The idea that you "have" to go 14 hatch is what is laughable. You don't.
Koreans React to GSL Ro8 - Page 10
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dabom88
United States3483 Posts
The idea that you "have" to go 14 hatch is what is laughable. You don't. | ||
gamecreator
United States24 Posts
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daxile
Canada829 Posts
Chill pretty much nailed it on the head with his post on first page.. | ||
Inane_Asylum
United States196 Posts
On December 07 2010 04:43 dabom88 wrote: The idea that you "have" to go 14 hatch is what is laughable. You don't. And how exactly does making combat units instead of workers and buildings make your situation against a small early army worse? | ||
dasanivan
United States532 Posts
On December 07 2010 04:28 Chill wrote: How is that silly? You brought up a point not even touched on by my comment and then called me silly for not saying it. I don't get it. Also, I'd like the posters here to consider that the rules are fine and just need time to develop more. A lot of people are talking as if T early game is a freewin. It may be, but I'd like to have a little more time before I could say that definitively. People want the rules changed too easily... i dont know, going straight to WWE from "want to see amazing games" just seemed kind of silly to me. maybe cause the WWE seems like such a strong comparison. | ||
SubtleSense
Canada28 Posts
Edit: Hatch first is apparently supposed to be better against 2hatch >.< | ||
Logros
Netherlands9913 Posts
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Daria
Australia500 Posts
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billyX333
United States1360 Posts
On December 07 2010 04:46 SubtleSense wrote: he goes hatch first every game thats why he loses to that you'd think that maybe opening somthing safer might be better considering how much money is on the line..... i dont think people give korean pro gamers enough credit for the amount of testing and thought they put into their builds and openings they do this for the extra larva as opposed to 4 larva 40 seconds too late this is also according to idra and ret | ||
BadBinky
Finland649 Posts
On December 07 2010 04:43 dabom88 wrote: The idea that you "have" to go 14 hatch is what is laughable. You don't. http://www.teamliquid.net/forum/viewmessage.php?topic_id=174576¤tpage=23#449 Anyway on topic. Gretech should sell premium tickets for $10 when there are so many TvZ. I feel ripped off. | ||
riverkim09
United States291 Posts
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Sadist
United States6980 Posts
"You play to win the game" | ||
Fitz
Canada77 Posts
I think there is a huge parallel to be drawn here with MorroW vs. Idra's Bo5 in the tournament I cant put the name on. When 5 rax reaper were hardly stoppable. (remember, MorroW apologied as well after he won) It basicly involves T putting huge amount of pressure off one base right before Zerg expo kicks in. Both strategies revolve on zerg inability to produce drones and combat units at the same time while T suffers very slight economics losses. I believe we have to look at the mule, I have no idea how to replace it, but I think there're two points at the game were they are way to potent which are : 1) when they first kicks in. -> nearly the mineral income of two bases on one, 2) when T claims a gold expo (but that's a different story). While the mechanic is inferior to the other two in the rest of the game. As for the maps, well it prety obvious some rush distances are a bit too short. Any1 else feel the same ? PS: apology for so so english. | ||
donut boi
United States154 Posts
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eggs
1011 Posts
i feel like TSL_Rain did that by knowing NesTea always opens with 14 hatch. i'm glad he was able to punish him for it. | ||
darmousseh
United States3437 Posts
On December 07 2010 04:41 Sanguinarius wrote: A better solution is to add a fireing delay or cooldown. The problem currently is they attack instantly and then can be micro moved away. Prevent movement for 1/4-1/2 of their firing time (like give them an actual animation you cant stop). This will prevent abusive marine micro (which is the early game problem) but not effect the ball of units late game. I think a 0.05 - 0.10 second animation delay before firing would fix the infinite kiting problem, but might bring up some other problems like being unable to kite banelings, but could be fixed by simply spreading the marines. Marines are such a vital part of the core balance of the game though. | ||
Daria
Australia500 Posts
On December 07 2010 04:44 Inane_Asylum wrote: And how exactly does making combat units instead of workers and buildings make your situation against a small early army worse? I don't get it, if you make combat units instead of workers, you'd be able to fend off any early pressure? (ie, Get Roaches off 1base then expand) | ||
Sm3agol
United States2055 Posts
14 hatch against T should go like this. Drone up, get hatch. Have second queen for second hatch ready to go. Spam your produce zergling key for every single larvae you have for the next minute. You know its farking coming, so act like you have map hacks. Its not like Ts can see exactly what you are doing. Now obviously I'm not top diamond, so I can't say I know the exact timings on all this, but it can't be that off. I see streams ALL the time of people losing to this crap with their nat almost saturated, they have gas almost up and everything. Not a spine crawler or mass zergling group in sight. QUIT DRONING UP YOU FARKING IDIOTS. If he marines scv all-ins you, and you have 20 zerglings, 2 queens, a spine, and 15 drones, you win. If he doesn't, you're still up a base, just drone up from there, your zerglings don't evaporate if the push doesn't come. And I may be off as to the timing of the builds going on in GSL, but i know for a fact random diamond nubs do this crap all the time. | ||
Slayer91
Ireland23335 Posts
I still say its a map problem though, I feel like maps are being used to counteract zerg's general macro advantage instead of trying to ensure zerg can be dealt with reasonably in high econ late game situations and having maps where terran/protoss all-in's can be dealt with by zerg. | ||
Everlong
Czech Republic1973 Posts
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