Time traveler to GM. Can only use units from [insert year], and builds that were meta at the time. Must say begin game by typing "gl hf WHAT YEAR ARE WE IN???"
The plus 1 air is fucking gigantic, makes carriers go from 37 dps to 45 dps, a nearly 25% increase. Thats like having 4 instead of 3 carriers, for 1/4 the cost. Definitely worth starting while your first carrier is still building, it's cost effective with just over a single carrier built.
Its useless, he only managed to win cause his adapt denied the CC for such a long ass time and manages to kill off a bunch of marines. If not Terran would have way more and there is no way the carriers would have worked.
So glad I found your channel.. you keep the language PG and narrate so perfectly despite doing like 400 APM.. aka I get to share this with my 8yo son :)
My current favorite psyop is Marc playing Toss off-race with ten times the skill as main-race GM Toss and calling every single unit* OP (Including, today, the Probes) haha. *edit: and building 😁
@@chloesmith4065 Probes are only good because one single probe can warp in a whole base layout. Fighting-wise probes are the worst of the 3 units, because all they have is their shield regen.
These videos are so fun and entertaining. Cheesey, on the edgy of my seat, tilting, etc. The 30+ minute ghost vs BC game was just a slog. Couldn't even finish it.
We've been doing this to people for a decade in the lower leagues. Your first carrier kills about 20 marines or maybe 10 hydralisk before the enemy player stabilizes.
It's something I often realize after the fact. Sometimes I don't even have to watch the replay, it's like right after I gg "yeah I should've just went for the base trade." Just another amazing, interesting aspect of starcraft, really fascinating how that hidden information affects people's decisions and whatnot
this guy. this is the second time ive felt like i had to comment something strong. but this guy is really nearly worth me joining. and ive never joined anyone hahahahaha
regarding 3rd game. I used to play WoL at kinda very high level (not on competitive level but close. I stopped playing SC2 in the middle of HotS). It is nice nostalgic game. I dont think I ever get 4g build order out of my head :D 3rd game really warmed my hearth to see +1/+2 4g/8g blink/charge push vs zerg. I have been playing this a LOT for several years :) - I love to watch it, I also loved to play it. There isnt anything more satisfying, then beating zerg on creep at his 3rd base with blink stalkers, and zealot warp-ins nearby vs bigger zerg army. But I have question: why arent those strategies being played today? Is it because zergs learnt how to deal with it? Different timing due to more workers at start so it doesnt have same impact? Or is it because "new" units are better?
I think you are right on the money there. If Zerg defends they are probably ahead. Zerg kept throwing the units onto zealots and losing them. If instead they collected a slightly bigger force and did a cleaner fight it would be a totally different story and it snowballs from there. I also guess even if the third falls for the zerg they are probably still ahead? I also think it is to hard to transition out of it as protoss. you are behind on both the tech and economy. Not sure what the best defense would be but I imagine if you scout it on time maybe you can even save the third with a well placed spine crawler. I think however the bigest crux of this build is that zergs build a lot of queens these days because they are great against everything. you can defend with queens against slow zealots really well. Things started snowballing once that first queen got surrounded I do not think that is supposed to happen. 9 zealots cost as much as 6 queens. I imagine that is a very one sided fight in favor of the queens. they also do well against stalkers if they have zergling backup. it is only a matter of buying enough time to build them. As for why it used to work and not anymore. Number of starting workers could definitely be one of the reason. Another one could be standardization of maps. If maps got bigger or smaller or third bases more defensible that would be another reason that things changed. Also players got much better as well in the meantime and learned a lot. This kind of all in has a skill ceiling there is only as much micro you can pull of with a bunch of zealots, once the zergs learned how to play cleaner as well ( micro queens properly, micro roaches properly ) without damage that zealots did blink stalker follow up would not look as deadly. I think. that would be my guess. would be happy to see somebody with litle bit more hands on experience to shine some light on the matter what the biggest factor actually is.
Bro. I PLAYED THAT when SCII first came out. Got me to diamond. Haha. Oh man, the memories. However, you did a way better job than i ever did, thats for sure. For those who didnt know, void rays increased in dmg the longer they focused on you uninterrupted and reapers and ling rushes were so broken, you'd straight up die if you didn't rush a cannon. Or at least, i would. The cannon gave you just enough time to do one thing and counterattack...maybe. But then toss also had the baby mothership back then too. Man. The memories. Lol
Actually its ridiculous that Zerg can get 2-3 ultras most likely not fully upgraded by 6 min mark. Where you can simply block them/run away, kill them with air etc. And here protoss have 2 carriers already flying at 5:25 that you simply cant avoid
I've never been able to shake the feeling that normal laws of RTS don't really apply to protoss. Playing TvP, I never feel like it makes sense. They can go into everything at once, have a third an an all-in attack, they can change direction of their build at any moment in time and unless terran reacts immediately and perfectly - they are ahead. It just doesn't seem to make any sense.
Next time I lose a TvP to something like this (which happens about 2 or 3 times a day any day I play), I'll just pretend it was uThermal. Really makes it easier to swallow than the reality (which is that you need 50 APM and a quarter of a brain to do this at my MMR).