Man I just gotta say Lowko, I would have given up on keeping up with SC2 if it weren’t for you. Your enthusiasm and effort are top notch. I truly hope the game gets a solid comeback and you are rewarded for sticking it out this long.
A few years ago I repented to God then Prayed for help, "I was until then an Atheist." I then had a dream of Jesus coming before God and he spoke of the Tabernacle in Perfect context, "A word I didn't know existed.", and what I felt from Jesus when I Held him was unlike Anything I've Ever felt before - A Lifetime of Love Every Second - It brought me to Sobbing and it changed my life, Forever. I've had Many experiences since, "Several witnessed". A voice Spoke Clearly into my ear, "Go Visit Your Father Today.", hours before he passed. When I prayed if I could leave this world my body spoke a word Without My Permission I Never Heard Before, "Malarkey". Hours before a major surgery a Bright orb of light Passed across my face. God and Jesus ARE real! Truly Love God & Everyone! I believe Prayer, Following God's laws & Love is the answer, and through that, Truly becoming Humble, Merciful, Welcoming, Giving, Gentle, Respectful, Compassionate, Patient, Kind and Forgiving, To All.
Hey Lowko, I feel like you're forgetting how HT work. They're slower than vipers, and aren't flying units. This means that HTs get stuck on other ground units, which also means they often aren't at max speed, and have to accelerate to top speed (making them even slower to react!). HTs are also fairly squishy, and are really easy to kill with lurkers existing in range, and can be focused fired down fairly quickly, meaning they have to stay further back during an engagement. It's pretty unreasonable to expect HT to be able to catch the vipers when zerg dictates the spellcaster engagement (4.13 move speed vs 2.2 of HT, flying, 150hp vs 80hp; Viper's want to dip in to drag an expensive unit) due to a difference of 1 casting range. HT rarely get a feedback on the viper at all, let alone before the viper gets to cast. This isn't taking into account any terrain, where HT will quickly get stuck behind the ground army. Your commentary makes it sound like HT can cast while in a warp prism, when in reality HT are the clunkiest of the race spellcasters (HT, Ghost, Viper/Festor)
I mostly agrees with you. It kinds of remind of the problem we had with the zealot. Before they buff the movespeed of the zealot it was a terrible unit that was often place behind your units when you want it the front Late game protoss armies are slow. Awfully slow. The only thing that is slower is the heavy mech comp of terran with heavy siege tanks and thors. Which means when you use that late protoss army you better chose wisely where you place yourself cause you have little tools to replace yourself and respond
I think lowko’s main point originally was that the mothership should stay by the High Templar for protection not that the high Templar should chase the viper. He was thinking proactively not reactively. Though that wouldn’t really apply to carriers as they need to be within 8 to launch interceptors anyways
Of course, however you should be controlling your High Templar in such a way that you're prepared for the inevitable Vipers. Rather than waiting for the Zerg to abduct, you should be expect them to come in when you move out. You can't catch all of the Abductions before they land, but you can certainly snipe a lot more with Feedback than Stats did in this game
That final game was an absolute beauty. I have no idea how the players kept up, and I have no idea how you managed to follow the action as well as you did! Great cast, thanks for the video! :)
The Carriers should move back and the High Templar should move slightly forward. Not into the Lurker range, but the Vipers should definitely be expected here.
Thanks for casting this series! I only caught a glimpse of it live, but after seeing the matches of that group, I wanted to check it out for sure... you did not disappoint, top notch casting as always
My analysis of the fight from 17:26 forth as a random player: At the very start (17:28) Stats moves his full army down from the top of the ramp to kill the hydra on the tower. Seeing the hydra on the tower, it can be assumed that Dark would have vipers immediately nearby, as he had vision of the army. Moving the full army down to kill it brought Stats into a dangerous position with the nearby impassible terrain naturally zoning the Templar. Also, you can see that a Templar casts feedback onto the viper that abducts the mothership. This Templar didn’t need to approach the viper to cast, as it was already in range as the abduct was casted. Conclusion-the mothership was definitely save-able. As for the main engagement (17:45 about) As the hatchery falls (17:55) Stars moves the immortals and Templar back, exposing the carriers to abduction. They were forced back by undetected lurkers, which once again were an issue at 18:05, when Stats moved forward with the ground army, as he loses the remainder of his Templar (which were in front of the immortals by a noteworthy margin). Stats ‘sieges’ the observers at 17:46, and they are only moved again to begin a retreat at 18:06. At 18:07 Stats attack moves the full army onto the exposed viper of dark, taking a fungal growth on the carriers as he does so. This fungal allows for the hydras to jump onto the carriers, and spark the immortals of Stats to reengage, achieving little before they and the carriers are move commanded away again (18:16). By reengaging, Stats loses- rather than the four carriers that were fungaled- three of the carriers and three immortals.
Watching every single player try to break Stats as he sat back and did the exact same macro play almost every single game of '17 GSL S1 was my absolute favorite. No one could break him, not even soO in his peak form. So happy he's back! 🖤
yeaaaa pogs in my neck of the woods too, one of the only toys i'm sad got tossed out of the parents' house over the years. it'd be a fun nostalgia trip to look through the designs again.
I think, generally speaking, you cannnot move templar infront of carriers, because they will just melt to the lurkers, so you need to push with carriers and templar at the same time. Or clear the lurkers with the carriers first. The problem is because of the templars movement speed, its slower then the carrier, so when the carrier approaches, the templar lags behind even if you push with both at the same time. You will never be able to hit a feedback if you dont have vision of the vipers. Vipers move much faster then both carriers and templar, meaning they dictate the pacing of the game. and abducting over crevisses is much better then fighting a maze of ground concaves and ramps with a slow unit. Added to that the carrier is a big unit, abducting it is easy because clicking it is easy because of its units size, same with mothership. if you are slowpushing 1 hex at a time with a templar infront so the hitbox is infront of the carriers only then can you feedback from the actuall 12 range. not when both units are centered at the same position, the carriers hitbox is much larger, while the templars hitbox slides right in the center of the carriers. The viper has the range benefit then. Lurkers can siege and unsiege, have relative to the carrier and templar, fast movement. and seeing you need detection to kill them, you need to revelate, use observers, while also taking into account where the vipers are. Avoid static defense and hydras with both oracles and observers. While also maintaining map control for any fast ling runbys happening. If the viper user is active with them, so should the templar by feedbacking and revealing them with oracles. However, if the viper user bunkers behind lurkers, high templar just cant get close nor can they escape, they need a prism for that. Sadly vipers can also get prisms filled with templar, And suiciding even one, is not cost efficient because templars feedback dont kill (anymore!!!!) It will just trade vs energy vs a unit that can gain faster energy. And then you get the scenario where you first need to clear lurkers (even if they have slightly less range then high templars feedback) with carriers, Marching carriers infront of the templar to make sure the templar dont die to lurker spines. THEN the vipers get lots of abducts off by suddenly appearing, wich forces the protoss user to move the templar to the front. wich results in either the vipers to kite back faster making the high templar walk into the lurkers. or getting an abduct off. What could remedy this problem is making the hitbox of the templar bigger, increasing the range of feedback also helps. But most importantly. Feedback should have its DPS nerf reverted.
@lowkotv @20:00 I think it would be cool if u could specialize spellcasters. Like u mentioned +1 feedback range could be easy a researchable Upgrade. If u face Zerg and u need it, research it for the bit extra range vs other races u don't need it skip upgrade.
Lowko: Maxed late game protoss army w/o HT dies to literally anything -which is true- Also Lowko: I don't think there's a balance issue, it's just that the prince of Denmark doesn't play offline...
Lowko you missed that in the last game stat's knocked out the hive so dark had no detection left for stat's mother ship push towards the end 😇 can you recast 😂 such a good game. Great cast as always yeww!
42:40 "That's really all that Stats needs; he just needs Time". Wait, Stats going to tag-team Time in to fight vs Dark? Who will Dark tag-team with? Maru?!
Very curious on how stasis ward might be a viable defense against locusts. The locusts depend on mass bombing into position, which is perfect for trapping a ton at once, and im pretty sure they time out while stasis'd. One could potentially destroy a whole wave with a few well placed wards.
tazos! we play with them in Guatemala. They come in small chip bags. The ones I had were mostly Dragonball Z. I think they used to be metal or plastic but the ones I had were cardstock.
Biggest problem with Protoss late game would be a super strong reliance on High Templars which is not the strongest spellcaster in the game. More range on FB would be nice, better than more HP. Another suggestion might be more move speed for the HT. So they wont lag around that much. They could also buff other units but I'm not sure what unit would contribute the most to Protoss late game the most if buffed without destroying the game. I honestly believe the mothership should be immune to viper abductions but thats my Protoss bias speaking.
Flippos, here is Canada we called them Pogs. Little circular pieces of cardboard, or plastic and in rare cases metal. You would stack then and wager your pog against the other players.
Imo the high templer can't reach the viper with feedback because of the lurker in front, wich kills the high templer before they are in range of the viper. Hard to judge there is minimal time to close the gap and get away alive
Regarding reaction times and age. In fighting games one of the best players for street fighter Daigo Umehara is 42 years old and his reactions are still on point for what you'd expect from a top level player in street fighter. So honestly I think the whole too old for competetive video games is just a myth.
I love looking at these games you cast, but I have a question. I play this game casually from time to time, but I want to learn how to actually play. Is there a very good video how to play each race and why? i cant seem to find it. I always wonder how people know how to play and what not to play
when it comes to build orders and strategies copy from pro gamers and things like micro/macro/multitasking is something you have to learn by simply playing a lot and trying to always improve something in your playstyle (for example once you are comfortable with controlling main army and production, add a new control group for smaller run by army)
there is an argument to be made for the swarmhost to act as a mid game harassmentunit similar to the reaper (since locusts can scale cliffs) vs it being a swarm-siege unit when you already have the lurker for siege ... does it make sense what i´m saying?
Lowko Cabal Member confirmed... also, I understand why Dark rebuilt his army in the first game- if he hadn't he'd have been dead meat if Stats had happened to attack maybe restoring High Templar's feedback to full damage might be an option?
recently i have been returning to lowko's channel to find out that i have already watched the game on winter's channel. is lowko slow? idk. i watch both casts of the game anyway
o toss nao se arrisca tanto pq ele pode puxar todas as unidades o tempo todo, zerg tem que se matar procurando uma brecha para atacar alguma base o jogo todo, baita controle dificil
Man I just gotta say Lowko, I would have given up on keeping up with SC2 if it weren’t for you. Your enthusiasm and effort are top notch. I truly hope the game gets a solid comeback and you are rewarded for sticking it out this long.
Game of the month! Not game of the year oh no lowko you have created a whole new click bait monster!😂
A few years ago I repented to God then Prayed for help, "I was until then an Atheist."
I then had a dream of Jesus coming before God and he spoke of the Tabernacle in Perfect context, "A word I didn't know existed.", and what I felt from Jesus when I Held him was unlike Anything I've Ever felt before - A Lifetime of Love Every Second - It brought me to Sobbing and it changed my life, Forever.
I've had Many experiences since, "Several witnessed".
A voice Spoke Clearly into my ear, "Go Visit Your Father Today.", hours before he passed. When I prayed if I could leave this world my body spoke a word Without My Permission I Never Heard Before, "Malarkey". Hours before a major surgery a Bright orb of light Passed across my face.
God and Jesus ARE real! Truly Love God & Everyone!
I believe Prayer, Following God's laws & Love is the answer, and through that, Truly becoming Humble, Merciful, Welcoming, Giving, Gentle, Respectful, Compassionate, Patient, Kind and Forgiving, To All.
Love SC/2, figured I'd share my testimony here anyway~
We need one of those a week, to keep with the tradition.
@@polca4love And then "game of the week" every other day... 😜😅
Hey Lowko, I feel like you're forgetting how HT work.
They're slower than vipers, and aren't flying units. This means that HTs get stuck on other ground units, which also means they often aren't at max speed, and have to accelerate to top speed (making them even slower to react!). HTs are also fairly squishy, and are really easy to kill with lurkers existing in range, and can be focused fired down fairly quickly, meaning they have to stay further back during an engagement.
It's pretty unreasonable to expect HT to be able to catch the vipers when zerg dictates the spellcaster engagement (4.13 move speed vs 2.2 of HT, flying, 150hp vs 80hp; Viper's want to dip in to drag an expensive unit) due to a difference of 1 casting range. HT rarely get a feedback on the viper at all, let alone before the viper gets to cast. This isn't taking into account any terrain, where HT will quickly get stuck behind the ground army. Your commentary makes it sound like HT can cast while in a warp prism, when in reality HT are the clunkiest of the race spellcasters (HT, Ghost, Viper/Festor)
I mostly agrees with you.
It kinds of remind of the problem we had with the zealot. Before they buff the movespeed of the zealot it was a terrible unit that was often place behind your units when you want it the front
Late game protoss armies are slow. Awfully slow. The only thing that is slower is the heavy mech comp of terran with heavy siege tanks and thors.
Which means when you use that late protoss army you better chose wisely where you place yourself cause you have little tools to replace yourself and respond
Lowko zerg bias is strong in this cast.
I Totally Agree with you man!
I think lowko’s main point originally was that the mothership should stay by the High Templar for protection not that the high Templar should chase the viper. He was thinking proactively not reactively. Though that wouldn’t really apply to carriers as they need to be within 8 to launch interceptors anyways
Of course, however you should be controlling your High Templar in such a way that you're prepared for the inevitable Vipers. Rather than waiting for the Zerg to abduct, you should be expect them to come in when you move out. You can't catch all of the Abductions before they land, but you can certainly snipe a lot more with Feedback than Stats did in this game
18:12 lowko not mentioning the microbial shroud at first sight had me flabbergasted 😂😂
That final game was an absolute beauty. I have no idea how the players kept up, and I have no idea how you managed to follow the action as well as you did! Great cast, thanks for the video! :)
High templar at 18:00 couldnt approach the vipers cause they just melted instantly from the lurkers
The Carriers should move back and the High Templar should move slightly forward. Not into the Lurker range, but the Vipers should definitely be expected here.
40:19 "It's a small thing, easy to forget." "That's what she said" :d
🤣🤣🤣🤣🤣
I'm glad someone else noticed that too!
Thanks for casting this series! I only caught a glimpse of it live, but after seeing the matches of that group, I wanted to check it out for sure... you did not disappoint, top notch casting as always
With Lowko, every game is the best game
My analysis of the fight from 17:26 forth as a random player:
At the very start (17:28) Stats moves his full army down from the top of the ramp to kill the hydra on the tower. Seeing the hydra on the tower, it can be assumed that Dark would have vipers immediately nearby, as he had vision of the army. Moving the full army down to kill it brought Stats into a dangerous position with the nearby impassible terrain naturally zoning the Templar. Also, you can see that a Templar casts feedback onto the viper that abducts the mothership. This Templar didn’t need to approach the viper to cast, as it was already in range as the abduct was casted.
Conclusion-the mothership was definitely save-able.
As for the main engagement (17:45 about)
As the hatchery falls (17:55) Stars moves the immortals and Templar back, exposing the carriers to abduction. They were forced back by undetected lurkers, which once again were an issue at 18:05, when Stats moved forward with the ground army, as he loses the remainder of his Templar (which were in front of the immortals by a noteworthy margin). Stats ‘sieges’ the observers at 17:46, and they are only moved again to begin a retreat at 18:06.
At 18:07 Stats attack moves the full army onto the exposed viper of dark, taking a fungal growth on the carriers as he does so. This fungal allows for the hydras to jump onto the carriers, and spark the immortals of Stats to reengage, achieving little before they and the carriers are move commanded away again (18:16). By reengaging, Stats loses- rather than the four carriers that were fungaled- three of the carriers and three immortals.
Surprising it isn't 'Series Of The Year?"
That was a beautiful series! :)
Thanks for casting. ^^
Motorship 🗿
Stats is on fire recently
Hurray, literally been sitting here waiting for your upload haha. Thank you!
Pure, absolute, unadulterated thrills for the prodigal son, Stats
Holly molly, this was epic, especially the last game. 😲
THAT LAST GAME FROM STATS IS SO BEAUTIFUL!!!! THE WALL OF AIUR IS BACK!!!!!
Watching every single player try to break Stats as he sat back and did the exact same macro play almost every single game of '17 GSL S1 was my absolute favorite. No one could break him, not even soO in his peak form. So happy he's back! 🖤
He’s back baby!! I’m so happy to see STATS playing at this level again.
Oh My God!!! Thanks for that great victory!
Stats leaving behind high templar in a prism on that recall in game one was 500 iq. Although it might not have even been intentional.
Spectacular series. All 3 games were great
Flippos = Pogs
wow, what a rollercoaster o.O
50:25 Thats exactly the kind of thing I would fret about too
insane games, that gave 2012 SC2 chills
THE SHIELD OF AIUR!!!🛡️
FOR THE KHALA!!!!🔥🔥🔥
danke, mach weiter so! toller cast, tolles match.
one of the best games I watched in a while :)
Our flippos were called pogs, they were made out of different stuff too like dense cardboard
yeaaaa pogs in my neck of the woods too, one of the only toys i'm sad got tossed out of the parents' house over the years. it'd be a fun nostalgia trip to look through the designs again.
Great Video Lowko Thank you!
Just watched this on GSL and was thinking you need to cast this series. This was an amazing series. Games of the year for me so far!
Series of the year absolute banger!
I don't even play sc2 anymore but it feels I didn't finish my day without watching your vid lowko👍
27:50 Me closing my 40s: I should probably start digging my grave.
my god, the patience from Stats in that last game. So good
If you wouldn't "roast" Stats in the previous cast, we probably wouldn't see this awesome game on your channel. So good job, Lowko!👍
Tazos is in Spanish for the flat things that you can flip. They came in the chip bags, I had a whole cabinet full of them,
great series no clickbait!
Regarding the templar critique. If he moves the templars closer they just get shredded by the lurkers.
Incredible games, I think those were risky decisions by Stats, but they worked out beautifully.
I think, generally speaking, you cannnot move templar infront of carriers, because they will just melt to the lurkers, so you need to push with carriers and templar at the same time. Or clear the lurkers with the carriers first. The problem is because of the templars movement speed, its slower then the carrier, so when the carrier approaches, the templar lags behind even if you push with both at the same time.
You will never be able to hit a feedback if you dont have vision of the vipers. Vipers move much faster then both carriers and templar, meaning they dictate the pacing of the game. and abducting over crevisses is much better then fighting a maze of ground concaves and ramps with a slow unit.
Added to that the carrier is a big unit, abducting it is easy because clicking it is easy because of its units size, same with mothership. if you are slowpushing 1 hex at a time with a templar infront so the hitbox is infront of the carriers only then can you feedback from the actuall 12 range. not when both units are centered at the same position, the carriers hitbox is much larger, while the templars hitbox slides right in the center of the carriers. The viper has the range benefit then.
Lurkers can siege and unsiege, have relative to the carrier and templar, fast movement. and seeing you need detection to kill them, you need to revelate, use observers, while also taking into account where the vipers are. Avoid static defense and hydras with both oracles and observers. While also maintaining map control for any fast ling runbys happening.
If the viper user is active with them, so should the templar by feedbacking and revealing them with oracles. However, if the viper user bunkers behind lurkers, high templar just cant get close nor can they escape, they need a prism for that.
Sadly vipers can also get prisms filled with templar, And suiciding even one, is not cost efficient because templars feedback dont kill (anymore!!!!) It will just trade vs energy vs a unit that can gain faster energy.
And then you get the scenario where you first need to clear lurkers (even if they have slightly less range then high templars feedback) with carriers, Marching carriers infront of the templar to make sure the templar dont die to lurker spines.
THEN the vipers get lots of abducts off by suddenly appearing, wich forces the protoss user to move the templar to the front. wich results in either the vipers to kite back faster making the high templar walk into the lurkers. or getting an abduct off.
What could remedy this problem is making the hitbox of the templar bigger, increasing the range of feedback also helps. But most importantly. Feedback should have its DPS nerf reverted.
Great series!
Really fun games, super defensive Protos is crazy to watch.
ahh, a perfect Dark and Stats game with some leftover popcorn :D
I think Dark and Classic are the ones that figth till the end like no one else. I like that from them
Just happy to see another protoss player competing
is the "Motership" a new unit?
@lowkotv @20:00 I think it would be cool if u could specialize spellcasters. Like u mentioned +1 feedback range could be easy a researchable Upgrade. If u face Zerg and u need it, research it for the bit extra range vs other races u don't need it skip upgrade.
wow, what a nail biter! Flawless game by stats.
Rare protoss W, heartwarming!
Now here's the paradox: Watching the match for all the marbles made me lose my marbles!
12:50 - my eyes rolled. That was rude.
I am from Argentina and here the "tazos" were pretty popular in the school too. Kinda crazy being on such a different part of the world 😂
Lowko: Maxed late game protoss army w/o HT dies to literally anything -which is true-
Also Lowko: I don't think there's a balance issue, it's just that the prince of Denmark doesn't play offline...
gfg stats, awesome cover @lowko
Lowko you missed that in the last game stat's knocked out the hive so dark had no detection left for stat's mother ship push towards the end 😇 can you recast 😂 such a good game. Great cast as always yeww!
Happy birthday to your dad Lowko!
damn that last match was killer
yep best game I think I've ever seen
When you're recharging 10 times a day UA-cam to hope for lowko's video ❤🎉
42:40 "That's really all that Stats needs; he just needs Time". Wait, Stats going to tag-team Time in to fight vs Dark? Who will Dark tag-team with? Maru?!
I was born in '79. You are making me feel like dust
Very curious on how stasis ward might be a viable defense against locusts. The locusts depend on mass bombing into position, which is perfect for trapping a ton at once, and im pretty sure they time out while stasis'd. One could potentially destroy a whole wave with a few well placed wards.
tazos! we play with them in Guatemala. They come in small chip bags. The ones I had were mostly Dragonball Z. I think they used to be metal or plastic but the ones I had were cardstock.
That mothership to the main in game one was Chiefs Kiss
Stats won, not through apm, but because of his experience and positioning. the calmness and precision of those recalls won him game 3
Having your templar in front sounds like a very good way to loose them all
14:44 -20 supply for stats and that’s “good ingage for stats”
Nice!!!!
This whole day of GSL was amazing, you should definitely checkout classic vs Dark next.
Game 3 is mental. Dark is all over the place, very scary opponent
Still warm and fresh!
Power overwhelming😎
About the HT that was being talked about in the first game, maybe HT need a modest speed increase? To make them less of a nightmare to micro?
Imagine Ghosts, with only 1/3 speed, half health, no cloaking. Thats your high Templars, paper boats in desert.
Biggest problem with Protoss late game would be a super strong reliance on High Templars which is not the strongest spellcaster in the game.
More range on FB would be nice, better than more HP. Another suggestion might be more move speed for the HT. So they wont lag around that much.
They could also buff other units but I'm not sure what unit would contribute the most to Protoss late game the most if buffed without destroying the game.
I honestly believe the mothership should be immune to viper abductions but thats my Protoss bias speaking.
Do we have a list of all of Lowko's recurring characters, like Brenda?
Flippos, here is Canada we called them Pogs. Little circular pieces of cardboard, or plastic and in rare cases metal.
You would stack then and wager your pog against the other players.
48:54 in English that would be Pogs 😂 but that was more early mid 90s to my knowledge
Highly critical lowko: The gordon ramsey of starcraft. Nitpicking the fine details like a proper critique does.
Protoss should be able to make multiple motherships.
It would make Toss more dynamic.
Imo the high templer can't reach the viper with feedback because of the lurker in front, wich kills the high templer before they are in range of the viper. Hard to judge there is minimal time to close the gap and get away alive
Do ultralisk not get affected by stasis wards
By far the best mothership use since it's revamp
Templar speed being about as fast as an inch worm drives me insane
Regarding reaction times and age. In fighting games one of the best players for street fighter Daigo Umehara is 42 years old and his reactions are still on point for what you'd expect from a top level player in street fighter.
So honestly I think the whole too old for competetive video games is just a myth.
I love looking at these games you cast, but I have a question. I play this game casually from time to time, but I want to learn how to actually play. Is there a very good video how to play each race and why? i cant seem to find it. I always wonder how people know how to play and what not to play
when it comes to build orders and strategies copy from pro gamers and things like micro/macro/multitasking is something you have to learn by simply playing a lot and trying to always improve something in your playstyle (for example once you are comfortable with controlling main army and production, add a new control group for smaller run by army)
How much until the new balance patch updates?
there is an argument to be made for the swarmhost to act as a mid game harassmentunit similar to the reaper (since locusts can scale cliffs) vs it being a swarm-siege unit when you already have the lurker for siege ... does it make sense what i´m saying?
Lowko Cabal Member confirmed...
also, I understand why Dark rebuilt his army in the first game- if he hadn't he'd have been dead meat if Stats had happened to attack
maybe restoring High Templar's feedback to full damage might be an option?
recently i have been returning to lowko's channel to find out that i have already watched the game on winter's channel. is lowko slow? idk. i watch both casts of the game anyway
Is that a bug ultras don’t get hit my status?
What's a motorship
Fernando Alonso is not a fair comparison. He's really just built different
Stats is BACK back RAAAAAAAAA
Очень крутой матч! 🤩👍
is like gym.. if you skip gym for a week you feel the pain when you return
o toss nao se arrisca tanto pq ele pode puxar todas as unidades o tempo todo, zerg tem que se matar procurando uma brecha para atacar alguma base o jogo todo, baita controle dificil