StarCraft 2: INSANE FIGHT - Clem THROWS the Game?! (Clem vs Reynor)
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- Опубликовано: 18 сен 2024
- Top level game of StarCraft 2 between Reynor (Zerg) and Clem (Terran). This is a match from the Dreamhack Valencia European Grand Finals.
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StarCraft 2 is a military science fiction real-time strategy video game developed and released by Blizzard Entertainment.
#StarCraft2 #SC2 #RTS
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I throw games all the time so you know I'm basically like Clem
7:20 anyone else extremely please by that synched up 1-1?
I solved the Hellbat biological issue on a previous vid and people loved it ;p
tl;dr - they're made of the mechanical bio-steel used in the WoL campaign, but it's inert in Hellion mode and active in Hellbat mode, letting them be healed.
Cool story bro.
Hey Lowko, about the creep stats you want to see, it must be registered somewhere, because 1 of the achievements is to spread creep over 60 percent of the map. Perhaps not an option yet in your overlay, but must be possible.
Subtle ghost changes that would be nice...
A smal speed reduction - zerglings and banes shoukd be better at closing the gap. Possibly make them extra slow when cloaked.
-Increase channel time on snioe ability
-Decrease max energy.
-Simply increase cost a little bit
-Increase supply cost by one. This would just force Terran players to pick more carefully how many ghosts they want to produce, it seems like right now they can have 20 ish ghosts plus a massive powerful army.
-increase energy cost for EMP and Snipe and/increase cool down time.
Obviously not all of these at once but just even just one little nerf would make them playable against.
Ghosts have been the same forever, they dont need any balance changes
I say take away their standard attack. They shouldn’t be used as an army unit. Make ‘em like other casters.
Their EMP should be thrown, not instant.
Look at those investors, their fungals missed all the time.
Not really with Ghosts Emp
@@Blank-41 I feel like either sides of this could be true... Maybe they're slightly too good, maybe zerg players are still looking for a way to deal properly with ghosts in the late game... Though, I think that right now the ghost focus kinda keeps the game from being the most fun it can be, things as they are now are sorta the least interesting they could have been in late game ZvP, basically the same tired way to playing ghosts, and people don't have any real incentive to do it different because things work just fine as they are...
So yeah, basically: I really wih either zergs find a way to deal with ghosts not to make them the ONLY thing late game terrans will go for, or they get a nerf so people don't just mass produce them every game.
@@phongminh2588 just quickly, if u look closely (very closely) emp is actually thrown it’s just really fast.
it really is a big problem that ghosts counter every late game zerg unit.
I agree. As a Zerg player I just don't know how to handle this other than try a Nydus worm.
@@OneBiteoftheCherry acting like zerg isnt op
You actually can overpower this with like 20+ broods, fungals, neurals and vipers if you play well, Ive seen serral do it. I think you need enough broods to gain an advantage simply because of the tarrain limitations of the thors. If you position the broods correctly, they can all fire while the thors block each other and cant shoot all at once, and blinding cloud can disable for thors at once. Its just very difficult from an execution standpoint, certainly more difficult than thor ghost hellbat.
its really a big problem that zerg is so broken
@@sshreddderr9409 so basically be the best player in the world haha
It would be nice to see a graph of income advantage vs cost efficiency to really put the economy in perspective
I don't think Ive seen a terran loose a late game since forever.
I always thought it was Zerg sided in the late game and i was just bad in ZvT. Turns out both.
@@katsu9738 not when ghosts exist.
Ghosts are severely unbalanced. It's starting to make sc very boring
@@Fiaw1 yes zerg must win every match or else ill cry and shit and piss my pants
@@vanguard6498 Well no. The point is Zerg just don't win matches hardly at all vs late game Terrans.
Ghosts really need a nerf on snipe, it out ranges every Zerg unit and remove the possibility to disengage, you want to hold position as a Zerg? Nope sniped, want to retreat? Sniped
Cry more.
@@estebansalgado6143 you must be confusing me with yourself
Mmm no. You comment about nerf ghost's. Not me. lol. Cry more pls.
Maybe it needs a nerf but that's not the issue as Lowko said. The game is balanced so power would have to be transferred to another unit like Liberators.
The problem isn't that they need nerfing, other races need things to cope with Ghosts. Ultralisks and Brood Lords have needed an armour buff since forever, and Ultralisks REALLY need a charge ability. Terran seem like they need nerfing but they're actually the perfect race, it's Protoss and Zerg that need changing.
Maybe EMP shouldn't drain shields?
its interesting to see clem not doing the best, but i think he's still trying his best and do a good job playing
Anytime Lowko says how bad his joke was I keep telling "no, no Lowko, good joke! Give us one more"))
I honestly love hearing those "dumb" jokes, I chukle at them every time
upon this video i give the highest honor i may bestow... i shall watch this while i eat my lunch
Never knew u had merch! I got a birthday coming up gonna hit that up haha
Awesome, the shop is new. :)
As a former Zerg main, I’m ok with canceling ghosts lol
Ghosts really are just absurd aren’t they. I wonder if the nerf they really deserve is taking away their standard attack. Make them be like other casters.
@@panampace but dude... they are casters...
It's a true testament to SC2's overall competitive balance that we live in an era where tournaments are mostly won by zerg players, but people are still complaining about ghosts lol
Right! Zerg players want to go back to the time of mass brood, infestor, viper with filler units to just destroy the late game.
Now Terran can fight back with ghosts and they cry
Another crazy game but I've watched a few lately with Zerg just not being able to hold late game.
I'm not getting into balance, that's Blizzards job but I feel Zerg need to start trying some new strats because this idea of trading aggressively while mining more, isn't working for them in the latest meta and I say that after watching a lot of late game Zerg vs, lately.
I mean these are the best of the best pro's and they can't do it, what on earth must it be like on the ladder for mere mortals? 😂
This is also doubly confusing when considering that Zerg has the only mobile "static" defense, so they should be able to defend really well with a literal walking trench line not to mention how strong Lurkers are defensively. Combine this with a few scattered Nyduses for instant-reinforcement at various places and Zerg should be a defensive powerhouse yet no Zerg player seems to want to sit back and prepare over going full Zapp Brannigan aggression.
@@joshuakim5240 I think zergling run-bys are just more effectient at late game than nydus worms? Nydus worms don’t help brood lords or vipers. Also I see Zerg using their crawlers as a walking trench all the time, but it’s mainly to establish where you want fights to happen.
@@joshuakim5240 The thing is that in this case, the ones that would be chipped away would be the Zerg. Their mobile defense is mostly useful against Protoss which has amazing air units, spines aren't really all that good. Lurkers and stuff in late game will get outranged and sniped by Ghosts, so sitting back just isn't something you can do in this instance of late game, especially since Ghosts p much force inefficient trades, so you need to make sure you have more money than them. Point is, if the Terrans can just keep scanning forever, and outranging the Zerg, sitting back is not a good option, you'll just get chipped to death
TvZ is perfectly balanced at pro level and has been for a long time. Pro Zergs practice this game 10 hours a day - suggesting they aren't constantly "trying new strats" is pretty insulting.
@@hivetech4903 but if they’re practicing 10 hours a day and yet games always boil down to the same strats, the game starts to feel stale, and pro viewership drops. Tbh blizzard should be commended for keeping the game alive as long as they have, that’s a rarity in the industry now. But there’s room for improvement.
Definitely Zerg players are having issues with the late game against Terran.
Ghosts are severely broken. Most zerg players at the top top level, are far superior in macro and micro, just because of the sheer skill ceiling for zerg.
Never thought I see people fight each other over 200 times
Has anyone seen Maru vs Hero? That series was insane fellow crafters! Also thanks for the daily content Lowko!
Ghost being able to remove the shield of the protoss units and being able to snipe a creature which cannot be sniped realistically is outgrageus.
Most hated unit for me...
no as outrageous as using term "realistically" in regards to videogame gameplay.
When you already got a Bingo on a Lowko Bingo within the first 5 mins of the video
This is becoming the least interesting matchup honestly, ghosts are beyond broken, all you hear in the late game is the snipe sound and everything melts.
Play them yourself and see if its that easy. Its certainly more easy than controling the zerg spellcasters, but I play all races and even though ghost thor is stronger with less attention required, you can overpower this with enough broods and spells. thors are limited to the terrain space, so that can be abused, because then they cant fire all at once.
@@sshreddderr9409 I never said it was easy, I do play terran but I'm bad at it, but you can't judge the balance of a unit by how terrible players like me manage them. Its when elite players use the ghosts the obvious balance issues show the most.
Ghosts need a nerf, a unit that counters every late game unit is just unfair...
Ghosts should either have a longer snipe time cause 1.5 seconds is just too short or less damage or just make it a bit more expensive so you can’t just snipe all day long
love it! Zerg late game does seem to have a hard time against so many ghosts
The answer is infestors and banelings, but it’s annoying that a single unit hard counters half the game and has only a few soft counters.
@@panampace It is needed though, terran would have no counter to lategame zerg without it.
The speed they change contexts is so insane.
Lowko, the PLANetary joke was actually really good
*checks if it's a series or not, and watches to the end*
Cheeky Lowko, you had us in the first half, not gonna lie
Late game TVZ is getting a bit boring. Unless its serral, nobody can pull of the ghost-EMP, and its the only "gimmick" zerg can use to win.
I feel the same when Lowko talked about the protoss "waterballoons"- Zerg at the moment has less tools to make the army easy to micro, and every caster, ranged unit has shorter range and is slower than corresponding other teams- the ghost-infestation is the only way to win for zerg, its ridiculous.
I feel like nobody cares but i just turn on this video heard „Hello everyone and welcome…” then i remembered i havent seen the previous one, clicked on it and it started with „back to another match of SC2” in same exact tone and such. Lowko you made my brain literally lag i had to double check it was the right video
I think Ghosts shouldnt deal bonus damage against light units, it makes them to much an allrounder ^^
no they are fine I think. They cant fight anything on their own except lings, and even they overpower them if they surround them in the right numbers. Even though they can attack, their damage is inconsequential, except in a very low unit situation, than they are not as vulnerable to low ling counts.
Still, they loose against zealots and upgraded lings, so I dont see that being problematic
26:40 was the move that would have single handedly won Reynor the game, but he did not go through with it. Just 20 lings inside that nydus would have crippled all of clems production, after which he could have just thrown money at clem until he broke.
9:13 LowHot LowHot LowHot
For the last 1/4 of the game was very painful to watch. It’s like there is nothing the player could do. (Avoiding spoilers) it’s like watching the losing player gets the life choke out of him…….
That's how it felt to play terran in this match up for many years. Seems like the tables have turned now that ghosts are so strong atm
Some things need to change, i think its stupid ghosts counter every zerg late game, maybe change snipe to ground units only or snipe doesnt work against the thick armour of a ultralisk. I think the command center scan should have a cooldown so they cant just build unlimited command centers and have scans 24/7, put a cooldown on it and force terrain to actually use ravens.
Lowko what's your most liked match-up race wise? Is it Terran vs zerg?
The "planetary" joke wasn't bad Lowko got a laugh out of me! :p
6months away from SC2, I see Ghosts are still ridicously OP 😁
It's insane to me that the Lurker attack is almost twice as slow as a ghost's sniper (1.25 attack + 1.43 cooldown vs. 1.43 steady targeting), making it possible to snipe an entire squadron of lurkers without hurting a single ghost. The snipe has the highest DPS in the game at 118 dps. The next highest dps is far below this with the Liberator at 75 dps. Changing the snipe from energy based to cooldown based would be a good balance change to lower the dps just slightly.
That last fight was a bit painful to watch, there was a lot of friendly fire. Very nice game.
my god now i play sc2 lol i have never play it just done a 2v1 XD all because of watching you continue your great work
Cast the finals between dark and maru valencia!!
Im happy to say I never thrown a game, I just straight up get steamrolled.
Am I the only one seeing a white heart ❤️ silhouette around the comman center on 0:42?
I wonder if zergs need an energy drain spell like EMP or Feedback.
No
No, but I think neural parasite should have a longer range to counter it more effectively.
Emp shouldn’t work in Zerg energy
Terran only needs 4 units to win the game, zerg needs 7 and 3 of them are spellcasters. The sad part is at lower levels than pros, that terran army is still playable but that zerg army is a fuckin nightmare to control. All spellcasters should have an auto attack, its simple as that. It would be much more enjoyable if my infestors didnt just wander forward to die because i didnt have the perfect control.
Terran
Ghost
Thor
Tank
Medivac
Zerg
Infestor
Viper
Lurker
Hydra
Ling
Bane
Queen (transfuse broods, lurkers)
If you watch any other ZvT you will see that your statement isn't true. This game alone used Thor, Ghost, Tank, Hellbat, Marine, Maurader, medivac. The end game is entirely about positioning. One wrong step and 20 ghosts die from a fungal and its game.
@@markhohenbrink5230 I'm talking late game compositions. All Clem needed were those 4 units. Raynor was landing great fungals and couldn't win. Do you know how hard it is to land a fungal when every Terran unit outranges Zerg? tanks > lurkers thors > broods ... Everyone knows on the ladder Zerg needs to end the game before Terran gets 4th expo.
@@hockeyguy1166 the comp I said was the lategame comp. If Terran doesn't build ghosts they lose, there isnt a solid counter to lurkers outside of ghosts. Not to mention broodlord infestor hard countering any terran comp that doesn't have ghosts. There is a balance discussion about shifting power from ghosts but it will come with nerfs to the other 2 factions.
@@markhohenbrink5230 thor, hellbat, a few ghosts because emp out ranges everything, hard counters mass broods infestors. Right now turtle Terran into mech is ez to do and not enjoyable to play against. I hover around 4500 and it's either I get proxy rax or turtle Terran. Stormgate can't come soon enough... These games should be balanced for the mass player pool not because a few pros can make a race op.
@@hockeyguy1166 1v1 games have to be balanced around the top player base because even scv rushes are broken when you start looking at bronze players.
Clem completely threw his early game army by marching half his forces across creep?
Oh and Zerg controls 70% of the map and is mining what should be a Terran base?
Wait the Terran built a non-zero number of ghosts?
Skip to the end. Terran victory.
I love watching SC even tho I don't play anymore but I'm probably not gonna bother watching ZvT anymore until they nerf ghosts. They are obviously too strong and straight up unfair in this matchup since they counter every late game Zerg units, and the units that can even attempt to kill them gets hard countered by the rest of the Terran army making this matchup almost a guaranteed Terran win, at least if it goes into the late game.
I play all races, and while the ghost thor lategame certainly has the edge in a head on fight, its not unbalanced. You can still deceicively crush it with enough broodloods fungals and vipers, but it all depends on the engagement. If you get an angle where the thors are blocking each other and cant attack directly all at once, you have a good time. If its in the open and the ghosts can snipe the broods while they are attacking the thors, youll get destroyed.
If seen serral beat this comp that way. And who actually plays thor ghost like this well? only the very top terrans, and I still think serral would have won against lategame clem ghost thor.
That was intense.
On the subject of ghost canceling Mengsk canceling Kerrigan technically saved the galaxy.
Remember the times when brood Lord infestor was most broken late game comp? Now Terran seems to outshine it
Wow. Comment section is 50% zerg players crying about ghosts, when every time pro Zerg go fully upgraded mass 'ling/bane on solid creep spread while using vipers to control tanks/medivacs, they steamroll ghosts. Bursty, single-target DPS is trash against innumerable, tiny HP pools - and Zerg have all the tools they need to neutralize Terran splash damage.
Instead, we just see them pouring their money into big, dumb, slow units (ideal ghost targets) like ultras(??), lurkers, and brood lords, and then the Zerg fanbois predictably cry and cry about ghosts. Ghosts are pretty dull to watch, but Lowko carefully said it right: their strength needs to be distributed to other Terran units, not merely reduced without compensatory buffs elsewhere. The only reason they work over and over is because Zerg pros keep pouring their resources into the same losing units again and again, even though a winning formula is already known.
10 buttons a second!!!!
I love hearing Ghosts die
I made everything, what should i build as a zerg? Well, make same thing twice, zerg usually have the eco for it
Insane, can someone please tell me how the zerg is not IMBA compared to Terran???
Being able to scan hundreds of times a game is a problem
Im ready for this. ZvT is my weakest matchup. Could learn a lot.
This is like the European classico
T op, I stopped playing until when or if they fix the imba.
TvZ late game has gotten so stale. I'm over watching super cagey long range terran players just win eventually. I'm still convinced the ghost is just too strong as it counters most of zergs late game units.
The only unit not countered by ghosts is zerglings and banes. So just add a couple hellbats and there is nothing that can be done.
Ghost OP.
30:40 "zerg are like ... what do i even do in the late game?"
here's a thought: what about spine/spore forests?
- impervious to steady targeting and seiged libs, Terran's 2 most powerful single-shot attacks
- perform the same function of tanking shots the way ultras do, but at a fraction of the cost
- close the distance and take cover for ling/banes, increasing their effectiveness
- cost zero supply, zero gas, and only 0.5 minerals per HP
- provide a safe base of operations for infestors and vipers near the front (and latter can consume for energy)
- establish map control over the center, compounding the mobility of zerg and immobility of mech
- encourage building tactical hatcheries in the middle of the map to facilitate generating drones, queens, and creep
Yes this would be costly in minerals as spines/spores constantly get shelled by thors and tanks. But the burn rate would be slower than sending ling/bane waves to be gunned down out in the open
Plus how cool would it be to see a wave of spine crawlers leapfrog into a line of tanks/thors like a ling rush against marines?
If you watched the bank, it wasn't really an option.
@@nustada granted zerg never had a huge bank, but 4K minerals by 11:52 mark meant the hatchery at 3 o'clock could have been cranked out a few spines. Listen at the 15:45 mark to all the pew-pew popping of lurkers. A few spine crawlers at the top of the ramp would have kept those ghosts back and/or disrupted their spell casting. Even granting that the spines will eventually die to tank fire from afar, if a spine saves even one lurkers from being sniped that's money well spent, let alone the added mining time by keeping the base running.
2 nukes and the entire forests are gone ... not necessarily the answer here. Also Siege tanks are some of the most common and reliable way to deal with the spine forest as well. The forest themseelves also do not cost 0 supply, as they cost an entire worker supply slot, which is both a larva (zerg currency) and a full worker (that is never going to be recovered).
For the past few TvZ casts, I've kinda had the thought rattling around about Ghosts. How big a nerf would it be if Steady Targeting paid half it's energy cost up front and the other half on completion? Or another way: if it's cancelled, half the energy is refunded?
it is actualy a very clever idea. Ghosts just have to be nerf. But if you nerf them too much, the terran will be too weak vs late zerg. So it is super complex issue. You want to make ghost good vs certain things, and weak vs other things. It would force terran to add more units like liberators, or ravens, or bcs etc. I was wondering how to nerf those ghosts, so they will be still usefull vs zerg, byt they wont counter all zerg units. And your idea seems realy realy good.
I wonder how big a deal it would be if we moved EMP to the Raven, got rid of interference matrix and gave Ghost's Lockdown back.
Hey Lowko, I've made it to the end and hit the like button.
와 테사기 너프시급;;;
후반 가면 돌파가 안되네
I see Reynor in the title.
I see Reynor plays Zerg.
I know Reynor is going to lose.
For real, Lowko: When was the last time you casted a game, where Reynor played Zerg and won? Its literally months ago. The last 5 or even more games, were all zerg losses for him. Its become absolutetly predictable. Some goes for your title choices. I knew that Clem would win, before I even clicked the video.
GG
Shame yourself for that Planetary Pun, Lowko. Shame!
gezus fuck they didnt improved this game in any way in last 5 years.
Heeeeeeeeellllllllooooooooooo everyone you’re watching lowko!!!
Twitter 😂
Burrowed units take 50% less damage against snipe, that's the nerf we need.
conceptually it's stupid that a guy with a rifle does heavy damage to something underground, with a rifle bullet
@@lgbnz conceptually it's stupid that some creature shoots underground spike lines that hit things on the surface
Am I wrong in thinking that a few banshees would've helped Clem out against the lurkers and infestors? There were only ever a few hydras for Reynor, so I think banshees could get away with a lot.
Parasitic bomb will insta kill a banshee.
for some reason it seems both the players arent really on point this game
Remove EMP and suddenly using snipe requires skill and pushes terrans to actually micro differently than with back and forths to play with the range limits. They would have to split up ghosts, send small squads left and right to look for these important snipes, just like they were intended to be used with their nukes (and as a matter of fact, just like you have to use them in the campaign's ghost challenge in which you have to nuke different places as fast as possible by managing different ghosts at different locations simultaneously.
Lowko. I'm disappointed in you. The title was clickbait and the game was not great. Grindy lategame TvZ isn't entertaining anymore.
Reynor sucks closing out games. Needs dump his resources more when he is ahead.
misleading clickbait title, disliked
unsubbed.. too much clickbait..
First off congrats for the clickbait title.
Secondly, TvZ have become really boring and repetitive.
Thors can outrange *any* air unit, ghosts can *one shot* anything while protected by thors and healed by medivacs.
And no, fungals just doesn't help.
Look in this match how many fungals were spammed, there's no counter to late game terran, for zergs at least.
click bait title as clem ended up winning with that move not throwing
As incredible as these top terrans are at the game, it is still astonishing to me the ways that they manage to be so bad. Split your goddamn ghosts why do all of them keep them in a easy to fungal ball? CLEM: YOU HAVE MEDIVACS, put one goddamn ghost in a medivac and go EMP those Infestors; he has had zero anti air for 15 minutes. Put a THOR in a medivac and go bait the targeting of that giant lurker ball. FFS.
easier said than done
@@emlen5847 Genius, refreshing insight. Thank you for your contribution to the discussion.
@@bmcwxyz nothing needs to be said but that. Clem is managing different fronts already while macroing really hard. Doing that requires additional 70 apm to spare
@@emlen5847 Okay. So your comment is inane on multiple levels. First, of course everything is easier said than done, to even bother replying to someone with that is absurdly pretentious. Second, at that point in the game the map is almost mined out, there's no multipronged harassment going on, no expanding, all of the focus was on that one army group where the game is being decided so no there was nothing else taxing his apm. Third, I wasn't criticizing the execution or poor reaction time, I was criticizing that the best play given what was available wasn't even attempted.
@@bmcwxyz first. Thats true BUT yours is extreme to the point that its extremely impossible. You think clem add 70 more apm to his already 400 apm? 2. You still need to macro in building units, scanning, clearing creep, fending off runbies etc.. even if the map is mined out. 3rd sure, the plays you mentioned might work, but they are at the top for a reason. Not your average people like us (diamond league im assuming). Not masters, not JUST gm, but professionals. They prioritize macroing and other way more important micro like sniping, frog leaping tanks, target fiting with thors, etc...
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