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Can we stop talking about nerfing things please? - 9:10 KST |
On August 22 2011 15:57 papaz wrote: Where is the show "imbalanced" when you need one.
No offense to TL discussions, they are definetely the best out of all forums/communities out there. But I would love to listen to some pros discussing this, maybe taking a look at some replays and showing us the imbalancies .
they wont discuss this. theyll do stuff important to zerg first, like ghost mech and blue flame hellions.
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On August 23 2011 03:00 DertoQq wrote:Show nested quote +On August 23 2011 02:58 Validity wrote: Can someone tell me why the Koreans aren't getting a fast forge to get +1 armor against 1-1-1? Especially with a 1 gate fe build where you have to mostly rely on gateway units? I'm not sure, I never tried it, but I don't think it does a big enough difference on such a low unit count.
It doesn't really help against banshees and tanks. Thats 2 less stalkers and they are the only thing thats going to down the banshees. The timing on this one is so tight, 100 gas is a huge loss for the protoss player.
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United Kingdom16710 Posts
On August 23 2011 03:01 Condor Hero wrote:Show nested quote +On August 22 2011 15:57 papaz wrote: Where is the show "imbalanced" when you need one.
No offense to TL discussions, they are definetely the best out of all forums/communities out there. But I would love to listen to some pros discussing this, maybe taking a look at some replays and showing us the imbalancies .
they wont discuss this. theyll do stuff important to zerg first, like ghost mech and blue flame hellions. Don't count it out just yet. Artosis is at least 1/2 a protoss now, and the korean community is very convinced that the 1/1/1 (or 3/1/1) is imba. They'll probably invite HuK onto the show to discusss it. Then again, IdrA's not going back to korea until october/november, so who knows if it gets figured out/nerfed before then.
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On August 23 2011 02:35 roymarthyup wrote: The discussion is whether or not a safe build exists for protoss that is safe against 1-1-1 and 2rax expand builds.
If the only builds that counter a 1-1-1 are builds that are auto-lose to 2rax expand, and the protoss must commit to that build before he is able to scout and know which is coming, then that means the protoss must coinflip every game with his builds.
Terran has several safe expansion builds that are safe against pretty much every protoss all-in and are equal with protoss expansion builds. So terran has the option of using a safe build OR using 1-1-1 and instant winning if the protoss got his coinflip wrong and decided the terran wanst going 1-1-1
Zergs used to complain about this, and multiple buffs and nerfs were thrown around and zergs didnt "magically start playing better", instead many balance patches were used to fix the situation zergs were having with these problems.
Now back to TvP, i am a diamond protoss and i am practicing with master terran players and im trying to find a safe build. so far this is the a safe build i think might show some promise
I admit that i am not a great player, and the only reason this build may be winning may be because my practice partners are bad. I fully admit that until this safe build is tested between two players with the highest mechanics, it cannot be said whether its viable or not.
I cannot say this build is viable, because this build hasnt seen any use at the highest levels of play and franky i believe if it doesnt work at the highest levels of play that it isnt "viable" in a game balance sense. blizzard wants to balance the game for the highest levels of play so e-sports fans who watch tournaments get to see great tactical matches in tournament finals instead of coinflip BO wins
now with that said.... onto the build....
first i must reiterate that everything im about to say about this build may be completely 100% wrong. maybe this build ISNT safe against 2rax expand, maybe my practice partners are making mistakes in their 2rax expands and maybe puma would crush this safe build idea with a 2rax expand even if MC was using it. I dont know for sure, im just throwing out what ive been working on and maybe a good toss player might think theres something to it
So far my testing shows this build is safe to use against 1rax fe, 2rax expand, 3rax expand, 1-1-1 banshee marine tank raven, thor allin, cloak rushes, CC first, and gasless expand builds.
this safe build idea is also safe against the very fast 2rax marine/scv allin that hits at 4:00 gametime, or the 3rax marine/scv allin that hits at 4:30 gametime, or the 6rax marine allin that hits at 5:20 gametime, or relatively standard marine/scv/marauder pressure that hits at 6:00 gametime, or relatively standard heavy marine/marauder attacks with stim that come at 7-8 minutes
here is the build. The thing about this build is it is completely 100% scoutable by your terran opponent the moment his scv enters your base, however i feel any reaction the terran does to it doesnt give him a insane advantage, only maybe a slight advantage or it makes it a fairly even game
this build gets 2 fast gasses, clearly scoutable by the enemy scv
this build skips making a zealot, clearly scoutable by the enemy scv
this build uses constant chronoboost on the nexus and it doesnt cut probes, clearly scoutable by the enemy SCV (it will notice your nexus has no energy and the gateway isnt making a zealot)
this build gets 200 gas by the time cybercore is done and it makes a stalker+stargate immediately after the cyber finishes. this is completely scoutable by your enemy because it makes a stargate before you can get out a stalker, but the advantage to this is it gets your tech out so much faster
your first stalker pokes your enemies ramp at about 5:00 gametime. if you see a marauder and no expansion building at his natural, you throw down a robo (because it gets no sentries it has enough gas for the robo). this means you are going 1gate/star/robo against a terran build that 100% includes marauders and isnt building a expansion at the natural before 5 minutes
your first voidray comes out at about 5:30 gametime. fly your voidray directly to your enemies base and scout with it. because unstimmed marines and voidrays both have the same movement speed, your voidray is able to fly everywhere around the terran base/natural without risk and give you 100% absolute scouting information.
also, keep a scouting probe between your enemies base and yours in order to see if 6 minute marauder pressure is coming. many terrans will pressure with some scv/marine/marauder at 6 minutes to kill greedy tosses. as your voidray is moving out to scout, if you see this marauder pressure coming you can kill it with voidray+stalkers (voidrays have some movement speed as the marauder) and then scout afterwards
the reason you have to make a voidray first instead of a pheonix is because if the terran went 3rax expand + 6 minute marauder pressure and you opened pheonix, by the time he reaches you with the 6 minute pressure he will notice you are going pheonix and you will most likely die. the voidray is much stronger against the 6 minute pressure than 1-2 pheonix
assuming your terran opponent does not do this 6 minute pressure, you scout with your voidray. with your voidray scout.... if you see your enemy doesnt have a expansion, make the robo support bay before expanding, this means you are going fast 1base collossi against a terran build that isnt expanding fast (which is good for you)
if you see your enemy has a expansion (meaning he most likely went 2rax expand), drop your expansion right away. THIS RIGHT HERE IS THE MAIN WEAKNESS OF THE BUILD. The terran can expand before 6:30 and have a economic advantage over you. This toss 6:30 expansion i believe is slightly weaker in economy to a 2rax expand, however i feel its not that bad because you know your enemy expanded and you can chronoboost out tons of probes nonstop so by the time your nexus is finished you should have okay saturation and the terran shouldnt be too ahead of you in terms of economy. the terran cannot cancel the toss nexus because the will will have stalkers/immortals and will soon have out a collossi. Then the toss should be able to take 3 bases and use defenders advantage and eventually take the game to a 3base vs 3base lategame scenario where lategame decisions decide who wins
With the 5:00 robo, i can have out 2 immortals and 1 collossi by 9:00. combined with some stalkers and zealots and a voidray. with a 3rax expand, by 9:00 the terran can attack you with a big handful of marauders and marines with stim, but i find with good micro that attack is very possible to defend against. i find the best thing to do is keep your collossi above your ramp and hidden. for 10 seconds play cat/mouse with your terran opponent with your immortals/stalkers/zealots and he will stim once or twice while you dance around your expansion taking some damage on your units. you should have 1 collossi, 2 immortals, 1 voidray, some 4stalkers and 6zealots by the time the attack hits at 9:00. keep your collossi hidden above your ramp or back behind your nexus. if your enemy focuses your expansion, you attack him with that force. he shouldnt be able to kill the nexus without losing like his entire army. your goal is to dance and buy time for about 10 seconds and after the first stim then you send in your collossi and your enemy has to stim again to try and kill it, pretty much i find the 3rax attack at 9 minutes is very easy to hold with this 9:00 army i have
normally the terran enemy tries to dance kite which gives you these 10 seconds. if your enemy stims and directly 100% engages your army without trying to dance, you must bring in the collossi asap because in those 10 seconds your entire army could die, because of this you should not hide your collossi if your army is too far away from the ramp or nexus. if your enemy does this direct engagement you can bring in the collossi and normally win since he isnt kiting your zealots and your zealots are getting in hits. its very hard to explain how to micro this situation but its not that hard i find it very easy and i dont think this build should lose to a 3rax marine/marauder pressure as long as the toss is halfway decent
after this, it is 2base VS 2base and i find the game pretty equal.
You can defend against 2 rax with 1 gate FE then 2 gateways (Huk PvT), and you chronoboost warpgate. You pull probes if you need to and you'll be fine since you have 2 nexus. This also beats stupid 6 rax scv all ins, since you are able to pump out 5 stalkers to kite his marine scvs all the way to your base.
It's also smart to build a robo like MC did after 3 gates in game 1... you can always cancel it if you see terran moving at you with bio pressure.
So yeah 1 gate FE pretty safe.. it's also supposed to hold 3 rax with sentries and stalkers.. but that's a 2 gas variant with a later nexus.
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I really feel like this relates back to the complete lack of effective Protoss harass.
So if Protoss expands, they die to the 1 base all in. Ok, I can see that being kind of fair.
If Protoss doesn't expand, Terran sieges outside their base and builds bunkers, and Protoss has very little chance of taking the contain on head-on.
Can you imagine if a 1 base Protoss parked their entire army outside of the base of a 1 base Terran? And then started dropping pylons and cannons outside their opponent's base? Terran would laugh, send 2 full medevacs to the Protoss main and win instantly.
Without the risk of a counter attack, contains are too good against Protoss. Sure, you'll never run up their ramp due to force fields, but they're sure as hell never getting down in either. Something that can be dropped out of a Warp Prisim that can actually be effective would be a great start.
Still not going to be happy if we don't get a fix before HotS though, but I'm sure HotS will help a ton.
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MC did repel the first push, losing his nexus. This push was well executed, no flaw, so no "but the terran screwed up when the protoss crushed that push" excuse. Too bad the replays aren't up, but could MC have crushed the 2nd push ? Intuitively I'd say yes, as he totally screwed up. Imo what happened is that he thought that he would crush it easily (as I thought myself) so he just didn't engage it properly. Didn't waited for his charge. Engaged in a choke point. Sent his stalkers first who got stomped by siege fire, no answer to the banshee after that.
I don't remember how much time he had between the 2 pushes, what I remember is he had enough time to complete a nexus, build a council and research 75% of charge. Could he had not expanded (or even expanded), build a robobay, one colo and thermal lance ? Not sure, I have to see the replay. One sure thing is that he could have waited for charge before engaging, iirc he had enough to crush the push, he had a ton of stalkers and zealots, at least 2 observers, perhaps some immortals I don't remember.
I won't even talk about the last game, MC screwed this one so much that it can't be used for balance talk. (the 1st one shouldn't be used either, but it was so...)
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On August 23 2011 02:36 Topdoller wrote: These AOE units are OP in every way
AOE is always pretty impossible to balance in any game, emp/fungal in their current state is quite a bit too much "free" damage/effective aswell imo..
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On August 23 2011 01:18 CCAA wrote:Show nested quote +On August 23 2011 01:14 Chronald wrote:
Look at MC v PuMa finals, 2/3 games PuMa did this all-in and MC had no hope, none. You can try to say he made mistakes, which is partially true, but what did PuMa have to do to force those mistakes? A-move across map, siege at natural, A-move into base. That's it.
The honest truth is that it is imbalanced, and there isn't any math that can refute this. The Korean Win-Rates prove this point. Blizzard will fix this unless they want to see a lot of professional players stop playing. you have to mention that MC failed hard Yeah he shouldn't have picked Protoss. MC didn't play perfect, no one's denying that. NO ONE can play perfect, not even vs easy AI.
Puma didn't do anything extraordinary to really "deserve" the win anyways. The winner should outplay the loser. I don't really care about small imbalances (BW was full of small imbalances) but the audience should always get the feeling that the winner outplayed the loser and I didn't get that feeling watching this series. It makes for poor spectator experience. Feel free to disagree with my assessment.
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On August 23 2011 03:13 SorYu wrote:AOE is always pretty impossible to balance in any game, emp/fungal in their current state is quite a bit too much "free" damage/effective aswell imo..
while storm and colossus are perfectly fine
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On August 23 2011 03:12 MrCon wrote: MC did repel the first push, losing his nexus. This push was well executed, no flaw, so no "but the terran screwed up when the protoss crushed that push" excuse.
actually, Puma researched cloak, but MC is so good that he was able to lose 0 probes, I would call that a flaw since cloak research = 1 more banshee in the push
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On August 23 2011 03:19 navara wrote:Show nested quote +On August 23 2011 03:13 SorYu wrote:On August 23 2011 02:36 Topdoller wrote: These AOE units are OP in every way AOE is always pretty impossible to balance in any game, emp/fungal in their current state is quite a bit too much "free" damage/effective aswell imo.. while storm and colossus are perfectly fine 
you can dodge storms, you can't dodge emp and fungal
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On August 23 2011 02:42 Carmine wrote: People are forgetting the downside to mules. They deplete your minerals faster. at the time when Terran is floating his CC down to his natural, the protoss should still be mining. During this period of 15 seconds that Terran is not mining should be about 200 minerals or so that he doesn't have and protoss will.
Also, People keep talking about the 2nd and third waves of units, but in MC v Puma on Xelnaga, Puma brought so many SCVs that I imagine that MC's income was higher over the next period of time. He really didn't need to expand as early the 2nd time because
A) he would still be mining during the time that Terran was floating his CC
B) He would (probably) be mining more than or equal to the Terran at all times after the initial push (because of pulling SCVs).
After the first push he was in an excellent position, he should have moved out and delayed Pumas 2nd push by forcing seiges, all the while milking his small econ advantage for warpins or teching instead of expanding.
Im new to posting so i dont know how to quote certain parts of a quote, but terran isnt behind when not mining ebcause they have the base already mined out while protoss doest. Technically they have more mineral mined in the situation so terran would be ahead econmically if this happens.
Secondly, why is a way of dealing with this build "forcing seiges?" Ok most builds can be combated by unitc compostions, but the counter this build is delyaing it meaning there is no viable counter to it.... that is not how starcraft ever was and hopefully will never be
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On August 22 2011 06:12 Lordwar wrote: Why all this fuzz about this build now? this build has been around like forever? probably becouse its crazy strong and crazy boring to watch. ont i would say that if you use a build and you do nothing wrong and your opponent does nothing wrong and you have ha 100% winrate then that build is very overpowered clearly.
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On August 23 2011 03:28 SentinelSC2 wrote:Show nested quote +On August 23 2011 03:19 navara wrote:On August 23 2011 03:13 SorYu wrote:On August 23 2011 02:36 Topdoller wrote: These AOE units are OP in every way AOE is always pretty impossible to balance in any game, emp/fungal in their current state is quite a bit too much "free" damage/effective aswell imo.. while storm and colossus are perfectly fine  you can dodge storms, you can't dodge emp and fungal
Let's not start that
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On August 23 2011 03:29 TheWalls wrote:Show nested quote +On August 23 2011 02:42 Carmine wrote: People are forgetting the downside to mules. They deplete your minerals faster. at the time when Terran is floating his CC down to his natural, the protoss should still be mining. During this period of 15 seconds that Terran is not mining should be about 200 minerals or so that he doesn't have and protoss will.
Also, People keep talking about the 2nd and third waves of units, but in MC v Puma on Xelnaga, Puma brought so many SCVs that I imagine that MC's income was higher over the next period of time. He really didn't need to expand as early the 2nd time because
A) he would still be mining during the time that Terran was floating his CC
B) He would (probably) be mining more than or equal to the Terran at all times after the initial push (because of pulling SCVs).
After the first push he was in an excellent position, he should have moved out and delayed Pumas 2nd push by forcing seiges, all the while milking his small econ advantage for warpins or teching instead of expanding. Im new to posting so i dont know how to quote certain parts of a quote, but terran isnt behind when not mining ebcause they have the base already mined out while protoss doest. Technically they have more mineral mined in the situation so terran would be ahead econmically if this happens. Secondly, why is a way of dealing with this build "forcing seiges?" Ok most builds can be combated by unitc compostions, but the counter this build is delyaing it meaning there is no viable counter to it.... that is not how starcraft ever was and hopefully will never be
I agree with the resource part of this post.
But with regard to the second half, I must disagree. Starcraft 2 is to an extent more "counter" biased than BW, but it should NEVER be that unit compositions dictate the victors of battles. As positioning, strategy, and timing (in this case I mean delay tactics) play infinitely more important roles and create more depth to the game.
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i dont get it if you 15 nexus why would he continue to 1/1/1 all in you why not just CC rush you or do a 3 Rax?
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I dont like games when some races or characters only can win when another makes mistakes it happend in wow and its boring.
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On August 23 2011 03:20 rpgalon wrote:Show nested quote +On August 23 2011 03:12 MrCon wrote: MC did repel the first push, losing his nexus. This push was well executed, no flaw, so no "but the terran screwed up when the protoss crushed that push" excuse.
actually, Puma researched cloak, but MC is so good that he was able to lose 0 probes, I would call that a flaw since cloak research = 1 more banshee in the push
With raven, Puma was killing observers, forcing MC to waste gas and robo production time on more observers. The cloak wasn't a waste at all.
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Funny thing is that every time that a protoss holds the 1/1/1 protoss players start saying how "wrong" was the build executed. Also the 2nd attack of Puma was just a desperate move but MC's greediness made him lose the game. Also why is no one discussing how socke hold Select's 1/1/1 with colossus or was it executed "wrong" because the terran lost?
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On August 23 2011 03:05 Plansix wrote:Show nested quote +On August 23 2011 03:00 DertoQq wrote:On August 23 2011 02:58 Validity wrote: Can someone tell me why the Koreans aren't getting a fast forge to get +1 armor against 1-1-1? Especially with a 1 gate fe build where you have to mostly rely on gateway units? I'm not sure, I never tried it, but I don't think it does a big enough difference on such a low unit count. It doesn't really help against banshees and tanks. Thats 2 less stalkers and they are the only thing thats going to down the banshees. The timing on this one is so tight, 100 gas is a huge loss for the protoss player.
It helps a lot against banshees (reduces 2 damage). Tanks aren't the ones really doing damage because they are only really there so you can't FF the terran out/to punish retreating. So why is an upgrade that reduces marine damage by a third ignored. Aren't marines what make this push so strong due to their dps? The +1 armor also carries over to defending the next waves better than getting more units because of how heavier they are on marines in subsequent waves.
I don't know what you mean by the timing is tight. Because the hit timing of 1/1/1 is definitely past the timing where the 1 armor upgrade is more than worth its cost.
I've only really played protoss against 1/1/1 from high level players before it became so refined, but I would always get a +1 armor and I would roflstomp any sort of 3/1/1 play with a zealot heavy army.
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