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On January 26 2010 21:36 7mk wrote:Show nested quote +On January 26 2010 21:34 infinity2k9 wrote:On January 26 2010 21:31 Mooncat wrote:On January 26 2010 21:24 SuperArc wrote:On January 26 2010 21:22 Mooncat wrote:On January 26 2010 21:16 SuperArc wrote: I havent felt so down since Bisu 3-0ed savior. =/ And that's probably not even close to what Flash fans have been feeling since power outage won the MSL for Jaedong. Why? Jaedong lost a won game, Flash lost a lost game. Jaedong got two free wins, that's why. And before you start throwing probabilities around - no one knows how Game 3 would've turned out. Game 4 was obviously the result of Game 3's circumstances. Wait are people still honestly arguing how that would have turned out... lol Take into consideration that when the power outage happened, this dude was sure that Flash had a huge lead in game 3.
True. I've rewatched the game and read what other people who obviously know a lot more about Starcraft than I do thought about the game and came to the conclusion that I was clearly wrong. Jaedong did have a major advantage.
Still I think that it didn't warrant a free win.
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On January 26 2010 21:40 Signus wrote: Flash vs Jaedong wasn't even the most important event of the night.
ForGG won a game! This is a monumental event in Starcraft that may change the dynamics of the game for years to come.
It was against Killer man ...
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People needs to quit fucking arguing about this match and sprouting "if" around as they think their favorite players is better and can only lose due to one or two mistakes, THE GAME IS DONE. Ifs you're going to say "if this happens blah blah blah", I can fucking counter whatever you make up with ifs too.
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On January 26 2010 21:40 Hinanawi wrote: Disclaimer: I am an absolutely horrible D Starcraft player who in no way has any advanced knowledge of any matchup.
That being said, can someone tell me why Flash never makes turrets by his main SCV line on Match Point? Like two or three of them? I want to pull my hair out seeing how often he loses (or almost lost, in this game's case) because of the Z player just flying mutas right over his main worker line on this map.
Is the 150 or 225 minerals for 2/3 turrets there just too much? I could swear that other T players have built 3 or so turrets there against Zerg, and it seems to work fine for them... Ya. I'm also really annoyed by his building placement in his main that prevents him from running around properly with his rines. Instead he gets them in stupid lines that makes it impossible to pwn those mutas.
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Jaedong should have kicked over his computer earlier when he had a slight lead and had the game awarded to him.
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Wait, so JD lost because he forgot to research consume? How does he always make such terrible mistakes (like cancelling spire vs a toss)? Reminds me of a game I played once where I forgot to research lurker aspect and got absolutely raped by a terran when I had only 10 hydras to defend... but I thought JD was better than that.
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On January 26 2010 21:40 Hinanawi wrote: Disclaimer: I am an absolutely horrible D Starcraft player who in no way has any advanced knowledge of any matchup.
That being said, can someone tell me why Flash never makes turrets by his main SCV line on Match Point? Like two or three of them? I want to pull my hair out seeing how often he loses (or almost lost, in this game's case) because of the Z player just flying mutas right over his main worker line on this map.
Is the 150 or 225 minerals for 2/3 turrets there just too much? I could swear that other T players have built 3 or so turrets there against Zerg, and it seems to work fine for them...
Because one reason why Flash is so good is because hes cutting corners at the right time, its the same with all progamers. The ones best at cutting corners get a huge lead.
Thats why stuff like ling runbys against Bisu, sunken busts against Jaedong, mutas in main against Flash happen.
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On January 26 2010 21:40 Hinanawi wrote: Disclaimer: I am an absolutely horrible D Starcraft player who in no way has any advanced knowledge of any matchup.
That being said, can someone tell me why Flash never makes turrets by his main SCV line on Match Point? Like two or three of them? I want to pull my hair out seeing how often he loses (or almost lost, in this game's case) because of the Z player just flying mutas right over his main worker line on this map.
Is the 150 or 225 minerals for 2/3 turrets there just too much? I could swear that other T players have built 3 or so turrets there against Zerg, and it seems to work fine for them...
Because Flash tries to cut as many corners as possible to gain an advantage and yes sometimes it backfires but usually it works out ok.
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On January 26 2010 21:40 raga4ka wrote:Show nested quote +On January 26 2010 21:29 StylishVODs wrote: that highground is double edged. jaedong could have pushed back flash, but flash might have chosen to get pushed back towards jaedongs third which was undefended. Game was decided when Jaedong forgot to research consume . It is easy to imagine what you think could have happen . Jaedong could very well have surrounded the army with swarm and rape it also right there . He gave up when he realised he hasn't started consume he stoped all army movements and repositioning and just A moved for the hell of it ... It's pointless to argue what could have happened it's like with the power outage we don't really know what Flash could have done or couldn't have done .
Yes. I think most people don't get what I'm trying to say here.
If flash would have reached highground before defilers/swarm the game would not have been over.
Jaedong fans goes insta: 1 misclick otherwise flash was raped. I'm arguing against that.
It's more like, if jaedong had faster defilers to secure the highground flash would have lost.
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On January 26 2010 21:42 QuakerOats wrote: Wait, so JD lost because he forgot to research consume? How does he always make such terrible mistakes (like cancelling spire vs a toss)? Reminds me of a game I played once where I forgot to research lurker aspect and got absolutely raped by a terran when I had only 10 hydras to defend... but I thought JD was better than that.
You just answered your own question.. because he forgot. He forgets to research consume, Bisu forgets to hold position zealots at ramp, Flash forgets to build turrets, it happens. It just seems always because the few times it happens, it's during big occasions which places more significance on it.
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On January 26 2010 21:43 iRRelevance wrote:I wonder what Vin has to say about this. + Show Spoiler + That NOS tank looks like the energy drink I just had ...
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well, basically, there were 3 possible outcomes:
1.: what we saw, jd forgets consume, gets raped badly 2.: jd gets consume in time and holds his 3rd, but flash can take the highground before swarm is out. the game is pretty much a tossup: jds ninja expo inevitably will get pwnd, flash can take his 3rd, but its unclear whether jd could have saved 11 and how well he could have attacked flashs ball with what he had left. 3: jd gets swarms so early that he prevents flash from reaching the highground. huge advantage for jd, most likely the win.
every1 agrees?
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On January 26 2010 21:40 Hinanawi wrote: Disclaimer: I am an absolutely horrible D Starcraft player who in no way has any advanced knowledge of any matchup.
That being said, can someone tell me why Flash never makes turrets by his main SCV line on Match Point? Like two or three of them? I want to pull my hair out seeing how often he loses (or almost lost, in this game's case) because of the Z player just flying mutas right over his main worker line on this map.
Is the 150 or 225 minerals for 2/3 turrets there just too much? I could swear that other T players have built 3 or so turrets there against Zerg, and it seems to work fine for them...
I think in this game his game plan was to pressure zerg so much that JD would need those mutas to defend , wouldnt be able to have a party at flashs base, which I think would have worked against some inferior zerg. He did have very early rine upgrades after all which theoretically should be great vs mutas. But unfortunately JD had super early carapace and melee attack upgrades so he had strong lings to help the mutas. Someone correct me if I'm wrong.
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On January 26 2010 21:53 Black Gun wrote: well, basically, there were 3 possible outcomes:
1.: what we saw, jd forgets consume, gets raped badly 2.: jd gets consume in time and holds his 3rd, but flash can take the highground before swarm is out. the game is pretty much a tossup: jds ninja expo inevitably will get pwnd, flash can take his 3rd, but its unclear whether jd could have saved 11 and how well he could have attacked flashs ball with what he had left. 3: jd gets swarms so early that he prevents flash from reaching the highground. huge advantage for jd, most likely the win.
every1 agrees?
I agree.
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On January 26 2010 21:53 Black Gun wrote: well, basically, there were 1 possible outcomes:
1.: what we saw, jd forgets consume, gets raped badly
every1 agrees?
Vin agrees.
+ Show Spoiler +
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On January 26 2010 21:53 7mk wrote:Show nested quote +On January 26 2010 21:40 Hinanawi wrote: Disclaimer: I am an absolutely horrible D Starcraft player who in no way has any advanced knowledge of any matchup.
That being said, can someone tell me why Flash never makes turrets by his main SCV line on Match Point? Like two or three of them? I want to pull my hair out seeing how often he loses (or almost lost, in this game's case) because of the Z player just flying mutas right over his main worker line on this map.
Is the 150 or 225 minerals for 2/3 turrets there just too much? I could swear that other T players have built 3 or so turrets there against Zerg, and it seems to work fine for them... I think in this game his game plan was to pressure zerg so much that JD would need those mutas to defend , wouldnt be able to have a party at flashs base, which I think would have worked against some inferior zerg. He did have very early rine upgrades after all which theoretically should be great vs mutas. But unfortunately JD had super early carapace and melee attack upgrades so he had strong lings to help the mutas. Someone correct me if I'm wrong.
yeah thats the intention. I think the mistake was that flash let his first group die. He should have threatened and then move back to reinforce and threaten again.
the problem to that can be ling stab but he had good buildingplacement and could have held that off with 2 good positioned bats.
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On January 26 2010 21:00 din wrote: not canceling spire and not forgeting consume are good talents toi have Jesus Christ this "useful talent toi have" thing stopped being funny the day after it happened. Nice to see you can repeat old shit over and over again trying to be cool like the rest of the bandwagon +rep for you, blood
Flash is a beast off of 2 bases. Can't believe JD forgot consume.
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On January 26 2010 21:54 StylishVODs wrote:Show nested quote +On January 26 2010 21:53 Black Gun wrote: well, basically, there were 3 possible outcomes:
1.: what we saw, jd forgets consume, gets raped badly 2.: jd gets consume in time and holds his 3rd, but flash can take the highground before swarm is out. the game is pretty much a tossup: jds ninja expo inevitably will get pwnd, flash can take his 3rd, but its unclear whether jd could have saved 11 and how well he could have attacked flashs ball with what he had left. 3: jd gets swarms so early that he prevents flash from reaching the highground. huge advantage for jd, most likely the win.
every1 agrees? I agree.
Here Here!
also:
to quote irrelevance
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It's so funny that people are arguing what would have been in Jaedong vs FlaSh games, it's like analyzing top chess players' already made and potential moves
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