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Why 1/1/1 is considered to be imbalanced in Korea - Page 3

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
DEF.Sins
Profile Joined May 2010
Ireland22 Posts
August 21 2011 21:14 GMT
#41
4 gate vs 111. haven't lost to it since realizing this.
Work hard play hard
naggerNZ
Profile Joined December 2010
New Zealand708 Posts
August 21 2011 21:14 GMT
#42
On August 22 2011 06:12 RoieTRS wrote:
Show nested quote +
On August 22 2011 06:04 WarrickHunt wrote:
On August 22 2011 05:57 vOdToasT wrote:
So it's basically a coinflip. Prepare for 1 / 1 / 1, or prepare for other builds. Guess wrong and you lose.

I'm starting to get used to this.


Hi, welcome to our world, sincerely zerg


Admittedly I'd say zerg is the strongest race now.


You could say that, although I would prefer to think that off the back off months of being the underdogs in every matchup, Zerg players are simply the most resilient.
Mungosh
Profile Joined February 2011
365 Posts
August 21 2011 21:14 GMT
#43
On August 22 2011 06:12 DooMDash wrote:
I think the counter to 1-1-1 is time. How many games have your Protoss players played against bio builds? How long did it take people to kind of quiet down about Marauders realizing they weren't the end all most imba unit in the world? Look at the drop in Terran win % when archons got changed. I think Terrans have been great at adapting to every patch change or meta game change, and this 1-1-1 stuff just came out and people seem so unwilling to continue trying for more than a month.

It has been out since beta though. People still haven't found a solution.
Caloooomi
Profile Joined July 2010
Scotland188 Posts
August 21 2011 21:14 GMT
#44
It'll be counter-able, will just take time to find a solution. Think most people are raging because it was Puma that beat MC, which is just a shame really.
Booga booga booga~
Lordwar
Profile Joined August 2011
Finland243 Posts
August 21 2011 21:15 GMT
#45
On August 22 2011 06:14 Mungosh wrote:
Show nested quote +
On August 22 2011 06:12 DooMDash wrote:
I think the counter to 1-1-1 is time. How many games have your Protoss players played against bio builds? How long did it take people to kind of quiet down about Marauders realizing they weren't the end all most imba unit in the world? Look at the drop in Terran win % when archons got changed. I think Terrans have been great at adapting to every patch change or meta game change, and this 1-1-1 stuff just came out and people seem so unwilling to continue trying for more than a month.

It has been out since beta though. People still haven't found a solution.

Why it is just now being complained about?
coupons
Profile Joined January 2011
United States23 Posts
August 21 2011 21:15 GMT
#46
You guys have to consider that the 1-1-1 wasn't as popular in Korea, so people didn't experience as often as they do on the North American servers. In the same way that many Korean Zergs choose NOT to go very Infestor heavy, while more NA players are going for the Destiny inspired Ling/Infestor play. It's really just a matter of how commonplace a particular build is and how much experience your opponents have against said plays.

We've experienced the 1-1-1 since the beginning of Beta and when HuskyStarcraft coined it the "Destiny Cloud Fist" build, and a good majority of people still call it by that name, giving us a look into how long the 1-1-1 build has been around on the NA servers. Given how long it's been exposed, it's easy for us to say "Oh, 1-1-1 isn't OP, you can easily stop it with X or Y", but only because we've been so exposed to it and have practiced against it so many times.

The reverse is true for, say the Blue Flame Hellion -> Mech build that many Terrans are falling in love with. Hellions have been around since Beta, but in NA, they weren't used that frequently against Zerg. If you take into consideration how recent it's been since BF Hellions have become commonplace units, it's understandable to see that many Zerg players in NA are having difficulty dealing with a very Mech heavy play, not because it's overpowered, but because we're learning how to fight against it.
Xahhk
Profile Joined April 2010
Canada540 Posts
August 21 2011 21:15 GMT
#47
On August 22 2011 06:12 Lordwar wrote:
Why all this fuzz about this build now? this build has been around like forever?


Something to do with 4 gate being nerfed, voidrays unable to go super saiyan with 40 dps made 1 1 1 a good build to go almost all the time.
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
August 21 2011 21:15 GMT
#48
On August 22 2011 06:10 Lordwar wrote:
Show nested quote +
On August 22 2011 06:09 Mungosh wrote:
On August 22 2011 06:08 Lordwar wrote:
On August 22 2011 05:49 CryingPoo wrote:
with Terran's 24 workers - they get 840/240 per a minute while Protoss gets 680/240

No, terran mines with 24 worker as much minerals and gas as protoss.

Mules

Then he should have said that with mules!

or you should think before posting?! its obvious that its only a difference in minerals...

actually there was a time earlier in sc2 were terrans played 1/1/1 right? what happened at that time to the build and why did it take a few months until it returned?
FTD
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
August 21 2011 21:15 GMT
#49
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 don't think this is the case because of how complex and flexible the 1/1/1 is as an all-in. In a relatively short period of time, terran can get a very wide variety of units, while protoss' options are much more limited. If protoss gets robo tech, then they cannot get charge/blink. If they get stargate tech, they can't get mass gateways, ect. ect. But the terran composition is so flexible and requires such specific responses. (i.e. possible observers for banshees, sentries for FF and PDD defense, stalkers for banshees, immortals for tanks, zealots for soaking up damage, ect. ect.)

I think the best protoss response is what MC showed in the first game of the IEM finals against PuMa. He sacked his first expo to buy time to defend. However, against PuMa's second push, he was too hasty. Having chosen charge tech, he needed to wait for it to finish, even if he had to sack his expo again. That is acceptable to him because he is way ahead on probes. I'm also not convinced that charge was a good response, I assume he intended his zealots to bring friendly fire on the marines, but that doesn't seem to address the marine ball particularly well. Colossi or perhaps more gateways, immortals, and a forge for +1 armor might've been more effective.
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
August 21 2011 21:16 GMT
#50
On August 22 2011 06:11 Huntz wrote:
I'm probably wrong and hesitant to post this but wouldn't a 1 gate star or 1 gate robo be pretty weak to a standard 2 rax FE?


It wouldn't place you in a good position, and they have the potential to break you by simply having too many units. They could prob cancel your nexus 99% of the time too.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Plansix
Profile Blog Joined April 2011
United States60190 Posts
August 21 2011 21:16 GMT
#51
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.


Tyler,

The issue is that 1-1-1 is so flexible. The terran player can get cloak, or not. Get a raven, or not. Go heavy s-tanks or heavy banshees. I am no pro player, but I don't know how you get enough information to counter whatever mix of units your opponent has decides to get. This build seems to be designed to deny scouting.

I have never held this push off against people of my skill level who didn't totally mess up. I would love to know how to respond, because I've been banging head against this wall for a while now.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
CP-Jun
Profile Blog Joined February 2011
Australia278 Posts
August 21 2011 21:16 GMT
#52
On August 22 2011 06:06 naventus wrote:
This entire discussion is absurd, there are just as many P allin variations that are equally impossible to scout.

Allin is possibly too strong in general.

--
In fact, I don't think 100% scout is necessary. No race can 100% scout in the game. It's just not doable. But there are builds that can be adapted, but they need to be adaptable enough within a span of 30s or so.

I think the solution to 111 absolutely does NOT have a robotics. I bet _one_ gas + a 6:20 forge + some other tech (maybe charge?) will be solution.


The problem with 1/1/1 is that Terran does not sacrifice a future output of units. Opportunity cost of doing an all-in is future unit outputs. Looking at 4 gate, you can't get that early 6 stalkers + 1 zealot if they all die - you can never reach that output level in a given time. Terrans have a constant output throughout the game when they do 1/1/1. That is the big problem.
SlayerS_Min's Translator I Voluntary translator for the community I Commentator during Min's stream I Own channel coming soon
Dommk
Profile Joined May 2010
Australia4865 Posts
August 21 2011 21:17 GMT
#53
Even IMMVP said on his twitter that people who use this build should be auto-disqualified
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
August 21 2011 21:17 GMT
#54
On August 22 2011 06:12 Lordwar wrote:
Why all this fuzz about this build now? this build has been around like forever?


There is a new variation that seems to be extremely strong. The classical 1/1/1 is unrelated to that.

The 1/1/1 all-in includes sending SCVs, banshees and possibly a raven, so it is a lot different to the marine/tank/medivac of the older 1/1/1.
samd
Profile Joined July 2011
United States77 Posts
August 21 2011 21:17 GMT
#55
Excuse my ignorance, but how is this any difference from the Terran version of a 4gate? You protoss used to pull a strong timing build all the time, now you're getting the taste of one and the tears start flowing?
wat
Micket
Profile Joined April 2011
United Kingdom2163 Posts
August 21 2011 21:17 GMT
#56
Also, why don't Terrans actually know the build order for the 1/1/1? Some Terrans don't realise you can produce 4 marines at a time. I saw asdfou fail a 1/1/1 against Puzzle going 2 gate robo expand into stargate, and he sacrificed 3 banshees doing nothing. Then when the attack came, asdfou NEARLY broke through and won the game. Suddenly, TL posters start saying "omg counter to 1/1/1 omgomgomgomgomgomg". I watch the vod and I see 1 reactor rax, full orbital energy 3 dead banshees which did nothing, and asd STILL nearly won.

The build is not even refined yet, and Terran is still winning.
Toadvine
Profile Joined November 2010
Poland2234 Posts
August 21 2011 21:18 GMT
#57
On August 22 2011 06:02 Numy wrote:
Show nested quote +
On August 22 2011 05:56 Toadvine wrote:
I'd just like to add, that a 1 Gate FE into Robo is, just like the OP describes it, a "way to hold it off". It's not anywhere close to a counter. Protoss pretty much needs to outplay the Terran after opening like that to hold the push.


This concept of a "counter that doesn't require you to outplay the other guy" is rather silly.


What's so silly about it? If I tell a Terran I'm going to 4gate him, and he makes 3 bunkers on top of his ramp, then I'm way behind, and 100% dead if I try to force it. If a Terran wants to 2 rax marine/scv all-in you, and you make 3 spines and some lings, you will either crush his attack or end up way ahead without having to do much else.

Do you really think a particular all-in build essentially requiring the defending player to be way better in order to hold is a good thing?
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
illsick
Profile Joined March 2011
United States1770 Posts
August 21 2011 21:18 GMT
#58
On August 22 2011 06:06 naventus wrote:
This entire discussion is absurd, there are just as many P allin variations that are equally impossible to scout.

Allin is possibly too strong in general.

--
In fact, I don't think 100% scout is necessary. No race can 100% scout in the game. It's just not doable. But there are builds that can be adapted, but they need to be adaptable enough within a span of 30s or so.

I think the solution to 111 absolutely does NOT have a robotics. I bet _one_ gas + a 6:20 forge + some other tech (maybe charge?) will be solution.


With like 4gate, 6gate, or dts builds... scouted or not, people know how to beat it and know the timings for it. With this build, even if you know it is coming, it is difficult to counter or beat it.
you live and you learn
Huntz
Profile Joined July 2011
164 Posts
August 21 2011 21:18 GMT
#59
I think the counter to 1-1-1 is time. How many games have your Protoss players played against bio builds? How long did it take people to kind of quiet down about Marauders realizing they weren't the end all most imba unit in the world? Look at the drop in Terran win % when archons got changed. I think Terrans have been great at adapting to every patch change or meta game change, and this 1-1-1 stuff just came out and people seem so unwilling to continue trying for more than a month.


Well I think part of that is just Terran is more versatile in terms of openings, tech, and composition. And the build isn't astoundingly new, its been around for a while and similar builds have been around since beta. I mean just look at 4 gate and PvP. 4 gate had been around FOREVER, and suddenly it just popped up and literally destroyed every other build. I dont see why this couldn't be the same thing. I agree you shouldn't have the mindset of "Oh, that's strong, nerf it," but you also shouldn't have the mindset of "There's a solution, keep looking," because sometimes there isn't.
Razuik
Profile Joined October 2010
United States409 Posts
Last Edited: 2011-08-21 21:22:51
August 21 2011 21:18 GMT
#60
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.
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