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[G] QTIP’s guide to defending the 1-1-1 (PvT) - Page 22

Forum Index > StarCraft 2 Strategy
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Prev 1 20 21 22 23 24 Next All
Geiko
Profile Blog Joined June 2010
France1968 Posts
October 16 2011 14:58 GMT
#421
Awesome thread QTIP ! Been owning 1-1-1 ever since reading your thread.
geiko.813 (EU)
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
October 16 2011 15:07 GMT
#422
I just went against some deformed grotesque version of the 1/1/1. A blue flame hellion drop that wiped out half my probes into a 1/1/1. How do I defend that?
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2011-10-16 15:20:49
October 16 2011 15:20 GMT
#423
On October 17 2011 00:07 ProxyKnoxy wrote:
I just went against some deformed grotesque version of the 1/1/1. A blue flame hellion drop that wiped out half my probes into a 1/1/1. How do I defend that?


If you defend well vs the drop, his push is pretty delayed, which means you will have more stuff when he eventually attacks.
To defend the hellions, a (really) good simcity, making sure you have 2-3 stalkers per mineral line until you know what he's doing (ie the first obs arrives at his base) and getting gates 2 and 3 before the robo are the way to go imo.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
October 16 2011 18:35 GMT
#424
On October 16 2011 23:58 Geiko wrote:
Awesome thread QTIP ! Been owning 1-1-1 ever since reading your thread.


TY man, your defensive 3 Gate Guide is something that I use all the time with great success! ^_^
"Trash Micro but Win. Its Marin." - Min Chul
monk
Profile Blog Joined May 2009
United States8476 Posts
October 16 2011 20:35 GMT
#425
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.
Moderator
Geiko
Profile Blog Joined June 2010
France1968 Posts
October 16 2011 20:57 GMT
#426
On October 17 2011 05:35 NrGmonk wrote:
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.


I've been doing a mix of both : gate FE gate robo gate gate. I can't manage to find the timings for gate FE gate gate robo, I always seem to have gateways inactive for some time and don't like that ^^ whereas with 2 gates you can make constant units and afford the robo and the probes. Any thoughts on this Monk ?
geiko.813 (EU)
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 16 2011 21:08 GMT
#427
On October 17 2011 05:57 Geiko wrote:
Show nested quote +
On October 17 2011 05:35 NrGmonk wrote:
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.


I've been doing a mix of both : gate FE gate robo gate gate. I can't manage to find the timings for gate FE gate gate robo, I always seem to have gateways inactive for some time and don't like that ^^ whereas with 2 gates you can make constant units and afford the robo and the probes. Any thoughts on this Monk ?


I'm a waaaay worse player than you guys, but if you are up vs a tech all-in i think it's ok to have idle gates; at that stage in the game (7 ish) im more concerned about getting a good number of probes up, observers out on the map, a few immortals and my extra gates ready. Viceversa if i'm up against bio play i might cut the immortals to get a few more units. Overall, i find 3gate and then robo to be more flexible than trying to tech super fast.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
monk
Profile Blog Joined May 2009
United States8476 Posts
October 16 2011 21:59 GMT
#428
On October 17 2011 05:57 Geiko wrote:
Show nested quote +
On October 17 2011 05:35 NrGmonk wrote:
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.


I've been doing a mix of both : gate FE gate robo gate gate. I can't manage to find the timings for gate FE gate gate robo, I always seem to have gateways inactive for some time and don't like that ^^ whereas with 2 gates you can make constant units and afford the robo and the probes. Any thoughts on this Monk ?


If no early push comes, then your gateways should be idle. The purpose of the early 2 gates is so you can defend early pushes if they do indeed come. If you cut probes, i'm sure you can fully support production off of all 3 gates when you need to. The one specific push that you absolutely need the early 3 gates for is the 3 hellion 8 marine 1 medivac push, which you won't have enough units to kill without early 3 gates.

PS. I'm writing an updated guide on 1 gate fe soon.
Moderator
hox
Profile Joined February 2010
United States59 Posts
October 20 2011 17:59 GMT
#429
Gate FE Gate Robo seems interesting to me - I've been having a lot of trouble dealing with early pressure. Will this cut into immortal production though? Also, do you prefer to always chrono gates or will you try to get WG research out ASAP against possible aggro.

PS. I'm writing an updated guide on 1 gate fe soon.


Awesome! Looking forward to it.
The spice must flow.
SRopion
Profile Joined September 2011
United States50 Posts
October 20 2011 18:17 GMT
#430
Honestly, I scout and see the Terran going 2rax, 1rax, whatever they do, and play it BW style, 1gate cybernetics, then a robo for observers(like I'm looking for spider mines) and then I start making them flying pylons and

BLAM banshees have to fly back to base.
"If it ain't screwed up, I don't wanna hear it."
Skyro
Profile Joined May 2010
United States1823 Posts
October 20 2011 18:32 GMT
#431
You might also want to mention 15 Nexus as a possible opener on very large maps like TDA. Seems to be gaining a lot of popularity as of late and is surprisingly safe vs common early aggression on large maps, although it is pretty much insta-loss vs weird stuff like all-in scv rushes and proxy rax and the like. Although I guess you could also say you are far less likely to see 1/1/1 on very large maps as well.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2011-10-23 03:45:08
October 23 2011 03:42 GMT
#432
On October 17 2011 05:57 Geiko wrote:
Show nested quote +
On October 17 2011 05:35 NrGmonk wrote:
I kinda reread your guide recently and I'd like to make a suggestion. You suggest 1 gate fe into robo as a viable counter, but I think it's a very risky unsafe counter. If your opponent goes for a hellion/marine/medivac opening, you will die with just a 1 gate fe into robo strategy. Similarly, if your opponent tricks you and goes 3 rax with a bunker, you can lose as well. Instead, the safe option would be 1 gate fe into 3 gates into robo. I don't know if you mean to do that, but I found it unclear in your guide.


I've been doing a mix of both : gate FE gate robo gate gate. I can't manage to find the timings for gate FE gate gate robo, I always seem to have gateways inactive for some time and don't like that ^^ whereas with 2 gates you can make constant units and afford the robo and the probes. Any thoughts on this Monk ?


I can (empirically) confirm that. From about half a dozen trial runs I've come to the conclusion that the robo (which you are already ideally chronoing 100% of the time) makes 2obs and 2 immortals with priority over gateways. About 2-3 rax, I feel 2 gate robo isn't any better than 1 gate robo (i.e. it just dies more or less to a commited 2/3 rax).

One thing I'm wondering about: what is the optimal probe count to do an FE on? I've been 30 nexusing, but that's kinda been a bit arbitrary.
TeCH_TT
Profile Joined October 2011
Germany63 Posts
October 23 2011 09:53 GMT
#433
thanks for the guide helped me allot.
rycho
Profile Joined July 2010
United States360 Posts
October 24 2011 04:33 GMT
#434
anyone have any tips for differentiating between 2 rax expand builds and 1/1/1 as early as possible? i have trouble deciding whether to go gate/nexus/gate/gate/robo (ideal vs 2 rax) or getting an earlier robo (ideal vs 1/1/1). what do you guys look for with you first stalker? do you assume any build that gets gas and then bunkers the ramp is a 1/1/1 build, or can do 2 rax expand builds still do that?
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
October 24 2011 06:57 GMT
#435
On October 24 2011 13:33 rycho wrote:
anyone have any tips for differentiating between 2 rax expand builds and 1/1/1 as early as possible? i have trouble deciding whether to go gate/nexus/gate/gate/robo (ideal vs 2 rax) or getting an earlier robo (ideal vs 1/1/1). what do you guys look for with you first stalker? do you assume any build that gets gas and then bunkers the ramp is a 1/1/1 build, or can do 2 rax expand builds still do that?

Well, if they put up a bunker with a 2 rax that's odd because a 2 rax is a pressure build and most terrans will move out with units after the first marauder comes out so there's no need to build a bunker at that timing. Also, this might not be true at all levels, but for a 2 rax they'll generally add a reactor immediately after the first marine, so the next 2 marines will be delayed while in a 1/1/1 they'll constantly pump marines at a steady rate. However, if you come back to check in later and they have like 5 marines that tells you nothing basically.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
November 03 2011 02:43 GMT
#436
On October 24 2011 15:57 Itsmedudeman wrote:
Show nested quote +
On October 24 2011 13:33 rycho wrote:
anyone have any tips for differentiating between 2 rax expand builds and 1/1/1 as early as possible? i have trouble deciding whether to go gate/nexus/gate/gate/robo (ideal vs 2 rax) or getting an earlier robo (ideal vs 1/1/1). what do you guys look for with you first stalker? do you assume any build that gets gas and then bunkers the ramp is a 1/1/1 build, or can do 2 rax expand builds still do that?

Well, if they put up a bunker with a 2 rax that's odd because a 2 rax is a pressure build and most terrans will move out with units after the first marauder comes out so there's no need to build a bunker at that timing. Also, this might not be true at all levels, but for a 2 rax they'll generally add a reactor immediately after the first marine, so the next 2 marines will be delayed while in a 1/1/1 they'll constantly pump marines at a steady rate. However, if you come back to check in later and they have like 5 marines that tells you nothing basically.


This is an unfortunate situation that we have to deal with. Sometimes very tricky players (Taeja vs MC) will 2-rax while erecting a bunker to give the illusion of a possible 1/1/1 build. You get a little greedy, too early of a Robo and end up dying. The best you can do for yourself is continuous poking at the ramp of the Terran in an effort to get as much information as possible. Then make an educated guess. In my experience, Terrans in Bronze -> Low Masters on NA are all pretty easy to read in regards to 2-rax or 1/1/1.

A trick I use frequently is to time the re-entry of my probe. The first marine comes out at roughly 3:09 (in game time) so I will have my probe out of his base after the first initial scout, then slip it back in sometime between the building of the first and second marine. Though you will not always get a scout (wall-off) you can easily sneak past a marine that is not being micro'd. If you enter around this time, the 2nd barracks should have already begun constructing. Hopefully that helps a little.
"Trash Micro but Win. Its Marin." - Min Chul
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
November 03 2011 02:43 GMT
#437
On October 23 2011 18:53 TeCH_TT wrote:
thanks for the guide helped me allot.


My pleasure ^^
"Trash Micro but Win. Its Marin." - Min Chul
blinksc2
Profile Joined December 2011
Germany14 Posts
December 02 2011 10:05 GMT
#438
thanks mate.. awesome guide. it works perfectly.
Nujok
Profile Joined January 2011
31 Posts
December 02 2011 12:16 GMT
#439
Hey!

Thanks for this great guide! I really like [G] Posts if they are as detailed as yours.
Really nice job sir!
I have a master Protoss friend that is struggling with the 1-1-1 build a lot..i already sent him the link to your post!

thank you sir
StarMega
Profile Joined October 2011
United States34 Posts
December 29 2011 08:59 GMT
#440
I've seen colossus be a viable counter to 1/1/1 can someone explain how exactly this works?

I've tried this only once and it sort of worked except the tanks were still there.
Aspiring Foreign Hope
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