That mass boat card was the perfect counter to stormcallers. Free yourself from the low-mmr trap that you have to use a card the turn you get it. Missile falls off lategame and dosnt do anything to strengthen your own board. An early mass-prod card like that can give you an early direction for the game. That mass-prod Overlord card was your out to go double boat on turn 4, tripple boat on turn 5, then then get one more with chingun and mothership on turn 6 for the massive dps-spike and chaff generation they provide.
I don't like storms either, but they do add a lot of strategic decisions that wouldn't exist without them. I think it is very rewarding to improve against them.
@@conelord1984 you either get stuck dealing with them for 2-3 rounds just like it was with phoenixes or, alternatively, you're limited to starter lineups that are strong against storms there's nothing deep, rewarding or strategic about that both options are dumb, keep them in the game for "strategic decisions", I don't care, but remove them for starters, or cut the commander hp for 1k
@@sarevokmaster321 I only hope that devs are waiting to release a new ground 200 unit to replace the storms' spot, otherwise it's another case of spreadsheet balance, where them being balanced doesn't mean it's not frustrating/annoying to face them every time
I think the best use for Phantoms is to give them invis and flank with them while using beacon to avoid enemy units and go for the tower. Since they're invis until they attack, marks and other AA can't focus them from afar and opponent is forced to place units in front of them to get them out of stealth. Redeployment would allow you to get max value out of a single stealthed Phantom!
Game 1 shows why you never want to tech on round 1. Grubby desperately needed regular marksmen with thir full range against thsole early callers and pheonix but he threw it away before having any chance to she what his opponent would do.
@@Mortarion-xt9wp yes, it means: if the second tower falls while the debuff is already active, 9 seconds will be appended; this gives a total of 18 seconds debuff
@@HolgFromHell "If the debuff is active add 9sec" But let's say the first tower dies. Then six seconds later the other. Would the debuff be 15 or 18 seconds?
@@Mortarion-xt9wp then from this moment on the debuff is longing 12 seconds (= 3 + 9); i.e. in total 18 seconds (= 9 + 9) debuff time can only be decreased by increasing the level of your tower(s)
I feel like his mistake was investing in the phantoms as much as he did. They didn't do that much and sledges would have been a much better recipient for the haste module, which helps them greatly against storms. Rhino was also a weird choice against so many snipers + likely charged shot arcs. But yeah hindsight is 20/20.
Combat power is not strongly correlated with MMR. You can accumulate a lot of combat power by just playing a lot of games while your MMR stagnates. Think of MMR as an indicator for skill and combat power as an indicator of activity.
That mass boat card was the perfect counter to stormcallers. Free yourself from the low-mmr trap that you have to use a card the turn you get it. Missile falls off lategame and dosnt do anything to strengthen your own board. An early mass-prod card like that can give you an early direction for the game. That mass-prod Overlord card was your out to go double boat on turn 4, tripple boat on turn 5, then then get one more with chingun and mothership on turn 6 for the massive dps-spike and chaff generation they provide.
they really should remove storms as a starter
I don't like storms either, but they do add a lot of strategic decisions that wouldn't exist without them. I think it is very rewarding to improve against them.
Me and my friend have been saying this since games release
@@conelord1984 you either get stuck dealing with them for 2-3 rounds just like it was with phoenixes
or, alternatively, you're limited to starter lineups that are strong against storms
there's nothing deep, rewarding or strategic about that
both options are dumb, keep them in the game for "strategic decisions", I don't care, but remove them for starters, or cut the commander hp for 1k
@@sarevokmaster321 I only hope that devs are waiting to release a new ground 200 unit to replace the storms' spot, otherwise it's another case of spreadsheet balance, where them being balanced doesn't mean it's not frustrating/annoying to face them every time
Just can always just play aggro when you see enemy starter storms.
I think the best use for Phantoms is to give them invis and flank with them while using beacon to avoid enemy units and go for the tower. Since they're invis until they attack, marks and other AA can't focus them from afar and opponent is forced to place units in front of them to get them out of stealth. Redeployment would allow you to get max value out of a single stealthed Phantom!
Very cool matches, thank you Grubby and team 👏👏👏
The Phantom Ray absolutely is the SC2 Banshee.
Game 1 shows why you never want to tech on round 1. Grubby desperately needed regular marksmen with thir full range against thsole early callers and pheonix but he threw it away before having any chance to she what his opponent would do.
Phantom ray reminds me of the orca from CnC
Logan chomping missiles in his sleep. His dreams must be wild listening to you
yeah, crazy game, fun to watch (no1)!
but it does not matter when towers fall, the penalty adds up, i.e. 18 seconds max in total
What?!
I thought it was 'remaining time' + 9 sec.
@@Mortarion-xt9wp yes, it means: if the second tower falls while the debuff is already active, 9 seconds will be appended; this gives a total of 18 seconds debuff
@@HolgFromHell "If the debuff is active add 9sec"
But let's say the first tower dies. Then six seconds later the other. Would the debuff be 15 or 18 seconds?
@@Mortarion-xt9wp then from this moment on the debuff is longing 12 seconds (= 3 + 9); i.e. in total 18 seconds (= 9 + 9)
debuff time can only be decreased by increasing the level of your tower(s)
@HolgFromHell So the remaining time is also added. Makes sense in hindsight
Thanks to you
wild first turn wasting the deployment slot
I never knew you could change techs during a battle. Game changer.
Who changes tech? I don't think you can during a game
didn't he mention it will only be effective after the match?
@@HolgFromHell oh I thought he said after the next round.
You can't change what techs your units have, but you do need to switch h tech mid-game to not get countered.
It doesn't change the equipped techs for the ongoing battle.
artillery scorps i think could have worked the second battle. hashtag speculative backseating.
I feel like his mistake was investing in the phantoms as much as he did. They didn't do that much and sledges would have been a much better recipient for the haste module, which helps them greatly against storms. Rhino was also a weird choice against so many snipers + likely charged shot arcs. But yeah hindsight is 20/20.
you Devil Illegal markmen turn 1
WTH is that first game lmao. Wait you have 500 more mmr than me, yet 10k less combat power. How does that work???
Combat power naturally increases as you play. MMR only increases when you get better. You just played more than him.
Right... CP always goes up each match. But MMR goes up and down depending on wins and losses
Combat power is not strongly correlated with MMR. You can accumulate a lot of combat power by just playing a lot of games while your MMR stagnates. Think of MMR as an indicator for skill and combat power as an indicator of activity.
Pls Sir, you cant go assman round 1 and than complain that he goes into a counter
Yeah... turn1 assmen is just as illegal as turn1 caller lmao, you should never get turn 1tech, I thought you stopped seeing that around 1k mmr.
This, he also doesn´t have rapid fire on his marks, without it assmen are subpar.
Elite specialist is so bad.
I'd like to commend the guy for replying "hi waii" to Grubby's "ohio"
🤌 Chef's kiss