How old is painuser
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Pop-out Video. Live Events Deathfate Duel Series. Liquipedia Discussion. Live Streams StarCraft 2 Forgg! Artosis Shinee Tyson Bale Blizzard YouTube. ESL Pro Tour. The NA Apprentice. Grand Platypus Open. Chickenman Events. Online Event. PainUser was one of the 50 participants invited to complete in the North American Starleague , but he has since decided to quit the league, as his real life responsibilities have taken over his free time.
As of June 5, , he has resigned from the NASL, a decision that attracted much controversy from the community. With the release of Heart of the Swarm, Painuser has resumed playing a lot, streaming for many hours each day.
He hopes to cast Heart of the Swarm events and has stated on his stream he is thinking of trying to come back as a player again. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Special pages. Parsons: A little bit of both.
I would say that at first, it's a really good idea to play all three races, to play random to get a feel for the different races.
A lot of people get caught up in the dilemma of which race to pick. Zerg is a very speedy, very resourceful race that's super-reactionary.
You're almost always trying to gain an economic edge on your opponent because you can build multiple mining units at the same time. Zerg is the only race that can build multiple mining units at the same time--you can queue up six drones if you want. Whereas Protoss has to build one probe at a time out of their Nexus. So you're basically seeing how much of an economic edge you can get on your opponent without getting bit in the butt for it, pretty much.
Protoss is kind of a balance between Terran and Zerg in the sense that they're also a very economic race with the Chrono Boost macro mechanic, but they also have very expensive, very strong units.
You're not building up a gigantic army with tons of units that are expendible. Protoss units are very important, they're very expensive--you have to take care of them, you have to babysit your army a lot, you have to focus on your micro--but they are very strong.
To me, Terran is a much more If your Siege Tanks are sieged in the wrong position, or if you unsiege your entire army and then your opponent attack-moves you at the perfect moment, you'll lose. You have to be very careful about army positioning. You can get really creative with Terran--you can get really creative with either of the races, I just say that because I'm a Terran player and I've played around with it a lot and that I've established tons of different openings that I can do--it's not ever really stale, I can do something different almost every game and open in a different way.
Don't hesitate to be creative once you pick your race. Try different things out and see how it matches up with your personal play style. A lot of analogies get made about StarCraft and chess, but one of the fundamental flaws in that analogy is that the map you're playing on really determines your opening move, even though most of the maps are symmetrical. Parsons: Right, build-orders are totally map-dependant. I have maybe four build orders per map, per racial match-up that I'm really comfortable with.
And then, there's some build orders that I go with that are my bread and butter on specific maps. There's a map called Blistering Sands--it's one of the map that was there throughout the beta. It's a map with destructible rocks in the back entry of your base. Your opponent can destroy those rocks and it creates two entries to your base. So it essentially nullifies any build order that you would use to early-expand or fast expand to try and gain an aggressive economic edge over your opponent because in the event that you expand, you're blocking your natural expansion.
And he can just kill those rocks in the back and have entrance to your main base. On that map, the first guy that expands generally loses, unless you've won some battle and you know you have a bigger army and you can expand and get away with it. It's usually a matter of who can hold it off, wins. When's the right time to move outside your main base and expand to increase your resource income?
Parsons: It's something you develop a feel for. A good rule of thumb: if you're saturated your main, it's always a good time to expand. That's if you have three-to-one harvesters per mineral field. If you've saturated your main, it's definitely a good idea to expand. You almost always want to be producing mining units, at least on two bases. Some people stake their claim on being economic players. That's the way they want to beat you--they want to lull you into a macro game where you're both racing as fast as you can producing mining units and building up a gigantic army.
And then, when you clash, he's been going so much faster than you that he's got the bigger army. That's not my style of play--I can do that--if you lull me into that, I'll play your game, but I like to throw wrenches in the machinery and just mess people's macro up.
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