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Can we stop talking about nerfing things please? - 9:10 KST |
On August 28 2011 13:25 ReignFayth wrote:Show nested quote +On August 28 2011 13:22 Leoneri wrote:On August 28 2011 13:16 ReignFayth wrote:On August 28 2011 13:13 Leoneri wrote:On August 28 2011 13:11 ReignFayth wrote:On August 28 2011 13:05 Tokadub wrote: Ya actually I am and have been a Master in every division for every season. I have played all races, and can play them all easily at a master level 1v1.
I don't understand why people are hating. I'm actually giving you very good advice and if you don't understand what I'm saying then it is you that actually has a faulty understanding of this game... master isn't an achievement Shouldn't you be a highlighted poster? what's a highlighted poster lol Hmm. I thought TL had implemented a feature where pro player's names were highlighted so people didn't have to scroll through pages and pages checking each name to find somebody's opinion that actually meant something. oh I think these players are those who participate a lot in the strategy section so they get highlighted, such as minigun right? Oh that makes more sense, my fault.
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I'm a Terran player. Generally I hate the nerds who qq about balance before letting the game simply play out (and 90% of the time someone invents a legitimate counter build). But this build - easily identified early, hard to transition out of - is more than a bit ridiculous. Any build that autowins 80-90% (EVEN WHEN SCOUTED!) of the time isn't balanced, I don't care if it can be stopped. I'm sure with practice the win rate could be cut to 60%, but that's still silly for an easily executable/replicable build.
The only question is how to balance it. The 6 range on Immortals I think helps (they can hit siege tanks while marine AI attacks elsewhere)? It's going to be really tough to balance one particular all in build without altering the game.
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This sorta sounds like Terrans 3 rax SCV marine all-in vs zerg. You need to blindly react to something that cannot be identified just by scouting.
And if you were to take the precaution everygame, any build that expos before 10 minutes would double your income. It is something that players will have to learn to hold through trail and error
A slight change here and there to a rather risky build can make it safer and even bait imminently failing aggressive play.
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well i am a terran and i am quite interrested how toss counter it even if i tell from the start "i 1/1/1 you"
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I wonder if KiWi's response to the 1/1/1 would have worked better against the variation PuMa did against MC? Where he sacrificed a tank or two and had a raven and cloaking for the banshees. Maybe not though, PDDs still affect phoenix shots.
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Personally I suspect that patch 1.4 wasn't intended to address the 1-1-1, since Blizzard would have spent a lot of time since the last patch coming up with these ideas, whilst the 1-1-1 issue only came up a few weeks before the PTR notes were released.
The only two parts of the patch which could affect the 1-1-1 are: 5 second build time increase on barracks; which in my opinion won't have any effect upon the potency of the 1-1-1 because there is such a large timing window where this build wins that a 5 second delay will make no difference.
+1 range on immortals; I also think this will have no effect upon the ability of protoss to hold off the 1-1-1, since it seemed that the main problem wasn't that immortals couldn't reach the tanks , but that the immortals melted so fast to the marines. Although the immortals would outrange marines, there will almost definitely be marines INFRONT of the tanks, meaning that they still have to go into marine attack range to kill the tanks.
EDIT: Also, the main reason that i think the 1-1-1 is imbalanced is because it is uniquely unable to be blind countered, since as far as I know there is a blind counter build to every other all-in in the game. (Feel free to correct me on this point).
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On August 28 2011 13:34 perser84 wrote: well i am a terran and i am quite interrested how toss counter it even if i tell from the start "i 1/1/1 you"
If you said that to me right off the bat, I Cannon rush you lol. That counts 1/1/1 pretty hard lol
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On August 28 2011 13:37 CortoMontez wrote: Personally I suspect that patch 1.4 wasn't intended to address the 1-1-1, since Blizzard would have spent a lot of time since the last patch coming up with these ideas, whilst the 1-1-1 issue only came up a few weeks before the PTR notes were released.
The only two parts of the patch which could affect the 1-1-1 are: 5 second build time increase on barracks; which in my opinion won't have any effect upon the potency of the 1-1-1 because there is such a large timing window where this build wins that a 5 second delay will make no difference.
+1 range on immortals; I also think this will have no effect upon the ability of protoss to hold off the 1-1-1, since it seemed that the main problem wasn't that immortals couldn't reach the tanks , but that the immortals melted so fast to the marines. Although the immortals would outrange marines, there will almost definitely be marines INFRONT of the tanks, meaning that they still have to go into marine attack range to kill the tanks.
EDIT: Also, the main reason that i think the 1-1-1 is imbalanced is because it is uniquely unable to be blind countered, since as far as I know there is a blind counter build to every other all-in in the game. (Feel free to correct me on this point).
sentry also helps with guardian shield vs tank splash.
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On August 28 2011 13:39 Orcasgt24 wrote:Show nested quote +On August 28 2011 13:34 perser84 wrote: well i am a terran and i am quite interrested how toss counter it even if i tell from the start "i 1/1/1 you"
If you said that to me right off the bat, I Cannon rush you lol. That counts 1/1/1 pretty hard lol Most people seem to be of the opinion that cannon rushing a terran is a bad idea.
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On August 28 2011 13:41 jinorazi wrote:Show nested quote +On August 28 2011 13:37 CortoMontez wrote: Personally I suspect that patch 1.4 wasn't intended to address the 1-1-1, since Blizzard would have spent a lot of time since the last patch coming up with these ideas, whilst the 1-1-1 issue only came up a few weeks before the PTR notes were released.
The only two parts of the patch which could affect the 1-1-1 are: 5 second build time increase on barracks; which in my opinion won't have any effect upon the potency of the 1-1-1 because there is such a large timing window where this build wins that a 5 second delay will make no difference.
+1 range on immortals; I also think this will have no effect upon the ability of protoss to hold off the 1-1-1, since it seemed that the main problem wasn't that immortals couldn't reach the tanks , but that the immortals melted so fast to the marines. Although the immortals would outrange marines, there will almost definitely be marines INFRONT of the tanks, meaning that they still have to go into marine attack range to kill the tanks.
EDIT: Also, the main reason that i think the 1-1-1 is imbalanced is because it is uniquely unable to be blind countered, since as far as I know there is a blind counter build to every other all-in in the game. (Feel free to correct me on this point). sentry also helps with guardian shield vs tank splash. AFAIK that was a bug fix, and a reduction from 35 damage to 33 damage in a limited area is hardly a significant change.
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On August 28 2011 13:43 CortoMontez wrote: AFAIK that was a bug fix, and a reduction from 35 damage to 33 damage in a limited area is hardly a significant change.
No but Immortals taking 8 damage instead of 10 is actually pretty big.
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On August 28 2011 13:30 henreiman wrote: I'm a Terran player. Generally I hate the nerds who qq about balance before letting the game simply play out (and 90% of the time someone invents a legitimate counter build). But this build - easily identified early, hard to transition out of - is more than a bit ridiculous. Any build that autowins 80-90% (EVEN WHEN SCOUTED!) of the time isn't balanced, I don't care if it can be stopped. I'm sure with practice the win rate could be cut to 60%, but that's still silly for an easily executable/replicable build.
The only question is how to balance it. The 6 range on Immortals I think helps (they can hit siege tanks while marine AI attacks elsewhere)? It's going to be really tough to balance one particular all in build without altering the game. The 6 range immortal does a lot for the immortal but I honestly dont think it will change the 1/1/1 scenario enough for it to be effective. I actually don't believe terran nerfs or protoss buffs are necessary but the best solution is probably a new unit with HoTS similar to the functions of a reaver. We'll see what blizzard decides, because I don't think blizzard will want this to go long enough especially since the win/loss ratio is looking horrendous, not to mention that 78%(if i remember correctly) of koreans polled also believe protoss is the worst race. That is almost 4/5 people.
On August 28 2011 13:34 perser84 wrote: well i am a terran and i am quite interrested how toss counter it even if i tell from the start "i 1/1/1 you"
There is a counter but it simply doesn't work. Hard counter is 15 nexus, soft counter is 1gate FE(with insane micro). Problem is if you go 15 Nexus/1gate fe, expect some 2 rax all in of some sort which hard counters your 15 nexus.
Protoss is basically playing a game of rock paper scissors with terran, except its always the protoss going first.
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On August 28 2011 13:37 CortoMontez wrote: EDIT: Also, the main reason that i think the 1-1-1 is imbalanced is because it is uniquely unable to be blind countered, since as far as I know there is a blind counter build to every other all-in in the game. (Feel free to correct me on this point).
15 nexus is pretty much a blind counter to the 1/1/1, but it depends on the terran just mindlessly going through with the 1/1/1 instead of building a second barracks, pulling a few scvs and making you cancel that nexus.
3gate void all-in is emerging as the most robust build to use that works well versus a 1/1/1... but that's just sad.
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On August 28 2011 13:37 CortoMontez wrote: Personally I suspect that patch 1.4 wasn't intended to address the 1-1-1, since Blizzard would have spent a lot of time since the last patch coming up with these ideas, whilst the 1-1-1 issue only came up a few weeks before the PTR notes were released.
The only two parts of the patch which could affect the 1-1-1 are: 5 second build time increase on barracks; which in my opinion won't have any effect upon the potency of the 1-1-1 because there is such a large timing window where this build wins that a 5 second delay will make no difference.
+1 range on immortals; I also think this will have no effect upon the ability of protoss to hold off the 1-1-1, since it seemed that the main problem wasn't that immortals couldn't reach the tanks , but that the immortals melted so fast to the marines. Although the immortals would outrange marines, there will almost definitely be marines INFRONT of the tanks, meaning that they still have to go into marine attack range to kill the tanks.
EDIT: Also, the main reason that i think the 1-1-1 is imbalanced is because it is uniquely unable to be blind countered, since as far as I know there is a blind counter build to every other all-in in the game. (Feel free to correct me on this point).
There is a blind counter...it's called 15 nexus. Off of a 15 nexus you'll have 5-6 gates and a robo along with enough probes to produce out of it all, and you'll roflstomp this push. However, 15 nexus can be all-inned with 100% certainty of kill if terran was going for 1rax gasless FE, and a 2rax opener can put you extremely far behind. Guess what also happens to be two of the more common TvP builds? Even in the GSL, if I counted just those 2 builds, it would probably account for 50+% of the openers that aren't 1/1/1
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On August 28 2011 13:48 Amui wrote:Show nested quote +On August 28 2011 13:37 CortoMontez wrote: Personally I suspect that patch 1.4 wasn't intended to address the 1-1-1, since Blizzard would have spent a lot of time since the last patch coming up with these ideas, whilst the 1-1-1 issue only came up a few weeks before the PTR notes were released.
The only two parts of the patch which could affect the 1-1-1 are: 5 second build time increase on barracks; which in my opinion won't have any effect upon the potency of the 1-1-1 because there is such a large timing window where this build wins that a 5 second delay will make no difference.
+1 range on immortals; I also think this will have no effect upon the ability of protoss to hold off the 1-1-1, since it seemed that the main problem wasn't that immortals couldn't reach the tanks , but that the immortals melted so fast to the marines. Although the immortals would outrange marines, there will almost definitely be marines INFRONT of the tanks, meaning that they still have to go into marine attack range to kill the tanks.
EDIT: Also, the main reason that i think the 1-1-1 is imbalanced is because it is uniquely unable to be blind countered, since as far as I know there is a blind counter build to every other all-in in the game. (Feel free to correct me on this point). There is a blind counter...it's called 15 nexus. Off of a 15 nexus you'll have 5-6 gates and a robo along with enough probes to produce out of it all, and you'll roflstomp this push. However, 15 nexus can be all-inned with 100% certainty of kill if terran was going for 1rax gasless FE, and a 2rax opener can put you extremely far behind. Guess what also happens to be two of the more common TvP builds? Even in the GSL, if I counted just those 2 builds, it would probably account for 50+% of the openers that aren't 1/1/1 So... you're basically saying that the blind-counter to 1-1-1 is to die to a 2 rax (or other build) instead?
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On August 28 2011 12:34 tomatriedes wrote:Show nested quote +On August 28 2011 11:54 usethis2 wrote: I find it ironic that MVP has tweeted his msg against 1/1/1 (in fluent English, no less) when he does 1/1/1 ver 2.0 all the time. (i.e. 2 base 1/1/1) It's equally difficult to defend against 2 base 1/1/1 as to defend against 1 base 1/1/1. The reason why 1 base version is scarier is it is very difficult to scout what's exactly coming. (confirming 1/1/1, then finding out the composition)
2 base version makes it easier to scout, but as long as the map allows - relatively straight forward rout to Protoss natural, hard to take 3rd, etc. - 2 base version packs even more firepower than 1 base version. It was translated by Milkis bro. OH? So it was a translation? Does anyone have the original tweet in Korean?
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On August 28 2011 13:50 CortoMontez wrote:Show nested quote +On August 28 2011 13:48 Amui wrote:On August 28 2011 13:37 CortoMontez wrote: Personally I suspect that patch 1.4 wasn't intended to address the 1-1-1, since Blizzard would have spent a lot of time since the last patch coming up with these ideas, whilst the 1-1-1 issue only came up a few weeks before the PTR notes were released.
The only two parts of the patch which could affect the 1-1-1 are: 5 second build time increase on barracks; which in my opinion won't have any effect upon the potency of the 1-1-1 because there is such a large timing window where this build wins that a 5 second delay will make no difference.
+1 range on immortals; I also think this will have no effect upon the ability of protoss to hold off the 1-1-1, since it seemed that the main problem wasn't that immortals couldn't reach the tanks , but that the immortals melted so fast to the marines. Although the immortals would outrange marines, there will almost definitely be marines INFRONT of the tanks, meaning that they still have to go into marine attack range to kill the tanks.
EDIT: Also, the main reason that i think the 1-1-1 is imbalanced is because it is uniquely unable to be blind countered, since as far as I know there is a blind counter build to every other all-in in the game. (Feel free to correct me on this point). There is a blind counter...it's called 15 nexus. Off of a 15 nexus you'll have 5-6 gates and a robo along with enough probes to produce out of it all, and you'll roflstomp this push. However, 15 nexus can be all-inned with 100% certainty of kill if terran was going for 1rax gasless FE, and a 2rax opener can put you extremely far behind. Guess what also happens to be two of the more common TvP builds? Even in the GSL, if I counted just those 2 builds, it would probably account for 50+% of the openers that aren't 1/1/1 So... you're basically saying that the blind-counter to 1-1-1 is to die to a 2 rax (or other build) instead? No hes saying the hard counter to 1/1/1 is a 15 nexus theoretically. However any terran who plans on doing 1/1/1 and sees you going 15 nexus can simply change his plans and 2 rax you to win even faster.
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On August 28 2011 13:45 dooraven wrote: No but Immortals taking 8 damage instead of 10 is actually pretty big. Not really, since the immortals are been killed primarily by the marines.
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I'm a diamond protoss and I can beat other diamond protoss when I play as terran using the 1/1/1 even though I never practiced it and don't play terran at all. This shouldn't be possible
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I think part of the problem is that you have to guess if they are getting cloak or not. If they could maybe let a hallucinated observer scout cloak or something we wouldn't be forced to get a robo. This way a FE with mass gateway units could hold this off.
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