• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:25
CEST 16:25
KST 23:25
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #21 - Presented by Monster Energy5uThermal's 2v2 Tour: $15,000 Main Event14Serral wins EWC 202549Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580
Community News
Weekly Cups (Aug 4-10): MaxPax wins a triple5SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments5[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10
StarCraft 2
General
RSL Revival patreon money discussion thread #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Lambo Talks: The Future of SC2 and more... uThermal's 2v2 Tour: $15,000 Main Event
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series SEL Masters #5 - Korea vs Russia (SC Evo) Enki Epic Series #5 - TaeJa vs Classic (SC Evo) ByuN vs TaeJa Bo7 SC Evo Showmatch
Strategy
Custom Maps
External Content
Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather
Brood War
General
New season has just come in ladder Google Play ASL (Season 20) Announced ASL20 Pre-season Tier List ranking! BW General Discussion BSL Polish World Championship 2025 20-21 September
Tourneys
KCM 2025 Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Bitcoin discussion thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Gaming After Dark: Poor Slee…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 633 users

Why 1/1/1 is considered to be imbalanced in Korea - Page 41

Forum Index > SC2 General
Post a Reply
Prev 1 39 40 41 42 43 143 Next
Can we stop talking about nerfing things please? - 9:10 KST
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
August 22 2011 04:56 GMT
#801
On August 22 2011 13:20 Medrea wrote:
Show nested quote +
On August 22 2011 13:17 Flonomenalz wrote:
On August 22 2011 13:07 Medrea wrote:
On August 22 2011 13:05 NicolBolas wrote:
On August 22 2011 12:28 Brian333 wrote:
I think the most frustrating thing is the general community response to this entire debacle.

Zergs have problems with 5-rax reaper rush -- Reapers are nerfed hard.
Zergs have problems with 2-rax openings -- Bunkers are nerfed.
Zergs have problems with air-openings -- Spore Crawler root timing is decreased.
Zergs have problems with 2-gate openings -- Zealot build time nerfed.
Zergs have problems with Blink-Stalker all-ins -- Fungal Growth changed to stop Blink.
Zergs have problems with various early-game pressure / all-ins -- Roach range increased to 4.
Terrans have problems with Voidray harass / contain / all-in builds -- Voidrays are nerfed hard.
Protoss have problems with 4-gate v 4-gate in PvP -- Warp-gate nerfed, Pylon power range nerfed.
Protoss / Zerg have problems with stim-timing pushes -- Stim research nerfed.

Blizzard has shown time and time again that in a game that has yet to reach meta-game stability and strategic maturity that if the margin of error is too thin on the defender's side and the execution too easy on the aggressor's side, adjustments are made. Yet...

Protoss have problems with 1/1/1 -- DEAL WITH IT


Let's assume that everything you just said was true. I don't think it is, as others have pointed out. But let's assume that those changes were made specifically and solely to deal with the particular issues you identified above.

Each of those changes were targeted and focused. They changed a single, specific aspect of a race. They tried to affect a specific thing and nothing beyond that specific thing.

What targeted, focused change would you suggest to deal with 1/1/1? Nerfing MULEs? That's hardly a focused change, as it would affect the Terrans throughout mid and late game. Nerf Marines? Same problem. Nerf Tanks or Vikings? It's a staple unit; you can't just go around nerfing it, because then the Terrans will be vulnerable to something else.

If 1/1/1 is a problem, there is no simple single thing you can change that will fix everything without simultaneously breaking tons of other stuff. So even if Blizzard decides to fix it pre-HOTS, it's not going to be a quick, easy thing.


Reduce banshee damage to non light armored units. I suggested this about a dozen pages ago and people couldn't really argue against it.

This actually seems like a pretty good idea.


As with all balance changes, you need to attempt to make arguments against it. Would this break anything else?

In any matchup? Would it hurt TvZ? Is there a zerg build where terrans only response is banshees?

Remember. Damage to lights are the same, so drone harass is unaffected.

Sure, I'll argue against it, at least for TvZ. Banshees in TvZ are... situational, to say the least. They used to be a lot better before the spore root time was decreased, and when the game was in it's earlier stages. However, a queen will now beat a banshee 1 on 1, but unscouted banshees are still going to kill quite a lot of drones, and do a lot of damage. Queens beat banshees anyway, because almost ALL top Z players get a third queen, and 3 queens beat the initial 2 banshees even without micro.

There isn't really a Z build that is punished by banshees unless you scan and see no early evo while getting an early starport, in which case cloakshees would wreak havoc regardless of damage to queens or not. I don't really see it breaking anything...
I love crazymoving
Medrea
Profile Joined May 2011
10003 Posts
August 22 2011 04:59 GMT
#802
On August 22 2011 13:56 Flonomenalz wrote:
Show nested quote +
On August 22 2011 13:20 Medrea wrote:
On August 22 2011 13:17 Flonomenalz wrote:
On August 22 2011 13:07 Medrea wrote:
On August 22 2011 13:05 NicolBolas wrote:
On August 22 2011 12:28 Brian333 wrote:
I think the most frustrating thing is the general community response to this entire debacle.

Zergs have problems with 5-rax reaper rush -- Reapers are nerfed hard.
Zergs have problems with 2-rax openings -- Bunkers are nerfed.
Zergs have problems with air-openings -- Spore Crawler root timing is decreased.
Zergs have problems with 2-gate openings -- Zealot build time nerfed.
Zergs have problems with Blink-Stalker all-ins -- Fungal Growth changed to stop Blink.
Zergs have problems with various early-game pressure / all-ins -- Roach range increased to 4.
Terrans have problems with Voidray harass / contain / all-in builds -- Voidrays are nerfed hard.
Protoss have problems with 4-gate v 4-gate in PvP -- Warp-gate nerfed, Pylon power range nerfed.
Protoss / Zerg have problems with stim-timing pushes -- Stim research nerfed.

Blizzard has shown time and time again that in a game that has yet to reach meta-game stability and strategic maturity that if the margin of error is too thin on the defender's side and the execution too easy on the aggressor's side, adjustments are made. Yet...

Protoss have problems with 1/1/1 -- DEAL WITH IT


Let's assume that everything you just said was true. I don't think it is, as others have pointed out. But let's assume that those changes were made specifically and solely to deal with the particular issues you identified above.

Each of those changes were targeted and focused. They changed a single, specific aspect of a race. They tried to affect a specific thing and nothing beyond that specific thing.

What targeted, focused change would you suggest to deal with 1/1/1? Nerfing MULEs? That's hardly a focused change, as it would affect the Terrans throughout mid and late game. Nerf Marines? Same problem. Nerf Tanks or Vikings? It's a staple unit; you can't just go around nerfing it, because then the Terrans will be vulnerable to something else.

If 1/1/1 is a problem, there is no simple single thing you can change that will fix everything without simultaneously breaking tons of other stuff. So even if Blizzard decides to fix it pre-HOTS, it's not going to be a quick, easy thing.


Reduce banshee damage to non light armored units. I suggested this about a dozen pages ago and people couldn't really argue against it.

This actually seems like a pretty good idea.


As with all balance changes, you need to attempt to make arguments against it. Would this break anything else?

In any matchup? Would it hurt TvZ? Is there a zerg build where terrans only response is banshees?

Remember. Damage to lights are the same, so drone harass is unaffected.

Sure, I'll argue against it, at least for TvZ. Banshees in TvZ are... situational, to say the least. They used to be a lot better before the spore root time was decreased, and when the game was in it's earlier stages. However, a queen will now beat a banshee 1 on 1, but unscouted banshees are still going to kill quite a lot of drones, and do a lot of damage. Queens beat banshees anyway, because almost ALL top Z players get a third queen, and 3 queens beat the initial 2 banshees even without micro.

There isn't really a Z build that is punished by banshees unless you scan and see no early evo while getting an early starport, in which case cloakshees would wreak havoc regardless of damage to queens or not. I don't really see it breaking anything...


Thats FOR the balance change. Not against it. Right?
twitch.tv/medrea
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
August 22 2011 05:00 GMT
#803
On August 22 2011 13:48 Deezl wrote:
Show nested quote +
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, we really appreciate the post and all, but don't 1-gate SG expo and 1-gate Robo expo both fall to the 1/1/1 all-in, and in some cases fall to the Marine/SCV all-in (stargate?) What is the point of scouting it if you can't live through it?

What do you think about Hallucinate as a viable scouting alternative vs. T?

hallucinate got worse because wp got nerfed and it eats your chrono.
i think robo and even stargate tends to have more utility since you need detection in case of cloak and phoenix can kinda harass banshees or at least prevent them from poking around.
fraktoasters
Profile Joined January 2011
United States617 Posts
August 22 2011 05:01 GMT
#804
On August 22 2011 13:53 Amui wrote:
Show nested quote +
On August 22 2011 13:42 Truedot wrote:
If any damage reduction, I'd say slightly less to light (such as -4 per volley). that'd make it like the good old wraith, doubled up of course due to it being a two shotter, meaning it wouldn't wipe workers so fast giving you time to respond. its worse than mutalisks for this reason. it'd also allow your cheaper ground based light units to counter it somewhat. marines wouldn't get completely rocked, hydras wouldn't either. This would make them a unit that doesn't directly counter AA but is highly damaging to armor, which seems like what its for to begin with. It also makes some sense due to thors countering it, but then it woukld also counter thor hard and with cloak to boot.

terrans can easy mode with mass banshee/viking/tank/thor, and just sit there and waste you because your air based AA gets owned by thor/vik, while your bround based AA gets owned by banshee tank/thor.

The unit just needs to counter armored as well as it does now, and counter light less well. Its meant to snipe out tanks colossi thors and whatnot, its not meant to kill AA chances completely or force a reaction that causes you to lose 100% of the time.

This will also benefit a protoss as zealots will stand much more of a chance to get rid of marines while stalkers and sentry knock down the banshee. Thats the problem with protoss. Their meat screen vanishes from the huge dps of these things, leaving the vulnerable units, well, vulnerable. If zealots became a cost effective measure, being that they are the cheapest protoss unit barring intys, then the all-in gets countered not by some extra ability of protoss but by protoss being able to field a cheap enough response. The same will hold true for zerg, as it will become more cost effective to have hydras, and to have fewer to counter a relatively cheap air unit that does tons of damage.

To put things in perspective, I'd like to list out corruptor vs Banshee, only because they are the same cost in two different races.

Banshee:
AG only (anti-ground).
moderate hp
12x2 damage per attack round VS ALL. no damage restriction. (24 damage vs 0 armor, 22 vs 1 armor, etc)
high rate of fire
ability to cloak.
fast speed
LIGHT, being countered directly by very few units in game.

Corruptor:
AA only
high hp
14 damage (+6 to massive ONLY)
moderate rate of fire
ability to corrupt (+20% more damage to unit until it dies, cd on 15)
moderate speed
ARMORED, being countered directly by a wide assortment of units.

If we take into consideration these two are EQUAL cost, you can see that the banshee has far more utility and far more early game potential for deadly damage. why compare an AA to an AG? because when a weapon gets specialized its meant to be deadly at that specialization. Ok, so the corruptor kind of underperforms in the ability and damage department, at least you can get that corruptor out fast to deal with banshees. oh, 120 seconds to build a spire? nvm. The point is that its far quicker to tech to a highly deadly unit that also features a lot more ways it can be used and a lot more early game danger than it is to get the unit that runs it off, but cant chase it and kill it, which itself, has very low utility other than direct confrontation. And these units are the same price.
Different races should be different. One race shouldn't have something that completely gives the finger to common sense cost/utility equations.


No. The 2shot mechanic on both workers and marines defines TvT in early-midgame. Just because you can't manage to deal with one banshee is not a good reason to nerf it. If you just nerf it's damage to non-light, it really only affects TvZ 2port in other matchups. Single port banshees usually don't end up killing queens if there is creep spread between main and natural. If you have air dominance in TvT and make a banshee, it's just going to kill tanks slower, the other guy is still going to have to unsiege and run because he can't shoot up. As of right now though, banshees rip stalkers to shreds(even 3/3/3 stalkers lose to a banshee), so even if protoss cleans up the ground army, reinforcing stalkers sometimes aren't enough to deal with the 3 leftover banshees.


What... people can't deal with low numbers of a unit that costs 150/100? It would make 2port banshees worse? It just seems like you keep listing good reasons why the banshee needs a nerf.
Medrea
Profile Joined May 2011
10003 Posts
August 22 2011 05:02 GMT
#805
On August 22 2011 14:01 fraktoasters wrote:
Show nested quote +
On August 22 2011 13:53 Amui wrote:
On August 22 2011 13:42 Truedot wrote:
If any damage reduction, I'd say slightly less to light (such as -4 per volley). that'd make it like the good old wraith, doubled up of course due to it being a two shotter, meaning it wouldn't wipe workers so fast giving you time to respond. its worse than mutalisks for this reason. it'd also allow your cheaper ground based light units to counter it somewhat. marines wouldn't get completely rocked, hydras wouldn't either. This would make them a unit that doesn't directly counter AA but is highly damaging to armor, which seems like what its for to begin with. It also makes some sense due to thors countering it, but then it woukld also counter thor hard and with cloak to boot.

terrans can easy mode with mass banshee/viking/tank/thor, and just sit there and waste you because your air based AA gets owned by thor/vik, while your bround based AA gets owned by banshee tank/thor.

The unit just needs to counter armored as well as it does now, and counter light less well. Its meant to snipe out tanks colossi thors and whatnot, its not meant to kill AA chances completely or force a reaction that causes you to lose 100% of the time.

This will also benefit a protoss as zealots will stand much more of a chance to get rid of marines while stalkers and sentry knock down the banshee. Thats the problem with protoss. Their meat screen vanishes from the huge dps of these things, leaving the vulnerable units, well, vulnerable. If zealots became a cost effective measure, being that they are the cheapest protoss unit barring intys, then the all-in gets countered not by some extra ability of protoss but by protoss being able to field a cheap enough response. The same will hold true for zerg, as it will become more cost effective to have hydras, and to have fewer to counter a relatively cheap air unit that does tons of damage.

To put things in perspective, I'd like to list out corruptor vs Banshee, only because they are the same cost in two different races.

Banshee:
AG only (anti-ground).
moderate hp
12x2 damage per attack round VS ALL. no damage restriction. (24 damage vs 0 armor, 22 vs 1 armor, etc)
high rate of fire
ability to cloak.
fast speed
LIGHT, being countered directly by very few units in game.

Corruptor:
AA only
high hp
14 damage (+6 to massive ONLY)
moderate rate of fire
ability to corrupt (+20% more damage to unit until it dies, cd on 15)
moderate speed
ARMORED, being countered directly by a wide assortment of units.

If we take into consideration these two are EQUAL cost, you can see that the banshee has far more utility and far more early game potential for deadly damage. why compare an AA to an AG? because when a weapon gets specialized its meant to be deadly at that specialization. Ok, so the corruptor kind of underperforms in the ability and damage department, at least you can get that corruptor out fast to deal with banshees. oh, 120 seconds to build a spire? nvm. The point is that its far quicker to tech to a highly deadly unit that also features a lot more ways it can be used and a lot more early game danger than it is to get the unit that runs it off, but cant chase it and kill it, which itself, has very low utility other than direct confrontation. And these units are the same price.
Different races should be different. One race shouldn't have something that completely gives the finger to common sense cost/utility equations.


No. The 2shot mechanic on both workers and marines defines TvT in early-midgame. Just because you can't manage to deal with one banshee is not a good reason to nerf it. If you just nerf it's damage to non-light, it really only affects TvZ 2port in other matchups. Single port banshees usually don't end up killing queens if there is creep spread between main and natural. If you have air dominance in TvT and make a banshee, it's just going to kill tanks slower, the other guy is still going to have to unsiege and run because he can't shoot up. As of right now though, banshees rip stalkers to shreds(even 3/3/3 stalkers lose to a banshee), so even if protoss cleans up the ground army, reinforcing stalkers sometimes aren't enough to deal with the 3 leftover banshees.


What... people can't deal with low numbers of a unit that costs 150/100? It would make 2port banshees worse? It just seems like you keep listing good reasons why the banshee needs a nerf.


Yeah I was confused when i read that too. I think he got confused halfway through or something.
twitch.tv/medrea
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2011-08-22 05:04:53
August 22 2011 05:03 GMT
#806
On August 22 2011 14:01 fraktoasters wrote:
Show nested quote +
On August 22 2011 13:53 Amui wrote:
On August 22 2011 13:42 Truedot wrote:
If any damage reduction, I'd say slightly less to light (such as -4 per volley). that'd make it like the good old wraith, doubled up of course due to it being a two shotter, meaning it wouldn't wipe workers so fast giving you time to respond. its worse than mutalisks for this reason. it'd also allow your cheaper ground based light units to counter it somewhat. marines wouldn't get completely rocked, hydras wouldn't either. This would make them a unit that doesn't directly counter AA but is highly damaging to armor, which seems like what its for to begin with. It also makes some sense due to thors countering it, but then it woukld also counter thor hard and with cloak to boot.

terrans can easy mode with mass banshee/viking/tank/thor, and just sit there and waste you because your air based AA gets owned by thor/vik, while your bround based AA gets owned by banshee tank/thor.

The unit just needs to counter armored as well as it does now, and counter light less well. Its meant to snipe out tanks colossi thors and whatnot, its not meant to kill AA chances completely or force a reaction that causes you to lose 100% of the time.

This will also benefit a protoss as zealots will stand much more of a chance to get rid of marines while stalkers and sentry knock down the banshee. Thats the problem with protoss. Their meat screen vanishes from the huge dps of these things, leaving the vulnerable units, well, vulnerable. If zealots became a cost effective measure, being that they are the cheapest protoss unit barring intys, then the all-in gets countered not by some extra ability of protoss but by protoss being able to field a cheap enough response. The same will hold true for zerg, as it will become more cost effective to have hydras, and to have fewer to counter a relatively cheap air unit that does tons of damage.

To put things in perspective, I'd like to list out corruptor vs Banshee, only because they are the same cost in two different races.

Banshee:
AG only (anti-ground).
moderate hp
12x2 damage per attack round VS ALL. no damage restriction. (24 damage vs 0 armor, 22 vs 1 armor, etc)
high rate of fire
ability to cloak.
fast speed
LIGHT, being countered directly by very few units in game.

Corruptor:
AA only
high hp
14 damage (+6 to massive ONLY)
moderate rate of fire
ability to corrupt (+20% more damage to unit until it dies, cd on 15)
moderate speed
ARMORED, being countered directly by a wide assortment of units.

If we take into consideration these two are EQUAL cost, you can see that the banshee has far more utility and far more early game potential for deadly damage. why compare an AA to an AG? because when a weapon gets specialized its meant to be deadly at that specialization. Ok, so the corruptor kind of underperforms in the ability and damage department, at least you can get that corruptor out fast to deal with banshees. oh, 120 seconds to build a spire? nvm. The point is that its far quicker to tech to a highly deadly unit that also features a lot more ways it can be used and a lot more early game danger than it is to get the unit that runs it off, but cant chase it and kill it, which itself, has very low utility other than direct confrontation. And these units are the same price.
Different races should be different. One race shouldn't have something that completely gives the finger to common sense cost/utility equations.


No. The 2shot mechanic on both workers and marines defines TvT in early-midgame. Just because you can't manage to deal with one banshee is not a good reason to nerf it. If you just nerf it's damage to non-light, it really only affects TvZ 2port in other matchups. Single port banshees usually don't end up killing queens if there is creep spread between main and natural. If you have air dominance in TvT and make a banshee, it's just going to kill tanks slower, the other guy is still going to have to unsiege and run because he can't shoot up. As of right now though, banshees rip stalkers to shreds(even 3/3/3 stalkers lose to a banshee), so even if protoss cleans up the ground army, reinforcing stalkers sometimes aren't enough to deal with the 3 leftover banshees.


What... people can't deal with low numbers of a unit that costs 150/100? It would make 2port banshees worse? It just seems like you keep listing good reasons why the banshee needs a nerf.


I'm suggesting a nerf in a different direction. Nerfing it against light is not a good way to go(see original quote)

Edit: I suppose my wording could've been more clear. I support a banshee nerf, but only against non-light(unlike original quote).
Porouscloud - NA LoL
Selendis
Profile Blog Joined October 2010
Australia509 Posts
August 22 2011 05:04 GMT
#807
Personally, I prefer the nexus first with gas steal into 6gate way of dealing with this. It's still hard to deal with (need to delay the push as much while your production gets up and running AND have excellent unit control), but everything else I have tried just dies. Nothing but 6gate zealots en masse with detection and a few stalkers seems to work for me.

Not that my opinion matters coz im not a korean toss so I wouldn't have a clue how hard a time they are having right now.

I watched saw the mc vs puma games last night too. And honestly, it made me want to cry. MC was looking so far ahead in that first game after he crushed the first push. Then Puma just conjures another whopping army off 6 scvs and one OC off one base.

Now in terran's defense, MC did engage at a choke and apparently MC misread puma and started teching instead of spamming units. But when I was watching the match, I couldn't help but feel that there was definitely something very imba and very wrong about how quickly puma respammed his army of doom off one base and ~6scv's only to crush MC's who was clearly in a superior economic position.
Probes are sooo OP
susySquark
Profile Blog Joined May 2010
United States1692 Posts
Last Edited: 2011-08-22 05:05:29
August 22 2011 05:05 GMT
#808
On August 22 2011 14:04 Selendis wrote:
Personally, I prefer the nexus first with gas steal into 6gate way of dealing with this. It's still hard to deal with (need to delay the push as much while your production gets up and running AND have excellent unit control), but everything else I have tried just dies. Nothing but 6gate zealots en masse with detection and a few stalkers seems to work for me.

Not that my opinion matters coz im not a korean toss so I wouldn't have a clue how hard a time they are having right now.

I watched saw the mc vs puma games last night too. And honestly, it made me want to cry. MC was looking so far ahead in that first game after he crushed the first push. Then Puma just conjures another whopping army off 6 scvs and one OC off one base.

Now in terran's defense, MC did engage at a choke and apparently MC misread puma and started teching instead of spamming units. But when I was watching the match, I couldn't help but feel that there was definitely something very imba and very wrong about how quickly puma respammed his army of doom off one base and ~6scv's only to crush MC's who was clearly in a superior economic position.


Nexus first gas steal?? Whats stopping them from 2 raxing you to death after they scout that? You're down 475 minerals... thats obscenely bad.
Medrea
Profile Joined May 2011
10003 Posts
August 22 2011 05:05 GMT
#809
On August 22 2011 14:03 Amui wrote:
Show nested quote +
On August 22 2011 14:01 fraktoasters wrote:
On August 22 2011 13:53 Amui wrote:
On August 22 2011 13:42 Truedot wrote:
If any damage reduction, I'd say slightly less to light (such as -4 per volley). that'd make it like the good old wraith, doubled up of course due to it being a two shotter, meaning it wouldn't wipe workers so fast giving you time to respond. its worse than mutalisks for this reason. it'd also allow your cheaper ground based light units to counter it somewhat. marines wouldn't get completely rocked, hydras wouldn't either. This would make them a unit that doesn't directly counter AA but is highly damaging to armor, which seems like what its for to begin with. It also makes some sense due to thors countering it, but then it woukld also counter thor hard and with cloak to boot.

terrans can easy mode with mass banshee/viking/tank/thor, and just sit there and waste you because your air based AA gets owned by thor/vik, while your bround based AA gets owned by banshee tank/thor.

The unit just needs to counter armored as well as it does now, and counter light less well. Its meant to snipe out tanks colossi thors and whatnot, its not meant to kill AA chances completely or force a reaction that causes you to lose 100% of the time.

This will also benefit a protoss as zealots will stand much more of a chance to get rid of marines while stalkers and sentry knock down the banshee. Thats the problem with protoss. Their meat screen vanishes from the huge dps of these things, leaving the vulnerable units, well, vulnerable. If zealots became a cost effective measure, being that they are the cheapest protoss unit barring intys, then the all-in gets countered not by some extra ability of protoss but by protoss being able to field a cheap enough response. The same will hold true for zerg, as it will become more cost effective to have hydras, and to have fewer to counter a relatively cheap air unit that does tons of damage.

To put things in perspective, I'd like to list out corruptor vs Banshee, only because they are the same cost in two different races.

Banshee:
AG only (anti-ground).
moderate hp
12x2 damage per attack round VS ALL. no damage restriction. (24 damage vs 0 armor, 22 vs 1 armor, etc)
high rate of fire
ability to cloak.
fast speed
LIGHT, being countered directly by very few units in game.

Corruptor:
AA only
high hp
14 damage (+6 to massive ONLY)
moderate rate of fire
ability to corrupt (+20% more damage to unit until it dies, cd on 15)
moderate speed
ARMORED, being countered directly by a wide assortment of units.

If we take into consideration these two are EQUAL cost, you can see that the banshee has far more utility and far more early game potential for deadly damage. why compare an AA to an AG? because when a weapon gets specialized its meant to be deadly at that specialization. Ok, so the corruptor kind of underperforms in the ability and damage department, at least you can get that corruptor out fast to deal with banshees. oh, 120 seconds to build a spire? nvm. The point is that its far quicker to tech to a highly deadly unit that also features a lot more ways it can be used and a lot more early game danger than it is to get the unit that runs it off, but cant chase it and kill it, which itself, has very low utility other than direct confrontation. And these units are the same price.
Different races should be different. One race shouldn't have something that completely gives the finger to common sense cost/utility equations.


No. The 2shot mechanic on both workers and marines defines TvT in early-midgame. Just because you can't manage to deal with one banshee is not a good reason to nerf it. If you just nerf it's damage to non-light, it really only affects TvZ 2port in other matchups. Single port banshees usually don't end up killing queens if there is creep spread between main and natural. If you have air dominance in TvT and make a banshee, it's just going to kill tanks slower, the other guy is still going to have to unsiege and run because he can't shoot up. As of right now though, banshees rip stalkers to shreds(even 3/3/3 stalkers lose to a banshee), so even if protoss cleans up the ground army, reinforcing stalkers sometimes aren't enough to deal with the 3 leftover banshees.


What... people can't deal with low numbers of a unit that costs 150/100? It would make 2port banshees worse? It just seems like you keep listing good reasons why the banshee needs a nerf.


I'm suggesting a nerf in a different direction. Nerfing it against light is not a good way to go(see original quote)


Oh, well thats a small part of the puzzle really. Blizzard has the right people and capable minds of mathematically resolving this.
twitch.tv/medrea
Scythe90
Profile Joined October 2010
Australia137 Posts
August 22 2011 05:06 GMT
#810
This might be a stupid idea, but:

I would like to see mules changed to a spell that increases mineral income at a CC by 5% or so. So when T pulls 20 SCVs they actually lose mineral income. This would make it so holding off the initial push isnt followed up by another very strong push.
Medrea
Profile Joined May 2011
10003 Posts
August 22 2011 05:07 GMT
#811
On August 22 2011 14:05 susySquark wrote:
Show nested quote +
On August 22 2011 14:04 Selendis wrote:
Personally, I prefer the nexus first with gas steal into 6gate way of dealing with this. It's still hard to deal with (need to delay the push as much while your production gets up and running AND have excellent unit control), but everything else I have tried just dies. Nothing but 6gate zealots en masse with detection and a few stalkers seems to work for me.

Not that my opinion matters coz im not a korean toss so I wouldn't have a clue how hard a time they are having right now.

I watched saw the mc vs puma games last night too. And honestly, it made me want to cry. MC was looking so far ahead in that first game after he crushed the first push. Then Puma just conjures another whopping army off 6 scvs and one OC off one base.

Now in terran's defense, MC did engage at a choke and apparently MC misread puma and started teching instead of spamming units. But when I was watching the match, I couldn't help but feel that there was definitely something very imba and very wrong about how quickly puma respammed his army of doom off one base and ~6scv's only to crush MC's who was clearly in a superior economic position.


Nexus first gas steal?? Whats stopping them from 2 raxing you to death after they scout that? You're down 475 minerals... thats obscenely bad.


I think thats actually one of the key issues at hand here. Any rock solid way of stopping the 1-1-1 is so drastic it just flat out dies to 2 rax.
twitch.tv/medrea
Benzzro
Profile Joined August 2011
Australia167 Posts
August 22 2011 05:07 GMT
#812
Sigh...Why are people even mentioning the Banshee, did anyone even read the OP? It's marines that are the problem, Banshees have nothing to do with it. Haven't you see the build TheBestfou does? Where he gets 2 reactor'd marine with tanks and skips banshees all together? That I find extremely harder to hold since you need to blindly make fast Collosi (Since nothing but AOE kills mass marines) but fast collosi loses to 1/1/1. Durp.
Ampz0101
Profile Joined July 2011
United States12 Posts
August 22 2011 05:08 GMT
#813
diamond P here, it requires some but not to much skill to pull off and has a 90%+ winrate, seems pretty imba to me.
more gg more skill - WhiteRa
Medrea
Profile Joined May 2011
10003 Posts
August 22 2011 05:08 GMT
#814
On August 22 2011 14:06 Scythe90 wrote:
This might be a stupid idea, but:

I would like to see mules changed to a spell that increases mineral income at a CC by 5% or so. So when T pulls 20 SCVs they actually lose mineral income. This would make it so holding off the initial push isnt followed up by another very strong push.


Rather than anything transcendental like that. I think a reduction in the amount it brings in over time is more appropriate.
twitch.tv/medrea
fraktoasters
Profile Joined January 2011
United States617 Posts
August 22 2011 05:09 GMT
#815
On August 22 2011 14:02 Medrea wrote:
Show nested quote +
On August 22 2011 14:01 fraktoasters wrote:
On August 22 2011 13:53 Amui wrote:
On August 22 2011 13:42 Truedot wrote:
If any damage reduction, I'd say slightly less to light (such as -4 per volley). that'd make it like the good old wraith, doubled up of course due to it being a two shotter, meaning it wouldn't wipe workers so fast giving you time to respond. its worse than mutalisks for this reason. it'd also allow your cheaper ground based light units to counter it somewhat. marines wouldn't get completely rocked, hydras wouldn't either. This would make them a unit that doesn't directly counter AA but is highly damaging to armor, which seems like what its for to begin with. It also makes some sense due to thors countering it, but then it woukld also counter thor hard and with cloak to boot.

terrans can easy mode with mass banshee/viking/tank/thor, and just sit there and waste you because your air based AA gets owned by thor/vik, while your bround based AA gets owned by banshee tank/thor.

The unit just needs to counter armored as well as it does now, and counter light less well. Its meant to snipe out tanks colossi thors and whatnot, its not meant to kill AA chances completely or force a reaction that causes you to lose 100% of the time.

This will also benefit a protoss as zealots will stand much more of a chance to get rid of marines while stalkers and sentry knock down the banshee. Thats the problem with protoss. Their meat screen vanishes from the huge dps of these things, leaving the vulnerable units, well, vulnerable. If zealots became a cost effective measure, being that they are the cheapest protoss unit barring intys, then the all-in gets countered not by some extra ability of protoss but by protoss being able to field a cheap enough response. The same will hold true for zerg, as it will become more cost effective to have hydras, and to have fewer to counter a relatively cheap air unit that does tons of damage.

To put things in perspective, I'd like to list out corruptor vs Banshee, only because they are the same cost in two different races.

Banshee:
AG only (anti-ground).
moderate hp
12x2 damage per attack round VS ALL. no damage restriction. (24 damage vs 0 armor, 22 vs 1 armor, etc)
high rate of fire
ability to cloak.
fast speed
LIGHT, being countered directly by very few units in game.

Corruptor:
AA only
high hp
14 damage (+6 to massive ONLY)
moderate rate of fire
ability to corrupt (+20% more damage to unit until it dies, cd on 15)
moderate speed
ARMORED, being countered directly by a wide assortment of units.

If we take into consideration these two are EQUAL cost, you can see that the banshee has far more utility and far more early game potential for deadly damage. why compare an AA to an AG? because when a weapon gets specialized its meant to be deadly at that specialization. Ok, so the corruptor kind of underperforms in the ability and damage department, at least you can get that corruptor out fast to deal with banshees. oh, 120 seconds to build a spire? nvm. The point is that its far quicker to tech to a highly deadly unit that also features a lot more ways it can be used and a lot more early game danger than it is to get the unit that runs it off, but cant chase it and kill it, which itself, has very low utility other than direct confrontation. And these units are the same price.
Different races should be different. One race shouldn't have something that completely gives the finger to common sense cost/utility equations.


No. The 2shot mechanic on both workers and marines defines TvT in early-midgame. Just because you can't manage to deal with one banshee is not a good reason to nerf it. If you just nerf it's damage to non-light, it really only affects TvZ 2port in other matchups. Single port banshees usually don't end up killing queens if there is creep spread between main and natural. If you have air dominance in TvT and make a banshee, it's just going to kill tanks slower, the other guy is still going to have to unsiege and run because he can't shoot up. As of right now though, banshees rip stalkers to shreds(even 3/3/3 stalkers lose to a banshee), so even if protoss cleans up the ground army, reinforcing stalkers sometimes aren't enough to deal with the 3 leftover banshees.


What... people can't deal with low numbers of a unit that costs 150/100? It would make 2port banshees worse? It just seems like you keep listing good reasons why the banshee needs a nerf.


Yeah I was confused when i read that too. I think he got confused halfway through or something.


Yeah I would definitely appreciate a general decrease in banshee damage. But I've been wanting that for a long time.
Medrea
Profile Joined May 2011
10003 Posts
August 22 2011 05:10 GMT
#816
On August 22 2011 14:07 Benzzro wrote:
Sigh...Why are people even mentioning the Banshee, did anyone even read the OP? It's marines that are the problem, Banshees have nothing to do with it. Haven't you see the build TheBestfou does? Where he gets 2 reactor'd marine with tanks and skips banshees all together? That I find extremely harder to hold since you need to blindly make fast Collosi (Since nothing but AOE kills mass marines) but fast collosi loses to 1/1/1. Durp.


Thebest does a lot of, well, odd things.

But yeah I think the problem is the banshees since we tend to always see terrans ground army is dealt with and now 3 banshees are killing stalkers faster than they can warp in.
twitch.tv/medrea
fraktoasters
Profile Joined January 2011
United States617 Posts
August 22 2011 05:12 GMT
#817
On August 22 2011 14:07 Benzzro wrote:
Sigh...Why are people even mentioning the Banshee, did anyone even read the OP? It's marines that are the problem, Banshees have nothing to do with it. Haven't you see the build TheBestfou does? Where he gets 2 reactor'd marine with tanks and skips banshees all together? That I find extremely harder to hold since you need to blindly make fast Collosi (Since nothing but AOE kills mass marines) but fast collosi loses to 1/1/1. Durp.


Because banshees force you to make large numbers of stalkers instead of other units that you would want against marine/tank.

But really, we can point at any unit in the Terran comp and say that it deserves a nerf (because they're all freaking good).
Selendis
Profile Blog Joined October 2010
Australia509 Posts
August 22 2011 05:15 GMT
#818
On August 22 2011 14:05 susySquark wrote:
Show nested quote +
On August 22 2011 14:04 Selendis wrote:
Personally, I prefer the nexus first with gas steal into 6gate way of dealing with this. It's still hard to deal with (need to delay the push as much while your production gets up and running AND have excellent unit control), but everything else I have tried just dies. Nothing but 6gate zealots en masse with detection and a few stalkers seems to work for me.

Not that my opinion matters coz im not a korean toss so I wouldn't have a clue how hard a time they are having right now.

I watched saw the mc vs puma games last night too. And honestly, it made me want to cry. MC was looking so far ahead in that first game after he crushed the first push. Then Puma just conjures another whopping army off 6 scvs and one OC off one base.

Now in terran's defense, MC did engage at a choke and apparently MC misread puma and started teching instead of spamming units. But when I was watching the match, I couldn't help but feel that there was definitely something very imba and very wrong about how quickly puma respammed his army of doom off one base and ~6scv's only to crush MC's who was clearly in a superior economic position.


Nexus first gas steal?? Whats stopping them from 2 raxing you to death after they scout that? You're down 475 minerals... thats obscenely bad.


You are absolutely right. 2 Rax is very difficult to deal with.
Probes are sooo OP
edwahn
Profile Joined March 2011
New Zealand121 Posts
August 22 2011 05:15 GMT
#819
does anyone else feel that the crux of protoss' weakness feels like the immortal?

the robo bay is necessary for an observer, but the immortal is basically useless except to counter very specific army compositions. 1/1/1 is NOT one of those compositions.

given that you basically NEED a robo bay to survive 1/1/1 (cloaked banshee and scouting), it's a huge sink, espeically in gas, just to be able to scout your opponent early enough. notice that all other races' scouting methods are mineral-intensive.

then once you do have your robo, it's a dead-weight production unit. producing immortals out of it is a joke, considering the immortal will never reach the tanks if the terran army is positioned correctly, and the followup waves by the terran are comprised of marines, not mech.

sure, they're great against bunkers also, but trading gas-heavy expensive units like immortals for bunkers doesn't sound ideal to me.

if the immortal was a bit more versatile, it would help not only in defense of 1/1/1 but give protoss more offensive options early game. at the moment, putting down 1 gate robo is basically putting your hand up and saying "i will not attack you for ages"

tl;dr

* buff immortals to give protoss more early game options
ideas - longer range/lower dps (everyone's seen the dancing immortal)
- less drastic difference in damage vs light/armored, plus favour faster attack speed over higher damage per shot (improve dps against marines/lings)
- faster move speed for more offensive options (1 gate robo can now lead to pressure)
- "evasion" ability, rather than hardened shield (improve efficacy vs marine/lings who make immortals look like I'mMortals - sorry for the terrible joke -.-")

of course not all of the above, but they're just some of my ideas on how to make a useless unit become a more often used part of the protoss army.
kochujang
Profile Joined July 2010
Germany1226 Posts
August 22 2011 05:15 GMT
#820
The only effective short term solution I see, is to remove the 1/1/1 TvP friendly maps from the tournament map pools. The game balance is so fragile now, so any patch changes can break more than they fix.

The long term solution? Wait for HotS :p
Prev 1 39 40 41 42 43 143 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
11:00
Group Stage 1 - Group B
WardiTV1285
TKL 236
IndyStarCraft 181
Rex139
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 246
TKL 236
Hui .195
IndyStarCraft 181
Rex 139
ProTech83
mcanning 72
SC2_NightMare 7
StarCraft: Brood War
Britney 38669
Rain 12710
Bisu 2888
Jaedong 1366
Shuttle 1016
EffOrt 964
firebathero 721
Larva 702
BeSt 528
Mini 484
[ Show more ]
Snow 331
ZerO 277
ggaemo 266
Hyun 152
Soma 136
Rush 129
TY 91
Pusan 71
Sharp 65
sorry 57
Soulkey 54
ToSsGirL 47
Aegong 46
Backho 42
soO 34
Sexy 34
yabsab 33
JulyZerg 29
sSak 28
sas.Sziky 25
ajuk12(nOOB) 18
Terrorterran 17
HiyA 15
scan(afreeca) 13
IntoTheRainbow 12
Shine 12
SilentControl 11
zelot 6
Rock 6
Hm[arnc] 5
Yoon 5
Zeus 0
Stormgate
Codebar40
Dota 2
Gorgc8262
qojqva2659
Dendi671
XcaliburYe276
League of Legends
febbydoto6
Counter-Strike
ScreaM2030
flusha389
kRYSTAL_56
Other Games
FrodaN2634
singsing2280
B2W.Neo1310
hiko930
DeMusliM470
crisheroes410
Beastyqt270
Fuzer 226
XaKoH 219
KnowMe165
RotterdaM139
Mew2King68
SortOf66
ArmadaUGS50
ViBE37
rGuardiaN25
ZerO(Twitch)14
Organizations
StarCraft: Brood War
UltimateBattle 16
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 64
• davetesta14
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki13
• Michael_bg 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2658
• WagamamaTV336
League of Legends
• Nemesis3410
• Jankos1123
Upcoming Events
OSC
9h 35m
The PondCast
19h 35m
WardiTV Summer Champion…
20h 35m
Replay Cast
1d 9h
LiuLi Cup
1d 20h
Online Event
2 days
SC Evo League
2 days
uThermal 2v2 Circuit
3 days
CSO Contender
3 days
Sparkling Tuna Cup
3 days
[ Show More ]
WardiTV Summer Champion…
3 days
SC Evo League
3 days
uThermal 2v2 Circuit
4 days
Afreeca Starleague
4 days
Sharp vs Ample
Larva vs Stork
Wardi Open
4 days
RotterdaM Event
5 days
Replay Cast
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
5 days
Afreeca Starleague
6 days
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

StarCon 2025 Philadelphia
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 1
ASL Season 20
CSLAN 3
CSL 2025 AUTUMN (S18)
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.