I would like it if those not interested in playing in the tournament could cast for the CSL, as our regular casters Enigma, Kambing, and kedinik are three people who I'd love to have actually playing.
Once again, please don't be discouraged from entering as a lower-league player! (Plat->below) Your participation is still greatly welcomed and encouraged.
@MNC Dover - when you get a chance, could you put the tournament in the OP and info about it in the title? Cheers
CSL...?
Raakam on
My padherder they don't it be like it is but it do
Funny how high level ZvP in Korea is often either a Spanishiwa variant or a Dimaga gimmick build.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
0
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited May 2011
Penny Arcade Curvy Star League
<insert curvy star logo here because i don't know where to find the image and i'm jailed anyway>
When: Friday 27th May at 8pm EST
Where: North American server.
Please sign up with the naming format: Name.IdentifierRace (Dhal.517T)
Name.IdentifierRace
Maps
I'm changing the way I select maps for this time around. Because the tournament is being organised with more notice than previous ones, I'm going to select the maps randomly from a combined pool of both the GSL map pool and the tournament map pool. This will help us get a bit of variety into our tournament, as these are good maps and worth playing some games on. Take the next couple weeks to play some practise games on these maps!
Also it is probably only me. But every time I see fOu I just want to yell "NNNNNNNNNNNNNNNNNNNEEEEEEEEEEEEEEEEEERRDDDDDDDDDDDDDDDDDDSSSSSSSSSSSSSS".
Just fOu. No other team.
Are Artosis and Tasteless going to be casting any of the GSTL or do I have to suffer through the barely-acceptable-but-way-better-than-incontrol-and-gretorp code a casters? I would not have bought the GSTL ticket had I known that going in.
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited May 2011
I don't even understand what just happened with MC vs Ace there.
One minute ace has five stalkers, a couple slightly hurt, and MC has five stalkers, a couple badly hurt, the next minute MC has four stalkers walking up Ace's ramp and Ace has none. Ace had eight more probes and the same gateway unit count, how do you get outmicro'd THAT badly?
edit: also funny thing, that first forcefield that cost MC 2 stalkers actually didn't trap the stalkers, as Ace's stalker ran all the way down the ramp past his own forcefield after MC retreated his surviving stalker, so imagine how convincing a win that would have been if MC hadn't given up the stalkers for dead.
Are Artosis and Tasteless going to be casting any of the GSTL or do I have to suffer through the barely-acceptable-but-way-better-than-incontrol-and-gretorp code a casters? I would not have bought the GSTL ticket had I known that going in.
What? Moletrap and Doa are probably one of the best casting duo outside of Tasteless and Artosis themselves. They are the ONLY casting duo I've seen besides Tastosis to have any real chemistry or synergy between them, and I really like their casting.
My not liking them doesn't prevent you from liking them. But any answer to my question ?
oh
not sure sorry! I think Tastosis might cast the finals? Maybe.
Also MC's forcefields actually weren't very good on that one. You can block crevasse with three and MC had to four nearly everytime he did, if he had been more accurate it would have been even more convincing.
Also, whoever beats MC now has to beat the next person from oGs too. We might see oGs not go out in the first round, for the first time!
It's a different game... sunkens were nice, beefy static defense.
They would hold terran at bay while you got your lurkers and/or dark swarm ready.
I think they were larger in size too... not sure. If so, it'd make them easier to wall with.
But, they could not move. Thankfully in sc1, army mobility was a LOT weaker than sc2. In sc2 you have medivacs, creep, worms, proxy pylons and that flying pylon thing, that can avoid static defenses well.
So, the spines ability to re-burrow is essential in many situations mid-game and out.
edit: sunkens do 40 dmg, spines do 25 (+5 to armor) dmg
so like the siege tanks, spines are weaker in damage, but sort of make up for it
I think the deal with sunkens that make a lot of people want them again, is that you could half morph them.
Like you could have creep colonies, which would take 125 minerals (including drone cost).
Then when you know you need defence you can morph one in 20 seconds. Rather than having to start right from the start of a 50 second morph time.
They also did 40 damage.
So you could invest some (but not all) of the cost in defence and be able to have it up quicker from your position.
I think I was tripping about the costs of things. Thinking spine crawlers were 200 total then for a second.
Speaking of spines, that was my favorite troll comment from David Kim in the recent patch.
To paraphrase, "We know you guys think spine crawlers take too long to root but fuck you guys, you have a ground army."
Except he was right, AND your paraphrasing takes it completely out of context and attaches new meaning to what he said.
Spore crawlers not being able to reposition easily was a big problem for Z, especially given Zerg's overall poor early game anti-air, and it was entirely possible to take huge damage from early air attacks even if you were prepared with spores, if they were even slightly out of position. now though you can move a spore and begin burrowing it and they have no choice but to retreat as they can no longer realistically kill it before it burrows.
Zerg's ground defense does not share this weakness and does not need to be shored up. Trying to argue that spine crawlers need the faster root time is just wanting buffs, not actual changes to bring balance.
fun fact, sunken colonies (going by the listed build times in seconds) took less time to build from drone to finish than spines do (40 seconds compared to 50). They also were way more effective against vultures than spines are against hellions.
Those points are mostly irrelevant because they're different games, but the real problem is that spines look and sound incredibly stupid compared to sunken colonies.
well i dont know about zergs wanting sunkens over crawlers but when i watched that fpvod of saviour v iloveoov he makes 3 sunkens at the front of this base without seeing whats in the terrans base yet so i was just wondering if they were really weak so you needed lots or it was just something zergs did to be safe regardless
BW Zergs weren't afraid to go hog-wild with Sunkens. I've seen easily 15+ to defend a single base in the late game. 3-5 is more common in the midgame, though.
fun fact, sunken colonies (going by the listed build times in seconds) took less time to build from drone to finish than spines do (40 seconds compared to 50). They also were way more effective against vultures than spines are against hellions.
Those points are mostly irrelevant because they're different games, but the real problem is that spines look and sound incredibly stupid compared to sunken colonies.
I'd argue that's probably most of what's causing a ruccus. Spines LOOK really weak compared to sunkens.
Also, sunkens attacked from below, which gives it a more "OH SNAP!" feeling since you can only imagine the nightmarish underground network that they are in... you don't know where that sunken hit came from!
Similar to nydus networks... I giggle at the thought of the entire map having a huge network that my units can swim through, unbeknowngst to watch towers, observers, scans, or even sensor towers.
Posts
CSL...?
they don't it be like it is but it do
Big drone count on 3 bases, big army; you have just wiped the whole protoss army, their second base and a bunch of tech.
He has no economy, no units, no tech above cyber core.
DRONE MOAR. TECH TO DROPS. ONLY WAY TO BREAK HIM IN 5 MINUTES.
OH GOD COLOXXEN AND FORCE FIELDS HOW WHY NOOOOOOO.
I was super impressed at the quality of the video.
Witty signature comment goes here...
wra
<insert curvy star logo here because i don't know where to find the image and i'm jailed anyway>
When: Friday 27th May at 8pm EST
Where: North American server.
Please sign up with the naming format: Name.IdentifierRace (Dhal.517T)
Name.IdentifierRace
Maps
I'm changing the way I select maps for this time around. Because the tournament is being organised with more notice than previous ones, I'm going to select the maps randomly from a combined pool of both the GSL map pool and the tournament map pool. This will help us get a bit of variety into our tournament, as these are good maps and worth playing some games on. Take the next couple weeks to play some practise games on these maps!
Maps selected randomly using www.random.org
1. Xel'Naga Fortress (GSL)
2. Shakuras Plateau (Ladder edition only!)
3. The Shattered Temple
Finals only:
4. Terminus RE (GSL)
5. Tal'darim Altar Ladder edition
Format
16 player
Single elimination. Players are seeded randomly
Every match is a best of 3. Finals is a best of 5.
Sign-up HERE!
Also it is probably only me. But every time I see fOu I just want to yell "NNNNNNNNNNNNNNNNNNNEEEEEEEEEEEEEEEEEERRDDDDDDDDDDDDDDDDDDSSSSSSSSSSSSSS".
Just fOu. No other team.
One minute ace has five stalkers, a couple slightly hurt, and MC has five stalkers, a couple badly hurt, the next minute MC has four stalkers walking up Ace's ramp and Ace has none. Ace had eight more probes and the same gateway unit count, how do you get outmicro'd THAT badly?
edit: also funny thing, that first forcefield that cost MC 2 stalkers actually didn't trap the stalkers, as Ace's stalker ran all the way down the ramp past his own forcefield after MC retreated his surviving stalker, so imagine how convincing a win that would have been if MC hadn't given up the stalkers for dead.
What? Moletrap and Doa are probably one of the best casting duo outside of Tasteless and Artosis themselves. They are the ONLY casting duo I've seen besides Tastosis to have any real chemistry or synergy between them, and I really like their casting.
I'm the opposite. I like DoA, but Moletrap walks a fine line.
The two also sometimes step on each others' toes.
I certainly wouldn't call them bad, though. They get the job done.
Our first game is now available for free on Google Play: Frontier: Isle of the Seven Gods
I was like WHO LET HIM IN THE STUDIO WITH A KNIFE.
Still, who let him in the studio with ANY kind of weapon.
E: Of course it doesn't, I was just putting forward my opinion on them since you put yours out there.
Haha, Don Grey Goo
Yes.
oh
not sure sorry! I think Tastosis might cast the finals? Maybe.
Also MC's forcefields actually weren't very good on that one. You can block crevasse with three and MC had to four nearly everytime he did, if he had been more accurate it would have been even more convincing.
Also, whoever beats MC now has to beat the next person from oGs too. We might see oGs not go out in the first round, for the first time!
EDIT: JULLLLYYYYYY
Buy the ticket! its like $4.85 australian. that isnt even enough for a subway 6inch
Yep! The first series between Prime and MVP took more than three hours and oGs vs Startale has gone for another 2 hours already.
I should probably go to bed. Even though this is so good.
I also had a good idea for a BM (more arrogant less actually offensive) ceremony.
I need to befriend a pro and get them to do it.
You'd be finnnnnnnnnnnnnnnnne.
Don't even need the anonymity of the Internet Dickwad theory. Just the normal person + audience. I'd remain a kind person beneath it. Maybe.
hard to compare directly.
sunkens were harder to get up reactively but more powerful, I feel.
buildings also didn't have this Armoured nonsense that they do in SC2. Buildings in SC:BW felt a lot more durable to small task forces.
None of this 8 marauder drop whoops-where-did-my-fucking-base-go business, or stalkers walking up and annihilating a spinecrawler in a volley.
It's a different game... sunkens were nice, beefy static defense.
They would hold terran at bay while you got your lurkers and/or dark swarm ready.
I think they were larger in size too... not sure. If so, it'd make them easier to wall with.
But, they could not move. Thankfully in sc1, army mobility was a LOT weaker than sc2. In sc2 you have medivacs, creep, worms, proxy pylons and that flying pylon thing, that can avoid static defenses well.
So, the spines ability to re-burrow is essential in many situations mid-game and out.
edit: sunkens do 40 dmg, spines do 25 (+5 to armor) dmg
so like the siege tanks, spines are weaker in damage, but sort of make up for it
Witty signature comment goes here...
wra
Like you could have creep colonies, which would take 125 minerals (including drone cost).
Then when you know you need defence you can morph one in 20 seconds. Rather than having to start right from the start of a 50 second morph time.
They also did 40 damage.
So you could invest some (but not all) of the cost in defence and be able to have it up quicker from your position.
I think I was tripping about the costs of things. Thinking spine crawlers were 200 total then for a second.
To paraphrase, "We know you guys think spine crawlers take too long to root but fuck you guys, you have a ground army."
Except he was right, AND your paraphrasing takes it completely out of context and attaches new meaning to what he said.
Spore crawlers not being able to reposition easily was a big problem for Z, especially given Zerg's overall poor early game anti-air, and it was entirely possible to take huge damage from early air attacks even if you were prepared with spores, if they were even slightly out of position. now though you can move a spore and begin burrowing it and they have no choice but to retreat as they can no longer realistically kill it before it burrows.
Zerg's ground defense does not share this weakness and does not need to be shored up. Trying to argue that spine crawlers need the faster root time is just wanting buffs, not actual changes to bring balance.
Those points are mostly irrelevant because they're different games, but the real problem is that spines look and sound incredibly stupid compared to sunken colonies.
^^'
also:
Simon, what's with the ninja posts that disappear?
I've seen a number that come and go.
hmmmmmmm.....
Witty signature comment goes here...
wra
I'd argue that's probably most of what's causing a ruccus. Spines LOOK really weak compared to sunkens.
Also, sunkens attacked from below, which gives it a more "OH SNAP!" feeling since you can only imagine the nightmarish underground network that they are in... you don't know where that sunken hit came from!
Similar to nydus networks... I giggle at the thought of the entire map having a huge network that my units can swim through, unbeknowngst to watch towers, observers, scans, or even sensor towers.
MWA AHAHAHAHAHH!!!!
Witty signature comment goes here...
wra