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 Patch 1.4 PTR, The Rise of Protoss?

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SUSAzurues
post Aug 25 2011, 11:14 AM, updated 15y ago

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General
Unit vision up ramps has been reduced by 1.

PROTOSS
Immortal
Attack range increased from 5 to 6.

Mothership
Acceleration increased from 0.3 to 1.375.
The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.

Stalker
Blink research time increased from 110 to 140.

Warp Prism
Shields increased from 40 to 100.

TERRAN
Barracks
Build time increased from 60 to 65.

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.

Raven
Seeker missile movement speed increased from 2.5 to 2.953.

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).

Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.

Ultralisk
Build time decreased from 70 to 55.

Notable non-balance changes:
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.
(I believe this works like single player when you pick up floating mineral patches. You will see a +50 in blue and the opponent will need to be in the vicinity to see this floating text)

Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.
Set status to Busy when playing a game. (They make it easy for MLG)

Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.

Issuing new orders to charging zealots will cause them to lose the charge buff.

Attack upgrades are now retained by units controlled by Neural Parasite.

SCVs can no longer repair themselves while inside a Bunker or Medivac.

Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.

If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.

Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.


Full patch notes: http://us.battle.net/sc2/en/forum/topic/1213111662
jeffvip
post Aug 25 2011, 12:24 PM

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The worst nightmare have begun with the rise of Immortal and Warp Prism. Pls be prepare for the nightmare of BW (which is Reaver drop) start to utilize commonly in sc2 with Immortal drop + warp in flex.gif
axn992
post Aug 25 2011, 01:27 PM

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Stalker
Blink research time increased from 110 to 140.

DAMN!
jeffvip
post Aug 25 2011, 01:29 PM

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I hate hellion nerf... I really enjoy how those Slayers utilize hellion so well
kEazYc
post Aug 25 2011, 01:59 PM

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Still no fix for 1/1/1 =\
evofantasy
post Aug 25 2011, 02:26 PM

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Immortal: Attack range increased from 5 to 6. The problem ppl have with immortals are nt really the range but the chunky movement which makes it hard to concave... Tat haven been fixed but the range 6 help u poke and return to recharge shields...

Mothership: Still wont see it in play LOL.

Stalker: Blink research time increased from 110 to 140. THis is jz dumb... Just when PvP allow u to get blink and hold 4 gate with micro, this happen... The only reason i can see this is in PvT where 1 base blink can win u games vs terrans who 1 rax expand but isn't this the point? 1 base blink don't do well in PvZ anymore and the 2 base variant doesnt care bout such timing... More worried bout PvP...

Warp Prism: Shields increased from 40 to 100. extra 60hp? me happy but what to drop? in scbw, u drop reavers which demolishes mineral lines (ala BFH)... in sc2 dropping immortals dun kill workers, u are left with sniping supply depots/ pylon or queens... dropping zeal does ntg as workers outrun then, stalkers dun do enuff damage, sentry drops started to get popular so it is a good thing.. DT drop is decent, HT/ colo drops for sure... nice to see it buffed but still as David Kim/ Dustin Browder said for HOTS preview, protoss lack a suitable unit for such role...

Barracks: Build time increased from 60 to 65. Retarded nerf... i dun see the reason for this besides the 2 rax bunker in TvZ... while u are at it, can u plz unnerf reapers?

Hellion: Infernal Pre-Igniter damage upgrade decreased from 10 to 5. I can see how OP BFH can be when they are in the mienral lines, killings lings and killing other soft units... But i think this is a overnerf... i enjoyed TvT with BFHs... This is such a big nerf which is nt needed... if they wanan stick with it, then please reduce the upgrade cost by 50%...

Raven: Seeker missile movement speed increased from 2.5 to 2.953. Welcomed change

Infestor: Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). Slight nerf to this, probably due to it 1 shotting marines LOL...

Overseer: Morph cost decreased from 50/100 to 50/50. Contaminate energy cost increased from 75 to 125. Welcomed change, underused unit but to balance it they nerf contaminate which is superly underused... I rather they keep the cost to like 50/75 and keep contaminate as it is =(

Ultralisk: Build time decreased from 70 to 55. 200/200 remax with ultras? me like this!


Added on August 25, 2011, 2:29 pmps: no bunker changes? i doubt this patch will go live (hint: there is a bunker related balance change every time there is a balance patch)

This post has been edited by evofantasy: Aug 25 2011, 02:29 PM
axn992
post Aug 25 2011, 04:06 PM

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another nerf for protoss units, stalkers blink research increased, they like to nerf protoss attacking units, while side units they upgrade.
keretapir
post Aug 25 2011, 04:41 PM

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immortals will rape ultras (with proper positioning)
SUSAzurues
post Aug 25 2011, 05:09 PM

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i dont feel like the blink will have huge effect.

probably just extra 1 chrono boosts and u can't super rush blink stalker anymore

and god dammit Blizzard, have u forgotten about Carriers?
hahli9
post Aug 25 2011, 06:29 PM

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MAN PRISMS

Also, -1 vision attacker's disadvantage = death of 4gate especially with immortal +1 range.

This post has been edited by hahli9: Aug 25 2011, 06:32 PM
Ryperer
post Aug 25 2011, 07:34 PM

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I like this biggrin.gif
FullMetalBoy
post Aug 25 2011, 08:34 PM

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hoho i like the nerf with the barracks and hellions. well i think hellions should cost more. either 1 is good
evofantasy
post Aug 25 2011, 08:43 PM

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QUOTE(Azurues @ Aug 25 2011, 05:09 PM)
i dont feel like the blink will have huge effect.

probably just extra 1 chrono boosts and u can't super rush blink stalker anymore

and god dammit Blizzard, have u forgotten about Carriers?
*
for PvP, this matter a whole lot =(
quest_5692
post Aug 25 2011, 09:18 PM

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yeah, i think the blink nerf is stupid, 3 gate blink after looonnnggg development (since IMYONGHWA) had finally been the only anti 4 gate strat protoss can safely execute now wif proper timings, then now suddenly a matured strat gets nerfed right away. david kim wants more 4 gate.

the fungal growth nerf is very big la -.- now infestor ling ZvP will be significantly weaker, last time the dmg of fungal for protoss armoured death ball is huge.....now......haiz...ok la, gta admit fungal is quite OP now, they deserve some nerf.

warp prisms buff is for more ht/zealot drop i guess...
evofantasy
post Aug 25 2011, 09:59 PM

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QUOTE(quest_5692 @ Aug 25 2011, 09:18 PM)
yeah, i think the blink nerf is stupid, 3 gate blink after looonnnggg development (since IMYONGHWA) had finally been the only anti 4 gate strat protoss can safely execute now wif proper timings, then now suddenly a matured strat gets nerfed right away. david kim wants more 4 gate.

the fungal growth nerf is very big la -.- now infestor ling ZvP will be significantly weaker, last time the dmg of fungal for protoss armoured death ball is huge.....now......haiz...ok la, gta admit fungal is quite OP now, they deserve some nerf.

warp prisms buff is for more ht/zealot drop i guess...
*
tat's y i was mad at the blink nerf...

u got robo, stargate and templar as ur PvP options post 4 gate...
stargate demolishes robo, robo is even with templar (depend on micro) and templar jz wreck stargate play...
so the most stable build aka templar (blink) just got nerfed...
and that long time might allow ur opponent to get enuff colo vs robo build...
quest_5692
post Aug 25 2011, 10:56 PM

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moar 4 gate, moar 4 gate, moar 4 gate
kding2
post Aug 26 2011, 12:11 AM

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Blink research nerf is retarded. Why there is no carriers or HT buff?

As for the Barrack, does extra 5 seconds really make a different..at all?

And FG is basically untouchable, so how is this RISE of Protoss?
pepsi89
post Aug 26 2011, 03:17 AM

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QUOTE(kding2 @ Aug 26 2011, 12:11 AM)

As for the Barrack, does extra 5 seconds really make a different..at all?

And FG is basically untouchable, so how is this RISE of Protoss?
*
it makes me easier to 1 gate cheese a terran in 1v1 xelnaga map more easily, currently doing it with 100% success rate,lol
SiewKaiz
post Aug 26 2011, 08:17 AM

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OMG immortal drop pickup with zealot~ oh man now it is even harder to def it~ =.=a

yes barrack nerf 5 sec good for me~ 2 rax bunker rush will slow 5sec BUT THIS WILL ENCOURAGE MORE BFH(despite nerf some dmg) and banshit DAMN


Added on August 26, 2011, 8:20 am
QUOTE(Azurues @ Aug 25 2011, 05:09 PM)
i dont feel like the blink will have huge effect.

probably just extra 1 chrono boosts and u can't super rush blink stalker anymore

and god dammit Blizzard, have u forgotten about Carriers?
*
good for zerk player~3 gate blinks all in is IMBA

This post has been edited by SiewKaiz: Aug 26 2011, 08:20 AM
jeffvip
post Aug 26 2011, 09:19 AM

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QUOTE(SiewKaiz @ Aug 26 2011, 08:17 AM)
OMG immortal drop pickup with zealot~ oh man now it is even harder to def it~ =.=a

yes barrack nerf 5 sec good for me~ 2 rax bunker rush will slow 5sec  BUT THIS WILL ENCOURAGE MORE BFH(despite nerf some dmg) and banshit DAMN


Added on August 26, 2011, 8:20 am

good for zerk player~3 gate blinks all in is IMBA
*
infested protoss have spoken notworthy.gif
SiewKaiz
post Aug 26 2011, 09:50 AM

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QUOTE(jeffvip @ Aug 26 2011, 09:19 AM)
infested protoss have spoken  notworthy.gif
*
protoss cant be infested coz they r protected by the khala
jeffvip
post Aug 26 2011, 10:45 AM

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QUOTE(SiewKaiz @ Aug 26 2011, 09:50 AM)
protoss cant be infested coz they r protected by the khala
*
btw, I really looking forward to Immortal drop by Toss in the future. Saw San wanna execute once to snipe a Colossus but fail. With both immortal and warp prisms buff I think this play will come back in at least PvP


You are the example of the only infested(your real race now) protoss (your sig picture) holding a Marine C-14 Gauss Rifle (your sig race)
SiewKaiz
post Aug 26 2011, 11:43 AM

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does that mean u r infested too?

jeffvip
post Aug 26 2011, 11:48 AM

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QUOTE(SiewKaiz @ Aug 26 2011, 11:43 AM)
does that mean u r infested too?
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I no play toss n zerg. play girl only
SiewKaiz
post Aug 26 2011, 11:53 AM

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QUOTE(jeffvip @ Aug 26 2011, 11:48 AM)
I no play toss n zerg. play girl only
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QUOTE(jeffvip @ Aug 26 2011, 10:51 AM)
4 gates n  6 gates works wonder. I was playing my typical 1v1 ladder, but I press wrongly and start as Protoss against Zerg. OMG, I have no experience at all using Protoss in 1v1 at Diamond lvl. but i just go 4 gate and won the game. 2nd game, 6 gate. won again. 6 gate all-in + FF is imba... I might get to code A very soon...  tongue.gif
*
no play toss huh~ hmm.gif
jeffvip
post Aug 26 2011, 11:55 AM

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QUOTE(SiewKaiz @ Aug 26 2011, 11:53 AM)
no play toss huh~ hmm.gif
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accident happens sometime
SUSAzurues
post Aug 26 2011, 01:34 PM

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The unit vision on ramp -1 and bfh -5 damage will affect TvT severely.

U need more scans, even more bfh to inflict bigger damage.

And warp prism now can really use like medivac drop already.

The ultralisk buff also very good for late-game Zerg. A new bunch of ultralisk morphing out will change the end game result.

I am pretty sure we gonna see more patch up soon hmm.gif
nagflar
post Aug 26 2011, 02:17 PM

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good job blizzard . nerf on helion . they are op 3-4 helion can kill all your worker .
SiewKaiz
post Aug 26 2011, 02:40 PM

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3-4 BFH can make u gg or 1 cloaked banshit make u gg imba terran


nagflar
post Aug 26 2011, 02:59 PM

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lol atleast got ppl agree terran is imba . ++1
evofantasy
post Aug 26 2011, 03:26 PM

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QUOTE(Azurues @ Aug 26 2011, 01:34 PM)
The unit vision on ramp -1 and bfh -5 damage will affect TvT severely.

U need more scans, even more bfh to inflict bigger damage.

And warp prism now can really use like medivac drop already.

The ultralisk buff also very good for late-game Zerg. A new bunch of ultralisk morphing out will change the end game result.

I am pretty sure we gonna see more patch up soon hmm.gif
*
hmmm i am nt sure bout warp prism since u wont make more than 1 usually...
still it is a good unit to bring wit ur army and as an elevator now...

i sitll prefer the medivac/ overlords doom drops
jeffvip
post Aug 26 2011, 03:45 PM

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QUOTE(nagflar @ Aug 26 2011, 02:59 PM)
lol atleast got ppl agree terran is imba . ++1
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LOL, you are new to this forum aint you? he was and still the renounce Terran QQers of all time notworthy.gif
evofantasy
post Aug 26 2011, 04:12 PM

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QUOTE(jeffvip @ Aug 26 2011, 03:45 PM)
LOL, you are new to this forum aint you? he was and still the renounce Terran QQers of all time notworthy.gif
*
he QQ everything man...
try seeing him rage bout imbalosus =p

but even if he QQ, he still spam the find match button and improve overtime...
Nandeska
post Aug 26 2011, 05:28 PM

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QUOTE(evofantasy @ Aug 26 2011, 04:12 PM)
he QQ everything man...
try seeing him rage bout imbalosus =p

but even if he QQ, he still spam the find match button and improve overtime...
*
sure or not ? hahah laugh.gif laugh.gif
quest_5692
post Aug 26 2011, 06:24 PM

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BFH after nerf still 2 shots worker.
SiewKaiz
post Aug 27 2011, 08:33 AM

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QUOTE(Nandeska @ Aug 26 2011, 05:28 PM)
sure or not ? hahah  laugh.gif  laugh.gif
*
even i also not sure myself~ evofantasy sendiri syok mayb hmm.gif

This post has been edited by SiewKaiz: Aug 27 2011, 08:34 AM
hahli9
post Aug 28 2011, 01:39 AM

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QUOTE(evofantasy @ Aug 26 2011, 03:26 PM)
hmmm i am nt sure bout warp prism since u wont make more than 1 usually...
still it is a good unit to bring wit ur army and as an elevator now...

i sitll prefer the medivac/ overlords doom drops
*
Mass warp prism doom drops with in your base warp ins. I want to see that. xD
evofantasy
post Aug 28 2011, 02:51 AM

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QUOTE(hahli9 @ Aug 28 2011, 01:39 AM)
Mass warp prism doom drops with in your base warp ins. I want to see that. xD
*
2 supply tat does ntg as opposed to healing medics/ food supply OLs
eMCeesquareZ
post Aug 28 2011, 06:11 AM

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rise of protoss =.=

The fact is that protoss had been dominating for awhile that zergs and terran finally came out with solution to deal with them. Meaning now protoss no longer can build a ball and A-move but to find a way to deal with the new style of terran and zerg.

And the cycle goes again and again.

btw, 3 stalker rush > 4 gate
Quazacolt
post Aug 28 2011, 11:23 AM

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QUOTE(eMCeesquareZ @ Aug 28 2011, 06:11 AM)
rise of protoss =.=

The fact is that protoss had been dominating for awhile that zergs and terran finally came out with solution to deal with them. Meaning now protoss no longer can build a ball and A-move but to find a way to deal with the new style of terran and zerg.

And the cycle goes again and again.

btw, 3 stalker rush > 4 gate
*
lold.
hazairi
post Aug 28 2011, 02:09 PM

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really support the helion nerf!

in the future should nerf sentry's FF time from 15 to 10.. tongue.gif
axn992
post Aug 28 2011, 02:49 PM

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QUOTE(hazairi @ Aug 28 2011, 02:09 PM)
really support the helion nerf!

in the future should nerf sentry's FF time from 15 to 10.. tongue.gif
*
FF saves protoss! u nerf that, protoss hopeless

This post has been edited by axn992: Aug 28 2011, 02:49 PM
Quazacolt
post Aug 28 2011, 03:21 PM

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QUOTE(hazairi @ Aug 28 2011, 02:09 PM)
really support the helion nerf!

in the future should nerf sentry's FF time from 15 to 10.. tongue.gif
*
nerf that, but reduce energy cost, and i am TOTALLY fine with it.
evofantasy
post Aug 28 2011, 03:23 PM

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QUOTE(Quazacolt @ Aug 28 2011, 03:21 PM)
nerf that, but reduce energy cost, and i am TOTALLY fine with it.
*
i would prefer the 10sec version of =p
there are moments i felt my FF are too long when i decimate the first half of his army and his 2nd half jz retreat which i cant chase cause my FF is still around LOL =(
pepsi89
post Aug 28 2011, 04:21 PM

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QUOTE(eMCeesquareZ @ Aug 28 2011, 06:11 AM)
rise of protoss =.=

The fact is that protoss had been dominating for awhile that zergs and terran finally came out with solution to deal with them. Meaning now protoss no longer can build a ball and A-move but to find a way to deal with the new style of terran and zerg.

And the cycle goes again and again.

btw, 3 stalker rush > 4 gate
*
fyi, 3 stalkers rush only works in close spawn if u wanna do damage, if not, it can only delay your opponent's 4gate, which is still useful, but ur warptech would be slightly slower as u waste 2 CB on both of the stalkers after the initial stalker

This post has been edited by pepsi89: Aug 28 2011, 04:57 PM
jayjay
post Aug 28 2011, 09:57 PM

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Carriers WILL NOT arrive cry.gif
kding2
post Aug 29 2011, 10:04 PM

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If anything, remove FF from Protoss and make the Protoss a REAL cost efficient units.

I think that warpgate and FF are the main reason why Protoss Tier 1 is a joke compare to others.

I mean, there is no way the Blizzard going to allow a Strong Protoss Tier 1 existed with Warpgate and FF.
gtboy2
post Aug 31 2011, 11:22 PM

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hurray mama ship turbo booster
kding2
post Sep 9 2011, 01:01 PM

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*New Update*

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Infestor’s Neural Parasite can no longer target Massive units.

Good news for Protoss who loves to use Archon and Collosus?

This post has been edited by kding2: Sep 9 2011, 01:01 PM
quest_5692
post Sep 9 2011, 02:02 PM

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good, now i can NP ur zealot
gladfly
post Sep 9 2011, 04:43 PM

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QUOTE(kding2 @ Sep 9 2011, 01:01 PM)
*New Update*

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Infestor’s Neural Parasite can no longer target Massive units.

Good news for Protoss who loves to use Archon and Collosus?
*
Ho ho ho..which means...Thors are viable again in TvZ....yay!!!!!! Mass Thors FTW!!!!
fujkenasai
post Sep 9 2011, 06:18 PM

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QUOTE(gladfly @ Sep 9 2011, 04:43 PM)
Ho ho ho..which means...Thors are viable again in TvZ....yay!!!!!! Mass Thors FTW!!!!
*
damn thats unfair
SUSAzurues
post Sep 9 2011, 06:20 PM

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archons imba
fujkenasai
post Sep 9 2011, 06:22 PM

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Toss FTW against zerg
jeffvip
post Sep 9 2011, 06:48 PM

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Should reduce the time of NP or increase heavily the energy required. So what will be the reason zerg research NP then?
kding2
post Sep 9 2011, 07:08 PM

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QUOTE(jeffvip @ Sep 9 2011, 06:48 PM)
Should reduce the time of NP or increase heavily the energy required. So what will be the reason zerg research NP then?
*
Steal Zealot or Immortal. rclxms.gif
quest_5692
post Sep 9 2011, 07:35 PM

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whats wrong wif NP? it should be imba for god sake, if not who will research a tier 3 spell, we are talking about possibly the highest level of spell in zerg -.-


Added on September 9, 2011, 7:38 pmmarine is imba, why blizzard dont nerf it, pdd is imba, why blizzard dont nerf it, conc shell is imba, why blizzard dont nerf it, banshee imba why blizzard dont nerf it.

insta storm too good to marine, nerf protoss. 4 gate too good to terran, nerf protoss. NP thor too good, nerf zerg.

only after 1 year, blizzard finally made the build time of barracks 65 seconds, same as gateway and spawning pool. all the while, its shorter and last time you can build it before supply depot.

This post has been edited by quest_5692: Sep 9 2011, 07:39 PM
kding2
post Sep 9 2011, 07:53 PM

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QUOTE(quest_5692 @ Sep 9 2011, 07:35 PM)
whats wrong wif NP? it should be imba for god sake, if not who will research a tier 3 spell, we are talking about possibly the highest level of spell in zerg -.-


Added on September 9, 2011, 7:38 pmmarine is imba, why blizzard dont nerf it, pdd is imba, why blizzard dont nerf it, conc shell is imba, why blizzard dont nerf it, banshee imba why blizzard dont nerf it.

insta storm too good to marine, nerf protoss. 4 gate too good to terran, nerf protoss. NP thor too good, nerf zerg.

only after 1 year, blizzard finally made the build time of barracks 65 seconds, same as gateway and spawning pool. all the while, its shorter and last time you can build it before supply depot.
*
Don't you think it is funny that one small alien can mind-control the entire Mothership or Collosus with one tentacle?

I guess that Zerg going to has harder time to deal with Protoss now.
evofantasy
post Sep 9 2011, 07:54 PM

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QUOTE(quest_5692 @ Sep 9 2011, 07:35 PM)
whats wrong wif NP? it should be imba for god sake, if not who will research a tier 3 spell, we are talking about possibly the highest level of spell in zerg -.-


Added on September 9, 2011, 7:38 pmmarine is imba, why blizzard dont nerf it, pdd is imba, why blizzard dont nerf it, conc shell is imba, why blizzard dont nerf it, banshee imba why blizzard dont nerf it.

insta storm too good to marine, nerf protoss. 4 gate too good to terran, nerf protoss. NP thor too good, nerf zerg.

only after 1 year, blizzard finally made the build time of barracks 65 seconds, same as gateway and spawning pool. all the while, its shorter and last time you can build it before supply depot.
*
mostly because u can control a 6-8 food massive unit and tip the battle by 12-16 food with just a single spell?
currently infestors can handle any possible unit composition using the 3 ability it has...

at least blizzard didnt remove the spell (flux vanes and amulet LOL)
quest_5692
post Sep 9 2011, 07:55 PM

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dont you think its funny an EMP hit on a bunch of sentry or HT will make the protoss lose the game, instantly? or 10 ghosts melting the entire ultralisk broodlord 200/200 army of zerg wif continuous snipes?


evofantasy
post Sep 9 2011, 08:00 PM

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QUOTE(quest_5692 @ Sep 9 2011, 07:55 PM)
dont you think its funny an EMP hit on a bunch of sentry or HT will make the protoss lose the game, instantly? or 10 ghosts melting the entire ultralisk broodlord 200/200 army of zerg wif continuous snipes?
*
i hate how emp deal 100shield damage burst (which is more damage than storm/ fungals) + 100energy to the protoss army...
when ghost got buffed via gas, i kinda see this coming lol...
mech + ghost were said to the ultimate deathball in the game for a long time and only recently ppl started realizing it...


the 2 spellcaster (ghost and infestors) were not used till they were buff whereas the protoss's one got nerfed...

87% in playXP now think protoss is underpowered with such changes...

----

for me the way to change NP is to reduce NP's mana cost (cost too much mana atm) but make the range shorter...


Added on September 9, 2011, 8:01 pm
QUOTE(kding2 @ Sep 9 2011, 07:08 PM)
Steal Zealot or Immortalrclxms.gif
*
idra vs MC last time...
roach + immortals are soooo good vs blink stalkers (remember this is what idra said in the interview after the game)

This post has been edited by evofantasy: Sep 9 2011, 08:01 PM
quest_5692
post Sep 9 2011, 08:33 PM

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i think its relevant if the mana cost of NP makes each infestor need to charge for a long time and can only use it once. like raven's HSM. its kinda a big ultimate skill.

evofantasy
post Sep 9 2011, 09:12 PM

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lol not sure if MKP is trolling

@OrangeMilkis
Wooju Lee
RT: @MKPS2 Please Nerf Terran T_T
kding2
post Sep 9 2011, 11:41 PM

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Still, there is no buff for protoss and nerf for 1/1/1 Terran in this patch. Neutral Parasite nerf is still not enough to save Protoss.

Need more surprise buff and nerf from the patch1.4.

hsi3nrhu
post Sep 10 2011, 05:01 AM

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hmm how is zerg gonna deal with thor tank viking now ?
evofantasy
post Sep 10 2011, 11:49 AM

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QUOTE(hsi3nrhu @ Sep 10 2011, 05:01 AM)
hmm how is zerg gonna deal with thor tank viking now ?
*
f-10 n
(u left out ghost now)
quest_5692
post Sep 10 2011, 11:52 AM

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NP ghost and cast nuke on em (rofl)


Added on September 10, 2011, 11:53 amwait, if so, who will get to see the big red circle, who get to see the small red dot, and the warning........

This post has been edited by quest_5692: Sep 10 2011, 11:53 AM
evofantasy
post Sep 10 2011, 11:55 AM

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QUOTE(quest_5692 @ Sep 10 2011, 11:52 AM)
NP ghost and cast nuke on em (rofl)


Added on September 10, 2011, 11:53 amwait, if so, who will get to see the big red circle, who get to see the small red dot, and the warning........
*
epic mindfck eh?
Asica
post Sep 12 2011, 09:55 PM

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Ghost is so OP vs. Protoss. EMP is AOE while Feedback is single-unit.

I think they should make Feedback outrange EMP to balance it out.
pepsi89
post Sep 14 2011, 01:34 AM

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QUOTE(quest_5692 @ Sep 10 2011, 11:52 AM)
NP ghost and cast nuke on em (rofl)


Added on September 10, 2011, 11:53 amwait, if so, who will get to see the big red circle, who get to see the small red dot, and the warning........
*
ghosts dont really own nuclear missils, those are government properties biggrin.gif
yuvster
post Sep 15 2011, 01:46 AM

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f**k this shit, I'm going to go play Pokemon na0
kEazYc
post Sep 15 2011, 01:18 PM

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QUOTE(evofantasy @ Sep 9 2011, 08:00 PM)
i hate how emp deal 100shield damage burst (which is more damage than storm/ fungals) + 100energy to the protoss army...
when ghost got buffed via gas, i kinda see this coming lol...
mech + ghost were said to the ultimate deathball in the game for a long time and only recently ppl started realizing it...
the 2 spellcaster (ghost and infestors) were not used till they were buff whereas the protoss's one got nerfed...

87% in playXP now think protoss is underpowered with such changes...

----

for me the way to change NP is to reduce NP's mana cost (cost too much mana atm) but make the range shorter...


Added on September 9, 2011, 8:01 pm

idra vs MC last time...
roach + immortals are soooo good vs blink stalkers (remember this is what idra said in the interview after the game)
*
Well i think ghost shouldn't have EMP at the first place, should remains it with raven.
pepsi89
post Sep 15 2011, 01:28 PM

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QUOTE(yuvster @ Sep 15 2011, 01:46 AM)
f**k this shit, I'm going to go play Pokemon na0
*
u better do, oh wait, is that a flying raccoon in your avatar?


Added on September 15, 2011, 1:29 pm
QUOTE(kEazYc @ Sep 15 2011, 01:18 PM)
Well i think ghost shouldn't have EMP at the first place, should remains it with raven.
*
yea, should just stick with the mechanical lockdown in broodwar

This post has been edited by pepsi89: Sep 15 2011, 01:29 PM
SiewKaiz
post Sep 15 2011, 04:10 PM

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QUOTE(pepsi89 @ Sep 15 2011, 01:28 PM)
u better do, oh wait, is that a flying raccoon in your avatar?
*
sasuke doing chidori la bang
quest_5692
post Sep 15 2011, 06:08 PM

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it looks like a flying racoon.

mechanical lockdown imba
evofantasy
post Sep 15 2011, 06:22 PM

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QUOTE(quest_5692 @ Sep 15 2011, 06:08 PM)
it looks like a flying racoon.

mechanical lockdown imba
*
TvT: lockdown + turrets under u =p
yuvster
post Sep 15 2011, 06:44 PM

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I play Zerg since BW and kinda "ugh" when I play SC2 nowadays.. Sad a bit.. Think the only redeeming thing I can have now is that I can play HotS when it comes out like a billion times and tell myself Zerg is very strong..
pepsi89
post Sep 15 2011, 08:34 PM

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if naruto is fox, then sasuke is raccoon, its funny when i found out that raccoons eat near the river becuz they dont have saliva to moist thier mouth to swallow food, f***ing sad

This post has been edited by pepsi89: Sep 15 2011, 09:28 PM
yuvster
post Sep 15 2011, 10:18 PM

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QUOTE(pepsi89 @ Sep 15 2011, 08:34 PM)
if naruto is fox, then sasuke is raccoon, its funny when i found out that raccoons eat near the river becuz they dont have saliva to moist thier mouth to swallow food, f***ing sad
*
Sooooo OT... XD

I seriously considering changing race lor at this point.. >< hmm.gif
evofantasy
post Sep 16 2011, 03:50 PM

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We thank those of you who participated in the 1.4 PTR and appreciate your feedback regarding changes to the Infestor unit. In response to that feedback, we have chosen a different course of action regarding adjustment of Neural Parasite. Rather than preventing this ability from targeting Massive Units, the range of Neural Parasite will instead be reduced from 9 to 7. We believe that this change will make choices regarding positioning and unit composition more important when using the Infestor.

This change will not be reflected on the PTR, but we wanted to ensure that you were aware of the new changes before the StarCraft II Patch 1.4 is live.
kding2
post Sep 16 2011, 09:32 PM

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QUOTE(evofantasy @ Sep 16 2011, 03:50 PM)
We thank those of you who participated in the 1.4 PTR and appreciate your feedback regarding changes to the Infestor unit. In response to that feedback, we have chosen a different course of action regarding adjustment of Neural Parasite. Rather than preventing this ability from targeting Massive Units, the range of Neural Parasite will instead be reduced from 9 to 7. We believe that this change will make choices regarding positioning and unit composition more important when using the Infestor.

This change will not be reflected on the PTR, but we wanted to ensure that you were aware of the new changes before the StarCraft II Patch 1.4 is live.
*
range 9 to 7 huh? I guess it is acceptable. However, I still think that Mothership should immune to NP.
pepsi89
post Sep 16 2011, 10:39 PM

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QUOTE(kding2 @ Sep 16 2011, 09:32 PM)
range 9 to 7 huh? I guess it is acceptable. However, I still think that Mothership should immune to NP.
*
http://sc2tips.blogspot.com/2011/09/latest...tor-nerfed.html

infestors can no longer cast NP to massive units in the near future, good lord i love this
SiewKaiz
post Sep 16 2011, 11:28 PM

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now changed back can np massive but shorten range
kding2
post Sep 16 2011, 11:49 PM

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QUOTE(pepsi89 @ Sep 16 2011, 10:39 PM)
http://sc2tips.blogspot.com/2011/09/latest...tor-nerfed.html

infestors can no longer cast NP to massive units in the near future, good lord i love this
*
Ehhh..your news is outdated. The Blizzard stated that they will revert the NP ability back, with shorter range of NP. Instead of Range 9, it is range 7.

http://us.battle.net/sc2/en/forum/topic/3182509584#1
pepsi89
post Sep 17 2011, 12:30 AM

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haha, better than nothing lo, colossi still can shot infestor, range 9 vs range 7 =)
kding2
post Sep 17 2011, 01:15 AM

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QUOTE(pepsi89 @ Sep 17 2011, 12:30 AM)
haha, better than nothing lo, colossi still can shot infestor, range 9 vs range 7 =)
*
Yeah, better than nothing. At least now Protoss can snipe Np more easier than before.
Minerva3
post Sep 17 2011, 03:25 AM

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sry i just dont really like the nerf on terran and zerg, but honestly blink research nerf it's quite a big nerf,
the ultralisk buff will be a welcome buff, the rax building time just mean u have to deal with all in cheese or rushes better with slightly fewer unit


This post has been edited by Minerva3: Sep 17 2011, 09:45 AM
kding2
post Sep 17 2011, 08:06 AM

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QUOTE(Minerva3 @ Sep 17 2011, 03:25 AM)
actually i dont und how they keep buffing protoss and keep nerf terran and protoss =/
just because the Emperor himself and his team SlayerS make the BFH popular, they have to nerf it =/
*
You got it backward, dude. Protoss didn't get any good buff. In fact, their Blink research time got nerfed for no reason. Mothership and Immortal buff hardly a good buff that can save protoss from being thrashed around.
SiewKaiz
post Sep 17 2011, 08:27 AM

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QUOTE(Minerva3 @ Sep 17 2011, 03:25 AM)
actually i dont und how they keep buffing protoss and keep nerf terran and protoss =/
just because the Emperor himself and his team SlayerS make the BFH popular, they have to nerf it =/
*
ur argument is invalid~ return back our KA pls
quest_5692
post Sep 17 2011, 10:29 AM

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QUOTE(SiewKaiz @ Sep 17 2011, 08:27 AM)
ur argument is invalid~ return back our KA pls
*
lol so bm
kEazYc
post Sep 17 2011, 11:05 AM

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QUOTE(Minerva3 @ Sep 17 2011, 03:25 AM)
sry i just dont really like the  nerf on terran and zerg, but honestly blink research nerf it's quite a big nerf,
the ultralisk buff will be a welcome buff, the rax building time just mean u have to deal with all in cheese or rushes better with slightly fewer unit
*
Wait until you mastered the art of 1/1/1 before you come here bro. smile.gif
jeffvip
post Sep 17 2011, 11:56 AM

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QUOTE(Minerva3 @ Sep 17 2011, 03:25 AM)
sry i just dont really like the  nerf on terran and zerg, but honestly blink research nerf it's quite a big nerf,
the ultralisk buff will be a welcome buff, the rax building time just mean u have to deal with all in cheese or rushes better with slightly fewer unit
*
I pity u, this is protoss heavy sc forum. So u need to watch out any words consist of "P, Toss, Protoss OP, T, Terran, OP Terran & 1/1/1"
SiewKaiz
post Sep 17 2011, 12:15 PM

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QUOTE(jeffvip @ Sep 17 2011, 11:56 AM)
I pity u, this is protoss heavy sc forum. So u need to watch out any words consist of "P, Toss, Protoss OP, T, Terran, OP Terran & 1/1/1"
*
most of my qq post can b ignore~ afterall im not master league nor GM~ sad.gif

This post has been edited by SiewKaiz: Sep 17 2011, 12:18 PM
kding2
post Sep 17 2011, 12:52 PM

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QUOTE(jeffvip @ Sep 17 2011, 11:56 AM)
I pity u, this is protoss heavy sc forum. So u need to watch out any words consist of "P, Toss, Protoss OP, T, Terran, OP Terran & 1/1/1"
*
What? I don't know that Lowyat Sc2 Forum is heavy Protoss forum. Since when?
jeffvip
post Sep 17 2011, 01:07 PM

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QUOTE(kding2 @ Sep 17 2011, 12:52 PM)
What? I don't know that Lowyat Sc2 Forum is heavy Protoss forum. Since when?
*
sorry for mentioning "Protoss" there. tongue.gif haha
quest_5692
post Sep 17 2011, 01:51 PM

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heavy protoss QQ-er forum.

the racial balance is still the same.
SiewKaiz
post Sep 17 2011, 06:46 PM

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wat to do david kim is terran~ sad.gif
gladfly
post Sep 17 2011, 07:07 PM

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QUOTE(SiewKaiz @ Sep 17 2011, 06:46 PM)
wat to do david kim is terran~ sad.gif
*
Lol...back to Mr Kim ehh..

Arent we all terrans = humans..

But i do agree 1/1/1 is way too OP for TVP...

I'm trying to stop 1/1/1 but problem is if I dont 1/1/1, usually i get rolled mid game by toss...its either Archon/HT zealots..or Colo deathball.. How le....


Minerva3
post Sep 17 2011, 07:20 PM

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sry i still a noob in sc2, all dailou pls forgive me haha
and i shall try to master 1/1/1, all protoss pls forgive me ><
keretapir
post Sep 17 2011, 07:58 PM

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wait..how far is the cast range for Ghost's Snipe? EMP?
& why did the infestor got Armored type,not Psionic like Queens? hmm.gif
quest_5692
post Sep 17 2011, 08:50 PM

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QUOTE(Minerva3 @ Sep 17 2011, 07:20 PM)
sry i still a noob in sc2, all dailou pls forgive me haha
and i shall try to master 1/1/1, all protoss pls forgive me ><
*
lol, take their comment wif a grain of salt, this is their way to communicate in this forum. just ignore those BMs lol.
hazairi
post Sep 20 2011, 09:12 PM

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Patch 1.4 is alive since the morning!


Added on September 21, 2011, 3:43 pmThe new patch is full of bugs:

http://sea.battle.net/sc2/en/forum/topic/163876425

This post has been edited by hazairi: Sep 21 2011, 03:43 PM
max_cavalera
post Oct 13 2011, 01:27 AM

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actually i don't understand whats wrong with doing a 1-1-1 built as a terran? honestly i even 1-1-1 against terran and even zerg opponent. Just that theres a variation from there and mid to end game it would become something like 4-2-3 or 4-1-2. Thing is those built is incrediblly among the most flexibel and safest terran opener it can be.

for example just frm my experience:

1-1-1 against T v T just stop any early mass marine rush, reaper rush. by getting siege tank as early as possible and siege them at crucial loccation such as at choke point/ramp, on your main mineral line, expansion mineral line juz reduce the possiblity of drops, reaper harrasement greatly.

advantage is u gain access to tech up and advance unit fairly fast. i won most of my TvT matchup with 1-1-1 opener and it started with a good solid defense and transition into good offensive strat. mirror match-up if your on equal base mining and with the same army count, guess who will win? if you mass up unit with aoe damage or spellcaster unit with replenishable energy is going to be a good leverage to win.

To curse terran with their 1-1-1 is like us cursing zerg with their mass mutafag and baneling tactics, to curse protoss with their HT, DT, deathball play.


Added on October 13, 2011, 1:29 ami just watch MVP win at GSL vs Huk 1st game and he didn't even get starport, 2 barracks and a single factory with good micro and he wins... impressive .

This post has been edited by max_cavalera: Oct 13 2011, 01:29 AM
SUSAzurues
post Oct 13 2011, 08:24 AM

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mass muta and baneling or protoss with deathball all can't be done with 1 base

and they don't pull drones/probe with that

on the other hand 1/1/1 does that


evofantasy
post Oct 13 2011, 03:19 PM

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QUOTE(max_cavalera @ Oct 13 2011, 01:27 AM)
1-1-1 is not imba
*
I decided to write a long reply on the 1-1-1 since u seem to have a wrong idea of the 1-1-1 thus claiming it is usable in TvZ etc...

First of all, the definition is 1-1-1 is not the general 1rax1fact1starport build... Building 1 rax, 1 fact and 1 starport doesnt make that build 1-1-1... The 1-1-1 build is a well known TvP build and is considered the most abusive overpowered build for tat matchup which even the best terran in the world IM.Mvp agreed upon (look up gisado's writeup on TL)... The core unit in the build is marines, tank (with siege), raven (for PDD and detection) and banshee (with or without cloak)... It is a timing attack which hits at 9minute Why is it abusive and overpowered?

1. Scouting
Scouting the 1-1-1 as a protoss is not easy as the terran would be walling off and the early scouting from ur probe doesnt confirm it... The only time you can really confirm it is the 1-1-1 is when u have an observer out and at his base which would take some time which would lead u to a build disadvantage (see section 2)... One may ask why not u jz poke up his ramp wit stalkers as protoss has been doing? If the terran know what he is doing, he would only have marines and this could mean anything - it cant be 1-1-1, it can be bio with him just hiding his marauder behind, tanks etc... thus protoss keep guessing

2. Build advantage
Basically to handle the 1-1-1, the protoss would need to fast expand as if the protoss stay on 1 base his economy would be behind cause of mules to fund more marines thus bigger army (full 1 base saturation tat is) and if he expand late the expansion doesnt pay for itself... besides for the terran to 1-1-1, he need to be defensive for the tech so u can expand earlier... only problem was when the terran fake 1-1-1 (which is very normal in korean play) and bio builds/ marine tank builds will totally roll over any protoss fast expand... another option would be the stargate route allowing the protoss to scout with and delay the 1-1-1 timing but the build auto loose to bio builds and also the terran can jz go tank marine (puma vs mc in metalopolis)... basically the build which beat 1-1-1 loose to any other terran build...

3. Flexibility
i've talked about how this build beat most protoss build... the reason for this is the flexibility of the build... 1 bunker up the ramp with 2 depot walling it and repairing scvs can hold off 4 gate (especially when ur siege tech is getting ready)... protoss skip robo (templar route or anything) u can jz get banshee cloak and roll over him... that banshee allow u to scout the protoss as well btw... protoss got for stargate all-in (3 gate VR)? getting 1 viking to deny the vision from VR and that allin ended... DT? you got ravens... if u optimize the build well with decent scouting skill, u can react anyhting the protoss can throw at you...

4. Lack of protoss AOE b4 T3
As mentioned before, this is a timing attack which hit the protoss at 9minute... and being on 1 base vs 1 base with mules for equal saturation, the terran would have a bigger army where the extra minerals can be spent on marines... marines are the main DPSers for the 1-1-1... before protoss gets their AOE in T3, protoss rely on forcefields to split the mariens reducing their dps for gateway units to hold off marines... this is negated by the 12 range of siege tanks where the lower dps of gateway units cant kill the split marines fast enuff before being shelled... the same group of marines will of course protect the tanks from immortals... immortals will fire their shot off but nt before dying to marines... basically protoss do not have any answer in handling high marine count (and marines scale very well in numbers)... stalkers are unable to kite without getting shelled by tanks... u need robo for obs thus delaying ur templar tech (charge, storm etc)... the quick 9 minute timing attack ensure that protoss wont be able to get colosus with lance up in time and range 6 colossus is bad vs range 12 tanks and marine support... if u rush for 2 colossus with lance (possible if u cut every possible corners and hope the terran doesnt attack u with bio etc), u still lack support for ur colossus which is bad...

5. ALL-IN BITBYBIT
All of the above is not much of an issue for the 1-1-1... the biggest issue is the allin for terran... 1-1-1 bring around 10-16 scvs to battle wit the army... all of the terran units are range and the scvs will create a nice buffer for the units as they kill the protoss army... they could even bunker crawl and contain the protoss... and funniest part is that mules negate this allin by a lot... if protoss hold off the first push (which he need to suffer damage), the terran could rely on mules and ready for the 2nd attack which is much more devastating than the first (2nd 1-1-1 attack is harder to hold than the first, just tat most people die in the first attack)... look at MC vs Puma agian... MC hold off the first 1-1-1 allin by puma and have a 30 supply lead with all 3 immortals alive... the 2nd allin by puma still kills MC lol... and when the terran main is mined out, he could float his CC to his natural and keep the tempo going while the protoss need to expand when he is mined out... it is a high tempo build which keep the protoss on his toe and that 400 minerals invested on nexus could haunt u...

----

The reason above are why 1-1-1 is considered one of the most overpowered TvP build and is hated by almsot every1... everytime a terran does it in a major tournament, u can see TL rages over it... Any1 who follow GSL since season 1 would remember BitByBit.prime.WE which is i think the most hated player in sc2 still atm lol... he is a terran which allins every game with scvs and likewise this build is an allin build... Puma from a fan hero became one of the most hated terran for spamming 1-1-1 vs every protoss and then losing to other players when he cant 1-1-1...
SiewKaiz
post Oct 13 2011, 03:49 PM

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IM yoda even worst
pepsi89
post Oct 13 2011, 06:17 PM

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im surprised, no body did 1 1 1 in ladder recently, all go marine marauder ==
max_cavalera
post Oct 13 2011, 07:36 PM

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QUOTE(evofantasy @ Oct 13 2011, 04:19 PM)
I decided to write a long reply on the 1-1-1 since u seem to have a wrong idea of the 1-1-1 thus claiming it is usable in TvZ etc...

First of all, the definition is 1-1-1 is not the general 1rax1fact1starport build... Building 1 rax, 1 fact and 1 starport doesnt make that build 1-1-1... The 1-1-1 build is a well known TvP build and is considered the most abusive overpowered build for tat matchup which even the best terran in the world IM.Mvp agreed upon (look up gisado's writeup on TL)... The core unit in the build is marines, tank (with siege), raven (for PDD and detection) and banshee (with or without cloak)... It is a timing attack which hits at 9minute Why is it abusive and overpowered?

1. Scouting
Scouting the 1-1-1 as a protoss is not easy as the terran would be walling off and the early scouting from ur probe doesnt confirm it... The only time you can really confirm it is the 1-1-1 is when u have an observer out and at his base which would take some time which would lead u to a build disadvantage (see section 2)... One may ask why not u jz poke up his ramp wit stalkers as protoss has been doing? If the terran know what he is doing, he would only have marines and this could mean anything - it cant be 1-1-1, it can be bio with him just hiding his marauder behind, tanks etc... thus protoss keep guessing

2. Build advantage
Basically to handle the 1-1-1, the protoss would need to fast expand as if the protoss stay on 1 base his economy would be behind cause of mules to fund more marines thus bigger army (full 1 base saturation tat is) and if he expand late the expansion doesnt pay for itself... besides for the terran to 1-1-1, he need to be defensive for the tech so u can expand earlier... only problem was when the terran fake 1-1-1 (which is very normal in korean play) and bio builds/ marine tank builds will totally roll over any protoss fast expand... another option would be the stargate route allowing the protoss to scout with and delay the 1-1-1 timing but the build auto loose to bio builds and also the terran can jz go tank marine (puma vs mc in metalopolis)... basically the build which beat 1-1-1 loose to any other terran build...

3. Flexibility
i've talked about how this build beat most protoss build... the reason for this is the flexibility of the build... 1 bunker up the ramp with 2 depot walling it and repairing scvs can hold off 4 gate (especially when ur siege tech is getting ready)... protoss skip robo (templar route or anything) u can jz get banshee cloak and roll over him... that banshee allow u to scout the protoss as well btw... protoss got for stargate all-in (3 gate VR)? getting 1 viking to deny the vision from VR and that allin ended... DT? you got ravens... if u optimize the build well with decent scouting skill, u can react anyhting the protoss can throw at you...

4. Lack of protoss AOE b4 T3
As mentioned before, this is a timing attack which hit the protoss at 9minute... and being on 1 base vs 1 base with mules for equal saturation, the terran would have a bigger army where the extra minerals can be spent on marines... marines are the main DPSers for the 1-1-1... before protoss gets their AOE in T3, protoss rely on forcefields to split the mariens reducing their dps for gateway units to hold off marines... this is negated by the 12 range of siege tanks where the lower dps of gateway units cant kill the split marines fast enuff before being shelled... the same group of marines will of course protect the tanks from immortals... immortals will fire their shot off but nt before dying to marines... basically protoss do not have any answer in handling high marine count (and marines scale very well in numbers)... stalkers are unable to kite without getting shelled by tanks... u need robo for obs thus delaying ur templar tech (charge, storm etc)... the quick 9 minute timing attack ensure that protoss wont be able to get colosus with lance up in time and range 6 colossus is bad vs range 12 tanks and marine support... if u rush for 2 colossus with lance (possible if u cut every possible corners and hope the terran doesnt attack u with bio etc), u still lack support for ur colossus which is bad...

5. ALL-IN BITBYBIT
All of the above is not much of an issue for the 1-1-1... the biggest issue is the allin for terran... 1-1-1 bring around 10-16 scvs to battle wit the army... all of the terran units are range and the scvs will create a nice buffer for the units as they kill the protoss army... they could even bunker crawl and contain the protoss... and funniest part is that mules negate this allin by a lot... if protoss hold off the first push (which he need to suffer damage), the terran could rely on mules and ready for the 2nd attack which is much more devastating than the first (2nd 1-1-1 attack is harder to hold than the first, just tat most people die in the first attack)... look at MC vs Puma agian... MC hold off the first 1-1-1 allin by puma and have a 30 supply lead with all 3 immortals alive... the 2nd allin by puma still kills MC lol... and when the terran main is mined out, he could float his CC to his natural and keep the tempo going while the protoss need to expand when he is mined out... it is a high tempo build which keep the protoss on his toe and that 400 minerals invested on nexus could haunt u...

----

The reason above are why 1-1-1 is considered one of the most overpowered TvP build and is hated by almsot every1... everytime a terran does it in a major tournament, u can see TL rages over it... Any1 who follow GSL since season 1 would remember BitByBit.prime.WE which is i think the most hated player in sc2 still atm lol... he is a terran which allins every game with scvs and likewise this build is an allin build... Puma from a fan hero became one of the most hated terran for spamming 1-1-1 vs every protoss and then losing to other players when he cant 1-1-1...
*
mass chargelot, immortals and a few HT with timing atk can kill this built to be honest. the most important thing is whr ur deathball army is position. it does have a weakness especially when terran mass unit is otw to your natural expansion and the tanks unsiege... at that point of time the odds will be much even, if you let them set up a camping site in front of your natural then its 60-70% chances gg already. i would suggest to counter this built is to rally all your troop to d middle of the map and gain controlof xel naga tower....
quest_5692
post Oct 13 2011, 08:14 PM

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is this ur phd thesis? haha

our only real life phd in this forum i guess.


Added on October 13, 2011, 8:16 pm
QUOTE(max_cavalera @ Oct 13 2011, 07:36 PM)
mass chargelot, immortals and a few HT with timing atk can kill this built to be honest. the most important thing is whr ur deathball army is position. it does have a weakness especially when terran mass unit is otw to your natural expansion and the tanks unsiege... at that point of time the odds will be much even, if you let them set up a camping site in front of your natural then its 60-70% chances gg already. i would suggest to counter this built is to rally all your troop to d middle of the map and gain controlof xel naga tower....
*
bro, maybe you can suggest this to liquidHuk, ogsMC, Sage or Puzzle. smile.gif and try getting chargelot immortal and a few HT off 1 base. rmb 1-1-1 is off 1 base, and to get the army you mentioned, even 2 out of that 3, you need 2 base. lets say, lets say. you get them off 1 base off insane macro till your main base mine off. but terran can just float their CC to natural expo and 1-1-1 you again and you will die because you cant fly ur nexus.


Added on October 13, 2011, 8:20 pmanyway, tbh protoss are adapting pretty well already smile.gif 2 gate expand into mass gate and etc builds are beating 1-1-1 smile.gif ask our kampung hero cobo renson risen PvT in WCG Malaysia sap sap water.

This post has been edited by quest_5692: Oct 13 2011, 08:20 PM
evofantasy
post Oct 13 2011, 08:28 PM

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QUOTE(max_cavalera @ Oct 13 2011, 07:36 PM)
mass chargelot, immortals and a few HT with timing atk can kill this built to be honest. the most important thing is whr ur deathball army is position. it does have a weakness especially when terran mass unit is otw to your natural expansion and the tanks unsiege... at that point of time the odds will be much even, if you let them set up a camping site in front of your natural then its 60-70% chances gg already. i would suggest to counter this built is to rally all your troop to d middle of the map and gain controlof xel naga tower....
*
QUOTE(Azurues @ Oct 13 2011, 08:31 PM)
unless our chrono boost can make probes mine 50% faster, then everything said is definitely doable
*
try getting mass chargelot, immortals and a few HT (with storm) by 9minute all off 1 base or 2 base up to you...
as i said before, it is a 9minute timing attack...
then post a replay over here and if u can do it, u are the best protoss in the world...

i wish i got enuff gas to support: -
- robotics bay (100 gas)
- immortals (100 gas) x 3
- twilight council (100 gas)
- charge research (200 gas)
- templar archive (200 gas)
- storm research (200 gas)
- high templars (150 gas) x 3

sum = 1550 gas
a single fully saturated geyser can mine 121.15 gas per minute x 2 geysers = 242.3 per minute
u usually start mining 1 single geyser around 2 minute...
and u gotta get all of the above done by 9 minute (research finished etc, nt starting)

while having enough minerals to make army, pylons, gateways etc...

if wanna theory craft, at least make it logical...

ps: u need to make observers (75 gas each) as well or else u will die to cloak banshee... likewise some stalkers (50 gas) to shoot those banshees...

This post has been edited by evofantasy: Oct 13 2011, 08:50 PM
SUSAzurues
post Oct 13 2011, 08:31 PM

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unless our chrono boost can make probes mine 50% faster, then everything said is definitely doable
evofantasy
post Oct 13 2011, 08:31 PM

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QUOTE(quest_5692 @ Oct 13 2011, 08:14 PM)
» Click to show Spoiler - click again to hide... «


is this ur phd thesis? haha

our only real life phd in this forum i guess.


Added on October 13, 2011, 8:16 pm

bro, maybe you can suggest this to liquidHuk, ogsMC, Sage or Puzzle. smile.gif and try getting chargelot immortal and a few HT off 1 base. rmb 1-1-1 is off 1 base, and to get the army you mentioned, even 2 out of that 3, you need 2 base. lets say, lets say. you get them off 1 base off insane macro till your main base mine off. but terran can just float their CC to natural expo and 1-1-1 you again and you will die because you cant fly ur nexus.


Added on October 13, 2011, 8:20 pmanyway, tbh protoss are adapting pretty well already smile.gif 2 gate expand into mass gate and etc builds are beating 1-1-1 smile.gif ask our kampung hero cobo renson risen PvT in WCG Malaysia sap sap water.
*
lol i wish writing a thesis is this easy n simple lol...

yup protoss been adapting well so far especially the 2 gate build (this is my standard PvT now thanks to cobo)...
but then again, some map is still impossible to hold for example XNC where the short rush distance is just sooo deadly...
the problem with 1-1-1 is mostly due to the maps imho...
xnc's short rush distance, metalo's close air spawn ledge siege scenario (same as tal darim), dual sight's open natural etc...

This post has been edited by evofantasy: Oct 13 2011, 08:44 PM
kEazYc
post Oct 13 2011, 08:56 PM

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QUOTE(max_cavalera @ Oct 13 2011, 07:36 PM)
mass chargelot, immortals and a few HT with timing atk can kill this built to be honest. the most important thing is whr ur deathball army is position. it does have a weakness especially when terran mass unit is otw to your natural expansion and the tanks unsiege... at that point of time the odds will be much even, if you let them set up a camping site in front of your natural then its 60-70% chances gg already. i would suggest to counter this built is to rally all your troop to d middle of the map and gain controlof xel naga tower....
*
.sc2replay or gtfo
max_cavalera
post Oct 13 2011, 09:53 PM

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well, still chargelot is essential, if any other upgrades unable to pull it off... i loss many match against protoss when they mass chargelots, coz usually 1-1-1- built the marines will be naked early game, no combat shields, no stim packs, coz most of the early gas will be used to get early tanks minimum 2 to push out and another 100 gas to research siege(total 300 gas) not including building a starport and additional banshee...

mass chargelot is deadly coz theyhave super high hp+ shields at 150. and they are categorized light units, as u know siege tank damage against light unit is only 35 per shot compared to stalker they get 50 dmg per shot due to armored type unit. they can take tank damage better. the tricks is, and wat make its deadly is when they charge so fast to either a clump of marines or siege tank, the siege tank themselves will shoot at their own marines and tanks. as u knoe tanks are damage their own unit in aoe siege mode. its even deadly with bunker units.
evofantasy
post Oct 13 2011, 10:04 PM

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QUOTE(max_cavalera @ Oct 13 2011, 09:53 PM)
well, still chargelot is essential, if any other upgrades unable to pull it off... i loss many match against protoss when they mass chargelots, coz usually 1-1-1- built the marines will be naked early game, no combat  shields, no stim packs, coz most of the early gas will be used to get early tanks minimum 2 to push out and another 100 gas to research siege(total 300 gas) not including building a starport and additional banshee...

mass chargelot is deadly coz theyhave super high hp+ shields at 150. and they are categorized light units, as u know siege tank damage against light unit is only 35 per shot compared to stalker they get 50 dmg per shot due to armored type unit. they can take tank damage better. the tricks is, and wat make its deadly is when they charge so fast to either a clump of marines or siege tank, the siege tank themselves will shoot at their own  marines and tanks. as u knoe tanks are damage their own unit in aoe siege mode. its even deadly with bunker units.
*
./facepalm
pepsi89
post Oct 13 2011, 10:19 PM

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QUOTE(kEazYc @ Oct 13 2011, 08:56 PM)
.sc2replay or gtfo
*
+1

max_cavalera, replays of u got beaten by mass immortals chragelots and a few HTs or gtfo rclxms.gif

i agree mass chargelot can counter 111 easily and warp in stalkers when u have cleared the terran's ground army, but make sure the siege tanks havent sieged up,in fact i have uploaded a replay here

This post has been edited by pepsi89: Oct 13 2011, 10:21 PM
max_cavalera
post Oct 13 2011, 10:37 PM

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QUOTE(pepsi89 @ Oct 13 2011, 11:19 PM)
+1

max_cavalera, replays of u got beaten by mass immortals chragelots and a few HTs or gtfo  rclxms.gif

i agree mass chargelot can counter 111 easily and warp in stalkers when u have cleared the terran's ground army, but make sure the siege tanks havent sieged up,in fact i have uploaded a replay here
*
sory bro, play at cc here usually haven't save my replay.... too poor to have a good pc to play at home sad.gif. i will watch ur replay. smile.gif

have u guys seen eonshikeno 1-1-1 built? basicaly im following his built. im not sure if its standard or non standard against wat terran usually do.
heres the link:

http://www.youtube.com/watch?v=FKbMHzMHK6E

but usually i try to get an early EBay and fully upgraded those bunker to +2 armor and neosteel frame. hav any of u guys kena built like this before?


Added on October 13, 2011, 10:38 pmthis built is good, but i kena tapau 2 times already if kena by mass chargelot back up by 1 or 2 immortals n a few stalker


This post has been edited by max_cavalera: Oct 13 2011, 10:38 PM
johnsonng88
post Oct 14 2011, 12:10 AM

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who the hell upgrades bunker and Ebay in a 1-1-1 lol, learn from ganzi or puma, they are the TvP 111 king.
max_cavalera
post Oct 14 2011, 01:01 AM

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QUOTE(johnsonng88 @ Oct 14 2011, 01:10 AM)
who the hell upgrades bunker and Ebay in a 1-1-1 lol, learn from ganzi or puma, they are the TvP 111 king.
*
lol, for terran with high apm n good micro of course. but this strat by eon work as well and even a bronze , silver league player chuld be able to pull this off. smile.gif but im not sure if this strat can get a win gold leagues and higher.

bro. +2 building armor gives the bunker +3 armor total and neosteel frame u can load up to 6 marines per bunker. marines have fragile HP, its their DPS thats good. at 100 mineral and you get a 400HP building as tanker and +3 armor with 6 marine providing good DPS, they are as good as a single thor if not better biggrin.gif.

This post has been edited by max_cavalera: Oct 14 2011, 01:04 AM
FLampard
post Oct 14 2011, 10:57 AM

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QUOTE(evofantasy @ Oct 13 2011, 03:19 PM)
I decided to write a long reply on the 1-1-1 since u seem to have a wrong idea of the 1-1-1 thus claiming it is usable in TvZ etc...

First of all, the definition is 1-1-1 is not the general 1rax1fact1starport build... Building 1 rax, 1 fact and 1 starport doesnt make that build 1-1-1... The 1-1-1 build is a well known TvP build and is considered the most abusive overpowered build for tat matchup which even the best terran in the world IM.Mvp agreed upon (look up gisado's writeup on TL)... The core unit in the build is marines, tank (with siege), raven (for PDD and detection) and banshee (with or without cloak)... It is a timing attack which hits at 9minute Why is it abusive and overpowered?

1. Scouting
Scouting the 1-1-1 as a protoss is not easy as the terran would be walling off and the early scouting from ur probe doesnt confirm it... The only time you can really confirm it is the 1-1-1 is when u have an observer out and at his base which would take some time which would lead u to a build disadvantage (see section 2)... One may ask why not u jz poke up his ramp wit stalkers as protoss has been doing? If the terran know what he is doing, he would only have marines and this could mean anything - it cant be 1-1-1, it can be bio with him just hiding his marauder behind, tanks etc... thus protoss keep guessing

2. Build advantage
Basically to handle the 1-1-1, the protoss would need to fast expand as if the protoss stay on 1 base his economy would be behind cause of mules to fund more marines thus bigger army (full 1 base saturation tat is) and if he expand late the expansion doesnt pay for itself... besides for the terran to 1-1-1, he need to be defensive for the tech so u can expand earlier... only problem was when the terran fake 1-1-1 (which is very normal in korean play) and bio builds/ marine tank builds will totally roll over any protoss fast expand... another option would be the stargate route allowing the protoss to scout with and delay the 1-1-1 timing but the build auto loose to bio builds and also the terran can jz go tank marine (puma vs mc in metalopolis)... basically the build which beat 1-1-1 loose to any other terran build...

3. Flexibility
i've talked about how this build beat most protoss build... the reason for this is the flexibility of the build... 1 bunker up the ramp with 2 depot walling it and repairing scvs can hold off 4 gate (especially when ur siege tech is getting ready)... protoss skip robo (templar route or anything) u can jz get banshee cloak and roll over him... that banshee allow u to scout the protoss as well btw... protoss got for stargate all-in (3 gate VR)? getting 1 viking to deny the vision from VR and that allin ended... DT? you got ravens... if u optimize the build well with decent scouting skill, u can react anyhting the protoss can throw at you...

4. Lack of protoss AOE b4 T3
As mentioned before, this is a timing attack which hit the protoss at 9minute... and being on 1 base vs 1 base with mules for equal saturation, the terran would have a bigger army where the extra minerals can be spent on marines... marines are the main DPSers for the 1-1-1... before protoss gets their AOE in T3, protoss rely on forcefields to split the mariens reducing their dps for gateway units to hold off marines... this is negated by the 12 range of siege tanks where the lower dps of gateway units cant kill the split marines fast enuff before being shelled... the same group of marines will of course protect the tanks from immortals... immortals will fire their shot off but nt before dying to marines... basically protoss do not have any answer in handling high marine count (and marines scale very well in numbers)... stalkers are unable to kite without getting shelled by tanks... u need robo for obs thus delaying ur templar tech (charge, storm etc)... the quick 9 minute timing attack ensure that protoss wont be able to get colosus with lance up in time and range 6 colossus is bad vs range 12 tanks and marine support... if u rush for 2 colossus with lance (possible if u cut every possible corners and hope the terran doesnt attack u with bio etc), u still lack support for ur colossus which is bad...

5. ALL-IN BITBYBIT
All of the above is not much of an issue for the 1-1-1... the biggest issue is the allin for terran... 1-1-1 bring around 10-16 scvs to battle wit the army... all of the terran units are range and the scvs will create a nice buffer for the units as they kill the protoss army... they could even bunker crawl and contain the protoss... and funniest part is that mules negate this allin by a lot... if protoss hold off the first push (which he need to suffer damage), the terran could rely on mules and ready for the 2nd attack which is much more devastating than the first (2nd 1-1-1 attack is harder to hold than the first, just tat most people die in the first attack)... look at MC vs Puma agian... MC hold off the first 1-1-1 allin by puma and have a 30 supply lead with all 3 immortals alive... the 2nd allin by puma still kills MC lol... and when the terran main is mined out, he could float his CC to his natural and keep the tempo going while the protoss need to expand when he is mined out... it is a high tempo build which keep the protoss on his toe and that 400 minerals invested on nexus could haunt u...

----

The reason above are why 1-1-1 is considered one of the most overpowered TvP build and is hated by almsot every1... everytime a terran does it in a major tournament, u can see TL rages over it... Any1 who follow GSL since season 1 would remember BitByBit.prime.WE which is i think the most hated player in sc2 still atm lol... he is a terran which allins every game with scvs and likewise this build is an allin build... Puma from a fan hero became one of the most hated terran for spamming 1-1-1 vs every protoss and then losing to other players when he cant 1-1-1...
*
user posted image

yeee...1v1 is so balance right?

SiewKaiz
post Oct 14 2011, 11:35 AM

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QUOTE(FLampard @ Oct 14 2011, 10:57 AM)
user posted image

yeee...1v1 is so balance right?
*
it is balanced in a way~ at least teamgame r lame
FLampard
post Oct 14 2011, 11:40 AM

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QUOTE(SiewKaiz @ Oct 14 2011, 11:35 AM)
it is balanced in a way~ at least teamgame r lame
*
right, i will remember your teaching. It is indeed balance, nothing is overpowered, all it takes is skill. If u have skill, u are OP.



This post has been edited by FLampard: Oct 14 2011, 11:41 AM
evofantasy
post Oct 14 2011, 12:39 PM

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QUOTE(FLampard @ Oct 14 2011, 10:57 AM)
user posted image

yeee...1v1 is so balance right?
*
balanced for me...
else u wont see msian WCG top 3 = protoss...

and far more balance than team games...
FLampard
post Oct 14 2011, 12:45 PM

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QUOTE(evofantasy @ Oct 14 2011, 12:39 PM)
balanced for me...
else u wont see msian WCG top 3 = protoss...

and far more balance than team games...
*
from the sifu himself notworthy.gif

so 1v1 is the most balance bracket, nothing is overpowered and abusive.

This post has been edited by FLampard: Oct 14 2011, 12:47 PM
max_cavalera
post Oct 15 2011, 12:53 AM

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From: Cyberjaya, Shah Alam, Ipoh



team games is fun as well, i also play them. but usually i only join 4v4
i dont join3v3 or 2v2. just to practice my hands faster,apm, built order and stuff

kding2
post Oct 15 2011, 08:21 AM

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QUOTE(FLampard @ Oct 14 2011, 11:40 AM)
right, i will remember your teaching. It is indeed balance, nothing is overpowered, all it takes is skill. If u have skill, u are OP.
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1v1 isn't THAT balance but at least 100x more balance than Team Game. That's for sure.

I don't know whether you are being sarcastic or not, Terran is indeed OP.

Here is the statistic for Korean win rate for 12 months.

http://i.imgur.com/w8nXZ.png
FLampard
post Oct 16 2011, 01:11 AM

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QUOTE(kding2 @ Oct 15 2011, 08:21 AM)
1v1 isn't THAT balance but at least 100x more balance than Team Game. That's for sure.

I don't know whether you are being sarcastic or not, Terran is indeed OP.

Here is the statistic for Korean win rate for 12 months.

http://i.imgur.com/w8nXZ.png
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nuff said
evofantasy
post Oct 16 2011, 01:18 AM

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actually it is nt korean...
it is TLPD ie every pro player in the world
FLampard
post Oct 16 2011, 01:22 AM

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QUOTE(evofantasy @ Oct 16 2011, 01:18 AM)
actually it is nt korean...
it is TLPD ie every pro player in the world
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Are you in it?
kding2
post Oct 16 2011, 02:55 AM

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QUOTE(FLampard @ Oct 16 2011, 01:11 AM)
nuff said
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Korean isn't human?
FLampard
post Oct 16 2011, 03:20 AM

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QUOTE(kding2 @ Oct 16 2011, 02:55 AM)
Korean isn't human?
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nope, some of them are protoss and zergs, but yeah i 'd say the good ones are human

This post has been edited by FLampard: Oct 16 2011, 03:20 AM
quest_5692
post Oct 16 2011, 11:53 AM

yo chick, im not buaya
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QUOTE(FLampard @ Oct 16 2011, 03:20 AM)
nope, some of them are protoss and zergs, but yeah i 'd say the good ones are human
*
cant brain this.

if you mean terran, then koreans are good in zerg and protoss too. at least another league higher.

 

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