On March 29 2015 07:19 dAPhREAk wrote: when you bragged about beating up a black man.
i've never done that so if i bragged about it well there's that credibility again
i did beat up a white guy trying to rob my house
and hit a black guy in the nuts after he already beat me up robbing me on a bike trail. i did get him good once but definitely did not beat him up it was the other way around.
On March 29 2015 21:36 threnickelsandadime wrote: Jackal The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.
Specifications
Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)
Abilities:
Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy
Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.
Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.
The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.
At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.
The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.
Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
wow this guy made a unit actually good for competitive play instead of a unit that would only help you to keyboard face roll your way out of bronze league
On March 29 2015 21:36 threnickelsandadime wrote: Jackal The Jackal is a highly mobile infantry-support unit built from the Barracks, requiring both an ghost academy and tech-lab.
Specifications
Look: Bionic/Ecotoskeleton-suit/psionic/agile Required Tech: Barracks—>Tech-Lab—>Ghost Academy Cost: 200-minerals/150-Gas/40-Seconds/2-Supply Attributes: Biological, Psionic Attack: None Speed: 3.75 Health: 125 Upgrades: An standard energy upgrade at the Ghost Academy would probably be a good idea. Ability upgrades for balance as needed. (Note1: All specifications and/or values are rough estimates and placeholders set in order to flesh out an economic and strategic standing of the unit. Note2: The Jackal should be nothing less than very fast. The unit has no offensive capability to exploit its mobility. It is purely a support unit and an expensive one at that, such speed is warranted)
Abilities:
Kinetic Shield- Creates an barrier on a single target biological unit for 7 Seconds, which negates all incoming damage dealt to the target from it’s front facing side. All damage dealt from the rear or flank sides of the unit are unaffected by Kinetic Shield. Range 9. 75 Energy
Place Shift- Instantly swaps positions with another friendly unit. Range 11. 25 Energy.
Lockdown- Stuns target mechanical unit for 5 seconds. Affected unit can be attacked, repaired and targeted by other abilities. Range 7. 100 Energy.
The Jackal’s role in every matchup is to increase late game Bio-army viability in direct engagements through micro intensive abilities. The goal with the Jackal is not to disincentives the harassment potential of Bio-armies, but to allow more compelling and challenging late-game engagements for players on each side of the match-up. The Jackals interactions with ling/bang/muta/ultra, Marine/Tank, Pure Mech, Sky-Terran, Protoss death-ball and Sky-toss will stimulate both greater micro and multitasking engagements. I will be going through each ability in regards to the matchup (and each associated composition) vs the Bio/Jackal army in order to depict a more comprehensive understanding of the unit.
At first look, It may seem off-putting that both Kinetic Shield and Lockdown are very similar, or in the latter’s case nearly identical, to their predecessor’s equivalent, but it is critical to understand how different each respective game is. In Starcraft 2 where maxed out armies of hyper cost-effective units, such as Colossi, dominate competitive play, Lockdown will be invaluable and will allow Terran to be less reliant on the Viking in the Bio vs Deathball. Jackal’s will be attempting to flank said army, avoiding feedback, Lockingdown Colossi, while the MMM Kites the zealots. If done successfully the Terran player will be able to dissect the Protoss by splitting the gateway units from the Colossi. Overall, Lockdown would spread out the entire Bio vs Deathball engagement, while requiring more multitasking from the Terran (multitasking both bio/ghost and Jackal) as well as the Protoss (Colossi position, Templar spread for effective storms and defensive feedbacks.. Further, Lockdown would greatly impact both Air-Air and Ground-Air engagements in all three of the Protoss/Terran matchups. Air-Air combat is sadly some of the most uninteresting, and frankly boring, engagements in all of Starcraft 2 and that doesn't look like it will change in LotV. So by having a ground unit that would strengthen viability of non-viking units, to combat Air forces would increase unit diversity and complexity substantially. Lockdown would also create an interesting back and forth relationship with the coming Disruptor. Lockdown(range: 7) would seem to soft counter nicely the Disruptor if cast prior to it’s activation. This could add positive complexity. Sadly, more speculation would be weak with our current understanding of LotV and how this unit will affect the Deathball composition.
The Place Shift ability grants additional mobility to the Jackal in hopes to create more synergy with its other abilities and army compositions. It is relatively simple, swapping the Jackals place with another friendly unit, and will likely be most valuable in the TvT and TvP matchups vs mechanical units when coupled with Lockdown. The ability would allow Jackals (with near full energy) to Kinetic Shield themselves, close the rather short range required for Lockdown, disable the unit and Place Shift out. This would allow Jackals to be cost effective, when microed correctly, even when engaging very defensive positions (Tanks, Lurkers, Deathball). In the scenario stated, feedback would be the most obvious counter and vulnerability to this tactic. Overall, Place Shift is a little less cost efficient then blink, in both resources and energy (something will likely die in its place), but could add up to more creativity (TLO back to Terran?) with the unit and fulfill the Jackal’s inherent need to be agile.
Kinetic Shield (KS) is likely the most game affecting ability from the Jackal. In all matchups Bio’s late game direct engagement potential is stunted by its own virtue of being a glass cannon. This low health high damage/mobility and apparent vulnerability to AOE has created arguably the most compelling gameplay in Starcraft 2’s history, with players needing to utilize micro (splits, drops, etc) to overcome the compositions weakness. That understood, KS is not an attempt to change this composition design in the slightest, but supplement it so greater army control can yield more value. The ability’s design to be only frontal damage prevention creates an dynamic that both players must utilize. In TvZ, for example, KS would increase the value the role the marauder plays in current meta. Small creep clearing pushes turn into full scale army engagements with the marines splitting behind the marauders and the Zerg attempting to detonate his Banglings on the marines. KS would be cast on the forces in front at the start of the engagements and incentivize Zerg players to flank and be more conscious of their detonation or they could be lost on an single unit. KS would also be invaluable for taking aggressive engagements into defensive positions of Lurkers in LotV. Similar to how KS would be used against Tank lines vs Mech, units protected would be able to aggro the AOE long enough for their army to engage. Of course an top Zerg would have opportunities to pick off these shielded units with Mutas from the rear or sides before they engaged or target fired with Lurkers. Vs Ultras Kinetic Shield would greatly increase positioning and terrain advantages in tight closed off areas by bottle-necking with shielded units. In open areas, Ultras would have to be microed in order to not derp wasting attacks on shielded units. KS in TvP, as with Lockdown, would spread out the engagements. KS would be cast on units in the front line to tank Chareglot/Archon/Colossi, while the rest of the Bio army would stutter step retreat. This would add difficulty for the Terran player for each unit shielded would have to be separated from their control group. If the shielded unit were to stutter step and leave their back vulnerable, they would die quickly. It is important to note at this point that both KS and the Jackal are expensive, neither should be thrown away lightly. If controlled correctly shielded units would be able to tank enormous amounts damage from a poorly controlled Deathball. Therefore, storm would increase in value, by being able to damage shielded units, while Colossi would decrease. Obviously, if Colossi were target firing skillfully their value would be maintained, but either way KS would increase micromanagement and Bio-late game engagement viability. KS in TvT would be hugely innovative in all three Bio vs Mech Bio vs Marine/Tank and Marine/Tank vs Marine/Tank matchups. KS would allow one marine to tank multiple volleys of unmicroed Tank lines. This would allow for far more aggressive engagements and FAR LESS incentive for Turtle Mech. Bio would finally be able to harass in multiple areas, then take a favorable engagement when the Terran player is unawares targeting an KS. Overall, the strength of KS in terms of design is its ability to make one unit indirectly valuable. Design often focuses on how quickly X unit defeats X unit or how many units will X damage X, but by giving a single or few units, unsubstantial by themselves, the ability to, not destroy, but distract a miscontrolled army gives depth to gameplay and allows for new play styles and continual innovation. When a ability/composition/strategy is both strong and vulnerable it creates an obstacle that must be overcome by both players simultaneously. That is competition worth watching.
This unit sounds sick, i could really see its legitimate use in competitive play and i would love to see something like this put into the game, it would be a very interesting change up
Yo KBB, we got a winner here. No idea how to report this for multiple accounts tho.
lol, that proximity. You can go full investigator and see if you find other similar matches and such then if yes, report it on here. Nice catch though.
Maybe Plexa and other admins can see more, but a cursory look at their profiles doesn't reveal shared IPs. The accounts were both made today, but aside from that and their similar interests, there's nothing concrete.
Could be entirely innocent- for instance on the same thread you'd find eScapegoat100 and I share the same IP and he is complementing my idea... but rather than being my sock puppet, eScapegoat is my housemate and I had verbally shared my idea with him a week ago and he thought I should post it.
...or at least that's my story, and I'm sticking to it
On March 30 2015 11:07 Falling wrote: Maybe Plexa and other admins can see more, but a cursory look at their profiles doesn't reveal shared IPs. The accounts were both made today, but aside from that and their similar interests, there's nothing concrete.
Could be entirely innocent- for instance on the same thread you'd find eScapegoat100 and I share the same IP and he is complementing my idea... but rather than being my sock puppet, eScapegoat is my housemate and I had verbally shared my idea with him a week ago and he thought I should post it.
...or at least that's my story, and I'm sticking to it
ok, so, we have a mod saying that he has an alt. KBB, get on this asap! Could be the biggest news since The_Templar was caught using alts or Shauni's ban
edit: housemate story part sounds made up. We require proof!
On March 30 2015 11:07 Falling wrote: Maybe Plexa and other admins can see more, but a cursory look at their profiles doesn't reveal shared IPs. The accounts were both made today, but aside from that and their similar interests, there's nothing concrete.
Could be entirely innocent- for instance on the same thread you'd find eScapegoat100 and I share the same IP and he is complementing my idea... but rather than being my sock puppet, eScapegoat is my housemate and I had verbally shared my idea with him a week ago and he thought I should post it.
...or at least that's my story, and I'm sticking to it
ok, so, we have a mod saying that he has an alt. KBB, get on this asap! Could be the biggest news since The_Templar was caught using alts or Shauni's ban
edit: housemate story part sounds made up. We require proof!
Speaking of temp, is there enough evidence to convict him for his columbian slave children?
On March 29 2015 07:19 dAPhREAk wrote: when you bragged about beating up a black man.
i've never done that so if i bragged about it well there's that credibility again
i did beat up a white guy trying to rob my house
and hit a black guy in the nuts after he already beat me up robbing me on a bike trail. i did get him good once but definitely did not beat him up it was the other way around.
oh my tempestuous youth
so serious. i was kidding, and i was referring to when you hit your roommate's (?) boyfriend (?) after he hit her or something like that.
On March 31 2015 10:19 Clonester wrote: Maybe it will go exactly like 5 years ago:
Rumors spread, with a large potion of disbelieve. Rekrul makes a post about it Rekrul makes a blog entry Evidence may be found somewhere and made official by passionated Starcraft fans BBC makes a news. When nothing cant be denied anymore and cant keep away from public, KESPA takes actions.
There is no way this ongoing matchfixing will be made public by KESPA in the first place, that KESPA will finish a possible investigation with a publishing of the evidence they found. They will stay aslong quiet as they can, best, till no one cares about SC II anyway anymore. The match fixing system works: Players with not enough income (and maybe skill for the big shots) can increase their income tremendous by losing (what is the thing most people expect from then anyway) while KESPA has to fear a public acknowledgment of match fixing could end SC II in korea for ever and so their brands pro League and Star League. Maybe even KESPA sponsors could leave the board of esport forever, it is in SC II, it could be in League too (up to another scale)? So KESPA keeps quiet, B-Teamers get dirty betting money and the world is again saved from the evil.
Or not.
If this were true, Kespa could at the very least cut those players. Why would they let the players harm their business without Kespa also profiting?
I just don't think 18 year old gamers are the driving force behind this.
I agree matchfixing is a great income supplement for a struggling industry, which is why I think it makes sense this is institutionalized and not player driven. Management needs to supplment their income too and they need to make some money before SC2 implodes.
Besides, hasn't the management scene in Korea changed over the past year. Mr. Chae and the original people that were part of the 2011 GSL all left SC2 in the past year.
You just like to go for the far fetched scenarios, huh?
If you believe matchfixing is going on, how do you explain the inaction to even address it?
To me thats a smoking gun. Maybe its a cultural thing, but I have never in my life seen an organization just run and hide from being publicly called out as a fraud. Pinnacle issued a press release, literally saying the game was not played on a fair basis.
The day after San vs Dark, if you had told me there would be no response at all, I would have though that was far fetched.
Once they went into cover up mode, something was obviously up, and I think its far bigger than a player and a couple gambling buddies deciding to throw a game.
User was temp banned for this post.
hey never new when to quit
dsousa was just temp banned for 90 days by NovemberstOrm.
That account was created on 2011-10-10 03:44:04 and had 1360 posts.
Reason: You still haven't improved your posting in the pinnacle threads. Also implying kespa is in on the supposed matchfixing is stupid.
On March 31 2015 16:18 opisska wrote: If it ever turns out that KeSPA was involved in the matchfixing from the very beginning, some mod actions will not look very bright in retrospective.
well if they're perm banning, noone's left to blame.
On March 31 2015 16:18 opisska wrote: If it ever turns out that KeSPA was involved in the matchfixing from the very beginning, some mod actions will not look very bright in retrospective.
No they won't, there are absolutely no basis to accuse KeSPA of being corrupt. I'm not saying that they aren't, but you can't just accuse them like that.
That account was created on 2015-02-07 12:42:54 and had 11 posts.
Reason: You have been warned before about your bad posting, please stop it. Both all caps and player bashing aren't welcome here.
On March 31 2015 21:05 gyrus wrote: WELP, TOOK THE 3RD CUZ IM FLASH THE MACRO MASTER BUT TURNS OUT I KNEW I WAS DEAD SO I STOPPED AT 43 WORKERS AND ALLINED ANYWAY LOLOLOLOLOLOLL. flash blows.
also apparently even the CS GO thread gets matchfixing accusations
nasze_zrodlo was just temp banned for 2 days by MoonBear.
That account was created on 2010-02-20 21:07:53 and had 109 posts.
Reason: You were told it is against forum rules to accuse players of any game of cheating without substantiated proof and not to make claims like this without proof in the future as well.
I suppose I have to tell this again to you. Let's see if we can avoid a third time shall we?
On March 31 2015 02:57 Capped wrote: Got a picture with jw at gfinity 2 weekends ago. I guess i found his hiding place at the event...in the hall outside the main entrance to main stage...surrounded by fans...
Great article.
GF was only for people with expensive tickets so it wasnt open for everyone like at Katowice. Also JW was there as property member, not fnatic. Fnatic is very well aware they are on the blacklist of the csgo scene and they d get literally into a serious shit (source: VP's pov from katowice when neo and pasha were talking about that blacklist <when TSM didnt want to replay the round when taz got kicked so they wondering should they add TSM too> and that their 350+k army of their fans d throw piss/shit in ballons at blacklist members if pasha d tell them to do this :D)
On March 31 2015 05:23 oscar62 wrote: if you think flusha or any of the other fnatic members cheated at any LAN you're a complete idiot
I only know they cheated with map architecture at dh14 and with ghosting at katowice 15. Also i know there is possibility of cheating on all csgo lans because there is no real cheating security like e.g. we had at korean scbw scene. No idea why hosts dont want to make finally a lan where there is no doubt there is no way to cheat and we can finally cut off that cheating problem. About other cheats like aim assist i only know those pro teams i listed are sure flusha and jw were cheating. I updated my post with sourcers so you can check by yourself those materials where pros say this.
RuskiPanda i dont see a problem in writing e.g. that way: "The best veteran players like zeus, shox, angel, pita, pasha, krystal, etc. said they are sure jw/flusha were cheating in official matches". This information is very important for the whole cheating/fnatic problem. Media should present ALL informations so the viewers can make their opinions based on all infos. If some important infos are not written than we have manipulation or propaganda.