:22 Tyrant0 wrote: Gonna have to refute the 'perfect storm concept.' Assuming the entire radius lands above units, and the units sit within the storm for the full duration, then yes perfect storms will end a PvT fight- even with lopsided supply counts. They'll never actually land perfectly though, because a competent Terran will always be kiting zealots out of range of storm/colossus shots; It's the nature of the Protoss composition that benefits a Terran to be moving.
There have definitely been blunders among pro Terrans where they suddenly decide not to micro against zealots/storms, and they got wrecked. Hard.
Actually, in Puma vs MC, game 2, Puma just walked through about 3 of MC's storms (no exaggeration). Puma still won by a large margin despite MC having crushed all 3 of his drops losing maybe 1-2 units, MC had about 30 supply more, Puma had 3/2 while MC had 2/2 and MC had sniped some of Pumas buildings in Pumas main. They had both had their 4ths denied. MC also feedbacked around 7 of Pumas Ghosts and what did MC lose? 3 HTs in 1 Warp Prism, after he used the Warp Prism to DODGE AN EMP (effective 12range) from the Ghosts by loading the HTs up instantly. So he had to have the Warp Prism to use the HTs at all, and then lost the Warp Prism after he microed it too close to Puma's army. I maintain that Puma should NOT have won that game.
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On September 01 2011 06:38 SeaSwift wrote:Show nested quote +On September 01 2011 06:22 Tyrant0 wrote: Gonna have to refute the 'perfect storm concept.' Assuming the entire radius lands above units, and the units sit within the storm for the full duration, then yes perfect storms will end a PvT fight- even with lopsided supply counts. They'll never actually land perfectly though, because a competent Terran will always be kiting zealots out of range of storm/colossus shots; It's the nature of the Protoss composition that benefits a Terran to be moving.
There have definitely been blunders among pro Terrans where they suddenly decide not to micro against zealots/storms, and they got wrecked. Hard. Actually, in Puma vs MC, game 2, Puma just walked through about 3 of MC's storms (no exaggeration). Puma still won by a large margin despite MC having crushed all 3 of his drops losing maybe 1-2 units, MC had about 30 supply more, Puma had 3/2 while MC had 2/2 and MC had sniped some of Pumas buildings in Pumas main. They had both had their 4ths denied. MC also feedbacked around 7 of Pumas Ghosts and what did MC lose? 3 HTs in 1 Warp Prism, after he used the Warp Prism to DODGE AN EMP (effective 12range) from the Ghosts by loading the HTs up instantly. So he had to have the Warp Prism to use the HTs at all, and then lost the Warp Prism after he microed it too close to Puma's army. I maintain that Puma should NOT have won that game.
I just rewatched the fight. I couldn't find if there were replays so it was through a vod, but I only seen one major storm land where Puma wasn't already moving, but his units were already split up. It hit about 15-20 supply worth, and he picked half of them up in medivacs before they actually died while kiting the rest away against zealots. MC also had 0 colossus, Puma had a bajillion medivacs. Most of the other storms were pretty negligible.
The only irony is that Puma was fairly marine heavy which wrecked MC's zealots, but he still managed to split/micro against the storms well enough to win. You can't possibly factor in an epic mis-micro of a warp prism into balance, either.
edit: watching even further, MC's zealots started initially behind the stalkers, or at least most of them, and a second after he charged in he pulled back and gave up 10 more supply worth before the first big storm landed.
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On September 01 2011 06:38 SeaSwift wrote:Show nested quote +On September 01 2011 06:22 Tyrant0 wrote: Gonna have to refute the 'perfect storm concept.' Assuming the entire radius lands above units, and the units sit within the storm for the full duration, then yes perfect storms will end a PvT fight- even with lopsided supply counts. They'll never actually land perfectly though, because a competent Terran will always be kiting zealots out of range of storm/colossus shots; It's the nature of the Protoss composition that benefits a Terran to be moving.
There have definitely been blunders among pro Terrans where they suddenly decide not to micro against zealots/storms, and they got wrecked. Hard. Actually, in Puma vs MC, game 2, Puma just walked through about 3 of MC's storms (no exaggeration). Puma still won by a large margin despite MC having crushed all 3 of his drops losing maybe 1-2 units, MC had about 30 supply more, Puma had 3/2 while MC had 2/2 and MC had sniped some of Pumas buildings in Pumas main. They had both had their 4ths denied. MC also feedbacked around 7 of Pumas Ghosts and what did MC lose? 3 HTs in 1 Warp Prism, after he used the Warp Prism to DODGE AN EMP (effective 12range) from the Ghosts by loading the HTs up instantly. So he had to have the Warp Prism to use the HTs at all, and then lost the Warp Prism after he microed it too close to Puma's army. I maintain that Puma should NOT have won that game.
I still don't understand how MC lost that game. I was looking at upgrades / supply / EMP / Storms everything. I remember thinking that it was next to impossible for MC to lose that game. I remember Tyler tweeting something along the lines of "MC threw that game?" (Obviously he didn't, but it was bizarre that he lost after being in such a commanding position.)
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On September 01 2011 06:52 QTIP. wrote:Show nested quote +On September 01 2011 06:38 SeaSwift wrote:On September 01 2011 06:22 Tyrant0 wrote: Gonna have to refute the 'perfect storm concept.' Assuming the entire radius lands above units, and the units sit within the storm for the full duration, then yes perfect storms will end a PvT fight- even with lopsided supply counts. They'll never actually land perfectly though, because a competent Terran will always be kiting zealots out of range of storm/colossus shots; It's the nature of the Protoss composition that benefits a Terran to be moving.
There have definitely been blunders among pro Terrans where they suddenly decide not to micro against zealots/storms, and they got wrecked. Hard. Actually, in Puma vs MC, game 2, Puma just walked through about 3 of MC's storms (no exaggeration). Puma still won by a large margin despite MC having crushed all 3 of his drops losing maybe 1-2 units, MC had about 30 supply more, Puma had 3/2 while MC had 2/2 and MC had sniped some of Pumas buildings in Pumas main. They had both had their 4ths denied. MC also feedbacked around 7 of Pumas Ghosts and what did MC lose? 3 HTs in 1 Warp Prism, after he used the Warp Prism to DODGE AN EMP (effective 12range) from the Ghosts by loading the HTs up instantly. So he had to have the Warp Prism to use the HTs at all, and then lost the Warp Prism after he microed it too close to Puma's army. I maintain that Puma should NOT have won that game. I still don't understand how MC lost that game. I was looking at upgrades / supply / EMP / Storms everything. I remember thinking that it was next to impossible for MC to lose that game. I remember Tyler tweeting something along the lines of "MC threw that game?" (Obviously he didn't, but it was bizarre that he lost after being in such a commanding position.) he microed only 99% perfectly against puma's 25% perfection.
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