A True GM Teenage Drama | Is It Imba Or Do I Suck

Well. Case closed. The Thumbnail spoils it. Protoss is imba. Thanks for reading, see you guys next week. Or is it...?  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

Hello, Harstem. I played a great game of Terran versus Protols and still lost. I absolutely destroyed this guy in the early game and thought I was about to win many times. I never overextended and heavily outplayed my opponent in every way. My opponent made multiple game losing mistakes. That's simply not possible. If you make one game losing mistake, you lose the game. That's kind of in the word there. If you make multiple game losing mistakes and you end up winning the game, none of these mistakes were game losing. It's literally the definition of the word. If this is how you start your imbalance complaint form, I am kind of skeptical from the start body. Anyway, throwing away Colossi in the early game and having his fort denied repeatedly, taking bad fights over and over, and I defended against the late game DT harass extremely well. However, my opponent was playing the easier race and had infinite money as soon as I couldn't close it out in the early game. My opponent even admits this. After constantly being ahead the entire game, the game immediately ended when I took one bad fight with some bad disruptor shots. Protoss can make infinitely many mistakes and the Terran can just make one mistake and lose. So the question that is here is, is it Imba? Or do I suck? Name I love oof with an F, race, Terran league Grandmaster. The OMR 5.3 and the server is North American. a North American Terran complainer checking all the boxes here, beautiful stuff. Maru spinning around the Nexus as well. This is going to be a classic. I can absolutely feel it. As our good friend, I Love Oof, starts here on Burlingrad. Now, this is exciting because I Love Oof is obviously someone that knows about professional Terran players. He watches Maru VODs, he copies the build orders of Maru. He micros his Reaper with. 700 apm while floating 800 minerals at home, forgetting about the buildings. I am really looking forward to this game. On the other hand, we have this Omega Chet Protoss player just sitting here on his barcode. He probably doesn't even know about professional Starcraft. He doesn't know the word e-sports. He has no clue what that all is about. He just thinks it's weird capitalization. Like this guy, you know, he just plays two, three games in his free time, accidentally made it to this MMR and then at some point, you know, might apologize for playing the race and that's completely fine. This guy, you know, he's other things going on in his life. So he's going to scout with his probe. I kind of just want to follow the Protoss for a little bit as well. You know, starts harassing, you know, just being annoying, but not too annoying. He doesn't want to discourage his opponents too much. Barrecks opener here, barracks into gas out of I Love Oof. And we'll follow it up with a one- one Rex expand, which is really just the golden standard of the Terran versus Protoss matchup. Honestly, the golden standard of TVP and TVZ. There's this... Ooh, it's a nice scout here. Look at that. It's kind of early as well. It's going to delay your CC by just a tiny tad. Also, probably has some poor SUV control, though. It feels like it's being delayed by a bit too much. There's no double stacking going on on this mineral patch. So let me explain this for the people that are not aware. In every base you have four close-by mineral patches, which you want to be mining from as early as possible in the game. And you can double-stack the workers on top of it, so you just gain a little bit extra money, while the far-away mineral patches, you want to saturate, well, not as late as possible, but just later, these have the priority for sure. So you always want to double-stack. If you don't do that, you're just going to get slightly less minerals in the early game. And I think that is what happened here for I-Love Oof, because, well, this mineral patch still isn't. double mining. That's kind of bad. I saw a worker bouncing around earlier as well. Look at this guy being sent back to the wrong. So now you have three workers on a faraway mineral patch and only one on a close by one. That is definitely not the way that you wanted. Second gas gets thrown down though. So does the bunker fast Twilight here out of the Protoss and a second unit also being cronaut. This toss is playing pretty safe but also has the ability to get really fast blink. And this is kind of cool to see. I like this type of opener. a decent amount, honestly. It should start to blink the moment that it finishes. I'm not quite sure why he can't. He must have also messed something up in the early game a little bit. P-P. Oh, look at that. Of course, the Protoss player just allows the pause of his opponent. Doesn't give a crap about it. This adapt is just... You're allowed to respond with the Marines. I think I Love Oof must have played against the guy that was cheating with his ADAPT. And the ADAPT managed to one shot Marines. If you have five Marines against one ADAPT, you're going to absolutely destroy that ADAPT. Hell, if you have three Marines against one ADAPT, you're going to win. Which is why the Marine into Reactor Build is so popular, because it gets out three Marines as the first ADAPT hits you. I'm not quite sure why you were sitting in the bunker, but it costs you a little bit of mining time. for no reason whatsoever. It kind of was a slow response. You're also not getting a helion, which means that the fast SCV scout is nice, but it doesn't give you any info on what tech your opponent is playing, and now you don't know what it is. In this case, it's not that bad because the double mind drop is actually quite good against what you're facing. Against blink, this is actually really good. However, if you were playing against someone to play Stargate first and saves up Phoenixes in their main base, you would just straight up lose this Madovac with the two minds, and that, my friend, would not be good. I'm not quite sure what this Protoss is doing, but he moved out of position and then allowed you to move into the natural. And you said, no, good sir, you were out of position and I will not take the victory. This makes absolutely no sense. This is like you're in one-to-one combat with someone. You're in like the full night gear, you know, with the helmet. But your opponent takes off the helmet and hands you a hammer to hit him on the head. head. You throw the hammer away, put his helmet back on his hat, and then start pretending like you want to deal damage again. This makes absolutely zero sense. You could have denied mining in two mineral lines. You could have dropped one mine here and one mine here. This would have cost maybe 250, 300 minerals. Right now it costs him, well, absolutely nothing so far. This meta fact now needs to idle here until your main push arrives. It will force some of the Protoss units to be positioned over here and some Protoss units to be positioned over here. So you're still going to be occupying maybe 10, 10 Protoss supply, 6 supply over here, 4 supply over here. Put 4 and 6 together and you get 10. This is an incorrect move. It works out because he had no units here. But, okay, yeah, rebarrow makes absolutely no sense. Yeah, this is a very, very poor move. this is the type of move that works in maybe mid-diamond, where the other guy might just not be paying attention. But in Grandmaster, if there's only one thing happening at the same time, I mean, like, he knows how to split workers, right? Like, you know he has, blink, you know you're going to lose that MET effect. Now you end up killing two workers. You lost the MET effect, you lost two minds. But more importantly, he doesn't need to keep any units here. He doesn't need to keep any units here. so you just weakened your own push for no reason whatsoever. I love this drop though. I think this is a very cool play. People like Utermal, Beyond are huge fans of this type of drop play, where they send their first two MEDAX around and move out with their kind of their main area. You can see that this movement was stolen from a top Terran. And I'm not saying that in a bad way. Stealing in StarCraft is good. Like if someone else does something well, you just copy it and just like that, you're as good as them. Well, if you're somewhat close with the execution as well, of course. So I'm personally a huge fan of that. Talking about stealing things, I haven't mentioned it yet, but Ailof Uf was a Korean Terran player in Brutwar, his name was written with a fee, whose nickname was Cheater Teren. And the reason his nickname was Cheater Terran was because he had such good macro, and people, well, you know, it was a joke. He knew he wasn't like a resource hacking. But his macro was so good that they couldn't believe, that he always had so many units and so much money. He wasn't floating the money, but, you know, he was rich. Good macro is what I'm trying to say. We'll see if you are the same, or if your nickname would be slightly different. We'll have to keep an eye on that. I like this push-out very much, though, and I like this drop in the main as well. I'm sad that Combat Shield isn't done yet. Seven minutes and 20 seconds into the game, and I'm confused by that. But this drop is dealing damage anyway, so it shouldn't really matter. You're dealing a fair amount of damage. Focusing all the pilots overkilling workers might actually be a mistake. At the same time you have this fight, which is going somewhat okay, I guess. The Colossi stay alive though, which is frustrating. And he still has blink. Overall, not a bad fight. The Protoss has a lot of money in the bank, but so do you. Ah, look at this, this is a trick. This is what I do with Terran as well. This is called the fake macro. This is when you see that you're floating a fair amount of units. And to make yourself feel better about yourself, you just queue up some marauders, you know, some extra units. You just queue them up even though you're already building them. This doesn't do anything for you, but at least the money is lower. This is like when it's like 3 a.m. and you decide that rather than going to bed, you'll browse Twitter for five more hours. and then as you're in bed you get the great idea that tomorrow is the first day that ever that you're going to run or that you'll go to the gym or you'll start eating healthy it's kind of the same here this is the fake life improvement building these two marauders don't fall for it guys you never get good ideas at 3 a.m. Trust me I tried. These two matter of facts are going to return home the reason why I don't mind the proto's floating as much is because he's forced to float you just took out all of his productions So although it is bad that he has this much money, it is more understandable than you having the money. Also, Terran macro is generally easier because you don't have to look at your production in order to build anything. This is a fact and honestly not debatable. Terrans try it, but there's actually no argument for Terran macro being harder than Protoss macro. I said what I said, and I will not take it back. So this guy takes a fort base. Okay, so here I guess we're going to see some of the, the fourth. port cancels that we were talking about, right? Yeah, you're ahead in supply. And I'd like to buy, basically, I would like to point something out here as well. So currently, I Love Oof, if we just look at the state of the game, I Love Oof is in an okay position, but he's not in a very special position. His supply is good, but Terran is almost always up in supply. Being happy that you're up in supply in a TVP is like being happy. that your three-month-old baby is burping. Like every three-month-old baby burbs, and none of your Facebook friends care about it, so stop posting on my timeline. And it's the same in TVP here. Like, you're always going to be up in supply because you just have more money because of the mule, usually. And also, Protoss requires more production in the early game. You require eight gates in order to produce properly. Terran only requires five barracks, and often they stay on three racks for a very long time, allowing them to get high supply, blah, blah, blah. So if we actually analyze the state of the game, work account is pretty even, usually good for Terran, upgrade, slightly up for Terran, that's no big deal. The fact that there are two colossi out is really good for Prodos. The fact that he has a craptone of gateways, eight out already, two more on the way, is also really, really good for Prodos. The only thing Toss really is lacking at this point is vision on the map. His fort base being canceled is annoying, but Terran also isn't thinking about a fort base yet so it's not the end of the world. Tos can be completely fine playing three base against three base. It's not like Protoss is the Zerg of the TVP matchup where you always need to be 20 workers ahead and you always need to be upper base. No, if you have good tech and you have okay upgrades, you can delay your fort base by a little bit. That is completely okay. I don't really like tank drops with small bio-armies usually. This was, I think, a bad drop and didn't deal a lot of damage. You cancel the fort base, but yeah, it is what it is. Ooh, look at that. That's a cool Colossi walk. Straight down the ramp into a Marauder Force. He's going to lose one, two Colossi for, it's not entirely free, but it feels pretty free at least. Overall units lost, by the way, slightly in favor of Tarran. That is good, usually for the Tarrant. Once again, Fort Base is being taken. I assume this one's going to get cancelled again because I don't really see a way for the toss to hold this for now. Right now, if Terran would push the advantage, I think he'd have a decent chance at straight up winning the game. With tanks, two tanks, four Vikings, there's no real ground army to speak off for ProDos. So a push that hits together right now that is microd semi-decently should be capable of dealing a lot of damage. We are lacking continued Viking production though, which is one of the most vital thing. We have no unit production whatsoever, or we had no unit production whatsoever, only two Vikings. Look at this. A lot of buildings being produced, but nothing else really, and that's kind of surprising. This also means that he can't attack in the next minute or so. And this is often a difference I see between the top Terrans and some of the lower tier Terrans. is that a lot of the top terrans, they basically, they're maxing out on army for a very long time. So they want to get the maximum amount of units out of their barracks, out of their starport, out of their factory. And then as they move out, they get a fort base, they throw down their armory, they throw down their eBay, maybe their extra barracks as well. But you're already investing in all of these things, or you're invested in these things 60 seconds ago, which means that your peak unit production was 60. seconds ago. And that means that you should have hit 60 seconds ago. This makes absolutely no sense. You're optimizing for a timing. That timing is now gone. And marching across the map at this point is objectively bad. It makes very little sense. And if the Protoss had any map vision whatsoever, you probably would die as you're walking. Because TOS just has a way, way bigger army. Right now, if you plan on playing this economically, with also 83 workers, by the way, you just need to sit back a little bit and I would not really recommend taking this type of fight. Even if this fight might go well for you because the Protoss has three Archons in the back for no reason. No, he actually crushes your army. I'm happy that this happens. Sometimes I'm very sure that I'm correct, but then the outcome isn't what I wanted it to be. But this time the outcome is exactly what I wanted to be. You lose your entire army, you're up in Eco, but this was an extremely bad fight for you, and this was an extremely bad timing for you to take the fight. I really would like you to pay attention to some of the top towns. Clambion, Hero Marine. These guys, they will always optimize for a timing if they want to hit it, and if not, they're getting their Ford base faster. They're getting their extra armory and eBay a lot quicker, if you want to go straight into late game. And it looks to me like you're going straight into late game, and in that case, you want to probably keep an two-armie split on the main. map rather than attacking in one big push because you just don't have a very big army. And it's not that useful to, you know, if you're just doing a weak push. Why would you do a weak push if you can do a strong push? You know what I mean? Seven extra ghosts? 13 ghosts. This is not TVZ made. That's a mistake. So if we take a look at the game state right now, you're not actually ahead. This game is about even. And although you had a nice early game, if you, don't capitalize and you throw your lead away like you just did with that fight. You're not actually that far ahead anymore. On top of that, I also believe that you're getting too many workers. The maximum worker count that I would say with a Liberator Ghost style, 75, 76, I've watched Maru play this style a lot. You know, some kind of tank camping into Liberator Ghost, turrets, that type of stuff. You need a big army. And those 10, maybe 15 supply, are important. That is why you also get the extra command center, which is A, for infinite scans, but B, also for extra money. If you can throw down mules, I'm sorry, don't be sorry, my friend. I'm sure, you should actually be sorry for the lack of map vision here. That's not very good. I don't like that. It's not fair. The game balance. I know I should have lost this game, but Protoss is broken. very dramatic thing to say, no? It's like a teenage drama. If I was the Terran here, I'd be absolutely fuming already. Because at this point, Terran is not in the bad spot. It's actually kind of fine. This army out of Tos really is not that great. There's a lot of Archons in here. There's a lot of zealots. If Terran wouldn't have 16 ghosts and just had a more morose, focused army? This would be kind of, okay, why do you have 16 ghosts? Ghosts are not actually that good against Protoss. You gonna snip zealots? Maybe wants to nuke or something. I actually know what these ghosts are gonna do. I mean EMP, that's for sure. It's much nicer to have a Marauder army with this. It's EMPs. Look this. These aren't still have full health. How does that even work? I think he threw like 30 EMPs on this spot. It's like EMP on rapid fire or something like that. Very impressive. Having 16 EMPs. Ooh, quick response. 60. Oh, I was up with this turret. Still quick response. Good job. Actually, good job. Yeah, 16 ghosts and then still keeping some Archons alive. Yeah, the reason why often when you play this style, you don't want to get too many ghosts, at least not 16, is because you also want to have an army on the map, an army on the map to either fight the DTs or to take out outside bases. because camping forever isn't actually that great. You need to do something at some point. You need to start taking good fights. You need to also get your liberators in positions eventually. That is what Maru does as well when he plays this style. He starts marching around with three Matax with units, two ghosts with it, like eight, nine marauders, and boom, go around the map, start killing stuff. Bio trades insanely well against any type of gateway army. It trades well against low numbers of disruptors. So if you get your opponent to split the army, that is always going to be fantastic. Now you're just kind of like a sitting duck. He just throws disruptor balls at you and you're not doing anything whatsoever. It's literally just waiting. You're hoping that your opponent kills himself into you. And if he doesn't do that, you can't win this game. This fifth base is never allowed to go up, not in a million years. If he lets you take this fifth base, that is a massive error out of him. and that is not because you did something fantastic. You're also lacking censor towers. I like that you're getting them now, but it is quite late. You're just sitting here. I don't understand. In your... You were talking about your early game. You never overextended. You heavily outplayed my opponent in every way. I mean, that is just not true. And also, when you say something like this, I feel like you kind of need to give examples. You can't just say, I heavily outplayed my opponent in every way. It's like me saying, I'm way smarter than Albert Einstein. And then the other guy goes, can you give an example? You're like, I'm just way smarter. Like, your initial drop was good. I'll give you that. But the rest of it, I don't think you really outplayed him. You've been sitting on four bases now for the past four minutes, building orbital commands and scanning. It's not really outplaying. APM is pretty equal as well. I think the Protoss is lacking map vision, but so are you. Is this what Terrans consider outplaying? It's just sitting back and not dying. It's really not that impressive to not die as a Terran. It's the best defensive race. Freaking tanks, liberators, boonkers? Just EMP himself? He did kill a lot of DTs again. This first time. 10 DTs? Not bad. I thought I already saw some DTs earlier get taken out. but I must have imagined that. Ship weapons level 2 on the way, which is good. 3-3 on the way as well. There's a fleet beacon on the way for your opponent, and he has an infinite amount of stargates. I wouldn't mind if you scan your opponent's main base at some point. This is something Maru also does. He scans to figure out if the opponent is tech-switching or not. He gets map control. He just, he does things. Honestly, you've just been sitting here and not doing things. you have 11 Liberators, three tanks, four marauders, seven marines, and nine ghosts. You know what's kind of funny? If your opponent would max out on 40 stalkers right now, he would probably win because you wouldn't be able to kill the stalkers. He'd just blink through the Liberator zones on top of your bio army. If you have this many liberators, I just don't think that's actually very good. I think 14 might be slightly too many. I mean, if you get 10 seats up in a good position, that's probably enough as well. You know, like, why do you need 14? It's not necessary. Still too many workers as well, especially because you have like eight orbital commands. You can definitely start getting rid of a couple of workers. Okay, now the tempest are out. You see that? And you're like, oh, crap. Actually, hard counters my army. So while you were sitting and doing nothing, you basically build up to an insane army that has a counter in either the Tempest or the carrier. You don't anticipate for this unit because you have one Viking. You do nothing with that army for three minutes. And then you're surprised that your opponent managed to find the counter to your army. It's like you're playing way too slow with your advantages. Like timings matter in StarCraft 2. A liberator is really good three minutes ago. It's a lot less good to have 14 liberators three minutes later because your opponent might have a counter available. You're lucky that this Tropos has some slightly debatable control here. Because otherwise you probably would be dead. You had absolutely nothing against this. I like that he's taking out these rocks. Moves in with the Tempest as well. Ba-di-Buddy-Bah. You unseech all of your liberators. All good. Start Viking production. I wouldn't mind getting another starport as well. I think it would be a good... Oh, you already have them. Okay, never mind. I said nothing. You have triple starports with a reactor. you're completely golden. Good EMPs here as well. It's not that difficult if you have that many. Well, actually only have six ghosts left. This is, you know, you're starting to actually build a decent army, except for the fact that you have 16 liberators. If this was like eight liberators or 10, I think eight liberators would be plenty. If you had eight liberators and the rest of this army was bio, you actually would have a decent army. Right now, you have one marauder, five marines and six ghosts. You have a very big air army, but you really have nothing on this. ground and it makes it difficult to push forward and difficult to catch anything as well because bio is the only thing that can really catch an arm a couple of disruptions this looks like a good fight for you honestly this is not how the proto should be fighting whatsoever okay this is a fantastic fight if you had any bio whatsoever right now you'd be able to take out well at least this base i think but you have four marines currently i would not suggest continuing attacking I just don't think that is a brilliant plan. Your opponent does have good reproduction abilities. And at this point, you should be trying to figure out what he's remaxing on. So you make a scan to see if the carriers are building or if he's getting things from the robos. You just want to kind of figure out, hey, what's your army going to be like? So you can anticipate what your opponent is going to be doing. You're taking extra bases, which is the correct play. You gain map control. You start taking bases. This is absolutely perfect. Plantary over here. That's good. Liberators. I wouldn't mind if you just go, why are you building more liberators? You have plenty, my friend. You have absolutely plenty liberators. You also kind of have to be wondering at this point what your goal is. So is your goal right now to kill your opponent straight up by attacking the main base and taking out the production? Or is your goal to take out bases on the side and win through having way better economy? That is just my question. Overall, resources lost look really nice for you, honestly. You're down or you're up 9K. I wouldn't mind if you continue trading like you have been because you're obviously better at the fights than your opponent. Except for this one, I guess. Yeah, this is just the issue when you don't have any bio. Like you just kind of blinks through. You're still winning. I don't understand why. That's kind of wild. I feel like you shouldn't be winning anymore because you have absolutely no bio army. All these liberators are not really, engaging in the fight either. You can just blink into this and absolutely destroy you. Yeah, okay. Now he's going to pick you up completely. This was a bad fight. This ended up going pretty sour. You lost like 4K resources there more than your opponent. But you can still remix on Marauder, Marine, Viking, Metafact ghost. And I go a little bit lower on the Liberators at this point. This is honestly what your opponent has right now. is just kind of a weak army. The Protoss army here isn't that strong. There's no disruptors. There's no colossi. There's no storm. There's no splash whatsoever. If you hit one EMP and you have a bio army, you'll kill this every single time. He's completely out of cash as well because you're mining pretty fast. You have orbital. Are you mad? How does this make any sense? You get a planetary here. You get a planetary here. You definitely should be getting a planetary in the base that is the least defended. The planetary is the only thing that's stopping him. from sending one zealot and denying this base from mining at any point. That's why you get planetaries because zealot run bys would just destroy you otherwise. Sure, if he sends in 12DTs, he's going to snipe this planetary anyway, but that is a huge investment out of him, not only money, but also supply-wise. So that's why you get planetaries because you force a big reaction out of your opponent if he wants to take out that base. He either needs to go there with the main army, or he needs to send a significant portion of his army there to deal with it. You start attacking into the carriers, move forward with a little. Liberators, honestly, is a fight that has some potential as well. I kind of do like that. More bio being produced, more Vikings. Always need to be careful with the Vikings. Once again, we need to figure out what our opponent is producing. If we get a scan right now, seeing no carriers whatsoever, and we already have eight Vikings, we should not be producing more Vikings. We already have the tools to deal with what our opponent is doing. And you don't need more Vikings. It's just, you know, if you're building a house and you're, you finished hammering in all the nails and you know you don't need any nails anymore, then you should not be buying more nails. And it's the same here. It will just be a waste. Getting these extra Vikings, and it's not just money. Like, money is almost never the problem in these scenarios. It's always supply and it's army composition in these very late game scenarios. you really have too many works as well, by the way. This is an actual issue as well. So that's 10 supply in there. You're getting perhaps, what is it, 8, 10 supply too many Vikings here as well. So you're just, for no reason, there's 20 supply less in this army. And those are the ghosts that you're lacking. You don't have a single ghost. You have a unit that deletes half of your opponent, literally delete with one click of the button, half of your opponent's shields, or half of your opponents, what you call, it, HP, or the life of your opponent's units. Because this is a pure stalker army. If you impede this army, your freaking liberators will be one-shot at them. Your marauders will be eating stalker meat for breakfast, and your marines will be dining on the bones of zealots. But yet, you decide to not get a single ghost. And I don't quite understand why Stim, Stim, Stim. Okay, that Disruptor shot misses. You're actually completely winning this game. There's no reason for you to be so extremely hurried. Three more Vikings on the way as well. You only have, what, four MET effects. I wouldn't mind. More METAX. More bio. You don't need liberators anymore at this point. You need to probably start denying bases on the left side, while your opponent is denying bases on your right side, start expanding to the left yourself. You're already doing that, but you're missing the final step. These bases are already... You're most likely not going to be capable of setting them up anymore because you don't have the time to get planetaries there. This is a bad fight for you. This is a really bad fight for you. This is... You just don't have enough bio. Six more liberators. Gigi. I'm... The worst part is that I'm not even sure that this is completely game over. Yes, you have a lot of supply in Vikings, but you have really good production. You have a crap ton of money. You have a lot of orbital commands that can help you secure bases quickly with mules. Your opponent is running out of mining. And at least... Okay, that's not completely true. This base is in any. been mining yet. I'm not even sure if you should have left there. I understand why you leave because it's frustrating and there's DTs everywhere. You probably could have tried playing this out. Like overall, your traits were better than your opponents. Your mining could have been better if you had probably used more mules on one of these bases. The main issue that you had wasn't some bad disruptor shots. I don't think there were any disruptor shots that really hit anything because your entire army consisted of air units. Like, this is kind of, this is not really engaging the problem of the disruptor. This is just dodging it, you know? It's like saying, well, disruptors can shoot up. So I'm going to get 17 Vikings and 12 liberators while my opponent has 40 stalkers. It's like, yeah, the disruptors aren't going to hit your bio because you have no bio. Your opponent admitting that Protoss is imbalanced, I'm sure it makes you feel good, but it doesn't really do anything about your terrible unit components. position, you're completely non-existent mid-game pushers. Well, you did one mid-game push when you shouldn't be pushing. The rest of the game, you just set back and let your opponent come back into the game. I'd love to say that this game was won because of the imbalance disruptor, because the carriers looked so broken and Storm-owned Vikings. Like, Protoss blade games can be super frustrating to play against. But none of that really happened in this game. None of his disruptorshorts really connected in a big way with your army. Carriers didn't ruin your Viking AI and you couldn't deal with them. No, you lost to a stalker army because you had no bio. And the counter to stalkers is pretty clear. It's ghost marauder. So I feel like you just misjudged why you lost and then you wrote a nice little essay to me. But none of it makes any sense, honestly. So, yeah, it's not even that you did a lot of things incorrect. You just were too passive and your army composition sucked, but we're playing at Grand Master level. So that is enough to lose games. If your opponent is somewhat decent, this prodols would somewhat decent. So I'm sorry, my friend, this wasn't in balance, but you just suck. That's the way life is sometimes. That's the way life is. All right, that's going to be it for me today. Thanks all so much for watching. I hope you did enjoy it. Don't forget to hit the like button, subscribe to the channel, and I'll see all of you next time for a new video. Tomorrow, perhaps. Bye-bye.


KOREAN GM RAGEQUITS WON GAME And Still Complains?! | Is It Imba Or Do I Suck

I gotta be real with you guys... I really was ready for some spice action on the new balance patch but this exeeded my wildest dreams! We have a Korean high level Grandmaster player taking on a Korean Pro player, completely crushing him and then ragequitting to gift away the MMR? I am still utterly confused. So join me on this tour, hit the like button and let me know your opinion on this in the comments!  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 thought with the void rays being nerfed, ZvP would be a lot more fun. But apparently you can just rush carriers now. The Protoss I played in this replay rushed carriers, and I realized that with Queen Walks being nerfed, you can play without a forge. And he played so greedy that he was able to take a fort base with literally four units at 5.45. My early game, however, was very good. I only lost one drone, his Oracle accomplished nothing, and I hit a decent-ish timing, which could have been better, but honestly, if Protoss is able to rush carriers like this, I might just not play anymore. Name Demi, Race, Zerg, League Grandmaster. This is a replay from the Korean server against Korean Protoss Progamer Prince. Prince is currently a 6.4K MMR player on Korea, and Demi is 5.6K.6K. So a solid, well, what is it? 800-ish MMR below his opponent. But yet complaining about void rays. Well, not void rays, but carriers, actually. The void ray nerve did its job and void rays, you know, are not as good anymore. But the carriers are the real problem because the lack of queen walks means that you can just rush straight into carriers. Now, I want to talk a little bit about this. obviously. I think it's an interesting thought. And the first thing I want to talk about is the corrupter. The corrupter is the counter to the carrier. And corruptor timings were always the counter to very quick carriers. Whenever a Protoss survived the early game, whether that was with some disruptors, and then straight up switched into carriers without void rays, they would often struggle with corruptor timings because they don't have any void rays to defend the carriers. rushing out carriers by themselves does absolutely nothing because you tend to just die. You still need the void rays when you're rushing out carriers and because the void rate time got nerfed and the amount that you need to pay to build void rays went up, that should be more difficult. So the initial premise that carrier rushing is now more viable, in my opinion, is incorrect. Now, my opinion has been wrong in the past and it could be wrong again, but I don't think it is wrong in this case. We're just going to have a look to see where it went wrong for Demi if there is anything he could have done better or if Prince maybe has found the Holy Grill. Does he know how to rush into carriers without building any void rays whatsoever or does he have some other special tricks that make it impossible to kill him? I'm actually kind of curious because Demi said that he hit a decentish timing as well and he had a good early game. And often these are the two requirements, you know, hitting a decent timing after having a good early game, to kill a carrier rushing player. So if Prince manages to survive, I'm very curious to see what he has. Because personally, I almost never survive when I rush into carriers before the patch and after the patch. Well, especially after the patch. It's practically impossible. We saw Prince open up with a block here on the natural. Very common at the high level. Is he walking in a heart? Nah, not quite a heart. You're missing the little indent here of the heart. but it's pretty close. Demi going for the inject, double inject, I like it. Hatchery goes down at a standard timing as well. I mean, these guys are pro players. It's going to be really weird if I can see something that is wrong in the build order. It's of course important to see what both players are doing, but they know what to do. They have the speed to do what they have to do as well. Actually, pretty low APM for a Zerg player, but it's okay. Voidray first here for Prince. So this is not a straight-up rush into carriers. I honestly kind of suspected or expected like a four-gas built, double Stargate, quick carrier rush, that type of play that we've seen in the past. But this actually still opens up with a void ray here. So most likely it's going to be void ray into Oracle. A pylon in the wall indicates that he wants to get a very fast third base and skip the second gateway for a little bit. I do like this type of play. Especially now that the void ray is a bit more expensive, this makes the initial build order very similar to what it was pre-patch. You just have one less gateway and your wall is a little bit wonky as well. Demi sees that there's a Voidre out and immediately pulls back all of his overlords. Great play and is of course the correct play as well. You don't want any of these overlords getting caught. This one overlord is still trying to look for any oracles. I guess Demi believes that he can pull it back in time if the void ray ends up showing up there. I guess the spores, are they a little early? That's actually fine, two spores. Once again, I can kind of live with this. Sometimes people stay on a single spore for a long time that boost the Zerg eco a little bit because one drone mines for a bit longer. It is a very fast fleet beacon indeed out of the Protoss and a second Stargate. Now, first of all, there's also some initial problems with this. this of course. And the first problem that you can kind of see with that is that this would be pretty difficult to defend any type of Nidus attack. Now these attacks would be perhaps some type of blind counter like an attack. Like there's without a forge, without a robo, without disruptors, it's going to be impossible to hold your third pace if there's a Queen Ling Nidus, like how dark has been playing recently. I think he did it against Classic in the GSL. If Demi would do something like this, this build would die. So this is not, first of all, a safe builder. There are loads of build orders that are very good if you get away with it, but it's not necessarily safe. Sure, the Queen Walk is not viable anymore against this, but there are other builds that can just straight up kill this. And sometimes that is just kind of part of the game. You know, you can play greedy and then die against blind counters. That is just how it works. But there's also other things that usually can happen against carrier rushes, and we'll see what Demi decides to do. So far as early game is quite good, except for his scouting. Okay, five minutes and ten seconds into the game, and he wasn't even aware whether there was a third base or not. That is just a little bit odd. If all you've seen is a single void ray on an Oracle, literally anything can be a follow-up. There could be glaves coming, it could be double Stargate, it could be a charge lot all in like we've seen Zest do a lot on maps like Blackburn but also on maps like oxide before there's just a lot of builds that can come from it and it's important to at least confirm that the third base is there and up until 509 so he literally had what is it 71 seconds to scout this base and he didn't do it by the time he arrived his battery is almost on the base has already finished the worker as well the gases yeah the gases are already starting like this is an extremely late scout now it's not going to hurt him because the correct response against the third base is building drones and queens. And so far what Demi has been doing is building drones and queens, which is absolutely correct. So although he's made a mistake of not scouting, it has had no consequences whatsoever. Prince has made no major errors. He is consistently scouting. I don't really see any minor mistakes either. I guess he took a little bit too much damage on this Oracle, which kind of sucks. He lets the creep spread get a bit far. there's no attempt of denial whatsoever. Another point where I'd like to say something is that usually at high level, zergs have lings spread across the map for two reasons. One, to spot any type of move out, whether that's with Glave adepts, or to see wherever the Oracle or the void rays, or in this case, the carriers are going to be hitting if they do end up going across the map, also for prisms. So you'd have like a link patrolling here, a link patrolling here, maybe a link patrolling this area. You just kind of create like a ring of vision around the Protl's base. And because lings are so cheap, it is kind of easy to do. It's kind of easy to set up. And because this Protols is skipping basically every single unit, he would not have the units to get any type of map control. This is good movement. Demi's early game has actually been fantastic. I just like to stress that here. Is that he has, did he miss that? Oh, that is super unfortunate. Did he actually miss that? That was so close. No? Oh, no. Oh, oh, oh. He saw it. Well, he saw it, but he didn't really see it. However, he's still going to go in towards the main base, seize the fleet beacon, seized extra void rays. But because he knows that there's no extra void rays except this one, with some deductive reasoning, he should be able to figure out that the carriers are coming. towards his base. And if carriers are coming, there's a pretty easy response. What you need to do is you pull all queens to the same position. You move this spore to the front. You move this spore to the front over here. And you probably build a spore at your fort base as well. The queens from your main base also need to leave the main base and move forward. Because if you have all queens together and there's a single spore helping you defend, two carriers are going to do absolutely nothing, especially if those carriers don't even have any upgrades yet. Now, I like that he's still going for the Ling movement, but right now there are bigger fish to fry. And the bigger fish to fry really these two carriers, right? So right now he spots the carriers, immediately moves the sport. Fantastic quick response here. Queens from the main need to come over as well. There is a spire on the way already and it's about to finish up. So he can just produce a bunch of corruptors if he wants to. Often though, if you want to play... Ooh, this is actually kind cool. If these queens were here earlier, I don't think that queen would have necessarily died. That sucks. Yeah. He's going to go corruptors. Often if they play corruptor timings, you first want to get the roaches before you get the corruptor. So that's why he was a little bit hesitant there. He was like, hey, can I hold this without having to build corruptors? I think that that was his thought process why he, you know, he hesitated for a second. Now we could say that he's slow, but I actually think there was a, there was a decision being made there. And I don't want to criticize. anyone for thinking. I think that generally is a good quality if you're considering something and seeing how a fight goes before making a big decision. I think that's a very good call. I honestly believe that Demi has been playing a fantastic game and although he's had some minor errors with the late scout, which was eventually inconsequential and losing the two queens for free, he has good creep spread, he has fantastic Eco, plus one is about to finish up, He has ravagers on the way. I think his position is really good. And this is exactly what I was talking about, by the way. Carrier rushes are only good if you build void rays with them. And what are we seeing out of Prince here? He's building void rays. So this carrier rush achieved nothing except kill two queens. These void rays, however, if you compare prepatch to post patch, are way more expensive or quite. quite a bit more expensive. The void rays take longer to pop out as well, so there's going to be less void rays for the defense. This situation, prepatch, would have been way better for the Protoss player. Way, way better. If the Protoss would have taken a fort base at 545 prepatch, probably would have had two extra void rays at this point already and would have been capable of affording more cannons over here as well. So so far, the claim that anything is worst post-patch for Zerg, when it's coming. the rushing out carrier, I think is pretty much false. Let's have a look at this push, though. I love these overlords. This is so cool. He's saying, hey, my queens, so for the people who don't know, by the way, queens can't transfuse off creep anymore. That is the major nerve to Zerg. And it makes them very difficult to control. It's actually true. I know people like to joke about it, but it makes these types of pushes a lot harder. You need to poop overlord. It's a hassle. Then whenever they move off creep, they still can't do anything. You need to start spreading creep. It's just extremely annoying, especially because one of the main moves with these types of pushes is that you need to send the queens in first to tank for the damage. And if you always have to wait for creep, that is not very viable. Sending in the revergers first usually isn't quite what you want. So these reverters are going in and Prince is moving over to defend. I honestly kind of like this position here for Demi. So you just You force out the prismatic alignment You move back You constantly use the Reveger Bile Okay he takes out the fort base Continues producing corruptors He was a little late with that He built seven at the same time Rather than continuously adding on Right now what you want to be doing is you add an infestation pit Probably start plus two range here as well And you're honestly in a very good spot You can also continue moving forward by the way I'm not saying he should go back But there's plenty of money to do everything at once Plus one is starting right now for air. Prismatic alignment has already been used. This is a mistake here. This is actually a mistake. So the queens are the main tanking unit of this force. And it's really important that they're at the front because they tank not only the void ray damage and the carrier damage, but they also tank a disruptor shot. If you see a bunch of queens moving forward, you just want to fire a disruptor at them because as long as these queens are attacking first, your void rays and carriers can't be fighting that well against them because their damage, like the damage of the void ray isn't great against the queens. So ideally you want to have the void rays either attacking corruptors or if revergers are isolated, you take those out. The ravagers are not zoning any of these void rays at this point with piles, which is something you want to consistently be doing. If we just take a quick look at this fight again, even if the queens are not here, The way that we'd want to be fighting this is we throw a bile wherever the air army is every three seconds. This forces the protels to either split his void rays and lose a little bit of damage output or to just fly back and lose a lot of damage output and further the position of the Zerg, making it harder for the protols to reinforce from the natural. This type of stuff is kind of important. Corruptors continue moving in. gets one of the carriers. Like I said, I think he tanks a massive disruptor shot here, which isn't exactly brilliant. Poof, that's four ravagers. It's not the greatest split. Actually, it was not a split whatsoever. There's still a lot of money in the bank, though, so he can just kind of reinforce this position with more corruptors. I just wish he had an infestation pit started already. I am not entirely sure. why Demi left here? If I just look at this position right now. Four base, eight gas. There's a lot of minerals. There's a lot of gas in the bank. There's still 22 corruptors. There's actually so many corruptors that I believe that when the prismatic alignment ends, that the corruptors will win the air fight. There's only six interceptors and plus one. 22 corruptors against seven void rays without prismatic alignment and two carriers with six interceptors total, especially if there's a couple queens still around that can tank and transfuse. If you split them and don't get splashed by the Archons, I think you actually just win the game. Add on top of that that you have a crap ton of money in the bank. You could be taking a fifth base. You can get like 10 more corruptors with this as well. your opponent is mining out from the main base. He's soon to start mining out the natural. He hasn't even started a fort base yet. And he's only on double Stargate air production. And his ground is, well, has a single upgrade, but he only has seven gateways. I think this game is over, but it's not over for the person you believe it to be over for. Like, you've won. you actually won the game at this point. You're 800 MMR below someone. He does a build order that is extremely greedy and dies to a lot of things in the early game. You do a timing push. You kill him and then you complain. What outcome would you want? Like what is it with Zerg players? Do they just want everything handed to them? Maybe like after six minutes. of surviving against Protoss that we start building a wonder in the back of your base and if the wonder stays up for five more minutes that you just get the MMR of your opponent, I just don't understand what more you want. This is a completely one scenario. Yes, you played well in the early game, you made some minor mistakes. Then you did a timing which is supposed to kill your opponent and you killed your opponent. I just don't even understand really what you're complaining about. You won the game. You just left it. What was it? You said he rushed carriers and he played so greedy he was able to take a fast forward base. Yes, he was capable of doing that and you also took a very fast forward base and had way better eco than him. Like if the toss plays greedy, Zerg can just play greedier and then do a timing and kill the Protoss. If Protoss is able to rush carriers like this, I might just not play anymore. I mean, Protoss is able to rush carriers like this and you're able to kill them. You've shown that you're capable of killing Protoss when they rush carriers like this. I don't even understand what you're complaining about. This is like saying, well, if Terrans can open up 5 CC before Barracks, I don't even want to play this game anymore. So like, Terran can open 5 CC before Barracks and nothing is stopping you from sending 12 lings across the map and winning the game. It's the same with this Protoss. This Protoss rushed carriers took a fort base six minutes in and you won the game. Like, what is the problem? Except that you have absolutely no clue what's going on here. Like, I don't even understand it. You go on a date. It goes fantastic. I have a brilliant time. And the person you go on the date with at the end is, hey, you'll call me tomorrow, right? Then you go home, block her on Facebook, the leader. from your phone and never talk with her again. It's like, it doesn't make any sense. It's basically what you just did, but then in Starcraft, I'm just stunned. Like, I know that most people, they kind of rage send a replay, but this is so obviously, like, what is it that you saw here that even made you want to leave? Like, I genuinely don't understand. Oh, he only had one carrier even. It wasn't even two. He had one carrier. I thought there was two carriers, but he literally just has a single carrier. Like, this is the thing that you see before you leave. How many corruptors is this? This is like about 12. Then we add 8, 9. 12 plus 9. 21. I think you have 21 corruptors here. And there's one more flying over. Yeah. So these are all 22 corruptors are here. And you literally see six void rays and one carrier. You even have creepier so you can't transfuse. I honestly just don't understand this. I don't even think you suck either, but I also don't think it's imbalanced. I just don't know what to do with this. You won the game. You played well. You played a good game. You macroed well. Your control wasn't brilliant, but you played well. And you won. It's a draw. You didn't suck. And it is not imbalanced. All right. I draw. The first one. Well, congratulations Demi, I guess. I hope everyone else enjoyed this. And probably is just as confused as I am. And if you are, that's okay. And we can get through it together. And the best way to get through it together is to hit the like button on this video, shared with your friends that used to play StarCraft in 2010, but now play Fortnite with their three-year-old. son, tell them, hey, this is way more fun. Come back to us. All right. Thank you for watching, and I hope to see all of you next time for a new video. Bye-bye.


PROBE SHIELDS ARE IMBA! | Is It Imba Or Do I Suck

It's unbelievable... They really give you 12 of these OP IMBA units for FREE at the start of every game just for picking Toss! I cannot believe how the whole competitive SC2 community could not catch on this for all this time. Time to be waken up by today's IODIS guest! Smash like for his courage!  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, TVP is Imba. Tos shield regeneration early game means they can always pick off free marines and SUVs with their probe and stalker harass. As long as they have sufficient micro, there is nothing the Terran can do until he has stim and probably concussive shells if the Tos decides to do a blink stalker pressure. You have to sit there bleeding out units until your tech hits and then pray that they messed up their macro. If Terran survives the early game by some miracle, they have a few glorious moments in midgame, where their armies feel good until either disruptors or Templar with Stormcom and rain on their parade. My other matchups have 10% higher win rate than this one, and I'm not sure what I'm doing wrong. Name Prometheus Race Terran Leaguemaster 4.4K MMR on the North American server. All right, Prometheus, you say that stalkers and probes are too imbalanced because they regenerate shields and their early game harass is too powerful. So this really is just a complaint about the early game and I can kind of empathize with that, you know? It can be kind of frustrating if there's a stalker out or a couple of stalkers and you're trying to move out as a Terran player and your Marines just get kited the entire way to the Proto's base. You started with 1617 Marines, you arrive at the Protoss base, there's only nine Marines left. That can be extremely frustrating. I'm not quite sure how the probes are going to come into this, but I am looking forward to it, obviously. Maybe I guess he's talking about the probe harass at the start, but you shouldn't really lose too much against that. So what you do is you just fight the probe until you destroy the shields, then the SCV that has some damage goes back into mining and you send a new SUV on that probe. The control for Terran is actually pretty easy. Yeah, this is fine. The Terran did a completely fine job here. Nothing wrong. Oh, Protoss opened up with a 12-pil and 13 gate. This is an extremely fast cybernetics score that finishes about 9 to 10 seconds quicker than a standard 14 pylon into 16-gate wood. And that's probably what's going to annoy the Terran player right now. Now, the Terran is completely unaware of that because he didn't scout, although I'm not quite sure if I would trust the Terran, even if he scouts what's going on, to know what it means. He's like, ooh, cybercores really fast. Is that normal? Yeah, whatever. Just go home. In this case, if there was an SCV on the low ground with full HP, I do believe that you're fine on the map like 2K atmosphere because the rush distance is relatively long. He also is already queuing up a couple of Marines. I'm not quite sure how that is possible. How, I guess he just has a lot of. of money left over. Fair play. So he's going to queue up a bunker after he's done with his orbital or with his command center. Yeah, it's just barely not going to finish. If you have a full HP SCV on the low ground, usually you're fine. So this SCV can just finish the command center. These Marines will be able to take out this ADAPT as long as you up the depot. Well, if you don't up the depot, then ADAP gets out again and might cause some trouble downstairs. CC finishes up, but the adept already has, what, two worker kills? It's actually going to get a third worker kill as well. It might still be able to shade out. This is obviously not quite supposed to happen. Once the adept kind of commits to going into the main base, usually what you're supposed to do is kill it. So you up the depot and then you get a free adept. Sure, you'll lose an SCV, but your opponent is lacking a lot of scouting, not knowing when you're going to move out. You could hide some Marines on the map. Of course, because you didn't kill the SUV, none of that, or you didn't kill the ADAP, none of that is really possible. Cutting a lot of workers, by the way, for no real reason. So you already lost three workers, and then there also was a big worker cut. You follow this up by going a third CC on the low ground while playing three racks. Now, the purpose of three racks is to go for a timing in the early game. at around the five minute mark, with as many Marines, and sometimes even a couple of marauders in there, as you can gather. If you have to get a third CC in before you can produce these units, you'll just be cutting a lot of units out of your army that could be in that push. So right now, you should already be walking and you'd only have 14 Marines rather than the 19 or 20 Marines that you would usually have. And sure, having a fast 30C is good, but if you want to play a build with a quick third CC and you don't want to deal any damage, it's just better to add a third CC before the extra barracks. That way you'd probably have a similar amount of Marines, a little bit less, slightly less Marines, slightly delayed Stim and Combat Shield, but if you're not planning on hitting a timing, a tight timing with Stim and Combat Shield, it doesn't matter if they're a little bit delayed. Also, putting the command center on the low ground is kind of risky because it allows your opponent to actually always attack you with stalkers and be able to kite away with bling, or just by moving back. That's a good scan there out of you, Prometheus. I do really like that. And there's really two main tools to deal with blink stalkers in this case. And the first tool is a bunker. The bunker basically is extra HP for Marines. The Marines can sit in the bunker and they can't be shot at, but they can shoot while they're in a bunker. So it really is a one-way street. if these Marines were sitting in a bunker right over here right now, they wouldn't need to stim. You just maybe need to repair the bunker a little bit, but honestly, against what is it, six, seven stalkers, you probably don't have to. Now, because your CC is already on the low ground and you're already mining from that CC for whatever reason, this is not possible. However, you don't have to be mining from that command center yet because you only have six workers on your natural. First, saturate your natural base, defend that natural base, with a bunker, and then once you have a decent enough force that you can easily take your third base, maybe you have med effects out, maybe you have a couple of marauders with concussive shell out, in that case you can start taking your third base. But right now, you're just exposing yourself in as many areas as possible for no real reason, except just to be exposed. Now, if you're an exhibitionist, that's fine, but don't take that type of stuff into the StarCraft game, especially in a PVT. Another Stim gets forced here. And now you get a planetary fortress. Now this is almost never the correct call to get a planetary fortress on the third command center because there's almost no situation in which this is necessary. Like, I guess it helps a little bit against runbyes, but you should not be getting a planetary in order to defend your third base against 10 blink stalkers. You should have just been defending your natural with a single bun. And then once your medevacs are out, at this point, you can easily fight back the stalkers and you can start taking good trades. Like the moment your medevacs arrived, the trades have been absolutely fabulous for you. And honestly, overall the trade so far have probably just been pretty decent. Your opponent killed 12 of your workers, though. And that just wasn't necessary. So he's now up 20 workers, or 21 workers, to be exact. And you're in a world of trouble. This is nothing to do with shields being broken or stalkers and probes being able to kite your army forever. No, this is just because you didn't build a bunker. You put five SUVs to mine in your natural, four SUVs at your third, and you just haven't produced enough workers either. Despite all of this, however, despite all of this, supply is still pretty even. And if you were to attack across the map right at this moment, I think you'd actually kill him. He has absolutely nothing at home. he's investing in a lot of infrastructure and he's going to have a big power spike in about a minute from now but with this lack of vision it's honestly going to be really difficult for the Protoss player to do anything I'd also just like to note that your opponent has about 100 APM more like this Protoss player actually is quite fast and he's playing quite well some of the things aren't quite as good but he's trying to establish vision he's scouted he's controlling his army he's macroing behind it his minerals have never been that high He's continuously producing workers as well. Like, honestly, this Protoss, he's micro-individual stalker. This is 4.4K or something like that. Like, this guy is pretty good for the level. Honestly. Now, you do get in here, and this will allow you to get a lot of these workers down. It's a good trade for you. Or should be a good trade. I'm not quite sure what right-clicking the robotics beta does here rather than trying to fight off these stalkers, but I guess you know more about the future than I do. just knew that that robo bay would be extremely important. I'm not quite sure why. Yeah, in this type of scenario, you just want to trade out your army with his army as much as possible, or you might have trouble with the counter-attacks. Like sniping the robo bay is nice, but it won't do that much for you. It's not worth, you know, the killing four or five stalkers here would have been worth a lot more for you, especially because a colossi isn't going to be super necessary for the Protoss player in the next two to three minutes. He will still get one because he already started it, it's not necessary. It's not like he's going to die. He's actually in a completely fine spot. He can also just build salads and more stalkers and be completely okay with that. So there really is kind of an issue for you here, my friend. It really is. Just losing that entire army. Evening up, the resources lost, but because you've been getting outmined for the entirety of the game, it just doesn't look that brilliant for you. Ford CC does go down before the Protoss. You're still down 20 workers exactly. you're up and upgrades and that's the one thing that you have been doing well is just getting those upgrades without mules on the third base by the way or no orbital here it doesn't mean that your eco sucks a little more um and you're already behind in worker so that's obviously painful you're also not really trying to deny your opponent's vision so far you've been playing completely blind with no map vision with absolutely zero scouting no multitasking either just everything in one big ball. And it kind of shows your opponent has perfect vision all around the map, has good saturation on the basis, is now once again getting a big infrastructure boom. So once again in about a minute, minute and a half from now, he's going to have a massive timing where he'll just be stronger than you are. I mean, Double Forge is also chrono boosting out upgrades. It's absolutely brilliant. You have a big army here, but I mean, there is a colossi here and a battery. I would not recommend moving in there. At this point, I'd also start suggesting getting units that aren't just marines and marauders. After you have like five, six metaphics, getting Vikings, throwing down a ghost academy. These are steps that you can... I was going to say these are steps you can take. And then you start an orbital on your fort base. Now, this is absolutely the world upside down. The reason... So I think you're confused here, okay? The reason why you get an orbital on your third base is not the... because the location of the third base usually is perfect for an orbital and other locations are better for a planetary. So it's not like this is a good planetary location and no matter what base you build here should always be a planetary. No, that's not how it works. The reason why you want an orbital on your third base is that as you're getting your third base as a Terran, often you have map control and salad run bys and major attacks are not extremely common to come from many angles. Once you get a fourth base, however, the amount of runbyes and harassment that the Proloss can do increases, as TOS tends have a little bit more map control and map version in the later stages of the midgame. And also, if you get another base, you spread yourself thinner with your main army. So your main army can always defend one base and it can push from that direction as well, kind of automatically clearing one lane where runbyes potentially could be coming from. However, if you have four bases and you have double orbitals, one base is almost always going to be vulnerable. That is the base that you will make into a planetary, and that's the fourth base. Your forward base always turns into a planetary. The reason for that is because an orbital, the earlier you get it, the more use you get out of it. The more energy you can use, the more scans, the more mules you can use. So it is just way more useful. I always recommend getting an orbital as a third base. And if you're struggling defending the third base while getting an orbital. orbital, maybe consider getting some tanks rather than morphing this into a planetary. Just quick words of advice. And once again, I really would recommend at this point getting ghost. Your opponent is spending a lot right now in research and development, you know, tacking up, getting better weapons. It's as if your opponent is continuously investing into like bigger and better guns and you're still fighting with sticks. And every single year at the budget meeting, you just go, guys, I think more sticks is definitely going to be the way for one more year. But it just isn't. At some point you need to transition out of that. And just having two four to four liberators isn't quite going to cut it. The EMP is probably the best tool that Terran has to deal with max Protoss armies. It just halves the HP of any Protoss army immediately at the cost of six to eight supply. Three to four ghost is all you're going to need, especially with the enhanced shockwave upgrade that Ghosts have. like there's absolutely no reason for you not to go for that now i do like that at least you're mixing in something but i'd still prefer seeing vikings against colossi rather than getting liberators liberators are very good at holding positions but vikings are good at attacking into a position and kiting back while kind of having the vikings zone out the colossi um this is a good setup though and i do like this you you start moving in okay um Move these two Liberators slightly forward. Former concave with your army. At least the marauders are being sent for it. It's not the worst micro so far. Sure, only half of your army is attacking and none of the Liberators are currently shooting. Oh my God. That was a sick sniper on the disruptor. Wow. You actually... I'm not quite sure if this was really good micro or you got lucky that you shot that one disruptor and that there was no third colossi here. but this fight should have been god-awful because you never made a concave in your life. None of your liberators were fighting, but you still honestly did an okay job. I'm surprised. Okay, well, all the Marines being in front, getting the colossi swipes is not quite what you want. There goes all the praise. Straight out of window. It was a good attempt, though. It was a good attempt. Almost killed him. And now that you've seen that he has a nice-looking arm. you're like, okay, what do we remax on? Two more marauders, six more Marines, getting the three-three upgrades. That is useful. Still no Ghost Academy, though. That is getting a little bit painful. It's funny to me as well that you complain about shields, yet you don't get a Ghost Academy. It's like you literally have a unit that destroys shields. It's like practically instant. It has a radius that is the size of the screen. It is often harder to miss and. an EMP then to hit it. You just accidentally click and all the shields are gone of your opponent's arm. You're like, oh, didn't even know I did something. That's an EMP for you. You just continue with the Liberators though. Not a huge fan of that. Sadat run by in towards the main base. You see that and you decide to counterattack. Okay. Look at this. This is some cute glaive adapter. This prolos honestly is really good. If his fight, his main fight wasn't so it wouldn't have been so bad. This guy would be really, really sick. He has good macro, good control of his units. He plays proper StarCraft too, also getting the Shadow Stride. This guy's been watching some Pro StarCraft. He's also pretty fast. Look at that. 253 for a 4.4K toss. That's actually crazy. This guy is proper. It really is. You move command some of your air army into the Protoss army. You end up losing, what is it? two Metafax, a Liberator here before the fight truly starts. Oh, my. This TOS control is actually good. The way he moves with the disruptors and with the Colossi. I really do like it. Poof. Big disruptor shot hits as well. Yeah. You try to do the same thing. I kind of want to see that again. You try to do the same thing here as in the previous fight, but this only works against very low numbers of disruptors. Or if all the disruptors are riding your face. I really do like it when Terran, strides and it fills. I don't think anything gives me more joy in life. Literally nothing sparks more joy than that. Look at this. So you see the disruptor shot. It's like, oh, it's pretty far in the back. Right now it's like a split second decision, you know, it's like, can I catch this, or can I not catch it? You shoot down this disruptor first, you do another A move and you take out a stalker, and then, oh, it's too late already. Disruptor goes off. You lose your entire army. not entirely the way you should be fighting against this. Not entirely. But good attempt nonetheless, you know. I appreciate what you're trying to do here. I really do. You're actually trying to clam plays like this as well. Clam is really good at this. Okay, clam at sniping disruptors. He's the king. He sees a disruptor and he snipes it. You sniping disruptors is slightly different. You know, if clam of disruptor, sniping is kind of what Canon in D is you know the perfect beautiful song played well then you would be well canon in D but this version it It might It It It It It It might sound very similar to the It might sound very similar to the original, but if you listen closely, it's just slightly different. And it's the same with your control against disruptors. People might mistake you for clan, but if they look closer, they just see as not quite the case. Oh! Another Disruptor shot? Let's see you're going to try again. We actually have a separate Holtki for Liberators as well. There's more than the average 7K MMR Terran player. Okay, now you can actually jump on this, by the way. Now you actually can, yeah. All of the shots have been fired. Still, an EMP here would be absolutely priceless. I'm not quite sure how you're doing it, but the traits are even. You've been down the entire game in Eco, but yet your army supply is relatively close, and you're still somewhat winning fights. You're not actually winning the fight, but you're really close to winning the fights, which is, well, I mean, it's impressive. I honestly, I'm impressed. If you want to play this style, by the way, that you're playing, like, I've been saying for a long time now that you need ghosts and Vikings are great, but if all you want to do is just build Marine Marauder, at least you need to split your army. Because Marine Marauder in small balls against Gateway units are actually quite good. However, if you're fighting a massive ball of Colossi Disruptor, Immortal Storm, whatever, Yeah, they're going to suck. But if you split up this army in two groups, groups, one to the left, one to the right side, first of all, you can show of your fancy multitasking. And second of all, with your micro, it doesn't really matter whether you aim move or not. Or if you're paying attention to the army, it doesn't change much in the outcome of the fights, at least not with how you've been microing so far. Perhaps you won't lose as much to disruptors anymore because you don't try to snip them if you're not paying attention. Interesting liberated position. Once again, Marines tanking all of the Colossi shots. Another quick trick is to put the marauders in front of the army so that they actually tank, or put the marauders in front of the army so that they tank the shots of the Colossi and then your Marines can deal damage behind that. That is the ultimate play. Another cool trick is to form concaves just to maximize your damage output, make it difficult for your opponent to splash on top of you as well. This is a good call, the base trade. You can't fight into this army and thus the only correct call is to just base trade. Now once again, if you would split your army in two parts here, one towards the right side, one towards the left side, that would actually really help in this endeavor of trying to win a base trade. Sadly, that's not what you're doing. Is this just going to recall? I guess he will after he kills this base, right? I'd recall to this one. He'll recall to the natural. If he recalls to the left side base, he's an idiot. Okay. I don't mind it. I actually really like this. This is the correct base to recall too, I think. Okay. Last time you got stuck in a corner, you decided to attack the Robo Bay. It's a bait Robo way once again. The Protoss saw what you did that first time. It's like, ooh, if I could bait him one more time into that, that would be sick. Okay, you just continue fine. The moment you get trapped, rather than trying to trade out your army, you just really focus on killing all the buildings. Look at that. Once again, look at this. This is actually sick. It's like your panic response. You actually didn't have that bad of a position in his base here. If you just form a concave on top of the ramp, or even while you're down here, look at this. If you just split your army, make somewhat of a concave, there's not that much splash. Everything is kind of slowly but surely coming in one by one. Zealots are stuck behind stalkers. There's only two disruptor shots left. as this disruptor already shot, literally all you need to do right now is not walk into two massive disruptor shots, and that's kind of what you do, because you're busy targeting down a robotics facility rather than fighting against your opponent's army. Oh, look! Multitask. I think this was your rally, and you forgot to rally it back, isn't it? I don't think this is intentional, because it's not being controlled. It is good multitasking, though, the accidental multitask, but still good multitask. I wish I could accidentally multitask every now and again. I just move command my zealots into hatcheries. Doesn't quite seem to do the trick anymore. Ah, now you're actually controlling this. And you didn't stim this army, so it wasn't an F2. I'm very proud of you. Is it... Prometheus probably is one of the only terrans that doesn't actually have F2 bound to a hotkey. He doesn't really seem to use it at all. And I like it. I don't mind it too much. These two adepts have been... Well, this... this cliff has been a bit. abused a lot so far this game. I think this is like one of the tricks that Tipu knows and then he just keeps using it again and again. Like the guy that I knew back in high school, they would just show me the same magic trick again and again because he only had one of them. After doing the same car trick 25 times in a row, it isn't quite as impressive anymore, but still interesting nonetheless. Car tricks, very cool. Yeah, Proz is just really far ahead at this point. I mean, he has 3.6K resources or 3.6K minerals, 1,300 gas as well, and you lose your base, walk into another disruptor shot, and just, you know, the business as usual, I guess we'd say. You have zero mining right now. You're aware that your opponent has at least one and a half mining base remaining. Now, this means that there's a lot of pressure on you to perform right in this moment. You need to go do something. And that's exactly what you're going to be doing. You're just going to start marching across the map. And although this looks like the incorrect call, this actually is the correct call. You also snip both disruptors, and then here, you tap out and you leave the game. Yeah, this was a very sad affair. I understand that you were upset by the early game, these stalkers destroying way too many Marines. But this problem could have been easily solved by getting a bunker or opening up with a view build order, like an actual 3-Rex, an actual triple CCC opener, or you could open, if you really struggle with this, and this is a problem that you often have, you could just open up with tanks or like with a cyclone first, that way you can push them back and afterwards you can get tanks. You can open up with a mine drop and a bunker at home with a mind drop and you just idle it in the dead space. That way, whenever the Protolus is at your doorstep, you send in a mine drop. And if he never goes to your doorstep, you leave the mind drop in the dead space. It's a win-win. It's a really cool move. isn't great against Stargate openers, but if he isn't doing a Stargate opener, that's a cool trick that you can use to force the Protoss to stay home. However, if you don't do any of these tricks, you can still just build a freaking bunker and you're going to be fine. You don't have to float your third CC and you shouldn't float your third CC to a third base location if you can't defend that third base location without taking massive losses. That is just kind of obvious. And you can say, well, TOSS will get a way faster third. TOS right now had a third base that was mining for way more as well because you lost freaking 12 SUVs. Like, no matter what happens, it's just going to be better for you to just safely SUV up or probe up. SUV up would be the correct word for Terran, I guess. Savely SUV up. And then from there on I'll start expanding once you can safely take it. This made absolutely no sense. Your macro honestly was quite good. It was on point. your control at times was okay, although I do believe that was more luck than competence necessarily. So maybe you just got lucky with a couple of good stim-ins. You didn't really seem to have a very good clue about judging fights when disruptors would be hitting you, when Colossi would be killing all of your Marines. You had some opportunities to win the game. Yeah, that really leaves me just with one thing. And that is that although this was a frustrating game for you, you made so many mistakes. Your army composition also was quite terrible. Your early game was god-awful. Your eco sucked the entire game. This had nothing to do with Protoss or with shields being overpowered. This had to do with you sucking, my friend. And that's the harsh reality of things. It is what it is. All right. It's going to be it for me today. Thanks all so much for watching. If you didn't enjoy this episode of Is It Embar or Do I Suck, and you think, hey, I think I have a replay where my opponent's race was truly in balance. Be sure to send it using the Google Doc. down below in the description. I'm especially looking for replays on the new patch. I'll still be maybe looking at some older ones, but if you guys have some new replays, be sure to send them over. And perhaps next week, I'll be seeing if what you played again is truly imbalanced, or if you suck. Thank you for watching. Smash like and bye.