On December 31 2010 20:34 vance wrote: Impressive play by Mind
not really, calm played pretty awful, mind was whatever.
Not really ... what exactly did Calm do badly? When a Terran plans and executes his drops well, it can make the Zerg look silly for not being prepared but it's really hard to cover all that area with Scourge. Of course he could have done a better job but very rarely will you see a Terran with no momentum going into the 10 minute mark (against a Zerg that already has Consume ready for the first Vessel push) swing a game THAT quickly. It was very well played....
watch the game again. Mind drops, and watch calms micro, its pretty abysmal. Zerglings attacking everywhere, misplaced dark swarms. Mind literally has 1 marine and medic to calms 8 lings plus drones at an expo and mind kills like 6 drones cuz calm doesnt even notice. Calm just could not multi task. Watch how many lurks r out of position. Watch calms reaction time, it was very subpar
On December 31 2010 20:36 Vivi57 wrote: ugh, we desperately need a stars system for rating games. I'd really like to give this a 3.5/5, but it's *really* hard with just yes/no
THIS THIS THIS
i mean really, it's one thing that every OP is scared to give a description of the game and their own opinion nowadays, but a simple yes/no is awful. even yes/no/if you have time is bad.
On December 31 2010 20:36 Vivi57 wrote: ugh, we desperately need a stars system for rating games. I'd really like to give this a 3.5/5, but it's *really* hard with just yes/no
THIS THIS THIS
i mean really, it's one thing that every OP is scared to give a description of the game and their own opinion nowadays, but a simple yes/no is awful. even yes/no/if you have time is bad.
Mind actually played really well. Showed good anti-lurker/anti swarm control and didn't lose alot of troops unneceserally in mid and lategame. And because he kept his stuff alive longer then most terrans, he was able to pressure 2-3 places at once all the time and Calm just couldn't keep up since he was actually wasting troops left and right. That horrible muta-split ended up playing a huge roll as a controlgroup of healthy muta instead of 8 wounded ones would have been able to clear the drop at the left up much quicker and maybe even save the 4th.