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Why 1/1/1 is considered to be imbalanced in Korea - Page 70

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
okrane
Profile Joined April 2010
France265 Posts
August 22 2011 22:16 GMT
#1381
Dumb question: why do marines need 45hp w/o combat shield and 55hp with combat shield later in the game?

How would 10hp less to marines change the match-ups?
Really disappointed with Starcraft II Zerg! :(
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
August 22 2011 22:16 GMT
#1382
On August 23 2011 06:30 CryingPoo wrote:
Show nested quote +
On August 23 2011 06:26 JelleSlaets wrote:
1st place on Korean GM ladder is Protoss.
2nd place on China GM ladder is Protoss
3rd place on SEA GM ladder is Protoss

Some players figured out how to beat it. Or did they all of a sudden stop using effective strats on ladder?

Just give Blizzard some time on this. They have already explained how they use bnet statistics to get weighted statistics based on skill / match-up. They also said that they would do emergency patches when the balance all of a sudden shifts towards a side. Meanwhile, I'm sure people will come up with some strat that can throw terran of containing, whether it be void rays or warp prism harass.

I'm glad they are in charge of balance and not the community.


No. 1st Place on Korean GM is NOT Protoss. That Protoss got into GM with a map hack and it's been a huge issue in Korean community. So excluding him leaves mostly Terran's in this case


Then it's clearly defendable if you scout it
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
HawtLove
Profile Joined May 2011
United States113 Posts
August 22 2011 22:18 GMT
#1383
Weren't there threads EXACTLY like this for the marauder a few months back. Why does this and damn near every forum keep going through the same cycles of screaming imba then shutting up as game trends change and new strats develop. Give it time, people, it's fixed so many would-be issues in this game already. Someone will figure it out.
"When the game is over, the king and the pawn go back to the same box."
Tommie
Profile Blog Joined September 2010
China658 Posts
Last Edited: 2011-08-22 22:19:37
August 22 2011 22:18 GMT
#1384
I tested 1gate stargate and your phoenix will scout the enemy at 6:00 pretty much on all maps. If you go 1gate stargate as an opener I think you have 2 options: expand now, which is quite shitty at 6:00 since there is no way your expo has done anything for you at 9:00 if you thrown down the nexus at 6:00. The other option is 3gate stargate and pressure the hell out of terran. Dont let a banshee escape. I dont know if I like it.
Being a ho doesn't automatically make you "immoral" or a bad person, but it does make you a ho.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 22 2011 22:20 GMT
#1385
On August 23 2011 07:16 okrane wrote:
Dumb question: why do marines need 45hp w/o combat shield and 55hp with combat shield later in the game?

How would 10hp less to marines change the match-ups?

Terrans need marines for DPS, especially in TvZ. Once aoe enters the fray, 45hp marines die. Like really fast.

The problem comes from the timing between lots of marines -> aoe enters the fray. 1-1-1 nails this timing.
Cloud9157
Profile Joined December 2010
United States2968 Posts
August 22 2011 22:21 GMT
#1386
On August 23 2011 07:16 okrane wrote:
Dumb question: why do marines need 45hp w/o combat shield and 55hp with combat shield later in the game?

How would 10hp less to marines change the match-ups?


It requires an additional 2 attacks from Zerglings to kill them, and they can survive 6 attacks from a Zealot as opposed to 5.

Basically, Marines fill the voids until you can produce only Marauders. Example would be Major killing off some Marines against Incontrol from Columbus BECAUSE Marines are not that good late game.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
H0i
Profile Joined October 2010
Netherlands484 Posts
August 22 2011 22:22 GMT
#1387
On August 23 2011 07:18 HawtLove wrote:
Weren't there threads EXACTLY like this for the marauder a few months back. Why does this and damn near every forum keep going through the same cycles of screaming imba then shutting up as game trends change and new strats develop. Give it time, people, it's fixed so many would-be issues in this game already. Someone will figure it out.

In my opinion marauders are very strong yes and maybe deserve a bit of whining, but this build really really deserves it. The reason this is so strong is because protoss was nerfed so many times. Zealot times, warpgate timings, amulet, void ray speed, range and damage, etc.

If protoss can be nerfed when other people whine, instead of letting the metagame develop, then why not nerf terran now hm? Or revert all those protoss nerfs and allow the metagame to develop and deal with them?
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 22 2011 22:25 GMT
#1388
On August 23 2011 06:26 Toadvine wrote:
Show nested quote +
On August 23 2011 06:06 TimeSpiral wrote:
All we can do is hope the developers let this thing play out for a little while.

That is what is needed.

Let the metagame balance out this little ruffle. It is far from a free win, but it is a potent all-in (which there are many in SC2).


You have like 15 posts in that huge KA whine thread that reached 70 pages around the time Blizzard removed it, arguing in favor of its removal. Why wasn't letting the game play out the preferable option back then?

Besides, at the moment, this is probably the single most powerful all-in since SC2's release. Maybe the 3 Gate VR from before the VR nerf would be contender. At the GSL level Protoss literally doesn't win against this build unless the Terran makes a huge mistake. So yeah, at the moment it is very much a free win on that level of play.


You have either (a) a ridiculous good memory, or (b) some pretty vigilant search skills. Eitherway, I cannot help but give you mad props for that character argument.

I believe the majority of the Protoss community was advising T and Z's of the world to l2p at the time the KA was nerfed? No? I could be wrong, of course.

I actually cannot think if a single Terran unit that has not been nerfed since release. The Banshee, maybe? You know, I believe any balance argument pretty much follows the same format: [My Race = UP, your race = IMBA, (IF suggested nerf affects "YOUR RACE" then SUPPORT, else "TROLL RAGE ON TL"] Sitting on the sidelines are the ones who say, "let the metagame balance it out."

I think a play encompassing the entire tech-tree is a pretty difficult thing to nerf, but who knows. Maybe it is wildly imba. Let me go plug it into my imba calculator and tell you. How about an on-screen warning for all the imba plays? Yeah. I like that.

"Terran has constructed a barrack, a factory and a Starport. Prepare."
"Protoss has begun construction of a pylon. Prepare."
"There's a nydus worm in your base. Prepare."

Haha!

Some of the nerfs and buffs have been fine, others have been terrible, but "balancing" a game like this (also known as population management) must be such a nightmare ...
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
IVN
Profile Joined October 2010
534 Posts
August 22 2011 22:32 GMT
#1389
On August 23 2011 07:11 aksfjh wrote:
Show nested quote +
On August 23 2011 07:04 Gooey wrote:
On August 23 2011 07:01 aksfjh wrote:
On August 23 2011 06:51 SxYSpAz wrote:
I personally think they should just nerf the mule, or make it come into play later, idk how they would do it cause i'm not a terran player, but all those rines so early is a biiiitch to deal with.


You mean so that Terran can be even more behind in the economic game? The only thing keeping Terrans on even remote equal footing in the mid game economy is the use of the mule. In a general sense, Protoss should be 4-7 workers ahead by the 30 worker mark, which is then matched by the +3-4 workers per mule. You'd have to redesign the way the mule works altogether to balance out any positive or negative side effects.

Yeah, just like you said, in the mid game. Could make an orbital require a factory or something. That is all his post was suggesting. Slows down the ability to mass marines up so fast.


Yea, except mid game approaches around the 7-9 minute mark and requires the use of mules to even get to. Think of it this way, the first few (1-4) mules are the boon at allows you to either attack or expand, on top of having the ability to defend. Without that, Terran has only the resources required to tech, defend, OR expand. It's the equivalent of taking away sentries until robo/stargate/twilight tech. There would be no safe expand build for Protoss in that scenario, like removing the mule from Terran early game.

Removing the mule would break the game. Terrans do need mules to catch up on mining until they saturate the mineral line. Obviously they need to catch up, because protoss and zerg can make workers faster.

BUT, the problem with the mule comes from it's ability to "super saturate" the mineral line.
Until the mineral line is saturated (at the beginning of the game, or after each expand), terran needs the mule to act as an equalizer for the additional workers the other two fractions have. And thats the + ~3-4 everyone is talking about. However, once the mineralline is saturated, mules give terran an aprox. 25% mineral mining advantage per mineral line. That's why terran can make so many marines, tanks and banshees of one base. If you look at the income tab in a game, terrans usually have around 900 on one base with mules, whereas P/Z have ~700. At this point we can no longer talk about the mule as an equalizer, but rather as a huge advantage.

Therefore my proposal would be to make mules unable to super saturate a mineral line. Once the line is saturated, they should be waiting in line for harvesting, just like any other worker. This would solve 111.
NecrosTheSecond
Profile Joined December 2010
Denmark116 Posts
Last Edited: 2011-08-22 22:38:30
August 22 2011 22:37 GMT
#1390
All those saying KA removal is the reason... ehhh...
KA would never be out in time for this push lol

This might sound like whining but i have personally faced this allin more than 20 times on ladder in different variation and never ever held a single one of them..
I've tried many openings and unit mixes but none really worked out for me.
I dont believe a protoss would ever really hold this build from someone of an otherwise equal skill level unless he makes a major mistake (Actually held it once because he forgot PDD, but he proceeded to turtle and mass up with an expo for the second push, and i couldn't hold).

It doesnt take zero skill to perform, but there is a clear difference between holding and performing it, skillwise (Which shouldn't be for real imo)

Also every time i lose to it i rage :/ Terrans please stop using it, it's bad for my health.

To all of those saying it's too early to nerf and we need to play around a bit with it, i'd say nah, been around for a good month or more actively on ladder, just within the few weeks exploded, and i have yet to hold it, and i believe so many others have trouble with it also.

Myself.... i think im gonna book a lesson at my coach specifically for how he deals with this, even hard for him as well
Pie.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
August 22 2011 22:38 GMT
#1391
Timespiral I'm disappointed. You used to have such nice formatting and font choice to make up for the lack of content.

KA removal is nothing like whatever nerfs (?) were applied to the banshee. It's really amusing that at the height of complaining we were seeing balanced win %...
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Kamais_Ookin
Profile Blog Joined May 2010
Canada4218 Posts
August 22 2011 22:39 GMT
#1392
Is there any replays of a perfectly executed 1/1/1 from a pro player? I tried one earlier today and I messed up a bit and would like to see how they do it.
I <3 Plexa.
H0i
Profile Joined October 2010
Netherlands484 Posts
August 22 2011 22:43 GMT
#1393
KA nerf is just added to the list of all those protoss nerfs which some people use to explain why protoss has become so weak (and loses to 1-1-1). There are more problems than just 1-1-1 (see Mc vs puma game 2 and the quote below).

On August 23 2011 04:09 kheldorin wrote:
Show nested quote +
On August 23 2011 03:55 tdt wrote:
On August 23 2011 03:19 Condor Hero wrote:
On August 23 2011 01:18 CCAA wrote:
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.

I agree with you. From a spoectators view all these all ins suck but really Game 2 just showed me how bad protoss really is. MC lands amazing storms out of shuttles, has positional advantage, economic advantage...

But it just did't matter.

PuMa lost like 8 medivak with like 50 units in them, and that doesn't cost him anything at all. MC lost shuttle with 3 HT and lost game. (BTW how ridiculous is that Protoss has to resort to about 5 extra micro steps just to get a storm off nowadays with shuttle?)

Terran lacks consequences for lost units, even lost workers like game 1 losing 20.

It takes amazing play to stop these MM and Hellion drops from Terran, but there's no real advantage gained by stopping them. Miss a couple Ghost and EMP + stim MMM wipes you out. If a storm hits...whatever, back up, don't engage, Medivak heal in like 10 seconds...damage doesn't count. Protoss can't run from stim MMMG.

I still go back to FF. Protoss live and die by it thus Blizzard gave protoss high cost low DPS units to not roll everyone and without it (EMP or 1/1/1 which negates it) they die. It's just too reliant of a mechanic and I don't think spectator balance will ever come as long as it's in the game.

Protoss will either look stupid OP as they roll trapped, cut in half armies or they get rolled.


Haha that game was a rollercoaster.

Casters: Oh wow MC blinked into the base and destroyed a lot of units. Nice storms. He dodged that EMP by bringin the HT back into the prism. Storm Drops. Puma's drops all denied. Denied the planetary fortress from going up. Up 2 more bases. More nice storms and feedback. Puma wasted EMP on sniping observer. Oh no, MC lost that warp prism. EMP hits. Oh no MC lost.

Everyone was so shocked and tried to rationalize it. They blamed it on upgrades when it was in fact 2/2 vs 3/2. Lulz.
Calach
Profile Blog Joined December 2010
United States58 Posts
August 22 2011 22:43 GMT
#1394
hey guys i'm a little late to the party haha :/
anyways is it the actual 1/1/1 ALL IN that's considered imba?
or is it the 1/1/1 tank marine banshee army composition that's imba?
could someone please clear this up for me?
find out what pleases God and do it
Souli
Profile Joined August 2011
Germany10 Posts
Last Edited: 2011-08-22 22:46:22
August 22 2011 22:43 GMT
#1395
On August 23 2011 07:20 Yaotzin wrote:
Show nested quote +
On August 23 2011 07:16 okrane wrote:
Dumb question: why do marines need 45hp w/o combat shield and 55hp with combat shield later in the game?

How would 10hp less to marines change the match-ups?

Terrans need marines for DPS, especially in TvZ. Once aoe enters the fray, 45hp marines die. Like really fast.

The problem comes from the timing between lots of marines -> aoe enters the fray. 1-1-1 nails this timing.

I suggest Blizzard may swap storm research with feedback. That wouldn't only make them equal to ghosts (storm - emp) but also maybe stop the push. Any comments?
oxxo
Profile Joined February 2010
988 Posts
August 22 2011 22:45 GMT
#1396
On August 23 2011 07:43 atomicwedgie wrote:
hey guys i'm a little late to the party haha :/
anyways is it the actual 1/1/1 ALL IN that's considered imba?
or is it the 1/1/1 tank marine banshee army composition that's imba?
could someone please clear this up for me?


The pros are saying the 1/1/1 all in is maybe imba. The people on this thread are trying to claim any 1/1/1 is OP. I mean talking about KA and stuff is ridiculous. That's way beyond the timing of this.
heroofcanton
Profile Blog Joined August 2011
United States167 Posts
August 22 2011 22:46 GMT
#1397
I keep looking at the Puma vs MC game on XNC and thinking "man, a storm would ruin that choke point. Granted, that's fairly map specific, and without KA toss don't get instant storms, but feedback on the raven (and the pdd? They have energy...) could do really well.

I agree that the major problem does come down to a coinflip, and terran is so hard to scout they could be doing any number of things. I go back to that argument idra had with day9 on SotG about zerg scouting, and how you don't know what they are doing until its at your front door.
The hero of Canton, the man they call me.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 22 2011 22:52 GMT
#1398
On August 23 2011 07:05 H0i wrote:
Show nested quote +
On August 23 2011 07:01 aksfjh wrote:
On August 23 2011 06:51 SxYSpAz wrote:
I personally think they should just nerf the mule, or make it come into play later, idk how they would do it cause i'm not a terran player, but all those rines so early is a biiiitch to deal with.


You mean so that Terran can be even more behind in the economic game? The only thing keeping Terrans on even remote equal footing in the mid game economy is the use of the mule. In a general sense, Protoss should be 4-7 workers ahead by the 30 worker mark, which is then matched by the +3-4 workers per mule. You'd have to redesign the way the mule works altogether to balance out any positive or negative side effects.

Could you explain to me why terran didn't have the mule in bw and still did fine?

Terran units are way more cost efficient. Constant chrono boost on probes doesn't change as much as you think.


I really shouldn't respond to this because of the sheer stupidity of comparing BW to SC2, but I will out of humor.

Chrono boost effectively gives protoss an extra 10 workers every 17 boosts, or 0.588 workers per ~45 in game seconds (time to get 25 energy). By the 6-7 minute mark, that can yield a +5 worker difference, or a 195-225 minerals per minute difference, which in turn gives about a 750 mineral bonus to Protoss (or 500 if you subtract probe cost). ~4 zealots or ~3 stalkers in army ahead of what Terran can have at the 6-7 minute mark (without mules), or an expansion about 40s ahead if Terran waits for the same mineral levels. Even if you account for mules, which make an entrance around 3.5 minutes in, Protoss is still ahead by ~200 minerals (counting probes). This assumes both players are going for an economic game. Only when full saturation occurs (for Protoss) does Terran begin to actually catch up, but it still takes another ~40s after before numbers even up. You lengthen the time to get mules and the number grows exponentially and not linearly.

To suggest that chrono has "little effect" on worker production is a complete lie.
NecrosTheSecond
Profile Joined December 2010
Denmark116 Posts
August 22 2011 22:53 GMT
#1399
One huge advantage Terran maybe shouldnt have is the ability to lift their cc's...
idk for sure.. it just seems kinda unfair to me that you can really never be certain if they expanded or not without investing in an observer or halucination (unless they already floated their expo down).
I mean sure you can count marines and everything, but its not always that easy, and he can just be hiding his marauders or whatever further in his base.
Pie.
NecrosTheSecond
Profile Joined December 2010
Denmark116 Posts
August 22 2011 22:55 GMT
#1400
On August 23 2011 07:52 aksfjh wrote:
Show nested quote +
On August 23 2011 07:05 H0i wrote:
On August 23 2011 07:01 aksfjh wrote:
On August 23 2011 06:51 SxYSpAz wrote:
I personally think they should just nerf the mule, or make it come into play later, idk how they would do it cause i'm not a terran player, but all those rines so early is a biiiitch to deal with.


You mean so that Terran can be even more behind in the economic game? The only thing keeping Terrans on even remote equal footing in the mid game economy is the use of the mule. In a general sense, Protoss should be 4-7 workers ahead by the 30 worker mark, which is then matched by the +3-4 workers per mule. You'd have to redesign the way the mule works altogether to balance out any positive or negative side effects.

Could you explain to me why terran didn't have the mule in bw and still did fine?

Terran units are way more cost efficient. Constant chrono boost on probes doesn't change as much as you think.


I really shouldn't respond to this because of the sheer stupidity of comparing BW to SC2, but I will out of humor.

Chrono boost effectively gives protoss an extra 10 workers every 17 boosts, or 0.588 workers per ~45 in game seconds (time to get 25 energy). By the 6-7 minute mark, that can yield a +5 worker difference, or a 195-225 minerals per minute difference, which in turn gives about a 750 mineral bonus to Protoss (or 500 if you subtract probe cost). ~4 zealots or ~3 stalkers in army ahead of what Terran can have at the 6-7 minute mark (without mules), or an expansion about 40s ahead if Terran waits for the same mineral levels. Even if you account for mules, which make an entrance around 3.5 minutes in, Protoss is still ahead by ~200 minerals (counting probes). This assumes both players are going for an economic game. Only when full saturation occurs (for Protoss) does Terran begin to actually catch up, but it still takes another ~40s after before numbers even up. You lengthen the time to get mules and the number grows exponentially and not linearly.

To suggest that chrono has "little effect" on worker production is a complete lie.


Ever heard of the risk of continously chronoing probes?
Not spending chrono on either units or warpgate is a huge risk.
Pie.
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