More Maru, more Terran please!!! Love your content Harstem. In my opinion you're one of the best casters out there! The way you analyse and see things is just amazing. Keep it up and hope we see more of the “smooth voice, smoother plays” content too 🫡
Hmm. How much is it about choosing maps? Are maps that impactful, or "not a big deal" for pros. As I understand, "it is possible to make broken maps, so that some race would be imba just because of the map pool". Is this true for the master+? And that with broken maps even hard nerfs of the units wouldn't help?
Viking has a range of 6 on the ground and a range of 9 in the air. And how much supply does a Pheonix or a Mutalisk cost? And there is no general bonus damage against anything like you imply. It has bonus damage only against mechanics on the ground and bonus damage only against armor in the air. By the way, Phoenixes do not suffer additional damage from Vikings in air combat, nor do Zealots in ground combat. You're not just comlaining about balancing just because Protoss lost, are you? You're better than that, or am I wrong? 😁😉
@@wgacrazy8245protoss is still very weak in PvT and that's common knowledge. Vikings are too good at dealing with colossus for some reason. They are meant to be a counter but should it be that strong ? Protoss has no options against vikings because they have 9 range, and if you get in range of the Vikings you basically are in range of the bio. So the Terrans can freely poke and demolish your colossus without any counter play. Bio already trades very well against colossus (granted you build marauders and not just marines). Add the ghosts and vikings and colossus are just a meme at this point, they don't deal damage at all to marauders and they evaporate in a fight. Not to mention the fact that Terran basically can split a bit to render them even less potent without vikings. Colossus and disruptors are the only viable protoss AOE in TvP. Thus they need to be strong and not get blasted by one single unit.
@@ludovicgomessilva404 Psi Storm also has a range of 9 and an area of effect. It works against Vikings and also against Bio, which you mentioned to protect the Vikings. One unit to counter both, so it's a very good counter. And yes, Vikings is the terran HARD (!!!) counter against airunits and the colossus. It's supposed to be that strong. Colossus is not supposed to trade well against Marauder, but against anything with "light"-Attribut because it has bonus dmg vs. light. Marauder is supposed to trade well against armor because it has bonus dmg vs armor. That's the beauty of a rock-paper-scissor-system. Colossus and disruptors are the only viable protoss AOE in TvP? IMHO you intentionally forgot about Psi Storm because it doesn't fit your point of view. By the way, is it just me or is your writing like a theoretically perfect Terran game versus a not-so-theoretically perfect Protoss game? Solution, Protoss needs a buff.
@@wgacrazy8245 there's a reason protoss don't build templars. Vikings have far too much HP and do not clunk up like some other units do and can easily move out of storms. You also forget to mention that storm has 9 range while EMP has almost 12 range. Making templars completely useless. Have you ever considered that protoss don't build templars since the ghost buffs for a reason ? Because they are just not viable. I'm a GM as both protoss and Terran on both EU and KR. Terran is heavily favored in TvP as of right now. Also colossus used to be good against marauders too, but blizzard tried nerfing them by giving them bonus vs light (which is the same damage they used to have against everything) and reducing their normal damage. Protoss needs a buff, if you think that Terran is not too strong in TvP then you must be terribly biased or low skilled (no offense but if you can't see the imbalance even when Terran pros mention it you either are super biased or bad at the game). In a perfect scenario protoss always loses, in an equal scenario protoss loses, the only way for protoss to win is for the Terran to make terrible mistakes. Disruptor is the only viable form of AOE in late game due to EMP and Vikings being that good. While also being bad because liberators are very good at zoning them out. This leaves protoss with no viable form of AOE and just bad gateway units. Also skytoss is not a thing since marines and Thors exist.
@@ludovicgomessilva404 EMP has range 10, like feedback, the supposed counter has. So skill and speed are what matter here. Just the outer edge of the AOE has somewhat range 12 (IMHO 11,5 after nerf AOE from 1,75 to 1,5 in Version 5.0.12). And EMP only negates 100 energy (and 100 shield). For a High Templar with 100 - 200 energy, 2 EMP are necessary. And using this ingame on purpose is also very hard, because the outer edge is not shown (iirc range 10 is shown) and also you can't hit multiple units on outer egde. I'm pretty sure you forgot all this on purpose, because it doesn't fit your point of view. Protoss players definitely train High Templars too to counter large blobs of anything. Hero for example build them in this series. He just didn't use them in maximum efficency, so they got hit with EMP and/or killed. One reason he lost. The same reason protoss build disruptor, to counter large blobs of anything on ground and/or zoneing. It's not a free pass to victory, but storm can work. GM in toss and terran in EU and KR? If true, than honest congrats on that. But still, Storm can work and is definitely a possibility. IMHO anyone who ignores this possible tool/ability shouldn't actually complain. "Also colossus used to be good against marauders too, ..." -> Oh yes, the good old times. 🤣 And Yamato could destroy void rays and photon cannons with a single use. All was changed for a reason. Get used to it. "In a perfect scenario protoss always loses, ..." -> I'm pretty sure any professional player would disagree. In a perfect scenario, the better player wins. Your last paragraph is again very constructed and hard to be discussed with view on balance and unit stats, because all is very situational. It reads like this: every Terran unit is always in the right place at the right time and Protoss is always caught out of position. So I'll just say it again: a theoretically perfect Terran game versus a not-so-theoretically perfect Protoss game? Solution: Protoss needs a buff.
Check out the comments about how imba vikings and mules are. Some really weird people come out of the woodwork and say the balance council sucks without realizing Her0 played like trash after game 2. I almost laughed a few times when Harstem praised Her0 for great micro and comeback, and Maru just goes, "Oooh, im just better, though!" and immediately wins.
@@nachoboy3503because vikings are actually too good at countering colossus ? Colossus are bad as hell and get demolished by bio + ghosts. Addin the Vikings that have the same range as colossus, don't need target firing and are easy to micro you've got a unit that does it's good too well.
@@ludovicgomessilva404 Vikings is the terran HARD (!!!) counter against airunits and the colossus. It's supposed to be that strong. Colossus trade very well against anything with "light"-Attribut because it has bonus dmg vs. light and range 7+2. So marines with light-attribute and range 5 does not so good against colossus but is also bio and usually in very high quantities. Ghost only trade somehow with cloak and enough energy and no detection availible. Btw., your argument is quite contrived to support your point.
viking already can switch to ground mode and got no hard counter when pair with liberator or marine, why make it even more op with 12 range? bad balance council
Viking has a range of 6 on the ground and a range of 9 in the air. Get the facts before complaining! No hard counter when Viking is paired with Liberator or Marine? You do just that, investing resources, time and actions to pair your units with other units to prevent hard counterattacks. Protoss does exactly the same thing, combining everything with Storm and/or Disruptor. You're not just comlaining about balancing just because Protoss lost, are you? You're better than that, or am I wrong? 😄😆
@@wgacrazy8245storm + disruptor is seriously underpower by the massive range of viking+liberator. bring up a few ghost that cloak+snipe high templar with ease, 1 click delete. while storm vs emp is just a bad comparison. u expect 8 storm which need plenty of micro and time on viking that can move around and still not dying, repairable. while emp just 1 cast and every protoss unit almost half hp, 1 click within split of a second, more op than DoT. owh wait thats not all, terran also can strip armor too and the caster got a leeway with cloaking lmao
@@suzukaiv5987 Is it just me or is your writing/argument like a theoretically perfect Terran game versus a not-so-theoretically perfect Protoss game? Solution, Protoss needs a buff. 😁😉 I'm sure you're aware of how Protoss can counter everything you mentioned. I would be surprised if not.
"terran lose 210 minerals for scan (from mule)" is just a bad thing to say. -A mule is just another unfair advantage of terran, what does warrant terran to have have mule with just mana -scan is just a trade from an advantage to just get another advantage lol. it read as nothing to lose, u ditch ice cream just to get pop corn, nothing to lose -protoss hallucination requires supply to maintain, actual mineral and gas, and no detection, and shade has no detection and short radius -scan is the laziest design in the game, 1 click to cast and cannot be killed, while other races always risk time+micro+mineral+gas lol -u dont say scan cost 210 mineral, there is no mineral decuction from scan, u can get that those 210 by just mining mineral fairly like other races. u might want to say scan cant make me farm super fast mineral without making a new scv or supply depot temporarily 😂 what does warrant for terran to have all this imbalance things
"A mule is just another unfair advantage of terran, what does warrant terran to have have mule with just mana" -> Let's talk about Chrono Boost, Strategic Recall and Battery Overcharge. "what does warrant for terran to have all this imbalance things" -> That Zerg and Protoss also have "unbalanced things" (to use your words, I prefer abilities). You're not just comlaining about balancing just because Protoss lost, are you? You're better than that, or am I wrong? 🤣😂
if mules didn't exist then terran would be unable to play macro games, because protoss has chronoboost and zerg has injects, which allow both those races to boost their economy. Additionally, terran can use their orbital energy to scan instead of dropping mules, just like protoss can use their nexus energy to overcharge batteries and zerg can use their queens for spreading creep instead of injecting. Basically, mules exist in another capacity in both other races, so I don't see why only terran shouldn't have them
@@onyxfinger7431 chronoboost is a lot below than flexi mule/scan, when protoss units in general required longer time to produce, and chronoboost, after a situation where ur probe massively lost, still need money to replace, while a bunch of mule can recover terran immediately after lost, over 1 sec cast, does chronoboost allow u to make probe in 1 sec? overcharge battery benefit weight only so little when terran abuse it with emp, negative armor, stim pack and many high 1 shot dmg artileries lol
@@onyxfinger7431 also dont forget that terran scvs are used to build buldings for a long time during the game which puts terran very far behind in eco which is why the mule is there to compensate
good luck in your match harstem
More Maru, more Terran please!!! Love your content Harstem. In my opinion you're one of the best casters out there! The way you analyse and see things is just amazing. Keep it up and hope we see more of the “smooth voice, smoother plays” content too 🫡
That one SCV chasing an immortal with 1 hp xD
Video dropped just in time for lunch break!
I routinely watch Harstem on my lunch break :)
Makes my day 100x better
8:45 Maru scanning and seeing there is no 3rd base... pack up and go home 😂
Actually, in the original Japanese, Megaman was called Rockman.
Why doesn't he look like a rock?
Checkmate.
Because he's not named after a geologic Rock. He was designed with a twin named Roll. They're Rock & Roll.
@admiralmurphy1543 Woah, this is awesome! Never knew that about him. I always wondered why Roll was named Roll, just seemed odd.
Is this map (SomethingUnderWater - first map) still in the map pool? I thought pros hate it and it is not in the pool anymore.
Not surprising.
You can tell just how in form Maru is early in game 1. Well deserved, absolute legend G8L.
Serral the goat tho
Serral the 0 time GSL champion. Imagine if Tom Brady never won a SB.
Hmm. How much is it about choosing maps? Are maps that impactful, or "not a big deal" for pros. As I understand, "it is possible to make broken maps, so that some race would be imba just because of the map pool". Is this true for the master+?
And that with broken maps even hard nerfs of the units wouldn't help?
Mega man was just what americans translated it as. His japanese name was actually "Rockman".
36:46 An air unit that only deals as much damage as a Marine is terrible?
**Cries in Brood War Scout**
Yep. Was the worst unit in the game and least played unit.
why does hero play like that??
Actually Mega-Man was a kid. There is even a tv show.
What have happen in the second game? Hero overinvested in tech?
There was no point of "ouch". Why he not achieve the victory?
love your casting
HERO IS THE GOAT
So true.
For terran to lose the single game he had to lose 3-4 battles in a row. But before that he was ahead anyway.
why the heck viking supply cost is only 2? for something that can delete every sky things that has 12 range and does a lot of bonus dmg?
Viking has a range of 6 on the ground and a range of 9 in the air. And how much supply does a Pheonix or a Mutalisk cost? And there is no general bonus damage against anything like you imply. It has bonus damage only against mechanics on the ground and bonus damage only against armor in the air. By the way, Phoenixes do not suffer additional damage from Vikings in air combat, nor do Zealots in ground combat. You're not just comlaining about balancing just because Protoss lost, are you? You're better than that, or am I wrong? 😁😉
@@wgacrazy8245protoss is still very weak in PvT and that's common knowledge.
Vikings are too good at dealing with colossus for some reason. They are meant to be a counter but should it be that strong ? Protoss has no options against vikings because they have 9 range, and if you get in range of the Vikings you basically are in range of the bio. So the Terrans can freely poke and demolish your colossus without any counter play. Bio already trades very well against colossus (granted you build marauders and not just marines). Add the ghosts and vikings and colossus are just a meme at this point, they don't deal damage at all to marauders and they evaporate in a fight. Not to mention the fact that Terran basically can split a bit to render them even less potent without vikings.
Colossus and disruptors are the only viable protoss AOE in TvP. Thus they need to be strong and not get blasted by one single unit.
@@ludovicgomessilva404 Psi Storm also has a range of 9 and an area of effect. It works against Vikings and also against Bio, which you mentioned to protect the Vikings. One unit to counter both, so it's a very good counter. And yes, Vikings is the terran HARD (!!!) counter against airunits and the colossus. It's supposed to be that strong. Colossus is not supposed to trade well against Marauder, but against anything with "light"-Attribut because it has bonus dmg vs. light. Marauder is supposed to trade well against armor because it has bonus dmg vs armor. That's the beauty of a rock-paper-scissor-system.
Colossus and disruptors are the only viable protoss AOE in TvP? IMHO you intentionally forgot about Psi Storm because it doesn't fit your point of view.
By the way, is it just me or is your writing like a theoretically perfect Terran game versus a not-so-theoretically perfect Protoss game? Solution, Protoss needs a buff.
@@wgacrazy8245 there's a reason protoss don't build templars. Vikings have far too much HP and do not clunk up like some other units do and can easily move out of storms. You also forget to mention that storm has 9 range while EMP has almost 12 range. Making templars completely useless.
Have you ever considered that protoss don't build templars since the ghost buffs for a reason ? Because they are just not viable. I'm a GM as both protoss and Terran on both EU and KR. Terran is heavily favored in TvP as of right now.
Also colossus used to be good against marauders too, but blizzard tried nerfing them by giving them bonus vs light (which is the same damage they used to have against everything) and reducing their normal damage. Protoss needs a buff, if you think that Terran is not too strong in TvP then you must be terribly biased or low skilled (no offense but if you can't see the imbalance even when Terran pros mention it you either are super biased or bad at the game).
In a perfect scenario protoss always loses, in an equal scenario protoss loses, the only way for protoss to win is for the Terran to make terrible mistakes.
Disruptor is the only viable form of AOE in late game due to EMP and Vikings being that good. While also being bad because liberators are very good at zoning them out. This leaves protoss with no viable form of AOE and just bad gateway units.
Also skytoss is not a thing since marines and Thors exist.
@@ludovicgomessilva404 EMP has range 10, like feedback, the supposed counter has. So skill and speed are what matter here. Just the outer edge of the AOE has somewhat range 12 (IMHO 11,5 after nerf AOE from 1,75 to 1,5 in Version 5.0.12). And EMP only negates 100 energy (and 100 shield). For a High Templar with 100 - 200 energy, 2 EMP are necessary. And using this ingame on purpose is also very hard, because the outer edge is not shown (iirc range 10 is shown) and also you can't hit multiple units on outer egde. I'm pretty sure you forgot all this on purpose, because it doesn't fit your point of view.
Protoss players definitely train High Templars too to counter large blobs of anything. Hero for example build them in this series. He just didn't use them in maximum efficency, so they got hit with EMP and/or killed. One reason he lost. The same reason protoss build disruptor, to counter large blobs of anything on ground and/or zoneing. It's not a free pass to victory, but storm can work. GM in toss and terran in EU and KR? If true, than honest congrats on that. But still, Storm can work and is definitely a possibility. IMHO anyone who ignores this possible tool/ability shouldn't actually complain.
"Also colossus used to be good against marauders too, ..."
-> Oh yes, the good old times. 🤣 And Yamato could destroy void rays and photon cannons with a single use. All was changed for a reason. Get used to it.
"In a perfect scenario protoss always loses, ..."
-> I'm pretty sure any professional player would disagree. In a perfect scenario, the better player wins.
Your last paragraph is again very constructed and hard to be discussed with view on balance and unit stats, because all is very situational. It reads like this: every Terran unit is always in the right place at the right time and Protoss is always caught out of position. So I'll just say it again: a theoretically perfect Terran game versus a not-so-theoretically perfect Protoss game? Solution: Protoss needs a buff.
I wish herO had won so all the Toss players would finally shut the f' up about Protoss being underpowered.
Check out the comments about how imba vikings and mules are. Some really weird people come out of the woodwork and say the balance council sucks without realizing Her0 played like trash after game 2.
I almost laughed a few times when Harstem praised Her0 for great micro and comeback, and Maru just goes, "Oooh, im just better, though!" and immediately wins.
To be fair that's one guy spamming multiple comments complaining
@@nachoboy3503because vikings are actually too good at countering colossus ? Colossus are bad as hell and get demolished by bio + ghosts. Addin the Vikings that have the same range as colossus, don't need target firing and are easy to micro you've got a unit that does it's good too well.
@@ludovicgomessilva404 Vikings is the terran HARD (!!!) counter against airunits and the colossus. It's supposed to be that strong. Colossus trade very well against anything with "light"-Attribut because it has bonus dmg vs. light and range 7+2. So marines with light-attribute and range 5 does not so good against colossus but is also bio and usually in very high quantities. Ghost only trade somehow with cloak and enough energy and no detection availible. Btw., your argument is quite contrived to support your point.
I feel so much judgement against maru here. All i hear is maru is playing bad while he is still winning. lol
get stomped protoss
hero could of won but seems he choked under pressure....best luck next year hopefully stops maru winning streak
Its so easy to tell who will win the game. If its PvT, Terran will win. If its PvZ, Zerg will win. If its PvP, Protoss will win.
ZvT?
@@ChannelMath That one can go either way. That's why I love SC2, its very unpredictable when Protoss is not involved.
Värd en kommentar!😅😢🎉😂❤❤😂😮😅😅😮🎉😂😂❤❤❤😂😮😢🎉🎉😂❤
Of course Terran won. All toss players suck.
There are 2 toss players in the top 5 of aligulac.
viking already can switch to ground mode and got no hard counter when pair with liberator or marine, why make it even more op with 12 range? bad balance council
How melted is your brain?
Viking has a range of 6 on the ground and a range of 9 in the air. Get the facts before complaining! No hard counter when Viking is paired with Liberator or Marine? You do just that, investing resources, time and actions to pair your units with other units to prevent hard counterattacks. Protoss does exactly the same thing, combining everything with Storm and/or Disruptor.
You're not just comlaining about balancing just because Protoss lost, are you? You're better than that, or am I wrong? 😄😆
@@wgacrazy8245storm + disruptor is seriously underpower by the massive range of viking+liberator. bring up a few ghost that cloak+snipe high templar with ease, 1 click delete. while storm vs emp is just a bad comparison. u expect 8 storm which need plenty of micro and time on viking that can move around and still not dying, repairable. while emp just 1 cast and every protoss unit almost half hp, 1 click within split of a second, more op than DoT. owh wait thats not all, terran also can strip armor too and the caster got a leeway with cloaking lmao
@@suzukaiv5987 Is it just me or is your writing/argument like a theoretically perfect Terran game versus a not-so-theoretically perfect Protoss game? Solution, Protoss needs a buff. 😁😉 I'm sure you're aware of how Protoss can counter everything you mentioned. I would be surprised if not.
"terran lose 210 minerals for scan (from mule)" is just a bad thing to say.
-A mule is just another unfair advantage of terran, what does warrant terran to have have mule with just mana
-scan is just a trade from an advantage to just get another advantage lol. it read as nothing to lose, u ditch ice cream just to get pop corn, nothing to lose
-protoss hallucination requires supply to maintain, actual mineral and gas, and no detection, and shade has no detection and short radius
-scan is the laziest design in the game, 1 click to cast and cannot be killed, while other races always risk time+micro+mineral+gas lol
-u dont say scan cost 210 mineral, there is no mineral decuction from scan, u can get that those 210 by just mining mineral fairly like other races. u might want to say scan cant make me farm super fast mineral without making a new scv or supply depot temporarily 😂
what does warrant for terran to have all this imbalance things
This 100% has to be a troll account. That or you're so low MMR, you have no rank.
"A mule is just another unfair advantage of terran, what does warrant terran to have have mule with just mana" -> Let's talk about Chrono Boost, Strategic Recall and Battery Overcharge.
"what does warrant for terran to have all this imbalance things" -> That Zerg and Protoss also have "unbalanced things" (to use your words, I prefer abilities).
You're not just comlaining about balancing just because Protoss lost, are you? You're better than that, or am I wrong? 🤣😂
if mules didn't exist then terran would be unable to play macro games, because protoss has chronoboost and zerg has injects, which allow both those races to boost their economy.
Additionally, terran can use their orbital energy to scan instead of dropping mules, just like protoss can use their nexus energy to overcharge batteries and zerg can use their queens for spreading creep instead of injecting.
Basically, mules exist in another capacity in both other races, so I don't see why only terran shouldn't have them
@@onyxfinger7431 chronoboost is a lot below than flexi mule/scan, when protoss units in general required longer time to produce, and chronoboost, after a situation where ur probe massively lost, still need money to replace, while a bunch of mule can recover terran immediately after lost, over 1 sec cast, does chronoboost allow u to make probe in 1 sec?
overcharge battery benefit weight only so little when terran abuse it with emp, negative armor, stim pack and many high 1 shot dmg artileries lol
@@onyxfinger7431 also dont forget that terran scvs are used to build buldings for a long time during the game which puts terran very far behind in eco which is why the mule is there to compensate