When your that far behind, typically need several tanks and awkward blink pathing, most of your money should be tanks.. and a couple vikings to stem or die for the prism. CC constant pumping of scvs,, while making a third, for mules... one strat for terrran recovery, is hard walling with large hp buildings, and a very tough tank line if possible a single ghost, this delays, while yo uget up a eco machine.. at some point you ahve to move out, which you can do with multi cc and other buidlings point is to make wall and reestablish a hard tank line for tanks nad blink stalkers and get up a planetary.. at that point, it is possible, about a couple minutes prior to make the nescessary means for a come back, but its relatively hard, hwoever, ghosts and tnaks are a primary essentaily with pur maruaders... can be quite effective, if you get a 12 tank line, typically go air ,taht transition will take a moment.. if terran can keep sneaking out cc's tehy can take considerable losses, and power mine, for free.. which allows easier army transition.. Oles position is tenable, several interesting options but terran has unique advantages, of moving shop, the only problem is that all the maps constantly have ramps, so is puts terran at a disadvantage for moving out as the high ground can be used advantagious against a player, if you lose the high ground vision... The map pool should include non ramp games with more centralized ramp and island sort of positions with trenches and gulleys, making level defending a bit harder, and cna make wider entry path also. 3/3+2 8 unit entrance is fair for each race to cost effective block it... 9-12 takes larger cost and unit control... playing with the narrow corridors and entrances can spice up the games intitial strategies, offering the viewer varraible interpaly of select choices the human makes to defend or utlize those positions.
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How to recognize a pro player needs to use the restroom urgently
another great series and analysis. Thanks for sharing.
Surely it won't be a 3rd all in for game 3
Idk if I can survive 10 days without Harstem casts 🙏
I’m a simple man, I see the captain I watch the video
gg!
When your that far behind, typically need several tanks and awkward blink pathing, most of your money should be tanks.. and a couple vikings to stem or die for the prism. CC constant pumping of scvs,, while making a third, for mules... one strat for terrran recovery, is hard walling with large hp buildings, and a very tough tank line if possible a single ghost, this delays, while yo uget up a eco machine.. at some point you ahve to move out, which you can do with multi cc and other buidlings point is to make wall and reestablish a hard tank line for tanks nad blink stalkers and get up a planetary.. at that point, it is possible, about a couple minutes prior to make the nescessary means for a come back, but its relatively hard, hwoever, ghosts and tnaks are a primary essentaily with pur maruaders... can be quite effective, if you get a 12 tank line, typically go air ,taht transition will take a moment.. if terran can keep sneaking out cc's tehy can take considerable losses, and power mine, for free.. which allows easier army transition.. Oles position is tenable, several interesting options but terran has unique advantages, of moving shop, the only problem is that all the maps constantly have ramps, so is puts terran at a disadvantage for moving out as the high ground can be used advantagious against a player, if you lose the high ground vision... The map pool should include non ramp games with more centralized ramp and island sort of positions with trenches and gulleys, making level defending a bit harder, and cna make wider entry path also. 3/3+2 8 unit entrance is fair for each race to cost effective block it... 9-12 takes larger cost and unit control... playing with the narrow corridors and entrances can spice up the games intitial strategies, offering the viewer varraible interpaly of select choices the human makes to defend or utlize those positions.
ive missed the captain dearly 0:16