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Why 1/1/1 is considered to be imbalanced in Korea - Page 83

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
CellTech
Profile Joined June 2010
Canada396 Posts
August 23 2011 05:44 GMT
#1641
I say increase mule mineral capacity 35, increase stalker range by .5
^ Probably a Troll Post
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
Last Edited: 2011-08-23 05:59:49
August 23 2011 05:58 GMT
#1642
How does Safe Build --> Ninja Expo fair against the 1/1/1?

It seems like Protoss can generally prevent Terran from climbing his ramp, but cannot hold onto his natural. But if Terran has to stray far from the path between his main and the Protoss's to kill the Protoss's expansion, suddenly the Terran is very open to counterattacks and flanks, and loses the ability to defend his reinforcements.
My strategy is to fork people.
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2011-08-23 06:02:38
August 23 2011 05:59 GMT
#1643
everyone suggesting changing mules to balance this is completely off their rockers. all of you are sub silvers garunteed. theres no way a masters player would suggest highly changing the mule and effecting each matchup heavily in order to just fix 1-1-1 timing



instead, a much simpler change to fix 1-1-1 would be to give immortals a 30 second buildtime.

it wouldnt break PvP,

and i dont think it would break PvZ (a robo could create 3 immortals in 90 seconds which is 750/300 cost and sucks at killing zerglings/hydras, or a robo could build 1 collossi in 75 seconds which is only 300/200 cost and much better at killing lings/hydras and has much longer range)


and i dont think it would break PvT. if anything, letting a toss get out way more immortals off a single robo might help alot of the lategame situations we are see'ing where in MC vs PUMA lategame it seems the terran army just steamrolls the toss army. however this immortal buff wouldnt effect collossi (which all the terrans want to complain about) so i think it would be fine
Astro-Penguin
Profile Blog Joined June 2011
554 Posts
August 23 2011 06:00 GMT
#1644
On August 23 2011 14:58 Severedevil wrote:
How does Safe Build --> Ninja Expo fair against the 1/1/1?

It seems like Protoss can generally prevent Terran from climbing his ramp, but cannot hold onto his natural. But if Terran has to stray far from the path between his main and the Protoss's to kill the Protoss's expansion, suddenly the Terran is very open to counterattacks and flanks, and loses the ability to defend his reinforcements.


Sase actually did this on Crossfire against Kas I believe it was during Dreamhack Summer, seemed like a pretty cool concept.
merlin101
Profile Joined July 2010
Switzerland194 Posts
August 23 2011 06:00 GMT
#1645
On August 23 2011 14:58 Severedevil wrote:
How does Safe Build --> Ninja Expo fair against the 1/1/1?

It seems like Protoss can generally prevent Terran from climbing his ramp, but cannot hold onto his natural. But if Terran has to stray far from the path between his main and the Protoss's to kill the Protoss's expansion, suddenly the Terran is very open to counterattacks and flanks, and loses the ability to defend his reinforcements.

Puma vs MC game 3... Puma scouted the expo and crushed mc. Although MC did do a basetrade...
antikk555
Profile Joined March 2011
85 Posts
August 23 2011 06:05 GMT
#1646
http://www.gomtv.net/2010gslopens1/vod/1139

GSL open 1 quarter finals from less than 1 year ago. I am a terrible player and knowning what I know now I could have entered and won that tournament, most of us could. The level of play was so that bad.

Here we are 1 year later and everyone is crying imbalance over a particular build. I would venture a bet that in 1 year this thread would be a subject of ridicule if it was necroed up to the front page.

TL;DR: Stop crying imbalance on forums and play the fucking game.
Belisarius
Profile Joined November 2010
Australia6231 Posts
August 23 2011 06:10 GMT
#1647
On August 23 2011 14:58 Severedevil wrote:
How does Safe Build --> Ninja Expo fair against the 1/1/1?

It seems like Protoss can generally prevent Terran from climbing his ramp, but cannot hold onto his natural. But if Terran has to stray far from the path between his main and the Protoss's to kill the Protoss's expansion, suddenly the Terran is very open to counterattacks and flanks, and loses the ability to defend his reinforcements.


Watch MC vs Puma set 3 at IEM.

+ Show Spoiler +
MC does pretty much exactly that, and gets stomped. The terran can completely ignore the expansion and just kill the protoss main with vision+tanks from the low-ground, and then you end up in a base-race situation against an opponent with flying buildings and an invincible ball.
CellTech
Profile Joined June 2010
Canada396 Posts
Last Edited: 2011-08-23 06:17:04
August 23 2011 06:13 GMT
#1648
2 gate zealots too strong Blizz
Brb, nerfing zealot build time

Sentries holding my mass muta Blizz
Brb, nerfing sentry damage

4 gate too strong Blizz
Brb, nerfing research time

Blink stalkers wrecking my army with 1337 micro Blizz
Brb, fungal prevents teleportation

Storm wreck my T1 Blizz
Brb, nerfing storm

But Blizz, storm still wrecking my T1
Brb, nerfing amulet

Blizz, colo wrecking my T1
Brb, nerfing Colosus dmg

But Blizz, voidray too strong
Brb, nerfing voidray damage

But Blizz, voidray still too fast for me to catch
Brb, removing speed upgrade

Blizz, MOAR!
Brb, range 7 -> 6

Thanks Blizz, but mamaship and 8 Templars into archons killed my mutas, fair trade seem not fair
Brb, nerfing mothership

Ok, thanks Blizz, 1 more thing, voidray OP
Brb, spore crawlers burrow faster.

.....

I know I forgot some too, which is the sad part.


HEY BLIZZ we've been struggling with 1/1/1 since beta. Throw us a bone!
^ Probably a Troll Post
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-08-23 06:14:47
August 23 2011 06:13 GMT
#1649
On August 23 2011 14:17 HaruRH wrote:
Show nested quote +
On August 23 2011 14:00 Heavenly wrote:
On August 23 2011 13:46 HaruRH wrote:
On August 23 2011 13:39 Heavenly wrote:
Er, are you suggesting one base colossi or two base colossi? Two base colossi is not going to have more than one colossi when this hits at the expense of tons of other units. If the terran scouts the toss is one base he sits back. If it's one base colossi he goes banshee heavy. If you have played protoss you know that you can't afford colossi and stalkers to deal with banshees, especially if you try to get to range upgrade.

You seem to be forgetting how OP mentioned that he watched a player do one gate robo five times and lose every game? Lol at calling people saying one gate robo isn't the best response "theorycrafters" when you don't show why it is the proper response and are just theorycrafting yourself. I've seen the replays of the guy going one base colossi and winning when engaging in the middle of the map but no remotely smart terran is going to push out before scouting a protoss nexus. Until the nexus goes down, go banshee and tank heavy. If it stays one base to one base, terran floats CC down to natural and wins.


Are you talking to me?
If you are, then I must disagree. First off, I did play on the ladders and tried responses that you guys theorycrafters suggested. Read the last page.


You linked to a two gate twilight council expand build to tell people how to hold it 2/3 times on masters level in the North American server (what's the difference in the 1/3 that you lose to? Since you are doing the exact same build order every time presumably, there must be something else the terran is doing to account for those ones winning while others don't) This thread is discussing how the best protoss in Korea are unable to beat it and is a discussion on how it is imbalanced at the highest level (i.e. not the North American masters server). Any of those Koreans would beat you 1000/1000 games with the 1-1-1. The Koreans that know the proper reactions to what they scout you doing will beat you 10000/10000 times.

Of course I'm sure you think your post was very enlightening and everyone else is just theorycrafters. Continue repeating the same thing over and over with that other guy.

This thread discusses the game at the highest level and how it is imbalanced. Thanks for your anecdotal evidence and your ability to hold it on North American masters (guess what, I can too, most terrans that do it mess it up royally and have about half the units of the Koreans) but it is irrelevant to everything going on here.


Well, to answer your questions,

1) At least I bothered to try taking on 1/1/1, unlike most of these people who just whine with some halfassed theories about why 1/1/1 is imba.

2) In no way did the op mention 1/1/1 in the Korean scene, hence rendering your argument invalid.

3) The op clearly wanted to discuss strategies about how to defeat 1/1/1, and not how Korean protoss cannot beat 1/1/1.

EDIT: the op derailed off his own question of how Koreans think 1/1/1 is imbalanced and went on about 1 base colossus. Hence, I wanted to answer people's question about strategies to beat 1/1/1. 2 Base colo and 1 bases colo are too risky, either setting you back or making you substantial to other Terran pushes.



...What? I'm going to add some more here because I don't want to get warned for a one word response but...what?

The OP itself is "Why the 1/1/1 is viewed as being imbalanced in the Korean scene" which is a discussion of the 1/1/1 in the Korean scene and why protoss struggles so hard to beat it...I mean...that's exactly what it says and then you're saying the OP says something completely different.

Then your edit just doesn't make sense? How did OP derail his own thread by discussing how one base colossus isn't the solution...because this thread is talking about what strategies toss are attempting and why it doesn't work, hence discussing one base colossus being unviable is completely relevant. You gave advice of how to beat 1/1/1 in masters server with some two gate twilight build...I beat it handily in masters with one gate expand almost every time, that doesn't mean the build isn't actually imbalanced, it means that they aren't doing it right. 5 rax reaper was nerfed because it was unstoppable in the high levels but you could still hold it off in the lower leagues...it was still imbalanced and nerfed either way.

I doubt anyone is saying "boohoo I can't beat this build in diamond it's unstoppable", they're saying it's imbalanced at the highest Korean level and makes for a VERY unentertaining game for the spectators. This is why you saying weird stuff like "you people are just theorycrafters stop whining" makes no sense.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
farnham
Profile Joined January 2011
1378 Posts
August 23 2011 06:13 GMT
#1650
how about carriers

the typical marine , tank, banshee and raven mix seems to be quite vulnerable to it

only marines can shoot air and carriers have far superior range

vikings are only viable in larger numbers

a decent ground army to hold off marines and a few carriers could be quite good against 111

User was warned for this post
Belisarius
Profile Joined November 2010
Australia6231 Posts
Last Edited: 2011-08-23 06:17:49
August 23 2011 06:17 GMT
#1651
On August 23 2011 15:13 farnham wrote:
how about carriers

the typical marine , tank, banshee and raven mix seems to be quite vulnerable to it

only marines can shoot air and carriers have far superior range

vikings are only viable in larger numbers

a decent ground army to hold off marines and a few carriers could be quite good against 111


Words cannot convey how much I hope this is a troll post.

Has anyone tried the 5gate sentry-zealot all-in? It should hit before much of the 3/1/1's major tech is out, and with enough forcefields I've been able to roll through quite a surprising number of bunkers. I obviously wasn't playing Puma, though.
CellTech
Profile Joined June 2010
Canada396 Posts
August 23 2011 06:19 GMT
#1652
On August 23 2011 15:13 farnham wrote:
how about carriers

the typical marine , tank, banshee and raven mix seems to be quite vulnerable to it

only marines can shoot air and carriers have far superior range

vikings are only viable in larger numbers

a decent ground army to hold off marines and a few carriers could be quite good against 111


Great idea. Push comes at 9 minutes. I can get 4 carriers in 9 minutes. Maybe 5 wig chronoboost. I'll report back with results.
^ Probably a Troll Post
Belisarius
Profile Joined November 2010
Australia6231 Posts
August 23 2011 06:21 GMT
#1653
On August 23 2011 15:19 CellTech wrote:
Show nested quote +
On August 23 2011 15:13 farnham wrote:
how about carriers

the typical marine , tank, banshee and raven mix seems to be quite vulnerable to it

only marines can shoot air and carriers have far superior range

vikings are only viable in larger numbers

a decent ground army to hold off marines and a few carriers could be quite good against 111


Great idea. Push comes at 9 minutes. I can get 4 carriers in 9 minutes. Maybe 5 wig chronoboost. I'll report back with results.


You realise mass marine kills interceptors so quickly they don't even get shots off, right? Also PDD might even stop what little they do manage to send downrange before melting, I actually don't know.

Good luck with that one.
TrickyGilligan
Profile Joined September 2010
United States641 Posts
August 23 2011 06:22 GMT
#1654
On August 23 2011 15:13 farnham wrote:
how about carriers

the typical marine , tank, banshee and raven mix seems to be quite vulnerable to it

only marines can shoot air and carriers have far superior range

vikings are only viable in larger numbers

a decent ground army to hold off marines and a few carriers could be quite good against 111


Marines, even without stim, kill interceptors almost instantly. The 1/1/1 and 3/1/1 both use lots and lots of marines. Hence, Carriers aren't really that great. If they do some weird variation that uses hellions for some reason, I can see it working, but it's just not not really viable with mass marines.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
Whitewing
Profile Joined October 2010
United States7483 Posts
August 23 2011 06:28 GMT
#1655
Clearly the counter is a mothership rush.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
farnham
Profile Joined January 2011
1378 Posts
August 23 2011 06:28 GMT
#1656
On August 23 2011 15:22 TrickyGilligan wrote:
Show nested quote +
On August 23 2011 15:13 farnham wrote:
how about carriers

the typical marine , tank, banshee and raven mix seems to be quite vulnerable to it

only marines can shoot air and carriers have far superior range

vikings are only viable in larger numbers

a decent ground army to hold off marines and a few carriers could be quite good against 111


Marines, even without stim, kill interceptors almost instantly. The 1/1/1 and 3/1/1 both use lots and lots of marines. Hence, Carriers aren't really that great. If they do some weird variation that uses hellions for some reason, I can see it working, but it's just not not really viable with mass marines.

carriers have superior range and marines either have to shoot interceptors (which is good since they are rebuild pretty fast) or attack the carriers directly in which case the stalkers or zealots can kill them since they are prob out of tank range

carriers can also pick up single banshees and ravens if they are not protected well
farnham
Profile Joined January 2011
1378 Posts
August 23 2011 06:31 GMT
#1657
On August 23 2011 15:17 Belisarius wrote:
Show nested quote +
On August 23 2011 15:13 farnham wrote:
how about carriers

the typical marine , tank, banshee and raven mix seems to be quite vulnerable to it

only marines can shoot air and carriers have far superior range

vikings are only viable in larger numbers

a decent ground army to hold off marines and a few carriers could be quite good against 111


Words cannot convey how much I hope this is a troll post.

Has anyone tried the 5gate sentry-zealot all-in? It should hit before much of the 3/1/1's major tech is out, and with enough forcefields I've been able to roll through quite a surprising number of bunkers. I obviously wasn't playing Puma, though.

since nobody is using carriers it might be a good time to test em

i had quite good results with carriers and a ground army against hydra and roach in the past

granted im not gm in korea or anything so
its just an idea
Whitewing
Profile Joined October 2010
United States7483 Posts
August 23 2011 06:31 GMT
#1658
On August 23 2011 15:28 farnham wrote:
Show nested quote +
On August 23 2011 15:22 TrickyGilligan wrote:
On August 23 2011 15:13 farnham wrote:
how about carriers

the typical marine , tank, banshee and raven mix seems to be quite vulnerable to it

only marines can shoot air and carriers have far superior range

vikings are only viable in larger numbers

a decent ground army to hold off marines and a few carriers could be quite good against 111


Marines, even without stim, kill interceptors almost instantly. The 1/1/1 and 3/1/1 both use lots and lots of marines. Hence, Carriers aren't really that great. If they do some weird variation that uses hellions for some reason, I can see it working, but it's just not not really viable with mass marines.

carriers have superior range and marines either have to shoot interceptors (which is good since they are rebuild pretty fast) or attack the carriers directly in which case the stalkers or zealots can kill them since they are prob out of tank range

carriers can also pick up single banshees and ravens if they are not protected well


If (and he will, trust me, he will) he scouts you making carriers, he'll stop making banshees/tanks and just make marines/vikings and then just straight up kill you. If you somehow miraculously get 5-6 carriers out before you are dead on just one base, he's probably expanded by now and is about to walk over you. If you expanded, you won't have very many carriers and you will get walked over. Seriously, those things take FOREVER to build.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
LicH.
Profile Blog Joined April 2011
China235 Posts
August 23 2011 06:33 GMT
#1659
just saw perfect defend rainbow's 1-1-1 on stream.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
August 23 2011 06:35 GMT
#1660
People quoting Tyler saying that playing safe is a good response - That was a philosophical post and in theory that should be the best option in all cases. Sacrifice the ability to punish a greedy build in exchange for having perfect scouting info and being able to perfectly counter whatever build is coming, such that the game is still even in all scenarios. That's not the case with this build, because there is no one base response that works. Protoss isn't as flexible as terran off of one base and their units aren't as cost effective against this unit comp either. As such, one base tech responses don't work as well.
Porouscloud - NA LoL
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