He Insults The AI But Is Worse Himself?! | Is It IMBA Or Do I Suck?

What can I say? TURN UP THE BASS! (and a like)  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, minds are so broken. They aren't unbeatable, but they are imba. This game is a prime showcase for that. In the early game, I get Dark Templars out and crush his first push while terrorizing his SEVs. Eventually, he cleans that up, and then I put some pressure on with blink stalkers. It's not the greatest of moves, but since I'm already had, I'd say it was a net win. He counterattacks, and again, it goes overwhelmingly in my favor. I stay up in economy, the whole game. Nevertheless, he easily destroys entire swats of my army once he gets a big amount of mines. He snipes my detection, so then my army is forced to just walk over mines while he sits safely across the map with his real army. I run my army into the mine grinder twice. Before, that's all he needs to just marshaled cross and sloppily aim move all over the place. My favorite part about mines is that if they notice you're killing, their mines. A simple scan means that now the mines will auto-target a detection. And then the Protoss army just marches forward because AI forgets they saw landmines there two seconds ago. Now, this is kind of funny. Turnup the base here says that this is his favorite part about the mines, but I believe he's using something called sarcasm. He doesn't actually believe that this is his favorite part. I actually believe this is his least favorite part about the mines. Because otherwise it just doesn't make a lot of sense. Anyway, let's continue. Please view this. Give it the imba stamp it deserves. Then join me in petitioning Blizzard to put one last patch banning mines. Thank you for your time. Name. Turn up the base. Race. Protoss. Leak, Diamond, MMR, 36, A2. And the server is North America. All right. Let's have a look. and what our good friend Turnup the base actually performs here. What type of tricks he's up to. He opens up with a 12 pylon here or he's forgetting his first worker. That's two options. Okay, he starts a worker. Okay, he gets, well, he ends up getting a 12 pylon while floating 150 minerals. That means he might as well have gotten a 13 pylon because a probe costs 50 minerals and thus it didn't delay the pylon at all here. So basically we're viewing this right now as a 13 pylon. experience which means a 13 14 gate is what is necessary and we'll need an immediate Chrono boost here to make sure that we boost that eco where we want it to be. You're going to need to use that on the probes or if you want a zealot before the first adapt I guess you could use it on the zealot but that is extremely uncommon and that completely destroys your economy so I would not recommend it. It would delay your nexus it would force you to get a second pylon before nexus. of these things which tend to not be great. Triple in gas as well. Okay, so he wants to follow this up with a very heavy gas type of build order. And there's no second gas, so it can't really be a proxy void ray. There's also no scout. And he chrono boosts once he nears the end of his pro production. That makes absolutely no sense. That's like buying Tinder premium after you got a girlfriend. It's like, hello? What's the point? Nexus goes down. You just sat there for like seven, eight seconds or so, with the Kronoboose going on the Nexus and nothing happening. Not a very good move. Not a very good move. He has the eco as well of a 12 pylon, but he has the timing on the adapt of a 13 pylon. So there's about a four second waste here. that we're never going to get back. Push three workers to kill this SCV. Doesn't get it. Nice. That's the type of investment I like to see. So what I'm trying to say is that there's been a heavy investment here in this extremely quick adapt that now definitely needs to try and do something on the other side of the map. We have this command center going up. It can't be denied, I think, because this was a reactor first, which probably is the best build order possible against what Turnup the Base is playing. But Turnup the Base hasn't scouted and keeps some. his first adept at home. Now, this is complete nonsense. Okay. If you play a 12 pylon 13 gate or a 13 pylon 14 gate, your adept is so fast that it is there before the Reaper arrive. Okay? There's absolutely no point in getting that first adept to stay defensive. You need to move it across the map. You just cut like 120, 130 minerals into your build that you're never getting back. This adept needs to achieve something. This is basically like buying a bulletproof vest before the gun is invented. It makes no sense to use this defensively. You need to move across the map, get something done. That's the entire point of the build. Just that first adept being capable of canceling that CC temporarily or dealing some damage. I've seen this build being used with a stalker first, where people move across the map with the first stalker and then try to kite Marines. In that case, against the reactor first, it could still be kind of viable. But like this, it makes absolutely no sense. He's now going to try to hit a tight three adept timing. He's hitting at three minutes and 35 seconds. Like, this should do absolutely nothing. If this does anything, it is due to his opponent's incompetence and not due to his own brilliant build order. So he ends up killing two Marines, loses an adept. That is a good trade for a Terran, usually. As long as there's no Oracle follow-up, this is a type of trait that you'd be completely down with as a Terran. Terran is playing a 3-Rex and he's playing a relatively decent version. There's too many depots though. And because of that, has a slightly lower Marine count than he probably should. I also forgot to actually research the combat in time. Actually, his stim is really fast. There's something funky going on there, but I won't complain about the Tarrant too much. Do not worry about that, fellas. I will not complain about it too much. So we have a triple adapt into DT drop. Now, this is a build that I've seen Zest do a lot. Zest played this with a 12 pylon as well, except Zest then would do some damage with that initial depth rather than losing two adepts to 12 Marines. At this point, turn up the base is, of course, very aware of what's going on, and because of that also ends up building two batteries. I think that is the correct call, and I like seeing that. I think that generally is quite good. It's annoying that there's no wall, because even though these batteries are very useful, right now, there is a possibility that if the 1010, Terran makes the correct decision and ignores your units and the pilot and just starts killing your workers, that Protoss is in an absolutely terrible position. Protoss would just straight up die. I mean, it was 15 Marines. You can clear infinite workers by just stimming a couple of times. Like you stim once, then once the stim runs out, you stim a second time. I think you'll kill like 18, 19 workers with your Marines. Instead, the Terran here, well, he's going to head back home and try to defend this. Honestly, it's not even taking too much damage against the DTs. kind of impressed by his response at home. Just not too fond of how the Terran did this in the offense. Another DT is being warped in, but gets cancelled. And so far, like, the build order, honestly, the follow-up wasn't too bad. I like some of the response of Turnup the Base. But he should have been dead already if the Terran had properly focused these workers. It's not quite the case. Turnup the base loses a bunch of DTs for no real reason, straight into turrets. But then again, he's also doing a fair amount of damage, so perhaps it's not even. in the end of the world yet. More DTs now walking into turret range. It's absolutely right. I feel like all of the damage he did was just with like one or two DTs that just dodged the units. And the moment he started controlling the DTs, they just ended up dying. I believe sometimes at lower levels, it's just better to not control your harassment units whatsoever. Just kind of aim within the main base because I often see this type of stuff where Protoss players, by controlling their units, actually make it work. like trying to chase units rather than just aim moving and killing a refinery and five workers, which honestly would have been a better deal here. Anyway, let's have a look at the follow-up here. The follow-up was floating a crappton of resources, throwing down two extra gateways, added on to the already four that we have, not getting any forges and getting a robo bay at six minutes and 50 seconds. This is all relatively late and non-tight build orders, but because he dealt a fair amount of damage, I think I'm going to be fine with it. I'm losing 60 T's very gas-intensive. It's just very difficult often to make things work after such a start, even if you kill... or actually only killed four workers. Yeah, I don't actually really... I don't really like the start for the Protoss, but I like the start for the Terran even less. Like both players so far, not impressing me massively. Nice little control there out of the... Terran taking out three stalkers. That was cool. I do enjoy that. Concussive shells also being researched right now so that can come into play a bit later. Second eBay as well as an armory being thrown down. Huge fan of these buildings, getting those upgrades rolling. The same time Turnup the Base has pretty much full vision of his opponent, knowing when he will move out. For whatever reason, it's still only producing stalkers. No sentries are being added, no zealots. First Colossi is now in production. It's not being Chrono Boost. You'd figure, that if all you have is stalkers, is that you would get, well, some type of feeling of urgency to get that colossus out. Turnup the base doesn't really seem to have that type of feeling of urgency. One thing I'd really want to complement Turnup the Basin, though, is his map vision. He has these observers well spread out. I wouldn't mind having a unit or a pylon here. He also has a prism here. I'm not quite sure if this is meant to be a spotter, or if he just forgot that he has a prism and it's just floating on the map. Now, having map vision is. is one thing, but using that MapVision, of course, is a second. We're going to see if he will end up using that in this game. Stateran is finally kind of gearing up for that first push. You know, it's getting ready with these two Metafx, maybe with Metafx 3 and 4, he'll start going, or maybe Turnup the Base decides to go. Of course, a cool thing that you can do with Stalkers is you can always kite your opponent's units kind of back. And I'm not quite sure if this is what Turnup the Base is doing here. It feels more like a straight-up attack on the third base, which also is fun. But, I want to see that blink again. Let's just, just check that blink out again. So, first of all, I think if you're in a situation where you have a fully saturated third base and you're getting your fourth base, the priority is not in denying your opponent's third. The priority is in not dying right in that moment. If you do not die for the next 25 seconds, you're genuinely really far ahead and I think it's going to be difficult to die. That said, if you're going to make a mass attack with Blink stalkers, at least keep your Colossi at home because that's a unit that will be very useful defensively in combination with a battery. You can maybe do like some semi-based tradey stuff, keep your opponent busy with these stalkers would be very useful. Now, then the second part of this, if we forget about all of that. This is a move that I haven't seen very often. He targets down the sea. CC. Okay. Then in his vision, he has full vision still, he sees a marine, three Marines and a marauder. This CC is probably within sniping range right now if he just continues killing it. He blinks forward to the left to snip a marauder that came from the natural. This is like selling your car because you forgot where you put your shoes. It just doesn't make a whole lot of sense. The marauders do end up falling. The CC, however, survives. And these blink stalkers are, well, actually, I think they can just kind of fight this. This is another case where perhaps an A move would have been better than, oh my God, then going for the straight-up target fire there at the start, because he was completely over-killing one or two Marines. Well, he probably could have just straight-up won the game. It's not going to get hit by any of these mines. He did just see those four mines burrow. That's kind of important because now he knows that these mines are there. He can get an observer, or well there's an observer over here, he can use that to clear all these mines and he should be pretty fine. Oh, good blink forward, sadly misses a shot. And as a result, oh, you got a good trade. So TOS is pretty far ahead at this point, right? Ford base is there, you're up 20 workers. There's absolutely zero need to go into the natural right now. you can however kite this army for quite some time with these stalkers there is one issue here and that is the complete lack of upgrades for the Protoss player i mean if you're floating 1400 minerals and about 1k gas you could you could maybe kind of consider getting a couple of forges maybe a while ago before getting the next six gateways or before getting your fort base perhaps as well before the second robotics facility. But then again, it is not super necessary. He also lost the aggressive observer that he had before. So I do like that second robotics facility so I can rebuild a couple of observers. He's pretty decent map vision before. Right now he's pretty blind, except on the right side, I guess. Liberators are being built as well. There's more mines in production. And don't forget that the mine was the main unit that he complained about. I'm not quite sure why, because so far, honestly he's been dealing with the mines fine. I think he lost like two, three stalkers to it, but that's about it. It's very difficult, by the way, often to move anywhere without knowing where your opponent is. So this type of move over here that he just did is to me absolutely insane because he has zero vision. And this is something I see a lot. And this is obviously not specific to turn up the base, but it is something you need to pay attention to. It's really tricky against Terran to just move. out on the map without knowing where the turn is. Because in a base trade, if you don't know where your opponent's army is, you're just going to have a hard time. And right now, the one thing you really don't want is a base rate. Because if you get a base rate right now, there's a decent chance that you'll end up losing. Well, if you just play out this game and at some point in your life actually throw down fortress, I don't think there's any way you can lose this game. I mean, you're up 23 workers, you have an insanely powerful army, two colossite, 26 stalkers, you have Storm on the way. another war prison. You luckily get vision of where your opponent is, so you're going to be in position as well. Now here come the mines, and now I guess we're starting to expect something out of these mines, but these mines get taken out because the observer is still here. I do like that a lot. Liberators also get taken out. And, okay, here the observer gets taken out. And then there was a line actually in the imbalance complaint, that I want to go back to. He snipes my detection, so then my army is forced to just walk all over mines, while he sits safely across the map with his real army. Now, this is a line that if you read it once and you're not super focused, you might miss it, but no one is forcing him to walk over mines at any point. He makes a decision to walk over the mines after he sees them. Later on, in the imbalance complaint form, he actually complains that the Protoss army marches forward because the AI forgets, they saw landmines there two seconds ago. Now, with all those complaints in mind and him specifically calling out the AI for being an idiot, saying, well, how can the AI forget all of a sudden that there's mines over here? Let's take a look at what this guy does. He attacks the mines, sees that there's mines here, loses his detection, and what is his response? Once his detection is gone, he just moves forward himself. And he keeps marching through the mines. The AI isn't the idiot. He's the idiot. He's the one giving the commands. He all of a sudden forget that there's minds and he feels forced. Like he's obliged to walk over that piece of ground. He could also have just stayed home for a bit, gotten these two observers, cleaned up the mines. He's not really in a hurry whatsoever. I mean, he has about 4K resources in the bank. Perhaps it might be a wise idea to spend these a little bit. Rather than running across the map, trying to force. a win the moment you can. Once again, this actually is a pretty decent fight for the Prolost, by the way. Seize these mines, it's going to walk over them because there's no more mines remaining. I kind of do like that call. Still no forges, by the way. Soon to be 2-1 upgrades for the Terran, I think, against 0.0. Genuinely, not the greatest fight that you can have or the greatest upgrade deficit. It's not brilliant as a Proloss player. Not brilliant whatsoever. good repair as well. I like that this colossar are just focusing on the bunker, not realizing that perhaps it's, you know, the SEVs that need to be focused down there. Now, just like the AI, perhaps this wasn't two seconds, but this was enough for the mines to recharge, shoot at these stalkers again. He loses a bunch of stalkers. Brilliant stuff. Of course, mentally once again, he got forced to walk over that specific patch of grass. I mean, is there any other way home except over these mines again? maybe to the left or maybe he could have stayed here and recalled or maybe he could have used one of the freaking five observers that apparently he has over here sitting in his natural. Nothing is stopping him from getting observer speed either by the way to make these go wherever he wants him to a bit quicker. Then as he walks back, oh, there's no way, right? There's no way, right? Three, four stalkers? I mean, personally, if I'm over here, I also can see a single different way home. There's only one road and that is obviously through this area. I mean, that area was already discovered by him so he knows exactly how to do it. It's fantastic. Now, if you don't like using observers and you're actually afraid of minds that they're going to kill you and you can't control your observers properly, you hate spreading observers, you hate having them with your army, then I do have a small tutorial. Boys, hit it. Hello, Protoss operator. Yeah, you. Today we're going to learn how to beat widow mines without having detection. Are you ready? Great. The first thing we're going to do is get our hand from out of our pants. Yes. And now put it on the keyboard. In front of us we have the unit called the Disruptor. You see that? Great. Now press the V button and aim at the clump of mines. You will see that all of them will disappear. You don't need any detection and it doesn't require. and it doesn't require any additional micro. Isn't that great? Exactly. Congratulations, Protoss operator. You now have learned how to deal with Widow Mines. Well, there was a very informative piece of video there. I'm glad I watched that. Great stuff. All right. Finally, we get some upgrades going as well. Don't get me wrong, the ProDol still was absolute light years ahead, despite walking through, multiple mines, a couple of times, or about the same mines, twice. I still believe that the pros is in a very good position. He has solid vision on the map. Once again, he has one observer over here, one observer over here, gets an observer on the right side, even cleans the mines in the middle right now with the observed, two observers with his army. So it seems like the issue of the observer has kind of been, well, he kind of found a solution here. Doesn't end up losing that observer even to splash. because the mine didn't end up shooting. So all of that is nice. On top of that, we have complete vision of our opponent's army. We know what he's getting. I'm not a huge fan of the Six Colossi. Often what we do want is we just, after three Colossi, you want to be going into Disruptors or Immortals. Because Colossi, they just don't scale that well into a late game against Viking Ghost Marauder. They don't deal too well with these units whatsoever. So if you can get disruptors or perhaps even immortals, I would prefer that. However, six colossi, of course, are easier to use and thus that's why he probably uses those colossi. 1-1 finishes up. Still going to be down at least one upgrade for now, but in the future, perhaps once again, that would be what? Three, two against 1-1. That sounds like three upgrades. Also, ship weapons on the way. That's kind of painful as well. like the orbital with the bunker. It's a cool move. If this bunker had gotten repaired, that would have been very good. Sadly, not quite the case. Now we see some extreme camping here with the main army, and I don't even really mind it. However, when you are camping, you do have to realize that often your army is getting worse. If you're not tacking into anything else, if you're not taking into carrier, you're not tacking into this ruptor, and you're already maxed, then you probably should be trading at some point. You still want to trade somewhat efficiently. You don't just want to run up ramps and lose like that. But you kind of do want to trade. A decent first storm. Interesting second storm. Did he just, the second storm basically hit all of his own units? These storms are quite good. But I'm not so sure about this attack. I mean, he walked up a ramp into five mines and three, well, what was it? Five Liberator zones as well. There's no entire versus the Vikings either. decides to once again run into the planetary, the mines and the Liberator, and lose all of his five Colossi against four Vikings. Now, if you don't have any anti-air and you still have five Colossi, there's two things you can do. Well, there's three things you can do. Number one is you can warp in stalkers and attack the Vikings. Number two is you can go home, if you don't want to warp in stalkers or you don't have a warpin available. Or number three, apparently, is you warp in zealots and you move command the colossi into the Liberators and into the Vikings. That apparently also is a possibility. That is not the one that I would personally recommend, but it does have the Turnup the Base endorsement. So if any of you are, you know, are big fans of Turnup the Base, then you know what he endorsed. Five Liberators still here. So this is, I think, the point where turn up the base believes he is dead. I am not so sure if he's dead. He has a lot of money. He has 16 gateways. He has two robotics facilities as well, which means that technically he should be capable of producing a lot. Sadly, for whatever reason, he's not quite doing that. Okay, it's going to add in a couple of salads now. Now, this is a foreign concept, I think, to turn up the base. but a lot of the time when you can take a good fight, it is fine to not take a fight whatsoever. You can wait. The moment your opponent is attacking you isn't necessarily the moment you need to start attacking back. You can, for example, sacrifice a base. If you're up two bases, like turn up the bases in this case, and you have a lot of cash in the bank, it is completely fine to just wait one or two extra warpins until you're maxed again. It is also fine to move. command all of your units into a tiny choke and basically lose 20k resources but you lose them in chunks of 8k resources at that time because you're only sending in small amounts of your army every single time and you don't actually end up killing anything of your opponent once again we know what turn up the base here preferred that was losing small parts of his army to do upgrades and wait once again it's just like an a i just sending in waves it's like playing tower defense but rather than having towers you have marauders liberators and mine And every single time that next warping comes, the mines are almost off of cool down again and they get another hit in. Look at this. Eight kills on this mine. And that's not probes or zerglings. That's freaking zealot stalkers. Probably a colossi in there as well. It's absolutely bunkers. Voidre now being produced. G.G. well played. I do like that he types G.G. well played. He seems like an angry fella in the imbalance complaint for him, but he says G. G.G. well played. Yeah. Well, let's do. Let's just, first of all, let's check real fast. What was it exactly that you complained about? It was the widow mine. The first thing that I want to note is that I don't even think it was necessarily the widow mine that got you here. I think something that was perhaps bigger was the fact that you were constantly down two to three upgrades. It is really quite painful when you have a large gateway army that also relies on colossi, so not really spellcasters. I mean, you did have Templar, but out of the three storms you cast, I think two of them were on your own units. So let's just forget about those, okay? Really, you didn't build any spell caster that were useful for you. In that case, upgrades are extremely important. If you get this Raptors or Templar, upgrades are less important because these units, they do not benefit from attack and armor upgrades. But you were so far behind in upgrades that even in fights where I believe you probably should have easily won with one of your terrible A moves, you still ended up losing. And that was just a problem that had nothing to do with you walking through mines 10, 12 times. It's more of a problem of you just not starting fordgers. I mean, you have plenty of money. You have plenty of time. You started them sometime after your fort base. Then you got 1-1, and then you forgot about 2-2 for another 3 minutes. That is the first issue that I really want to talk about. Just the lack of upgrades. Then let's just talk about your macro and your builder. and let's kind of push these two together. I think your initial build order wasn't even that bad. It wasn't efficient or optimized, but there were some thoughts behind it. You knew about the 12 pylon, then sure, you went 12 pylon 14 gate, which doesn't make that much sense. But your DT follow-up, it actually did make some sense. The order of the buildings, the Twilight, into the Robo, into the Dark Train. Sure, you made too many DTs, you got a little bit over-eager there. Your tech was laid, you built way too many stalkers, but in general there was some type of a plan. You went straight up to 66 workers as well, and then once you felt safe, you took a fort base. I genuinely did like all of that. There were some issues, however, with your macro. You were almost constantly floating above 1K minerals. In total, I think probably your average float was somewhere around, like maybe 2.5K resources, including gas as well. I mean, you end up dying with 3K minerals in the bank and 200 gas, which obviously is not ideal. your infrastructure was very good. So that really only leads me to believe that you just don't build enough crap. Like you constantly had enough gateways. Sometimes the issue is that people have six gateways. Well, then you can't spend your money, but you had, what was it? You had, well, 16 gateways or so at the end. 10, 12, 16 gateways, craptone of star gates. You had robotics facilities as well. You definitely could spend your money. You just decided not to. That sucked. But also, perhaps not even really the reason that you looked. The real, well, the second reason that you lost, combined with the upgrades, was just the way that you engaged. And the way that you engaged, it just felt like you were consistently in a hurry. It just didn't make a lot of sense to me. Because every single time you took a fight, you were ahead, and time was on your side. There was like a massive timer on your opponent's hat. and you decided to just attack into that timer. You attack upper ramp while you have full vision, which this is the thing that actually bothers me. You had the complete vision the entire time, but you never really used that vision to set up a good fight. You knew your opponent's eco situation. You knew your ecosystem. You know what your infrastructure is. You know how much money you have. You have full information every single time, and you kept failing. It's like having the answer sheet at an exam and encircling the wrong letter, you know, if it's a multiple, choice. It's like you knew it was going to be 10 times A in a row and you did A twice and then 8 times D because maybe it's a trick from the answer sheet. It's like it just doesn't make any sense and it's kind of annoying as well to see someone that has a decent idea about General StarCraft just completely ruin it. Now yeah there's attacking up ramps attacking through chokes again and again and again with small parts of your army when you're trying to rebuild for the final push. all of this obviously is not ideal. Then to get to the mines, yes, mines are very good and they're difficult to play against. But Protoss actually has very good tools. They have the observer mode on the observer. You can use the disruptors to shoot them, like I said earlier. And you can also use storm to storm mine clumps. You need two storms, but still, it is something that you can do. TOS has genuinely quite good tools to deal with them. And you knowing where they are and just walking across them like you're forced to doesn't make any sense. And that problem is not with the widow mine, my friend, but that problem is with you. And that is why it is not the mind that is in balance, but it is you who sucks. You suck. Real good. All right. That's going to be it for me today. Thanks all so much for watching. I hope you had a great time. If you did, don't forget, hit a like, but subscribe to the channel. Hopefully I'll see all of you next time for a new video. Thank you. And bye-bye. Thank you.


Trading The ABSOLUTE WORST And Still WINNING?! | Is It IMBA Or Do I Suck?

This game is an absolute slugfest. We have ASTRONOMICAL trades. I did not even know that you could lose so many minerals in so little time. And of course there also is a whining Terran... Smash like and enjoy, I'm off to my well earned vacation after this one!!  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, Lurkers are ridiculously imbalanced. Two lurkers can hold off 30 supply of bio while the Zerg just makes a thousand drones. In this game, my Reaper delays the third base of the Zerg for nearly a minute. My double drop does not get a lot of damage, but I take a third base while deflecting a counterattack and do a doom drop that doesn't go great, but trades out a lot of units. Then I macro up at home while being up two full upgrades the entire time. I push again with 2-2 and 4 bases and decimate the Zerg army of Pure Hydra Viper. I kill 51 workers and trade out my army, now up 14 workers and two upgrades. But my opponent has a trick that will counter all of that, a lurker then. I, however, predicting this, start up ghost, cloak and liberators. Over the next five minutes I kill five hatcheries and take favorable trades the entire time. being up 50 to 70 supply the entire time. By the 25 minute mark, I've killed 94 workers. The Zerg just keeps making lurkers. The Zerg decides to take into Ultralisks and attacks me, losing their entire army in the process. I kill two more hatcheries, and what has to be the fourth Lurker then. But as usual, the Zerg just throws down another Lurker then and continues to make Lurkers. The Zerg drops two lurkers in my main, which I kill. I attack another hatchery in order to kill another lurker. then, and the lurker shred my army. I try to escape with Metafax, but I lose too much. The Zerg has too many units, and unlike the Zerg, I don't have an imbalance unit to counter the encroaching Zerg army. I've killed over a hundred workers by this point. But it doesn't matter. I can't defend against this army. Four lurkers can shred my specialized army of bio and ghost, but what would four liberators or tanks do? Die immediately. or get abducted and die. So tell me, Harsden. Is the lurker imbalanced or do I suck? Name Paladin, Reyes, Terran, Leak, Diamond, and the server, North America. All right, Paladin. Let's have a look at whether the lurker is imbalanced or whether you just suck. Now, this is actually a very popular question and often it comes from ProDos players, but also very often and often the more convincing arguments come from the Terran in balance forms, I have to admit. The lurker is just a very tricky unit to play against, as Terran specifically, because your detection isn't quite as reliable. Ravens are difficult to navigate. They're not invisible unlike the observer. They don't function well with the Terran army, which especially lower-level terens tend to use F2 in the Terran army a lot, making it difficult to control Ravens. And then the only real real. reliable way of having detection everywhere tends to be the scan. But in order to scan, you need a lot of command centers. And in order to have a lot of command centers, you need a solid early game. This is something that a lot of Terran struggle with because the early early game consists of Ling Bane stuff, getting up four or five extra CCs, turning them into orbitals, can be tricky. These are all very good arguments. However, once the ghost are out and the liberators are in position, lurkers just kind of fall off a cliff, honestly. they become a lot worse, really just a lot worse. Once you have snipe available, every single time that lurkers burrow and unburrow, three, four lurkers are going to die, and lurkers aren't cheap. They're very expensive units, and it's really easy for the Terran to take super cost-efficient trades. Once you get the stable setup, or you get some type of split map scenario, we've seen it many times out of Maru. Once you get there, for a Terran majority of the time, it's going to be fine. However, I have a completely open mind to this. If I truly believe that the lurker is too imbalanced, whether that it is level related, so at this level it is too hard or just in general too hard, then I mean I'll need to change my opinion. I'm a man of science, you know. I stick with my opinion until different evidence gets presented to me or until I die and then the guy that comes after me, you know, takes over my work. Anyway, let's have a quick look here. this opening this early game so we see single Reaper as a start into a reactor this is a very uncommon build this means this will be a barracks as a secondary building but that barracks should have been built before the depot building the barracks and the factory at the same time is not correct second barracks before the depot is a mistake that a lot of people make i'm not going to complain too much about it good control so far on the Reaper as well i kind of do like that this also uh might actually get a drone here does get a drone That's very solid actually. Maybe he can get a little bit more done with that Reaper. Forced an extractor here. His opponent didn't build any lings though. It's kind of funny. It's very rare. I don't actually think, by the way, that the hatchery necessarily got delayed because of the Reaper. So in his little form he wrote that he delayed the hatchery because of the Reaper for an entire minute. But honestly, the hatchery is delayed because the Zerg player was floating 700 minerals. The Reaper went over here. this is more of an accidental delay. This wasn't a minute either. Maybe he can't count. Okay, let's go back here. Okay, so the actual timing that the hatchery was going to go down was three minutes and one second. And the actual timing it ends up going down is three minutes and 15 seconds. That is a 15 second delay on the hatchery caused by the Reaper. Sure, the hatchery is almost an entire minute late compared to what it usually is, but that was because of the Zerg's incompetence, not because of your brilliant Reaper. So that is the first part of your imbalance form that I would deem to be, well, pretty untrue. What was it you said exactly again? The Reaper delays the third base of the Zerg for nearly a minute. So unless we're rounding up, I don't think this was a minute. I would not recommend rounding up like that either. It's going to get some weird timings in that case. Yeah, you hit me. His Pro Scout literally arrived at like, well, actually, I don't have a good joke here. Never mind. We'll scratch that. The Reaper is got to go find this circling. In my head, the joke was going to work, and then I realized there really was nothing there. I'll have something. I'll make it up to you guys. No worry. Oh, I understand it now. Paladin didn't watch the replay, and he thought that this was the third base. Well, that is actually the fourth base. So later on, he's going to scout this base, completely unaware of the fact that there's a third base over here already. He's going to be real confused this game. I can assure you that. He's going to be real freaking confused. These lings are moving across the map, trying to get some scouting. There's a 2-1-1, by the way. Like I mentioned before, it's not the tightest 2-1-1 because of the late-second barracks, but it looks kind of okay. The third gas is, I think, slightly too fast as well. No, he wants two extra meta-fax. Yeah, that's not great. Okay, so this is the first drop that he does. Now, his opponent took a very fast forward base, doesn't have any units, and has six queens. That's it. If he unloads in time and stims his units, I think he should just basically get a free win here almost. Or if he boosts into the main base, that might also be a possibility. Take a look what's going to happen here. Queens will start shooting. Quick response out of the Zerg, by the way. Circus has pretty decent crew spread. Okay, we get a drop. Only drop with one Medivac first. Okay, this wasn't it. That really wasn't it. That was a very poor trait. So one of the concepts with the 2-1-1 is that the first timing with the two MataVex is nice and often you can do something with it, especially at this lower level. But it's most important to keep all your Marines alive. because then when your combat shield finishes, which should have started a while ago already, and your third Medivac arrives with six Marines and a mine or with eight Marines, you can really deal some big damage because there's only going to be slow bains, a couple of queens, and lings. And you can definitely trade well here. Now, the Tarrant did, he did talk about that. He said, my double drop does not get a lot of damage, but I take a third base while deflecting a counterattack. Now, this is one of these things, where the first part of the sentence does not connect whatsoever with the second part of the sentence. It's like imagine you work in a company and you're a salesperson. And you go to your manager, go, Janice, I know I haven't made a single sale in the past 12 months, but did you see the freaking word art that I made for the financial report of quarter one in 2018? like Janice will just look at you like you're a complete idiot because if you're not getting any sales that is the thing that truly matters here initially. The second part, good job that you're doing that correctly but we're criticizing you on part one here. Your drop did nothing and even worse than doing nothing. You wanted it to do something and you sacrificed Marines for it. And because of that, the most powerful part of your build, which is when the third MataVec arrives with the combat shield, is not going to be able to do anything. And at this point, your build is completely pointless. You just ruined your own build order. And the worst part is that you're not even aware of it yet, because in your mind, you deflected a counterattack and got a third pace at the same time. So then all of a sudden it's fine. This doesn't make any sense whatsoever. It really is very illogical. It's also a weird wall, by the way. It's like you played snake too much growing up as a kid. And now you always have to make shapes in, kind of like a weird snake. Very sharp turn there on the snake. Bit too sharp. It's not possible. All right. What's your follow-up going to be? Armory. You have these double e-base. Third barracks before the third CC. This is the incorrect call as well. Usually you should be getting that third CC before. Because otherwise, the longer you delay your third CC, the more all-in you're going to get. And That tends to be a bad thing if you're playing as a Zerg. Now the Zerg, this is very good by the way. I'm really surprised. His crew thread is quite nice. He moved his queens very quickly as well. His droning, sure, isn't the fastest, but he knows what to do. Like I really like the way this guy is playing. I feel like this is the second trip this SCV made. See, oh, there's still poop over here. Let me just build the third CC on the other side, I guess. Yeah, that's what he's gonna do. I'm not a huge fan generally of building the CC on position against Zerg because often a single link or three or four lings or ten lings can cancel that. I much prefer having it over here and you can just flow that down. What is this? Sir, we finish the wall. Perfect, soldier. Now send all of the women and children outside. What? Like this makes absolutely no sense. You build a wall, either you build a CC in the wall, so there's less surface area, or you build it on the high ground over here. The worst part is, at flying from this point is further than flying it from over here. So not only are you exposing it to danger, it's also just quite frankly worse. But this is the doom drop that Paladin refers to. And as he said, he said he traded this out. He said I didn't do a lot of damage, but I traded out a lot of units. So I'm very curious to see what that means kind of, you know, more in a more substantial way. Okay. Trading out units. I wish I had a pen here. I would have written it down in my notebook. Trading out units. Losing everything to four bailings. That's great. Next time I go to the casino, I'll tell my girlfriend that I traded out 500 bucks as well. to the casino. Yep, we're going to have water for dinner for the next three weeks or we're not making rent. See how she responds to that. There's absolutely no way this was good. Your opponent held this while being up 30 workers, by the way, or something like that. I think he had 78, 75 workers. Now still 71. It's already on four bases, taking a fifth base as you're trying to land your third. This is still not an orbital either. So, honestly, you're in quite a bad spot. You haven't cleaned creep once. Maybe. Not a single creep tumor has gone down. Not one. In a nine minute game. Then you know that something is wrong for the Terran. You haven't really killed much in general. Like, you went for an extremely aggressive build with the 2-1-1, delayed your third CC for an extra barracks, and so far the units lost is exactly even, and your opponent is up 32 workers. Yeah, this has not been a successful expedition so far. Let me tell you that much. Lurker then being thrown down at the 9th. minute mark, hive going down, triple Evo chamber. This circus playing really, really, really well. His creep spread is very solid. I think he's quite fast as well, yeah. This circuit is at 250 apm. for a dime. It's not bad. Like, his macro is slipping at times, and the injects aren't brilliant. But nothing that can be fixed with a couple of macro hatches, of course. So you see one macro hatch going down here and macro hatch on the far right side. Macro hatch in the natural as well. All that looks kind of good. You're just kind of sitting back. You're not even sending out single marine drops either. Like you could just send a single marine drop, start clearing some creep here. I'm actually not quite sure what you're paying attention to. It seems to me like you're not doing much of anything at this point. And it is difficult to believe for me that you at this point think that you did so much damage that you can just sit back and wait for your opponent to all in into you. It's obvious that that's not the case, right? You did no damage whatsoever. Even you stated that in your form is that you just didn't do a lot so far. The only bragging that you've done in your form was that you deflected a counterattack and that you managed to build a third base. Well, building a third base is just clicking the B and the C button for a second time. So you build a... What are these guys doing? Are they at a dancing party? What is this? Oh, see that again? Come. Come. Very cool. Very, very cool. I didn't know this was possible. Do you think he's clicking this to do it like that? Oh, he's chasing the Karak. He's dancing around the Karak. And whenever the Karak tries to move... Oh, I've never seen that before. That actually was quite nice. I do really enjoy that. What do we have as a phone? What do we have as a follow-up here? Vipers coming in. So this is the Hydra Vipers stage. Now, the five aggressive Evo chambers? Desirks. He's loving it, man. The aggressive five Evo chambers for the, so that the Vipers can start getting some energy from here. It's actually quite important, usually. I do like that. I really do like that a lot. Solid moves. Solid moves. Still not doing much of anything. I think you cleared two creep chumers so far. Yeah. Two creep chumers have gone down in a 12-minute game. You went into eight racks as well. And double factory. So this is, you're basically setting up for a three-base all-in here, 12 minutes into a game while your opponent is attacking you with Hydra Viper. It had an absolutely insane timing that you're managing to hit here. Fly the liberators forward as well into your opponent's army. You're actually, it's so obvious that you're... Oh no, poor Zerg. No bailings in his army means this is going to move through. I was going to say it's really obvious that you're using F2 so much as well. Because every time you have the Liberators not in siege position, they just move command into your opponent's hydras. It's quite sad to watch. This is a great run-by if it would be going into the natural or if there was a Ford base to attack, but sadly that's not the case. Set up these Liberators. I mean, I think I... this point I think at this point the if the zerga attacks into you with the bailings he should still be fine but yeah he attacks with the Hydros first now it's going to be kind of difficult I also like that you completely gave up on cleaning up the creep as well hey did one more scan kind of how do you see that again where you how many creep shooters you killed yeah 13 creep tremors have been lost so far you're completely deep into the creep I had a friend that had a similar approach to what you have with creep, but he had it with personal hygiene. So he almost, he always smelled quite bad and never really showered. And he said, Kevin, at this point, if I were to shower, I would need to clean so much. And it would take such a long time that I almost think it's not worth the effort anymore. And I feel like it's the same kind of thinking that you're using here. Like there's so much creep that you feel like it's no point anymore. But I think that theory kind of stinks. I would not suggest that. Just even if it's too late, you can still make something of this game. Just start by clearing the active tumors, that type of stuff. Now, you're dealing a lot of damage with this. Ooh, I'd love that as well. Good stuff. Making sure that the three banings can clear five mines at the same time. Possibly the only way you can still lose. You're up 40 supply currently against a player without any real splash damage, except a couple of banings. You have 13 mines. This should be theoretically impossible to lose at this point. I actually do believe this is impossible. impossible to lose. Oh, here come the bains I was talking about. Look at that. Now, he required three bains and a couple of hydras to clear five mines. Maybe stim two more times to get your army nice and quick into the red one. Another stim. There we go. Beautiful. Now one more. And we're exactly where we want to be. Two bailings in this army. I like that this man knows exactly where the priority lays. There's two bailings total and he thinks it's more important the first target down the lurker then, rather than hitting the bailing that could one-shot this entire army. Very cool. These Marines have never seen battle, but they've already overdosed on opioids multiple times. Very cool as well. Ten Marines left. Okay. This has actually been one, if you don't manage to win this again, it's actually one of the biggest throws I've seen in my life. The Zerg somehow led you in because he thought that you probably had a fort base. He built five Evo chambers aggressively into a three-base all-in, while he himself was on six bases, getting triple upgrades in the main base, tacking into lurkers. If he had five banlings while he was defending, you would have died already. You don't deserve to be in this game anymore. You're in this game because the Zerg thought that you would have a fourth base, and perhaps even a fifth already as well. The reason why you're in this game is a complete misunderstanding. Okay? It's not okay. It's absolutely not okay. Seismic spine. Uh, okay, I like that. So Lurker upgrades coming in right now. And I guess this is where the game starts going poor for you, which is once again difficult to imagine that things are possible to go poor from this point on. You have 30 Marines, six marauders. Your opponent has 11 hydras. If you would attack at this point, I think even with your eyes closed, you'd be able to win and without using Stim. Now, this changes once the Lurker comes out, which means that you'll need to switch up. this the current play style because so far it looks like you have been playing especially in the fights with your eyes closed and i guess not without stim because you've been stimming a little bit too much but if you just actually move across the map i don't think there's any way that you lose now there's another trick and this is a an advanced concept so if you're below diamond just close your ears But this is that you can split your army into multiple groups. So imagine your opponent has one base well fortified with tanks or lurkers, siege units, or with a planetary fortress or cannons, that type of stuff. You can with the other half of your army try to poke holes on the other side. You don't always need to have your entire army in a giant ball. Now this is kind of confusing for people and I understand that this can be confusing for you as well but just try it you just split the metaphax in half you split the infantry in half and you send one half to this side and the other half you don't even really need to use you don't need to use them at the same time just have them split and then you micro one half of your army and the other half is just defending if you see your opponent's army arriving where your half of the army is, you move that army back and you go forward with the other half of your army. That way you only need to control one half of your army at a time, but you're still forcing your opponent to split as well. And defensive split in often is harder than aggressive splitting. Now here a couple of lurkers are attacking your orbital command. Now this fight only took 15 seconds. So I completely understand why you decided not to lift this command center. It probably went a bit too fast for you there. It's like not sure whether to lift or whether to, you know, let it sit there and tank three damage from the lurkers. It's not like it was a planetary. It was a command center. There would have been no downside whatsoever to, yeah, to taking it out. But instead, I think you decided to take out some rocks during that moment. But it's completely fine because you have plenty of money to spend, right? Right. Also, that commands center definitely wasn't important because you're running out of minerals. Right. Right. Yeah, a little bit painful. Also lacking a complete lack of scans. You're losing this base as you're kind of caught out of position. To be fair, the Zurg also caught me out of position. I didn't see this coming. Now, there is a trick here, which is the sensor tower, which basically provides you with free map hack. It sees any unit that is moving towards you. it gives a little exclamation mark it's absolutely great I also want to just I want to check something real fast from your thing over the next five minutes I kill five hatcheries and take favorable trades the entire time being up 50 to 70 supply the entire time I'm not sure if this is this time but you have been up for 50 to 70 supply for the past three minutes already you just haven't used that advantage okay it makes absolutely no sense this is like if the US had won the space race against Russia or well they would have been they they built the first rocket that could go to the moon like five years before them but rather than actually getting it to the moon they decided to just leave it on the ground for another 12 years that's kind of what happened in the past three minutes okay you had the win all you needed to do was actually go to the moon or in this case move to the other side of the map how many mines 12 mines another quick tip here is that mines aren't as useful anymore against lurkers often. You can use them to mainly against stuff like run bys and to hold chokes, you know, or well, hold choke. As a surprise in a choke, like 20 lings go by or lurkers. Don't do that, please. Oh, he doesn't have a separate control group for Ghost, does he? I'm not sure if he has a separate control group for them or not. Oh? He scans forward, sees that there's an overseer, decides to go in, two snipes go off, and he loses all of his energy on the ghost. This is the type of decision-making that I tune in for my friends. Now he realizes, wait a second, if he has all of his lurkers over here, maybe there's nothing somewhere else at the same time getting run by. If he doesn't live this base, thank the Lord, if he would have lost another command center at the fifth to a no anti-air run by, I would have been extremely upset. Now, the same concept from earlier, by the way, still counts. You're still allowed to split up your army, especially just a part of the bio at this point, with three meta facts. You put a mine over here, mine over here, mine over here, and you start clearing creep with the bio army. You use the ghost defensively for when lurkers try to move in. You can snip them. You have a very nice ghost count. You have 19 ghosts against four lurkers. I'm not even quite sure how you're not just straight up killing him. Like, you can literally scan, queue up 35 snip. And if your snipes doesn't go off, you actually get the energy back. This is one of the craziest things in all of Stark. It's just EMP a lurker? Like, that EMP was so late. I think I actually hit a viper, but I'm not even sure if that could be considered an EMP targeted at the viper. Okay, you just killed every single lurker. You didn't even snip them. Stim? Blinding clouds? Okay. Snipes? Snipes? No, not necessary. So you win this fight again. a complete free win of a fight problem is this these seven lings have actually destroyed everything at your home but once again this was a very good fight every fight by the way or in general most fights have been very favourable for the Terran I just really like to point that out that the Terran was complaining about the fact that lurkers were too strong but so far not a single fight with lurkers was actually that bad unless you count walking 30 Marines into four lurkers, but that wasn't a fight. He just accidentally walked into a lurker. That's like saying that magma is too strong because your neighbor walked into a volcano accident. It's like, I'm not quite sure if we'd count that. Nice. Yeah, another very fruitful fight. And for the second time this game, you're absolute light years ahead because your opponent doesn't have any larva. You do take out another lurker then, very nice. Spawning pool gets taken out as well. And now what's very important is the speed at which you do things. So you want to be killing either buildings or drones, just making sure that you're really pushing your lead. You know, last time I think you took quite a while at times to get things going. At the same time, you can also, of course, increase your own position of power in this game. By, for example, rather than having 33 workers at one base, you can split the workers up, half over here, half on the other base. Nice to imp. It actually was a good EMP. It had like two, three of the vipers. Stim forward. Might want to use snipes. It is allowed. It is allowed to use snipes against things that aren't lurkers either. With a sniper, you can clear the hydras real fast. You can trust me on that. You can also kill vipers with it. Resources lost. Terran is up 16K. Well, the bigger number is with the Zerg. By about 16,000. It's a big deal. It's a very big deal. 1.23 supply against 96. For some weird reason, Paladin still isn't mining more than his opponent. Well, it's not a weird reason. It's because he's mining with 33 workers currently at four mineral patches. He still has this base completely open. He has an orbital in the main that he can lift to this base. So there's a lot of options. But needless to say, he's very busy controlling this army. Still not clearing creep, by the way. It's been on the map for the past five minutes. He has cleared 61 at this. point in total. So a little bit more than earlier. He started the cleaning process. I wonder if he's ever going to snipe any hydras or if he just doesn't believe in it. That's also possible. Drops the mules. He is aware that he has a base over here. Drops the mules there, but decides to not use anything else. You would reckon that if someone is so keen on not doing any macro or any good economic actions that he would have very good micro or at least would be focusing his entire attention on the micro. but instead he's just chasing a laser like he's a cat over there. Look at these hydras. These hydras are just baiting him to chase him. On the creep. Look at this. This Zerg is... I don't understand why the Zerg is losing so hard, by the way. It feels like the Zerg has been outplaying the terror in the entire game. There were a lot of bad fights. Well, I guess it was just a couple of times... This is the sickest run by I've seen in my life. That's actually really cool. Now we see some snipes. Okay, solid stuff. I guess the first fight was really bad for the Zerker. and after that there just wasn't enough lurkers. But the ghost, honestly, I've been training so well. I find it very weird that a Terran dares complaining after having this type of traits the entire time. Okay, this is the point I guess he was talking about. So right now, we're actually in a position. Just let's take in this information, okay? We currently have a Terran that should be outmining his opponent if he properly saturates these bases. who has 12 ghost which can snipe, basically any Zerg units, multiple times. There's four metaphics, 34 Marines and four marauders. And the Zerg has a single viper without energy, two lings, zero queens, and two lurkers in production. Now, I think you'd actually need to try to lose this game. I really do believe that if you would blindly aim off across the map, and you'd have a raven with this army, I think you would actually win. Your planetary is safe, you're mining from there for a while longer. If you just ice closed and you move on the map a couple of times, I think you could go, you know, make dinner for the night. You'd come back in 12 minutes and you'd see the victory screen. I am impressed that it isn't quite happening. Okay, there's no base over here. hasn't scouted this base yet knows that there was a base over here at some point most of the time that also means that there's a base here but he hasn't quite discovered it yet in the fog of war okay two lurkers get taken out pretty efficient trade i don't think he lost too much there there's also no why's he going to the main and he cleared all the tech in the main like five years ago already I guess he can go again take out the hive ultra cavern hydra then guess it's not too bad Still feel like this should be absolutely impossible to lose. He's up 60 supply. Okay. There's four lurkers here. The reinforcements are getting taken out. Good scan here. Very nice scan. He sees that the lurkers are there after losing eight units. He's like, oh, okay, let me just scan now. This is actually controlling the unit as well, okay? Okay. The Lurker has an attack that goes in a line. So unlike with most weapons, if you're standing behind someone and, you know, the person in front of you get shot, you're kind of safe behind that person. with the lurker that is very different. The lurker actually attacks in a line and it doesn't get stopped by the first person. So rather than moving into it in a line, what you want to do is you want to spread out your units. In StarCraft 2 we call that a concave. I'd want your units to be in a concave. That way, you wouldn't lose, well, what is this? Six ghost, four or five marauders and a bunch of marines to four lurkers. Oh my God, that last shot. Okay, you lost like 15 Marines or 20 Marines maybe even to four lurkers. Yeah, with this type of trading, these four lurkers are going to be really scary. Luckily, they're split up. So if at some point you decide to finally clear this base, you might actually be fine. Also, you're still mining from the same four patches that you have been since minute 19. Now we see a lift on the orbital, absolutely beautiful. Start sending it over here. Okay, I like that move a lot. I think that's genuinely a good move. I don't understand how it's possible that if all you're doing is paying attention to your army, that you lose a ghost to two hydras. Can't you pull it back if you see it's getting killed? Overlord's going to get pushed back here a little bit as well. Still have this base mining. I don't think he's in. He must be wondering right now what's going on. It's like, why am I? Why is he not getting revealed? Is it possible that perhaps this piece of fog of war that I haven't seen yet, that there's a base over there? Might that just be the case? Yes, that might just be the case. That actually might just be the case. These minds, I think, just managed to kill a lurker, by the way, maybe even two lurkers. Very cool. Currently, there is three lurkers, two hydras, two lings against six Ghost, six Metavax, eight ghosts, six Metafax and five marauders. Now, just with snipes alone, you will win this fight. percent of time. Why would you scan? What? You have a single orbital command and you scan an area. Why wouldn't you just send a single marine to check first? This makes no sense. Now a Raven is actually a very good call, by the way, because you're out of, oh, you have a second orbital as well. Is he not in a hurry? What are you even doing? Okay, the single marine is checking over here. There's a base here again. I wonder if he's mining anywhere else. It is just impressive. I really find it, I just don't understand. Like, what are you doing at this point? Is he looking for lurkers underground or something? Okay, send one unit forward. Don't scan. Don't scan ahead of you. Just send one unit forward. Or wait for the raven. Okay, solid. Good. Here we go. Okay, base gets taken out. This Zerg is quite quick, by the way. You just pulled away the workers in time, I think. Yeah. Very cool. This jerk has so many good moves, but yet he's losing. Very interesting. This is a bunch of money in the bank now at least. Okay, so this base gets taken out. Now, surely we can't break this, right? Hello? Nine ghost. Three lurkers. Five lurkers. Six Marauders. Five Ultras. Ultras might be a bit of an issue at this point. There's no Kytinus plating yet though. So, and no anabolic synthesis. So these Ultras aren't going to be brilliant. Watch this army F2 into this, by the way. Still at this point, this base completely unscouted. Okay, here we go. Snipe, snipe, snipe, snipe, snipe, just sniping, snipe from a distance. If you queue up six snipes on these lurkers, you'll get it. Come on. He also knows that there's a base over here, by the way. Once again, this concept called splitting the army could be of major user. Just sending a double drop towards this side with like three marauders and like 10 Marines and two medevacs would be fantastic. Allows you to defend this middle area so you don't have to be afraid of dying. And also allows you to keep pressure on two sides at the same time. With that army, you would be capable. of killing anything here on the right side, except maybe four lurkers, because I've seen how you micro against four lurkers. This army is moving out. You're at home. Oh, actually respond in time. Second Raven is out as well. I like it. Actually, don't mind the second raven here. Ghost snipes, more snipes, more snipes. We need more snipes. He moved commands his entire army into it while sniping. Oh man, one day someone's going to explain them about using a second control group. Look at this! This actually was way better of a fight. Just uses snipe from a distance, still loses four ghosts, doesn't stim, because the ghost is in front of the marina marauder. You need to use the tab here. He actually hasn't stimmed ever since he built ghosts. Now he stims because the ghosts weren't in his control group yet. This is absolutely fantastic. It is difficult to believe that this is an actual person playing. It really is. These ravens, auto turrets, I like that. Why is he controlling these ravens so well? But why can't he control the ghost just as well? Like he was moving it back, microwing it away from the spore. I really did not expect. No, not what? No, don't throw down every single turret you have. It was a single spine. You can use these later on. Okay, we agree. I think theoretically we're still winning. Now of course, if we would have stopped this base from mining it any, this base. base, I'd just like to show you guys. This base, according to the Terran, doesn't exist yet, but in reality has been completely mined out. I didn't even know it was possible to be this unaware of anything. It is very impressive. Really, really impressive. One day I hope to achieve this level of ignorance of the world around me. Life must be so easy. Holy crap. Okay, these orbital commands have a bunch of energy. So even if these ravens go down, we still have a chance. Our ghost count once again is up to five, but now the lurker count is actually rising. This is scary. Okay. Yeah, nice in a line, very smart. Good, yeah, clamp them up. Solid. Run out of the scan. Very annoying. Okay, here comes the scan. Oh! I tell you, this Zerg is actually pretty sick. The circus is really quite fast. Oh, and how many kills does this lurker still get? This was a lone lurker. How can a lone lurker get 13 kills? I don't even understand how that's possible. You could have just sniped it with three ghosts and it would have been fine again. Maybe he doesn't have a hotkey for a snipe and he needs to click it with the mouse. They would explain the speed of him. I feel like it's the fourth hive that we're seeing. Okay, the third hive. How many lurker then says he lost? He lost four lurker dens as well. Is he going to rebuild it? No, still he already has one. This is the fifth lurker than, the fifth higher than? How many M-station pits? Oh, he only lost one. God. Honestly, he should have built every building here. This Terra never would have found it. This is the one piece of the map he doesn't want to go to. He's heard stories about it. Rumor on the street is that there's millions of lurkers waiting for you there. So I won't go. Oh, two lurkers, two lurkers? Why build the Ravens? if you're not going to use them for the detection. I mean, he clears it, but even that wasn't too efficient, you know? This type of fight, okay, okay, okay, here, we completely oversee the situation of what is here, okay? This is super clear what is going on. Now, we have multiple solutions to this problem. The first solution to this problem would be, I was going to say maybe you can cloak because there's nothing there, but there might not be the case. The first solution, which would be the easiest, is you see this lurker is exposed, so you just snip it from the high ground. That is your first lurker. The second lurker also is in a great spot. You can also snip it. Then you can move part of your army behind this mineral line, forcing the lurkers to unburrow. Once that happens, we snip those as well. Okay? That is the game plan as I see it. Now let's take a look at what Paladin has for a game plan. Okay. Snipes, the lurker from the high ground gets it. The hydras show up. We lose all the ravens. And we lose the rest. Not entirely the same as I had imagined it. There are also no mines with this army. It might have been helpful, these five mines, stopping this type of move. Yeah. Um, good lord. Well, there was actually a very painful end. I'm not even sure if he was 100% dead over here. Ah, he was losing the mules. Still feel like it's playable, no? Two orbitals. If you can get it. I mean, theoretically it would have been playable. We know that Pallelin wouldn't have won it, especially not after that load up. All right. That's just, I'm just going to have to look at your crap a little bit again. He said the Zerg has too many units. And unlike the Zerg, I don't have an imbalance unit to counter the encrouching Zerg army. You actually have a siege unit. It's called a siege tank. The word siege is in the name of the unit. It helps massively at defending against encroaching Zerg armies. It helps massively holding positions aggressively. It helps massively covering for your ghost as well. You have a liberate. Have you even built liberators? Oh, you build liberators in the midgame, but you kept just move commanding them into your opponent's army straight up. So it doesn't really count. The only unit that you actually built, that was the counter to the lurker, was the ghost, but you just continuously move commanding them with your bio army as well. Your snipes were kind of late. I actually felt like you absolutely had this game as well, which makes it even worse. Like, the unit lost in the end is still 13K in your favor. You just got completely outmined by this one bottom right side base, which you never saw. So really to kind of summarize it, your micro was absolutely terrible. You have a single control group, which you always use, either F2 or a single control group. Whenever there's ghost in your army, you can't stim. Whatever you have liberators, they fly into your opponent's hydra force because you can't push them back. Only when they're sieged up, are the units not move commanding into your opponent's army. You lost an entire army close to your fifth base, or what was once your fifth base, trying to move into a lurker position. That was absolutely terrible as well. Yeah, there's no stimming. So for the micro, you get a big fat thumbs down. For your army composition, well, no tanks whatsoever. You had liberators. Did you have lip range though? No, you didn't have liber range either. Technically, it's possible to play with the army comp that you did, but not with your micro. So for you, I'd say the army comp is fine, but in the future, I'd recommend tanks and more liberators. Units that siege up, so you don't really have to control them anymore once they're sieged up. They can fire automatically. That's probably why you enjoy building widow mines as much as well. Now for the final one is your in-game decision-making and your army splits which were absolutely non-existent. You always had a massive ball of an army. You never once multitasked. You did two drops at the start but you only did that because your entire army could fit in the drops. You never multitasked. You never had a secondary attack going. Always came from one side. Your rotations were extremely obvious. You put it all together. And I think it's pretty clear that the lurker isn't the problem but your mediocre brain and execution are. And thus, my friend, it is you who sucks. And not the lurker that is imbalanced. All right. That's going to be it for today's episode of Is It Inba or Do I Suck? I hope you did enjoy this relatively long episode. Thanks all so much for watching. Be sure to send in your own I-O disforms from the description down below. Use the Google sheet that we have attached to it. Hopefully I'll see all of you for a new video. Thank you. And bye-bye. The