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Why 1/1/1 is considered to be imbalanced in Korea - Page 32

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-08-22 01:55:01
August 22 2011 01:53 GMT
#621
So... people get used to Terrans doing faster expands and counter it by greedier builds
... and then because Terrans switch back to more pressure based builds to exploit those greedy builds ... people are whining imbas?

I fail to see what is imbalanced here? Do you expect to play the same strategies forever?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Medrea
Profile Joined May 2011
10003 Posts
August 22 2011 01:54 GMT
#622
On August 22 2011 10:53 Antisocialmunky wrote:
So... people get used to Terrans doing faster expands and counter it by greedier builds
... and then because Terrans switch back to more pressure based builds to exploit those greedy builds ... people are whining imbas?

I fail to see what is imbalanced here? Do you expect to play the same game forever?


Check the OP please.
twitch.tv/medrea
HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
August 22 2011 01:55 GMT
#623
On August 22 2011 10:49 benbrad2 wrote:
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.



Read the thread before posting, or else it makes you look like a fool.

Let me explain to you. First off, yes, 1/1/1 exists since beta. But then, 4gate and vr rush virtually counters it. So, terrans never went and use it.

However, after the warp gate and void ray nerf, 1/1/1 is left with no direct counter. Therefore, terrans made use of it and is currently exploiting it now.
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
Toadvine
Profile Joined November 2010
Poland2234 Posts
August 22 2011 01:56 GMT
#624
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".


PvZ was considered imbalanced, but wasn't actually that bad if you look at win rates in actual tournaments. Also, there were some fairly significant P nerfs and Z buffs since that time. Not to take away from the hard work of Zerg players, who experimented, and found new, better ways to play the matchup.

However, that whole process isn't at all similar to what we're seeing in TvP at the moment. The "PvZ imbalance" was primarily focused on late and mid games, where Protoss armies of superior cost-effectiveness reigned supreme. The solution to this was either using different units (ling/bling/infestor as opposed roach/hydra/corrupter) or using different tactics with the old units (huge drops and multi-pronged attacks, counters and base trades).

This isn't a midgame problem. It's not a style that is very hard to deal with. It's a goddamned 1 base all-in that Protoss can't defend even if they know it's coming. There's a limit to how much stuff you can do within the first 10 minutes of the game, and we're close to exhausting our options here.

Finally, 2 rax is so good not because the attack is powerful, but because the Zerg can't know how much the Terran will commit to the pressure, and what the followup will be. The difficulty is being able to survive a 4 rax all-in followup while not falling behind vs a 2 rax CC. It's a scouting problem. With the 1/1/1, you usually lose even if you know everything a few minutes in advance.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
August 22 2011 01:57 GMT
#625
On August 22 2011 06:04 WarrickHunt wrote:
Show nested quote +
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

User was warned for this post


I'm a Z player, gtfo. My icon is a dragoon because Protoss is my StarCraft 1 race.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-08-22 02:00:27
August 22 2011 01:58 GMT
#626
On August 22 2011 10:54 Medrea wrote:
Show nested quote +
On August 22 2011 10:53 Antisocialmunky wrote:
So... people get used to Terrans doing faster expands and counter it by greedier builds
... and then because Terrans switch back to more pressure based builds to exploit those greedy builds ... people are whining imbas?

I fail to see what is imbalanced here? Do you expect to play the same game forever?


Check the OP please.


I don't agree with the OP, there are some valid point but the theorizing in it is thinking in a box of X counters 1/1/1, but we can't do X because we are behind. Same thing happened with 12-14 Rax FE. But the maps adjusted and the players adjusted.

1/1/1 was held off in the beta when maps were much smaller :\
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
paradox_
Profile Joined June 2011
Canada270 Posts
August 22 2011 01:58 GMT
#627
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


Huk was in a PPZT group and didn't face 1-1-1 if I recall. (2 wins came from PvP).
Puzzle faced 1-1-1 and lost if I remember correctly. He won the next 2 games (PvT) but if I remember correctly he faced a badly executed 1-1-1 (free banshees) and a standard game right? Correct me if I'm wrong, I can't remember.
HongUn I never got to see the matches so someone else will have to talk about it, but since hes in a PTTT group and made it out I assume he didn't face 1-1-1

Mike15xp
Profile Joined December 2010
United States595 Posts
August 22 2011 01:59 GMT
#628
On August 22 2011 10:53 Antisocialmunky wrote:
So... people get used to Terrans doing faster expands and counter it by greedier builds
... and then because Terrans switch back to more pressure based builds to exploit those greedy builds ... people are whining imbas?

I fail to see what is imbalanced here? Do you expect to play the same strategies forever?


pressure based build? do you even know what the 1/1/1 is? its a fucking all-in with scvs pulled that requires FE to have enough units to hold
koolaid1990
Profile Joined September 2010
831 Posts
August 22 2011 01:59 GMT
#629
As the koreans said, foreigners lack the understanding of the game, thus why they can't see that 1-1-1 is imbalanced. I bet 100% of the people that said it is not imbalanced, has not played against top korean terrans on the korean ladder.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
August 22 2011 02:00 GMT
#630
On August 22 2011 10:40 Jamesbigpig wrote:
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.


So basically, you haven't even read the OP and decided you are just gonna throw some random youtube video eh?

The ONLY VIABLE WAY TO BEAT 1/1/1 is to go early expo. Its in the OP, and it is true.

1/1/1 doesn't "lock down greedy builds", rather, greedy builds are needed to counter 1/1/1, but normal terran builds lock down greedy protoss builds.

If you don't know what you are talking about at least fucking read the OP before saying stupid shit like 1 base robo holds 1/1/1. It doesn't. Unless you are playing your buddy and he tells you that he will do 1/1/1 and also tells you what kind of 1/1/1 he will do, you need the fast expo.
Swad1000
Profile Joined January 2011
United States366 Posts
Last Edited: 2011-08-22 02:04:22
August 22 2011 02:02 GMT
#631
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.


Read op before making stupid posts. 3 gate robo is unable to hold 111 and that is one of the safest builds in the game.

Edit- Tell us how to use sentries to forcefield sieged tanks or banshees.
snafoo
Profile Joined August 2010
New Zealand1615 Posts
Last Edited: 2011-08-22 02:03:09
August 22 2011 02:02 GMT
#632
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".

I don't know if you've been watching Code A/S this month, but people HAVE been trying to stop it, they have started doing the most crazy weird strats(eg; MC's "basetrade stargate" strat) simply because they don't know what to do against it anymore.
Astro-Penguin
Profile Blog Joined June 2011
554 Posts
Last Edited: 2011-08-22 02:05:34
August 22 2011 02:03 GMT
#633
On August 22 2011 10:48 Amui wrote:
Show nested quote +
On August 22 2011 10:17 Astro-Penguin wrote:
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.



1. Man only expand when you know its safe, defend the push then attack then expand, there is no way he can deny the expand if your attacking. The whole point of 1 base to counter this is that your unit composition is designed to beat his.

2. With colossi you sure as hell can, if he dosen't attack you can just attack and expand yoruself and hes not going to be able to deal with any sort of colossi composition with that many marines. In terms of blink stalkers if he expands instead of attacking then he cant defend 2 locations at once, expand get a warp prism with immortals and harass with blink stalker/immortal and you'll be amazed at how much damage you can do,

3. You can still produce enough stalker/sentrys to do enough damage and even add on an immortal to target down the bunker, and with Robo you can even go for a very fast Colossi timing off 1 base or even 2, since he has mainly marines at that point all you have to do is harass his marines with stalkers if he tries to move out and from there you can safely tech up.

4. If hes walled off with a bunker then theres no getting into his main, but it tells you hes teching or doing a gasless expand, either way with 1 Gate Robo you can punish both builds.
Blizzard_torments_me
Profile Joined February 2010
Romania199 Posts
August 22 2011 02:04 GMT
#634
Somebody really needs to close this damn thread already. Sick and tired of hearing noobs speculating about this and when someone who actually knows what he's talking about makes a good point they completely shut him down. And no I haven't voiced any opinion about this.
lizzard_warish
Profile Joined June 2011
589 Posts
August 22 2011 02:05 GMT
#635
lol@ at the people saying 1-1-1 counters greedy builds even when greedy builds actually are the only thing that has even a sliver of chance against it.
Ravencruiser
Profile Blog Joined May 2011
Canada519 Posts
August 22 2011 02:09 GMT
#636
On August 22 2011 06:55 LicH. wrote:
I'll just leave this here

http://v.youku.com/v_show/id_XMjYzMTg0MTQw.html


Further proof, I'll word it this way, why "Protoss is at an IMMENSE disadvantage in PvT" (instead of 1/1/1 IMBA! cries).

WATCH THESE GAMES between the Chinese pro xiaOt and none other than MarineKing:

First game:
http://v.youku.com/v_show/id_XMjYzMTg0MTQw.html

Recap: xiaOt opens 1 gate FE, while MKP goes for 1/1/1 with marines/siege tanks/banshees. MKP scouts the fast FE and proceeds to push, while xiaOt scouts the 1/1/1 with a probe shortly before. With 3 gate (4th warping) and a robo pumping immortals, AND a near perfect 3 way flank, he crushes the 1/1/1 push and proceeds to deny MKP's natural and win the game.

Exactly what the OP said, 1/1/1 can be held off with the extra income from 1 gate FE.

Second game:
http://v.youku.com/v_show/id_XMjYzMTg3NTk2.html

Recap: xiaOt opens 1 gate FE yet again, while MKP goes for a strong 2 rax (reactor + tech lab) scv push in correct anticipation of the 1 gate FE. xiaOt has 3 warp gates and a robo when the push hits, but has like 5 units in total so he's forced to give up the natural expo. MKP goes for a bunker contain at the protoss ramp, and the game at this point should be, essentially over. However, xiaOt played AMAZING this game, choosing to make a warp prism and counters the terran base forcing MKP to pull his army back to defend, killing all but 7 SCVs (he keeps 3 sentries at his ramp for defense). Then, the Chinese commentators point to just how good (imba, if you will) the mules are; MKP has 2 orbitals, and he pumps SCVs none stop with mules, somehow surpassing the protoss' ~26 probes in mineral income and looks to be in a very good shape (xiaOt stopped probes/tech/expansion during his counter). xiaOt had however, ninja'ed a probe out with his warp prism earlier and ninjas an expansion, which remains unscouted for most of the game - a huge blunder on MKP's part. With this ninja expo, xiaOt holds the next terran bio push at his natural with some very nice FF usage and the game goes to a late game where xiaOt eventually wins.

Again, exactly as the OP says, if protosses gambles on a 1 gate FE, they will lose their natural expo and subsequently the game if the terran player goes for any sort of 2 rax pushes.

Conclusion:
1/1/1 with marines/tanks/banshees can be held off with 1 gate FE, but the protoss is forced to guess whether the terran player is actually going for 1/1/1 or a 2 rax pressure. If the protoss player guesses wrong, he dies, simple as that. But for the terran player, it's still possible to play an even or slightly behind game despite his initial build order choice.

TLDR: Further evidence confirming the OP, the (option of doing) 1/1/1 gives Terran players a huge advantage over their protoss opponents.

"Yah, free will is a bitch" - Drone
SuperYo1000
Profile Joined July 2008
United States880 Posts
August 22 2011 02:10 GMT
#637
On August 22 2011 10:58 Antisocialmunky wrote:
Show nested quote +
On August 22 2011 10:54 Medrea wrote:
On August 22 2011 10:53 Antisocialmunky wrote:
So... people get used to Terrans doing faster expands and counter it by greedier builds
... and then because Terrans switch back to more pressure based builds to exploit those greedy builds ... people are whining imbas?

I fail to see what is imbalanced here? Do you expect to play the same game forever?


Check the OP please.


I don't agree with the OP, there are some valid point but the theorizing in it is thinking in a box of X counters 1/1/1, but we can't do X because we are behind. Same thing happened with 12-14 Rax FE. But the maps adjusted and the players adjusted.

1/1/1 was held off in the beta when maps were much smaller :\



lol are you kidding? beta protoss had faster building immortals(40 seconds), insanely fast warp gate research 60 seconds), faster build time for zealots (33seconds), faster build time for gateways, much more powerful void rays, longer chrono boost...... 30 seconds instead of 20

thats what it took to make the 111 not viable in beta :D Give it back blizzard
HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
August 22 2011 02:11 GMT
#638
On August 22 2011 11:03 Astro-Penguin wrote:
Show nested quote +
On August 22 2011 10:48 Amui wrote:
On August 22 2011 10:17 Astro-Penguin wrote:
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.



1. Man only expand when you know its safe, defend the push then attack then expand, there is no way he can deny the expand if your attacking. The whole point of 1 base to counter this is that your unit composition is designed to beat his.

2. With colossi you sure as hell can, if he dosen't attack you can just attack and expand yoruself and hes not going to be able to deal with any sort of colossi composition with that many marines. In terms of blink stalkers if he expands instead of attacking then he cant defend 2 locations at once, expand get a warp prism with immortals and harass with blink stalker/immortal and you'll be amazed at how much damage you can do,

3. You can still produce enough stalker/sentrys to do enough damage and even add on an immortal to target down the bunker, and with Robo you can even go for a very fast Colossi timing off 1 base or even 2, since he has mainly marines at that point all you have to do is harass his marines with stalkers if he tries to move out and from there you can safely tech up.

4. If hes walled off with a bunker then theres no getting into his main, but it tells you hes teching or doing a gasless expand, either way with 1 Gate Robo you can punish both builds.


You're teaching us how to counter mass Marines. You forgot ravens with PDD, seige tanks, banshees and medivacs exist.

You want to attack him with colossus? Any idea how fast a colossus dies to a banshee? Try to even position any blink stalkers nearby, they will get chewed up by tanks and PDD.
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
namedplayer
Profile Joined June 2010
844 Posts
Last Edited: 2011-08-22 02:11:53
August 22 2011 02:11 GMT
#639
http://www.playxp.com/sc2/gosureplays/view.php?article_id=3277407&search=2&search_pos=&q=

Here are some replays from GM protoss on Korean ladder.
he guaranteed 90% win rates against 1/1/1 build.

http://sc2ranks.com/kr/81800/무적파워레인정
You know what I'm talking about
Toadvine
Profile Joined November 2010
Poland2234 Posts
August 22 2011 02:12 GMT
#640
Honestly, it's always this way. If/When Blizzard decides to nerf it, we'll have a huge thread of everyone agreeing on how overpowered it was. But before that happens, you'll have tons of Bronze-level theorycrafters thinking they know better than IMmvp posting their wisdom in these threads.

No matter how insanely overpowered something is, there will always be tons of people thinking it's fine. Nowadays, when we look back at pre-nerf reapers, we obviously agree that they were overpowered. Back then, however, the equivalents to this thread were filled with Terrans saying Zergs needed to "figure it out" and "play less greedy". There's a huge blog post by avilo back from the Beta, where he fervently defends 70 damage tanks.

Meh, good for Terrans in the GSL in the meantime, tons of free wins and money for them.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
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