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United States23455 Posts
On February 23 2014 06:45 gingerfluffmuff wrote:Show nested quote +On February 23 2014 06:44 vthree wrote:On February 23 2014 06:40 CriMsoN sc2 wrote:On February 23 2014 06:33 vthree wrote:On February 23 2014 06:27 i.of.the.storm wrote:On February 23 2014 06:23 Kevin_Sorbo wrote:On February 23 2014 06:22 vthree wrote:On February 23 2014 06:19 CriMsoN sc2 wrote: It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always? I wish ghost hard counter HTs as much as colossi hard counters Hydras. loll so true... ghosts are useless once they are out of energy too. Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry. I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps. Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran. Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that. Every unit has pros and cons but ghost has to be perfect. Ghosts are expensive, fragile casters that need to be in the front lines... That is already a big disadvantage... And override the stim command That is the worst part. You mean I can't hotkey my entire army together and have no spells conflict? imba.
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On February 23 2014 06:43 Darkhorse wrote:Show nested quote +On February 23 2014 06:42 Xoronius wrote:On February 23 2014 06:31 Darkhorse wrote:On February 23 2014 06:30 Xoronius wrote:On February 23 2014 06:25 felisconcolori wrote:On February 23 2014 06:24 Xoronius wrote:On February 23 2014 06:23 Darkhorse wrote: Fucking people taking easy reports I need to pad my stats. There are reporting stats? Where can you see them? If you have the report button, there is a new stats page in your profile for "My Reports". Example - 27% of my reports (roughly) have no action taken. I should work on that, increase my quality of reports. Thank you. On February 23 2014 06:25 felisconcolori wrote:On February 23 2014 06:25 Darkhorse wrote:On February 23 2014 06:24 Xoronius wrote:On February 23 2014 06:23 Darkhorse wrote: Fucking people taking easy reports I need to pad my stats. There are reporting stats? Where can you see them? Nope no reporting stats you shouldn't report people waste of your time just let me know and I'll report them. Lies. You should tell ME, so I can take care of it for you. You can't trust Darkhorse, he'll drop an a on you or something. Yeah, I know, he is´nt trustworthy, he dislikes Round Robin. YOU MEAN THE DEVIL'S FORMAT?! Be careful man, you might get reported for writing in all caps, and I can´t convince you, that RR is a far superior format, if you get banned. Which brings me to an interesting point, if I am not allowed to report people, when you are around, how am I supposed to report you, when I get angry in format discussions? You're allowed to report me. Better you than someone else. Far to kind of you.
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On February 23 2014 06:45 gingerfluffmuff wrote:Show nested quote +On February 23 2014 06:44 vthree wrote:On February 23 2014 06:40 CriMsoN sc2 wrote:On February 23 2014 06:33 vthree wrote:On February 23 2014 06:27 i.of.the.storm wrote:On February 23 2014 06:23 Kevin_Sorbo wrote:On February 23 2014 06:22 vthree wrote:On February 23 2014 06:19 CriMsoN sc2 wrote: It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always? I wish ghost hard counter HTs as much as colossi hard counters Hydras. loll so true... ghosts are useless once they are out of energy too. Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry. I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps. Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran. Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that. Every unit has pros and cons but ghost has to be perfect. Ghosts are expensive, fragile casters that need to be in the front lines... That is already a big disadvantage... And override the stim command please just press tab or get the at a seperate hotkey
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Not even sure how Lilbow managed to not die there, it was pretty sick Hope he takes game 3.
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On February 23 2014 06:33 vthree wrote:Show nested quote +On February 23 2014 06:27 i.of.the.storm wrote:On February 23 2014 06:23 Kevin_Sorbo wrote:On February 23 2014 06:22 vthree wrote:On February 23 2014 06:19 CriMsoN sc2 wrote: It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always? I wish ghost hard counter HTs as much as colossi hard counters Hydras. loll so true... ghosts are useless once they are out of energy too. Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry. I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps. Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran. Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that.
Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.
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your Country52797 Posts
On February 23 2014 06:45 The_Templar wrote:Show nested quote +On February 23 2014 06:39 The_Templar wrote:Lilbow spawns in the top right BabyKnight spawns in the bottom left 1:00 Lilbow proxying a pylon in the natural of BabyKnight. Gateway for Lilbow, and the probe goes back home. BabyKnight getting his gateway at almost the same time. 2:00 Gas for both players. BabyKnight scouting for cannons in his main base. BabyKnight got a second gas. Chronoboost on the gateway of Lilbow. BabyKnight didn't get a zealot. 3:00 BabyKnight sees the gateway. Zealots go into the main base but are only killing one probe. 4:00 Third zealot for Lilbow. BabyKnight finishes his stalker faster. 5:00 Both players getting two more gateways but Lilbow's are 30 seconds faster. BabyKnight kills all the units of Lilbow. 6:00 Robotics facility for BabyKnight. Lilbow going 4-gate but is defensive. 7:00 BabyKnight going for an attack with a proxy pylon. Lilbow trying to kill the stalkers but BabyKnight warps in more. 8:00 Lilbow 31 vs BabyKnight 38 Lilbow still trying to micro against the units of BabyKnight. Lilbow getting lots of zealots.
9:00 Lilbow 35 vs BabyKnight 35 Lilbow holds off the pressure! BabyKnight getting a twilight council. Lilbow going for aggression.
10:00 Lilbow 37 vs BabyKnight 39 Photon overcharge on the main nexus. Lilbow is very zealot heavy. BabyKnight is all stalkers. BabyKnight getting blink.
11:00 Lilbow 41 vs BabyKnight 42 Photon overcharge fades. All of BabyKnight's units have very low health.
12:00 Lilbow 41 vs BabyKnight 49 Zealots vs stalkers. Blink finishes for BabyKnight.
13:00 Lilbow 39 vs BabyKnight 47 Mothership core nearly finishes. Lilbow kills a bunch of probes but loses all his units. Lilbow GG's! BabyKnight ties it up 1-1.
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Poll: Recommend Final Match Game 2?★★★★ - Highly recommended game (9) 90% ★★★★★ - One of the best games of the year (1) 10% ★★★ - Good game (0) 0% ★★ - Only if you have nothing better to do (0) 0% ★ - Do not see this game no matter what (0) 0% 10 total votes Your vote: Recommend Final Match Game 2? (Vote): ★★★★★ - One of the best games of the year (Vote): ★★★★ - Highly recommended game (Vote): ★★★ - Good game (Vote): ★★ - Only if you have nothing better to do (Vote): ★ - Do not see this game no matter what
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that remembered me of the good old 4 gate vs. 4 gate on tal'darim altar :D
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your Country52797 Posts
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On February 23 2014 06:50 arkedos wrote: that remembered me of the good old 4 gate vs. 4 gate on tal'darim altar :D good ol' times. MC showed everyone how to do it :D
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your Country52797 Posts
Lilbow please win game 3! Thanks
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Blink imba in pvp as well, apparently!
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your Country52797 Posts
Lilbow spawns in the bottom BabyKnight spawns in the top
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On February 23 2014 06:50 The_Templar wrote: That was very close.
Yes, good grief, I hate these intense close games. I'm getting a freaking heart attack!!
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bbk vs lilbow G2: blink FTW... again
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your Country52797 Posts
On February 23 2014 06:52 ClueClueClue wrote: Blink imba in pvp as well, apparently! Yeah, it was game ending.
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your Country52797 Posts
On February 23 2014 06:52 BaneRiders wrote:Yes, good grief, I hate these intense close games. I'm getting a freaking heart attack!!  kept getting distracted from LR to gape at the micro
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On February 23 2014 06:49 i.of.the.storm wrote:Show nested quote +On February 23 2014 06:33 vthree wrote:On February 23 2014 06:27 i.of.the.storm wrote:On February 23 2014 06:23 Kevin_Sorbo wrote:On February 23 2014 06:22 vthree wrote:On February 23 2014 06:19 CriMsoN sc2 wrote: It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always? I wish ghost hard counter HTs as much as colossi hard counters Hydras. loll so true... ghosts are useless once they are out of energy too. Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry. I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps. Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran. Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that. Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.
Would be cool if they just made snipe immune to massive units and make it 50 damage.
I mean you don´t use a sniper to take down a massive targets that can take a lot of fire power. There are other guns for that purpose like machine guns.
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On February 23 2014 06:49 i.of.the.storm wrote:Show nested quote +On February 23 2014 06:33 vthree wrote:On February 23 2014 06:27 i.of.the.storm wrote:On February 23 2014 06:23 Kevin_Sorbo wrote:On February 23 2014 06:22 vthree wrote:On February 23 2014 06:19 CriMsoN sc2 wrote: It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always? I wish ghost hard counter HTs as much as colossi hard counters Hydras. loll so true... ghosts are useless once they are out of energy too. Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry. I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps. Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran. Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that. Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes. you cant snipe probes
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