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Double Harvesting Team Liquid Open - Page 8

Forum Index > SC2 General
216 CommentsPost a Reply
Prev 1 6 7 8 9 10 11 Next All
Soularion
Profile Blog Joined January 2014
Canada2764 Posts
May 04 2015 19:27 GMT
#141
On May 05 2015 04:26 Big J wrote:
Show nested quote +
On May 05 2015 04:22 Soularion wrote:
On May 05 2015 04:20 Big J wrote:
On May 05 2015 04:14 GreenMash wrote:
On May 05 2015 03:52 Big J wrote:
On May 05 2015 03:48 SetGuitarsToKill wrote:
FUCK

FUCK I SUCK

I'm so fucking garbage at this game holy shit. Just got raped by a gold league player twice in a row. I don't get how someone can be as bad as I am

got killed by a (GM) proxy stargate in 5mins... Officially worst player of the tournament.

I'm happy to avenge you. He does not play less cheesy in PvT

Thanks man.
Gotta kill em cheesers

Speaking of cheesing, took a game off of an ex-masters with sick sick cheese strats.

ty TL for giving me baller status

sorry for not quite making it =( fk DTs


Haha, it's actually funny how TL is trying to repair the lategame, but their fix only applies to like 10% of the games because the rest is still decided by blind decisions in the early game. #juststarcraftthings

I mean, that's sorta how starcraft 2 works! It's what makes it fun.
Writermaru pls
Big J
Profile Joined March 2011
Austria16289 Posts
May 04 2015 19:29 GMT
#142
On May 05 2015 04:27 Soularion wrote:
Show nested quote +
On May 05 2015 04:26 Big J wrote:
On May 05 2015 04:22 Soularion wrote:
On May 05 2015 04:20 Big J wrote:
On May 05 2015 04:14 GreenMash wrote:
On May 05 2015 03:52 Big J wrote:
On May 05 2015 03:48 SetGuitarsToKill wrote:
FUCK

FUCK I SUCK

I'm so fucking garbage at this game holy shit. Just got raped by a gold league player twice in a row. I don't get how someone can be as bad as I am

got killed by a (GM) proxy stargate in 5mins... Officially worst player of the tournament.

I'm happy to avenge you. He does not play less cheesy in PvT

Thanks man.
Gotta kill em cheesers

Speaking of cheesing, took a game off of an ex-masters with sick sick cheese strats.

ty TL for giving me baller status

sorry for not quite making it =( fk DTs


Haha, it's actually funny how TL is trying to repair the lategame, but their fix only applies to like 10% of the games because the rest is still decided by blind decisions in the early game. #juststarcraftthings

I mean, that's sorta how starcraft 2 works! It's what makes it fun.

One could say the same thing about the shitty economy we have
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
May 04 2015 19:30 GMT
#143
mana down 0-1 to captwaffles
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 04 2015 19:32 GMT
#144
On May 05 2015 04:30 MrMotionPicture wrote:
mana down 0-1 to captwaffles

Captainwaffles is ruining everything.
ModeratorI am still alive, somehow
TL+ Member
Agh
Profile Blog Joined July 2010
United States1074 Posts
May 04 2015 19:32 GMT
#145
On May 05 2015 04:06 KrazyTrumpet wrote:
Show nested quote +
On May 05 2015 04:04 Agh wrote:
After spending time in the beta compared to this, I can safely say LotV's way of handling it is much better. This feels more like a band aid fix. It sounds good on paper but plays out too clunky to make for an enjoyable experience.

Worker harass can give you an insurmountable lead by itself.


I disagree and feel the exact opposite. =/

LotV is the clunky band-aid fix to me, while this is much more natural and intuitive.



Not sure how it can be clunky when it changes nothing about the game other than lifespan of mining base.

The two main problems with HotS is harassment and early game engagments are limited, and you can effectively turtle out on 2-3 bases and then slowly take the next once one dries up.

The new units combined with the starting economy open a big box for the early game and the mineral changes provide an incentive to take a base at an expedited pace without artificially limiting resources.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
May 04 2015 19:34 GMT
#146
Lalush played the economic gameplan part beautifully, but had some disastrous control. He forgot pathogen glands, built too many Infestors and not enough Banelings, and then rallied the Infestors right into bio. I feel like the value of Mutas is higher in this economy, since it seems to encourage more harass than just building up a strong central army. All those bases just makes for such a wide spread that you can't let Medivacs go nuts like that with only Infestor play to cope with it.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
May 04 2015 19:53 GMT
#147
Captain Waffles is getting demolished by one of the filthiest cheeses out there.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
May 04 2015 20:08 GMT
#148
On May 05 2015 04:32 Agh wrote:
Show nested quote +
On May 05 2015 04:06 KrazyTrumpet wrote:
On May 05 2015 04:04 Agh wrote:
After spending time in the beta compared to this, I can safely say LotV's way of handling it is much better. This feels more like a band aid fix. It sounds good on paper but plays out too clunky to make for an enjoyable experience.

Worker harass can give you an insurmountable lead by itself.


I disagree and feel the exact opposite. =/

LotV is the clunky band-aid fix to me, while this is much more natural and intuitive.



Not sure how it can be clunky when it changes nothing about the game other than lifespan of mining base.


The 12 worker start changes the game massively, and the lotv model is thought of both the half mineral thingy together with the extra workers.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
May 04 2015 20:21 GMT
#149
Hey guys how have the games been going? I am stuck at work with no twitch access, sorry for being that guy asking for a rundown haha. When I tried the DH10 model I felt like there was a lot of opportunity for strong 2-base all ins. Just curious if you are seeing any of that or just thoughts in general.
TL+ Member
Ej_
Profile Blog Joined January 2013
47656 Posts
May 04 2015 20:24 GMT
#150
On May 05 2015 05:21 Ctone23 wrote:
Hey guys how have the games been going? I am stuck at work with no twitch access, sorry for being that guy asking for a rundown haha. When I tried the DH10 model I felt like there was a lot of opportunity for strong 2-base all ins. Just curious if you are seeing any of that or just thoughts in general.

50% of signed up players were Zergs, there was a fair share of all-ins.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
May 04 2015 20:34 GMT
#151
Alchemik stream hype
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-05-04 20:48:04
May 04 2015 20:42 GMT
#152
--- Nuked ---
Alchemik
Profile Joined March 2014
Poland7124 Posts
May 04 2015 20:46 GMT
#153
50% of people were Zerg

I got only TvT
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 04 2015 20:57 GMT
#154
On May 05 2015 05:42 Barrin wrote:
"In the DH mod, you can actually all-in with very little probes, because 8 probes is just all you need." - MaNa after denying LaLuSh's expansion.
Not quite the quote, but words to that effect. (It was more about 8 probes giving better saturation). This isn't a bad point of the model, it means that players can play aggressive if they want to and things like scouting and whatnot is still important in order to defend from various strategies (just as it should be). After all, the current model is tuned so that it doesn't blow up the early game but starts to really show itself 3+ bases in.
Administrator~ Spirit will set you free ~
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2015-05-04 21:16:06
May 04 2015 21:05 GMT
#155
To me it feels pretty much the same as Heart of the Swarm. The early game timing attacks might pack a little more punch, but only marginally so. The better my opponent was the less comfortable I was deviating from standard HotS expansion patterns.

The pacing is similar. In practice it doesn't feel like you can go crazy and take a million bases. It feels very risky to expand unless you absolutely smashed your opponent's first attack or did some early damage to set them back.

I just don't feel very comfortable spreading out my economy and spending 300 minerals on 4ths and 5ths when I'm at around 120-150 supply and me and my opponent are both powering towards larger armies and towards 200 supply.

I do think this mod would have helped attack super turtly compositions like the old swarmhosts. But there aren't really any such cancerous compositions remaining (except maybe mech TvZ, but that's imo a more active composition than swarmhosts).

So, a summary of my impressions:

  • Feels very much like HotS, with slight timing differences.
  • Don't feel like I can make 4ths 5ths or 6ths any quicker or any more safely than I could in HotS.
  • Even if I ignore my instincts and make 4ths 5ths and 6ths quicker and am allowed to get away with it, I'm not actually sure I'm being given enough time to benefit from the expansions before it's time to fight.
  • Once armies have become big it doesn't really cross your mind to expand and spread yourself thinner. Especially not against a good opponent.


Disclaimer: Didn't play much SC2 the last year (maybe 10-20 games total) and I feel sucky at the game. But it felt pretty much like SC2.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-05-04 21:24:48
May 04 2015 21:22 GMT
#156
--- Nuked ---
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2015-05-04 21:28:32
May 04 2015 21:27 GMT
#157
On May 05 2015 06:05 LaLuSh wrote:
To me it feels pretty much the same as Heart of the Swarm. The early game timing attacks might pack a little more punch, but only marginally so. The better my opponent was the less comfortable I was deviating from standard HotS expansion patterns.

The pacing is similar. In practice it doesn't feel like you can go crazy and take a million bases. It feels very risky to expand unless you absolutely smashed your opponent's first attack or did some early damage to set them back.

I just don't feel very comfortable spreading out my economy and spending 300 minerals on 4ths and 5ths when I'm at around 120-150 supply and me and my opponent are both powering towards larger armies and towards 200 supply.

I do think this mod would have helped attack super turtly compositions like the old swarmhosts. But there aren't really any such cancerous compositions remaining (except maybe mech TvZ, but that's imo a more active composition than swarmhosts).

So, a summary of my impressions:

  • Feels very much like HotS, with slight timing differences.
  • Don't feel like I can make 4ths 5ths or 6ths any quicker or any more safely than I could in HotS.
  • Even if I ignore my instincts and make 4ths 5ths and 6ths quicker and am allowed to get away with it, I'm not actually sure I'm being given enough time to benefit from the expansions before it's time to fight.
  • Once armies have become big it doesn't really cross your mind to expand and spread yourself thinner. Especially not against a good opponent.


Disclaimer: Didn't play much SC2 the last year (maybe 10-20 games total) and I feel sucky at the game. But it felt pretty much like SC2.

Not incredibly surprised. Its one thing to have an economy that can support more than three bases and altogether a different thing to have gameplay design (units, maps, pathing) that could enable players to take, protect, and keep more than three.

I still see it as beneficial, just not as a silver bullet.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-05-04 21:29:41
May 04 2015 21:28 GMT
#158
--- Nuked ---
ZenithM
Profile Joined February 2011
France15952 Posts
May 04 2015 21:28 GMT
#159
LaLuSh's post sums up exactly what I thought this DH thing would feel like. You have to tweak the economy way more to justify spending 500+ minerals several times for expands that make your workers more and more vulnerable.
LotV at least justifies the need to expand: you're broke if you don't :D.
Musicus
Profile Joined August 2011
Germany23579 Posts
Last Edited: 2015-05-04 21:31:32
May 04 2015 21:31 GMT
#160
Yeah after going from DH 10 to 9 if feels really normal again. I think we should start with more workers again if we go with DH 9 now.
Maru and Serral are probably top 5.
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