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Can we stop talking about nerfing things please? - 9:10 KST |
On September 02 2011 17:30 Flix wrote:Show nested quote +On August 22 2011 05:52 Archs wrote:User was warned for this postUser was banned for this post. I apologies i don't get this... Also the text on the bottle is too small to read and I can't google it/find it. Can someone explain? Really curious, this guy got banned. Thanks!
I believe the bottle contains Protoss tears, or tears of Protoss players crying/whining about imbalance.
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Has anybody tried mass blink stalkers ( and I don't mean half stalkers, half zealots, but really comitting to 100% stalkers ) to hit & run the Terran army just before he leaves his base, while dropping a prism and warping a couple zealots in his mineral line at the same time ?
I'm a Protoss, and like everybody I lose a lot to 1-1-1. But I don't hate it at all. In fact I find it intellectually challenging. I'm sure there must a be a strat to beat it. We just need to figure it out, that's part of the fun
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On September 02 2011 18:34 Nyast wrote:Has anybody tried mass blink stalkers ( and I don't mean half stalkers, half zealots, but really comitting to 100% stalkers ) to hit & run the Terran army just before he leaves his base, while dropping a prism and warping a couple zealots in his mineral line at the same time ? I'm a Protoss, and like everybody I lose a lot to 1-1-1. But I don't hate it at all. In fact I find it intellectually challenging. I'm sure there must a be a strat to beat it. We just need to figure it out, that's part of the fun
WhiteRa did this exact thing and it wasn't even close, by the time terran had finally reached WhiteRas' base, he had two tanks and under twenty marines (oh, and about 12 scvs ^_^ ).
The map was Typhon Peaks, on Xel Naga Caverns I still feel this build is incredibly difficult to hold. On such a map, I believe KiWiKaKis' MLG strategy is the way to go, just so long as you clear your gold rocks/don't engage there.
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On September 02 2011 18:05 dookudooku wrote:Show nested quote +On September 02 2011 17:30 Flix wrote:On August 22 2011 05:52 Archs wrote:User was warned for this postUser was banned for this post. I apologies i don't get this... Also the text on the bottle is too small to read and I can't google it/find it. Can someone explain? Really curious, this guy got banned. Thanks! I believe the bottle contains Protoss tears, or tears of Protoss players crying/whining about imbalance.
I think you're right I just noticed the Toss face has a tear in his eye.
Thanks
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On September 02 2011 18:46 Raggamuffinoo wrote:Show nested quote +On September 02 2011 18:34 Nyast wrote:Has anybody tried mass blink stalkers ( and I don't mean half stalkers, half zealots, but really comitting to 100% stalkers ) to hit & run the Terran army just before he leaves his base, while dropping a prism and warping a couple zealots in his mineral line at the same time ? I'm a Protoss, and like everybody I lose a lot to 1-1-1. But I don't hate it at all. In fact I find it intellectually challenging. I'm sure there must a be a strat to beat it. We just need to figure it out, that's part of the fun WhiteRa did this exact thing and it wasn't even close, by the time terran had finally reached WhiteRas' base, he had two tanks and under twenty marines (oh, and about 12 scvs ^_^ ). The map was Typhon Peaks, on Xel Naga Caverns I still feel this build is incredibly difficult to hold. On such a map, I believe KiWiKaKis' MLG strategy is the way to go, just so long as you clear your gold rocks/don't engage there. Yep, it was a pretty awesome game. I can't remember if he expanded or when he decided to go Blink, because Blink builds are pretty bad against anything with Marauders.
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On August 29 2011 06:02 Ravomat wrote:Show nested quote +On August 29 2011 04:28 Toadvine wrote:On August 29 2011 02:46 Ravomat wrote:On August 28 2011 23:18 pretensile wrote:On August 28 2011 20:54 Ravomat wrote:On August 28 2011 18:34 pretensile wrote: I cite this game as a case study in 1-1-1 defense a lot, because I've never seen the first push defended so well, though MKP surely aided him with his errors (losing his first banshee, engaging about as badly as possible in the choke, never sieging up, allowing Puzzle's observer to follow his army the whole time). But it didn't seem to do much good, because MKP simply rolled him with the second push. Puzzle lost quite a lot of units (1 sentry, 3 immortals, ~6 stalkers) unnecessarily when he sniped those tanks on the ramp which put him in a 12 supply deficit. Ideally he should have only moved his immortals forward, sniped those and gone back and wait for the 2nd push to come. Puzzle tried to contain MKP, over-committed and lost most of his army for 3 tanks and some marines. This game doesn't show any imbalance whatsoever. All it does is showing that marines are really really good against immortal/stalker compositions. To be fair, you can do the math for the units lost in the followup pressure Puzzle did. MKP lost 3 siege tanks, 2 banshees, 2 SCVs, and at least 7 marines: 1200/575 in resources. Puzzle lost 3 immortals, 2 sentries, 6 stalkers, and a zealot: 1700/800 in resources. We'll be kind and round up and say the difference is roughly 5 stalkers' worth of resources, or 3 stalkers and an immortal. You can't look at the final engagement and honestly say Puzzle would have held with an additional 5 stalkers, or 3 stalkers and an immortal. And something kooky is going on for both the food count and worker count to be so equal after Puzzle's great hold, which was extremely one-sided in his favor. He wouldn't have held that with 3 more stalkers and an additional immortal, that's right but he had the opportunity to get 2(3) colossus (without range), some additional probes and up to 6 gates out. The second push came approximately 4 minutes after he held the first one. This is enough time to tech up and prepare adequately especially if you crush the push like he did. Instead he stayed on immortal/stalker and threw units carelessly away while expanding. It was clearly not optimal play from Puzzle. We know Protoss needs AoE damage to deal with masses of marines and Puzzle just totally neglected it. Though I think you can do well if you go for 6gate blink but haven't had the chance to go for it. The funny thing is, he didn't crush the push at all, objectively speaking. They were at equal supply and equal harvester count after those two engagements. Puzzle thought he had crushed it, and that's why he aggressively traded his units for Tanks at MKP's ramp. But he really didn't. That's my point about that game, the near-perfect defense of Puzzle against the streak of failures by MKP only resulted in them breaking even. If Puzzle tried to tech to Colossus after that, his small army with very little anti-air would've been smashed by MKP's second push. Again, if that game doesn't convince you that this shit is broken, then you're either willfully ignorant, or wanting to retain your free wins on the ladder. Puzzle still had enough stalkers left from the initial engagement to deal with the banshees. So no, he did have sufficient anti-air. I still think this game doesn't show any imbalance because of all the units Puzzle lost for very little gain after he held the first push. It would have been interesting to see what would have happened if Puzzle didn't throw his units away and MKP didn't lose those 3 tanks. Yes, they were even in supply after the push but MKP was 20 supply up to begin with. Did you even watch the game? I play Protoss by the way.
I suppose that's fair enough. My analysis of the game, is that Puzzle is behind to begin with, because that's how 1 base Protoss vs 1 base Terran works, then gets two brilliant engagements, and this evens it up. Had he teched to Colossus at that point, he might've been in a good spot. The fact that they were even on supply doesn't help much in itself - PuMa was 20 supply behind MC with his second push, and still crushed.
I mean, there's a limit to blaming the loss on the Protoss' mistakes. You could blame every Zerg loss to 5RR on mistakes, but that didn't make that shit any less overpowered. I just watch these games in the GSL, and I have trouble imagining how this can be solved without patching the game. The fact that this all-in requires you to be greedy in order to defend is grounds for a nerf in itself.
Now, I'm not out for Terran blood, and this will probably screw up a lot of things for them. The reason is that this situation just serves to emphasize the design failures of Protoss and Terran, and is something that can't just be repaired easily with a peripheral change. I'm personally waiting for HotS Beta, to see if Blizzard actually learned anything from the 1 year of SC2 as a competitive game. If not, oh well, there's always Dota2.
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This garbage is making the ladder nearly unplayable. Virtually every PvT has turned into this obscenity of a build order loss. There is no way in hell that +1 immortal range will fix this crap.
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is like a rock paper scissor game =D just simple
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On September 04 2011 03:24 hummingbird23 wrote: This garbage is making the ladder nearly unplayable. Virtually every PvT has turned into this obscenity of a build order loss. There is no way in hell that +1 immortal range will fix this crap. it's just getting the right composition out and meeting the terran in the right place i give it a month and korean protoss will have a legit strat figured out
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I see a lot of complaining and not that much constructive thought being put into beating this build. : / If everyone spent as much time practicing as they do complaining, we'd have a much more powerful community.
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On September 04 2011 03:30 MisterTea wrote:Show nested quote +On September 04 2011 03:24 hummingbird23 wrote: This garbage is making the ladder nearly unplayable. Virtually every PvT has turned into this obscenity of a build order loss. There is no way in hell that +1 immortal range will fix this crap. it's just getting the right composition out and meeting the terran in the right place i give it a month and korean protoss will have a legit strat figured out
Are you trolling? This strat has existed since beta lol.
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I stopped it yesterday ( I am 900 masters). It requires absolute precise control and a good sense of what to build to counter it (in comparison to the terran just massing units and a-moving). You ideally want to 30-32 probes, 4 gates and a robo which is constantly pumping immortals. You don't need your 3rd or 4th gas, because you just want to make 3-5 sentries, immortals and zealots. If your opponent harasses you with banshees make a stalker or two to deflect the threat from the sky.
When attacking, you need to have your guardian shield protecting your zealots, and forcefields preventing the marines from retreating. If you manage to kill all the marines or tanks, the rush is pretty much over. It is difficult to hold, but definitely not impossible. I still do think some sort of a nerf would help the metagame a lot in this case.
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On September 04 2011 03:35 Vapaach wrote: I stopped it yesterday ( I am 900 masters). It requires absolute precise control and a good sense of what to build to counter it (in comparison to the terran just massing units and a-moving). You ideally want to 30-32 probes, 4 gates and a robo which is constantly pumping immortals. You don't need your 3rd or 4th gas, because you just want to make 3-5 sentries, immortals and zealots. If your opponent harasses you with banshees make a stalker or two to deflect the threat from the sky.
If you just have 2 stalkers being warped in and trying to deal with plural banshee, then can't they just take out 1 stalker immediately and the other one after it warps in?
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On September 02 2011 18:34 Nyast wrote:Has anybody tried mass blink stalkers ( and I don't mean half stalkers, half zealots, but really comitting to 100% stalkers ) to hit & run the Terran army just before he leaves his base, while dropping a prism and warping a couple zealots in his mineral line at the same time ? I'm a Protoss, and like everybody I lose a lot to 1-1-1. But I don't hate it at all. In fact I find it intellectually challenging. I'm sure there must a be a strat to beat it. We just need to figure it out, that's part of the fun
Yea but the thing is, the koreans are waaaaaaaaaaaaaaaay beyond your level of play. You think they haven't tryed everything they can to beat it? If not even all the koreans together can figure out a plan to defeat it, I hardly doubt there is a "strat" to beat it.
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I've been doing robo into stargate, it tends to deter banshee harass because they know that if they screw up and lose too many banshees, it takes the edge off the push. What's infuriating is that no matter what happens, Terran takes a lead. If they push, they win most of the time, if I scare them enough into transitioning into expand, I'm behind because I need to spend everything on T3 because the marine ball is now too big.
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Last 3 times I faced this I actually won (as protoss) Here's some really really crucial tips, I wonder why isn't more obvious in this thread:
1: The most important thing you can do is FLANKING. If possible I often put a pylon, a handfull zealots + maybe one immortal in some weird location (on shakuras I had it below the 3rd). When they siege up, zealots and immortals can soak up dmg like bawses and kill the tanks, while my stalker/sentry (+maybe colos) in front can deal with the marines/banshees...
2: 1gate expo is fairly safe in most situations (3raxx CAN be a prob, but this is easilly scouted). So in 80% of my PvT's I'm going 1gate exp --> 4gate/robo... with stalker pokes and obs it's fairly easy to predict his moves.
3: Stalker poke! If he's doing 1/1/1 he wont have marauders (and no conc shells) = it's safe to poke. Do some dmg. I'm actually killing of a handfull of marines just by poking and poking untill he's either bunkering up or gets his tank out.
4: Gas steal! If you gas steal he can't 1/1/1... At least not the same way. It will either be heavilly delayed - or he will go banshee-less... og siege-less... However normally with more marines.
But most people dont realize, you can break the 1/1/1 by flanking. The main dps is marines, which is easilly negated by stalker/sentry... These units will have a horrible time against the tanks... But just flank and the tanks are destroyed.
I hope this helps. Just for the record: I do NOT have a super high win% against this. But I've won around 80% of my games against this since I started doing the 3 first moves listed.
Cheers
Oh - I'm top 25master on the EU server btw
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I'm a masters protoss player and i think the hardest part about the 1-1-1 is to make a build that not only defends it but also scouts it and defend well against every other possible rushes terran may make, also without putting you far behind in economy if the terran expands. You never know if the terran is doing 1-1-1 untill you get out observer,hallu or stargate.
Even if you know that he will be doing the rush you dont know what timing he will be moving out. Will he wait for cloak + siegemode and a raven or will he go with just marines a tank and banshee without upgrades.
It's kinda hard to stop i dont know if it's imba though
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On September 04 2011 03:42 Doler wrote:Show nested quote +On September 02 2011 18:34 Nyast wrote:Has anybody tried mass blink stalkers ( and I don't mean half stalkers, half zealots, but really comitting to 100% stalkers ) to hit & run the Terran army just before he leaves his base, while dropping a prism and warping a couple zealots in his mineral line at the same time ? I'm a Protoss, and like everybody I lose a lot to 1-1-1. But I don't hate it at all. In fact I find it intellectually challenging. I'm sure there must a be a strat to beat it. We just need to figure it out, that's part of the fun Yea but the thing is, the koreans are waaaaaaaaaaaaaaaay beyond your level of play. You think they haven't tryed everything they can to beat it? If not even all the koreans together can figure out a plan to defeat it, I hardly doubt there is a "strat" to beat it.
I dont think this is entirely true as their strength is mostly on a macro/micro level. Foreign players have shown themselves to be more consistently imaginative. That being said, blink stalkers is one area Koreans have played to death. With their insistence on using them against literally everything I find it hard to believe they are the answer.
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I'm shocked more people aren't upset about Protoss guardian shield wasn't working vs. Siege tank. How long has this been an issue? Artosis was shocked on SOTG. I'm just wondering if that change will help vs the 111.
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United States7483 Posts
It's imbalanced because terran can't be scouted in time to change your build to respond to what they are doing. By the time you scout the 1/1/1 (or whatever other build they are doing), it is too late to counter it. There aren't any great builds that don't put you way behind in economy that also hold the 1/1/1 and other possible early terran aggression, and terran can hide his command center where you can't scout it either (unlike zerg and toss). It's not that the 1/1/1 is too good, it's that protoss just can't respond to what terran does, and it is a powerful all-in that is easy to execute (in comparison to difficulty to defend).
It's the same thing IdrA was complaining about with regards to toss and terran for a long time. Zergs have since figured out that they can afford to make small economy cuts to blind counter certain things and still be ahead (or at least not behind) because of how fast they can drone (getting an early evo chamber in case you need spores, etc.). Protoss doesn't have the ability to do that.
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