On December 10 2014 22:32 Mirabel_ wrote: Although I didn't see what was going on, Game 4 seemed to be the most standard and volatile TvT of the night, so it gets game of the night. The first three games were very fast-paced and extreme due to cheesy pressure builds and PianO's heavy reliance on Starport tech, but if that's what you're after you should just watch those three games in a row, since they were short and sweet for TvTs. Game 5 is the only game I can't recommend, because the loser was totally dominated.
Shuttle vs Mind Fighting Spirit Game 2 =>
On December 10 2014 23:15 Mirabel_ wrote: That was definitely game of the night, including the main event.
And here we are. PianO fresh off the 1kill on Jaehoon, now seeks to prove himself in a matchup for which he's better known, TvT. Back in the KHAN days, Sharp had proven himself more capable in the mirror matchup than against the other races, but then again, it's the same for 99% of people who try Terran out! Today, the races are the same! It boils down to an ancient battle of noun versus adjective! Who will take it, NsP_Sharp, or the favorite, myth.siva?
Top left PianO, top right Sharp. BBS. PianO scouts in the right direction. The bunker completes outside PianO's main and he holds at significant losses. The SCVs retreat to PianO's base. It seems he's content with his advantage. The three marines in the bunker allow a vulture to leave at 20 health, but a wall of three SCVs at Sharp's ramp happily do the rest. Fast droptech for PianO as a response. Sharp has the lead, he has two machine shopped factories and an armory going up. PianO's initial tank kills the bunker and supports his two marines in taking it. PianO makes a wraith, and uses it for scouting and minor harass at Sharp's main! Two marines are his only antiair - and now two goliaths!
The wraith cloaks! Big trouble for Sharp upcoming? He still hasn't started his expansion, and PianO's is halfway done! A second Starport from PianO, this is an action-packed TvT so far! Three tanks and three marines leave PianO's base, but they're about to collide with a superior mech force. Sharp's scan is up and he's building his Command Center. it's hard to say who will come out ahead. Sharp takes the center of the map and sets up a parallel tank line outside PianO's bridge line.
Wraith harassing Sharp's floatover barracks, and baits a scan before retreating. The barracks at 220 health and falling. PianO sends 4 vultures in to get two kills on SCVs, but are then forced to retreat by tank reinforcements.
Five factories and two starports for PianO. Sharp starting his third factory just now. He seems to have fallen slightly behind. Dropship coming to Sharp's main.
Dropship places mines outside the factories, forcing Sharp to send some units back. Sharp's forces are being pushed back from the west and south! Sudden GG from Sharp! That BBS succeeded, but Sharp still lost due to bad strategy!
This is like last game, except the roles are reversed and the ramp is harder to protect here.
Sharp gets rid of the marines and scvs with marines and one shot from the first vulture. Piano's own vulture is out as well. Armory going up for piano. Both players have taken the nat
PianO's SCV scouts as marines build.. Both players have chosen to scout in quite the wrong direction. Three marines move in as PianO's barracks floats over. They go up the ramp, meeting a single marine and four SVs. PianO's own SCV joins in. PianO loses one, but with good micro he is able to kill two SCVs. Another marine comes and secures Sharp's main. The attacking force is destroyed by the first vulture of the game. PianO already has two vultures, sitting at the ramp to his main. Sharp adds a fast armory and both players simultaneously expand. Four vultures from PianO now, and four from Sharp at PianO's ramp. They fight! Sharp comes out slightly ahead, but ultimately retreats. An SCV moves to PianO's ramp to repair the injured vulture. This twofact no machineshop followup isn't yielding a powerful army, as Sharp builds his own second factory. Four vults attack Sharp's base and run by his tanks! One of them makes it to his expansion and is dismissed in short order.
I don't get the mass goliaths. Sharp moves forward to shell Piano's main from the valley. Piano tried to destroy this but tank fire and inferior goliath numbers led to his destruction
Piano with a gol drop at Sharp's nat. Sharp cleans it without too much trouble.
PianO attacks with eight goliaths. What an odd build. Sharp spots the droptech with his floating rax, and his tanks siege up to address it. PianO attacks the two siege tanks and four goliaths, but his force of eight goliaths, despite focusing down the siege tanks, is not sufficient to deal with the second one. Base race! PianO's goliath drop deals heavy damage to Sharp's natural and Sharp pushes in for eheavy damage. PianO finally builds his machine shops, but his economy took a lot of heavy damage in that defense. Sharp with the advantage, builds a proxy base at 3:00. The only fielded units belong to Sharp.
The action is happening too quickly to stenograph! It's a TvT where my fingers can't keep up! PianO has tanks, but STILL no siege tech. Gung-ho from PianO's SCVs. How the hell can he afford this? GG must be coming soon.
I don't even know if PianO is serious anymore. Sharp with a ninja expo at 3 as his tanks place themselves at Piano's entrance. Piano took a ninja expansion at 5. Piano drops more gols at Sharp's nat. Piano sending scvs to the fray now.
So far, Game 1 on Fighting Spirit has gone to PianO, and game 2 on Katrina went to Sharp. I wouldn't be surprised at all if this went to game 5, but I think PianO is emphasizing style over substance so far in this series.
Bifrost 3! This map gives Terran a myriad of options. PianO, with his creative style, was right to counterpick here. PianO lands at 2:00, Sharp at 8:00.
Sharp scouts his own expansion, but then backs off! He builds his barracks instead. At 14 supply, Scout is the first to expand. PianO's barracks completes in his main choke. One factory from the cutemaster.
One factory from Sharp as well. Two port immediately after the factory completes from PianO! Severely wounded PianO SCV scouts everything, including the fact that Sharp hasn't expanded. Sharp's barracks is 1/3 of the way to PianO's base. The wraiths will be here before then!
The two wraiths reach Sharp's base as his armory is going up. He has absolutely no answer to it! Sharp's factory forces move out as well! The two wraiths torment Sharp's defensive units as he rushes armories out. Siege tech is up for both players. It's far too late! A PianO bunker is going up in Sharp's choke, with four marines behind it!
PianO's engineering bay floats over to see what's going on, but it takes too much damage from the wraiths and dies! Sharp loses the factory that the PianO tanks were bombarding! He is miles behind, but Sharp lands his floatover rax at PianO's natural and builds a firebat, which deals severe damage to PianO's only econoline! It's not enough. Sharp, way behind in structures, can't suppress the push and GGs. Game 3, Bifrost III, to cutemaster.
Sharp selects Neo Harmony. Series point for PianO, I hope Sharp has a plan. Wow, did I just say I wanted this TvT series to go on for longer? Fucking PianO, why do you have to be such a baller?
Sharp is first to build his command center. He wants to win this game straight-up without any gimmciky nonsense! Sharp attacked his own SCVS for some reason. Why would he bring them to 1 HP each? PianO's CC completes a bit later. Sharp has a bunker up, and completes his barracks-bunker wall at his natchoke with a supply depot. But vultures with vulture speed active storm in and get rid of the marines as they chase from the bunker. Mines have been researched and both players get four factories. Sharp still has the better economy despite the minor damage done by the earlier vultures.
Stream becomes intermittently laggy. Sharp has produced fewer units, but has more factories. He needs to turtle it out for a while - aaaaaaand he fails. PianO raids Sharp's natural with 5 vultures before the tanks come in to chase them off.
Sharp's vulture mines allow him to take the high ground over Sharp's forces, but he retreats out of concern for reinforcements. Mines and siege lines are being established, but the center of the map is under PianO's control. Hell, the whole map is under his control. Sharp is slipping and his force isn't getting any bigger. Still, PianO is mostly producing and utilizing vultures, while Sharp is more focused on tank production. Sharp constructs a 3rd base at 12:00.
Sharp is preparing his own 3rd CC at his main as his droptech completes. pushes forward with a mighty force, which includes wraiths, as well as a dropship containing a siege tank and two vultures. They are dropped in Sharp's main, where they are quickly dispatched. Two more dropships to follow it up are again chased off by units that are luckily on hand for Sharp! PianO's siege tanks at an island south of Sharp's main shell a supply center to death. It is impossible to follow the action with this lag, but it looks like a macro game is slowly taking form. Large tank attack sieges up outside PianO's third base. Sharp has wraiths of his own. PianO's vultures shut down Sharp's third, and Sharp's wraiths shut down PianO's third. Both issues are dealt with.
This is the laggiest LoveTV has ever been for me. It's like getting photographs from mars. Sharp is chipping away at PianO's formation and enveloping it from the center of the field.
Sharp has repopulated his third base and is constructing a fourth at the top left corner. Holy balls this is a bad transmission. I won't be able to rate this game until I've rewatched it.
To summarize so far, the game order was Fighting Spirit to PianO, Katrina to Sharp, Bifrost III to PianO, Neo Harmony to Sharp, and the final game, now is on Odd-Eye 3.
Both players on two bases. PianO going really heavy into vultures, Sharp into Goliaths. He impromptu walls with two engineering bay scaffolds to prevent PianO's goliaths from getting in. It seems Sharp feels like getting cute now.
Sharp's force balances out as he adds tanks. PianO has four factories, and of course, functional droptech. Both players take their thirds. PianO has once again taken map control with his minespam strategy. Sharp pushes out and gives himself a little elbow room before sieging up.
Four vulture dropship puts down one vulture at Sharp's main and 3 at the nat. Simultaneously, PianO pushes across the bridge to Sharp's third. PianO's mines are wildly successful and Sharp's tanks are decimated! PianO is taking a fourth at top right! Sharp is contained by mines and siege tanks, and he's getting hit by cloaked wraiths, and dropped at the natural! Where's the kitchen sink? Where is it?
Sharp's force rolls out through the northern route, and shuts down PianO's constructing 4th. Sharp is ahead in upgrades and PianO has just for the first time built an armory. Perhaps this is the key to Sharp's victory.
Sharp's forces are reflected and PianO's fourth is allowed to complete construction. Vulture scuffle at 8:00 central! PianO keeping Sharp contained with mines, and has way, way more money! This won't go on much longer. Sharp dealing with cloaked wraith spotters with the siege attack on his third, but he shits all over PianO's fourth with vultures, dealing heavy damage. PianO seems to have lost siege tanks at Sharp's third. He sieges up in a wave around all of Sharp's forces, from his 3rd at 11:00 to his 9:00 4th. That's a lot of wraiths against a lot of tanks! What Sharp's army lacks in versatility, it also lacks in numbers, as well as life! PianO just decides enough is enough and rolls in, taking Odd-Eye 3 and the series 3-2.
Although I didn't see what was going on, Game 4 seemed to be the most standard and volatile TvT of the night, so it gets game of the night. The first three games were very fast-paced and extreme due to cheesy pressure builds and PianO's heavy reliance on Starport tech, but if that's what you're after you should just watch those three games in a row, since they were short and sweet for TvTs. Game 5 is the only game I can't recommend, because the loser was totally dominated.
It was DTs after all! Mind scouts the hidden tech but his bunker has already been bypassed! He ggs before they land a single slash. "The easiest way to kill a Terran is to DT rush him." ~Bisu before his prime
Game 1 to Shuttle on Fighting Spirit. It seems they've returned to Fighting Spirit for game 2, and the positions are swapped - Shuttle at top right, Mind at bottom left.
Barracks + Supply Center + Command Center zealot-proof wall. The players discover each others' spawns locations. A bunker goes up. Shuttle panics and misses an opportunity to swoose through the unoccupied barracks and scout the expo situation. Shuttle's Nexus still under construction, Mind's CC long since complete. SCV scout denied entrance to Shuttle's main, but sees his nexus. 2 Range goons harass the bunker. Siege tech researching now. Four range goons now. five SCVs on repair. Two factories, two machine shops spinning. Siege tech complete, and the harass ends. Rax floats away. Shuttle's robotech completes and he adds 3 gates for a total of 4, as well as a nexus at his logical 3rd, at 3:00.
Mind makes his own third, and mines Shuttle's main mineral line with sneaky vults. A fresh observer is on call to knock them out. Shuttle's unsaturated third has a pylon wall on the south entrance, but Vultures come through the other way, laying mines along the way. In the end they only damage a Pylon as the obsgoons come and knock them out. Mind adding two more barracks, his third at 9:00 is nominal. Mind's vultures are the only fielded units. Two stargates and a fleet beacon as teh Citadel of Adun goes up. It's a goddamn carrier switch!
Starport going up at Mind's 3rd. 9 Goons sit at Shuttle's bridge. He adds more stargates. His core is spinning to give the interceptors 1 extra damage.
Double armory is nominal for Mind. His forces sit behind his bridge, and push out, tracked by an observer!, the observer evacuates as marines pull in to snipe it! Crunch happening soon! the bunkered rines and goliaths are scrambled and hunt the observer before backing off. The combined push forces move and a horde of speedlots join the fray. Five carriers. This is a "weak" carrier switch. The Terran push force assaults Shuttle's third, but Mind's third is being attacked by carriers and he's got goons to deal with at Shuttle's base! He sends his push force across the map to deal with the assault on 9, but the CC is destroyed, and Shuttle goes straight for the jugular! Carriers raid the main, and are met with a goliath mass on the bridge. Vultures raid Shuttle's natural and destroy it! Shuttle retreats to crush the terran push at his third. Two speedlots harass the attack on Mind. The carrier floats over Mind's natural and hits the 6:00 with full force. Mind's forces are in position to get the killing blow on the nexus, and the one goliath that got there ahead of time finishes it off anyway! The Terran push force heads north, and two tanks alone shell the 12:00! The Nexus at 3:00 is going back up. Shuttle is losing carriers - he's got 6 left! Mind's goliaths are many and very powerful! How is Mind ahead? Oh yeah, he expanded early.
The constant rebuilding is taking its toll. The terran push is now shelling Shuttle's main. The Goliath component retreats, and now the rest do. Mind has decided to contest the attack on his base. The carrier mass snipes the armories and uses the mess of supply centers to its advantage in outmaneuvering the goliaths in Mind's main! This is the turning point for Shuttle, who is on only one mining base to Mind's two.
That mining base is being protected by a DT. The carrier mass is still over Mind's main, and still dealing heavy damage. Terran is distance mining from the 6:00, his 7:00 completely exhausted. This is a low econ game right now, and both players have almost nothing to defend their expansions. Mind sets up two tanks and a goliath, but DTs clean them up before the big push sweeps in. Goliaths arrive, but Shuttle's carriers have switched to defense, happy with their performance. This is a DT/Carrier build now! So many DTs from Shuttle! And so many wasted scans!
The carriers sweep across the ramp and defend! Mind's forces are so sparse, and he's pulled back to his only mining base! The carriers harass, but are forced to leave. Neither palyer dares take another base, but Vultures are tormenting Shuttle's only mining base! He needs to put his soul into those carriers - no need! A combined goon/carrier force overwhelms the remaining mech and Mind, left with only two vultures and a saturated 6:00 base in the shadow of a carrier stack, GGs! Game 2, the second game played on Fighting Spirit, and the series 2-0, belong to Eyewater[WHITE]!
That was definitely game of the night, including the main event. Mind couldn't compete with the mobility of the carriers and despite all the permanent damage he dealt and the economic advantage he held Shuttle won with awesome decision-making, and neither player could afford to attempt an expansion. Hold on, what's this? Mind against another Protoss, ToHolic! Who is that?
Tyson finally scouts, with a fucking Dragoon, in the right direction. Mind's SCV, after going the extreme wrong way around the map, gets a gander at Tyson's main. Tyson's "scouting" dragoon is chased off by 5 marines and the first tank. Tyson's got two gates and his first expansion. First blood on a dragoon! This push is huge! I don't think Tyson will be able to stop two tanks, a vulture, and many rines! He is forced back to his main, with mines in the path to the tanks.
The mech force enters Tyson's base, and he's still trying hard. The Nexus goes down, and this push sufficiently sets Tyson back. He's got robotech and a Templar Archives nearly done, so that's something. A DT drop is not out of the question. Tyson's Shuttle is out and waiting for the DTs! A long lull in the action, and the Nexus rebuilds as the shuttle goes out. Academy nearing completion for mind!
Mines contain Tyson pretty nicely. The DT drop is at last annihilated. Mind adds his fifth factory and sits on his own bridge, in a comfortable economic lead.
Tyson's dragoons clear his third of mines without detection. The big push is here, and Mind has more tanks alone than Tyson has goons. Tyson finally GGs.
Mind's SCV goes on a paranoid tour of Mind's base before he chooses to play standard. We've got a 12 Nexus from Tyson. Is it just me or is Tyson characteristically heavy-handed?
the 12 nexus is scouted. Tyson's second gateway is added after the core and gas. Mind's barracks floats north for the wall, and Mind makes up for lost time building his own expansion.
Wall of dragoons. Vultures mine up all around Tyson's logical expansions points. Tyson has no map presence. But he's teching very fast - Two base carrier from Tyson!
4 gols, 2 tanks, 3 marines position themselves in defense at Mind's new 3rd. Vulture squadron the only fielded units on the map. Two more gateways added, stargates flickering.
Mind is ahead economically, and he sends vultures to do heavy damage to Tyson's economy! At least eight probes are killed by the vulture squad as it bypasses a load of dragoons.
Mind's first big push coincides with the four carriers moving out. The push is mostly Goliaths! It attacks the 4:00 as cariers move in from the north, dragoons taking the long way through the south. Mind's forces are thinning out, and with the goliaths dead, Tyson stampedes through the broken push all the way back to Mind's base, killing all the mines on the way. Mind takes his 4th base at 11:00. Tyson kills a vulture attacking his 4th with probes. An army of pure goliaths drives the goon/carrier force away from the hill. Mind keeps tabs on his opponent with scans, and deals moderate damage to Tyson's 4th with a suicidal vulture group.
Vulture mine lands on 7 retreating dragoons, leaving three in critical condition and killing 4 others! Tyson still has the upper-hand military-wise, with enough carriers to focus down the goliaths. Mind takes advantage of the initiative, however, and shells the fourth with a spare siege tank, dealing economic damage while the carriers crush the rest of his push. Mind's economy is virtually untouched, and though he keeps losing his military, he's killed at least 30 probes this game and stayed on the same number of bases. Now he's got five to Tyson's four, and his forcein the center of the map forces an engagement. Seven carriers is not sufficient to beat that many Goliaths! Engagement avoided. Mind will certainly win this engagement. Awful storm on an empty area of the goliath mass. The dragoons thing the goliaths out, but the siege line thins the dragoons out.! The goliaths are exterminated, but Tyson has only three goliaths left, and tree mining bases to Mind's four! Vultures come to reduce that further as Tyson attacks Mind's 6:00 base.
The 6:00 base is leveled. Mind can afford to push endlessly, whereas Tyson's force is looking punier and punier. He ggs, giving game 2 to Mind[WHITE]. 2-0, I believe that's the end of it, but I don't know. No more LRs today from me! Neither of those games is recommended. Game of the night is still Game 2 of Bo3 Mind vs Shuttle on Fighting Spirit.
Here we are at the start of Game 3. You're killing me with all these continuations LoveTV! Game 3 is on Circuit Breaker unless I'm poorly recognizing the map. fast Nexus from Tyson, standard from Mind. He scouts it and immediately pulls his marines over for a bunker rush! The two gate isn't enough, and the bunker goes up. The marines kill the nexus and continue. This game is firmly in Mind's favor. Citadel of Adun goes up, additional tech on the way. Mind only mining gas with one SCV. Bunker being focus-repaired as the tank and first vulture, with mine tech, arrive. Robotech complete. Templar Archives coming. Mind is taking his natural!
Tyson uses his shuttle to drop two dragoons at his mineral-only and uses one to chomp down a mine. He builds a nexus there, because his natural is not an option given the amount of mines. This is an unorthodox game so far! DT drop, Mind characteristically prepared for it. Mind adds a machine shop to his second of two factories. Tyson's mineral only is totally prepared. The contain is broken at last and Tyson begins his Nexus. Mind hops on the hill outside Tyson's mineral-only, mines the top, and retreats back to his own base. He walks a DT over, which just camps outside the un-started mineral-only. Mind now has five factories on two bases. The observer and DT camping Mind's mineral-only are dead. An empty, damaged shuttle grimly looks upon Tyson's lacking dragoon force. Tyson's mineral-only 3rd is being shelled from the 6:00! Turrets and mines are going up and the push is guarnteed to succeed! Probes evacuated. Zealot bomb on the tanks, doesn't amount to anything as the turret-builder SCV repairs the collateral. Vults and tanks vs dragoons and zealots, and it's as good as over. Mind is building his mineral-only 3rd, and Tyson ggs after taking major losses.
Thanks for noting all the maps! Updates like these made updating LP a breeze
On December 10 2014 22:07 Mirabel_ wrote: To summarize so far, the game order was Fighting Spirit to PianO, Katrina to Sharp, Bifrost III to PianO, Neo Harmony to Sharp, and the final game, now is on Odd-Eye 3.