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[G] QTIP’s guide to defending the 1-1-1 (PvT) - Page 20

Forum Index > StarCraft 2 Strategy
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Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-09-12 20:00:56
September 12 2011 19:42 GMT
#381
On September 13 2011 04:21 J.E.G. wrote:
Right so if you can snipe the raven (if it's even a raven build) they have to burn scans which makes the following pushes much weaker.

In the actual engagement, the raven is usually kept towards the back, so if you lead with the hallu immo's they are going to take a bunch of tank and marine fire before they enter into the raven's detection range.

Here's a replay; engagement is at about 12:00 (this isn't a good build, but shows the usefulness of hallu in the engagement vs raven): http://www.mediafire.com/?schgd45joa9ubuj


You cant snipe the raven if it hovers right above the army especially not with PDD. Your Hallucinations soaked up about 4 tankshots which can be achieved be a regular immortal or a forward zealot aswell. After they entered detection range all damage they received was splash from nearby zealots/stalkers. Hallucinations did not win you that battle, it did not even help that much. A guardian shield on the left flank would have had more effect on the outcome of that battle than all hallucinations together. The fact that you had more mineralvalue in zealots as he had in marines -because he supply capped himself several times- and his emphasis on tanks (without using half of them) instead of banshees was what won you that battle. Even 3 more Banshees instead of those idle tanks and you would have been in a world of pain.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
hocash
Profile Joined December 2010
United States82 Posts
September 12 2011 20:35 GMT
#382
On August 24 2011 00:13 HazZerK wrote:
Just thought I'd add my own 2cents worth. Basically I was herpa-derping with stalkers until i read this guide, then the whole 'don't make stalkers' thing clicked, and I started holding it. Easily.

This is only a recent example but here is me going for a 3gate DT expo, then scouting the 1-1-1, then winning.

[image loading]


Very well played. The only problem for the rest of us is that your counter to his 1-1-1 took about 10x more skill to pull off than the actual 1-1-1. And he had some pretty brutal scans there. If he had just switched out to a tech lab on his barracks he could hold your dt easier with marauders.

I'm finding 1-1-1 VERY difficult to counter even when countering to it blind. And forget about 15 Nexus - if it's scouted 1) you're dead to anything but 1-1-1 and 2) if he abandons the 1-1-1 and pushes out you're in serious trouble.
Skyro
Profile Joined May 2010
United States1823 Posts
September 12 2011 20:42 GMT
#383
On September 13 2011 03:49 Xanatoss wrote:
Show nested quote +
On September 13 2011 03:18 J.E.G. wrote:
i just get start hallu right after robo and skip one obs. I can hallu phoenix scout for w/e tech he's doing, then when the push comes throw up a few hallu immortals to draw marine focus fire while real immos target tanks. It can be a little tricky, and fails real bad if you don't get your army lined up right.

Will edit w/ replays today if i come across 1-1-1 on ladder

Edit: or if anyone wants to run some practice games as terran, i'm grizzly.400 on NA


Raven/Scan identifies Hallucinations which leads to autoattack completely ignoring them.


Correct me if I'm wrong but even if a hallucination is detected it will still trigger autoattacks if nothing else is in range right? So a hallucinated immortal still serves a purpose in charging in and soaking up initial tank fire.

Another interesting thing is if you do use phoenix to scout it may actually trick terrans into making AA like turrets and vikings. I've seen it happen quite a bit when I use my initial phoenix to scout when I open stargate vs terran. I think this is because researching hallucinate in PvT is pretty rare, unlike in PvZ (plus your phoenixes always end up autoattacking stray overlords that give it away anyway).
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-09-12 21:44:37
September 12 2011 21:04 GMT
#384
On September 13 2011 05:42 Skyro wrote:
Show nested quote +
On September 13 2011 03:49 Xanatoss wrote:
On September 13 2011 03:18 J.E.G. wrote:
i just get start hallu right after robo and skip one obs. I can hallu phoenix scout for w/e tech he's doing, then when the push comes throw up a few hallu immortals to draw marine focus fire while real immos target tanks. It can be a little tricky, and fails real bad if you don't get your army lined up right.

Will edit w/ replays today if i come across 1-1-1 on ladder

Edit: or if anyone wants to run some practice games as terran, i'm grizzly.400 on NA


Raven/Scan identifies Hallucinations which leads to autoattack completely ignoring them.


Correct me if I'm wrong but even if a hallucination is detected it will still trigger autoattacks if nothing else is in range right? So a hallucinated immortal still serves a purpose in charging in and soaking up initial tank fire.

Another interesting thing is if you do use phoenix to scout it may actually trick terrans into making AA like turrets and vikings. I've seen it happen quite a bit when I use my initial phoenix to scout when I open stargate vs terran. I think this is because researching hallucinate in PvT is pretty rare, unlike in PvZ (plus your phoenixes always end up autoattacking stray overlords that give it away anyway).


You are right. But a leading Zealot would achive exactly the same without 100 Gas cost. Against a build where you die the moment you dont have enough stuff to deflect his push I dont think its useful to invest 100/100 into something that can be achived with 100/0 aswell. As said before, as soon as other stuff enters detection range (which is quite large with raven above marines) hallucinations are useless. Its not even that Units keep their target until it dies (like if you use shift-focus-commands), they switch target literally the moment anything real is in range. In worst case Immortals with their soon range 6 will block the engagement-path of your zealots and work against you. It might be a worthwile consideration for delayed pushes past the 10 Minute mark against a lot of tanks but I feel these are not as different to hold as earlier ones anyways.

The Idea about the hallucinated phoenix sounds good if you dont get any other form of scouting, but:
Against Banshee first 1/1/1 they might get suspicious why you dont attack their banshee with your phoenix and against Raven first you either fly right into it and get revealed by detection or they might be suspicious again why avoid the raven instead of attacking it. Even if they fall to belive you opened Stargate, i think it would in best case lead them just to build a Viking instead of another Banshee and push out sooner with a lot scv's pulled (like after first 2 tanks) assuming you are very weak on ground, which is actually harder to hold than later pushes if you FE (imho).

Edit: If you want to incorperate Hallucination what about, in addition to the immortals, creating phoenixes before the actual battle do burn up PDD-Energy really fast by their double-shots. Does that work?
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
J.E.G.
Profile Joined May 2010
United States389 Posts
Last Edited: 2011-09-12 21:43:28
September 12 2011 21:41 GMT
#385
But you still have said immortal/zealot after your hallu's tank all that damage isntead of your actual units dying to the first round of tank volleys.

About hallu vs PDD: It should work, according to this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170822 so maybe go hallu phoenix isntead of immo if there is a raven?

I really think Hallu is a good way to go as it cheaply (in both cost and supply) can soak up a ton of dps, which is what makes 1-1-1 so strong. The trick is in having enough sentries w/ energy to make enough hallu's for them to be effective, which again can make your opener much weaker vs other terran builds

EDIT: Also, I haven't had much luck going for hallu phoenix scout. It hits too late to change anything and delays the robo too much.
Do or do not; there is no try.
Skyro
Profile Joined May 2010
United States1823 Posts
September 12 2011 21:51 GMT
#386
On September 13 2011 06:04 Xanatoss wrote:
Show nested quote +
On September 13 2011 05:42 Skyro wrote:
On September 13 2011 03:49 Xanatoss wrote:
On September 13 2011 03:18 J.E.G. wrote:
i just get start hallu right after robo and skip one obs. I can hallu phoenix scout for w/e tech he's doing, then when the push comes throw up a few hallu immortals to draw marine focus fire while real immos target tanks. It can be a little tricky, and fails real bad if you don't get your army lined up right.

Will edit w/ replays today if i come across 1-1-1 on ladder

Edit: or if anyone wants to run some practice games as terran, i'm grizzly.400 on NA


Raven/Scan identifies Hallucinations which leads to autoattack completely ignoring them.


Correct me if I'm wrong but even if a hallucination is detected it will still trigger autoattacks if nothing else is in range right? So a hallucinated immortal still serves a purpose in charging in and soaking up initial tank fire.

Another interesting thing is if you do use phoenix to scout it may actually trick terrans into making AA like turrets and vikings. I've seen it happen quite a bit when I use my initial phoenix to scout when I open stargate vs terran. I think this is because researching hallucinate in PvT is pretty rare, unlike in PvZ (plus your phoenixes always end up autoattacking stray overlords that give it away anyway).


You are right. But a leading Zealot would achive exactly the same without 100 Gas cost. Against a build where you die the moment you dont have enough stuff to deflect his push I dont think its useful to invest 100/100 into something that can be achived with 100/0 aswell. As said before, as soon as other stuff enters detection range (which is quite large with raven above marines) hallucinations are useless. Its not even that Units keep their target until it dies (like if you use shift-focus-commands), they switch target literally the moment anything real is in range. In worst case Immortals with their soon range 6 will block the engagement-path of your zealots and work against you. It might be a worthwile consideration for delayed pushes past the 10 Minute mark against a lot of tanks but I feel these are not as different to hold as earlier ones anyways.

The Idea about the hallucinated phoenix sounds good if you dont get any other form of scouting, but:
Against Banshee first 1/1/1 they might get suspicious why you dont attack their banshee with your phoenix and against Raven first you either fly right into it and get revealed by detection or they might be suspicious again why avoid the raven instead of attacking it. Even if they fall to belive you opened Stargate, i think it would in best case lead them just to build a Viking instead of another Banshee and push out sooner with a lot scv's pulled (like after first 2 tanks) assuming you are very weak on ground, which is actually harder to hold than later pushes if you FE (imho).

Edit: If you want to incorperate Hallucination what about creating phoenixes before the actual battle do burn up PDD-Energy really fast by their double-shots. Does that work?


Hallucination does seem worth it to me for its cost though if you actually have enough sentries to spare the energy. The whole "why is he not targeting my banshees thing" isn't that big a deal because standard 1-gate star timing your phoenix will be at his base before his first stargate unit pops out anyway.

Hallucinations do burn PDD energy last I checked but PDD really only affects stalkers, and you really should have a minimal amount of stalkers when the push actually comes. You want to clean up all the marines and tanks first and then use a round of warp-ins to take down any leftover banshees. In that scenario you can just use your sentries to burn the PDD if needed.

I think I'm going to try out hallucination vs 1-1-1 and see how it works out. In my mind I think hallucinating Immortals would work best since you would be mixing them up with real immortals and it's not as obvious they are fake (like archons or colossi would be).
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-09-12 22:22:13
September 12 2011 22:08 GMT
#387
On September 13 2011 06:51 Skyro wrote:
Show nested quote +
On September 13 2011 06:04 Xanatoss wrote:
On September 13 2011 05:42 Skyro wrote:
On September 13 2011 03:49 Xanatoss wrote:
On September 13 2011 03:18 J.E.G. wrote:
i just get start hallu right after robo and skip one obs. I can hallu phoenix scout for w/e tech he's doing, then when the push comes throw up a few hallu immortals to draw marine focus fire while real immos target tanks. It can be a little tricky, and fails real bad if you don't get your army lined up right.

Will edit w/ replays today if i come across 1-1-1 on ladder

Edit: or if anyone wants to run some practice games as terran, i'm grizzly.400 on NA


Raven/Scan identifies Hallucinations which leads to autoattack completely ignoring them.


Correct me if I'm wrong but even if a hallucination is detected it will still trigger autoattacks if nothing else is in range right? So a hallucinated immortal still serves a purpose in charging in and soaking up initial tank fire.

Another interesting thing is if you do use phoenix to scout it may actually trick terrans into making AA like turrets and vikings. I've seen it happen quite a bit when I use my initial phoenix to scout when I open stargate vs terran. I think this is because researching hallucinate in PvT is pretty rare, unlike in PvZ (plus your phoenixes always end up autoattacking stray overlords that give it away anyway).


You are right. But a leading Zealot would achive exactly the same without 100 Gas cost. Against a build where you die the moment you dont have enough stuff to deflect his push I dont think its useful to invest 100/100 into something that can be achived with 100/0 aswell. As said before, as soon as other stuff enters detection range (which is quite large with raven above marines) hallucinations are useless. Its not even that Units keep their target until it dies (like if you use shift-focus-commands), they switch target literally the moment anything real is in range. In worst case Immortals with their soon range 6 will block the engagement-path of your zealots and work against you. It might be a worthwile consideration for delayed pushes past the 10 Minute mark against a lot of tanks but I feel these are not as different to hold as earlier ones anyways.

The Idea about the hallucinated phoenix sounds good if you dont get any other form of scouting, but:
Against Banshee first 1/1/1 they might get suspicious why you dont attack their banshee with your phoenix and against Raven first you either fly right into it and get revealed by detection or they might be suspicious again why avoid the raven instead of attacking it. Even if they fall to belive you opened Stargate, i think it would in best case lead them just to build a Viking instead of another Banshee and push out sooner with a lot scv's pulled (like after first 2 tanks) assuming you are very weak on ground, which is actually harder to hold than later pushes if you FE (imho).

Edit: If you want to incorperate Hallucination what about creating phoenixes before the actual battle do burn up PDD-Energy really fast by their double-shots. Does that work?


Hallucination does seem worth it to me for its cost though if you actually have enough sentries to spare the energy. The whole "why is he not targeting my banshees thing" isn't that big a deal because standard 1-gate star timing your phoenix will be at his base before his first stargate unit pops out anyway.

Hallucinations do burn PDD energy last I checked but PDD really only affects stalkers, and you really should have a minimal amount of stalkers when the push actually comes. You want to clean up all the marines and tanks first and then use a round of warp-ins to take down any leftover banshees. In that scenario you can just use your sentries to burn the PDD if needed.

I think I'm going to try out hallucination vs 1-1-1 and see how it works out. In my mind I think hallucinating Immortals would work best since you would be mixing them up with real immortals and it's not as obvious they are fake (like archons or colossi would be).


Hallucinated Phoenix reaches him after 6:30 afaik, unless you either skip Warpgate, use every single chronoboost on your core, proxy it with a sentry near his base and/or in close air positions (which would be better to actually use 1 Gate Star).
I have yet to see a game where it actually works to take down 2-4 Banshees with "a round of stalkers". The opposite is the case most of the times.

It does not matter which unit seems to be "a good fake" AI auto-ignores detected hallucination if anything else is in range. All you can soak up is the first volley of shots if you lead with a hallucination.

On September 13 2011 06:41 J.E.G. wrote:
But you still have said immortal/zealot after your hallu's tank all that damage isntead of your actual units dying to the first round of tank volleys.

About hallu vs PDD: It should work, according to this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170822 so maybe go hallu phoenix isntead of immo if there is a raven?

I really think Hallu is a good way to go as it cheaply (in both cost and supply) can soak up a ton of dps, which is what makes 1-1-1 so strong. The trick is in having enough sentries w/ energy to make enough hallu's for them to be effective, which again can make your opener much weaker vs other terran builds

EDIT: Also, I haven't had much luck going for hallu phoenix scout. It hits too late to change anything and delays the robo too much.


Just tested it, hallu phoenix burns PDD-Energy.
Actually a lot of Sentries is very good against most other openings like 2/3 Rax or Mass Marines and most FE-Builds get them anyways early on.
With the addition of said Phoenixes to burn PDD's it might actually be worth to invest into Hallucination. My skepticism was grounded on the fact that an engagement lead by Hallucinations would swallow just the first volley, which means 2-4 tankshots. A Zealot can eat 4 tankshots aswell before it dies. So you invested 100/100 (Hallu) or 100/0 (Zealot) to avoid 2-4 tankshots. Its obvious which one appears to be better. But with an additional return of investment (depleting the pdd) the balance swings back into Hallucinations favor even when you get it early on.

There you got it TL. Someone changed his oppinion through a forum! The internet will collapse.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
September 12 2011 22:12 GMT
#388
On September 13 2011 07:08 Xanatoss wrote:
Show nested quote +
On September 13 2011 06:41 J.E.G. wrote:
But you still have said immortal/zealot after your hallu's tank all that damage isntead of your actual units dying to the first round of tank volleys.

About hallu vs PDD: It should work, according to this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170822 so maybe go hallu phoenix isntead of immo if there is a raven?

I really think Hallu is a good way to go as it cheaply (in both cost and supply) can soak up a ton of dps, which is what makes 1-1-1 so strong. The trick is in having enough sentries w/ energy to make enough hallu's for them to be effective, which again can make your opener much weaker vs other terran builds

EDIT: Also, I haven't had much luck going for hallu phoenix scout. It hits too late to change anything and delays the robo too much.


Just tested it, hallu phoenix burns PDD-Energy.
Actually a lot of Sentries is very good against most other openings like 2/3 Rax or Mass Marines and most FE-Builds get them anyways early on.
With the addition of said Phoenixes to burn PDD's it might actually be worth to invest into Hallucination. My skepticism was grounded on the fact that an engagement lead by Hallucinations would swallow just the first volley, which means 2-4 tankshots. A Zealot can eat 4 tankshots aswell before it dies. So you invested 100/100 (Hallu) or 100/0 (Zealot) to avoid 2-4 tankshots. Its obvious which one appears to be better. But with an additional return of investment (depleting the pdd) the balance swings back into Hallucinations favor even when you get it early on.

There you got it TL. Someone changed his oppinion through a forum! The internet will collapse.


Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
J.E.G.
Profile Joined May 2010
United States389 Posts
Last Edited: 2011-09-12 23:08:13
September 12 2011 22:59 GMT
#389
But it's not an either or situation for zealot vs. hallu, its zealot+hallu, and you can get 3 or 4 immortals or 6-8 hallucinated zealots.

Also, if you go immortals, their hardened shield reduces tank damage to 20 (idk why 20 and not 10, but check the replay i posted and this is the case). So, one hallu immo can tank 9 tank shots (5 while having 100 shields, 4 more to kill its 200 health). This means 3 hallucinated immortals tank 27 tank shots. and i'd say thats worth 100/100.

EDIT: I see what you mean about them only tanking a few shots with the raven there.
Do or do not; there is no try.
Obaten
Profile Joined December 2010
United States730 Posts
September 12 2011 23:11 GMT
#390
On September 13 2011 07:59 J.E.G. wrote:
But it's not an either or situation for zealot vs. hallu, its zealot+hallu, and you can get 3 or 4 immortals or 6-8 hallucinated zealots.

Also, if you go immortals, their hardened shield reduces tank damage to 20 (idk why 20 and not 10, but check the replay i posted and this is the case). So, one hallu immo can tank 9 tank shots (5 while having 100 shields, 4 more to kill its 200 health). This means 3 hallucinated immortals tank 27 tank shots. and i'd say thats worth 100/100.

EDIT: I see what you mean about them only tanking a few shots with the raven there.


Hallu units take double damage, which is why they take 20 on the hardened shields, not 10.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 15 2011 17:38 GMT
#391
I have experimented with hallucination a few times. It can be great against builds without Raven's, but assuming that one does show up, you will have wasted all that energy just to tank the initial tank shots. After that, you have no forcefields / guardian shields to fight the marines.
"Trash Micro but Win. Its Marin." - Min Chul
bankai
Profile Joined November 2010
362 Posts
September 22 2011 07:08 GMT
#392
Have a question!

In the OP it says that to defend 1-1-1 you must either 1 gate-robo-FE or 1-gate-FE-robo, but that either of these builds will die to 2rax.

I usually open 2gaterobo (gate-robo-gate) like MC does. The 2nd gate goes down straight after the robo. Assuming I dont get interrupted, I can put down an expansion as early as 36 supply (forgot the timing of this).

My question is - is this too late to react to 1-1-1? I am afraid that if I open 1 gate-robo-FE, then if it turns out to be a 2rax then I will die. But i rely on my obs to confirm if its 1-1-1 cos sometimes my stalker scout is not enough to conclude anything, but by the time my obs confirms what they are doing, I must have already committed to the 2gaterobo opening instead of 1gaterobo-FE.
HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
September 22 2011 07:29 GMT
#393
On September 22 2011 16:08 bankai wrote:
Have a question!

In the OP it says that to defend 1-1-1 you must either 1 gate-robo-FE or 1-gate-FE-robo, but that either of these builds will die to 2rax.

I usually open 2gaterobo (gate-robo-gate) like MC does. The 2nd gate goes down straight after the robo. Assuming I dont get interrupted, I can put down an expansion as early as 36 supply (forgot the timing of this).

My question is - is this too late to react to 1-1-1? I am afraid that if I open 1 gate-robo-FE, then if it turns out to be a 2rax then I will die. But i rely on my obs to confirm if its 1-1-1 cos sometimes my stalker scout is not enough to conclude anything, but by the time my obs confirms what they are doing, I must have already committed to the 2gaterobo opening instead of 1gaterobo-FE.


you didn't read the whole post, did you?

OP stated clearly that the 2 initial sentries is to stop any 2 rax. That should be enough I guess.
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
Last Edited: 2011-09-22 07:42:10
September 22 2011 07:41 GMT
#394
On September 16 2011 02:38 QTIP. wrote:
I have experimented with hallucination a few times. It can be great against builds without Raven's, but assuming that one does show up, you will have wasted all that energy just to tank the initial tank shots. After that, you have no forcefields / guardian shields to fight the marines.

I think Hallucination is potentially a powerful response to certain versions of the 1-1-1, but this is correct. I've been experimenting with using Hallucination (mostly in PvZ), and basically it's very strong in fights without detection and useless with it. The only value a detected Zealot will have once real units have moved into attack range will be to prevent marines from being microed forward, and you can acheive the same result more precisely for the same energy using two force fields.

I'm also not convinved that hallucinated Phoenix to drain PDD energy are an efficient use of resources. I feel like you're better off just not having that many Sentries in your army in the first place against this attack, and if you do, I'm not convinced that you get a better return out of using their energy for hallucinated units than by using their other spells and then just directly attacking the PDD. It doesn't take long for a few Sentries to focus the PDD down.
The frumious Bandersnatch
bankai
Profile Joined November 2010
362 Posts
September 22 2011 23:55 GMT
#395
On September 22 2011 16:29 HaruRH wrote:
Show nested quote +
On September 22 2011 16:08 bankai wrote:
Have a question!

In the OP it says that to defend 1-1-1 you must either 1 gate-robo-FE or 1-gate-FE-robo, but that either of these builds will die to 2rax.

I usually open 2gaterobo (gate-robo-gate) like MC does. The 2nd gate goes down straight after the robo. Assuming I dont get interrupted, I can put down an expansion as early as 36 supply (forgot the timing of this).

My question is - is this too late to react to 1-1-1? I am afraid that if I open 1 gate-robo-FE, then if it turns out to be a 2rax then I will die. But i rely on my obs to confirm if its 1-1-1 cos sometimes my stalker scout is not enough to conclude anything, but by the time my obs confirms what they are doing, I must have already committed to the 2gaterobo opening instead of 1gaterobo-FE.


you didn't read the whole post, did you?

OP stated clearly that the 2 initial sentries is to stop any 2 rax. That should be enough I guess.


no need to be rude.....

Perhaps i didnt frame my question very well. Will try again.

I want to clarify - do you have to commit to 1gaterobo-FE or 2gaterobo builds before you confirm its 1-1-1? In the OP "Scouting" section, it sounds like after using ur scouting probe, unless you are lucky and see a marauder or something, there are often times when you think there is a chance of 1-1-1 but not sure until the obs reaches their base.

But by the time the obs reaches the base, you must have already committed to an opening build. The OP does say that if you know its 2rax, then 1gaterobo-FE is not optimal, even though you would be able to hold it off with the 2sentries.

So to summarise my questions are:
1) Do you basically have to commit to a build before confirming its 1-1-1?
2) If I always open 2gaterobo and expand on 36supply (assuming no terran interuption), then if it turns out to be 1-1-1, will my expansion be too delayed to hold it off?

Thanks and sorry if there is something said about this already. Reading the OP i didnt see the answer to this but i may have overlooked.
dazaris
Profile Joined March 2011
Australia23 Posts
Last Edited: 2011-09-24 10:20:38
September 24 2011 10:13 GMT
#396
On September 23 2011 08:55 bankai wrote:
Show nested quote +
On September 22 2011 16:29 HaruRH wrote:
On September 22 2011 16:08 bankai wrote:
Have a question!

In the OP it says that to defend 1-1-1 you must either 1 gate-robo-FE or 1-gate-FE-robo, but that either of these builds will die to 2rax.

I usually open 2gaterobo (gate-robo-gate) like MC does. The 2nd gate goes down straight after the robo. Assuming I dont get interrupted, I can put down an expansion as early as 36 supply (forgot the timing of this).

My question is - is this too late to react to 1-1-1? I am afraid that if I open 1 gate-robo-FE, then if it turns out to be a 2rax then I will die. But i rely on my obs to confirm if its 1-1-1 cos sometimes my stalker scout is not enough to conclude anything, but by the time my obs confirms what they are doing, I must have already committed to the 2gaterobo opening instead of 1gaterobo-FE.


you didn't read the whole post, did you?

OP stated clearly that the 2 initial sentries is to stop any 2 rax. That should be enough I guess.


no need to be rude.....

Perhaps i didnt frame my question very well. Will try again.

I want to clarify - do you have to commit to 1gaterobo-FE or 2gaterobo builds before you confirm its 1-1-1? In the OP "Scouting" section, it sounds like after using ur scouting probe, unless you are lucky and see a marauder or something, there are often times when you think there is a chance of 1-1-1 but not sure until the obs reaches their base.

But by the time the obs reaches the base, you must have already committed to an opening build. The OP does say that if you know its 2rax, then 1gaterobo-FE is not optimal, even though you would be able to hold it off with the 2sentries.

So to summarise my questions are:
1) Do you basically have to commit to a build before confirming its 1-1-1?
2) If I always open 2gaterobo and expand on 36supply (assuming no terran interuption), then if it turns out to be 1-1-1, will my expansion be too delayed to hold it off?

Thanks and sorry if there is something said about this already. Reading the OP i didnt see the answer to this but i may have overlooked.


1) Yes. You will have to commit to your build before getting confirmation that that he is 100% doing a 1/1/1 build. You do this based on scouting information. The reads you will need to make are contained in the "Scouting" section of the OP. This will not tell you 100% that they are doing a 1/1/1 build, especially if you are unable to get your probe into their base (a 4 player map) but are a good indicator for a tech build if you can confirm they have taken their gas.

2) If you open 2gate robo and expand it will be harder to hold off the 1/1/1 than if you had 1gate or 1gate+robo expanded. Expanding off one gate is preferred as your expansion will have been running long enough to have paid for itself. A delayed expansion off a 2gate robo on the other hand would mean being 400 minerals + cost of probes down at the time of the attack unless you delay the push significantly.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-09-24 14:36:48
September 24 2011 14:34 GMT
#397
I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.

I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.

Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller.
dazaris
Profile Joined March 2011
Australia23 Posts
September 24 2011 14:45 GMT
#398
On September 24 2011 23:34 kcdc wrote:
I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.

I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.

Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller.


My only problem with that is that by relying on static defense (The cannons) for detection means that cloaked banshees would have free reign away from your mineral line and would be able to snipe pylons, unpower gateways and be annoying in general before you robo finishes getting up. Do you usually have trouble with that, or not really?
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 24 2011 14:59 GMT
#399
On September 24 2011 23:45 dazaris wrote:
Show nested quote +
On September 24 2011 23:34 kcdc wrote:
I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.

I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.

Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller.


My only problem with that is that by relying on static defense (The cannons) for detection means that cloaked banshees would have free reign away from your mineral line and would be able to snipe pylons, unpower gateways and be annoying in general before you robo finishes getting up. Do you usually have trouble with that, or not really?


Not too badly. I save up a lot of chrono so that I can get hallucination really fast to see cloak researching as early as possible. The cannons are there to tide me over until I can get an observer, and the cannon's detection range is actually pretty good. I sim-city my main for hellion harass at the start of every game anyway, so in the short window without mobile detection, I don't have a lot of vulnerable structures. Hallucination+forge is less efficient against a cloak rush into an all-in than going straight to robo, but I still like it better because:

(1) Most of the time, they don't research cloak, and it's better against the more common builds
(2) Hallucination gets you a full scout earlier than robo
(3) It allows you access to fast upgrades if T isn't going all-in
(4) Beyond just offering detection, the cannons are very helpful for shutting down harass
dazaris
Profile Joined March 2011
Australia23 Posts
September 24 2011 15:47 GMT
#400
On September 24 2011 23:59 kcdc wrote:
Show nested quote +
On September 24 2011 23:45 dazaris wrote:
On September 24 2011 23:34 kcdc wrote:
I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.

I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.

Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller.


My only problem with that is that by relying on static defense (The cannons) for detection means that cloaked banshees would have free reign away from your mineral line and would be able to snipe pylons, unpower gateways and be annoying in general before you robo finishes getting up. Do you usually have trouble with that, or not really?


Not too badly. I save up a lot of chrono so that I can get hallucination really fast to see cloak researching as early as possible. The cannons are there to tide me over until I can get an observer, and the cannon's detection range is actually pretty good. I sim-city my main for hellion harass at the start of every game anyway, so in the short window without mobile detection, I don't have a lot of vulnerable structures. Hallucination+forge is less efficient against a cloak rush into an all-in than going straight to robo, but I still like it better because:

(1) Most of the time, they don't research cloak, and it's better against the more common builds
(2) Hallucination gets you a full scout earlier than robo
(3) It allows you access to fast upgrades if T isn't going all-in
(4) Beyond just offering detection, the cannons are very helpful for shutting down harass

Sounds awesome. Going to give this a try next PvT I get. Thanks man.
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