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Why 1/1/1 is considered to be imbalanced in Korea - Page 31

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
Jamesbigpig
Profile Joined March 2011
United States16 Posts
August 22 2011 01:40 GMT
#601
How I feel as a Terran reading this thread,


On a more serious note, I think the reason Korean Protosses despise 1/1/1 so much because it locks down greedy builds that have become accepted as "the only way to play TvP." Almost any time a race calls something imbalanced, they say there is only one way to stop it and that one way will get crushed by the other builds of the overpowered race. In my opinion 1/1/1 isn't overpowered, I think that no one has ever seen such a refined version of it repurposed as an all-in. I think that Protoss players will began to transition in to safer builds that don't involve a risky expansion but aren't focused on 1 base as the answer. Much like tyler said 1 base robo with the quick scout is probably the way to go. Protoss will just have to go back to holding rushes with sentries maybe. Protoss isn't underpowered as much as Terran in general are slightly overpowered.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
August 22 2011 01:42 GMT
#602
Why do people read tyler's post but not the OP's when posting?
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
August 22 2011 01:43 GMT
#603
Tyler's post was way to vague and theoretical to actually be of any use. It was a large wall of text mostly constituted of theory, guesswork and possibility, but didn't actually contribute anything substantial to understanding the build anymore.

It's great that he wants to contribute to the discussion, but that doesn't make his thoughts the "be all, end all" on the topic.
hugman
Profile Joined June 2009
Sweden4644 Posts
August 22 2011 01:43 GMT
#604
On August 22 2011 10:34 Duravi wrote:
Show nested quote +
On August 22 2011 10:18 drgonzhere wrote:
On August 22 2011 10:11 Jinivus wrote:
On August 22 2011 10:09 drgonzhere wrote:
I just don't think you can dispute the fact that the only reason this build works, is because protoss players have gotten so greedy they think they can blindly 1 gate fe.
1 gate robo is by far the safest way to play vs Terran regardless of openings. People treat information like its not a resource, when in reality its more important than minerals or gas. Its a difficult build to counter because you have to HARD COUNTER it, you can't try to counter it while still trying to cut corners.

It seems all too obvious to me that you NEED to have colossi out to deal with it. That you NEED to have a lot of zealots. That you NEED to meet it in the middle of the map. And Hell it will still be hard.

I haven't seen a game yet where all of these criteria have been met, so until then I am not willing to call this build "imbalanced".

Actually you can dispute it and that's what this whole thread is, so presumably you completely skippped the op. 1 gate FE is the best chance. Stop with the protoss greedy crap. It doesn't apply here.


Alright I'll trust a top American protoss player who has been playing Starcraft 1&2 at a higher level than you ever will for ten years of his life than over you who is taking information from an OP on faith when it gives no reasons at all. Perhaps 1 Gate FE is fine if you get hallucination. Stop with the protoss whiny crap. It doesn't belong on TL.


Sorry I will trust the korean pros like IMMVP and team houses over a foreign player who has admittedly not been practicing much as of late. No disrespect to Tyler, but does he honestly think the solutions he is proposing haven't already been investigated among these korean teams, and at a greater level of refinement than he is currently capable of? Do you really want to see 23 terrans in Code S and 3 protoss before you are willing to admit there may be an issue?


50% of the Protoss made it out of their groups
paradox_
Profile Joined June 2011
Canada270 Posts
August 22 2011 01:43 GMT
#605
Thing is out of all the all-ins of all the races, this is boasting a far higher success rate at the pro-level than before. This is partially because of how strong it is even when scouted.

4gate, roach rushes, marine-scv, 3gate void etc. You scout any of the zerg's all-in you can essentially stop it dead. Same goes for toss and other terran all-ins. All-ins need to exist or everyone plays greedy. I accept this fact and have no problem with it, but all-ins should always be risky in the sense that it IS all-in. 1-1-1 either straight up kills or sets up a ridiculous contain for very little risk to the person executing the all-in. Today we saw Puma showing that he could have kept throwing waves of marine banshee tank raven at MC till he broke. If a zerg or toss tech this hard this early on, they're super vulnerable to losing straight up to things that hit before tech kicks in. Terran with repairable bunkers can hold off almost every all-in in the book as it stands. Even if they "overmake" on bunkers its no where as painful as it is to overmake spines or cannons.

kheldorin
Profile Joined April 2010
Singapore539 Posts
August 22 2011 01:44 GMT
#606
On August 22 2011 10:40 Jamesbigpig wrote:
How I feel as a Terran reading this thread,


You clearly didn't read the thread when it is clearly explained why 1 gate FE is done not because it is greedy but because it is required to have a greater amount of units when the attack actually hits. The article clearly explains why FE is a more optimal counter than any 1-base Protoss play.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 22 2011 01:45 GMT
#607
People's approach is all wrong.

It's not "Let's figure out how to beat this", it's "This is impossible to beat".

We have all played SC2 long enough to know by now that metagame shifts happen, BIG ones. It wasn't long ago that PvZ was considered totally imbalanced towards Toss, and calls for patches etc happened.

But now P struggles against Z, with no big Z buffs or P nerfs. This is how these things go.

It's not impossible to beat, you just have to find the right way. It was the same with TvZ 2-rax, which was similarly labeled "unbeatable".
Kluey
Profile Joined April 2011
Canada1197 Posts
August 22 2011 01:46 GMT
#608
Thing about balancing a rush is that in bronze-diamond this rush is easy to hold off because the terrans can't execute well and there's no such thing as micro for most Terrans just because they have the luxury of A-click and an easy win..

In Grandmasters - GSL Code S, this rush is so hard to hold off because people execute perfectly.. oGsMC is without a doubt the best Protoss in the world and he has a hard time holding it off.. I don't think I have ever seen him hold it off on live except against PuMa which doesn't count because PuMa just backed up, got another scary army and moved out all on 1 base.
MenSol[ZerO]
Profile Joined January 2010
Canada1134 Posts
August 22 2011 01:46 GMT
#609
yes a 3 gate voidray warp in attack usually kills this build with no trouble, just need to place a pylon and warp zealots in on the high ground and gg
Prime/MarineKing!!! www.twitter.com/DayTripperSC
Duravi
Profile Joined September 2010
United States1205 Posts
August 22 2011 01:47 GMT
#610
On August 22 2011 10:43 hugman wrote:
Show nested quote +
On August 22 2011 10:34 Duravi wrote:
On August 22 2011 10:18 drgonzhere wrote:
On August 22 2011 10:11 Jinivus wrote:
On August 22 2011 10:09 drgonzhere wrote:
I just don't think you can dispute the fact that the only reason this build works, is because protoss players have gotten so greedy they think they can blindly 1 gate fe.
1 gate robo is by far the safest way to play vs Terran regardless of openings. People treat information like its not a resource, when in reality its more important than minerals or gas. Its a difficult build to counter because you have to HARD COUNTER it, you can't try to counter it while still trying to cut corners.

It seems all too obvious to me that you NEED to have colossi out to deal with it. That you NEED to have a lot of zealots. That you NEED to meet it in the middle of the map. And Hell it will still be hard.

I haven't seen a game yet where all of these criteria have been met, so until then I am not willing to call this build "imbalanced".

Actually you can dispute it and that's what this whole thread is, so presumably you completely skippped the op. 1 gate FE is the best chance. Stop with the protoss greedy crap. It doesn't apply here.


Alright I'll trust a top American protoss player who has been playing Starcraft 1&2 at a higher level than you ever will for ten years of his life than over you who is taking information from an OP on faith when it gives no reasons at all. Perhaps 1 Gate FE is fine if you get hallucination. Stop with the protoss whiny crap. It doesn't belong on TL.


Sorry I will trust the korean pros like IMMVP and team houses over a foreign player who has admittedly not been practicing much as of late. No disrespect to Tyler, but does he honestly think the solutions he is proposing haven't already been investigated among these korean teams, and at a greater level of refinement than he is currently capable of? Do you really want to see 23 terrans in Code S and 3 protoss before you are willing to admit there may be an issue?


50% of the Protoss made it out of their groups

Ok? I'm not sure what that is meant to prove.
ak1knight
Profile Joined April 2010
United States313 Posts
August 22 2011 01:47 GMT
#611
On August 22 2011 10:45 Subversion wrote:
But now P struggles against Z, with no big Z buffs or P nerfs.

Infester buff? WG nerf?
w00t
Amui
Profile Blog Joined August 2010
Canada10567 Posts
August 22 2011 01:48 GMT
#612
On August 22 2011 10:17 Astro-Penguin wrote:
Show nested quote +
On August 22 2011 09:54 Amui wrote:
spoilered due to length
+ Show Spoiler +
On August 22 2011 09:36 Astro-Penguin wrote:
This is how I am currently dealing with 1-1-1.

Standard opening, If i scout that he does not wall off I will sent a chrono boosted zealot and probe into his main and get a free scout basically, from there I react accordingly If i scout that he has walled off I will skip the zealot and chronoboost stalker and pressure a bit, if I cannot scout an guranteed expansion, 2 Rax, 1 Rax FE, gasless expand, and etc I will add a robo for a quck observer (Quicker Robo then most builds) otherwise i will do 1 Gate FE.

Now, if I know for certain that it is going to be some sort of 1-1-1 All in or even some sort of Marine/Siege Tank, Banshees, and etc without marauders I react by adding a Twilight Council, 2 Gateways, Followed by a Robo and research Blink, from there I pressure with blink stalkers in his main using my observer for vision, if you can snipe a few of his tech labs and get out then you will have bought yourself tons of time. In the case that I had to add a Robo because I was uncertain of what I saw i will most likely go 1 Base Colossi if I scout 1-1-1 with my observer and even Blink stalkers if I can get a good timing in and still be able to do adequate harassment to make him afraid of moving out.

With the blink play you can drastically slow down his push and pump some Immortals off 1 base to deal with the tanks, its important to note as he moves out on the map that you are picking off little chunks of his army as you will. Some maps are obvisouly more optimal for this type of play and generally I feel it is best on bigger maps like Tal Darim. The only thing you have to watch out for is PDD, make him try and waste PDD before you ever engage or if you can snipe his raven as he moves out try and do so. Depending on how much damage you do during this small opportunity of harassment within his main you can decide whether or not its safe to expo. Mix in a few sentries for forcefields/Guardian Shield for the big engagement later on.

The 1 base colossi response is pretty self explanitory Imo, if you can engae him a good arc before he reaches your ramp then absolutely do so, its important to try and not let him get bunkers in your natural to set up a contain if you can do so. Generally if you played it out right you should come out ahead and be able to bully the terran a bit afterwards and take your natural.

Alot of people will say that you will be to far behind if he ends up not doing some sort of all in and is simply expanding, although you'll be behind economically you'll still have a tech advantage, unit advantage with 1 Gate Robo and a fairly slower Nexus, When scouting with an observer if you can find his weakness in his build and expose said weakness with your tech edge then do so.(Forcefield contain, Warp Prism harass, Simple frontal attack pressure to force bunkers, and etc.)

I really think the only time these quick expand builds should be used is when you can scout the terrans main with a zealot or some sort of agression and be certain of no 3 Rax, 1-1-1, and etc. Blindly doing 1 Gate FE and hoping you can hold an all in is really silly, if your going to fast expand against all ins you might as well Nexus first as you will have a better chance. 1 Gate Robo is a really good build and people should use it more imo, you can expand with it early and cancel the Nexus if you scout something your unsure of being able to hold.

At the end of the day people need to realize that expanding against 1-1-1 is dumb, some situations yield expands to be optimal against it but most of the time its not a good idea. People have to remember that the terran is blindly going 1-1-1 and not reacting to what you do, with 1 Base you can just react to his unit composition and counter it and come out ahead with a unit advantage, sure he has mules but if you play everything out right you should be able to come out on top in the engagement and later use your unit composition/number to take an expansion and deny him his own.

Basically if you want a guranteed defence against this build you have to accept that the game will transition most of the time and that you will not always be drastically ahead in said transition

Play safe and stop crying when you blindly expand and lose to a build designed to punish this, there is no reason to try and fast expand if your unsure of what hes doing. This style is used by alot of good Protoss users such as Tyler, Sage, Artosis (Hehe), Genius (Depending on the day x.x), Puzzle, and etc.



Here's the thing. Expanding gives you a shot at holding the push, even though in most cases you have to sacrifice the nexus, you are still in a good situation. If you continue to one base while terran is one basing
1. He has map control via banshees. He'll know if you put down a nexus, proceed to push and roll you.
2. You both mine out main. He lifts to nat, you long distance mine for a nexus, he pushes in 2 minutes and you die anyways.
3. Yes you can play like Tyler does every game and go gaterobogate nexus. Then when your observer gets to their base and you see it was a reactored-marine into expo, the other guy has had his base up for 2 minutes longer than you. Yes you have good scouting info, but you are also playing from behind and need to outplay the opponent to win. Extremely good build if you feel your opponent is inferior, but this isn't the case.
4. Terran is playing safe simply by building a bunker. They can hold EVERY protoss all-in off a 1/1/1, This build gives them an advantage such that even if they don't allin a one-basing protoss, they have 2 techlabs, a reactor, and all 3 production buildings and can transition to everything after throwing down a CC. The equivalent protoss would be having a robo, and either a TC or stargate such that WHILE being 100% safe from any allin, maintaining the ability to punish every expo attempt after obs gets out AND being able to transition into a macro game at even or better.


1. Well your either pressuring or scouting with an observer, if you cant expand then cancel it or just simply dont expand, only time you should expand is if your certain he wont roll you.

2. If he lifts to his natraul your army should come out ahead in the prior engagement and he shouldnt be able to sufficently hold anything, and tbh you shoulden't run out of minerals that quick assuming everyones timing is going well.

3. Again, if you scout something like that you have to examine the weaknesses within what hes doing and expose it the best you can, at this point if he scout a reactor marine build you can just do a 3 Gate Stalker/Sentry push and there is really nothing he will be able to do, he will be forced to retreat to his main while you expand. (Specific situation).

4. People seem to always over estimate bunkers, and honestly if your forcing bunkers then your doing something right. Honestly Terran is definently to flexible in comparision to Protoss but thats a whole different issue imo and blizzard has acknowledged this, the main problem I see is that protoss are unwilling to play without a guranteed win if holding the terrans attack and because of this they are just taking risks instead of being 100% sure they will not die to any sort
of push.

To me it seems people are just upset that terran can transition out of an all in and protoss cant, its a design flaw I agree there but its not the reason why Protoss are losing to 1-1-1 or various other all ins.


1. Protoss HAS to throw down a nexus before the main is mined out, and pressuring against sieged tanks is a great idea, but I'll let you try first. The problem is he can roll you the moment you expand in 99% of cases with the 1/1/1 simply because the units are more cost efficient.

2. You can't break the expo if it has 4 sieged tanks. Also the way terran works is that they pay for units and later they come out. Their still making shit even when the CC is lifted. Their army isn't any weaker while the CC is lifted, and if they set up all the tanks, it's not EVER a good idea to try and attack a defensive sieged position without a HUGE advantage. Also what prior engagement? Who said terran must attack with this build? This is what happens when both players continue to one-base. both players mine out, Terran lifts, Protoss has to build a nexus, and Protoss gets the worse end of the stick. That's just an undeniable fact.

3. 3gate stalker/sentry doesn't come off a gaterobogate. It's a pressure based build for scouting.
4. The build incorporates one bunker simply out of necessity, and a bunker full of marines doesn't tell you much at all apart from the fact that it's probably a tech build.
Porouscloud - NA LoL
Mike15xp
Profile Joined December 2010
United States595 Posts
Last Edited: 2011-08-22 01:50:01
August 22 2011 01:48 GMT
#613
On August 22 2011 10:45 Subversion wrote:
People's approach is all wrong.

It's not "Let's figure out how to beat this", it's "This is impossible to beat".

We have all played SC2 long enough to know by now that metagame shifts happen, BIG ones. It wasn't long ago that PvZ was considered totally imbalanced towards Toss, and calls for patches etc happened.

But now P struggles against Z, with no big Z buffs or P nerfs. This is how these things go.

It's not impossible to beat, you just have to find the right way. It was the same with TvZ 2-rax, which was similarly labeled "unbeatable".


you cant be serious ... if you think that there were no zerg buffs / protoss nerfs ... then im not even going to bother

and TvZ 2-rax was more of an issue with small maps and close spawns ... which obviously is not used in tournaments anymore
kheldorin
Profile Joined April 2010
Singapore539 Posts
Last Edited: 2011-08-22 01:49:46
August 22 2011 01:49 GMT
#614
On August 22 2011 10:45 Subversion wrote:
People's approach is all wrong.

It's not "Let's figure out how to beat this", it's "This is impossible to beat".

We have all played SC2 long enough to know by now that metagame shifts happen, BIG ones. It wasn't long ago that PvZ was considered totally imbalanced towards Toss, and calls for patches etc happened.

But now P struggles against Z, with no big Z buffs or P nerfs. This is how these things go.

It's not impossible to beat, you just have to find the right way. It was the same with TvZ 2-rax, which was similarly labeled "unbeatable".


Spore buff + infestor buff + bigger maps + easier to defend naturals + roach range buff + warp gate nerf + zealot build time nerf + void ray nerf + stim timing nerf + build depot before barracks nerf + all kinds of bunker nerfs + neutral depot blocking ramps. Seriously even a small tweak is enough to balance the 1-1-1. Noone is asking for anything big.
benbrad2
Profile Joined June 2011
103 Posts
Last Edited: 2011-08-22 01:50:51
August 22 2011 01:49 GMT
#615
Didn't 1/1/1 build exist since almost the beginning of the official release?
Why complain it's false design now? Shouldn't we wait until things cool down just a bit?

I'm not a zerg player but, it's true that they've had the hardest path upto this point. Being called the "hardest race to play" and not getting enough rewards. Also being too squishy and not enough unit choices.... All these are true to a certain extent. Howevever, they have adapted to all these different circumstances thrown at them. But lets just give Protoss a little more time....
I mean it's like trying to solve a math problem and giving up the moment you see it.
Let it sink in your head, think for it, practice it. do some other problems and apply to it.

I think it's too early to say anything about 1/1/1 with regards to its design and balance issues.

Whatsup
illsick
Profile Joined March 2011
United States1770 Posts
August 22 2011 01:50 GMT
#616
On August 22 2011 10:45 Subversion wrote:
People's approach is all wrong.

It's not "Let's figure out how to beat this", it's "This is impossible to beat".

We have all played SC2 long enough to know by now that metagame shifts happen, BIG ones. It wasn't long ago that PvZ was considered totally imbalanced towards Toss, and calls for patches etc happened.

But now P struggles against Z, with no big Z buffs or P nerfs. This is how these things go.

It's not impossible to beat, you just have to find the right way. It was the same with TvZ 2-rax, which was similarly labeled "unbeatable".


What are you talking about, they buffed Z (infestors, spore time) and they nerfed protoss (KA, warp time)
you live and you learn
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-08-22 01:51:01
August 22 2011 01:50 GMT
#617
On August 22 2011 10:11 MrRicewife wrote:
How come nobody uses static defense against this? I feel like a couple cannons would do very well against the back and forth dancing? Marine count would be a lot lower and banshees would take a lot more hits.


Posts like this is why I'm starting to like bnet forums. Besides freedom of speech you can instantly look if someone knows wtf they are talking about by ranking. In your case I'm guessing bronze suggesting static defenses against a siege tank push.
MC for president
Jamesbigpig
Profile Joined March 2011
United States16 Posts
August 22 2011 01:52 GMT
#618
On August 22 2011 10:44 kheldorin wrote:
Show nested quote +
On August 22 2011 10:40 Jamesbigpig wrote:
How I feel as a Terran reading this thread,


You clearly didn't read the thread when it is clearly explained why 1 gate FE is done not because it is greedy but because it is required to have a greater amount of units when the attack actually hits. The article clearly explains why FE is a more optimal counter than any 1-base Protoss play.


Thats what I was responding to, Koreans are unwilling to look for new alternatives in Terran vs Protoss. They consider FE the only way to beat a 1/1/1 Terran even though they never try anything else. I actually half agree that 1/1/1 is overpowered, I just think that there are things that aren't even considered in the OP or anywhere on this thread. Such as how you can when you see the banshee use sentries and zealots to force the Terran to keep having to stop and siege his tanks. When I off-race as Protoss this is what I did when I scouted the build and it works very well because it gives the time needed to make more units while not having to sack your expansion.
koolaid1990
Profile Joined September 2010
831 Posts
August 22 2011 01:52 GMT
#619
On August 22 2011 10:40 Jamesbigpig wrote:
How I feel as a Terran reading this thread, http://www.youtube.com/watch?v=owzhYNcd4OM

On a more serious note, I think the reason Korean Protosses despise 1/1/1 so much because it locks down greedy builds that have become accepted as "the only way to play TvP." Almost any time a race calls something imbalanced, they say there is only one way to stop it and that one way will get crushed by the other builds of the overpowered race. In my opinion 1/1/1 isn't overpowered, I think that no one has ever seen such a refined version of it repurposed as an all-in. I think that Protoss players will began to transition in to safer builds that don't involve a risky expansion but aren't focused on 1 base as the answer. Much like tyler said 1 base robo with the quick scout is probably the way to go. Protoss will just have to go back to holding rushes with sentries maybe. Protoss isn't underpowered as much as Terran in general are slightly overpowered.

The problem with 1 base robo, is if the terran went 1 rax expo, your fucked economically already. The terran can easily fake building a gas or just get 1 gas but put no workers in it, making it look like 1 base play or techlab+reactor expand. But the terran can easily, after killing the probe, throw down a quick orbital. By the time obs sees this, terran has tons of energy on his second orbital, all he has to do is land it, and the terran is econimcally ahead, then toss gets owned later game. This is why toss NEEDS to expand.
fraktoasters
Profile Joined January 2011
United States617 Posts
August 22 2011 01:53 GMT
#620
On August 22 2011 10:49 kheldorin wrote:
Show nested quote +
On August 22 2011 10:45 Subversion wrote:
People's approach is all wrong.

It's not "Let's figure out how to beat this", it's "This is impossible to beat".

We have all played SC2 long enough to know by now that metagame shifts happen, BIG ones. It wasn't long ago that PvZ was considered totally imbalanced towards Toss, and calls for patches etc happened.

But now P struggles against Z, with no big Z buffs or P nerfs. This is how these things go.

It's not impossible to beat, you just have to find the right way. It was the same with TvZ 2-rax, which was similarly labeled "unbeatable".


Spore buff + infestor buff + bigger maps + easier to defend naturals + roach range buff + warp gate nerf + zealot build time nerf + void ray nerf + stim timing nerf + build depot before barracks nerf + all kinds of bunker nerfs + neutral depot blocking ramps. Seriously even a small tweak is enough to balance the 1-1-1. Noone is asking for anything big.


All these changes AND Zergs are still losing to 2 rax bunkers...
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