• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:07
CEST 15:07
KST 22:07
  • 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
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers13Maestros of the Game 2 announced72026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSL Season 1 Qualifiers GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
ASL21 General Discussion Data needed BGH Auto Balance -> http://bghmmr.eu/ Any progamer "explanation" videos like this one? ASL21 Strategy, Pimpest Plays Discussions
Tourneys
[ASL21] Ro16 Group D [Megathread] Daily Proleagues [ASL21] Ro16 Group C [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Battle Aces/David Kim RTS Megathread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2006 users

Why 1/1/1 is considered to be imbalanced in Korea - Page 77

Forum Index > SC2 General
Post a Reply
Prev 1 75 76 77 78 79 143 Next
Can we stop talking about nerfing things please? - 9:10 KST
Pseudoku
Profile Joined March 2011
Canada1279 Posts
Last Edited: 2011-08-23 00:45:47
August 23 2011 00:43 GMT
#1521
How long would a gas steal (or double gas steal) delay the 1-1-1? Would it force them into another opening that the protoss can better prepare for or delay the 1-1-1 enough for the protoss to get the right units?
Logic fails because we are lazy.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:44 GMT
#1522
On August 23 2011 09:41 Yaotzin wrote:
Show nested quote +
On August 23 2011 09:37 VirgilSC2 wrote:
On August 23 2011 09:33 Yaotzin wrote:
On August 23 2011 09:28 VirgilSC2 wrote:
Perhaps an early expand isn't the way to counter 1/1/1.

If you can get away with expanding and having it pay for itself in time, you should expand. This is an obvious rule when talking about any push in the game. Given that you can FE and get away with it against a 1/1/1, you should of course FE.

According to many top Korean players, the Marine Count is the hardest thing to deal with in the 1/1/1 timing push,

Correct. The other units are support units which kill off/nullify Protoss usual response to mass marine.

by reducing the insane income advantage a Terran player has in a 1-base to 1-base income situation, the 1/1/1 build has less marines, and therefore becomes more manageable in a 1-base vs 1-base situation with proper preparation from the Protoss player.

And Terran becomes worse overall. That may or may not be a good thing, but it is not for this thread. You are proposing a general change for a specific problem. It would have ramifications far and beyond the scope of this thread.

The problem is, Protoss cannot safely FE against a Terran player intending to 1/1/1 Terran can scout a 1 Gate FE or a Nexus first, or a Forge FE well before committing to their 1/1/1 all-in, and then easily punish it.

The reason people try to FE so extremely fast seems lost on you though. It's not because they're trying to keep up with the almighty MULE or something. It's because the Terran composition works so much better than anything they can come up with, that they try to win by simply having an overwhelming economic advantage. The obvious issue in this situation is the unit composition and timing, not to...nerf Terran's economy?

Ah, but you see, the unit composition and timing is a direct result of Terran's economy. In a 1-base vs 1-base situation, if you look at it, this build is actually a direct result of Terran having BETTER income at max saturation on one base against Protoss.
Leaving the metagame to sort it out will most likely eventually lead to: FE? Lose to 3 Rax all-in. No FE? Lose to 1-1-1 all in.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2011-08-23 00:46:51
August 23 2011 00:45 GMT
#1523
On August 23 2011 09:43 Pseudoku wrote:
How long would a gas steal (or double gas steal) delay the 1-1-1? Would it force them into another opening that the protoss can better prepare for?

a single gas steal just makes it so cloak is unlikely. It won't delay the push if they choose to go no cloak by more than 20 seconds. A double gas steal would invite a 4rax scv allin of certain doom, even if you do get there in time to steal both.
Porouscloud - NA LoL
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:46 GMT
#1524
On August 23 2011 09:43 Pseudoku wrote:
How long would a gas steal (or double gas steal) delay the 1-1-1? Would it force them into another opening that the protoss can better prepare for?

This is another solution from the Protoss end that players seem to forget. IF you can get your probe to their base before they wall-off, a gas steal DOES hinder the 1-1-1 all-in, and I would be surprised if more people don't start doing it.

It's not much, but I believe it does limit the amount of Banshee's/Tanks or forces a choice between siege mode or cloak, etc.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Razuik
Profile Joined October 2010
United States409 Posts
August 23 2011 00:47 GMT
#1525
On August 23 2011 09:41 VirgilSC2 wrote:
Show nested quote +
On August 23 2011 09:37 Razuik wrote:
On August 23 2011 09:31 IVN wrote:
On August 23 2011 09:21 aksfjh wrote:
On August 23 2011 09:14 IVN wrote:
On August 23 2011 08:59 Yaotzin wrote:
On August 23 2011 08:54 VirgilSC2 wrote:
Well then maybe Terrans should find a way to counter Zerg without being reliant on purely marines. Nerfing MULEs is probably the one thing that should be done to bring every race's macro mechanic in line with eachother, in order to provide a more equal footing in high level play, as it is, Terrans gain a huge economic advantage for no reason other than picking Terran against Zerg or Protoss players. I can't tell you how many times I've heard a caster say "well X is ahead on Workers, but Y is getting more income because of MULEs"

They may well be imba at the point where making more workers isn't useful anymore. They aren't before that though, at least not noticeably, and most importantly they have very little bearing on the push this thread is about. This push happens when making more workers is still very good. MC lost game 1 despite having like 10 more workers the whole time. That's better than a mule. Ergo the issue ain't the mule.

You are wrong. Look at this screen shot. It's from the 1st MC v Puma game on XNC.

[image loading]

Full saturation at 5:50. Push begins at 9. And I've counted. He has used additional 3 MULEs before the push. How much is that? 3 * 270 minerals? Equals 16 marines.

Now imagine those 3 MULEs could only bring only a 1/2 or a 1/4 of minerals back, because the mineral line is already saturated and they have to wait on SCVs to finish mining. Suddenly the 111 push becomes easily holdable, assuming you scout it and you are not playing stupidly greedy.


And now, suddenly Terran can't hold off a 4 gate, baneling bust, or even a 3 gate pressure expand. This mule nonsense is horrendously shortsighted and doesn't seem to take into account ANYTHING other than this stupid "1-1-1" timing.


I'm sorry, but it does take into account. When is the last time you saw a terran die to a 4gt? I cant seem to remember seeing that in like ages. Maybe its time that an all in from protoss is actually able to kill a terran if he isnt prepared.

I can cite many of my ladder matches where 5-gates, 4-gates, void allins, baneling busts, blink allins, and other allins that I may have forgotten have caused me a loss because I simply did not have the necessary amount of units. The difference is I analyze where I cut corners and played greedy. I do not make ridiculous balance suggestions because I want to be able to cut more corners.

This isn't about your play. I'm going to just make an assumption which is something I hate to do, but I'm going to go ahead and say that your macro pales in comparison to that of a professional gamer. Therefore, citing examples from YOUR GAMES does absolutely no good in balance discussion.

You completely missed the point of my post. My macro ability has almost no relevance when I am getting allin'd. I'm saying that protoss players should stop suggesting balance changes to each other and start suggesting more safe builds to each other.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
August 23 2011 00:48 GMT
#1526
On August 23 2011 09:43 Pseudoku wrote:
How long would a gas steal (or double gas steal) delay the 1-1-1? Would it force them into another opening that the protoss can better prepare for or delay the 1-1-1 enough for the protoss to get the right units?

Double gas steal is impossible unless your opponent is terrible, as soon as they see you steal the first gas they'll just take the second, and it'll normally be about the time they take their first gas any ways (and on some maps you'll get into their base after they take it any ways).
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2011-08-23 00:54:23
August 23 2011 00:49 GMT
#1527
On August 23 2011 09:38 Bagi wrote:
Show nested quote +
On August 23 2011 09:35 rpgalon wrote:
graviton beam should be 25 energy for light units, so mass phoenix can at least do something against marines...

It would hurt hydras more than marines.


the phoenix x hydras fight is almost always over before they run out of energy, one phoenix can lift 4 hydras, it is much more hydras than one phoenix can handle. you can only fight hydras with phoenix if you have at least the same amount of phoenix as hydras, energy is not that big of a factor. 1 spore crawler deny phoenix harras, and corruptors hard counter mass phoenix...

I really think 25 energy graviton beam when used in light units would make for a better game.

the way it is now, when protoss goes phoenix, he has to choose between using it as a harass unit or a combat unit, you don't have enought energy to do both.
badog
Deadlyfish
Profile Joined August 2010
Denmark1980 Posts
August 23 2011 00:49 GMT
#1528
On August 23 2011 09:41 IVN wrote:
Show nested quote +
On August 23 2011 09:35 Deadlyfish wrote:
I remember when this was really popular back like a year ago or something. It died out. Now it's back and it's as if people forgot what happened to it the last time.

Builds die out, the game changes without nerfs or buffs or anything. A month ago TvT was bio/tank, now it's mech all the way. Let the game grow and stop getting upset just because one of the best terrans beat one of the best protosses. It happens you know?

I know i'm terran so i must be biased, but i'll say this in any situation, even when it's terrans turn to lose. Stop having so short term memory and look at the big picture please. And so now we have a bunch of random people suggesting silly changes just because a build has been popular for like a month? Come on.

I also agree with what Tyler said earlier.

This build was around since beta. It was strong the whole time, and the only real counter was 4gt. But back then, 4gts were much stronger and came much earlier. Now, terrans can defend a 4gt even while executing this crazy ultra tech build.



No, the build just sorta died out. A few people did it in the GSL as well but without success. 4 gate was not the counter to this build. Plenty of people held it off while expanding. Nothing is different now than it was back then (i mean situation wise, i know there have been buffs/nerfs, though mostly irrelevant). I will bet that in 1 month this build will not be nearly as popular as it is now, even if blizzard does nothing. Seriously, are you gonna say that in 1 month nothing will have changed and 1/1/1 will still be as powerful? Because if so, i'll come back in a month and quote you

If wishes were horses we'd be eating steak right now.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-08-23 00:51:08
August 23 2011 00:49 GMT
#1529
On August 23 2011 09:44 VirgilSC2 wrote:
Ah, but you see, the unit composition and timing is a direct result of Terran's economy. In a 1-base vs 1-base situation, if you look at it, this build is actually a direct result of Terran having BETTER income at max saturation on one base against Protoss.

No it's just...a quirk. They happen to be able to get a collection of units that Protoss is uniquely vulnerable to at a specific timing. You don't nerf something as general as mules because of that. You fiddle with timings, make the attack slower, maybe nerf a unit involved in the attack. You don't mess up their economy. That has so many more effects than just hurting this build.

Leaving the metagame to sort it out will most likely eventually lead to: FE? Lose to 3 Rax all-in. No FE? Lose to 1-1-1 all in.

Well we agree on one thing :p Although it's 4rax. If you're gonna FE unsafely go all the way and 15nexus, I say.

Seriously, are you gonna say that in 1 month nothing will have changed and 1/1/1 will still be as powerful? Because if so, i'll come back in a month and quote you

It'll be more popular then than now, if it isn't patched or the community intervenes by banning it as MVP called for. Progamers play for dollars, and this build wins thousands of them.
tdt
Profile Joined October 2010
United States3179 Posts
August 23 2011 00:51 GMT
#1530
On August 23 2011 09:41 Yaotzin wrote:
Show nested quote +
On August 23 2011 09:37 VirgilSC2 wrote:
On August 23 2011 09:33 Yaotzin wrote:
On August 23 2011 09:28 VirgilSC2 wrote:
Perhaps an early expand isn't the way to counter 1/1/1.

If you can get away with expanding and having it pay for itself in time, you should expand. This is an obvious rule when talking about any push in the game. Given that you can FE and get away with it against a 1/1/1, you should of course FE.

According to many top Korean players, the Marine Count is the hardest thing to deal with in the 1/1/1 timing push,

Correct. The other units are support units which kill off/nullify Protoss usual response to mass marine.

by reducing the insane income advantage a Terran player has in a 1-base to 1-base income situation, the 1/1/1 build has less marines, and therefore becomes more manageable in a 1-base vs 1-base situation with proper preparation from the Protoss player.

And Terran becomes worse overall. That may or may not be a good thing, but it is not for this thread. You are proposing a general change for a specific problem. It would have ramifications far and beyond the scope of this thread.

The problem is, Protoss cannot safely FE against a Terran player intending to 1/1/1 Terran can scout a 1 Gate FE or a Nexus first, or a Forge FE well before committing to their 1/1/1 all-in, and then easily punish it.

The reason people try to FE so extremely fast seems lost on you though. It's not because they're trying to keep up with the almighty MULE or something. It's because the Terran composition works so much better than anything they can come up with, that they try to win by simply having an overwhelming economic advantage. The obvious issue in this situation is the unit composition and timing, not to...nerf Terran's economy?


In addition to having some movement for surrounds, retreats and warp ins. When you're trapped in a small base with a small ramp you have zero options & they start sieging your main which is why I've never seen a 1 base turtle work.
MC for president
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 00:52 GMT
#1531
Well technically you don't have to expand to move outside your base, but yeah. If you're gonna be doing it anyway, and you aren't going to be punished for expanding, why the hell wouldn't you?
Pseudoku
Profile Joined March 2011
Canada1279 Posts
August 23 2011 00:53 GMT
#1532
On August 23 2011 09:45 Amui wrote:
Show nested quote +
On August 23 2011 09:43 Pseudoku wrote:
How long would a gas steal (or double gas steal) delay the 1-1-1? Would it force them into another opening that the protoss can better prepare for?

a single gas steal just makes it so cloak is unlikely. It won't delay the push if they choose to go no cloak by more than 20 seconds. A double gas steal would invite a 4rax scv allin of certain doom, even if you do get there in time to steal both.


Can the protoss hold off the 4 rax with sentries on maps with a small ramp?
Logic fails because we are lazy.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:55 GMT
#1533
On August 23 2011 09:47 Razuik wrote:
Show nested quote +
On August 23 2011 09:41 VirgilSC2 wrote:
On August 23 2011 09:37 Razuik wrote:
On August 23 2011 09:31 IVN wrote:
On August 23 2011 09:21 aksfjh wrote:
On August 23 2011 09:14 IVN wrote:
On August 23 2011 08:59 Yaotzin wrote:
On August 23 2011 08:54 VirgilSC2 wrote:
Well then maybe Terrans should find a way to counter Zerg without being reliant on purely marines. Nerfing MULEs is probably the one thing that should be done to bring every race's macro mechanic in line with eachother, in order to provide a more equal footing in high level play, as it is, Terrans gain a huge economic advantage for no reason other than picking Terran against Zerg or Protoss players. I can't tell you how many times I've heard a caster say "well X is ahead on Workers, but Y is getting more income because of MULEs"

They may well be imba at the point where making more workers isn't useful anymore. They aren't before that though, at least not noticeably, and most importantly they have very little bearing on the push this thread is about. This push happens when making more workers is still very good. MC lost game 1 despite having like 10 more workers the whole time. That's better than a mule. Ergo the issue ain't the mule.

You are wrong. Look at this screen shot. It's from the 1st MC v Puma game on XNC.

[image loading]

Full saturation at 5:50. Push begins at 9. And I've counted. He has used additional 3 MULEs before the push. How much is that? 3 * 270 minerals? Equals 16 marines.

Now imagine those 3 MULEs could only bring only a 1/2 or a 1/4 of minerals back, because the mineral line is already saturated and they have to wait on SCVs to finish mining. Suddenly the 111 push becomes easily holdable, assuming you scout it and you are not playing stupidly greedy.


And now, suddenly Terran can't hold off a 4 gate, baneling bust, or even a 3 gate pressure expand. This mule nonsense is horrendously shortsighted and doesn't seem to take into account ANYTHING other than this stupid "1-1-1" timing.


I'm sorry, but it does take into account. When is the last time you saw a terran die to a 4gt? I cant seem to remember seeing that in like ages. Maybe its time that an all in from protoss is actually able to kill a terran if he isnt prepared.

I can cite many of my ladder matches where 5-gates, 4-gates, void allins, baneling busts, blink allins, and other allins that I may have forgotten have caused me a loss because I simply did not have the necessary amount of units. The difference is I analyze where I cut corners and played greedy. I do not make ridiculous balance suggestions because I want to be able to cut more corners.

This isn't about your play. I'm going to just make an assumption which is something I hate to do, but I'm going to go ahead and say that your macro pales in comparison to that of a professional gamer. Therefore, citing examples from YOUR GAMES does absolutely no good in balance discussion.

You completely missed the point of my post. My macro ability has almost no relevance when I am getting allin'd. I'm saying that protoss players should stop suggesting balance changes to each other and start suggesting more safe builds to each other.
It does have relevance, as even in the early game, especially as Terran, even waiting 1-2 game seconds to start your next unit has drastic repercussions when responding to an all-in and then complaining about not having enough units.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 00:55 GMT
#1534
Maybe with MC micro :p It doesn't matter though, double gas steal isn't a reliable counter to anything. If your opponent screws up and lets you and you feel you can hold the inevitable allin go ahead. But it's not reliable.
Pepe-
Profile Joined August 2010
Germany87 Posts
August 23 2011 00:56 GMT
#1535
I like the idea to make pdd researchable and give hsm for free.

Or something like giving Stalker 2 attacks against air. Like 2x 5 +3 vs armored. Would help vs pdd a lot and slightly help vs banshees.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 00:57 GMT
#1536
On August 23 2011 09:49 Yaotzin wrote:
Show nested quote +

Seriously, are you gonna say that in 1 month nothing will have changed and 1/1/1 will still be as powerful? Because if so, i'll come back in a month and quote you

It'll be more popular then than now, if it isn't patched or the community intervenes by banning it as MVP called for. Progamers play for dollars, and this build wins thousands of them.

Another thing we agree on. Perhaps the MULE change isn't the proper way to deal with something THIS PATCH (It's something I think will be addressed with HotS) SOMETHING needs to be done about this build.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Razuik
Profile Joined October 2010
United States409 Posts
August 23 2011 00:58 GMT
#1537
On August 23 2011 09:55 VirgilSC2 wrote:
Show nested quote +
On August 23 2011 09:47 Razuik wrote:
On August 23 2011 09:41 VirgilSC2 wrote:
On August 23 2011 09:37 Razuik wrote:
On August 23 2011 09:31 IVN wrote:
On August 23 2011 09:21 aksfjh wrote:
On August 23 2011 09:14 IVN wrote:
On August 23 2011 08:59 Yaotzin wrote:
On August 23 2011 08:54 VirgilSC2 wrote:
Well then maybe Terrans should find a way to counter Zerg without being reliant on purely marines. Nerfing MULEs is probably the one thing that should be done to bring every race's macro mechanic in line with eachother, in order to provide a more equal footing in high level play, as it is, Terrans gain a huge economic advantage for no reason other than picking Terran against Zerg or Protoss players. I can't tell you how many times I've heard a caster say "well X is ahead on Workers, but Y is getting more income because of MULEs"

They may well be imba at the point where making more workers isn't useful anymore. They aren't before that though, at least not noticeably, and most importantly they have very little bearing on the push this thread is about. This push happens when making more workers is still very good. MC lost game 1 despite having like 10 more workers the whole time. That's better than a mule. Ergo the issue ain't the mule.

You are wrong. Look at this screen shot. It's from the 1st MC v Puma game on XNC.

[image loading]

Full saturation at 5:50. Push begins at 9. And I've counted. He has used additional 3 MULEs before the push. How much is that? 3 * 270 minerals? Equals 16 marines.

Now imagine those 3 MULEs could only bring only a 1/2 or a 1/4 of minerals back, because the mineral line is already saturated and they have to wait on SCVs to finish mining. Suddenly the 111 push becomes easily holdable, assuming you scout it and you are not playing stupidly greedy.


And now, suddenly Terran can't hold off a 4 gate, baneling bust, or even a 3 gate pressure expand. This mule nonsense is horrendously shortsighted and doesn't seem to take into account ANYTHING other than this stupid "1-1-1" timing.


I'm sorry, but it does take into account. When is the last time you saw a terran die to a 4gt? I cant seem to remember seeing that in like ages. Maybe its time that an all in from protoss is actually able to kill a terran if he isnt prepared.

I can cite many of my ladder matches where 5-gates, 4-gates, void allins, baneling busts, blink allins, and other allins that I may have forgotten have caused me a loss because I simply did not have the necessary amount of units. The difference is I analyze where I cut corners and played greedy. I do not make ridiculous balance suggestions because I want to be able to cut more corners.

This isn't about your play. I'm going to just make an assumption which is something I hate to do, but I'm going to go ahead and say that your macro pales in comparison to that of a professional gamer. Therefore, citing examples from YOUR GAMES does absolutely no good in balance discussion.

You completely missed the point of my post. My macro ability has almost no relevance when I am getting allin'd. I'm saying that protoss players should stop suggesting balance changes to each other and start suggesting more safe builds to each other.
It does have relevance, as even in the early game, especially as Terran, even waiting 1-2 game seconds to start your next unit has drastic repercussions when responding to an all-in and then complaining about not having enough units.

So why are we not analyzing the perfection of macro for all high level protoss players before and during the push? We just assume it was perfect. I thought you didn't like to assume! -_-
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
August 23 2011 01:02 GMT
#1538
On August 23 2011 09:58 Razuik wrote:
Show nested quote +
On August 23 2011 09:55 VirgilSC2 wrote:
On August 23 2011 09:47 Razuik wrote:
On August 23 2011 09:41 VirgilSC2 wrote:
On August 23 2011 09:37 Razuik wrote:
On August 23 2011 09:31 IVN wrote:
On August 23 2011 09:21 aksfjh wrote:
On August 23 2011 09:14 IVN wrote:
On August 23 2011 08:59 Yaotzin wrote:
On August 23 2011 08:54 VirgilSC2 wrote:
Well then maybe Terrans should find a way to counter Zerg without being reliant on purely marines. Nerfing MULEs is probably the one thing that should be done to bring every race's macro mechanic in line with eachother, in order to provide a more equal footing in high level play, as it is, Terrans gain a huge economic advantage for no reason other than picking Terran against Zerg or Protoss players. I can't tell you how many times I've heard a caster say "well X is ahead on Workers, but Y is getting more income because of MULEs"

They may well be imba at the point where making more workers isn't useful anymore. They aren't before that though, at least not noticeably, and most importantly they have very little bearing on the push this thread is about. This push happens when making more workers is still very good. MC lost game 1 despite having like 10 more workers the whole time. That's better than a mule. Ergo the issue ain't the mule.

You are wrong. Look at this screen shot. It's from the 1st MC v Puma game on XNC.

[image loading]

Full saturation at 5:50. Push begins at 9. And I've counted. He has used additional 3 MULEs before the push. How much is that? 3 * 270 minerals? Equals 16 marines.

Now imagine those 3 MULEs could only bring only a 1/2 or a 1/4 of minerals back, because the mineral line is already saturated and they have to wait on SCVs to finish mining. Suddenly the 111 push becomes easily holdable, assuming you scout it and you are not playing stupidly greedy.


And now, suddenly Terran can't hold off a 4 gate, baneling bust, or even a 3 gate pressure expand. This mule nonsense is horrendously shortsighted and doesn't seem to take into account ANYTHING other than this stupid "1-1-1" timing.


I'm sorry, but it does take into account. When is the last time you saw a terran die to a 4gt? I cant seem to remember seeing that in like ages. Maybe its time that an all in from protoss is actually able to kill a terran if he isnt prepared.

I can cite many of my ladder matches where 5-gates, 4-gates, void allins, baneling busts, blink allins, and other allins that I may have forgotten have caused me a loss because I simply did not have the necessary amount of units. The difference is I analyze where I cut corners and played greedy. I do not make ridiculous balance suggestions because I want to be able to cut more corners.

This isn't about your play. I'm going to just make an assumption which is something I hate to do, but I'm going to go ahead and say that your macro pales in comparison to that of a professional gamer. Therefore, citing examples from YOUR GAMES does absolutely no good in balance discussion.

You completely missed the point of my post. My macro ability has almost no relevance when I am getting allin'd. I'm saying that protoss players should stop suggesting balance changes to each other and start suggesting more safe builds to each other.
It does have relevance, as even in the early game, especially as Terran, even waiting 1-2 game seconds to start your next unit has drastic repercussions when responding to an all-in and then complaining about not having enough units.

So why are we not analyzing the perfection of macro for all high level protoss players before and during the push? We just assume it was perfect. I thought you didn't like to assume! -_-
I haven't seen any point where people say "MC's macro was perfect" or "PuMa's macro slipped" as the excuse for success/failure.

I'm going to go ahead and say that it's pretty widely accepted that results from JoeForumer's ladder games have no place in Balance Discussion.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
IVN
Profile Joined October 2010
534 Posts
August 23 2011 01:02 GMT
#1539
On August 23 2011 09:49 Deadlyfish wrote:
Show nested quote +
On August 23 2011 09:41 IVN wrote:
On August 23 2011 09:35 Deadlyfish wrote:
I remember when this was really popular back like a year ago or something. It died out. Now it's back and it's as if people forgot what happened to it the last time.

Builds die out, the game changes without nerfs or buffs or anything. A month ago TvT was bio/tank, now it's mech all the way. Let the game grow and stop getting upset just because one of the best terrans beat one of the best protosses. It happens you know?

I know i'm terran so i must be biased, but i'll say this in any situation, even when it's terrans turn to lose. Stop having so short term memory and look at the big picture please. And so now we have a bunch of random people suggesting silly changes just because a build has been popular for like a month? Come on.

I also agree with what Tyler said earlier.

This build was around since beta. It was strong the whole time, and the only real counter was 4gt. But back then, 4gts were much stronger and came much earlier. Now, terrans can defend a 4gt even while executing this crazy ultra tech build.



No, the build just sorta died out. A few people did it in the GSL as well but without success. 4 gate was not the counter to this build. Plenty of people held it off while expanding. Nothing is different now than it was back then (i mean situation wise, i know there have been buffs/nerfs, though mostly irrelevant). I will bet that in 1 month this build will not be nearly as popular as it is now, even if blizzard does nothing. Seriously, are you gonna say that in 1 month nothing will have changed and 1/1/1 will still be as powerful? Because if so, i'll come back in a month and quote you


Yes, this build is he most imba build in the history of SC2.

And yes 4gt was the counter to this.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 01:04 GMT
#1540
3gate void was the best counter. That got nerfed too though..hmm..

Maybe I'll just 4gate/robo allin everyone. They don't ever seem to expect that.
Prev 1 75 76 77 78 79 143 Next
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 5 Korea Qualifier
Classic vs PercivalLIVE!
Ryung 1198
CranKy Ducklings278
CranKy Ducklings SOOP224
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 1198
Lowko369
SortOf 119
SpeCial 108
StarCraft: Brood War
Britney 65967
Calm 6759
Sea 3598
Jaedong 2742
Horang2 1691
Mini 545
Hyuk 412
BeSt 362
Stork 353
Soma 348
[ Show more ]
Larva 323
Light 318
Rush 283
Snow 263
actioN 198
ggaemo 153
Last 130
Hyun 110
hero 98
Mind 84
Soulkey 84
ToSsGirL 80
Dewaltoss 76
Sacsri 64
Sharp 60
Backho 58
Pusan 56
Killer 41
sSak 40
sorry 29
Hm[arnc] 25
zelot 24
soO 23
[sc1f]eonzerg 23
IntoTheRainbow 23
scan(afreeca) 22
Movie 20
Shinee 18
HiyA 16
yabsab 13
Shine 8
Icarus 7
Terrorterran 5
Rock 4
Dota 2
Gorgc5127
qojqva963
Counter-Strike
olofmeister1667
byalli542
Super Smash Bros
Mew2King107
Other Games
singsing1892
B2W.Neo805
hiko509
Mlord294
DeMusliM241
XaKoH 174
KnowMe146
Trikslyr127
Liquid`VortiX60
Liquid`LucifroN58
QueenE58
RotterdaM51
NotJumperer1
Organizations
Dota 2
PGL Dota 2 - Main Stream14006
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• iHatsuTV 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1920
• Jankos1585
Upcoming Events
Replay Cast
10h 53m
The PondCast
20h 53m
KCM Race Survival
20h 53m
WardiTV Map Contest Tou…
21h 53m
Gerald vs herO
Clem vs Cure
ByuN vs Solar
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
1d 1h
CranKy Ducklings
1d 10h
Escore
1d 20h
RSL Revival
2 days
Replay Cast
2 days
WardiTV Map Contest Tou…
2 days
[ Show More ]
Universe Titan Cup
2 days
Rogue vs Percival
Ladder Legends
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
3 days
WardiTV Map Contest Tou…
3 days
Ladder Legends
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Soma vs TBD
Monday Night Weeklies
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
TBD vs YSC
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-20
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
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 © 2026 TLnet. All Rights Reserved.