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Posted: Tue Oct 05, 2010 2:46 pm

Night vs Skipei
ZvT
1v1 League, Silver Night vs Gold Skipei
52 Minutes. Mild early harassment turns into army trading. Expansions are threatened and/or taken until one player is completely steamrolled.
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Posted: Tue Oct 05, 2010 4:20 pm
Night Vs Skipei:
I'm gunna go ahead and say there were moments during that game where I wanted to just scream at Skipei. So many times when he/she made a bunch of units and then just did nothing with them.
The reapers at the start, just sat on that high ground and did nothing until the muta's showed up and they became useless. Why did they not try to push in for a harass? They had the nitro packs, and a decent force, if nothing else they could have distracted you, forcing you to build more zerglings, and allot resources away from drones, overlords or the eventual mutalisks, it was really disappointing to see such a massive amount of units get built up and then do nothing.
It then happened a few more times after that, with Battlecruisers of all things, they had 2-3 Battlecruisers, quit early I might add, and these could have caused so much damage if they had been properly utilized, at one point they had 3-4 battlecruisers sitting at your back door rocks, full energy with both a spawning pool and a spire in sniping distance for that yamato cannon and they did NOTHING. What were they saving it for, a single mutalisk?!
I also noticed they expanded in the WRONG direction, you never want to expand in a direction that is difficult to defend, they would have been better off, with those units sitting at the back door holding a somewhat contain, to throw down the gold expo, and always expanding down towards your base, making it easier to defend.
Also, what was with all the planetary fortresses?! The one on the island expo in particular? Those resources could have been better used on some turrets instead, of perhaps a couple more vikings, or medivacs for their massive marine force.
On Night's side we saw very decent baneling use with decent enough muta-ling aggression, though it could have been better with some more efficient scouting (thus denying the island expo altogether), there were a few poorly coordinated attacks (a poor zergling placements), on the natural expo in particular that I noted ended up in some severe losses that could have ended up way worse for you had your opponent decided to do ANYTHING in the game.
The other thing I'll note is you could have expanded a bit more, especially near the end when you were holding map control, taking out two expansions and being on the aggressive would have been the perfect time to drop down another expo (maybe even 2) and then really bolstered a massive economy and real map control, but instead you opted to burn through all of your excess minerals on spine and spore crawlers? I was a little confused why you would dump so much into defence while you were on the offence and had so much control on the map? These extra minerals could have been better used on more hatcheries, another expo, and maybe some more zerglings as there were a couple times when I noticed your macro slipping pretty sharply.
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Posted: Tue Oct 05, 2010 4:52 pm
Firstly, I look at Zerglings as cannon fodder so any that were burned needlessly were burned intentionally. Secondly, I already knew I'd won so I got the Spore and Spine Crawlers to get more food for Zerglings and Hydralisks.
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Posted: Tue Oct 05, 2010 7:12 pm
I figured that must have been why you dropped the crawlers, as a sort of 'just cause' idea.
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Posted: Sun Oct 10, 2010 10:32 pm

1v1 League, Silver Night vs Walkatepe Gold
Normally I hate ZvZ but this one was pretty fun. Some minor harassment in the early game that sorta tapers off. I go for a 5RR build that transitions into Mutas and Hydras.
I coulda done better with map control and scouting.
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Posted: Sat Oct 16, 2010 1:13 am

1v1 League, Night Gold vs Lubie Silver (fun fact, it told me he was slightly favored)
Nothing too special about this one. Just showcasing the effectiveness of the 5RR. Although I did make a few mistakes in this build (i.e. I forgot to make that fourth Overlord before the Roaches) it did not fail to cause the appropriate damage.
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Posted: Sat Oct 16, 2010 1:17 am
I suppose I ought to mention that the likelihood of me posting a replay where I lose is not very high. Not because of an overabundance of pride or anything, just that the reason for posting a replay that the poster lost in would be to get tips on why he/she lost the game and I tend to know exactly why I lost. Also, it hasn't been happening a whole lot lately. ^^;;
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Posted: Thu Oct 21, 2010 4:54 pm

1v1 League, Gold Night vs. Gold BioReboot
Early harassment turns into a base race. Surprising ending.
Things to look for: I have improved my map control. Very little was he able to do that I didn't know about. ^-^
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Posted: Fri Oct 22, 2010 11:06 am
Immortal Nobody 
1v1 League, Gold Night vs. Gold BioReboot
Early harassment turns into a base race. Surprising ending.
Things to look for: I have improved my map control. Very little was he able to do that I didn't know about. ^-^Your map control and reactions were quite good and you played a pretty solid game, I think your macro still needs quite a bit of work though and another option for you on blistering sands like that is to utilize the Gretorp quoted 'sweet spot' being the area between the rocks and the front entrance to your opponents natural, if you keep swinging between too, picking at the rocks, picking at the front, you will either break through their defence our force all kinds of extra pressure on them and it's at those times the weaker players slip up giving you an additional advantage, also consider taking additional expansions after your natural a little faster, it's too easy to get stuck into a 2 base mentality, I believe the best way to expand is based upon your opponent, you always want to be at least one base ahead of your opponent, so when they take their natural, you should be looking at taking your third, this will guarantee that you remain ahead in the economy and macro.
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Posted: Fri Oct 22, 2010 9:30 pm
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Posted: Sun Oct 24, 2010 1:39 pm

1v1 League Gold Night v Gold Wisdom
Failed 5RR transitions into back and forth army sniping. Infestors and High Templar make an appearance and use their tricks to wreak havoc.
If the camera panning is shaky or it looks like I'm not paying attention that's cuz I wasn't all there. I was exhausted and starving.
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Posted: Fri Oct 29, 2010 7:24 pm

1v1 League Night Gold vs. Scar Gold
Damn this one went on for a while. This guy was the embodiment of turtling. Tried to harass him early on but he had walled off in a way that it just wasn't worth it to spend the forces to crack him. So I switched to a macro game. I dunno about him, but the only thing of my Zerg tech tree that didn't make an appearance was Spine Crawlers. Brood Lords and Ultralisks saved my a** on a couple of occasions.
People of Gaia: If you're going to critique this, lay off the micro. For some reason my shift key wouldn't work so I couldn't string orders.
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Posted: Fri Nov 05, 2010 5:05 am

1v1 League Gold Night vs. Diamond Laneir
Nothing really special about this one. Thought I'd post it up as my first confirmed Diamond kill.
Edit: Oh cool. I didn't know GR told you the players' APM for the match. :D Hmm... doubled but still too low. Editx2: And your rating! :D!!
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Posted: Fri Nov 05, 2010 12:02 pm
Immortal Nobody 
1v1 League Gold Night vs. Diamond Laneir
Nothing really special about this one. Thought I'd post it up as my first confirmed Diamond kill.
Edit: Oh cool. I didn't know GR told you the players' APM for the match. :D Hmm... doubled but still too low. Editx2: And your rating! :D!!Pretty well played game, fairly decent unit positioning and compositions, and good economy. Only thing I'd say you really need to work on more than anything right now is your macro, taking your 3rd base a little earlier, and producing more units, at the end you had over 7k in minerals which could have easily been more zerglings or something, the only time you should be sitting that high in minerals is when you're already max supply army, considering throwing down an extra in base hatch or two to increase your unit production.
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Posted: Sat Nov 06, 2010 5:50 pm
I'm getting to the point where controlling the army and the flow of battle is second nature, meaning I no longer have to focus on it as much just time it properly. I can now spend the time and the attention to macro improvement.
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