JangBi's sudden retirement cut group C down to three players, with Woongjin_sOs being fortunate enough to receive a walkover win against JangBi in his first match. Though sOs later claimed to not have played StarCraft 2 for nearly three weeks in the post-Proleague break period, it didn't stop him from advancing to the Ro16 in record time with a quick 2 - 0 over STX_Dear, who had defeated Azubu.SuperNova in their initial match. sOs was full of clever trickery as always, bringing out a rarely seen double offensive gas rush in game one, while using a DT rush to secure victory in game two.
With sOs through in first place, that left SuperNova and Dear to battle it out for second place in the final match of the night. Though SuperNoVa looked to get revenge in the rematch after losing their initial series in a one-sided 0 - 2, he only ended up suffering the same fate. He didn't seem to have an answer for storms as Dear successfully went two base templars in game one, and a series of crushing defeats in engagements forced him to GG out.
A game away from losing his chance of advancing to Code S, SuperNoVa decided to go for an unusual build on new map Polar Night by attempting a proxy factory and low-ground siege into the Protoss natural. Unfortunately, his tactic was almost perfectly countered by Dear's decision to also play slightly off-kilter, with the four phoenixes from a stargate opener easily nullifying the siege tank threat. The game played out fairly normally from there despite the failure of SuperNoVa's early gambit, but it was little consolation as he still could not find any answer to Dear's templar-based armies. After a series of disastrous engagements, SuperNoVa was forced to GG out and surrender the Ro16 spot to Dear.
On August 31 2013 00:45 p14c wrote: In the last game Dear survived just because of the Nexus cannon. This spell is the equivalent of 3-4 bunkers...
No. It's better than a bunker, but no way in hell does it come anywhere close to the combined damage output of 3/4 bunkers (assuming you actually have units in them). The Nexus Cannon's greatest advantage is its range, which does feel ridiculous at times, I agree.
On August 31 2013 00:45 p14c wrote: In the last game Dear survived just because of the Nexus cannon. This spell is the equivalent of 3-4 bunkers...
It's worth mentioning that SN is severely behind after that not-too-wise tank assault on the nat. Then he suddenly runs a troop in and almost takes the game with bio's terrible terrible damage. Now you tell me whats the equivalent of that?
On August 31 2013 00:45 p14c wrote: In the last game Dear survived just because of the Nexus cannon. This spell is the equivalent of 3-4 bunkers...
It's worth mentioning that SN is severely behind after that not-too-wise tank assault on the nat. Then he suddenly runs a troop in and almost takes the game with bio's terrible terrible damage. Now you tell me whats the equivalent of that?
?? He wasn't behind at all; quite on the contrary, Dear had tech to deal with his Medivac push and would have lost had SuperNova insisted a bit (he could have dropped his troops in the main, etc.).
On August 31 2013 00:45 p14c wrote: In the last game Dear survived just because of the Nexus cannon. This spell is the equivalent of 3-4 bunkers...
No. It's better than a bunker, but no way in hell does it come anywhere close to the combined damage output of 3/4 bunkers (assuming you actually have units in them). The Nexus Cannon's greatest advantage is its range, which does feel ridiculous at times, I agree.
Yes it is. It has the range and the hp. When you attack 4 bunkers not all of them will be on range to fire so the dps will be lower especially if they are attacked with ranged units. It's definitely worth 3 bunkers if not 4.
On August 31 2013 00:45 p14c wrote: In the last game Dear survived just because of the Nexus cannon. This spell is the equivalent of 3-4 bunkers...
It's worth mentioning that SN is severely behind after that not-too-wise tank assault on the nat. Then he suddenly runs a troop in and almost takes the game with bio's terrible terrible damage. Now you tell me whats the equivalent of that?
The equivalent is the Nexus cannon which can hold off 20 supply of bio Medicac army and Protoss can safely tech to whatever they want WHILE upgrading
Does it piss anybody else the fuck off when people say "but look at this really strong thing x race can do!!!" Yeah no shit nexus cannon is really strong, just like bio is really strong, or how mutas are really strong, or how fucking EVERYTHING IS REALLY STRONG
This game is asym, that's what makes it so beautiful....
Oh also now taking bets on how hard every other azubu player's going to tank Both symbol and sn have looked so sick in the last couple kr seasons... guess stuffs not going so well...
On August 31 2013 00:45 p14c wrote: In the last game Dear survived just because of the Nexus cannon. This spell is the equivalent of 3-4 bunkers...
It's worth mentioning that SN is severely behind after that not-too-wise tank assault on the nat. Then he suddenly runs a troop in and almost takes the game with bio's terrible terrible damage. Now you tell me whats the equivalent of that?
The tank attack was actually really smart, Dear was just fortunate enough to blind counter it by opening with Phoenixes.
Players should see it coming considering how often Terrans try to push for that position. The proxy should be common practice when it comes to pressuring them. Anyway, we have a lot of sick Protoss players making it to the round of 16. Be ready because they be coming.
On August 31 2013 00:45 p14c wrote: In the last game Dear survived just because of the Nexus cannon. This spell is the equivalent of 3-4 bunkers...
It's worth mentioning that SN is severely behind after that not-too-wise tank assault on the nat. Then he suddenly runs a troop in and almost takes the game with bio's terrible terrible damage. Now you tell me whats the equivalent of that?
Nah, SN was ahead. Dear's natural wasn't mining for like 5 minutes. The tank assault paid off. Dear spent a lot of rescources on his air too.
I feel that terran is the race which allows player to most strongly differentiate themselves with skill.
This is why terran has the most champions, despite not always having the highest winrate or largest representation. The top level terrans players are nearly undefeatable, but if the terran race gets balanced around the best two or three players their representation in foreigner play vanishes (not that it is particularly strong ATM anyways). You can tell that blizzard identified this issue because they tried to introduce the warhound - giving terran an a-move unit while protoss and zerg both got casters.
This isn't a matter of balance per say, but an observation on the current game design, and I'm not sure that one more patch is enough to fix this issue.
Protoss suffers from the opposite affliction because there are really no useful APM dumps and it is hard to differentiate your control when the army is always a deathball.
Protoss has never really had a true leader for their race since the days of MC.
Flash hopefully will be able to get out of his. I'm slightly pessimistic about INnoVation though. His results against absolutely top opposition haven't been that great recently.
I'm pretty much hating sOs. I do not have any true arguments why. But he's the player I really want to see losing. Even RoRo doesn't create those feelings in me Oo