I always find it really interesting that there are some players that seem to get a ton of efficiency from their units and play very well from behind. Every trap and dark game I see, they seem to be consistently down on workers and tech. When you go to the resources lost tab you often see favorable/even trades vs Terran. Whereas the rest of the pro players seem to take the L on resources lost and opt for faster macro vs Terran.
ahh psystorm my fave toss ability. never forget a 3v3 i played; the other team was 3 zerg and we scouted they were going mass hydras. easy to counter if you see it coming; too easy, i thought, they gotta be tricking us. but they weren't. my contribution to the battle of six armies was mass templar/colossus and we evaporated them. it was beautiful watching those psystorms swirl off and their health bars melting to red then nothing.
It might be the case, that lower unit counts and less income is easier to manage in the back of your mind, so you don't get overwhelmed. Don't know if this was the case here, but it certainly seems like it.
The replay speed was definitely off in at least the second game. You can see all the units waddling way too quickly and the shooting animations look weird aswell…
Protoss suffer from terrans default bonus layout, however, building tempest for the soul purpose of sniping marauders instantly and possibly tanks... is worth it, I Think its 3 tempests... simply as a micro bundle for aiding your protoss retreats... and vexing out those marauder high counts and tank positions, they do fairly good on viking hits for protecting your collosus... zealots... did bonus to bio.... force an alterantvie mech play.. .but warp in causes problems.. meh
In game 2, you say collosus isnt a viable transition because of healty medivac count, but what can protoss build? Templars are even worse, storm does nothing against high Ghost count, unless you want to try to transition to air, but that is even harder to make than collossus . Protoss are just dead once Terran either counter collosus or Templar early, then get their ghost/viking count up, then protoss should just give up, protoss have nothing to counter terran at late game, while terran have all the answers to protoss.
@@iamimbisile Really, you saying Pro players have a skill issue??? look at the game, and pls tell me what Trap can do to counter the terran army. YOU are a moron!!! go back to your silver league.
@@talesseed Disruptors are a joke, how often do disruptors actually do something in a pro game? 1 in 10 games? 1 in 20 games? and even if they hit, its not game ending, like the 1 EMP Terran can land on the protoss army, which is instant btw, and the just melts the protoss army.
Well, disruptor damage is instant but easier to dodge than EMP. Also, yes, pros land disruptor shots. Even when they miss, forcing stims is a major part of the matchup, and disruptor novas are a consistent way to do it
Been thinking again... the old emp, you had to target a unit... and the emp would do splash damage.. so it had a higher decay,,, the emp of hgosts is jsut liek a flat power slap... hmmm higher fall off? then again its only a 2 supply cost unit.. with the old animation, I htink burrowing nad invisble could cause it ot fizzle...
The only channel that doesn't discriminate against creatures of the sea.
I always find it really interesting that there are some players that seem to get a ton of efficiency from their units and play very well from behind. Every trap and dark game I see, they seem to be consistently down on workers and tech. When you go to the resources lost tab you often see favorable/even trades vs Terran. Whereas the rest of the pro players seem to take the L on resources lost and opt for faster macro vs Terran.
ahh psystorm my fave toss ability. never forget a 3v3 i played; the other team was 3 zerg and we scouted they were going mass hydras. easy to counter if you see it coming; too easy, i thought, they gotta be tricking us. but they weren't. my contribution to the battle of six armies was mass templar/colossus and we evaporated them. it was beautiful watching those psystorms swirl off and their health bars melting to red then nothing.
always love your casts harstem, thanks!
Sick reaper patrol in third game scout :o
It might be the case, that lower unit counts and less income is easier to manage in the back of your mind, so you don't get overwhelmed. Don't know if this was the case here, but it certainly seems like it.
Trap is my hero!
Hero is not.. my hero.. weird!?
The replay speed was definitely off in at least the second game. You can see all the units waddling way too quickly and the shooting animations look weird aswell…
Deep sea baby
Protoss suffer from terrans default bonus layout, however, building tempest for the soul purpose of sniping marauders instantly and possibly tanks... is worth it, I Think its 3 tempests... simply as a micro bundle for aiding your protoss retreats... and vexing out those marauder high counts and tank positions, they do fairly good on viking hits for protecting your collosus... zealots... did bonus to bio.... force an alterantvie mech play.. .but warp in causes problems.. meh
In game 2, you say collosus isnt a viable transition because of healty medivac count, but what can protoss build? Templars are even worse, storm does nothing against high Ghost count, unless you want to try to transition to air, but that is even harder to make than collossus . Protoss are just dead once Terran either counter collosus or Templar early, then get their ghost/viking count up, then protoss should just give up, protoss have nothing to counter terran at late game, while terran have all the answers to protoss.
Disruptors I guess
Skill issue
@@iamimbisile Really, you saying Pro players have a skill issue??? look at the game, and pls tell me what Trap can do to counter the terran army. YOU are a moron!!! go back to your silver league.
@@talesseed Disruptors are a joke, how often do disruptors actually do something in a pro game? 1 in 10 games? 1 in 20 games? and even if they hit, its not game ending, like the 1 EMP Terran can land on the protoss army, which is instant btw, and the just melts the protoss army.
Well, disruptor damage is instant but easier to dodge than EMP. Also, yes, pros land disruptor shots. Even when they miss, forcing stims is a major part of the matchup, and disruptor novas are a consistent way to do it
Been thinking again... the old emp, you had to target a unit... and the emp would do splash damage.. so it had a higher decay,,, the emp of hgosts is jsut liek a flat power slap... hmmm higher fall off? then again its only a 2 supply cost unit.. with the old animation, I htink burrowing nad invisble could cause it ot fizzle...
What the f is happening with the dislikes?
probably bots. this hapened on a few other videos that got cleaned up after a few days. no shot Harstem gets that many dislikes.
im glad this has 855 dislikes XD
I think they're bots tbh