you did? you on now? i totally missed it homey you gonna be on tonite?
I agree. There’s so much money on the line that I’d play like that if it works, screw all the haters. That much money can help a lot. I’m happy to see a protoss player make it to the top 4!
yeah, if there is that much money on the line, expect whatever works. the amount of money on the line might force people to play quick games.
Looks like they’re reversing some of their changes. Bunkers will take the same time to build, fungal growth will still hit air units, and you can still hold down a key to make units.
no ones commented on the latest results?
i hate spoiler tags
Spoiler
YEAH FUCK TERRAN
TERRAN GOT RAPED
FUCK YOU FOXER
PROTOSS WINS YESSSSSSSSS
oh and the foreigner advanced, but i’m way more stoked about the worst race in the game beating bio ball bullshit
i too hate spoiler tags
[details=Spoiler]
Terran OP.
Terran OP.
Jinro is the opposite of MarineKing in terms of playstyle. That brosef never rushes. He used like 5 scans in game 5 in like 15 seconds – all looking at what the protoss’ army was doing. He’s so macro-heavy, it’s weird seeing people use terran like that now. Especially after BitByBit.Prime and MarineKingPrime. I’m kind of happy that Foxer lost though, it’s nice to see a different kind of terran make it through. Variety.[/details]
Yooooooooooooooooooooooooooooooooooooooooooooo fishjie, I just watched Casino. Love your sig. Sharon stone was bananas.
gsl
Spoiler
Funny, because we can say now that the foreigners are teaching the Koreans how its meant to be played. But damn, even though Jinros style is more solid, is it really more effective? If terrans can end the game in 7 minutes with no chance of losing why bother macroing it out? Though if a patch changes some early game harassment stuff, Jinro will be set while the other top terrans are going to scramble to relearn to play.
I was happy to see Jinro win, but I was also happy to see Toss beat Foxer. Toss really impressed me this season, its like they all figured something out and are now exploiting it to its fullest. Maybe toss isn’t the weakest, maybe they’re just the hardest to learn
Theres also hilarity in when I see somebody like Foxer pull scvs I want to punch my screen, but when Jinro does it Im on the edge of my seat
Toss is so not weak. I bet if the game went on unpatched for years and years and with the same map pool, they’d actually emerge as the strongest
I’d say that the sentry is the one reason this is probably true. Force field is probably the most powerful spell in the game, certainly the most powerful spell for the tech requirement.
yeaaaah! :lovin:
Late game ZvT will get a whole lot easier after this patch. I still thought it was an upgrade for Z even with the infestor nerf, but without it this is a SERIOUS upgrade. I don’t think the avg Terran realizes the kind of abuse that can be provided by lings when you don’t have to manually target a repairing SCV. They’ll know soon enough though… :pleased:
Why though? To be it seems like once people can defend the 4 gate push, the skill needed to defend a toss attack is lower than the skill needed to execute it. Perfect void ray micro vs stimming 1a marines, for instance. Not saying its wrong, but it doesn’t seem very intuitive.
In regards to PvT, my reasoning is that Protoss gets much stronger as the game goes on and all of their tech and upgrades are available to them, and as the game evolves, people will get better and better at stopping well executed timing attacks which are the hardest thing to stop as Protoss. People will get a better sense of what they can get away with against X build, and what they cant.
That will let Protoss live longer on average, and its when they have all of their upgrades and tech paths, most noticeably Charge, Psi Storm, that amulet thing that gives them a storm right off the bat, Collosus, and Stargate that Terran is in a lot of trouble.
Thor will probably become really important to beat the late game TvP Collosus+HT nightmare because of its range, HP that doesnt mind psi storm, awesome upgrades, and it doing surprisingly well against Gateway units. I’ve been using them to pretty good effect in my late game TvPs out of desperation, and have been surprised with how good the results are. but then Blizz is apparently buffing Void Rays to do extra damage to massive, so those should be a pretty neat counter.
In regards to the bolded part, things like that wont matter in the future because at the top level people will have the skill to execute more difficult strategies. As long as people can do it, how hard something is doesn’t really factor into balance if you’re just thinking of each sides chances of winning. Terran got off to a slowish start in SC1. For a while they weren’t even considered a serious race, because they weren’t very easy to play and the players of the time mistook that for weakness. People got better, and yeah Blizzard buffed them quite a bit in 1.08, but they still weren’t doing nearly as good as they could have been in 1.07. and I don’t even think SC2 Toss is gonna be difficult. I actually consider them the easiest race to play where I’m at right now, but that could change as I get better who knows
I could be wrong and Terrans could come up with perfect timing attacks that don’t permit Toss to go into the late game perfectly healthy, but that’s just not the way it seems to be going and with forcefield as the great equalizer, I find that situation hard to imagine
yeah i just watched casino for the first time a few days ago. it was like watching a refreshing remake of goodfellas. so many gdlk quotes in that movie.
i think toss can survive terran agression if they just make the maps not suck big donkey balls. make the maps bigger, remove the cliffs, and bam, terran loses a lot of their annoying advantages.
as of right now, one of the scurriest tvp pushes (and there a gajillion) out there is the 2 thor, scv, marine timing attack, which comes sometime around 10 min, with strike cannons. hopefully the scv nerf will make it so that its stoppable now, but larger map also buys valuable time.
What kind of glasses is MarineKingPrime wearing?
Cheap ones, CAUSE HE AIN’T SEEING oGsMC.
I was wondering what kind of strategies the Zerg players here use against Toss…Ive started using a 10 pool strategy again that I used a lot back in beta. Basically you make a pool with your 10th drone, make drones back up to 11 supply stock up 3 larvae and make 6 lings, when the lings are about to hatch expand to your natural and harass with the 6 lings, with a little micro you shouldn’t lose any lings to the first zealot. I like this strat because it allows me to fake a lot of early aggression while getting my natural safely and powering drones while Toss feels the need to turtle. What kind of Strategies do the other Zergs here like to do?
14 pool, 16 hatch into speedling, lair, roaches with speed + burrow. From there, based on how the protoss reacts, I’ll go hydra / muta / corruptor.
I also like skipping roach tech occasionally and going straight for hydras. Can destroy void ray builds pretty easy.
I’ve also tried 14 gas 13 pool openings a few times, to get speedlings as fast as possible, then taking drones off gas, and it works fairly well. Most Toss like to go with the fast stalker to put early pressure on Z, but they can’t leave their base with speedlings on the map. Also, when I do this I make sure to pressure the toss until they can get a stalker or sentry out behind their wall. Surprisingly a lot of protoss players don’t know how to react when they see it, even at the top of the ladder. I still need to learn a good transition into muta / ling with this build though.
when you skip roach tech doesn’t that leave your hydras very vulnerable?
I get hydras quick when i see or expect quick voids but it usually doesnt work that well for me if i dont get roaches to soak up the damage.
Spines and lings can hold a 4 gate off if you need them too. Just remember if he’s going for 4 gate you’ll probably want at least 4 spine crawlers. lings are good, but can’t fight when forcefields are involved. I ALWAYS have a ling hanging out around the entrance of the protoss base, checking if the gateway at the ramp is transformed and checking the unit composition. I also check for places where a probe could hidden a pylon. It’s possible they can be faking an econ build and going for 4 gate, but I can usually gather enough intel to know. I also keep at least 1 OL hanging around the edges of the base checking for tech. If you see the toss FE, then you’ll definitely be safe to tech.