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Can we stop talking about nerfing things please? - 9:10 KST |
On August 22 2011 07:15 Medrea wrote:Show nested quote +On August 22 2011 07:14 Huntz wrote: TBH i think the easiest fix would be to remove the banshee. obviously that's not going to happen but i don't think something like 40 hp marine with combat shields giving +15 would really fix it. worth a shot though, for sure. Gah too extreme. My idea was to tone down the damage of banshees and make there current damage only extend to light units. And thats IT. No more. That kinda screws up banshees in TvZ because then 1 queen will beat 1 banshee.
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On August 22 2011 07:09 blooblooblahblah wrote:Show nested quote +On August 22 2011 07:02 ProxyKnoxy wrote: @Jayrod
If you're only in here to bash Tyler (which you have been doing in most of these posts) then take your opinions elsewhere.. I don't understand why you don't respect his opinion as he is well known to be an extremely knowledgeable player.
I believe Cella actually said that 1 gate robo expand is the best way to hold off the 111, and as Cella is the coach of a ton of very high level Terrans, his opinion seems pretty good to me.
Another example I saw was Killer vs Select, where SelecT went for the 111 on close air positions on Metalopolis. Killer went 15 nexus, and after scouting the 111 (I think) he went for blink stalkers. Due to their mobility he was able to delay the push a lot, and picked off a few tanks. When the push finally came he crushed it pretty easily.
So, with good control, are blink stalkers an option? Although I suppose it depends on the Terran's mistakes and if they leave the tanks unguarded as they move across the map/siege. In tht particular game, Select went gas so he couldn't punish the Nexus first (like the other two games where he demolished SangHo). Nexus first is good against 1-1-1 and SangHo was able to delay the push so much tht his economy was just too good. I believe there is a blink expand which can get u 1 storm in time for the 1-1-1 so tht may be a possibility. But going Nexus first every time has obvious flaws.
Yeah that's true. Maybe it was mostly due to his economy I guess. I agree with you that nexus first is probably a bad idea if you were using it to counter the 111, as how would you scout to know it was coming? xD
That's the problem with some of the BO's like the 1 gate robo or as you said the 15 nexus, as they are vulnerable to other all ins like the 4 rax scv/marine (Killer vs SelecT again).
Maybe 1 gate-robo-expand (robo just for obs) into 4 and eventually 5 gate blink? Maybe it would be delayed too much I'm not sure. It has counter attacking potential but that just leads to a base race which isn't a favourable situation for the Protoss..
Another idea could be just to pick off reinforcements? That could force the Terran to come back to stop you. Delaying the push is very important in my opinion
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On August 22 2011 07:15 LicH. wrote:Show nested quote +On August 22 2011 07:13 Chvol wrote:This was a particularly fast 1/1/1, with no raven. Otherwise all of those stalkers would have been far less useful. Plus, protoss went gate, nexus, gate, robo with no idea what build terran had coming. But wait, i've always heard the exact opposite from your kind, that a 1-1-1 comes "too late because he got a raven, and thats why he failed."
Say, can you actually quote the post where someone said the all-in failed because of that? The closest I can think of is Thorzain vs Genius in GSTL, but that was because Thorzain got his Raven too late, and didn't have energy for PDD. Also didn't Siege his tanks.
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On August 22 2011 07:14 Heavenly wrote:Show nested quote +On August 22 2011 07:12 LicH. wrote:On August 22 2011 07:05 Heavenly wrote:On August 22 2011 07:04 branflakes14 wrote:That looked more like poor play from MarineKing than anything else. It was. Look at the build and timing compared to 1-1-1s nowadays. MarineKing's build order isn't refined whatsoever. And you know better than MarineKing. Good to know. Lmao wtf? What kind of fallacious argument is that? That was months ago before anyone ever refined the build. Yes I do know better than MarineKing did back then, and now MarineKing knows significantly better than he did. Do what I said, look at the build and timing compared to current 1-1-1's, and you'll see why his build got so roflstomped.
No you don't because you are not a progamer who plays the game all day every day under a structured system dedicating your life to winning. MarineKing will have 100x more insight into builds than just another fucking forum warrior.
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On August 22 2011 07:16 Cosmos wrote: I really find 1-1-1 very easy to counter, as long as you went for a 15 nexus, 1gate expand, 1gate robo or 1 gate stargate.
If, with a 1gate expand you face an allin with bio and scv, you just have to go back your ramp, wait for colossi and push the terran. Sacrifying your nexus won't put you behind, don't worry!
I don't understand why koreans have problem with it but I think that this is because of the very standard 3gate expand build in korea which is a very weak build against a 1-1-1 allin.
2 rax kills that.
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On August 22 2011 07:14 Razuik wrote:Show nested quote +On August 22 2011 07:10 JackDanger wrote:On August 22 2011 07:07 Razuik wrote:On August 22 2011 07:04 blooblooblahblah wrote:On August 22 2011 07:00 Razuik wrote:On August 22 2011 06:56 Medrea wrote:On August 22 2011 06:54 Razuik wrote:On August 22 2011 06:50 DooMDash wrote:On August 22 2011 06:44 Jinivus wrote:On August 22 2011 06:41 DooMDash wrote: [quote]
Awhile now? How long is awhile to you? I don't remember this 1-1-1 non-sense going on for more than a month. NASL finals 1-1-1 wasn't even being used.
puma vs squirtle. 1/1/1 all in, NASL finals. But one or two specific matches through out the history of SC doesn't say much. It's always been around, but in the last few weeks its all of a sudden imba? I don't believe that, I believe Protoss players kept playing greedier and greedier and the meta game made 1-1-1 as effective as it is today. This is what I'm arguing. Until I see a very high level game where there is a 2gate robo opening and a successful and well executed 1-1-1 allin, I cannot really believe the OP. You can't say 1 gate FE is too greedy when it has the best chances of holding it off though. You really can't 1 base the terran back, you'll get choked out in the mid game. If you one base colossus , the terran will see it before committing to the 1-1-1 anyway. There does not have to be a mid game if you beat his push... You can just kill him outright. Even if you only come out a little ahead in the battle and cannot counter attack, you still have more workers and more units which can set you up for a better midgame. This would be true if there was a reactive 1base build tht could actually hold it off. I'm quite certain that 3-gate robo wrecks the 1-1-1 allin unless you engage in a TERRIBLE position or let him bunker up (which there is no reason you should let him). What exactly makes you so certain of this. Just from experience. Of course, nothing is so certain without a high level example. Since I haven't really seen any 2-gate robo builds at the highest level, we can just go back and fourth with no evidence. Which would be pointless.
I would pose as evidence that this build has existed in some form since beta (though only in the forefront the last few months I suppose) and no viable counter, even blindly, has been successful. I would also say that 2-gate robo is/was a fairly standard build, and since it sounds good in theory, probably would have been one of the first responses attempted.
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On August 22 2011 06:52 Liquid`Tyler wrote:Show nested quote +On August 22 2011 06:26 Jayrod wrote:On August 22 2011 06:18 Razuik 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. I completely agree with this. There is no need to take such a huge economic risk as protoss. Artosis constantly explains how great safe builds like 2gate-robo are. I have not seen a 2gate-robo in GSL for a very long time. The metagame in TvP is FE protoss atm.. Terran is simply abusing that fact. In my opinion, Protoss players just need to develop more safe builds in the matchup. If Blizzard chooses to nerf the 1-1-1 allins, they are truly balancing with the metagame. Balancing with the metagame is the completely WRONG way to balance the game. Theyre are BOTH wrong. This isn't broodwar. Just because a build is safe from "not dying" doesnt mean its safe for winning the game. These "safe" builds put you astronomically behind, hence why both of those players are unable to compete with their peers consistently. I say these openings "yield economically sound mid games" and you say that they "put you astronomically behind". What's the point? What's the point of simply contradicting my assessment of the strength of a robo or star opening's economy? By the way, I'm pretty sure that lack of practice is the thing holding me back, not build orders. If anything, you should take a careful and respectful look at how I approach the game because I'm able to hang with pros despite playing maybe a tenth or a fifth of the amount they do. Hell, if you don't count games played to get back in shape as practice, then I practice even less than a tenth. As for Artosis, I hate to say it but the guy has a really hard time getting good enough mechanics to do his knowledge and understanding justice. Artosis and I are two of the very few people that, for objective reasons, ought to be listened to despite not being the current best players in the world. I'm sure there are many others but we have the public history. But you can just leave it. You don't have to give my posts any more notice than any other poster here if you don't want to. However, making a misinformed argument to especially ignore my posts is not cool.
Then please practice. You are my favourite Protoss player and I always root for you no matter what ! Please don't forget fans 
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On August 22 2011 07:16 Cosmos wrote: I really find 1-1-1 very easy to counter, as long as you went for a 15 nexus, 1gate expand, 1gate robo or 1 gate stargate.
If, with a 1gate expand you face an allin with bio and scv, you just have to go back your ramp, wait for colossi and push the terran. Sacrifying your nexus won't put you behind, don't worry!
I don't understand why koreans have problem with it but I think that this is because of the very standard 3gate expand build in korea which is a very weak build against a 1-1-1 allin. MC went for 1 gate expand and stargate play...christs sakes its like people dont even watch the games.
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I really find 1-1-1 very easy to counter, as long as you went for a 15 nexus, 1gate expand, 1gate robo or 1 gate stargate.
If, with a 1gate expand you face an allin with bio and scv, you just have to go back your ramp, wait for colossi and push the terran. Sacrifying your nexus won't put you behind, don't worry!
The thing is, its obviously not this easy to counter or Terrans wouldn't do it to win tournaments. It wouldn't have a 90% win rate. I don't know if the players you face are bad or what, but its clearly not this simple
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On August 22 2011 07:14 Huntz wrote: TBH i think the easiest fix would be to remove the banshee. obviously that's not going to happen but i don't think something like 40 hp marine with combat shields giving +15 would really fix it. worth a shot though, for sure.
wtf how is that "worth a shot" lol.
jeesus christ
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On August 22 2011 07:17 Tachion wrote:Show nested quote +On August 22 2011 07:15 Medrea wrote:On August 22 2011 07:14 Huntz wrote: TBH i think the easiest fix would be to remove the banshee. obviously that's not going to happen but i don't think something like 40 hp marine with combat shields giving +15 would really fix it. worth a shot though, for sure. Gah too extreme. My idea was to tone down the damage of banshees and make there current damage only extend to light units. And thats IT. No more. That kinda screws up banshees in TvZ because then 1 queen will beat 1 banshee.
Then the answer clearly is make banshees also deal extra damage to
*flex muscles*
PSIONIC
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When some of the best korean terrans in the world are saying its a little broken, why are people arguing so blindly. These are people who practice this stuff day in and out. This isn't some gold-low master level theorycrafting. The game has been out a lot longer than when 4gate was considered OP (which was nerfed anyways). There is a general consensus among those that practice 10-12 hours a day that 1-1-1 isn't right.
MC is considered to be one of the best toss (even if you disagree he comes in anyone's top 3-5 list) while someone like Puma wouldn't be considered the same league (from results). No doubt Puma is good and has potential but if some toss in Code B started destroyed MVP or NesTea 3-0 the way Puma did to MC today, there would be the same kind of crying going on if not worse.
There has been builds that were anti toss throughout the last 1 year but I don't think any of them made toss feel this helpless. Even during roach/ling allins, a lot of toss would say its holdable even though its very difficult. The solutions were there even at the peak of strength of roach/ling all-ins. The same has held true for all other builds. 4gate vs zerg etc. These builds also have the weakness of being screwed if it gets held off. No other build in the game for any race allows you to pull that many scvs and still be able to make a second or third push that strong. And even if it doesn't break the toss, if it denies the expo (by killing or cancelling whatever) long enough the terran can maintain the pushes indefinitely by simply flying their CC to expo. The only way the toss can put a stop to the build is to beat it super convincingly. Holding it off isn't enough. And as the OP linked, lack of information is an issue. If toss' had the option of throwing away 100-200 minerals to be able to scout the all-in coming at a reasonable time, they would. (e.g scan, saccing OL)
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1: 15 nexus is not a viable answer since it gets raped by a simple 4 rax and there is really nothing you can do about it. If a player sees 15 nexus he should 4rax. If he doesnt do that but instead opts for 1-1-1 he is stupid. But that does not mean 15 nexus is an answer to 1-1-1. 2: IT IS NOT ABOUT INFORMATION AT ALL! You dont need any information. People know it is coming and still lose to it. Dont act like this is a cloacked banshee rush. It seems like some people here are making mistakes. It seems they are saying: Protoss 1 gate FE is greedy hence they are being 1-1-1'd. Other people say yea but what if we get some tech up then terran nogas FE and we are behind. Then other people suggest making a robo/stargate for information and it wont delay the expansion so much. NONONONONONOOOOO.
That is not the discussion we are having. We are talking about a build you know is coming. Now how do we defend against it? That is the starting point. Now gisado says ( and he is so right ) you need an expansion because 1: Terran can contain 2: Terran has oversaturation 3: Terran techs cheaply 4: Marines make very good use of oversaturation. The best way to be on 2base against a 1base is to expand ASAP. 15 nexus is a joke and whoever does not punish it deserves to lose. Then you are left with 1gate FE or 1gate+robo/stargate FE. I think it is best to 1gate FE, especially on the big maps. Then you add a robo. Now do we get any more tech from here or do we just add gates? In my opinion you could get Blink on big maps, you can poke at the army and maybe snipe a tank. On small maps there is no way this is gonna work. I like the idea of adding a stargate since you can just mine the gas from your expo, this is very efficient usage of your expansion.
I dont even want to discuss the metagame: he could be doing a 1-1-1 but what if he doesnt? That makes this thread too complicated.
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That kinda screws up banshees in TvZ because then 1 queen will beat 1 banshee.
so? any good zerg never loses a queen to a single banshee because you just pull it back and bring up the other queen, make an extra queen, make a spore and run to that, transfuse.. I don't see it being a big difference
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On August 22 2011 07:13 Chvol wrote:This was a particularly fast 1/1/1, with no raven. Otherwise all of those stalkers would have been far less useful. Plus, protoss went gate, nexus, gate, robo with no idea what build terran had coming. This is why I think the suggestion of switching PDD to upgradeable, and SeekerMissile to default is a subtle and reasonable patch.
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On August 22 2011 07:19 paradox_ wrote: When some of the best korean terrans in the world are saying its a little broken, why are people arguing so blindly. These are people who practice this stuff day in and out. This isn't some gold-low master level theorycrafting. The game has been out a lot longer than when 4gate was considered OP (which was nerfed anyways). There is a general consensus among those that practice 10-12 hours a day that 1-1-1 isn't right.
MC is considered to be one of the best toss (even if you disagree he comes in anyone's top 3-5 list) while someone like Puma wouldn't be considered the same league (from results). No doubt Puma is good and has potential but if some toss in Code B started destroyed MVP or NesTea 3-0 the way Puma did to MC today, there would be the same kind of crying going on if not worse.
There has been builds that were anti toss throughout the last 1 year but I don't think any of them made toss feel this helpless. Even during roach/ling allins, a lot of toss would say its holdable even though its very difficult. The solutions were there even at the peak of strength of roach/ling all-ins. The same has held true for all other builds. 4gate vs zerg etc. These builds also have the weakness of being screwed if it gets held off. No other build in the game for any race allows you to pull that many scvs and still be able to make a second or third push that strong. And even if it doesn't break the toss, if it denies the expo (by killing or cancelling whatever) long enough the terran can maintain the pushes indefinitely by simply flying their CC to expo. The only way the toss can put a stop to the build is to beat it super convincingly. Holding it off isn't enough. And as the OP linked, lack of information is an issue. If toss' had the option of throwing away 100-200 minerals to be able to scout the all-in coming at a reasonable time, they would. (e.g scan, saccing OL)
Thats what i have been going with. If IMMVP has staked his career to do no more 1-1-1 all ins to protoss out of reputation then I have to take that very seriously, thats the dudes bread and butter he is fucking with.
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On August 22 2011 07:17 Tachion wrote:Show nested quote +On August 22 2011 07:15 Medrea wrote:On August 22 2011 07:14 Huntz wrote: TBH i think the easiest fix would be to remove the banshee. obviously that's not going to happen but i don't think something like 40 hp marine with combat shields giving +15 would really fix it. worth a shot though, for sure. Gah too extreme. My idea was to tone down the damage of banshees and make there current damage only extend to light units. And thats IT. No more. That kinda screws up banshees in TvZ because then 1 queen will beat 1 banshee. I'm confused how this could possibly screw up TvZ. Does zerg have some all-in with 1 queen that is impossible to stop unless terran hits an exact timing to get 1 banshee out in time to defend it?
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illsick
United States1770 Posts
On August 22 2011 07:07 Razuik wrote:Show nested quote +On August 22 2011 07:04 blooblooblahblah wrote:On August 22 2011 07:00 Razuik wrote:On August 22 2011 06:56 Medrea wrote:On August 22 2011 06:54 Razuik wrote:On August 22 2011 06:50 DooMDash wrote:On August 22 2011 06:44 Jinivus wrote:On August 22 2011 06:41 DooMDash wrote:On August 22 2011 06:39 Jinivus wrote:On August 22 2011 06:36 DooMDash wrote: [quote] That is not why they nerfed stim. They nerfed stim for TvP ramp run ups. And all those Z's having problems were dead before stim, most of the time the Terrans never even got gas. It happened for easily a month. Just saying this is not much different. Time will tell. The build has been owning MC and for a while now with no answers emerging. Time has told. Awhile now? How long is awhile to you? I don't remember this 1-1-1 non-sense going on for more than a month. NASL finals 1-1-1 wasn't even being used. puma vs squirtle. 1/1/1 all in, NASL finals. But one or two specific matches through out the history of SC doesn't say much. It's always been around, but in the last few weeks its all of a sudden imba? I don't believe that, I believe Protoss players kept playing greedier and greedier and the meta game made 1-1-1 as effective as it is today. This is what I'm arguing. Until I see a very high level game where there is a 2gate robo opening and a successful and well executed 1-1-1 allin, I cannot really believe the OP. You can't say 1 gate FE is too greedy when it has the best chances of holding it off though. You really can't 1 base the terran back, you'll get choked out in the mid game. If you one base colossus , the terran will see it before committing to the 1-1-1 anyway. There does not have to be a mid game if you beat his push... You can just kill him outright. Even if you only come out a little ahead in the battle and cannot counter attack, you still have more workers and more units which can set you up for a better midgame. This would be true if there was a reactive 1base build tht could actually hold it off. I'm quite certain that 3-gate robo wrecks the 1-1-1 allin unless you engage in a TERRIBLE position or let him bunker up (which there is no reason you should let him).
the 1-1-1 build is not an early aggression build and the FE kicks in before the attack comes. What advantage does the 3-gate robo give a person when the 1-1-1 attack comes?
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On August 22 2011 07:18 JackDanger wrote:Show nested quote +On August 22 2011 07:14 Razuik wrote:On August 22 2011 07:10 JackDanger wrote:On August 22 2011 07:07 Razuik wrote:On August 22 2011 07:04 blooblooblahblah wrote:On August 22 2011 07:00 Razuik wrote:On August 22 2011 06:56 Medrea wrote:On August 22 2011 06:54 Razuik wrote:On August 22 2011 06:50 DooMDash wrote:On August 22 2011 06:44 Jinivus wrote: [quote] puma vs squirtle. 1/1/1 all in, NASL finals. But one or two specific matches through out the history of SC doesn't say much. It's always been around, but in the last few weeks its all of a sudden imba? I don't believe that, I believe Protoss players kept playing greedier and greedier and the meta game made 1-1-1 as effective as it is today. This is what I'm arguing. Until I see a very high level game where there is a 2gate robo opening and a successful and well executed 1-1-1 allin, I cannot really believe the OP. You can't say 1 gate FE is too greedy when it has the best chances of holding it off though. You really can't 1 base the terran back, you'll get choked out in the mid game. If you one base colossus , the terran will see it before committing to the 1-1-1 anyway. There does not have to be a mid game if you beat his push... You can just kill him outright. Even if you only come out a little ahead in the battle and cannot counter attack, you still have more workers and more units which can set you up for a better midgame. This would be true if there was a reactive 1base build tht could actually hold it off. I'm quite certain that 3-gate robo wrecks the 1-1-1 allin unless you engage in a TERRIBLE position or let him bunker up (which there is no reason you should let him). What exactly makes you so certain of this. Just from experience. Of course, nothing is so certain without a high level example. Since I haven't really seen any 2-gate robo builds at the highest level, we can just go back and fourth with no evidence. Which would be pointless. I would pose as evidence that this build has existed in some form since beta (though only in the forefront the last few months I suppose) and no viable counter, even blindly, has been successful. I would also say that 2-gate robo is/was a fairly standard build, and since it sounds good in theory, probably would have been one of the first responses attempted. There were many more robo openings in high level play about 5-6 months ago. The metagame then shifted to more FE openings for protoss. Terran have now realized this and are doing more 1-1-1 allins. Shouldn't the next shift in the metagame be robo openings?
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On August 22 2011 07:21 iamke55 wrote:Show nested quote +On August 22 2011 07:17 Tachion wrote:On August 22 2011 07:15 Medrea wrote:On August 22 2011 07:14 Huntz wrote: TBH i think the easiest fix would be to remove the banshee. obviously that's not going to happen but i don't think something like 40 hp marine with combat shields giving +15 would really fix it. worth a shot though, for sure. Gah too extreme. My idea was to tone down the damage of banshees and make there current damage only extend to light units. And thats IT. No more. That kinda screws up banshees in TvZ because then 1 queen will beat 1 banshee. I'm confused how this could possibly screw up TvZ. Does zerg have some all-in with 1 queen that is impossible to stop unless terran hits an exact timing to get 1 banshee out in time to defend it?
It makes defending 2 port banshee really tricky since you need a LOT of queens and spores for that anyway.
The spore unburrow and reburrow time helps though.
Hmmmm.
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