He LOST To MASS REAPER?! | Is It IMBA Or Do I Suck?

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Captain! Send your best troops to Burlingrad ASAP. I played a game where my opponent, which I found out was a GM-smurfing post game, went Mass Reaper which I scouted into Mass Marine. My response was a hidden base plus blink Colossus. Colosses can't blink. It was no matter as Reaper's heart counter, every Ground Toss unit. I considered going air, but I had too much pride to do that, since I should be able to win against this, playing standard, even against the 1K plus MMR Smurf. I scouted late tech slash turd, so I thought I should be equal to a head, but I couldn't get my own natural up. People balance whining about void rays or lurkers? Nah, reapers, man. Please tell me how to suck less, or if I should pick up a slower game like League of Legends. Thank you for your service. This balance complaint was all over the place. The name was Pico, dog, he's a pro-dose player in Masters League on North America. And there's one sentence that I really want to focus on here for a second. I considered going error, but I had too much pride to do that since I should be able to win against this playing standard. This is something that people somehow got in their head that it is more honorable to win playing standard if someone does something offbeat or something weird. Actually, the best thing to do, if someone, is playing something offbeat is to hard counter that, no matter how you do it, that would be considered a standard response. Whatever is the best response is the standard. If the best response is air against Mass Reapers, which let's be frank, it probably is, that would be a standard response. Standard is not a word that you can just put on a matchup. Like, let me pass the game. You can't just say in PVT the standard is to play Blink Colossus. and then just applied it on that matchup in every situation. Because if you're playing against Mac, that simply isn't the case. The standard against Mac might just be mass blink stalkers or Charcelot Immortal Arcorn. It is very different. And people also differ on my opinion what the standard is or what the standard should be. The word standard means absolutely nothing and is completely useless. But if it would mean anything, it should mean the best build against whatever is happening or the best response. if I would say the standard response against the 12 pool is to get a second gateway and to chrono zealots out. That isn't the standard in PVZ. The standard in PVZ in the early game is to go for a 20 nexus. If you go 20 nexus against the 12 pool, you die. The standard changes, depending on what your opponent does. It makes no sense to say, I don't want to play air to lose my honor and my, because I'll lose honor and pride. Because going air against Mass Reaper would be standard. If I scout someone going triple Rex Reaper and I get a void ray out, I win the game. That sounds like a pretty good standard to me. That is the type of standard world that I want to be living in. If I scout something stupid, I have a good response and I kill it. Why would I make life harder for myself? Why would you do that? If it's just... It doesn't make sense. And then also saying, even though he is 1K MMR above you, yeah, well, that makes a lot of makes even less sense. Why would you go for a suboptimal response to someone that is this much better than you? If anything, you should be pulling out all the tricks against someone that much better than you. Sure, if his build is suboptimal, the reason it's suboptimal is because you can abuse it. If you, okay, I'm so sorry, but we're going to have to go over here. Imagine you play against someone only building drones, the entire game long, only building drones. He has like a million drones, like 120 drones. And once he gets one of 120 drones, he does a pure Brutlord push, okay? If I know this going into a match and I'm about to play against this guy, there's five different things that I can do. First of all, I could just attack him with any amount of units in the early game and he would die because he only builds drones. Or I could just save up mass void ray because Brutlords don't shoot up. I am changing how I'm playing based on what my opponent does. I change the standard. If I would just go into a campy game, go into disruptors and triple Stargate, even though I have all this information about my opponent, that would make me a complete idiot and it doesn't make any sense. The standard response, the standard changes based on what your opponent does. It is not just something that you can just broadly apply. Like, how broad do you want it? In that case, are you even allowed to have specific things in a matchup or is the standard always the same in the entire game for a race? It's just, how do you even respond to any type of cheese then? It's like, well, it's not standard for me to build a battery in my natural, so I guess I'll just lose against his two racks. Like, it's just, it's completely nonsensical. And it took me almost four minutes to explain that to you. I am not the most efficient speaker. All right, let's actually have a look at the game, though, as we have a triple Rex Reaper here coming out of Jotech, and we have a double gas into a second gate here for Pico. Now, like I mentioned before, honestly, if I would scout Triple Rex Reaper, I would open up with a Stargate. I would not open up with a Nexus. Actually, the proxy Nexus against Reapers, I think it might be worse than against most other things. Because the Reaper is a unit that likes to run around, check out different rotations. So this is a very significant risk. It also has very high speed so it can easily rotate in between this base and your main if this ever gets found out. If you're playing against a more standard Terran army and you take a proxy base, they're less on the map if they open up with a widow mine drop. There's just going to be one drop to your side. And then they might actually be scared. It's like, oh, there's no natural. That's weird. But in this case, this army should be very good at scouting because it's just really, really quick. I like this little Reaper wall you have here. That's actually quite good, Pico. I do enjoy that. You're getting a third gate as well as a robotics facility. You're chronoing your warp gate. I think this is a second time I've seen the chrono on the warp gate now. And it seems pretty consistent with the timing that it's going to finish. job. You're also here defending a ramp, which I think if you know your opponent is massing reapers, just defend your mineral line immediately. He didn't jump into it, but I think he could have cleared a couple of workers if he was a bit faster. I think the battery is a good call. So I just want to really kind of plan the flag here where everyone can see it. I think the response that you've decided to go for at this point is absolutely one of the worst responses that we can have. The proxy base, it leaves you very vulnerable if it ever gets scouted. You're just basically dead. It's also kind of obvious that something weird is going on. I mean, you're not playing an aggressive build order, or at least not a tight timing. You have 20 workers with who goes for an all-in and then completely saturates his main base. Like, this build is genuinely one of the worst responses I could have seen in my life. Also, can we just talk about how you said that you wanted to play standard and then you open up with a nexus on your fifth base location? Like, even if you're following your own logic, this doesn't make any sense. Nowhere in PVT ever is this standard. Well, a natural in your fifth and then going into a second gate before a robotics facility. This is a build I have never seen in my entire life. It's just not a build, okay? We're going to leave that behind us and we're going to judge you based on the weird mental boundaries that you have set for yourself. So we just completely forget about the build order. This is the worst thing I've seen. Okay, we kind of, we put that in the, in the freezer, you know? it's going to be there. It will be there in a couple of years from now. We'll forget about that. Let's hope it just won't rot. It will give an awful smell. I'm just going to judge you what you're doing based at this point. So the things you're seeing with the tools you currently have in hand. So if this was the state you got put in, I want to judge you based on the decisions you're going to take now and the moves you're going to take now. I like this recall. This is obviously good. You want to saturate this base. You don't want to rally workers from your main towards this base because they're just going to get picked off. That recall is quite smart. I do enjoy that. I like the little patrol. I have here on the adapt. That's good. I think these stalkers could be a little bit more here in the middle in between this ramp and this ramp, as these are the two main areas where your opponent could move into, basically. So I don't really mind that. The prison, now this is an extremely risky move. He saw that as well. You really have no vision whatsoever of where your opponent's reapers are, and you just start to move out with four stalkers in a prism. Look at what he currently has. He has 12 reapers, about to be with plus one as well. He has 12 reapers. You hardly have any units at home. If he would have jumped up the moment you load into this prism, you would have just straight up died. Okay. And it's not like this prism is going to go across the map for game ending damage. This prism is going across the map to harass, to kill one or two workers. It's not like you're going to go for a DT drop where the potential of actually killing your opponent or doing a lot of damage is very high. Now, you're taking a very large risk for a very minor gain. And usually these are not the correct place. You know, it's, it just, imagine you have, a lot of Americans have this. So a lot of Americans, I'm not quite sure what it's called, but they have this thing next to their sink and you put stuff in there and it cuts it up. It like makes it small. It's like a trash shoot or something like that. And something, sometimes, it's just like a blade spinning to make it small. I'm not quite sure how it works, some American invention. You guys will know what I'm talking about if you're American. Sometimes something gets stuck in there. Now, this would be like if a little walnut gets stuck in there, and you put your entire hand to push that walnut down while the thing is still spinning. Like, the best case scenario here is that you push the walnut down and that is not going to be stuck anymore. The worst case scenario is that you lose your hand. That's kind of what this prism is as well. This prism is not going to give you. you anything. Okay, it's going to slightly improve your life, if even. Actually, you know what? I think this actually is a giant loss because while you're doing this, oh my God, you're sending these across the map. You're also floating an infinite amount of resources. Like actually an infinite amount of resources. Look at this. Freaking 800 minerals, 400 gas you had. You could have already been building like either a robo bay or just anything, really any type of secondary tech, faster Twilight Council. I don't even mind that too much, to be quite honest with you. I don't even mind the Twilight Council as a secondary tech as much. I think it's okay to get blink against this. Keep your stalkers alive, but you lost three stalkers. You floated a lot of money and you kind of made yourself vulnerable here. You also mentioned in your thing, in your balance form, complain that you had trouble taking a natural. Well, I'm not really surprised you had trouble taking a natural as you're trying to take a natural with three stalkers against like freaking 12 reapers with plus one like obviously it's going to be difficult to take a natural you just lost three stalkers across the map um this prison by the way is keeping a lot of reapers at home so you could say that it's kind of worth it but at same time it's also if the if all of these stalkers were at home and and you wouldn't have lost the three on the other side of the map I think you would have been perfectly capable of getting a natural getting a battery there as well once you get a battery, Reapers just don't work very well anymore. Like, Reapers in general, they don't actually skill that well, especially once you get Colossi out. So I do like the call of the Colossi. We can see that you don't really have the gas currently to get both Blink and Colossi out. So I like that they're taking gas three and four. But I don't understand why you went for the fast Twilight if you realize that you need to go into quick Colossi anyway. This seems like an awfully naive thing to do as well, is to kind of move down here. Rather than, kind of waiting for a big unit or a big force and then moving down, you're just constantly trickling down a couple of units to try and defend the base that realistically is never going to get defended, right? You're just taking huge risks and you're hoping your opponent just isn't paying attention. So you're moving down with four or five stalkers. You know your opponent has what freaking 20 reapers or something. It's 25 reapers with plus one. Your colossi is about 20 seconds away and you still have a hidden base. At this point, what I would say, just wait till your call. Colossi is out. In that case, your fights are going to get a lot better. And now you might just, if you actually want to defend this, he has all of his reapers here. If Jotuck would fight here, you'll just lose all of your stalkers. I don't understand why you're so keen on defending this position, which is obviously undefendable. It's like fighting outside of your castle walls while the cavalry is about to arrive, you know, just wait these 10 extra seconds for this Colossi. And now you take it. This is the correct call. I'm glad you didn't go chase the Reapers or something like that. That would have made absolutely no sense. Prism is still alive as well. And to be quite frank, yes, your position is bad in that your downing workers. He has a lot of infrastructure. But on the other hand, your third or well, I guess your natural hasn't been spotted yet. You're getting an army that should fight extremely well against his army. Colossi stalkers. I mean, that should... Colossi absolutely destroy reapers. It's not even close. Once you get like two, three colossia out, the game just kind of should end, honestly. And I think this is a very winnable situation because all of his army supply freaking sucks. He's 32 Reapers, that's it. As long as he doesn't find this hidden base, you're completely fine. So this is why I'm so surprised that if your entire life depends on this hidden base not being found, why you would start rallying workers from that hidden base towards your natural location, increasing the chance of being found out by about 10 times. it just doesn't make a lot of sense. I like this battery here. That's good. I also don't quite understand why you decided to go for blink before the Colossus here. You always kind of, you gotta think of the impact that any specific upgrade or a specific... The impact that a specific unit or a specific upgrade will have in the fight. And if you compare what a Colossi or a second Colossi would have as an impact in the fight compared to Blink. The Colossi obviously has a way greater impact, and does you want that one quicker? This is... I just don't understand this. I really just don't understand this. I want to go back to this point where you lost the prism. I kind of glossed over that. But there's two things that happen here. First of all, you know that with this prism, you're keeping a lot of reapers busy. There's just a lot of reapers on your opponent's side of the map. then you lose this prison and you see a crap ton of units in your opponent's natural as well. So you know there's a lot of units on the other side of the map and all of these units have something in common. They freaking suck against colossi. The colossi for you is absolutely the saving grace. It doesn't matter if you're down 20, 30 supply. If you get 3-4 colossi out in this game, his army will disappear from the face of the earth. Then why would you start attacking across the map with 8.5. Stalkers and a single Colossi without thermal lands. Even if you were ahead in this game, okay? And even if you had an opportunity to attack your opponent in the near future, why would this be the correct timing? Let's just look at this logically. Your army currently consists of 1,300 minerals and 600 gas. Okay, 1,300 minerals and 600 gas. You have plus 1 started in this forge. That's 100,00. You have blink started. in here, 150, 150, 150, thermal lands, 150, 150, another colossite, 300, 200. You have almost as much invested in buildings that won't be ready for a fight if you take it now, as you have in your entire army. And this investment isn't going to help you whatsoever unless you wait 50 seconds. So why not just wait the 50 seconds? This is one of the greatest anti-timings that I've seen in my life, and it's not like you've seen some vulnerability. The last thing you saw is that your opponent had a creptone of units at home and he sniped your prism. You know he's up in upgrades because you can click his units and you can see that his plus one is already done. There's absolutely no point for you to go. On top of that, you know that your third base is faster because you actually saw this base build as well. You have zero incentive to move across the map. Absolutely zero incentive to move across the map. And what is it you decide to do? You move across the map. Then when you see his entire army, you lose eight or seven of your stalkers, you have to recall home, wasting energy, wasting your stalkers, you review your hidden base, and you lose your colossi. So really the entire sequence here was you scout the fact that your opponent has more army, has a later third base, and has an army that is going to be a lot worse against you once you get three colossi out. your reaction to this is that you move across the map with an army that you're still heavily investing in with upgrades with another colossi you have some gateways you can probably warp in with as well you see that your opponent still has more army because your army didn't increase in size whatsoever and his he got another five marines just straight up blast you then do you reveal the only thing that's keeping you into the game and you lose the colossi kind of resetting the timer on him because there was a timer on him to either transition into a better army or to kill you. Those were his two options. And as he wasn't really transitioning into a better army unless you count a single raven as a better army, he really had to start killing you soon and you just kind of gave yourself up. It makes no sense whatsoever. I mean, yeah, now there's just too many reapers. He's just going to kill you. walks him with it. These marines don't even have stim or combat shield, by the way. No stim 10 minutes into the game. This is a master's level game, by the way. If this guy is 1K MMR above you, I guess he would be Grandmasters. Even if this was true, I don't know if this is true. I don't care for checking. Hamster might check it. I don't really care personally. Even if he was 1K above you, it doesn't really matter. Your decisions were just terrible. It doesn't matter if someone's smart. It doesn't matter if someone's smurfing, if you keep cutting off your own leg at every single part of the game. It just doesn't make any sense. Look at the power that this single colossi will have here in this fight, okay? These armies are not quite comparable. Actually, they are quite comparable. We're not going to see a fight. If he would fight here, we would actually see what a colossi would do to an army like this. It would not be close. Had he just built the three colossi and had kept all of these alive, I actually think he could have won this game. I really do believe that. There's not a single tech lab, except for this bad boy that's researching Stim currently. I'd be surprised if this guy is GM, by the way. Like, his macro still is really sloppy. Just the unit comfort really doesn't make a lot of sense. Even if you're smurfing, I feel like you'd have better mechanics than this. Yeah, at this point, you're just straight up going to die. Stim's forward. Look at this. If this Colossi can just get like three snout, three, four, spives. Yeah. I think he just killed his own Colossi? I want to see that again. Does he actually just aim move on his own Colossi? Or what happens that? Does he just look that way? No, he doesn't damage the... I'm looking at these marines, not taking any damage. He's just shooting his own units with the stalker as well. Just because they get inter... You gotta be smurfing? Gigi. I mean, these decisions were honestly so bad. This is a stunning game. This really was a stunning game. I just want to go over it from start to finish one more time, and we'll judge you on multiple things. I already told you about the build order. Your build order is one of the worst things, or your response to scouting the three racks, is absolutely the worst thing I've seen in life. Your logic also makes absolutely no sense. I could already give you an absolute suck stamp just based on your build order and your logic separate from one another. You put these two together and you get the abomination that was your early game here. It was really, really bad. And I don't want to be mean, but it surprises me that this happens. I really believe that if you'd hit Masters at some point, you would understand that the standard, response to something is just the best response. You just get your air units out. And even if you don't, like, the proxy base into a three-gate robot with a prism. It just doesn't follow for me. I just don't understand it. I don't understand it. And yeah, I just don't. So for that, big thumbs down there, my friend. Not a fan of it. Not a fan of it. Second of all, your decision-making in the mid-game, the move-outs, the weird. trying to take your natural base with like four or five stalkers to three times. It's like you can't judge any fights, even though you almost every single time had full information. You knew from the start it was going to be Three Rex Reaper. So you had full information. You made the absolute incorrect call. Then afterwards, you know how many units there are on the map. You keep trying to take your natural down, which is also absolutely the incorrect call, not waiting for your colossi. Then the third thing is while you're researching all these things, and you know your opponent has a bigger army because you just killed your. your prison. So you won't even have reinforcements. If you do end up pushing, you decide to walk on the map. And that also is absolutely the incorrect call. So based on all these three things, is your decision making, your early game and your logic, and well actually your micro. The only time I saw you control your units was when you were attacking your own colossi. So on these all four things, my friend. I'm sorry, but I have to do it. You. You suck. You suck real hard. and that's the truth. All right, that's going to be it for today's episode of Is it Emma or Do I Suck? If you didn't enjoy this, don't forget the like button, subscribe to the channel. Hopefully we'll see you all next time for a new video. Pico, I hope you improve. And maybe in the future we'll have another replay of you. And you improved a little bit. That's all good. All right, see you guys next time. Bye-bye.


Life Advice With Harstem! | Is It IMBA Or Do I Suck?

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Dear Harsden, I enjoy your content very much and would love to hear your feedback of this TVZ match I played against my friend. I am a platinum player who got onto Diamond with luck, so my build and micro sucks. If you got into Diamond, you got into Diamond because your MMR said you belong in Diamond. You didn't get in Diamond with luck, you practiced, you beat players that were either in Diamond or slightly below, you got their MMR, then you made it into Diamond. I don't like people complaining about balance, but I also don't like people underselling their achievements. Always be proud of your achievements, even if compared to other people it isn't much. Because getting into diamond, it's a good job. You should be proud of that. It's not because of luck, it's because you deserve to be there. Your build and micro might suck, but you did deserve to be in diamond. All right. I copied the build I saw from a TVZ tournament match, which Maru used going against dark. Although in the tournament it didn't work out as Maru expected, however, I found it very in test-dressing, thus I tried to copy the build. In this match, I successfully declined his hatchery two times and had a plus-one plus-one advantage in almost every late-game fight. However, I still managed to lose due to the investor Roach combo. I stuck to your previous TVZ episodes' late-game advice and not using a monotonous M-M-M army, Marine Marauder, Medevac, because I don't have the confidence to utilized ghost, well, thus I produced only Liberators. However, even with the help of Liberators, I cannot win the match because my lack of knowledge when it comes to countering opponents, army components, or I just suck at SC in total. Please Harstem. Is it me, or is the investor Inba? It's a very good question. Name half cookie, Ray Sterran, League Diamond, well deserved, and server China. He doesn't sound very confident in himself, and I feel a bit bad about that, Because if you made it into diamond, surely there are some things that you do well. And it seems that you're aware of your errors and your underlying mistakes, your weaknesses. So you seem like a pretty reasonable guy. But then you do complain about the investor and the investor roachcom position in general. You mentioned you were playing against a friend. I assume this is your friend. I wish I knew what these words meant. Whenever I see these Chinese characters, I always regret. not studying any Chinese language. It seems real nice for all these replays. To be fair, how could I have known when I was a young man picking whether I was going to go for French, German, Chinese or Russian that one day a lot of Chinese people would be sending me replays to roast them? I didn't know that when I was 14. That's when I made the decision to learn German. What makes do you yet? Ah, yeah. That is good. That's my bet, I guess. We have a barrack center refinery coming up here for Haft Cookie. Just opening up with a standard build order. And because he mentioned copying Maru, one of the things I want to do is just take a look at what Maru does. Uh-oh. And what Haft Cookie does in this game. Probably still, I see the letter Z here. So there's probably something about that Zerg is completely underpowered. And he's saying, no, Zerg is. very powerful and I don't know how to kill the entire army and how to burn the carpet. That's what it is in Chinese. It's burning the carpet, clearing creep. I was like that. Okay, reactor first. I think I have an idea of what this is going to be. So, Maru recently went on a bit of a bout of three wrecksing in tournaments. He did it against rogue on curious minds. I think he also did it against dark on curious minds. He might have done it against Cyril, but I can't quite recall. he opened, I think that was in King of Battles on Curious Minds. I'm not sure if he played three wrecks there. We played it a bunch of times on Curious Minds, maybe even once on glittering or Berlin as well. I can't quite recall. This build is really cool. So it's a reactor first into triple barracks. Yep. This is the only reactor first build that Maru has done. And the goal is to hit with 19 to 21 Marines at the 5 minute mark. 502, 503 is when Maru hit when I watched that replay. You get three very fast barracks. You get Stim and Combat Shield. And while you're moving out, you get an eBay and then a factory. And when your factory finishes, you get the starport. You build the reactor with the factory, swap the factory and the star port. And then the factory goes into one of the tech labs of the barracks. Your first pushout is with 21 Marines. Your second pushout is with two MEDAVX and 16 Marines. if after you lose your initial 21 Marines. And then your third pushout is when you have METafact 3 and 4, and they pick up two tanks and eight more Marines. So then you have a, I can't do mad, 24 Marine Army with two tanks and four MataVX. And I think you have one at that point. It's a really nice, tight build order that is extremely fine-tuned. And when you're copying a build like this, it's important that you get the details, right? Because the devil often is in the details. And what I'm seeing here is a player that, A, stays in gas for way too long. After you build your command center and your first reactor, you pull one or two workers out of gas to increase your mineral mining, get a faster second barracks, a faster third barracks, because you have more minerals. And then after your second barracks finishes, the SUV that was building that second barracks, builds the refinery. So this refinery is 17 seconds too fast. And that first gas was mining too much gas as well. and we already see a big gas float. I'm saying this every single week, and I'm going to keep repeating it. Whenever you mine gas too early, your economy gets worse. Because the only thing that increases eco are minerals. Please put it in your mind, guys. If you want a better eco doing a build, you want to mine minerals as long as possible, and get into gas the latest as possible for your timing attack. The rest looks pretty fine. He's looking for overlords here. this is a move that Maru often did with either four or six marines, looking for one overlord on the map, killing it, hoping to force out a couple of lings, and then returning back home. It is important with these Marines to not lose them, because they really add onto that later push with the Stim and the combat shield. You will never be capable of killing queens anyway, because, well, there's going to be at least three queens. How are you going to fight three queens against four marines? It's not possible. Attacking the hatchery here is, it just makes no sense whatsoever, right? You know that the queens are there. Speed is also finished. There's like three different ways you can die right now. So way number one is you attack this hatchery, you kill the hatchery, but at the same time your opponent is Ling flooding your natural. That would be a possibility. You would absolutely die. You wouldn't have enough Marines at home to defend this. The second way you die is if your opponent is Lingbanebusting, you also just straight up loose. The third way you're in a bad spot is if he just trades with his queens against your Marines and the fourth way which I guess is the ideal scenario is when your opponent builds 12 to 14 lings so he cuts a couple of his own drones and then kills your Marines that way he loses six to seven drones but you also lose your four Marines and then he gets the drone up and I'll have the lings for later so none of these scenarios are good you're basically doing a move out and the commander lays out four scenarios that end up with you losing. Perhaps it's just time to cancel the mission at that point, half cookie. It's not a good idea to just start walking across the map without having a goal. Always think in the back of your head, hey, what is the goal with this push? What is the best case scenario? What is the worst case scenario? If your best case scenario is that you're going to be down 150 minerals, that's not a good scenario, even though it is your best case. Now, your next move out, as a result of that initial moveout, is also going to be worse. This is 13 Marines, I think. Actually, it might be easier to just count the Marines at home. 17 minus 4. 13 Marines. Good job, Kevin. So it's a 13 Marine pushout that is hitting very close to the actual timing. So I said 502, 503 with 19 to 21 Marines. So you're hitting with 6 to 8 Marines less here. Because you lost 4 and because your build wasn't completely tight, you already had two less than Maru did with this push. You're going to stim in, and your opponent has absolutely nothing. It does have a lot of workers, but nothing else. Starts building roaches. This is good for you, but it obviously could have been better had you had more Marines here. I mean, just would have been more powerful. But honestly, this is not bad. And now here's a concept that I hope you follow. And that is knowing when to go back. So often, I often talk about this in. when I see a Protoss matchup as well. So what they'll do is they'll have an oracle and there's a queen there. And they'll kill 12 drones and they'll lose the Oracle. But there is a point in that period where you're busy killing drones and that queen is attacking you where you can kill the maximum amount of drones and still fly away. So you preserve your unit and you have maximum damage output. That's probably going to be nine drones or 10 drones, right? So and then what you have to do. is you have to think, hey, is it worth it for me to kill two extra drones and lose my Oracle, or is it better to kill two less drones and keep my Oracle alive? And 99% of the time it's better to keep your units alive and kill the one or two workers less that allows you to go away. So you end up losing like three, four extra marines because you wanted to sniper queen or maybe four extra marines because you want to sniper queen. It's not ideal, but I still honestly like this situation for you. Your follow-up is good here. You go into the Marines. Okay. You went in reactor mines here and that is not quite proper. Two reasons why this is not proper. One, it kind of exposes you for roach play. Against roaches, the ideal hard counter against roaches is not actually the marauder, but it is the tank. If you get tanks against roaches, that generally is quite good for you. So what you want is you want to be producing tanks with this factory. this barracks wants to be on this reactor. That's very important. If you do that, then both of these buildings are on their ideal add-on. Right now, this barracks is producing less marines. Well, it's producing marauders, so it's not producing any marines, but it could be producing two marines at a time, which has very high DPS. And this one could be building tanks, which would be super useful against roaches as well. So this is not quite the scenario that you want. And once again, like I said, the build that Maru did, was really relying around that two-tank push that he follows up with for Metafax that you're just kind of missing right now. You're also not starting your plus one armor immediately, but overall it's still a situation that is pretty okay. Your third base is done. Your opponent is on three bases still as well because you, I think you denied it now for a second time or maybe he didn't start it yet. Anyway, the third base is still gone. There's no Evo chambers, or if they haven't been researching yet. So you're actually up-in upgrades. The only problem that I see so far is that your unit comp isn't really evolving into what I would like it to evolve. Ideally, we'd be getting tanks right now and a lot of Marines. We can keep the tanks at home, send two MataVX across the map to try and do some harass. And when you get attacked by roaches, you get everything back home. You defend with the tanks and the Marines. And hopefully you're going to be absolutely okay. Your mackerel is good, though. See, you're a little bit too hard on yourself, I think, buddy. You said you have no skill or bad macro, but your money is extremely low this entire time. You hardly are getting supply blocked. Oh, Liberator. Okay, so you're skipping a couple of steps here, you know? I'm sure that in previous episodes where TVZ is happening, I said something along the lines. In the late game, you want to get to liberators and ghosts. You don't want to stay on Marine Marauder. But you're skipping a couple of steps here. You need to go up to five barracks first, then up to eight barracks. And that is when you start your transition. Double factory, eight barracks, awful four bases. Like the typical layout is you go three racks or you go three base, you go three racks, then you go five racks, then you add a second factory. Then a fort base, three more barracks on top of that, and then you decide what your follow-up tech is going to be, whether it's going to be ghost, liberators, or maybe a third factory for more tanks. That is all fine. This is basically like you watching a tutorial video on baseball, and you're only half paying attention, and you hear the goal is to go back to the home base, you know? And you don't know really much about the rules in between. So you start running towards the first base, then you skip second and third base and just run back straight away and then you start celebrating. That's kind of what these liberators are right now. This is you celebrating after running to first base and then going back to home base. That's not how baseball works. That's not how StarCraft works either. Because you need to do the intermediate steps as well to build up an army that these late game units can kind of supplement. Late game units often are a supplement. Except for the ghost, the ghost is just, yeah, entire army by itself. It's a support unit, main damage output, tanking ability. That unit has it all. It's a complete man. The ghost is truly the Arnold Schwarzenegger of StarCraft 2. Governor, Filmstar, Bodybuilder. Overall nice guy. Seems like a nice guy. I never met him. Gives up a good impression too. To be fair, if I wouldn't say that, he might beat me up. Okay, is it not the greatest fight? Okay, maybe that was a bit of an understatement when I said not the greatest fight. This is a really bad fight. You walked straight into a couple of piles, and then you just walked up a ramp where he had a massive concave in Vester Roach. You were fighting with pure marine marauder, no tank support, nothing. Actually, resources are lost still in your favor, though. And you're outmining your opponent pretty heavily. At this point, we need to start adding two extra barracks. As you can see, your production isn't actually keeping up currently with your income. Often people look at this and they go, oh, my macro is not so great. But the issue here isn't your macro. The issue here is just that you're lacking production. Now you're getting the fusion core. At this point, you're truly even skipping the first base. You just go halfway to first base and then run back home. Start celebrating like you just ran a home run. It's not how it works. It's just not how it works. Fort base before Barracks 4 and 5 as well. Floating a lot of energy on all of these command centers. A second armory? I think you're misunderstanding here. Yeah, your goal is to get a big army and then really supplemented with these late game units, these lips, the tanks. Tanks are important against roaches. Let's not forget about that. Tanks do extra damage to the roach and also thanks to splash damage. They have long range. They're generally good as a backup unit. Now, what I'm not saying before next game you sent me in is you playing a single barracks pumping out marines and then you're throwing down three factories and two armories is that you just literally only build tanks. that would be Mac. That's a different play style. What you want is you want to kind of complement the marine strength together with the tanks. A tank has a long range and the marine can kind of kite back to those tanks. You can deny some creep, ideally not fight on creep. You're probably going to get some decent fights. It's what I would say. Going straight into Liberator, it's just not super, super useful, especially because your opponent has Reveragers as well. and Reveagers are quite okay against Liberators if there's no tanks near it because the lips just they'll just get biled down and there's nothing to zone away the roaches and the Reveagers. And there's even a couple of hydras. It's investors as well. You start moving out. You are getting the advanced ballistics which I like. We're getting a fort base which I also like. I like these extra barracks. That's a good call. And you're... There's some things that in your gameplay, very good. It feels like you generally have a concept of what you want to do. You abide by timings, at least semi-okay, especially for a diamond level player. I feel like a lot of things you're doing are good. But then other things just... Oh my God. Okay, well, that went a lot better than I thought it would for you. That didn't. Okay, I need to see this again. This move, okay? This is like chasing someone that has a knife while you're blindfolded. Your entire army is clumped. And what does the investor want? He wants a clumped army. You're just completely hoping that your opponent is either asleep or doesn't have a hotkey right now for the fungal. growth ability. And as we can see by the APM, your opponent isn't asleep. And honestly, even without a hotkey, he'd be able to land this fungal just by clicking on the mouse. Then he gets another one. Look. He actually hits your entire army. I didn't even know that the diameter of the fungal growth was this big, that it could fit that many units, but you were so freaking clumped. You mentioned that your micro isn't the best. And with that I would actually agree. Your micro, so far in this game has been very mediocre. And I don't think it's because you can't micro. I think you do know how to micro. I just think you're not patient enough. You're afraid of the Zerg army. Perhaps you haven't played with this composition much before and you want to end the game as quick as possible. And as a result, you kind of panic and you just go in. But you don't need to do that. You have an army with the Liberators that you had that you slowly but surely siege forward. Liberator, and ideally, like I mentioned before, you have a couple of tanks with it. then you send in small forces of bio kind of pre-spread. And sure, it might not be as good as clam. Or, well, it definitely won't be as good as clam. If it is as good as clam, then you can message the team liquid management, and perhaps we have a spot for you. But, yeah, it's just about patience. You can do it slow, but just try to do it properly. I rather have you do it slow and properly than quick and run everything clumped up. is it's not going to work for you. Then once again, you're stuck at home. You go into extra factories, even though you haven't been using this factory for a while now, that obviously should have already been increasing the tank count. You get an orbital command on your fort base. Now, I'm all for experimenting with orbitals on fourth bases and not copying what the pros do. But there's a reason why the fort base 99% of the time is a planetary fortress, and that is because it just adds a lot of safety to the base. and the benefits of the orbital command don't quite outweigh the benefits of a planetary here as a fort. Planetary here also would have died, though. So in that way, I guess we have a similar situation. We can pretend that it never happened in a way. Workers moving forward. This was kind of clumped up, these liberators, but they're all seized. Once again, you're unseaging every. at the same time and that exposes you to your opponent just attacking straight into you. Just take your time, unseach, at least keep one there and then unseach four of them. You know, that would be extremely helpful. I don't even mind this move out forward. This is good. This is exactly how you should be doing. You're just pushing your opponent back. Yes, look at this. This is absolutely brilliant. And now you siege them up. No. We leave one seached and then we go in with the four others. Okay, now all of these are clumped. They all get hit by the same fungal and look at that. All get hit by the same bile as well. These were four biols and one fungal on a clump of five liberators and all of your siege units just died. This is why you do things slowly rather than panicky. Lurker is in the backer destroying you and now your tank production starts. But it's the wrong order around. You ran from the first base back to home base and now you're going to the second base. It makes absolutely no sense. It just makes absolutely no sense. You have 3-3. Your upgrades are good. You're always up and upgrade. But upgrades are only useful if you have units that are fighting well against your opponent's composition. And at this point, that's just not the case. And you only have Marines and Marauder. Right now you're dead. But honestly, in that last fight, you probably could have been up six upgrades and you still would have lost it. You clumped all your liberators, which were the main zoning tool that you had against the lurkers. You lost all of those. And then your army just dies. because this army composition is better. People often think that Starcraft is just completely a mechanical game, but the strategy and the unit composition and the decisions really do matter. And a lot of your decisions, almost all of them, were incorrect. And it's the same with your micro. It's just kind of poor. It really was. And it sucks because I like your build order. I liked your over your macro has been good. I think you're, I mean, for diamond. 174. I don't know. I feel like these guys are quite fast for diamond. You're like 3.2K MMR as well. So it's kind of low diamond. I find them quite good. And at this point, this Eric's just going to move in and there's really nothing you can do. He still siege up the tanks if you want to try to play. But your opponent has freaking 9K resources. And often the best thing to do here is to just respect you and your friend's time. Respect the time with me and the viewers as well. Just leave the freaking game. you can have a try in another game watch the replay by yourself I mean this is what are we here for you know no use absolutely nonsense 65 supply against 169 gg yeah you lose the game yeah I actually kind of feel bad for you and for two reasons the first reason is because I genuinely liked your macro if I looked at this game and I looked at the macro and I looked at that early game builder Yes, I saw some small mistakes. But for your macro, for a diamond player, I would have said this is midmasters, maybe. You did that well. It's just after the early game, it felt like there was no plan anymore. You had a plan for the first five minutes, and that went okay. Well, it went well. You kill the hatchery. You're in a good spot. But then from there on out, you have no clue what to do. And it's important to have a plan. Because if you don't have a plan, what ends up happening is that you'll look at this game and you'll go, oh, Liberators didn't work, but you can't quite figure out where it went wrong because there was no real decision tree. You just blindly went into Liberators. So you were like, okay, in your head, right now, Liberators aren't good. Next time I try battle cruisers. And then battle cruisers don't work. And then you'll try another unit. But you need to build this up. Like you go bit by bit. So first you play the early game, then the midgame. Early game went well. Then you follow up with the midgame. It's going to be tank push and stuff like that, then you can kind of evaluate the situation from there and out and then see what the proper counters are to whatever he does. If you don't want to play ghost, which is fine, I understand ghost can be quite difficult to control on the lower levels. Also on the higher levels, they can be quite difficult to control. That's fine, but you still need these initial intermediate steps. So for your macro, I'd say, good. For your army composition, I would say, no, absolutely not. Too many marauders. no tanks whatsoever mines against roaches absolute nonsense as well yeah that's not good when it comes to the micro yeah it wasn't it you consistently were clumping up all of your units your liberators your army you were chasing investors with a completely clumped army you walked up a ramp initially perhaps the best fight you took was when you lost four marines against three queens because you didn't make any mistakes in that fight. In every other fight you made mistakes. Even in the fight with the four marines against three queens, you killed nothing, but at least you know, you didn't fill massively or miserably. So for that you also get a big, unit composition was an eh, then this was an eh, and then your infrastructure obviously sucked. Double armory before a fort barracks, fourth C, before a fort barracks. Yeah, absolute nonsense once again. I guess it kind of ties in with the armor composition. Push it all together into a nice little pile. And you, my friend, do suck massively. Investor Roach isn't imbalanced. It is easily beaten by tanks, but you just decided to not build them. And does she lost? You suck. All right. That's going to be it for today's episode of Is It Inba or Do I Suck? If you didn't enjoy this, don't forget to hit the like button, subscribe to the channel. And hopefully we'll see you all next time for a new episode of Is It Inba or Do I Suck? or one of the many other videos on this channel. Thank you so much for watching and bye-bye.


Waiting For The Water To Turn Into Wine... (Waiting A Long Time Already) | Is It IMBA Or Do I Suck?

Guys, I am serious! The Lurker is just a Siege Tank in some spiky disguise! I do not understand how noone gets this...   If YOU want to file a report feel free to use this form: https://forms.gle/UMK1udoo8Cfunnpt6  IODS Playlist: https://www.youtube.com/playlist?list=PLbVNzAA7sXzCMxebUrgKN9dcsWlgQQmGf  Discord: https://discord.gg/uMssEXf5g7 Patreon: https://www.patreon.com/harstem My second youtube channel: https://www.youtube.com/channel/UCmwOm-YjCmcddE9xe9sEpUg Twitter: https://twitter.com/HarstemSc2 Twitch: https://www.twitch.tv/harstem Instagram : https://www.instagram.com/harstemsc/  Editing and Thumbnail by Hamster_Designs: https://twitter.com/Hamster_Designs  #harstem #SC2 #StarCraft2

Hello, Hirsten. To be honest, I realized that I was floating way too much minerals. And to be frank, I'm not on the level I used to be. It is too many minerals. Whenever you have something that is countable, it is many. And whenever something that isn't countable, it is much. You have too much water, but you have too many minerals. Anyway, let's go on. However, even so, I feel like the attention needed to deal with lurkers in the midgame seems to be too much compared to how much effort the Zerg has to do to actually do insane damage. After watching the replay, I noticed I could probably have done a better base rate instead of trying to defend my third. But even so, I decided to ask you if you deemed this imba or not. Finally, I should probably have transitioned to disruptors earlier. The last comment feels a bit like a throwaway comment. It's like he already has the conclusion and then he puts like a part of the middle of the body of the text there at the end. It doesn't make a lot of sense. If there's one piece of advice I can give you before we get into this replay, is that please never become a professional writer. Because when it comes to the build-up of a text, you don't really seem to understand too much. And the grammar definitely also could use some work. Oh, before I forget, of course, we're dealing with a Protoss player who is a master on the European server and his 4.5K MMR. All right. Let's have a look at this. See what our man's spotlight here has to, has done wrong. or what he has done correct, of course. It's completely possible that the lurker actually is imbalanced because that really is what his complaint is about. The lurker simply being too strong. It's very common that we, we, and I say we, I mean I, that I get complaints about the lurker in my inbox. People are always like, the lurker is way too good, it's invisible, it does splash damage, it's invisible, I can't see it. It is difficult to attack it without detection. And if you notice something, it's that a lot of these complaints are the same thing. It's about the fact that you can't see them. And often, just having detection kind of is the answer to all of their issues, just not realizing that they can get more than a single observer or more than triple orbital commands for scans. They can get 10 orbital commands for scans, and then all of a sudden, it's a lot easier. Anyway, I'm drifting off here. It's going to have a, to take a look here at the build order. Standard 20 Nexus. Not mining quite enough gas, but this is a, this is a, what is a master's game. game, low masters. I'm kind of okay with it. You know, the build order doesn't have to be super precise. As long as you're doing the main thing's correct, which is the timings of the buildings and when to pull the workers in and out of gas. It's kind of secondary. You know, and so far, it looks pretty okay. He's even doing a little bit of mineral harass here, which I do like. You see the APM, 173, 172 for a 4.5 player, that's pretty darn decent. Circus is pretty low, by the way, which is rare to see. It is what it is. Second piling goes up as well. We get the chrono boost on the adept. This is an actual build order and he's doing it in kind of a tight way. The only real mistake I've been able to spot so far is the fact that he didn't get a block on his opponent's natural. So he probably did a gateway scout and the fact that he was a little bit too late into his own gas. Once again, these are things that I can forgive. Scouted all three bases as well. So knows exactly what's going on so far in this game. First, ADEP is not moving across the map. I like to just send that first ADAPT across the map, especially if you're Krono with, to just get a little bit of information. If you don't want to send your ADAPE across the map, why would you chrono it? If you don't want to get there quickly on the other side, use your Krono on another wave of probes or something like that, or save it for your Stargate units. Always think of why you're chronoing something rather than just chronoing it to Krono. It's now going to go with double adapt. It's something I don't really recommend to play a double-adapt sacrifice or double-adapt across the map if you don't chrono both of the adepts. If you want to do a play like this, go ahead, but chrono both adepts, because then you can get to the other side of the map quicker. The usual speed timing, or the usual timing that speed finishes at, would be about 328, 329. So speed should have been done at this point. Luckily for Spotlight, that's not quite the case, and he's going to be able to escape with these adepts and even gets a little bit of damage done. so that's nice. Gets to go home safely and he'll live to see another day. Full-up is going to be gases. All right. It's possible. I just don't know this build. Builds two adepts as well from these gateways. This adapt isn't properly set up in the wall either. And it continues going in with these adepts. Now, once again, in this game it is fine. But I don't think he scouted the speed timing, so it actually isn't fine. Even though it is doing damage and it's working out, it's not actually the correct play. And this happens often in StarCraft 2, where the play that gets someone in a good spot isn't necessarily the theoretically correct play. Using Adepts the way that he's been so far is theoretically very risky. You'll notice that if he ever plays against someone that rushes out speed, we'll just lose both of the adepts and most likely die to some kind of Ling flood. Wouldn't surprise me even a couple of weeks. I'll get an IOLus complaint from this guy complaining about the power of Ling floods. Or maybe he'll watch the replay and realize that you shouldn't lose two adept for free. Anyway, I'm drifting off here as we have charge. Two extra gateways. No, third base. Okay. Third base as well. Now this looks to me like it's going to be an R-comprobe. And the reason I say that is if you're going for a pure charge, a lot of attack, rushing into four gas before taking your third base, is kind of ridiculous, right? What are you getting the gas for? Salads don't cost gas. The unit that costs gas and is a good gas sink is the High Templar, and thus most likely this is going to be going into an Arkon drop. Instead of going for a prison, he opens up with an immortal. It's a second forge as well. Okay, three forges. It's going to get good upgrades at least. Now it gets an Oracle. Okay, this is not the correct order of things. I kind of was, you know, I was giving him a little bit of leeway. I was like, all right, these adepts, that's weird. Just a single Stargate unit, that's weird. But this is just bad now. Getting the Oracle this late is absolutely useless. The power of the Oracle is that when the Queen Count is still relatively low at 4 or 5, or sometimes even just at three, you can do some damage. You can deal some damage on the other side of the map. Also, in StarCraft 2, the earlier you tend to do damage, the bigger the impact. If a Zerg is on 60 or 70 workers and you kill three workers, that is a very small percentage of their income. However, if a Zerg is only on 18 or 20 workers and you kill three workers, that's an insanely big percentage, like what, 15% or so? That's huge. You're denying them a lot of, income and it really snowballs later on into the game as well. So if you want to be using oracles as an harassment unit, do that earlier in the game rather than later into the game. On top of that, getting extra gases really quickly to start flowing a lot of gas tends to be bad for the economy. And I've alluded to this many times before, many, many times. The only resource in the entire game that creates more economy, and this is true for all three races is minerals. You need minerals to build next side. You need minerals to build supply structures and you need minerals to build workers and for Zerg also overlords. Well, that's I guess the supply structure. So the more minerals you have, the more gas you eventually can get because you can expand quicker, that type of stuff. These extra two gases are really good if you want to hit a very specific timing with an Rcon drop, for example. However, if you're opening up with triple forge and your arcone drop is going to be hitting at what, like the freaking 7.30 minute mark, then you might as well just have taken a third base first and saturated those gases faster, which you could have done because you would have had more minerals. With more minerals that snowballs, you would have had higher supply as well, and you still would have been capable of doing this arcone drop. Okay, so you have these two Archons in the prism right now. And they're going to start harassing, I bet, at some point as well. we're curious to see if they ever do get to their to their goal they go in right here Zerg isn't completely ready i can't really blame the zirc for that either because this is the worst timing for arcon harassed that i've seen in my life like at this point the zirc already is uh considering what type of hive tech he wants and my man is still hitting with his first true harassment it's not quite what you want not quite what you want as a result he really gets well barely anything done four workers killed so far and he returns well i think it's going to go back home i wouldn't mind if it just rotates towards the left side or just stays here and then goes back in you know forces the queens to stay there maybe can force away another drone pool instead he's going to go to the tower maybe get a little bit of map control okay makes well not a lot of sense but perhaps there's something here okay it's not taking the tower either the same time let's take a look at what these triple forgers are doing. Wait, he cancelled one forge, so he's on double forge. Plus two. And what is this? He's going to go shields for armor. Now has to be shields. Shields it is. Prism is still idling here. And let's take a look just for a second. Let's do the, well, those again, the mid-game army composition review. All right. So we need to start with the scouting in order to properly review someone's army. You need to know what they have scouted. My man has seen absolutely nothing. He's seen the fact that a layer started. I think he might have seen one or two hydras as well on the map, but he hasn't really seen much else. However, he's still getting a decent army camp. He's getting immortals, salads, and archons. If his opponent had opened up with Muralisk, this game would have been completely over. There's no anti-air that is quick to defend mineral lines. There's not a single cannon everywhere. There's no blink either, so a stalker warping wouldn't have done it. this is terrible. If Muras were what the Zerg would have gone for, our boy Spotlight would have died, well, about five minutes, well, three minutes ago, maybe. For everything else, though, I kind of find his army okay. He's getting high immortal count, or trying to get a higher immortal count. He's a couple of Archons, Templar and Zellat, and he's a pretty decent probe count as well. So overall, I think you pass the midgame Army review for the Army composition check. whatever it was called. Here comes the prism. This prism has taken quite the path. Look at this. This would be the most disappointing prism in the world. What? Okay. Just a recap. The prism hit this base at seven minutes and like 50 seconds, something like that. It then picked up, went back to the tower, idle there for 45 seconds, then went into the main base, went in the phase mode and died. This is a little bit like going from Germany to New York, except rather than flying straight to New York, you first go to South Africa, you stay there for 25 minutes inside of the airport because you're not allowed to leave. and then as you see New York on the horizon, your plane makes a nose dive into the Atlantic Ocean. It's kind of similar to what Spotlight did here with this prism. If I were a unit in Spotlight's army, I would not want to be entering any prism in the near future. Okay, so the transition is going to be into DT, second robo, and Fleet beacon. I like the Fleet beacon, and I can even kind of see the second. second robo for higher immortal counts. I really do like that. Fleet beacon for carrier, mothership, maybe even Tempest. I mean, all of that is kind of good. One of the main tricks against Lurkers often isn't even so much what army you have, but where your army is positioned. And moving out on the map, it's almost always a good call against Lurkers. The reason for that is, is once the Lurker settles into a position, it becomes really difficult for you. Oh, it's a good scouting, by the way, here. Seize the complete army. It becomes difficult to for you to engage into that position. If you're attacking, however, those positions are going to be positions that the Zurg wants to defend. And while you're busy fake attacking, is what I was going to say, you can transition into an army that can clear the lurker. So at this point, Spotlight sees this and says, okay, I know where he is currently, and what I want to do is I want to transition into something different. He goes for disruptors. I don't really like that, honestly. I much prefer things like carriers. Disruptors always feel like you need a crap ton of them to do well. And even in that case, they're still super microintensive. They're not actually a hard counter to the lurker because the lurker can unburrow in time often. But this is obviously not a fight that you can take. The reason it's so obvious because your opponent has freaking 20 lurkers or something and you just don't have the units. You're down in supply. You still have 4K in the bank. Most of the time, if you have 4K resources in the bank, and, well, actually it's more like 6K resources in the bank, gas and minerals combined, and you're not maxed out yet. You want to stall the fight. You don't want to fight ASAP. Now, he warps in six stalkers on slow pilots. What? Why does he think that is the correct call? I feel like that is pretty, probably the worst unit that you can have against the lurker. Maybe an adept is worse than a stalker. Adepts probably worse than stalkers. At least you can shade away. The stalker is actually completely useless. Such a terrible unit against lurkers. And one of the issues here is that I actually want to go back into time a little bit here. Okay. So we're going to start before the first fight again. The first fight here, which Spotlight, well, this is actually the second fight already. I think he already has a fight before that. So the first fight that Spotlight has is a fight that goes very wrong. He has a 171 supply army against 185 supply of lurkers. And he's not fighting in a great position. He doesn't have the greatest army positioning either against this. And there's a bunch of units that are still running around the map, not really here. So he loses us a fight in which he is down 14 supply. His Templar are all full energy and he decided when the fight would take place. Okay. Now with this in the back of our mind, we could perhaps predict how future fights are going to go if our setup is exactly the same. We don't gain any tag. Our supply has decreased rather than increased. And our position isn't getting much better either. So here, once again, we're down 20 supply except this. This time we don't have any Templar remaining. Our army is already bruised and a big part of our supply is in the completely useless stalker. Right now a big red alarm should be going off in your head spotlight and that alarm should be telling you that it's time to perhaps change it up, to do something different. If this has gone wrong once already and you were in a better spot at that point, going for it for a second time is obviously not the correct call. So for a second time, this goes wrong, you pull back. I'm like, oh, okay, that's good. But then you just decide to do the exact same thing again. The moment your opponent unburrows for half a second, you go in, you lose 10, 15 supply. You just keep dancing back and forth. Now, I realize I'm criticizing a lot and I'm not giving any solutions. Here's an easy solution that you could have been going for while you're holding a choke with Immortal Templar. So whenever he moves forward, you storm at this point. You storm, you shoot one of the lurkers and you move back. And he basically has to leapfrog forward. You pick off one unit at the time very slowly. While you're doing that, you're doing a big zealot run by into this pace or into this base or into this base. Just try to get some damage on the other side of the map. This could also be done with a prism somewhere. He does have a lot of spines, which is a good call out of the zirg, honestly. But if you send in 12 zealots, believe me, four spines are going to fall very quickly, especially because you have two to upgrades. So they're quite powerful against the spines. On top of that, while you're doing that, so you either need to completely cut off eco and reinforcements and then slowly but surely shave this off, or what you can do is just try to do eco damage and buy time while you're tacking into something bigger. And whether that be carriers, tempest, or, in your case, disruptors. I'm not, like I said, I'm not huge on it, but it is possible that they will be somewhat valuable. I find it hard to believe that they're going to be super valuable if there's three vipers out already. Actually, I find it almost impossible to believe that they're going to be very valuable if there's three vipers or four vipers out already. Now, this warping to me, I just completely don't understand. First of all, it was a slow warping, but also, like, why would you send this in? I just don't get it. Like, you know that it's not going to work. And this is something that I see very often at the lower level in general is where everyone knows. Like my dad, my mom, they've never played a game of StarCraft 2, but they'll look at that. They'll go like, oh, that's five of those small proto's looking units into 12 of these guys that are throwing blades on their ground. They're like, hey, it's not a good idea. The low level player knows that it's not correct to send in the zealots there, yet the low level player sends in the zealot because he doesn't see an alternative. But the alternative is not losing the units and saving them up, or sending them across the map to fight against reinforcing units. This is always an option. Why are you not doing this? Well, here you're disruptors. Imagine coming out of the robotics facility, and these are your first two shots. Nothing going to be very happy with that. Then the vipers pull you in as well. Good Lord. More stalkers? I'm not quite sure who told you. you that stalkers are the counter to lurkers, but if you have that person on Facebook, you might want to consider unfriending him. Because that's not a real friend. That's an enemy. He's just keeping you close. Oh, another shot. Actually gets three hydras this time around. Still are floating 4K as well. You are at this point, you're not completely dead because you have a lot of money. If you had slightly more production, like 12 gateways, I could see someone warping in a lot of zealots here and then sending them across the map. It's just painful to see you do the same thing with the zealots again and again. Like, really, was this the best use of your zealots? You damaged one HydroLisk back to 3 HP. Lost eight zealots for that. You did 87 damage on one Hydra for 800 minerals. That's a good investment. That's great. That's absolutely fantastic. You're completely dead at this point. He's in your production. But for whatever reason you're still playing. Nah, okay. This is unfair with me. So if this was anyone else in the world, if this was anyone else in the world, I would say staying in here and hoping for a miracle, perhaps it's not the correct goal. But in your case, your writing is extremely, extremely bad. Your StarCraft 2 playing is atrocious as well. If everything in your life is as bad as these two things that we've seen out of you so far today, then perhaps the only thing that you have is hoping for a miracle. And then I completely understand it. There is no way that you're going to achieve anything using your own talent. Because you have none, apparently. At least not for the things that we've seen so far. Maybe you're really good at, I don't know, juggling or something. It's possible, of course, or something else that I wouldn't be aware. Solving Rubik's cubes, you know, I've seen people do that really quick. Magic tricks. There's lots of things, but writing and Starcraft perhaps isn't quite it. And then waiting for a miracle is a completely viable solution. I mean, we've heard of things like this happening in the past, you know. One second you have water, next second you have wine. Boom, just like that. I guess that's kind of what spotlight is waiting for right here. Because there's no way in a million years there's going to be winning the same. I like the DTs though. And I like the fact that he's not sending... I like the fact that he wasn't planning on sending them in, but they got pulled in. I'm not going to blame him for that. He had the correct idea there. And this is something also that I noticed. But this isn't even low level. Why do I keep pretending like these guys are freaking silver abroad? It is a master's level game. Very often at the lower levels, people kind of put units in categories, you know? So in their head, the dark Templar is in the category of an harassment unit. And the zealot is a fighting unit. So whenever they build zealots, they often want to fight with it. But when they build DTs, they'll use it for harassment. Or if they snipe the detection for fighting. They build these very specific categories. But StarCraft often is a game that's way more fluid in a way. It doesn't really, these units don't really fit in these specific categories. And they kind of go in between. Sometimes a zealot for one second is good as a counterattack. And in the next few seconds, it's great to function as a flank or to just fight in a straight-up engagement. And this is a skill that is very difficult to learn. but you need to be capable but these probes I think it's the second recall that they see I think it's a second recall and I once heard a theory about like teleporting and that type of stuff and I think the only way that teleporting is truly viable is if you store all the information of the human body and then you send that information and then once that person walks into the teleport machine you kill the person on the one side and then you basically build that new person up from scratch with the information that you send over. So really, this is the third version of this probe, is what I'm trying to say. If that makes any sense. If my explanation wasn't completely correct, you can tell me all about it in the comments as well. I love to hear it when I'm incorrect. You guys are always very passionate when I make a mistake as well. I do like that passion. Some of you have the passion for improving in StarCraft, too, so I wouldn't have to watch this type of crap. I guess it is what it is. A couple of parasitic bombs. Spotlight gets absolutely blasted. And I think at this point he realizes that his water is actually going to stay water. G.G. well played. Evan wins the game. I'm going to have a quick look once again at your balance complain. You realize you were floating too many minerals. That's the first line that you sent to me. I agree. Your macro just wasn't good enough here, I think. You were lacking extra production. you had 7, 8, gateways, well, you should have had 12, 13. Your transitions weren't quick enough either. You could have transitioned into carriers way faster with the amount of money that you had or into anything. You could have stopped building stalkers as well when it comes to the army composition. If we don't even look at the macro anymore, the macro part, we leave behind us. We know you filled that. You knew already when you sent me this, that you failed that. That's not focus on that. When it comes to the unit composition, I think the disruptors just, Just aren't that great of a choice. Once the Vipers are out already, you really want to be getting into that air. The stalkers as a midgame or late game transition even, it just really, it just doesn't make any sense, in my opinion. It just, it really doesn't. You say that you need a lot of attention to deal with the lurkers in the midgame, and it seems too much compared to how much effort the Zerg has to do to actually do insane damage. That might be true. but you also just didn't have the correct ideas on how to fight them. Sure, if you have a unit that sieges up, it always will require less attention than the person that has to deal with. It's the same with the siege tank. But these units have other weaknesses. Like the lurker, it can just transport very quickly from one place to another. If you're attacking at home, at his house, he can do anything about it. The lurker also doesn't shoot up. Every unit has something that feels broken about it. And in the case of the siege unit, it is that they're very good at controlling spaces once they're into the position. And one of the things you can do is try to not let them get there or cut off the reinforcements to that position that tends to work well against siege tanks, tends to work well against lurkers as well. You didn't do any of that. You just kept attacking into that siege position again and again. For whatever reason, whenever people do this against tanks, they can see their mistakes, but they see their lurker as a completely different unit because it moves a bit quicker. But it's similar in everything. essence that if you see 12 tanks, you wouldn't engage into that. But if you see 18 lurkers borrowed, for whatever reason, something in your head goes, oh, that looks fine. I think I can do that. But it's the same. You simply can. So, yeah, when it comes to judging the army fights, when it comes to your army composition with the stalker, it just wasn't good enough. You, yeah, this had nothing to do with the lurker. And your final sentence, the finally I should probably have transitioned to disrupt this earlier. I also said incorrect. It should have been carrier. You, my friend, you just suck. And the lurker is completely fine. All right. It's going to be it for today's episode of Is It Inba or Do I Suck? I hope you enjoyed this one. If you did, don't forget, hit a like button, subscribe to the channel. Send in your own replay with the form in the description below. And I will give you high level reasons why you most likely suck. So you haven't had an imbalance one in quite a while. But perhaps yours is just the one that I need. All right. Thanks so much. and bye-bye.