The BEST PLAYER EVER In IODIS!

Unironically.  LIKE & SUBSCRIBE!  If YOU want to file a report feel free to use this form: https://forms.gle/Y2vBMwFCvaRdSorX8  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 #IODIS

Dear Harstam, it is impossible to engage into lurkers and vipers. I was amazing this game. I did standard three Oracle harass into Blinkstalker plus one timing. I denied my opponent's fortbase with my oracles, and then again with my blinkstalkers, and then again with a zealot run by. My opponent was getting severely outplayed the entire game, and then he made Lurkers. I don't know for the life of life. me how to engage into a Lurker Plus Viper Army. I only know how to do multi-prong attacks because lurkers aren't very fast. But when it's finally time to fight the Lurkers, I always just get demolished. It's so frustrating to play a game where I am completely out playing my opponent, and then he just A-moves Lurkers and burrows and thinks he did something smarter, that it took any skill. Lurker DPS is just too high. Zerg is the easiest race. I'm tired of this narrative that Protoss armies are all A-moving, you have to blink, navigate back to your base to build stuff, handle multi-pronged zealad rumbies, etc, etc. Zerg is the race that can build units without looking at their base, just ass-z-z. It's games like these that really piss me off. My knowledge of the game is superior in every way, my control is superior in every way, and my opponent just uses lurkers and wins. Tell me, Captain, please! How do I engage into a Lurker Viper Army? This balanced complaint from was sent in by Kriel, who says, Lurkers, are they imbalanced? Or do I suck? We're about to figure it all out. Now, Kriel is a 4K MMR Protoss player from the North American server. And Kriel told me something very important. He said, my early game was amazing. or I played amazing this game. So we're going to check that, obviously. You want to see, well, how amazing is your early game, really. It starts off kind of fine, actually. I like this block here and the opponent's natural. I think that is good to do. Execute it okay. Not a huge fan of trying to fight a drone. The optimal play is actually to run away with your probe so that you can block the hatchery for longer. Right now, a second drone got pulled down, actually managed to get the hatchery down. And thus, this is. not the optimal result. By far this isn't the optimal result. Ideally what happens is you block the natural for as long as possible with your probe and then once your HP becomes too low, you throw down a pylon so that the ZERC is still forced into taking a base on the third location. That way you, A, delay the hatchery for a very long time, you might even force a pool first, your opponent pulled off two workers and they still get the hatchery on the third base location, which is an inefficient way to open for Zerg. It also makes it way harder to later on deal with any adapter as if that's what you're planning on doing. Now, behind all of this, we have a very standard one gate expansion with a 20 nexus, the 20 cybernetics core. It's going to be a 21 gas over here and then a 22 pilot. This is all extremely standard. There's been a little bit of more mining in the gas than you'd usually see. Or they have quite a bit of gas in the bank. So this definitely indicates that it's going to be a Stargate opener. Now, this isn't a very impressive read because Creel also mentioned that in the imbalance complaint form. So it's not like I'm, you know, I know the guy with the cards, the tarot cards. You know, actually I am very similar to the guys with the tarot cards because usually they just make stuff up or they already have some insider information and then they work off of that. And I do the exact same thing. I have some insider information and I just work off that. I believe Stargate is going to be the opener. and indeed it's a Stargate of course but yeah fairly obvious as he mentioned that he opened up with a triple oracle single gate so far which is also all looking very normal and cool we have continued gas mining on the Zerg side of things pretty quick speed third base that is perhaps a little bit later than you'd usually see it and I'm not entirely sure why I think this overlord was simply too fast usually the overlord gets constructed after the third base not before so just something to keep in mind here. See a creep tumor coming down. Adept not quite in time to deny that creep tumor, which is standard. But this creep tumor was very late and the adept also was very late. So both players messed up and that created a more standard situation. I'm not quite sure how that one worked out, but it's interesting to know it at least. Adept, adapt into Stalker, so three units before the Nexus. I'm loving this wall, single gateway, single Cybercore wall. This is possible on two maps currently on the map. It's possible on Neo-Humanity and it's possible on Royal Blood. And the fact that we're not seeing a second gateway, but instead, Creole right now, is heading over to the third base location to get a faster third base is something I absolutely adore. I think this is a really good call. This is something that even at the highest level still doesn't get utilized enough, just skipping that second gateway that often has no real purpose early on and just getting a slightly quicker third base. I think this is brilliant. I freaking love this so much. Adepts are in position to deal with any potential runbys. Oracle didn't really get any damage done, which I think is not uncommon, especially if the Zerg defender opens up with double spore. A spore in every base that is quite expensive for Zerg. So despite not getting any damage done, I actually think Kriel currently is in a much better position than Ronin is. Ronin also is investing money into a layer really fast, which is generally considered to be a mistake, unless you're going for an all-in, which it does seem to be the case. Double gases being taken here at 430, layer, well, practically halfway done. And I think now we're going to see, well, basically a bunch of lings into some type of Roach Queen All-In. That is the only thing that I can really imagine from this particular opener. Zerg always wants to maximize their mineral economy, and right now that's not what Ronin is doing at all. Third base is still being somewhat droned up. It's just a single queen and a spore halfway done. Creel realizes this and actually gets good damage in. Twilight Council at a decent timing as well. I hate to say it, but this early game is actually pretty amazing. So far, Krill has actually been playing really well. Like this build, this is a legit build order that's being executed very tightly. Like, honestly, this has been a very tight build order. No real mistakes that I can see. Like maybe, like, maybe the gateways are like five or six seconds late. yes, the blink didn't start instantly, but for a 4K game, this is actually very high-level execution. I completely agree with Krill that so far he's outplaying his opponent speed-wise. It's a better build order because Ronan is playing some hot garbage over here, like straight into Hydra Dan, fast-range quick-for gases, really low mineral eco in general, which means it's just going to be hard to get to a decent drone count before this blitz. Blink push is going to hit. We have extra gateways on the way. Now, we do have a really fast robo with blink and plus one. This is actually fairly uncommon. It is also really uncommon to add extra gas. If you're going to such a high gateway count of four, maybe even to five or six, this is... We'll have to see what the follow-up is going to be, but this is starting to smell a little bit fishy in my... opinion at this point. As in it is not quite optimal anymore. We're really getting to the dangerous territory, continuous worker production despite being fully saturated on three base and the Zerg not having a fourth base yet. So we need to really differentiate here between the two main scenarios and like the two possible scenarios. One, Zerg is trying to play a macro game and two, Zerg is trying to all in. Right now with the information that we have, there is no ford base. So the chance that there is going to be an all-in of some sort is fairly large. If six minutes and 41 seconds into the game, there is no fourth base on the way, or if there's no fort base done yet for Zerg, that is definitely a massive risk. And people would be like, well, should I then prepare for an all-in? It's like, yeah, you probably should prepare for an all-in, or at least be aware of your opponent's unit count. Because why would you be producing probes three at a time if you're already up-in workers? Zerg does not get better units with less money. Zerg needs more money. That is the main power of zergs, that they can get more money. So the moment you have the same amount of bases as the Zerg, you probably want to be focusing on the defensive. And even if Zerg is playing a macro game, if they're playing a macro game from three bases, you're completely fine on three bases as well, as long as you build the correct tech. So what you want to be doing is just revelating the hatchery, see what units pop out, and then respond accordingly. Now, what could responding accordingly look like? Maybe two or three sentries being added in, and rather than constantly warping stalkers, get a cannon over here, get an extra battery in there, and start tacking into some higher type of tech. Make sure you keep an eye on your opponent's fort base. That is generally a good call to make sure that, you know, they're not actually getting a fort and getting good eco. But so far, this Zerg is practically all-inning. And because Kriel had such a good early, game, he's not realizing that this is an all-in out of the Zerg, but right now Krill is actually all-inning into a Zerg that is all-inning, but the Zerg is on significantly worse tag, has less eco and has less supply. So this is really completely unnecessary. What I would say to do here is that maybe you could kill a Ford base for free if you would want to, and then you just tech and transition. You can even throw down your own Ford base, because imagine if you believe that you can fight on your opponent's side of the map while being even in basis, imagine what you could do on your own side of the map. You know, if you think you can fight on their side, then what can you do on your own side? Well, you can fight way better because you have static defense there. You have quicker reinforcements. Zerg has slower reinforcements. So rather than pushing this and making this stalker attack way more all in that it needs to be, you just deny outside hatcheries, which is going to be off creep, easy for you to do while simultaneously getting a fort nexus yourself and tacking into some higher type of tech. You already have the robo bay, you've had it for quite a while, yet it is not being used at all. I don't see why, I don't quite understand why, but why in the world would we be attacking into a 65 drone Zerg player that is struggling to stay alive when we already have way better eco? And why are we doing this with such a basic unit composition? Like it doesn't make any sense to me that you're investing into a robo bay into six gases just for you to then attack with pure stalker then what was the point of getting all that extra gas like you can play this exact same push but rather this we're actually going mesh like it's an okay trade it's it's it usually would be a bad trade for the Protoss but because the Zerg has no eco at all this is actually a fine trade for the prox i think it's good But why would you have gotten your six gases and your 74 workers if you're planning on just messing stalker? If your goal in life is the mess stalker, maybe with zealots with it that have charged as well, just stay on four or on three gases. You can get the same upgrades. You can get the same amount of stalkers. But you can also afford a fourth base and you can increase your mineral eco by way more. At this point, nine minutes into the game, if you would have played a proper three or four gas opener, you could have been on five base fully saturated with 82, 83 workers, you would have had 12 gateways, this fight would have been freaking brilliant because at this point you would have had freaking 500 minerals in the bank. Instead of that, you invested so much in gas, you overproped a base that was already properly saturated, and then you still went with a pure stalker attack, which just doesn't make a whole lot of sense. Despite all of this, your position is still absolutely fantastic, though? Like you actually have outplayed your opponent so much in the early game, that this poor decision making doesn't really seem to matter at all. But don't pretend that you've been having superior decision making. You had a superior early game and as a result it is covering up your lack of understanding of the mid-game state. And this is a problem that a lot of people have. They get so far ahead and then they think that they're just allowed to win at any point, despite making very poor decisions afterwards. Like this game, it officially was over already. You have already won. If you didn't completely budge the mid game like you just did, if you wouldn't completely ruin your own follow-up, yes, you should have won this game already. Of course. You were freaking far ahead in the early game. Your opponent played a completely nonsensical build, but instead you attacked into him and now you're kind of giving him a chance. Now once again, Ronin is making a move here that would not be considered optimal play. This is not the perfect play. There's no theory books that state that you should attack into someone with cannons and colossus when you just have hydroline. However, Ronin is already tacking into hive. Ronan is already getting a lurker then as well. And you are stuck on a stalker colossus army. Now, that isn't necessarily awful, but against lurkers, you need to be aware that stalker colossus is not the composition. In general, stalkers against lurkers. Lurkers are really quite bad. Colosses against Lurkers are really quite bad. You want things like Immortals. You want things like Storm. I do like Zealots. I do like Archons as well because there's often a lack of banlings. Like there's no clump splash. There's just line splash from Lurker. So zealots that come from multiple angles can actually be quite good against them. Well, if there's bainlings out, then zealots almost always suck in a direct engagement. Warping in more and more stalkers here, I think is actually a mistake. if you know your opponent is building lurkers. But you're blissfully unaware. In your mind, you're not even sure if your opponent is on a layer. The only indication that your opponent is on a layer comes from the fact that there are HydroLiscount. That's literally the only info you really have. You haven't scowled at once this entire game, which is okay because you were so far ahead, so you don't need to scout. You would have been safe against anything anyway, once again, because your early game was actually phenomenal compared to what your opponent was doing. like in a way it really showcases your lack of understanding of the other phases much much more if you get this far ahead and then completely butcher every single time like it it just shows that you don't really understand what to do at all in the midgame like imagine if the the early game was even how bad would this game then have looked like right now you're still ahead because well your early game was was absolutely fantastic spines will take out these salads here you move in with a stalker Arcon Army, take out this base, you run away from the Lurkers, you don't get the base, you run away from the Lurkers. I think this was honestly a very good approach to fighting against lurkers. Now, what is the power of the Lurker? The power of the Lurker is in the very limited range zone that the Lurker has around the Lurker. As long as you stay out of that, you're going to be absolutely fine. Very often I see Protoss players that don't really respect that range, you know, the lurker zone, but so far you have, and I kind of do enjoy that. We're going to get a bigger zealot run by after the initial one failed. Not sure if right-clicking the hatchery is actually the optimal play. I perhaps wouldn't have minded if you first try and go for the spines here. Once again, you poke forward with your army. Maybe you should deny some creep at the same time. This is actually really good movement. But what are you doing behind this? Are you tacking into something better, into something bigger? Not really. You're getting observer speed. Are we not getting carriers? Why are we not getting two, three, four robotics facilities just pumping immortals? Why is there no storm on the way? All of these are ways to improve your army. You're staying alive and you're dealing damage, that's nice. But you're basically playing into your opponent's hands with your army. The only chance right now that Ronin has is maxing out on lurkers and pushing across the map. This is the only scenario in which your opponent wins. And right now, you're completely accommodating to that scenario. You're not on the map, you're not keeping map control, making sure your opponent can't move out for free, and you're not transitioning into something else. The only thing you're doing correctly is adding in a lot of static, which makes these types of moveouts a lot harder. But everything else is honestly kind of incorrect. Like there's no cash. It's impossible right now for Ronin to get meaningful anti-air. And I'm not counting hydras as meaningful anti-air. The moment you get six carriers out with plus one or plus two upgrades, hydras completely. melt, especially if you have storming combination as well. It just, it should never work. Okay, so here, now you finally get on the map again. I think this is a good call, makes it harder for your opponent to move out. You don't want to engage into this. You just want to be transitioning behind this and that's what you're doing. You're getting storm now as well. You're even getting a second forge, which I think is really phenomenal play. I think this is completely the correct call. Blink for it because you saw there was very little lurkers here, a couple of abducts do happen. I'm entirely sure why you move it back. You could have definitely cleared that final lurker. But okay, we go back a little bit. Now we take a different approach, another Zalid run by going in. Well, at the same time, also moving into a turn. This is actually phenomenal movement. Like your movement has been very, very, very... They're actually out playing your opponent. And there's no issue either. Like, you're winning really hard. Even though you're not tacking into anything else, you have 17 gates. ways. You're up three bases currently. This situation should actually be impossible to lose. 13 Templar might be pushing it a little bit. I'm not a huge fan of the Arkon as a counter to the Lurker. I think it's fine if the Lurker count is fairly small, but once again, you need to kind of analyze the situation and figure out what the only way is that your opponent can win. And the only way that your opponent can win is by going for a Lurker attack. And now you even moved back home, giving Ronin the opportunity to move across the map. This by itself is a mistake out of you. You should have been kind of camping outside, making sure that a move out is not possible. Because once lurkers are in a position, they're actually really freaking powerful. People really underestimate this. They really do. And this really is a classic mistake. First of all, the blink in is absolutely insane. This is ridiculous. This is ridiculous. This is probably the worst fight that you ever could have gotten. You lose all your Arkansas blinding cloud. And then, well, they died to the Lurker shots. It's so funny as well because you know what's the case? You know what's actually the case with the Lurker and the tank? They're very similar to bodybuilders and UFC fighters. The tank, it looks very big, it looks very powerful, like Arnold Schwarzenegger, for example, but there's not so much strength in there. Yet, people, when they see a tank, they really respect a tank, just like they respect Arnold's muscle. You know, we're able to squeeze, like, oh, these guys are big. Take a look at a UFC fighter. Now, you know these guys are strong, but when you see their body, it isn't as bulky, it isn't as massive. And you could be seeing one on the street, and you'd have no clue that this guy is real powerful. It's the same with the lurker. The lurker is one of those units where you kind of sleep on it in a way. You look at it. It's like, oh, 12 lurkers. Well, that sounds bad, but it's not 12 tanks, right? No, it's way, way stronger than 12 tanks. Whenever you look at a lurker position with 12 lurkers from now on, I want you to mentally just project one and a half tank there on top of every single lurker. So that means that 12 lurkers turn into 18 tanks. Would you ever, in a right state of mind, walk into 18 tanks, especially if there's five vipers above it as well. No, of course you wouldn't. Now, what are you supposed to do against the Lurker instead then? Well, the Lurker can only attack ground. So getting air units might be a pretty decent idea. But Ars them, I have no ground here, no air units. I'm an idiot. I forgot to transition. Just been building cannons and bases around the map. Well, fair point. You are an idiot indeed. Why didn't you transition into air units? Your mistake. But there's still another solution to this massive problem. Imagine this, for example. Every single day, you're walking past Big Jimmy's house on your way to school. And Big Jimmy and his friends, they're out on the porch, you know, they're vaping and they're listening to classical interpretations of rap music. It's a scary bunch of kids. And every day you walk by Big Jimmy's house, him and his friends, they beat you up. They take your lunch money. You know, you have a black eye and no lunch money. Can't buy lunch. You know, life freaking sucks. Now, what you could do is you could take Brazilian jihitsu classes for the next nine years, become a black belt. And then finally nine years later, when you're in college still getting beaten up every day, you fight back. Take out Big Jimmy and his friends. Half of them right now are in jail already. You know, you fix the problem. This is a very long and difficult solution to a problem that could have just been fixed. by taking a different route to school. Now, what is the analogous situation here in StarCraft 2, taking a different route to school? Which has been to freaking base trade. Dude, you have eight, nine cannons over here on your fifth. You have cannons over here. It's difficult for lurkers to go in for a base trade. You had a massive army. You would have taken out his bases way faster, would have forced your opponent back home. You had a lot of cash. You had superior income as well. Like, how can you not realize that you could have just dodged the army? killed all the buildings, and you would have been fine. I mean, you didn't win this game. Crap all in her. Loll, okay, Gigi. I mean, I just hate this. You don't deserve this game. You just made lurkers. Well, Kriel, in a way, I kind of agree with you. In any normal situation, if he was playing an able-brained person, yeah, I don't think Ronin deserved this game. his opener was legitimately terrible. His midgame was legitimately terrible. He kept losing bases. He didn't ever multi-prong or defend your multi-prong very well. The one attack he made earlier with the Ling Hyder was completely ill-advised. But yet, because you took world's worst fight in the entire world and then had no transition ready behind this, despite being up freaking five mining bases at certain points, yeah, you still managed to lose. And he could say, well, my opponent made way, more mistakes and I only made once. Like, yeah, you can't completely outplay your opponent, no issue, but then if you mess it up at the end, you still lose. It's the same in football. If you out-dribble all your opponents, but every time you get in front of the goal, you pick up the ball with both of your hands and kick it full force into the head of the referee, you're probably going to get sent off the game as well, and you'll end up losing eventually, despite your opponent being completely incapable. That is more to do with your idiocy than with the lurker being too strong. like the only fight that went well with the lurker was when you completely attacked into it while there was 17 blinding clouds active as well and you just went in like some clowns it's like yeah of course you deserve to lose your mistake was so much bigger than all of your opponent's mistakes combined those were always mistakes of efficiency in the early game or like misjudging the fights early on which roland really consistently misjudged that but then he takes one good fight and well not a good fight a freaking perfect fight and he wins the game That is how most games in the world work. If you completely mess up, yeah, you'll end up losing the game. That is not imbalanced. It is you being an idiot, throwing away an almost unthrowable lead. And that leads me to, you know, the only fair conclusion here being Mr. Krill, is that you suck. It's not imbalanced. You just took a garbage fight. You could have made different decisions at any point in the game, either to transition or to base trade or to take a fight earlier in the game on your opponent's side of the map while you have more time to still reinforce. These are all things you could have done, but you didn't. And thus, you suck. And that's just the way it is. All right, that's going to be it for me today. I do hope you enjoyed this episode of is it imba or do I suck? If you did, don't forget to the like button, subscribe to the channel. I'll see all of you next time for a new video. Thank you. And bye-bye.


First MIRROR MATCHUP Complaint?! | Is It IMBA Or Do I Suck?

Our editorial staff distances themselves of the title as well as any statements made in the video. Responsible is only Riley Reid.  LIKE & SUBSCRIBE!  If YOU want to file a report feel free to use this form: https://forms.gle/Y2vBMwFCvaRdSorX8  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 #IODIS

Title. First, mirror matchup, complaint. Question mark, exclamation mark. I think this is the first time in my entire life that someone has gone through the trouble of writing a title as well as capitalizing certain words. Like this is a YouTube thumbnail, but I guess in a way it worked because here we are. All right. Captain, I bet you've never seen a complaint quite like this before. I am confirming for my Terran and Zerg brethren from behind enemy lines that the carrier is indeed a brain-dead, idiotic unit, especially in PVP. My opponent starts the game with some what can only be called any nonsense, which I held reasonably. Sure, I probably didn't need a forge. I cut a few workers in the defense, but my expo is faster, and I scout that he gets a forge, Stargate, and cuts warpgate. So I figure I'm in no threat for a while. I figure the best response is to Rochelle Blink and deny a third while getting my own and eventually snowballing to a much larger army. But I forgot he can just turtle on batteries and cannons, crawl to a much later third, and by the time that I scout carriers in production, I know I am on a ticking time bomb. There's no response for this. I can't build a critical mazel stalkers to ever engage since he has stasis plus Phoenix Lyft plus batteries and I can't ever transition to Tempest in time since he will be so far ahead in upgrades and Phoenix Carrier Count. I try, but I've lost so many proms at that point. It's futile. What is the correct response besides rolling over and getting the loop? What is the timing I can hit? If there's none, feel free to use this and dethrone maxbacks in PVP. You deserve it king. This titled imbalance complaint form was sent in by Riley Reed from the North American server, who is in the Masters League with 4,400 MMR, basically asking, Is the carrier imbalanced? Or do I suck? All right, here we go. Riley Reed versus Hesse Jimbo. Yes, Hesse Jimbo is sending out a probe rather quickly. Now, of course, we did read in the imbalance complaint for him that it was some N-A nonsense in the early game. So I'm very curious what this is going to be. There's a pilot home. There's no force yet. It can't really be a cannon rush. Or at least, it would be a very weird timing for a cannon rush. Or at least for that probe to be out on the map. It's going to be a pylon over here in the natural. I think this is a reasonable response. After seeing a pylon go down in your natural, you pull one worker. Maybe you pull a second. Yeah, no, I'm completely down for this. I think this is a good response here by Riley so far. We now get a gateway. Maybe a cannon. You could still, yeah. Okay, second gate. Now, this is actually kind of an interesting setup here that we see. And I think the advantage. think it might be worthwhile to just pause here for a second and to actually analyze the situation properly. Okay? So Riley Read over here has this gateway 35 out of 46 seconds on. Well, my man Hesse Jimbo has this gateway 21 out of 46 seconds on and the second gateway 14 out of 46 seconds. That means that the zealot, well, what did I say? The times, it's going to be about 15 seconds faster here for our blue Protoss player. Fifteen seconds faster with a zealot. Okay? Now, as a response, something that you can do is just throw down a second gateway yourself, so you just mirror what your opponent is proxying in your natural except you're just going to have it much faster because your first gate is quicker, so you're going to have a bigger zealot count, your opponent lost a lot of mining time, and they're going to be losing these buildings as well, and then you does be very far ahead. So you yourself already said, Riley, that you thought that the forge was an incorrect play, and I agree, it should have been a second gateway. I actually think in reality that a second gateway isn't even necessary, because I think with a decent pro pool and with a zealot chrono, you should be fine, but I don't mind a very fast second gateway, chrononing that for a zealot. I mean, this full wall is definitely quite smart as well. And now that you know that you have the full wall, something else you could do, is just cancel the forge last second and replace it with a cybernetic score over here. Then you know for sure you're going to get this Spylon down and not a single zealot is going to ever get pushed out of these gateways. And in that case, I think the game is just honestly pretty much over. Instead, you let the forge finish. Your cybernetic score starts later than your opponent. And we actually see Hesse Gimbo over here with the Krono boost on the Nexus as well. So actually getting quite a few pros. So yes, this looks bad for our man Hesse Gimbo, but it's not as bad as it should have been. This game should have practically been over, either due to superior production. here for Riley or just because the eco-lead should have been too big and you know the cost of losing these two gateways or this gateway and the pylon should have been way too large. Nexus does go down here for Riley but we also see the next going down on the other side for Hessey and that means that we have honestly a fairly even game with the only downside here for Hesse-Gimbo being that there is no gateway at home. So this is something that people don't realize, okay? People will look at a situation like this and they'll think to themselves, okay, I stopped the rush, I am now naturally ahead because I stopped the rush. But that's not how it works. You can be ahead in certain things, but be behind in others. Right now, for example, we actually see that Hessey Jimbo is up to workers and only has a slightly slower nexus over here. So the only thing that Hesse Jimbo right now is lacking is ground defense because he's not going to have any type of gateway units out. This is the area in which Riley is going to be ahead. and this is the area in which he will need to kind of capitalize in order to get further ahead or to stay ahead. If you don't capitalize on the only lead that you have and you, Krono boost the stalker, build a battery for God knows why. Like, this makes no sense. This battery is absolutely idiotic. This is very, very dumb. It makes no... Like, you know there's no gateway. You're scouting that there's no gateway. The first threat that's going to come here could only be an Oracle. That means that a battery on the local. ground here is completely nonsensical. In no world does this make any sense whatsoever. This is actually idiotic. This is 100 minerals wasted. It could have been a way faster second gateway, which would have been great to have to kind of match up with warpgate finishing up. You can get a lot of stalkers. Maybe you can then pressure with stalkers because your opponent doesn't have any freaking ground units. If you would have moved across the map with your first stalker, chrono boosted your second stalker, maybe you could have forced out way more cannons. Maybe you could have killed a bunch of probes as well. These are all things that definitely coulda, had you just moved across the map with your stalkers, which is where your lead is in. Right now, you don't actually have a lead in very much of anything. I think your tech is actually better because your opponent is opening up with Phoenixes for whatever reason, and you're playing Twilight Council. So I think your tech is nicer, but you're not producing workers properly. You're not chrono boosting workers properly either. I think the Chrono Boost went on the Twilight Council here. Once again, you're still not croning. On the other side of the map, well, we have quite a few workers, 33 versus 30. So we actually see that Hesi Jimbo is now up in economy, still kind of down when it comes to map controlled. Because there's only a single Phoenix out. There's going to be blink soon enough. There's going to be a lot of stalker. So Phoenix is shouldn't be capable of dealing a whole lot of damage. And taking a third base, playing pure air units is practically impossible. Like it is really, really difficult to do. It is really difficult to do to take a third base when you're messing Phoenix against someone that opened up with straight blink. If this was Stargate into blink, then maybe it's possible. But going straight blink against your straight Phoenix, that is freaking hard. Okay, now we get two more gateways. And here you always got to be careful as a toss to not fall into the MGMS mistake. This stands for the more gates, more strong. Simple little acronym there for the Protoss players. Now the MGMS, the more gates more strong fallacy, is one where you believe that just Because you build more gateways, you actually have a stronger push. This often ends up not being correct. So if we're here maximizing for a timing with these two gateways, we should be hitting in, well, first warpins is going to be in about 20 seconds from now, then the next warpins in 23 seconds after. So you probably want to hit in about 50 seconds from this point on out. And you want to hit constant warpins and you can't build a third base. Okay. What we're seeing here already, which is kind of what I expect is we're seeing a dark shrine being added in, we're now seeing a cannon being built as well, and we see a probe moving over towards the third base. So Gateway is now finishing up, and they should morph, or they should warp a stalker immediately. If the goal is to push, they have an as strong push as possible. Every single warpin needs to be hit. Instead, we get a Nexus. Now, if you had wanted a Nexus, what you could have just done is build the Nexus before you build Gateway 3 and 4. You haven't used them yet anyway. You've only been using these two gates a single time. Right now, I don't even think you should be using these two gateways because you should be focusing on getting more probes out, getting more upgrades out. I pray to the Lord that you end up canceling this dark shrine. So really these two gateways, these 300 minerals you invested in here, so far haven't benefited you one bit. They've been completely useless up until this point. Completely useless. You could have had more units, taking a faster third base, chrono boosting more probes, and just having continuous production out of these two gates. I would have much preferred it. And don't forget, this is not a silver or a diamond or a gold or a platinum game. We're watching a high masters games, 4,400 MMR on the NA server. This is some of America's finest, okay? These are some of the great minds that America has to offer. Now we're seeing, look at this, three more gateways being added in. Despite these two gates not even having been used once, we see three more gates. What would I have preferred here, you might ask? Well, let's once again just analyze the situation. something that people tend to forget to do and something that Riley definitely is forgetting. What he needs to do at this point is realize, hey, my opponent has an army that can't freaking kill me. Phoenixes can harass, they can defend, but they can't kill people aggressively. It is impossible. What you could have done, rather than building these three gates, is take a really fast forward base as well, continue chrono boosting worker, maybe even getting a second forge of some sort, and then maybe maximizing a very efficient four-based. timeing attack where you have 75 workers, you're going to get up to 12 gateways, which are constantly pumping out units. And you can do all of this while still putting on more pressure than you currently are doing, because you literally haven't warped in a single unit, except for a century maybe, ever since you added Gateway 3 and 4, which once again have been completely useless. I'm afraid that Gateway 5, 6 and 7 are going to have a very similar fate there, and I'm going to be completely useless, even going to throw down an 8th gate, a Templar Archives over here. I much rather would have seen you get more of a lead when it comes to the eco and continue a stalker production from a low gateway count. More workers, more workers. Almost always the answer. When you're dealing with someone that is turtling hard, you want low production, high worker production and maximum amount of unit production as well on the facilities that you already have. I'm not entirely sure how this is possible either. You literally have nothing to do. You're not harassing. You're not on the other side of the map. And yet your opponent flies in, managed to kill 10, 12 workers all at once. Literally your only job in the past six minutes has been to stop this, and the one time your opponent decides to move out, you kill two phoenixes and lose freaking 15 workers, which is kind of impressive by itself. Your opponent, by the way, still stuck on two bases, but I'm not so worried about that because your opponent also has more income at the moment. 1,800 minerals a minute, 600 gas. Don't ask me how that is possible. I guess you're not mining any gas from your third. and you just simply have less pros than your opponent. Now we start moving across the map, and you've managed to, well, achieve the remarkable feat of having less stalkers than your opponent has Phoenixes out, eight minutes and 40 seconds into the game. This is definitely something that you could be very proud of, because I haven't quite seen that before. Walk into a stasis with half of your stalkers, very nice. Phoenixes turn around. First Voidre and Carrier show up. and you basically lose your entire army here for free. I've seen a lot of bad responses over the years, right? A lot of bad responses over the years to Airtos. But I think this one is honestly one of the greatest bad responses that I've seen in my life. You're not rushing out Eco. You're not really going for a timing attack. You kind of play a low eco style with very little units and no timing attack. There is no prism or any type of reinforcement. It looked like you were going for a three-base all-in, yet you had no way to reinforce this push. It looked like you were going for an Archon zealot push, which I honestly wouldn't have mine so much. Archons are really, really sick against Phoenixes because they can't be lifted. They have insane splash damage. Zealots are good at dealing with cannons and batteries as well. I wouldn't have minded a proper 10 or 12 gate timing from 3 base even. I think that might have been okay if you hit as the third base is going up. But you did none of those things. You just literally sat here, got no eco, took insane damage from your opponent, and then you walked into a stasis. Now, it's possible that I've missed something else that you've done. But in my mind, these are the only things you've done so far. Now your opponent has carriers out. Now, at this point, I would say, you're almost in an unwinnable position because your eco is still completely garbage. Your opponent still has a lot of potential eco kill in these phoenixes. And the main army is probably stronger than your main army. So even without the phoenixes, if every single phoenix would die and trade in all of its energy for probes, which I think you can definitely do, the eco is so much better here for Hesse Gimbo. And the army is also going to be much better for Hesse Jainvo. Turtle and make carriers. I'm not sure if this is a complaint or if this is like a... It's just a statement. It's like just telling himself, turtle and make carriers. That's what it's like... He's using the general chat here as a kind of a way of journaling. He has a diary that he can always read. He does this in all of his readplace, my man Riley. Fantastic stuff. Fantastic stuff. All right. Four carriers out. Four more on the way. Plus one armor as well coming in. B4 plus 3. I'm not a huge fan of. Big blink forward. Once again, less stalkers than Phoenixes. Carriers are still in the air. Not entirely sure what the point is of this. You weren't even trying to deny it further. I guess you were trying to deny this, but you knew you had less, less of an army. Here comes a Stargate transition. This is the famed Stargate transition that you said would be too late because transitioning into tempest is useless. And yeah, at this point, but technically anything you can, could be doing is fairly useless. And the reason for that is because you're completely dead. I don't think it is possible to have responded much worse to this entire setup, which is kind of weird because I feel like I say that like every other week. So at some point we need to make like one of these brackets between people's responses to certain things and then make them fight against each other. We get a team of like three judges and we figure out who truly has. had the worst response against carriers. But I honestly do believe that this is pretty high up there. Like this has been fairly mediocre. Please blink into this just for a comedic effect. Okay, too bad. Just gets everything lifted instead. It feels like finally now, though, Riley Reed here is figuring out that getting a good eco might actually be worth it. Starts running around with stalkers, except it's just way too late. It's simply just way, way too late. This should have been done years ago, like five, six minutes ago. And could have done all of this as well while denying third basis. That is the funny thing to me. Minimum amount of stalkers, maximum production, minimum amount of probes. Like, literally the opposite of everything you want. Like, you know how sometimes they say that a monkey would have performed better than you? Because monkeys, whenever they get a 50-50, you know, they'll at least pick something. So there's a 50% chance. Monkey wouldn't just have done slightly better than you. You'd have completely destroyed you here when it comes to the choices. The monkey would have been fantastic. Yes, yeah, this game is completely over. We'll go over it one more time, though. Okay? In case you're wondering what the correct thing to do is against a carrier camp or really discount for any camping in general. Usually people that camp very heavily on two bases have very poor eco, and they don't have the ability to establish a third base. if you're camping on two bases with Mac or with Airtals, it's also really, really difficult to move out on the map because the moment you move out on the map and your opponent counterattacks you, you're going to most likely be losing a base rate because of two facts. One, the moment you move out and the opponent base trade you, it means that the opponent gets to shoot your buildings first. They initiate the base rate, so they start by killing your buildings. And second of all, because you've been camping on two bases, you have less bases, which means it's easier to clear all the buildings as well, for the person who isn't camping. And this is also most of the time going to be the way to beat a turtling player is by getting better eco yourself behind it than getting a lot of often cheap units that if your opponent threatens to move out, you can pay straight with. And then once you have your eco set up, you're on 85 workers, you get all your gases saturated and you start transitioning into the actual counter of your opponent's army, which in this case could either be double-forge, Arcon Zealot Stalker and just A-moving into your opponent's fortbase the moment they try to get it with like 16 gates. Do you have double-forged, good upgrades? This can definitely work until disruptors are out. At that point you can just transition into Tempus. But the main thing here is that the eco needs to be very good and you need to try and deny your opponent's third base for as long as possible without really losing very much. And that would have been completely, both of these things would have been possible had you stayed on way lower production, completely maximize that production by building stalkers again and again and again and again maybe proxying one gateway across the map after your third base, so you have quicker reinforcements to that base. And then after you get your fort up and running, go up to eight gases, Charcelot Arcon, boom, you go for it, all good. Go up to five bases for all I care, just play a very patient game and go into Tempest. Boom, also completely fine. The worst thing you can do is having some half-garbage stalker attack walking into a stasis word, losing your entire army, while two Archons are still idling at home because you didn't think of building a prism or a gateway and a pylon. This is absolutely not the way, my dear friend. Like I said, you've done absolutely every decision you had, every path of the three of choices that you had, you went in the wrong branch. You know, the rotten branch, you fell down the tree, and that's just how it is. And you, my dear friend, Riley Reed, you, you suck. the way it is. All right. That's also the way it is for this episode and that's going to be it for me. We did enjoy this beautiful game of StarCraft 2 and this IODIS replay. If you did, don't forget, did the like button. Subscribe to the channel. Send in your own Iodis if you do believe that something is truly imbalanced and we'll get back to you soon. Ciao, chow.


Banes Go Boom, Why No Win?! - Is It IMBA Or Do I Suck?

Does Terran really need no micro? And is it unfair that Zerg players have to make decisions? This and more in today's episode of STARCRAFT TODA.... Ohh, wrong format!  LIKE & SUBSCRIBE!  If YOU want to file a report feel free to use this form: https://forms.gle/Y2vBMwFCvaRdSorX8  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 #IODIS

Hello, Captain. Terran is not balanced. It is incredible how little effort Terran can put in macro and still come out of it fine. Why do I have the balance between making drones and army, while Terran can just click on barracks and spam marauders and drop some mules from time to time, which gives infinite amount of money, by the way. Those animals doesn't care about microing because their units are cheap and trades incredibly efficient. even if my bailing connects, it doesn't matter, because traits are going to be even at best. Terran doesn't even need to tack up. Why do I have to make investor Viper and he can stay on pure marine tank and maybe add some ghost to counter all my spellcasters? Am I so bad at the game? Or is Terran not very balanced race? Tell me. This imbalance complaint form was sent in by Kildren, a European diamond at 3.7K MMR. whether Terran is not very balanced or if he sucks. Let's find out. Alright and here we go. Kildren versus H-T-U or H-2. I'm going to stick with H-2 for now. Opened up with a reactor first opener into a CC while having a lot of gas as well. So I believe this did come from a gas first opener. Meanwhile on the other side, with Kildren we have a Hatchery first opener. into what seems to me like a gas and a pool. Both overlords make their way across the map, looking for a little bit of scouting information. Of course, these days with Terrans opening up with Tourex quite a bit, with the Triple Reaper, I think going for a scout in the wall is a very good move. I like how Kildren does this. Either is aware of the meta, or this is something he's always been doing. Either way, I'm kind of fond of it, to be honest. We have a, like I said, a factory for H2 coming down here. Now, of course, with these first two marines popping out, Kildron actually does need to be somewhat careful as he's going to pop in, seize the two Marines now, and starts running away for its dear life. Right? Please, run away for your dear lives? I wonder if you're going to make it out. I don't think so. Usually flying towards the barracks where Marines are being produced is not the optimal play. It sounds bad, but you probably just have to fly in this general direction. Is there a pillar here somewhere? I think there's one here. Okay. Maybe you should have gone over there because your lings maybe can come and help in time. At least they're going to get one Marine here, I think. Maybe even two. Nah, just one. One Marine will go down Kildren's supply block. Why are we supply block actually? No offense. But, no. Actually, freaking offense. Okay. Two minutes and 30 seconds into the game. Now, I am not a brilliant person. Okay, you don't have to be a... a brilliant person. But if you're seeing two marines here and you know your opponent opened with reactor first, the next two marines are about to pop out. This overlord, if you're flying it into your opponent's main base, reasonably, is probably going to end up falling. I don't think it is a bad move to at this point already add a new overlord so that you don't get massively supply blocked. Now, this might just be me being brilliant, but I think the moment it dies is not the time to start preparing for it. This is like starting to prepare for a nuke the moment it lands or the moment it gets launched. It's like it's too late. There's no time to build the bunker anymore, my friend. That time is now five years behind us. I know they often say the best time to plant the tree is 20 years ago. The second time, second best time to plant a tree is now. That is not the case when it comes to nuclear strikes. If you are going to get nuked, the second best time to build a nuclear bunker is not now anymore because it will not finish in time. It's the same with an overlord. It didn't finish in time. You're supply block for no real reason. You're also mining way too much gas, which I don't really like, actually. What are we using this gas for? I don't quite see it. The standard is the plowl of gas so that you increase your mineral income, which is the most important thing for Zerg in the early game. I've mentioned this so many times, but as long as people are going to do it wrong, I'll have to mention it again. The only thing that produces economy are minerals. Minerals produce economy. Queens, Overlord, hatcheries, drones, all cost minerals. Gas is for tech. Gas is for better units, higher tier units. But anything eco-related minerals. And thus in the early game, it is your goal, especially as a Zerg player, to increase your mineral income as much as possible. That's why many players pull out of gas the moment they start speed. At least pull two workers out of gas, sometimes even three. I have seen it. Now, our Terran player here is opening up with a hellbet, push, this is fairly common as an opener from Reactor first. I do not expect Kildren to be aware of this, because Kildren also wasn't aware of pulling out of gas is a good move. Kildren wasn't aware of an overlord dying. Maybe you want to, you know, preemptively build the next one. However, there's four queens in position. There's five queens. Mettafeck isn't really healing. This isn't going to be great, but it's going to be a halt. Actually, it might just be great. Queens kind of defend for themselves, especially if the Mendevec is just seeing the sights, I guess. Not quite sure what that Mettabek is up to. I do like the target fire here on individual Marines and just letting the halberts go ham in the drone count. If these helmets were being controlled about 10, 15 seconds earlier, I think 12 drones would have ended up dying here. This would have been still a non-successful push for the Terran player, but it would have been kind of annoying. Now, we have 700 minerals in the bank currently for Kildren. We have about, well, 300, but some of it just got spent. So it's not entirely fair to pick this moment. There's just more money. And this is important to note, as one of the things that Kildren said, was that I have to make a decision between army and drones. Now, while this is true for Zerg, especially later on in the game, at the start, this isn't actually true. This is completely false. The queen makes it so that you don't have to choose. You just build drones and you build queens at the same time. Queens don't cause larvae, and you can thus just produce them while also continuously building drones. What is this hydra timing? This is not real, right? I've never seen a hydroless den pre-Ford base, and I've never seen a hydroless den pre-Evo chambers either. This is extremely rare. I'm not familiar with this strategy. Usually when I'm not familiar with a strategy, I try to not comment on it, like especially if it's higher level games, because it could be that there's something brilliant popping out of this that I'm just not aware of. I'm going to give Kildren the same courtesy. I'm going to extend the same courtesy here until I see what this fast hydra then achieved, and also until I see what it stopped from doing, like did it stop any extra upgrades coming in early because he was spending money on, what is it, muscular augments and grooved spines and the money for the hydra then. Or did this Hydra then, you know, maybe there was a huge purpose here. Maybe it's a Hydra Bainbrush without any upgrades, which I haven't seen before. I'm also no clue what this Terran is doing. Weapon Rift upgrade here for the Battle Cruisers. Is there any... We have one battle cruiser out now. I think the moment this happens, you want to throw down a spire and probably send an overseer into your opponent's main base, because you have no clue what's going on. This could be like some weird triple starport. your opponent could also just have brain damage and just build a BC for banter. Or it could be a YouTuber who's, you know, one random battle cruiser into standard play challenge. It's completely possible. It could be anything at this point and you need to figure it out. And thus, I really do recommend sending in an overseer scout. I like the, I like the spire. Even if it is quite blind, you see a battle cruiser and I think this is a safety, like a safety precaution that you pretty much have to take. Now you do get that battle cruiser down with your queens. Honestly, pretty well done. You have a bunch of cash in the bank and I think a lot of that cash should be getting translated either into drones or into more units at this point. Now there is another real cool trick as a Zerg player and that is adding production. Rather than adding three roach warrants like you would have to do with your Protoss or Terran, you just add more hatcheries. You can build those hatcheries in position but we see a lot of top level players also just build them in their main base. Dark of course known for having triple hatcheries in his main. I know Lambo likes to build it in like some random location over here because it's quicker reinforcements. I'm sure there's some scientific reason for it, but just build them wherever. If you're floating money the entire time and you feel like you need to make a choice between drones and units, despite constantly floating 1.2K minerals, then yeah, maybe it's good to add a little bit of production. If a Terran is struggling spending on two barracks, I would also tell him to go up to four or five barracks. If a Zerg is struggling to spend money on four hatcheries, go up to five hatcheries, go up to six hatcheries. I don't give a crap. You have plenty of queens already, so I wouldn't recommend spending money in those anymore. You also have plenty of larva, actually, 19 larva. They're just not being used. I'd also like to make a shout-out to the quick Hydra then that we saw here, doing absolutely nothing. So far, Spire is out and is starting six corruptors. Now, this is an absolutely beautiful example. as to why I believe you should have sent in an Overseer Scout here. This is a good run by the way. Holy crap. It did big damage there. Now, why did I say an Overseer Scout? Overseer Scout is because the spire response is basically free. Your opponent built one Battle Cruiser and they build a fusion core. If the Terran transitions out of Battle Cruiser altogether after that one, it still was okay for you to have a response in the spire because it is less money for you to invest into a spire than it is for them to invest into a battle cruiser and a fusion corps, and in the time of the starboard that it takes to build a BC as well. However, if your opponent is not adding any extra battle cruisers, you don't want to build anything out of that spire. You don't want to get plus one. You don't want to get six corruptors because they're going to be practically useless. That is why the overseer is so darn important. If you get the overseer scout, you see, hey, my opponent is a clown and he's now going triple factory into five barracks, getting six corruptors n plus one on your air unit is definitely not going to be worth it. You could still play Muda if you really want to. I don't think that is the correct call necessarily, but these corruptors are definitely not the correct call. Like they're countering nothing here, except this one BC. Did he build two BCs? Yeah, two BCs. Except this one B.C. But I'm pretty sure at this point, you could have just held that with Queens or even half a spore in position anywhere. I much rather would have seen a Hydra Bane follow-up. Now, you're continuing to add more and more drones, which is kind of weird because you're already saturated on three bases. Hell, I believe you're already getting oversaturated here. And as a result, now you start long distance mining from a fifth base. These guys are also gone on long distance. Yep, they are, aren't they? A couple of them definitely are. This base is toast. Take out the fourth base, which is quite nice, I think. Good job. I'm proud of you. You did well, son. Haven't quite scouted the other base, though. there's already a different fourth again and despite having so many workers the difference in income is actually relatively small because you don't have enough bases to mine from I mean your long distance mining is freaking 16 workers over here your upgrades are really slow it's kind of funny because you said you need to make decisions between drones and units but you don't have to make decisions between drone units and upgrades upgrades are free you could be throwing down an infestation pit right now you could be throwing down you know plus two range or plus two carapace. I wouldn't mind carapace against a full bio army, but you're doing none of that. You pretend that like Zerg has to make choices between these things, but your macro is just bad. And it's fine to admit that your macro is bad. Like, you're just not very quick. That's okay. But don't pretend that the reason that you're not getting everything is because you have to make so many decisions, you know, and you don't know what the right decision is and you constantly need to scout. Mate, you aren't scouting at all, and you also are not making decisions. You're just not doing anything. This is like being faced with a hard decision and just freezing in your chair and looking at your screen starting to shake for like 10 hours. And when your boss comes in asking, hey, what have you been doing? It's like, making decisions. Leave me alone. It's like, okay. Back to work you go, son. It's like, you're just floating a crap ton of cash. You have larva available. You could have been tacking into anything else. Yet you didn't do any of those things. You haven't been scouting either, which isn't a larva decision either. there's just a lack of APM or a lack of understanding that you need to get something done. Croptors do actually get some kills here on Metafax. I love that they go back despite there still being one MataVec around. I'm not going to flame you too much for this. Because honestly, despite all of your failings as a player, you're still winning this game. Queens have held the backline properly. Bailings have connected with the bio. You came in from one angle the entire time, so the fights weren't even that optimal. But they were good enough because quite honestly. Honestly, your work account is very impressive, especially for the level that you're playing it. I don't think a lot of Zergs get to this high a drone count. Your creep threat also is actually reasonably good. So all of your fights, or almost all of your fights, are going to be partially on creep. Now, would this situation be much better if your hive was done, you had two two done, your adrenal glands was on the way, and you had some info on what your opponent was doing base-wise, as well as army composition wise, sure, all of that would be better. But for now, I think your position is completely fine, as long as you manage to spend your money in any way, whether that's going to be drones or units. I don't even really care personally at this point. Like they were getting another hatchery over here. I wouldn't mind seeing four hatcheries being plop down in your main base, though, at this moment. I wouldn't mind seeing you go into hive. I wouldn't mind seeing you get upgrades once again on things. It's just all really slow. This is a nice engagement. Coming from the back as well with these lings, getting the tank fire in there. Bainlings all nicely into the tank. Love to see it. These bad boys. It's going to get taken out for free. Happens to the best. So your control is fairly mediocre, to be honest. I haven't really seen too many good moves. I like the Ling flank, where that was about it. It feels like you're A-moving your Bainlings with your Ling army as well, while Bainlings most of the time should just be move commanding past Marines and then exploding on top of them when they reach them. Tends to be a better thing than A-moving into tanks. Once again, this is a good fight for you though. I'm absolutely not worried at all for your position here whatsoever. You still have a lot of cash in the bank as well. moving into Hive, which means that the Ultra Cavern is closed by. Now, the beauty of the Ultra Cavern is that you need to have absolutely no macro ability in order to spend your money once you have ultras. Like, if you get like seven larvas and you have enough cash, all of this money will just pop disappear like that because ultras are freaking expensive and they just cost a single larva. I still haven't quite received the update from the Lord Masters, how it is possible that a single Roach comes out of the same larva as a single Ultra, especially given that the time, the time difference of building is relatively big, but not big enough that something the size of a roach could then grow into an ultra. Not quite sure how the evolution worked there, just find it all a little bit suspicious. zerga bow at work once again. Ten overlors on the way now. Some nice oversaturation at these bases. This is not necessarily an attack I completely approve of. Usually I would approve of this, but we need to keep in mind this. situation that we're in. So just think about the spot you're in right now. Okay. You're a Zerg player. You have 68 army supply against 88 army supply. Okay. The larva count available is 11. We don't have a unit we can produce that is very expensive and cost little larva. I guess the best unit would be the hydra list here, but we don't have an ultra and we can't move these hydras into lurker. So we don't get a real fighting unit. Usually I'd say with this amount of bank and with this amount of workers, taking out a planetary is good. But the moment we lose these banlings, we don't actually have a defensive setup anymore. Like we hardly have any units around that can truly defend. We have a couple of queens, but actually this guy's still in one-one. Maybe queens are still going to be somewhat okay in that case. But you always got to be real careful. So even if your eco-situation is good, you need to think, hey, how quick can I reproduce and how much am I going to lose after, you know, making a move like this? Yes, this was technically great. and you could probably leverage this in the future. But for now, what is it actually going to do? I love this Ling run by. That's a good Ling run by, especially if you would have continued killing SUVs. That would have been real, real good. Greater Spire? Not a huge fan of the Greater Spire personally. Here come the Baines once again. It's kind of A-moving in onto tanks, onto marauders. I guess that's the only thing really available in the army, so it's not weird that they're going to be hitting marauders. and these guys. Against very marauder, heavy armies, by the way, it can be quite good just to get a very heavy link count rather than getting too many banlings. Because lings are quite powerful against them. I would not recommend losing all your queens for free either. Something I generally, you know, I fight against. When I'm a Zerg player, it's like, eh, don't think that's the brightest thing. This is not a good fight either. This is not it. Not a very good fight at all. Still, this situation should somewhat be, There's a lot of cash in the bank. We have 13 larvas still remaining that aren't being used, now get turned into 26 lynx. We have hydras on the way. And the upgrades are also not great for Terran. I guess they're also not great for you. It's just a very confusing game this is for me. It feels like you constantly have such a huge bank, but then you're constantly not building the things that I feel like you should be getting. Just continue on Ling or Bane. just move commanding into or a moving into marauder tank. I think we're allowed to transition, but I don't think we should transition into Brutelords. The problem with Brutlords is that it slows the game down from your side so much. It makes it really difficult to make defensive rotations because the Brutlord has such a low speed. It is good if the game is very stable and the Terran is on like a ghost Thor army, which makes it hard for them to rotate as well. But right now it's very easy for them to rotate because they mainly have a bio army, while you still are trying to get outside bases. You can never defend outside bases with brute lords, because by the time you show up, this bio army is going to have taken out five bases, and then they just run away from your brute lords. You don't have fungal to keep them in place. You don't have lurkers to defend any of your side bases either. Terran actually is 16 minutes in starting the 3-3 upgrades as well right now. She's going to take out two bases. And for the first time, I think, in the entirety of this game, Terran now might actually be pulling I had economically. Because yes, you still have a very good work account, but you're mining off of, well, half a base over here, a single mineral patch in here, four patches over here, and well, still about seven patches there. So this is the first time you're actually in some serious trouble. The first time in this entire game, I'm somewhat scared. A, because of your army comp, and B, because you don't really have the eco anymore. This base is now being constructed, but that's going to take a while. adding more brutal or slowing your army down even further. This base does get cancelled. Once again, you have no clue if there is a new base here. You have no clue if there's a base on the bottom here. You have no clue if there's a base right in the top bottom, sorry, the bottom right side as well. Like, you literally have no info whatsoever, and you're just going for it. Which almost never works for Zerg. Like, for Zerg, it's really important to take out mining bases and that these mining bases can be replaced quickly. Because then you can create an eco-lead and then over time, if you trade somewhat closely, which you have been doing, to be quite honest, then life should be okay. It's also a very odd army composition. Not a huge fan of doing this fight in range of the planetary fortress, who already has 32 kills right now. Majority of them coming from, well, this little bit of a fight in the past 35 seconds. Planetary overtime get a lot of kills against like the smaller Zerg units specifically. Even against bigger Zerg units, they're pretty okay against Lurkers too if Lurkers aren't in big enough numbers. 23 Baines coming in. We have adrenal glands. We don't have the 333 upgrades. There's not enough cash anymore for the 333 upgrades either. Now we get 15 more workers. It feels like you don't quite understand what kind of arm you need in order to defend. Such a spread-out amount of bases. Like, it's obvious to me that this is not really high. you can be playing. This is a nice run-by. Or well, this would have been a very nice run-by if you had... If you had more units back up here, back home. This is a good run-bye. Actually, I still like it. This was a good move overall. I do enjoy this. I definitely do think that was correct. The problem is just that the rest of your army is such balls. Actually such balls. I would love to see just a couple of ultras or a couple of lurkers, some type of late-game unit, maybe using Vipers. I saw a Viper being constructed earlier. but I don't think it ever really cast a spell, either for parasitic bomb or blinding cloud would be huge. Not banings do get some decent connections here against the Marines as well. Now you have a pure Bane army, and the majority of your opponent's army is going to be Thor tank here. You can't really efficiently trade against. You're actually A-moving into Thors with Baines. That is never a good sign. I think now you're actually kind of dead. Ah, come on. Is it repair-a-mules or Manner Mules? It's kind of Manner Mules, isn't it? Maybe he wanted them for repairing and then forgot about it. We'll give H2 the benefit of the doubt. I don't like Manner Muelers. I really, really dislike Manner Muleers. They're pricks. Ech. Not a fan of that. Some nice Brutlord transition coming in once again. Against Thor's. Not the most brilliant pick. Yeah, this is the type of game where I look at it. And I think to myself, the Zerg is actually a better player, right? Like, mechanically, I don't think this was close. You're so B-NAT? I don't know what that means. But you're Terranx-D. I forgot the G-G as well. I don't know what the B-NAT means. It's probably one of these cool abbreviations that the kids use these days. I don't know any of them. But yeah, it's like one of these games where you look at this, and mechanically, you can see that this Zerg has. it down, you know? He spends a lot of time practicing against the AI, injecting, creep tumors, all of that stuff. However, StarCraft 2 is still a strategy game. And if your strategy sucks massive balls, then your gameplay is going to suck massive balls as well. And I think that's kind of what ended up happening here. I think in the very, in like the later stages, especially if you're struggling to spend your money like he was, I think you need to get some type of transition unit, whether there's going to be a lurker or an ultra. Like these units real easy to control. They're nice to use. They're quite expensive because, let's face it, despite having good mechanics, you were still struggling in spending your money. And on top of that, actually, your upgrades also were very poor, the entire game. I mean, we're 20 minutes in, and at the end, all you had were 2-2 upgrades for your ground units. You definitely had the resources available to continuously be upgrading that, yet it wasn't happening. Why? I honestly don't quite know. Like I said, mechanically seemed completely fine. maybe just didn't understand how important upgrades were or how important it was to tech into a different unit comp. Like you're playing against someone that, I think this theorem was on three factories, which is something that never got scouted, of course. But the moment you see that, then it's like, okay, that's going to be a lot of things. It's going to be a lot of doors. Perhaps I'm on some higher tech myself as well, whether it's going to be vipers or mainly just vipers. I would really would have loved to see vipers here. And like I said, Lurker Ultra also would have been good. Overall, yeah, what can I say? say good macro when it comes to producing workers, good macro when it comes to, or good mechanics when it comes to spreading creep, when it comes to building upgrades, it wasn't good enough when it comes to making sure that you have production so that you can continuously produce whenever you need it, not good enough. There were a couple of times where you made a decision to basically do a run-by, like you see Serrell or Reynor do, except then you didn't have the backup that they usually have. Whenever they go for a move into a base, they make sure that if there's a counter-attack, they have enough to at least catch that counterattack. And I think that often went wrong for you as well. So yeah, I don't think this was imbalance as well. I think there were so many things that you could have so easily fixed that would have given you such a major win in this game and just really basic strategic things, like switching composition ever so slightly, rather than Brut's Ultra or Lurker, or just getting upgrades. Sorry, my friend. It is not Terran that is in balance, but instead it is you who sucks. And that's just the way it is. All righty friends, that's going to be it for me as well today. I hope you all enjoy this episode of Is It Inba or Do I Suck? If you did, don't forget, hit the like button, subscribe to the channel and see all of you next time for a new video. Thank you. Bye-bye.