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[GSL] AoL Group A - Page 46

Forum Index > StarCraft 2 Tournaments
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SkullZ9
Profile Joined April 2011
Belgium2048 Posts
January 02 2012 11:02 GMT
#901
Someone has the link of the twitchtv restream please ?
Thanks
DivinitySC2
Profile Joined July 2011
United States244 Posts
Last Edited: 2012-01-02 11:03:17
January 02 2012 11:02 GMT
#902
On January 02 2012 19:56 TheDwf wrote:
Show nested quote +
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.
To Iterate is Human, to Recurse, Divine
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
January 02 2012 11:02 GMT
#903
ENTOMBED VALLEY

Neither player has played this map in the GSL

Hard to do stats on a map that has only had 4 games have been played on this map ever. We can at least see their head-to-head score though. TOP is 5-2, only losing on TDA and Crossfire
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
TheDwf
Profile Joined November 2011
France19747 Posts
January 02 2012 11:03 GMT
#904
On January 02 2012 19:57 Inflicted_ wrote:
Show nested quote +
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


If the Zerg decides to run in while you're going for a economic/safer build, then they lose their map control and have to sacrifice larvae for more Zerglings.

I expected a serious answer, to be honest.

On January 02 2012 19:58 figq wrote:
Show nested quote +
On January 02 2012 19:55 TheDwf wrote:
On January 02 2012 19:52 figq wrote:
About the no-wall thing, it must be some korean meta TvZ - noticed Bomber does it often on stream. No idea why exactly.

They're simply being cocky or lazy. As a Terran player, I'm glad MKP got punished hard for it. You deserve to lose that badly when you refuse to execute the basics of your race.
I doubt it. My guess is they do it against zergs they know so well, they expect no early run-by, and when their build actually makes use of the saved few seconds from building closer to the minerals.

I hope it's not their reason, because if they consider saving 5-10 minerals is better than denying scouting and being safe from any early agression, that's really sad.
tomrh3
Profile Joined August 2011
12 Posts
January 02 2012 11:03 GMT
#905
Anyone have link to a dual-castor stream? Much more enjoyable, can't watch the current stream although I'm a huge fan. Would enjoy a PM or Link if possible to a solid restream.

PS. Paid for GOMTV past 1.5 years or so
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37103 Posts
January 02 2012 11:04 GMT
#906
On January 02 2012 20:00 Seeker wrote:
TOP
vs
LosirA

on Entombed Valley

TOP at bottom left

LosirA at top left

First 5 minutes

Both players open standard

LosirA scouts TOP

TOP goes no gas dual CC
Right after CC TOP grabs both gas
TOP now scouts LosirA

LosirA pops out lings and chases away TOP's scv

TOP building a bunker at the top of his ramp for defense

LosirA runs 4 lings into TOP's base, meets marines and escapes with 1 ling

TOP moves out with his marines to see if he can put on some sort of pressure


5 - 10 minutes
TOP grabs a 3rd CC

LosirA grabbing both his gas in his main now
LosirA spreading creep (here we go again.....)

TOP increasing his # of raxes

LosirA getting speed now

TOP moves out with hellions to see if he can pressure LosirA
TOP kills creep tumors with his hellions

LosirA sends an overlord in to scout TOP

TOP doing sick micro against LosirA's queens
TOP gets one of LosirA's queen and is now killing more creep tumors
TOP getting reactor starport/tech lab factory

LosirA destroying his rocks to grab his 3rd

TOP messes up and loses all his hellions to LosirA's lings
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 02 2012 11:04 GMT
#907
On January 02 2012 20:02 DivinitySC2 wrote:
Show nested quote +
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.
Um. 1 and 2 are mutually exclusive. 3 is plain stupid.

Wall offs are good, period.
Administrator~ Spirit will set you free ~
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
January 02 2012 11:05 GMT
#908
Losira's creep is downright sexy
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Lann555
Profile Joined February 2010
Netherlands5173 Posts
January 02 2012 11:05 GMT
#909
On January 02 2012 20:04 Plexa wrote:
Show nested quote +
On January 02 2012 20:02 DivinitySC2 wrote:
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.
Um. 1 and 2 are mutually exclusive. 3 is plain stupid.

Wall offs are good, period.


The only drawback I can think off is that it might leave you supplyblocked at a very bad time if your enemy busts your wall.

Still beats lings in the mineral line 24/7 though
Fantasy Fan! Gogogo vultures
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
January 02 2012 11:06 GMT
#910
On January 02 2012 20:04 Plexa wrote:
Show nested quote +
On January 02 2012 20:02 DivinitySC2 wrote:
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.
Um. 1 and 2 are mutually exclusive. 3 is plain stupid.

Wall offs are good, period.

All those 4 arguments are terribad lol. Just wall off, it's 10x better that way...
TheDwf
Profile Joined November 2011
France19747 Posts
January 02 2012 11:06 GMT
#911
On January 02 2012 20:02 DivinitySC2 wrote:
Show nested quote +
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.

You're trolling us... right?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 02 2012 11:07 GMT
#912
On January 02 2012 20:05 Lann555 wrote:
Show nested quote +
On January 02 2012 20:04 Plexa wrote:
On January 02 2012 20:02 DivinitySC2 wrote:
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.
Um. 1 and 2 are mutually exclusive. 3 is plain stupid.

Wall offs are good, period.


The only drawback I can think off is that it might leave you supplyblocked at a very bad time if your enemy busts your wall.

Still beats lings in the mineral line 24/7 though
Better that banelings hit your wall than your units, tbh. Supplyblocked > No units to defend.
Administrator~ Spirit will set you free ~
Inflicted
Profile Blog Joined January 2011
Australia18228 Posts
January 02 2012 11:07 GMT
#913
On January 02 2012 20:04 Plexa wrote:
Show nested quote +
On January 02 2012 20:02 DivinitySC2 wrote:
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.
Um. 1 and 2 are mutually exclusive. 3 is plain stupid.

Wall offs are good, period.


That's apart of the mindgames though. Wall offs are good, so Zergs expect Terrans to wall-off. When they don't and you know they're a high-calibre player, you would assume that they'll luring you to go up the ramp, pretty much forcing the Zerg to take a risk that can pay-off or lose a chunk of their army.
Liquipedia"Expert"
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37103 Posts
January 02 2012 11:07 GMT
#914
On January 02 2012 20:04 Seeker wrote:
Show nested quote +
On January 02 2012 20:00 Seeker wrote:
TOP
vs
LosirA

on Entombed Valley

TOP at bottom left

LosirA at top left

First 5 minutes

Both players open standard

LosirA scouts TOP

TOP goes no gas dual CC
Right after CC TOP grabs both gas
TOP now scouts LosirA

LosirA pops out lings and chases away TOP's scv

TOP building a bunker at the top of his ramp for defense

LosirA runs 4 lings into TOP's base, meets marines and escapes with 1 ling

TOP moves out with his marines to see if he can put on some sort of pressure


5 - 10 minutes
TOP grabs a 3rd CC

LosirA grabbing both his gas in his main now
LosirA spreading creep (here we go again.....)

TOP increasing his # of raxes

LosirA getting speed now

TOP moves out with hellions to see if he can pressure LosirA
TOP kills creep tumors with his hellions

LosirA sends an overlord in to scout TOP

TOP doing sick micro against LosirA's queens
TOP gets one of LosirA's queen and is now killing more creep tumors
TOP getting reactor starport/tech lab factory

LosirA destroying his rocks to grab his 3rd

TOP messes up and loses all his hellions to LosirA's lings


10 - 15 minutes

TOP decides to grab the watch tower
TOP meets LosirA's lings, picks up his marines and backs off

LosirA clears out the 2 marines that were grabbing the watch tower
LosirA now getting banes
LosirA spreading creep like such a baws...... LIKE A BOSS!!!

TOP getting a bigger army
TOP trying to stop creep spread but is failing hard

LosirA now with mutas

TOP is well defended but TOP is going to have to play defensive for the time being
TOP walls off the ramp of his 3rd
TOP drops LosirA's 4th and forces a cancel

LosirA clears off the drop with lings/mutas

TOP getting more and more creep tumors (damn...... those scans that could've been mules.....)
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Moskau
Profile Joined July 2010
114 Posts
January 02 2012 11:07 GMT
#915
Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.


By the way you forgot to mention he might just kill everything in your base in the downsides.

So essentially,

Upsides: Negligible.
Downsides: You might just lose the game?
TmzZ666
Profile Joined November 2010
Poland144 Posts
January 02 2012 11:08 GMT
#916
Wolf wake up plz. Your voice made me soo sleepy today!
Sif_
Profile Joined January 2011
Brazil3106 Posts
January 02 2012 11:08 GMT
#917
yea come on, you dont wall off you lose. i learned that as i climbed my way through bronze league
Niso
Profile Joined November 2010
Australia148 Posts
January 02 2012 11:08 GMT
#918
lol so they disabled horizontal spawn on this map....


Doesn't matter too much IMO, it is still a pretty big map.
Television version of a person
DivinitySC2
Profile Joined July 2011
United States244 Posts
January 02 2012 11:08 GMT
#919
On January 02 2012 20:06 TheDwf wrote:
Show nested quote +
On January 02 2012 20:02 DivinitySC2 wrote:
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.

You're trolling us... right?



You honestly think a big chunk of top terrans don't wall off just for aesthetic reasons? Do you even play terran? And if so at what level? Do you know the subtleties terran gameplay?
To Iterate is Human, to Recurse, Divine
Adreme
Profile Joined June 2011
United States5574 Posts
January 02 2012 11:09 GMT
#920
On January 02 2012 20:04 Plexa wrote:
Show nested quote +
On January 02 2012 20:02 DivinitySC2 wrote:
On January 02 2012 19:56 TheDwf wrote:
On January 02 2012 19:55 DivinitySC2 wrote:
On January 02 2012 19:50 GreyKnight wrote:
On January 02 2012 19:50 Moskau wrote:
This is why I never understood why people liked watching MKP play, he is the most strategically inept player in the sc2 pro scene. It's really painful to watch, now that people are actually figuring out the game hes being made to look like braindead player he is.


Yeah I always hated his playstyle and see him as someone who will fade into obscurity once people just get better.


Strategically inept? He modernized many of the strongest Terran openers and strategies. 1 rax expand, 1-1-1, bio splitting, no wall off(yes this is a real strategy with more positives than negatives),

Oh, really? Tell us more about the positive aspects, then?


Benefits of not walling off for terran

1. Each time an army moves out the depot must be lowered (assuming it is closed at all times) This is approximately a split second to one second delay, in regards to early game pushes each second matters, and throughout the game this will add up.

2. We are in code S territory, these players have the ability to hold any early game attacks with just scvs/tier 1 units, this means that under the assumption that the zerg moves his units inside the main, he will lose his army to the defender (this is a big deal). If there was a wall off this would be discouraged.

3. Psychological effect on opponent, because a wall-off is so expected not seeing one may affect your opponents play in a negative way.

4. Saved mineral time from moving scv's to a farther location.


Downsides

1. Under the rare scenario that your army is soooo far away from your ramp that a zergling can run up and scout every single building, than this is a downside.
Um. 1 and 2 are mutually exclusive. 3 is plain stupid.

Wall offs are good, period.


In TvZ I dont understand not walling off, in TvT it has its good parts and its bad parts and in TvP its in general pretty bad to do.
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