[GSL] AoL Group A - Page 47
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HaXXspetten
Sweden15718 Posts
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Niso
Australia148 Posts
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dmnum
Brazil6910 Posts
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zerker2strong
775 Posts
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DrivE
United States2554 Posts
On January 02 2012 20:02 DivinitySC2 wrote: 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. lol | ||
Naphal
Germany2099 Posts
well ... they cannot be much better... | ||
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Seeker
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Where dat snitch at?36919 Posts
On January 02 2012 20:07 Seeker wrote: 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.....) 15 - 20 minutes LosirA flying his mutas around to pressure TOP TOP moves out to the middle of the map but backs off to defend his base against LosirA's mutas LosirA grabbing his 4th again TOP going for another drop but is scouted by LosirA's overlord LosirA blocks the drop BEAUTIFULLY TOP moves out in to the middle of the map with his entire army Battle ensues LosirA DEMOLISHES TOP's army TOP had terrible marine micro and lost all of them to banes TOP now losing everything LosirA DESTROYING all of TOP's buildings TOP GGs LosirA 1 - 0 TOP | ||
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Seeker
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Where dat snitch at?36919 Posts
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TG Manny
United States325 Posts
On January 02 2012 20:07 Inflicted_ wrote: 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. Please, as a silver level player I could tell the difference between stupid and mindgames. Mind-games (for multi rax opening), include building your depot as usual but hide your rax (looks like proxy) OR showing a reactor next to a factory but not swapping, etc. | ||
SkullZ9
Belgium2048 Posts
If it was Tastosis, the beautiful flank from losira and the explosion of all marines by banelings would have been : "OOOOOOOOOOOOOHHHHHHHHHHHH MYYYYY GODDDDDDDDD HUGE EXPLOSION" here it's just : oh well good flank .. | ||
Lann555
Netherlands5173 Posts
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Dodgin
Canada39254 Posts
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Niso
Australia148 Posts
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Pyre
United States1940 Posts
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654321
Belize100 Posts
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FrostedMiniWheats
United States30730 Posts
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Phobbers
773 Posts
On January 02 2012 20:02 DivinitySC2 wrote: 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. Pretty sure Polt started the 1-1-1 shenanigans. | ||
Devolved
United States2753 Posts
On January 02 2012 20:09 Naphal wrote: "not the best detonations" ? well ... they cannot be much better... Wolf is so oblivious. That was the best engagement you could possibly have. 30+ marines melted in less than a second to banelings. | ||
TheDwf
France19747 Posts
On January 02 2012 20:08 DivinitySC2 wrote: 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? I'm high Master Terran on Europe server, and I know better than not walling in TvZ for reasons so stupid even a Copper League player would dismiss them with a laugh. | ||
R!!
Brazil938 Posts
On January 02 2012 20:09 DrivE wrote: + Show Spoiler + On January 02 2012 20:02 DivinitySC2 wrote: 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. lol Is this guy serious?I don't even. | ||
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