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Why 1/1/1 is considered to be imbalanced in Korea - Page 109

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
Borkbokbork
Profile Joined April 2011
United States123 Posts
August 23 2011 19:14 GMT
#2161
It would be good to post this in the Starcraft 2 forums where Blizzard looks first.
qi neng jin ru ren yi, dan qiu wu kui wo xin
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
August 23 2011 19:15 GMT
#2162
On August 24 2011 04:10 iCanada wrote:
Show nested quote +
On August 24 2011 04:10 TheOGBlitzKrieg wrote:
On August 24 2011 04:08 iCanada wrote:
On August 24 2011 04:00 TheOGBlitzKrieg wrote:
thinking about this now, if you scout after a 9 pylon and throw down a standard 12 gate... if you see no gas then you know it CAN'T be a 1-1-1 so you proceed to either hold off a 1 raxx fe, or a marine scv all in depending on if u scout an expo or not... next, if you SCOUT a gas why can't you just cancel your gate and lay down a 16 nex? then proceed with gates after... is it because it could be a marine maurader poke 2 raxx? i'm not really understanding why this can't be done it seems if you cancelled the gate and layed down the 16 nex then built gates after you could hold this push. and it could set you up to defend the 1-1-1.. but meh maybe i'm wrong iono just a thought


While I think Protoss players need to do some brain storming, that is just false.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=253098


what exactly is false, my statement? just wondering, it seems pretty legit, maybe explain why this wont work


Sorry, I read wrong.

X.X

I thought you said if they didn't gas before rax. I pulled an all nighter, sorry.


ahh no prob mayte. I was just explaining possilbe scenarios when u scout with an initial probe, like if you scout a gas, then why not cancel gate and take fe as you know it will be either 1-1-1 or possibly 2 raxx, but i'm not sure if this option i'm giving will hold off the 2 raxx.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
August 23 2011 19:16 GMT
#2163
Blizzard doesn't look at those.

The only chance is to discuss it with the kinds of people that have community cred and some kind of soapbox to rehash the ideas, as much as they might like to say they hate discussing balance here.
Sneakyz
Profile Joined October 2010
Sweden2361 Posts
August 23 2011 19:18 GMT
#2164
On August 24 2011 03:42 sekritzzz wrote:
Show nested quote +
On August 24 2011 03:18 vOdToasT wrote:
On August 24 2011 03:02 latan wrote:
this reminds me of when some people (mainly idra and his fanboys) claimed that 14 hatch was the proper response to a 2rax build.


And Ret and Machine. At that time, it was the best discovered way of dealing with the new problem that was 2 rax. Strategies come and go, and at that time hatch first was the best they knew. Stop being so fucking condescending.

it wasn't the best strategy hence why July/Nestea were going pool first. It was only the foreign zergs claiming so without much proof.

Nestea even said that hatch first was the best response, so no, Nestea wasn't going pool first, no idea what july did.

I play zerg so I don't have any experience with the 1/1/1 all in but it seems like a pretty stupid build, hopefully it will sort itself out after a while.
I have found the Iron to be my greatest friend. It never freaks out on me, never runs. Friends may come and go. But two hundred pounds is always two hundred pounds.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 19:20 GMT
#2165
Didn't Nestea go pool first against sC?
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 23 2011 19:20 GMT
#2166
On August 24 2011 04:00 TheOGBlitzKrieg wrote:
thinking about this now, if you scout after a 9 pylon and throw down a standard 12 gate... if you see no gas then you know it CAN'T be a 1-1-1 so you proceed to either hold off a 1 raxx fe, or a marine scv all in depending on if u scout an expo or not... next, if you SCOUT a gas why can't you just cancel your gate and lay down a 16 nex? then proceed with gates after... is it because it could be a marine maurader poke 2 raxx? i'm not really understanding why this can't be done it seems if you cancelled the gate and layed down the 16 nex then built gates after you could hold this push. and it could set you up to defend the 1-1-1.. but meh maybe i'm wrong iono just a thought


this might work..but I think it'd be easier and potentially better to just transition into a 1 Gate FE if you see the gas. Otherwise just delay the expo for more gates >_>

This doesn't really solve the problem tough as 2 rax vs 1-1-1 dilema. As you still can't tell after they take their gas...

It used to be that you could sacrifice a probe to count the number of marines or see if there's a bunker to try and determine if terran's going for a 1-1-1 or bio...but a good terran player will just keep most of their army back making it difficult to scout...
I am that I am
Asberic
Profile Joined August 2010
29 Posts
August 23 2011 19:22 GMT
#2167
On August 24 2011 04:00 TheOGBlitzKrieg wrote:
thinking about this now, if you scout after a 9 pylon and throw down a standard 12 gate... if you see no gas then you know it CAN'T be a 1-1-1 so you proceed to either hold off a 1 raxx fe, or a marine scv all in depending on if u scout an expo or not... next, if you SCOUT a gas why can't you just cancel your gate and lay down a 16 nex? then proceed with gates after... is it because it could be a marine maurader poke 2 raxx? i'm not really understanding why this can't be done it seems if you cancelled the gate and layed down the 16 nex then built gates after you could hold this push. and it could set you up to defend the 1-1-1.. but meh maybe i'm wrong iono just a thought


if you scout gas after 12 gate, and try to cancel gate to do 16 nex, then its possible they are going 2-3 rax expand instead which will still crush your nexus before you have sufficient defense, especially if you canceled that gate
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
August 23 2011 19:23 GMT
#2168
ok i have no idea why people are fucking talking about hatch first vs 2rax in this thread, it's long been known that that is the best economic response if you have good drone micro. that has nothing to do with this thread.

ill brainstorm some more after i play some ball, im glad to see the intelligent posters are continuing to maintain some good discussion in here.
I love crazymoving
DusTerr
Profile Blog Joined January 2011
2520 Posts
August 23 2011 19:23 GMT
#2169
On August 24 2011 02:48 Vlare wrote:
Show nested quote +
On August 24 2011 02:33 ak1knight wrote:
On August 24 2011 02:30 Daniel C wrote:
A: 1/1/1 is unstoppable.
B: Player X held the 1/1/1.
A: Ah, but that wasn't a well-executed 1/1/1.

No true Scotsman

No one is going to execute it perfectly below high GM. Both sides can screw up, isn't that part of the game?

Balance doesn't matter below the top, so that's what we're talking about obviously.


I don't understand why a handful of people who are nowhere near close to the top of the skill curve are having 100+ page arguments about 1/1/1 being fair or not.

You guys aren't even examining certain games or anything. 1/1/1 is an opener, how the terran choses to play out his 1/1/1 in terms on which units he makes changes how protoss should respond.

Let me give you an example, for people going "YEAH ZEALOTS EAT MARINES"

What if he opts for a blueflame 1/1/1. Your zealots aren't looking so hot anymore are they.

I've played people who delay their 111 a bit and include ghosts stim and marauder.

Without looking at certain games, and only one variation of 1/1/1 the claims/idea's people are making are rather vague.

While I do think 1/1/1 is strong, it's certainly managable if you scout it and respond accordingly. Often protoss players make too many probes after expanding. T will be on 24~ and protoss will be nearing 40. WHY do you need that kind of lead when he's obviously all inning you. Just relax, cut some probes, hold and then mass probes.

The real issue, in my opinion is protoss not responding properly. And while I do think the push is quite strong, and I do lose to it when it catches me off guard ( Thor 1/1/1 fml ) I do think it is manageable.

Incase anyone cares or is going to use the QQ you suck arguement. I guess I am a mid-high masters protoss, Not that it matters.

What we should do in this thread is grab lets say, 5~ replays and analyze those. Then go over what could have P done. A big part of a tank push is engaging before siege. Good angles, good FF"s. These are things we can always work on as protoss players.

+ Show Spoiler +
On August 24 2011 02:51 somadbro wrote:
this is actually very reasonable

There's no room for reason on the batTLe.net forums!

seriously tho, unless blizzard can be shown what specifically about "1-1-1" needs reworking we will get a band-aid patch that doesn't do anything but create further problems.



Micket
Profile Joined April 2011
United Kingdom2163 Posts
Last Edited: 2011-08-23 19:27:00
August 23 2011 19:24 GMT
#2170
On August 24 2011 04:20 Yaotzin wrote:
Didn't Nestea go pool first against sC?

He went 14 gas 14 pool every game, and still died to a bunker rush. Tbh, no build is completely safe vs a 2 rax. Good bunker positioning and solid marine micro is all it needs someimtes.

Pool first is better vs 11/11 strategies whilst i think 15 hatch is better vs 12/14.

I think Leenock went 14 hatch 14 pool vs Marineking after he died to 2 rax in the first game as well as an extremely early drone scout. Marineking decided to go fast gas or 1 rax cc in the subsequent games, winning the bo mindgame wars.
roymarthyup
Profile Joined April 2010
1442 Posts
August 23 2011 19:27 GMT
#2171
everyone with their absolutely insane and stupid balance ideas



how about this



Give immortals a 30 second buildtime

that would fix 1-1-1

it wouldnt break PvP,

and i dont think it would break PvZ (a robo could create 3 immortals in 90 seconds which is 750/300 cost and sucks at killing zerglings/hydras, or a robo could build 1 collossi in 75 seconds which is only 300/200 cost and much better at killing lings/hydras and has much longer range)


and i dont think it would break PvT. if anything, letting a toss get out way more immortals off a single robo might help alot of the lategame situations we are see'ing where in MC vs PUMA lategame it seems the terran army just steamrolls the toss army. however this immortal buff wouldnt effect collossi (which all the terrans want to complain about) so i think it would be fine
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 19:28 GMT
#2172
On August 24 2011 04:23 DusTerr wrote:
seriously tho, unless blizzard can be shown what specifically about "1-1-1" needs reworking we will get a band-aid patch that doesn't do anything but create further problems.

As MC said, Protoss needs earlier AoE. That's not going to happen in a patch though, it'll have to wait to HotS.
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
August 23 2011 19:29 GMT
#2173
On August 24 2011 04:20 Aletheia27 wrote:
Show nested quote +
On August 24 2011 04:00 TheOGBlitzKrieg wrote:
thinking about this now, if you scout after a 9 pylon and throw down a standard 12 gate... if you see no gas then you know it CAN'T be a 1-1-1 so you proceed to either hold off a 1 raxx fe, or a marine scv all in depending on if u scout an expo or not... next, if you SCOUT a gas why can't you just cancel your gate and lay down a 16 nex? then proceed with gates after... is it because it could be a marine maurader poke 2 raxx? i'm not really understanding why this can't be done it seems if you cancelled the gate and layed down the 16 nex then built gates after you could hold this push. and it could set you up to defend the 1-1-1.. but meh maybe i'm wrong iono just a thought


this might work..but I think it'd be easier and potentially better to just transition into a 1 Gate FE if you see the gas. Otherwise just delay the expo for more gates >_>

This doesn't really solve the problem tough as 2 rax vs 1-1-1 dilema. As you still can't tell after they take their gas...

It used to be that you could sacrifice a probe to count the number of marines or see if there's a bunker to try and determine if terran's going for a 1-1-1 or bio...but a good terran player will just keep most of their army back making it difficult to scout...


This might sound kinda dumb, but maybe a gas steal is the right move here? The Terran player will have to kill it to get access to a 2nd gas. Does this delay the push at all? I wonder if it's worth the 75 minerals in the early game to delay his gas by a 30 seconds or so. Has anyone used this / fought against this?
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Toadvine
Profile Joined November 2010
Poland2234 Posts
August 23 2011 19:32 GMT
#2174
I wouldn't be opposed to some sort of general Immortal buff, like higher range or movement speed. It could make PvP a bit weird, but definitely not worse than it is at the moment, and it wouldn't affect PvZ a whole lot.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
n0btozz
Profile Joined January 2011
Iceland115 Posts
August 23 2011 19:33 GMT
#2175
On August 22 2011 06:03 Liquid`Tyler wrote:
Something like this was a possibility ever since so many protoss players began to rely on 15nexus and 1gate expand. I've never understood the economic necessity of expanding so soon. 1gate robo and 1gate star (for phoenix) builds can yield economically sound mid games without sacrificing early game information. I don't think there is such an economic necessity. I think protoss players saw that they could get away with really early expansions and so they did it. Now it's back to being a coinflip like it ought to be. Rushing to gather information remains the most reliable way to get to mid game on even ground or to win outright against opponents not intending to enter mid game. Of course, this requires perfect use of the information, so it is a more difficult way to play until all the necessary knowledge has been discovered, at which point it makes all the things it counters absolutely obsolete. I imagine 1-1-1 is one such thing.


I think you are missing the point completely (no rudeness intended)

1 gate robo or 3 gate robo into expand do not hold the 1-1-1 all in. So it´s not about protosses being greedy, it´s about if protoss isn´t very greedy and taking a huges risk in throwing down 15 nexus or 1 gate FE, he loses because his economical boost won´t be there in time to save him...barely. If he however does 15 nexus or 1 gate FE to counter the 1-1-1, he get´s marine scv all-inned like Killer got 2 times against SeleCT.

What makes it extra hard is the fact that Terran is only doing this on smaller maps, xel naga or in close positions, so that makes the counters (15 nexus and 1 gate FE) much much risky-er. And if you go 1 gate robo for a fast observer, well you still won´t be scouting him in time to hold it off :/

Plus, although it seems that TL is very much against any comments on balance. Look at code S Ro16. MC is out due to getting cheesed by a terran,
So what´s the race distribution? 4 protosses - 3 zergs - 9 terrans. Don´t really need to say anything about it.

Code A Ro16: 2 protosses, 7 zergs and 7 terrans

Terrans also seem to be dominating in numbers on the highest tier...I wonder if that is only because the people who play terran are so much better then all the people who play zerg and protoss...Maybe, just maybe, race has something to do with it? And please, don´t ban me just for stating facts above...
http://www.x2coaching.com/
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
August 23 2011 19:34 GMT
#2176
On August 24 2011 02:38 Alejandrisha wrote:
Show nested quote +
On August 24 2011 02:20 naventus wrote:
Again, I think it makes no sense for the solution to involve robotics until 9+m. None of the robotics tech is immediately useful, when a forge + 1-2 cannon would be enough, so that your gas can go into more appropriate tech (probably citadel+charge+archons).


If you don't make a robotics you don't know if it's a siege expand or a bfh drop or a rfh drop. You don't know if its tech lab reactor 2/1/1 into mass marine + medivac or stim + ghost. You don't know if it's a 1/1/1 with a raven or banshees or with cloak or without cloak. You don't know anything, to be honest :/

Also, what is this 9+m? A 1/1/1 3 tank push can leave as early as 8:15, or at late as 8:45 if they opted for a raven instead of the banshee. What is the significance of a 9 minute observer? If you're getting it to scout the 1/1/1, it's too late because it's already halfway across the map or sieged outside of your natural

Sorry to dredge this up from a few pages back but I was at work. Which version of the 1/1/1 are you seeing that leaves at 8:15? No Raven/No cloak with only 1 rax? Also, would you be interested in providing some replays of you winning or losing to a 1/1/1?
@DBWiggin, SC2 ref
DertoQq
Profile Joined October 2010
France906 Posts
Last Edited: 2011-08-23 19:36:34
August 23 2011 19:36 GMT
#2177
On August 24 2011 04:28 Yaotzin wrote:
Show nested quote +
On August 24 2011 04:23 DusTerr wrote:
seriously tho, unless blizzard can be shown what specifically about "1-1-1" needs reworking we will get a band-aid patch that doesn't do anything but create further problems.

As MC said, Protoss needs earlier AoE. That's not going to happen in a patch though, it'll have to wait to HotS.


Lets give warp prism some aoe damages.

2 problems solves !
"i've made some empty promises in my life, but hands down that was the most generous" - Michael Scott
Borkbokbork
Profile Joined April 2011
United States123 Posts
August 23 2011 19:36 GMT
#2178
all chrono on probes
gas steal

4 gate robo, research hallu for additional damage tanking, doesnt matter that raven can see it

That's the best I can think of.

I've been going eco 4 gate with tech for awhile now, its very very strong. I move in at about 8-9 minutes with 12 zealots, 4 stalkers, 6 sentries while teching to DTS, off one base.

If I suspect cloakshees I alter this to 3 gates, robo, fourth gate


Key part is lots of sentries for forcefielding bunkers.

4 gate Stargate is good too. Gas first, all chrono on probes. Can sit outside his base. If he tried to leave , FF , if he turtles lift tanks and go up ramp.

Protoss needs to explore more 1 base options

(I am masters)
qi neng jin ru ren yi, dan qiu wu kui wo xin
Sanchonator
Profile Joined September 2010
Australia490 Posts
August 23 2011 19:36 GMT
#2179
On August 24 2011 04:29 Blazinghand wrote:
Show nested quote +
On August 24 2011 04:20 Aletheia27 wrote:
On August 24 2011 04:00 TheOGBlitzKrieg wrote:
thinking about this now, if you scout after a 9 pylon and throw down a standard 12 gate... if you see no gas then you know it CAN'T be a 1-1-1 so you proceed to either hold off a 1 raxx fe, or a marine scv all in depending on if u scout an expo or not... next, if you SCOUT a gas why can't you just cancel your gate and lay down a 16 nex? then proceed with gates after... is it because it could be a marine maurader poke 2 raxx? i'm not really understanding why this can't be done it seems if you cancelled the gate and layed down the 16 nex then built gates after you could hold this push. and it could set you up to defend the 1-1-1.. but meh maybe i'm wrong iono just a thought


this might work..but I think it'd be easier and potentially better to just transition into a 1 Gate FE if you see the gas. Otherwise just delay the expo for more gates >_>

This doesn't really solve the problem tough as 2 rax vs 1-1-1 dilema. As you still can't tell after they take their gas...

It used to be that you could sacrifice a probe to count the number of marines or see if there's a bunker to try and determine if terran's going for a 1-1-1 or bio...but a good terran player will just keep most of their army back making it difficult to scout...


This might sound kinda dumb, but maybe a gas steal is the right move here? The Terran player will have to kill it to get access to a 2nd gas. Does this delay the push at all? I wonder if it's worth the 75 minerals in the early game to delay his gas by a 30 seconds or so. Has anyone used this / fought against this?


it was mentioned previously that stealing the 2nd gas doesnt delay the timing of the factory/starport.. but does delay/deter cloak slightly
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
Last Edited: 2011-08-23 19:39:26
August 23 2011 19:37 GMT
#2180
On August 24 2011 04:33 n0btozz wrote:
Show nested quote +
On August 22 2011 06:03 Liquid`Tyler wrote:
Something like this was a possibility ever since so many protoss players began to rely on 15nexus and 1gate expand. I've never understood the economic necessity of expanding so soon. 1gate robo and 1gate star (for phoenix) builds can yield economically sound mid games without sacrificing early game information. I don't think there is such an economic necessity. I think protoss players saw that they could get away with really early expansions and so they did it. Now it's back to being a coinflip like it ought to be. Rushing to gather information remains the most reliable way to get to mid game on even ground or to win outright against opponents not intending to enter mid game. Of course, this requires perfect use of the information, so it is a more difficult way to play until all the necessary knowledge has been discovered, at which point it makes all the things it counters absolutely obsolete. I imagine 1-1-1 is one such thing.


Plus, although it seems that TL is very much against any comments on balance. Look at code S Ro16. MC is out due to getting cheesed by a terran,
So what´s the race distribution? 4 protosses - 3 zergs - 9 terrans. Don´t really need to say anything about it.

Code A Ro16: 2 protosses, 7 zergs and 7 terrans

Terrans also seem to be dominating in numbers on the highest tier...I wonder if that is only because the people who play terran are so much better then all the people who play zerg and protoss...Maybe, just maybe, race has something to do with it? And please, don´t ban me just for stating facts above...



You have not done any research, have you? Let me show you something interesting, and open your mind about the state of code S:

GSL July:
Ro16: 7 terran
Ro8: 2 terran

GSL May:
Ro16: 7 terran
Ro8: 3 terran

GSL March
Ro16: 7 terran
Ro8: 3 terran

It looks to me that Terran might have large numbers in the Ro16, but looking at the Ro8, it seems that these large numbers of terran are losing and it's equalizing usually to a 3/3/2 split of races in the Ro8. Prettttty normal.

I left out the ST and WC in this analysis due to lack of a Code S. If you're going to cry "imbalance" based on tournament standings, do some in-depth research first-- sometimes these things can be deceiving, and there are hidden trends in the data.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
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