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Can we stop talking about nerfing things please? - 9:10 KST |
On August 24 2011 04:36 DertoQq wrote:Show nested quote +On August 24 2011 04:28 Yaotzin wrote: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 !
im sure having warp prisms dropping storm when you deploy them would be perfectly balanced :D
@previous post: wouldnt the large number of TvTs explain the drop in numbers? or at least part of it
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Warp prism creates a psionic storm when it deploys, yes! Like that carrier ship for the Scrin in C&C3. Browder will like it :D
Sadly this wouldn't even actually work though haha. Marines would just nomnom the WP.
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Um... i don't know how to phrase this. But I personally think 1 gate FE is the best move here. So maybe instead of trying to "fix" toss builds to deal with 1-1-1, why not tailor a 1 gate FE to deal with 2 rax?
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People have been trying that one for aaaaaaaaaaages. It doesn't seem possible on the likes of Xel'naga, unless you nail some ridiculously good FFs.
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On August 24 2011 04:40 Aletheia27 wrote: Um... i don't know how to phrase this. But I personally think 1 gate FE is the best move here. So maybe instead of trying to "fix" toss builds to deal with 1-1-1, why not tailor a 1 gate FE to deal with 2 rax? If you correctly identify a 2 rax you can hold it efficiently with decent FF's and spending your chrono on the gateways, unless he pulls an absurd amount of SCVs.
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Blazinghand
United States25552 Posts
When we talk about 2 rax, are we saying 2 rax marine scv allin, or are there marauders with concussive as well? can I get a description of the build order? sorry ._.
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On August 24 2011 04:43 Blazinghand wrote: When we talk about 2 rax, are we saying 2 rax marine scv allin, or are there marauders with concussive as well? can I get a description of the build order? sorry ._. I think he means the 12/16 reactor/tech lab pressure. It usually has 2 marauders and concussive, along with a handful of marines and a couple of SCVs depending on how the guy wants to do it.
It's designed to cancel the Nexus if the Protoss player does a particularly greedy expand.
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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?
A gas steal is ALWAYS worth it in a PvT whenever you have the opportunity. The 75 minerals will tell you how many marines they have (If they want to go 1-1-1 they can't just have 1 marine attacking the assimilator and if they do, you won't have to worry about cloak. Also, if the 2nd marine is delayed, He either went for a tech lab, or a reactor. Sometimes if they immediately send a marine to attack the gas, you can use your scouting probe to scout the add-ons on the barracks. Either way the terran loses out some gas which normally means you won't have to worry about cloak banshees, as it's just too much of an investment and tanks/seige are the priority for gas dump.
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Usually people mean 12/16 reactor/tech lab 2rax, sometimes with a few SCVs. It would be dumb of them to allin completely as you can then sac the expo and be fine anyway.
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On August 24 2011 04:40 Aletheia27 wrote: Um... i don't know how to phrase this. But I personally think 1 gate FE is the best move here. So maybe instead of trying to "fix" toss builds to deal with 1-1-1, why not tailor a 1 gate FE to deal with 2 rax? I have tried this already. But the 1 gate FE that can beat a 1-1-1 has much more economy than the 1 gate FE that can hold off 2 rax. The latter is down 5 probes at the time the nexus finishes, compared to the former. In order to beat a 1-1-1 all-in with 1 gate FE, you need to pray the 2 rax isn't coming and spend all chrono boosts on probes while not getting supply blocked. Whereas the 1 gate FE that can stop a 2 rax cuts probes and get supply blocked for a while in order to get more gates up earlier.
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On August 24 2011 04:37 Blazinghand wrote:Show nested quote +On August 24 2011 04:33 n0btozz wrote: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.
Why does terran have the numbers in Ro16? Why is it that terrans seem to be getting up to code A and then Code S around the same rate as the other 2 races are getting there put together?
Then they are almost always in dominating numbers in both groups, and later stages. Why is that? Btw, July Code S Terrans just all-killed each other out of the tournament.
Also, a big spokesperson for removing the blue flame upgrade, it´s going to show itself to be the biggest remaining imbalance in the game I think. Eventually at least.
Also, talk about doing my homework:
50% of the players of this GSL were Terran as there were 32 of them in the 64 players of both Code A and Code S.
Now...Last time I checked, 50% of Korean Pro´s did not play Terran, and just to clarify, these 50% of Terrans are moving up, Code S is getting stacked by Terrans, while the other races are losing representitives in Code A, those being replaced by...take a guess...Terrans 
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On August 24 2011 04:44 w_Ender_w wrote:Show nested quote +On August 24 2011 04:43 Blazinghand wrote: When we talk about 2 rax, are we saying 2 rax marine scv allin, or are there marauders with concussive as well? can I get a description of the build order? sorry ._. I think he means the 12/16 reactor/tech lab pressure. It usually has 2 marauders and concussive, along with a handful of marines and a couple of SCVs depending on how the guy wants to do it. It's designed to cancel the Nexus if the Protoss player does a particularly greedy expand.
I meant this particular build. It's hard for me to identify with a lot of players here as my go to PvT build has almost always been 1 gate FE except for the occasional 2 gate robo and 1 gate stargate plays. But those were more...map specific. With 1 Gate FE, I've found I've almost always been able to handle the 12/16 pressure adequately with chronoed units and good ffs and positioning. But perhaps my opponents were not up to par. 650 masters.
EDIT: @iamke55: basically yes. I pretty much agree completely. But I think those alterations in build are manageable with proper scouting.
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On August 24 2011 04:37 Blazinghand wrote:Show nested quote +On August 24 2011 04:33 n0btozz wrote: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.
That piece of data is more interesting than you let on. It means that there are consistently a lot of Terran players between the top 16 and the top 8. Is it just chance that so many Terrans are getting that high and then losing, or is there something about that precise tiering of skill that makes Terran strong?
I'm going to posit two hypotheses to explain this: one, that Terran is capable of highly aggressive play that requires an opponent to be of absolutely top caliber to survive it, or two, that Terran's play is very inconsistent and players who get to the Ro16 have a very high chance of dropping out on account of their builds being countered. I don't have a lot of data to back these up, but they're something.
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I feel sorry for blizzard if they try to fix this.. I just tried this build for the first time today and beat 4 protoss in a row without any of them even getting close to stopping it.
I really dont know how they will deal with this but perhaps a couple of suggestions.. the biggest issue is the raven. As many said before, if the raven gets sniped the rush is significantly easier to hold.
- pdd made an upgrade? - pdd require more energy to launch / shoot missles so stalkers are not completely useless? - cloak banshee is kinda dumb as a unit anyway, i would not (as a terran player) mind seeing cloak go all together. - immortals do splash damage (maybe a bit too OP in other situations though)
Im no pro but the above would help for sure, without damaging the use of ravens too much.
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On August 24 2011 04:48 Aletheia27 wrote:Show nested quote +On August 24 2011 04:44 w_Ender_w wrote:On August 24 2011 04:43 Blazinghand wrote: When we talk about 2 rax, are we saying 2 rax marine scv allin, or are there marauders with concussive as well? can I get a description of the build order? sorry ._. I think he means the 12/16 reactor/tech lab pressure. It usually has 2 marauders and concussive, along with a handful of marines and a couple of SCVs depending on how the guy wants to do it. It's designed to cancel the Nexus if the Protoss player does a particularly greedy expand. I meant this particular build. It's hard for me to identify with a lot of players here as my go to PvT build has almost always been 1 gate FE except for the occasional 2 gate robo and 1 gate stargate plays. But those were more...map specific. With 1 Gate FE, I've found I've almost always been able to handle the 12/16 pressure adequately with chronoed units and good ffs and positioning. But perhaps my opponents were not up to par. 650 masters. Well the nice thing about solid FFs is that even if the Terran has infinite APM he still can't micro his way over a forcefield.
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Or they knock each other out in GomTvT.
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Blazinghand
United States25552 Posts
On August 24 2011 04:44 w_Ender_w wrote:Show nested quote +On August 24 2011 04:43 Blazinghand wrote: When we talk about 2 rax, are we saying 2 rax marine scv allin, or are there marauders with concussive as well? can I get a description of the build order? sorry ._. I think he means the 12/16 reactor/tech lab pressure. It usually has 2 marauders and concussive, along with a handful of marines and a couple of SCVs depending on how the guy wants to do it. It's designed to cancel the Nexus if the Protoss player does a particularly greedy expand.
On August 24 2011 04:45 Yaotzin wrote: Usually people mean 12/16 reactor/tech lab 2rax, sometimes with a few SCVs. It would be dumb of them to allin completely as you can then sac the expo and be fine anyway.
Oh, lol I use this build as my standard TvP. 2 Rax Pressure Expo! It lets you scout and do fun army trading and sometime some minor damage against an aggressively expanding protoss, and gets fair number of marines in case of Void Rays. I could see how this could be dangerous for a 16-nexusing or 1gate eco-FEing protoss to deal with if they're made their build with a 1-1-1 in mind.
On August 24 2011 04:47 n0btozz wrote:Show nested quote +On August 24 2011 04:37 Blazinghand wrote:On August 24 2011 04:33 n0btozz wrote: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. Why does terran have the numbers in Ro16? Why is it that terrans seem to be getting up to code A and then Code S around the same rate as the other 2 races are getting there put together? Then they are almost always in dominating numbers in both groups, and later stages. Why is that? Btw, July Code S Terrans just all-killed each other out of the tournament. Also, a big spokesperson for removing the blue flame upgrade, it´s going to show itself to be the biggest remaining imbalance in the game I think. Eventually at least. Also, talk about doing my homework: 50% of the players of this GSL were Terran as there were 32 of them in the 64 players of both Code A and Code S.Now...Last time I checked, 50% of Korean Pro´s did not play Terran...I guess, just maybe, there is another reason for that statistic...
Actually, interestingly enough, historically 45-50% of GSL Code S has been terran all the way back through January I think. And, interestingly enough, it always equalizies by the time you get to the Ro8. This is because, I think, there are a lot of "mid-level" professional terran players who aren't as good as the gods (MC, Nestea) but are still extremely good. Players like NaDa come to mind... often... <3
Also, last time I checked, 50% of Korean Pros in GSL DO play Terran-- assuming your numbers are on the mark.
On August 24 2011 04:48 Acritter wrote:Show nested quote +On August 24 2011 04:37 Blazinghand wrote:On August 24 2011 04:33 n0btozz wrote: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. That piece of data is more interesting than you let on. It means that there are consistently a lot of Terran players between the top 16 and the top 8. Is it just chance that so many Terrans are getting that high and then losing, or is there something about that precise tiering of skill that makes Terran strong? I'm going to posit two hypotheses to explain this: one, that Terran is capable of highly aggressive play that requires an opponent to be of absolutely top caliber to survive it, or two, that Terran's play is very inconsistent and players who get to the Ro16 have a very high chance of dropping out on account of their builds being countered. I don't have a lot of data to back these up, but they're something.
I actually have a huge blog post in the work about this. It's basically the former; terran has a lot of allins, and unless you're like, NesTea or Losira or something it's hard to deal with. There are a lot of terran players who are great but not NesTier.
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On August 24 2011 04:36 Sanchonator wrote:Show nested quote +On August 24 2011 04:29 Blazinghand wrote: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
It perhaps doesn't delay but it does give you intel, which is perhaps even more important because that way you can go for a 1gate FE into super fast collosus because you know the 1/1/1 is coming and you're free to tech up without having to worry about early pressure
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How about a mass probe chargelot archon all in as an answer? I have done it when i have been contained by a terran.
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Blazinghand
United States25552 Posts
On August 24 2011 04:49 malaan wrote: I feel sorry for blizzard if they try to fix this.. I just tried this build for the first time today and beat 4 protoss in a row without any of them even getting close to stopping it.
I really dont know how they will deal with this but perhaps a couple of suggestions.. the biggest issue is the raven. As many said before, if the raven gets sniped the rush is significantly easier to hold.
- pdd made an upgrade? - pdd require more energy to launch / shoot missles so stalkers are not completely useless? - cloak banshee is kinda dumb as a unit anyway, i would not (as a terran player) mind seeing cloak go all together.
Im no pro but the above would help for sure, without damaging the use of ravens too much.
Even if you remove the raven from the equation, there are versions of this that hit as hard, if not harder, and just go with tanks with siege, uncloaked banshees, and hella marines-- PDD may be part of the problem, but it's not the only problem.
I'm not sure some bandaid-ey balance patch would actually help here-- it could make things worse in a different way.
On August 24 2011 04:58 rdr wrote: How about a mass probe chargelot archon all in as an answer? I have done it when i have been contained by a terran.
Part of the issue is that a lot of terran players are active with the initial banshee or two, and it's hard to deal with that sort of harass without dumping resources into a couple stalkers.
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