• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:40
CEST 13:40
KST 20:40
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon100Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Yamato Cup Series StarCraft open world shooter announced at BlizzCon Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Has online-only competition during the pandemic changed your enjoyment of pro SC2? How do you feel about the StarCraft shooter announcement at BlizzCon 2026?
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Remastered crash fix suggestions New 3v3 BGH Ladder (and more) on ShieldBattery! BGH Auto Balance -> http://bghmmr.eu/ Syncronization issues and can't find games a Announcement on the JEDI Ringing
Tourneys
[ASL22] Ro16 Group D [Megathread] Daily Proleagues The Casual Games of the Week Thread Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9258 users

PvP is going to change in the next Patch ! - Page 33

Forum Index > Closed
Post a Reply
Prev 1 31 32 33 34 35 56 Next
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-04-22 19:46:12
April 22 2011 19:44 GMT
#641
On April 23 2011 04:28 ShotoElite wrote:
This brings me to 4gate. I consider 4gate to be a build that is necessary to soft counter but not necessarily blind counter and what pros (or all protoss players) should do is develop a build or strategy that takes this into consideration. Blind countering 4gate is bad because it will put you behind if the opponent is not doing a 4gate. This makes it necessary to develop builds that will absolutely stomp/crush 4gate while not sacrificing much of anything and coming out ahead of your opponent.


People have tried over and over to develop build to counter 4 gate. The problem with 4 gate is there is the "dead time" between when your probe dies to the stalker and before you can get an obs where he can drop the other gates freely. There is no way you should be able to totally scout a 4 gate, you should only have strong suspicions. Thus you do have to blind counter.

Let me sort of brief the history of 4 gate as it shows there is a pattern of people just figuring out new better ways to 4 gate.

Start
Korean 4 gate (pylons in mineral line, no units before WG's) emerges.
Protoss players figure out they can just get a Stalker first instead of a sentry and deny the probe, the stalker/zealot combo attack emerges as a counter

Players figure out proper forcefields can negate the zealots, pure stalker 4 gates emerge to directly counter this

Next people realize that if you do a 4 gate all stalkers but with one sentry defensively you can survive pure stalker, players realize you can then warp zealots up the ramp making thier sentry useless.

Then people think that you can work on using your original stalker/zealot to hunt probes and deny the first pylon, players counter by making 2 stalkers, 1 zealot and dropping a backup pylon farther out so losing the probe is only a minor problem.

The YungHwa 3 Stalker build emerges, players realize you can just send 2 probes and there is little to no chance on big maps that both will be found.
End/Current Metagame


The only reason Blizzard would want to change PvP and 4gate is if soft countering 4gate is impossible, which I do not think is the case. The 3 stalker rush that Artosis does is what I believe is a stepping stone in innovation to developing a build that can pave the way for the future of PvP:+ Show Spoiler +


Although there are problems to the build, it is proof of concept, and I think people shouldn't be so hasty to result to changing the actual game.


It dies if you don't find the pylon, and it dies if they send 2 probes. It was a cool thing on paper, but as demonstrated in 4 gates history above, people will just figure out better ways to 4 gate.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
ZeromuS
Profile Blog Joined October 2010
Canada13422 Posts
April 22 2011 19:49 GMT
#642
On April 23 2011 04:44 iCCup.Diamond wrote:
Show nested quote +
On April 23 2011 04:28 ShotoElite wrote:
This brings me to 4gate. I consider 4gate to be a build that is necessary to soft counter but not necessarily blind counter and what pros (or all protoss players) should do is develop a build or strategy that takes this into consideration. Blind countering 4gate is bad because it will put you behind if the opponent is not doing a 4gate. This makes it necessary to develop builds that will absolutely stomp/crush 4gate while not sacrificing much of anything and coming out ahead of your opponent.


People have tried over and over to develop build to counter 4 gate. The problem with 4 gate is there is the "dead time" between when your probe dies to the stalker and before you can get an obs where he can drop the other gates freely. There is no way you should be able to totally scout a 4 gate, you should only have strong suspicions. Thus you do have to blind counter.

Let me sort of brief the history of 4 gate as it shows there is a pattern of people just figuring out new better ways to 4 gate.

Start
Korean 4 gate (pylons in mineral line, no units before WG's) emerges.
Protoss players figure out they can just get a Stalker first instead of a sentry and deny the probe, the stalker/zealot combo attack emerges as a counter

Players figure out proper forcefields can negate the zealots, pure stalker 4 gates emerge to directly counter this

Next people realize that if you do a 4 gate all stalkers but with one sentry defensively you can survive pure stalker, players realize you can then warp zealots up the ramp making thier sentry useless.

Then people think that you can work on using your original stalker/zealot to hunt probes and deny the first pylon, players counter by making 2 stalkers, 1 zealot and dropping a backup pylon farther out so losing the probe is only a minor problem.

The YungHwa 3 Stalker build emerges, players realize you can just send 2 probes and there is little to no chance on big maps that both will be found.
End/Current Metagame


Show nested quote +
The only reason Blizzard would want to change PvP and 4gate is if soft countering 4gate is impossible, which I do not think is the case. The 3 stalker rush that Artosis does is what I believe is a stepping stone in innovation to developing a build that can pave the way for the future of PvP:+ Show Spoiler +
http://www.youtube.com/watch?v=bb_X8Jlfj5g&feature=channel_video_title


Although there are problems to the build, it is proof of concept, and I think people shouldn't be so hasty to result to changing the actual game.


It dies if you don't find the pylon, and it dies if they send 2 probes. It was a cool thing on paper, but as demonstrated in 4 gates history above, people will just figure out better ways to 4 gate.


Very succinct description diamond lets hope this changes in coming weeks :D
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Geiko
Profile Blog Joined June 2010
France2034 Posts
April 22 2011 19:51 GMT
#643
IMO, Blizzard people are a bit overreacting here due to the amount of QQ from protoss players who find it easier to blame there loss on game design rather than their own flaws.

4 Gate is only really a problem on Tal Darim Altar and Scrap Station where you don't have a small ramp. On other maps, a three gate with one or two sentries and stalkers beat a 4 gate easily (don't believe me ? Geiko.813 on EU server) so I wouldn't worry too much about high level PvP. Pros only lose to 4 gate because a) they are too greedy sometimes and 4 gate punishes that b) Tech paths in mid game hard counter each other (robo vs blink vs stargate) and encourage point a).

If they feel it is really much easier to 4 gate then to defend 4 gate at lower levels, a quick and easy fix would be to prevent warping in behind a ForceFielded ramp. But I don't feel even that should be necessary, there are plenty of other all ins in this game much harder to deal with than 4 gate in PvP and they aren't doing anything about that (3 racks before orbital in TvP for example).
geiko.813 (EU)
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-04-22 19:58:16
April 22 2011 19:54 GMT
#644
On April 23 2011 04:51 Geiko wrote:
IMO, Blizzard people are a bit overreacting here due to the amount of QQ from protoss players who find it easier to blame there loss on game design rather than their own flaws.

4 Gate is only really a problem on Tal Darim Altar and Scrap Station where you don't have a small ramp. On other maps, a three gate with one or two sentries and stalkers beat a 4 gate easily (don't believe me ? Geiko.813 on EU server) so I wouldn't worry too much about high level PvP. Pros only lose to 4 gate because a) they are too greedy sometimes and 4 gate punishes that b) Tech paths in mid game hard counter each other (robo vs blink vs stargate) and encourage point a).

If they feel it is really much easier to 4 gate then to defend 4 gate at lower levels, a quick and easy fix would be to prevent warping in behind a ForceFielded ramp. But I don't feel even that should be necessary, there are plenty of other all ins in this game much harder to deal with than 4 gate in PvP and they aren't doing anything about that (3 racks before orbital in TvP for example).


People have tried to use 3 gate and sentries to defend but then you will not have enough DPS to take out the pylons at your ramp then they warp up zealots and you will never be able to keep up in production.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-04-22 19:55:28
April 22 2011 19:55 GMT
#645
Shit hit quote instead of edit sorry.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
hitman133
Profile Joined October 2010
United States1425 Posts
April 22 2011 20:01 GMT
#646
On April 23 2011 03:45 ShotoElite wrote:
Show nested quote +
On April 23 2011 03:21 bpork wrote:
I'm curious - what are the many counters to 4 gate?

3 stalker rush that Artosis does
2 gate pressure that adelscott does with no gas
defensive 4gate of your own just owns offensive 4gate

I don't understand those who complain about dying to 4gate. It is easy to stop, and you are way ahead when you do stop it.

As for the spectator perspective....who cares what they think about gameplay? I think golf is boring to watch so I don't watch it. I think baseball is boring so I don't watch it. I don't complain that golf should be played differently because I don't like the way it looks as a spectator. I LIKE watching PvP because I learn tons from it as a player and it is easily the most micro intensive and exciting matchup in the game. If you don't like it, then too bad.

White-ra does 3 stalkers rush and lost to MC easily.
2 gates pressure follow up with 4 gates for sure, There's no other transition because of late gas.
defensive 4 gates, well, oh wait does that mean 4 gates vs 4 gates ? You sir, are a winner.
I'm a protoss, and any time when I scout no 2nd gas, it mean 4 gates already. The only chance to response is steal his 2 gas then make my own 4 gates + late 2nd gas and only 1 probe on that, so if i could defend, i could have quicker robot or tech than him.
Resilient
Profile Joined June 2010
United Kingdom1431 Posts
April 22 2011 20:02 GMT
#647
On April 23 2011 04:51 Geiko wrote:
IMO, Blizzard people are a bit overreacting here due to the amount of QQ from protoss players who find it easier to blame there loss on game design rather than their own flaws.

4 Gate is only really a problem on Tal Darim Altar and Scrap Station where you don't have a small ramp. On other maps, a three gate with one or two sentries and stalkers beat a 4 gate easily (don't believe me ? Geiko.813 on EU server) so I wouldn't worry too much about high level PvP. Pros only lose to 4 gate because a) they are too greedy sometimes and 4 gate punishes that b) Tech paths in mid game hard counter each other (robo vs blink vs stargate) and encourage point a).

If they feel it is really much easier to 4 gate then to defend 4 gate at lower levels, a quick and easy fix would be to prevent warping in behind a ForceFielded ramp. But I don't feel even that should be necessary, there are plenty of other all ins in this game much harder to deal with than 4 gate in PvP and they aren't doing anything about that (3 racks before orbital in TvP for example).


The very first game I loaded up on your history was you losing to a 4 gate while attempting to tech to blink on a 3 gate. Please don't suggest you know how to handle 4gate better than high level pros.

And I don't think that Blizzard is overreacting at all. I was the creator of that thread that they replied to and it's just a mirror of every concern and frustration that has come with PvP since beta. I guess they finally realized that it's just embarassing to leave a MU that broken and terrible for almost a year. And the worst thing about it is that I don't think it will come remotely close to fixing it as expansions are probably still going to mean death due to the nature of the race.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2011-04-22 20:05:13
April 22 2011 20:03 GMT
#648
On April 23 2011 04:51 Geiko wrote:
IMO, Blizzard people are a bit overreacting here due to the amount of QQ from protoss players who find it easier to blame there loss on game design rather than their own flaws.

4 Gate is only really a problem on Tal Darim Altar and Scrap Station where you don't have a small ramp. On other maps, a three gate with one or two sentries and stalkers beat a 4 gate easily (don't believe me ? Geiko.813 on EU server) so I wouldn't worry too much about high level PvP. Pros only lose to 4 gate because a) they are too greedy sometimes and 4 gate punishes that b) Tech paths in mid game hard counter each other (robo vs blink vs stargate) and encourage point a).

If they feel it is really much easier to 4 gate then to defend 4 gate at lower levels, a quick and easy fix would be to prevent warping in behind a ForceFielded ramp. But I don't feel even that should be necessary, there are plenty of other all ins in this game much harder to deal with than 4 gate in PvP and they aren't doing anything about that (3 racks before orbital in TvP for example).


4 gate is a massive problem on both taldarim and scrapstation. You 4gate, AND micro better than the other guy, or you die. There is no other non-cheese option, and on taldarim, you basically have to 4gate because finding the other guy in time is going to be a problem. It's only less of a problem on other maps, but even then it's almost impossible.

If it makes it past the 4gate stage, life still sucks because the 3 tech options hard counter each other. stargate>robo>council>stargate. Also, if you decided to expo and the other guy has a robo, you get rolled 99% of the time by a 2 colossus rush. It's not even a close fight unless you pull a LOT of probes, which defeats the purpose of expoing in the first place.
Porouscloud - NA LoL
TUski
Profile Joined April 2010
United States1258 Posts
April 22 2011 20:04 GMT
#649
Hell, it's about damn time.
"There is nothing more cool than being proud of the things that you love." - Day[9]
Diamond
Profile Blog Joined May 2009
United States10796 Posts
April 22 2011 20:06 GMT
#650
On April 23 2011 05:02 Resilient wrote:
Show nested quote +
On April 23 2011 04:51 Geiko wrote:
IMO, Blizzard people are a bit overreacting here due to the amount of QQ from protoss players who find it easier to blame there loss on game design rather than their own flaws.

4 Gate is only really a problem on Tal Darim Altar and Scrap Station where you don't have a small ramp. On other maps, a three gate with one or two sentries and stalkers beat a 4 gate easily (don't believe me ? Geiko.813 on EU server) so I wouldn't worry too much about high level PvP. Pros only lose to 4 gate because a) they are too greedy sometimes and 4 gate punishes that b) Tech paths in mid game hard counter each other (robo vs blink vs stargate) and encourage point a).

If they feel it is really much easier to 4 gate then to defend 4 gate at lower levels, a quick and easy fix would be to prevent warping in behind a ForceFielded ramp. But I don't feel even that should be necessary, there are plenty of other all ins in this game much harder to deal with than 4 gate in PvP and they aren't doing anything about that (3 racks before orbital in TvP for example).


The very first game I loaded up on your history was you losing to a 4 gate while attempting to tech to blink on a 3 gate. Please don't suggest you know how to handle 4gate better than high level pros.


Ouch, owned..... Yea 3 gate is not really a counter to 4 gate.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Geiko
Profile Blog Joined June 2010
France2034 Posts
Last Edited: 2011-04-22 20:11:28
April 22 2011 20:07 GMT
#651
On April 23 2011 04:54 iCCup.Diamond wrote:
Show nested quote +
On April 23 2011 04:51 Geiko wrote:
IMO, Blizzard people are a bit overreacting here due to the amount of QQ from protoss players who find it easier to blame there loss on game design rather than their own flaws.

4 Gate is only really a problem on Tal Darim Altar and Scrap Station where you don't have a small ramp. On other maps, a three gate with one or two sentries and stalkers beat a 4 gate easily (don't believe me ? Geiko.813 on EU server) so I wouldn't worry too much about high level PvP. Pros only lose to 4 gate because a) they are too greedy sometimes and 4 gate punishes that b) Tech paths in mid game hard counter each other (robo vs blink vs stargate) and encourage point a).

If they feel it is really much easier to 4 gate then to defend 4 gate at lower levels, a quick and easy fix would be to prevent warping in behind a ForceFielded ramp. But I don't feel even that should be necessary, there are plenty of other all ins in this game much harder to deal with than 4 gate in PvP and they aren't doing anything about that (3 racks before orbital in TvP for example).


People have tried to use 3 gate and sentries to defend but then you will not have enough DPS to take out the pylons at your ramp then they warp up zealots and you will never be able to keep up in production.


Actualy, quite a lot of pros defend 4 gate by defensive 3 gate. The key is knowing when to Forcefield.

If they try to go up your ramp with the initial zealot + 6 stalkers, just FF the army in half and kill off easily 2 stalkers and a zealot. From there on, they are 3 units late = 3 warp cycles late, and they can't afford a 4th cycle of production so you should be equal in units and you have the ramp advantage.

If they wait for the next 4 zealots, know the timing on when they can warp in zealots (it's usually right when the pylon on the bottom of the ramp finishes for a perfect 4 gate). Just FF as he pushes up, you will be facing 4 zealots + 1 zealot or 4 zealots + 1 zealot + 1 stalker vs your 7-8 stalkers. Just micro away from your ramp, kill off a hand full of zealots and a stalker, and then you are good to go when your FF wears off. If they are not doing the 4gate perfectly, you can even have an extra FF after that.

The problem with defensive 3 gate is not that it is hard to hold 4 gate, it is that it is hard to scout if he is actually doing 4 gate... and you can fall a bit behind if he does some other greedy build. But that is the problem for all PvP builds I think, Blizzard should work on that rather than changing the Warpgate mechanism.

On April 23 2011 05:02 Resilient wrote:


The very first game I loaded up on your history was you losing to a 4 gate while attempting to tech to blink on a 3 gate. Please don't suggest you know how to handle 4gate better than high level pros.


LOL, actually I'll send you the replay if you want, I owned the 4 gate in that game The guy saw my sentry and didn't even try to go up my ramp because he was a bit off on his timing. I then proceeded to lose the game in the Mid game because my opponent knwe I was ahead and cheesed some DTs ^^ I was pretty angry losing that game But yeah, don't attack me on a game that really proves my point
geiko.813 (EU)
DreamSailor
Profile Joined June 2010
Canada433 Posts
April 22 2011 20:07 GMT
#652
Interesting to see how they implement changes without making proxy Gates really strong.

2Gate (chrono zealots)in beta was pretty damn strong, vs. Zerg specifically, I wonder if it will make a comeback
Where ever you go, there you are.
Perscienter
Profile Joined June 2010
957 Posts
April 22 2011 20:07 GMT
#653
Warpgates have always been an additional random factor. The tech should be postponed to the mid game. It could be researched in the forge or the twilight council. Or the research time could be increased very much.

The biggest problem in PvP has always been, that the warpgates negate any distance. There was no cooldown to supply the frontline with new troops. That shifts the strategies. You can't rely on a delay until the troops get to you. Instead, you are immediately under pressure. I always had the impression that this fact locks in the strategies.
MagnusHyperion
Profile Joined August 2010
United States288 Posts
April 22 2011 20:08 GMT
#654
I don't remember 4 gate being a problem. It may be really fucking hard to pull off offensively and hard to pull of defensively, but that is part of a game that is challenging.

hmrpf.
UC Davis Fighting!!! Support CSL visit their webpage and watch their streams!
Eury
Profile Joined December 2008
Sweden1126 Posts
April 22 2011 20:09 GMT
#655
On April 23 2011 05:07 DreamSailor wrote:
Interesting to see how they implement changes without making proxy Gates really strong.

2Gate (chrono zealots)in beta was pretty damn strong, vs. Zerg specifically, I wonder if it will make a comeback


Just increase the build time of the gateways while decreasing the build time of the tier 1 units.
I_Love_Bacon
Profile Blog Joined August 2009
United States5765 Posts
April 22 2011 20:09 GMT
#656
Just make it so warping in units take additional damage again. Why was that even removed? Oh, you're warping up my ramp by my stalkers? Well now your zealots died. Good luck, try again.
" i havent been playin sc2 but i woke up w/ a boner and i really had to pee... and my crisis management and micro was really something to behold. it inspired me to play some games today" -Liquid'Tyler
windsupernova
Profile Joined October 2010
Mexico5280 Posts
April 22 2011 20:09 GMT
#657
You guys need to stop theorycrafting solutions and just go with the flow, especially since most of the changes proposed needlessly complicate the game/change more things than you guys realize/are just plain bad.

And besides they said they are looking into that matchup, its not 100% certain the change they gave as an example will actually be the change. Lets just chill and hope it improves the games.
"Its easy, just trust your CPU".-Boxer on being good at games
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-04-22 20:11:28
April 22 2011 20:10 GMT
#658
On April 23 2011 05:07 Geiko wrote:
Show nested quote +
On April 23 2011 04:54 iCCup.Diamond wrote:
On April 23 2011 04:51 Geiko wrote:
IMO, Blizzard people are a bit overreacting here due to the amount of QQ from protoss players who find it easier to blame there loss on game design rather than their own flaws.

4 Gate is only really a problem on Tal Darim Altar and Scrap Station where you don't have a small ramp. On other maps, a three gate with one or two sentries and stalkers beat a 4 gate easily (don't believe me ? Geiko.813 on EU server) so I wouldn't worry too much about high level PvP. Pros only lose to 4 gate because a) they are too greedy sometimes and 4 gate punishes that b) Tech paths in mid game hard counter each other (robo vs blink vs stargate) and encourage point a).

If they feel it is really much easier to 4 gate then to defend 4 gate at lower levels, a quick and easy fix would be to prevent warping in behind a ForceFielded ramp. But I don't feel even that should be necessary, there are plenty of other all ins in this game much harder to deal with than 4 gate in PvP and they aren't doing anything about that (3 racks before orbital in TvP for example).


People have tried to use 3 gate and sentries to defend but then you will not have enough DPS to take out the pylons at your ramp then they warp up zealots and you will never be able to keep up in production.


Actualy, quite a lot of pros defend 4 gate by defensive 3 gate. The key is knowing when to Forcefield.

If they try to go up your ramp with the initial zealot + 6 stalkers, just FF the army in half and kill off easily 2 stalkers and a zealot. From there on, they are 3 units late = 3 warp cycles late, and they can't afford a 4th cycle of production so you should be equal in units and you have the ramp advantage.

If they wait for the next 4 zealots, know the timing on when they can warp in zealots (it's usually right when the pylon on the bottom of the ramp finishes for a perfect 4 gate). Just FF as he pushes up, you will be facing 4 zealots + 1 zealot or 4 zealots + 1 zealot + 1 stalker vs your 7-8 stalkers. Just micro away from your ramp, kill off a hand full of zealots and a stalker, and then you are good to go when your FF wears off. If they are not doing the 4gate perfectly, you can even have an extra FF after that.

The problem with defensive 3 gate is not that it is hard to hold 4 gate, it is that it is hard to scout if he is actually doing 4 gate... and you can fall a bit behind if he does some other greedy build. But that is the problem for all PvP builds I think, Blizzard should work on that rather than changing the Warpgate mechanism.


What pro games are you watching? I know you what you are saying but any sentry heavy builds die as you will be short on stalkers. Remember for every one sentry you have you are down 2 stalkers in a way.

I can't remember a sentry heavy 3 gate defending 4 gate in any recent major pro game....
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
DreamSailor
Profile Joined June 2010
Canada433 Posts
April 22 2011 20:10 GMT
#659
On April 23 2011 05:09 Eury wrote:
Show nested quote +
On April 23 2011 05:07 DreamSailor wrote:
Interesting to see how they implement changes without making proxy Gates really strong.

2Gate (chrono zealots)in beta was pretty damn strong, vs. Zerg specifically, I wonder if it will make a comeback


Just increase the build time of the gateways while decreasing the build time of the tier 1 units.


But then you may break some of the current balances, its already incredibly hard to hold 6pool and the like as Protoss if you scout it late.
Where ever you go, there you are.
Geiko
Profile Blog Joined June 2010
France2034 Posts
April 22 2011 20:12 GMT
#660
On April 23 2011 05:10 iCCup.Diamond wrote:
Show nested quote +
On April 23 2011 05:07 Geiko wrote:
On April 23 2011 04:54 iCCup.Diamond wrote:
On April 23 2011 04:51 Geiko wrote:
IMO, Blizzard people are a bit overreacting here due to the amount of QQ from protoss players who find it easier to blame there loss on game design rather than their own flaws.

4 Gate is only really a problem on Tal Darim Altar and Scrap Station where you don't have a small ramp. On other maps, a three gate with one or two sentries and stalkers beat a 4 gate easily (don't believe me ? Geiko.813 on EU server) so I wouldn't worry too much about high level PvP. Pros only lose to 4 gate because a) they are too greedy sometimes and 4 gate punishes that b) Tech paths in mid game hard counter each other (robo vs blink vs stargate) and encourage point a).

If they feel it is really much easier to 4 gate then to defend 4 gate at lower levels, a quick and easy fix would be to prevent warping in behind a ForceFielded ramp. But I don't feel even that should be necessary, there are plenty of other all ins in this game much harder to deal with than 4 gate in PvP and they aren't doing anything about that (3 racks before orbital in TvP for example).


People have tried to use 3 gate and sentries to defend but then you will not have enough DPS to take out the pylons at your ramp then they warp up zealots and you will never be able to keep up in production.


Actualy, quite a lot of pros defend 4 gate by defensive 3 gate. The key is knowing when to Forcefield.

If they try to go up your ramp with the initial zealot + 6 stalkers, just FF the army in half and kill off easily 2 stalkers and a zealot. From there on, they are 3 units late = 3 warp cycles late, and they can't afford a 4th cycle of production so you should be equal in units and you have the ramp advantage.

If they wait for the next 4 zealots, know the timing on when they can warp in zealots (it's usually right when the pylon on the bottom of the ramp finishes for a perfect 4 gate). Just FF as he pushes up, you will be facing 4 zealots + 1 zealot or 4 zealots + 1 zealot + 1 stalker vs your 7-8 stalkers. Just micro away from your ramp, kill off a hand full of zealots and a stalker, and then you are good to go when your FF wears off. If they are not doing the 4gate perfectly, you can even have an extra FF after that.

The problem with defensive 3 gate is not that it is hard to hold 4 gate, it is that it is hard to scout if he is actually doing 4 gate... and you can fall a bit behind if he does some other greedy build. But that is the problem for all PvP builds I think, Blizzard should work on that rather than changing the Warpgate mechanism.


What pro games are you watching? I know you what you are saying but any sentry heavy builds die as you will be short on stalkers. Remember for every one sentry you have you are down 2 stalkers in a way.

I can't remember a sentry heavy 3 gate defending 4 gate in any recent major pro game....


Sorry, maybe I wasn't clear, I warp in only 1 sentry and only stalkers after that.
geiko.813 (EU)
Prev 1 31 32 33 34 35 56 Next
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
11:00
Monthly #1 - Day 2
herO vs SHINLIVE!
Percival vs ByuN
IntoTheiNu 968
CranKy Ducklings SOOP54
Rex14
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko338
BRAT_OK 43
Rex 19
EnDerr 15
StarCraft: Brood War
Britney 38812
Hyuk 2077
Shuttle 743
Soulkey 406
Rush 307
actioN 303
Stork 236
Soma 215
Mini 198
EffOrt 196
[ Show more ]
Leta 166
Larva 135
Dewaltoss 116
Zeus 101
Pusan 100
Killer 89
Barracks 55
Sea.KH 42
sorry 36
ToSsGirL 34
Aegong 28
sSak 28
hero 25
Sharp 23
soO 19
Yoon 18
yabsab 17
Sexy 11
SilentControl 11
Noble 10
JulyZerg 5
Counter-Strike
shoxiejesuss420
edward43
Other Games
singsing1316
DeMusliM227
Pyrionflax180
OGKoka 127
Organizations
Other Games
gamesdonequick958
BasetradeTV72
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH353
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1985
Other Games
• WagamamaTV214
Upcoming Events
RotterdaM Event
4h 35m
Replay Cast
12h 20m
GSL
23h 20m
Replay Cast
1d 12h
GSL
1d 23h
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Replay Cast
2 days
Afreeca Starleague
2 days
Shine vs Rush
WardiTV Weekly
2 days
Monday Night Weeklies
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Light vs EffOrt
PiGosaur Cup
4 days
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.