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I love the start of the match with both players having their 9 drones mining, 1 overlord moving across the map to scout, 1 overlord building, and 500 APM each.
If you think that's funny you should skim through some of Hawk's F to S rank video. I think he plays up to C rank with only a mouse, getting like... 40 APM tops, and he'll get people at over 200 APM that can barely macro or micro.
20 years ago in a FFA with my friends, I won by absolutely *obliterating* my buddy's Devourer swarm with Mutas after he mopped everyone else up. He demanded to know how I beat him in that fight. I had no answer. For 20 years, I had no idea why I won with mutas vs the anti-air upgrade of mutas. Now I know. Now I understand. Thank you Day9 for finally putting that to rest in my mind once and for all.
I LOVE YOU FOR MAKING BW CONTENT AGAIN. Loved this ZvZ, and how you went through the nerve racking details of early game ZvZ, especially regarding drone counts, hatcheries, and early game droning. The fact that you showed a game where one player was down 27-11 drones and 3-1 hatcheries at some point who then equaliezd without a fight just shows how complex and rich scbw zvz economy wars are. <a href="#" class="seekto" data-time="1961">32:41</a>-<a href="#" class="seekto" data-time="2014">33:34</a> - I feel the thing Day9 mentioned about zerglings tanking hits is actually off here with the dynamic of hydra vs mutaling - it's actually the zerglings doing most of the DPS, with the mutalisks tanking hits so the zerglings don't die before getting in range. At 0/0 and point blank range, Muta's are roughly 13dmg per hit at 200 resources, Zerglings 40 damage per hit at 200 resources with higher attack speed which is almost an order of magnitude higher.. though they're melee. And as you can see from the fight, the mutalisks lead the way, but the hydra's don't really die until the zerlings make contact. He's definitely right about the critical mass making zerglings (and thus the mutas as well) useless, but despite how big that ball looked it still fell! Such an awesome game. ~450 apm from both players at 20 minutes in omg
I know what Devourer attack was all about for more than 20 years. Multiplayer combo of Devourer and Corsair groups were the sickest thing known to man back in the day
@@sesemango Check a youtube video titled "Footage of Artosis, Day9 and Tasteless at WCG USA 2005" for the match and maaajor nostalgia moments. (including the birth of Tasteless as a casters) And then if you are interested watch Day9s Daily 100 for context on what happened there and just purified SC love essence from the golden days.
That sort of hot potato gameplay is how I feel about Zero-K when the AI just yeets a fire car behind you and somehow cleans out all of your extractors and power plants lmao.
This was a great game you picked! I'm actually very thankful you found this gem because I've had alot of thoughts on zerg, from the perspective of terran main, as I described as "overly greedy", but have since learned "over-optimized" is the more polite, technical term. It's interesting how much the perspective of game changes depending on casters main race. Really appreciated the deeper dive of the ZvZ matchup, not just xyz decision could decide game, but what goes into the decision, and where it should lead.
I have never seen that many mutalisks on my screen at the same time, and I'm a starcraft 2 player. Whether you're gonna do a lot of starcraft stuff or not, this is a great video.
I tried doing those spore and hydra low gas economy builds so much in ZvZ but it's so much harder than it looks. I never got it working especially well. I could win with it vs slightly lower players or maybe equal, but at that point I was doing a different build for no benefit at best (and a disadvantage more likely)
<a href="#" class="seekto" data-time="2280">38:00</a> - the thing you are talking about in splitting, I remember doing so often back in the old hydra zone control maps, if it ever became tight, just control small clumps to target something specific, like a corner, or the sunken itself, even on control groups so after the mass attacker order they are still doing it. It's useful because all your units aren't stuck being stupid, but you still have the rest of the army distracting. I do find it interesting on melee maps you mention one player using run arounds and decoys being a novel idea? I guess I never watched too much of it, because it was hugely powerful even back in my 2006-2010 scbw UMS days before I stopped playing, I figured everyone would be doing it.
Starcraft content out of Day9. I am so happy. I would pay real money for Funday Monday to come back, because while I do enjoy learning to be a better gamer, I vastly prefer to dick around.
First time watching Star Craft. Is Day9 spectating high elo players? Edit: i understood it wasn't live lol. I just wasn't sure about the players skill level
instead of watching live, Day9 is exploring publicly-posted replays of games played by high elo players. if Day9 were watching live and pausing the game like that, the players would quit lol
It's so fun to see the meta of a game I used to be pretty decent at completely, utterly morph into something in which I'd be trashed within 30 seconds of the game.
That lurker ambush was brutally effective and keenly timed since there is no hold-fire button SC1, you have to literally spam the stop button until the perfect moment.
Units in Brood War have a targeting priority AI that automatically attacks military units over "lower priority" units such as workers when in range. If a drone is in the mix with zerglings, the enemy lings will try to attack the zerglings first over the drones unless manually instructed to do so.
Drones are considered non-combat units. Zerglings are combat units and they will prioritize attacking other combat units. After receiving the command to Attack-Move, the enemy Zerglings will automatically try to attack your Zerglings even though your Drones are in the way. If Drones are given an Attack-Move command, they may be targeted as a combat unit, equal to Zerglings. The "extra" body of the Drone can act as a decoy or obstacle, so that the enemy Zerglings spend time attacking the Drone or trying to get past it while your Zerglings deal some real damage. Most times, you will issue a Hold Position command to the Drones so that they do not move to attack, especially when trying to block a ramp or limit surface area of attackers in the early game. (It's been a while, but I think if your Drone is Holding Position, it will attack enemies in its range without being targeted by the enemy's AI, assuming a combat unit is behind your Drone. If that's not true, then they just sit still.) TL:DR they force the enemy zerglings to spend time attacking a sacrificial drone or make it hard for the enemy zerglings to get past your drones to hit your zerglings. works best in strategic formations/small chokepoints with ranged combat units behind your workers
Instead of hive and plague, could the hydra player make a queen and decimate the mutas with ensnare and hydras? Queens can also spawn broodling the lurkers.
In snare can be helpful I guess if you want to force your opponent to fight and not run away but plague is just incredibly decimating and a huge game changer. You can get hit by an Instagram be fine but if you get hit by a plague you just lose all your stuff. Dark swarm can be really helpful here too as the Hydra player. That was quite surprised that he just got to have got to defiler mound and then threw away all his stuff and left the game before the defilers were actually out
I feel it really went down to the zergling+muta surround. Red didn't play that near effectively, and even threw more away than needed even after it was initially apparent he lost it. If he put the hydras on a better spot for the possibility of lings, or simply waited just a bit before moving out, he would have for sure won that I think. Tbh, his best bet was to wait about a minute and a half, then put down his 3 or even fourth hatch all at once, but with more hydras and 2/2 done.
SPOILER super cool opener by red, but I hydras really freaking suck in zvz (especially since mutas really really rock) would've been cool to see transition from the t1 bunker econ hydra, into working to get scourge or some mutas instead of more hydras so that you can actually defend your 3rd. Right before he took that super uneven trade and lost the 2 hatcheries at third, they were in such a solid spot.
Holy fucking shitballs it's DayJay doing starcraft content. SIGN ME THE FUCK UP. The only reprieve I ever feel that Sean never really does starcraft anymore is that GiantGrantGames has the same hilariously infectious "hyuck" laugh when he amuses himself.