On August 16 2011 19:32 StUfF wrote:
Overseers Zenio Overseers!
Overseers Zenio Overseers!
I guffawed. DO IT ZENIO!
Forum Index > StarCraft 2 Tournaments |
Goibon
New Zealand8185 Posts
August 16 2011 10:33 GMT
#2621
On August 16 2011 19:32 StUfF wrote: Overseers Zenio Overseers! I guffawed. DO IT ZENIO! | ||
Downside
173 Posts
August 16 2011 10:33 GMT
#2622
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Zooper31
United States5710 Posts
August 16 2011 10:33 GMT
#2623
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L3g3nd_
New Zealand10461 Posts
August 16 2011 10:33 GMT
#2624
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Medrea
10003 Posts
August 16 2011 10:33 GMT
#2625
On August 16 2011 19:32 ETisME wrote: does anyone get bother by the fact that baneling/ling/muta is kind of too "dice rolling"? even if the tanks are taken out, marines can efficiently kill off banelings and forces the zerg to get another group of banelings before they can kill off the marine/tank army again. That comp excels at indirect confrontation anyway. Not really built for bapping into terran from the front. | ||
corpsepose
1678 Posts
August 16 2011 10:33 GMT
#2626
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figq
12519 Posts
August 16 2011 10:33 GMT
#2627
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SenorChang
Australia4729 Posts
August 16 2011 10:33 GMT
#2628
man that creep spread lol | ||
Snowbear
Korea (South)1925 Posts
August 16 2011 10:33 GMT
#2629
On August 16 2011 19:30 Yaotzin wrote: Show nested quote + On August 16 2011 19:28 bbQ4Aiur wrote: On August 16 2011 19:25 L3g3nd_ wrote: On August 16 2011 19:25 Onlinejaguar wrote: On August 16 2011 19:23 L3g3nd_ wrote: i assume puzzle lost to asd? was it ugly? came down to ghosts vs HT and asd had better control whearas Puzzle's HT were clumped up and had pretty poor control. hmmm you say that, but if feedback was AOE and EMP single target, im sure the result woulda been different This. sick of terran comments on spliting HT when u cant split your army to dodge storms AOE feedback and equal ranges would actually be fair. Both players would have to split and be extremely careful. ATM Terran can be all "lets walk towards you with my better range and spam emps cos you can't kill my ghosts in time!" Ye, it would be fair, if terran actually has a lategame. I feel sorry for the code S tosses for not using the unbeatable collossus + HT composition. You can't kill that compo when he spreads his HT's. | ||
jackdaleaper
Philippines1216 Posts
August 16 2011 10:33 GMT
#2630
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PeggyHill
1494 Posts
August 16 2011 10:34 GMT
#2631
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Daralii
United States16991 Posts
August 16 2011 10:34 GMT
#2632
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Crying
Bulgaria778 Posts
August 16 2011 10:34 GMT
#2633
On August 16 2011 19:32 L3g3nd_ wrote: another thing to realise with the HT v Ghost battle, is ghosts are a lot faster moving (making it SO much easier to position, re position, and split (not that you need to), AND invisible. Every terran that is clueless will say get an observer...which is right but why they shouldn't have a raven every time when they can just spam 5c? | ||
Probe1
United States17920 Posts
August 16 2011 10:34 GMT
#2634
On August 16 2011 19:32 Probe1 wrote: Show nested quote + On August 16 2011 19:32 Probe1 wrote: On August 16 2011 19:31 Probe1 wrote: On August 16 2011 19:30 Probe1 wrote: On August 16 2011 19:29 Probe1 wrote: On August 16 2011 19:26 Probe1 wrote: On August 16 2011 19:25 Probe1 wrote: On August 16 2011 19:24 Probe1 wrote: On August 16 2011 19:23 Probe1 wrote: On August 16 2011 19:22 Probe1 wrote: [quote] 12:30 A marine tank push attempts to draw Zenio away from a drop in the natural but Zenio is not fooled. However Zenio still has the main push to deal with. 13:00 With less than 150 health remaining on the third base Zenio attacks! He cleans up and saves the hatchery thanks to his inhumane patience. 15:00 With even worker counts around 68 and equal bases, Zenio is looking to "crush the next push" and take the game. 16:00 As Zenio's creep gets closer and closer to the natural of asd, Zenio goes balls to the wall with a storm of zerglings and mutalisks. Unfortunately, he attacks into a silly good defense of asd and only manages to free up his own supply.. 17:45 Big hurt on Zenio as several mutalisks are caught by Gauss Rifles and suddenly Zenio is hurting. 18:45 Zenio, trying to take his 5th at the gold base, is forced to cancel and remakeby marines. But Zenio will have his revenge. He throws a wave aof banelings at the Terran army and what initially looks like a win for him becomes a dangerous loss for Zenio. 7 more tanks move forward and asd takes out the third base in return. However, again back to Zenio he decides not to let that stand and chases off the marines with lings while cleaning up the tanks with mutalisks. Zenio has extreme creep spread. Almost 3/4ths of the map are covered. 22:30 Several minutes later another attack comes in and banelings connect, turning asd's anti air into goo. asd, with a 30 supply deficit is facing a hive tech zerg with infestors on the way. 24:00 Mutalisks have become a wrecking ball on their own, destroying the natural of asd and attacking the main. But Zenio does waste a lot of mutalisks. 26:00 As artosis puts it, Zenio is in complete control. Even though the supply counts are down to 144-114, Zenio is still in command of the map and soon the macro war. 7 Corruptors are on the way with a greater spire already complete. 26:00 No matter where asd tries to drop, creep betrays where the medivacs are and it is consistently denied. 28:00 Zenio even taking asds natural fourth while Broods waft towards asds only fund keeping him in the game, his PF gold base. The planatary goes down and there is no feasible way for the Terran with 2/3rd supply to come back. 29:30 gg Zenio advances. | ||
L3g3nd_
New Zealand10461 Posts
August 16 2011 10:34 GMT
#2635
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ramon
Germany4842 Posts
August 16 2011 10:34 GMT
#2636
On August 16 2011 19:30 branflakes14 wrote: Show nested quote + On August 16 2011 19:30 ramon wrote: zenio is cliiiiiiiiideing it up so hard, destroying two good groups in a row Zeniooooooooooooooooo zenioooooooooooooo advances | ||
paradox_
Canada270 Posts
August 16 2011 10:34 GMT
#2637
swarmmmmm | ||
L3g3nd_
New Zealand10461 Posts
August 16 2011 10:34 GMT
#2638
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Brainiac
Poland641 Posts
August 16 2011 10:34 GMT
#2639
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Medrea
10003 Posts
August 16 2011 10:34 GMT
#2640
On August 16 2011 19:33 Daralii wrote: Show nested quote + On August 16 2011 19:32 L3g3nd_ wrote: another thing to realise with the HT v Ghost battle, is ghosts are a lot faster moving, AND invisible. And EMP can uncloak the toss's observers, making them easy prey for marines/vikings, which leaves you unable to deal with the ghosts. Yeah on that note. Ghost emp cancels stealth. Infestor fungal cancels stealth. HT storm..... doesnt cancel stealth? | ||
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