Danglars vs RedMosquito, replay #2.
Both replays are Metalopolis, one of the best maps due to easily harassed-by-air mineral lines and good proxy locations. All opponents are midmasters
Whenever I scout a Terran walloff on maps like Metalopolis, Shattered Temple, Xel Naga, and Shakuras, I become seriously inclined to proxy a stargate and attack the walloff with void rays. The proxy stargate is to try to keep it hidden from terran scans and scouts as well as get the first 2 void rays to the walloff as fast as protossly possible.
When I 2gate stargate, I'm spending every time of income on 1 base building probes / gateway / void rays. With the surplus of probes that accumulates, you get a significant boost in income upon expanding while still pinning your opponent in his base. Feels very loose, tons of followups possible, you don't have to outright kill him with your first attack and contain.
Compare this to 3gate stargate, where the first attack is reinforced much more heavily, you're inclined to cut probes at 1base saturation point to get the units out, as well as abruptly cut a gateway's production if you want more than a few initial void rays. There's a lot more pressure to land a kill doing this, but you have a lot more ground army to pressure the ramp until stuff dies at the top, or hold them at the ramp as your void rays attack at an exposed mineral line.
I've been leaning towards the 2gate stargate version because I like expanding against a Terran, and I'd like a substantial economy to fall back on / contain with if a multitude of bunkers and late viking production makes it obvious I will not break him. HOWEVER it is hard as hell to macro an additional nexus, probe transfer, more gateways from this income, etc when you're microing on the his ramp. You have this burden, knowing that if you let a ton of marines or MM down with a concave that all of your forces are dead. Stim makes the time period where this happens incredibly short. You will see on the game against GhoST that I let my minerals climb to 1k+ with me just staring at my army.
1) When you scout a starport go down, you're better off only continuing the attack if stuff's dying left and right. You can't kite vikings with void rays; you can't keep him contained if he has the option to do a medivac drop. Make a decision to withdraw to your expansion or kill him before that port gets into production
2) Marine/Tank openings with bunkers can be VERY hard because tanks do good ranged damage to stalker before siege mode, and you can't camp the bottom of the ramp with gateway during siege mode. Also involves a factory so faster trip to vikings/medivacs
3) Scout a cloaked banshee opening and your luck is what you'll have to rely on. Depending on the exact time you dropped your stargate (I do after 1st gate and after 2nd depending on the ease of proxying the stargate and if he's scouting me) you may not be able to mount a significant enough assault in time. Build has no observers and no forge so cloaked death on your attacking units or defending can be game. If you are able to push in, spot the tech lab researching graphic (high density green particle effects) and kill it ASAP. You can switch to phoenixes to deal with an uncloaked banshee but the cloaked can ruin you.
4) Best timing is against expansion builds and passive play in general. If he's challenging your map control with 3rax or heavy pressure you may not be able to attack in your timing. Think void rays caught crossmap and gateway units walking to his ramp meeting MM with conc shells.