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On May 28 2011 10:17 Serelitz wrote:Show nested quote +On May 28 2011 10:14 Serelitz wrote:On May 28 2011 10:12 Serelitz wrote:On May 28 2011 10:09 Serelitz wrote:CrevasseNaDa @ 7 vs SLush @ 5 A bit late I know, I'll try to LR if nobody else does it. NaDa 2 rax bunker rushing but it gets held off easily with little damage by SLush. NaDa expanding behind it. 10:00 Slush making a lot of units, grabbing a third. Spire and Centrifugal Hooks just finished. NaDa is making a CC as well. 12:00 Failed drop by NaDa in the main, meanwhile pushing out and walking over burrowed banelings that do... nothing. Slush tries to break the push but NaDa saves a lot of his marines. 16:00 Slush cleans up the tanks of the push with mutas but loses all his banelings, zerglings and his third hatch. NaDa retreats his marines over burrowed banelings and 2 unburrow for TERRIBLE, TERRIBLE DAMAGE. 20:00 Slush invests a lot of gas into mutas, snipes a lot of siege tanks but the marine counter snipes Slush his 4th. Slush slightly behind on workers as well as supply, but more importantly 3 bases against 4. Slush sacs a lot of banelings to get the 4th PF.
22:00
Mutas harass the 5th of NaDa, NaDa counters and runs into Slush his 3rd and destroys it, as well as all of Slush' banelings which fail to do enough damage. Slush GGs.
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On May 28 2011 10:17 1Eris1 wrote: Burrowed banelings are so overrated. You honestly can't keep an eye on them, so theres like a 10% chance they'll work
YOU can't keep an eye on them. There's plenty of room for a skilled player to use them.
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Man, Slush had his chances in that game.
GG, Nada's macro an multitasking is so good.
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On May 28 2011 10:17 1Eris1 wrote: Burrowed banelings are so overrated. You honestly can't keep an eye on them, so theres like a 10% chance they'll work
Good players that that watch minimap all the time would have noticed, or they tap their control group
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On May 28 2011 10:17 1Eris1 wrote: Burrowed banelings are so overrated. You honestly can't keep an eye on them, so theres like a 10% chance they'll work
you can set them on auto-unburrow you know. would have worked wonders at the end right before slush gg'd
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Slush had the right ideas, just couldn't execute. I feel like when marines get to that size with tanks. Infesters are a better choice, banelings rarely connect at that point against a good terran. Just my personal preference though.
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yes burrowed banelings suck when you don't have the multitask ability to actually use them
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Why make an awkward face, Gretorp? That is the same face that Incontrol makes to your jokes? It's freaking awkward.
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Poll: Recommend Game 1 Nada vs Slushyes (8) 42% if you have time (6) 32% no (5) 26% 19 total votes Your vote: Recommend Game 1 Nada vs Slush (Vote): yes (Vote): no (Vote): if you have time
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If anyone has any comments on my LR btw, feel free. First time I'm trying this but I figure it's always good if at least someone does it.
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On May 28 2011 10:18 norterrible wrote:Show nested quote +On May 28 2011 10:17 1Eris1 wrote: Burrowed banelings are so overrated. You honestly can't keep an eye on them, so theres like a 10% chance they'll work YOU can't keep an eye on them. There's plenty of room for a skilled player to use them.
Then why do they never work 90% of the time pro players do it? Exactly. Maybe if your sitting at 200/200, but when he's pushing and your constantly macroing, no they aren't worth it
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On May 28 2011 10:16 Chenz wrote:Show nested quote +On May 28 2011 10:05 L3g3nd_ wrote:On May 28 2011 09:58 Mentalizor wrote:On May 28 2011 09:54 XiaoJoyce- wrote:On May 28 2011 09:51 mistgun_EU wrote:On May 28 2011 09:50 XiaoJoyce- wrote: I saw marauder taking Building easy, Marauder deal 20 dmg to building or 10? 8-10 stimmed marauder 2-2 upgrade, what do u expect ? Meaning marines actually better at sniping building? Because medivac drop can carry total 8 marines, compare to 4 marauder. 8x 2/2 marines fighting buildings with 1armor will do 7dmg/shot = 56dmg/round of attack 4x 2/2 marauders fighting buildings with 1armor will do 23dmg/shot = 92dmg/round of attack Marines do actually fire faster - but it doesn't really cover the difference. So in short. Yeah, marauders slaughter buildings... big surprise, huh? marines of CD of .86 and marauder of 1.5, so its actually really close. wait just checker your math, marauders do 19.1 per hit, which is 76.4. then DPS added in, marines do 48/second Maruader do50.9333333 With stim: marauders do 76.4/second (CD of 1 with stim) Marines do 96/second with stim, so Marines do more dmg to buildings than marauders Why are you counting stim as a 100% attack speed increase for marines? It's a 50% increase for both units. Mauraders with 2+ attack do 23 damage per shot against buildings. 23*4/1.5 ~= 61 dps Marines with 2+ attack deal 6 damage per shot against buildings. 6*8/0.86 ~= 56 dps. Stim increases both units dps with 50%, so it's pretty much the same with stim. So, Marauders deal more damage and drops faster. I'd say marauder drops are slightly better.
I just want to find out if Marauder +10 dmg against armored apply to building. I guess it does. Thank.
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He missed 3 or 4 opportunities to take out large groups of marines. You guys may not have noticed but toward the end, you could see on the minimap his giant marine army walked right over 2 burrowed banelings.
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really impressed by slush. unfortunately not quite enough.
Unburrow on the first push = win. Even if he misses the first push and unburrows on the first batch of reinforcements, he'd still easily hold his 3rd and may still pull off a win.
i'm impressed, even though he lost.
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strelok's portrait on page 1 is july?
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On May 28 2011 10:19 Serelitz wrote: If anyone has any comments on my LR btw, feel free. First time I'm trying this but I figure it's always good if at least someone does it.
good job, I appreciate the effort
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Please excuse my rudeness, but who is that guy casting with Gretorp?
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On May 28 2011 10:17 1Eris1 wrote: Burrowed banelings are so overrated. You honestly can't keep an eye on them, so theres like a 10% chance they'll work
If you arent good enough to always have an eye on them (and slush clearly isnt good enough, as he missed the opportunity everytime, except when the units he was moving were closeby), then atleast show some good decision making and turn them to auto-unburrow. That way you will atleast guarantee to hit something (if the terran just move commanded his units, they will die to them). He didnt even manage to make that decision. Slush is terrible.
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On May 28 2011 10:16 Chenz wrote:Show nested quote +On May 28 2011 10:05 L3g3nd_ wrote:On May 28 2011 09:58 Mentalizor wrote:On May 28 2011 09:54 XiaoJoyce- wrote:On May 28 2011 09:51 mistgun_EU wrote:On May 28 2011 09:50 XiaoJoyce- wrote: I saw marauder taking Building easy, Marauder deal 20 dmg to building or 10? 8-10 stimmed marauder 2-2 upgrade, what do u expect ? Meaning marines actually better at sniping building? Because medivac drop can carry total 8 marines, compare to 4 marauder. 8x 2/2 marines fighting buildings with 1armor will do 7dmg/shot = 56dmg/round of attack 4x 2/2 marauders fighting buildings with 1armor will do 23dmg/shot = 92dmg/round of attack Marines do actually fire faster - but it doesn't really cover the difference. So in short. Yeah, marauders slaughter buildings... big surprise, huh? marines of CD of .86 and marauder of 1.5, so its actually really close. wait just checker your math, marauders do 19.1 per hit, which is 76.4. then DPS added in, marines do 48/second Maruader do50.9333333 With stim: marauders do 76.4/second (CD of 1 with stim) Marines do 96/second with stim, so Marines do more dmg to buildings than marauders Why are you counting stim as a 100% attack speed increase for marines? It's a 50% increase for both units. Mauraders with 2+ attack do 23 damage per shot against buildings. 23*4/1.5 ~= 61 dps Marines with 2+ attack deal 6 damage per shot against buildings. 6*8/0.86 ~= 56 dps. Stim increases both units dps with 50%, so it's pretty much the same with stim. So, Marauders deal more damage and drops faster. I'd say marauder drops are slightly better. what?
http://wiki.teamliquid.net/starcraft2/Marine
Marine DPS with stimpack is 10.5+1.7 per attack upgrade. thats 13.9 - 1 for armour is 12.9.
12.9*8 = 103.2
My math was a little off cos i was getting to it using these numbers
Cooldown: .8608 (-0.28693)
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On May 28 2011 10:16 sermokala wrote: kk finished the OP tell me if you find anything wrong with it.
Strelok looks different from how I remember him
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