DON'T SHOOT YOUR OWN UNITS YOU SIMPLETON!!! | Is It Imba Or Do I Suck

Special guest today... VERY special... I have to take a vacation after this guys... I am bald, was lied to and used for my clout. Like, subscribe, comment, I'll be on Hawaii for a week, see you then!  If YOU want to file a report feel free to use this form: https://forms.gle/UMK1udoo8Cfunnpt6  IODS Playlist: https://www.youtube.com/playlist?list=PLbVNzAA7sXzCMxebUrgKN9dcsWlgQQmGf  Discord: https://discord.gg/uMssEXf5g7 Patreon: https://www.patreon.com/harstem My second youtube channel: https://www.youtube.com/channel/UCmwOm-YjCmcddE9xe9sEpUg Twitter: https://twitter.com/HarstemSc2 Twitch: https://www.twitch.tv/harstem Instagram : https://www.instagram.com/harstemsc/  Editing and Thumbnail by Hamster_Designs: https://twitter.com/Hamster_Designs  #harstem #SC2 #StarCraft2

Dear Harstem, Terran is just broken. They can just do whatever they want with no consequence. Buildings that can be repaired and defend themselves. Early pressure with eco behind. No SUVs? No worries. Just drop mules. But the worst thing about Terran are cyclones and widow mines. Just so easy to abuse both. Cyclones outrange everything and can just kite you for days back into the widow mine lines. There is nothing I could do. I tried sentries to keep them close to me. It is impossible to land force fields. Cyclones are too fast. In this game, I defended the early game pressure very well. Suffered no worker casualties and then went and killed a bunch of SCVs, but the Terran didn't care. I scouted his hidden third base, but he just came and kept sniping my third and fourth bases. Every time it was impossible for me to take a good fight. He would just run away and scan, so I would keep taking damage. I felt like my hands were tight. This made me very upset. Please capitam. This unit just feels like it allows for no counterplay. The Terran had such bad eco, but could hold of everything I had. To me, it seems like the real question isn't if I suck, but who would win? 16 roly boys? Or aliens with technology so advanced we can't even imagine it? I think we already know the answer, though. I think we do. I just love that he said, this made me very obvious. upset. It's such a statement, you know, a strong statement, but it feels like there's no real emotion. This made me very upset. And then his name is Wolfie, and he has in parentheses behind it, Wolfie Ra, shout out to my boy White Ra. Now look, I'm all for, you know, having fun whenever we can, but this is a serious form that you have to fill in in order for me to read it, and you decide to give a shout out to your boy, White Ra. Do you also do you also do? this when you're applying for a job. And on your resume, your name is Alexander, and then you do a shoutout to King Alexander the 4th or something like that. It's just a really weird thing to do. This is not the place nor the time to make a shout out on your name, on this very serious form. So please refrain from doing this in the future. You will just not be picked ever again. See this as a warning for everyone. Anyway, the race is Protoss, the leak is diamond, the server is an A, and the MMR is 30200. So, my friends, is it Inba? Or does he suck? And in order to investigate that claim, we're here on Burlingrad, Wolfira versus our barcode Terran player, 3.2K diamond game from North America. Now, I would like to mention one more thing here, Wolfyra. Also, if you have to explain, like everyone that sees Wolfhira and it is aware of who Wydra is, will know what it is. you don't have to explain that anymore. It's a little bit like having to explain a joke or a pun. You know, if you go like, if you were a fruit, you'd be a fine apple. And then if no one laughs at it, then you go into responding, you see, well, I think you're fine. And a pineapple sounds like fine apple. And I said if you were a fruit. And then people find you even weirder than before you made the fine apple joke, because puns generally are not very funny. And it's the same with if you have a shout-up. and the shout-out is technically already in your name. You don't have to do it again. It's kind of... You kind of double it in that case. This is also impressive reaction time, I have to admit, by you. I always like to, you know, just go over the time you have from danger to the time that you had to respond to still make it a fine situation. Your opponent pulls five workers to fight off your one probe. This is fantastic. And at 110, 10, 10, you're aware of this. However, you are not doing anything and in the first, well, I think you had three to four seconds. Actually not too much time. But if you're busy harassing over here, it probably is a key thing to look at that worker. Because this probe, no matter how much you're going to look at it, isn't going to fight this one SVV any better. Now, you had a pylon on the low ground already, as well as a gateway, and you kill the worker. So you can just throw down a cybernetic corps, pull two to three workers to kill this eBay really fast and build a nexus. A zealot here is kind of wasted. Well, not kind of wasted. It's extremely wasted money. You didn't have gas either. But it's a painful start for you. So you lost your scouting probe. You're getting eBay blocked and you're getting a zealot and you forgot your gas. This is the type of start that if I would have it, I would already be back in the lobby. You know, back in the loading screen. Searching for my next game. There's no way that I'd stay in here. This is absolutely awful. Your nexus is delayed for no real reason because you wanted to do. zealot. You could have just pulled workers, killed the eBay faster and saved more money. Don't forget that for every second a worker isn't working, he costs about one mineral. Now, that means if you pull three workers for about, what is it, 15 seconds or two extra workers for 15 seconds, you're going to be losing like 45 minerals or so. And you get the eBay down a lot faster as well, which is good. And on top of that, you're less likely to be supply blocked so you can continue your worker production. All of these things are positives. if you hadn't noticed yet. So, yes, I would say pull extra workers, especially if the eBay is that low. Now, if that eBay already is like 99% done and then you realize there's an eBay, sure, get a zealot. It's probably going to be faster to get a zealot rather than having to pull six workers for two and a half minutes attacking that eBay. Now, because you lost your scouting probe, you have no information whatsoever. Your zealot stayed at home after killing the eBay for a fair amount of time I can only imagine. I'm not quite sure doing what. I think you did, did you spot that? I think you did, right? Bum-pum-b-dum. Yep, definitely did see that. Okay, well, you're also going to get destroyed most likely by these two marauders. See you get a stalker, or you have a robotics facility on the way. No worker production here whatsoever, for whatever reason. I do not quite understand why. You do get the important information that there's three marauders on the way. That is actually extremely important because it allows you to get a battery. Without a battery, you can't hold. Single battery is going to be enough, your Nexus will finish in time as well. And you also see that there's a Nexus, so you know it's not a one base all in. You know it's going to be a non, not very dedicated attack here. Single battery will be enough. 100 energy on the battery, plus the potential for a super battery, or I think the actual name is battery overcharge, but we like to call it a super battery because it's super powerful. And you also have a robotics facility on the way. So with an immortal, you're absolutely going to be able to completely destroy these marauders. Now, on top of that, you're not producing any workers whatsoever, or hard, no, actually, not any workers whatsoever, which is bad. Your positioning of the units is bad because your stalker was too far forward. Your adept couldn't fight. Could have just fought here on the top side being healed by this single battery. Now, both batteries are practically empty at this point. You still haven't built a single worker. So despite this marauder attack being completely useless here, you're actually behind. which is impressive because in reality your opponent lost more than you. You have the perfect tech to deal with this. You still have the perfect tech to deal with any potential cyclone follow-ups as well. You can get a prism to pick up your immortals if you want to. So your position should have been very good, but because you haven't been macroing, it's actually quite bad. And that sucks. Your follow-up is going to be two extra gateways. And whenever I see infrastructure being produced, I always want to ask myself, hey, what is the goal going to be with these two extra gateways? So these two gateways will provide value about 53 seconds or so after they're being warped in. So this feels a little bit to me like it's going to be some type of push. Do I like this type of push? Generally, generally no. The reason for that is because it's going to hit way too late. Your opponent is already aware that there's a robotic facility out as well. If this was a more standard gaming, your opponent would have even gotten a single tank or a bunker, you would have been completely dead. Against a mine drop, you would have been in major trouble as well. A, because you don't have units in the correct position, and B, because the moment there's a mind drop, you need to leave units in your base at all times, and that means that your push is going to be way too small. So, yeah, had this Tarran built a bunker or a tank or anything slightly standard, you'd have been in a world of trouble. Right now, because your opponent is playing Triple Factory Cyclone, which is something I honestly haven't seen since early 2017 you might actually be in an okay spot but you shouldn't be and that's what's important to remember as well winning is important of course don't get me wrong if you win that would be very cool but you shouldn't win at least in my mind you shouldn't win you're going to start morphing in some you're warping in some units over here morphing twilight council gets built as well to extra gases so this push I just want to talk about this really little bit. I see this stuff a lot and that's that's an issue where people they go for a push that has the investment of an all-in and the reward of a semi-all-in or perhaps a minor poke. If you're going to all-in in any type of scenario, you should really commit to that all-in. It makes no sense that if you're trying to maximize some type of timing in which you're investing not just a lot of money, but also a lot of resources. And you know that you're going lose these units most likely, right? This is a standard timing for Stim to finish. You don't have blink. You don't have any mechanic to be capable of running away. So if you lose the fight, you'll lose all of this. This is a committed army. That means that you want to make this army as strong as possible. If you don't want to make a committed army, you should go for some type of harassment army. Get a couple of blink stalkers. Get a dark templar drop. Start with an Oracle. I don't care. But this is an army that's supposed to commit. It then makes no sense to not maximize that timing. There is no future for you in a normal game if this push doesn't just straight up kill or do you a crap ton of damage. Right now what you're doing is kind of the in-between road. It's not an all-in. It's not a macro build with some harassment. It's an all-in with a late Twilight Council, but also an all-in with very little power. And you're Usually these don't tend to work, even at the lower levels, or maybe especially at the lower levels. Anyway, six cyclones are out already over here. Seven cyclones actually out. Can I count correctly? Yes, I can count correctly. I believe we already have the rockets. I keep forgetting what they're called. Super space missiles or something like that. Ultra rockets. What was that? Where were you going? I was just looking at the meaning map. I just want to make sure that I saw this correct. I'm just going to speed it up. You poked up to see. Can I still not walk here? I haven't been in mind yet. I don't know why, but it makes me really happy when people make this type of mistake. You sometimes have it as well when you're walking on the street, you know, you're walking on the street and all of a sudden you realize that you're walking in the incorrect direction. You know, this happens. Even if it's a street, you walk many times. Like, oh, that's not where I'm supposed to go. And what I very often do is pretend that I receive some type of new information. I'll do like, oh, and then pretend like I forgot something at home. Or I look at my phone and go, ah, rather than just turning around in the middle of the street. Because no one would care. And here, I feel like Wolfie Rat tried to do something similar here, you know? He walked in there and pretended like it was intended and then just walked, whoop, straight to the other side. This push actually looks like there has some real potential, by the way. with a couple of decent force fields could really achieve something here okay well now it's going to be a lot harder with losing four stalkers already but maybe still with force fields it's possible definitely want to be getting that prism over here because the prism is one of the few mechanisms uh with which you can cancel the cyclone lock on at this point i'll think you should just really run away use the prism to evacuate it's the only thing you can truly do you can't lose every single unit here you are going to lose every single unit this point this game is actually looks fairly over. Third base is on the way. You have 42 workers. There is a hidden third base, which I think you even mentioned in your balanced complaint form that you're going to scout it later on. I'm so I'm curious to see about that as well. This guy already has the halions on the way or the blue flame helion. It's looking like a pretty bad game for you right now, but you can still take correct paths from this point on as well. So if you're playing against someone that's playing pure cyclone. Most of the time they're going to follow this up with helions, mines or tanks, that type of stuff. I think the one thing that is fairly obvious, which is a good call, is the disruptor. Yeah, I was going to say, if you get a Robo Bay right now, this is still somewhat of a salvageable position. It is difficult for Terran players that are playing Mac to actually kill Protoss players, because Protoss is pretty strong defensively, and Mac, while it's on the map, is extremely vulnerable. Mac is only good if it is in a siege position, and even then, if it's not a siege position with a wall behind it or a wall on the side, it's fairly easy to flank it. There's also issues, of course, if you move out with Mac, that base trades can happen. So Mac just has a lot of issues, and one of those issues that you can finish is that allows Protoss players to sometimes come back into games in which they have no business being in whatsoever. Double Forge, I'm not a huge fan of. Armour upgrades just don't do too much against Mac units, majority of the time. Meg units are known for their very high kind of single damage outputs, so like a very high number. So like one armor doesn't do much. Well, if you have units with a way higher rate of fire, armor is going to be way more useful because the armor counts more and more. For the people that don't know, armor takes off one damage. Every armor point takes off one damage of your opponent's attack. So if you have two armor and your opponent usually deals five damage, it will only deal three damage. If you have a very high fire rate, like a Marine, then yeah, armor upgrade. are fantastic, but against a tank with a low fire rate, very high point damage, and yeah, armor is pretty useless. So we often only see attack upgrades coming out of Protoss players, and that allows for more tech as well. We have some sentries in position, a couple of batteries here as well. This is a fight you can probably, well, not, well, maybe actually you can win. He's targeting your nexus down. Should probably heal that with one of the super batteries. Might have still fallen, though. First wheels also weren't good. If you had responded in time with the force fields, or if the forsoot would have been in the correct position. I'm not saying you necessarily would have held the Nexus, but you definitely would have had an even better fight. And even this was kind of okay. Resources lost is still pretty close. You have your disruptors on the way, so now you have a unit that Terran absolutely has nothing against, as long as you fire the disruptor shot just barely in time or just in time. You're always going to be fine. Disruptors have fantastic range. You can force the cyclones out of their least range. and that is really the only thing that often matters. If you have enough disruptors, you can push a Terran army back really easily. So the moment disruptors come out, Terran is forced to transition into tanks, which has slightly less range than a disruptor, but it's a lot harder to fight against as the disruptor player, especially if you don't have full vision. Dark Shrine, I know when behind Dark Shrine, but often against Mac games, it's not actually the correct call. The reason for that is with Mac, you tend to have quite some minerals floating. You can build extra command centers. You can easily afford Tourette. And on top of that, the Terran also tends to be at home, which makes defending any type of run bys a lot easier. If you're going to do anything, I much prefer just seeing salads, honestly, majority of the time. Just salads are good. If you can get them in the main base with a prism, that's good. But otherwise, meh, not so much. You still really haven't scouted the third base. I don't think you can say I scouted the third base. Like it's a big deal. If you do it five minutes after that third base, base was built. I think this thing actually went down at like the six minute mark or so. The base is practically mined out. It's like, yeah, well, it's great that you scouted it, but it's a little bit late. That's like me scouting Cerro's mutas as they hit my main base. Like, well, I scouted the mutas as they were killing my probes and still I couldn't win. Like, well, that's not entirely how StarCraft 2 works. Okay. When I saw Disruptors, I was happy. When I saw this first purification Nova come out of the Disruptor, chase these stalkers and then kill one stalker and damage two pilots, I was a little bit less happy. And I am actually a little bit afraid right now. Okay? So so far you've shot three purification novas. You killed two stalkers and the third one hit absolutely nothing. This has to be some type of record in the negative sense of the word. This is extremely poor. as really not how they're supposed to be used. I'm not sure how you do, but what I feel like you're doing is you use the purification of it and select your entire army and then click it back on the same spot. And then the ball gets used as well and it moves to where your army is moving. That is not quite what you want often. If you're not quite sure what to do, just shoot the ball and then I'll control anything else. Just control the disruptors. Trust me, buddy, you're going to be just fine because that's what I do as well. Just shoot the ball and then you'll see what happens from that. point on out. Five more zealots on the way without charge. Very useful addition to this army, I have to admit. Even with charge, I don't think they'd be too useful. Without charge, they're completely useless. Oh, we might actually just use them for spreading out some units around the left. In that case, I don't mind it too much. Just probes are cheaper for that purpose. Moving disruptors. You still haven't scouted this third base. Okay, I'm going to raise another point here. if in the, first of all, in the imbalance complaint form, no shoutouts, rule number one, and number two, no lies or practically lies. Like, technically, I'm sure you're still going to scout your opponent's hidden third base, but you're not allowed to say you scouted your opponent's hidden third base if you scouted like eight minutes after it went down. That is just actually not allowed. Okay, this is, this is practically lying. I know technically it's not lying, but we don't work with technicalities here. This is lying. Wolfira is a liar and made a shout out on his resume. And we don't allow either of these things. You lose the base, but you kill a bunch of cyclons. Honestly, not a bad trade. This is kind of how you're supposed to use it. Now these disruptors have some purpose. I like it. Of course, the disruptors also an absolute king unit. Or actually, the queen is more powerful in chess. It's a queen unit like the queen in chess at taking out widow mines. Because widow mines are static and you don't need detection. your purification nova to hit. So you can just throw your purification novas because you know there's mines here because you've lost two probes here already. Once again, someone without object permanent. Now you scout the fourth base, which you believe to be the third base. Now, this is not how it works. This is not how it works. If you scout something in the order that it wasn't built in, then that doesn't mean all of a sudden that the order you scout things in is how it is built. That sentence made no sense. I'm going to explain it. Imagine we have Wolfira and he's a completely blank slate hasn't seen anything in his life yet before. He's born. We take him to the hospital. Seize the hospital. Second thing, we take him to the supermarket. She's the supermarket. Then we take him to the pyramids in Egypt with the logic that he used in this game, he would conclude that the hospital and the supermarket were big. built before the pyramids in Egypt, which is obviously false. Just like it's false that he scouted the third base, you scout the fourth base and you take out the SCV that was building it. That is very different from scouting the third base. And the fact that you think this is a third base is a testament to your extremely poor scouting, which, to be quite frank, you haven't done whatsoever yet this game. You have no vision whatsoever on the factories. You have no vision on even if there is a third base over here or a third base over here or a base over here or a base over here or even over here you haven't quite seen yet. Maybe you would have seen the top side. You have zero information. You don't know infrastructure. Don't know production. You don't know how many armories there are. You don't know how many ghost academies. Okay, to be fair, I hadn't seen that either. I'm going to let the ghost academies slip. The fact that you didn't know, there weren't any, there were two ghost academies on the map. I will not make fun of you for that. Because quite frankly, that is kind of wild. And even if you would have seen it, you might have. thought it's like an illusion, you know, if you're walking in the, what's the word for those? If you walk in the desert and you think you see some water, there's a specific word for that that I just can't quite get to and that is absolutely unbelievable. Anyway, your position, honestly, despite all of your failures in the early part of the game, the mid part of the game, and the current state of the game, you're still in an okay position. You're completely fine. except for the fact that you have no vision on the map, your army is very well equipped to deal with your opponent's army. You have a high disruptor count. You have eight to be exact. Your opponent has 14 cyclones. That means that if every disruptor takes out one cyclone, you're going to be absolutely golden. But because you have no vision, you cannot bring your units in position before the fight. So here you have another fight where you kill half a cyclone and you lose 10 stalkers. Disruptors are moving in. Okay, three halberts have one of your own pylons, but I like killing the three halberts. And you lose your base. Okay, mines also are going to get taken out. Still, despite this, not being great, hello. Shoot! Shoot! Sh, the purification nova. If you're building eight disruptors, it's very important that you use them properly. If you have eight disruptors, you can throw a Nova basically every three seconds, every two seconds, two and a half seconds. and you will still always have a Nova available. This is very big and it's something that you definitely should be using here. I like this move out of the Terran a lot by the way. So I just want to point out the difference here. So your run by without charge gets caught by a bunch of units. Your opponent run by doesn't get caught because you weren't in position because you just F2A move with your entire army across the map, despite you actually having an army in position that could have potentially dealt with this. this. You haven't rebuilt your base yet despite having 2,100 minerals. You still have no vision whatsoever on the map. So both of you kill a base, but your run by got completely cleaned up. And also, this was very preventable. While this wasn't preventable, your army right now is stronger than your opponents and does you have control. Your opponent played this out pretty well for how bad of a spot he is in, because let's face it, he's actually in a bad spot. You're ahead. You're actually quite far ahead. Disruptors are just going to give you so much value in every single fight from this point on that I kind of have a difficult time seeing how you're going to be losing this game. Once again, okay, well, this is really bad. You just walked into four mines. Every single one shot. The cyclones did some damage. He still haven't rebuilt any of the bases yet either. Still, you kind of push it away. I honestly wouldn't feel so uncomfortable in this position. Just because you still have such a large immortal count. Or the immortal count, disruptor count, excuse me. Now this stalker run by obviously makes no sense whatsoever. Because the main reason why your army is good is because of the disruptor. And the one thing your army is really bad against is when you don't have anything to zone or anything to catch these cyclones with. And what do you end up doing? You split up your army in two parts, making it easier for your opponent to fight these individual parts of the army. A, because they're quite small. and be because they should never be capable of catching cyclones. Like if this army was together and you walked into it, like what's about to happen here, you're just going to lose a bunch of your stalkers. Thought of that, you're attacking into a planetary, which is the third base, by the way. This is the third base. There's also a base over here, which is a planetary. Oh, you had something about that, didn't you? I kind of wanted to read that. What was it again? Buildings that can be repaired and defend themselves. Now, this is not actually something that is unique to the Terran race. Yes, the fact that it's called repair is unique to the Terran race. So once again, on a technicality, you could have me here. I'm sure that a judge might say, well, technically, Terran is the only race that can repair buildings that can defend themselves. But a cannon can be healed by a battery. Spine crawlers and spore crawlers can also be healed by transfuse. And also, I believe they have standard regeneration as all. But I'm not entirely sure about that right now, now that I'm put on the spot. So Hamster will have a nice little annotation making fun of me playing this game for 12. 12 years. It's just stupid. Very funny. But yeah, it's just a weird thing to complain about. Everyone has static defense. If you were going to complain about the fact that they have static defense, complain about the fact that their static defense is 1,500 minerals or it's like a command center or something. But to fair, it's really expensive as well. I don't actually think it's that weird. It makes some sense. But once again, your disruptors, fantastic traits all around. Like the answer is right in front of you, but rather than using it, Just kill your own immortal. Rather than using that in the offense, which, by the way, disruptors are so good at killing planetaries because you force your opponents to move the SEVs away with the repair. Like the Disruptor is such a key unit in breaking siege positions with planetaries. Great against minds. Honestly, great against everything your opponent has right now. And it's just tilting me. Like I feel my body temperature just rising because you're not used. Because you're not using them. Now finally you use them. You still have no vision whatsoever at home or anywhere on the map. Why are you just using your stalkers? It just makes no sense. Just none. You could have done this five minutes. Not all at the same time though. You still have one available. There's one here. What is this reaction speed? I'll see this fight again. Okay. So, okay. This is a planetary that has like almost no HP left. You know that if you just shoot two shots or one shot at a time, these SEVs can never repair. And also the purification orb, it's called. I call it was called a purification nova. It's an orb. Purification orb. It moves in. It also deals damage by itself. So this thing is going to go down with two or three well-timed purification Orbs with a bit of an interval in between them. Instead, you shoot six. Three of them don't even deal damage to this. Then you have one purification orb available as your opponent's army pushes in. You wait until your opponent gets a lock-on on your disruptor, then you shoot it, and it barely dies. And even if it wouldn't have died, it only would have gotten a single cyclone. And this is how you lose the game. This is literally it. After everything you've done wrong in this game, your complete lack of scouting, your lack of map control, the lack of knowledge of the fact that there's a hidden third base for 10 minutes into the game, literally everything so far you've done wrong, you stayed in the game because of the disruptor, then you take the worst fight that I've seen in probably my entire life. Every single thing you did there was incorrect. You could have done, you know, sometimes you have like these simulations where you can simulate a fight like a million times. if you could simulate this fight a million times, this was the worst possibility out of all of them. There is nothing that you could have done that would have been worse. Mainly because the majority of your army consisted of disruptor, so you couldn't have even killed your own army there. Like, you literally just used this. It's actually difficult to imagine another human being having a worse fight than this. I can't stress this enough. and even at this point now okay you're actually dead now it's actually over I'm not gonna for them maybe no it's not it's over it's over nothing left for you here to do it's time to leave this game gonna lose your sentries have a single DT warp in is this your first DT that you're building by the way nice darks fine 14 disruptors have been lost I actually can't believe that you lost more units playing disruptors against someone that played mine cyclone. This is actually incomprehensible to me. In my mind, this is a hard counter. Like, the unit that is the best against cyclone mine is the disruptor. I don't understand how you can trade poorly with this. Like, I don't even know how I can truly advise her. Like, you're just lacking everything from start to finish. You have no scouting, no information. You have poor eco, bad unit positioning, poor unit control. You had the correct army composition. I applaud you for that. But, I mean, like the first three shots, you shot two stalkers, a pylon, and this piece of grass, which we're never going to see grass grow there anymore. He's been nuked very thoroughly by you. But it's, I am not quite sure if there's anything that I can say here is like theory-wise that would even help. Like, you just, you need to work on the execution on every single level. of your play from start to finish. You have two little workers at the start as well. You just stop building workers. Your early game responses were also very incorrect, by the way. Your build order in general made no sense. So kind of add that on top of the list as well. I honestly, I wouldn't have been surprised if this Terran, if he would have lost, if he also would have sent in this replay. Because this was actually a little bit ridiculous. Like Mac is really bad against Protols. Tanks, at least, I can see how you can lose against. But pure cyclone mine, it is. difficult to lose against pure cyclone mine. I do not understand how it is possible that you can lose to that, especially if you have the correct unit composition and your eco wasn't even that far down, or your bank and your overall supply. Sorry, my friend, cyclone mine is not in balance. You just really, really sucked. That's the harsh reality. I'm sorry, my friend. I'm sorry. All right. That was it for Wolfie Wolfie Ra, shout out to my boy, White Ra. No shout-out, rule number one. Thanks all so much for watching this episode of Is It Inba or Do I Suck? If you perhaps enjoyed this episode, don't forget to hit the like button, which is down here, the subscription button, which is up here. Leave a comment down below what you thought of Wolfie, Wolfie Ra, shout out to my boy, Wydra. And if you don't have anything else to say, be sure to leave a shout out to Wydra in the comment section down below as well. No shout out, rule number one. Thanks for watching and bye-bye.


These COST-EFFICIENT Banelings Just Went STONKS!! | Is It Imba Or Do I Suck

Todays Banelings are just built different. They are supposed to be cost-efficient?! Holy crap! That's IMBA as heck!! We immediately have to investigate! Like and subscribe if you think this is IMBA, but if you think todays guest sucks, like and subscribe instead!  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, Zerg is completely overpowered. In this game I made no mistake and still lost. The Zerg just spammed lings and veins in my bases, which did no damage, but behind that he just creeped the entire map and tacked to Hive and then I couldn't play the game anymore. There is nothing Terran can do if the Zerg has a brain. With two control groups of Ling Bane Bollocks armies, Terran can never take a fourth. I tried to hold on with Ghost and then in parentheses behind it it says micro unit. But then he amof me with Bainlicks and in parentheses an A move unit. The Bainling is really imbalanced and always gains too much value for its cost. I'm really curious. What can Terran do to beat this? Was there anything I could have done better? Or is Terran just a non-viable race? I'm pretty sure I don't suck. So the question here is going to be Charazard, Terran player in Masters with 4.6K MMR on EU. Is it Inba or do you suck? And that leads us to this game here on Burlingrad between Chawazard, basically Chirazard but then misspelled, or perhaps the French pronunciation of Charizard, Chorazard, the beak flying orange Pokemon. And a Sisyphus here on the bottom. bottom right, a red Zerg player. Now, Perling Red is a Terran favorite map. I think most people would agree on that. It is relatively short. There is a creptone of little chokes. There is a ramp leading up towards your fifth base, which makes it difficult for the Zerg to take it. You need good creep there and creeping up ramps tends to be difficult. There's a nice little ramp up here, which gives good positions for tanks. There are tank positions in this area. There's tank positions in the bushes. You can push through the middle, remove these double mineral patches, which only have five minerals each. You have tank positions over here on the high ground. The first four bases for Terran are practically free. And that is something that's interesting, actually. In his imbalance complaint form, Chauazar, complained about the inability to take a fort base because of two groups of Ling Bane. Now, Ling Bane of Creep is one of these. units that just doesn't function very well. The link functions well. Off creep. I'm not going to lie about that. It's extremely high speed. It can run away, it can run, it can deal damage. The banling, however, falls off a freaking cliff, the amount of damages deals on creep compared to off creep. Off creep banlings generally just don't perform very well unless they initially have creep to catch up with the Terran army. This is just a fact. Banlings on creep are like twice as valuable as of creep. Another interesting complaint that Chauroix had over here is that he said that the beelings, I'm going to need to see it again here for one more second, just to make sure that I didn't, yeah, yeah, no, I read it correctly. It always gains too much value for its cost, which I thought was a very interesting thing because the bailing is one of the units that almost always trades inefficiently, almost always. Because it is, honestly, a relatively expensive unit. You need to morph it from a zerglin. For a basic unit that most of the time can't trade one for one. Yeah, it is quite an expensive unit. Also because it costs gas, of course. If you compare to like a zealot or a marine, these units do not cost gas and they trade quite well as well. Another thing that our Terran player mentioned was the fact that you don't really need the micro-bane lings and the fact that you need the micro-Terran units. Now, if we get to those situations, we can of course compare the micro that is being executed and compare the micro that is being required in these scenarios. But I do believe that the Terran might have a point there, especially on-Kareep, banlings view, like they don't need quite as much micro oftentimes. So I have to wait and see what's going to happen there. Reaper goes in for a scout, checks the gas, good play by the way. Both of their build orders are just Good. It's the beauty I think of StarCraft is that around that master level, midmasters, high masters, even low masters, you really start seeing tighter build orders, good strategic concepts, that type of stuff. It's fun to see. It's really fun StarCraft in my opinion. More mistakes than on the higher levels, obviously, but it also tends to make the games a little more dynamic. Combacks are a lot more likely, for example, which always fun to see. least for me. And it's relatively easy to still spot mistakes as well in both players. Now, Depot while on the low ground starts here with the third depot. Zirc can scout that. And as a result, know that it's not a fast triple-CC opener. Because with a fast triple-c-c-op, rather than relying on your depot, you rely on your third command center to finish up to get out of the 46 out of 46 supply block that you otherwise would run into. So this is a pretty big deal. If you're a Zerg player and you see that third supply depot, you know that it's not going to be a single gas triple-cccc. It's not possible. what's possible, but it's an extremely ineffective build. So no point in playing that of your Terran. Here come the four Hellions. We see four queens already moving towards the front. The question now is going to be, will we see a queen split or are we going to move these four queens to the Helion location each time? Nice, overlord spread as well, look at that. This air player really figured out the correct timings. Seas that there's no second starboard unit on the way either, which is good. knows that there's a Liberator on the way right now as well. Now, if it's just a Liberator, I think with Pure Queen, you can be fine, or you can get some spores. We see one. Okay, so one spore in the main, one spore in the natural. I like that. Most of the time, you're going to have majority of your queens at your third base anywhere, so you don't really need a sport over there. Spore is going to finish a couple of seconds too late, but yeah, Liberator should not be possible of dealing too much damage here. Siege is up, and this is in range of a spore. Now, this is the type of move that Terran. often make and I don't quite understand it, especially because I believe I saw that Charoosa our French Terumpleyer was looking at that Liberator and was looking at that spore as well. So here we go, we send it in. We see the spore building and then now we still need to make the decision whether to set it up inside of spore range or outside of spore range. and this obviously is a rather debatable call why would you not just put it slightly further over here like you're still vulnerable to queens from the top side and now you're also in range of the sport I don't understand this I really do not you're going to unseed as well which I guess is fine if you think you could have tried and save it you couldn't but maybe you didn't know so yeah that's a pretty big mistake and the reason I mentioned this is because you did open up with a delayed third command center for faster initial helions, for a faster starboard unit as well. If you cut economy in order to get things out faster, you need to deal some damage with it. And so far, you've only killed two workers, but you also lost a liberator of your own. So resource lost-wise, you're actually behind. This is not a good look. You've also only killed a single creep tumor and a creep, quite frankly, is booming. It's booming business to be in the creep department here over in Sisyphos, his company, if you will. Double evil on the way, extra barracks coming down. This was a six helion opener, I think. It's not a single helion has gone down. Six helion openers are, well, I think, supposed to hit slightly faster than you're hitting right now. Maybe 10, 15 seconds delayed is what you are at this point. not the biggest of deals and understandable because you're not an absolute top pro. Your opponent is actually playing some really good StarCraft. Like the Queen movement is almost consistently mirroring the Hellions, which is what you want. The creepspread is being pushed out further and further. There's five bases on the way. There's even a macro hatch coming down in the NetRow or in the third base. I am not a huge fan of this position because it can create a bit of a choke for lings and bannings if the Terran manages to siege up over here or siege up over here. rather would have it in this type of position in the main base or maybe oh even in this general spot um also possible of course then you run the risk if there's a couple of tanks over here that you have the same thing happening here with creating some type of natural choke for your uh lings and banlings to move through but i'm not a huge fan of this position but macro hatch is fine i really like it when players recognize the fact hey i have trouble spending my money in this matchup let me just get a macro hatchery that way i can spend my money money rather than floating five, six hundred minerals the entire way through. This increases my production and is a good thing. Fort and fifth base being taken at the same time also is quite standard. Ling run by is already being set out on the map as well. And the creep spread here at seven minutes is, it's honestly fantastic. I am very impressed by the Zerkes play so far. Worker count at 75, bainling speed is on the way, one one on the way. We have a run by setup. We have creep being spread. We have the appropriate amount of bases, money is being spent, bailings are being morphed in time. We have five bailings here moving on in the top side as well, going in for a run-by. And here comes the first push-out. Now, this should be capable of clearing at least a little bit of creep. So we should see a scan here, I think, that they've got the creep. And maybe with some good target fire, you could also take out some other things. We're going to move into the first point. Here we go. Okay, balings move in. We saw it. Immediately transfers the workers very quick response here out of Chawaz. are. And that is exactly what we want as well in this type of situation. So that is perfect. So far, you haven't really made any major mistakes. I'm sure your initial push was a little bit delayed, but you responded to everything in time. You haven't lost any halions yet. You've only lost that Liberator. But this is the butt. You haven't dealt any damage either. And you opened up with a two base opener with six heli, sorry, yeah, yeah, fast delayed third command center, so basically a two-base opener, into six helions and a single starboard unit, fast marines, and so far, you have killed nothing. You've killed three banlings and two lings. That this is not good enough. If you are investing heavily into your early game, you need to do something with your early game, otherwise you're just going to end up behind. And that is just what happened here. And it feels like you haven't made any mistakes, and you really haven't made any large mistakes where you mess up or you walk your entire army into banlings. But that doesn't matter. Right now, at this level, at Masters, you also need to do something. Not messing up isn't good enough anymore. You also actually need to create good moves. And I think this is something you're not quite understanding because you're like, okay, well, if I just sit at home and I don't make any mistakes, life seems pretty okay for me. And I mean, sure, this is fine, but you're going to have a good time against this type of run-by as well, most likely. But you're giving the opponent so much space, and the one thing you can do against Zerg is giving the opponent space. Because if you give your opponent space, the creep is going to continue spreading. The drone count can continue rising. Investation pit will get thrown down. There will be quick HiveTag. Tech, Hydra, then. More bailings will be created as well. And it will be really easy for Sirk to set up any potential runbys too. Now, on top of this, the fact that you're not dealing any damage wouldn't even have been so bad had you built a really fast fort base and decided to kind of just bunker down on four bases and go up to higher tech yourself but the way that you're playing this is almost with a semi three base all in like you're building a lot of units a very late fort base here at the nine minute mark only while floating one k minerals by the way um but you're not dealing any damage so once again it feels like If I look at your army and at the state of the game, it feels like you want to be aggressive, but then instead of being aggressive, you just sit at home the entire time. This is the first real creep tumor denial that we're seeing in this game, and you get pushed back immediately because your opponent, well, it's pretty easy to respond to only a single threat on the map at a time. And that's what you're doing. You're sending three meta vaccines like, oh, that didn't work. Let me just go back home. Now, Ling Runby goes in. Luckily, you still have 10 Marines idling in your main base. You also have 10 Marines Eiling in your natural for whatever reason. It's another Ling Bane run-by gets sent in. And look, I'm completely agreeing with you. These Ling and Ling Bane run-bys or whatever it is aren't really paying off in a big way for the Zerg. But they also don't really need to. The Zerg is alive. The creep is expanding. Extra bases are being taken. And he is stacking into a higher tier right now with that hive. We're going to see an Ultralisk cavern being built as well. So the Zerg is basically setting up for a late game while you're still, well, trying to get your Fort Command Center built. Like, this is not an even game anymore whatsoever. Your opponent is already starting a bank and you, well, you're not. You're not even maxed yet. Don't have, do you even have your extra barracks on the way? You're still on five barracks at this point in the game. This is a painful run-by for the Zerg once again, really not dealing too much damage. But even this type of trade, I think is fine. If you have this much map control, you can just kind of trade some units away. We see the overall resources lost app is actually relatively close. And that was the thing that I found really funny in your imbalance complaint form, of course, is that you mentioned that the bailing has way too much value. And I think the bailing, it almost always trades cost inefficiently, but because ZERC usually has more money, that is okay. And that is the case here, except this time around, Zerg actually is training somewhat well as well. Taking a seventh base, I think this is. One, two, three, four, five, six, seven before you even have your fourth base landed. I mean, you're just sitting here and doing nothing. I actually, I think this is the issue with you. This is what the issue is. Listen to this. A good way to look at it is to kind of think of StarCraft 2 and compare it to the 100-meter dash. Okay? So if we would have the Starcraft 2 leagues, you have your your bronze players. These would be the people at the 100 meter dash that would show up after the race. So often just showing up in the bronze league is enough to get your win. Then you have your silver players. These are the people that spend the entirety of the foot race complaining about how loud the starting pistol was. They might get lost on the way to the finish and all of that good jazz. You have your gold people. Now, these are the first people that start. moving in the correct direction. They know generally where the finish line is located and most of the time they will get there. Okay, but at this point you don't have to put in too much effort yet to win. We're moving up to the Platinum League. Now these people are, it's starting to look like running. Most people have stopped crawling at this point. Some are walking at a higher speed even. So, you know, it's starting to look a little bit like sprinting at this point. Then we hit Diamond and here I think most people will be wearing shoes already. The speed is picking up. But you, my friend, are in none of these leagues. You've passed these already. You've passed the bar of each of these individual leagues. You now are in Masters and here people show up in time. They wear their shoes. They know the rules of the game. And it's the same in StarCraft too. Just showing up, sitting back and waiting for your opponent to mess up massively. It's just not going to happen that much anymore. You need to force mistakes out of your opponent, and you're not doing that. Sure, you're not making that many mistakes yourself. Delayed Ford base, your initial liberator is a bit so-so. But the real issue is you are not forcing any mistakes whatsoever out of your opponent, while your opponent is trying its best to make you mess up by sending in Ling runbyes, by keeping pressure on you, all the while expanding behind it and creeping the entire map. So usually in your diamond league or in your gold leak, you'd have one of these three things happening, right? So either the opponent is expanding or they're creeping or they're attacking. But at this level, all three things are happening at the same time. And you are doing nothing. There's no pressure on the opponent. You're not denying any creep whatsoever and you're not even expanding that fast. So you just do every single thing that your opponent is doing. You're just doing it way less successful. And that is why you're so far behind right now in this game. is your opponent has a completely free game. He's not being obstructed whatsoever. And you're just going to finish, well, if it was a 100 meter dash, five, six seconds later than your opponent. And let me tell you, 100 meter dash, five, six seconds is a lot. I know. It really is a lot. It feels like a lifetime if you're the guy that is six seconds late. You once had to run these things for high school. And we had one kid that used to run for fun, you know, in his free time as well. It was actually ridiculous and it was depressing to have to run against him. So I can kind of feel what you're feeling in this game. And so, you know, I understand that this isn't fun. And you set up for a fort base, you absolutely blast it. Like, he was ready to pounce on this. This zergs game plan is just a pounce on your fort base when you try to take it to trade somewhat inefficiently, but it doesn't matter because he's outmining you in such a big way. This is even still pretty good trades, honestly, for a Zerg. like Zerg has a difficult time trading well they really really do you added your extra barracks and you're adding a fifth command center as well at this point but you're still not really putting in any look at this adding liberators at this one you're just completely turtling up and I'm all for turtling up if it's a bad situation but if you're turtling up you'll need a faster forward base you need to take a faster fifth as well in order to get that eco you can turtle up on bad eco, because then your opponent can continuously throw units at you, trade poorly and still win. And that's honestly kind of what's happening here. You pick up your units, interesting call. Every single tank is going to get taken out as well. There's a lot of tanks in this army though. I also find it kind of funny that you were talking about micro while literally the only micro you do is just running away from units. It's not like you're splitting and trying to maximize your damage output out of your Marines. I take a look at that last fight here. Like, this is not a Terran army that is, you know, splitting into little chokes and trying to find ways to maximize the marine output. At this point, you're literally just running. You shoot like twice and that's it. But there's no splits, nothing moving behind the wall, nothing to the side. You're not forcing banlings to explode onto single or, you know, double marines. Like, you're just literally running your entire chunk. And every now and again a bainling hits and you lose like, well, what is it? 5, 6, 10 supply. Resources lost is actually even. So saying that the bailing has, you know, it kills too much for what it costs, too much value for its cost. It's not actually true. All that, you lose your command center as well. This has just been a terrible sequence of events. At the same time, your opponent has the creep in your face. You have taken out 20 creep tumors in total in a 13-minute game, and like I said, this would be fine in. In the diamond league, this would be fine, in the platinum or gold, silver or bronze. But in this league, that is not okay anymore because right now there's 86 creep tumors on the map already. And I don't think that number is going to get lower anytime soon. Your opponent also figured out that you can just continuously be building more and more banlings to just burst this position. As long as you don't have a fort base, there's no real reason to panic because, well, he's taking his eighth base. Oh, and I love this move, by the way. Look at that. Taking the base closer to the Tarrant to try and mine it faster. Sisyphos. Sisyphos has a real game plan and is also using it relatively well. So it just forces another lift-off, make sure that no planetary can be built here. It's not a super efficient trait, but it doesn't really matter. Good run-bys as well. Even saving these units? Man, this is better than the average Protoss controls their Zellad run-bys. Average Pro-Los on the pro level. The safety pretty cool. Almost feels like this Sisyphus is in like a different league. I don't know to say he's smirthing, but he's definitely outclassing you. That's how bad this looks, is that I'm considering this smurfing. He's really just playing a fabulous game at this point. I'm not even quite sure why you're still in the game. Like, you've lost at this point, but you're still holding on to your rules from back in the day. You know, as long as I don't die, I still have a chance. my opponent is going to attack into me at some point and will completely ruin it because everyone else is idiot and I'm smart and I can defend everything. And actually your opponent does attack into you. But look at that! Look at the amount of constraint that this Zerg is using. It would be so easy here. Imagine being this Zerg. I'd feel like the Zerg here would have more of a justification to write an imbalance complaint for him. Like, hey, how's it possible that Terran, after doing absolutely nothing all game, not being capable of landing a fort base while I'm taking my 8th on his side of the map, having the entire map covered in creep. How is it possible that I'm not capable of killing my opponent yet? Why does this guy believe at this level that he should stay in? Like, isn't that imbalance the fact that Terrans believe that they can win a game like this? That is the real imbalance. And I'd be a lot more sympathetic with that type of complaint because that does feel a little bit ridiculous. Oh my god. How is this even possible? This is off-creep. You have tanks behind you. How do you lose 12 marines to six banlings while fighting with your entire army against like one-third of your opponent's army? Oh, good Lord. Honestly, the Zerg has been controlling the last two fights a little bit less well, but still is in a completely fine position. Now the Terran finally gets a planetary up, still a base in the main base. hasn't been morphed into anything, could turn into an orbital, could turn into a planetary as well. So a couple of creep tumors getting denied right now. You're not sending out a single drop. You're not sending out, well, basically, you could also maybe just nuke something. Just any type of pressure to the opponent would be huge. Ling run by on the right side. I just love this. Just setting in a single and checking, hey, can I attack over here? No, I can't. Can I attack on the left side? No, I can't. This is a ninth base being taken right now. So we're currently working nine base against, well, three, because this base isn't even there anymore. 87 workers, greater spire on the way, burrow, range. Literally everything is being built at this point. More ultras as well. And yet you're still staying in the game. You actually still are staying in the game. Six mines, 13 ghosts, six marauders. I think your army, honestly, isn't even that bad. And if you can survive on an army like this, and you would have had maybe four or five extra command centers, and your opponent wouldn't have the entire mapping creep, and this base wouldn't be here, and this base wouldn't be here, and your opponent wasn't maxed, and wouldn't have 2.5K minerals in the bank, you probably still would have a chance. So what I'm trying to say is that if your opponent would go AFK in the next three minutes, you destroy his army entirely while your opponent is AFK, I think it would be about even. And we'd have a real fighting chance. This could potentially be a good fight. Ooh, good splits there on the Bains, man. Why does... Poof! I want to see those splits again. Planetary gets taken out. Look at these Bane splits. Look at this. One, two. Hoo-hoo-hoo. Poof! Four directions, baby. Four directions. This Zerg split more in this. one fight, then this Terran has split in the entire game. The only micro that I've seen out of the Terran so far is running away, and that is not micro. That is, however, my strategy, if I ever get into a street fight, and then if I have to file a police report after, I'll say that I out-microde my opponent as well. Sir, you say you out-microde your opponent? Could you define that? Well, I ran at full speed. I learned that from Shahwazar. I probably get kicked out of the police station. But, yeah, this... It's actually kind of funny that you talk about ghost being a micro unit, and I see you. Look at this. Look at this. I can remove everything here. Everything is selected in a single control group. Look at this. Is the mine in there as well? Yep, mine is in there as well. Metavex, mine, ghost, Marine Marauder, a very diverse army that requires separate control. But you put everything in one group and then just run it back anyway. you were to put everything in one group so it makes it easier for you to split, I would understand that. But you move this group as one unit and just micro it away from the fight. So yeah, a little bit debatable to call your opponent out on not micro-ing. Well, I've actually seen some pretty decent splits, dodging minds, in general just calling the fights correctly what needs to be done. Don't forget that when Zerg engages into a fight with their army, they don't know what's behind it. And that is often the scary part of as a Zerg player in this matchup. You don't know if there's five tanks or seven mines up there still. It's just a really, really scary thing. Trigger some of these mines. Here we go with another fight. Planetary on the left side must have been taken out like three times as well at this point. A couple of these lings and bains being sent in ahead of the army trying to clear lines of mines, just like the mine defense. We get a pretty decent job at that. Honestly, I think the control of the Zerg is actually quite good. I also think the macro of the Zerg is quite good. I think the Zerg is, what, on 10 bases now or so? This base being built, yeah, that's going to be the 10th base. So it's 10 base against 4. And the entire map is covered in Creep. Look at his ghost. They're going to get taken out. No splits, no splits. Still running, still running, still running. Evens, look, look this. Splitting off these bailings towards the bottom side here to make sure that not everything gets caught by mines, anticipating what's going to happen in the future. freaking Nostradamus over here with the calls, man. This is fantastic. There's no way the Zerg is this level. He's just completely out playing Chorazar in this game. It's actually insane. Choirzhar, by the way, still staying in the game, despite, you know, not bothered by the fact that he is down. Well, actually, let's count the mining bases at this point. We'll count this as not a mining base, and we'll count this as half a mining base. So that is half a mining base against, Well, one, two. But potentially, actually every single base on the map right now could potentially still be mining. And a lot of them are mining. It's like literally six base mining or so. And it has been like this for a long time. Overall, the resources lost that, by the way. The one thing that the Terran complained about was the cost of the bailing. The cost compared to the value of the bailing. This is the one thing he complained about. And this is the one thing he actually is ahead in. is in the units lost. Our Terran player lost less units, at least resource-wise, than the Zerg. And also probably in actual unit numbers, because lings are very small and only have supply. Now, this probably is, well, once again, the final fight. I feel like I've been looking at final fights for the past 10 minutes already, and just waiting for Chalajar to also realize that it's the final fight. My friend, the troops... No, Gigi. Okay. I dig it. So it actually was the final fight this time. Leaves without a G. Sends in an imbalance complaint form complaining about banlings being an AMOVE unit while continuously moving away with ghost. This is an unbelievable imbalance complaint form. The question on there was, I'm really curious, what can Terran do to beat this? Now, what can Terran do to beat this? It's a relatively long list. So, first of all, if you open up with an, aggressive opener, you invest into your aggression, you need to deal damage with that. Or you need to force so many units and in that way inflicts inflicts some type of indirect damage. Otherwise, if you're incapable of dealing damage in the early game, you're not good with the harassment, play triple-CC builds. Double Benchy, eight Helion, four Helion into a two-on-one type of deal with a fast third CC, these builds, you don't have to deal as much damage with in the early game because you have a very fast third CC yourself. You're going to be able to also get a quick 4C with that. And then you can really turtle up on these four bases. If that is your play style, you should be switching up your build order. If your play styles to be really aggressive, your opener and your follow up makes some sense. But if you don't know how to use Halleons aggressively and your plan is to sit back and do nothing, then sit back and do nothing, but do it on a better economy as well. What else is there that Terran can do to beat as well? You could consider splitting your units. You could consider getting mines a little bit faster as well. Sensor towers are good to know where the army is coming from. Do I actually need to continue going on? Targeting with your mines could be useful as well. Targeting with your tanks. I haven't really seen that either. Most of the time the tanks were just shooting at lings rather than at banlings. Like there's literally an infinite amount of things that you could have done better. You could every now and then move on the map to try and deny some active creep tumors. I actually think that literally everything that Terran can do could have been done better in this game. You did nothing even remotely close to a high level. And your opponent was actually of a high level. You played against an opponent that knew how to tie his shoelaces, that knew how to run. He ran fast. He finished that 100 meter dash. seconds and you my friend you got lost midway through and still looking for the finish line that is an issue that has nothing to do with Terran that is nothing to do with Zerg no my friend you just suck that's the the hard hard reality all right that's going to be it for me today thanks everyone so much for watching this uh episode of is it imba or do i suck do you think that you found some real imbalance and you believe that you finally have me bested make sure to send in your own imbalance complaint form. In the description, there's a link to a Google form or whatever it's called, fill in your replay, your information, and maybe next week you will be the one who gets judged. Don't we all want that in life? Being judged. Thanks so much for watching. Subscribe, like and bye-bye.


Cooking Advice With Harstem | Is It Imba Or Do I Suck

Welcome back to Is It Edible Or Does My Air Fryer Suck. Sadly not sponsored by a big Air Fryer Manufacturer, but we are working on that for sure. Sit back and let the maestro of cooking analogies take over your mind, to tell you to like and subscribe!  If YOU want to file a report feel free to use this form: https://forms.gle/UMK1udoo8Cfunnpt6  IODS Playlist: https://www.youtube.com/playlist?list=PLbVNzAA7sXzCMxebUrgKN9dcsWlgQQmGf  Discord: https://discord.gg/uMssEXf5g7 Patreon: https://www.patreon.com/harstem My second youtube channel: https://www.youtube.com/channel/UCmwOm-YjCmcddE9xe9sEpUg Twitter: https://twitter.com/HarstemSc2 Twitch: https://www.twitch.tv/harstem Instagram : https://www.instagram.com/harstemsc/  Editing and Thumbnail by Hamster_Designs: https://twitter.com/Hamster_Designs  #harstem #SC2 #StarCraft2

Dear Harstam, the CIA can't be stopped. Charged Lot Immortal Arcon timings. Normally, I would not blame balance, as I like to ponder, what would a pro player do? And try to overcome the problems in my play. However, this time is different. I fought against the same 5.2K Protoss player, a friend, on the latter, who went the exact same two-base Charcelot Immortal Arcon, also known as the CIA, A, all in, for all six games we played. I lost every single time. I know it's coming, but I can't stop it. Even when I noticed from the replays and try to exploit the lack of early units in his build, he still managed to barely halt and then overwhelm with the K.O. timing attack, despite having lost all his workers at his natural. It's ridiculous. He gets five immortals, a couple of Harkons, and then eight gate endless char slots with plus one, and he just A-moves at around the seven. to eight minute mark. Pure Roach Reveager dies. Roach Reveager Baines and lings dies. And it's not like I can really tack to lurkers that early without leaving gaps in my build order. I know my control on these fights aren't great. But is that really the only thing that is screwing me over? We're both playing from Asia to the NA server, so there's some lack, question mark. Am I getting too many drones? Question mark? Is my unit combat? Question Mark. Is the only way to hold the push to somehow snip the war prism? Question mark. How is it that I can have complete knowledge of what is coming, but still not be able to stop it? Question mark. I asked him what he thinks I should do, but even he is clueless as to how Zir can beat it. He says he copied the build order from Astrea in a game where Solar died to the timing. I am frankly at a lost at how to handle this build. Please advise me, Captain. is it imba or do i suck i have six replays of me trying out different things against this build i will just submit the one in which i held the longest with a proxy hatch blocking is natural to slow this build this was written in parentheses at the bottom of the imbalance complaint form the person who submitted it is called quote i think race is Zerg the league is master is a 4.8k player at the time of writing on the north american serk So that being said, let's hop into the game. Coat in the top right as our red Zerg player with this beautiful blizzard employee spinning around the hatchery and in the bottom left we have Leo. A beautiful three letter name. I think Leo also means lion. I'm not quite sure if that is true, but that's my feeling with the name. It's the name of a lion. That's for sure. This guy is opening up with a Gateway Scout which is extremely enlightened and I like it. At the same time we see this this, this dream. this drone move around the map and actually trying to get the block that we were talking about or that the guy was talking about in his imbalance complaint for him. So, so far this actually looks good. Just straight out of the Bly playbook, a classic third hatchery on the opponent's natural. Now, many people might not be aware of this, but there was a time in StarCraft 2 where this was relatively common and I want to kind of do a throwback there to the Sue games at Intel Extreme Mastres Katowice in. I want to say 20, 19 or 2018, I think it was 2019, where every single time against Protoss, or at least a lot against Protoss, he would open up with three hatch before pool, with the third hatchery not being on his own third base, but on the opponent's third base. And because of that, I have quite some experience with this build, at least from the Protoss side. I know how to respond with it, and I know what's annoying to play again. So as a Protoss, the appropriate response tends to be to pull four workers and to Krono boost a Zealot out. That way you can take out the hatchery without it finishing and without there being any creep whatsoever on your natural. And that is obviously the entire goal. The Zerg, if this hatchery goes down anyway, most likely still will be slightly ahead. It's a good situation for the Zerg, but only ever so slightly. And as the Protols here isn't really pooling a lot of workers, I think here it would be the correct call to actually finish this hatchery. That way you can delay the opponent's nexus for a long time. A with the creep. And at the very end, because some larva will spawn from the hatchery, you can build overlords from it. Ooh, Evo chamber. Hatchery cancel into building an Evo chamber is probably a good call if you're being attacked by four or five workers and a zealot, and you can't finish the hatchery with a lot of HP, like with 3,400 HP. So I think this was a mistake and it kind of defeats the purpose of the build. You're not actually blocking this Nexus for very long with it. It is still a reasonably time block and you save a lot of money because you don't finish the hatchery. But I actually would have preferred you finishing the hatchery there. But this is a minor detail. I still think your opening is fine. Your opponent is getting a second gate as well, which is quite frankly terrible for Protoss. Whenever a second gateway gets built, oh no, never mind. There's already tech out. I was going to flame him for getting a second gateway before attack. But this Protoss actually knows how to play the game. He lost 5-2 as well, so that makes sense. No, this is a proper thing. He is slightly supply block, so the prism is delayed, and that is bad, obviously. We also still see you mining with two workers in gas. This is kind of stupid, and this is especially bad because you already invested a lot of minerals into blocking your opponent's hatchery. The moment you're mining gas early in the game, there needs to be a plan with that gas, because gas is a very expensive resource to get. I've discussed this many times. But the only way for any of the races to gain economy is to spend minerals and to get minerals. So more minerals means more economy. Queens, overlords, drones, hatcheries, extractors, anything that can create economy requires minerals. So the more mineral mining you have in the early game, the better it is for your economy. If you want to become more aggressive in the early game or you want to attack quick or get quick upgrades, getting extra gas is very useful. But right now you're floating 160 gas, which you don't need at all. Like what are you going to get? A bainling nest? A fast plus one? You want to rush to layer? No, of course not. I like the Roach Warren, but you don't need to have 300 gas ready by the time that Roach Warren finishes. That is completely useless. You can't produce freaking, what is it, 12 roaches at this time in the game. You don't even have the minerals for that. So the ratio between the gas. and the minerals right now is completely off. And usually I don't mind that much, but you're a 4.8K player that is high masters. You're probably pretty close to Grandmasters, especially on NA. You should be aware of how the mineral to gas ratio works at this point. This is kind of sad. Now, if we look over at the Protoss, we also see that Protoss has a lot of gas, but for Protoss, this is understandable because the race works differently. Often for Protoss, you need to initially bank up gas so you can later either use it in Sentries if you're going for some type of two-base push or for Templar, Colossi, Disruptor, or later on upgrades. You can't as easily just take eight gases at the same time, saturate all of them and get an insane increase in gas income like zergan. You're also getting a bailing nest after you get the Roche Warren. And this actually is a mistake. And I'm going to explain this. and I will draw an analogy with moving into a new house. So when you leave your parents' house for the first time, when you're maybe 18 or 26 or 35, no matter how old you are, you will be facing the reality of having to buy a set of pans and pots. Everyone needs to buy these because you need to cook somehow. Now, the Roche Warren is kind of the five or seven pans and pot sets that you can get at the IKEA. Okay, it's a very useful thing to have. You're not a great cook most likely. So they will absolutely suffice. Like this is your primitive pots and pans. Nothing too fancy. It's the same in Stargerton. The Roach Warren, it helps you defend against most things extremely well. The Bealing Nest is more like an air friar. It is a very specialized tool that should never be your priority. And if you have limited funds, like you do right now, as you're only on 41 workers, you can't afford an air friar at this point. You can't afford this bailing nest. We should be sticking to our IKEA set of seven pots and pans. You know, you get your sauce pan, maybe two frying pans, and then two of these pans with the pots with the lids on it. You can boil your potatoes in it or make some nice soup. This air friar is way out of your budget at this point. On top of that, you're also taking a second gas, which is kind of understandable if you're getting a bailing nest, because you obviously want to be spending the gas, but you shouldn't be getting the Baining Nest, and thus you probably also should not be getting this gas quite yet. You want to be getting this gas as late as possible to once again increase your mineral income for as long as you can. Another mistake that you're making right now at this point is that you don't have a ling over here, scouting for anything. So you are extremely aware that your opponent does not have a third base, although I wouldn't mind if you scout around a little bit to make sure there's no proxy base, but you are not quite sure if your opponent is moving out or not. So that means that you're forced into building units that you don't need whatsoever. Your opponent isn't moving out. The beauty of Zerg is that you can respond to what you see. You don't have to blindly do things. You literally always have map control either with over... Where's your Overlord, by the way? It's not there. I guess it got taken out by the prison maybe. Prison and a stalker. Perhaps. Anyway, with lings, you can also see a move-out happening. By the time the Protoss leaves here, you have about like what? 35 to 40 seconds before this slow, sluggish army makes it way to this position or to disposition. Plenty of time to get roaches out to morph ravagers to morph baines. Morping revergers and baines ahead of time is completely nonsensical. There's no point. The morph time of these units is so low that if you have a scout here, you will always be able to get these units out in time. So these are resources that you're investing into something that you cannot be using yet. it just makes absolutely zero sense. Like you're just wasting money. You could either be getting more drones. You could be getting more queens. If you're not sure what's happening as a Zerg player, but you want to be safe, what you can do is you can build drones and queens. And if you already have like seven to eight roaches like you do in this case, that's great because then the moment you see your opponent move out, you just morph your roaches into Reviters. You start unit production. You have the maximum amount of drone. drones that you can have and you have a creptone of queens, which are great at, well, everything really. Defense, offense, spreading creep, transfusing, keeping yourself alive, killing air units, killing ground units, tanking against ground units, tanking against air units. They can inject, so provide more larva as well. They look pretty cool. And you have to do massive things on their head. Like five arms or something like that. They could really beat you up in a fight. I'd like to see the queen against Floyd Mayweather. And when I'm talking about the queen, I'm not talking about the old British lady, because I think Floyd Mayweather would definitely have that. But, you know, this queen, the desert queen. I don't think Floyd Mayweather would be having such a good time, especially if there's a couple of carapace upgrades on this. Take a couple of hits. So now this army moves out. And this is when you should be building you. So you probably should be, you asked, did I build too many drones? And I think the answer is no. You didn't build too many drones. maybe you even build too little drones, but most importantly, you build the drones that you built too late because you were too focused on building banlings, roaches, mainly banlings and ravagers, and other things that you didn't really need at that point in time yet, which you could have known if you just had scouted. So your opponent starts moving out. I actually do believe you have a fairly good defense setup, honestly. Like, despite the banling nest being a luxury earlier in the game, seven minutes in on 60 workers. Yeah, I think getting a couple of banlings is fine. Now, I do have to admit that getting 25 banlings against a push like this is a bit much. The banling is one of these units where it doesn't really matter whether, especially if you're trying to kill zealids. It doesn't matter so much if you have 10 or 35 in this case, because you're most likely going to be capable of blowing up the zealots and you won't be capable of blowing up the Archons. You can only blow up the Archons if you have such a huge eco lead that you can afford throwing 40 banlings into an army and then everything explodes at the same time. But if you can't clear an arcon, then, well, there's no point in getting more than 10 banlings maybe. So a lot of these banlings are kind of wasted defensive units. It could have been more revergers. This is a pretty decently sized error, and I'm going to be kind of nitpicky here because, well, let's face it, you're supposed to be pretty good. 4.8K MMR. You see your opponent move on your creep. You have a position with Ravagers and with Bainlings. One of the many strengths of the Ravager, and the Ravirder really does have very many strength, is the fact that you can hold ramps extremely easily. The Bial is a great zoning tool, probably about as good as the force field or a storm on us. Well, okay, storm is better. I take the part about the storm back, but it is a freaking good zoning tool. You can keep this ramp for a little bit, and time is on your side, you know. there's no third base yet. You're up about 20 workers. You're outmining your opponent by 700 minerals a minute. That equals about like five spine crawlers, I guess, if you include the cost of the drone as well. So every minute that you stay alive, you can add five spine crawlers into this army or into this defense while keeping the same army production as your opponent. Just put that in your mind and think how crazy that is. In two minutes from now, you'll have 10 extra spine crawlers and there's no way this pathetic little army is ever going to be breaking through. Back into the game. So you should have held this ramp. And also these banlings, the moment these zealids walk up, like the complete idiots, like they are in this case, the zealids should die immediately. They kind of do die immediately. Your roaches and rafters are kind of behind. Your queens aren't tanking. And you throw away all of your banlings. Okay. This was a bad fight, but yet you're in a good situation. situation. I'm going to explain to you why this actually was a bad fight rather than just calling it a bad fight. It's always interesting to know the reasons why. Like I mentioned before, the use of the bainling here is to blow up the zealot. Once you're done with blowing up the zealots, you can save these bainlings. Let's go back to our air fryer analogy here. Imagine you want to fry fish sticks in your air fryer. Okay? So you fry these fish sticks in your air fryer. You eat the fish sticks in the air fryer. You will still keep the air fryer because it is still working. You will not throw it out saying, well, I ate the fish sticks today. I have nothing to put in my air fryer currently. And thus, I will throw my air friar in the trash. And it's the same with the banlings. You wouldn't do that with an air fryer. You wouldn't do it with the banlings. Your banlings are still in perfectly fine condition. You can just send them over here. Save them for the next Zellet Warbin, which you know inevitably is going to come. Bainlings are your tool at defending the zealots, your roaches and ravagers and your queens, are the two at defending absolutely everything else. The Aracons, the sentries, the immortals, but just the zealots, it's really nice to have banlings against these. Throwing them into this army, look at this. You're barely even doing any damage through this immortals because you're busting through the barrier. There's really no point. Now, these immortals with plus one, absolutely ripping to. through your roaches as well, of course, at this point. And with the zealids tanking, none of these units are really dying either. I still think this is a very playable position for you. I actually believe you're kind of ahead. Getting the bailing speed upgrade at this point is interesting and I think a mistake. I much rather have roach speed, which would make kiting easier, rather than bainling speed. Look, your bainlings are going to be exploding on top of the zalids. you're not trying to catch high Templar with a flank from the back. It's really not that difficult. Save the gas that you're investing here and put it into more revergers instead. Put it into road speed. Hell, get more queens, although those don't cost gas. You also spend some minerals here. You're floating a crap ton of money. You could be building three queens at a time and pull all of... This is a brilliant trick that especially lower-level Zerg players, and I'm just going to say it, a 4.8K Zerg player apparently also isn't aware of this yet. If you're in trouble, you can pull all your active queens that are currently injecting hatcheries. You inject once with them, then you pull them downstairs and you just build new queens. And that's completely fine. And you can repeat this trick over and over again. And your queen count will continue to grow forever. And you will hardly miss any inject. I think you'll miss like, what, 10, 12 seconds or so of an inject round. But because you're spending money on queens is most likely fine. Here, once again, the zealids move forward. This time your bailings are stuck behind this massive, fat, piece of royalty. lings stuck behind your roach army as well. So the zealots tanked a lot of the initial shots. And I don't think your transfuses were too hot either. They will actually need to kind of take it a little bit slower here. So if we count the amount of transfuses available, we see what? There's three over here. There's four here. There's two here. There's zero here. Four plus two plus three. Every time I do mad hamster makes fun of me. I think this is third. I think we have 13 transfuses. 4, 4, 2, 3. Yeah. Let's count how many you actually use. So this one died without using a single one. That was 4. So out of the 13, we're already missing 4. This one dies with 3. So we're now missing 7. I think I just saw a transfuse be used here. That's 1. That's 2. That's 2. 2. I think 2 or 3 transfuses. It's difficult to count. There could have been a lot more health here on these queens or on the roaches if you want to heal those, of course. You could even be transfusing lings if you really want to if you're such a tryhard. Still floating a decent chunk of money as well. Might want to just spend it on getting a couple of drones at this point. It's probably worth it. Evo chamber. If you're building an Evo chamber, you're really investing in the far future. I wouldn't mind if you just use it to block units, but actually to get upgrades in your main base. Like that's two minutes away from now. I think you can spend that money more wisely. But at the same time, you're floating so much that maybe it's fine. Getting nine more banlings. I kind of like getting some banlings. I wouldn't mind seeing some more revereters. Once again, you're not really guarding the ramp ever either, which I think is one of the biggest mistakes that you've made so far this game. Oh, now we see the bainling speeds. So they will be useless at high speed. Look at that. It's like driving a Porsche into a wall. At least it was fast. Very nice. yeah, at this point you're dead. I mean, you have nothing left. His entire army, I mean, he's five immortals. He's going to bless every single roach that you have. And this is basically just because you fight like a bit of a clown. There's really not too much to say about this. Your early game wasn't very tight either. Yeah, I mean, you stay in for a long time as on. This is a massive copium here out of you. Gigi, at least you do Gigi. Then you leave the game. Wow. Leo wins. What actually was it that you completely? about exactly. So you weren't sure what to do. That was the main thing. What would a pro player do? And then you bring up that Austria beats solar with it in one game. Now, this is one of these things that absolutely pisses me off. Pro players lose all the time to certain strategies. Okay. I could, with this type of logic, I could pick one build where clam beats a player and we're like, look, even another pro player couldn't hold clams, whatever, eBay block into Tourex pressure. which isn't a very good build, but just because Klam won with it, then all of a sudden that's an argument. I don't think that is quite how it works, and I don't think it's quite how it's supposed to work. So that's an argument that I immediately will just say, I ain't buying it. What else was there? How is it that I can have complete knowledge of what is coming, but still not be able to stop it? See like this. Imagine you're boxing against Floyd Mayweather, okay? And he says, I'm going to punch the rights. side of your head, which is this side of my head. It took a little longer than should have. And then if you put up your arm on the left side like this, I'm not sure how you're supposed to defend your head in boxing. I never did boxing. And he punches your right side. And then you go, I knew exactly what was happening. I had full knowledge. Yet you knocked me out in one hit. How is that fair? He just laugh at you and probably walk away. Because it's kind of an idiotic thing to do. You had complete knowledge of what was happening, except you didn't really. know the moveout timing, I guess. But you just didn't respond properly. You took your gases way too early. You built units way too early. You could have built way more drones earlier, getting more money initially, and then later on start producing units. Your queen count was too little. You didn't use the transfuses. You didn't use the ramp control that you had with the ravagers and roaches as well. So there's lots of things that you were lacking. The spines were in a truly terrible position. If you can have spines attacking the moment units come onto a ramp, that is a fantastic thing because then the protels is naturally forced to either stutter step forward to kill the spines moving into your banlings as well or the protels is forced to stand in a small concave on the ramp where not everyone can shoot and the immortals will kind of start dancing you know kind of behind one another which altogether is just a bad situation so honestly I don't even think you play too bad like some of the things you did were good I mean you built units and you realized it wasn't Al-in, but then at the same time, your micro, your army composition, your build-up, your scouting of when the move-out was, yeah, it just all sucked. And if you're playing against a well-timed all-in, which this was, someone that follows a build order properly, and you don't defend properly, you make six, seven defense in the defensive execution, that is on you. That is not imbalanced. That is how the game is supposed to function. If you don't know when an all-in is going to hit and you don't defend properly when you do finally get the knowledge, yeah, you're supposed to die. That's not in balance, my friend. That is just you. Sucking. And that's going to be my verdict for today. And you have to do with that. Thanks all so much for watching. I hope you did enjoy this episode of Is It Inba or Do I Suck? If you did, don't forget to hit the like button. Subscribe to the channel and hopefully I will see all of you next time for new videos just as high quality as this one. So yeah, thank you and bye-bye.