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[LP] Protoss Capitalists (1 Gate FE vs. T) - Page 4

Forum Index > News
112 CommentsPost a Reply
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stroggos
Profile Joined February 2009
New Zealand1543 Posts
October 20 2010 16:08 GMT
#61
this build has been around since early beta, its my secondary standard build i like to use on some maps with big defender advantages. Seems to me though it's still very hard to defend against early pressure terran builds. I only use it when i don't have to cut any probes (cross positions on meta ect)
hi
GreEny K
Profile Joined February 2008
Germany7312 Posts
October 20 2010 16:23 GMT
#62
WOWOWOWOWO I didn't even know about this build, it has turned into my new standard opening for almost all PvT. LOVE IT!!
Why would you ever choose failure, when success is an option.
slained
Profile Blog Joined October 2006
Canada966 Posts
October 20 2010 16:50 GMT
#63
Ive been doing it since the start of sc2 even got to 63rd in the top 200 ladder due to having a week of facing pure terrans. I find honestly on close position maps its almost not needed to 1 gate FE doing a 2 or even 3 gate FE before warpgates is done gives you a more comfortable defense against any sort of 3 rax or even 2 rax timing pushes. The delay from a 1 gate FE vs a 2 or 3 gate is less than a minute. The general expansion timing generally should always stay the same at 31-34 supply

However doing a FE on longer distances is definitely the best choice.

On the liquipedia I really really disagree with some of the the advice like what is considered a bad transition; *

Bad Transitions:

* Collosi - With only Stalkers being able to shoot Banshees and Ravens, you will be incredibly disadvantaged.

for example. I really disagree with being at an incredible disadvantage, generally terrans have a really high unupgraded rine count which collosi can capitalize on, so its not necessarily a bad transition, I've seen a lot of good toss players swipe out all the rines in a few seconds then the terran is left with pure air units unsupported. So its important to keep an eye out on how heavy the terran is on marines, often times terrans throw a reactor upgrade and pump marines nonstop. Its also great when scvs come to repair as they fall fast.
Gecko
Profile Joined August 2010
United States519 Posts
October 20 2010 18:38 GMT
#64
On October 21 2010 01:50 slained wrote:
Ive been doing it since the start of sc2 even got to 63rd in the top 200 ladder due to having a week of facing pure terrans. I find honestly on close position maps its almost not needed to 1 gate FE doing a 2 or even 3 gate FE before warpgates is done gives you a more comfortable defense against any sort of 3 rax or even 2 rax timing pushes. The delay from a 1 gate FE vs a 2 or 3 gate is less than a minute. The general expansion timing generally should always stay the same at 31-34 supply

However doing a FE on longer distances is definitely the best choice.

On the liquipedia I really really disagree with some of the the advice like what is considered a bad transition; *
Show nested quote +

Bad Transitions:

* Collosi - With only Stalkers being able to shoot Banshees and Ravens, you will be incredibly disadvantaged.

for example. I really disagree with being at an incredible disadvantage, generally terrans have a really high unupgraded rine count which collosi can capitalize on, so its not necessarily a bad transition, I've seen a lot of good toss players swipe out all the rines in a few seconds then the terran is left with pure air units unsupported. So its important to keep an eye out on how heavy the terran is on marines, often times terrans throw a reactor upgrade and pump marines nonstop. Its also great when scvs come to repair as they fall fast.


I also disagree with the whole " * Collosi - With only Stalkers being able to shoot Banshees and Ravens, you will be incredibly disadvantaged. " thing.

IF you FEd and he went 2port banshees, you will have more stalkers than his banshees can defeat and the colossus can melt his puny bio army, so in reality there is a timing window where you can automatically beat 2port banshee of you go colossus.
ensis
Profile Joined May 2010
Germany340 Posts
October 20 2010 19:27 GMT
#65
IF ITS SO GOOD, JUST WHY IS NO SINGLE PROGAMER BE IT FOREIGNER OR KOREAN EVER USING IT EFFECTIVELY?!?!?!??! (really dont know)

User was temp banned for this post.
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
JoeSchmoe
Profile Joined May 2010
Canada2058 Posts
October 20 2010 19:27 GMT
#66
This strat does not work on LT. Ever. If the Terran player knows what he's doing. Tank + 3 marines + 1 scv on your cliff and it's gg. In general I think 1 gate to FE is still too risky. If the terran brings off some SCVs for the all-in I honestly don't see how you can win.
Gecko
Profile Joined August 2010
United States519 Posts
Last Edited: 2010-10-20 20:19:31
October 20 2010 20:16 GMT
#67
On October 21 2010 04:27 ensis wrote:
IF ITS SO GOOD, JUST WHY IS NO SINGLE PROGAMER BE IT FOREIGNER OR KOREAN EVER USING IT EFFECTIVELY?!?!?!??! (really dont know)


Huk used this at MLG and got 3rd, sSKS uses similar builds, Day9 likes this build and did a daily on it.


On October 21 2010 04:27 JoeSchmoe wrote:
This strat does not work on LT. Ever. If the Terran player knows what he's doing. Tank + 3 marines + 1 scv on your cliff and it's gg. In general I think 1 gate to FE is still too risky. If the terran brings off some SCVs for the all-in I honestly don't see how you can win.


thats why you take the map into consideration when you use a build on it. If you suspect a cliff drop then you can make a warp prism before your first observer to deal with it. Scout alot and if you see a cheese coming THEN SWITCH TO A MORE DEFENSIVE BUILD!!!!! Its not risky at all because you can scout a cheese before the nexus goes down and make gateways and some sentries instead of the nexus.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 20 2010 22:33 GMT
#68
On October 21 2010 04:27 JoeSchmoe wrote:
This strat does not work on LT. Ever. If the Terran player knows what he's doing. Tank + 3 marines + 1 scv on your cliff and it's gg. In general I think 1 gate to FE is still too risky. If the terran brings off some SCVs for the all-in I honestly don't see how you can win.


Just make an observer man....
Zvendetta
Profile Joined July 2010
United States321 Posts
October 20 2010 22:55 GMT
#69
Question, what advantages does this provide over a Forge FE?
With cannons, your expo is more easily defended, and later allows you to grab +1 weapons easier. Is is that against terrans cannons aren't as powerful as regular unit production is?
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
October 20 2010 23:22 GMT
#70
its funny how i created this build about 2 months ago and everyone was like "no reps, not real, meanwhile i had no graphics card. they also said here's a rep and it failed. <3 guess i was right huh, hope whoever thought me wrong can swallow their words. only difference was that i did it with a 2 gate. this way i think works better tho.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
DanceSC
Profile Blog Joined March 2008
United States751 Posts
October 20 2010 23:25 GMT
#71
no need to get cannons, if your opponent is going more marine heavy (scout with the zeal / stalk) then expect banshee later.. change to 2g robo + third gate, timing push comes when your immortal comes out, you should have 2 zeals, 4 stalkers, 2-3 sentry and 1 immortal. (target the bunkers before the scv get there)
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
Danglars
Profile Blog Joined August 2010
United States12133 Posts
October 21 2010 00:14 GMT
#72
On October 20 2010 06:43 Vz0 wrote:
This build doesn't work on most maps. I can see htis working in jungle basin or lost temple with a small choke. Maps like xel caverns = insta gg if terran knows what hes doing.

3rax can kill2gate robo (with no ff choke).

now imagine 3rax vs 2gaterobo + nexus


Classic mindnumbing theorycrafter. X build won't work because Y build counters it and everybody knows it blah blah blah
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Selendis
Profile Blog Joined October 2010
Australia509 Posts
Last Edited: 2010-10-21 02:02:26
October 21 2010 02:01 GMT
#73
I have been using my own modified version to great success. I have not lost to a terran using this method.

Basically as soon as the gateway is done I put down a nexus, nice and early. then it's constant zealot and probe production while I slowly tech up to chargelots and add more gates.

At around the time my twilight council is built (and most terran timed attacks) my supecharged economy starts kicking in. The zealots I have are mince meat to any early terran attacks but i can replace them easily enough that the aggressors leave my economy alone.

And when my chrono boosted charge is done, the tables instantly turn as all terran mm become eviscerated by my 8 gate 2 base zealots that I keep pumping out. And then it becomes GG.

Admittedly this build does have a few weaknesses, but against terran mm balls, it is unstoppable

Special thanks to my practice partner spiegel for educating me on the original build.

I now love zealots again. :D
Probes are sooo OP
aLt)nirvana
Profile Blog Joined September 2004
Singapore846 Posts
October 21 2010 02:26 GMT
#74
does anyone know how this build fares against 3rax MMM with stim?

say on steppes of war, is it possible? and normal maps like LT cross positions
sc2sea.com - The SEA / ANZ community
Gecko
Profile Joined August 2010
United States519 Posts
October 21 2010 02:44 GMT
#75
On October 21 2010 11:26 aLt)nirvana wrote:
does anyone know how this build fares against 3rax MMM with stim?

say on steppes of war, is it possible? and normal maps like LT cross positions



The only build that consistently gives me trouble is marine all ins, this beats pretty much any other timing push.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
October 21 2010 03:06 GMT
#76
From my experience (~1800 area) it is bad in close positions or small maps, while on bigger maps like delta and shakuras it is pretty decent. Also maps like jungle basin you can easily hold ur ramp and fe (sometimes even sooner then what the build lists)
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Doko
Profile Joined May 2010
Argentina1737 Posts
October 21 2010 06:19 GMT
#77
I'm pretty sure the VoD from sSks provided in the article is not a 1 gate expand. Its a 3 gate expand cutting zealots and going stalker sentry sentry stalker. Close, but not the same.
Selendis
Profile Blog Joined October 2010
Australia509 Posts
October 21 2010 07:38 GMT
#78
On October 21 2010 11:26 aLt)nirvana wrote:
does anyone know how this build fares against 3rax MMM with stim?

say on steppes of war, is it possible? and normal maps like LT cross positions


My practice partner and I first tested the build on steppes of war, using a timed 3 rax stimmed marine push.

The 1 gate FE into 8 warpgate build worked flawlessly.

harass me a bit more if you want a replay, I think I still have them.
Probes are sooo OP
stroggos
Profile Joined February 2009
New Zealand1543 Posts
Last Edited: 2010-10-21 09:20:32
October 21 2010 09:20 GMT
#79
On October 21 2010 11:26 aLt)nirvana wrote:
does anyone know how this build fares against 3rax MMM with stim?

say on steppes of war, is it possible? and normal maps like LT cross positions



i dont actually think it would be too bad on steppes, since the natural choke can be cut off by a mere 2 FF's. I don't practice this build often though so i wouldn't know.

Close positions on LT would be truly difficult
hi
purecarnagge
Profile Joined August 2010
719 Posts
October 21 2010 13:55 GMT
#80
1 base terran timing push will kill this build.
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