I cannot play competitive RTS to save my life but even from my humble standpoint it feels like Light was way too indecisive after starting through the middle. He got a good foothold through tough terrain but then took a long time to send just the vultures back to kill the goons, only doing so when it basically didn't matter any more AND sending all of his tanks back with them. That made everything that he lost at home to hold the goons off essentially a complete waste. I can only imagine how hard it must be to have to both make these decisions in real time with limited information AND execute them in twelve unit groups with goofy pathing. Things like this are what make Brood War such a high-skill game, it's not just numerical unit balancing. Truly from another era it feels like. Thank you for sharing both the games and your knowledge with us plebeians, Arty!
@MarphitimusBlackimus There is no shane in defeat to soawn broodling, so long as the spirit is unconconquered. Plus like, he never really dies, he gets reborn more often than artosis gets chills.
Weird decisions from the terran. He moved out his entire army and left nothing at home. Then he waited a long time to to walk back, lost a bunch of workers and then finally moved way to much back so he didn't even get the nexus.
The weird thing was pulling his units back when he was attacking Mini's third base. If you commit like that its an all in and he needed to finish off the nexus and keep going to the main. I'm not sure it would have been smart to leave troops back defending for Light in that situation because then your attack force simply won't have enough power to crush the waves of gateway units. In order for leaving something at home to have stopped that many goons light would have needed at least 3 tanks at the natural that's a lot of firepower to be missing.
@@Ziegfried82 The mistake was the aggressive rally i think. If those 3 vultures had mined the bunker and those 2 tanks had sieged behind it he would've traded a lot better. He even had 2 gols coming out for the shuttle as well. Instead they walked out and die for free.
calling it now, light has a strong response to early zealot pressure and isnt revealing it to his ladder opponents. i think hes gonna wreck builds like this in asl
As a C rank Protoss almost 20y ago I always opened goon/obs/reaver vs Terran and kept him contained while super expanding and setting up storm + carriers... Winrate was over 80% cuz non-pro Terrans can't really counter that...
I have a question because I don't really play SC1 but I see this a lot. I keep hearing that the protoss taking an offensive gas dictates a lot of the terran's flow. What's stopping the terran from making a refinery then canceling it for -25 minerals?
@@Poongillios yeah you can cut/cancel some workers and quickly build your own gas. Sets you back a bit economically though, doubt it worth cancelling it since you need it later anyway and if you do the toss can just come back and steal it. But it might be worth pausing building it and continue mining.
Offensive refinery is much weaker because of how workers create buildings. A probe calls a warp-in and is free to do whatever it wants. The SCV must stay and construct the refinery while being exposed. The drone sacrifices itself.
I need it to become meta for ghosts, so badly wanted him to get ghost at 930 but i get it takes alot of time an investment an sacrifice elsewere..not to mention squishy and micro intensive but gawd are they amazing vs toss IT NEEDS TO HAPPEN😅
The true mistake was not killing the nexus. His marine rush was successful though he probably should've stopped at killing the gate and force delayed the expansion.
He didn't "go marines". He made a 2nd rax because there was a proxy gateway. Pls stop criticizing the gameplay choices of professional players when you have no idea what you're talking about.