Even I know that Barracks should have kept to 1 starport and massed turrets in that position. Getting so delayed like that in the early game is a recipe for getting pwned by mutas. I would have gone for 1 port valks and turrets there.
2port vessel feels like a mistake sometimes these days. Looks great when it works but looks like a real waste when it doesn't. Even when it's ontime sometimes Z are just too good at splitting
He didn’t say it but the majority of the muta damage was done before the upgrade came online. Like the upgrade only came up after Spire wiped out the rally point marine squad in Barracks’ base.
Wasnt Terran miles ahead of the zerg? I dont get it, why would Arty consider Zerg having a advantage... Zerg gets much later Mutalisk, has some hydra left + den, so faster Lurkers possible. But the Terran has Stim and Range finished, +1 for bio is nearer to finish. Tech starts same time as first mutalisk. Zerg has less drones and 3rd base not online. Terran has maybe less scvs...
2:55 What are some examples of Terran strategies that aren't feasible for slower pros/semipros? Are some strats just not good at all without like 400 apm, or are they just less optimal?
@@WisecrackJax Like you can't go for SK Terran as a professional without 400 apm, or just at all? It seems like people build M&M and vessels at all levels of play with some success.
If you have < 100 APM, then try to wall of your choke and sending a Marine/SCV attack force at 4 minutes to punish an early 3rd or build an offensive bunker at the natural. As a Terran it's crucial to time an early attack before the Zerg can get Mutas or Lurkers out, or before Protoss can get DTs out (or before they warp in their 3rd gateway). If you don't like rushing, then the next best strategy is to go Turtle Terran. Put bunkers and turrets next to your command centers and refineries to protect your economy until Tanks come out... then just build bunkers and turrets across the map until you push your tanks to the enemy's base. Most players will probably say I'm wrong and that you should invest the money that would go into bunkers and turrets into Vultures... but Vultures are what I consider a "high APM" unit that requires a lot of your attention to effectively manage (for scouting, harassing, drive-by shooting, spider mining, etc.). Turrets and tanks reinforced with bunkers doesn't require much APM. Yeah... yeah... Dark Swarm and Plague.... but just dump more firebats into the bunkers and get Sci Vessels out to Irradiate the Lurkers and Defilers.
You dont know how much I've missed these Artosis. Thanks for the uploads!
Happy to have you back at it, RT!
i love the hydra play so much, seeing them get some real work done in an unfavorable matchup like this was a treat
Terran building vs Zerg building les goo
To answer the thumbnail: yes, it's worth it!
When Artosis is casting he actually sound sane, not so much when playing :D
No GG in the end!
he did. It just doesnt show chat in these replays
@@TriDevious Yeah, but I don't understand why. Replays preserve in game chat messages. I don't understand why these replays don't.
Thank you for bringing these back!
Never stopped believing that he would come back.
Even I know that Barracks should have kept to 1 starport and massed turrets in that position. Getting so delayed like that in the early game is a recipe for getting pwned by mutas. I would have gone for 1 port valks and turrets there.
You can't do that in SC2, the way you can micro manage and do shenanigans to stay alive in what looks like a sure defeat
"Barracks makes it into ASL every single year" Artosis just jinxed Barracks didn't he lol
@7:06 "I like it for Spire here...Because he can go spire...HEUHEUHEUHEU" XD I chuckled too Arty hahaha
proving once and for all that {building} is better than [building]
2port vessel feels like a mistake sometimes these days. Looks great when it works but looks like a real waste when it doesn't. Even when it's ontime sometimes Z are just too good at splitting
what an exciting game!
Barracks vs Spire should be PvP:)
Oh nice!! hes back
so sick
Spire went for quick air attack upgrade.. arty totally missed that
He didn’t say it but the majority of the muta damage was done before the upgrade came online. Like the upgrade only came up after Spire wiped out the rally point marine squad in Barracks’ base.
Wasnt Terran miles ahead of the zerg? I dont get it, why would Arty consider Zerg having a advantage...
Zerg gets much later Mutalisk, has some hydra left + den, so faster Lurkers possible. But the Terran has Stim and Range finished, +1 for bio is nearer to finish. Tech starts same time as first mutalisk. Zerg has less drones and 3rd base not online. Terran has maybe less scvs...
nha, the terran lost a lot of mining time, units and some scv's.
theres some weird tiling issue with those remastered sand tiles
So good to see finally Terran loses, the Zerg micro has to be 10x faster than Terran to stand a chance.
Is there a resource penalty for cancelling a structure?
2:55 What are some examples of Terran strategies that aren't feasible for slower pros/semipros? Are some strats just not good at all without like 400 apm, or are they just less optimal?
SK Terran
@@WisecrackJax Like you can't go for SK Terran as a professional without 400 apm, or just at all? It seems like people build M&M and vessels at all levels of play with some success.
Wraiths in any matchup need perfect control to be worth it
If you have < 100 APM, then try to wall of your choke and sending a Marine/SCV attack force at 4 minutes to punish an early 3rd or build an offensive bunker at the natural. As a Terran it's crucial to time an early attack before the Zerg can get Mutas or Lurkers out, or before Protoss can get DTs out (or before they warp in their 3rd gateway). If you don't like rushing, then the next best strategy is to go Turtle Terran. Put bunkers and turrets next to your command centers and refineries to protect your economy until Tanks come out... then just build bunkers and turrets across the map until you push your tanks to the enemy's base. Most players will probably say I'm wrong and that you should invest the money that would go into bunkers and turrets into Vultures... but Vultures are what I consider a "high APM" unit that requires a lot of your attention to effectively manage (for scouting, harassing, drive-by shooting, spider mining, etc.). Turrets and tanks reinforced with bunkers doesn't require much APM. Yeah... yeah... Dark Swarm and Plague.... but just dump more firebats into the bunkers and get Sci Vessels out to Irradiate the Lurkers and Defilers.
@@EebstertheGreat Lol, light doesnt have 400 apm doing Sk Terran ...
❤❤❤❤
Spoiler:
Could barracks have killed the hatch if he targeted it down?
Said it in a previous video, but the Terran bio micro was horrible. Players just aren't as good as they were in the 2000's.
: )
No GG
The title didn't mean what I thought it meant before clicking.