Why 1/1/1 is considered to be imbalanced in Korea - Page 109
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Can we stop talking about nerfing things please? - 9:10 KST | ||
Borkbokbork
United States123 Posts
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TheOGBlitzKrieg
United States346 Posts
On August 24 2011 04:10 iCanada wrote: 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
Canada688 Posts
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
Sweden2361 Posts
On August 24 2011 03:42 sekritzzz wrote: 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. | ||
Yaotzin
South Africa4280 Posts
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Aletheia27
United States267 Posts
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... | ||
Asberic
29 Posts
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
Nigeria3519 Posts
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. | ||
DusTerr
2520 Posts
On August 24 2011 02:48 Vlare wrote: 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
United Kingdom2163 Posts
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
1442 Posts
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
South Africa4280 Posts
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
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United States25552 Posts
On August 24 2011 04:20 Aletheia27 wrote: 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? | ||
Toadvine
Poland2234 Posts
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n0btozz
Iceland115 Posts
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... | ||
MLG_Wiggin
United States767 Posts
On August 24 2011 02:38 Alejandrisha wrote: 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? | ||
DertoQq
France906 Posts
On August 24 2011 04:28 Yaotzin wrote: 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 ! | ||
Borkbokbork
United States123 Posts
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) | ||
Sanchonator
Australia490 Posts
On August 24 2011 04:29 Blazinghand wrote: 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
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United States25552 Posts
On August 24 2011 04:33 n0btozz wrote: 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. | ||
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