Ok @jaziek , I looked over both games. I took notes in notepad, so Im going to throw them in the spoiler. I apologize in advance for the lack of formatting/punctuation:
the PvT where you win
Your assimilator is late.
You lose a probe to an SCV WHILE WATCHING THE PROBE die.
You get supply blocked three times in 10 minutes
Terrible forcefields once the fight happens,
You are completely unprepared for the drop that happens, lose almost 20 workers.
Your opponent move commands into your army, giving it all up for free.
You don't position your army before fights, you just ball up and throw forcefields around haphazardly.
Really under use guardian shield.
You win because your opponent is really bad.
Things that weren't terrible: Probe production before 10 minutes was decent, (not stellar, but passable)
Your build order looked strong enough.
Biggest weaknesses:
Your unit composition is way too stalker heavy, you get supply blocked way too often,
and you don't know how to control your army very well.
The one where you lose:
You really get supply blocked way too often. It's really hurting your ability to make stuff.
you have an army that is more than capable of dealing with the 2 rax, but you FF them away.
Instead, try and trap them on your ramp (with a forcefield at the bottom. Your zealots will tank damage,
while your immortal/stalker can kill everything pretty easily.
You didn't even need the ramp to hold that push though.
Your expo timing is very very late as a result. Because you were timid with your units, his pressure
was a complete success. He gets an expo up, while delaying yours.
Supply blocks! Stop it! The first 15 minutes of your game should be relatively mapped out.
You are smart enough to not get supply blocked in that time. Stop letting it happen.
In both of these games, it has happened to you THREE TIMES before 10 minutes! That is simply
inacceptable and can be constituted as a complete failure of your ability to macro.
(Keeping your money low does not mean you are macroing well, especially if you have to throw down
three pylons at a time)
Better forcefields this time (once the engagement happens) but still not ideal.
You don't throw up guardian shield! Guardian shield wins games! It gives you +2 armor! Think about
that. It's like an instant ultralisk upgrade (chitinous plating). think about how long it takes you
to research +2 armor from a forge! guardian shield is free! USE IT.
Your probe production is also really subpar this game.
Your army composition sucks!
Things that weren't terrible: This game was a giant disaster in a lot of ways, multiple supply
blocks at critical moments, poor unit composition and bad decision making. Your opening seems really inefficient, you dont have many units out at all.
By the time a 2 rax reactor first hits, you should be able to have at least one (if not 2) more rounds of units done.
A note on army composition: You are building way too many stalkers. Keep in mind that most bio terrans will want to be building a shit ton of marauders. Stalkers really don't do shit vs marauders, unless you forcefield the marauders away so that stalkers can abuse their range. Try to air more on the side of building zealots, it frees up a lot more of your gas, letting you tech faster (meaning you can get those colossus much more quickly).
Someone mentioned that you needed colossus to survive that final engagement in the game you lost. You really didn't (they would have helped) but if you had structured your unit composition properly, you would have been more than able to hold that push AND afford collosus.
Unit control and army management seem to be really big problems for you.
It's better for a Zerg to err on the side of overdroning than to make more army than you need early in the game.
Is that a true statement or am I making it up? I think somebody who was a better player said it to me once. But it's so easy to slip back to cutting lots of drones for army, because overdroning losses just feel the worst somehow. Great, I guessed wrong on when you would attack, and I literally have no way to fight back. GG I guess? I feel like I completely wasted 5 minutes of my life every time that happens.
Really you want to be making as informed a decision as possible, you're going to lose a lot of games to bad guesses as Zerg but just keeping a pair of lings out on the map can go a long way to helping you make an informed decision about when you're safe to drone.
It's better for a Zerg to err on the side of overdroning than to make more army than you need early in the game.
Is that a true statement or am I making it up? I think somebody who was a better player said it to me once. But it's so easy to slip back to cutting lots of drones for army, because overdroning losses just feel the worst somehow. Great, I guessed wrong on when you would attack, and I literally have no way to fight back. GG I guess? I feel like I completely wasted 5 minutes of my life every time that happens.
Really you want to be making as informed a decision as possible, you're going to lose a lot of games to bad guesses as Zerg but just keeping a pair of lings out on the map can go a long way to helping you make an informed decision about when you're safe to drone.
Yeah I always do that. Pool comes up I get a pair of lings, put one usually at a tower and the other at the enemy ramp, poke up the ramp once in a while when I have a moment. Doesn't necessarily mean I know what they're doing.
The overdrone loss I just took, I took a guess that maybe Stargate harass was coming because he seemed to have too few units showing at the ramp. Threw down an evo chamber...it was actually 4-gate.
You'll still lose a tonne of games to over or under droning when there's nothing you can really do about it, I tend to over drone just because I feel less bad losing that way. ¯\_(ツ)_/¯
You'll still lose a tonne of games to over or under droning when there's nothing you can really do about it, I tend to over drone just because I feel less bad losing that way. ¯\_(ツ)_/¯
In the long run I do tend to actually feel better when I look at my replays and see I was getting way ahead on drones before I lost, than to look at my replays and see I was behind the whole game. But in the short run, it's the latter kind of game that feels more immediately right because there's actually fighting going on. Even though I lose the fight from not having enough stuff.
Ok @jaziek , I looked over both games. I took notes in notepad, so Im going to throw them in the spoiler. I apologize in advance for the lack of formatting/punctuation:
the PvT where you win
Your assimilator is late.
You lose a probe to an SCV WHILE WATCHING THE PROBE die.
You get supply blocked three times in 10 minutes
Terrible forcefields once the fight happens,
You are completely unprepared for the drop that happens, lose almost 20 workers.
Your opponent move commands into your army, giving it all up for free.
You don't position your army before fights, you just ball up and throw forcefields around haphazardly.
Really under use guardian shield.
You win because your opponent is really bad.
Things that weren't terrible: Probe production before 10 minutes was decent, (not stellar, but passable)
Your build order looked strong enough.
Biggest weaknesses:
Your unit composition is way too stalker heavy, you get supply blocked way too often,
and you don't know how to control your army very well.
The one where you lose:
You really get supply blocked way too often. It's really hurting your ability to make stuff.
you have an army that is more than capable of dealing with the 2 rax, but you FF them away.
Instead, try and trap them on your ramp (with a forcefield at the bottom. Your zealots will tank damage,
while your immortal/stalker can kill everything pretty easily.
You didn't even need the ramp to hold that push though.
Your expo timing is very very late as a result. Because you were timid with your units, his pressure
was a complete success. He gets an expo up, while delaying yours.
Supply blocks! Stop it! The first 15 minutes of your game should be relatively mapped out.
You are smart enough to not get supply blocked in that time. Stop letting it happen.
In both of these games, it has happened to you THREE TIMES before 10 minutes! That is simply
inacceptable and can be constituted as a complete failure of your ability to macro.
(Keeping your money low does not mean you are macroing well, especially if you have to throw down
three pylons at a time)
Better forcefields this time (once the engagement happens) but still not ideal.
You don't throw up guardian shield! Guardian shield wins games! It gives you +2 armor! Think about
that. It's like an instant ultralisk upgrade (chitinous plating). think about how long it takes you
to research +2 armor from a forge! guardian shield is free! USE IT.
Your probe production is also really subpar this game.
Your army composition sucks!
Things that weren't terrible: This game was a giant disaster in a lot of ways, multiple supply
blocks at critical moments, poor unit composition and bad decision making. Your opening seems really inefficient, you dont have many units out at all.
By the time a 2 rax reactor first hits, you should be able to have at least one (if not 2) more rounds of units done.
A note on army composition: You are building way too many stalkers. Keep in mind that most bio terrans will want to be building a shit ton of marauders. Stalkers really don't do shit vs marauders, unless you forcefield the marauders away so that stalkers can abuse their range. Try to air more on the side of building zealots, it frees up a lot more of your gas, letting you tech faster (meaning you can get those colossus much more quickly).
Someone mentioned that you needed colossus to survive that final engagement in the game you lost. You really didn't (they would have helped) but if you had structured your unit composition properly, you would have been more than able to hold that push AND afford collosus.
Unit control and army management seem to be really big problems for you.
I think marauders and stalkers have the same range. Also, if you want to insist on stalker heavy comps, watch Hero play: he makes a ton more stalkers than any other protoss, and makes it work, but only with impeccable micro.
Also, does anybody have the BO for that 1 base templar rush I've been hearing about?
I'm not saying that I should be in fucking masters.
I'm even saying that my macro is good.
I am just saying, that there are OTHER factors, which are JUST as important.
You want to tell me, that in that first replay set I posted, I lost the game where my FFE got baneling busted because of macro? That I lost to a cannon rush because of macro? That I didn't hold 2gate zealots because LOL MACRO!!!!
Whatever.
the truth is we're all colluding to try and distract you from the real problem and get you to just focus on better macro
it won't actually help you but we all get to laugh that you wasted your time learning how to drop gateways on time and mine from your gas immediately
I think marauders and stalkers have the same range. Also, if you want to insist on stalker heavy comps, watch Hero play: he makes a ton more stalkers than any other protoss, and makes it work, but only with impeccable micro.
You are correct, it turns out marauders are even stronger than I thought
In other news how did I not know that.
0
VariableMouth CongressStroke Me Lady FameRegistered Userregular
You'll still lose a tonne of games to over or under droning when there's nothing you can really do about it, I tend to over drone just because I feel less bad losing that way. ¯\_(ツ)_/¯
You'll still lose a tonne of games to over or under droning when there's nothing you can really do about it, I tend to over drone just because I feel less bad losing that way. ¯\_(ツ)_/¯
I definitely would
Well you're smart enough to not play the race where you risk unavoidably losing the game every time you make a unit.
0
TannerMS "I'm confidence cause I'm zerg!"Registered Userregular
It's better for a Zerg to err on the side of overdroning than to make more army than you need early in the game.
Is that a true statement or am I making it up? I think somebody who was a better player said it to me once. But it's so easy to slip back to cutting lots of drones for army, because overdroning losses just feel the worst somehow. Great, I guessed wrong on when you would attack, and I literally have no way to fight back. GG I guess? I feel like I completely wasted 5 minutes of my life every time that happens.
I believe pretty strongly that in the long term, you'll improve more by overdroning than by being conservative. It's a lot harder to identify losses due to underdroning and when you prepare for pushes that can't be coming just to be "safe", you're denying yourself the opportunity to learn a better way to have played that game.
Besides, learning the timings to pull off perfect army switches is the most rewarding thing ever and when you fail, it's because your opponent was a cheesy ass hole
EDIT: Until you see 3 sentries/know exactly what a 1 base toss is doing, don't go over 25 drones. You can still hit 40~ for immortal timings and even if he's expanding, you're up a hatch and can get an easy third to keep up
TannerMS on
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited December 2011
Guys.
I'm really glad we have Sylem 2.0 now.
The thread was missing that certain je ne sais quoi.
So are we in tournament dry season now?
3cl1ps3 on
0
jaziekBad at everythingAnd mad about it.Registered Userregular
I'm not saying that I should be in fucking masters.
I'm even saying that my macro is good.
I am just saying, that there are OTHER factors, which are JUST as important.
You want to tell me, that in that first replay set I posted, I lost the game where my FFE got baneling busted because of macro? That I lost to a cannon rush because of macro? That I didn't hold 2gate zealots because LOL MACRO!!!!
Whatever.
the truth is we're all colluding to try and distract you from the real problem and get you to just focus on better macro
it won't actually help you but we all get to laugh that you wasted your time learning how to drop gateways on time and mine from your gas immediately
It's better for a Zerg to err on the side of overdroning than to make more army than you need early in the game.
Is that a true statement or am I making it up? I think somebody who was a better player said it to me once. But it's so easy to slip back to cutting lots of drones for army, because overdroning losses just feel the worst somehow. Great, I guessed wrong on when you would attack, and I literally have no way to fight back. GG I guess? I feel like I completely wasted 5 minutes of my life every time that happens.
I believe pretty strongly that in the long term, you'll improve more by overdroning than by being conservative. It's a lot harder to identify losses due to underdroning and when you prepare for pushes that can't be coming just to be "safe", you're denying yourself the opportunity to learn a better way to have played that game.
Besides, learning the timings to pull off perfect army switches is the most rewarding thing ever and when you fail, it's because your opponent was a cheesy ass hole
EDIT: Until you see 3 sentries/know exactly what a 1 base toss is doing, don't go over 25 drones. You can still hit 40~ for immortal timings and even if he's expanding, you're up a hatch and can get an easy third to keep up
Thanks! I like little rules of thumb like that. I'll keep it in mind.
Why does zerg have this complicated Inject Larvae mechanics unlike something simple like chrono boost or mule/scan? Can't queen just auto cast larvae inject?
because that would be stupid.
edit: he even specifically addressed your query with a perfectly serviceable example. yeah, larvae inject is trickier to manage than chronoboost or MULE scans. But sc2 is not an evenly balanced game, it is asymetrically balanced. Zerg unit production, for example, is a hell of a lot simpler than Protoss or Terran unit production. Overlords take less time and effort to make than depots or pylons.
Oh Jesus Christ, a non-Terran saying one aspect of Terran is not as simple as a similar aspect in Zerg...
There are no words... 8->
No Protoss players were underpowered during this post.
I'm considering playing the next ladder season as terran. My recent work has included a ton of harass/counter-harass/sim city/micro, so it would be fun to focus on improving with the SC race where you're basically required to do all of those in every game.
I made a game! Hotline Maui. Requires mouse and keyboard.
I'm considering playing the next ladder season as terran. My recent work has included a ton of harass/counter-harass/sim city/micro, so it would be fun to focus on improving with the SC race where you're basically required to do all of those in every game.
Starting a game is fine. I have a specific opening that I like based on match up that lasts about 4-5 minutes. After that I immediately descend into into howling chaos as I improv my way toward things I want to do. This doesn't feel normal. Yes, reactionary race and all that, but part of me worries I'm off trying to play shitty jazz when I should really be sticking to scales. Instead of timing a roach warren to pop at the same time as my queen's first inject, I'll just fling a warren down haphazardly and continue going about my business. It feels disjointed instead of symphonic (okay, no more music metaphors).
Is the answer to pick a build off Liquipedia and just hammer on timings until I can do them without thinking?
I'm considering playing the next ladder season as terran. My recent work has included a ton of harass/counter-harass/sim city/micro, so it would be fun to focus on improving with the SC race where you're basically required to do all of those in every game.
My mechanics are shitty, my macro is poor, my scouting needs a lot of work and I am still probably going to be the same league as T as I am with P at the start of next season after like 3 weeks. At your level is probably much harder but T is pretty simple in the lower leagues.
Starting a game is fine. I have a specific opening that I like based on match up that lasts about 4-5 minutes. After that I immediately descend into into howling chaos as I improv my way toward things I want to do. This doesn't feel normal. Yes, reactionary race and all that, but part of me worries I'm off trying to play shitty jazz when I should really be sticking to scales. Instead of timing a roach warren to pop at the same time as my queen's first inject, I'll just fling a warren down haphazardly and continue going about my business. It feels disjointed instead of symphonic (okay, no more music metaphors).
Is the answer to pick a build off Liquipedia and just hammer on timings until I can do them without thinking?
Ballin' timings is only cool if you plan on using them for some cheese or early attacks and yeah for the 5rr or 7rr look up the builds cause they are good. If you just plan on playing games, go into every game with an idea of what you want to do like ling, infestor, 3,4th base, broodlord. Or ling, bling, muta. But don't be afraid to wander from your plan if you have to. Biggest thing is to scout, if you don't know what your opponent is doing then you could die to anything like mass banshees or helions or VRs or DTs. It's so easy to make decisions when you know what the other guy is doing.
Don't play outside your limits also. Just because nestea can defend a roach ling all-in with 3 spines and drones doesn't mean you can.
Watch pros play, see how many bases, workers, food, tech they can get to by certain times. Try to match that.
Also realize that your opponent is not SlayersMMA and does not have a million more units than you all the time. Watch replays to see what opponents have when.
As you get better and more comfortable with the game, you'll drone longer, make better decisions, learn longer build orders like, how to get to 3 base muties safely, or how to do 4 base brolords by the 16th minute.
Why does zerg have this complicated Inject Larvae mechanics unlike something simple like chrono boost or mule/scan? Can't queen just auto cast larvae inject?
because that would be stupid.
edit: he even specifically addressed your query with a perfectly serviceable example. yeah, larvae inject is trickier to manage than chronoboost or MULE scans. But sc2 is not an evenly balanced game, it is asymetrically balanced. Zerg unit production, for example, is a hell of a lot simpler than Protoss or Terran unit production. Overlords take less time and effort to make than depots or pylons.
Oh Jesus Christ, a non-Terran saying one aspect of Terran is not as simple as a similar aspect in Zerg...
There are no words... 8->
I still think Terran is OP. But complaining aboout larvae inject and wishing it was autocast is just stupid.
thinking of getting a kr account but if it's that bad i probably won't bother
if you relocalise to taiwan or get the taiwan client, you can log in and it will give you a starter edition automatically and you can test out latency that way.
Why does zerg have this complicated Inject Larvae mechanics unlike something simple like chrono boost or mule/scan? Can't queen just auto cast larvae inject?
because that would be stupid.
edit: he even specifically addressed your query with a perfectly serviceable example. yeah, larvae inject is trickier to manage than chronoboost or MULE scans. But sc2 is not an evenly balanced game, it is asymetrically balanced. Zerg unit production, for example, is a hell of a lot simpler than Protoss or Terran unit production. Overlords take less time and effort to make than depots or pylons.
Oh Jesus Christ, a non-Terran saying one aspect of Terran is not as simple as a similar aspect in Zerg...
There are no words... 8->
I still think Terran is OP. But complaining aboout larvae inject and wishing it was autocast is just stupid.
dhal - have you optimized you keyboard for anything?
My entire keyboard is remapped around hitting inject cycles fast. and i miss them all the damn time...
thinking of getting a kr account but if it's that bad i probably won't bother
if you relocalise to taiwan or get the taiwan client, you can log in and it will give you a starter edition automatically and you can test out latency that way.
Why does zerg have this complicated Inject Larvae mechanics unlike something simple like chrono boost or mule/scan? Can't queen just auto cast larvae inject?
because that would be stupid.
edit: he even specifically addressed your query with a perfectly serviceable example. yeah, larvae inject is trickier to manage than chronoboost or MULE scans. But sc2 is not an evenly balanced game, it is asymetrically balanced. Zerg unit production, for example, is a hell of a lot simpler than Protoss or Terran unit production. Overlords take less time and effort to make than depots or pylons.
Oh Jesus Christ, a non-Terran saying one aspect of Terran is not as simple as a similar aspect in Zerg...
There are no words... 8->
I still think Terran is OP. But complaining aboout larvae inject and wishing it was autocast is just stupid.
dhal - have you optimized you keyboard for anything?
My entire keyboard is remapped around hitting inject cycles fast. and i miss them all the damn time...
thats because your brain isn't remapped around hitting inject cycles. worry about that first.
Why does zerg have this complicated Inject Larvae mechanics unlike something simple like chrono boost or mule/scan? Can't queen just auto cast larvae inject?
because that would be stupid.
edit: he even specifically addressed your query with a perfectly serviceable example. yeah, larvae inject is trickier to manage than chronoboost or MULE scans. But sc2 is not an evenly balanced game, it is asymetrically balanced. Zerg unit production, for example, is a hell of a lot simpler than Protoss or Terran unit production. Overlords take less time and effort to make than depots or pylons.
Oh Jesus Christ, a non-Terran saying one aspect of Terran is not as simple as a similar aspect in Zerg...
There are no words... 8->
I still think Terran is OP. But complaining aboout larvae inject and wishing it was autocast is just stupid.
dhal - have you optimized you keyboard for anything?
My entire keyboard is remapped around hitting inject cycles fast. and i miss them all the damn time...
thats because your brain isn't remapped around hitting inject cycles. worry about that first.
oh, i worry about it, that's why i know i'm missing them. when i remember, its frigging fast though...
Posts
Your assimilator is late.
You lose a probe to an SCV WHILE WATCHING THE PROBE die.
You get supply blocked three times in 10 minutes
Terrible forcefields once the fight happens,
You are completely unprepared for the drop that happens, lose almost 20 workers.
Your opponent move commands into your army, giving it all up for free.
You don't position your army before fights, you just ball up and throw forcefields around haphazardly.
Really under use guardian shield.
You win because your opponent is really bad.
Things that weren't terrible: Probe production before 10 minutes was decent, (not stellar, but passable)
Your build order looked strong enough.
Biggest weaknesses:
Your unit composition is way too stalker heavy, you get supply blocked way too often,
and you don't know how to control your army very well.
The one where you lose:
You really get supply blocked way too often. It's really hurting your ability to make stuff.
you have an army that is more than capable of dealing with the 2 rax, but you FF them away.
Instead, try and trap them on your ramp (with a forcefield at the bottom. Your zealots will tank damage,
while your immortal/stalker can kill everything pretty easily.
You didn't even need the ramp to hold that push though.
Your expo timing is very very late as a result. Because you were timid with your units, his pressure
was a complete success. He gets an expo up, while delaying yours.
Supply blocks! Stop it! The first 15 minutes of your game should be relatively mapped out.
You are smart enough to not get supply blocked in that time. Stop letting it happen.
In both of these games, it has happened to you THREE TIMES before 10 minutes! That is simply
inacceptable and can be constituted as a complete failure of your ability to macro.
(Keeping your money low does not mean you are macroing well, especially if you have to throw down
three pylons at a time)
Better forcefields this time (once the engagement happens) but still not ideal.
You don't throw up guardian shield! Guardian shield wins games! It gives you +2 armor! Think about
that. It's like an instant ultralisk upgrade (chitinous plating). think about how long it takes you
to research +2 armor from a forge! guardian shield is free! USE IT.
Your probe production is also really subpar this game.
Your army composition sucks!
Things that weren't terrible: This game was a giant disaster in a lot of ways, multiple supply
blocks at critical moments, poor unit composition and bad decision making. Your opening seems really inefficient, you dont have many units out at all.
By the time a 2 rax reactor first hits, you should be able to have at least one (if not 2) more rounds of units done.
A note on army composition: You are building way too many stalkers. Keep in mind that most bio terrans will want to be building a shit ton of marauders. Stalkers really don't do shit vs marauders, unless you forcefield the marauders away so that stalkers can abuse their range. Try to air more on the side of building zealots, it frees up a lot more of your gas, letting you tech faster (meaning you can get those colossus much more quickly).
Someone mentioned that you needed colossus to survive that final engagement in the game you lost. You really didn't (they would have helped) but if you had structured your unit composition properly, you would have been more than able to hold that push AND afford collosus.
Unit control and army management seem to be really big problems for you.
Really you want to be making as informed a decision as possible, you're going to lose a lot of games to bad guesses as Zerg but just keeping a pair of lings out on the map can go a long way to helping you make an informed decision about when you're safe to drone.
Yeah I always do that. Pool comes up I get a pair of lings, put one usually at a tower and the other at the enemy ramp, poke up the ramp once in a while when I have a moment. Doesn't necessarily mean I know what they're doing.
The overdrone loss I just took, I took a guess that maybe Stargate harass was coming because he seemed to have too few units showing at the ramp. Threw down an evo chamber...it was actually 4-gate.
Steam: badger2d
In the long run I do tend to actually feel better when I look at my replays and see I was getting way ahead on drones before I lost, than to look at my replays and see I was behind the whole game. But in the short run, it's the latter kind of game that feels more immediately right because there's actually fighting going on. Even though I lose the fight from not having enough stuff.
Steam: badger2d
At least that retard Superstar is too, though.
edit: I got Tester and Sangho mixed up, Tester is going to the army but I'm not sad any more. :^:
I think marauders and stalkers have the same range. Also, if you want to insist on stalker heavy comps, watch Hero play: he makes a ton more stalkers than any other protoss, and makes it work, but only with impeccable micro.
Also, does anybody have the BO for that 1 base templar rush I've been hearing about?
Flamma inferno
Igne cutis
it won't actually help you but we all get to laugh that you wasted your time learning how to drop gateways on time and mine from your gas immediately
You are correct, it turns out marauders are even stronger than I thought
In other news how did I not know that.
I definitely would
Well you're smart enough to not play the race where you risk unavoidably losing the game every time you make a unit.
I believe pretty strongly that in the long term, you'll improve more by overdroning than by being conservative. It's a lot harder to identify losses due to underdroning and when you prepare for pushes that can't be coming just to be "safe", you're denying yourself the opportunity to learn a better way to have played that game.
Besides, learning the timings to pull off perfect army switches is the most rewarding thing ever and when you fail, it's because your opponent was a cheesy ass hole
EDIT: Until you see 3 sentries/know exactly what a 1 base toss is doing, don't go over 25 drones. You can still hit 40~ for immortal timings and even if he's expanding, you're up a hatch and can get an easy third to keep up
I'm really glad we have Sylem 2.0 now.
The thread was missing that certain je ne sais quoi.
So are we in tournament dry season now?
damn you. damn you all.
Thanks! I like little rules of thumb like that. I'll keep it in mind.
Steam: badger2d
Oh Jesus Christ, a non-Terran saying one aspect of Terran is not as simple as a similar aspect in Zerg...
There are no words... 8->
traitor
Joe's Stream.
Starting a game is fine. I have a specific opening that I like based on match up that lasts about 4-5 minutes. After that I immediately descend into into howling chaos as I improv my way toward things I want to do. This doesn't feel normal. Yes, reactionary race and all that, but part of me worries I'm off trying to play shitty jazz when I should really be sticking to scales. Instead of timing a roach warren to pop at the same time as my queen's first inject, I'll just fling a warren down haphazardly and continue going about my business. It feels disjointed instead of symphonic (okay, no more music metaphors).
Is the answer to pick a build off Liquipedia and just hammer on timings until I can do them without thinking?
My mechanics are shitty, my macro is poor, my scouting needs a lot of work and I am still probably going to be the same league as T as I am with P at the start of next season after like 3 weeks. At your level is probably much harder but T is pretty simple in the lower leagues.
QEDMF xbl: PantsB G+
Ballin' timings is only cool if you plan on using them for some cheese or early attacks and yeah for the 5rr or 7rr look up the builds cause they are good. If you just plan on playing games, go into every game with an idea of what you want to do like ling, infestor, 3,4th base, broodlord. Or ling, bling, muta. But don't be afraid to wander from your plan if you have to. Biggest thing is to scout, if you don't know what your opponent is doing then you could die to anything like mass banshees or helions or VRs or DTs. It's so easy to make decisions when you know what the other guy is doing.
Don't play outside your limits also. Just because nestea can defend a roach ling all-in with 3 spines and drones doesn't mean you can.
Watch pros play, see how many bases, workers, food, tech they can get to by certain times. Try to match that.
Also realize that your opponent is not SlayersMMA and does not have a million more units than you all the time. Watch replays to see what opponents have when.
As you get better and more comfortable with the game, you'll drone longer, make better decisions, learn longer build orders like, how to get to 3 base muties safely, or how to do 4 base brolords by the 16th minute.
B.net: Kusanku
long live Kedinik
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
B.net: Kusanku
Four crushing defeats later...
I still think Terran is OP. But complaining aboout larvae inject and wishing it was autocast is just stupid.
I had a guest pass smurf that I played Random with under the tag "AynRandom". Looking for sufficiently awesome names for the other races.
how bad is a 300ms ping re: playability?
thinking of getting a kr account but if it's that bad i probably won't bother
Dhal.
if you relocalise to taiwan or get the taiwan client, you can log in and it will give you a starter edition automatically and you can test out latency that way.
dhal - have you optimized you keyboard for anything?
My entire keyboard is remapped around hitting inject cycles fast. and i miss them all the damn time...
Joe's Stream.
ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
kk thanks
edit: wait that must've been from something else
oh well
thats because your brain isn't remapped around hitting inject cycles. worry about that first.
oh, i worry about it, that's why i know i'm missing them. when i remember, its frigging fast though...
Joe's Stream.