He then returned to his first off-line tournament at the Afreeca Starleague Season 1. Hyped to be the best player at the tournament, his run started in the Round of 16 after qualifying in Seoul, Korea. He escaped the group with a record of , defeating ZerO and Mind while dropping a game to Sea.
Unfortunately, his tournament run ended in the Round of 8 where he lost to Last, , who he had dubbed to be the "AlphaGo" of Terran. After the ASL, Flash continued to practice hard on the Fish ladder, as well as holding high win-rates in the "balloon matches" on Afreeca where players would bet balloons AfreecaTV currency on games. Flash then competed in the Afreeca Starleague Season 2 , earning the championship while defeating Sea, , in the finals. From there he would display a convincing set of TvZs, defeating HyuN and Shine to advance without a loss.
Revenge would be sweet, as Flash swept Last in a series of matches displaying Flash's expertise of the match-up. His next opponent would be Soulkey, who pushed Flash to the brink in a fifth match. A timely Scanner Sweep detected Soulkey's morphing Guardians in the final game, giving Flash the information to counter them and secure his spot in the finals. His last challenger was Shine, the Bag of Builds who displayed an impressive array of build orders catching even the best players off guard.
Flash was not deterred, defending against Shine's unorthodox Lurker build on Circuit Breaker, and showed his preparation and skill in the next two games. Flash would then take his second trophy in the post-KeSPA era. Flash epitomizes the well-rounded StarCraft player, combining strategic versatility, decision making, and mechanics.
During his early years in the StarCraft progaming scene, Flash often preferred strong late game macro-oriented builds, and excelled in defensive play. His strategy of getting quick upgraded Goliaths for defense and offense was once his signature move against Protoss, especially when Carriers are brought into play.
Since he has showcased a number of aggressive and unorthodox builds. Sometimes Flash has been criticized for using risky strategies such as 14cc or Valkyrie builds against opponents his standard play would likely suffice for, but this makes him even more unpredictable in the long run. Although Flash was originally known for having superb macro mechanics, he is not a particularly fast player APM in the low s.
Rather, Flash's decision making is a more pressing reason why many players try not to get into a protracted macro game with him. Flash's timing, builds, and ability to detect cheese all reflect a deep understanding of the game. To quote iloveoov , "I think he has the ideal mindset as a Progamer that I've been thinking about.
There aren't many players who set strategic moves, and in the case of Flash, I think he's looking about 10 games ahead. These aspects of Flash's play, coupled with his outstanding micromanagement, make him a dangerously unpredictable opponent, and have even led to his play being lauded by many as 'godlike'.
Counter developed against it have had mixed effectiveness. The build takes advantage of solid macro and effective anti-Mutalisk micro from Flash, which causes many Zerg to be overwhelmed by the amount of Marines and control over said units.
Flash's mech transition is also highly effective, as his extremely high APM allows him to simultaneously control his MnM force to roam the map while his Vultures do work to set up corridors of Spider Mines to halt any Zerg counterpush in the late game.
Flash's TvT reached a remarkable 22 game winning streak at one point [ citation needed ]. He dominates the early game with superior micro to gain small incremental advantages to make use of his mid-game decision making. He uses effective Tank micro and pushes to break opponent Tank lines alongside potent Vulture micromanagement. In the late-game, Flash relies on his air control and ability to defend against enemy pushes, using strong control of both the ground and the air.
Skip to Main Content Skip to Footer. Overwatch League. Log In. Home Game Media News Community. Play Free Now. Game Media News Community. Game Overview With three races, four modes, and infinite ways to play, StarCraft II is the ultimate real-time strategy experience. Multitasking Macro and Micro In StarCraft II , players juggle big-picture economy and micro-level unit control, pushing them to the very limits of their strategic and tactical capabilities.
Increase income by building additional workers. Construct supply structures to field larger armies.
Assemble an army from production structures. Wield spellcaster units to wreak havoc on enemy forces. Drop units behind enemy lines to sabotage their economy. Resourceful humans with varied technology and plenty of attitude. Unique Features: Buildings that lift off Transforming units like the Viking and Hellion Many viable strategies, including infantry and mechanical styles Key Units.
Marine Light infantry that can attack both air and ground targets. Siege Tank Armored unit that can transform into a stationary mode for tremendous area-of-effect damage. Battlecruiser Giant capital ship with devastating ground and air attacks. A ferocious swarm of merciless beasts that devour worlds. Also, tweaking the radius would probably be good.
Balance definitely is second to fun. While fun is number one, if something is ridiculously good and crushes everything, I will try to get some quick tweaks in there. As for descriptions of the abilities, there should be spoilers below the video with patch notes for each race.
Are those descriptive enough? Which of the Carrier upgrades do you like? Thanks for watching the vids. Either way, I hope the end result is just fun. Once you've tried it, I would love to hear your feedback and how the game felt for you. I was not sure if that was going to be an exciting upgrade for a Carrier, but I thought it might be cool! I should put in my post that I would like to take any and all replays where people play out a serious game.
I can't wait to see all the wonky strategies that people can invent. On December 18 hellokitty[hk] wrote: This is not warcraft in space! Well, as long as the game stays interesting, I'm okay with that. Hope you all get a chance to play. Looking forward to any and all feedback. It is a different way to play StarCraft 2. Similarly to the base game, anyone who plays Advanced SC2 should understand the core mechanics of the game. With the new abilities added, it might take a few games to figure out how to get the most out of the additions.
From there you can formulate new strategies and play in a new way. As always I am looking for more players who have tried the mod and their feedback. Looking forward to reviews and details on how the mod felt from those who have played the mod. I tried out the mod out of pure curiousity as Protoss against a Terran, and my God, there are just so many researches to get as Protoss, at least, that was my first impression of the mod when I tried it out for the first time. As the game proceeded on on Daybreak, my bad macro and bad engagements forced me a 30 minute game against a Terran I "fetched" from a chat.
I got the Archon siphon upgrade and also the shield upgrade for the Archon and also I got all or most of the Zealot and Stalker upgardes on the Twilight Council. And lo and behold, after I warped in a couple of High Templars, I tried to attack my opponent's MMMG army there were no vikings since he knew I wasn't making any collosi anymore , and my deathball felt much stronger than ever due to all the passive buffs my units received.
Of course, it goes without saying that after spamming T all over the Terran ball, I killed it with ease. With that said and done, I want to make a couple of points after trying out Protoss on the mod: 1. Of course, that depends on the person playing it, but for me, I am not used to seeing so much upgrades on my Cybernetics Core, neither on my Robo Bay or at my Fleet Beacon.
Some of the upgrades or abilities that you made to discourage A-Move did the exact opposite. With all of the shield buffs that my units got from the Zealot's Fervor ability, the Stalker's faster Attack Speed, and ultimately the Archon's siphon and shield upgrade, my Protoss Deathball felt stronger than ever.
It actually reeks imbalance from the eyes of a Terran player, even if you manage to land perfect EMP. And even though the changes you made to the units in the game was meant to discourage deathball play, some, or even most of the changes you made to Protoss will actually greatly promote deathball play from the Protoss. I don't know if this is intentional or not, but I feel that it is very hard to use most of the active abilities that Protoss has in an extremely fast paced max supply vs max supply battle where usually the battle ends after a few seconds.
For instance, its somewhat hard to use most of the spells that most of the protoss units has in the midst of a battle. Maybe this will discourage deathball play and force people to abuse the abilities in a different way, maybe, for instance, they can use the Stalker's "cloak" to harass undetected rather than trying to use them in a battle. Thank you so much for the feedback, neozxa!
Yeah, there definitely are a lot of things to research. That is basically how it is for all the races. I think that it will just take time to get used to the mod. It's essentially an extension of SC2 and expanding on the possibility of abilities. You are absolutely correct, and I appreciate the feedback here. Although I would like players who get more of the upgrades and abilities to have an advantage, I do not want it to be TOO advantageous.
For Accelerated Remissions Stalker , I have been told that a toggle might feel better for the unit and might do that.
For the Archon, I will probably make its abilities on a cooldown and tweak the cost so that they require some micro. It is intentional that there are so many active abilities.
Having so many actives will require you to select which part of your army and determine how best to use it in a situation. Some of the abilities and upgrades will not be useful in direct army engagements like the Stalker cloak. I really enjoyed watching the replay. Once you had enough upgrades, you absolutely stomped the Terran who did not seem to use any of the new abilities and upgrades.
Thank you for playing and the feedback! Zest vs Trap. Solar vs GuMiho. Dark vs Solar. Rogue vs ByuN. Dream vs Rogue. Maru vs Classic. Cure vs Maru. Alpha X AfreecaTV YouTube. Liquipedia Discussion. Westballz ESL Pro Tour. Serral vs DongRaeGu. Cure vs Dream. Alpha X Series. Astrea vs ByuN. GSL Super Tournament. Zoun vs Trap. Trap vs NightMare. GuMiho vs SpeCial. Creator vs GuMiho. Armani vs DongRaeGu. ByuN vs Armani. Bunny vs RagnaroK.
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