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Scout faster.
Seriously. Send an earlier scout but when you scout make the SCV do a round in your base to check first since theres no way you would've seen that probe as he sent it almost immediately.
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its destination, get used to it lol
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Haha, I learned this the hard way when I was trying to learn how to play Terran. Destination was one of the MOTW, and the first four games I played was on that map, and all four of them involved an in-base proxy 2gate. I didn't learn better until the fourth game.
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Wasn't there already a thread about this... search for it and look at some of the youtubes about defending horrorgates.
Other than that, scout faster... look at the reps and watch for warning signs. Just play it safer than you normally would
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what are "horror gates?" who is coming up with this stuff lol.
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afaik all the pro terrans send one of their early scouting scvs to a round through their own base before heading towards the enemy.
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Always, always, always scout your own base on Destination, and if you are not very confident, scout early. I like to scout at 9, then my depot don't get delayed, and I can see all kind of rush coming.
Scouting your base cost almost nothing. Maybe 8 or 16 minerals, or will delay your scout a tiny bit.
Get your turret timing right, especially if you don't scout range upgd, and it should be fine.
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On December 05 2009 06:44 meeple wrote: Wasn't there already a thread about this... search for it and look at some of the youtubes about defending horrorgates.
Other than that, scout faster... look at the reps and watch for warning signs. Just play it safer than you normally would I searched, and didn't fine one... Ooor I just fail searched :X
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try analyzing the reps yourself first, sometimes you can solve your own problem right there. or else it just looks like you put no effort into it.
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On December 05 2009 06:46 avilo wrote: what are "horror gates?" who is coming up with this stuff lol. haha i agree :S
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On December 05 2009 06:57 Nub4ever wrote:Show nested quote +On December 05 2009 06:44 meeple wrote: Wasn't there already a thread about this... search for it and look at some of the youtubes about defending horrorgates.
Other than that, scout faster... look at the reps and watch for warning signs. Just play it safer than you normally would I searched, and didn't fine one... Ooor I just fail searched :X
http://www.teamliquid.net/forum/viewmessage.php?topic_id=104914
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I bet the term horror gates came from someone misunderstanding WHORE gates, which seems more accurate...
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On December 05 2009 06:46 avilo wrote: what are "horror gates?" who is coming up with this stuff lol. Yeah I wish I could go back in time to who ever made this annoying sounding term and punch him in the face -___-
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I dont know why you wouldnt scout for in base proxy gates every game. I have only had that done to me 2-3 times, but after the first time it happened I have made sure to check every game.
edit: and please dotn call them horror gates. They are called in base proxy gates.
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United States3824 Posts
Siege your own workers when they are next to the DTs ezpz
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Destination is the map to expect cheese. The other maps ain't so bad (Except other 2v2s)
Somehow, a lot of Ps love to cheese on this particular map lol.
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you best fear the triple manner pylon and manner gates!
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infinity21
Canada6683 Posts
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If you don't scout your base on destination, then you are basically just asking for this to happen.
Another super common cheese is protoss making a robobay at the 3rd base with the bridge and reaver rushing, so scout for that too. Also they sometimes make gateways in your expansion on the far side, so might also wanna scout for that Man desti is the ultimate cheese map lol.
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In the first replay, you could have held him off if you built a vulture as soon as the first zealots appeared. I just watched you minerals climb while you didn't build a single thing. Your building placement could have been better. If you aren't walling build you barracks so that your marines can walk through but his zealots can't.
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Tbh, it's not like you can scout "horror gates". If protoss has any sense whatsoever (unlikely XD) he will do a diversion with his probe heading to your base and not go through the middle. His manner pylon won't come too long after your initial pylon and by then you should know whats up. Countering it is a whole different story! What I usually do when I see this coming is; build 10 gate, 12 forge (between forge and gas on 6, not sure on 12, this is on desti XD) and pump contionous zealots whilst putting 1 cannon on your mineral line. After this, you should be able to hold it off, and the hard part here is hiding your tech. I really recommened reaver tech here, most protosses will expect dt harass and throw cannons down at their nat, cosing them, usually, a gateway and dragoon range, leaving his probes very exposed. I don't know what else to suggest really, I'm only c+ HIGH rank but I think the 1gate forge build really works well.
edit: ok, i admit, i only saw the title and responded, but wtf is dt horror build? is that even possibile? and your terran? if you build your wallin at the correct timing, you should see his probe enter your base. From there, unless he gas steals right away, don't wallin, work on making a really solid sim city from barracks, supplys and a factory. If you build a decent enough sim city and micro decently enough, you should end up ahead of the protoss. I'm quite drunk right now but I usually think alot more about my game when i'm drunk so, whatevs really XD
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Hmm. If I recall correctly, horror gates refers to what Bisu did to some poor Protoss sap on Peaks of Baekdu, where Bisu's first pylon was blocking the guy's mineral line, and the gates were built off of that.
Anyway, if you send your 10th SCV around the perimeter of your base, you'll spot the in base proxies. Alternatively, you could send an SCV over at the timing when the probe should be entering your base. For defending it, as an alternative to bunkering up, you can pull workers to attack the gateways. 4 probes or 3 SCVs attacking a gateway from the moment it starts will kill a gateway right before a Zealot finishes, which leaves the intrepid cheeser with no military and no gateways.
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