If you’re using your PlayStation 4 or 5 as a home entertainment system, chances are you’ve got quite a few accounts linked to your console. If you’re getting to the stage where you’re rapidly running out of room or someone isn’t using their account, chances are you’re going to want to remove it.
Luckily for you, we’ve got the lowdown on how to delete both PS4 and PS5 accounts from your console. This is particularly handy if you’re looking to make some space on your trusty console or you’re getting ready to sell it.
So fear not, this guide will take you through the process of deleting an account from your PS4 and PS5. We’ll even talk you through how to close your account in its entirety with Sony if you want to, so read on for everything you need to know about account closure on both the PS4 and the PS5.
How to delete a PS4 user
If you’ve got a PlayStation 4 or PlayStation 4 Pro, here’s how to can a user account:
- Head to Settings.
- Select Login Settings on the drop-down menu, and then User Management, which will allow you to alter user accounts.
- Under User Management, select Delete User, and this will give you a list of user accounts.
- Select the one you want to delete, hit delete and then confirm your choice.
Deleting a PS4 account is really that simple. Remember that deleting an account will get rid of all locally held saves, screenshots and video clips, in addition to that users login details, so make sure they’re backed up if they’re particularly important to the user.
How to delete a PS5 user
Got a PlayStation 5? Here’s how to delete any unwanted accounts, for just about any reason you want.
The instructions vary ever so slightly from above, so follow the steps carefully below to delete the account successfully:
- Click on the cog icon at the upper right of your screen to get into the Settings menu.
- From Settings, head for Users and Accounts.
- Scroll down to Users and select the user you’d like to ditch and go through the prompts.
As above, remember that deleting a user account will delete all of those screenshots, video clips and saves that haven’t safely migrated to the cloud.
How to delete a PSN account for good
If, for some reason, you want to cut all ties to Sony, you can close your actual PlayStation account. To do this, you’ll need to contact Sony directly through this link.
You’ll need to have your sign in name and email address handy.
However, be warned that this isn’t something you should do rashly. Closing your account will mean that you cant use that email address or name to create another online account, you’ll lose access to any purchases on the account, and you won’t be able to transfer your account details elsewhere.
You can refund, but only in line with Sony’s typical refund policy. Also, you lose any funds in your PSN wallet too.
Code S RO16 Preview: Trap, Armani, sOs, Zest
The round of 16 comes to a close with Group D, where three championship-winning Protoss players are joined by an unlikely underdog in Armani. It’s a warped mirror image of Group B, where sole Zerg Solar had to go up against three far more well-regarded Terrans. The streamlined practice may not have availed Solar then, but perhaps Armani will show us what three weeks of his finely honed ZvP can do.
Group D: Trap, Armani, sOs, Zest
Start time: Thursday, Apr 15 9:30am GMT (GMT+00:00)
Any talk about Trap has to start with addressing the elephant in the room: what the hell happened to him at IEM Katowice 2021? Headed into the tournament, he was the most-hyped player on the planet, having won three major titles in a row. But when it came time to play at the world championship, the weak-hearted choker of the past re-emerged. Trap was humiliated in the group stages, getting eliminated after finishing behind players like HeroMarine and Astrea.
This… this is a concern. Trap himself admitted in past interviews that his championship at DH: Last Chance wasn’t quite as meaningful as if he had won a bigger tournament like GSL or IEM Katowice. You have to wonder: did he only manage that three tournament winning streak because the pressure was off? Because those tournaments—two Super Tournaments and DH: Last Chance—were merely ‘tier 2’ tournaments? If that’s the case, then it means Trap still has significant mental barriers to overcome. Sure, there’s a chance his IEM collapse was just the product of crazy variance, the kind that we’ve come to expect in competitive StarCraft II. But even then, Trap will be the subject of much doubt should he reach the Code S finals again.
Still, Trap’s growth and accomplishments over the last two years suggest that the Code S RO16 should hardly be an issue for him anymore. Prior to IEM Katowice 2021, Trap was clearly the best Protoss player in the world—not just a jack-of-all-trades but an ace in every department. Whether it was all-ins or late-game play, macro or micro, you could hardly find fault in anything he did. If Trap is to rehabilitate his reputation and prove that he’s not just a paper tiger, then dominating his opponents in Group D will be an important first step.
At least he has an easy initial opponent on paper—or does he? Trap snapped up Armani with the second pick of the group selections, seemingly unimpressed with Armani’s unbelievable, titan-slaying qualifier run. Code S qualification this season was more complicated than usual—basically, the qualifier was divided into two segments. On the first day of the qualifiers, four direct Code S seeds were handed out to the best players on the day, while everyone else who qualified were forced to go through the rigors of Code A. Obviously, you’d expect the four players to win those direct Code S spots to be the cream of the crop. And that was the case, for the most part. Rogue: Obviously. INnoVation: Sure. Solar: Not a huge surprise if he was playing at his highest level. Armani: WHAT?
Indeed, Armani managed to claim one of those precious direct seeds, defeating Dark (twice!) and Maru in order to do so. Alas, we don’t have much info on what the hell happened. Little could be gleaned from the banter of the group selections, with the precise events of the qualifiers left unmentioned. But the fact that Trap snapped up Armani suggests he is NOT a believer. That’s not to say that Armani is a poor player—he’s become a solid member of the GSL middle-class, even making a one surprise semi-final run in 2020. But, as his #16 standing in the Aligulac.com Korea rankings suggests, he’s not a player who you expect championship contenders like Trap to sweat. While I’ll agree with Trap’s implicit appraisal of Armani for now, I’d love for Armani to show us what let him score those massive upsets in the qualifiers.
Speaking of mysterious players, the third contestant in Group D is none other than sOs. Now, there’s a contingent of readers on TL.net who are convinced that the legendary sOs has been washed for years, and is just living on his reputation from a bygone era. There’s some merit to that viewpoint, considering that this season marks his first return to the Code S RO16 in around two years. Yet, has sOs made enough ‘random’ deep runs in major tournaments during that time to suggest that he’s still got a lot of fight left in him. Furthermore, various video vignettes often reveal that sOs’ fellow progamers are quite averse to playing against his unpredictable style. At the very least, the draft order shows he’s still more respected—or at least more loathed—than the likes of Zoun and Hurricane.
The fourth and final contestant in the group is Zest. There’s an ill omen for fans of the veteran Protoss: among the class of players consigned to mandatory military service this year, both TY and Stats have already been eliminated from their final Code S season (it’s not 100% certain with Stats, but it seems likely). Going out on top is certainly an attractive concept, but when you look across the history of sports, clinging on until you flame out is more of the norm. Even Zest himself has given clues toward this kind of anticlimactic finale, mentioning his reduced practice during the group selections.
Still, there’s more than ample reason to have a positive outlook for Zest headed into this group. He has the best recent major tourney result of any GSL player: a second place finish at IEM Katowice 2021. While his micro, macro, and multi-tasking vexxed viewers at times, there was nothing confusing about his ability to put wins on the board. Sure, warping in 12 Zealots when your opponent doesn’t expect is a bronze-tier tactic—but getting it to work against the best progamers in the world is why Zest is SC2’s galaxy brain.
Prediction: Unless Armani can reinvoke his mojo from the semifinals,this group will probably come down to PvP ability. In that regard, Zest and Trap have a significant advantage. Though PvP still deserves its reputation as an unpredictable match-up where anyone could win, there’s still plenty of skill separation at the top level. Over the course of the 2020/21 EPT Season, both Zest and Trap recorded over 70% match win-rates in PvP, while sOs only recorded a 57% in that same period.
That said, there are some interesting head-to-head quirks to consider. Trap is 7-0 against sOs since 2020. In that same time frame, sOs is 1-0 against Zest, having swept him in their meeting in December’s Super Tournament. As for Trap and Zest, it’s close to a wash, with Trap leading 11-9 in series.
What does all that mean? Ehhh, who knows.
Trap > Armani
Zest > sOs
Trap > Zest
sOs > Armani
sOs > Zest
Trap and sOs to advance.
ESL Open Week #66: Stats, Clem, Solar win
The second week of the ESL Open Cups for the 2021-22 ESL Pro Tour (and 66th overall) have come and gone: On Sunday, Stats marked his first win of the second season in Korea, while Clem defended his title in the European showdown on Monday. In the American cup, Solar celebrated his first successful overseas campaign of the season.
The top echelon of Korean Protoss players seem to have thing for EPT points. Their participation in these cups has been steady week after week, while their colleague’s spirits seem lacking in this regard. No wonder, then, that once more the warriors from Aiur dominated the competition on Sunday by taking three out of four top spots in the Asian cup. Stats had a pretty comfortable way to the finals, with MacSed and SpeCial being the only notable opponents he had to overcome to gain entry to the decisive bout. There, he clashed with PartinG, who had already stood in the finals in the previous week (eliminating Stats along the way). Unfortunately for PartinG, he had his hopes thwarted once again. Just like in Cup #65, the Big Boy won the first map, only to be crushed in the three subsequent games. Having defeated Has and Trap along the way, his PvP mojo seemed depleted.
While ‘the Clem Weekly’ really doesn’t have the same ring to it as ‘the Big Gabe Weekly’, the Liquid player seems to have the will to make the new unofficial title for the tournament series a reality, having already secured the second win in the new season and laying a foundation for a long streak of victories. It was a hard-won triumph, for Clem had to contend with souL and HeRoMaRinE to reach the finals. But with his reputed weakness in TvT really not being as much of an issue anymore, the two Terrans were nothing the Frenchman couldn’t handle. On the other side of the bracket, another heavy hitter cruised through the bracket without breaking a sweat: the reigning world champion Reynor graced the cup with his presence and reached the finals without losing a map, disposing of GunGFuBanDa in the semis—already the second top four placement for the German this season. The Italian and his opponent from France rekindled their rivalry from last season, Clem winning the first map after a series of Bio pushes. Reynor struck back by taking a page out of Dark’s book and opting for Roach-Ravager, transitioning into Lurker-Viper and eventually winning the macro game in the second match. He followed this up by showing his range on the third map, taking a win with Muta-Ling-Bane. A wonky base trade scenario on Blackburn equalized the series, with Clem closing things out in another Bio-Mine vs. Muta-Ling-Bane match on the final map—it wasn’t the most exciting series these two have played against each other, but seeing this duel in a weekly cup sure is a fantastic thing for the fans.
After crashing out of the Korean/Asian cup early on, Solar made up for it with a dominating performance in the American ESL Open Cup one day later, going through Vanya, Has and SpeCial without dropping a map to claim the win. Has had already reached the semi-finals in the previous week, seemingly gaining some consistency. The same goes for Polish Protoss Gerald, who had appeared in the finals of Cup #65 and only narrowly missed out on repeating this feat, being eliminated by the Mexican Terran with a 2-3 score after himself defeating the defending champion MaxPax and Korean player NightMare. Taken together with his very solid performance in the World Team League on the weekend, the eXoN player’s form seems to be quite good at the moment, so another finals appearance or perhaps even a win look like they’re in the cards for him.
ESL Open Cup winners earn $200 in prize money and 10 ESL Pro Tour points. Players who finish second earn 5 ESL Pro Tour points and $100. A top 4 finish guarantees at least $50. Edition #67 of the ESL Open Cups will take place on the 18th (Korea) and the 19th of April (Europe and America).
Position 5 Faceless Void is making waves in North American Dota 2 pubs after patch 7.29
Faceless Void is typically played as the carry and has been seen in the offlane role too. But patch 7.29 has made him a candidate for the position 5 support.
Over the years, Dota 2 has seen some insane exchanges in roles. Support Invoker, core Io, support Gyrocopter, support Luna, core Shadow Demon, and the list goes on. Add to that list – support Faceless Void!
If a million guesses had to be made, support Void would be in them because we have only 120 heroes, but it would be one of the last guesses. Dota 2 patch 7.29 has added the potential to turn one of the hardest carries in the game, who terrorized patch 7.27 along with Sven, into a support. The artist to introduce this new concept into Dota 2? The 11k support, Kim “DuBu” Doo-young, who plays for Undying.
What makes Faceless Void a good support in the new evolving meta? Let’s take a look at his changelog from patch Dota 2 patch 7.29.
Position 5 Faceless Void Skill Build
The key skill that makes him viable as a support is Time Dilation. The skill, which lasts for 11 seconds, does 13 DPS per cooldown. So any hero that uses four spells in a team fight and gets hit with Time Dilation will 572 magic damage, besides having their cooldown timers tick 60% slower. And there is also a 10% slow per extended cooldown, which can make heroes with a lot of spells crawl. Think about it – one press of a button in a team fight and enemy heroes are slowed, take damage and have their cooldowns extended. Does not sound bad!
A thought that might occur is that this can be done on a core Void as well. But that isn’t the case, because the support Void maxes out Time Dilation at level 7, something a core Void cannot afford to do. And the effect of the max Time Dilation will be felt early on in the game, when teams do not have a dispel against it. If the skill isn’t maxed out early (like on a position 1 Faceless Void, who maxes it out the last), by the time it gets to level 4, the opposition team is bound to have BKBs, Eul’s Scepters or another dispels. After Time Dilation is maxed out, DuBu gets all points into Time Walk, which gives the hero the ability to get in and out of fights more easily with the low cooldown.
It isn’t just Time Dilation that makes Faceless Void a good support. There is, of course, his signature spell – Chronosphere. Void’s ultimate is one of the best lockdowns in the game and as long as your team has a few heroes that can dish out damage in the Chrono, it is a spell that can have game changing effects, even on a support Faceless Void.
Position 5 Faceless Void Itemization and Talents
DuBu tends to prioritize Meteor Hammer as the first major item on the Faceless Void support. Depending on the game, an Urn of Shadows is also an option, which can later be turned into a Spirit Vessel. The Meteor Hammer is a guaranteed stun after if timed correctly with the end of the Chronosphere. It also gives him the ability to push out waves and cheekily go in and out of vision with Time Walk while pushing towers. After Meteor Hammer, the invent choices are quite open ended depending on what the team needs – Spirit Vessel, Pipe, Solar Crest or any other team fight item that might help.
The ideal support talents for Void are 1-1-1-1. Damage is not to be prioritized and all possible resources should be invested in staying alive and getting off good Time Dilations and Chronospheres. It might sound weird that getting off a good Time Dilation isn’t the easiest thing, but when you are building your hero around it, you can’t just Time Walk in and use it at the start of the fight. It will be completely useless. A support Void will have to wait in the Shadows to see which skills are being used before jumping in and using Time Dilation for it to be put to maximum use. It can be a pretty handy tool against heroes like Queen of Pain and Anti-Mage, when they jump in using their Blinks.
Dota 2 analyst Gustavo “Bowie” Mattos is convinced that the support Void can work and posted a Twitter thread about it.
Undying finished third in the Upper Division of the NA DPC League last season and are quite close to being a tier 1 Dota 2 team. Their first game in season 2 is on the 15th of April against the newly promoted team, The Cut. DuBu has won all four games in his pubs with the support Faceless Void, but it will be interesting to see if he and his team think it is good enough to be experimented with in a professional game.
Code S RO16: Rogue and INno advance to the RO8
Voted by TL.net users as the most difficult group in the RO16, Group C saw Rogue defy death and claim first place with a perfect 4-0 score. Rogue utterly dismantled his hand-picked opponent Zoun in his initial series, with the Alpha X Protoss barely able to dent Rogue before getting crushed in the first major battle of each game. Dark hardly did any better, losing one game on account of a failed 12-pool and losing the next game to Rogue’s early Ling-Bane all-in.
Rogue showed his usual humility after his dominating performance, downplaying his chances of winning the tournament at his current skill level. He did offer an interesting caveat, saying he might just be able to win if he was to regain his passion.
INnoVation was the second player to escape the group, despite starting off with a one-sided loss to Dark in his initial series. Zoun put INnoVation on the ropes in the losers match—he proved to be quite justified for previously taunting INnoVation for being unable to dodge Disruptor shots. Still, INnoVation’s overall macro play and army movements proved to be superior, and he put the upstart Protoss down by a 2-1 score.
INnoVation faced another uphill battle against Dark in the losers match, but once again overcame a game one loss to take the series. The final game was an exemplary INnoVation performance—after maxing out at nine minutes, he overran Dark’s Lurkers and Vipers by pure strength of numbers.
The Code S RO16 will conclude on Thursday, Apr 15 9:30am GMT (GMT+00:00) with Group D of the round-of-sixteen, featuring Trap, Armani, sOs, and Zest.
Initial Match #1: Rogue vs Zoun
Game 1 – Oxide: Zoun opted to skip Stargate and go for the older Glaive-Adept opener. Despite not doing any direct scouting, Rogue sensed what was going on and had defending units in time to ward off any Adept dives. Zoun followed up with Disruptor tech, moving out once he had two Disruptors and Warp Prism speed. Despite Rogue having a huge defensive army, Zoun still attempted an aggressive Adept Shade-dive while dropping his Disruptors. This ended up being a catastrophe for Zoun (his poor micro making things even worse), and he GG’d out after his army was utterly crushed.
Game 2 – Jagannatha: Zoun went for the more common Void Ray-Oracle start this time around, going up to three bases and delayed Glaive-Adept tech. Rogue spread Creep aggressively and kept the threat of Queen-walk all-in in Zoun’s head, but continued to play a macro game while teching up to hive. Meanwhile, Zoun transitioned out of Adepts and looked to build a mid-game army based on Stalkers, Disruptors, and Colossi.
Zoun moved out once he had two Disruptors and two Colossi to support his Gateway troops. While the army looked dangerous at first, it turned out to be rather toothless when Rogue set upon it with mass Roach-Ravager-Hydra-Viper. The Colossi were instantly abducted and killed, while well-placed Blinding Clouds nullified the remaining Stalkers. After crushing Zoun’s army, Rogue reinforced his swarm to easily take the game.
Initial Match #2: INnoVation vs Dark
Game 1 – Deathaura: Dark expanded normally to his natural, but then placed a proxy Hatchery at INnoVation’s third base to go for a cheesy Roach-Ravager all-in. Despite getting caught off guard, INnoVation managed to scramble his SCVs on defense and hold off the initial wave of attackers—albeit at the cost of many SCVs.
However, Dark wasn’t done just yet. He reloaded for another round of attacks, and despite a couple of Tanks being out on the Terran side, he was able to bust through with Corrosive Biles and end the game.
Game 2 – Romanticide: The two players went for a more passive macro build-up in game two, with Dark showing his personal style by relying on Roaches instead of Ling-Bane for mid-game defense. In any case, INnoVation looked to hit a 2/2 timing with Bio-Tank, while Dark teched up to Lurker-Viper behind his Roaches.
INnoVation’s 2/2 attack came well after Dark was done filling his Viper energy, which meant the initial advance of Tanks on Dark’s third base was quickly stopped. INnoVation tried to exploit the immobility of Lurkers and Roaches by loading up for an abrupt drop in the main, but Dark had anticipated such a move and already had spores and Zerglings in place. Dark crushed the drop, giving him a brief window where he had a significant army advantage. Dark tried to exploit this by attacking several of INnoVation’s bases at once, but INnoVation responded well on defense and set himself up securely on five bases.
Despite INnoVation increasing the Tank, Marauder, and Ghost numbers in his army, Dark decided to stay on Roach-Lurker-Viper for a while. His second round of attacks were much more successful in finding the holes in the Terran defensive line, taking a great fight against a mispositioned chunk of INnoVation’s army and sending him reeling. Dark refused to let INnoVation regain his bearings, and continued to send reinforcements swarming in from multiple directions until INnoVation GG’d.
Winners’ Match: Rogue vs Dark
Game 1 – Lightshade: Dark opened up a 12-Pool cheese while Rogue went for a Hatch-first build. Despite being extra-aggressive and building up to twelve Zerglings, Dark was unable to do any significant damage against Rogue’s great Drone defense. This left Dark massively behind in terms of both economy and tech, forcing him to gamble on a quick Spire. A good idea in theory, perhaps, but it wouldn’t work out for Dark—he was overrun by Rogue’s Roaches just as his first Mutalisks popped out.
Game 2 – Oxide: After more ordinary three base starts, both players ratcheted up the Zergling and Baneling production for some early bane skirmishing. Neither player was able to take an advantage, and they eyed each other carefully while looking for a chance to transition.
Dark was the first player to flinch in the game of chicken, returning to Drone production. Meanwhile, Rogue went for continued production of Ling-Bane. Seeing Dark’s army positioned too far forward, Rogue took advantage of the situation by sending his forces down one of Oxide’s paths and straight into Dark’s main (unfortunately for Dark, his defensive Banelings were covering the wrong bases). The situation quickly snowballed out of control for Dark and he GG’d out.
Losers’ Match: INnoVation vs Zoun
Game 1 – Deathaura: INnoVation went for a proxy-Starport Hellion drop, while Zoun planned a slightly later strike by going for 4-Gate Glaive-Adepts. Good reactions from Zoun let him stop the Hellions without losing a single Probe (a follow-up drop killed 3), leaving him to plan his counterattack. While the scouting from the Hellion drop let INnoVation have defenses set up, Zoun decided to just suicide Adepts into INnoVation’s SCV lines to significantly hurt his economy.
While this move put Zoun temporarily ahead, INnoVation was able to use his army advantage to pay Zoun back. As Zoun looked to secure three bases and transition to Stalker tech, INnoVation abused the relative immobility of the Protoss defenders to cause distractions and launch devastating drops into the Probe lines. This ultimately put INnoVation ahead, secure on four bases with a powerful army being rapidly built.
When INnoVation moved out with his ultimate army of Bio and Vikings, Zoun responded by trying to temporarily base-trade with his main army before recalling back to defend. The difference in firepower between the forces meant it didn’t quite work out for Zoun—both players were knocked back down to three base economies, but Zoun lost significantly more Probes.
It seemed like it was curtains for Zoun, but rather improbably, he managed to turn the tide. Partly, it was due to INnoVation overestimating his position and taking some questionable fights. But the real stars of the comeback were Zoun’s Disruptors, which INnoVation proved to be quite poor at dodging (as Zoun had previously remarked). Each scrappy skirmish saw Zoun pull further and further ahead, until he was able to take the fight to INnoVation’s base and end the game.
Game 2 – Romanticide: INnoVation went for another Hellion drop variant, this time adding Armory-Mines for a quick one-two combo. Despite going defensive Phoenixes, Zoun’s control wasn’t up to snuff this time around and he ended up losing 13 Probes to the drops. Yet, somehow, this wasn’t an utter disaster for Zoun. INnoVation’s follow-up drops were largely wasteful, while Zoun’s Phoenixes picked off a decent number of units and SCVs on the other end of the map. Ultimately, the two players ended up building up to a macro game on reasonably even terms, with Zoun looking to exploit INnoVation’s weakness with another Disruptor-centric composition.
Having learned from the previous game, INnoVation avoided head-on attacks and made more mobility-based plays. Zoun’s defensive positioning and multitasking proved to be rather lacking, with his army easily drawn out of place by feints. Seemingly at will, INnoVation was able to find a way to distract Zoun’s army and tear down his fourth base, keeping Zoun stuck on a three-base economy for an extended period of time. While INnoVation continued to be a Purification Nova-magnet when he had to go up against Disruptors, his resource advantage let him eventually bludgeon Zoun to death with bigger armies.
Game 3 – Pillars of Gold: INnoVation went for a full 1/1/1 proxy, and Zoun quickly realized something was awry when he Probe-scouted an empty Terran main. INnoVation showed two Hellions to Zoun’s subsequent Zealot-scout, but his actual plan was to go for a 4-Mine drop with an Armory.
Zoun pulled off a solid defense against the initial drop, minimizing his Probe losses. However, his execution wasn’t quite pristine when the Mine cooldowns cycled one more time, losing more Probes and even an Observer to incidental splash. Meanwhile, INnoVation had floated everything back to his main and seemed to be gearing up for a deadly Raven-Tank-Marine follow-up.
Some good Blink-Stalker harass from Zoun delayed INnoVation’s Combat Shields upgrade, to which INnoVation responded by taking his third base and going for a later attack. The delayed attack proved to be just as deadly, with INnoVation having a significant number of Tanks from near non-stop production. Zoun had managed to squeeze out a few Colossi and Disruptors, which helped him barely fight off the first Terran attack. However, Zoun couldn’t fully stabilize against INnoVation’s signature parade-push, and he GG’d out against the unrelenting waves of Terran reinforcements.
Decider Match: Dark vs INnoVation
Game 1 – Romanticide: INnoVation gambled on a proxy 2-Barracks build that was quickly discovered by Dark’s Overlord. Dark opted to defend with a small Drone-pull, sending out five of them to try and pick off the initial pair of Marines produced. This ended up working rather well for Dark, who lost two Drones but was ultimately left with a far better economy.
INnoVation tried to play a macro game from behind, but it was a hopeless endeavor against a player of Dark’s caliber. Once Dark assembled his Hive-tech army, the game was effectively over—even though INnoVation managed to survive for a surprising long time.
Game 2 – Nautilus: Dark started bottom left, while INnoVation started top left on the four-player map of Nautilus (the third time in a row we got these exact spawns!). After a three-hatch start, Dark looked to go for an early poke with Roaches, which INnoVation managed to scout with his initial Reaper. With this information in hand, INnoVation opted to sneak his initial Hellions around the Roaches for a backdoor attack while conceding some SCV losses to Dark back at home. While the trade seemed to go well for INnoVation at first, Dark squeezed out some extra kills toward the end of the exchange, killing 18 SCVs while losing 14 Drones.
The two players collected themselves and moved on to another macro game. Perhaps fearing the short push distances on Nautilus, Dark delayed his tech to stay on a Roach-Infestor army in the mid-game. This worked well against INnoVation’s initial Marine-Tank push, with Fungals blanketing the Terran army and helping the Roaches wipe it out. However, INnoVation fought back well from this setback, securing more expansions on his side of the map while trying to exploit Dark’s slower army with drops.
Somehow, Dark ended up in an awkward spot where his tech-switch to Lurkers and Vipers was very late (a situational misread, perhaps?), and he was ill-equipped to handle INnoVation’s second major push with maxed-out 3/3 bio and mass Tanks. Dark was forced to concede ground to the Terran force, which marched forward with gusto and tore down several Zerg bases. Dark managed to barely get a few Lurkers and Vipers out on the field when the Terran army started to threaten the core Zerg bases, but his swarm was still outgunned. Not even some great Fungal Growth hits could help Dark’s forces prevail, and he GG’d out.
Game 3 – Pillars of Gold: Both players decided to go for ‘honorable’ macro openers on the final map of the night, with INnoVation going for some Hellion-Banshee harassment but not finding much damage. As in previous games, Dark looked to play a Roach-oriented mid-game while teching up quickly to Hive tech.
As for INnoVation, he opted to punish this Baneling-less play by maxing out at nine minutes and launching a huge Marine-Tank attack. This caught Dark at an awkward moment where his first Lurkers and Vipers had just entered the battlefield, but were still lacking in numbers. INnoVation arranged his troops into a wide arc and attacked into Dark’s fourth base, with his superior positioning allowing him to defeat the Lurkers and Roaches with their impressive firepower. Dark conceded defeat and sent INnoVation on to the playoffs.
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