"Erik is going to all in me" "He is all inning me" "This dirty cheeser loves to roach rush" ... "Huh, he was all inning me? I could have just stayed home and won"
Dude your humor and cool as a cucumber demeanor make you a WHOLE vibe to watch. I've loved starcraft 2 since it's release and you are one of a VERY small number of people that I can watch flay powerful players that I would never be able to beat for hours.. keep it up bud. You are providing true entertainment! 👍
They should give Ghosts lil cars they can ride around in so they don't get too tired in a mech army or let em hang off the sides of the cars I think they'd like that
@@polygondwanaland8390 In command and conquer generals they had a terrorist faction with suicide bombers, and you could have him switch as the driver of vehicles and have like suicide dirt bikes and trucks and etc, I like the basis of your idea actually
You played a long game vs infestors, kept scanning incase they are burried but didn't build a single raven. All this after talking down on terrans that do the same on balance patch. So.. why didn't you build ravens? Why are they a unit no terrans wants to build?
@@Zanarkendjpright buy if you just build more CC's you can just have scans on command wherever you want. You don't have to worry about controlling a Raven at all.
@@TheStargov I agree. Raven is always messing up the control group. Ghosts aren't easy to control. So, you basically don't want any distraction. Scan is good enough, has a wider range and isn't soaking up supply. So scan is better imo. A raven can be sniped, if you don't pay proper attention. And you need 2 for a army split. But I understand the point. Scans could be mules, if you miss the investor by one pixel, you don't lose your whole army.
harstem's desperate inhaling gasping laugh sounds like he's choking on a piece of too-dry cake mid-conversation and is desperate for air, and thinks that choking on dry cake is hilarious as his vision begins to get fuzzy from hypoxia. also, loved the nukes ;D
amazing. Uthermal played something like this against Lambo and won on yt. Ruff or someone else does this and then follows with BC's after sniping the queen count down.
Blizzard COULD make the Terran buildings rotatable when they "lift off" but coding that and having each building viewable from different sides would probably be a lot of work. Also they would have to put the add-ons in different positions depending upon how it's rotated instead of always in the bottom-left corner. That would be a good QOL for Terrans tho. And they would definitely appreciate it. Plus it doesn't buff anything. 😁
If you want to mindgame with this build, you could open tech-lab->marauder instead of a reaper. Your first unit gets delayed by 7 seconds, and you lose the scouting that a reaper would grant, but your opponent (on seeing the marauder) and tech-lab'd factory will not build roaches or queens. You can get blue flame from the first tech lab, then build a second factory in the main for hellion production. Aside from the mind-game, that build should allow for better eco, since reactored hellion production takes nearly 600 minerals/minute.
I am not sure you can trick anything. As you can' see in several of his games the overload is there and sees everything. I guess this is the weak part of this build, and there is nothing you can about it cos ee has hellions only for quite some time. I think maybe the best way would be to get a cyclone earlier, to hide the strat at least before you move out (cos you cannot see high ground overseer on the map)
@@johanjof5613 The overlord will see a marauder with a tech-lab upgrading, then a marine (to keep overlords away). Seeing only those two, hellion+ghost would seem an unlikely follow-up, and roaches get countered by marauders so it will likely prevent them from making a roach warren in the first place.
@@NuovoswissIf you watch some of his game again, you will notice that the overload is wandering around the whole time, and there is nothing you can do with just one marine. Besides plenty of overload are on high ground plots you cannot reach and you cannot even see without an air unit or flying building. But thank you for sharing your thoughts
@@johanjof5613 Marines keep overlords on pillars, unless they get OV speed, which few do. Flying buildings is easy as terran, and if the pillar is the only place they put the OV on the pillar, then it can't scout the factories or ghost academy. Plus if you keep pumping marauders from the pillar-visible gateway for the first 2 min, they will be really useful for dealing with any roaches they do make, even if seeing a near constant stream of marauders doesn't fake them into zerglings or spire.
It would be interesting with a video on balance discussion regarding the abillity to mirror addons, is it purely better for the game implemented as is or could problems arise with maps etc?
I've played with the thought of east west north and south tech labs idea. there is a hard code issue unfortunately that I have yet to fully under stand. I think its to due with aliases -- with 4 types of tech labs per structure and tech labs on barracks factories and star ports -- it means over 12 versions of tech labs and 12 versions of reactors -- or about 24 structures -- making the quality of life change hard to implement. But theoretically possible. I just haven't finished figuring it out just yet.
i think the only way to deal with this is to scout it early and have enough lings to surround the ghosts or micro them on the ghosts while fighting the helions with roaches
Another mistake in the 2nd match up was sniping the roaches instead of the queens, 2 of the 3 sniped roaches survived the engagement, if 3 queens had been sniped it would have instantly shifted the balance
I always thought ghost rushes would be crazy good. Maaybe you can build enough roaches to counter it but I'm not sure. I haven't finished the video but my prediction is that this will be very successful. The reason you don't see it at a high level is because high-level terrans aren't that good, and ghosts are almost as hard as spell casters of other races. Ghosts are actually the same tech level as roaches. It always blew my mind how long terrans waited to build ghosts.
Have you thought about doing using Ravens detection next lol. I like to see if Terrains are just dumb for not trying it. Of course, you can use the Ravens for all the other things it does.
nah i think all terrans are just playing the 'no raven challenge'; its just a flex trying to see how much scan energy you can waste on creep tumors and still win.
By the way whenever Zergs spot ghost academy first thing they do is get detection, usually they don't expect you building ghosts for snipes, that's when they're most surprised
This kind of builds most times works only because the opponents are just not good enogh. But vs pro-players, this has no chance. But it will make everyone complain about ghost are super op, but reallity is that the problem is not the unit, is their bad responses, build, etc etc
If u had to choose the position of an addon - u would have to make a conscious decision ... can´t do this to to a race considert to play itself! Imagine you rightclick 3 SCVs with auto-repair on a full-health cyclone leaving the factory to join up forces at the front ... losing any unit gets close to impossible without ANYTHING u have to do! AWESOME!!!
Biggest mistake in game 2 was going back because of 10 lings. Should've just put 2 cars in a different control group to keep watch on them and you would've hit way earlier.
I wonder if he has seen Uthermal do this? I think watching him do this a few times would help him.... although uthermal would have a planetary between the natural and the 3rd 😂.
4:40 LOL the laugh of a mad man xD This build looks pretty disgusting to be honest!! You could probably go into Ghost Mech off of this if it turned into a macro game. I'm wondering if it's worth going Marine instead of Reaper to deny the scout since the zerg kinda has free reign to scout your base.
I always thought mass ghosts and mass ravens would be a good thing to do during halloween cuz ravens and ghosts r a pivotal part of haloween. never more
A lot of high elo people use spawningtool build advisor on second monitor or even on first monitor while they play (in non competitive games). It shows ur timings based on the ingame clock and can ding to remind u to do stuff, there's tons of builds already up there it's always being updated.
It's hard not to get overconfident with terran units. They are so much better, that you forget you can be outplayed with skill / surrounds. Terrans throw away a lot of armies, that with a little bit of better strategy, they can stack these units with their next wave and win then. But instead, after they throw away units, they find themselves on even ground.
Zergs, apparently. Wvery single game, just spam queens, defend all harass for zero losses. Maybe throw away a handful of lings to make the opponent feel better about themselves.
They're less the counter than before. Snipe got reduced in efficiency versus ultras, ultras got a minor mineral and size upgrade, ghosts got other nerfs, you have to have your ghosts in place to handle the ultras and the ultras were being used as "Zealot Runbys" and being often handled by passive defenses. It adds up.
@@dmitry5319The way to counter ultra is not letting the enemy zerg be three bases up on you. Though the useful analysis to this is more along the lines of "if you're doing a timing all-in, you can't just trade 3 ghosts for a fistful of lings and two 0 energy queens and call it a day", and the part where he loses his entire army at the 7 minute mark doesn't help either. The game was over at that point, the zerg just macro'd into an unlosable position, even though by playing Terran and bunkering up he was able to delay the literal gg for seventeen more minutes.
@@rocketrelm1125 I agree that this game was not perfect from Harstem's side. Still, loosing a couple of units at the beginning should not have such a dramatic effect. You say that zerg macro'd well. But Harstem also had 100+ workers large part of the game, if I remember correctly. Apparently, zerg had even more workers (he lost 20k resources more by the end of the game when they had almost 0 army). This means that zerg had smaller army during the whole game, which made his trades even worse compared to what they could be. He also attacked a bunkered up terran with ultras against ghosts. It feels like zerg made everything to have as bad trades as they could get and still won.
@@dmitry53194 ghosts, 14 hellions and a cyclone at the 7-7:30 stage of the game is not "just a couple losses", you phrase it like he mismicroed a 4 adept harass. The game looks sort of like the grandmaster equivalent of that one It Is IMBA Or Do I Suck submission where the terran literally built only marines and the zerg used 'counters' to marines but still lost and it's like, my guy, he was on seven bases to your three. Harstem never went for any killing blows. Even being up one base affords the zerg the ability to make some disgusting trades. Bases standardly have 10.8k minerals and 4.5k vespene, so even if the Zerg lost 20k more than the Terran here, he had leeway to throw away *another* 20k before it became a problem.
My 2 base build: A solid 2-base economy, fit for a dedicated macro aggression Your 2-base cheese: Disgusting no-skill roach rusher, disrespectful to the community, reported
Drones drones drones, 3 hatches fast, 3 queens and some defensive structures. Force them to make tanks to be able to transition to something else than just lings, but lings are also great vs tanks. Mass lings and some sticky corrosive goo. Force them out of hellions with defense structures, force them out of ghosts with lings, transition to mutas when they go for tanks. Is how I can paper StarCraft how to defeat this! queens, roaches, hydras are out of the question, and as long as ghosts are on the field, so is mutas out of the question. lings lings lings lings lings banes lings banes, and some sticky corrosive goo plus lots of defensive structures has to be the attrition way of fighting this, and look for the transition out of baneling once they stop making hellions ghosts
been playing ghost hellbat, ghost widow mines for years and years, which is why i keep saying nerf it to the ground! It's a fast, tanky, good range, high dps vs ligth fighting unit on its own, shoots up, shoots down, low tech, not armoured, not light, plus its anti everything protoss with emp, anti everything zerg with snipe, and anti every spellcaster with snipe OR emp. And its one of the cheaper spellcaster while also having f...... cloak! Only queens, sentrys and phoenix are cheaper! BROKEN, EU macro virgin normies has just taken 10+ years to adopt it. Oh yeah, and it can call down memes, which is what said EU macro virgin normies has mistakenly though it was all about for 10+ years, forgetting or ignoring all of the OP BS above, thinking "hehe memes, ghost is for nukes, good terrans build mArInEs"
Wow now I got another I’m a Terran build to worry about. Man Terran are so op they have everything so sad Zerg kinda suck atm even serral struggles now.
How about when are the gonna nerf carriers for 4v4 and 3v3? Never mind nerfing every single terran unit. Including the upcoming mine nerfs. I want buffs. I want buffs against carriers. Super buffs. Buffs so big that protoss are too scared to build carriers. Frightened i tell ya!!