SEASL Bracket A/B Bracket A Winner: Fah
Bracket B Winner: iaguz
As everyone knows, the other community tournaments has been put on hold to welcome first-ever SEA Starleague ! With an attractive prize pool of $750, players of all leagues have signed up to be part of this ! Congratulations to Fah and Iaguz!
Also, Nirvana made a suggestion thread for the SEASL which can be found here! The following changes will be made.
1) Signups will stay as they are but a checkin system which Veteris is working on will be implemented. Check-ins will be open the day before the tournament starts. Players who do not check in would be treated as players who forgot about the tourney and their names wont be in the bracket. This is to prevent no shows. The bracket will be generated 30 mins before the start of the tournament so the check in time ends then.
2) Code S will follow the MST format so there are no tiebreaks.
Groups will be random drawn for the Top 12 code S players and this will be streamed live on the day of the code A finals next Friday.
Next season the top 8 players who qualified for the playoffs will be seeded as #1 and #2 in their groups.
3) The time for Bracket C next week has been moved back 1 hour. It starts at 4pm sgt or 7pm sydney to better suit the Anz region.
4) Code A this season will be streamed by a Established+Amatuer caster.
Streamers for next week: 7pm AU time slot: deL + unstable
7pm SGT time slot: kelly + sixth
Next seasons Code A will only be streamed by established casters.
If you want to cast the games you have to practise get more exposure by casting our small tournaments like BSGs/GPDs, etc.
King of the Hill Australia Current KotH: nGenLight
Tune in two nights each week to see some of the best and up-and-coming Australian players on the SEA server duke it out King of the Hill style in this latest event. Nine players in a season will have the chance to take the $50+ prize at the end of the season if they are the current king. Each match is Bo5 and games will be played on thursday and friday evenings!
Also, if you missed the livestream, the replays can be found below.
Congratulations to Mosesrocks for winning BSG Open #12! He gets to have three replays analyzed by a SC2SEA professional! Having trouble with certain match-ups or don't know what you're doing wrong ? Participate and hopefully win this tournament to have some solid, tried and true advice to guide you in future matchups !
------------------------ Sunday ------------------------ GPD Open #4 Gold, Platinum, Diamond Winner: Lithium Lithium wins the GPD yet again ! He takes home $10 in cash. He qualifies for the next Masters cup on 10/4/11 and the chance for win the $70 1st prize, $20 2nd, and $10 3rd for that event. Wildcard qualifying spots may also be given for impressive play outside of the top 8.
-Main story- Battle.Net Season 2! It’s an exciting time in StarCraft II history. The first ever season is drawing to a close, and Season 2 is about to begin. Here are some important information on how the end of season process will happen, and the times and dates for each step.
During maintenance next Tuesday morning, March 22, the ladders will be locked. The lock will mean that no further league promotions or demotions can occur, and bonus pools will stop growing. So now’s the time to push for that promotion! Once locked to a league and division players can continue to play out their bonus pools and compete for standing within their division until the actual end of the season.
During morning maintenance the following Tuesday, March 29, Season 1 will end and Season 2 will begin. Season milestone rewards will be distributed (more info about these in an upcoming blog), and bonus pools will start over. Internal skill ratings used for matchmaking and league placement will carry over from the previous season, so players who have played their placement matches in the previous season will only need to play one new placement match. Grandmaster League
The Grandmaster League commences two weeks after the start of the second StarCraft II League season and is limited to the top 200 eligible players per region — it is truly the most prestigious Battle.net league for StarCraft II players and will determine who belongs at the top of the ladder. Qualification for this league takes place during the first two weeks of play following the start of a new season, after which potential Grandmaster League candidates must play one more match in order to receive their promotion. Keep in mind that play isn’t separated by league, so Diamond or Master League players will still have the same chance as before to face off against the Grandmasters.
Players must remain active to avoid being removed from the Grandmaster League. Grandmaster players who let their bonus pool pile up will automatically be removed from the league, making room for more active combatants. FAQ Q. How do I enter the Grandmaster League? A. To enter the Grandmaster League:
There needs to be an open slot within the ladder.
You need to be in the top 200 players according to a rolling average of your skill rating.
You must be eligible.
Q. What does eligible mean? A. To be eligible, your unused bonus pool must be less than 180. Q. Can I be removed from the top 200? A. Yes. If your unused bonus pool exceeds 270, you will be removed from the Grandmaster League. Q. Is there a way to see who is in the Grandmaster League? A. Yes. Click on the in-game ladder icon, and then click “Grandmaster” to see the current season rankings.
Q. How active do I need to be to stay in the Grandmaster League? A. Your unused bonus pool must remain under 270. This means you can’t get three weeks behind. This is equivalent to roughly 45 games.
------------------------------Other scene happenings------------------------------ - Starcraft II Patch 1.3!-
Blizzard has released exciting new patch notes with the release of Battle.net 2.0, the ladder reset, and the grandmaster league! Check out the patch notes below!
o Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
* PROTOSS
o Mothership
+ Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
o High Templar
+ Khaydarin Amulet upgrade (+25 starting energy) has been removed.
o Zealot
+ Charging Zealots will now hit fleeing targets at least once.
* TERRAN
o Battlecruiser
+ Movement speed increased from 1.406 to 1.875.
o Bunker
+ Build time increased from 35 to 40 seconds.
o Ghost
+ EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.
+ Tech Lab
# Stimpack upgrade research time increased from 140 to 170 seconds.
o ZERG
+ Infestor
# Health increased from 90 to 110. -- This change has been revoked.
+ Fungal Growth
# Stun duration decreased from 8 to 4 seconds.
# Damage increased by +30% vs. armored units.
# Now fires a missle instead of being instant cast.
-- This change has been revoked.
General
* Leagues & Ladders
o A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
+ Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
+ The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page
.
o The bonus pool has been reduced for arranged teams.
o Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
+ This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.
+ Players can still utilize any bonus points they previously accumulated.
o Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page.
o New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.
o Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
* Join Custom Game
o Several improvements have been made to the Join Custom Game section:
+ The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
+ Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
+ Games are now organized into several pages to make finding your desired game type easier:
# Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
# Most Popular: Shows all game types, with the most played games sorted to the top.
# By Category: This page allows you to browse through Custom Games based on Category.
# Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
# Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
# Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
# Bookmarks: Use this page to view your Bookmarked maps.
+ A search option has been added to the Join Custom Game interface.
* Observer and Replay UI
o New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
+ Player Name Panel: Displays the players' name, team color, race, and supply count.
+ Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM.
o In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
o The main game UI can now be hidden/shown via hotkey.
o You can now toggle between player unit colors and team unit colors when watching a replay or observing.
* Game Options
o A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page.
o A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
o The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.
StarCraft II Editor Improvements
* Improved loading times for some custom maps with complex tech restrictions.
* The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
* Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
* The game cursor now remains visible while loading maps.
* Debug outputs are now displayed in the editor and in-game when using Test Document.
* Reworked Game Variants dialog to be more user-friendly:
o General tab has been removed. This text did not appear anywhere in game.
o Attributes tab has been split into Game Attributes and Player Attributes.
o Attribute UI now more closely reflects the game lobby.
o Default values are now enforced as necessary based on Player Properties.
* New trigger actions have been added:
o Set Camera Data: Changes the active camera data settings, as defined in the Data module.
o Show/Hide Resource: Shows or hides the specified resource in the UI.
o Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
o Set Random Seed: Sets the random game seed to the requested value.
o Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
* New trigger functions have been added:
o Convert Game Hotkey: Looks up hotkey as text.
o Convert Game Asset: Looks up asset path as text.
o Add On Child: Returns the child unit attached to the specified parent.
o Add On Parent: Returns the parent unit attached to the specified child.
o Catalog Entry Is Default: Returns if the specified entry is a default.
o Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
* Test Document preferences can now configure an explicit random seed value.
* Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
* Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
* Instant larva-style training will now charge resources properly.
* Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
* The Chance field in effects is now upgradeable.
* Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.
* The Player Property and Modify Player Property triggers can now disable the cost for each resource type.
* Added a text preview pane to the text editing controls.
* Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
* Added armor to the Unit Property and Unit Type Property triggers.
* Added Weapon Damage and Weapon Speed Multiplier triggers.
* Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
* Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.
* Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
* Added an Idle Command to unit data to configure what order the unit performs when idle.
* Added an actor message to allow models to change their hit-testable status.
* Additional options can now be configured using the command card editor.
* Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
* Additional cheats are now available in-game when using Test Document.
o Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you.
o AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you.
o AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you.
o AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units.
o AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes.
o AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way.
o AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting.
o AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things.
o AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources.
o AllianceVision - Changes the Vision alliance state between the selected players.
o BehaviorAdd - Adds the requested behavior to the selected units.
o BehaviorDuration - Sets the duration of the requested behavior.
o BehaviorRemove - Removes the requested behavior from the selected units.
o Charges - Toggles spell charge validation.
o Cooldown - Toggles spell cooldown validation.
o Creep - Adds creep at the cursor position given the requested radius.
o DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player.
o DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player.
o DeathAll – Kills all units on the map.
o DeathExcept - Kills all units on the map except the selected units.
o DeathSide - Kills all units owned by the selected player.
o DeathUnit - Kills the selected units. The type of death can be specified as a parameter.
o Defeat - Ends the game in defeat for the selected player.
o DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor.
o Effect - Executes the requested effect from the selected units.
o FastBuild - Toggles fast building, research, and training times.
o FastHeal - Toggles fast healing times.
o Fidget - Forces selected units to perform the specified fidget type.
o Food - Toggles food usage validation.
o Free - Toggles resource cost validation and expenditure.
o God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage.
o Loot - Drops a type of loot for the specified player.
o MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid.
o Minerals - Adds the specified amount of minerals to the selected player.
o Move - Moves the selected units to the cursor position.
o NoDefeat - Disables defeat conditions.
o NoVictory - Disables victory conditions.
o Order - Orders the selected units to use an ability.
o Owner - Changes ownership for the selected units to the selected player.
o ResourceCustom - Adds the specified amount of a custom resource to the selected player.
o SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount.
o SetLife – Sets the life of the selected units to the specified value.
o SetEnergy - Sets the energy of the selected units to the specified value.
o SetLife - Sets the life of the selected units to the specified value.
o SetShields - Sets the shields of the selected units to the specified value.
o SetResource - Sets the harvestable resources contained by the selected units to the specified value.
o ShowMap - Toggles fog of war display and validation.
o TechTree - Toggles tech tree dependency validation.
o Terrazine - Adds the specified amount of terrazine to the specified player.
o Tie - Marks all undecided players with the tie result.
o TimeOfDay - Sets the time of day to the specified time.
o TimeOfDayRate – Sets the rate that the time of day changes to the specified value.
o TrigDebug - Opens the trigger debug window.
o TrigRun - Runs the specified trigger.
o Uncreep - Removes creep at the cursor position given the requested radius.
o Undecided - Marks the selected player's result as undecided.
o Upgrade - Applies the selected upgrade to the selected player.
o Vespene - Adds the specified amount of vespene gas to the specified player.
o Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player.
o XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.
Bug Fixes
* Achievements
o Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.
* Battle.net
o Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
* Gameplay
o StarCraft II will continue running if corrupt textures/models/sounds are encountered.
o Conversation skipping and trigger skipping now share the same hotkey.
o The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.
o Cheat codes now only accept official names.
o Unit response sounds are now updated immediately when the selection changes.
o Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.
o Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders.
o Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields.
o Units can now be revived multiple times.
o Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.
o Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.
o The revive ability now works with multiple dead units.
o Revived units now properly dispatch a trigger event when killed again.
o Added additional information to unit tooltips in the tech trees.
o An alert has been added when MULEs expire.
o An alert has been added when the Chrono Boost buff expires.
o An alert has been added when the Spawn Larvae buff expires.
o Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.
o Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.
o Fixed an issue to prevent Force Fields from pushing units during construction.
o Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster.
o Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.
o Fixed an issue placing Terran add-on buildings when multiple buildings were selected.
o The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.
o Additional stalemate warnings are no longer displayed when the game ends in a stalemate.
o Flying cloaked units are no longer revealed as detected when shown through the fog of war.
o Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.
o Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.
o Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation.
o Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends.
o Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.
o Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field.
o Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.
o The Harvester count in the income leader panel now updates correctly.
o Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.
o The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel.
o The Mute OS Microphone button has been removed from the Options' Voice page.
o Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.
o Using Edit Box Trigger Dialogs should no longer generate trigger errors.
o Media keys can no longer be bound to a custom hotkey.
o Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page.
o Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.
o Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.
o The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.
* StarCraft II Editor
o Fixed an issue where editor control files could not be loaded in all languages.
o Fixed an issue with pasting text values in the editor.
o Fixed an issue where certain data fields would not list all possible values.
o Fixed an issue where the editor would crash after pasting a placed unit.
o Fixed a crash using the Unit Weapon Firing validator.
o Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.
o Animations in the previewer will now display using localized text.
o Game and player versions of the cooldown & charge triggers now interpret time values correctly.
o Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.
o Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
o Setting a unit’s training progress to 100% will no longer cancel the training.
-SC2SEA's Rising Starz player feature!-
The players that dominate at the dawn of any new RTS are almost always RTS veterans that have had years of experience and already have many transferable macro or micro mechanics that can be adjusted to suit the needs of a new game. This has not been any different in the SC2 scene, with *Known* gamers such and Moonglade and Nirvana dominating the scene at the game's launch, and the bulk of the top of SEA made out of players with experience in other RTS games.
However, as the months go by, new inspired players who have had their love for the strategy genre cultivated by Starcraft 2 begin to appear. These players have a larger slope to climb than the strategy buffs and the RTS veterans who have had years of relevant experience. They have to build and nurture their macro and micro mechanics from scratch... some give up on this difficult path, but others bloom into amazing new talents that may possibly reach higher heights. With SC2SEA's "Rising StarZ" We want to bring these relatively unknown players into the spotlight and learn more about them as well as how they have closed the gap between themselves and veteran RTS gamers.
This time we take a look at an individual who came out of nowhere and took a recent community open, rLsEscapisT ! Escapist has kindly put aside the time to answer some of our questions about his history as well has how he has reached the level he is at today.
SC2SEA : Hi Escapist tell us a bit about yourself Escapist : Hi My name is Malcolm and i'm from Singapore
SC2SEA: Your came out of nowhere to win a community open.. quite an impressive feat. Can you tell us about any of your prior RTS experience? Escapist : I've never been into Real time strategy games before this. I previously played Warcraft 3, but not the standard game. Only Dota and also mainly in-house games with friends.
SC2SEA: So why and how did u end up buying and playing Starcraft 2? Did u pick it up expecting to play a similar user mad map to Dota? Escapist : Well i got roped in by a friend to buy Starcraft 2, and ended up giving it a try. I had never played an RTS before, let alone one that was as macro orientated and fast paced as Starcraft 2
SC2SEA: So why did you pick protoss as your race? EscapisT: I had two real life friends playing the game, and one had picked terran and the other had picked zerg. I thought zerg was the most popular race and i didn't want to pick the same race as them, so i picked protoss to give it some love.
SC2SEA: So with no RTS experience, how did you pick up the game so fast? Escapist: Well to start off. i played all 50 of the practice matches prior to placement, and i lost almost all of them. at the end of placement, i was seeded in the bronze league. It was difficult at first and i played alot with blink stalkers. I enjoyed microing blink stalkers alot, and often was so focused doing it that i would float 2-3k minerals.
SC2SEA: Wow your the first person I've known that has played all 50 of the practice matches. Was it difficult getting out of bronze? How did you approach improvement? EscapisT: I really hate losing, and i'm the type of player that thinks alot about why i lost. I spent alot of time watching replays where i had lost and trying to figure out why i lost and how i could prevent it in the future. I would say more than actually playing the game itself. I think that analysis and thought is better than just playing masses of games. I eventually climbed all the way up to diamond by searching for pro player vods on youtube.
SC2SEA: You are now a part of clan RLS. How did you end up with this clan? EscapisT: Well i met cure and zanooku on ladder, and i was approached to zanooku to join the clan. I thought he was really and nice and mannered guy, and i thought i'd give it a shot. The clan was new at the time, with only Cure, Zan and millionaire.
SC2SEA: Your win at the community open has really brought you into the spotlight. Where you confident going into it? EscapisT: I didn't expect to go far, but before i knew it, i was in the finals and somehow got through and won.
SC2SEA: Who'd you say was your most challenging opponent in the Community open? EscapisT: Definitely Roz. i knew his pvp was good, and i tried to be creative the first game but totally messed it up.
SC2SEA: Whats your next goal after winning the CO? Escapist: Just taking it as it comes along. I hope to do well in the starleague and the KOF tournaments.
SC2SEA: RLS Sponsors players with korean accounts. Have you played on the korean server? how did you find it? EscapisT: I found it really difficult because it was laggy
SC2SEA: Whats your favorite matchup and most disliked matchup Escapist: PvZ is my favourite, but i feel that i enjoy dictating the flow of the game, and the Zerg being the one to react. PvT is my most disliked, because of 1 base and 2 base all - ins. There are a large variety of possible unit compositions that do not require the Terran to scout, and i have to make the correct composition to counter it. The Terran builds a specific composition, hits a timing, and then just comes at me.
SC2SEA: Any rival or a person that you admire and want to beat? EscapisT: Zanooku
SC2SEA: Any tips for helping people new to RTS improve like you have? Escapist : The time that i improved the most after playing sc2 is probably after i joined rLs.
The practice i've had with the players had some really solid games which helped alot in the overall gameplay.
SC2SEA: Thanks for your time Escapist! Any shoutouts? EscapisT: I love Cure!
Game 1 Xel'Naga Caverns MiTHjump(blue) spawns at the bottom, aLtAaron(light blue) spawns at the top
Both players start off with a one gate gas and get up their cybercores. Jump, deciding to try and throw Aaron off, warps in an assimilator in Aaron's base, effectively stealing his gas.
img gas steal
Aaron denies the probe from causing additional problems and tries to retake his gas as both players go for 4 gate. However, for some reason Jump decides to cancel his half-warped in gateway and build 2 robotics facilities instead.
A little bit of indecision could cause you the game in such a tense matchup
Aaron makes his standard 4 gate push. In desperation, Jump warps in sentries and begins forcefielding his ramp to keep the invaders out. Thanks to the probe accompanying Aaron's army, Aaron is able to build pylons near Jump's ramp and warp in zealots past the forcefield. Jump's sentries try to forcefield to keep the zealots away, but the dwindling energy of sentries is limited and finally Jump's ramp is exposed to Aaron's gateway units. Unable to get out the immortals in time, Jump ggs and concedes the first game.
Game 2 Scrap Station aLtAaron(light blue) spawns at the left, MiTHJump spawns at the right
Both players start off with a 1 gateway gas core build, but Aaron gets a zealot out while Jump produces a zealot and stalker. Aaron the hides 3 additional gateways at the back of his base while researching warpgate. Jump, having produced an extra stalker, gets his 3 additional gateways slightly later. Aaron's zealot arrives at jump's side of the map and promptly attacks.
My life for Aiur!
Thanks to this distraction, Aaron's probe, which had been hiding at Jump's natural expansion, manages to slip into Jump's base unnoticed. It immediately begins warping in 3 pylons, signalling Aaron's intentions for a 4 warpgate zeal attack.
It would be funnier if pylon block was in the game
Aaron manages to warp in several zealots, but Jump has the advantage of 2 stalkers and the help of his probes. He micros the stalkers perfectly and eliminates the (lack of) zealots and pylons in his base. Jump's counterattack proves lethal for Aaron and he concedes the game.
I apologise for the slightly delayed weekly, i was really busy during the week and didn't really have time to write much, so it might be missing some content.
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