Thank you for the replay analysis, Nemo. Though, I have a few follow up questions after reading through your analysis.
1. Actually, I was doing a Siege Expand build during that match. I was about to contain the enemy (I usually move out when I have 3 tanks and a sufficient amount of Marines) but then a Banshee came and ripped through my Mineral line, and took away a small amount of my sanity. Anyway, when you scout a Banshee coming to your base, do you drop a Starport and make a Viking to defend or do you drop more turrets on your base?
2. When you upgrade the Missle Turret's range, does it also increase the range of detection of the Turret, or does it only increase the range of fire of the Turret?
3. Does Siege Expand (1 rax 1 fact Marine Tank) counts as a partial 1-1-1, since I usually drop a Starport and 2 Barracks after my CC finishes halfway?
Thanks in advance, sorry for not adding what build I actually was going for in the original post
Thank you for the replay analysis, Nemo. Though, I have a few follow up questions after reading through your analysis.
1. Actually, I was doing a Siege Expand build during that match. I was about to contain the enemy (I usually move out when I have 3 tanks and a sufficient amount of Marines) but then a Banshee came and ripped through my Mineral line, and took away a small amount of my sanity. Anyway, when you scout a Banshee coming to your base, do you drop a Starport and make a Viking to defend or do you drop more turrets on your base?
Depends of the time you have. Usually if you "scout banshee", that means you have a Starport on tech lab already. In that case a turret is safer. But you will need a viking anyway and then a Raven if he searches Cloack. Tank+Viking > tank + Marines anyway.
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2. When you upgrade the Missle Turret's range, does it also increase the range of detection of the Turret, or does it only increase the range of fire of the Turret?
I think only the range. there is another upgrade to improve sight range of buildings. Don't do that anyway. Make a Viking and a Raven instead. It completely shut down his tech anywhere. Because banshees can also attack you in the open field and turrets won't protect you there You will run out of scan before him running out of banshees.
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3. Does Siege Expand (1 rax 1 fact Marine Tank) counts as a partial 1-1-1, since I usually drop a Starport and 2 Barracks after my CC finishes halfway?
In TvT, fast expanding is usually a gamble. You can be hard countered. And in this case, banshee does. As you have seen, it's very hard to defend without starport or spaming turrets. Spaming turrets is possible but the better he is, the more he can force turrets and you're pined in your base, letting him expand and siege you at will.
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Thanks in advance, sorry for not adding what build I actually was going for in the original post
Thanks for the feedback. I was afraid you didn't even read it. Yes giving more information about what were your intentions at the beginning help me comment it during the Replay analysis.
Hello guys, this will be the first replay I'm posting. I'd like some help in my weak areas, I realize this game was lost probably dude to poor positioning, mechanics, and 100% lack of upgrades. I believe it will be easier though if someone can tell me exactly what to improve on and maybe how to.
I'm a Platinum terran, but low end (MMR has me playing gold at the moment). Here's the replay below, thanks in advance for any help/advice/criticisms.
Hello guys, this will be the first replay I'm posting. I'd like some help in my weak areas, I realize this game was lost probably dude to poor positioning, mechanics, and 100% lack of upgrades. I believe it will be easier though if someone can tell me exactly what to improve on and maybe how to.
I'm a Platinum terran, but low end (MMR has me playing gold at the moment). Here's the replay below, thanks in advance for any help/advice/criticisms.
Crowned vs WiWog [TvZ]
Crowned vs WiWog
League :
Map : MLG Shattered temple
Length : 29 min
Version 1.4.2
Replay Analysis
5:10 : You're opening Rax gaz Fact CC. You're going to make a quick push with one hellion and marines. You could delay your second gas by 30 seconds to go on on marine production. You're in excess of gas at that point.
5:35 : Push and lab on Fact to begin tanks.
7:34 : You're steadily ahead at that point of the game.
You killed a queen some drones and you forced a lot of lings.
You're still safe inside your wall and ahead in Workers.
Siege will hit in a few seconds and you have 2 tanks
9:56: Securing your natural, spreading your tanks. That's the moment you should begin simcitying your natural. It will allows you to reinforce your pushes without letting your natural open to runbys.
11:34 : First mistake of the game, you're letting your macro slipping by not producing enough from your buildings. You're also late on marine upgrades and bio upgrades
14:00 : Your push. Be careful that your tanks don't target the queen. She's there to tank and she did not even die. You opponent played well there by putting her in front.
15:29 : Not producing at all. You're macro is slipping too bad. You're not using your gas either for upgrades, tanks and Medivacs. That's your main weakness today.
17:56 : You're still ahead, but your push is too clumped. So that's a bad trade
18:58 : Macro slipping
22:03 : No reinforcments
26:26 : You're now far behind and you loose.
Strong points
Nice build order and initial pressure
Nice double drop + push
Good pushes with 3 or more tanks
You tried to split when you could
Eager to expands and good timings
What could be improved
Not producing enough from your buildings
No Simcity of your natural and then not reinforcing enough your pushes.
You're not producing enough medivacs and you forgot your second fact for nearly the whole game. You're not making upgrades from Engineering bay and Armory
Better produce from your buildings, that's the main weakness today and the reason you lost. Don't hesitate to queue units in your producing buildings. Its far far better than not producing.
Put your armory and Engineering bay in another shortcut that will be a huge help to remember to make them.
Appreciate it Nemo, really eye opening stuff. I'll improve on those things and come back when I feel I played a complete game that I may have lost and see what you have for me.
Appreciate it Nemo, really eye opening stuff. I'll improve on those things and come back when I feel I played a complete game that I may have lost and see what you have for me.
PvP here. I make a few errors in my opening leaving me quite gas starved which hurts a lot. My army decides to do what it wants (read: I'm horrible) and my attack falls apart; I get lucky and tag his phoenix so my count is always higher. However even though my expansion was earlier (I think) I couldn't hold his followup push.
Things I think I did wrong:
macro; supply blocked a bit
wasn't active enough with phoenix, should have gone for probe kills
control in the engagements (or lack thereof)
I feel like I was so far ahead picking off as many Phoenix as I did so I'd really appreciate any feedback so this doesn't happen again. This is one of my first times going Phoenix and it's a lot of fun so I'm really hoping I can refine it tightly.
http://drop.sc/80414
Hi guys. Im a diamond terran looking for some help in my TvZ matchup. I have little idea on how to pressure zerg. Usually I go reactor hellion into expand and try to hit with tanks and marines around the 9+ minute mark. However, spines usually deter my hellion harrassing , allowing him to drone up. In this replay, it eventually led to a base race. Is there any tips on how to handle TvZ base race and are there any ways to pressure zerg in the early mid game to stop him from producing so many drones
Well, guys, I will try to make one each day beginning today. Don't hesitate to change the replay if you feel I'm too late and it's a bit outdated since you posted it.
Hi cptrey and pulse, I've asked nemo about helping him out with this thread and I would like to use your replays as my first replay analysis for this thread! I probably won't do a better job than Nemo cause he's experienced but give me a chance alright?^_^ I'm currently in camp and using my phone to post but ill be home tomorrow roughly 18 hours from now, ill try to do them then and hopefully it helps you both and nemo out (he's really stretched out with this thread since he's almost alone doing it) . Do provide feedback with my analysis after I post them and hope you enjoy them!
http://drop.sc/80414
Hi guys. Im a diamond terran looking for some help in my TvZ matchup. I have little idea on how to pressure zerg. Usually I go reactor hellion into expand and try to hit with tanks and marines around the 9+ minute mark. However, spines usually deter my hellion harrassing , allowing him to drone up. In this replay, it eventually led to a base race. Is there any tips on how to handle TvZ base race and are there any ways to pressure zerg in the early mid game to stop him from producing so many drones
Hello guys, this is my first try at replay analysis for the replay feedback thread and here goes!
You start with the standard
10supply
12rax
13gas
15orbital
into reactor hellion expand!
Opponent zerg goes for standard 15 hatch pool then extractor
Opponent zerg tells you there's nothing to scout and you readily agree. That's not true and I recommend you continue scouting at 13/14 supply each game.
You make a good number of hellions (6) and changes into a marine tank combination and research stim wanting to go for a timing push.
Zerg catches your hellion off-guard and goes for a failed zergling run-by and you panic, turning back your siege tank timing push.
You then get a sizable force of marine / tank and siege up at a watch tower, seeing his mutalisks you get afraid to move out and tries to scan to clear some creep. At this point, you have no idea how many bases the zerg has or his level of tech.
He attacks you while you're still at the xel'naga watch tower and you in a moment of crisis management, goes for a counter-attack, wise choice.
However, him being on 4 bases (although his natural is over-saturated by about 1.5x and third/fourth not mining) and you being on 2 bases, you are naturally already behind and he destroys your base before saving his own.
By now, the game is pretty much over and the zerg has won.
Now, let us analyse what could have been improved and the major mistakes that costed you the game.
3:12 You spend nearly half a minute with your scouting SCV to drill at his nat's hatchery. You should've went in and scouted the gas timing + pool timing, some zergs might get greedy and do it later and you can punish that.
5:05 Hey, what did I say about there being things to scout? At this point in this screen you can see the pool bubbling ( speed is being upgraded ) + the amount of gas he has mined + only 1 drone in gas. No fear 7RR.
5:22 You build a CC outside, brave but I do not recommend. Very risky.
5:52 Your supply depot is late, delaying your hellions, if you're doing this build again, remember to pop a supply depot right after your pop CC + 2 initial hellions to avoid being supply blocked.
6:30 You did not watch your hellion and allowed it to be eaten alive by a spine crawler. Always watch your hellions
6:30-7:30 Your hellions were busy idling at the watch tower instead of doing the following (Note that hellions arent usually meant to end the game / cripple zerg enemy unless your zerg opponent makes a mistake. They are usually meant to control creep spread + force opponents to make more zerglings = less drones and to clear watch towers. You should have been doing these instead of idling them at the watch tower.)
7:30 Look at that juicy ramp, he only has 2 zerglings to defend, you have 5 hellions at the watch tower, you could've gotten alot of drones with that. Again, what led to you not knowing this is the lack of initiative with your hellions. If you've been poking around the creep spread and harassing him, you would've noticed the lack of zerglings and you could have done a hellion run-by. At this point, you're slowly getting behind because you're allowing the zerg to play really really greedy.
Say no to zerglings! X
7:58 GOOD! This is what you're supposed to be doing with your hellions! Think of what you could've done over the past 2 minutes with your hellions
8:31 The godly zergling who stayed alive all the way till the end of the game giving the zerg information. ( Should've cleared watch towers as said above ^ )
9:21 You were busy macro-ing and trying to push out with your marine + 1 siege tank when... mother of god... so much zerglings! See that crevasse near your hellions? Skirt them around the edges and when the chasing zerglings form a line, roast them on a flame stick. Rinse and repeat and profit!
11:04 You could've been almost 1-0 with your bio upgrade but you forgot about your Ebay for a really long time
14:02 Siegeing up at the watch tower whilst not knowing how far your zerg has expanded / base undefended is a very dangerous thing to do. You should've either be defending your base or going for a push at his third which you can abuse the cliff! By now you're actually really far behind 160 - 123 with upgrades falling behind and it's really hard to come back. You have allowed the zerg to play too greedily over the course of the game.
15:31 Base trade is in progress and 145 - 91, you're really behind and you've forgotten about marine combat shield.
17:10 The game is already over in favour of the zerg 124-34
24:08 The godly zergling returns!
Strong point
You know what you wanna do and have that mid-game picture in mind
Great persistence! Never give up! Never leave until I die attitude Cant tell you how many games I left early only to find out I had a chance at it
Good simcity at your level of play
Wise decision to base-trade even though you were behind
What could be improved
Sleekier build order, you missed a depot
If you watch through the replay, you missed a ton of SCVs, remember to build them constantly until you are well saturated on the no. of bases you have!
Better hellion control + knowing what to do with your hellions ( map control )
Internalise the upgrade timings so that you don't forget them
When you're totally in the dark as in above, try to scan the 3rd/4th's location to get a sense of how many bases the opponent has. At many points in the game, your opponent was oversaturated at his main + natural, the game would've become a landslide if he macro-ed perfectly. You need to know when your opponent expands and pressure / expand accordingly, you can't play Starcraft without information!
Major points that costed you the game (aka when the game started to go in favour of zerg)
Hellions not doing what they're supposed to do.
-Reactor hellion opening is the standard opening but by far not the easiest opening to execute.
-Reactor hellion opening requires you to clear watch tower, kill as many zerglings as you can whilst taking the least amount of damage possible + control creep spread and doing run-bys when you know your opponent is playing greedy
Missing major upgrades
-Marine combat shield not done even by the 15 minute mark
-Missing the timing of your +1 attack on bio
Allowing the 5 hellions to be eaten by zergling surround.
-Hellions could've killed the zerglings
-Hellions could've been used to continue controlling creep spread
-Hellions could've scouted third + deny it
Siegeing up at a place which is neither here nor there
-You could've done a foward siege for pushing
-Or you could've done a defensive siege at your 3rd / natural
-Because of the position of that watch tower that you siege up to control, it is neither offensive nor defensive
Generally being too passive the whole game and allowing the zerg to do what they want
Hope this helps and give me some feedback as this is my first try! In any case, can anyone recommend me something that can edit the photos and actually have it appear? I tried photo bucket but the editing does not seem to stay when I post the photos here!
Last edited by aLtMrFool; Fri, 30th-Dec-2011 at 5:43 PM.
You both speak Korean and I do not understand Wish I knew Korean , will probably start learning it when I have time, really packed life right now!
You go for 1 rax gasless FE while the toss goes for gate -> Nexus -> gas -> cybernetics core (weird build by the toss btw)
You go for 3 rax + 1 gas to transition into bio smoothly while the toss plays really greedily and transitions into a standard 3 gate robo
You poke and prod thinking of going for a stim timing push, smartly scans (revealing a ton of sentries) and smartly moves back. Gosu.
You go for +1 while he goes for double forge + charge + HTs
You both get a third and he has upgrade + tech advantage over you despite you having food advantage
He hides his colossus from you and you do not posses the tech required to attack head-on with his army , attacks head-on anyway and your army gets crushed. Until this point, you were playing well.
You gg and the game is over.
Now, let us analyse what could have been improved and the major mistakes that costed you the game.
3:43 Your scouting SCV reaches his base. Sees 1 gateway + a newly built assimilator + a cybernetics core going down after the nexus. Very greedy play. However, your SCV leaves too quickly
4:46 No stalkers / zealots to deny scouting and if you have stayed, you could've seen all the chrono boosts spent on Probes (very greedy play) , the amount of gas mined ( from 2 assimilators ). Information is actually really important and you should've either stayed to look out for these OR hide your SCV at the third/fourth base to do a sneak scouting after awhile.
5:44 The scv that would remain un-used for the rest of the game
6:36 He only had 1 stalker while you have 11 marines, if you've scouted before (above) you'd have known and could've put up some pressure and potentially crippling your opponent / ending the game!
9:04 Awesome gosu move, scanning even though your stim is complete and moving back just as quickly when you notice the amount of sentries
12:25 He's going for a double forge upgrade style that you did not notice with this scan but you saw something very important - the archon. By 9:04 the immortal + sentries should have prompted you to go for ghosts because generally a army with alot of immortals + sentries can be easily crippled by good emps! With the archon, it's a MUST to get ghosts or you'll be really behind.
12:39 You are already with ghost tech but it is a tad later than you'd have wanted it. Plus you should be noticing that this stalker in your vision has 1-1 at this timing which tells you the toss is going for double forge chrono upgrades. When you see this, you have to immediately throw down a 2nd ebay and armory to go for double upgrades too or else your upgrades will be too much behind for the rest of the game and it will require you insane micro to overcome the toss's army.
15:02 His view vs your view, you could have scanned to see what tech he has instead of constantly scanning his army at the top of the ramp which you already know pretty well what's there!
16:07 Finally a battle occurs and you pull off decent EMPs but you mismanaged your engagement + ghosts. You should have scanned the top before moving your ghosts in to EMP instead of moving up for vision before EMP-ing, you would've pulled off better EMPs and could have not lost the bulk of your ghosts! In this same picture, he's 2-2.
16:11 You 0-1, see what I meant when I say you need a double Ebay + armory immediately above?
16:26 Your vision. You have spent too much scans on his army instead of his tech + expansion decisions and thus with insufficient information, decided to attack up the ramp with 2-2 against 0-1 at his natural ( which is actually a very bad decision). By now the game is pretty much over because you do not have the raw biopower + tech to beat his army in a head-on battle but you still did go ahead. I guess this is due to inexperience in this matchup and I'm sure you will learn along the way and do much better! Afterall, you didn't do too much of a bad job against a rank 1 masters
16:47 As you gg, your initial scouting SCV has remained idle for way too long
Strong point
Really good macro, you were ahead (food-wise for most of the game!)
Good decision making with scans as to whether to engage or not (at least early-mid game)
Good feel of the amount of production buildings you should have at early-mid game
Decent Ghost control
What could be improved
More scouting! You need to scout more in order to make better decisions! You got behind alot in the above game alot due to lack of scouting!
When you see a sentry heavy army + immortals with little zealots / stalkers, you should consider tech switching to Ghosts, if you watch the replay, if you switch to ghost right as you see that army composition, there'll be an AWESOME timing around 11 minutes where there'll be high templars ( with insufficient energy for storms ) and generally very little zealots/stalkers where your MMM+ghost can do some insane damage to the protoss!
At the start of the game, you put your marines diagonally near the ramp (nearer to your CC) instead of on the ramp and vertically. You should put the marines vertically on the ramp spread out to abuse the ramp sight advantage so that when stalkers try to poke your marines, they'll get hit first before they gain sight of the marines!
Before you engage the enemy, consider making a concave formation instead of staying balled up as it may cost you the game!
Generally, I would say you are playing a very good TvP except that your scouting is insufficient and can be improved alot!
I can't say about your ability to micro/macro at the same time aka stutter stepping and being able to do perfect macro at the same time because it is not demonstrated in this game! But in any case, that is a very important skill to have!
Major points that costed you the game (aka when the game started to go in favour of protoss)
Not scouting the major things that you needed to know and therefore not giving the correct responses like responding to
-Heavy sentry army
-Colossus transition
-His REALLY greedy playstyle that should've been punished by you
Forgetting major upgrades
-Combat shield was forgotten until very late into the game! In alot of games, that could have saved you alot of marines if there was more engagements!
-Your Ebay was not upgrading for quite some time during the game, but that is minor compared to combat shields
Incorrect decision at 16+ minutes, I assume you panic-ed as soon as you saw his army and is not really experienced at the TvP game decision making
-You should not have engaged at that ramp and scanned it multiple times
-Spend a scan at the third which I have posted a screenshot showing how you did not have any vision of it
-Once you see that base and his army positioning, what you could have done to gain an advantage would be to swing your army around to the third, prepare to carpet bomb EMP the choke from nat-3rd
* If he engages, your carpet bomb will give you an advantage + he would'nt be able to get your ghost because he does not have a ramp defensive advantage!
** If he does not engages, simply deny that third and go back to defend, get a 4th
*** Gosu move if you can pull it off - Get a nuke, hit the third, prepare the carpet bomb the choke from nat-3rd and place a nuke there, this'll give you the definite opportunity to deny the third, get back home to defend, get a 4th and secure your advantage for the rest of the game!
You dont always have to use scans to scout an army composition, instead of that you should stim a marine foward (50 minerals only!) to gain a glimpse of the army composition! You could have had alot more resources if you spent less scans early-mid game.
-General rule of thumb for playing a terran --> Use more MULES at the early-mid stages to get resources to match inject larvae + chrono boost
--> Later stages of the game, use scans instead of MULES to gain sight to position army / scan cloaked enemy units/ scout hidden bases
In any case, I feel you've played a decent game against a rank 1 Masters player! Good job and continue improving and become a GOSU!
Hope this helps and give me some feedback as this is my first try! In any case, can anyone recommend me something that can edit the photos and actually have it appear? I tried photo bucket but the editing does not seem to stay when I post the photos here!
Last edited by aLtMrFool; Fri, 30th-Dec-2011 at 5:40 PM.
PvP here. I make a few errors in my opening leaving me quite gas starved which hurts a lot. My army decides to do what it wants (read: I'm horrible) and my attack falls apart; I get lucky and tag his phoenix so my count is always higher. However even though my expansion was earlier (I think) I couldn't hold his followup push.
Things I think I did wrong:
macro; supply blocked a bit
wasn't active enough with phoenix, should have gone for probe kills
control in the engagements (or lack thereof)
I feel like I was so far ahead picking off as many Phoenix as I did so I'd really appreciate any feedback so this doesn't happen again. This is one of my first times going Phoenix and it's a lot of fun so I'm really hoping I can refine it tightly.
EDIT: I'm the blue Protoss, I'm not RebirthProS
looks like no one's doing this one, so i might as well
Game Summary
A nice mirror match. You both open with a stargate, but he adds on a 4th gate and a robo so he can have more options in his army composition. You attack him at 8:30, there is a battle and he comes out on top. You fall back and expand. He expands at the same time. You kill a lot of his phoenix while you are both sitting on two base. He attacks at around 16 minutes, you don't have enough to defend and lose.
Analysis and Tips
I think you lost because your first attack didn't do the damage it needed to. It left you 22 supply behind, 52 - 30. Whenever there's that much of a supply difference, it's incredibly difficult to come back into the game.
So here's why the first attack didn't work: 1)Before the battle, you scouted some valuable information with the phoenix.
a) A stargate. That means he has phoenix somewhere around the map, which are going to come back to defend. Which means you should do as much damage as you can with your phoenix, and pull back before the enemy phoenix arrive.
You decide to go for the stalker. You should have gone for the sentry instead, so he wouldn't be able to forcefield the ramp when your ground army arrived. Here are some fun facts. Phoenix kill sentries in 5 shots. Phoenix kill probes in 2 shots. When you go for phoenix play, your targets with the initial harass should be sentries and probes.
b) 4gates, a robo
It means he has the capability to warp in 4 units at a time. As soon as you scouted those 4 gates, you should have retreated. You had 7 gateway units on the way, and no proxy pylon. He had 6 gateway units, including a sentry to forcefield the ramp. By the time your army arrives, he will have 10 gateway units. And while you are fighting, he will be able to warp in 4 more. That's 14 units, doubling your gateway army. You can't fight that. Never fight a battle you can't win.
Also, remember to bring a probe for a proxy pylon whenever you attack.
2) Your army composition.
You had 6 zealots and a sentry.
If you attack up a ramp with a zealot heavy force, only three of them will be able to attack. The rest will be running around behind the first three.
So if you know you'll be attacking up a ramp, you should get less zealots and more stalkers, so your entire army can be attacking. Also, those extra stalkers would have helped while your phoenix were duelling his.
3) Positioning
IMPORTANT RULE TO NEVER FORGET: Whenever you attack, zealots in front. Almost always.
He has 3 zealots, 1 sentry, and 2 stalkers attacking.
You have 1 zealot, 1 sentry, and 1 stalker attacking.
It doesn't matter that you are one gateway unit ahead of him, the 5 zealots at the back may as well be counted out.
You're very far behind now. That battle was why you lost the game, everything after that doesn't matter as much.
However, I think you did a good job coming back into the game after that by winning all of the phoenix battles, but you were still behind.
There's also another thing you need to improve on. Probes.
5:00 - you cut probes on 20, and your scouting probe is killed, leaving you with 19.
On non-4gate PvP games, you want to have a minimum of 22 probes. 16 (2 for each mineral patch) + 6 (3 for each gas). That's the minimum. 26-28 probes is the optimal amount.
You eventually work your way up to 22, but it took you a while. You want to have almost non-stop probe production until you're at 26-28.
Also, notice how you have 400 minerals. Whenever you have extra minerals, you have no reason to not build probes. If you have that much minerals, losing 50 minerals isn't going to slow down your build at all.
From about 7:40 to 9:20 (while you micro your army) the only thing you build are some phoenix and a pylon. At one point, you build up 750 minerals. Can't do that. Whenever you have extra minerals, you have to spend it as soon as possible. Probes, pylons, warp ins. Just spend it.
I noticed how you use your hotkeyed stargate to maintain the phoenix production during the battle (you press 3, x, 44, c, click on stargate, return to micro). Get in the habit of doing the same thing with probes during battles (4ee). You don't even need to look away from the battle if you don't want to.
Here is the income tab at 9:20, just after the first battle.
11:00
13:00
15:00
He's about 10 probes ahead of you for the whole game. You can think of it like this. If he has 33% more probes than you, he will have 33% more army than you.
On two base, the minimum amount of workers you want is 44 (12 on gas, 32 on minerals). Chronoboost probes until you have decent saturation at both bases. You'll be surprised at how much money you'll have. You'll probably end up needing 2-3 extra gateways just to spend the money.
In summary
-more probes
-have a proxy pylon
-don't attack if your enemy has plenty of production facilities and/or a big army
-zealots first
hope it helps
Last edited by xGKingdelete; Fri, 30th-Dec-2011 at 6:59 PM.
delete12 and MrFool, this is awesome work. Thanks heaps for doing it. You're giving far better advice that I could because it's at least same quality of presentation and far better knowledge of the game.
Don't hesitate to make other analysis in the future if you have the desire and the time.
For the analyzed guys, don't forget to feedback. That's 2 taking a lot of their time for you. You won't see that, ever, elsewhere than in this terrific community.
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