First Ever DRUNK IODIS SUBMISSION?! | Is It Imba Or Do I Suck

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Hi, Harstam. In this game, we were both random, and I rolled Protoss, and he rolled Zerg. I was going to Cannon Rush, starting out, but his natural was late, and I was worried about a proxy hatch. I went back and expanded to my natural, followed by taking my third. He hit with a sizable force that took out a decent amount of my workers, but was able to hold. During the midgame, I was able to push out onto the map and pick off some of his army before he hit my third again. Eventually, he was able to get G-G Lords and take out all of the middle. of my production as I had very little anti-air. I could have sworn I had this game with my salad run-bys, even taking out his natural, exclamation mark. His composition made very little sense, consisting of everything from Ling to Roach to Reveger to Mutha. Sounds pretty normal to me, but we'll have a look, I guess. How can I, as a Protoss, switch to air with such little notice? There is just no way to get the infrastructure up in time to counter Zerg air. P.S. I know I lost some important units due to carelessness, as well as my decision-making at times being questionable. Sorry, I had a few glasses of wine while playing this game. So our drunk Protoss player called Jonathan is a diamond player on North America, 3,800 MMR. He's playing against a Zerg player called Happy Terran. That is a, well, like I said, a Zerg. his initial plan was to cannon rush but that plan got foiled because his opponent forgot to build a hatchery that is interesting to start with he sends out his first work this is not how you cannon rush at all by the way some of you might not be aware but when you cannon rush your opponent one of the most important things is to not to try and block your opponent's natural hatchery you don't need to send out your worker this fast because your forge can't finish at this point anyway. Your pylon barely finishes. So being here early, which a probe makes no sense. Okay, so he sees a drone move on the map. Then he scouts that his opponent has no hatchery, which makes sense because it's 46 seconds. Also, he saw a drone walk by. So he might even believe that there's a base at the third. And then as he walks in the main, he sees a drone go to the natural and throw down a hatchery. What was this? Four seconds ago. At 54 seconds. Now, take it into account that the Zerg player scouted initially with a drone and then build a hatchery. This is probably the fastest possible hatchery. This was a 17 hatch. It could have been a 16 hatch. So this hatchery was delayed by about three seconds total. Three seconds. If this is the standards that we're using to judge this game by, I think Jonathan might be in a little bit of trouble. Because this Zerg hatchery was literally only three seconds too late. He saw the drone go down into the natural and he saw a drone. pass by him as well. Like, he's the complete lack of a pool as well. And this is the point, usually, where with a cannon rush, you would start your first pylon. Between 58 seconds and one minute and four, five seconds. Because at that point, you have enough money to do a triple wall with pylons. On this map, I believe you need four pylons, so you probably would wait a bit longer. This would be the moment to cannon, to start your first pylon. He's not transitioning out of this yet. at this point he can still do it. He knows there's no pool in the main base. So you can still just go for the cannon rush. Also, the forge being in the main base, not in the wall here or in the wall downstairs, is a really odd call because that makes it difficult to hold any potential link runbyes if you would end up going for a cannon rush. You would have to get a cannon in your main base. But if they would proxy hatch and get three roaches and send them behind your mineral line out of range of the cannon, it would be very annoying. which is why usually when you cannon rush you either make a wall on top of the ramp or you make a wall on the low ground. He scouted the hatch first as well at this point now. He sees the timing of this. This is just a hatch first timing. He knows his opponent has no pool. So there's full information. I just don't understand what he's talking about in his first part of the balanced complaint for him here. It seems obvious to me that this was completely cannon rushable. If he was, wanted the cannon rush, if he had any idea on how to cannon rush. And now for whatever reason, he decides to transition out of it by going double gas, gateway, and not taking a Nexus yet. He's also getting a third and a fourth pylon before throwing down the nexus and creating, what type of awe is this? A pylon on one side, another pylon on the other. like this is obviously very mediocre Nexus gets thrown down now that these pylons don't do anything whatsoever like really just just whatsoever where was that okay so I just want to talk about these pylons because this makes no sense to me right you build your second pylon on the high ground and then you realize oh wait I also need to get a natural you build pylon three and four on the low ground you're never going to use this pylon this pylon was one that was necessary you could have this built that one over here and started a wall with that single pylon. Adding these two extra pylons and delaying your nexus by another like 15 seconds, about five times as long as your opponent delayed their hatchery. And according to you, that already was pretty bad. This is obviously not good. If we were to compare this game, by the way, with a standard game, you wouldn't be looking too hot. Let me tell you that. Cybernetics score in a standard game would finish about two minutes and 11 seconds or 2 minutes and 12 seconds into the game you're going to be about 50 seconds late with your own cybercore for no real reason except for the fact that your opponent's hatchery was 2 seconds delayed no other reason i like the cannon against the hatchery in the wall i think it's a good call um the plus one on the forge this is something that a lot of people do when they open up with a cannon rush and the cannon rush doesn't go so well they feel kind of tempted to use that force for something. It's like, well, I build it anyway. I might as well get some use out of it. But often it's better to just get an actual tech building. So Stargate, Robo, Twilight. Actually, don't get Robo. Just play either Twilight and go for some type of glave attack afterwards or go for Stargate anyway. Because opening up with Quick Plus One into Robo is just not very good at any level, in my opinion, at least. I understand if you don't agree, we can talk about that. I think in general, starting with a quick plus one off of a filled cannon rush, usually just gives your opponent a lot of time to prepare for something. Because the plus one isn't super useful in any type of scenario, except maybe an immortal in, and the plus one just gives your opponents more time to prepare for such an immortal in. So even in that case, I don't think it's too good. There's really no scenario in which I believe that the fast plus one is going to help you out too much. So we should skip that in the future. You go into two more games. madeways on the low ground as well. Another pylon being added as you're currently only have 20 supply available. So that definitely is a necessity here that pilot. I like that. Plus one is being researched. You're not starting at twilight. Like if you're going to rush into upgrades, it's important that your upgrades can continue the moment that your first upgrade finishes, right? Otherwise you're rushing out this plus one, but you don't really look to be hitting a timing with a fast plus one. Whenever you're in. investing heavily into whether that be blink, glaves, a plus one. You always got to ask yourself, hey, what is the point of this? I'm dedicating a, wait, don't you go armor? Armour is really bad against Serk. It's another rule here. We don't get armor against Sirk. We get attack upgrades against Zurich and maybe eventually we get shield upgrades if we have a lot of Archons or if we get air, but don't get armor upgrades. Anyway, what I was going to say is that whenever you're getting upgrades. You either want to continuously be building upgrades if you're investing in them early. So get your plus one, fast Twilight Council, then you get your plus two. That just makes a lot of sense. What doesn't make a lot of sense is that you rush out your plus one and then you can start your plus two. So you have to start armor, which is useless. And you're also not hitting a tight timing with this. Like if you were hitting with charge and plus one and a prism across the map right now, then the plus one at least would have some use as you're using it in the fight at that moment. But right now you rush something out and you dedicated a lot of resources to it. You dedicated chronobo boost into it. You probably delayed your third base for it as well. And it doesn't give you anything right in this moment. So you're basically went for a timing, except you're not doing anything with that timing. It's sending an invitation letter to all of your friends to meet at 6 p.m. in front of your house. And then when they all show up, just open your window. you give them the finger, then you go back inside. Trust me, they won't remain your friends for very long. I have tried. Third base is going to get built here. Also way too late, of course. It really doesn't have any major use here. Going into charge, your scouting is, well, abysmal, to be quite honest with you. Subserver has only spotted the creep so far. If you do open up with a build like this, I suggest getting a fast centric, which you actually did. then using an hallucination for a quick scout around the base. One of the main things you want to be fighting against or you want to be looking for is the amount of gases and whether your opponent has a spire or not. Because if you open pure ground, so no Stargate opener and you're not going into blink, mutalists are the biggest threat that could potentially hurt you. And it's important for you to know how much gas there is. If you see six extractors being thrown down already and you see no roaches and just pure lings, you could kind of put one-on-one together and be like, hey, where's all that gas that he's mining going? And he's probably saving that up either for a crap load of banlings, or he wants to go into some type of mutalism. This time that's not the case. Instead, it's just going to be a Reveager Roach army. It's of relatively low gas. Your opponent doesn't have that many workers, which is also important to figure out. Often when... So the way that Zerg functions, Zerg always wants to get all of their minerals first. They always want to do that. So ideally Zerg players, they saturate three mineral lines worth of minerals. So 16 over here, 16 over here and 16 over here. And then they start adding the extra gases. That is the most optimal way for Zerg to play them. Can you get a Ford base? They can start saturating those gases off because they have more money or more minerals. And minerals are the only way to create more economy. Drones cost minerals, queens cost minerals, extractors cost minerals, hatcheries, costs minerals, et cetera, et cetera. Okay. So if you see very quick extra gases and not that many drones, that probably means he wants to be aggressive because he's stacking into something without a lot of economy. If he would have scouted this, which of course you kind of did with this observer, you see no gases here, you saw a low drone count. You could have used the hallucination to maybe scout that there's no gas over here either. I always tell myself that if I am up in gases against a Zerg player, that is a good timing to start building batteries and batteries. because it most likely means that the Zerg player is going to attack you if you have more gases than the Zerg player at that moment. And also just more workers than the Zerg player at that moment. And right now you're about equaling gas. You have the same amount of workers. You also could, of course, call that this army. That would have been helpful as well. But you're completely unaware of the fact that he's moving out across the map. This moveout, he's been preparing this since about minute five. He's been building units. And this moveout comes at this point, seven minutes and 30 minutes. into the 7 minutes and 30 seconds into the game. And you have absolutely no clue about it. He has full vision with this changeling as well. Your army is in position. You don't have any batteries ready. Let's see how you respond in this fight. So you had a couple of force fields. You don't use them. You eat two bios, three bios, four bile. Now, if bios could feed a man, right now you would be full. And you have been eating bile for dinner. Let's see if you can perhaps thank a couple more. Look at that. There's another biol. Boom. Another one. Your belly at this point is practically exploding. All your sentries have gone down without casting a single spell. Another bile hits. These are the first two vials you dodge. Usually, maybe 20 seconds into the fight, most people would say, well, it is acceptable to get hit once or twice by biles. But you kind of reverse that, and you didn't get hit by biles once or twice in a 20-second fight. every other bile you managed to hit. If this was a Mario Party game, you probably would have gotten a lot of coins. Because I think that's how Mario Party games work, where you don't need to catch stuff and you get coins. I haven't played Mario Party in seven years. But yeah, this obviously wasn't it. You should still be able to hold this because, well, you do... Actually, you don't have the greatest upgrades. You have 1-1. Colosai comes out, though, and with charge, you should be kind of fine. Colossi tried to take these bile as well. well, didn't quite make it. I almost believe you should be dead here. If the Zerg had spent any of his money at this point, this game would be completely over and you would have had absolutely no chance whatsoever. Double immortal production, I don't really mind it. I don't quite get why you went into Colossi in the first place, as Colossi aren't that great in this matchup. But I do like that you're transitioning out of it. Building two more sentries. And here's another, actually, another to see you rebuild those sentries. Here's a, here's a, a piece of advice. If you don't know how to use a unit, don't build it. And this sounds stupid because then people are like, well, how will I ever learn how to use it? Practice using it first and then use it in your view games. But if you're never going to use a single force field or guardian shield in your games, then don't use the unit. Don't build the unit. You've now invested like 600 gas and 300 minerals in sentry so far this game and you haven't cast a single force field or a guardian shield. So practice the hotkeys on the sentry. It's fine if you don't know how to use a unit. I don't have any issues with that. I'd never make fun of you for that. But if you build six sentries and you never use it once in a game, yeah, that's generally not a good thing. So now you restart Colossi production again. You still have absolutely zero information about what your opponent is doing. He's into six gas right now. Double evo, well, single evo, one of the two still go. A couple of force fields. This is good. I like that. And there's a spire coming up. But you have absolutely zero scouting information. You don't know what's going on. Well, look at you. You start micro-ing against piles as well. Very nice. This was a good fight. Actually a good fight. I'm quite impressed by that. You haven't really put any pressure on your opponent the entire game. You haven't scouted your opponent the entire game. And that's why so far every single interaction between you and him has been somewhat of a surprise for you. He's going up to eight gas once again. you see eight gas and your opponent is building a crapton of lings, that probably is a decent indication that something is going to happen with that gas. In this case, it's going to be Bainlings. You also, I think, mentioned in your complaint from what did you say about this, his composition made very little sense, consisting of everything from Ling to Roach to Reveager to Mutha. So far, his composition to me made a lot of sense. Reveager, Ling, Bane, is one of the most popular compositions, and has been one of the most popular compositions. for the past seven years of legacy of the void. It is extremely good against Stalker Colossi, as banlings deal well with Stalkers. Reverger's can bile as well, and they can break force fields, which are often in combination, are there in combination with the Stalker army. So I honestly really like his composition. I like your composition less than I like his, because you're playing this kind of in-between A-Move army and this army that wants, to fight from a distance. Have a couple of zealots in there and these immortals as well. But then you also get a bunch of sentries and stalkers. These fights are good. This is how this army is supposed to be used. Rather than having the zealots in the main army, though, as they don't really synergize well with this, what I would suggest is if you play an army like this, and very often your warpins can't consist of only stalkers because you just don't have the gas. So what you do is you warp in the zealots, and you just use the zealots to take out bases on the side. So you send zealots to the left, Sell us to the right and from there and out, well, hopefully deal a little bit of damage. That is kind of the way that you're supposed to play this type of composition. Now, you're still completely unaware of what your opponent is doing. You're not even aware that he has a fort base, let alone that he has a fifth and a sixth going up right now. You're taking your own fort base. There's eight gases. This spire has been done for almost an entire minute. You're lucky your opponent hasn't built a muda yet because you have absolutely no units that deal with the mutas. You have 15 stalkers, but these stalkers do not have blue. and it makes it really difficult for you to deal with Murales. After rushing out your initial upgrades, you also completely stopped upgrades, although you could just start your plus three, and it would really help this army, because attack upgrades on stalkers and Colossi are absolutely fantastic. Here come the first nine Muras, you continue immortal production. I don't understand how you can play like this. Like, it's really a miracle to me. You have almost no map vision. You have no static defense in this space. You have no static defense in this space either. The only vision you have is the single old vision you have is the single, observer and your army on the far left side. You don't know where your opponent's army is. If a run by hits you on this base, you're going to lose every single worker. If a run by hit you on this page, you're going to lose every single worker. You're moving on creep like you own the place. But honestly, at any point, this army could have beaten you as well while you were on creep. You got lucky that the Zerg was afraid. But this guy is freaking 19 banlings with plus two. He would have blasted your stalkers, no problem. The only reason why he didn't was because he was probably waiting for the mutas to go attack across the map. You also have no idea whatsoever what your opponent is doing. In your mind, you could technically still be on hatchery tack, although I do believe you've seen bainling speed. So you do know he is on layer already because obviously centrifugal hooks does require layer attack. He's on 86 workers. The Zerker is playing well, by the way. It's quite a solid Zerg player. I do like that. Investation pit gets thrown down as well and we'll go into Hive. Now the MUDAS make their way into your main base. And I guess you start taking out, look at your opponent. Look at your positioning here. He is in between your army and your base. He could just attack this base and win. This is a good run by though. This is a very good run by. And I really do like that. So you teleport back into your main base and at the same time he attacks your third. You take out his sixth base and he is taking out your third base. He killed like 12 workers in your main as well. At this point I feel like you're pretty dead, I would say. If this Zerg decides to right click this building rather than half fighting your army, half fighting the buildings, which I do believe to be a mistake for now. You get a pretty... Actually, do you get an okay trade? Seems kind of okay. You lose a lot of crap, but you also kill a lot of crap. The end of the day, I think right now you're pretty dead. Salads bringing them back is a good call. What I like to do, if I have a run by all salads, is that I send three zealots over here and then pull the others back. that way you force the reinforcements to stay home. So if you're having a very tight hold, the one thing you'd really love to do is your opponent having reinforcements at home. And most of the time, they're going to send all reinforcements to your harass, whether it's three zealots or seven zealots. So that's why I like to send just three zealots. Once again, this is a very, very good move. This does so much for you. One, it gets you scouting information what units are being built. Two, it gives you some breathing room because let's be real. You just managed to barely survive. And on top of that, you potentially can deal some damage. Maybe kill another base. And worst case scenario, you just need to run away. Like, there's not that much creep. He can chase you easily. I don't quite understand this move out. You just got absolutely blasted on your side of the map. You're now aware that he most likely has been on at least five bases for a very long time. So you know there's money for your opponent. This move seems risky. You also move out without knowing anything. And I think that is really the main issue for you so far this game is that, oh my God, I can't believe you're winning this fight. This makes me, it actually does upset me. This never should have happened. He's 20 larva. You are not allowed to push out. You are dealing damage, but you shouldn't be. The correct call here was to sit at home. And I absolutely hate it when people make the incorrect call and it pays off because their opponents forgot to hold down the roach button. If this guy had built 20 roaches like he should have, you would have absolutely died. Now, you can't say, well, at lower level, this is a good move. But that's not correct. This is always a bad move. What you could have done is just send your zealots across the map because zealots are quick at pulling back and attacking. That way you keep all your high value targets at home, your immortals, your colossi, even your stalkers. And if there's nothing there, if your opponent is bad and didn't build anything, your salads will kill a base and will kill everything. However, if there is stuff there, you can just pull back the salads and your situation is still fine. That way you get the best of both worlds. You got very lucky. And that's not allowed. I despise you for it. So don't do that again. Plus three being researched, good call. I don't really like the colossi that is being built here for the simple reason that you've seen that there's like 12 corruptors. This is kind of like starting a colossi transition while your opponent has 16 useless Vikings. It's like it just doesn't make much sense. He already has the counter ready and you are still kind of tacking into that colossi count. Like these colossi are also going to get taken out. now your third Colossi is going to show up and is also just going to die. What do you think was going to happen? Like, what is the best case scenario that happens here? That he sees the recall animation and he thinks, oh, he's recalling. Let me just go away. Like, there's not a second here in which he can't attack the Colossi. He can attack them while they're idling. And he can attack them while they're idling from the recall. Look, they never stop. They just have to turn their head a little bit if the Colossi actually finish the recall. If you wanted to recall, why didn't you just recall into the natural where your stalkers were? That would have made a lot more sense. Your zeal has had a good job, though, and I do like that. In this type of scrappy situation, I'd always recommend a dark shrine as well. I really do like that as a recommendation. I'd also like to make you aware right now that you have known that there is a spire for quite a long time, but you don't know if there's a hive or not. And I think you were complaining a lot about how can I possibly transition into having any type of anti-air in such a short notice? And I believe that the spire finished at the 10 minute mark. And this is the first time that you're starting some type of investment into your anti-air with the blink. The first time, and even now you're not chronoing it. You're just still taking it slow. You've seen that there was 10 mutas. Now you see 10 corruptors. You have no clue what your opponent is doing tech-wise, whether there's a greater spires. So one spire, one greater spire, one for the upgrades. Now he's moving out. You know he still has corruptors. So I really do like that you're getting blink. I still feel like that's a little bit late. Once again, you get caught halfway on the map. And I just kind of want to look at this. Like, if you don't have a reason to be on the map, you should. couldn't be on the map. This is a little bit like in World War I, you know, when you had all the them trenches and stuff, if there was no good reason to pop your head above the trench, you'd stay in the trench. That's what you make the trenches for. You should be standing next to a Nexus with a battery, unless you have a goal while being on the map or you want to achieve something, whether that is a distraction or sending some zealots around, then that's fine. but what could possibly be your goal at this point? You know your opponent has freaking 10 corruptors and you also, well, I'm not quite sure if you know, but you should have known that there's also an army that's probably twice the size of yours on the ground. What is the point of being here right now? There's no point you should have been defending. You're mining, you have good upgrades, you need to be spending your money right now and sending out Zellat run bys to try and pray that your opponent never attacks you and that he stays busy with chasing Zealots all around the map. Instead, you get calm. But halfway on the map, you lose your colossi, you lose all your stalkers, which coincidentally also is all of your anti-air. You still don't have any batteries or cannons here either. Still believing that all these peace treaties that you're signing with the aggressive Zerg will work out eventually, this run by once again, absolutely fabulous. If at the same time six zealots would be over here, you would be denying majority of his mining. He'd be mining on one base, basically 12 mineral patches. That would have been fantastic. You actually would be out mining him by mining here and in your natural, which honestly is great. Once again, you have no static defense here whatsoever, and it's pissing me off. These zealots, at this point I'd say, just send all of them into your opponent's third or into their natural. That's exactly what you do. And that is once again the correct call. I'm not quite sure about attacking the extractor here, but I'll let it be for now. Your nexus here is still up, and you're actually defending the ground arm. army. These zealots are idling. Honestly, except for eating these bile. The past 25 seconds have not been so bad by you. I really do like what you did there. Moving back to the cannon as well. Defensive position. There's some Brutlords on the way right at this moment. Now, these zealots should be trying to deny as much eco as possible. You're still mining. Your opponent isn't. Attacking the hatch doesn't do too much. But if you can kill the freaking like 12, 20 more drones, you're going to completely be outmining your opponent. Here, your control ball. Did you actually try to eat that bile? I didn't know that it wouldn't hit. Look at this. You see the, I want to see this in slow motion, actually. And zoomed in. Look at this. So he starts hitting this pylon. Then he biles the pylon. Here, here. And as you see the bile, you start moving this stalker in it. And I think you believe, that you're actually going to catch it. Look how hard you're pushing for this. But luckily that is not how the hitbox works, apparently. And you get out. Now, you get six Brutlords into this little area. Your zealots are dying to broodlings on the other side rather than killing any of these bases. And now there is one very clear plan for me that would probably win you the game, and that is by just attacking him. Okay? It is obvious to you and to me that this one immortal and the five stalkers will not be capable of blinking into six broodlords with plus two attack while the broodlings have plus three attack. Okay? That is just not going to happen. So what you do instead is you send your entire army across the map and kill everything that they have at home, forcing either the brute lords to go home and defend or allowing you, this would be even better, allowing you to clear all of their eco while you're still mining. and then eventually either getting Dark Templar or getting enough void rays to just straight up win the game. However, what you do is you defend with six stalkers and an immortal disnexus and you lose all your zealots on the other side of the map to his superiorly upgraded lings and roaches. I'm not saying you necessarily would have won with the stalkers and immortals, but I believe you would have had a very good chance of actually winning. Even at this point, I mean, there's about 13 lings and two roaches. you warp in five, six zealots over here, you go and have a fight. I mean, yeah, really have a decent chance. He's going to take absolute ages to deal with your entire production. And the great thing about how Slow Brutlord skills stuff is that it also allows you to respond quickly. So you can build gateways over here or Stargates over here, once again, only sending out the zealots rather than the rest of the army. Like, what is the point of the army here? If you want to defend this base, just build a battery and a... cannon and then pray that he doesn't send anything but lings. Like, a warpin can also defend. If you had actually, he has nothing. He literally has one roach in defense and you have two zealids. That is it. If these units were here, you would be killing all of his eco and he wouldn't have been allowed to build anything anymore. Well, he wouldn't be able to afford it no more. I just don't understand why this army is staying home. You're saving up stalkers, but your opponent is currently outmining you. So you're getting a what we call not even really a counter. I mean, Brutlords, especially in numbers this large, actually beat stalkers. So you're not really getting anything done. Your opponent is growing stronger while you are growing weaker. And you're not tacking into any type of better tech that will allow you to win this game. Like perhaps Voidreys. Oh, you're getting a Stargate now. That is at least the one good thing. I do like that. But because your opponent is mining so much, you can just continuously produce corruptors. There's nine corruptors right now. I mean, a single void ray is good. And I know a lot of people, especially Zerkes out there, will believe that one void ray maybe can take out nine corruptors. But especially if the nine corruptors have plus two, that is not actually the case. Let me tell you that. Okay. This. Why aren't we continuing with this and warping in four more zealots? Why didn't we do this half an hour ago, taken out this base and this base? I don't understand it. Obviously, you know it's possible, but you just decided not to do it. Also here, you know exactly what your opponent's army consists of. You've seen these six Brutlords for the past three minutes. You can't beat it with this. Okay, it's not possible. You know this, I know this. You can't. Why would you not just try to do something else like trying to base rate rather than straight up attacking into this position, which you know 100% isn't going to work? You had nine stalkers against six Brutlords with plus two. with 3-2 on the broodlings as well. These broodlings are going to be insanely powerful. And there was lings on the ground as well. Why didn't you just try to base rate? Try to somehow win. Well, I guess because your decision-making hasn't been that brilliant. Maybe just a little bit impaired because of these glasses of wine that you had been drinking. Let's just try to break this down, okay, into a few, you know, bite-sized chunks here. So the first part is the opener and the build order. You kind of scolded your opponent for having his hatchery three seconds late. And then you completely overbid that by delaying your own cybernetics cor by 50 seconds. Your early game really was quite terrible. Also, if you're going to cannon rush, obviously pylon and the forge, both should be downstairs or on top of the ramp. So that also was in this day. You end up throwing down four pilots before your own Nexus. You go into plus one, into four gates, into a robo, and then armor upgrade. Like, your entire early game build order honestly just felt improvised, and it's the bad type of improvisation. You know, it's not Eric Clapton. It's like a guy that's been playing guitar for two and a half hours and can play only the top string so far. It's not going to sound very good, my friend. and this also didn't look very good. Let me tell you. If you don't know what you're doing in the early game, there is no shame in admitting that and just copying something from someone else. This is not like copying homework. Well, it kind of is. But I'd rather have you copy someone else's homework than make up your own garbage. Or just copy the history book or whatever if you're in history class rather than making up your own history because that's kind of what you're doing here. It just doesn't fuel, right? So for the build order, you're going to get a method. as if, uh-uh, that ain't it, chief. And that's not a positive thing when it ain't it. Secondly, your map vision and your overall scouting was, well, I think, unrateable as it was completely non-existent. You had no vision of your opponent's army ever. You had no vision of your opponent's bases, your opponent's tech, your opponent's drone count. The only thing you did have vision of pretty consistently was your opponent's creep. So you were very well. You were very well aware of about two or three creep tumors at almost every point in the game. And that might sound useful to you, but to me, that was completely useless. And I would recommend not focusing too much on the creep and more on other things that could give you clues as to what's actually happening in the game. You didn't realize there was a spire for five minutes. You had no clue about the greater spire. You didn't know whether your opponent was going to attack you the first time. You had no clue whether your opponent was going to attack you the second time. You got caught off guard in the middle of the map like twice. You got caught off guard while sitting at home because you had no clue your opponent was attacking. Your scouting was complete garbage. And for that, you're going to get a big, hard, not good enough, my friend. Your macro overall, I actually didn't pay too much attention to it, but it felt fine. You were spending your money reasonably well, better than your opponent at most points. But because your eco was so much worse and your entire build order sucked, it didn't really seem to matter. But for your macro, you'll barely pass. For that, I'll give you like one of the sideway ones, you know. and not the surfer sideway ones. Like, that's cool, but more like, it's all right, but it's not brilliant. Put it all together, my friend. And it's not Zerg that is too powerful with the quick tech switches into air, which are impossible to counter, but it is you who sucks. And that is the truth of the matter. All right, that's going to be it for today. Thanks all so much for watching. I hope you did enjoy it. If you did, don't forget to the like button, subscribe to the channel. And hopefully I'll see all of you next time for a new video. Thank you and bye-bye.


This Checklist ENSURES FAILURE!! | Is It IMBA Or Do I Suck?

Should a single unit be capable of killing an entire army? Of course not! And yet, this seems to be the case - at least in the eyes of Solari, todays "guest", or some might call it victim. Single Terran units are WAY to strong and have far to much impact he says. Let's investigate. Each like will unlock the next zoomstage on my digital magnifying glass, so help me to solve this case!!  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, Terran are in balance like hell. First of all, I gotta say that I suck. I know that. I have no real build order. My macro and micro are bad. And often I don't know what to do in situations. But besides of that, Terran are just stupidly overpowered and every idiot can play them. For example, in my replay, I denied his natural base for a really long amount of time. I even had my third up at the time he started his natural. mining, but because of mules, he had more income than me with 2.5 bases up. Then I attack. Dot, dot, dot. Two shots of a single tank, which costs only a bit more than one stalker. Kill my whole army. When I focus on the tank, the Marines slash marauders kill my whole army in two seconds. I must admit my opponent did a lot of harassment, which I had to go back every time and clear it up. That's not the problem itself. The problem is that Terran has all these units where you only need to build. one and it does massive damage to the enemy. One mine in the mineral line is game almost over. One raven is an infinite amount of stupid turrets and even vision. One ghost is EMP, kills whole army shields. One tank is massive splash damage to everything plus stupid range. One Liberator is you need stalkers and blink to effectively kill it without losing your mineral line or army when in combination with a tank. The list goes on and on. But I think you get my problem. So please Harstem. Give me advice how I can win against those ugly guys with my shiny force of aliens. Name Solari, race Protoss, league platinum, and the server is Europe. All right, we got our game. A PVT, which is going to be played here on glittering ashes. Between two players that scout, well, the Toskouts after his first pylon, and the Terrant Scouts after his first deep. Actually, he has two SEVs out on the map already. I'm not quite sure what these SEVs are for. I've seen single SCV scouts for eBay blocks, but like this, I haven't quite seen it. Cool to see that there's still some innovation happening at the platinum level here. This probe is going to get chased all the way back to the base and a full wall at the same time as all. Is there a gas? Okay, there's a gas, only mining two in it. Very interesting build out of the Terran so far. At the same time, we see the Protoss player has a gateway, on the low ground. So he spots the eBay block immediately. Now the correct response here is to pull four workers and start attacking this eBay. Well, one worker attacks the SUV, make sure he can't continue building it. The other probes immediately start attacking the eBay. That doesn't quite seem to be the response here. A second pylon went down before anything. Cybernetics score starts, well, 11 seconds, no, 12 seconds late. Usually the timing for a cybernetic score is 124 with a regular 14 pylon 16 gate. This cybernetic score went down I think at 138 it was 136, 137, somewhere around that time. So a 12 second delay without anything happening. And then the response to an eBay blocking the natural is chasing an SV with a zealot that you built and getting three gateways before the Nexus. Now, If we compare this to the responses that we see at a high level, usually you pull four workers and you take out the eBay at like 130, 135. You can just throw down a Nexus and you'll have a single gateway that can produce units after. You don't have to build a zealot. Some people do build the zealot to try and put some pressure on, but generally it's not a great plan. Now, this Reaper is going to come in, kill a couple of workers, or at least I assume it's going to kill a couple of workers, because the stalker not only was the cybercore delayed, but even taking into account that the cybercore was delayed, this stalker is still going to be almost, what is it, 30 seconds too late? Oh wait, there's already a stalker out. I completely missed that. I was wondering how that happened. Why is this stalker so late, I thought. Well, the stalker was just chilling downstairs. Okay, so this Reaper just did this much damage for no real reason. Well, that makes things actually worse, but in some way it also makes me happy that his builder isn't that bad. Well, his build order still is really bad, but at least he got a faster stalker. That does make me a little bit happy. So finally, about two minutes after the eBay got built, the eBay gets taken out as well. Cancel gets used on it, and now the Nexus can go down. An alternative approach, by the way, to this, if you don't want to pool workers, is that you can just build the Nexus on your third base location. You will have to follow that up with Stargate afterwards, but it's a completely viable way to play. I was actually going to flame this Protoss player for building three gateways because you can't really use them anyway. But he decided to go for a massive probe cut and not use any of his Kronobo boost. And as a result, he could actually afford three units out of all of these gateways pre-warpgate. So he now has six units total. Once again, if we compare this to any actual build order, he still has less units than I would probably have with about 35 or 38 probes done at this point. nonetheless, he hasn't really wasted any buildings yet. Very often when something bad happens to lower level players, they'll panic and they start just doing things. They start adding random gateways. Maybe they add a quick forge, which they can't even afford all of a one-based economy. But here it seemed that although the response was very bad, the response at least, there were no useless buildings. Everything that got built so far has been used. well, I'd love to see this fort gateway being used, but there's absolutely no way. You can't afford three gates of a one base while having to build probes, getting a robotics facility, and a forge at the same time. It's simply just not possible. And that's why we're seeing not a single warp in being used in the past, what, minute or so in the past 50 seconds. Actually, not a single warp gate has been used since Warpgate has finished. These units were all built from Gateways without Warpgate. and I think to everyone now this should be very obvious that this is obviously not optimal. It would be way better to produce less units from the warp case. So let's just talk about this for a bit because it's actually very important. As a pro-dose player, you always want to get away with as little gateways as you can. Because a gateway is a building that doesn't really do anything for you except produce units. It's a waste of 150 minerals. If you want to hit a tight timing, the first thing you try to do, do is to cut as much of your production as possible, because if you can gain 150 minerals by cutting one warp gate, that would be fantastic. So something that Solari could have done here is rather than getting three gates and producing, what was it, three units out of, or four units out of one gateway and then another set of units out of these two gateways. He could have just produced three units out of two gateways total. That would have been better already, because in that case, the gateways wouldn't have been idle for so long. Another thing that he could have done is he could have used some of the chronobust energy that he was saving to chronoboast a warp gate twice or three times, cutting off 30 seconds from the warp gate timing and getting two units from each gateway as well and then a warp in at the same timing where usually that third unit would finish from these two final gateways. So what I'm trying to say is that Solari invested a lot in infrastructure that is useless for the goal that he's trying to achieve. and if you can get somewhere with less infrastructure, that tends to be more optimal. And especially this Ford Gateway, so I mean, this is never going to get used. And if it gets used, it is because we don't have constant production out of these gateways. What we often want when we optimize build orders is we want constant production on our probes, constant production out of our gateways as well, and constant production out of our other production facilities, and possibly also the tech. So adding these things, two gateways, once again, doesn't do anything. So far he's added three extra gateways without warping in a single unit. He's added a second robotic facility, a robo bay, and a forge without producing any units. All of these gateways are useless. These three gateways by themselves present the same value as a faster third base would have been able to represent. Actually, you say 50 minerals on that. And a faster third base here would have been more useful. he might eventually use all six of these gateways but it is not it is not economically optimal to get these this infrastructure as fast as possible it's just not the way now talking about this game a little bit i think i missed a fight here so i kind of want to look at that that little fight again all right so this fight there is a mine here which shoots kills the zealot then these marines take out the zealid as well sure why he lives this command center, but I guess he's afraid. And the tank shoots once and kind of forces this away. Honestly, not a terrible fight for the Protoss player. I mean, he lost two zealots, but also had two mules not working for a while. This should have been a worse fight if the tank was in a better position. But I still believe this was, this honestly was kind of okay. I like the position of the Protoss player here, as he's up 11 workers, forcing out a turret as well here at the same time. So this actually looks, it looks good despite his failings so far. And that's because the Terran opener also wasn't absolutely brilliant. The Terran is a little bit afraid of holding his low ground as well. Stalker controls actually quite good. You see some single target fire on these marines. For Stalkers, of course, take out a single Marine. Okay, so these were these the two tank shots? Okay, well that's a third tank shot. I like that he went in back one more time to make sure that it really was a tank shooting. Is this the fight that he was describing in his thing? He described a fight, two shots of a single tank kill my whole army. I mean, he lost one stalker here. I doubt this was the fight, right? It really would surprise me. It really would surprise me this was a fight. Because this fight honestly, you lost the stalker, but it's not the end of the world. Okay, Raven's going to make its way across the map. Three more barracks on the way here for the Terran, who, It does have stim already. It hasn't started Combat Shield and a slightly supply block. Once again, I'd like to note that none of these extra gate so far, these three haven't produced anything. These three haven't built a single unit from Warp Gate yet. We're still just stuck on the three stalkers from earlier. And right now, without ever warping in any gateway units, our Protoss player decides it's time to throw down three more gateways on top of this. He could have triple expanded at this point, and his army size would have been exactly the same. Nothing would have changed in the army size, except he would have had a way better eco. So it really makes no sense. The way that he's playing, the way that he's adding production here is, it's just really, really odd. It actually does make zero sense. There's a double drop heading towards the main base. Now, this is the one scenario in which the extra infrastructure is actually useful. If you're getting dropped and you have six gateways, you don't have to move your use. units in position, but you can just warp in a big warp in. I guess he's going to do both, move his units and position and do a big warp in. Kind of like that, dealing with this drop. Almost gets the Metafact, because the Terran control that a little bit sloppily. But does not quite end up getting it. Perhaps with these disruptors? No. Metafacts are going to fly away. So right now, all of these gateways have been used once. And if I recall correctly, Warpgate finished at around the 4 minute mark. That means that every four minutes so far, on average, he's been doing a war pin. That is a very bad score, my friend. That actually is a very, very bad score. And the funny thing is that I'm afraid it's going to continue, because he seems very focused on getting more units out of these robotics facilities than anything else. Now, then here we have two cannons, which are in odd positions as well. I wouldn't mind if there was one cannon here and one cannon here, but right now this entire area is kind of that, okay, there's another current cannon here. It is expensive, but if you don't ever want to deal with multitasking, this might be the way forward. Drop us heading towards the third base. At the same time, our Protoss player is actually attacking. Oh, I bet this is going to be the fight. This is, by the way, a very ill-informed timing attack, okay? I'd just like to point your attention, just direct your attention into the position that we're currently in, and just show you guys what a terrible call-loss is, okay? So let's just get back. First of all, a lot of money is invested in infrastructure, which when you invest money into infrastructure, you are preparing for a further away future because infrastructure has no inherent value right at that moment. You can have two gateways and 10 units, or you can have eight gateways and one unit. Well, it's obviously better for a timing attack to have the 10 units and the two gateways. but in the longer term, once your eco starts going, you'll need those extra gateway. So gateways are always an investment into the future, never in the direct moment. Second of all, there is a lot of investment in cannons here. This is what, 450 in the natural or in the main, another 300 at the natural. We have another 300 at the third base. So we have about, well, I can't count, but I think it adds up to about 1,000,000-50 or so, minerals invested in static defense. This shows to me that the plan for Solari should be with that investment in infrastructure and the investment in static defense that it should be to remain defensive. That would make sense given the fact that he's up an entire base and up 20 workers. This push makes zero sense. His opponent is about to all in into him, is forced to all in into him. And the fun thing is that Solari is actually well prepared. He has a lot of infrastructure. He has a lot of cannons as well. It's very unlikely that he will die. But because he's moving out, he gives his opponent here a chance to actually not only attack him at the third base, but also drop some mines in the natural, have another little pushover here. And while this is happening, we see this tank actually shelling out a decent amount of damage. Hello? You just started attacking his own eBay? This base gets lifted. Now, the moment your opponent lifts their natural, I think this is such a clear sign that perhaps it's time to go home and defend your three bases and your 20 worker lead. However, Solari here decides to walk up a ramp where there's two tanks in which he doesn't have vision. Oh, actually, there's three tanks. He doesn't have vision and loses his entire army. This was not a single tank shot. What did he? Okay, this was the fight he was talking about. Two shots of a single tank, which cost only a bit more than a single. stalker. First of all, a tank costs a crepton more than a stalker. It's really gas-intensive. It's an annoying unit to build. It takes quite long. It's expensive. It's more supplied than a stalker. Obviously, it's not the same as a stalker. So you could say that the roach is a bit of a cheap stalker, but a tank is a way more expensive unit. It just functions completely different. You can't really compare it. One is a seat unit. One is a very flexible attacking unit. also has an anti-ar attack, but whatever. Anyway, he attacks into three tanks, and he believed that this was a single tank. Now, honestly, if I walked into three tanks with my army, and I would lose my army, but I somehow live under the illusion that that was a single tank, I also would be extremely upset, because then I also would believe that the tank is overpowered. I mean, that tank should, holy crap, what is this? The tank just showcased the power of three tanks. So I understand why he's upset if he's this delusional. This was a very weird move as well, by the way. So the turret is a unit that runs out of time. So all you need to do is just wait and eventually it will die. It makes no sense to send in units to kill it if you're going to lose units to kill it because it will run out of time. Better is to just pull away your workers for a little bit, wait. He will shoot at the assimilator or the pilot. you will be fine. What he did just here, losing two stalkers, is kind of like challenging a 110-year-old for a jewel. Like, sure, most likely you're a bit quicker with the revolver and you'll still win the duel, but there's really a lot of, still some risk involved, and it's probably better just to wait it out. I mean, there are 110. How long can it last? Raven's going to move forward. Now, this is a case where you need to attack the turret in order to defend your third base, so that's 100% the correct call. These Marines and Marauders get a little bit of damage. And the fun part is, rather fun, the sad thing is, is in this game, despite Solari's biggest efforts to actually throw it and him being down about 3K in the unit lost tap, he still was actually ahead. I mean, he's up a base, similar upgrades. He has an extremely well-tapped army. He's up in supply. If he just builds like three waves of probes and finally kills his mine, which has 11 kills, by the way, I didn't really pay attention to this yet because there were so many other bad things happening at the same time. Sometimes I have this. It's like some type of sensory overload, but with like really bad play. If there's too many bad plays happening at the same time, I can't see them all at once anymore, you know? It becomes too hard to analyze every single one. That's what happened here. So Lari truly is pushing the limits of making every conceivable mistake. He's still ahead, though. Like this is, the Taron has not been producing work. workers at all. Like, that's really just a reason. I mean, the Protoss killed six workers and the Terran's only at 28. That's actually bad play out of the Terran. And it just, yeah, it just isn't great. Double turrets once again going in. No defense for the turrets. Just pulls them away, kind of like that. Good call. And then put some back to mine. It's actually was a very, very good response to the Raven because the turrets can't chase you. It's a static unit that that expires in a while. the sensor tower position is quite interesting as well. Now, after the last time's experience of going into a position blindly and remembering how poorly that went, Solari decided to live that same experience once again, loses both disruptors, gets a couple of shots on these sand trees, like, huh, maybe if I warp in three more stalkers, I can try that same thing again. Not considering that perhaps one of the two observers currently trailing his army might be used as a spotting device to see, if he can actually attack into the position. On top of that, it might also be wise to consider getting charged. If you're playing against a lot of tanks, Celts are quite good at tanking shots, and stalkers don't necessarily trade super well against tanks. If your plan is to just a move into positions the entire game, I would recommend a Charlott Arkham composition rather than a Stalker Colossi composition. With a Stalker Colossi composition, it tends to be more important to actually control your army because you don't want to be fighting, you just want to be abusing your range with the sentries and the stalkers. So far, what Solari has been doing is he made an army that wants to abuse the range, but rather than abusing the range, he just runs up there and then starts fighting. That's kind of like using a gun to knock someone out. Sure, it's still a pretty powerful weapon because it's quite heavy, but it would be a lot better if you use the range on it. And that's not what Solari has been doing so far. still I think two observers over here beautiful with this army making sure that he has zero vision on the map whatsoever nothing on the right side drops have been happening this entire game no pylon no pylon no unit over here no unit over here no unit over here no observer at the army a battle cruiser teleports across the map the correct response against the battle cruiser never is to warp in two stalkers in a slow warping pylon for the people that are not aware actually I know some of you don't play too much, but there's two types of pylons. You have the fast warping pylon and the slow warp in pylon. If a pylon is in powering range of a nexus or a gateway, the warp in take only three seconds. If the pylon is not in warping range of a gateway or a nexus, the warping of the stalker takes it, I believe, seven or eight seconds. It's a really long time. It feels like three years. So I'd always recommend warping in close to a nexus or a gateway. So all of these pylons would have been fine. However, he warped in two nearer pylons. it wasn't close by in excess, and thus the pylon actually got taken out before the stalkers even could finish warping. I love that the response out of Solari, no matter what happens, just seems to be to attack. Oh, there's a single battle cruiser in my base. That probably means the best move here to do is to attack into the same tank line that I attacked into earlier. I really do believe this is an almost unloosable game. So, hello, could we use the Guardian Shield perhaps? But Solari is honestly just trying his best to lose it. Colossi also target firing the Thor is a sight to behold. Good disruptor shot, though. Rather than going for units that actually take extra damage from the Colossi, like the Marines or the SEVs. Okay, this is the first time in the game where I'm actually scared for Solari. He took such a bad fight that he's currently down 6K. This battlecruiser managed to kill a bunch of crap as well, which is hard. to imagine as a single battlecruiser loses i think against like five or six stalkers which let's not forget he could have warped in that amount of stalkers while being on one and a half base mining turret comes in once again workers get pulled well not quite but almost good enough almost good enough this Terran has a play style as well by the way this type of stuff i don't really see anymore at my level but a planetary at the third i hadn't even noticed that yet two marauders in the bunker sensor tower placement. Sometimes I just miss playing on slightly lower level games, you know. It just seems like these people have way more fun. They can kind of do whatever you want. Against people like Solari, it might even work. All right. So the Terran is actually up in income right now, ever so slightly. Work account is very close. Solari, by the way, has been on 46 workers for the past 35 minutes as well. So did he just build a... Phoenix to deal with this Raven? You know what? I don't even mind it. I was going to make fun of him for that, but I don't even really care. If you hate playing against a raven, then getting a phoenix is completely fine. I said what I said. Yeah, snip it. I don't give a crap. Perfect. That was good. Now, there's another thing that Protoss has a huge advantage over the other races. And that is that Protoss, it's actually going to build a bunker, is that Protoss has a very good gasing in the Templar archives with the high Templar. Because the Arcon is such a powerful unit, if you're floating a lot of gas, you just throw down a Templar archives, warp in like 10 Templar, and boom, you're rid of your gas bank, and at the same time, you just created an insanely powerful army with five Archons. I still believe that the way for Solari to play in the future is to just get charged and Archons, because the way he controls his army, well, I wouldn't exactly call it controlling. he just A moves into a position and sometimes it even is a move command it just kind of move commands into a position Charcelot Arcon is way more suited for that than Stalker Immortal Sentry is so if I were to give you one piece of advice that really needs to stick it is to try to not build units that require any type of control you know sometimes you just have to admit your weaknesses and your weakness seems to be that you can't control units and that you make really bad decisions. So ideally also, you wouldn't make decisions anymore. But, yeah, that might be a little bit hard to play then. But yeah, maybe you get like a friend over or something that just tells you what to do. Or, this actually might be an okayish fight for Solari here. Still would have loved to see a guardian shield here. Once again, Zellis would be so useful against the tanks. Also at tanking marauder shots, by the way. get that stalkers are armored, so take extra damage from these marauders. Which means that having a couple of zealots a tank is always very helpful. Yeah, maybe you should just pre-record, you know, at certain points in the game. There are every minute or so, there's a pre-recording of you going, don't attack if you're up two bases. If your opponent builds 30 tanks and sits them on top of his main ramp, don't walk into it. You know, and then you just play that with like general pieces of advice. And after every single game, you can just add something, you know, if you make another silly mistake, you just ask one of your friends what your mistakes was, and then boom, they'll tell you, and then you record that as well. I actually give you a free sample at the end of a couple that might be useful for you. Don't worry. I'll get the base ones covered. Nice stalker warp in. I like that the, once again, two extra gateways were being added somewhere. Yeah, here. So right now we're up to 10 gateways, I guess. Yeah, 10 gateways is going to be the answer. Beautiful stuff, really. Especially because he tends to just use them once every two minutes. And he's been lacking money for the past five minutes as well. So it's really not that wise of an investment. But honestly, I guess at lower levels, I rather have too much infrastructure rather than too little infrastructure. And 10 gates of a 4-bay, well, 52 workers. It is very low eco. It really is quite low eco. Okay, here we go again. Let's do the Solari checklist. No vision of our opponent. Check. An army that consists of units that function very well in a longer lasting engagement with, you know, kind of dancing back and forth. Check. Absolutely no clue of the siege position. Check. Let's move command in, boys. We're ready. I'm wondering if he's actually going to go or not. Oh, yes, of course. If there's one thing... Ooh, that was a good disruptor shot. Holy crap. Is this fight actually going to win? No, it's not. Oh. Oh. Yeah, the anti-armor missile is really, really big against battlecruisers as well. Because they attack so darn fast. Actually, kind of... It's a semi-winning fight. If there was a prison with this army, I think it might have been like a 10 stalker warp in him would have really been huge. I really would not have minded that. Did that battle cruiser just teleport across the map? Oh yes, it did. Okay, so we have money ready. I do believe we have warp gates ready as well. I wouldn't mind the warpin of some stalkers here. There we go. Dealing with that BC. How many BCs have died so far, by the way? Two. Three. Worker kills of 50 as well, total. And his Terran is a harassing god. parks it over here again. This is a legendary position already, in my opinion. Terran moves out with two Vikings. No matter of eggs whatsoever. Going in for some harass. Look at these tank positions as well. I guess this is really cool. If you just build tanks and planetaries everywhere, people like Solari will consistently walk into it. And although you never shoot wind fights, you do kind of keep winning them. Solari still down 4K. But at this point, the Terran really is out mining his opponent. So not only does Solari need to start mining more, but Solari also needs to take winning engagements. And that's honestly the part I'm most afraid of. Still, by the way, absolutely zero vision on the map. Nothing over here, nothing over here. He's just gambling where his opponent's going to be. He also has an entire army parked against a single battlecruiser. This is the type of multitasking that I love to see. And now this BC actually teleports out. That was great. That's a great little interaction there. Now, if I were to predict what Solari is about to do next, every single time where he wasn't quite sure what was happening, he usually moves out or if he's not in position for something. So I think that after he kills this bio army, because the bio army revealed itself, he's just going to straight move across the map. I don't think there's any other solution here. Nice. A couple of mine shots. Very cool. Yeah, he's just going to chase this. He's a simple man. He has the go mode and the no-go mode. Oh, and now the Battlecruiser as well in this base. And now, ooh, actually warps in Stalky. Well, I'm not sure if that's going to be good enough. Blink, blink! Wanted to blink to dodge it. Actually, good defense. I really did like this defense. Well, it wasn't brilliant, but it was pretty good. A good trick, by the way, in general, if you're dealing with Battle Cruiser harassed, is to get a battery per mineral line. This forces the Battlecruiser to initially start shooting the battery before they can start attacking anything else. And also, if you warp something in and the battery is still alive, whatever you warped in is going to win the fight. So against Battle Cruiser harass, actually getting a battery per base, is just an extremely useful tool. And it's a lot more useful than cannons. Because even though cannons, they deal damage and batteries do not, batteries keep everything alive and they ensure that you have a higher eco. Okay, once again, I think we finished up the Solari checklist here. No vision whatsoever. not being aware of the siege line and just aim moving into his opponent's army I think all of these kind of get checked. Honestly, the disruptor control has been good out of Solari. This is the one thing I have to admit which is absolutely mind-blowing because you actually have to select the purification Nova and control it to click it on a unit. And he hasn't been capable of clicking on any units with the rest of his army. So it just is kind of surprising to me. Obviously this once again was a terrible fight as Solari right now is down, well, about 9,000 resources. Impressive. Very, very impressive. Battlecruiser once again gets teleport. Oh my god, this guy has 33 kills. How did this guy get 33 kills? Was this the guy from earlier that went into nothingness? I guess so, huh? I can't believe that the BC harassed is what did him in. I also can't believe that the only Starport is a TechLack Starport that has been building BCs consistently, which means. there's like a negative amount of meta facts. Yeah, there's literally two metaphics right now. It's actually a crazy low amount. Now, at this point, the game is extremely over, and there's 17 workers remaining. There's a single worker mining at this space, and now he decides to build a battery to defend these three workers, rather than when there was 35 workers mining there. Very cool. Very, very cool. BC gets teleported into a base where there's nothing there. That obviously is a mistake. I think this BC might actually die. I know this BC will die. Holy crap. Stalkers with Plus 3 deal so well with it. It's actually crazy. That's really, really cool to see. I'm a huge fan of that. Well, it doesn't really matter because Solari is completely dead. Sadly, for Solari, he's rather unaware of that because he has no vision of his opponents, preferring to keep all three observers with his main army at all times to make sure that if he loses two observers, that there still will be one to provide detection against widow mines. because that really has been the issue of this game of course, the widow mines, not the fact that he kept walking into siege lines. Now, once again, L Green, he's going to go for a little drop. We might even see some real multitasking here. This drop will hit, and at the same time maybe attack this base. Very, very cool. Hop, stims, almost at the same time. There even is a move over here. Solari doesn't know what's happening. Boom. Multi-prong, baby. Now, there's two things here that Solari can do. One, he could leave. Two, he could move across the map. Oh, goes for the first one. Leaves without a Gigi as well, of course, because this wasn't a good game. Stupid siege tanks. Now, I want to go over this complaint for him one more time. He said, first of all, I got to say that I suck. I know that. Well, I'm glad you already know, so I don't have to tell you that again. But I think everything else in this little form actually was incorrect. The two shots of a single tank obviously wasn't true. It was three tanks that shot you like five times. Like there's a difference between two shots total and 15 shots total. And if you don't recognize that, I honestly have a very difficult time seeing how you will improve in the future. When I focus on the tank, the Marines slash marauders kill my whole army in two seconds. Okay, this actually never happened. First of all, you never really focused on a tank. And also, if you have an army that gets. hard countered by tanks, like Stalker Colossi kind of does get hard countered, you can either do two things. One, you can move around the tanks and try and pull your opponent out of position, keep map control, and then just kind of poke into different bases, forcing the Terran to reposition the tanks. Then once the tanks are unseached, you can go in. Sadly, this requires vision, which is honestly one of the things that you really did like. Your vision this game was absolutely terrible. And I'm not even just talking about map vision. Like you had no pylons on the map, no units on the map, no observers in good locations, but also the vision in front of your army for when you want to attack into a position was just god awful. Not a single time did you have any clue whatsoever what your opponent was doing. None. You just did not understand what was going on. A single time. Really, not even once. And that is a huge issue. That actually is a huge issue. If you if you use an army like stalker colossi, you can't do that. This is why, first of all, absolutely terrible, terrible vision. And this is also why I suggest to you to play Chargedold Archon Immortal from now on out. It's an army that A moves easily. You don't need as much vision. They kind of do the work themselves. Sure, it's a weaker composition in certain situations. But for you, I think it's always going to be the better call. Two, your decision making. Your decision making in this game was really, really terrible. And a lot of that comes from a complete lack of scouting knowing what's going on. But also, it seems like you're incapable of basic logic, which is painful to say. You're up two bases. As you stayed in the form, you attack into someone that is down 20 workers while you're investing a lot into the late game. This makes absolutely zero sense to me. And the funny thing is that you even realize these things. but then you don't realize the mistake that perhaps attacking into your opponent as they're all-inning you isn't the correct call. So, yeah, for that also insufficient points. Not very well done. For the actual build order and the opening, well, it seems obvious you don't have a build order. You don't really know any regular responses to pretty basic variations like an eBay block. the logic of the infrastructure that you throw down well it's very difficult to see at least I can't find any logic in it it yeah it just the entire game just doesn't make a lot of sense you have one redeeming quality and that is that you spend your money quite well like really like legitimately I think your macro skills your mechanics seem to be quite good and that's what keeps you in the games your pro production is a little bit lacking but that's the one thing I'd say you know good job for your level. It's obvious to me, however, that is not Terran that is imbalanced. It is not the siege tank that costs as much as a stalker. No, my friend, it is you who sucks. Yes, you do. All right, that's going to be it for today. Thanks all so much for watching. Don't forget the like and subscribe to the channel. Oh, and before I forget, here are the three voice lines you can use next time you're lettering. So the first one will be, are we up two bases and 60 probes? If the answer is yes, just stay at home and don't do anything. That's one. Two, are we about to engage into a position and we have no knowledge of what is in this position? Try to get some knowledge of what is behind the first two units. Are there siege tanks behind it? Are there perhaps lurkers? Are there disruptors in the back? Figure it out. All right. Number three, if we are not going to be producing from our gateways. For the next six minutes, we don't have to add more gateways. We can use the gateways that we already have. All right, I hope this helps. Thank you for watching. Don't get a like button. Subscribe and bye-bye.