I have written out the build order for any curious people. There are tabs at the bottom of the page so make sure you are on TvZ builds and scroll down to it.
Perhaps with better scouting/building placement he could have lost less mining time from Larva's initial attack. Nada should have done a better job at hiding his ghost. He upgraded ocular implants, but he actually set off the nuke 2 seconds before it even finished. He had irradiate, but he chose to save energy for defensive matrix on the ghost. Maybe irradiating mutas + going for cloak instead would have been a better decision. He should have put his vessels over the ghost so the mutas couldn't target it.
After a certain point I stopped writing SCVs and marines, just because it was too tedious and would make the BO too long. Basically don't stop making them.
If you can think of any other iconic, unique, or useful build order examples please let me know and I will try to write them out.
On January 17 2019 14:27 SCWes wrote: I have written out the build order for any curious people. There are tabs at the bottom of the page so make sure you are on TvZ builds and scroll down to it.
Wow thanks how are you able to extract this data? The replays aren't typically available right?
On January 17 2019 14:27 SCWes wrote: I have written out the build order for any curious people. There are tabs at the bottom of the page so make sure you are on TvZ builds and scroll down to it.
Wow thanks how are you able to extract this data? The replays aren't typically available right?
Yea, replays aren't available as far as I know. I just watch resources, current supply and maximum supply, look closely at the mini map, watch for production animations and so on. There are a few tricks like instead of watching when a supply depot goes down I might watch for the supply maximum to change and then subtract 25 seconds to figure out when they put it down. Sometimes you watch for resources to go down, but not the supply count or anything on the mini map, so it can let you know an upgrade has started.
I can't find a VOD, but I think FBH successfully used the same build vs Notforu at Italian Esports Open. So it's probably not the Nada's invention, just some crazy build that can work sometimes.
I don't think that cloak would've been better than ocular implants. There were plenty of overlords at the entrance. Also, with that many mutas, Larva could easily have sniped it with a single muta volley without a d-matrix, or burned through just one dmatrix with mutas alone, so I don't think it's a mistake.
That being said, upon reviewing the VOD, the nuke was ~3s away from landing. I'm actually less sure that hiding the ghost with vessels would necessarily have worked since every unit that has targeted it already would still be targeting (mutas, assuming larva could target before the vessels got over it), and you can't dm it a second time while hiding.
Ocular implants is interesting because it would've delayed the nuke by 2s, but the ghost would be about 0.5s further away, so the question is if he could've protected the ghost for 2.5s.
There was an ultra that spawned and probably got off 3? swipes early on the ghost. If it was hidden in the MM ball that's up to 80 damage that's negated.
The next zergling wave is where it gets interesting though. That's ~2 zerglings attacking the ghost for ~2s, summing up to about 60 damage. Assuming he could've walled with medics/marines for 4.5s extra (2 seconds later on nuke, 2.5 more seconds to let the nuke land, 0.5s extra travel) that's up to 120 total damage negated.
At the end, only 3 mutas were alive(extremely red based on how fast they died when they reentered the fight, likely to die in the next second or two). This means that the ghost would realistically only have taken at most 60 HP more in muta damage. If the mm could've protected the ghost from ~60 damage or so with ocular implants, the nuke lands.
I'm fairly confident that Nada would've been able to win this game waiting 2s for ocular implants.
On January 17 2019 17:15 IntoTheEmo wrote: I was confused when the Ghost neither had Cloak nor range when launching the nuke. Nada really botched that if this is true.
Nada demonstrates the build successfully on ladder while explaining it. He also did an analysis on his ASL game in another vid, where i believe he said he was nervous and pointed out his mistakes.
Yeah it was more like range would've helped him keep the Ghost behind more so it wouldn't get smacked by an Ultralisk. Get Cloak IMO and Optical Flare the Overlords :D
Tastosis always gets so hung up on the past. I love them but they were going on about how super OSL winner Nada doesn't get nervous. It was a risky build and he hadn't played a televised match in ages, I'm not surprised that he was. Everyone wanted him to win and he knew it.
On January 17 2019 18:02 Amui wrote: That's awesome work to catch the ocular upgrade.
I don't think that cloak would've been better than ocular implants. There were plenty of overlords at the entrance. Also, with that many mutas, Larva could easily have sniped it with a single muta volley without a d-matrix, or burned through just one dmatrix with mutas alone, so I don't think it's a mistake.
That being said, upon reviewing the VOD, the nuke was ~3s away from landing. I'm actually less sure that hiding the ghost with vessels would necessarily have worked since every unit that has targeted it already would still be targeting (mutas, assuming larva could target before the vessels got over it), and you can't dm it a second time while hiding.
Ocular implants is interesting because it would've delayed the nuke by 2s, but the ghost would be about 0.5s further away, so the question is if he could've protected the ghost for 2.5s.
There was an ultra that spawned and probably got off 3? swipes early on the ghost. If it was hidden in the MM ball that's up to 80 damage that's negated.
The next zergling wave is where it gets interesting though. That's ~2 zerglings attacking the ghost for ~2s, summing up to about 60 damage. Assuming he could've walled with medics/marines for 4.5s extra (2 seconds later on nuke, 2.5 more seconds to let the nuke land, 0.5s extra travel) that's up to 120 total damage negated.
At the end, only 3 mutas were alive(extremely red based on how fast they died when they reentered the fight, likely to die in the next second or two). This means that the ghost would realistically only have taken at most 60 HP more in muta damage. If the mm could've protected the ghost from ~60 damage or so with ocular implants, the nuke lands.
I'm fairly confident that Nada would've been able to win this game waiting 2s for ocular implants.
I went to reproduce this immediately after I saw the game. I too went for the range upgrade instead of cloak. Getting cloak takes so long and is a waste of resources like you said with the density of overlords. My concern was outranging sunkens. My question since I didn't test it, do ghosts out range them without the upgrade? If so, would it be easy to do the sunken trick to hit the ghost regardless?
On a side note, does anyone remember that Nada lost a random dropship of marines in the bear cage by the natural? Does anyone know what he was thinking here. I think if only he saved the dropship and hit the island during the nuke attack, that it would have been a game winning move.
Judging by how late the ghost died during the first attempt, wasn't it a case of protecting the ghost better by blocking it with medics like he had done during the second successful attempt?
On January 17 2019 18:02 Amui wrote: That's awesome work to catch the ocular upgrade.
I don't think that cloak would've been better than ocular implants. There were plenty of overlords at the entrance. Also, with that many mutas, Larva could easily have sniped it with a single muta volley without a d-matrix, or burned through just one dmatrix with mutas alone, so I don't think it's a mistake.
That being said, upon reviewing the VOD, the nuke was ~3s away from landing. I'm actually less sure that hiding the ghost with vessels would necessarily have worked since every unit that has targeted it already would still be targeting (mutas, assuming larva could target before the vessels got over it), and you can't dm it a second time while hiding.
Ocular implants is interesting because it would've delayed the nuke by 2s, but the ghost would be about 0.5s further away, so the question is if he could've protected the ghost for 2.5s.
There was an ultra that spawned and probably got off 3? swipes early on the ghost. If it was hidden in the MM ball that's up to 80 damage that's negated.
The next zergling wave is where it gets interesting though. That's ~2 zerglings attacking the ghost for ~2s, summing up to about 60 damage. Assuming he could've walled with medics/marines for 4.5s extra (2 seconds later on nuke, 2.5 more seconds to let the nuke land, 0.5s extra travel) that's up to 120 total damage negated.
At the end, only 3 mutas were alive(extremely red based on how fast they died when they reentered the fight, likely to die in the next second or two). This means that the ghost would realistically only have taken at most 60 HP more in muta damage. If the mm could've protected the ghost from ~60 damage or so with ocular implants, the nuke lands.
I'm fairly confident that Nada would've been able to win this game waiting 2s for ocular implants.
I went to reproduce this immediately after I saw the game. I too went for the range upgrade instead of cloak. Getting cloak takes so long and is a waste of resources like you said with the density of overlords. My concern was outranging sunkens. My question since I didn't test it, do ghosts out range them without the upgrade? If so, would it be easy to do the sunken trick to hit the ghost regardless?
On a side note, does anyone remember that Nada lost a random dropship of marines in the bear cage by the natural? Does anyone know what he was thinking here. I think if only he saved the dropship and hit the island during the nuke attack, that it would have been a game winning move.
According to liquipedia personal cloaking only takes 50 seconds, but ocular implants takes 105, so I don't understand why you say it takes so long? Ghosts naturally outrange sunkens without ocular implants.
On January 17 2019 23:07 JieXian wrote: Judging by how late the ghost died during the first attempt, wasn't it a case of protecting the ghost better by blocking it with medics like he had done during the second successful attempt?
On January 17 2019 18:02 Amui wrote: That's awesome work to catch the ocular upgrade.
I don't think that cloak would've been better than ocular implants. There were plenty of overlords at the entrance. Also, with that many mutas, Larva could easily have sniped it with a single muta volley without a d-matrix, or burned through just one dmatrix with mutas alone, so I don't think it's a mistake.
That being said, upon reviewing the VOD, the nuke was ~3s away from landing. I'm actually less sure that hiding the ghost with vessels would necessarily have worked since every unit that has targeted it already would still be targeting (mutas, assuming larva could target before the vessels got over it), and you can't dm it a second time while hiding.
Ocular implants is interesting because it would've delayed the nuke by 2s, but the ghost would be about 0.5s further away, so the question is if he could've protected the ghost for 2.5s.
There was an ultra that spawned and probably got off 3? swipes early on the ghost. If it was hidden in the MM ball that's up to 80 damage that's negated.
The next zergling wave is where it gets interesting though. That's ~2 zerglings attacking the ghost for ~2s, summing up to about 60 damage. Assuming he could've walled with medics/marines for 4.5s extra (2 seconds later on nuke, 2.5 more seconds to let the nuke land, 0.5s extra travel) that's up to 120 total damage negated.
At the end, only 3 mutas were alive(extremely red based on how fast they died when they reentered the fight, likely to die in the next second or two). This means that the ghost would realistically only have taken at most 60 HP more in muta damage. If the mm could've protected the ghost from ~60 damage or so with ocular implants, the nuke lands.
I'm fairly confident that Nada would've been able to win this game waiting 2s for ocular implants.
I went to reproduce this immediately after I saw the game. I too went for the range upgrade instead of cloak. Getting cloak takes so long and is a waste of resources like you said with the density of overlords. My concern was outranging sunkens. My question since I didn't test it, do ghosts out range them without the upgrade? If so, would it be easy to do the sunken trick to hit the ghost regardless?
On a side note, does anyone remember that Nada lost a random dropship of marines in the bear cage by the natural? Does anyone know what he was thinking here. I think if only he saved the dropship and hit the island during the nuke attack, that it would have been a game winning move.
According to liquipedia personal cloaking only takes 50 seconds, but ocular implants takes 105, so I don't understand why you say it takes so long? Ghosts naturally outrange sunkens without ocular implants.
More so that it takes so long for so little benefit. And that I had done revisions where I got cloak second/additional. I never attempted cloak first. Good point though, I never looked at the upgrades in time comparison to judge one over the other.
On January 17 2019 18:02 Amui wrote: That's awesome work to catch the ocular upgrade.
I don't think that cloak would've been better than ocular implants. There were plenty of overlords at the entrance. Also, with that many mutas, Larva could easily have sniped it with a single muta volley without a d-matrix, or burned through just one dmatrix with mutas alone, so I don't think it's a mistake.
That being said, upon reviewing the VOD, the nuke was ~3s away from landing. I'm actually less sure that hiding the ghost with vessels would necessarily have worked since every unit that has targeted it already would still be targeting (mutas, assuming larva could target before the vessels got over it), and you can't dm it a second time while hiding.
Ocular implants is interesting because it would've delayed the nuke by 2s, but the ghost would be about 0.5s further away, so the question is if he could've protected the ghost for 2.5s.
There was an ultra that spawned and probably got off 3? swipes early on the ghost. If it was hidden in the MM ball that's up to 80 damage that's negated.
The next zergling wave is where it gets interesting though. That's ~2 zerglings attacking the ghost for ~2s, summing up to about 60 damage. Assuming he could've walled with medics/marines for 4.5s extra (2 seconds later on nuke, 2.5 more seconds to let the nuke land, 0.5s extra travel) that's up to 120 total damage negated.
At the end, only 3 mutas were alive(extremely red based on how fast they died when they reentered the fight, likely to die in the next second or two). This means that the ghost would realistically only have taken at most 60 HP more in muta damage. If the mm could've protected the ghost from ~60 damage or so with ocular implants, the nuke lands.
I'm fairly confident that Nada would've been able to win this game waiting 2s for ocular implants.
On a side note, does anyone remember that Nada lost a random dropship of marines in the bear cage by the natural? Does anyone know what he was thinking here. I think if only he saved the dropship and hit the island during the nuke attack, that it would have been a game winning move.
when watching the game live, i thought it was a tactic done on purpose to lure the mutalisks away from his main army so that he could move it towards larva's base with the ghost without being detected.
I don't really get why you'd need Occular Implants. It's just a vision range upgrade, but in this build the ghost is accompanied by a whole group of M&Ms. You could just send in a sacrificial Marine to get the vision. Or a Vessel. Or just scan.
I was curious what the spoiler was so I opened this. Was not disappointed.
I don't watch much brood war these days but im so glad I checked it out, absolutely amazing.
What would be really neat is if he had saved that dropship, and then hovered it+the sci vessels over the ghost while it was nuking. Could that work or would it be too hard to get it in that spot?
On January 17 2019 18:02 Amui wrote: That's awesome work to catch the ocular upgrade.
I don't think that cloak would've been better than ocular implants. There were plenty of overlords at the entrance. Also, with that many mutas, Larva could easily have sniped it with a single muta volley without a d-matrix, or burned through just one dmatrix with mutas alone, so I don't think it's a mistake.
That being said, upon reviewing the VOD, the nuke was ~3s away from landing. I'm actually less sure that hiding the ghost with vessels would necessarily have worked since every unit that has targeted it already would still be targeting (mutas, assuming larva could target before the vessels got over it), and you can't dm it a second time while hiding.
Ocular implants is interesting because it would've delayed the nuke by 2s, but the ghost would be about 0.5s further away, so the question is if he could've protected the ghost for 2.5s.
There was an ultra that spawned and probably got off 3? swipes early on the ghost. If it was hidden in the MM ball that's up to 80 damage that's negated.
The next zergling wave is where it gets interesting though. That's ~2 zerglings attacking the ghost for ~2s, summing up to about 60 damage. Assuming he could've walled with medics/marines for 4.5s extra (2 seconds later on nuke, 2.5 more seconds to let the nuke land, 0.5s extra travel) that's up to 120 total damage negated.
At the end, only 3 mutas were alive(extremely red based on how fast they died when they reentered the fight, likely to die in the next second or two). This means that the ghost would realistically only have taken at most 60 HP more in muta damage. If the mm could've protected the ghost from ~60 damage or so with ocular implants, the nuke lands.
I'm fairly confident that Nada would've been able to win this game waiting 2s for ocular implants.
On a side note, does anyone remember that Nada lost a random dropship of marines in the bear cage by the natural? Does anyone know what he was thinking here. I think if only he saved the dropship and hit the island during the nuke attack, that it would have been a game winning move.
when watching the game live, i thought it was a tactic done on purpose to lure the mutalisks away from his main army so that he could move it towards larva's base with the ghost without being detected.
I think it was in part to kill the scouting overlord so there'd be less chance of it seeing his army and the ghost in it, he moved his army along the left hand side after he killed the overlord that was spotting there. If, for example, the overlord outside of larvas nat had not seen the ghost, perhaps that marginal difference in realizing what was going on could of been decisive. Obviously if larva had scouted the ghost as it left his nat, nada's chances would drop considerably.
On January 18 2019 05:52 Freakling wrote: I don't really get why you'd need Occular Implants. It's just a vision range upgrade, but in this build the ghost is accompanied by a whole group of M&Ms. You could just send in a sacrificial Marine to get the vision. Or a Vessel. Or just scan.
ghost nuke range = vision range. if you upgrade vision range, it upgrades nuke range.
The 2nd nuke only worked because ocular implants was done. The 1st nuke only failed because ocular implants was not yet done. If he had ocular implants in time, the ghost would have been further back, and completely surrounded/protected by mm.
On January 18 2019 05:52 Freakling wrote: I don't really get why you'd need Occular Implants. It's just a vision range upgrade, but in this build the ghost is accompanied by a whole group of M&Ms. You could just send in a sacrificial Marine to get the vision. Or a Vessel. Or just scan.
ghost nuke range = vision range. if you upgrade vision range, it upgrades nuke range.
The 2nd nuke only worked because ocular implants was done. The 1st nuke only failed because ocular implants was not yet done. If he had ocular implants in time, the ghost would have been further back, and completely surrounded/protected by mm.
Or nada could have moved his mnm forward to protect the ghost during the first nuke isn't it?
On January 18 2019 05:52 Freakling wrote: I don't really get why you'd need Occular Implants. It's just a vision range upgrade, but in this build the ghost is accompanied by a whole group of M&Ms. You could just send in a sacrificial Marine to get the vision. Or a Vessel. Or just scan.
ghost nuke range = vision range. if you upgrade vision range, it upgrades nuke range.
The 2nd nuke only worked because ocular implants was done. The 1st nuke only failed because ocular implants was not yet done. If he had ocular implants in time, the ghost would have been further back, and completely surrounded/protected by mm.
Or nada could have moved his mnm forward to protect the ghost during the first nuke isn't it?
Indeed. His ghost defense the first time was quite bad if you ask me. I've seen someone else mention the dropship and this is something that I also mentioned in the LR but I think Nada losing that dropship was bad. Larva's bases at 6 and 9 were undefended, not even a single sunken if I recall right. A small marine drop at 6 while he tried to nuke the exp would've left Larva in such a tough situation because he barely stopped the nuke while losing his whole army. I think had he done this or managed to get the nuke off, he would've won it 100%.
Having said that, this strategy isn't anything new. I've seen other Terran players do this on stream before in previous years. It's just not the most common thing to do because if its scouted, it can be shut down. I think his early ling defense was amazing though, reminds me of Last's ling defense against Soulkey in KSL1 finals.
On January 17 2019 22:29 A.Alm wrote: Ooh, very nice and detailed info. I should use excel instead of notepad lol I def rec adding this game (new golaith opening): https://www.youtube.com/watch?v=c6hidBvl-lc
I will look into it, thanks. I believe this is what Artosis was talking about during the Action vs Piano/Organ game on Match Point.
On January 18 2019 05:52 Freakling wrote: I don't really get why you'd need Occular Implants. It's just a vision range upgrade, but in this build the ghost is accompanied by a whole group of M&Ms. You could just send in a sacrificial Marine to get the vision. Or a Vessel. Or just scan.
ghost nuke range = vision range. if you upgrade vision range, it upgrades nuke range.
The 2nd nuke only worked because ocular implants was done. The 1st nuke only failed because ocular implants was not yet done. If he had ocular implants in time, the ghost would have been further back, and completely surrounded/protected by mm.
Or nada could have moved his mnm forward to protect the ghost during the first nuke isn't it?
I think the problem was how forward Nada put the nuke. He didn't need to hit the hatch to win the game off the nuke, just eliminate all the sunkens. There was roughly enough room for a single row of marines/medics in front before getting in range of the sunkens, and that many sunkens would've decimated the front line of marines/medics. Based on my first analysis, he would've had to have held off the zerglings for an extra 3 seconds without taking a single shot, or 1-2 seconds if he had protected it from the ultra(much more reasonable).
On January 18 2019 05:52 Freakling wrote: I don't really get why you'd need Occular Implants. It's just a vision range upgrade, but in this build the ghost is accompanied by a whole group of M&Ms. You could just send in a sacrificial Marine to get the vision. Or a Vessel. Or just scan.
ghost nuke range = vision range. if you upgrade vision range, it upgrades nuke range.
Wow. I actually did not know this.
I have seen nuke rushes in TvZ bafore though. Wasn't there even an ASL game on CB where it was done? Don't ask me for specifics, I just seem to remember. Maybe some one else knows which game it was.
I have seen it before as well. The game I remember in particular was on Troy (which coincidentally was another map with these unusual assimilator mechanics). The description on the Cool and Unusual StarCraft thread is funny "nuke rush opponent into retirement."
Looks like this one was one-base. I feel like it happened more than once on Troy, but I'm not sure.
I feel like besides this game and Shine, we've really been deprived of Cool and Unusual StarCraft. It used to be there'd be a couple of whacky games every week, but then it used to like 40 games were being played every week.
is it really worth doing ghost range when it's possible to cast a dmatrix, then when the ghost is attacked, after one or two seconds cast another? edit : after watching flash's take, i can see the value of putting the nuke much deeper.
also what's up with this flash goliath build? Doesnt he just win the game with his speed vultures? When he gets 7 drones he can do whatever he wants.
If only Nada had a medic and d-matrixed once more on that ghost. Maybe even moving the vessel over it might've increased the chances of that being successful.
On January 19 2019 08:00 Chef wrote: I have seen it before as well. The game I remember in particular was on Troy (which coincidentally was another map with these unusual assimilator mechanics). The description on the Cool and Unusual StarCraft thread is funny "nuke rush opponent into retirement."
Looks like this one was one-base. I feel like it happened more than once on Troy, but I'm not sure.
I feel like besides this game and Shine, we've really been deprived of Cool and Unusual StarCraft. It used to be there'd be a couple of whacky games every week, but then it used to like 40 games were being played every week.
I hear ya man. Macro maps were great when they first introduced; they were a fresh change of pace, there was decent variety even in macro maps, and lots of different maps in total. Over time though the cookie cutter macro bots, who just want to rush right past the strategy portion of the game and churn units out, won. Now you can play a safe macro map with an easy natural and an easy third, and the only difference between the map might a mineral only or a reverse ramp. For all intents and purposes we play on the same exact map, spawn location just rotates a bit and the tileset changes, but thats all.
On January 18 2019 05:52 Freakling wrote: I don't really get why you'd need Occular Implants. It's just a vision range upgrade, but in this build the ghost is accompanied by a whole group of M&Ms. You could just send in a sacrificial Marine to get the vision. Or a Vessel. Or just scan.
ghost nuke range = vision range. if you upgrade vision range, it upgrades nuke range.
The 2nd nuke only worked because ocular implants was done. The 1st nuke only failed because ocular implants was not yet done. If he had ocular implants in time, the ghost would have been further back, and completely surrounded/protected by mm.
Or nada could have moved his mnm forward to protect the ghost during the first nuke isn't it?
Not easily. Ghost was very very close to sunken range. Which wouldn't be a problem if ocular implants had finished 2 seconds earlier.
On January 19 2019 09:29 TwiggyWan wrote: is it really worth doing ghost range when it's possible to cast a dmatrix, then when the ghost is attacked, after one or two seconds cast another?
This game is the perfect example of why the answer is - Yes, it really is worth doing ghost range, even when its possible to dmatrix. Don't you see that it made all the difference between winning and losing in this game???
On January 19 2019 09:29 TwiggyWan wrote: is it really worth doing ghost range when it's possible to cast a dmatrix, then when the ghost is attacked, after one or two seconds cast another?
I'm not 100% sure but I'm pretty sure you can't cast another DMatrix on a unit that is already DMatrixed, or at least it won't replenish the effect.
On January 19 2019 09:29 TwiggyWan wrote: is it really worth doing ghost range when it's possible to cast a dmatrix, then when the ghost is attacked, after one or two seconds cast another?
I'm not 100% sure but I'm pretty sure you can't cast another DMatrix on a unit that is already DMatrixed, or at least it won't replenish the effect.
You can D-Maxtrix any unit again, it will just replace the old one and start from full shield again. If we're talking about stacking the spell, then obviously that is a definite no.
On January 19 2019 09:29 TwiggyWan wrote: is it really worth doing ghost range when it's possible to cast a dmatrix, then when the ghost is attacked, after one or two seconds cast another?
I'm not 100% sure but I'm pretty sure you can't cast another DMatrix on a unit that is already DMatrixed, or at least it won't replenish the effect.
You can D-Maxtrix any unit again, it will just replace the old one and start from full shield again. If we're talking about stacking the spell, then obviously that is a definite no.
Thanks for letting me know! Today I learned. NaDa must not have had the energy.
No metter how many times I watch it, I just can't find the red dot indicating where the 1st nuke where aimed at. Judging by the gohst position I feel he aimed to the 3 front sunkens and that is imo the main mistake. You do want ur gohst as far back as it can possibly be, you don't need to instant kill all 6 sunk with the nuke, just taking down the 3 on the front and leaving the other ones severly damaged is more than enough to "ez" gg the zerg from there. You can actually aim a few hex further away from the front sunken line to get that job done. All I said above + ocular implants would have make the difference since he got so close to actually hitting it. Anyway, game was awesome, much respect to Nada. Coming up with an strategy to take down an opponent who is a few steps above in the skill index, with you knowing it, and him knowing you know it, it's not an easy task, but is one of the most beautiful feats to watch in this game. You were very close Nada, Genius Terran indeed.
On January 22 2019 09:03 LocoBolon wrote: No metter how many times I watch it, I just can't find the red dot indicating where the 1st nuke where aimed at. Judging by the gohst position I feel he aimed to the 3 front sunkens and that is imo the main mistake. You do want ur gohst as far back as it can possibly be, you don't need to instant kill all 6 sunk with the nuke, just taking down the 3 on the front and leaving the other ones severly damaged is more than enough to "ez" gg the zerg from there. You can actually aim a few hex further away from the front sunken line to get that job done. All I said above + ocular implants would have make the difference since he got so close to actually hitting it. Anyway, game was awesome, much respect to Nada. Coming up with an strategy to take down an opponent who is a few steps above in the skill index, with you knowing it, and him knowing you know it, it's not an easy task, but is one of the most beautiful feats to watch in this game. You were very close Nada, Genius Terran indeed.
Obviously he should have D-matrixed the ghost with 1 vessel, then D-matrixed the OTHER vessel and use that vessel to cover up the ghost to prevent targeting him.
Flash doing this build, Nada definitely screwed up in 2 moments. First was not waiting for sight range to be done and second aiming too deep into the sunken line.
Flash doing this build, Nada definitely screwed up in 2 moments. First was not waiting for sight range to be done and second aiming too deep into the sunken line.
Having Flash backing up my words about bw is like having gravity backing up my theories about physics (assuming I somehow could have one of those). Cloak it's not compatible with Matrix so it would only be useful in very special conditions, sight range is much more Kespa if you ask me (and Flash) LOOL.
It's been fun theorizing with you about the metter, now God has spoken, we got our answer.
i thought the reason nada lost was he pushed the ghost too far in to get maximum nuke value, even though a more edge nuke would have gotten the sunkens... the main difference would have been that some marines could have shielded from the lings... and the nuke probably would have landed?