1/1/1 uses Marine out of a reactor rax, tanks out of a tech fact w/ siege tech, and banshees out of a starport. It hits at about 9:00.
Here's why Protoss has a hard time with it:
(1) Protoss can't get out Templar tech fast enough to deal with 1/1/1. Even if they did, if they screwed up one storm they would insta-lose.
(2) Protoss doesn't have a safe build in the matchup that can react to all enemy build orders. P needs to scout T to figure out which of the 10-20 builds Terran could be doing, and a bunker at the front doesn't give much tell as to what build it is. P could go for obs, but that forces Colo tech. Even Colo tech isn't good enough because it's incredibly difficult to get out Thermal Lance before 1/1/1 hits, making marines have more DPS than colo, and siege tanks will get two shots off on the colo before it's in range. Also Colo doesn't provide any answer for the banshee. While Stalkers are nice, they get owned both by marines and tanks. Also, investing in Colo is a huge expense because you need a robo, colo den, thermal lance, and the colo itself, and then you might only have one colo for the attack. If he kills your colo you insta-lose yet again because, comparatively, he doesn't need to invest near as much in tech as P does.
(3) T can continue building another wave after the first 1/1/1 attack that's about 75 - 80% of the strength of the first hit. If P can even manage to hold off the first wave, they will crumble under the second wave.
(4) In most 1/1/1 attacks, the tanks and banshees die but the marines don't. A few zealots without charge simply don't last long against marines out of a reactored rax.
(5) If P decides to hold off on one base and not move out, P will simply be contained to one base while T expands. It's incredibly difficult to break out of a siege contain. Also, if P goes Templar tech in this situation and T contains, T automatically wins because he can spread his units out thus nullifying Templar. Also, the second wave from the 1/1/1 build will reinforce the contain making it harder and harder to break out.
(6) Zealot/Archon isn't a possibility. Terran has so much DPS that they can suicide to kill P's archons and then retreat for the banshees to mop up the zealots.
The only soft counters to the build are 1 gate expo and 15 nex, both of which are quite risky themselves. So Protoss has to always go for a risky build in PvT in order to have a hope of surviving. There are a few people that refuse to play Protoss anymore because PvP requires the 4 gate and now PvT requires some ungodly risky build to survive. In PvZ at least you can use Blink Stalkers.... oh wait, that's getting nerfed by 30 seconds next patch!
Allowing P to tech faster makes P OP, but making certain T tech trees slower doesn't affect the matchup much because it's so easy for T to switch to any other factory unit (hellions/thors) or any other Starport unit (Ravens can soft counter Stalkers, Vikings hard counter Colo openings, medivacs make Marines stronger).
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