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    Friday, August 28, 2020

    Starcraft ESL DreamHack SC2 Masters 2020 Fall Day 3 match thread

    Starcraft ESL DreamHack SC2 Masters 2020 Fall Day 3 match thread


    ESL DreamHack SC2 Masters 2020 Fall Day 3 match thread

    Posted: 28 Aug 2020 02:12 AM PDT

    Welcome to the third day of ESL DreamHack SC2 Masters 2020 Fall tournament! This leg of the tournament consists of regional finals of EPT circuit regions.

    I will be updating the scoreboards here as I'm able to, live updated brackets can be found Liquipedia.

    Have a great day everybody!

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    Countdown to broadcast

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    Liquipedia Tournament Page. Includes a regularly updated bracket visual as well as timestamps

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    Tl.net match thread

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    For newer viewers

    CreightonOlsen's guide to watching a game of Starcraft

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    Liquipedia stream with extra informative and cool overlay

    ESL Main Stream (English)

    ESL B-Stream (English)

    ESL C-Stream (English)

    ESL D-Stream (English)

    SC2MC Stream (Russian)

    3DClan Stream (Russian)

    TaKeTV Stream (German)

    Belair Stream (German)

    IndyStarcraft Stream (Polish)

    Caiobex Stream (Portuguese)

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    All today's OCE/RoA, TW/HK/MO/JP and LA games are best of 5 (first to win 3 maps wins the match).

    All today's EU games are best of 3 (first to win 2 maps wins the match).

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    OCE/RoA Semifinals Scoreboard

    Match # Players Score Aligulac score prediction
    1 (Legacy Esports) Probe) vs. RiSky 0-0 2-3
    2 MeomaikA vs. (Mindfreak) Seither 0-0 1-3

    TW / HK / MO / JP Semifinals Scoreboard

    Match # Players Score Aligulac score prediction
    1 Has vs. (Alpha X) Nice 0-0 3-2
    2 YoGer vs. ButAlways 0-0 1-3

    EU Group B Scoreboard

    Match # Players Score Aligulac score prediction
    1 (Team Rotti) goblin vs. (ePunks) Garitos 0-0 2-0
    2 (BIG) ShoWTimE vs. (Cascade) DnS 0-0 2-0
    3 (Team STARCOM) Brat_OK vs. (b100 eSports) Vanya 0-0 1-2
    4 (ENCE Esports) Serral vs. (Team QLASH) Hellraiser 0-0 2-0

    EU Group C Scoreboard

    Match # Players Score Aligulac score prediction
    1 SouLeer vs. (Team eXoN) Gerald 0-0 1-2
    2 (Cascade Esports) SKillous vs. (Mkers) souL) 0-0 2-1
    3 (Team Liquid) MaNa vs. (Team Liquid) Harstem 0-0 2-1
    4 (Team Liquid) Clem vs. (3D!Clan) Couguar 0-0 2-0

    EU Group D Scoreboard

    Match # Players Score Aligulac score prediction
    1 (Team STARCOM) Kas vs. (AGO Esports) Elazer 0-0 1-2
    2 (Mousesports) HeRoMaRinE vs. (KAP) Denver 0-0 2-1
    3 (Team Rotti) AqueroN vs. (Kosmos Esports) SortOf 0-0 1-2
    4 MarineLorD vs. (Team Liquid) UThermal 0-0 1-2

    LA Semifinals Scoreboard

    Match # Players Score Aligulac score prediction
    1 (Team eXoN) Cham vs. Erik 0-0 3-2
    2 (Team eXoN) SpeCial vs. (Archangel Gaming) Kelazhur 0-0 3-2

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    If you've read this far, do also check out the event calendar on tl.net for further tournaments or events. There's plenty of Starcraft going on before and after GSL!

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    Enjoy the games!

    submitted by /u/TheGoatPuncher
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    Can't even remember what they are called

    Posted: 27 Aug 2020 10:32 AM PDT

    World Map According to Blizzard

    Posted: 27 Aug 2020 04:49 PM PDT

    Tasteless is streaming an Artosis vs Scarlett Bo7 showmatch in broodwar

    Posted: 27 Aug 2020 07:01 PM PDT

    The greatest commentary in SC2 history

    Posted: 27 Aug 2020 12:41 PM PDT

    More GG, more skill

    Posted: 27 Aug 2020 11:14 PM PDT

    Don't proxy me then call the game a coin flip bro. You failed to adapt and died.

    Posted: 27 Aug 2020 04:23 AM PDT

    "Oh mighty Xel'Naga, give me vision of the best dark templar that ever lived"

    Posted: 27 Aug 2020 04:04 PM PDT

    Found the solution to random SCV pathing

    Posted: 27 Aug 2020 08:31 AM PDT

    GSL HYPE Code S Season 3 Groups - ThePylonShow Ep.#103

    Posted: 27 Aug 2020 09:49 PM PDT

    BW - Artosis(T) vs Scarlett(P) showmatch starts in ~1 hr! 11am KST

    Posted: 27 Aug 2020 05:49 PM PDT

    It should be a good match. Their MMRs are very close and Scarlett already defeated Tasteless and Cadenzie since starting to ladder a month or two ago.

    Matcherino (donate to prizepool): https://matcherino.com/tournaments/33174/overview

    TL thread: https://tl.net/forum/bw-tournaments/562505-showmatch-artosis-vs-scarlett-28-aug-2020

    Casted on Tasteless' stream: https://www.twitch.tv/tastelesstv

    Artosis PoV: https://www.twitch.tv/artosis

    Not sure if Scarlett will also stream but here is the link to hers: https://www.twitch.tv/scarlettm

    submitted by /u/Gak2
    [link] [comments]

    Kings of StarCraft II: INnoVation

    Posted: 27 Aug 2020 06:36 AM PDT

    Sick Splits in The Heat of Battle

    Posted: 27 Aug 2020 10:25 PM PDT

    MFW I see a defenseless Karak minding its own business

    Posted: 27 Aug 2020 08:54 PM PDT

    BIG GABE is top 10 aligulac!!

    Posted: 27 Aug 2020 11:39 AM PDT

    It seems like if you change race names in an extension mod, then play that mod, it will bug the race names in Versus selection.

    Posted: 27 Aug 2020 05:48 AM PDT

    Bug - When using the blazefire gunblade, if you use the fury of one ability (q), you lose the ability to auto-attack. (Sorry do not know how to take a video.)

    Posted: 27 Aug 2020 08:57 PM PDT

    Amazing Rotti and Feardragon simultaneous double casting

    Posted: 27 Aug 2020 12:46 PM PDT

    Revitalizing the Korean scene?

    Posted: 27 Aug 2020 09:26 AM PDT

    It's been apparent for the past few years, but it seems the pros are keenly aware of it now as well: there's a serious problem with the lack of infusion of newer, younger talent into the Korean SC2 scene, and there are real fears that after a few years, the Korean scene will just die off as its stars get older and skills decline such that they can't compete with the fresh faces of EU (and NA).

    Although it's great that SC2 remains strong in EU and NA, it's still very sad for me to think about since Korean players have been so instrumental in raising the level of play and providing such exciting moments. Plus, GSL remains unmatched as a SC2 tournament (or e-sports tournament in general, but I'm of course biased in that regard).

    The key factors to propping it up seem to boil down to two things: 1) building back up a network of teams that can provide steady income to players and find and cultivate new talent, and more importantly, 2) raising Koreans' interest in SC2 more generally.

    Clearly, those two conditions are unlikely to be met in the current situation, given Koreans' relative lack of interest in SC2 for much of its history. So I can't help but share in the general pessimism, but I'd really like to hear if anyone has any optimistic takes. Is there any hope at all in revitalizing Korean SC2, or do all signs show it disappearing in the near future?

    **A related question of mine is, why has SC2 proven so unpopular in Korea, in terms of viewership and play (such as in PC bangs)? Did it compare unfavorably to Brood War early on and just never recovered? Was it just the perfect storm of early struggles in design/balance + the influx of MOBA games? It seems silly to ask of a 10+ year-old game, but is there any way to raise that degree of interest today?

    (I suppose that on the flip side, the silver lining could be that current SC2 pros might continue to play well into their 30s if new talent doesn't show up)

    submitted by /u/kignusonic
    [link] [comments]

    To celebrate, I’ve changed my name to monkey ape because I thought it would be funny, and now I must live with regret until the next season

    Posted: 27 Aug 2020 09:34 PM PDT

    Thinking about RNG in SC2

    Posted: 27 Aug 2020 09:38 AM PDT

    What are some examples of RNG in Starcraft 2 that could potentially impact game outcomes? Just to be clear, this isn't meant to complain or anything, I just find it interesting. What I've thought of so far:

    The obvious one is SCV positioning when constructing a building. This has a clear impact on games at all levels, especially given that SCVs are targetable while they're building. If your SCV happens to be on the wrong side of the wall it's currently constructing or happens to finish construction on the wrong side of the wall... tough luck.

    Creep spreading and shrinking from the construction and destruction of a creep source. It appears to move uniformly to a degree (all growth/shrinkage happens at the edges), but which edge section of creep actually grows/recedes seems random. This could matter in say, a base trade scenario where a Zerg player loses creep nourishment to a building or their larva at a variable time.

    Larva movement, positioning, and spawning. Where the larva are at any given time seems to be random, as does where they spawn (both naturally and from injects). Injects add even more variability to this, since the larva fall in random spots and become selectable in sequence. As far as I can tell, they're not all instantly selectable once the inject time finishes, only once they hit the ground—and they don't all hit the ground at the same time. Any Zerg who has had precious larva roasted by hellions/liberators/banelings can tell you why this RNG might matter.

    Map spawn location. This seems to matter the most for Terran, as spawn location can determine whether or not you might have an add-on in your wall. Spawn location also impacts the efficacy of unit production out of non-rallied buildings—depending on your spawn location, your unit may spawn on the inside or outside of the wall.

    Here are some that seem random, but I'm not confident that they're truly RNG. Maybe the computer has a clear way of determining these that I just can't identify:

    Anything that seems to require a coin flip based on equidistant entities. Examples include: an auto-repair SCV that is exactly in between two damaged buildings, a medivac exactly equidistant from two damaged units, a group of exactly equidistant templar commanded to merge into archons, and any auto-attack that has multiple equidistant enemies to choose from

    The "bloom" of perfectly stacked air units once they are no longer commanded to stack. Maybe this is just based on prior positioning?

    Did I miss any examples of RNG? Are any of these not actually RNG? Can any of you remember a game where one of these actually had an impact on the outcome? I'm interested to hear what you all think!

    submitted by /u/Ajayicus
    [link] [comments]

    Idea to change (maybe improve?) stalkers

    Posted: 28 Aug 2020 01:58 AM PDT

    Hi everyone,

    I'm a diamond protoss and I would like to suggest an idea to change blink stalkers that would hopefully make the protoss matchups more strategy-oriented and the stalker less of a hit or miss unit, hopefully without making the unit useless or broken.

    Firstly, I would like to note that although I was not playing bw before sc2 and so I cannot compare games, I recently read nerchio's take on why he has stopped playing (the game stopped being strategic and became almost purely mechanical) and another reddit user's comment on a post, where they argued that terrain in sc2 is almost completely pointless, citing blink stalkers as defying walls and high ground.

    Although I love stalkers, I have to agree with both statements. The game definitely feels very mechanical and almost not at all strategic right now, and also terrain is almost meaningless. i mean, personally, I do not even feel that much difference between different maps anymore... It's kind of always the same opener, a few big engagements, and that's it.

    I feel like the difference in engagement frequency and importance in sc2 compared to bw has to do with the limitless control groups, which makes it easier and more worthwhile to fight with bigger armies (since army strength grows with the square of army size) but I do not want to touch on that.

    Regarding the terrain issues, I always found the terran mech composition to be the most strategic of all, since sieging and unsieging is by definition a matter of strategic placement and terrain utilization. However, blink stalkers by design disregard the terrain and can pick-off tanks quite easily, especially in the first 6 minutes where there are 1-2 tanks to keep defense.

    To make sieging more important, and the terrain more respectable in PvT (and PvP), I would like to hear your opinions about removing blink and adding an upgrade that gives the stalkers increased movement speed (to compensate for the mobility) and greater range, so that they can still function as pick-off/anti-sieging units in certain situations, but keeping such situations a matter of better vision and high-ground placement.

    Sorry for the long post!

    submitted by /u/mrstealyourgrills
    [link] [comments]

    Disruptors shutting down early aggression

    Posted: 27 Aug 2020 07:33 AM PDT

    The 51 minutes comeback

    Posted: 27 Aug 2020 07:40 AM PDT

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