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Why 1/1/1 is considered to be imbalanced in Korea - Page 73

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-08-22 23:36:48
August 22 2011 23:36 GMT
#1441
On August 23 2011 08:29 IVN wrote:
Show nested quote +
On August 23 2011 08:25 Yaotzin wrote:
On August 23 2011 08:20 Teiwaz wrote:
On August 23 2011 07:43 Souli wrote:
+ Show Spoiler +
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?


That would be a horrible decision IMO as it would make a huge timing push vZ possible - at least I think that.
No, I really like the "no super saturation with MULES" idea WAY better - super saturation for the race that get's the most out of a mineral surplus, yeah, great idea Blizzard...

Where's this mule stuff coming from? Mules causing a headache is just a meaningless side effect of the allin being so strong that it can trap you on one base. If you aren't trapped on one base mules are fine.

Only solutions I can see are a) nerf marine dps at least temporarily (give it back with upgrade) or b) slow down Terran tech so Protoss can get aoe and a decent gateway force against mass marine with support.

The way I see it, the 111 push starts 2 or so mules after the mineral line has been saturated. How much is that? ~500 minerals worth of marines?

Dunno but its beside the point. You don't nerf a fundamental aspect of the game like that to deal with a specific timing problem. The 1/1/1 composition is easy to deal with lategame, it's purely a timing issue. Solution is to slow Terran down, not nerf them permanently.

Nerfing mules would break tvz horribly it's so reliant on marines.
IVN
Profile Joined October 2010
534 Posts
August 22 2011 23:36 GMT
#1442
On August 23 2011 08:31 aksfjh wrote:
Show nested quote +
On August 23 2011 08:26 IVN wrote:
On August 23 2011 08:23 VirgilSC2 wrote:
On August 23 2011 08:14 Bagi wrote:
On August 23 2011 08:01 VirgilSC2 wrote:
Ok, I'm going to make a suggestion in bold here so everyone sees it.

Redesign the MULE so that it doesn't ignore worker saturation levels.

Terran is now on EQUAL FOOTING in 1 base situations, rather than drastically ahead. (~28% at saturation levels I believe)

Terran therefore has less units with this push, specifically less Marines. Therefore it becomes a "balanced" build, meaning it's still deadly if it catches you off-guard, but if scouted ahead of time becomes feasible to hold in an equal skill situation.

Changing the principles of how mules work is a far bigger change than this situation warrants. It would be a huge change to the terran economy, which would affect every single aspect of terran play. Probably comparable to giving the marine 5 damage and saying its fine because of the 1-1-1.

What they need to do is find a way for protoss to crank out some units faster without breaking everything.

Changing the principles of how MULEs work isn't specifically regarding the 1-1-1, it's regarding game balance as a whole.

Like I said, this change would put Terran on EQUAL FOOTING (note: this is not synonymous with "behind") in 1 Base, or Equal Base situations, rather than drastically ahead.

As it is, Terran players ALWAYS MULE unless FORCED to Scan or Supply Drop in almost every situation. Should this change be implemented, it's likely we'd see Terran players use more Scans and Supply Drops after saturation points are reached, as it MAY be more cost efficient than using a MULE on an already saturated base.

In regard to the 1-1-1 (Marine/Tank/Banshee or Raven or both/SCV all-in) the effect this has deals with what many players, including oGsMC find to be the problem: The marine count. Lowering the Terran advantage in Mineral income that they have over Protoss players means LESS MINERAL DUMP UNITS, which in this particular build is the very potent and cost efficient Marine.

You suggest finding a way for Protoss to crank out units faster without breaking everything, but I'm pretty sure this is almost the same thing:
A way for Terran to be able to crank out less units, without breaking everything.

Thats right. And as I remember the last statistics, terran are ahead of zerg and waaaaay ahead of protoss in win%.

Nerfing terran is the logical choice.


Only in Korea are Terrans actually dominating (or Koreans competing in foreign tournaments). Elsewhere, Terran is actually about even with everybody else. Too much of ANY nerf could completely tilt Terran to the negative end in and outside of Korea.

Well, we dont want that now, do we? It would be the 1st time since release of SC2.


But seriously, if the game is to be balanced for the highest level of play, why should NA or Euro matter?
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
August 22 2011 23:38 GMT
#1443
On August 23 2011 08:36 Yaotzin wrote:
Dunno but its beside the point. You don't nerf a fundamental aspect of the game like that to deal with a specific timing problem. The 1/1/1 composition is easy to deal with lategame, it's purely a timing issue. Solution is to slow Terran down, not nerf them permanently.

Nerfing mules would break tvz horribly it's so reliant on marines.


What about my flightless orbital command idea to discourage rapidly mining out on one base, and then just 1basing your natural?
H0i
Profile Joined October 2010
Netherlands484 Posts
Last Edited: 2011-08-22 23:40:45
August 22 2011 23:39 GMT
#1444
On August 23 2011 08:36 Yaotzin wrote:
Show nested quote +
On August 23 2011 08:29 IVN wrote:
On August 23 2011 08:25 Yaotzin wrote:
On August 23 2011 08:20 Teiwaz wrote:
On August 23 2011 07:43 Souli wrote:
+ Show Spoiler +
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?


That would be a horrible decision IMO as it would make a huge timing push vZ possible - at least I think that.
No, I really like the "no super saturation with MULES" idea WAY better - super saturation for the race that get's the most out of a mineral surplus, yeah, great idea Blizzard...

Where's this mule stuff coming from? Mules causing a headache is just a meaningless side effect of the allin being so strong that it can trap you on one base. If you aren't trapped on one base mules are fine.

Only solutions I can see are a) nerf marine dps at least temporarily (give it back with upgrade) or b) slow down Terran tech so Protoss can get aoe and a decent gateway force against mass marine with support.

The way I see it, the 111 push starts 2 or so mules after the mineral line has been saturated. How much is that? ~500 minerals worth of marines?

Dunno but its beside the point. You don't nerf a fundamental aspect of the game like that to deal with a specific timing problem. The 1/1/1 composition is easy to deal with lategame, it's purely a timing issue. Solution is to slow Terran down, not nerf them permanently.

Nerfing mules would break tvz horribly it's so reliant on marines.

Of course there is more than 1-1-1. There are a lot more issues with the game that require changing core mechanics and fundamental aspects of the game in order to obtain more balance and a more fun and exciting game.


On August 23 2011 08:38 Resistentialism wrote:
Show nested quote +
On August 23 2011 08:36 Yaotzin wrote:
Dunno but its beside the point. You don't nerf a fundamental aspect of the game like that to deal with a specific timing problem. The 1/1/1 composition is easy to deal with lategame, it's purely a timing issue. Solution is to slow Terran down, not nerf them permanently.

Nerfing mules would break tvz horribly it's so reliant on marines.


What about my flightless orbital command idea to discourage rapidly mining out on one base, and then just 1basing your natural?


This will do absolutely nothing to make this push a bit easier to deal with, it's just a random terran nerf on an area that doesn't deserve nerfs.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 22 2011 23:39 GMT
#1445
Wouldn't nerf the initial push which kills 80% of top tier Protosses.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-08-22 23:41:41
August 22 2011 23:40 GMT
#1446
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.
MattBarry
Profile Joined March 2011
United States4006 Posts
August 22 2011 23:40 GMT
#1447
On August 23 2011 08:31 aksfjh wrote:
Show nested quote +
On August 23 2011 08:26 IVN wrote:
On August 23 2011 08:23 VirgilSC2 wrote:
On August 23 2011 08:14 Bagi wrote:
On August 23 2011 08:01 VirgilSC2 wrote:
Ok, I'm going to make a suggestion in bold here so everyone sees it.

Redesign the MULE so that it doesn't ignore worker saturation levels.

Terran is now on EQUAL FOOTING in 1 base situations, rather than drastically ahead. (~28% at saturation levels I believe)

Terran therefore has less units with this push, specifically less Marines. Therefore it becomes a "balanced" build, meaning it's still deadly if it catches you off-guard, but if scouted ahead of time becomes feasible to hold in an equal skill situation.

Changing the principles of how mules work is a far bigger change than this situation warrants. It would be a huge change to the terran economy, which would affect every single aspect of terran play. Probably comparable to giving the marine 5 damage and saying its fine because of the 1-1-1.

What they need to do is find a way for protoss to crank out some units faster without breaking everything.

Changing the principles of how MULEs work isn't specifically regarding the 1-1-1, it's regarding game balance as a whole.

Like I said, this change would put Terran on EQUAL FOOTING (note: this is not synonymous with "behind") in 1 Base, or Equal Base situations, rather than drastically ahead.

As it is, Terran players ALWAYS MULE unless FORCED to Scan or Supply Drop in almost every situation. Should this change be implemented, it's likely we'd see Terran players use more Scans and Supply Drops after saturation points are reached, as it MAY be more cost efficient than using a MULE on an already saturated base.

In regard to the 1-1-1 (Marine/Tank/Banshee or Raven or both/SCV all-in) the effect this has deals with what many players, including oGsMC find to be the problem: The marine count. Lowering the Terran advantage in Mineral income that they have over Protoss players means LESS MINERAL DUMP UNITS, which in this particular build is the very potent and cost efficient Marine.

You suggest finding a way for Protoss to crank out units faster without breaking everything, but I'm pretty sure this is almost the same thing:
A way for Terran to be able to crank out less units, without breaking everything.

Thats right. And as I remember the last statistics, terran are ahead of zerg and waaaaay ahead of protoss in win%.

Nerfing terran is the logical choice.


Only in Korea are Terrans actually dominating (or Koreans competing in foreign tournaments). Elsewhere, Terran is actually about even with everybody else. Too much of ANY nerf could completely tilt Terran to the negative end in and outside of Korea.


Who cares if foreign Terrans are bad? You should balance the game at the highest levels of play and at the highest level of play Terran is dominating. As for whether 1/1/1 is imbalanced, hmm. As a Protoss player I'm in inclined to jump the gun and say yes but it might not be. I think it should be given time.
Platinum Support GOD
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
August 22 2011 23:40 GMT
#1448
On August 23 2011 08:36 Yaotzin wrote:
Show nested quote +
On August 23 2011 08:29 IVN wrote:
On August 23 2011 08:25 Yaotzin wrote:
On August 23 2011 08:20 Teiwaz wrote:
On August 23 2011 07:43 Souli wrote:
+ Show Spoiler +
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?


That would be a horrible decision IMO as it would make a huge timing push vZ possible - at least I think that.
No, I really like the "no super saturation with MULES" idea WAY better - super saturation for the race that get's the most out of a mineral surplus, yeah, great idea Blizzard...

Where's this mule stuff coming from? Mules causing a headache is just a meaningless side effect of the allin being so strong that it can trap you on one base. If you aren't trapped on one base mules are fine.

Only solutions I can see are a) nerf marine dps at least temporarily (give it back with upgrade) or b) slow down Terran tech so Protoss can get aoe and a decent gateway force against mass marine with support.

The way I see it, the 111 push starts 2 or so mules after the mineral line has been saturated. How much is that? ~500 minerals worth of marines?

Dunno but its beside the point. You don't nerf a fundamental aspect of the game like that to deal with a specific timing problem. The 1/1/1 composition is easy to deal with lategame, it's purely a timing issue. Solution is to slow Terran down, not nerf them permanently.

Nerfing mules would break tvz horribly it's so reliant on marines.


I agree. If you wanted to do some sort of nerf, it should be an early-game-only nerf. It could even be something as small as reducing marine range down to 4, and giving them an upgrade from the tech lab that brings it back to 5 range-- this would severely cut into the "marines scaling hard" factor since they won't be able to have as many shoot at once, and make the upgrade cheap (50/50) but take a long time (let's say, 120 seconds).

This way, if you want your ranged marines, you need to have a tech lab on a rax for 4 production cycles! That would probably put a pretty solid damper on the 1/1/1

On the other hand, maybe it's still possible that a metagame shift could address this?
When you stare into the iCCup, the iCCup stares back.
TL+ Member
IVN
Profile Joined October 2010
534 Posts
August 22 2011 23:41 GMT
#1449
On August 23 2011 08:36 Yaotzin wrote:
Show nested quote +
On August 23 2011 08:29 IVN wrote:
On August 23 2011 08:25 Yaotzin wrote:
On August 23 2011 08:20 Teiwaz wrote:
On August 23 2011 07:43 Souli wrote:
+ Show Spoiler +
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?


That would be a horrible decision IMO as it would make a huge timing push vZ possible - at least I think that.
No, I really like the "no super saturation with MULES" idea WAY better - super saturation for the race that get's the most out of a mineral surplus, yeah, great idea Blizzard...

Where's this mule stuff coming from? Mules causing a headache is just a meaningless side effect of the allin being so strong that it can trap you on one base. If you aren't trapped on one base mules are fine.

Only solutions I can see are a) nerf marine dps at least temporarily (give it back with upgrade) or b) slow down Terran tech so Protoss can get aoe and a decent gateway force against mass marine with support.

The way I see it, the 111 push starts 2 or so mules after the mineral line has been saturated. How much is that? ~500 minerals worth of marines?

Dunno but its beside the point. You don't nerf a fundamental aspect of the game like that to deal with a specific timing problem. The 1/1/1 composition is easy to deal with lategame, it's purely a timing issue. Solution is to slow Terran down, not nerf them permanently.

Nerfing mules would break tvz horribly it's so reliant on marines.
It wouldnt. T are stronger in that MU right now. And the nerf to mules is not a huge thing. It's not like we are talking about removing them from the game.
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
August 22 2011 23:41 GMT
#1450
On August 23 2011 08:31 aksfjh wrote:
Show nested quote +
On August 23 2011 08:26 IVN wrote:
On August 23 2011 08:23 VirgilSC2 wrote:
On August 23 2011 08:14 Bagi wrote:
On August 23 2011 08:01 VirgilSC2 wrote:
Ok, I'm going to make a suggestion in bold here so everyone sees it.

Redesign the MULE so that it doesn't ignore worker saturation levels.

Terran is now on EQUAL FOOTING in 1 base situations, rather than drastically ahead. (~28% at saturation levels I believe)

Terran therefore has less units with this push, specifically less Marines. Therefore it becomes a "balanced" build, meaning it's still deadly if it catches you off-guard, but if scouted ahead of time becomes feasible to hold in an equal skill situation.

Changing the principles of how mules work is a far bigger change than this situation warrants. It would be a huge change to the terran economy, which would affect every single aspect of terran play. Probably comparable to giving the marine 5 damage and saying its fine because of the 1-1-1.

What they need to do is find a way for protoss to crank out some units faster without breaking everything.

Changing the principles of how MULEs work isn't specifically regarding the 1-1-1, it's regarding game balance as a whole.

Like I said, this change would put Terran on EQUAL FOOTING (note: this is not synonymous with "behind") in 1 Base, or Equal Base situations, rather than drastically ahead.

As it is, Terran players ALWAYS MULE unless FORCED to Scan or Supply Drop in almost every situation. Should this change be implemented, it's likely we'd see Terran players use more Scans and Supply Drops after saturation points are reached, as it MAY be more cost efficient than using a MULE on an already saturated base.

In regard to the 1-1-1 (Marine/Tank/Banshee or Raven or both/SCV all-in) the effect this has deals with what many players, including oGsMC find to be the problem: The marine count. Lowering the Terran advantage in Mineral income that they have over Protoss players means LESS MINERAL DUMP UNITS, which in this particular build is the very potent and cost efficient Marine.

You suggest finding a way for Protoss to crank out units faster without breaking everything, but I'm pretty sure this is almost the same thing:
A way for Terran to be able to crank out less units, without breaking everything.

Thats right. And as I remember the last statistics, terran are ahead of zerg and waaaaay ahead of protoss in win%.

Nerfing terran is the logical choice.


Only in Korea are Terrans actually dominating (or Koreans competing in foreign tournaments). Elsewhere, Terran is actually about even with everybody else. Too much of ANY nerf could completely tilt Terran to the negative end in and outside of Korea.


So what? That's just an unfortunate side effect of the rest of the world being behind Korea. What you're saying is comparable to how a Masters league player feels if Blizzard were to balance around Platinum league - in other words, balancing around the lower skill levels rather than the higher ones. And at the higher ones, Terran appears to be quite favored.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 22 2011 23:41 GMT
#1451
On August 23 2011 08:28 VirgilSC2 wrote:
Most "standard" Terran builds revolve around getting your OC at around 15 Supply, which, at that point in the game, Protoss/Zerg Macro mechanics have hardly kicked in enough to warrant complaint about super-saturation being necessary.

Furthermore, a nerf to MULEs regarding super-saturation does have a "side benefit" for Terrans. Since you won't be gaining a ridiculous income advantage due to MULEs, you won't mine out your bases as fast, meaning you'll be on equal footing for longer, which in turn leads to DIFFERENT timings evolving in the Terran metagame.


A 4 worker difference by the time mules come into play is standard. A little more than 2 workers for chrono, then another 2+ from the 35s it takes to make an orbital (it's usually something like 38-40s since it doesn't line up perfectly). That's enough to give Protoss a few hundred resource lead, and if chrono is used even more, the lead increases until Terran saturation.
sekritzzz
Profile Joined December 2010
1515 Posts
August 22 2011 23:43 GMT
#1452
I think rather than tweaking any terran units, blizzard should just re-do the terran "special" skill. The mule is basically the core of this build. The mule is the only reason this build can outproduce the protoss. Not to mention I've always hated the fact that forgetting to mule isn't punishable because you can just do it twice at the same time (unlike inject/chrono).
Executor1
Profile Joined April 2011
1353 Posts
Last Edited: 2011-08-22 23:45:01
August 22 2011 23:43 GMT
#1453
On August 23 2011 08:04 Toadvine wrote:
Show nested quote +
On August 23 2011 07:25 TimeSpiral wrote:
On August 23 2011 06:26 Toadvine wrote:
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 ...


I tend to remember people who put some care into their posts. You should probably take that as a compliment. Not that I agreed at the time, but having a properly formulated opinion to disagree with is valuable in itself. By the way, I think a lot of Protosses were ready to accept some kind of nerf to KA, and there were reasonable suggestions floating around that thread. Of course, this was way too complicated for Blizzard's balance team, so they removed it completely.

I dunno, I tend to think of myself as a reasonable person. When Zergs were complaining about ZvP, I wouldn't tell them to l2p or use nydus moar. I don't even necessarily care about game balance in my own play, because I can 3 Gate VR a Terran doing a tech opening, and kill him 70% of the time, completely sidestepping the 1/1/1 issue in the first place.

What really pisses me off is the mongoloidness of it all. If Terrans were doing sick harassment with great micro and multitasking, expanding at good timings and playing with a well defined lategame in mind, I wouldn't complain that much if they were dominating Protoss left and right. Zergs are kind of doing that at the moment, and I still like watching high-level PvZ - and I'm completely in favor of letting that matchup work itself out.

But this, is just massing tons of stuff off 1 base, and then ramming it down the opponent's throat. It makes for absolutely terrible, disheartening games, and makes SC2 seem like a total joke of an aspiring e-sport. I've never played DotA, and have no idea about the rules, but the DotA2 finals were a lot more interesting and fun to watch than MC vs PuMa. The fact that such a garbage build can be so insanely effective just makes me dislike SC2 as a game, and start thinking that maybe it doesn't deserve all this hype, and this great scene; and that at it's core it's a fairly mediocre RTS riding on the coattails of its predecessor. And the fact that you seemingly can't nerf it without fucking up the whole game only serves to reinforce this idea. :/

I am starting to think the same thing. Blizzard needs to try out more balance redisigning (on the PTR or live) to try and sort some of this stuff out.

1/1/1 is just ridiculous right now ,and even if it can be held off , it shouldnt be nearly as hard as it is.

Another thing that has been getting to me recently in PVZ (and has been for a while actually) is mutas. Should you somehow let the zerg get a MASS amount of mutas, there is no good answer for it in the late game , archons do okay against mutas in small numbers but in large numbers against muta ling not so much. The other day i went zealot stalker archon pheonix ht against muta ling (i had a similair economy, similair upgrades, and a bigger army) that unit mixture is using every counter neccesary to stop muta ling ,and still i would lose my army almost instanty and their would be 14 or so mutas left over. The fact that a race can have no answer to a late game unit composition regardless of being on even footing on everything except for the race they play is extremely disheartening and makes me think the same way you do.

That this game may not be as great as its hyped up to be and that if blizzard cant / wont do something to fix some of these annoying problems that this game may fade from existence.

I think alot of the top protoss's right now are probably cursing that they chose protoss over another race, im not saying that some of these strategies wont work themselves out but all in all it seems pretty bad right now.

Mutas have always been a problem in zvp im surprised they have never been touched, the answer to mass muta has always been "Kill them before they get there" or "make sure to keep their muta numbers low" The fact that once a player gets to a certain number of units there is no good way to take it out seems a little bit ridiculous if you are staying on even footing in every other aspect of the game.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 22 2011 23:46 GMT
#1454
On August 23 2011 08:40 Blazinghand wrote:
I agree. If you wanted to do some sort of nerf, it should be an early-game-only nerf. It could even be something as small as reducing marine range down to 4, and giving them an upgrade from the tech lab that brings it back to 5 range-- this would severely cut into the "marines scaling hard" factor since they won't be able to have as many shoot at once, and make the upgrade cheap (50/50) but take a long time (let's say, 120 seconds).

This way, if you want your ranged marines, you need to have a tech lab on a rax for 4 production cycles! That would probably put a pretty solid damper on the 1/1/1

Ya another 50/50/x upgrade would work. Stuff like conc shell and warpgate afterall are meant to be part of the unit/race but just needed slowing down so they got made an upgrade. A marine nerf with an upgrade would be pretty excellent.

On the other hand, maybe it's still possible that a metagame shift could address this?

It's not a metagame issue though, it's a simple 1base push. There's not really a whole lot a Protoss can actually do in the given timespan (9 mins basically), people have tried everything and not gotten anywhere *near* a solution. Except 15 nexus which dies to a reactionary allin after they scout it..
IVN
Profile Joined October 2010
534 Posts
August 22 2011 23:46 GMT
#1455
On August 23 2011 08:40 Bagi wrote:
Show nested quote +
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.

So what? Why does Blizz have those fancy patch test servers anyway?

They could just as easily say that a new patch is coming, say that its some random thing, like +5 sec to thank build time, and not even document the MULE change, all the while its being tested by the players on the test server. Then, they can analyze the data, and see if it helps, or if its too drastic, or what ever.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 22 2011 23:46 GMT
#1456
On August 23 2011 07:38 Sabu113 wrote:
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 %...


Killer stab!
I can appreciate a good burn veiled by sarcastic compliments! Mmmmmm ...

Seriously though ... Those were the days. When I cared a lot more. I was slated to write some killer articles, with graphics and everything! That's not gonna happen anymore, unfortunately.

On August 23 2011 08:04 Toadvine wrote:
Show nested quote +
On August 23 2011 07:25 TimeSpiral wrote:
On August 23 2011 06:26 Toadvine wrote:
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 ...


I tend to remember people who put some care into their posts. You should probably take that as a compliment. Not that I agreed at the time, but having a properly formulated opinion to disagree with is valuable in itself. By the way, I think a lot of Protosses were ready to accept some kind of nerf to KA, and there were reasonable suggestions floating around that thread. Of course, this was way too complicated for Blizzard's balance team, so they removed it completely.

I dunno, I tend to think of myself as a reasonable person. When Zergs were complaining about ZvP, I wouldn't tell them to l2p or use nydus moar. I don't even necessarily care about game balance in my own play, because I can 3 Gate VR a Terran doing a tech opening, and kill him 70% of the time, completely sidestepping the 1/1/1 issue in the first place.

What really pisses me off is the mongoloidness of it all. If Terrans were doing sick harassment with great micro and multitasking, expanding at good timings and playing with a well defined lategame in mind, I wouldn't complain that much if they were dominating Protoss left and right. Zergs are kind of doing that at the moment, and I still like watching high-level PvZ - and I'm completely in favor of letting that matchup work itself out.

But this, is just massing tons of stuff off 1 base, and then ramming it down the opponent's throat. It makes for absolutely terrible, disheartening games, and makes SC2 seem like a total joke of an aspiring e-sport. I've never played DotA, and have no idea about the rules, but the DotA2 finals were a lot more interesting and fun to watch than MC vs PuMa. The fact that such a garbage build can be so insanely effective just makes me dislike SC2 as a game, and start thinking that maybe it doesn't deserve all this hype, and this great scene; and that at it's core it's a fairly mediocre RTS riding on the coattails of its predecessor. And the fact that you seemingly can't nerf it without fucking up the whole game only serves to reinforce this idea. :/


KA, Nerf, Supply Depot? Reaper?! The good-ol days.
Yeah. Back then I was playing quite a bit and had a really well-defined opinion on that change. This time around I feel much more apathetic about the whole issue.

The Destiny Cloud Fist all-in versus Protoss might very well be OP. Who am I to say it is or isn't? I play Terran, and of course it feels like it's been a non-stop stream of nerfs since day one, with the entire community claiming we're ezmode imbaimba all the time. But, that's the nature of this type of community.

My ultimate conclusion is that there are fundamental game design issues that will create the perception of imbalance that relies on a metagame to properly fix because any type of non-fundamental change (i.e., changing buildtimes, pre-reqs, attack buffs, etc) will not suffice and only transfer the balance load to another portion of the game.

TL;DR
+ Show Spoiler [you guys happy?] +
(1) I love a good burn! Thanks for the compliment, I was much more involved with the game during the KA assassination. DCF all in versus Toss might be imba on 1v1 maps, IDK. Certain fundamental game-design issues will always rely on metagame balancing, otherwise they're just shifting the load to another aspect of the game.

[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-08-22 23:49:23
August 22 2011 23:48 GMT
#1457
On August 23 2011 08:43 Executor1 wrote:
Mutas have always been a problem in zvp im surprised they have never been touched, the answer to mass muta has always been "Kill them before they get there" or "make sure to keep their muta numbers low" The fact that once a player gets to a certain number of units there is no good way to take it out seems a little bit ridiculous if you are staying on even footing in every other aspect of the game.

200/200 void ray is imba too. Same solution, don't let them get it. This is Starcraft not turtlecraft. Koreans don't have problems with mass X because they actually attack.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 22 2011 23:49 GMT
#1458
On August 23 2011 08:40 MattBarry wrote:
Who cares if foreign Terrans are bad? You should balance the game at the highest levels of play and at the highest level of play Terran is dominating. As for whether 1/1/1 is imbalanced, hmm. As a Protoss player I'm in inclined to jump the gun and say yes but it might not be. I think it should be given time.


Translation: I really hope this Terran nerf helps my level of play. I'm tired of losing to Terrans some/most/all/none of the time!

The ONLY investments you have in this discussion/debate are as a viewer and as a lesser player. Since this 1-1-1 build hasn't become nearly every TvP, your investment as a viewer is a sign of caution at most.

Balance among the highest levels should be the first goal of the developers, but it shouldn't be the overall goal. If Terran becomes impossible to play except at the highest levels, who in their right mind would want to practice losing so much in order to get to that high of play? We're already at a point where populations of Terran outside the tip top echelon of play are dwindling. For SC2 to be successful, all 3 races have to be viable at all levels.
Bagi
Profile Joined August 2010
Germany6799 Posts
August 22 2011 23:51 GMT
#1459
On August 23 2011 08:46 IVN wrote:
Show nested quote +
On August 23 2011 08:40 Bagi wrote:
On August 23 2011 08:31 VirgilSC2 wrote:
Not only does it take away the ridiculous advantage Terran players have in 1 Base or Equal Base situations, when dealing with this particular push in discussion, many high level Korean players find that the number of Marines it what makes this push so potent, reduce the huge advantage in mineral income, and you reduce the number of marines at this stage in the game without re-balancing any single combat unit.

Terran is not automatically ahead in equal base situations. You can't just say "hey, he's mining more minerals because of mules, he must be ahead". Neither is it reasonable to expect terrans to expand at the same rate as the other races.

Mules are the terrans macro boost, the "big thing" kinda like spawn larva or chronoboost/warpgates. All of them are imbalanced on paper, but it somehow balances out in the end. What you are suggesting is gutting the terrans primary macro boost because you think it could fix the 1-1-1 and everything else would be just *fine and dandy*. I really don't think you understand how big of an impact your proposed changes would have.

So what? Why does Blizz have those fancy patch test servers anyway?

They could just as easily say that a new patch is coming, say that its some random thing, like +5 sec to thank build time, and not even document the MULE change, all the while its being tested by the players on the test server. Then, they can analyze the data, and see if it helps, or if its too drastic, or what ever.

Blizzard seems to only take baby steps with patches. A big nerf on a races mineral gathering would be huge at this point, and it would require more testing than the few players on test realm.

It could be done with HOTS if Blizzard deems it necessary though.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-08-22 23:52:47
August 22 2011 23:51 GMT
#1460
Terran was fucking terrible in BW at the lower levels. Protoss was comically imba.

With Blizzard's lovely matchmaking system this is completely irrelevant. If you're 100x better than your opponent but your race is fucking hard you'll play worse players and have a close game. The only place balance matters is the top.
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