I mean when i see how i was excited to see fruitdealer and his plays, there is no more such things, its only about cheese and greed for money.
Koreans React to GSL Ro8 - Page 44
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GrazerRinge
999 Posts
I mean when i see how i was excited to see fruitdealer and his plays, there is no more such things, its only about cheese and greed for money. | ||
Melancholia
United States717 Posts
On December 09 2010 15:19 ehalf wrote: I bet you were not a BW player, at least not familiar with BW. In early stage of BW games, it's kind of standard that Zerg build at least 3 sunkens to against Terran early m+m+1 tank push. Nestea could also easily defend the rush if he had more sunkens prepared. Compared with BW zerg players, current SC2 zerg players are much more greedy in their play styles. You clearly didn't give much though to this post. The rush hits WELL before a spine crawler can be up, considering the long build time and that the need for creep requires a hatch first build. If you build the crawler in your own base, congratulations, it'll never burrow alive. If you go pool first then well done, your ramp is walled and you have to wait for a few minutes for creep to reach the ramp so you can break it. In the interim, Terran expands safely. | ||
Mr.Brightside
Australia317 Posts
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LittLeD
Sweden7973 Posts
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ehalf
408 Posts
On December 09 2010 19:32 Melancholia wrote: You clearly didn't give much though to this post. The rush hits WELL before a spine crawler can be up, considering the long build time and that the need for creep requires a hatch first build. If you build the crawler in your own base, congratulations, it'll never burrow alive. If you go pool first then well done, your ramp is walled and you have to wait for a few minutes for creep to reach the ramp so you can break it. In the interim, Terran expands safely. I'm both a terran and zerg player right now. I dont see any difficulties to build 2 spine crawlers on the expansion while delay one queen instead of those two crawlers. While terran pull out scvs, you should pull out same number of drones. just wait a few times until the spine crawlers finished, BING, you defend it, and terran has to pull back all his scvs go through a long walk and you only lose a bit of mining time. There is no reason that zerg can easily drone up and defend while your opponent are kind of all in. I admit that zerg lose some advantage in the early development, but that's the way it is, you cant expect easily expan and drone up in small maps. | ||
Melancholia
United States717 Posts
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Kazeyonoma
United States2912 Posts
greedy > standard standard > aggression 14 hatch, is greedy because you have NO defense or offensive units. either get ready and get some static defenses to hold, or die because your rock/paper/scissor gambit of going rock, just got papered. | ||
Kazeyonoma
United States2912 Posts
On December 10 2010 08:31 Melancholia wrote: 2 crawlers? Then you've got no money to build lings. If the Terran sees only drones defending he'll gladly run over you. he said INSTEAD OF QUEEN, that means you still have minerals for zerglings, you just have a delayed queen. | ||
TheButtonmen
Canada1401 Posts
On December 10 2010 08:55 Kazeyonoma wrote: aggression > greedy greedy > standard standard > aggression 14 hatch, is greedy because you have NO defense or offensive units. either get ready and get some static defenses to hold, or die because your rock/paper/scissor gambit of going rock, just got papered. 14 hatch is one of the safest builds, it's power droning thats greedy and no one here is recommending it. Anyone know if Ret or others made any comments regarding best usage of queens energy when it pops? I personally oddly enough am finding an inital creep tumor is much more useful then a round of larva and would love to hear other players thoughts / experiences regarding queens inital cast. | ||
Cephei
United Kingdom79 Posts
So what if Nestea is the 'better' player, if you go by that logic that the best player should win why even bother having the effin tournament in the first place. All-in's are legit and can be stopped, if the player doesn't stop them it's tough shit and they lose, Rain should not have apologized for anything, it's his job to win, if I was him I wouldn't give a fuck if the games were fun to watch or not. The problem is not with the players, the community can't expect them to risk losing just to put on a good show, good shows happen naturally, the sooner people realise that the better. | ||
Jermstuddog
United States2231 Posts
On December 10 2010 09:08 TheButtonmen wrote: 14 hatch is one of the safest builds, it's power droning thats greedy and no one here is recommending it. Anyone know if Ret or others made any comments regarding best usage of queens energy when it pops? I personally oddly enough am finding an inital creep tumor is much more useful then a round of larva and would love to hear other players thoughts / experiences regarding queens inital cast. That depends completely on the MU and when you put down your spawning pool. If going 14 hatch in ZvT, like is being discussed, putting down the creep tumor is always better as you don't have the income to take advantage of the 4 larva anyway, and if you don't use larva as soon as they spawn, you don't get natural spawning larva, and therefore wasted your energy. | ||
Nemireck
Canada1875 Posts
The number one problem affecting the cheese issue is that the maps are too small. If the maps were larger, the vast majority of cheese in this game would become ineffective and we could get back to watching quality games. Some of the most entertaining games in SC2 being played today are happening on Shakura's, Metal far positions, Lost Temple, and Scrap Station (Kulas Ravine had some amazing matches as well, lets not forget). They are the most entertaining games because the rush distances are longer, and thus cheese is less effective, leading to more macro-oriented games. They should make larger maps, and fix the spawns on Metal so that it works like Shakura's Plateau, and I'm sure that would fix the cheese issue entirely. | ||
Cephei
United Kingdom79 Posts
On December 10 2010 09:35 Nemireck wrote: Stop focusing on the builds and nerfs and buffs and lets take a step back and look at the real issue that SC2 has at the moment. The number one problem affecting the cheese issue is that the maps are too small. If the maps were larger, the vast majority of cheese in this game would become ineffective and we could get back to watching quality games. Some of the most entertaining games in SC2 being played today are happening on Shakura's, Metal far positions, Lost Temple, and Scrap Station (Kulas Ravine had some amazing matches as well, lets not forget). They are the most entertaining games because the rush distances are longer, and thus cheese is less effective, leading to more macro-oriented games. They should make larger maps, and fix the spawns on Metal so that it works like Shakura's Plateau, and I'm sure that would fix the cheese issue entirely. You would just kill half of the game doing that, it's a ridiculous idea. | ||
Disastorm
United States922 Posts
On December 10 2010 09:37 Cephei wrote: You would just kill half of the game doing that, it's a ridiculous idea. Actually his idea is somewhat understandable. BW's maps were much larger than SC2's maps, and it didn't kill half of the game at all. | ||
Zerokaiser
Canada885 Posts
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FindingPride
United States1001 Posts
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HogaDjO
Norway8 Posts
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xza
Singapore1600 Posts
Something has to be done from the balancing team | ||
mishimaBeef
Canada2259 Posts
PS. Stimpacking while charging will cancel the charge. | ||
Fruscainte
4596 Posts
Stop with these claustrophobic maps Blizzard, large maps are a good thing. Blistering Sands and Jungle Basin are the very maps that you should be laughing off in the discussion room, not making standard ladder maps. Christ x-x | ||
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