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Why 1/1/1 is considered to be imbalanced in Korea - Page 132

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
Leoneri
Profile Joined July 2010
United States67 Posts
August 28 2011 04:28 GMT
#2621
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.
henreiman
Profile Blog Joined December 2010
United States407 Posts
Last Edited: 2011-08-28 04:31:48
August 28 2011 04:30 GMT
#2622
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.
THEcOnuFUSED
Profile Joined April 2011
Canada6 Posts
August 28 2011 04:33 GMT
#2623
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.
“Insanity: doing the same thing over and over again and expecting different results.” ~ Albert Einstein
perser84
Profile Joined October 2010
Germany399 Posts
August 28 2011 04:34 GMT
#2624
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"

Leoneri
Profile Joined July 2010
United States67 Posts
August 28 2011 04:34 GMT
#2625
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.
CortoMontez
Profile Joined October 2010
Australia608 Posts
Last Edited: 2011-08-28 04:40:13
August 28 2011 04:37 GMT
#2626
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).
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
August 28 2011 04:39 GMT
#2627
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
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
August 28 2011 04:41 GMT
#2628
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.
age: 84 | location: california | sex: 잘함
Leoneri
Profile Joined July 2010
United States67 Posts
August 28 2011 04:43 GMT
#2629
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.
CortoMontez
Profile Joined October 2010
Australia608 Posts
August 28 2011 04:43 GMT
#2630
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.
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
dooraven
Profile Joined December 2010
Australia2820 Posts
August 28 2011 04:45 GMT
#2631
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.
Go go Alliance.
sekritzzz
Profile Joined December 2010
1515 Posts
Last Edited: 2011-08-28 04:48:07
August 28 2011 04:46 GMT
#2632
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.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
August 28 2011 04:47 GMT
#2633
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.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
August 28 2011 04:48 GMT
#2634
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
Porouscloud - NA LoL
CortoMontez
Profile Joined October 2010
Australia608 Posts
Last Edited: 2011-08-28 04:51:06
August 28 2011 04:50 GMT
#2635
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?
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2011-08-28 04:53:13
August 28 2011 04:53 GMT
#2636
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?
sekritzzz
Profile Joined December 2010
1515 Posts
Last Edited: 2011-08-28 04:54:48
August 28 2011 04:54 GMT
#2637
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.
Elwar
Profile Joined August 2010
953 Posts
August 28 2011 04:54 GMT
#2638
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.
MerciLess
Profile Joined September 2010
213 Posts
August 28 2011 04:55 GMT
#2639
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
Beardedclam
Profile Joined September 2010
United States839 Posts
August 28 2011 04:58 GMT
#2640
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.
"bye bye" - genius "#$@% you" - Idra------------|Genius|DRG|Keen|---------Breakfast.213
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