Dark vs ByuN: ABSOLUTELY BRUTAL FINALS
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- Опубліковано 26 лис 2024
- Subscribe to PiG Casts! 🐷 Dark (Zerg) faced off against ByuN (Terran) in the Grand Finals of EPT NA 238 in this Best of 5 ZvT Pro StarCraft 2 Series
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🤚spoiler guard 🚫
Yeah like PiG said, Dark is inconsistent. When he's hot he's unstoppable, when he's cold it's a blowout. Good games but Byun was in good form and Dark wasn't. 🤷♂
Kill dark at 7 minutes?
Said directly at 7 minutes.
Every time I see these two, I can't stop my d&d brain from whispering Byun-der-Dark.
Nice to see byun actually smash. Lately, I've felt like he hasnt been doing well. I love to see it! Thanks for all the starcraft pig!
4:58 A seal took the mic :D
From pig to seal, what an evolution it is.
LOL
A kiss from a zerg on the grave
Amazing games, fantastic cast! Much love from the DMV!
yay new pigcast video
21:47 - its not about the 4rth base its about larval production , if you spending your larva per x minute (should be a display update of larva produced and spent perminute its the only currency for zerg that is unique.) the 4rth hatchery I think gives you 1 + larva per 11 seconds or something.. So at 5 minutes you either need +2 queens dedicated to injections, or another hatchery, either as a wall/macro or as a reserve base. I like the reserve early base, since you move workers to hte open area and mine withotu loss of time if they come in on your third. This makes sense, Losing a hatchery early with missing injects is devastating, so 5 minutes 4 hatcheries is a must unless you have dedicated injections. meh... the 4rth gives a lot of potential, meaning yo ucna go heavy army, be satified with 3 base, whcih lets you defend easier, and swpa drones to said place when an army approaches anotherl ocation.. or drone up.. but hte extra larva per second is hwere it allows you to have serious benefits.
100%. That explosive capability of extra production + potential to drone his 4th faster is so huge for getting him way ahead if the Terran can't punish it
Oh, so this is 238. And here i thought i had already seen it from 4 days ago:
"PiG Casts BYUN vs DARK: Grand Finals | EPT NA 237 (Bo5 TvZ) - StarCraft 2"
they been fighting a lot lately!
@@PiGCasts Keep bringing the fights PiG, you're doing great!
Darks really been living up to his moniker the last while!
WoW Byun won't have wrist problem if he just kills you!❤GG!
When Pig talks about his hockey stick, is it ice hockey or field hockey?
field hockey - much more popular in Australia! Edit: Also a more powerful weapon lol
Hey pig. Thanks for the cast. Since you’re the most rational caster I have a few serious questions I was hoping you could answer. First. When terrans see the Zerg is going roach ravager, why do they never get banshees in response? Banshees just shut down roach ravagers. Also when tank pushing, why do terrans only protect tanks with marines. Wouldn’t 3 hellbats be better than 6 marines at the same cost since pro zergs are flanking you will lings most of the time? Thanks
I'm sure somebody as insightful and experienced as Pig has better answers to those questions, but I'd like to give my thoughts to your propositions: In theory, you are right of course. Roach ravager does nothing against banshees, and hellbats are stronger against lings than marines. But regarding both points you have to think of the tradeoff:
1. Producing banshees out of your star port means you can't produce Medivacs during that time. Banshees save you against all ins, but heavily limit the amount of pressure you can put on the zerg and the microability of your army gets reduced. A Terran player as good as Byun at micro probably prefers adding sustain and movement possibilities to his bio army.
2. Again, production tradeoff: Hellions and tanks are produced from the same production building. Meaning that in a timed push, you'd greatly reduce the number of tanks available if you chose to produce hellions instead. There are build orders that leave you with both hellions/hellbats and a number of tanks, and in that scenario the combo can be really strong. But aiming for that from the very beginning might still weaken your push potential. Think about it this way: 3 well guarded tanks need to be alive for twice the amount of time to ditch out the same damage as 6 tanks only guarded by marines. Also, with more tanks inching forward becomes easier and in any position, your tank line can be deeper.
Very easy for a roach player to tech into hydras which delete banshees
if you opened banshees its really nice against roach ravager to dissuade attacks. That being said they can potentially drop queens across the map so relying too heavily on the banshees doesn't work out. Generally if terran didn't open with banshee swapping onto a tech lab and making some slows down the medivacs which allow their marines to fight and heal, as well as safely clear creep and pressure. Something which the banshees can't do as well since they get shut down by queens and creep control can push really far forward.
As for the hellbats you'll see a lot of timing pushes around 7-8 minutes where the terran leaves the leftover hellbats from the early harass guarding the tanks in hellbat form and it's an EXCELLENT setup for dealing with those ling flanks exactly like you've suggested. However if you've lost your early hellions you can't do this, and I guess some ppl just wanna shove the front a bit more aggressively with the hellbats spread out up front with the marines. Personally I always prefer the hellbats in the back where they're protected from banes and more likely to get some big shots on lings so I'm with you
Best game I have seen Byun play.
Game 1, Dark loses the Ravager because it was first unit in range of the bunker. If he'd let the Roaches go just a step ahead, he'd win that push.
@pig could you do an EWC predictions video?
Do u post more videos somewhere else or just like one here every day or so I love your content
Heyo my OG channel is here: www.youtube.com/@PiGstarcraft and if you're interested in other new RTS I'm enjoying these two games right now: www.youtube.com/@PiGBattleAces | ua-cam.com/channels/SSRcyGCkjCC00PnMWIew5w.html
Starcraft 2: ByuN's revenge
The key to stop Terran is , your main army shoudl be in their rally point junction.. this weakens their frontal assault allowing attritional subtraction ,and the means to then force their tanks to unsiege and move forward, which then is yoru opportunity to go in... or they retreat attemptign to pursue which you thne head towards their base, but mostly accept the loss of hte hatchery and build naother one a distance away.
I have had alot of success with command center first on dynasty
Awesome I wonder why we don't see more of it at pro level
4:57 ADABABBDABDBABD
First. Zerg! Zerg! Zerg! Hail the SWARM!!!1111ONEONEONE
Fk
Spoiler:
1st game, I never understood how terran can lose so many workers and still win. Maybe cause of SC1 BW , if that ever happens your chances of a comeback as terran isn't really happening. Oh well.
Yeah because this is a greedy 3rd CC + the way MULES work as a significant part of your economy Terran can bounce back from massive worker losses. A big part is also that the zerg is just so low on workers and infrastructure after these sorts of attacks
@@PiGCasts Interesting. thanks.
First like :P
New PiG upload is my stim pack.
*TSCH* That’s the stuff!