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Combating 2 gate pvp

Forum Index > Brood War Strategy
Post a Reply
La.911
Profile Joined June 2019
9 Posts
October 10 2019 01:58 GMT
#1
I've been struggling vs 2gate in pvp. The opposing toss will come in and put pylons in my mineral line and end up killing me. Is there a way to stop 2 gate with 1 gate? If so, can someone link some replays for me. Thanks
InDi
Profile Joined April 2010
Spain90 Posts
October 10 2019 02:16 GMT
#2


There you go
La.911
Profile Joined June 2019
9 Posts
October 10 2019 02:57 GMT
#3
Wow, this is great! Thanks!
i_hate_lurkers
Profile Joined October 2019
4 Posts
October 10 2019 06:41 GMT
#4
A nice build order that I like to do on ladder is something like this, I learned it from a Stork video a while ago:

8 pylon
10 gate
11 gas
13 core
@100% gas, 2 probes on gas
14 zealot
16 pylon
17 zealot
19 core <---- put the probe that built that on gas

so basically this is safe vs all 2 gate variations. Once you scout it, hold position 2-3 probes behind your 2 zealots on your ramp once his zealots are near. Dragoons will pop out and youll be fine. you can even consider adding a second gateway and going for counter goon pressure
evilfatsh1t
Profile Joined October 2010
Australia8614 Posts
October 10 2019 16:12 GMT
#5
On October 10 2019 15:41 i_hate_lurkers wrote:
A nice build order that I like to do on ladder is something like this, I learned it from a Stork video a while ago:

8 pylon
10 gate
11 gas
13 core
@100% gas, 2 probes on gas
14 zealot
16 pylon
17 zealot
19 core <---- put the probe that built that on gas

so basically this is safe vs all 2 gate variations. Once you scout it, hold position 2-3 probes behind your 2 zealots on your ramp once his zealots are near. Dragoons will pop out and youll be fine. you can even consider adding a second gateway and going for counter goon pressure

he got banned but wtf kind of build order is this anyway?
11 gas 13 core 19 core? dafuq?
I_love_lurkers
Profile Joined October 2019
2 Posts
Last Edited: 2019-10-10 16:53:19
October 10 2019 16:51 GMT
#6
--- Nuked ---
Anc13nt
Profile Blog Joined October 2017
1557 Posts
October 10 2019 18:45 GMT
#7
On October 11 2019 01:12 evilfatsh1t wrote:
Show nested quote +
On October 10 2019 15:41 i_hate_lurkers wrote:
A nice build order that I like to do on ladder is something like this, I learned it from a Stork video a while ago:

8 pylon
10 gate
11 gas
13 core
@100% gas, 2 probes on gas
14 zealot
16 pylon
17 zealot
19 core <---- put the probe that built that on gas

so basically this is safe vs all 2 gate variations. Once you scout it, hold position 2-3 probes behind your 2 zealots on your ramp once his zealots are near. Dragoons will pop out and youll be fine. you can even consider adding a second gateway and going for counter goon pressure

he got banned but wtf kind of build order is this anyway?
11 gas 13 core 19 core? dafuq?


lool
WGT-Baal
Profile Blog Joined June 2008
France3344 Posts
October 10 2019 20:03 GMT
#8
I believe/hope he meant 19 goon
Horang2 fan
evilfatsh1t
Profile Joined October 2010
Australia8614 Posts
October 11 2019 01:54 GMT
#9
why would you put a probe back on gas after a 19 goon. and why do you only have 2 probes on gas to begin with. having a quicker dragoon range against your opponent is your first timing window if you manage to hold zealot rushes
InDi
Profile Joined April 2010
Spain90 Posts
October 11 2019 02:00 GMT
#10
Having 2 probes on gas when you do zealot first is quite common, if you time right adding the 3rd probe you get goon and range as you get the minerals, so it is not really delayed.
SuGo
Profile Joined March 2013
United States681 Posts
Last Edited: 2019-10-11 03:12:38
October 11 2019 03:02 GMT
#11
For those that that are not confident in micro, what I can advise is the following. I'm setting builds and some of those nuances aside (and that's not to say that opening isn't important). I want to speak more about some of the actual mechanics on 'how' to approach it. Assume you've chosen a 1zlot+1goon build (13core,14zlot, 16pylon):

1. It's integral that you defeat the first zealot. Meaning, if the opponent only sends 1 alone, it's easier and advantageous to you. However, many good opponents will likely send 3 together making it tougher, of course.

2. In the event of them sending 3 together, which is what we should base our analysis on, try to fight these zealots within your probe line. Because if you did 1goon+1zlot build, then your 2nd goon will JUST be popping or maybe a few seconds after the 3 zealots get to you. If you mis-micro slightly, you're going to get damaged a lot.

2a. Position is very important here. An easy example is a map like FS. You can position your 1st zlot and 1st goon together on the ramp. The goon should be slightly more downward on the ramp so it's width can take up more of the ramp. This is important because then all 3 zealots can't fight you at the same time. You can then get a favorable trade and aim your units at one of the opponent zealots and damage it or kill it right at the ramp. So when you start fighting in your base, you've already got some favorability due to what you did at the ramp. Take high note of this "2a" bullet because this initial position matters a lot. Doing this also stalls for your 2nd goon to pop out. So now, you've either killed one enemy zealot or really damaged it before you're forced to micro back and lost ramp advantage.

3. Don't lose your zealot. Don't lose any units [easier said than done]. I see far too many times, people try to be heroes and overestimate their micro abilities. Be honest with yourself; you know if you have good micro or not. A lot of foreigners don't. And if you've come here to seek advice on defeating 2g, you very likely fall into this camp

4. Try to micro back into your probe line. Good opponents will try to go for the probes mining gas for some easy targets. This is a good time for you to fight accordingly in the probe line, drill the zealots, etc.

5. The point in all of this is: take the path of least resistance and if micro isn't your strength, there are other options like fighting within the probe line, or making a shield battery, etc.
oshibori_probe
Profile Blog Joined July 2006
United States2932 Posts
October 11 2019 04:06 GMT
#12
I’ve sought advice on this before, and I’m definitely not an expert... but I’d like to add that you should really try to keep your scouting probe alive

Getting off a manner pylon can be fatal or at least buy you time, and if it’s one of those two gates at the nat I try to steal gas and/or block the nexus with a pylon when they try to expand behind the initial zealot pressure.

Also thank you OP for making a new thread about this, there’s so many 2 gate variants as well as ramp/choke differences this really can use it’s own thread.
Fuck KeSPA.
XenOsky
Profile Blog Joined March 2008
Chile2221 Posts
Last Edited: 2019-10-14 05:24:37
October 14 2019 05:22 GMT
#13
zealot > core > zealot > dragoon

StarCraft & Audax Italiano
Anc13nt
Profile Blog Joined October 2017
1557 Posts
October 14 2019 18:04 GMT
#14
On October 11 2019 13:06 oshibori_probe wrote:
I’ve sought advice on this before, and I’m definitely not an expert... but I’d like to add that you should really try to keep your scouting probe alive

Getting off a manner pylon can be fatal or at least buy you time, and if it’s one of those two gates at the nat I try to steal gas and/or block the nexus with a pylon when they try to expand behind the initial zealot pressure.

Also thank you OP for making a new thread about this, there’s so many 2 gate variants as well as ramp/choke differences this really can use it’s own thread.


yes, as a player who loves to 2 gate myself, the manner pylon is very good against 2 gate.
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