On April 02 2014 04:38 Capricis wrote: I remember seeing a youtube FPVOD like five years ago where the player talked very fast and played very slow. It was only like a minute long, and I think it was a guy playing Terran on Blue Storm. I don't remember it being that funny but I'd like to see it again. Does anyone who remembers this have a link to it? =D
its freakin hilarious "he 9pooled so he's a faggot" "NEVER RE you always have to gay ppl on blue storm" LOL
It is really funny, but all the anti-gay slurs make him sound like Beavis and Butthead or something.
Guess he's really really PO'd at being cheesed all the time on that map.
heh heh fucking faggot protoss huh huh fucking DTs heh heh why do you think their invis huh huh so they can suck dick while still being in the closet heh heh
On April 02 2014 04:38 Capricis wrote: I remember seeing a youtube FPVOD like five years ago where the player talked very fast and played very slow. It was only like a minute long, and I think it was a guy playing Terran on Blue Storm. I don't remember it being that funny but I'd like to see it again. Does anyone who remembers this have a link to it? =D
It is really funny, but all the anti-gay slurs make him sound like Beavis and Butthead or something.
Guess he's really really PO'd at being cheesed all the time on that map.
Ha, I remember this one too. But it isn't the one! It was one that was just like, a minute long and the guy kept saying "I'm really rusty," talking very fast and playing like someone whose never played Brood War before.
On April 02 2014 17:14 Reuental wrote: heh heh fucking faggot protoss huh huh fucking DTs heh heh why do you think their invis huh huh so they can suck dick while still being in the closet heh heh
I have a question about a game from TLS3 (Z)Sziky vs. (T)TerrOr Round-of-8 Game 3 on Andromeda
Terran goes 14cc, Zerg pulls 8 drones for a minute or two, but gets nothing accomplished. Terran gets no real advantage out of it, it seems to me. How does that happen? Shouldn't the zerg be steamrolled? Can someone explain this to me?
On April 02 2014 04:38 Capricis wrote: I remember seeing a youtube FPVOD like five years ago where the player talked very fast and played very slow. It was only like a minute long, and I think it was a guy playing Terran on Blue Storm. I don't remember it being that funny but I'd like to see it again. Does anyone who remembers this have a link to it? =D
It is really funny, but all the anti-gay slurs make him sound like Beavis and Butthead or something.
Guess he's really really PO'd at being cheesed all the time on that map.
Ha, I remember this one too. But it isn't the one! It was one that was just like, a minute long and the guy kept saying "I'm really rusty," talking very fast and playing like someone whose never played Brood War before.
Oh god. I just found the one I'm talking about on Youtube. It's a lot worse than I remember, some guy making a stupid impersonation of CombatEx. Not even gonna link it lol.
Terran goes 14cc, Zerg pulls 8 drones for a minute or two, but gets nothing accomplished. Terran gets no real advantage out of it, it seems to me. How does that happen? Shouldn't the zerg be steamrolled? Can someone explain this to me?
Terror had a good advantage, Sziky's timings were so delayed in the early game, that Terror could move out with a +1 4 Rax timing even though Sziky went for 2 Hatch muta. But Sziky's muta micro during Terrors attempted pressure to deny the third basically got him the game back to even footing while Terror got supply blocked at 60 and 68 during his pressure. So his m&m didn't get too big for Sziky to handle.
Terran goes 14cc, Zerg pulls 8 drones for a minute or two, but gets nothing accomplished. Terran gets no real advantage out of it, it seems to me. How does that happen? Shouldn't the zerg be steamrolled? Can someone explain this to me?
Terror had a good advantage, Sziky's timings were so delayed in the early game, that Terror could move out with a +1 4 Rax timing even though Sziky went for 2 Hatch muta. But Sziky's muta micro during Terrors attempted pressure to deny the third basically got him the game back to even footing while Terror got supply blocked at 60 and 68 during his pressure. So his m&m didn't get too big for Sziky to handle.
+1, hero mutas greatly delayed initial marine march/saved Sziky's ass.
Plus Sziky also greatly outexpanded Terror, Z's econ was out of control after awhile. T tried to attack the Z expos, but he threw away marines right and left marching into lurker lines. Urgh.
Guess that game's proof that you [can] be up big early, and still throw it all away.
On April 25 2014 09:16 [[Starlight]] wrote: Q: Does anyone ever kill off all of their own workers and do a true 200/200 supply all-in?
Might be crazy, but it'd definitely be interesting.
The closest to that from what I remember was a TvT between Flash and MVP where MVP sacrificed almost all of his scvs for more battecruisers after he lost the map split slightly. He had like 10 scvs left. http://www.teamliquid.net/tlpd/korean/games/36755_Flash_vs_Mvp/vod
On April 28 2014 17:07 kidcrash wrote: What's a good build order for 2v2 when you are the Zerg on zp vs zt. What adjustments should I make vs a bio or mech opening.
If they go bio, go gate/forge, then send a probe to your ally's base, make cannons at your ramp and at your ally's ramp. Then if you want to tech up, add gas, then cybernetics core, then whatever you want to do next. A lot of people go corsair to help their zerg ally. This, of course, is only if they're aggressive, which they probably will be. Cannons are actually quite good against marines and medics because of their range and rate of fire. If the Zerg fast expands and the Terran is going bio, build a pylon at the natural of the terran, and one by the enemy zerg's hatchery. Then you make a couple of cannons to box the terran in, and make a couple to help your zerg buddy kill the hatchery.
If the Terran goes mech, just go 10/12 gate like normal, and your zerg friend can go 9 hatch 9 pool, then you just kill the enemy zerg while the terran is teching. Since you will have no vision of the Terran, you won't know what he's doing, but it probably involves vultures+mines or wraiths. Transition into dragoons or reaver and harass the terran as much as possible while the zerg ally makes a massive number of mutalisks.
On April 28 2014 17:07 kidcrash wrote: What's a good build order for 2v2 when you are the Zerg on zp vs zt. What adjustments should I make vs a bio or mech opening.
If they go bio, go gate/forge, then send a probe to your ally's base, make cannons at your ramp and at your ally's ramp. Then if you want to tech up, add gas, then cybernetics core, then whatever you want to do next. A lot of people go corsair to help their zerg ally. This, of course, is only if they're aggressive, which they probably will be. Cannons are actually quite good against marines and medics because of their range and rate of fire. If the Zerg fast expands and the Terran is going bio, build a pylon at the natural of the terran, and one by the enemy zerg's hatchery. Then you make a couple of cannons to box the terran in, and make a couple to help your zerg buddy kill the hatchery.
If the Terran goes mech, just go 10/12 gate like normal, and your zerg friend can go 9 hatch 9 pool, then you just kill the enemy zerg while the terran is teching. Since you will have no vision of the Terran, you won't know what he's doing, but it probably involves vultures+mines or wraiths. Transition into dragoons or reaver and harass the terran as much as possible while the zerg ally makes a massive number of mutalisks.
"What's a good build order for 2v2 when you are the Zerg..."
I like 9 hatch 9 pool 9 gas speed ling mass to kill the Zerg with a 9/9 gate Protoss, but I'm a cheeser who doesn't actually know how to play 2v2 OR Zerg so you can ignore what I just said.
I'm pretty sure the thinking behind that on the article is that most players 1 Gate or 2 Gate on Python and thus 5 Pooling a Protoss is harder since they'll have a Zealot out. Truthfully, fast expanding on Python is perfectly fine so I'm not sure I agree with that logic.
probs because its so easily detected. protoss only has to scout across map to find the zerg because you can see the zergs overlord at the edge of your base if zerg scouts from next to you. so the chances of him finding your strat earlier is higher as opposed to normal 4 player maps where protoss would still have to search other locations. also, if you are in diagonal positions the rush distance is considerable.
On April 28 2014 17:07 kidcrash wrote: What's a good build order for 2v2 when you are the Zerg on zp vs zt. What adjustments should I make vs a bio or mech opening.
If they go bio, go gate/forge, then send a probe to your ally's base, make cannons at your ramp and at your ally's ramp. Then if you want to tech up, add gas, then cybernetics core, then whatever you want to do next. A lot of people go corsair to help their zerg ally. This, of course, is only if they're aggressive, which they probably will be. Cannons are actually quite good against marines and medics because of their range and rate of fire. If the Zerg fast expands and the Terran is going bio, build a pylon at the natural of the terran, and one by the enemy zerg's hatchery. Then you make a couple of cannons to box the terran in, and make a couple to help your zerg buddy kill the hatchery.
If the Terran goes mech, just go 10/12 gate like normal, and your zerg friend can go 9 hatch 9 pool, then you just kill the enemy zerg while the terran is teching. Since you will have no vision of the Terran, you won't know what he's doing, but it probably involves vultures+mines or wraiths. Transition into dragoons or reaver and harass the terran as much as possible while the zerg ally makes a massive number of mutalisks.
This actually makes sense because when the t goes mech I can usually just pump mutas until I feel safe to expand. When they go bio I'm having trouble because I can't seem to squeeze in enough sunkens and still be able to keep up with muta production. If my P ally tries to send his zealots he usually gets caught out of position by medic marine forces unless it's really early still (first 2-3 zealots) but at that point we usually just try to all in with early aggression before mutas or critical mass of medic marine.
On April 25 2014 09:16 [[Starlight]] wrote: Q: Does anyone ever kill off all of their own workers and do a true 200/200 supply all-in?
Might be crazy, but it'd definitely be interesting.
The closest to that from what I remember was a TvT between Flash and MVP where MVP sacrificed almost all of his scvs for more battecruisers after he lost the map split slightly. He had like 10 scvs left. http://www.teamliquid.net/tlpd/korean/games/36755_Flash_vs_Mvp/vod