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! [Q] 2 Gate Against Zerg - Page 3

Forum Index > Brood War Strategy
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oshibori_probe
Profile Blog Joined July 2006
United States2937 Posts
February 23 2007 15:23 GMT
#41
the days of 7 pylon are over man
8pylon 9/10 or dual 9 gate bring 4-5 probes is how its done
Fuck KeSPA.
IdiotWind
Profile Joined February 2007
Canada321 Posts
February 23 2007 16:31 GMT
#42
If you are going for an econ build it makes more sense to sair/dt or fast expand; the point of going 2 gate is to hurt / win the game with the rush scouted after he expos, not to build your economy, so make the gates early and cut probes so you have non stop zealot production. Once he starts building sunkens then make sure to tech or expo and keep economy non stop, there's no point pressuring a zerg who has sunkens it will probably end up with you losing all your zealots and map control. You're going to need those zealots for when he tries to expand to a mineral only. Since you've been pumping 2 gate zeals he will need muta or lurker tech to expo, which means he can't expo until tech and you've got the upper hand. Unless he kills all your zealots with speedlings ;0 That's why you get +1!
http://thelastgosu.blogspot.com/
HungerForMore
Profile Joined September 2006
Afghanistan420 Posts
February 23 2007 23:34 GMT
#43
I think that 2gating is onlu usefull if the zerg screws up. If tge zerg has perfect micro and scouting thereøs noway to finiah them of with iy. But it will still force them to build lings instead of drones, which can be a pain in the ass.
Savior 4 Life
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2007-02-24 02:53:47
February 24 2007 02:48 GMT
#44
2 gate is not supposed to kill the zerg wtf -_-.

A well performed 2 gate(10/12) without having to pull any probes will force any zerg that fast expoes to make at least 8 lings instead of drones and a sunken, that means that the zerg wont be able to make his 3rd hatchery as soon as he would normally be able vs a 1 gate gas build or fast expo, that means he wont be able to whore drones as much, while you were able to mantain CONSTANT probe production which will give you an edge in economy.

If he wasnt planning on making a 3rd hatch based build, that also means he wont be able to take his gas so soon.
BlueLaguna on West, msg for game.
SteelString
Profile Joined July 2006
446 Posts
February 24 2007 05:47 GMT
#45
^Ignorant question, but from your description 2gating really gives you a huge edge whether it works well or not. Why doesn't everyone 2gate?
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
February 24 2007 06:35 GMT
#46
Huh? I said a 10/12 2 gate should give you some edge in economy if performed well -.-

BlueLaguna on West, msg for game.
DeadVessel
Profile Blog Joined April 2006
United States6269 Posts
February 24 2007 07:07 GMT
#47
2 gate only works in certain positions and on certain maps SteelString, its not really viable to 2 gate cross position because of the distance. 1 gate zeal harass is viable in my opinion for that and if you want to get a slightly bigger edge go 1 gate harass into forge/expo. Thats what I like to do when possible but my PvZ isn't the best.

Learning88 if you really want to get a really good answer PM FrozenArbiter, he should be able to answer it =].

1 last thing, 1 gate Corsair is usually used to allow you to expo and get some ovie + drone kills. Most builds in PvZ lead up to quick expo not instakill. Reaver drop or fast speed zeals are the only ones I can think of that are intended to make the Zerg tap out. Reaver can even be more hurting economy than winning, but most of the fast reaver games I've seen ended very quickly.
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
February 24 2007 09:26 GMT
#48
Anyone tried 7 pylon 7/7 gate/gate?
hahaha I'll give it a shot it sounds cool ^_^
Probably kills my econ though.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
February 24 2007 09:59 GMT
#49
On February 24 2007 18:26 evanthebouncy~ wrote:
Anyone tried 7 pylon 7/7 gate/gate?
hahaha I'll give it a shot it sounds cool ^_^
Probably kills my econ though.


You won't have enough probes to sustain 2 gates methinks.
But Garimto was always more than just a Protoss...
LuMiX
Profile Blog Joined October 2006
China5758 Posts
February 25 2007 01:23 GMT
#50
might as well proxy the 2 gate and send 4-6 probes w/..
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
April 18 2008 03:01 GMT
#51
Helloz!
So Today I decided to try 2 gates again after doing FE for almost a year and I failed so hard T_T
I think zerg scouted me so he went for a 9 hatch 8 pool which means my proxy 9/10 was fairly useless.
I screwed up for not blocking the ramp with zealots so lings got into my base and it's pretty GG after that (some horrible horrible micros afterwards).
SO question is how to react to zerg if he scouts you? It seems like his econ wasn't too bright after made that many lings maybe I should just block ramp/defend while forge expand?
Cheerios'
Rep:
http://www.battlereports.com/viewreplays.php?replaynum=33070
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
April 18 2008 07:48 GMT
#52
Ahem Ahem...
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
KwarK
Profile Blog Joined July 2006
United States44439 Posts
April 18 2008 09:13 GMT
#53
These days 2 gate is primarily a fast expand build and should be used as such. If you tech switch it leaves you a minute or so behind 1 gate gas and gives the zerg so much breathing space that they get fat and swollen with extra drones. Most zerg will adopt the 6 ling plus sunken approach so just keep probe production constant, hold the zealots at 3 and expand. Then return to massing zealots and start very slowly teching without a worry. When they scout your expo (we must assume a good z will) they will either try some kind of massling break, which constant zee production from 2 gates can easily handle, an overdroning/unholdable expo, which constant zee production from 2 gates can crush, or a hydra timing attack which tbh fucks you up.
Speedlings are a problem. They give total map control to the zerg if you have slowzeals because you cannot split your force or risk it being overwhelmed without a good fight but if you commit to any field then your nat is left very vulnerable. You can negate this by cannoning heavily as you move out and having probe scouts placed to spot the allin so your probes can block it. Then sending 14 or so zealots into his nat should close the game because Z for some reason assume Protoss can't power probes and make constant zealots. Once you get the hang of hydra timing you can attack their nat before the switch is complete with good results (and a lot of insurance cannons at your nat).
ModeratorThe angels have the phone box
KwarK
Profile Blog Joined July 2006
United States44439 Posts
Last Edited: 2008-04-18 09:28:32
April 18 2008 09:24 GMT
#54
Ok. That replay was kind of painful. Make the gates at the top of the ramp. A lot of your early game options come from the fact that you can exercise pressure on the zerg and the speedlings = map control factor is entirely negated by the ramp. You saw it that game. You couldn't do anything because he had speedlings and you would lose wherever your zealots weren't. Placing 2 gates outside the ramp means he can now threaten both your production and your mineral line, and can threaten them independently.
I think he did a standard 12 hatch 11 pool actually, which makes it remarkable how badly you failed. You need to be on the offensive more. Right at the start his army cannot fight yours, what it can do is run through and kill 2/3 of your probes. What you did was chase his lings around with your zealots as your production twindled to nothing whereas he ran around with his lings while maintaining constant production. And then suddenly he had more than you. You cannot waste time chasing lings and you shouldn't need to. Don't let them in your base.

Ok, I've checked the specific timing. It looked like a 12 hatch 11 pool but had the timing of a 9 hatch 9 pool. Any guesses why? Any at all?
+ Show Spoiler +
He was hacking lol. He suddenly gained 300 minerals as his 2nd overlord was finishing. That'd probably be why he scouted your proxy so fast. Playing on icc should solve your specific problem.
ModeratorThe angels have the phone box
Response
Profile Blog Joined April 2004
United States1938 Posts
April 18 2008 13:57 GMT
#55
On April 18 2008 18:13 Kwark wrote:
These days 2 gate is primarily a fast expand build and should be used as such. If you tech switch it leaves you a minute or so behind 1 gate gas and gives the zerg so much breathing space that they get fat and swollen with extra drones. Most zerg will adopt the 6 ling plus sunken approach so just keep probe production constant, hold the zealots at 3 and expand. Then return to massing zealots and start very slowly teching without a worry. When they scout your expo (we must assume a good z will) they will either try some kind of massling break, which constant zee production from 2 gates can easily handle, an overdroning/unholdable expo, which constant zee production from 2 gates can crush, or a hydra timing attack which tbh fucks you up.
Speedlings are a problem. They give total map control to the zerg if you have slowzeals because you cannot split your force or risk it being overwhelmed without a good fight but if you commit to any field then your nat is left very vulnerable. You can negate this by cannoning heavily as you move out and having probe scouts placed to spot the allin so your probes can block it. Then sending 14 or so zealots into his nat should close the game because Z for some reason assume Protoss can't power probes and make constant zealots. Once you get the hang of hydra timing you can attack their nat before the switch is complete with good results (and a lot of insurance cannons at your nat).


going 2 gate into tech is still really good now-a-days it just takes some practice
the REAL ReSpOnSe
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
April 18 2008 14:01 GMT
#56
I disagree heavily with Kwark. Two gate into a heavier zeal/slower tech kind of build can be very strong. If you are going to do this sort of build 10/12 is a much better idea because when you play properly with heavy zealot numbers and an aggressive style play his drone count will suffer like woah and his 3rd base will be completly and utterly denied. With 10/12 your probe count will be huge and it allows you to expand later. With Zerg at only two bases I personally prefer going 2 zeals into sair/temp tech. As long as you see what Z is doing you wont be beat by his lair tech and then you can expand + cannon and be in the lead with = expansions and booming probes. I prefer this style of play to zeal into FE. I've just found way too many problematic zergs doing this kind of build and being left with nothing but a big zeal number and some cannons while you wait on tech is never fun =\.
Nak Allstar.
attacknme
Profile Joined July 2009
79 Posts
July 13 2009 19:17 GMT
#57
Hey, I'm a C- toss player with average 140 apm and I just lost this game to a 338 apm zerg.

http://www.4shared.com/file/117844323/f55bb4d8/PvZ132_338.html

Replay summary:
I go 2gate and prepare for speedlot timing attack, he completely stops it. I don't want to get sairs because I know I don't have the apm to micro them efficiently so I go temp. But at this time I don't know what tech he's choosing so I just cannon everything. He then retaliates with a lurker contain just as im getting my nat expo up. I knew I needed obs but I didn't have the gas to get both obs and temp/storm, so I chose to get temp, but his lurks came too early for me to do anything.

Any input on what I should have done?

Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
July 13 2009 20:03 GMT
#58
On July 14 2009 04:17 attacknme wrote:
Hey, I'm a C- toss player with average 140 apm and I just lost this game to a 338 apm zerg.

http://www.4shared.com/file/117844323/f55bb4d8/PvZ132_338.html

Replay summary:
I go 2gate and prepare for speedlot timing attack, he completely stops it. I don't want to get sairs because I know I don't have the apm to micro them efficiently so I go temp. But at this time I don't know what tech he's choosing so I just cannon everything. He then retaliates with a lurker contain just as im getting my nat expo up. I knew I needed obs but I didn't have the gas to get both obs and temp/storm, so I chose to get temp, but his lurks came too early for me to do anything.

Any input on what I should have done?



My advice is that you remake this thread adding what you thought you could do better. Also, theres no need to micro corsairs, just make a single one and if youre that slow, queue it to scout his bases in multiple locations and then watch his buildings from the fog of war.

Also, this thread is about stopping 2 gateway early agression from the zergs point.
BlueLaguna on West, msg for game.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
July 13 2009 20:38 GMT
#59
I thought 9/10 gate was 7 pylon, no? Someone correct me or confirm.


7 pylon will finish before you have 150 minerals for a gateway at 9, while 8 pylon finishes about perfectly in my experience.
Tazan_0
Profile Joined May 2009
United States63 Posts
October 02 2009 02:49 GMT
#60
WOW, most constructive thread ty!
pwnd?
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