I FORBID YOU To Watch This Video @Lambo! | Is It IMBA Or Do I Suck?

I'm serious Lambo. Do not do it! Your health is at risk here. Go away again!  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, ZVP is the most stupidest matchup in the entire game, and every time I play it, I lose several brain cells. The most stupidest matchup. It's either the most stupid matchup or the stupidest matchup. This sentence is the most stupidest in this entire imbalance complaint form doesn't work. It's just the stupidest sentence. Anyway, let's continue. Here is a fun fact to entertain your StarCraft bodies. Did you know that Voidreys counter hydras, question mark? They are faster than hydras, tankier than hydras, they can thicken beam to do more damage, they fly around terrain like Muralisks, and their voice is deeper and manlier than mine. I'm not quite sure what the last part has to do with the Hydra Lysk and the Voidre, but apparently these guys are a little bit insecure about his voice. As it turns out, Voidres can also act like Muralis, except they're better, because instead of killing workers, they can kill entire hatcheries in one go. It's so stupid that the attack I make of three base can't kill a four base Protoss because the void rays can just kill all my hydras. And then afterwards he has enough void rays left to dance around the whole map like his Protoss beyond with 200 less APM. I was so frustrated at the end that I left without Gigi. What do you think? Is it RIMBA? Or do I suck? Name the cell race Zerg, leak diamond 3,300 MMR and the server. It's North America. All right, let's have a look at this, Mr. DeCell. Your opponent is called Fat B-O in a box, so a fat build order in-box or a fat build-order in a box rather than in-box. We're going to have a look to see whether that, first of all, there's a couple of claims in here, right? So the first major claim that our good friend, the cell makes over here, is the fact that the void ray is better than the hydra, that they counter the hydras. This is the first claim that I kind of want to say is not true. Generally, pure void rays do not beat hydras, unless you match them up one versus one. But that would be a weird thing to do because the hydra is too less supply and is a whole lot cheaper. Like that's kind of how most units work. Like you can also complain in that case that the Ultralisk beats the salad. It's like, well, yeah, like the... Ultralisk is better. One ultralisk also beats an immortal, but an immortal is still the counter to an ultralis. I'm not actually sure if an ultra does beat an immortal now that I think about it. And also, it's kind of weird because Zerg probably has the best anti-voydray unit in the entire game in the queen. This is a 150 mineral unit that costs two supply, which can be built of hatchery tech and a spawning pool. So it's easily reachable for Zerg, and it absolutely hard counters pure void ray armies. It starts getting a little bit worse once disruptors or storms are out, but against pure void ray, the queen is absolutely the best unit in the game. It is super cheap. It is very supply efficient. If you have four queens and each queen has one transfuse and you fight against four void rays with plus one, the queen still end up winning. While you have the supply, I doubt you'll lose more than two queens. Maybe if there's plus one on the void rays, you'll those two queens. But they also scale better into a late game because the more transfuses you get, the better they become. This is why at the highest level, we don't actually see a lot of void rays being built. We see void ray openers going into carriers and into disruptors and into Archons. But the amount of void rays that people build is actually very low. The standard build order right now that most Koreans are using and that most the top players are using, it's a four void ray into double or into triple Stargate build. Four void rays. That's a maximum because Protoss players at the high level realize if you build more than four void rays, you're just going to die against any semi-average queen walk. And that is not quite what you want. So yeah, I don't think the void ray is actually better than the HydroLisk. And if you would ask me how to counter HydroLisk with Protoss, the void ray would probably one of the last units I would mentioned, I'd say zealids, I'd say disruptors, storm do pretty well. Colossi do pretty well. I think we've pretty much had it at that point. Yeah, yeah, I actually think that's pretty much it. Centries are good in cutting them in, you know, in half, the armies in half. Maybe you can do something there, but in general, the void rate isn't actually that great. So we see an interesting build order here out of the Tossies opening up with a straight Stargate, skips warpgate all together, go straight into plus one air. Zerg player opens up with a three hatch and the Zerg player is of course the one we're really paying attention to, gets a creep tumor out and goes for the third base in a line. Usually on Burlingrad you take the forward base because it allows you start putting creep towards the middle faster. It makes it easier that if you are playing against the Stargate built, you can walk a couple of queens across the map. Generally quite helpful. It also allows you to start spreading creep easier to this area which gives you vision of these edges, makes it easier to counter Voidre's flying into bases as well because you're still going to need to take this as your fourth base you might actually struggle holding this base when the Protoss player starts popping with Voidres over here in between the fourth and the main base this is a really quick layer by the way this is a really quick layer it's going to cost him well at least a couple of drones actually down five drones at this point I think just because for whatever reason he decided to not get any to not really use any of his larvae here a little bit surprised by that. Double gas for the TOS after the third race. This TOS builder, by the way, is really greedy. He played this off of double adapt and he got the battery up. If there was any amount of lings being sent across the map, I'm pretty sure that this could have been a cancel or at least a deny on the worker for a little bit. The cell is aware of what's happening here. So that is something. Speed also finishes like a minute too late. Interesting. What is this sport? What is this? protecting. Hello? What is this? He's really keen on holding the extractor. If there was a single Oracle here, which luckily there isn't, this would be a terrible spore that isn't defending anything of value yet. Like, if you want to defend this extractor, you can just put it over here as well. Like, this is just defending less, it feels like. This is like an anti, I'm not even sure what this spore defense. I actually have no clue. Sometimes you see anti-liberator spores that are being played in really odd locations. You'd see like over here or something. But void rays aren't spores. So two voids are going to take out an overlord. And that's allowed. I think he lost one overlord at this point. Yeah, that's usually the amount of overlords, one or two overlords. And then you pull all your overlords back and you'll be fine. He's taking a fourth base. This is a three-base toss. I'll have to read this thing again. It's so stupid that the attack I make off of three bases can't kill a four base Protoss because the Voidrace can just kill all my hydras. Maybe he can't count? Maybe he doesn't understand what Zirgen-Protoss means? He's on four bases already and this Protoss is on three. I might have been missing something, but... This is actually going to be impossible to do. do a three-based push at this point. Fleet Beacon goes gone for the toss. I also like that he rushed out a layer to then just not tack anywhere. Look at this. This is absolutely beautiful. Rushing out a layer and then just keeping it idle for a minute. This is the type of resource investment you want in your life. It's super brilliant. It's like buying a car for your kid when your kid is 10. It's like, we'll just keep it around for when you turn 18. Like, why wouldn't just buy a car when your kid is 18? Now the car will just be sitting there in the garage for eight years. That's kind of what this layer is doing. It's just sitting there. It's losing value. That money that was used in the layer could have been used for faster drones. For whatever reason, this Zerg, without having built any units, is consistently, well, I know why he's down in freaking workers. He's floating 1,500 minerals and has 21 larva. How is this even possible? This is the one thing that always surprises me when Zerks do this. when they inject, but then they don't span the larva. The injecting is actually the hard part of Zerg. Like, if zergs complain about finding it difficult to inject, they say, yes, that is actually quite difficult. It's like an extra macro mechanic. But then once you have these larva, all you need to do is have all your hatcheries in one hotkey, press the S button to select all larvae, and then you can build like 40 drones at the same time. Like that part of the macro is extremely easy and a lot easier than what Protoss or Terran needs to do. It goes into lings. Interesting call here. Very interesting. So far all he has seen is pure void rays and his response is to pump out 19 lings. Get six extra overlords as well. Double evo at the same time. No vision whatsoever here on the top side, of course. Often if you're playing against large void rate numbers, the only thing you really need to know is where the void rays are. So you can put one link here, here and then you just have your queens either somewhere in the middle or you can split in two groups like a group somewhere over here and like a group maybe somewhere over here. So it's easy for you to rotate either into the main base towards your fourth or towards your third. If you see the void raise over here, one group of queens can go into your main and another group of queens can go into your fort base. That is kind of the plan. There's 14 queens which means that seven queens could be on each side. But rather than splitting these queens in a way that would actually be smart, there is now six queens here on the bottom side. trying to pray that the void rays are going over there. Then the void rays pop into the main base, kill what, two, three queens? And kill one or two overlords as well. I love the overlord rally into this. That's really cool. So three queens, seven overlords have gone down. And he moved away with all of the queens as well from the fourth base. So now he's also going to lose the fourth base. And now all of a sudden I understand how he's going to be doing a three base all in to a four base. all in into a four base toss. Now, personally, I find this a little bit disgenuine. Okay? Usually when people say I did a three base all-in, what they mean is they did an all-in that was optimized around three bases. Okay? Because you can't afford the fourth base because your all-in is so optimized or your push is so optimized that spending these extra 300 minerals and that drone is just going to be too much and it will cut into your unit count. That's not the case here, however. What happened here is and that this guy wanted to play a macro game, his fort base got taken out because he doesn't understand how to split queens, and then he's going to attack with a mainly Ling army. There's a bunch of queens. This actually could still work, or this probably should still work. Like, Voidre's trade so insanely poor against queens that if our Zerg player actually manages to move across the map, I think he's still going to win. What is this Tos doing, by the way? He's playing six Stargate? Yeah, six target. With flux veins. Pure Voidre. This actually just gets countered by Queens and also by Hydras. Sixteen balings. You might say, man, what a stupid call to build banlings. There's only air. But I actually like the balings here because they will help clearing up these cannons. Sadly, he wasn't aware that the Voidreys kind of went around. And as a result, actually, it's going to turn into a two base all in now. Man, if I was him, this imbalance complaint form would have looked very different. I was two base holidaying my opponent. I still couldn't kill him while I was on 4 base. There's actually a good amount of hydras as well. So, so, the right click dash of... Did you just move command? Both of them are kind of move commanding. So this fight, this initial fight here went well, okay? So you clear these cannons. Well, the mainlings don't really connect with the cannons. The hydras do all the hard work, but in the end, you get some damage in. That's all good. Then you can see that there's a lot of void rays coming, and at home, you still have 11 queens. You also have 19 hydras with plus one. What you could decide is to kind of kite back with the hydras against these void rays to try and go to your queens. Because if you reach the queens, your hydras stay alive, then you can start pushing on the map with these queens. If your queens ever make it to the other side of the map, you win the game. There's nothing here that can kill a queen. You have plus one queens, you have what? How many transfuses? This is too many to count. I have two hands and two feet and I would not be capable of counting the amount of transfuses on my hand and my feet with the amount of queens that you have. Eleven queens, it's too many. Too many. On top of that, you decide to right click this hatchery with all your hydras. Please note that you did like 400 or 500 damage before you decided to start attacking voids. void rays. Void rays have 250 health total shields plus HP, which means that rather than doing the 500 damage on the Nexus, if you would have immediately started attacking the void rays, you would have been capable of clearing about two more void rays for free. Then you would have had 10 hydras against eight void rays, and because of the snowball effect, maybe you would have lost less hydras. Now, you just seen that your opponent has still 10 void rays and you have 10 hydras. You could just walk your queens across the map, or you could try and bust into your opponent's natural while you already know that your opponent has as many void rays as you have hydras. Thought of that, this one hydra, like literally 20% of your hydra force was not even in the fight. Now 20% sounds like a lot, but in reality it was just two hydras, one hydra moving into the natural, and then one hydro over here. But this is a queen hydra Bane Push. First of all, it hit way too late. This is supposed to hit at like 7.20 or so. You had at like 8.40 with way less units. And also you hit without queens. Hitting a queen walk without queens is a little bit like making a hot chocolate without using chocolate. It's just a glass of milk. And although milk is quite good by itself, if you were expecting a hot chocolate, you're not going to be happy. And if you're wanting to do a queen hydra bainwalk and you forget the queens, that is a very significant part of that push. That is not with the push. So now you're going to start spreading some creep. Still haven't rebuilt this base either. You've been long distance mining from your third base, while your fort base, or your old fort base is already done. So rather than increasing your income very easily by clicking your 16 workers over here, you decide to actually stay at an equal income to your opponent. Now you get the queens out. I like that. This is a good call. And this is still a fight that I think you can just win. The only thing you need to take care of right now is the cannons. And if you kill the cannons with like a couple of bailings, I actually think you should win, no? 14 void rays against 17 hydras and 15 queens. That's a 100% win for you. Sure, you only have, how many is this? Nine queens with this army, which is not the largest amount of queens. but it still should be fine. This is like kind of like if you would serve someone a hot chocolate, but you would just give them a glass of hot milk first, and then after they finish the milk, you give them a piece of chocolate, not even at the same time, just at separate occasion. This makes absolutely no sense. they were here. They just stood there as all your Hydrolyst died. Queens are supposed to tank. If your queens can tank, at least they can transfuse and deal the damage themselves as well. This is actually ridiculous. You end up killing almost nothing and now the queen show up and the funny thing is that this fight isn't easily winnable for your opponent. Just the queens by themselves are actually an issue. Imagine if you still had 15 hydras here with this, you would have been able to actually kill these things. Look at this. He can just engage into this. Well, he can try, but he probably is going to lose like four or five void rays before he even gets rid of half of the transfuses. Granted that you do use the transfuses, which, yep, I was kind of doubtful of. Look, imagine you had like 14 hydras shooting here. Without losing a single queen, you could have killed probably five or six void rays, and then he just needs to walk away because you have 15 hydars and 50 queens still still shooting him. And now you've lost the game. You're down and out. You're down what? 60 supply. You discuss the APM. So this guy has 151 APN and you have 174. How is that down 200 APM? Maybe you meant 20? You just put a zero too many. That is possible. I do like this. Yeah, right-clicking the hatchery. Like, obviously you can right-click a hatchery if there's nothing there. Like, every race can do that. If you had 35 hydras and your opponent had one cannon over here, the hydras are really good at clicking main bases as well. I do agree that Voidreys are quick at killing hatcheries, but are they allowed to beat something? They die against the two-supply 150 mineral unit majority of the time. Like, are they allowed to have one specialty? And if the specialty is right-clicking hatcheries when there's no one around, then I think that is a fair trade for a unit that costs 250 minerals and 150 gas. It's freaking infinite supply. Like, yeah, I think that is actually fair. Once again, you get tricked by this little poke into the main base, then into the fort. Look at that. Hop. Nice split here. There's an even split as well. All the hydras into the fort base. Ah, and he goes into the main again. And ping pong must be a very difficult game for you to play. You don't understand how these void rays ping pong from the fort into the main. And following the ball. going to be a real challenge for you as well, I can only imagine. At this point, you're dead. And him playing like, what did you call this? Let me pass the game here. Afterwards, he has enough Voidreys left to dance around the whole map like he's a Protoss beyond with 200 less APM. Yeah, well, what else is he supposed to do? He can't straight up and gauge into you, even though he's up 30 supply. This is how good hydras are. Even though you got completely blasted in the fight and your opponent is up 30 freaking supply, he's too afraid to attack into you. So rather than attacking into you, he's using the fact that not once in your life have you had a single unit on the map trying to spot where his void rays are coming from. And every single time you find yourself on the wrong side of the map when the void rays show up. You see the void rays leave over here into the dead space and you're like, I'll probably come back here because he saw my high rus here. Surely he wants to come back to this area. This prodos, honestly, not even the most brilliant strategic move, every single time he moves away with the void rays from a location and he sees your units there, he flies to the other side. And after this happening for five times, you still haven't been able to figure out the trick. You're the magician's dream. They could just do the same car trick 15 times in a row and you'd be absolutely surprised. You're the ultimate mark. Like, if someone's playing three-card Monty and you show up, they can buy a house after you're done. It's actually insane. how bad you are at reading this guy's mind. Well, you don't even need to be a mind reader. Like, this is just logical reasoning. He pops out here and he shows up on the other side 10 times. What do you think he's going to do the 11th time? Yeah, the exact same trick. How does this work? How do you not realize that if he's over here and you move your entire army over here, like this? That he's going to move back. and try to clear that bottom base. Why would you not just split this army? And now you go again. All 30 hydras. It's like a dog chasing a ball. Except sometimes when you do the fake throw, like my girlfriend has a dog. If I do the fake throw, the dog is smart enough to realize that it's a fake throw. But you're the kind of guy that just starts running and starts looking for the ball. It's like, it's absolutely insane. You're the dream to play against as a Voidre player. Meanwhile this guy is macroing up at home. He's doing a fantastic job. Getting more carriers. You're getting your Carapace upgrades going. And I do like Carapace upgrades, nothing wrong with that. Somehow during all of this, you still manage to float 1,400 gas. God knows how, but you're achieving it. Now you go for the counterattack, and yeah, now there's freaking five carriers out with plus two. You lose the game, you forget the G.G. I don't actually understand what you want me to say here. Did you even watch this replay? Sometimes I really feel like that people don't watch them before they send them in. They just make something up. You can't actually, unironically, be sending me a form saying that it's so stupid that the attack I make off of three base can't kill a four base Protoss. Like, does he think that I'm not going to watch the replay? Does he think I'm just going to look at this imbalance complaint form? After two years of doing I owe this, after having like 100 free. episodes of this show? Does he think that this time I'm just not going to watch the replay and believe him on a survey. Like, ah, yeah, makes a lot of sense. Three base versus four base. That sounds like the hydras to we can avoid rays to imbalance. You know what? Inbalance, pack it up, hamster. We go home. Thanks everyone for watching. No, of course not. Like, you lost the base. Your timing was delayed by a minute and a half. It hit without queens. And the hydras, whenever they were in sufficient numbers, probably would have traded well. if the protols ever had wanted to trade with you. However, this Protoss sees pure hydras and it's like, well, I don't actually want to fight that. Let me trick this guy ten times in a row. Like, we can kind of, we can put this in two parts, okay? Part number one is your strategy, strategy choice, strategy execution. Your strategy choice was actually fine. I think hydra bane into queen is a fine strategy against, six-targate void rate, which is, in my opinion, not very good. I think void rays are a bad unit generally. They're good for staying alive in the early game, denying vision and keeping your third base alive. But that's really it, at least in PVZ. PVT, there is some niche aliens that might be okay. However, your execution is so bad. You hit without any queens. You attack the wrong things at every single time. Your attack prioritization is literally off every single fight that I see you fight. So for the strategy part you're not going to get a sufficient grade. Let me put it like that. If this was a year in school, you would have to redo the year or you would be kicked back a year and I'd have to question the teacher a year before how in the world it's possible that you manage to even pass grade three because honestly the execution was very miserable. It's awful. It made me sad. If Lombo would watch this, he could possibly get a depression so I'll recommend him to not watch this episode. I know he's a big fan of the show, though. Shout to Lombo. Secondly, is your brain and your intelligence. Now, usually I'm not a man that goes after someone's IQ or goes for ad hominem attacks. But you are just extremely slow in the head. And I don't mean that as an insult. I'm explaining this to you so you understand that in the future, you can kind of adapt to this, okay? if you're very slow in the head and you're slow to kind of adapt to problems, what you can do is before the game is think about problems that could occur. So, for example, if a problem would be that he ping-pongs in between my main base and my fort base 20 times, a solution to that problem could be to split your army in two. Now, I understand that this takes a lot of time, and then you have useful resources like the Battlenet forums or any discord which has a lot of terrans in it, which are always very friendly when it comes to giving advice to the other races. These are the types of places where you could get advice if the problem is too hard for you to find a proper solution to. And I think rather than seeing this at a disadvantage that your brain isn't fast and you're not very smart, use it as an advantage and be very well prepared. And rather than saying, I am stupid. Say, I am well prepared for a lot of situations that could occur. But for now, your brain is god-awful, so you also get a negative grade for that. Put these two bad boys together. And sadly, my friend, the void ray is not imbalanced. You just suck. That's the way of the world. Sorry. All right. That's going to be it for this episode of Is It Inba? Or do I suck? If you did enjoy this, don't forget to hit the like button. Subscribe to the channel and hopefully I'll see you all next time for a new video. Thank you so much for watching and bye-bye, my friends. Bye-bye.


HOW IS HE DIAMOND?! | Is It IMBA Or Do I Suck?

This can't be right guys. Have I been tricked? Was the loading screen altered? Or did I miss something? Are we getting an IMBA stamp today? So many questions, but we will answer them all in ... STARCRAFT TO... Ohh, wait, wrong format!  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, please help. So my drops killed 45 drones. I was up in upgrades, killed the fourth. Supply was 180 versus 120 around 12 minutes. Lurkers simply walk and borrow so fast in great numbers and murders everything. All resources I read slash watched about lurkers couldn't help and I simply feel like once they get to the field, the game is over. A very short Iodis complaint. form. It is rare that we have one this short. It's also, it is a complaint about lurkers, but it's also a cry for help out in the desert, a man who needs water. And I have about a half a bottle left. So we see if we can provide some to Victor. We're also going to judge, of course, if the lurker is indeed imbalanced or if it is him that is sucking. We have a game on 2K atmospheres against a Zerg. The only race that can build Lurkers. Both players are opening with a pretty standard opener. Hatch first for the Zerg player. We see a your average barracks expand. There's no second gas yet. I'd be very surprised for this to be anything but a barracks expand. Now this is a map on which Lurkers are fine. They're not necessarily brilliant, but they're definitely fine on it. Attacking with Lurkers can be a little bit tricky because it's a bit larger of a map. And taking a sixth base for ZERC can be very hard as well. This base is kind of out there, and often with Lerkers defending this area. And this This area is very doable, but once you get this base, it'll become tricky, and there's so many areas you need to defend that, well, it's a bit of a pain in the bomb. So we're going to see exactly what's going to go down this game. I'm quite curious. Lurkers do have, you know, they have a lot of potential. Lurkers are quite good. I know myself, I play a fair amount of turn. They're difficult to deal with. And often, the best way to deal with lurkers is to realize that the best. that the best way to deal with Lurkers is not Marine Marauder or Marine Mine. And this sounds very obvious, but most Terrans, including myself, when I play Terran, you just kind of like to stick to Marine Marauder because you use that composition the entire game and then having to switch out seems like a bit of a hassle. You're so used to pressing your Barracks Hotkey and then spamming the A and the D button, switching off to your factory, building a couple of mines, maybe half a siege tank or something like that. It just feels nice and it feels right. You're in control, you have momentum. And then all of a sudden there's this unit that doesn't really care about how many bio units you have, but he just cares about the fact that you don't have any other units than bio. And in your head, you're like, well, I'm winning. I should just be able to kill my opponent like Terran usually does. You just kill your opponent if you're ahead. But the Lurker is a little bit different and it can be quite frustrating for Terran. and I understand that. But you have tools like the Liberator, the Ghost, siege tanks in large numbers. All do very well, of course, given that you do have some type of detection. And we'll see what Victor his mistakes are here. So opening up with a Liberator first. I feel like these Helions are quite late to start. My God sure wasn't wrong. You know, these are the first two cars. Well, I'm not quite sure what. exactly has been happening here, but this built doesn't seem like the absolute tightest. Opening up with a Liberator first, it's not super common anymore. These days, almost everyone goes Viking into Liberator. That way you can chase away the overlords that are going to be spotting your Liberator path if you want to be getting for two Starboard units, two Liberators, or one Liberator, one Viking, something like that, that tends to be the most common setup. We'll see if he gets maybe another Liberator behind this or if this is going to be it. Builds a couple of depots as well. I do like it. Build order isn't the tides, isn't the cleanest. This is a diamond game, and for a diamond game, this just looks like a very solid builder, honestly. Third Cc should go down right now. Yep, okay. Yeah, I'm really not complaining about this whatsoever. Well, I'm complaining a little bit. The fact that all of these Helions are at home and not on the other side of the map doing something is pissing me off a little bit. Okay, and he's going to head into tanks from here on now. So you see the tech. lab on the factory. So the reactor being built with the star port. One barracks will go down here and one barracks should be going down. Yeah, somewhere over here. Good. It's a good setup. It's very important for Terence to know how to build reactors and how to build tech labs. This is one of the things that you just need to learn and Victor is aware of that. He seems like someone that either watch us pro Starcraft, either actual tournaments or just watch his replays or build order guides because he's played, oh my God, there's not a nice. fight I think. Oh. Yeah, this is not something I generally recommend is running from the left to the right on creep to achieve nothing. Whenever you move with Helions, you always kind of want to have a goal. The goal here, it seems like, was to get from this side over here to this side over here. and you have two options. You have the path that is very dangerous and is on creep, and you have the path that is about as long and is not on creep, this path. I would always go for the path without any danger. It just doesn't make a lot of sense to go on the path where there's lings. Now he ends up losing what? A bunch of halions. He kills a few lings, but I think losing lings isn't actually that big of a deal as long as you don't have to reproduce them immediately. And as the halion count has stopped growing. I don't think there's any need for immediate lings. Game in general is looking pretty good for the Zerg as not a lot of Harris has been done. I'm not sure if the Liberator just died or... I didn't even see where it went but it probably... Oh, it's seized up. I think I did see that. Seagued up in the main base or something. Orbital Command is going to start landing towards the line third base. Majority of the time you see this forward base. A couple of reasons you can put a siege tank up here and kind of keep it safe from that high ground. Also gives you a nice position. to start pushing towards this tower, which tends to be very important in the ZVT matchup, this tower because you can kind of easily deny this base, you have access to the creep here very easily. So I would say normally this is a good position to push to. Now that you're taking this base, you could technically push over here, but you leave yourself very open for run bys. It's not a great path to push, I would say, majority of the time. I'll think Victor is a little bit late with his meta-vex, I feel like. I'm not quite sure why, because he didn't actually open up with that many units. I mean, he went for six Helions and one Starport unit. I believe your first meta-fact, two Metafact push should be hitting at what? 620, 625, something like this. Now it does have two tanks with this, which is going to help. And he's kind of, it's like a distraction, I think. I don't think this is a real... Yeah, it's a distraction. It tries to run away, the same time pushes in, Stimms, The Maddox aren't quite with this army yet, though. It goes forward. Siege is completely on creep. Takes a couple of Spinecrofts. I mean, this is a good trait so far, but, right, like this is where the real problem kicks in. Because he's either going to need to stimming a second time. But then if the bailings come in, you're just going to absolutely get blasted. Because two stims means that every single Marine is going to die to one bailing shot. And even though Victor had way more units here, this fight didn't actually end up as great as it should have been. I think he should have just straight up won the game here. Now I'm not even sure if that's going to be possible. Is there one-one for the Zerg? No, just plus one on Malay. It's going to surround these tanks, get them down. Queen survive as well. Yeah. It's interesting games. What is this? Oh, is that Barracks 4 and 5? There's a lot of money floating as well for both players. That's, yeah, it's not great. And the reason why I think it's usually worse for Terran to float money is because for Terran it's really easy to continuously be producing. For Zurich, you need to do your injects, but for Terran, all you need to do is hit your Barracks Holtki and build some units. So I always judge the Terran players a little bit harsher if they don't manage to macro during their push because it's just a little bit easier than with most other races because you don't have to look at your production. You can just do it at the same time. So, a little bit sloppy floating that money there. Dust immediately continue into 2-2, which is very important. Sensor tower as part of the wall. I'm not quite sure how brilliant that is. Actually, I'm pretty sure that's not super brilliant, but it's going to work for now. Painlinks are going to start rolling in as well. And, well, actually, taking out a bunch of these memories. I feel like Victor is playing a decent game. except for the fact that he's floating 2K minerals so far but everything he's doing just makes a fair amount of sense like I I really do feel like he's someone that understands this game he's quite good at the game even I would say the micro isn't completely clean the build orders aren't completely clean be the ideas behind most moves and the understanding of what needs to be done at what times yeah I actually think he's he's playing a good game here especially for a 4.2K Terran player. I'm really curious why he isn't slightly higher up on the ladder. Like, no, he's, you know, macro isn't perfect. 49 SCVs, I think he just lost a bunch, so I'm not going to complain about that either. Now, I do have to admit, sometimes when people say this guy has good macro, what they really mean is that a person is good at producing SUVs. And I feel like that might actually be the case here for Victor. I think Victor is good at producing SUVs and getting a lot of money. That means he's almost constantly up in supply. But he also is floating a lot of money. So his actual spending of the money isn't great, but he's good at getting it. And these are two really different skills. StarCraft kind of is a game in which you have like a lot of different skills, even within the bigger categories of skills. So people often go like, oh, his micro is really bad. But it's almost never as black and white as someone's micro being bad overall, but being bad in certain situations. You have people that are good at splitting against banlings, but can't target fire a bainling if it were, you know, if it were going to save their lives. And it's the same with macro. There are people that are really good at producing SUVs and really good at keeping like a tight build order in the first five minutes. But then one thing start happening, they just can't spend their money. And I feel like that's kind of happening here. So his actual openers, the idea, behind the macro are good. The continuous SUV production or the almost continuous SUV production, just getting the big eco has been good. But the actual spending has been very mediocre. At times, he probably could have had 20, 30 more units with a lot of the pushes. That's kind of painful. Once again, going for good moves. Sending out a double drop, dropping them outside of creep. I hope he actually is going to do that. Not boost into the main base. Okay, I'm not a huge fan of this. This is the type of multitasking, which is really good if you're very, very fast, but if you're not very, very fast, it's not that brilliant. It's going to lose one Medivac here. It's going to try to migrate. This is a good pickup. It's going to immediately go into the natural as well, I think. That is pretty cool. And this base gets cleaned up at the same time. So it's just doing large, large amounts of damage right now. Gets a drop in here. another pickup as well. So honestly I'm not too disappointed. Wow. It's actually playing a good game. I really am pretty impressed here. There's two mines here. Mines take some, do some damage. Medivac picks up as well. This has just been very good. Units lost so far, pretty far in favor of the Terran. Terran's also up in workers. Right now would be a good time to probably start transitioning, to, well, you have a second factory already. Actually, do you need to transition at this point? I don't think so. I think you can just continue pushing on. Whenever you do some big damage, you can often continue pushing on and do even more damage. That's exactly what he's doing. A lot of it is focused kind of on these tropes, and I wouldn't mind one big push, you know? Like, it's really fun to deal small amounts of damage, but you're still just, well, it's not small amounts. You're doing big amounts of damage, but at some point you still need to knock him out. You know, you're hitting all your punches, you're landing a lot of punches, and you can see the guy is kind of stumbling in the ring, and you just kind of keep, like, just small jabs all the time. And that is completely fine. That's a way to win. But at this point, he's so ready to get knocked out. Perhaps it's just time to, you know, deal the final blow. And there's another reason for this is that often when you're playing against Zerg, or also against Tos as a Terran, Tos and Zerg have these units that kind of give large power spikes. So the way that TVZ works is that it kind of flows. Sometimes Terran is up in map control in a way, and that's in the midgame phase, when they have these marines, these mines, and a bunch of marauders on the map as well. It's very easy for them to have map control, and they're the one pushing out. But then once the lurker is out, that is a very scary moment for the Terran. And you kind of want to make sure that you delay that moment as much as possible and also that you're aware of that moment. Because the moment your opponent gets lurkers, you want to be capable of keeping your opponent at home. If your opponent is not staying at home with the lurkers, it means they're on your side of the map. And most of the time, Terran isn't set up with it. It's the same against Prolos. Once a lot of Colossi get out, like three or four Colossi, Terran can't really fight that army immediately, but that is completely fine because you always have the option to base rate, because you have map control up until that point, and it's impossible to catch your army. Same with Lurkers. Lurkers can't catch up with your army. It's not possible. So this is a concept that is difficult for Tarrans to understand often, but being aggressive, majority of the time, is actually good. It's the best defensive option. There's a couple of cents an hour, and he actually is going to go for that aggression. that does see that there's something happening here here come the lurkers they burrow so you see job you scan interesting fight let's look at that one again I think though I think I know where the issue might be Victor so we had one fly against 126. So he sees the army move in. They burrow, slow burrows still. Is there scans available? There's none over here. There's none over here. And there's none over here. No scan available. Okay. So that immediately tells me that he should not be engaging this fight because he can't see the unit. This is just pretty basic. He walks forward. Doesn't stim yet. Doesn't stim yet. Now he stims. Loses half of his army to the next. shot, moves back into the lurkers, and then as his entire army dies, his scan becomes available, he scans, and then the tanks actually do reasonably well against these lurkers and actually push them away. So what wasn't possible with 180 supply here, he managed to do with four tanks and a bunch of mines. Pretty cool. Now you might be wondering Kevin, he didn't have a scan. What was he supposed to do? Well, a good trick against lurkers is A, they don't have recall, B, they can't be in two plays at the same time. So if you have a defensive setup with tanks and mines, which lurkers can push into, the rest of your army can just go across the map and try the base rate. That is a completely viable thing to do, especially if you're as far ahead as right now. Let's take a look at the defenses that are on the side of the map of citizen. Right here, there's about 17 creep tumors. Now, creep tumors don't have any defensive properties. They just provide vision. Then there's 16 drones on minerals, two drones in this geyser, one drone in this geyser. Not the best fighting unit either, the drone. There is five queens, no, sorry, six queens on the right side of the map with a bunch of transfuses, already upgrades, plus one attack and no carapace upgrades. Now, I know that people say that the queen is overpowered, but if you have about 90 supply of bio against six queens, I do believe that you're going to be capable of winning. What I'm trying to say is that there was nothing at home. The home base was completely empty. And it wouldn't even have been a base trade. You could say, well, getting into a base trade would be a scary situation. But it wouldn't have been a base because this base would have taken years to fall with the tanks and the mines over there. Moving forward was very dangerous. I actually think that citizen would have to run back home and he would come home to no home base. So he would come home and then at that point the house is already destroyed, which is not quite what you want. A bunch of mines are. on the same location. So, yeah, it was not a good decision to lose your entire army for free. But the game isn't over yet. You still have a lot of money in the bank. You're up in income. You have decent enough tank. You're getting another factory, which I like. It means it's going to be the third factory. You're actually taking out every single lurker. This is perfect. This actually was really not that bad. Oh, this Lingman, nice painful. Let me kill out three, four tanks. Well, you also kill all of these lings. That's pretty cool. Yeah, you're still far ahead. You're so far ahead. This game actually is over for the Zerg. The Zerg is dead. He's still there. He's down 40-50 supply. You're going to start building command centers. I wouldn't mind if you add a couple of liberators at this point or even go for a Ghost Academy. You're saying, hey, I want some extra attack. I do like the high tank count, but I also really do like adding some type of secondary unit, either the lip or the ghost or both in this case. Okay, you have all minds together as well, Victor, and you should see mines. Mines are a little bit like money, okay? And right now, what you're doing with your money, you're putting all of it in a savings account with negative interest. You're putting them all together. This is useless. What I would recommend you do with these mines is that you spread them around the map. So you put one over here, put one over here, one over here, one over here, one over here, it doesn't matter, just anywhere across the map. And if you do that, they'll start working more like an index fund in that you just put them there, you put your money there, or you put your minds there, you completely forget about them, and then they'll still give you profit, because the ZERC will always send units in different directions, and if they don't send them there, at least you know that that area is secure and nothing is happening on that side. One of the things against lurkers that is often difficult to deal with is the lurker run by sort of surprise attacks when you're not in position. So having them all over here is just a savings account with negative interest and we're going for that index fund type of fight. This is not investment advice, by the way. This is a StarCraft 2 show, please, for the love of God. 16 Marauders. Okay, this is kind of what I was afraid of, is that you continue Marauder Marine production. And once you spotted the lurkers, a secondary tech, it isn't necessary in this position, but it's useful. Good Lord! I actually think if you would have scanned and split your army, you would have won that. Out of range. Yeah. There's like a dotted line here where you can see that this was going to be out of range. It's impressive. Now imagine there was a mine here and then a mine here. puff, puff. All these units just dying. This is a good move, by the way. This is exactly what you want to do. If you don't have the tech yet, whether that's your ghost, your liberators or your tanks, what you just do, you actually just go, this is this base trade type of move. This is brilliant. See the lurkers coming here? You're out of position. Once again, imagine a mine here, man. Free profits. But yeah, this is very good because there's nothing at home. So you can just kill everything right now. You could go for the extractors, or you could kill that. larva as well. Yeah, nice. Take those larva out. Yeah. Take that. Who. Big stuff. At the same time, you are getting kind of blasted at home. But that's okay because you... No? You can kill everything over here. There's nothing defending. These bases are empty. Preferers to go for the creep. Interesting decision. That's a... That is a very interesting decision here. So you had this high-value target, the bases, the last mining basis of the Zerg. You decided to go for a couple of creepsumers that were covering for a base that already was taken out. Like this is not an area you even want to push in anymore. You rotate three seconds after. Okay, you're still in an okay spot. Okay, you're light years ahead. You have more bases than your opponent. You have more income than your opponent. You have an interesting stim. You have more army than your opponent and so on. I like your upgrades too. There's no carapace upgrades whatsoever for the Zerg. Okay, so you see this in the censor tower? I like that you just keep going, though. That was a very good call. Okay, here come the Lurkers. Here come the Lurkers. No, no, no, no. Just keep going, keep going. Not enough MataVX either, though. Which is kind of an issue. But honestly, I think you just triple stimp the couple of marauders there. Not enough Mettifx, but still, You take out a base. I mean, there's not that much mining here left for the Zerg. Yeah, sniper one or two of these lurkers. Two of these lurkers go down. Honestly, if you... If you... Yeah. It's playable still. Can kill these lurkers, I think. If you turn around, you shoot one, shoot one, shoot one. And now run again. Losing these meta-fax is kind of painful. This makes it really difficult for you to... To go for more base trading moves because you're running out. But once again, like, these lurkers and Hydras are... going to have a tough time killing this planetary. If you can just lift this orbital command, you still have a base over here, which is also a planetary. Ah, this isn't quite necessary, but you're going to get two, three lurkers. You have a lot of money in the bank still. You could repair the planetary as well to make it survive longer. It's one of these advanced tricks is the repair. I'm not quite sure people know about it in diamond. Yeah, good. Exactly. This base is really secure at this point. Look at this. Beautiful stuff. Yeah. Once again, you survive. You You're not quite up in income anymore because this base is mine, well, it's pretty close at least. We're really just lacking that secondary attack. Even just like two, three liberators here would be absolutely huge. For now we don't even have a single meta-vec, so air units are kind of out of fashion, I feel like. Oh, this is a classic move as well. This is the, wait, this is the second sensor tower? This is the sensor tower that reveals a base that the Zerg wasn't aware about. he did know about it. Surprised he didn't attack it earlier. I really am surprised. Seven more lurkers. Burrow being researched. I love it. Second, more tanks as well. Six things. What's this orator doing? What you doing, buddy? Okay, this is a free scan. If you scan this and you just run in, you win. Is there no scan available? Oh, no, there's no scan available. It's going to get a scan in about four seconds. Now these lurkers come in. Lukras? What? Was this a type kill? Lurkers are so ridiculous. Look at this. Ah ha ha. What? My man was 133 supply against 111. And as he sees the next lurkers approach, approach, he decides, and rather than focusing on the game and spending his money, he's gonna type the moment his opponent's lurkers run in. Did he have a scan available? Yeah, the scan available. If he pre-splits, I'm not saying he's gonna win the fight, but you could at least save his units, just move him back and let the tanks do the work. This game wasn't over. Yeah, now he's gonna go. in? He lost half his army while he was typing, complaining about lurkers. Oftentimes, the biggest enemy is our own mind. No way. You can be real. Well, let me read your complaint again. I am. Please help. My drops killed 45 drones. I was up in upgrades. Killed the Ford. Supply. was 120 versus 180 and Lurker simply walk in Burroughsafest in great numbers and murders everything. So a couple of things here. Early game, midgame was all completely fine. There were some minor issues with it, but you played it in such a way that you got a great position for yourself, where you had map control. You were lacking vision at times, so you didn't really know what was happening around the map. Things like run bys could really kill you. That's kind of what happened. He did a Lurker run by. it really all goes wrong once the lurker comes out and I think this is more a mental problem than anything else you just seem kind of tilted against it and I mean that first fight I think you legit lost 90 supply just walking back and forth in lurker shots while you didn't have detection like that has nothing to do with the lurker if you if you stood in 12 DTs without detection you also would have lost or if there's the 12 or 13 ghost and the Zerg just stands around there for 25 seconds, yeah, he's also going to lose all of it. Lurker should just kind of speed up the process because they have a lot of damage output and they do very well against clumped-up units. But you were aware what was happening and just decided to fight it. You really need to see the lurker differently. You can't see it as a unit that cares too much about how much supply there is. You need to have the correct units to counter it, or you can just base rate. and you just have been making the wrong decision. So for your early and your midgame, I'd give you a big thumbs up. I'd say, hey, buddy, good job. But when it comes to your unit composition, not a single time did I see any improvement. You're just sticking with your tank, mine, marauder, marine, which is fine if you use it correctly, but you also don't use it correctly. You don't use it to base rate. You don't split. You clump everything up. You almost play against lurkers like they're banings. Like you're kind of clumping up. You're moving in. and then you move out and try to split and then you go again. But lurkers are static so that doesn't work. They're not chasing you. You need to go in in a big concave in order to fight them properly. You didn't do that a single time, which is not good. Yeah, the majority of your movement just isn't perfect. Your map vision is kind of poor. The way you use your minds isn't correct. And once again, the lack of extra command centers also really hurt you here. You just need extra scans. Get extra command center. After you get your fifth top, after you get your fourth top, the moment you see your lurkers, you start adding command centers, morph them into orbital commands. It's fine. If you don't want to go into Liberator Ghost, because you don't understand how to use these units, another thing you can do, you can just kind of put siege tanks on the outside basis and use your Marine Marauder kind of as like a base trade unit. So whenever you see the Lurkers move in somewhere or move somewhere, just go to a different position with your Marine Marauder, either forcing the Lurkers back or forcing the Lurkers to attack. into a massive tank position with a planetary, these traits are almost always going to be good for Terran because there's just not enough, especially in a game like this where your opponent is on what, like 59 workers? Not good. So once again, I want to say I really empathize with you, Victor. I understand that the lurker is a tricky unit because you can't just build a composition that you build every single game for the past 10,000 games. You actually need to change something. And I know change is scary and change is difficult. But there's also necessary for you to win this game, to win against lurkers in the future. My friend, the lurker is not imbalanced. You just really suck against it. That's a matter of fact. All right. That's going to be it for this episode of Is It Inba or Do I Suck? If you did enjoy it, don't forget the like button, subscribe to the channel. And hopefully I'll see you all next time for a new episode. Thank you so much for watching. And bye-bye.


This Is Like Playing GSL And Not Bringing A Keyboard... | Is It IMBA Or Do I Suck?

In this weeks IODIS replay we once again venture to China and watch two good old friends battle it out on Curious Minds LE. But wait! Something is lurking in the bushes ready to strike. Is it something IMBA, or just a lot of sucking? Or maybe a like that you want to drop on the video? Who knows.... Btw, did I already mention that Serral is my friend? :)  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, your content is always fun and I enjoy each one of them. Even though your accent made it difficult to understand every word you say. It's a good start, buddy. I don't think he knows what he's signing up for. This is not how you're supposed to. Usually what you do in the first paragraph is you kind of warm me up, you know? You kind of do some I-O-Dis for-play, okay? Like, make me happy. Say something like, man, you're the greatest content creator. Then I'm going to go a bit easy on you. with this type of crap. If this is how you want to play it, all right. Let's see how it is. Back to the business. Yeah, yeah, go back to business. Ultralisk is utterly imba. All they require is money. And they will help shred through the Terran force. This is a game of TVZ I played against my friend. This is the first time for me to play against him. He's about 300 MMR above me. I played a little bit safe by opening up with 2-1-1. The early game macro was a little bit flawed with a delayed stim and shield. But I think I did a fine job. into the midgame. I had some fair trades against this army, and although I don't have a brilliant multitasking ability, I still managed the macro to plus one plus one upgrade. Because of my micro, I went very aggressive to fight Zircon creep, and I managed to get a good trade of it. I sustained this advantage until the plus two plus two upgrade. Then the Ultralisk game. There were simply too many of them to micro my way out, and they cleared up my force. Because of how Terran production works, I cannot pump ghost out of my barracks, like Zerg pumps out zerglings from their hatchery, so I lost. After this matchup, I felt like I had a huge advantage before being literally flooded by Ultralisk. My friend also agreed with me, thinking that he was in a very bad position and he was going to die. So for the sake of me and my friend's judgment, is Zerg Imba? Or do my macro suck? Name, prophet Ray Sterran, League Diamond, MMR 3, 3,300, and the server is indeed going to be. China. All right, my friend, let's see what we have here. You say you open up with a 2-1-1, your opener was fine, although it wasn't perfect. It was good enough. I'll be the judge of that for a 3,300 Terran playing against the Zerg that is slightly above you in a MMR. You're opening better be a dang tight. Look at that. A little bit of an extractor trick here. For the people who are not aware, the extractor trick is when you build an extractor. build an extractor while your overlord is building. And then you can build one extra unit. So your supply block at 14 out of 14. You build an extractor, which means you lose one supply. Then you add a drone, you go back to 14 out of 14. Then you cancel the extractor and everything will turn red and it will say 15 out of 14. And then three seconds later your overlord finishes. So all of it was kind of useless. People figured out about 10 years ago that the extractor trick actually is worse than just building a faster overlord at 13 supply but there's still some zirg that like to do it these Zerg players are incorrect it's objectively worse there's nothing better about it so nice good start already but we're looking at them and these guys are writing a freaking book to each other sick all right curious mind is a very small map as well and it's also a map on which a split map is quite common or at least you have these low base scenarios five versus five base 5 versus 6 and 6 usually on the Zerg side. Sometimes we see 6 versus 6. In that case, the Terran almost always wins because Tair units just tend to trade a little bit more efficiently. Let's not forget about that. It's actually true. Accidentally plus the plus button there. Parc is going to get thrown down in the main base. So this is indeed a 2-1-1, or at least it looks a lot like a 2-1-1. And this guy really don't stop talking. It's interesting. Interesting. Probably very good friends. Also said it was their first game together. I think that's very odd, no? If you're friends close in MMR, I always play against all my friends, even if they're way better than me. I've one friend who haven't beaten in over three years. His name? Cyril. Yeah, I just named Rob Zerl. I can do these things. I'm a big boy. Okay, wait, where are we? Second gas being taken. This builder actually looks fine so far, I think. Yep. Barrags went down before the second depot. Factory is going to get thrown down before the tech lab. This actually looks like a real build order, which somewhat surprised me because 3,300 isn't the highest MMR. He needs to start the tech lab immediately here, but if he does that, then I'm going to be pretty... Ah, he's busy micro and the Reaper. This is a classic Terran, especially at lower level. Like, these are the guys that really believe they're insanely fast as well. Okay, like, these are the guys posting on the battle on that for him. They're absolutely out multitasking their opponent. And what it is is that they're just using one unit and they're floating like 1,200 resources at the 3-minute mark. He was floating 400 while controlling the Reaper. You could say that's okay, and then you would be wrong, because that's not okay. Flooding 400 resources at the 3-minute mark, unless you're opening up with a quick triple C C.B4 second gas, that's not actually okay. It's completely forgetting his stim as well, which is kind of a big deal. Like, this build is practically a stim timing. It's a 2-1-1 stim timing. So forgetting your stim is really bad. It's like going to a marathon and forgetting your running shoes. It's like you really, or just shoes in general. You really do want to have those things, you know. Technically you can still go without it, but it's just going to hurt for you and for the people watching. It's not going to be a nice experience. The same here. Stim delayed. Metafx are going to be on the way soon. Seven Marines are already out. Have a good battle here, my friend. But it's going to suck for you, honestly. The layer being built on the side of the Zerg first to Metafx as well. A lot of SEVs being produced, but it still looks fine. The rest of the builder actually looks relatively tight. What happened with the Reaper? Probably died a pretty sad that. that I wish you could click it and see where it died but that's not possible. Technology sadly not there yet. But it's going up to 4 gas. So most likely playing MudaLisk in that case. Quick tip. Okay, here comes a double drop. Now we see that our stim isn't quite done yet for another 35 seconds which means that this double drop is going to do well hopefully nothing because if it does do something that would mean that the Zerg is not very good and that would actually really surprise me because slow marines are actually really bad like you could send like two and a half queens here and well you'd lose two and a half queens then but if you send like 20 lings there as well and you'd be able to clean up there's 10 baines on the way Cirque believes there's going to be stim, but there's no stim, so this is just a pickup and he needs to go away. This actually was pretty important. There wasn't that many units. He probably could have at least cleared a couple of lings. Not having stimmed, there actually kind of sucked. It really did. But the third CC is on the way. We have a follow-up. During all of this, during this beautiful non-stim push, by the way, our good Terrant players now floating a solid thousand minerals. 1,100 minerals at the 5 minute and 30 second mark. And now he starts investing that into extra barracks and into more units that he can't build because he's also supply blocked. So all of a sudden he spent all of this money, but none of this money is actually really being used. So if we just count how much money right now is not doing anything, we have 50 over here. We want like a creptle of money over here. It's like 200 minerals. Let's just do minerals. It's like 250. You have like, what is this? I can't do math. Like around 400. There's refineries, extra barracks. All of this money, I shouldn't have done the counting thing. I knew it was going to end poorly for me. All of all, they say with these depots and the eBay's. Notice is being invested in anything that's going to deal damage to the Zerg player in the next few seconds. Now he stims from a distance, starts running in. Doesn't it have the Madox. here. That was a slightly risky move, but... I guess a semi-pick-up. I mean, some of the Marines stay alive. It's better than all of them dying, I guess. But maybe that's why he's going here for, so he can lose all of him at the same time. He really should not be dropping anymore at this point. He really should not be dropping no more. He should just be going back home and creating Marines. Once again, during this very successful move, he was floating 1,200 miles. Often what you want to be doing, if you're a limited player, like this guy obviously is, no offense, but I can see that you're limited not only in IQ, but also in your APM, your mental resources are just a little bit limited. That's completely okay. In that case, what you want to do is you want to think about the things that give you the most return. So right now, you dropped Marines first initially without stim that got you to float 1,100 minerals, get your supply block for, 45 seconds. And then afterwards, with Tim, you went in, and I think in total you killed four workers, but you flowed it up to 1,200 minerals twice. It might have just been better for you to stand over here, kill this overlord, and then actually macro properly, rather than wasting a lot of APM, doing something that got zero return for you, but cost you a minute and a half to execute. It's generally not a very good thing to do. This was a nice bit if you hadn't been hit by the Boehling. So it wasn't a nice split. But the intention was there. This is what my dad always told me when we went bowling. I was really bad at bowling as a kid. My dad would always say if you would have bowled a strike though, that would have been a really good throw. Sadly, you didn't and it went into the gutter again. For a very long time, even when I was like 15 or so, I still played with these with the bumps on the side, you know? So it couldn't go into the into the side. I was really bad at bowling. Also, always hurt my wrist for some reason. I really didn't like it. They always thought I was a complete idiot at the bowling alley, though. Because I should have there is a 15-year-old that needs the helpers on the side. That's okay. I wasn't ashamed. And then I went practicing two times a week. And after two or three months, I finally was capable of just getting the ball straight in the middle. A big moment for me. I haven't bowled in years now. I hate it. stupid sport it's not a sport it's a game not even a game Starcraft is a game a real game bowling is like that it's also not a cool thing to do you know it's like I used to have like these parties back in the day where I can let the game play where like the kiss parties where you get invited for bowling or even when you're like 13 or 14 and then you always had the kid that would take his own ball and his own bowling shoes it was like all types of weird techniques. It's like absolutely destroying everyone else. It's not even fun, man. Like, let us be. It's like 180 points. I have like 23 total for like 10 turns. Like, oh, leave me alone. So that a nice fight if he hadn't been hit by the banlings. Actually, he's still an okay fight. You just had a lot more crap because your opponent had, I think, the lower eco for majority of time. Also, he's floating a crap ton of money. So that was cool. That's a good move. Generally a good move. do like that. I also like this stim. Yeah, yeah. No, I do like this. You won the game here. Congratulations. The game has now ended. It's over. Well, unless you stand up. It's still over, I think. Like, he just has way more stuff. I'm actually very confused how he's going to be losing this game. So we have similar upgrades right now. Maybe these bailings are going to hit everything. There's a craft on Marines over here as well. There's a fort base on the way, second factory. Like the idea behind this entire build has been pretty good. The only problem... Oh, he lost all of his tanks for free just now. The only problem, I guess, is that he isn't producing as much. But the... Like, he's a lot of production facilities. Yeah, it kind of... Doesn't look too bad. It really doesn't. Metafax still alive. Terran is still winning, in my opinion here. What did he say in his form? What was he complaining about? I can't quite... call. A little bit save open him. Oh, he really hated the Ultralisk. That's what he was complaining about so much. And he said his opening was a little, I just read it again, a little bit flault, he said. My man forgot the stim with a stim timing, a little bit flawed. All right. Seven mutas on the way. Oh, he's completely unaware of the fact. Well, he's not unaware of the fact there's going to be mutas. He actually knows that this spire is here, but he has no preparations whatsoever. Not a single turret. He's also saving for the next game or something like that because he's freaking nine mules that he could be raining down from the sky. You can have a scan for every single creep tumor on the map currently. There's seven creep tumors and he's more scans than creep tumors. That's not a good thing for the Zerg usually, but in this case, also not a good thing for the Tarran because it means he's, it could have been way richer. Mules really do make you very, very rich very quickly. A couple extra barracks on the way here. Two-two as well. This is a could drop. I like this drop. The control here is also pretty solid. It does need to pick up right now. It's not the greatest pickup that first one and the second one, the mutas come in. So I'm not even going to complain about it. Liberator, okay. So right now the plan should be to get drilling claws and probably get a Thor. At the same time, getting a lot of minds. He's seen the muralist at this point already and just isn't responding to it whatsoever. Generally when there is a big flying threat heading towards your base, it is very wise to start building some turrets. But as we have already decided, this man has the neural capacity of a jelly bean, it seems like. So I'm not surprised that he doesn't really have any turrets ready. This once again a good fight for the Terran, though. Terran actually is not doing too poor if you don't count the 4K resources in the Zerg bank. Terran also is pretending like the only unit that is relevant in this game is the Marine. This man builds the barracks, the first unit he can build in the game, the Marine, the first combat unit, and that's all he builds. 60 Marines, nine MEDAX and five mines. That's it. Nothing else. Not a high mine count, not a single marauder in here either. only now as he finally starting to add a couple more mines. Ooh. This honestly, I think, was a really quick response time if he had responded before the banings would have killed all the SEVs. Potentially, that could have been a really quick response time. But I don't want to blame him too much for missing that response time, even though there really was nothing going on. Perhaps in his mind there was a lot going on. Probably had a rough day. Wait, why am I being so nice? I just like the guy. Double stim. It's kind of risky. If you double stim, this can happen. Like, all your units die immediately. I know they always say, don't do drugs, not even once. But really doing drugs once is okay. Just don't do it twice, because that's when it really, you know, goes bad. At least if you're a Marine. If you're not a Marine, don't even do it once, guys. There's no matter of X around. That's an orbital command on the fort base as well. Generally makes life harder. He's getting more reactors. What? He looks at his current production, sees five barracks with a reactor. One barracks with a tagline. I can only build 11 Marines at this point. Let me just up that capacity to 15 Marines at a time. It's always to me that at this point you want to be transitioning into marauders, if only for the fact that you want to be capable of tanking bailings a little bit better, because so far tanking bailings has been a real issue right now he sees that there is ultralises well so that's what 13 minutes in or so he sees that ultras are here marine production is continuing this reactor production is continuing as well marines actually do negative damage against ultras look at that there's not even kite and a splating yet look how ridiculous is they actually don't do anything that's so crazy also hasn't built a worker in the past five minutes though Another big move. Oh! T-da-da-ta-te-te-de-de-de-de-de-de-de-de-de-de-de-te. This is the Mule-A-Larm. If you have triple orbital commands with full energy, 600 energy, you get the Mule alarm, and he got it. Congratulations, my friend. You got your own award. It is the I forgot the Mew for literally 10 minutes in this game award. Very big. Not a lot of people have that one yet. I'm very proud of it. you. Extremely proud even. Oh, here comes the worker production back again. Fifteen overlords from this guy. Also big. Also big. Five corruptors. So he just saw the fact that there's like 10 Ultralesk. Continues Marine actually completely cuts his unit production. This is not building anything anymore. It gets plus one vehicle weapons. The thing I really need right now is vehicle weapon, so with the single siege tank that I can pump out at the same time, maybe we can take out these ultras. This is movement. It loses half of his Marines before they even get to shoot. Loses another half of his Marines in his Medivac. There's like five Marines left over. This point there's more Ultralisk and corruptors than there is Marines on the map. Yet this drop is still doing damage. Now, you could say at this point, the game is. is over. There's a craptone of ultras, but I don't actually think this game is necessarily over for three reasons. Okay, one, this Zerg is really keen on going back home. Two, there's no creep spread. And three, there's so many mules that if he mules at some point, his production is going to go absolutely bananas. Like he's going to be so ridiculously high. It really sucks so far that my man Profit over here hasn't really been controlling his army too well, even though he seems to focus on it very well. He also hasn't been macroing too well, and he's floating 2K minerals without having muled, which also is better. Okay, this is a good move. Getting a tech lab here, I like that. It's getting another tech lab in the main base. He'll start tank production. He's getting liberators as well. Could maybe even get a bunker. It's going to get a command center. Look at him. He's actually transitioning into a sensible, position at this point. Sure, it took him two minutes to start the preparations for the transition, but rather late than never, even though I'm afraid that if the Zerg still moves across the map at any point, the Zerg will just straight up win. I think you can do in this case, by the way, if you don't have the army that you think you need to fight your opponent's army, is you can just either be very aggressive as Terran. So you have like two Madov X on the left side, You have like two meta facts over here, and you're just keeping your opponent on their side of the map. Or with an entire army, see where your opponent's army is, and then just dodge it, and always base straight. Leave mines sprawled all across the map, hope that he walks into it, keep some lips at home or something like that. And just like that, you have a decent chance. Oh, there goes the entire base. That's a lot of energy on that thing. Not that it matters, because I already know that it wouldn't have been used. Mines, you could burrow them. potentially could have burrowed these mines here. That would have been really nice. Once again, just picks up units in his meta-ax. Actually kind of painful. I feel like if he wouldn't have tried to split here against the Ultras, but rather just kite and actually had all of his units on the ground than the mines burrowed, he could have won this fight. I really do believe that. In that case, the game isn't even that bad, is it? I mean, this orbital is still alive. You have a fifth base. He's actually, I think he's going to be hitting full energy on four command centers in a couple of seconds. I don't think I've ever seen that before in my life. I'm very excited for this moment. Look at it. It would really suck if he decides to mule now. Well, it would not suck for him, but for me it would. I'm looking forward to the 200 energy. Do you get it? No, my God. Are you joking? Is this the timing you want to go? Did he use all of him just now? Oh, he still has the main base. Oh, he's throwing it over here. Look at his income. Look at the income go. Look at income home. I'm not sure if he's going to get that time though. This guy's going to start walking across him up. Look at it. Oh, 4.7. 5K! 5K minerals. That is so many marines he can build. There's like a hundred marines a minute. And I bet he would have come. And I bet he would have gone for Marines. Oh, he's getting ghost, actually. Nice spread of the mines all at the same spot. Very smart. That way, bainlings can all splash on top of them at the same time. At this point, the game is pretty over, though. The army is simply too small. Not a lot of money in the bank. It's an interesting game. This genuinely was an interesting game because the Terran got pretty far ahead in the early game. And it's not common, I think, at the lower level for Terran to lose in these later games because mines are just so good in these situations. But here it happened. I kind of want to go over his little imbalance complaint for him again. So although I don't have brilliant multitasking ability, I still manage the micro to plus one plus one upgrade. I actually skipped over this gem the first time I read it. Although I don't have a brilliant multitasking ability, I still manage the macro to plus one plus one upgrade. Like this is something to be proud of. Like, although I am no chef at a restaurant, I did manage to boil an egg this morning. It's like, all right. I'm not quite sure if these things are even slightly connected, but good job on starting one once. Like one of the easiest thing is starting upgrades, especially the first two. Because of my micro, I went very aggressive to vizurcon creep. I managed to get a good trade of it. I'm not quite sure what trade he's talking about, but I don't think I've seen a single good trade, except the first time he moved across the map with these fuel tanks. That was only a good trade initially because he just had way more units, not because of his micro. It's just a straight-up lie. And then the Ultralisk game, and that's when everything went wrong. Well, things actually already went wrong a little bit before the Ultralisc. So, first of all, let's just divide this into a couple of parts. So we're going to be defining this in your build order, your composition. and your control. Starting with your build order. Well, you went for a stim timing and forgot your stim. That is not good usually. The follow-up also wasn't very tight. You're supposed to push with three MET-FX. You were floating 1,200 minerals multiple times within the first five minutes. It was chaos, okay? It was chaos in your head. It was chaos on your opponent's side as well. You kind of got out ahead, but your build order just wasn't good. Your early game was bad. It sucked. It really did suck. So for that, you're going to get a negative. Your army composition. And the way that you craft your army in TVZ is really quite simple. I think TVZ, the theory there, is the easiest thing in the entire world. Because as you hit three bases, you go up to five barracks. That is what you do. Okay. You go up to five barracks. Four of these are reactors. One of this is a tech lab. That's a tech lab that researches the stim and the combat. shield. Before you build your fourth command center, you get your second factory, then you have one factory with a reactor on it and one factory with a tech lab. You can get your drilling clause and you can get a lot of mines if you need to, or if you're playing against hydras, you can get tanks going as well and you can get tank and mine composition, that type of stuff. Then after your fort base, you add three more barracks and there you get tech labs on all of these barracks. That leaves you with four barracks with reactors and four barracks with techlaps. The reason you do this is because if your opponent has a lot of banlings, marauders are great at tanking banlings. And on top of that, if they ever transition into either Lurker or into Ultralisk, you already have a unit that does very well against armoured in the marauder. And this is a step that you completely skipped. All of your fights, first of all, there was too little mines in your army in general in the early parts of the midgame. But also in the later fights, there was no marauders, not enough mines. you were just lacking something to beat banlings. And if you're a clam or any other top Terran, you can probably micro very well against high bainling counts, but you can't. I've seen you try to split and it just doesn't work. That's okay if you can't split, but then don't attempt it and try to make it a little bit easier on yourself or do attempt it and still make it easier yourself by getting marauders and banings. So for your army composition, you're going to get a negative there. And on top of that, yeah, you just didn't have marauders ready for the Ultralisk, which is genuinely quite bad. They like the Liberators being added on, but even that was a bit late. Your ghosts also were late. Just everything was late. Everything was a reaction rather than an anticipation. And often that is not how it should be in StarCraft. So for that, you're also going to get a big thumbs down. Then the final one, your micro. Your micro, the entire game just wasn't very good. I think I've seen you stutter step a couple of times, which was fine when you're stutter stepping into like a queen or something like that. I mean, there's really nothing to micro there except just stutter stepping. But the rest of it just wasn't pretty. Your splits always sucked. Your med effects were always floating behind. Your pickups weren't clean. Your pickups weren't smooth. You were consistently picking up units in your metaphics while you were trying to micro back or kite. In that final fight against the Ultras, rather than kiting the Ultras, you decided to pre-split your army against Ultralisk. That doesn't even make sense. It really just doesn't because then the Ultras just get to spread out and they do the maximum amount of damage while you're just standing still. So yeah, that also just was really bad. It sucked. You put all these three together and you, my friend, you sucked. It wasn't in balance. The Ultralisk is not in balance. There's good counters. Terran has a lot of counters to them. Liberator, mine, marauder, ghost. mine not so much but marauder liberator ghost very good counters you just didn't use them or you used them too late and that's all on you you suck all right there's going to be it for today's episode of is it imba or do i suck if you didn't enjoy this episode don't forget the like button subscribe to the channel and hopefully i'll see you all next time for a new video thank you so much for watching and bye bye