[GSL] Aug Code A RO16 Day 1 - Page 153
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Aquila-
516 Posts
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mcc
Czech Republic4646 Posts
On August 11 2011 17:58 Gondlem wrote: I think making banshees do less damage vs armored units would fix 1-1-1. A lot of the potency of the push is from the huge DPS banshees do, and the fact that they do very well against stalkers even without cloak. You could make banshees do less vs armored so that stalkers beat them 1 on 1, but they'd still do well as a harass unit, two shotting workers and potentially cloaking etc. Wouldn't matter too much for TvZ or TvT either since banshees are primarily used as a harass unit to kill workers in those matchups. They are also used to kill tanks in TvT and I think it is good that there is that ability, so I am not sure about that solution. | ||
hippocritical
Australia465 Posts
On August 11 2011 18:10 Aquila- wrote: Hm maybe the best response to 1-1-1 is doing also a 1-1-1 from the Protoss side. Like opening 1 gate robo, making an observer and scouting, seeing 1-1-1 and adding a stargate, going Zealot, Immortal, Phönix. Should hold the push easily no? No, Immortals have 5 range I think it is and get severly punished by marines if they get too close, which they do because Stalkers have range 6. Phoenix and Immortal mixes are bad because the number of marines, but they do fantastic against the tanks if you somehow flank or bypass the marine wall. The lack of AoE/splash damage is what is keeping the marines in good numbers against the gateway composition. I'm just thinking of what a reaver could do against that 1-1-1 ball *drool* edit:6 sorry I haven't played the race in a bit :/ | ||
Itsmedudeman
United States19229 Posts
On August 11 2011 18:09 sleepingdog wrote: It is also more expensive than a marine. Your point? Well, a banshee beats 1 marine.. obviously, but even if you have like 6 marines with good micro and no stim the banshee will take all those out pretty easily. | ||
susySquark
United States1692 Posts
On August 11 2011 18:16 hippocritical wrote: No, Immortals have 5 range I think it is and get severly punished by marines if they get too close, which they do because Stalkers have range 7. Phoenix and Immortal mixes are bad because the number of marines, but they do fantastic against the tanks if you somehow flank or bypass the marine wall. The lack of AoE/splash damage is what is keeping the marines in good numbers against the gateway composition. I'm just thinking of what a reaver could do against that 1-1-1 ball *drool* Stalkers range 6, btw. | ||
Kavas
Australia3421 Posts
Tassadar's choice to go phoenix first kept Terran in his base for the longest time and I feel his follow-up could have been better. tl;dr Please stop dismissing ideas after so few (1!!) game(s). | ||
Rokevo
Finland1033 Posts
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absinthfee
Germany718 Posts
JYP is playing against terran and im not really impressed by any of those zergs except maybe leenock. I wouldnt be surprised if the ro4 would be 4 terrans. | ||
Aquila-
516 Posts
On August 11 2011 18:16 hippocritical wrote: No, Immortals have 5 range I think it is and get severly punished by marines if they get too close, which they do because Stalkers have range 6. Phoenix and Immortal mixes are bad because the number of marines, but they do fantastic against the tanks if you somehow flank or bypass the marine wall. The lack of AoE/splash damage is what is keeping the marines in good numbers against the gateway composition. I'm just thinking of what a reaver could do against that 1-1-1 ball *drool* edit:6 sorry I haven't played the race in a bit :/ But you don't get only Phönix Immortal, of course you get a lot of zealots too, maybe add another gateway too, so the zealots tank the Marine shots and if the Immortal gets focused, the Marines are eated by the Zealots. I think if you keep the Immortal behind the Zealots it won't die so quickly. | ||
sleepingdog
Austria6145 Posts
On August 11 2011 18:17 Kavas wrote: I wish people won't just use one game as a reference to write-off ideas. If we only had game one of DRG vs JYP I'm sure many would have said storm drop wasn't viable either. In case anyone missed it, the same tactic in game 2 killed 34 drones (and then some). Tassadar's choice to go phoenix first kept Terran in his base for the longest time and I feel his follow-up could have been better. tl;dr Please stop dismissing ideas after so few (1!!) game(s). Nobody said that opening phoenix was bad vs 111. Everyone just thinks it's hilarious that he lost even though phoenix is supposed to be the strongest against 111 and the weakest against pure marine expo. | ||
Medrea
10003 Posts
How did Tassadar lose? He get 111'd twice or something? | ||
EnderCraft
United States1746 Posts
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Amui
Canada10558 Posts
On August 11 2011 18:22 Medrea wrote: Hey I just got up to see GSTL. How did Tassadar lose? He get 111'd twice or something? Exactly that. 100% pure and utter protoss owning terran in the first game, and then Yoda falls back on the crutch that is 1/1/1. Not even well executed, and tassadar went the supposed blind counter too. | ||
mcc
Czech Republic4646 Posts
On August 11 2011 18:22 Medrea wrote: Hey I just got up to see GSTL. How did Tassadar lose? He get 111'd twice or something? 1st game he fooled Yoda nicely by showing council (also actually getting upgrades there) and hiding 2robo colossus, 2 base vs 2base he crushed Yoda's army as Yoda had like 2 vikings. 2nd game it seems he blind countered 111 by going phoenix and 1base-ing for a whole game, but got killed anyway by badly done 111-push. 3rd game again he seemed to be expecting 111 and this time he went void rays, but got denied, tried to expand, but got killed by 111 push. He also made more mistakes that game. | ||
SxYSpAz
United States1451 Posts
On August 11 2011 18:21 sleepingdog wrote: Nobody said that opening phoenix was bad vs 111. Everyone just thinks it's hilarious that he lost even though phoenix is supposed to be the strongest against 111 and the weakest against pure marine expo. and even if it is able to beat 1/1/1, blind countering every game isn't an option. Also, if this build wasn't actually strong enough to beat it's blind counter, then yoda could have just expanded... and would probably be ahead, but even if he was even there would still be a problem. so basically every hypothetical situation that this build could hold against 1/1/1 all in is still pretty invalid. | ||
Medrea
10003 Posts
On August 11 2011 18:30 Amui wrote: Exactly that. 100% pure and utter protoss owning terran in the first game, and then Yoda falls back on the crutch that is 1/1/1. Not even well executed, and tassadar went the supposed blind counter too. This is getting to be a bit silly. Terran domination in Korea means that Protoss is slowly just getting pushed out of the game completely. I'm sure something is in the mix for Blizzard. | ||
Tachion
Canada8573 Posts
Even as a huge DRG fan I was blown away with JYP's play and am happy to see him advance. So amazing. DRG also deserves to lose for going ling/hydra vs gateway/colossus. wtf. bad scouting? | ||
DisaFear
Australia4074 Posts
Ganzi was expected DRG losing and sC losing was not. Either way, good to see a Protoss advance and SlayerS_Taejaaaaa Poor Tassadar | ||
Sixes
Canada1123 Posts
Well at least he's in Code A next time. 3 Terran already in RO8, if Nestea loses next game I'm going to have a lot less to watch lol. | ||
bokeevboke
Singapore1674 Posts
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