2 Clowns On A Unicycle... | Is It Imba Or Do I Suck

... paddle down the road. With waterballoons. What will you do? I hope like and subscribe!  If YOU want to file a report feel free to use this form: https://forms.gle/UMK1udoo8Cfunnpt6  IODS Playlist: https://www.youtube.com/playlist?list=PLbVNzAA7sXzCMxebUrgKN9dcsWlgQQmGf  Discord: https://discord.gg/uMssEXf5g7 Patreon: https://www.patreon.com/harstem My second youtube channel: https://www.youtube.com/channel/UCmwOm-YjCmcddE9xe9sEpUg Twitter: https://twitter.com/HarstemSc2 Twitch: https://www.twitch.tv/harstem Instagram : https://www.instagram.com/harstemsc/  Editing and Thumbnail by Hamster_Designs: https://twitter.com/Hamster_Designs  #harstem #SC2 #StarCraft2

Dear Harstam, I understand that Terran have very good tools for harassing, but enough is enough. This clown played Proxy Reaper, to which I defended not too brilliant, but I was still miles ahead. Since he had no tack or second base, and yet it didn't matter. Benchy is the most stupid unit in this game. I hate Muda's, but Muda's deal way fewer damage and have no cloak. Benchie, with its stupid upgrade, is like Muta in combinator. with DT. Super fast, stalkers have no chance with catching up, deal not as little as Muras so they can fight part of your army, cloak so you need observer speed or oracle because cannons die in half a second to a fair amount of Benchy. It's flying so he can be in three places within five seconds so I can't fight his army if I can't catch up to it. I can't attack his bases because of course Terran Turtle is fantastic to play against. The only thing that I could think of going is Phoenixes. But at this point he killed few of my nexus and my core structures. Maybe if I'd figure it out sooner, I'd be fine. But I didn't think it's so unfair and I don't think he deserved this. Name Adamin, race protels, league master, an MMR 4.5K MMR on the European server. And the question is, are Banshees imbalanced or does Anamin suck? All right, here we go. Are Masters player Adamin struggling with the Cloak Banshees, but not just regular cloak banshees, they are speed banshees. Now, the speed banshee is one of those units that is actually quite tricky to deal with because like he mentions, stalkers can't quite catch up with it. You have to often play base defense for a long time. Very often in the early game, you also play a build opener, build order, which isn't optimal against mass banshee, because usually you expect, well, some type of bio play. So a lot of the time, Protoss players get called of guard, then they need to make some type of response and they need to adapt in the moment and that can be very difficult to do if you don't already have kind of a plan previously thought out in your head he also mentioned the proxy rex and honestly i'm not going to blame him for taking damage against the proxy rax proxy rax proxy rax is really difficult to play against you need a very tight response often and it feels so so hard to not take any damage good control by the way out of this Terran here actually just microing this reaper properly it is so nice to see some higher level replays where both players are controlling their units with, well, in a somewhat adequate way. Bunker isn't going to finish, and as there's no extra SUV coming across the map, I guess that this is going to get stopped the moment of first Adept or Stalker pops out. There's going to be an adept. Now, second assimilator is rather delayed for no real reason. We see there's plenty of money in the bank around right now. In this type of scenario, I also wouldn't completely mind having a battery in the main or the natural, so at least one of your bases is free against the threat. of two jumping in reapers or even three jumping in reapers. That way you can focus all of your defenses in one base. Right now, if these two reapers would end up going into the main base right now, there would be nothing there to defend, and you'd probably end up losing three, four extra workers and put yourself in a, well, quite frankly, terrible spot. The only reason why the Protoss player is not in that bad of a spot after losing three workers is because the Terran played a very inefficient build order focusing mainly on gas mining. A lot of gas mining is not actually that helpful for Terran. It delays our command center a lot while barely increasing the timing of that initial star port. And in this case, the Terran kind of forgets its starport as well. It's getting supply blocked. So I honestly completely agree with what Adamin said initially. He said, my defense against the proxy barracks wasn't good, but it didn't really matter because I will still ahead. And this is a very fair characterization of the game so far. He has a faster nexus than his opponent has a command center. The command center is on the high ground. There's no follow-up threat yet. I mean, what's it going to be? A Benji walking across the map? Sorry, a mine walking across the map. No, it can be. So, yeah, I actually really like this position for the Protols. The only problem I have is with how bad the Protles is at spending his money. He's floating 600 minerals, 125 gas right now. A third base could be on the way already. We could be getting extra gases in the natural if you're not sure yet if you want to take a third base. I can completely understand that as well, by the way. If you don't see a command center landing on your opponent's natural, like he saw it now with his adapt. It was flying so it doesn't show up here in the, what you call it, in the fog of war. But basically he knows there's an expansion. But if you don't know it, I can understand why you don't want to take a third base. You don't want to be on three bases while your opponent is on one base all inning you. That makes a lot of sense. Ideally, what you want right now is your main priority should be gathering a little bit of information. Keeping a unit on your opponent's side of the map perhaps, trying to figure out what is going on. Because quite frankly, Adamin is a little bit blind. He is going for a standard-ish setup with blink, a couple of gateways, robotic facility, so it's going to be safe against most things. But if you're not entirely sure what's happening, I really wouldn't mind just getting a quick battery over here, maybe even a battery in the main base. keeping one unit on your opponent's side of the map and it allows to AC if your opponent is moving out you can see it with that unit that is over here on the map so you can respond with perhaps more batteries if necessary if you don't see a move out you can perhaps be a little bit greedier and with the battery in the main base are a bit safer if it's going to be just an initial one banshee or if it's like a marine drop or even something like a helion drop so you see adamant doesn't even have very good vision on the right side of his main base luckily for adamin it is none of that and our Terran player is playing an extremely unorthodox build order. This is double Starport cloak Benchy with a single tank. Now, if this had been spotted, I'm pretty sure that Adaman just could have walked across the map at any point with like 10 stalkers and won the game. But because it hasn't been spotted, he can't really do that. Well, he could still be doing it blind, but that would be risky in case it isn't a build order like this. I like that this observer is going across the map. And you know what? I even like that this observer didn't go across the map immediately. You could say, well, Karen, that is stupid. You want to scout as fast as possible. Yes, but you also want to keep detection at home for as long as possible. You're playing against the Terran that stayed on one base for very long and thus probably has some type of tech coming in, keeping an observer at home in case of armory widow mine drops, which means that the widow mines become invisible, or in case of double-cloked Benchy, having that observer there is absolutely not a luxury, but it is a must. It is a necessity. And I kind of like that Adamin decided to keep this one at home for a little bit longer. Now, that could just be because he's slow as sending it out. But if that was a decision, that was a very responsible and mature decision, I would say. Very, very responsible and mature. Something that's less responsible and mature is the fact that we're banking up infinite amounts of chronobo boost. We're getting a robo bay right now and blink finishing up. Not a huge fan of a blind Robo Bay. Very often, it doesn't have much of a purpose this late. Like, basically what I'm trying to say is you're either going to get it earlier than this to blindly get into Colossi, or if you're already getting it this late, just wait until your observer scouts what your opponent is doing. And then you can pretty much, then you can pretty much decide, hey, do I want charged Templar Archives at six gateways? Go for like a big charge Archon composition, or do I want to go into those Colossi or perhaps even start with disruptors? some very niche scenarios, which I can't really think of right now where you'd want to start with one disruptor. The Observer is going to fly into a turret here, which is... Oh! Oh? Two turrets. Now, it could make fun of you here for losing the Observer, but I'm not going to do that, because the situation you find yourself in is truly unique. Your opponent decided to not just build one turret, which is extremely uncommon at this timing in this matchup, but two turrets at the same time. Your reaction speed to that first turret was even very good. You pulled your observer away immediately and it only died because for whatever God-forsaken reason, there was a second turn there, which makes no sense. This doesn't reflect poorly upon you. It reflects poorly upon your opponent. This be a little bit as if you were walking on the sidewalk and out of nowhere a clown on a unicycle throws a water balloon at you. You catch the water balloon, throw it back, hit him square in the face, he falls off his unicycle, and as you watch that happen, you get hit by a water balloon in the back of your head, by a second clown on a unicycle. I mean, can I really blame you for getting hit by that second water balloon? No, I would just merely be impressed by you catching that first one. And that is the same here with this observer. So yeah, basically, I'm just impressed by you. Keep throwing those water balloons, my friend. However, you are lacking some information right now and as a result, well, okay, a little bit of theory. I don't expect you to completely understand this or know this, but let's just look at what you actually scouted. Despite not getting any major information, we still can gather some clues, right? Your opponent is building turrets. Now, what are turrets? Turrets are buildings that cost only minerals. What units cost minerals? Bio units are very mineral focus. That means if you see a lot of turrets and you see three turrets over here, see a bit of a depot wall, you can almost always call that is going to be Mac in this type of case, or at least with a bunch of tanks there. Now, you don't know if there's going to be starboard units with it, but you can kind of call them Mac. And in that case, you could consider canceling your robotics bay, throwing down a Templar Archives and starting charge, or you could let your robotics bay finish, but just not get any units from your robotics facility right now, and then adding a couple of extra gateways, going into charge, still throwing down the Templar Archives, and kind of continue that route. So even if you don't get the full information with the little information that you have been offered, you could still make somewhat of an educated guess. Now, once again, it is difficult to make an educated guess like that if you're not a top top player. Maybe you just don't completely understand. That's completely fine. I'm not going to blame you for that. second forge, I think these are decent calls. This Ropter I'm not a huge fan of. It's not going to be very useful against high tank counts usually. But once again, I understand it's still better than starting a colossian thermal lens. So I'm okay with that. I'm really okay with that. Now, this is an uncommon move, so I don't expect you to have a good response against this. Okay. There's two banshees coming in towards your natural and then these two benches are either heading towards your third base or heading towards your main base, depending on what the taran ones. Four Benchy attack squad, seven minutes and 31 seconds into the game. I honestly haven't seen this in like five years. So having a mediocre response or being surprised, that's okay. You have a blind cannon already here. You pulled workers away. That is good. You are taking a little bit of damage here in your main base, but once again, I wouldn't have expected the first two Banshees. I also wouldn't have expected Benchy 3 and 4 for sure. Now, this is a little bit more painful because now you did see that there were banshees in your main and you're just not responding whatsoever. Yeah. This started kind of fine. This actually started kind of fine. You know, for the first two banshees, you could almost say, like, that was, imagine you're walking on the sidewalk. I'm just picking out a random comparison here, okay? Imagine you're walking on the sidewalk and all of a sudden a clown shows up on a unicycle. And this clown out of nowhere starts throwing water balloons at you. Those were the first two Benjies over here. And you catch these water balloons and throw it back at the clown. You hit him square in the face. Fantastic move. Now, if you then get hit in the back of the head by a water balloon, by a second clown on a unicycle, am I going to blame you for that? No, of course not. Who could have expected one clown, let alone two clowns on a unicycle throwing water balloons? I'm not going to blame you for that. However, if then the second clown gets off the unicycle and peas on your leg and you don't respond to that, yes, your legs deserve to be wet. And that is what happened here. You now have wet legs. You lost way more workers than you ever should have. And there's no real reason for that. Your initial response to these was good. Your initial response to the ones in the main wasn't as great. But then once he flies towards your third base, you knew you had no cannon here. the only base that was in danger of actually losing, being without detection, was your third base. That should have been the first priority once you saw the Banshees had towards the main base, or once you saw the Benchie in the main base, is getting detection to the final base that doesn't have it yet. Now, now, we are in a situation where you have a very big anti-air army, which is good because you're playing against Banshees, you kind of want to get the confirmation that this is indeed multiple. Starport. You're not getting that. Personally, I'm not a huge fan of that. A disruptor here. Okay. Now, the first disruptor I understood. Okay? The first disruptor I understood. You didn't know what type of position you were in. You had absolutely no clue what type of position you were in. But now you do know what type of position you're in. You're in a position where your opponent is building a lot of banshees. And I can't, you know, I can't flame you for not being great at adapting within a game. It is a difficult game and it's difficult to think and play at the same time. Maybe you do not know the perfect response here. I played amateur football, for example, for a little over 16 years and sometimes people would pass the ball to me and I just didn't know what to do with it. You feel panicked, you shoot it over the sidelines. It's not the end of the world, but it's annoying. This is a similar situation for you, except rather than shooting the ball over the sidelines, you're pooping yourself by building a disruptor. A disruptor is a high highly specialized unit that has a purpose against groups of units that are very small, so many can fit in your purification nova and you can explode them. If you just confirmed that there's no such unit, no very small units, why are you getting a second disruptor? It doesn't make a lot of sense. There's basically no unit that would be worse right now than the disruptor, except maybe the colossi could be worse, or if you add like four Sentries. but the Disruptor is a very bad call at this point, and I'm not a fan of it. We continue. Banshees moving in towards your main base. Now you have zero map vision once again around the map. This has been an issue the entire game already for you from start to finish. I mentioned have a unit over here to see your opponent move out. But now that you know that Banshees are around, you might want to start building some pylons around the map so you can get some early spotters on. Your Disruptor gets sniped here. Your opponent actually doing you a favor. like he shows you how bad the disruptor is against mass Benchie and as a result you hopefully will not build any extra this is a good call observer speed i really like that call now whenever you do see high benchy numbers you always kind of have to think what is the real weakness of the Benchie and if you think a little bit about it it is the inability of the Benchie to shoot up it has a range attack but it can shoot straight it can only shoot down which means that units like phoenixus void rays Carriers, Tempest, motherships are all fantastic against it because you can chase them. And specifically, the phoenix is great because the phoenix is faster than the banshee. And with observer speed, you can catch the banshees always. That means that your opponent's entire infrastructure would be made useless by legit getting out three to four banshees. That is literally all that it would, or benches, three to four phoenixes. That is all it would take. you could just stay at home with stalkers and go hunting for banshees with your phoenixes until you max out then you attack with your main army a move across the map and hopefully win the game now you haven't quite figured it out yet and that is okay um instead you're going across the map despite knowing that there's banshees in your main base destroying absolutely everything so you you kill one base and your opponent well takes out every single pylon in your main base Is it an interesting engagement as well? Holy crap. That was a bad engagement for you. Oh, the Disruptor, actually taking out more zealots than SEVs there as well. Great unit in this type of scenario. This was a terrible engagement. And also the actual call wasn't great. Sure, you took out a base and a planetary that was defending the natural, but this is like being happy that you've been burrowing the lawnmower of your neighbor for the past three months. This feels really good until you realize that it's winter so you don't need to mow the grass and as a form of payment your neighbor has been stealing your newspaper for the past three weeks. So I'm not entirely sure if this was the trade that you wanted to take. Actually, I am entirely sure that this is a trade that you didn't want to take. You're rebuilding the robotics facility. Rebuilding. You can just repower it as well. It's a little bit cheaper. God, I hope your house never lose power. Because if your house loses power, rather than just fixing the electricity, you might accidentally just buy a new house. This one is done. Smack it on the back of the house. Out of energy. Absolutely ridiculous. Six more benches on the way. Two more just idling over here. Double four just. You have a good upgrades. Your opponent has no upgrades. Invested in how many? 12 benches already? No more. 29 benches already. Couldn't say. spare the money for a single ship weapons upgrade. That is the Terran logic that we're so fond of. And I bet that if the Terran would have lost this, he would have complained about the weakness of the Benchie. They don't deal enough damage. Made. Never heard of upgrades? You might want to get them. Might want to get them. Cannon unpowered. Observer speed is so good against this. It's an, it's absolutely a necessity. Banshees are so fast, though. They outspeed observers with speed. If you do them in combination with Phoenixes, they're usually good enough to take them out. If you really want detection that sticks, you can also get an oracle. So you can just revelate them and then it sticks on them, right? The revelation of the Oracle. Once again, this move out is just, it's silly. You're, like, what are you trying to achieve? What, like, you're working against an army that scales terribly, like, terrible scaling. Okay, if you get any type of air unit, this army sucks. You want him to max out on banshees and you want to max out yourself as well. That is an ideal situation here for the toss. Just want to stay at home, max out 70 workers, you're all good. What you could do, send a couple of zealots across the map. Just harass, see which bases are being taken. Funny thing, a lot of people don't realize this, but if there is a planetary somewhere and you send in zealots and you shift click on SCVs And it's just a planetary. Without any additional defense, the zealids will kill a lot of SEVs. People don't realize this because usually planetaries don't come alone. You know, they have a little bit of baggage with them, like a couple of bio units, a ghost, two mines, a tank in the back. These bases don't have any of that. So despite them being planetaries, you could still harass somewhat successfully. It's not like these zealots are contributing a whole lot into your chase of the Benchie right now. If anything, they might just be blocking your stalkers. You're also starting to float kind of ridiculous amounts of money at this point. You're floating, well, I wish I could do math, but more than 4,000,000 resources or so. 2.7-ish-K in minerals, and well, at this point 2K in gas. That's a lot. That actually is a lot. You're getting a fifth base. I like your willingness to continue expanding, but you just don't have enough units right now to deal with this. Finally, we see the Stargates come down. I think this is a very good call. It's a call that should have been made a long time ago. But even without these Stargates, your defense could have been a lot better had you just stayed at home a bit more and actually prepared for the possibility of an attack. This is something that I quite often notice in players that aren't complete garbage, but you know, still not the absolute top, is that they kind of hope that their opponent forgets about their harassment. It's like we're a Masters League right now. It's probably not going to happen. This guy is not going to be like, oh, 12 benches, let me just idle them in the dead space. No, he's probably going to be using them. And every single time you move out, pretending like the benches don't exist, you're going to pay a price for that. And that is exactly what is happening in this game. You move out, you're paying a price. You move out, you're paying a price. Now, first phoenixes are coming out, and the moment the Terrant sees a phoenix here, his immediate reaction should be to transition, whether that's going to be into viking, Okay, yeah, that doesn't make any sense. Maybe. Maybe Viking Benchy. Who knows? Well, not without ship weapons, I guess. You should immediately start transitioning. Okay, Fusion Corps. You know what? I don't mind this at all. It's going to be Battle Cruiser. The battle cruiser is actually fantastic against Phoenixes. Because, you know, lots of armor on the BC. You can Yamato Phoenixes as well. Great. I love that. Great call out of the Tarant here, but you still have some Banshees to deal with. You're still floating a lot of money. Despite all of your failures in this game, I wouldn't want to say you're winning, but you are winning. I know this sounds stupid because you're losing buildings left, right and center, but you have a massive bank. You're insanely far ahead in workers still. And the only assets that your opponent has are these 20 benches. And these two phoenixes basically make these benches useless or are not completely useless. I mean, they're still going to kill some stuff because two phoenix aren't fast, but eventually they will die. Look how fast it goes. Just with two phoenixes. Imagine you had four phoenixes. Or even better, five. Or you could even have gotten six or maybe seven phoenixes. You could literally just add more phoenixes and it would be better for you. And then somewhere it starts dropping off at like a nine or ten. You don't want to get more than ten phoenixes. Although against 20 benches, maybe you do want to get. See, beautiful stuff. He just threw away 20 Benches because he knew their time was running out. Yes, he gets the Nexus, but you have freaking 6.3K in the bank, my friend. This game is completely over. You actually won at this point. Right now, the game has ended. All you need to do is realize it. Spend your money, you could... I was going to look for the word of 10. I was going to say triple expand, but then times 10. I don't actually know the word. Hex size, I think. Is that five? Octa expand, that's eight. That's where my knowledge stops. Hamster will make a witty annotation, making fun of my lack of knowledge, calling me an idiot. And then he'll also put the correct thing there immediately. Why can I think of that? Triple. Anyway, yeah, you're still extremely far ahead. Your opponent has no supply, no workers. You're being outmined right now because your opponent has more bases that actually are alive. You lost, well, you're actually only mining, long distance mining of a single nexus. And short, short distance mining on that same nexus with like four patches. So yeah, you're not getting that much stuff. I like this counterattack. I think that's a good call. Now that you have the phoenix is out, you're safe at home. And does this type of counterattack? Makes a creptone of sense. Your opponent goes across the map. Do you have any production? 4 gateways. And you tap out without Gigi here. Now, I'm not saying that you were winning this game. But you definitely weren't losing it. Do you have recall available? Oh, you can't see that. Let me go back. So recall is available. You have two phoenixes, four gateways. Where's the fourth one? Oh, maybe this is the four. Here, down here. About to get a fifth as well. You have one Stargate still producing. You could recall this. Now, it doesn't look like a whole lot of stalkers, but you have 10 stalkers with plus three. These BCs have no upgrades whatsoever. They blinked in, and they don't have Yamato either. Sure, there's more BCs on the way, but you have an infinite bank. The moment you see this, the BCs come in, you could throw down four stargates, a fleet beacon, get a fifth and a sixth base, and still be floating 4K. You could continuously be warping Starwalkers to stay alive until you get Tempest out. And don't forget, you're going to be completely outmining your opponent pretty darn soon. If you just had recalled here, I think you were... I think if you give me the situation against a top tarrant, I think I would win this. I think this is a winning position for Toss. Surely, with this much in the bank. How far are these next BCs? Okay, so two BCs are 30 seconds away. that's like a warp in and a half. You're definitely going to defend this if you micro well. You have four more stalkers, soon to be five stalkers to warp in, all with plus three. You have so much money. I think it's a win. Also, you can keep the zealots here to target down the SEVs with the trick I spoke about earlier. I think you didn't lose this game. I really don't think you lost this game. I think you won it and you left without realizing. You also surely did not watch the replay or you would not have sent it to me complaining about Banshees. The funny thing is that within this replay and within the form, you mentioned that you believe that phoenixes are the counter and Phoenixes are the correct counter. You figured it out already. You even saw it in this game as the moment you built three Phoenixes, you managed a literally hard counter, like 26 Banshees at the same time. That is how good the Phoenix is against the Benchie. And that's why we never see this type of mess Benchie play in pro level play. You figured it out. You don't actually believe that the Benchie is in Ballet. is imbalanced. I don't believe the Benchie is imbalanced either. I don't even think you suck that much. I mean, you sucked at a lot of points. You made a lot of bad decisions. But I think you played probably slightly better than your opponent and it shows in this situation as well. You have a very big bank. You just don't have any grit. You have no staying power. If you were in Rocky, we only would have had Rocky one. And that would have been it. And it would have ended halfway. It would have been a terrible movie. No one would have watched it. This is not it. I say this is not imbalanced and you do not suck. This is an invalid form. Boom! I don't know what else to do with it. Invalid. I don't want it. Just stay in games and win them when you deserve to win. You played okay for this level. You played about as good as your opponent. Maybe slightly better and you're in this position. your opponent had a bad strategy and eventually you found a counter. I don't understand why you would send me this replay. I just don't understand this. All right. Well, I guess that's it? Is that the first one I've ever made invalid? I think so. Well, thanks for watching. I hope you enjoyed this confusing episode of Is It Inba or Do I Suck? When you're walking outside, be sure to be aware of any clowns on unicycles with water balloons. It is an absolute pandemic. of clowns on unicycles, throwing water balloons as people. So I want all of you to stay safe, stay inside, and wear your water balloon protective headgear when you're going outside. All right, that's going to be it for me today. Thanks so much for watching. And I'll see you all next time, I hope. And send me some IOTUS with the form below. You can do that and fill it in, replay in there as well. On the new maps, I like having those. Ciao, chow. Thank you.


CHINESE GM AT AGE 75?! And he plays Terran?!?! | Is It Imba Or Do I Suck

WE GOT ANOTHER ONE! You guys know how much I love a good old chinese replay! And this one is old for real! As a "senior victim"is writing to us. Can his wisdom that came with his advancing age counter the youthful quickness of his protoss opponent? Smash like and find out!  If YOU want to file a report feel free to use this form: https://forms.gle/UMK1udoo8Cfunnpt6  IODS Playlist: https://www.youtube.com/playlist?list=PLbVNzAA7sXzCMxebUrgKN9dcsWlgQQmGf  Discord: https://discord.gg/uMssEXf5g7 Patreon: https://www.patreon.com/harstem My second youtube channel: https://www.youtube.com/channel/UCmwOm-YjCmcddE9xe9sEpUg Twitter: https://twitter.com/HarstemSc2 Twitch: https://www.twitch.tv/harstem Instagram : https://www.instagram.com/harstemsc/  Editing and Thumbnail by Hamster_Designs: https://twitter.com/Hamster_Designs  #harstem #SC2 #StarCraft2

Viking is suck. Making Viking is the most harmful action in Terran versus Protoss. If I have to choose one, dare Harstem. I would have complained about Disruptor, the miracle unit, but as a senior victim, I have been numb to see my army suddenly disappeared. And try to avoid entering mass disruptor late game. However, Viking, which seems like a necessity in Terran versus Protoss, always led me to lose. In this replay, I have a winning position in the middle game, but Viking opened the gate of hell. Every time I want to trade with Toss, the result must be that Toss lost three Colossus, and I lost my whole army, including Viking. Not to say, Viking do zero damage to Colossus under battery overcharge. Maybe I'm suck for Cannot Macro my bio-perfectly under purification Nova, but Viking is the suck unit that forced me to face six or more disruptors. I'm pretty sure you will agree with my judgment about Viking after watching this replay. Name Pioneer Race Terran League Grandmaster on the Chinese server. Now, he also mentioned that he is a senior victim, so I'm expecting someone above 65 or 70. The fact that a 65 or 70-year-old can get Grandmaster with Terran is pretty impressive. I haven't seen this happen yet with any of the other races, so that definitely isn't help in your case. But the question is pretty clear. Harstem. Is the Viking Inba or do I suck? And that's what we're going to be figuring out this game. All righty, friends. And here we are in the game. Pioneer as our Terran player, Protoss player with a name that I sadly can't pronounce or read. We have a quick gateway on the low ground, probably for some type of early game pressure. Terran is not taking any damage so far. Now, this is a grandmaster level game. So I'm expecting a lot here. I'm expecting a solid build order opener out of both players. to be honest. I'm expecting good control, good decision making. And we're, well, what is it? One minute and 40 seconds in and I'm already extremely disappointed here by the ProDals. He built a cybernetic score before the Nexus, but this cybernetic score is the exact same timing as if he played a Nexus before core. So he just gave up economy for no reason and his initial a depth is also just going to be 11, 12 seconds later than it should be with a core first. So all of the disadvantages, none of the advantages. This is the type of build that I really don't want to see at Grandmaster level. So I'm glad the Protoss is the first one to trigger me here. Now, the Terran did see the core timing and knows that it's going to finish as about what, 211, 212, 210, something like that. And in that case, a reaction. here would have been the correct call. I'm going to need to pause it because I need to explain something here. This doesn't make any sense. You only play Reaper Marine Marine if you're either being attacked by a very fast salad or if your opponent has a low ground gateway well with like a 13 pylon or a 12 pylon fast gateway because you need quicker units. The reactor takes a very long time to build. So if you have to wait for the reactor for extra marines, a single adept that comes to your side of the map might actually delay your command center. But because that is never going to be the case with a core that finishes at 2-11, getting Marine Marine in this scenario is just going to delay your actual marine production. Because every single marine that you build is going to cut into one marine later on because this could have been two Marines being built at the same time coming out of a reactor. So you never, if you can, want to delay your reactor. But for whatever reason, Pioneer delayed the reactor, despite scouting the timing on the core. So this is an absolute nonsense build to start with. It really just makes zero sense whatsoever. Every second as well that he's delaying his reactor for is god awful. This was another six seconds. He literally lost like, what, four, four and a half Marines of production at this time. And it's actually making me sad. It really is making me sad. Now, this talk is going to move across the map. is going to pop into these three marines. We have a second stalker on the way as well. And because this reactor is so extremely delayed, these stalkers might actually be capable of doing something. Otherwise, there would just be more units here at this point. They would be capable of defending better. Still going to probably be... Holy crap, what is this target fire? Look at this. Maybe this is... He just doesn't understand that you don't have to take out the shields from both stalkers at the same time. you're allowed to target fire on the unit that already has damage. Look, takes out this one, already had a lot of damage on this one, now swaps back to the stalker that he had already damaged initially, to then swap back again to the stalker that has less HP, which should have stayed on this one if you're going to deal this much damage to it. Loses three Marines, keeps the Hallion alive. This is quite frankly, just extremely embarrassing. Like, I'm... He probably forgot that this happened in the game, and that's why he sent it. You know, he was like complain about the Viking. But this early game is extremely embarrassing. Like, really, really embarrassing. This should never happen. How can you lose or how can you be even under pressure in the early game playing against a cybernetic score that finishes at two minutes and 11 seconds? To make matters even worse. There's also going to be a sentry. Now, losing to a sentry rush or sentry pressure, is a little bit like getting beaten up by a guy that uses a feather. I'm sure that it really sucks for you to get beaten up by a guy with a feather, but if that would happen to me, I don't think I would tell anyone, and I definitely wouldn't show the footage to a YouTuber who then make fun of you getting beaten up by the feather. That seems like a relatively poor plan. I'm pretty sure that Pioneer forgot that this happened, because there's no way that a Grandmaster Terran would honestly, ever send this to me. Like, don't you have honor or pride? It's really sick. Let's not forget that he has like four Marines less than he should have, despite going for a one-one-one type of push. This entire build order just really doesn't make a lot of sense. Supply drop has been used as well. It's really sick to me that my expectations, when I'm getting a Grandmaster level of replay, are relatively high. And every single time I just keep getting disappointed again and again and again. again. Like, this isn't even difficult game theory. This is not like you're making mistakes in the decision making. It's just this guy is too lazy to look up a real build order and just makes up his own crap. And if you make up your own crap, at least think about the crap that you're doing. But it's obvious that there was no thought put into this build whatsoever, because this could just hit way harder with like four or five extra marines. And, well, you'd probably be capable of just straight up killing your opponent at this point. For stalkers moved to the wrong Maybe you get a kill on the pylon. If you're really lucky and the Protoss takes a bad engagement immediately, you might even be capable of taking the Nexus down. So for the tosses here, what you want to do, you want to keep the stalkers in between this army and the reinforcements, then wait for one or two extra warpins, and then you go in. I think there's blink already. Probably want to blink on top of the tank, because that's the one that has the highest damage output. You could two volley it, and then just kind of kite the other units. You're probably going to be fine. but instead he didn't take out the tank and if the tank gets to survive it just deals too much damage. Yeah. Okay, this is really bad for thought. This game is honestly just over. Third C.C. is done already. Barracks 2 and 3 are on the way. Is this going to be a Raven? What did he build the Tech Lab for? For the fourth barracks, maybe? I've never seen this before. This is the type of play I'm not familiar with. I'm really sad to have to say these things in a Grandmaster game. 5.1K MMR. This. Just a reminder. Imagine watching this and not being 5.1K MMR and being confused how it's possible. Most of you are worse than this. Just a friendly reminder. Holy crap. All right. Reactor on the Starport. Reactor on the factory. Double eBay. I kind of like this. I actually do kind of like all of this stuff. Um, third Cc is done. Work production looks good. Terran is still in a good position here. Don't get me wrong. Like, Terran is extremely far ahead at this point. Like extremely far ahead. More workers, more supply, better upgrades. Tech is okayish because you have tanks as well. Your opponent is transitioning into Blink and Colossi with relatively low infrastructure. So not like eight gateways where the moment charge finishes. It's going to be great for those. No, it's like six, five, five gateways now or four gateways right now. soon to be six. Templar Archives is not going to start for another 45 minutes or so because there's just not enough gas. Prozos does have a little bit of vision here with the with the observer, but this is just a fantastic setup. Give this army to Hero Marine, clam, Maru, cure. Honestly, give it to my Terran. And I'm pretty sure I'd be capable of winning the game from this point on out. There's three zealots and six stalkers. Excuse me. Make that six stalkers without the three zealers. without the three zealots. There's a colossi that is being chrono-boasted out right now, and this is against two tanks, five marauders, and 19 Marines. It is literally impossible to lose this fight. It, like, legitimately just impossible. You're just going to get another kill on the Nexus here. I think. I hope. Slight over stimmed. I think you just double-stimmed or something. I'm not quite sure how it's possible otherwise. Okay, at least gets the kill here on the Nexus. That's good. Don't really want to be. engaging with the Marines first. No target fire on the tank either, lots of low tanks. Could have definitely got on some stuff there. Some huge overstimming going on. I didn't pay super close attention, but he's either stimming way too fast, way too much, or he must have double-pressed him once or twice, because this army isn't supposed to be this herd at this point. With the first two metaphics with such a small army, you can stim once or twice and be fine. Must have stimmed too many times there. Okay, third base already on the way. Terran, so far ahead, it actually hurts my head to think about it. 2-2 here is on the way as well, which is great, very good call. Sentry's being built for the Protoss at this point is really bad. You have a Ghost Academy on the way, which I really like as well. Second Starport, usually I'm not a huge fan of Second Starport before 8 barracks, especially if you're also getting ghost, because you just are kind of lacking the gas. And that's what we're seeing here, right? There's not really gas right now to build four Vikings at a time and get Ghosts as well. well, especially given the fact that right now you're also getting enhanced shockwave already. So, yeah, you may be capable of getting a single ghost out. I much prefer getting three extra barracks first. This is what most people play at the moment as well. There are some people that get a fast second star port and good upgrades on Bio2, but then they usually skip ghosts for a little bit longer. Hero Marine played like this for a while. So you might want to look at people like that. I think it's very uncommon to see something like this, but it's a mistake and, you know, that happens. Interesting way of engaging. This is a very interesting way of engaging. Holy crap, that was beautiful. I think this Protoss could not have even dreamt a fight like this because it's too unrealistic. You know, sometimes when you're dreaming and you start flying and saving the world, you know, and everyone loves you. And you go, like, within your dreams, like, okay, this can be real because no one loves me. and you wake up. That's what usually happens. If this was a dream for this Protoss player, he would have woken up at this point because there's no Terran that is above 3K MMR that would move up this ramp on Curious Mind. The biggest advantage you have on Curious Mind is the fact that if you attack in between the natural and the third base, which is this general area, you have a concave that is bigger than the Grand Canyon. It's huge, okay? You can't even take a picture of it. But that's how huge it is. You need multiple cameras. Or you need to take a panorama picture. That is how big this freaking concave is. So what you can do is you just set yourself up in that concave. And then wherever the Protoss RNA isn't, you send up like eight units and a Metafact. This forces the Protoss player to attack into your concave away from the battery as well. Because don't forget, super battery. Pretty decent thing to have as a Protoss. I'm not even sure if it was used. It wasn't even used in this fight. Holy crap. But if he would have used this, then it also would have been another reason why you want to do this. You can actually take insane fights. You somehow manage to lose a fight on Curious Mind being up 50 supply and equal in upgrades as well. This is really impressive because this is legit the best map out of the entire last map pool for attacking in between natural and third. And you manage to mess it up. Very impressive, my friend. Very impressive. It's like you just wanted to give up your natural advantage to kind of even it out. If you were a tennis player and you would have to serve, you would always do it underhand because you wouldn't want your opponent not to be able to hit back the ball. Now, I'm sure your opponent would appreciate it, but I'm not quite sure what I would do to your overall win rate because I don't think it would be so good. It's actually extremely stupid. You're also still attacking without any ghost whatsoever. Your 2-2 is about to finish up. I wouldn't mind if you wait for that at this point. It is such a short time away, and it would also massively increase your overall Viking count, because three more are on the way. So I really do believe you should wait for that. If you do that, I think it's the correct call. Three ghosts are being built now. Probably should have been built one rotation faster, so they could have been with this attack. Once again, same setup. You stand over here, send one or even two metaphics of units into this natural base, forcing the Protoss player to attack into you. Like, if that happens, there's absolutely, there should be no way that you lose. Okay, there's an interesting stim. Going to take out one disruptor here. Another disruptor kills absolutely everything. And now, oh, this fight, okay, perhaps the initial fight wasn't even so great because one disruptor shot killed like 15 supply, but you're still up in army supply. You're still up to upgrades. If right now you don't get tricked into chasing him into the super battery, this still would have been okay for you. But into the super battery and walking up a massive ramp, yeah, life is going to be a little bit less good. Once again, the Protoss kind of walks away with this with a win. Like the super battery, you kind of, it is temporary, you know. It really is just a temporary thing. So if you can wait it out or you can just kind of fight away from it, then it's fine. I always kind of compare a super battery with the sun on a very warm day, you know? So imagine it is 40 degrees out and you really want to go outside. Now you either need to put in sunscreen, stay in the shadow, or you don't go outside. And it's the same with the super battery. You either fight in the shadow, which in this case is away from the super battery, or you just wait till the sun goes under because that's the beauty of the day. Sometimes the sun goes under, and later in the day the sun isn't quite as powerful anymore, so you can just go outside. Just do it a little bit later. It's the same with the super battery. Super battery runs out. You can also just fight away from it. Just keep that in mind next time you're about to take the worst fight of your life. Although, seeing how every single fight for you has gone so far, I doubt that these fights are even the worst fights of your life. Because this is literally every single fight you took so far has been terrible, and I'm expecting this to not be exclusive just to this game that you're playing against this toss on curious mind. I'm expecting you to always have terrible fights, but this is just the terrible fights that I'm exposed to. So it would be unfair to say these are the worst fights you've ever taken. You probably take way worse fights on a daily basis. I'm just not exposed to these. So it's different. Now, this is a good cancel, I like that. Good scan. Here you can EMP win this fight. Here you can EMP win this fight. Disruptor hits all your marauders. Interesting move. Probably still winning if you just go back right now, I think. You have 3-3 on the way. You're really overstimmed again. You're really big on the overstimming. Also I notice that in every single fight, your Marines are in front of your marauders. Now, marauders are supposed to tank for the Marines. I know that you've probably heard the phrase women and kids first, or women and children first, but it is really only when it comes to evacuation. When you're fighting, you don't want to put the weakest or the softest targets in front. You actually want them to be in the back. It's like a second line of defense. And the marauders that can take a hit, you want to put them to the fronts because they can tank a lot of damage, which is extremely important. So yeah, I'm a little bit disappointed here. So far in every single fight that you've taken, I think you're just kind of forgetting about things like positioning and control and micro. Just some of the big pillars, you know, the fundamental things you need to know about fighting in StarCraft 2. It's like you've built a house except there's no walls, no roof. You really don't have a house. bunch of furniture, maybe you have a floor, you know, because your macro, honestly, it's quite good. You're over, the way that you produce is quite nice. So I think you have too many tech labs. You have five, six, six tech labs on barracks. I think it's too many. You probably want five, maybe. And then three, three reactors. Maybe six, two actually is fine. It's very heavy on marauders and ghosts, though. That is what it is. You're still winning, despite all of this. Yes. you're still winning. You're up and upgrade. You have a good army. You're up in supply. If you hit an EMP and walk in here, you can probably kill this. Now, another issue that I've been seeing in your control is that everything is in the same control group. So you probably literally only use F2, which means it's really difficult for you to fight. There's no separate hotkey for Vikings, no separate hotkey for ghosts. I know there's some Terrans that play like this as well. But if you play like this, you need to be really quick at clicking on the inside. individual units to micro them separately. And you need to be very good with TAP. And as you are a senior citizen, that is probably 65 plus, I think it might be better to just use control groups because you're not that fast with the mouse. I'm just going to say it here. You don't seem very quick in the battles themselves because so far you haven't really controlled any of your units. This is also an advanced move that we're seeing here out of the Tarran. Basically, whenever the Tarran is maxed, Usually you want to fight and start trading out a little bit. This Terran figured out something new, our good friend Pioneer, and decided that rather than having an unfair fight where he's up maybe 40 or 45 supply, he waits outside of the Protoss base so that the Protoss is constantly aware where the army is, one, and also it allows the Protoss to increase its own army till its 200 supply, and then the Terran will decide. And knowing Pi, then the Terran will decide to fight. Knowing Pioneer, this is probably going to be in a position either down, a ramp or into a super battery or preferably maybe even both at the same time. Actually Pioneer is moving back right now, setting up a concave. It almost was a split. Two Vikings accidentally sent forward. Liberator, a follow-up here. I kind of like that, honestly. I don't really mind that whatsoever. There's two little meta-vex though in this army right now and that could be an issue. We haven't seen any bit of multitasking either this game so far. I just want to make everyone aware of that. Good EMP. I can't really chase this army though, but pushing forward with Liberators is always a good plan. There's already advanced ballistic, I believe. Yep, there we go. So you can continue pushing forward. Good scan. Maybe he wants to send one unit over towards the watchtower right now. So you have continuous vision. This still is honestly completely playable. Just kind of poke forward a little bit with the Vikings, then send the Liberators forward. Now you get a scan. Gooding MP again, want to move them forward. You want to really leapfrog with a little bit more, a higher, tempo here. I think everything moves rather slow. Hello? Censor Tower? Hello? Set up the Liberators in the back, please. Hello? All right, I just want to see this from the first person view. So right now we're seeing it on the mini map already. Pamparam. One, two, three, like six seconds, seven seconds. Like actual the reaction time of a senior citizen on the road. Very impressive. Liberators facing the completely wrong way. Also very impressive, not contributing in fight whatsoever here. Disruptor shots are hitting. Fight still honestly relatively close for half of the army not participating in the fight. And the half of the army that wasn't participating were the Liberators as well. The Liberator is the highest DPS unit in the entire game. Having that on your side in a battle is relatively nice, I would say. It's like having an AK-47 at a knife fight and then using it to scratch your back. I'm sure it feels really good, but it'd be better if you just shoot people with it. Yeah, this was an interesting game out of Pioneer. He said that the Viking sucks. Now, I think that there's an issue here for Pioneers specifically where if we were to raise people completely separate from society without ever having seen a game of StarCraft 2 and then we would bring them and show them this replay, they probably would conclude that the entire Terran army sucks. It's like, look, the numbers for the Terran are very high and for the proto's very low. Every single time the Terran loses. This has nothing to do. with the Terran units in general. It has everything to do with the way that Pioneer controls his units. Marines in the front every single time. Moving up a ramp. Yep, there we go. EMPs do hit sometimes, so that's good. Vikings are always too late or too early at a fight. Marauders seem to not run away from disruptor shots. There's no splits whatsoever. The micro is the real issue for you here. It's not the Viking. It's not the marauders. It's not the disruptor. You just don't control your units. And that is a real big issue. My good friend, the Viking doesn't suck. It is you who sucks. Thank you for watching. I hope you did enjoy this episode of Is It Inbar, Do I Suck? If you did, don't forget, take the like button. Subscribe to the channel and hopefully I'll see all of you next time for a new video. Thanks and subscribe and like and bye-bye.


Zealots Are The ONLY Counter To Battlecruisers! | Is It Imba Or Do I Suck

Hey guys, Hamster here! Today is Kevin's (Harstem's) birthday, so why don't we wish him a happy birthday in the comments? Also like and subscribe!  If YOU want to file a report feel free to use this form: https://forms.gle/UMK1udoo8Cfunnpt6  IODS Playlist: https://www.youtube.com/playlist?list=PLbVNzAA7sXzCMxebUrgKN9dcsWlgQQmGf  Discord: https://discord.gg/uMssEXf5g7 Patreon: https://www.patreon.com/harstem My second youtube channel: https://www.youtube.com/channel/UCmwOm-YjCmcddE9xe9sEpUg Twitter: https://twitter.com/HarstemSc2 Twitch: https://www.twitch.tv/harstem Instagram : https://www.instagram.com/harstemsc/  Editing and Thumbnail by Hamster_Designs: https://twitter.com/Hamster_Designs  #harstem #SC2 #StarCraft2

Dear Harstem, I hope this email finds you well, or at least better than the way this Mac Terran found me. Cherish the following replay I have sent you, because it is irrefutable proof that planetaries are OP and should be nerfed. I played my standard build against Darren, a safe start with Fast Expo, Phoenix to ChargeLot, and later Colossus. After we scouted each other, he saw my Phoenix ChargeLot comp and answered with a counter of Helbet, Benchy and Cyclone. We had constant battles trading our whole armies. He then went Thor's, which I scouted with my ops, adapting I switched to Mass Inmortal, made three robos and pumped my upgrades to 3-1-3. The game developed and we each took more and more expos, and although I always had more bases than my enemy, it didn't really matter. He could turtle and mass whatever he wanted. I made DTs with blink to snip his bases, but it ended up backfiring because killing one planetary would set me back eight DTs. Finally, my enemy went into battlecruisers which siege thanks, having wasted all my money in fruitless attacks, I saw supply slowly crumble. Called G.G. out of respect and later sat down in my bathup, as cold water droplets merged with my tears. What am I supposed to do? Tempest? Switching all my tech and upgrades to air so late down in base seems impossible. What is the answer? The answer is nothing, because Terran is O.V. I'm glad that the proof is out now and you are our emizier. Please let the world know. Best wishes and love go lozo. Nice little rhyme there in the end. This imbalance complaint form has a lot of poetic quality to it. Love the way this person wrote, Go Lozo, who is not very happy with the planetary fortress, a Protoss player from the North American server, 3.5K MMR and thus is in diamond. And the question that he asked me is, Are planetary fortresses imbalanced? Or do I suck? And we're here to answer that question. And in order to figure out the answer to that question, we need to look and study this game like it is the last thing we will ever do. To look at the build order, the unit movement, the unit counters, everything from start to finish. This stalker takes out the SCV and the SCV does will not scout the fact that there's a Stargate here. This Stargate, for starters, is extremely late. The second gateway does not achieve anything, and this is one of these cases where it is very obvious to me that this player does not actually have a bill order or understands how build orders work. Now, the reason why I say that is quite simple. Right now we're seeing 150 minerals invested in a gateway that is not going to be used pre-Warpgate. This gateway is going to finish 30 seconds before Warpgate finishes up, and Aster has not been constant production out of the same. single gateway, it makes no sense to add a fast second gateway delaying your first text structure just to then start producing at that point. So I'm expecting no unit to be built from this gateway. Oh my god, you gotta be kidding me. He's actually gonna build a unit. Okay, well this still doesn't make any sense because you delay your tech structure. You can just build three units pre-warp gate from a single gateway and have this gateway still in time after the star gate for your first warp. This chrono is kind of useless as well, as I believe the unit would have popped like maybe a second after Warpgate finishes up. So I think this is one of these build orders that he made himself and thinks it's real cool and tight, but it actually looks quite bad. Phoenix is the first unit that is coming out, Chrono Boost on the Phoenix. Twilight Council is also going to be built here, and we see triple stalkers already out. We have some chrono boost on the probes, and then we see the probes not being consistently built. Thus the chrono boost isn't quite as useful. Not a huge fan of that. I do like Corona boosting workers. I also do not like this pylon, by the way. So there's a lot of things I don't like here in the early game. This pylon is what we call a slow warping pylon. So there's two types of pylon in the world. You have the slow warping pylons that are not in range. There's a bensi out. That are not in range of a nexus. And then you have the ones that are in range of a nexus or a gateway, which can allow you to quickly warp in. This banshee is going to take out a couple of workers. The response was pretty slow. There was a battery ready in the natural. There was no battery ready in the main, which means that this opener also is extremely risky. Had the cloak benchy went, gone towards the main base, or if there were mine drops with an armory present and thus there were invisible units, this would have been a real issue. And do unlike the Oracle as a response to this, but this all could have just been scouted by having a faster Stargate sending the first Phoenix across the map and with that first Phoenix figuring out what your opponent is doing. But because that second gateway got built before the Stargate, sending out the first phoenix across the map actually ended up being pretty risky so given the situation i think galoso did it somewhat okay but the situation he was in should have never happened if his builder made any sense whatsoever command center is going to fly over towards the natural we have double gases being taken in the natural now this is a a telltale sign of mec play four gases going down at such high speed another very clear sign is the fact that there's a second factory no techlap on the barracks searching stim, so there's a lot of tells here, but for whatever reason, Goloso is forgetting to use the most important thing that you get when you have a lot of air units, and that is scouting. You basically get free scouting. You don't need send in hallucinations. Observers are not really necessary either, because you can just fly a phoenix across the map, you can check what is being built, you can see which buildings are building something. So right now, you fly in with a phoenix, you see, hey, a factory is building something, and a starport with a tech lab is building something. And that would be extremely suspicious. Maybe you'd even be capable of getting a quick peek on this second factory or so on, then you'd know, okay, there's two factories, this is going to be MacPlay. Against this type of play, especially with a fast third CC, you obviously are going to be needing a quick third nexus yourself in order to stay somewhat competitive when it comes to the economy. However, Golozo is completely unaware of what is going on and now sends the only detection that he has across the map, despite his knowledge that there are benches out. So, I just kind of... I kind of want to explain how you should be scouting here. If you have five units, okay, and you have four units that are exactly the same, and that fulfill the same purpose, then you have one unit that is completely different, and in this case serves a very specific purpose of being capable of detecting invisible units. And in this case, that would be the benches, as there are already three benches out. It would be way wiser to send over one of your phoenixes, not only because it's lower in value and faster, and thus if you lose it, it's harder to lose it, and if you lose it, it is less expensive, but also because this has a very vital role for the survival of your probes. If right at this moment, three Banshees would fly in towards the main base where the cannon is just now starting, or they flew in towards the natural 10 seconds ago where this cannon isn't done yet, this Oracle would have to be recalled and you would stay in the dark for even longer. And on top of that, would lose a bunch of extra workers that you wouldn't lose if you send a single phoenix across the map. Thus, the move of scouting purely with the Oracle makes no sense. Sending out a single phoenix is a completely fine way to deal this. If you have a group of units, they don't always have to stick together. You can separate them, you can send one in, you can have the three phoenixes and the Oracle together, and you'll be just fine. I don't like that literally all of the air units are currently on the map. That means that there's no defense whatsoever currently at home, and that is usually quite bad, especially given that there is Banshees out on the map. And let's not forget that Goloso is aware that there are Banshees out on the map. He hasn't killed one yet. He has seen the fact that a Benchie took out like, what, five workers, eight workers, maybe even. Oh, that's a crept on a workers. Right, Mr. Benchie. The one with the kills. I know what Benchie got some kills, no? I think I clicked them at the end. Yeah, six kills. Six kills on this Benchie. Yeah. So it is just a little bit surprising to me that all of these air units are out on the map, knowing the fact that Banshees are alive. So at this point, we see Golozo is scouting the fact that it's Mac. And I'm really curious what the response is going to be. We see an immortal being built here. We already have charge. The problem is that the eco is extremely bad. Just extremely, extremely bad. Terran is up 10 workers currently. And if Terran is up 10 workers, that usually is not a very good thing. Because adding the efficiency of the mule, which doesn't count as a worker, it basically means that Terran is outmining you by like 6, 700 minerals a minute here and that is something that you don't really want, despite there being an even amount of basis currently. You see that? 2,400 for the Terran, about 15,600 here for the Protoss player. Another thing here is that Protoss is mining a creptone of gas, not completely saturated on the minerals yet in the natural either. We haven't seen a worker build in a while either, and I'm also not an actual huge fan of the current composition. And I'm going to explain that. So the thing with zealot compositions is that in order for them to be useful, you need to have a crepton of them. Zellat, Arcon, Immortal. You just need to have so many that you can just aim into a position. You can quickly remix on that army as well with like 10, 12 gateways. Because Golozo opened up with a very technical type of opener with Phoenixes, the late third base, I'd much prefer seeing a disruptor approach here. Disruptors deal very well with Mac armies that consist of cyclones and Helions and Hellbats because these units, they can't really kill the disruptors. Cyclones can't really get in range. As long as there are no tanks out, disruptors are the absolute king of the battlefield. There's nothing that beats that unit in the Mac composition. Literally nothing. Banshees can be taken out by the phoenixes as long as you don't fly over cyclones, and you should be somewhat fine. We still aren't seeing this huge influx of workers that we really would need to see. So add on top of that, that as we are playing against Mac, Mac has like very limited tools of doing harassment. And the harassment isn't what I would like to call self-sustaining in a way. It's not the correct word or the correct term. But what I mean with this is that if the harassment finds any other group of units on the map, they can't really fight them. They're really just good at killing workers. So if you, for example, compare Mac harassment with bio harassment, Mac harassment consists of halions or maybe two or three banshees. Now, if four helions find three stalkers on the map, the helions most likely need to run. If you have two meta-vex filled with bio-units and they find six stalkers on the map, the stalkers need to run. That means that as long as you have any amount of units on the map or even static structures, these will, as long as you have spotting of the harassment, you should not really take any damage because everything kills the harassment unit of the Mac army. And that is one of the many weak points of Mac. Is that their harassment and their ability to split the Protoss just isn't really there. Now this changes a little bit when the cyclones come onto the map, but a cyclone isn't really an harassment tool. It does allow for a bit of map control for the Terran, but it still isn't, it's not really a unit you send in and you can pick up quickly in a matter-of-fact, but it has the ability to fight, but it doesn't have some of the other perks that bio-arassment has. For example, you need a crepton of cyclones and helions for it to be good, which means that splitting them up usually also comes at a price. Now, given the fact that your eco is so extremely low and you're already down 80 supply, I kind of want to say that this game, right at this moment, is over. You have done nothing wrong and nothing correct in the first 10 minutes and 30 seconds of this game, and as a result, the game has practically ended. You're going to get a couple of lifts on these units, but you're going to lose every single zealot against these helmets if the helmets decide to turn around, or these helmets have the pre-infernal Reigniter or whatever it's called, the Blue Flame Hallion, would also be kind of good. There's no more Oracle available, and thus all the Banshees are going to take out the immortals. I'm kind of surprised how well this fight went for you, and it kind of shows once again how terrible, literally any Mac composition is. Like, it really is just god-awful. I cannot believe how bad this fight went for your opponent. I honestly would not have been capable of predicting that. I really thought that with an 80 supply lead, he surely was just going to absolutely destroy you. It doesn't quite seem to be the case. You did lose your fort base and you're still extremely low eco. You have negative map vision as well. All you have is one observer over here. What I would do in this type of scenario is I'd just get a pylon in this area. I'd get a pylon in this area, a pylon over here, a pylon over here, and a pylon over here. And just like that, you cover the entire map. So whenever your opponent is attacking you, you know that you're being attacked. On top of that, one of the things with Mac, especially when we're talking about tank Mac, is that they need to get into a position. So if you know that they're coming for you and you can stop them from getting into the position, that usually is quite helpful. Your army currently consists of, what is it, eight phoenixes, no, seven phoenixes, two immortals and a colossus. Now the Colossi don't really provide a lot of value in your army, I don't believe. I don't think they're necessarily great against cyclones. They're not brilliant against Thor's either. And I don't think they're absolutely stunning against tanks either. So you're building a lot of this one unit that I don't think really does too much for you. Your army also doesn't have a lot of, what should I call it, synergy. The Phoenix is a unit that either needs to be used as a unit to kind of stop Vikings from shooting your Colossi and killing the Vikings and going on top of the Terran army very quickly. The Colossi is a unit that especially against cyclones wants the kite against cyclones. Shoot once move back, should once move back, try to make sure that you don't get locked onto and that's it. The Immortal and the Aracons are units that also want to fight immediately. So you kind of have this weird comp that doesn't really see. synergized together very well. Much rather would I have seen you, well, first of all, not continue phoenix production because you don't really need that many phoenixes to deal with these banshees. You could just have four phoenixes, five phoenixes, and that's it. You'd be capable of dealing with the banshees. Personally, I'd probably just trust on stalkers, but if you really want phoenixes, you can build a couple. You don't need continuous phoenix production, because right now you're actually investing more in fighting the banshees than your opponent is investing in building. the Banshees. And don't forget that the moment that the Banshees die, your phoenixes are useless. So this is one of these weird things where the Banshees are contributing to the main fight by killing a lot of units on your side or at least dealing a lot of damage. But after you kill the bans, all you really can do is like lift a couple of cyclones. But I don't even think you can't quite do that now that there's so many Thor's out. Like your phoenix are just going to get absolutely blasted before they even get to that position. So you're just in a relatively bad spot. You're still completely blind as well. You are getting a lot more workers. I like that. I appreciate the way that you're building your cannons as well, making sure that helions that would run by or benches that go behind your mineral line will not be having a grand time there. Somehow, some way, you accidentally manage to waddle into a somewhat correct position. You're still not near your battery, which means that a super battery probably can't be used in this fight, or if it can be used, well, the battery can just be targeted down as well. If you're upon the Hever, doesn't take it out, I would always recommend using the super battery here. Super battery is probably the most powerful defensive tool that Proloss has and the fact that you're not using it while you're standing right next to it does saturn me a little bit. I believe that it heals 1,400 shields over a relatively short period. So that is basically the health equivalent of, what is it, four Archons maybe, something along those lines. Yeah, actually four Archons. The shield equivalent of four Archons. It doesn't really heal health. So you get cleaned up and then your follow-up is to warp in 8 DTs. The fight, by the way, I think if you do have the super battery, it would have gone a lot better. I also think that the way you engaged in general wasn't brilliant. And the phoenixes probably should be coming in a little bit after the rest of your army and also should not be tanking all the Thorschults while they're completely clumped up. Because as a result of that, now the banshees actually do stay alive and the banshee stay alive. they have a lot of damage output. You also lost your observer, I think, because you flew it into the Thor's and the Razen was there. So that is all a little bit unfortunate and just a very poor engagement out of you. Once again, I would say that as long as there's no tank count that goes above eight or nine, I truly do believe that disruptors are the absolute king of these situations. Disruptors counter tors, disruptors counter helbitz, disruptor counter cyclones. They kill mines really quickly as well, As long as there's no tanks out, you can just keep adding disruptors. And the moment tanks will get built, you can just transition into Tempest, no problem whatsoever. I'm also a little bit upset that you don't really have a massive eco, despite playing against Mac. You can really take a lot of bases and a lot of workers because the Mac army fights so poorly. And you can basically just do with a smaller army than you could against maybe some other compositions. So this is not really how you would want. to use DTs, you're kind of using your DTs here like their zealots. And this is not something that I would ever recommend doing. Like if you don't want to pay attention to your units, first of all, you should be playing Zerg, but if you don't want to be playing Zerg, get Zealots instead. DTs are extremely gas-heavy. They cost a crap ton of gas. They're more expensive than a Zillet as well. And if you don't know how to control them, which is not just leaving them there and A moving into a base. I would not recommend building them or maybe just building one at a time, you know, because your opponent might not have detection. Don't send in five because if they can deal with one, they can also usually deal with five. It's not about power, it's about their invisibility. So if they have detection, they can usually deal with them. That's the case here as well. You just don't control them whatsoever, and you don't even have DT blink either. So despite this probably being good trades, I still much would have preferred, these units just being like three zealads and one DT. So you still have that bonus of there being an invisible unit, but it doesn't cost quite as much. Just a quick tip. Despite all of that, this actually was a good trade. I think it put you in somewhat of a decent position as well. I just have to admit. And you have way more workers. You have massive income. Just lacking in the gas a little bit for some reason. You're not mining from these two gases. You're not mining from this gas. Your main has ran out. And your third base is lacking one worker in one of the gases. So currently you're working off three gases and 66%. So 3.66 gases, which isn't great. And it also kind of shows here. Terrant player, of course, with the mules also is kind of okay. So four orbital commands, despite there being very little workers, still has okayish income. I mean, it's not the greatest income in the world, but especially the gas count is 1,000 gas a minute. It's actually quite a lot. You also have these muse landing. You have a second planetary coming in right now. It's actually kind of cool. So at this point, I think the tempo of the game kind of changes. You've been, despite your terrible start, you now find yourself in a position where I don't really want to say that you're ahead, but you're in a way better spot relative to your opponent than you were like eight or nine minutes ago. So you're getting better and better position and also the tempo of the game changes. So rather than you just being the guy that sits back and takes the blows, I think right now you could be considering taking some map control again and maybe trying to poke in a base, at least figure out where your opponent's army is, or what your opponent's army consists of. Because let's not forget, you don't really have a clue. You can say, well, I know there's a lot of tech labs and reactors on factories, but this could be an army right now that consists of 25 tanks, but it could also be an army that consists of five tanks, 12thors, three ravens and five bansies, which is what you're currently fighting against. and both of these require a vastly different approach. I actually really like this army if your opponent was playing a heavy tank composition. I think that would have been absolutely fantastic to have an army like that. You can tank with your archons, you can come in with a big flank with the zealids, and the immortals deal just a craptone of damage, but especially the archons and the immortals are a very vital kind of component against big tank armies. Against thores and banshees, however, and also a CREPON of Hellbats. I'm not entirely sure if this army works quite as well. And I actually believe it doesn't. Against Thors, you have a beautiful unit once again called Disruptor. You can just send out a couple of disruptor shots. And Thor's are really difficult to micro away because they're so darn slow. So I'd recommend switching into that unit. On top of that, there's also a bunch of air units that you need to be dealing with. And I actually wouldn't mind if you just add in a couple of tempest at this point already. or if you want, a couple of extra Archons, so you can deal with those. A couple of Archons, couple of blinkstalkers. Also is a possible way to deal with it. I do like that you've been building a crapton of cannons all around the map or all around the bases that you have taken. You still seem to be somewhat blind to everything your opponent is doing, but altogether this is a very playable position. If you would give this position to any pro player, I think they'd be very happy with it. I mean, you have a massive bank as well. You have 11 gateways, which is good. And you have pretty decent upgrades too. Okay, anti-armarm missile gets hit. Okay, this I think was the worst fight you probably could have taken. It is really quite simple. When you engage into Mac, you need to be sure that you're going to continue engaging into it. Now, I'm not saying that if you realize you're completely losing a fight, that it's better to lose everything and then just rebuild. No. What I'm trying to say is that if you are going to engage into Mac, in your head, you need to know that you're going to pull a switch and that pulling out of a fight against Mac is going to be extremely expensive because the tanks are going to get a couple of extra shots. Most of your units are just kind of going to die as well as they're running away from Tours who have decent range. So there is a cost to leaving the battle. So before the fight, you need to be very sure that you can go in. And if you go in with your zealots behind your immortals and your Archons and your immortals are doing the majority of the tanking against the Hellbats and against the tank shots and against the Thor shots, that is not a good fight and you probably should not be going in. Against Mac, another thing is, is that because they can't really chase you or they can't really go outside of their siege range, you have a lot of time to set up engagement. So there's no reason ever to rush into an engagement and thus there never should be a reason either to go into an engagement just to realize oh it's crap and then have to run out and take major losses which is what just happened here also when you realize your opponent's army is working better than your army is it's always a good decision to try to switch into something else even if you're not entirely sure what that is i think it often helps to if you're not completely uh you know if your fights are just not going well whatsoever to just switch into a different unit that is very high tier. And in this case, like I said, that could be the disruptor, but you could also try something like just more Archons in this mix here. And I think that would work extremely well. Archons have insane tanking abilities. And if you get a good fight with a Zealad Archons around, you're often going to be in a fantastic spot. I like this move, by the way. I think this is actually a very good move. You go in to kill a planetary, kind of abusing the immobility of the Mac army here, saying, okay, I'm going to take out one of your bases. This is really fantastic. I also like the DT. Blink. I actually think DT. Blink against Mac is not bad. Mac is very immobile. They don't struggle with detection because usually there's a lot of turrets and there's a crap ton of command centers, but they do really struggle with mobility. And the moment Mac moves out is usually when they're at their weakest. It also forces this type of siege up. Now, you should probably split your army a little bit and that was stutter-stepping that actually made the damage output worse in my mind. This is also a fight that you can't really continue into. And here comes another point that I always like to mention when talking about any situation. That's when you're planning on actually attacking, is to have a prism with you, because Prism allows you to have instant reinforcements in a fight, and especially if you have a kind of like a backline in an army that is pretty bad in a one-on-one fight, but it's great as like a backup. I mean, immortals have insane damage output against armored, units, but they're not necessarily great at tanking against Thor's and Banshees or Hellbats. That's kind of what your zealots are for. And then you have the second line of immortals. So just a single warpin of like, well, how many gates do you have? 11 zealots. I'm not saying it would have won you the game, but you probably would have been capable of taking out a lot of extra Thor's here and probably would have allowed you to keep a lot more of these immortals alive as well. Another quick note that I would like to make is now this might sound very bad for Dutch people and if you're Dutch you might want to close your ears. But if the units are orange, this is not actually good for you. This is a bad thing. The orange indicator around units means that they have three less armor. This is the anti-armor missile of the Raven. And I know that as a Dutch person myself, you know, I like to dress up in orange as well and sing songs that no one else understands and that aren't really that good. But for whatever reason, loads of people sing them together during football matches and we wear orange clothes. So it feels worse, it feels bad, but I would still recommend at the moment your units are orange is to just move away temporarily until your units return to their normal color. Because they get their armor back in that case and these fights just become a lot easier. So for every single fight that you have had, kind of turned sour. And part of that is because, well, all of your units had minus three armor. That is about as impact for. well that's just as impactful, I would like, I was like to mention this as getting three armor upgrades. So you're basically just, you know, there's a creptone of resources that a single spell is worth. It's just something to keep in mind there. Now, your opponent starts going into BCs here. And this is one of the reasons why I also like to have slightly higher eco usually. I'm talking 82, 83, 84, 85 workers. And because it allows you to have transitions ready. Beacon, second, third Stargate, all of that good jazz allows you to build a lot of cannons around the map as well. And in this case, it would have allowed you to immediately start Tempus production the moment you realize that battle cruisers are out. And now, despite you not knowing that battle cruisers are out, because once again your scouting has been extremely subpar. Do believe that... Nah, this star port with the tech lab, I guess. You can't really know that that's a battlecrocus. It could also just be benches or more ravens because your opponent has been building a lot of those. This is another reason why I like being aggressive against Mac and why a lot of people just like being aggressive and harassing in general is because the moment you do that, you get information automatically. Harassing is basically like scouting, except you're also dealing damage at the same time. Don't do this in real life, don't harass people and tell them that you're scouting them out. That's a really weird thing to do and also highly illegal. This is StarCraft 2 advice, not real life advice. B.C. are out already. Plus two ship weapons upgrade as well. Yeah, you can just continue against B.C.s with having a pure ground army. It is possible against very low numbers of battle cruisers, but once there's like 10 or 12 or 13 or 14 out, it usually isn't really viable. You can get a couple of stalkers at the start maybe to kind of catch the initial hit. Also, once again, anti-arm missile in combination with BCs is actually crazy because B.C. is a tech so fast. Look at The damage output of BCs when the anti-armor is on is actually, actually insane. So this is the first time, I just want to kind of just look at this again. This is the first time you really see the BCs. And the first thing you do, after scouting that your opponent has six battle cruisers, sending in these DTs, and warping in 11 more zealids. This is your response to seeing a flying unit. is 11 more zealots and sacrificing your DTs into a planetary I'm not quite sure how this is possible I feel like you tried microing them rather than just move commanding them in and I're like oh crap these 11 zealots not actually that great against the battle cruisers are they hmm maybe a void ray maybe more immortals what do I do no 14 more salads salads are the counter to battle cruisers and although I usually appreciate people buying time if they don't have a counter ready, you do need to be buying time for something. If you're just building 14 zealots, sending them to their death and keeping your opponent's army busy, while you're not transitioning into Tempest, you're just throwing away resources and immortals and units and actually giving your opponent more time to build more BCs. You can't just continuously be building more DTs and saying, okay, I'm just going to keep him busy forever and hope he never moves across the map. Like, unless you're actually actively taking out every single base that you attack and forcing your opponent home while you're killing craptons of Eco, as well as planetaries and, oh my God, how is it possible that takes so long to get bases down? Are these blinks just bad? You have blink? I want to see this blink again. I just don't understand how it is possible that every single time you send in DTs that they don't deal damage, it feels like. Okay, so this is like 10, 11? It's 11 dTs, enough to three swipe a planetary. So you blink and after your blink, 4Ds are incapable of hitting the planetary. It would have just been better to right click it because then the DTs automatically get to a position where they can hit it and you also don't have the half a second cool down that you had right now. Still, no transition available whatsoever. After sending in 11 DTs and losing like four of them to one planetary, this time it was decided to send in four into two planetaries. And then we were surprised that that didn't work and we lost every single DT. Another warpin of zealots, of course. It didn't work the last seven times. They still can't shoot up, but maybe warp in another 14. And then these eight battle cruisers, surely at some point these zealids will adapt or evolve. On the original species over here. Freaking Darwin. Like, surely, after a while the zealids realize that they can't attack up and that is not very good for their survival chances. Eventually they will naturally morph into stalkers. Four more. Ah, that's the deal with a tank. No, I take that back. These four were good. He dealt with a tank with it. Still have no transition ready. He mentioned something about this as well. He said, what am I supposed to do? Tempest, switching all my tech and upgrades the air so late and down in basis seems impossible. What is the answer? Well, even if you don't know what the answer is, I think we have sufficient proof at this point that building more zealots and immortals is not the way. So no matter what you do, that should not be the way moving forward. However, you once again queue up three more immortals, despite you losing, what was it like four immortals over here? Was it over here? I can't even recall where it was anymore. Just remember seeing four immortals die into BCs. Ah, it was in this area after the Zellodrun by that field as well. Archons are not a terrible call, but also not a very good call. They're not actually that great at killing BCs, but they can tank a fair amount of damage. A unit that actually is quite good against BCs is a sentry, just a single one. one for the Guardian Shield because it gives your units two more armor and against units that have such a high rate of fire as the battle cruiser, that could be very useful. However, in this type of scenario, I really once again must stress that a Tempest is going to be the correct call. Tempest are the hard counter to battle cruisers, Tempest plus Oracle, you can revelate the PCs and then you can attack them. It's kind of weird as well to say, well, switching my upgrades in the late game to all air is so difficult. Like, yeah, I know it's difficult, but your opponent did the exact same thing. If you're in the Olympics and you're doing the high jump and the guy before you jumps over like six meters and 50 centimeters, and you so far have only jumped over six meters and 40, you can just say, well, I kind of want to try six meters and 40 centimeters again. because you'll never beat your opponent then. You need to at some point jump higher. You can just be like, well, it's very difficult, and so I'm not going to do it. Like, you can do it like that, but you're just going to lose every single time then. This is how the game works. Like, it's also difficult at the start of the game to imagine that you're eventually going to have a maxed out army. But if your opponent is maxing out, you can say, well, I don't feel comfortable going to max. That sounds very expensive. I'm just going to stay at 90 supplies. Like, well, you're just going to lose the game. And it's the same here. Your opponent has tech, and it requires a cut. counter, you can't just say that it's difficult and not do it. That's not how life works. Well, no, that actually isn't how life works. I was thinking of a scenario where this is how life works, but it isn't there. It literally doesn't work like that. You just have to quit then. If something is too difficult and you can't do it, then you have to quit, but you can't complain if the other people are doing it and they're better than you. It's like, it just doesn't work like that. I kind of like this move, honestly. despite it's probably going to go horribly wrong, I like the fact that you realize that the army was too big for you to attack and you went for a base with an army that could very quickly kill a base. I think that's actually a good move. Now, I don't think this base should have been attacked, but imagine that this army, rather than attacking the middle where the Terran army was, would have moved towards the right side and just started taking out these bases. Then you're doing two brilliant things at the same time. One, you're forcing your opponent to chase your army, and two, you're actually creating an army that eventually maybe can take on the Terran army because this is an army that actually has some potential. The Archons for the tanking, a little bit of anti-air as well. They're quite good against tanks because of the tanking ability once again. And it's still relatively mobile that you can run away against big tank lines. So you just have all these perks in this army. They start taking out bases on the right side and you start warping in like a creptone of stalkers here to deal with these battle crews eventually or you finally start tacking into the tempest and add a couple of disruptors in there. I really like this army and I even like the idea of killing this planetary. I think it's good. And you also see that if you have a really big army, you can actually take out a planetary fortress. It doesn't actually put up much of a fight. The repair is nice, but immortals just completely destroy this type of building. Once again, disruptor. I'm just going to keep mentioning the disruptor again and again and again because against planetary is also super useful It can deal a lot of damage to planetaries and it kills the SEVs at the same time. So you're going to get a GG well played and you leave the game. I appreciate that you did that. But I just have a lot of problems with how you played this game and how you kind of perceive certain things happening and how you believe the game should be played. I just don't quite understand it. First of all, your opener, you mention it as what did you say? I played my standard build against Terran. start with a fast expo. Now, I love it when people have a thing that they enjoy doing, like a safe build in any matchup, but there needs to be some level of flexibility in the build. And if you get a very fast gateway, which delays your scout and does doesn't allow for any flexibility in the early phases of the build, you get into a situation where at like the nine minute mark, you're down 80 supplying, your opponent is pushing you with a massive Mac army. That is a bad situation. If that hadn't had happened, then you would have taken and a faster third base, maybe delayed some of your extra gateways, because honestly your opponent wasn't going to attack you in the first six minutes with anything big, you probably would have been in a way better spot than maybe you would have been capable of having more map control in the mid game and taking out extra bases on the side. So not a huge fan of your entire early game and how little flexible you are in that type of case. On top of that, your process of dealing with army compositions that you are not familiar with or he didn't know how to beat, I think it's kind of bad. You just basically pick the immortal and the zealot as a unit and then stuck with it the entire way through, despite it not really working in, well, some of the bigger fights. And I think that is an issue. You need to be capable in the game if you're fighting a composition that you haven't seen before to kind of realize when fights aren't going your way. I'm not telling you to throw basically everything away. So like if zealot immortal doesn't work, you're like, okay, it's an immortal crap. But you, and you completely tech switch into, I don't know, like Mass Phoenix. And that doesn't worry. You throw out the Phoenix and you go into Mass Stalker. No, you can make small changes in an army. And in this case, just adding Archons would have helped so, so much for your tanking power and also just the anti-air damage output that you would have naturally had, especially the fight near, I think it was your third base, where the Benchie stayed alive. Like, having a couple of Archons there would have been great or just a couple of stalkers rather than the Phoenixes. And then you talked about DTs with blink to sniper's bases and it ended up backfiring. I think at that point you were down 80-90 supply when you really started going for that. DTs are a luxury unit in a way. This is a unit that you can build if you are maxed out. You have a pretty decent bank and your opponent wants to be active on the map or has too many bases for him to attend to. So it's a late game unit when both of you are very rich most of the time. It's a very good unit because you can just blink on top, you three-shoulda-planetary, and you can walk away. The way that you use DTs at the start was you would send them in like zealots, and they would die. And you did this when you weren't so rich yet. Then at the end of the game, you did it again, when you weren't rich whatsoever. You would just throw them away and you would take out a base. But at that point, your opponent was already kind of outmining you, so there was no point anymore. The main purpose of the DT is that it can stay alive and kill bases, quickly. You lost all of your DTs every single time. And also you somehow managed to make them kill bases slow, which is impressive because the DT just has a lot of damage output. Your blinks were very debatable there. The planetaries, thus, weren't really the issue, I think. The main issue in this game that I saw for you was the army compositions that you had, especially once the Battle Cruisers came out. You worked in like 60 extra zealots and built like six or seven extra immortals, despite none of these units having a reliable anti-air attack or an anti-air attack whatsoever to speak of. So yeah, planetaries, my friend, are not in balance, but it is you instead. Who sucks? That's going to be it for me today. Thanks all so much for watching. I hope you did enjoy this episode of Is It Imba or Do I Suck? If you did, don't forget, did the like button, subscribe to the channel and see all of you next time for a new video. Thank you and bye-bye. Thank you.