He LOST To An AFK Player?! | Is It Imba Or Do I Suck

Harstem might not know it yet, but we do. This dude seems to have gone afk in the middle of the Match. And todays guest still loses?! What the hell is going on with these complains? Smash like to help me recover from that!  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

Hey Harstam. Well in this game my first push was a little late. I had more units than it usually has and didn't do too badly with it. Everything else was on point. Then as the game goes on I multitask really hard, attacking with multiple armies in different locations at the same time, while spending my money well behind it. My upgrades also were really on point, giving me a lead in every fight. I even had me more workers than him in a TVZ. He did two tech switches. The first one from Lingbane into Hydra Corruptor, which I reacted to by building less marauders and more Marines, because, you know, marauders have less DPS versus hydras and can't even attack corruptors. But then, all of a sudden, boom! He switched into mass ultras and obviously my Marines die and I lose the game. He forgets to build units after this, so I ran over the map and kill a bunch of stuff instead of leaving, because I didn't know the game was over yet. I am sorry for that. Now, the question, is it imba or do I suck? Name Clem from Wish, race, Terran, League, Platinum, Server, EU. At 2.9K MMR here, we have a Terran player complaining about the imbalanced TVZ matchup. And basically saying that he was very on point this game. He said, all right. my macro was very good, my upgrades were very good, my multitasking was not just very good, it was perfect practically, multitasking many times at different locations at the same time with different armies. Now, whenever I get a message like this from a, what was he, platinum? From a platinum player, I always get a little bit afraid. I have yet to see the first platinum player that actually manages to control units in more than one location. Hell, I'm going to up that statement. I am yet to see a platinum player control his units properly in a single location, let alone more than one. It is really difficult in StarCraft 2 to control your army well. It is so difficult that probably 80 to 90% of the Starcraft population don't even know what controlling an army well looks like, except when they watch clips of Klam or Maru do it or, I don't know, other players that have good control that I can't currently think of. But for whatever reason, Klam from Wish here, with the perfect control in multiple locations at the same time, still loses to a zes. Zerg player that is 2.9K MMR. That is honestly quite wild. So I'm really looking forward to this. If you read that balance complaint for him, you'd figure that we're watching the most perfect player in the world. And so far, I kind of like this build or a reactor first. Could be going into a triple wrecks here. Could go into something like a four, six marine into a helium push. those are really the two main option but because he's still mining extra gas it most likely is going to be a factory opener is what I would say if this was a very high level player but because most players below masters don't actually care too much about optimizing mineral mining it is still possible that he'll go into three racks always I always like to keep my options open during these Iodices because I've seen some wild stuff you know people taking two gas floating 500 gas and then getting a third cc before their second barracks is like all right buddy this is obviously not going to be it go into like the five minute mark they have 900 gas in the bank 23 workers although they have triple cc is like oops okay it's actually going to be a three wrecks he builds both barracks at the same time usually not quite what you want to be doing um as the money doesn't come in at the same time right it's not like you go from zero to 300 all of a sudden. No, you get, you go from, you know, there is a gradual increase of money when your SUVs bring it back to the command center. So once you hit 150 minerals and you have money for that first barracks, you just want to throw that down, especially because when you're playing three racks, you will require two tech labs. And that one barracks that finishes faster than the other can start the tech lab quicker and thus can also start the stim research quicker, which is important because you want to kind of finish Stim and Combat Shield at around the same time for when you're pushing with your first 19 to 20 Marines. But in this case, that's not going to happen because both Tech Labs will be built at approximately the same time, I assume, and then Combat Shield is just going to finish way before Stim ever will, and that is an issue. There's also some slight oversaturation going on in the main base. Now, this could be for a very high-level mind game, but it could also not be. And given the fact that this man built both of his barracks as close to the edge to make it as easy to scout as possible, I doubt it's a very high-level mind game. But because I want to flex my knowledge, I'm still going to explain this very high-level mind game that it could have been. So when you're playing a three-recks opener, you play this off of a single gas. That means that most, every other Terran build opener is with a second gas. And the second gas can be built in the main, and again, Zerg can also be built on the low ground. But a lot of Terrans like building it in the main these days. If you have a second gas in the main base, that means that there's three extra SUVs in the main base. So if a zerglink scout would come in and would see this amount of SUVs in the natural right now, the Zerg would be able to tell us like, hey, there's probably two gas in the main currently because I'm missing three SCVs. This is something that people scout for at a very high level. Now, first of all, I don't think that this Zerg will scout at all. And second of all, I don't think that Clamphromvish knows what he's doing. But in especially TVP, it is thus a pretty common mind game to keep three extra SUVs in your main base, mining minerals. And although it's slightly less effective than mining them from the natural, it does not give the Protoss a free scout once they see with the adept, hey, there's too many SUVs here in the natural, that is going to be a three-wreck. So a very high-level mind game from a player that had no clue. that he was doing it. Just like with the monkeys and the typewriters, you know. If you give a group of monkeys infinite time and a bunch of typewriters, then eventually they reproduce the entire works of Shakespeare. They actually, I think I mentioned this before, but they actually once did this experiment, somewhere in England, obviously. They got, I think, 2K pounds for it to conduct this experiment and they gave a couple of monkeys in a zoo, a typewriter. And they also, so filmed it, and they produced, well, not the entire works of Shakespeare, but they did produce five pages of writing. I think it was mainly consisting of the letter E, if I recall correctly. So it wasn't the most literate monkeys, but you always see that. Get them a typewriter and they just kind of abuse it. I think midway through the experiment, one of the alpha monkeys also started using it as a lavatory, which is a fancy word for a toilet. But that word always kind of trick me up. Yeah, kind of tricked me. All right. Back to this game, though. Enough about monkeys and typewriters. As we have our own Terran monkey over here, smashing his keyboard. And he actually produced a pretty decent result. He has a lot of Marines out. Now, like I mentioned, his stim and combat are a bit later than usual. This push is supposed to hit with 19 Marines or 21 Marines. If you play with the Reactor first, one of the two, depending on how tight your men. and how many SEVs are cut, at about 455 with both Stim and Combat Shield. This push here from Clam from Wish is going to hit a full minute later with slightly more Marines. There's obviously five Marines back here, so this is 25 Marines. So he has four Marines more, but he also hits a minute late. Now that's usually not a great thing to do. Let's take a look at the micro here as well. Not the greatest control. eight four bailings straight to the face and lost basically all of his marines because of that. But also it really could have been a lot worse. He at least tried controlling his army and we saw something that resemble the split. So I'm not even too upset by that. But yeah, what I was going to say is that if you only get five Marines more in an entire minute, that is usually not great. And also with this push, it's really important that you hit as tight as possible. Because later on it just becomes easier for the Zerg to hold. They naturally have more units. They have probably have a the bailing nest already done in some cases even a roach warren the queens will have more energy which means that transfuses will be very easy so yeah it's it just feels to me that hitting harder with 21 marines and hitting faster is more important than hitting later with four more marines especially given that in a minute if you have the production that this feller had you could technically get 12 marines more so he was he was lacking seven marines somewhere. They got lost in the process. This is a cool wall. This is a really cool well. There used to be a game that I played back in the day called settlers, where you had these dudes. I think they were called explorers and they would move the border of your kingdom manually. They pick up like the little pixel and they drop the pixel somewhere else. And this is kind of what these dudes are doing as well. You know, they're just manually just building a new border to their kingdom. And in Clam from Wishes. that kingdom consisted of the main and the natural, but now has a third base on the way. This is a great turret as well. This is defending absolutely nothing. Look at that. That is impressive as well. If you have a base that is this field, managing to build a turret that actually covers nothing. I didn't even know that was possible here. This guy must be like an engineer. Absolutely calculator. Look at this. So the only thing it's currently protecting is the SCV that just finished building it. This barracks can be attacked from the bottom, this factory can be attacked everywhere, the entire mineral line is free. I guess if a gas SCV returns the gas over here, it would be safe against Muta Lisk. But this is the most useless turret I've seen in my entire life. Nice. Very good job there. Good start already here by Clam from Wish. We also have some slight oversaturation issues in the natural. I do have to admit his macro is quite good. I don't like the buildings he's building or the order he's doing it in. And I've mentioned this before. Like there's, actually, this looks fine. This is, is this five? No, it's six. It's one too many barracks compared to what it usually is. And if this was a very high level game, I would be upset about it. Like, oh my God, you're building one more barracks, then you should be. And you also have three tech labs, which are really useless. But in this case, I don't mind it. If you can't spend your money with five. barracks and you're a lower level player, then the correct answer is to get a sixth barracks so you can spend your money easier. That's a very good call. And I like that he's kind of, you know, saying, you know what, I'm maybe a little bit weaker than some of the top players at this. So I'll just get an extra barracks. You know, and he's not afraid to say it. He's not afraid to do it. Please teach up your tanks. There we go. Did he stim? Okay, he stimmed just now. Right? That was a very late thing. I want to see that fight again. I think he just forgot the stim. Was he looking at something? Probably busy multitasking somewhere on the map. Okay. So he just doesn't control anything. And then, oh, he's splitting. He's splitting the units and then he stims in the end. Did he just... Oh, he sieged these very late as well. Yeah, that was very painful. This is not a good fight as he lost absolutely everything. He killed like five lings. He's down in resources. which is impressive. And the Metavex returned back home empty. This is a very sad sight to see. It's like, hey, whatever were the boys? It's like, uh, they went to a better place. Can we go there as well? Yeah, sure. Hop on in. And boom, the next few get transported to the front. Six gases coming out. You still have this high barracks count. Command center on the way as well. Honestly, you're playing. pretty close to not perfect. Well, no, you're actually not playing pretty close to perfect. You have 36 workers in your natural, which is extreme oversaturation at this point. Your third base isn't even saturated yet. There's no rally point on this third nexus or in this third command center either. Pureling Bane is defending right now. But he said eventually he'll transition into Hydra Corruptor. Talking about a local composition, huh? These are the five marines that are sent out, or the six marines send out on scouting duty. I don't think they're going to have a very good time on scouting duty. They tried sticking together to stay warm and then they got hit by Bainlings. This army is going to try to push forward. I would suggest seething the tanks a little bit back maybe over here, over here, rather than straight up in the middle of the fight. The tank is a long range... What was this? Look at this. These marines are being surrounded, and this guy, rather than picking them up, uses the boost hotkey to fly away, although there's not a single anti-air unit here. Look at this. Same amount of clicks, the boost and the pickup. The Zerg already believed that they were going to get picked up. And it's like, wait a second, he left them behind. And these Marines looping up, like, hey, what the hell's going on over here, boys? This is some sadistic, some sadistic metaphics. they've seen a lot of the Marines die already and now they're going to pick up the next wave he's just sending them to his death I don't think he's controlled a single army yet or tried to keep it alive anyway I was going to talk about the Hydra into Corruptor which I'm really really hyped for because the last time I saw someone play Hydra Corruptor is when Locos sent in the IOLIS form and that was a great one so games with Hydra Corruptor have a you know a very positive connotation in my head. I like this move out. So once again we have a move out. I wouldn't mind if we borrow some of the mines preemptively so that we don't have to do it while we're being killed by Bainlings. And well, none of these mines get a shot off. The marine stim, the Matax are idling and now they should once again boost back home. Or maybe just relax over here for a bit. All of these fights have actually been really, really bad. It's been surprising to see. how big Terran's army is getting and how hard it is getting smashed every single time. It is truly something else. It does not make me happy. This does not spark joy, my friends. It really does not. Seeing marine after marine army being sent out just straight to the dead. I do like the walling, although the wall here is so far out that it almost feels like you can't really defend it anymore. It does help against potential Ling Bane run by. Then we have another big F2 move, sending our entire army across the map. Three more barracks on the way. So we're already at 9. We're going up to 12 right now. That is really pushing it. But once again, if you have trouble... The Alpsis lose all of his medevacs? This was the worst fight of all of him. I just don't understand it. didn't he what did he say in his form didn't he say was multitasking as the game goes on i multitasked really hard attacking with multiple armies in different locations at the same time while spending my money well behind it maybe there is a theory that i have is that he was playing a second game of starcraft at a different screen and he was macroing in this one and then on the second screen he also macroed and microed and micro as well and that was where the multitasking was because so far look I like when people try to multitask but so far clam from Wish hasn't even been able to single task like he actually has been looking at his army a lot as well which is what makes me even more confused, angry and sad frustrated, lots of emotions at the same time like he scans he sees this army Now at this point Any healthy person would look at this and go I think I should go home He has five... Okay, actually kind of walks home But it's not really walking home Okay, this is not retreating by the way This is not retreating Okay, he should have retreated his entire army after the scan And just because these Marines stay alive Doesn't mean that this was a good move This search should have absolutely blasted that This does not count as these units staying alive. These units wanted to die. They accidentally stayed alive because the opponent got scared. One of the Marines farted and they were like out of here, mate. Now here comes the Corruptor Switch, which honestly also is a very surprising thing to see. I'm not quite sure about it, but so far he's won every single fight in this game. So I'm not even going to get upset about this. four MadovX are out and once again we have I think this is some of the multitasking Look at his legendary multitasking here The five marines get killed by these bailings Then these units get rallied once again onto creep Has there been a single scan yet Four creep tumors have been killed this entire game Oh my god, there's some legendary multitask over here Doesn't burrow any of the mines, doesn't use Stim Doesn't burrow any of the mines Will he use Tim? Will he use Tim? Will he use Tim? Will he used him? Burroughs one of the mines. Does it get a shot? We get one mine shot. Man, this indeed was some legendary multitask. And we get a drop in towards the main base. Oh, on this little part, very cool. So it's going to be able to take out three, four workers and lose both drops. You know what's funny? All of these fights were legitimately god off, right? None of them got controlled. 75% of the fights didn't even stim. But I do believe that this was probably still better than most of the other fights. As we see, the resources lost is pretty equal. Like, this is how good the Terran army is, naturally. Just without controlling it, you get about even trades. Even if you just send random Marine marauder squads on creep, and they seem to kill nothing. The bailing is such a cost inefficient unit that if you have marauders, the banling naturally just trades poorly. Now this could be a good fight, so you scan, you clear the creep, you borrow the mines, and then you try the pre-split. Or in the case of clam from wish, you stim, you run as far on creep as you can, and then make sure you get hit by absolutely everything that is there. Corruptors, hydras, banlings. It doesn't matter. Now these are two different philosophies in StarCraft. We have the philosophy of trying to keep your units alive. and optimizing the damage output because they stay alive longer. Or you have the philosophy that Clam from Wish uses here. And it's by throwing away all your units very quickly, making your opponent believe that he's winning so that he starts building weird units like hydras and corruptors, rather than just going into units that are powerful like the Lurker. Mine's actually dealing some damage once again. These Marines straight okay with the hydras, obviously. I do have to admit, the upgrades have been very good. The macro during this game has not been bad either. There's been a lot of barracks and, well, really 16 barracks on the way, right, or four more on the way. Okay, this is the first time we actually see some control. If he picks up these two Marines as he realized he's losing this fight, I will be happy. He does not quite do that, but this was actually good. A resource is lost is not looking great, but he killed some workers. There's still only a, wait what? There's a hive and a layer. Okay, so now we have the six ultras on the way. This is where Clam from Wish told us that everything would start going wrong. And I'm not really looking forward to that. Because in my mind, everything had already been going wrong up until this point. If he would stim this, I think this is a winning fight, isn't it? No? Was that a winning fight? I kind of want to see that again. There's a lot of Marines. It's like, what, 20, 25? It's 19 hydras. There's also two. If he stims, I think he might win this. It's 3-3 upgrades against 2-2. want to even. These mines could burrow as well. Without stim and without control, it obviously isn't going to be great. He ends up killing four hydras to be exact, but that's also because a lot of his time is spent shooting corruptors. I actually think it might have been possible to deal a lot of damage here. Now, this is some actual multitask, and he's even controlling this army. If there were drones here, this would have been a very good move. Of course, there's no matter of fact with it, so the units couldn't have been taken back. I don't think there's been, Except for the five Marines and two Liberators that went back here, every unit that got sent out got killed. That is a 100% death rate for your army. That is really, really cool. I bet you'll get loads of people to sign up for that. You'll never come back. Oh, that's great. A couple of mines walking into the Ultras as well. Matterfacts get taken out. Marines, once again, not stimming, not running towards good choky positions either. And at this point, once you realize your opponent, has ultras, he wants transition back into marauder. Now, I do want to explain one more thing here, Clam from Wish to you, and that is that the way that Terran works against Zerg is that you kind of have natural transitions. So I'll pause it here for a second. Basically, you open up with your triple CCC, something like you get three bases, you go up to five racks, you get a second factory at that point and then you can get like either double tank production from these factories or you can get mines from one factory and tanks from the other or you can get triple mine from both. That's fine as well. Then you get a forward base. You go up to eight racks. Out of your first four barracks, first five barracks, one of them has a tech lab and the other four all have reactors that ensures that you have maximum marine production, which is really useful against the Ling Baines that Zerg tends to build in the early to midgame. Once your fort base is done, you add three barracks. These three barracks get a tech lab. That leaves you with a four-for split of tech labs and barracks. And then you start casually, you know, building a couple of marauders. The reason for this is because marauders are, A, very good against banlings, tanking banlings, tanking shots in general, they're quite good at. And B, in case of like a lurker or ultra transitions, marauders are a lot tanked here and are just really good against these units because of the armor types. You kind of have these natural transitions. Then once you start taking a fifth base and other stuff, you can get a Ghost Academy or you can get more, you can get liberators out, and you just kind of continue tacking on and on. You started with a higher marauder count and then went back completely into Marines, as you kind of wanted to keep at least some marauders in at any point in case of a transition or in case there was going to be a huge amount of banlings. I think that is the incorrect way to really look at how Terran used. usually is played at the high level. Like you need a good mixture of Marines and Marauders and you should be consistently producing these. Then in combination with mines or with tanks, you can actually get pretty far. I'm sad to see that this was an orbital as well rather than a planetary that would have maybe made a defense possible here. You also, I didn't quite realize this, but you actually haven't used any energy whatsoever on any of these bases. I wonder if you actually ever muled. I don't know. I haven't been paying attention to your bases because your fights were so mind-blowingly bad. And I'm not trying to be funny or mean here, but if you're not going to be using the energy on your orbital commands, it is better to get a planetary. And it looks really dumb and it looks really bad. But this just makes no sense because, yes, this has the potential to be a lot of scans, but you never scan for creep. Oh, you did scan a couple of times to see where an army was, I guess. But if you don't use it for mules either, it might just be better for at least base 3 and 4 to build those into planetaries. If you're a bit too slow for that, once again, it is completely fine to say, hey, I'm not quick enough for this. Let me accept that and try to play around it. Getting orbitals on every single base is already an absolute no-go. But then if you're not even using it, it makes absolutely zero sense. It really just makes no sense. Now, what I do like here is that you're still trying. I think that's cool. Burrow the mines, burrow the mines, borrow the mines, or walk them into the ultras. Both options are about equal. There's a lively debate going on currently with Terran scholars, what is better? Move commanding them into your opponent's army or burrowing them and allowing them to kill 25 lings per shot. They're not quite sure yet. Of course, Terran's not known to be the most intelligent species. You continue your production. The game is pretty over at this point, but you don't know that and I don't really mind you staying in that case. Hey guys, sorry to blatantly jump in here but during the edit I saw something quite intriguing. The Zerkes APM according to the WCS 3.0 overlay dropped to zero for apparently quite some time so I went and checked and as you can see in his first person perspective he actually was AFK for over two whole minutes at this point. Obviously we have no clue if there was like a pause that the Terran player cancelled or whatever. Could be, could not be. I also don't know why he was AFK. Maybe his pizza finished and he had to take it out of the oven or maybe his kid fell and needed some help or whatever. But apparently Clemfrom Wish actually lost to an at least partly AFK player. And I thought that was quite funny. So yeah, just wanted to show you that. But back to you, Kevin. You know, you said sorry for that, but it's really funny that the people that say sorry for staying in too long often are the people that don't have to say sorry. And the people that are completely unaware that they're in a game that is completely unwinnable, they never say sorry and they just complain a little bit harder. Like you don't see any units. You walk like, what, 20 meters on creep, like two screens deep on creep and you still don't see anything. So, yeah. I honestly, if I were you, I would actually be getting a bit hyped. Wait a second. I'm accidentally winning here. This guy's like panic morphing in bailings. Now sure, the moment this fella builds ultras with these larvae or these next larva pop, it's going to be hard. And even if he doesn't, I mean, if it's just going to be pure Bane Hydra Ling, it's still going to be pretty difficult. But honestly, it is playable. You have a lot of, oh, I think you just, did you just scan a couple of times maybe? Oh yeah, you've just been scanning a lot. But if you would mule, like you're actually outmining your opponent pretty hard. You have a decent bank. I don't think this game is over whatsoever. And now you're actually multitasking as well. Look at this. You're stimming this army. This army, I have a feeling it might not be controlled right now. I just, oh, a stim? Well, mines are a bit too far back. You're completely caught on creep again. But this still was a better fight than all your other fight. combined. Here, here. Command center gets killed by a couple of hydras, this army falls. Honest... Wow. Very close. Very, very close. Yeah, I think honestly if your fights weren't so, darn, you're down 9K. I really didn't think that was possible in the units lost. Down 9. I've never seen this in my life of a Terran playing marine bio or marine mine marauder. I really didn't think this was possible. Wow. Well yeah, you're absolutely dead at this point, but I'm honestly impressed and shocked. It's like a weird emotion between these two. You fly the command center straight into your opponent's army. So I mean these altars are just going to finish the game. At this point it would be wise to leave. leave and now maybe this what you... Okay, no, G-G. Yeah, you left perfectly on time. Okay. Clam from which, let's look at us one more time. I'm not even quite sure what you complained about. You just complained about the matchup in general, right? There was nothing specific where you were like, hey, this sucked. It's just, is it Inbar or do I suck? And then Zerg is too broken. Well, let's just go over some of the claims initially that you make. The game goes on. I multi-tick, not actually the first sentence. Let's go there. Well, in this game, my first push was a little late. I had more units than it usually has and didn't do too badly with it. Well, the reason you had more units than it usually has is because you hit a minute late. It is kind of natural that if you do something a lot later, is that it's going to have slightly more of it. So that's good. Everything else was on point. I don't think that was completely true. I believe you got a tech lab on a factory, while that factory should have been producing a reactor to swap with a starport, then you should have swapped the factory with one of the barracks with the Tech Lab. All of these are details though, but saying that everything is on point when it isn't, of course, isn't exactly true either. Then, as the game goes on, I multitask really hard attacking with multiple armies in different locations at the same time while spending my money well behind it. Out of that entire sentence, that lasted a bit too long already, the only thing that's true is that you spent your money quite well behind it. Not great, but it was fine. You had a lot of barracks you needed for it. During times you were still floating 500, 600 minerals, but you didn't multitask really hard. It's like maybe you were juggling with one hand on the side or you're screaming at your kids to leave Daddy alone because he's playing a video game right now and I can't pause it. But you weren't multitasking in this game of StarCraft 2. You never attacked with multiple armies. Sometimes you send multiple groups to a part of the map, but then you completely left them alone. That's not multitasking. You didn't even really single task. Your upgrades also were really on point, giving me a lead in every fight. Your upgrades were indeed really on point, and that should have given you a lead in every fight had you ever controlled your units. You even had more workers than him in a TVZ. That is correct. But you also lost 10. NK resources more units lost. I have no clue how that's possible. That really is extremely impressive. He did two tech switches, the first one from Link Bane into Hydra Corruptor. Yeah, I already kind of discussed that. There really is a natural progression in the way that Terran works. And it's not so much huge switches to one thing on the other. And if you're making switches in the late game, it's often between higher tech unit, not so much about the composition of your core bio army. It's more about, hey, do I want more ghosts? Do I want more liberators? Do I want more tanks? Rather than saying, hey, I want 35 marauders now or 25 marries. No, you always want to keep that kind of balance between these four reactors and four tech labs continuously producing units. He forgets to, yeah, from that point on, it's honestly kind of over. Your micro was extremely poor. your multitasking was non-existent. Your macro and the way you built stuff was okay. But if you're down 10K, 10K resources in units lost, then there's, like, I don't even know what to say at that point. Really, all you need to do is just siege up your units and stim, and you're going to get better fights than what you're currently doing. Like, I can't in good conscience say that Zerg is imbalanced if you play this sport, my friend. And you, you sucked. And that's the heart called truth. All right. That's going to be it for today. Today's episode even of is it Inba or Do I Suck? If you didn't enjoy this, don't forget hit a like button, subscribe to the channel. And hopefully I'll see all of you next time in a new episode of Is It Inba or Do I Suck? Bye-bye.


OG IEM PRO PLAYER SWITCHES RACE AND INSULTS HIS OLD RACE AS IMBA?! | Is It Imba Or Do I Suck

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Dear Harstam, I've recently come across the fact that the Zerg race is absolutely stupid. Corruptors cost two supply, while a carrier costs six. The math doesn't simply hold up. There's also the legendary lurker, which has about 400 of HP and 80 damage. This is an exaggeration by the author of this imbalance complaint form. Late game is simply unplayable. The Zerg has more money, more efficient units, and vipers make me want to cannon rush every single Zerg, every single game. That's not to mention spore crawlers, which are pretty much free and cost zero supply. Maybe we could just try finishing the game before that, huh? Well, I guess not, since Zerg has the Revager and a baboon can send lings cross-map to make you go back to your base whenever you try to do something on the map. What do you think? Is it Rimbab or do I suck? Name Shakti, race, Protoss, league grandmaster, and the server is an A. I'm a little bit surprised by this form for a couple of reasons. First of all, we have a Protoss complaining about Zerg late game. I usually get the reverse. Second of all, Shakti used to be a Zerg player. So for the people that don't know Shakti, is a Brazilian player that I thought was a Zerg player, but apparently recently or well maybe in the past 10 years has switched to Protoss. I remember Shakti as a Zerg player because in the Intel Extreme Master Sao Paulo 2013 or 2014, one of the two, Shakti managed to take out Hello Kitty. Hello Kitty was an American Protoss player who played for the same team as I was playing at the time, which was fanatic. And he went to Sao Paulo and got last in his group and he lost to Shakti. I remember that because I had never heard of Shakti before, and Shakti took out one of my teammates. So it was a bit of a shock. Let's put it like that. So the first thing I would say is that if you truly believe that the other race is imbalanced, perhaps change, switch back. You know, you know how to play it from back in the day. It shouldn't be too much of an issue. But on the other hand, Shakti made the honorable move of swapping from Zerg to Protoss. and maybe he wants to keep the moral high ground. Maybe he wants to feel good about himself. Maybe he doesn't want to feel dirty every day. And no matter how much he showers, the nastiness won't come off because he still plays Zerg on a high level. If that's the case, then of course you can stick to playing Protoss. And instead we'll just actually focus on what you ask. And that is whether this is imbalanced or if you suck. Now, in order to research this claim, we'll be looking pretty tightly at everything you'll be doing. I mean, this is Grand Master level. The standards are high here. You're playing against a player called Grasfren, which I have never heard of. Your opener is a gate scout, which means you can't block your opponents natural. The only scenario in which this is okay is if you actually play Showtime's build order, which is the four-adapt double or triple Oracle, I think it is, with a fast robo into Forge Twilight. This is the only scenario where I kind of like it. I don't know why I like it there, but Showtime does it, so it must be good. I know that is a bit of a fallacy, but I don't really care. If Showtime does something, I generally believe he has his reasons for it. And Showtime, whenever he plays that specific Oracle build, almost always opens up with a Gate Scout rather than blocking the opponent's natural. Whenever I talk with Showtime, I don't completely agree with him on that point, but he does it and Shelton is fantastic. So this is really the only strat I would, you know, I would allow this for. Otherwise, always block your opponents natural, especially the lower level you get. So at the very top, Zerg players are super optimized. And they know exactly what to do when they get blocked, when to build drones, where to send their lings, how to move their queens. But just even slightly below that top level, very often if you block your opponents natural and you chronobust out two adepts and send them across the map, it allows you to just deal so much damage and often get a lead that might just be able to kind of translate it. into a game later on. It gets you a lead that you can leverage into the midgame into a quick win. Instead, we see you just shade in... 36. So you lost 70 shields on this one adapt and also, what is it, 34 of your actual, your view HP. You lost 100, you took 100 damage. sniping a single creep tumor so far. Good job, buddy. Real nice control. Your opponent immediately pulls away. You walk away from your safe space, which is over here. You could have moved back towards this little safe space that you have, but instead you move into the lings trying to chase drones. And what do you get? You get a single tumor and a single link for two adepts. This is the worst trait that I've ever seen with two adepts in my entire life. That's very impressive because I've worked. are a crapton of StarCraft. Second Oracle is on the way, and you're actually playing the 4-Adeb builder. So I actually do like your build order. I just don't like your unit movement so far. This Oracle should be back home because it should be cleaning up these lings rather than moving across the map. You actually do that. Okay, that's good. It's a little bit late, and at this point your second Oracle is already out. Your third base should be going down at this point, honestly, rather than in five, six seconds from now. Once again, we're being quite critical of shock But the reason for that is because he is A, he's an ex-pro player or still a pro player, or at least a very high-level player, and B, he's in Grandmaster. So this guy definitely needs to know how to play the game. And delaying your nexus by 10, 15 seconds for no reason. Yeah, that's quite a big error, actually, at a high level. Spore is weirdly positioned. Did you just take literally, when is it, 54 damage on this Oracle for no reason? Once again, a lot of damage for no reason. You're also completely broadcasting every move with the oracle that you're making by staying in your opponent's vision. You're even idling in your opponent's vision, completely allowing the Zerg player to move the queens in the correct position to deal with these oracles. This is extremely impressive what I'm seeing here. The Zerg is defending quite well. You also target four different drones here. You lose one Oracle for free. You lose two oracles for free. Okay. So so far you have killed two drones, three lings and one creep tumor, and you've lost two adepts and two oracles. Your entire opener is kind of focused on dealing drone damage to your opponents with early two chrono boosted adepts, with fast three oracles. The entire purpose of the Oracle is to kill drones and to get information. If you're this bad with Oracle control, I'd recommend playing Voidray openers rather than playing a triple Oracle. opener. It just really doesn't make any sense to play this. If you're constantly flying into your opponent's vision, you're tanking damage for free for no reason. Like, what is this? Like, if you wanted to become like a figure skater or something like that, then you should have been practicing for that. But with an Oracle, you want to deal damage. Like, it's not the same. No one's going to give you points for a perfect spin in your opponent's creep or something like that. I also like aesthetically pleasing things and I like beautiful circles and that type of stuff. But this is not the time with the Oracle, my friend. Your follow-up is going to be Blink. I know for a fact that Showtime doesn't play this because he's not an idiot. So you copy part of his build order. You lose two oracles to adepts. And then you follow it up with Blink. If Showtime is still awake at this hour, then he's probably screaming out loud. He hates this. blink again Zerg is only good in one scenario no yeah in one scenario it's a very specific scenario it's good in the scenario where your opponent doesn't have a brain has no scouting whatsoever and took 25 drone damage in the early game but none of these scenarios happened on top of that you're also executing the what give one second you're Okay, you open up with, I'm just really confused. I knew the NA letter wasn't too hot, but this is really pushing it. So you rush out nine gateways, a prism, blink, and plus one. All of these are investments for the super short term. Blink stalkers fall off insanely hard. The moment there's more than three revergers, the moment there's any amount of banlings. Just the moment there's any. there's any unit that isn't just a pure roach or a pure link, the stalker sentry combination against Zerg is hot garbage. It's not even funny how bad it is. You invest at 500 gas in sentries. You're building nine gateways, blink, all of this purely for a bling, and the prism, all of this for a blink stalker attack. And then the moment that you worked up to arrives, you take a fort base, you throw down three extra pilots, you get a Stargate and a fleet beacon. Then why did you get the nine gateways and the blink and the five sentries? Gas is the most scarce resource for Protoss in the entire game, and you're just wasting it right now. You could have had three Archons at this point, which actually would have been a useful unit going into a longer game. Are you just going to be playing defensive stalker sentry here? This has to be the worst thing I've seen in my entire life. What a terrible build order. The worst part is that you probably thought it was so smart as well, and that's what pisses me off even more. It's like, ah, the sentries and the stalkers for defense and I go into carriers. Like, if you want to defend and do absolutely nothing, you build void rays and disruptors. We figured this out years ago, mate. Like, we really have figured this out years and years and years ago. This is like showing up in the year like 1900. and being happy that you invented the wheel. This is how late you are with this build. Like we played this in 2012, and even back then we realized it was complete crap. That is not completely true. During the entirety of Heart of the Storm, Stalker Sentry was pretty good. But then we wouldn't go into Fast Carrier. Just this entire idea of trying to defend with Sentry Stalker into a late game, it just doesn't really work. Sentry Stalker is inherently an aggressive composition, and thus needs to be used. aggressively. It's an army that wants to fight on the map, deny creep. And, well, it just isn't that good as well. Like, but if you're going to get it, at least go hard on it and only build stalker sentry and you need to all in with it. Then eventually transition into Disruptor or something like that and pretend that you can still play a game. I can't remember last time I really saw Mess Stalker work unless the ProDos had a massive advantage. I think Astrella Lombo on Blackburn might have been the case, but still. It's not even remotely similar to whatever monstrosity it is that you're producing here. Like this is complete crap. It's not a small crap, you know? This one is freaking 10 Kourix or something like that. This is a big crap. I do not like the way this looks. This Oracle is going to revelate at least. Well... It's not going to revelate. I wonder if you actually did anything with it. these oracles. The first two oracles got given up for free. You killed like three workers, I guess. So you paid basically 300 resources per drone, 150 minerals, 150 gas to kill one drone with, because I think you kill three workers total. Very cool. All right, you scout this drop and you start warping in some stalkers. There's probably a good call. I like that a fair I wouldn't even mind if you get like a cannon here or something like that or you send one of your carriers over there. I mean, you have three of them. If there's drops on the way, you might want to do something like that. Forget to leave a, oh, this is a good warpin, actually. That was just in time. All right. Now that we've talked enough about your initial build order, let's just forget about that, okay, and just kind of judge the situation for what it is right now. So at this point, you have a, honestly, you have a decent army. You just got there in a weird way. Okay, you have a decent army plus 10 stalkers, which of course are completely useless, but we'll get, we've already handled that. So I don't want to, you know, kind of stick around there. Four Sentries also not great. At this point, I would suggest clearing some creep and trying to see what type of comp your opponent is going for. So you want to know, hey, I'm playing against corruptors. Am I playing against a queen infestor? Or in this case, am I playing against Lurker? And do I kind of just get handed to free win to me? The Lurker generally is considered the weakest option out of all the Zerg options, especially once carriers are out. The lurker can only really defend one area. It doesn't attack air either. So yeah, it's not a brilliant unit. This is the type of harass that I love to see. I think you send in eight zealots to kill an extractor and then kill another two and a half hydras. It's nice to see that you really care about being efficient with every unit that you build. First with the oracles now with the zealots. It is a watching you control harassment units my friend shakti kind of makes sense though if you used to be a Zerg player this is how Zerg players also control their units whoa that's one rcombe very cool that actually was a very good abducta of him as well now a good trick to not get abducted as much and this is a pretty high level trick is using the oracle revelation on your opponent's wipers now this sounds difficult but in reality you just need to cast a spell like like once every, what is it, 18 or every 20 seconds, and you practically have map hack of where your opponent's vipers are. You can do this with like three oracles or something like that, and you'll never get abducted again unless you get caught slightly out of position. At least it becomes a lot harder for you to get abducted. You're kind of blind as well at this point. You have a prism in the middle of the map. I'm not quite sure if this is cosplaying as an observer or if you just want to reinforce this position later on in the game. It's difficult to say what your plans are. Because, yeah, so far I'm not really sure if you have a plan or if things are just happening accidentally. And sometimes they're good and sometimes they're bad, you know? It's kind of like playing roulette. Because right I'm playing roulette, you did this while playing StarCraft too. Sometimes everything as well, sometimes everything sucks. These carriers will start working on this carrier. Hello, carriers. Start working on this lurker, I assume. No? Just wanted to spot it. make sure it stays in the ground real nice over there. Oh, you kill the stalker. That's good. Don't need those stalkers anyway. Good job, Mr. Lurker. We'll send you a couple more later. How is it possible that this Lurker is still going, by the way? There's literally nothing going on in the game. What are you looking at? Okay, you're looking at your main army. You get the notification on the bottom right. Are you just giving up the base? Is it like, oh, that's too much to deal with? No. There we go. Okay, so you do deal with it eventually. Only took you about half a minute. Oracle is out. well you have a couple of voidreys on the way this is kind of relaxing it's the APM air 265 it's not even that bad just don't do a whole lot against Lurkers one of the key objectives is to pull your opponent out of position through aggressive rotations especially once your opponent takes a sixth base very often that is quite easy we can for example imagine this general area as an as an avenue of attack for the Protoss We position our entire army here. This forces the Zerg player with his Lurker Hydra army to make a decision, hey, do I defend this area? Do I defend this area? Or do I split up my army? Now, if the Zerg player splits up his army, that means that both parts are going to be relatively weak. And then you can start moving towards the right side, try and get this army to move a bit to that position. If the Zerg picks this base to defend, you have the left side base to attack, if the Zerg picks the left side base to defend. you have the right side base to attack. So you always want to be looking at these kind of key locations where the Zerg will have a difficult time spreading his army, and that's where you want to attack from. The worst angle that you can take would be from here, because this is a really easy angle to cover. The Zerg could just position its army here and would completely shut off this area. Even this middle area, I'm not a huge fan of. So you always kind of want to be walking on towards that far left side. Taking out these rocks could be useful, but don't forget that whenever you take out rocks, that also opens up a path for your opponent to attack you. So it's not like a one-sided affair. I like that you're using revelation, but obviously we need to see that revelation on the Vipers more than anything else. The lurkers are a static unit, well, it's a siege unit and will not move too much. They will not catch a carrier, okay? There's not a single lurker that has killed a carrier, not in my time of playing StarCraft too. And the carriers really are the key in your army. So what you want to be doing is making sure that your carrier stay alive and the best way is to have vision of your opponent's vipers. Not of these two spores, not of the lurkers, no, of the vipers. Because the vipers are going to be responsible for all the out-of-fight damage. So whenever you're not fighting, the only unit that can kill something is the viper. During a fight, of course, you might want to revelate these lurkers because it's important to see them. But out-of-fight, you want to revelate the vipers. Because so far I think you've lost three Archons, maybe one. or two Archons and one carry or something like that. They're still just moving into the same area again and again. No real aggressive rotations yet. I do like that you're building a lot of cannons. I genuinely think that is good. I wouldn't mind seeing a Templar here either. And another cool trick against Lurker is the mothership. So let's first wait this fight. Before I start giving you some more solid advice. Okay, so you lost three carriers there. and you killed maybe one corruptor, I think. He's rebuilding three corruptors. Didn't lose any of the Vipers, gets the transfuse. Now, these are obviously not good traits because he's trading energy against your carriers. And on top of that, whenever you lose carriers, you need to wait a long time for you to get completely maxed again. Carriers take 64 seconds, even with the two chronobo boosts that still will be 44 seconds. So that's a long time in which you're not maxed. Losing three carriers at the same time kind of sucks. You're also not continuing your shield upgrades or your armor, your air armor upgrades. Now, let me get back to that mothership idea, okay? So a cool thing against lurkers, once again, is that they can't be in multiple places at the same time and they can't fly. That means that if you're at a position where the lurker isn't siege yet, it's really difficult for them to settle dive. So if you're attacking this and the lurkers still need to come in, that is quite hard for them and they can't immediately start fighting because they first need to burrow and everything. This is why the mothership is so useful. If you have a mothership on the far right side and your army moves over here or over here, most likely the lurkers will position themselves over here and maybe into this position. That means that the entire right side is open. You recall your main army to the right side, you clear the spores and then you just kill this base. rinse and repeat this forever until you kill every single side. This forces the Lurker player to stay on a very compact base layout. Rather than taking eight, seven bases at the same time, they're forced to take a very small amount of bases. And that's exactly what we're not seeing here. Because you're just continuously attacking the same side. I don't think you've once rotated towards the left. You've rotated from here to this location. And once again, this location is completely shut off by just a single measure of these lurkers moving in positions. What is this fight? I don't even understand how you can lose fights like this. I need to watch this again. You have eight carriers. Okay. You have... He has 16 corruptors, right? I love that these sentries don't even use forcefield either. Okay, so you lose all your sentries, then you lose your Arcon and all your Templar. Not a single spell has been cast on these Templar. Look at that. Literally nothing. Not even a feedback or anything. So you lose all your Templar, all your ground goes down, and you killed two vipers and a couple of Lurkers. I don't even understand how that's possible. You literally just move commanded your Templar into Lurker. Yeah, the Lurker is genuinely quite a good unit. if you send Templar into them to eat. But the beauty of the lurkers is that it can't chase you that easily. It's a seizing unit. It holds a position. You don't have to walk into it. Maybe a revolutionary concept for you, but to me this seems quite obvious. Whenever you want to fight, this type of fight, try to keep the Templar in a position where they can perhaps feed back vipers, or just throw down one storm, on a chunk of lurkers and then throw them further towards the back. So you just throw one storm and then move away. That way it won't die, but it still will deal some damage to lurkers. The main thing of course is that you don't really want to be attacking into a position that is already set up. If you see that there's 16 lurkers set up and there's 10 spores there as well, perhaps it's a good idea to try and attack somewhere else rather than straight up attacking into the same location five more times. This rotation is also completely useless. Just, I hate having to go back in the replay every single time, but you just attack him here, okay? This is the location you attack him in. Your rotation is to walk all the way towards the bottom here, move up this ramp, and then go here. Your aggressive rotation takes almost 14, 15 seconds, while his defensive rotation takes a second and a half, because all he needs to do for you to walk 15 seconds around, is to unburrow five lurkers and put them over here. His spores are already in position as well, and it just makes no sense. On top of that, what you're doing by giving up position in the middle is you're making yourself vulnerable on a base like this, on a base like this. Your entire center is open. Whenever you're making rotations, you often want to keep the sides open, because these are easy to defend, because you can usually cut them off with a single cannon position. The middle is way harder. Look at this. If these lurkers go into the middle, they could go into the natural, they could go into this base, they could go behind this base, they could go over here. While the sides are way easier to cover. So what you want to do is with your movement is either you have a very good aggressive move or you try and keep the center while you're trying to poke for holes. Here, what would have been a better play from here on out is to just walk, pop, pop over here. and even just being here, forces the Zerg player to have lurkers on the left side and lurkers on the right side. That means that the lurkers are already split. And with a lurker count of 12, that means six lurkers on each side, two lurkers at home as well. So that means five lurkers on each side. Actually, there's some random lurkers sprawled around in other base as well. It's probably going to be like three or four lurkers on each side. Like, that's almost nothing. That is a completely different type of game rather than fighting the eight lurkers right over here. And this move is just so stupid. It really just makes absolutely zero sense to me. I don't understand how you can be 5.5K MMR without understanding how an aggressive rotation works or what the point of movement in this game is. Like it is so extremely obvious to... Look... What is he doing? This guy is probably just as surprised as I am here that you once again decide to attack in here. You attack into a position where the majority of his lurkers are, where all of his spores are, and where all of his air is as well. You clump up your carriers on top of one another while they're being parasitic bombed. You clump up the void rays as well, and then you're surprised that you lose the fight. Yeah, no crap. If I put a knife in my leg, I wouldn't be surprised that I bleed. That is kind of the, you know, it follows from putting the knife in my leg. It's the same here. if you don't micro your units and you attack into a seat-job position with a creptone of static, most likely you're going to lose the fight. Now you warp in stalkers against lurkers. And honestly, the stalkers wouldn't have even been completely useless if you would have at least targeted on the corruptors. But attacking into lurkers is like suicide. The lurker is practically the hard counter to the stalker. It makes me sad to see this. It really does make me sad to see this. Any other unit, but the stalker would have been fantastic here. What makes me even sadder is that it's working, because that kind of legitimizes your beliefs here. I think I hate that even more. This is a terrible fight. There's no shot that you actually watch this replay, right? You're down 10K in resources lost. I didn't even know that was possible. I think I could fight fights with my eyes closed and have better resources lost than you do. I don't even need to storm. You could just aim with an Airtos. army and have better fights than you. This is really crazy to watch. I often joke about negative micro, but I don't think negative negative quite covers it. This is like Kelvin levels of micro. It's like so far below zero. Like this is cold, my friend. This is awful. Okay, your opponent gets a couple of lurkers. Stalkers, Blinkford. I do like some of the moves that you're making here with the... Do I? Let me go back here. Okay, so at this point you have a lot of stalkers. You have a little bit of momentum behind you. You're out mining your opponent in a significant way. You're up 20 workers. So, at this point, you're not really maxed out. not really maxed out. You have a lot of supply in production structures, but you know your opponent also had a lot of supplying corruptors. So maybe this isn't even that bad. That blink forward isn't great because that doesn't allow you to run away anymore and if you get surrounded that could be annoying. These stalkers also aren't joining up with the main army which kind of sucks. All of these stalkers kind of just get blasted here I guess. There's a couple of observers with that army. Yeah, it wasn't a good trade. It really wasn't a good trade. It was a terrible trade. It still feels fine for you honestly. Like, despite everything that you've done wrong this game, which is a lot, you're still in a position where you're up in income. Sorry, where you're up in income, you have good enough tech to really win this game at any. point. You have map control, you're clearing creep and stuff like that. It's really not that bad. Your opponent can never really catch you. I mean, he has seven lurkers and 27 corruptors. Hey, this is one of these things as well. Like, I understand if this happens in like lower level games where people just don't think and they just, you're like, oh, I like the void right. That's a cool unit. But you're a grand master player. You have a mass stalker army. Your opponent currently has seven lurkers and 26 corruptors. You know your opponent is practically broke and has an inferior economy. Why would you build the one unit that he already has a counter against? That just doesn't make any sense. Disruptors at this point, immortals, zealot, Arcon, Storm, adepts, everything at this point would be better than Voidray. because all of these unit would contribute to attacking the weakest part of his army, which is the anti-ground army. His anti-air army is insanely strong. But his anti-ground is almost non-existent. And worst of all, it's pure lurker. So why would you continue with your void ray production? No, you transition out. You don't always have to go back to void rays. It's not necessary. It is bad boy. The Cirque believed that there was going to be an observer. I scared to have a living crap out of him. I really did. There's still a lot of money for you in the bank, so like a single salad warpin or something like that. This should be a good fight. I think. Super Battery. Yeah, yeah. This is a good fight. I like that fight. I like that you two get a fight. Okay, maybe we can micro this. Maybe. Maybe. I micro them nicely into two spores. So only lost one void ray in the end because the parasitic bomb ran out. But I feel like... Yeah, okay, you pulled them back. Good job. Nice. Get some Arconnes. I like that you now recognize that void rays are not going to be the answer. Although void rays are not the answer, I still don't think we should be throwing them away for free into a wall of spores. But that might just be me being crazy here. This is a difficult fight to lose, but the one way you could lose is by not having detection. So I think the Oracle call here is very good. I also like that you're quick to realize that attacking into lurkers without having detection isn't that useful. So you quit it immediately. It's an interesting blink forward. This is the type of game as well where I think like a zealot run by towards the left side is super useful. Because literally all he has is a couple of lurkers to defend with. The void rays, you can kind of keep them at home for defense against like lurker run bys. Well, hello. Where's the detection? Oh, no. Okay, we move up a ramp here. We're kind of cornering ourselves right now. Another Oracle gets sniped here. That means we don't have detect... He could have also walked into the main base, stayed on top of the rampant and maybe recalled majority of his army. But I guess losing 12 stalkers and getting damage on all your Archons might be considered a better play by Shakti into losing all your Archons. I can't believe these Vipers actually dealing damage. It's crazy. Shakti still is ahead here. The Zaled Rambai is quite good. I like it. It's hard to believe, but he's really still ahead at this point because the majority of the army consist of corruptors. The only thing Shakti needs to do is buy time. And, wait, did he build former void rays? Stop with the void rays, for real, dude. It's by time and get like disruptors out or just an immortal army. Like, just anything that is good in the ground. So basically just not stalkers. Like everything but stalkers would be fantastic here. It really would be. That's another good move coming. I really do like that. Do you have detection? Okay, yeah, it does have detection. It's not going to be a good fight, is it? Okay, double parasitic bombs. So all the Voidreys that he built in the past two and a half minutes get absolutely blasted. There's still 17 corruptors left over. And the entire ground army gets blasted. Gigi. I'm not even sure if that's necessary here. There's 16 lurkers. That is a bit. much maybe to fight at this point, but there's so many cannons here. You still have decent mining on the left side. You have good mining over here. You have full mining in this base, full mining in this base. You have $1,700 in the bank. You could send in a zealad run by with like an observer or with one of your two oracles to clear this base. You could take out the layer for practically free. I don't think this was over, but I also don't think you would have won it. I just think it required someone with more than double-digitial. IQ to win this game. Okay. I'm just going to go read through your claims again because it is all a bit much for me. So you talk about sport crawlers, which are pretty much free and cost zero supply. You say you can't finish the game. Okay. People do this a lot. They say maybe you could just try finishing the game before we get into the late game, but it's not possible because Zerg has a reverger and you can send lings across the map to make you go back to your base. this type of stuff I don't really like if it doesn't happen in the game like you can't simulate some game in your head and then tell me about it you'd be like well in my mind if I attack him with a stalker push you'll just push me back and I can't win so I'm forced into this like in that case you'd first need to show me that that actually happens and that is impossible to attack and that there's no player in the world that attack Zerg before they get into Lurker Vipers poor. Like, the one thing that zergs don't like about the Viper is, isn't even necessarily that they die with it. There's the fact that they need to stay super compact in general and that they need to build a lot of roaches in the early game to survive. And the roach is just a unit that as Zerg, you usually don't really want to be building because it falls off so hard. So they need to throw it away somehow. You didn't even try to attack. So you're not allowed to complain about Zerg being too strong. wrong defensively. Like if you sit on your bomb all day, building cannons, void rays carriers and a couple of stalkers for whatever reason, you don't get to complain about that. That's not cool. Your build order, so let's just do this systematically. Okay, so we have your build order, your midgame, I guess, and then we'll take a look at your overall decision making and your little attack paths that you took. Your early game and your build order honestly was quite good. I liked your first five minutes until you started blink. I actually think everything you did up until that point was practically perfect build order wise. Unit control, not so much. You lost all the harassment units. And I think that is an issue in the, when you're playing a build that is very harass intensive. With oracles, adapt and all that type of stuff, you need to be good with them. So you either need to practice that a lot or you just give up and you start playing void ray openers because you don't have to be as active with those on the map. They're kind of fine by themselves, clearing an overlord here and there, taking out a hatchery, something like that. So I like the build order. I didn't like the execution. Your midgame, I don't really want to talk about. You build stalkers while tacking into fleet beacons. You would have died against any decent queen walk because there were no disruptors. You would have died against any decent roachmax. Pretty sure you also would have died against swarm host, Hydra Lingbane, maybe Lingbane Queen. they honestly you seemed safe against absolutely nothing and you set yourself up for a bad midgame push as well usually we do these pushes with like three to six carriers these days you had no possibility to do it you had like 10 minutes with seven carriers hey that's this is really quite bad so that entire part I didn't like then I said yeah on that you you're got awful garbage hot trash whatever you want to put there it's all awful not good then the way that you attacked and the way you use your army is I think where I had the most issues with your entire play, with everything you did basically. You kept attacking into the same angles again and again. You never even threatened once to attack the left side of the map. You were continuously moving on the right side and also the same angles there again and again and again. Once a Lurker player is set up, he's set up and you can't just walk in there with Templar and try to storm it and right click on sports. You got parasitic bombed every single fight. Your splits were god-awful. You lost more Templars than I can count on my 10 fingers and my 10 toes combined. That's 20. So it's a lot of Templar you lost their body. You lost so many oracles. You constantly lost observers into spores. You lost void rays into spores. It really looked like you were trying your best to lose the game. And then when you succeeded, you got upset. So for the neutral spectator who watched that game, it felt like you were trying to throw or someone paid you to fix this ladder match or something like that. And then you send this balance complaint at the end. It makes absolutely no sense to me because you tried your absolute best to lose it. Yeah, your attack pads genuinely sucked. The Lurker also, out of all the units that the ZERC can build, I think it's generally one of the worst units. It's really difficult to use for the Zerg against a Skytos army you really require good control with corruptor viper you need decent creep spread you need good spore movement and good understanding of where to defend honestly the Zerg is completely outplayed you my friend this had nothing to do with Zerg being imbalanced and everything to do with you sucking that's going to be it you suck all right that actually is going to be it for today's episode of Is It Inba or Do I Suck if you have another proto's that gets kicked into the bin Thanks all so much for watching. I hope you did enjoy this episode. And if you did, don't forget to like but subscribe to the channel. And I'll see all of you next time for a new video. Thank you for watching. And bye-bye.