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Active: 1924 users

Why 1/1/1 is considered to be imbalanced in Korea - Page 139

Forum Index > SC2 General
Post a Reply
Prev 1 137 138 139 140 141 143 Next
Can we stop talking about nerfing things please? - 9:10 KST
hummingbird23
Profile Joined September 2011
Norway359 Posts
September 03 2011 19:32 GMT
#2761
On September 04 2011 04:24 TumbaStarcraft wrote:
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.

It depends if the guardian shield double dips, reducing both the initial impact and applying a second time to the splash.
myriad110
Profile Joined July 2011
Romania11 Posts
September 03 2011 19:33 GMT
#2762
As I've played both Terran and Protoss before, I find that to hold off the 1/1/1 you run into the Terran's army when he's pushing out and just keep making him siege up in the middle of the map because without siege the Toss's army is better (for a little bit). And thus you gain time to make more and more units ( preferably zelaots ) and set up a surround. Although it is still quite difficult to hold off, but not impossible.

Another thought is that in BW the game was balanced VIA maps, why not the same thing is SC2? 1/1/1 is not AS difficult to defend on very large maps.
Iamyournoob
Profile Joined August 2010
Germany595 Posts
Last Edited: 2011-09-03 19:37:22
September 03 2011 19:36 GMT
#2763
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


By "legit strat figured out" you mean the way Terrans found means to deal with lategame Toss Amulet-HT?

It is already happening man! Protosses are asking for nerfs/buffs just the way other races were, when they got 4gated, VoidRay'd, 5RRed, and destroyed by HT with KA.

On a more serious note: That build has been out for months, Thorzain actually used it to great succes against Naniwa in the TSL-finals in game 1 and it has become stronger and stronger to a point where PvT is a farce.

If you still argue that it will get figured out and if Blizzard had agreed on this principle a year ago, Idra would be playing Terran by now.

User was warned for this post
Spicy Pepper
Profile Joined December 2009
United States632 Posts
September 03 2011 19:43 GMT
#2764
I actually want to see 5 to 10 games in a row of Kiwikaki's build defending a code S level terran doing the 1/1/1.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
September 03 2011 19:57 GMT
#2765
TvZ 2 Rax: Lasted less than a month before than people figured out how to beat it consistently, Blizzard basically hotfixed some things in a patch to help.

1/1/1: Has lasted over a year, and still hasn't been 'solved'. Blizzard doesn't release anything that can specifically crush the build, even in the new patch in a time when this specific build is ruining the matchup more than ever.

I think the solution is to simply QQ more, guys. Louder, harder, faster, stronger.
myriad110
Profile Joined July 2011
Romania11 Posts
September 03 2011 19:59 GMT
#2766
On September 04 2011 04:43 Spicy Pepper wrote:
I actually want to see 5 to 10 games in a row of Kiwikaki's build defending a code S level terran doing the 1/1/1.

The Code S terran player would be better anyway though.
If Kiwikaki was as good as the Code S guy, wouldn't he be in Code S right now or winning MLGs (or atleast getting top 8)?
MisterTea
Profile Joined September 2010
United Kingdom1047 Posts
September 03 2011 20:02 GMT
#2767
On September 04 2011 04:36 Iamyournoob wrote:
Show nested quote +
On September 04 2011 03:30 MisterTea wrote:
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


By "legit strat figured out" you mean the way Terrans found means to deal with lategame Toss Amulet-HT?
.

ghosts/snipe/emp nobody used either back then they ust qq'd about how op templars were


Spicy Pepper
Profile Joined December 2009
United States632 Posts
September 03 2011 20:03 GMT
#2768
On September 04 2011 04:59 myriad110 wrote:
Show nested quote +
On September 04 2011 04:43 Spicy Pepper wrote:
I actually want to see 5 to 10 games in a row of Kiwikaki's build defending a code S level terran doing the 1/1/1.

The Code S terran player would be better anyway though.
If Kiwikaki was as good as the Code S guy, wouldn't he be in Code S right now or winning MLGs (or atleast getting top 8)?

That's why I want to see it. I want to see the holes of that build clearly exploited. Much easier to see it against a Code S terran, than some avg terran pro.
myriad110
Profile Joined July 2011
Romania11 Posts
Last Edited: 2011-09-03 20:06:41
September 03 2011 20:06 GMT
#2769
On September 04 2011 04:43 Spicy Pepper wrote:
That's why I want to see it. I want to see the holes of that build clearly exploited. Much easier to see it against a Code S terran, than some avg terran pro.


Oh, I see.

That'd be pretty cool to see.
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
September 03 2011 20:09 GMT
#2770
As a terran player, I personally wouldn't mind khadaryn amulet back in, provided it wasn't 75 energy, but somewhere around the 70-72 range, so there is the ability to do SOME damage harassing and not instantly get stormed to shit.
JediGamer
Profile Joined August 2010
United States656 Posts
September 03 2011 20:10 GMT
#2771
Finally a build that forces a protoss to do more than just A click midgame!

User was warned for this post
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2011-09-03 20:12:28
September 03 2011 20:11 GMT
#2772
On September 04 2011 05:02 MisterTea wrote:
Show nested quote +
On September 04 2011 04:36 Iamyournoob wrote:
On September 04 2011 03:30 MisterTea wrote:
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


By "legit strat figured out" you mean the way Terrans found means to deal with lategame Toss Amulet-HT?
.

ghosts/snipe/emp nobody used either back then they ust qq'd about how op templars were




KA was too good you could just Warpin 1 Templar somewhere on the Map and instantly storm right there on SCV's / Armies . In big battles in wasn't imbalanced it was just too easy to instantly reeinforce with storm and pretty hard/next to impossible to kill even expansion of protoss players even after a won battles .They'd just instantly warpin templars and storm.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
September 03 2011 20:17 GMT
#2773
On September 04 2011 05:09 acrimoneyius wrote:
As a terran player, I personally wouldn't mind khadaryn amulet back in, provided it wasn't 75 energy, but somewhere around the 70-72 range, so there is the ability to do SOME damage harassing and not instantly get stormed to shit.


As a terran player I'd like KA back in at 75 energy exactly.

Personally.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
September 03 2011 20:26 GMT
#2774
Didn't KA enable 62 energy in BroodWar? What's wrong with that?

Blizzard sometimes butchers stuff instead of trimming it.

The KA upgrade makes perfect sense, but it was too strong.
Spicy Pepper
Profile Joined December 2009
United States632 Posts
September 03 2011 20:43 GMT
#2775
It might've been better for Blizzard to remove it, rather tweak it. It may make it easier to clarify the parameters of what is imbalanced.

So assume that KA at 75 energy might be too much, no KA might be too little, now you know the solution is somewhere in between, and can work on tweaking once you've established the boundaries.

Also, if after removing KA, P was still too strong late game vs T, then you would know that you could discard tweaking KA as a solution to balance. Of course, I'm assuming a complete disregard for design.
fant0m
Profile Joined May 2010
964 Posts
September 03 2011 20:50 GMT
#2776
Agreed. I would like to see SOME energy upgrade, but not 75. Protoss could definitely use a half or 2/3 strength KA back in the game.

High templar play is the most impressive thing Toss can do from a spectator's point of view anyway, and I think it should be encouraged rather than /yawn turtle to 200/200 Colossus+Void Ray+Blink Stalkers.

---------

On September 04 2011 04:24 TumbaStarcraft wrote:
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.


It's a change of 4-5% in the DPS of siege tanks only. Yes it will make a difference, but usually the T has much more than 5% of his army left after the 1/1/1 fight.
MrSalamandra
Profile Joined March 2011
United Kingdom412 Posts
Last Edited: 2011-09-03 21:18:10
September 03 2011 21:08 GMT
#2777
On September 04 2011 05:50 fant0m wrote:
It's a change of 4-5% in the DPS of siege tanks only. Yes it will make a difference, but usually the T has much more than 5% of his army left after the 1/1/1 fight.


It's a lot more than 5% for some of the splash. For directly hit armored units, it would only be 4% reduction, but for unarmored units in the 25% zone it'd reduce damage by about 25%. It is certainly a buff, how much depends on the unit composition and positioning. People were using Guardian Shield anyway, just were totally unaware that it didn't do anything to siege tank fire.

Also the bit at the end is not how battles actually work. If one force has 5% more dps than the other, with equal everything else it will end up with a lot more than 5% of the army left in general.
cekkmt
Profile Joined November 2010
United States352 Posts
September 03 2011 21:18 GMT
#2778
How about increasing the amount of energy a templar has? which is what the BW upgrade did, instead of giving it more energy to start
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
Last Edited: 2011-09-03 21:25:55
September 03 2011 21:24 GMT
#2779
On September 04 2011 04:36 Iamyournoob wrote:
If you still argue that it will get figured out and if Blizzard had agreed on this principle a year ago, Idra would be playing Terran by now.


I'm not sure if he would be playing Terran, but he might be requiring medical assistance in the form of a life support machine to help him recover from his coma.

On September 04 2011 06:08 MrSalamandra wrote:

Also the bit at the end is not how battles actually work. If one force has 5% more dps than the other, with equal everything else it will end up with a lot more than 5% of the army left in general.



That is correct. Whichever side has better DPS/health/whatever will win by a large amount, even if the difference is minute, assuming other variables are equal.
Deekin[
Profile Joined December 2010
Serbia1713 Posts
September 03 2011 21:24 GMT
#2780
This is turning out to a ugly QQ fest :/

Cmon guys keep it constructive please!
(╯°□°)╯︵ ┻━┻ CJ Entus fighting! I am a Leta, Hydra, Mind and (ofcourse) Firebathero fan. (╯°□°)╯︵ ┻━┻
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