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[D] Regarding PvP, 4gate, Ramps

Forum Index > SC2 Maps & Custom Games
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a176
Profile Blog Joined August 2009
Canada6688 Posts
October 19 2011 15:29 GMT
#1
So last night on SOTG, they were lamenting about Tal'Darim and 4gate, specifically, the lack of a ramp from main to nat means you always 4gate. I don't main as protoss so my knowledge is a bit limited in the matchup, I would like to hear more regarding this issue as I don't quite see the line of reasoning of how it is that much different from other maps.
starleague forever
Poo
Profile Blog Joined August 2010
Canada536 Posts
Last Edited: 2011-10-19 15:34:50
October 19 2011 15:32 GMT
#2
theres no small ramp on TDA that lets you use a single FF To prevent a 4g like on other maps. Instead, there's a large ramp that requires 3 FF + theres a side entrance so that FFing the large ramp is pretty useless anyways. Hence if someone 4gs you, you have to 4g back almost always.

edit: i also think this is probably a sc2 strategy post.. it's in the wrong section? :/
Try hard or don't try at all.
funcmode
Profile Joined June 2010
Australia720 Posts
October 19 2011 15:38 GMT
#3
Blocking the main/nat choke on Tal'Darim requires twice as many forcefields as a standard single ramp. It's impossible to get the required number of sentries to stop a 4gate long enough for you to get an immortal or something else out. Not to mention that Blizzard's method to nerfing the 4gate (no warpins on ramps, vision up ramps, etc) have no effect, and you can still warp in on the other side of the forcefields as the main and natural are the same height.

What's more retarded is, Tal'Darim only uses 2 cliff levels. So technically they could increase the height of the main by one cliff level, with a standard main/natural ramp setup, and fix everything in about 10 minutes.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-10-19 15:46:20
October 19 2011 15:44 GMT
#4
No, well, many mappers are creating maps that are rampless nats like taldarim. I'm trying to understand if its a valid argument and if mappers should totally abandon this architecture.

I'm thinking regarding the recent games in MLG where warpgate rushes were common even in the other maps, so I didnt quite get what they were saying. The little choke from the main to nat, thats what mappers use to mimic the structure of the ramp, minus the vision aspect of course. As then, you're looking at blink rushes, but blink rushes is still standard fare on other map as well; it just boils down to timing of the push (obs or wait for sentry energy)?

So is it really a problem with the map or just PvP is still dumb as fuck?
starleague forever
Mereel
Profile Joined February 2010
Germany895 Posts
October 19 2011 15:49 GMT
#5
its a matchup problem and not a mapproblem. blizzard has to come up with something not we.
TPW Mapmaking Team
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-10-19 16:03:52
October 19 2011 15:55 GMT
#6
Umm, mapmakers making maps with no main ramp should quite frankly stop.

Expecting Blizzard to do something to make same height main/naturals to work is also idiotic.

4gate is still viable (why we see it elsewhere still) but isn't an instant win like it is on Tal'Darim (vs a non 4gate).

Essentially what it boils down to is, Blizzard decided to fix the 4gate by making it easier to defend with a small ramp. On maps without small ramp entrances, 4gate reigns supreme for the reasons I stated in my earlier post. Yes, it's a bad fix, most notably here because it effectively forces mapmakers to use a standard main/nat ramp setup unless they're happy with PvP being retarded on their map. Blizzard will absolutely not make additional changes to the game just to give mapmakers an additional option for map creativity, that's simply not going to happen. I would expect PvP to stay as it is right now balance-wise until HotS.

So, don't make ramps with same height main/natural. Just don't.

On October 20 2011 00:49 Mereel wrote:
its a matchup problem and not a mapproblem. blizzard has to come up with something not we.

This is absolutely the wrong mentality to have.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Complete
Profile Joined October 2009
United States1864 Posts
October 19 2011 16:04 GMT
#7
Arguing that balance should be changed for maps is just silly. It's always bothered me quite a bit that maps like tal'darim and belshir beach are in tournament map pools and considered great maps but completely ignores an entire matchup.

Also, keep in mind that it's not just a matter of decreasing the choke between the nat and main on tal'darim. It needs to be a ramp too because that's an important aspect of holding a 4gate.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
October 19 2011 16:04 GMT
#8
Essentially, since there is no ramp you can't force field out an opposing 4gate. Thus, you pretty much just die if you do anything else than 4gate yourself. It is possible to DT-rush blindly on Tal'Darim since you know your opponent will be 4gating and won't have detection. You will barely get a Dark Shrine up in time though, so you will get into a weird baserace situation, which isn't a guaranteed win. Overall, it's always safest to just 4gate yourself and rely on superior micro. (If you have it that is. Otherwise... well, sucks to be you )
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 19 2011 16:16 GMT
#9
On October 20 2011 01:04 HaXXspetten wrote:
Essentially, since there is no ramp you can't force field out an opposing 4gate. Thus, you pretty much just die if you do anything else than 4gate yourself. It is possible to DT-rush blindly on Tal'Darim since you know your opponent will be 4gating and won't have detection. You will barely get a Dark Shrine up in time though, so you will get into a weird baserace situation, which isn't a guaranteed win. Overall, it's always safest to just 4gate yourself and rely on superior micro. (If you have it that is. Otherwise... well, sucks to be you )


I think the fastest dt's you could possibly ever get pop at like 6.45; the first weave of 4stalkers with a 20 probe 4gate is at 5.35 ish. So i'm actually pretty sure you can't actually blind dt rush and be safe vs a 4gate without the first few units doing so much damage to your own base, possibly even sniping the shrine before it completes.

On topic: yeah i agree with what's been said. It's not so much about the shape of the nat, but of the ramp leading to the main: if it can't be blocked by one forcefield, you MUST 4gate or you will die if your opponent doesn't fuck up spectacularly (or does something silly like mass cannons). It used to be like that on scrap station too, and yeah i agree it would only take a simple design change to make bel'shir and tal'darim not completely idiotic in pvp, i have no idea why it has never been done before.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
October 19 2011 16:28 GMT
#10
taldarim altar has no ramp, therefore you cant defend with FF's because it would recquire 2+ just to block your entrance once....

so if they do a harcore super fast 4 gate, there is no build that has enough units to defend since 4 gate is the optimal rush build and you cant use sentries to stall for time
Thats "Grand-Master" SMURF to you.....
StatX
Profile Blog Joined April 2011
Canada343 Posts
October 19 2011 16:46 GMT
#11
The issue is a combination of factors.

The choke between the main and the natural is a little larger than a normal choke youd find on maps like xel naga. This means you need more sentries or to block with buildings which can be sniped by stalkers.

Also, the fact that the choke is not a ramp means the person on the offense has complete vision meaning you can warp in units on the other side of the FF or blink past it, thus negating the defense you could have put up using sentries.

The only thing you can do is going for a 4 gates in case your opponent 4 gates.

Scouting does play a major role on this map but its so big you have to be lucky.
Can we snipe it? Yes we can!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-10-19 17:33:17
October 19 2011 17:23 GMT
#12
I think we all knwo what the problem is now. Question is, can we do something about it when making maps? Except restricting maps to standard main - nats with 1x ramp?

As Mereel pointed out, it's just 2 maps in map pools or so that forces PvP to 4gate and thus not an issue, just a feature. I don't think it creates good games to limit they way a certain race plays (not that much, at least).

What if you simply made the main choke longer/smaller, or put a neutral pylon into it?

I can't just accept that there is no variety possible to main-nat ramp. Making in-base nats (i.e. having nats with 1x ramps) doesnt seem a very good option, but one that is possible.
http://mentalbalans.se/aggedesign
funcmode
Profile Joined June 2010
Australia720 Posts
October 19 2011 17:35 GMT
#13
But there is variety in how you place the ramp, it's orientation, and distance from the main and natural.

What does having a same-level main/natural actually contribute to justify doing it in the first place?

This is a strategy game, and having maps that forces players to use a particular strategy is ridiculous. For spectators, knowing exactly what's going to happen in a game before it's even loaded is a very bad thing.

Yes, it's a shame Blizzard decided to balance PvP around the ramp mechanic but they have, and here we are. Why should we gimp maps (even in just one of 6 matchups) for the sake of something being different, without really adding anything in either of the other matchups.

This whole discussion is in my opinion completely stupid, if you want to make a good map, don't have a same-level main/natural, at least with the game as it is right now. I don't see how you can argue about this.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 19 2011 18:08 GMT
#14
Yeah I don't really understand why people just can't simply deal with the fact that it's a bad feature and just stop using it. So far I haven't seen a lot of people making the Main a cliff level lower than the natural. Why? Because it'd be terribly imbalanced. However noone argues about this and tries to find a way to make it viable.

If you really want to help the cause try to find a setup that deals with the problem, like making the choke tight enough for 1 FF at one point, make it unbuildable there so you still need the same amount of buildings to wall off and do something with LoSB to prevent warp ins behind the choke.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Comprissent
Profile Joined September 2010
United States314 Posts
October 19 2011 18:12 GMT
#15
On October 20 2011 00:44 a176 wrote:

So is it really a problem with the map or just PvP is still dumb as fuck?


It's just a MU problem.

Tal'darim is an extremely fun map to play PvT/Z on, as the map is very large and expansion-friendly. The only solution to a 4g is a ramp + forcefield(or defensive 4g), which all maps have (minus tal'darim ofc), which makes the matchup broken for this particular map
He's French-Canadian, so he's gonna do fast expand into stupid zealot timing into something else gay
StatX
Profile Blog Joined April 2011
Canada343 Posts
October 19 2011 18:26 GMT
#16
I think BelShir Beach also shares this problem but its not in the map pool at this time.

Hopefully, they will remove the crappy small maps everyone vetoes and changes the map pool around to more balanced maps that dont make PvP sad!
Can we snipe it? Yes we can!
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 19 2011 20:44 GMT
#17
I think it is always wrong to build maps around a popular build. A very good melee map is timeless and must give all races a large set of almost equally workable openings. While this a hard thing to accomplish, there are some examples like Xel'Naga Caverns.

As maps get larger and people attempt funky stuff, it's also not a bad thing though, because experimenting with new maps opens up possibilities to attempt new tactics that might miraculasly also work on classic, timeless maps.

So don't let popular builds from tournaments be your guide when mapping, instead think out what you could make work on your map with your main race and ask for feedback (with a lot of tests after) on how other races could exploit specific parts of your map, making it overall balanced for all, but tactically imbalanced locally for some or even one race (or even one build).
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 19 2011 22:09 GMT
#18
Having no ramp means you can't force-field to block all aggression. A lot of early game PvP strategies rely on force fielding the ramp to delay an attack. Additionally, without a ramp, there is literally zero defenders advantage which completely ruins the match-up.

That being said, I actually don't mind flat main chokes if there is highground at the natural. There are enough viable strategies that make are interesting and balanced, like the immortal expand which is becoming increasingly popular.
https://liquipedia.net/starcraft2/Monitor
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 19 2011 22:22 GMT
#19
On October 20 2011 07:09 monitor wrote:
Having no ramp means you can't force-field to block all aggression. A lot of early game PvP strategies rely on force fielding the ramp to delay an attack. Additionally, without a ramp, there is literally zero defenders advantage which completely ruins the match-up.


A normal choke can do the same, the defender's advantage being that he starts closer to his own choke than the enemy does, allowing him to wall it off or force-field it just as he would a ramp. Sure, there is no high-ground advantage, but for FF that does not really matter and neither does it for walls. If it's blocked, it's blocked.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 19 2011 22:33 GMT
#20
On October 20 2011 07:22 Callynn wrote:
Show nested quote +
On October 20 2011 07:09 monitor wrote:
Having no ramp means you can't force-field to block all aggression. A lot of early game PvP strategies rely on force fielding the ramp to delay an attack. Additionally, without a ramp, there is literally zero defenders advantage which completely ruins the match-up.


A normal choke can do the same, the defender's advantage being that he starts closer to his own choke than the enemy does,


Actually because of the warp-in mechanic, the reinforce distances are pretty much the same. Unfortunate, but true.

allowing him to wall it off or force-field it just as he would a ramp.


The flat choke actually takes 2 forcefields, and that makes all the difference early game.

Sure, there is no high-ground advantage, but for FF that does not really matter and neither does it for walls. If it's blocked, it's blocked.


The flat choke is not bloked because blink stalkers can blink over flatground forcefields (not to mention over the gap between the third and main), while they can't on a map like Shakuras.
https://liquipedia.net/starcraft2/Monitor
Anomek
Profile Joined November 2010
Poland152 Posts
October 19 2011 23:43 GMT
#21
On October 20 2011 03:26 StatX wrote:
I think BelShir Beach also shares this problem but its not in the map pool at this time.

Hopefully, they will remove the crappy small maps everyone vetoes and changes the map pool around to more balanced maps that dont make PvP sad!


Actually some former version of Bel'Shir Beach had ramp above 1-forcefield-wide choke and it was impossible to 4-gate there. So there are means to prevent 4-gate without standard ramp. But they removed ramp recently, I guess it affected other match ups too much.
Ruscour
Profile Blog Joined April 2011
5233 Posts
October 20 2011 00:24 GMT
#22
It's a MU problem that mapmakers need to acknowledge. Making a terrible map for PvP blaming it on Blizzard defeats the purpose of balancing any map, no? Any map without a main ramp is bad for PvP, end of story.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-10-20 04:08:22
October 20 2011 03:33 GMT
#23
Any map without a main ramp is bad for PvP, end of story.


This has been repeated a whole lot in this thread. It's basically the public consensus. It also bears repeating at progamer powwows, apparently.

Who exactly has the credentials to be saying this authoritatively? Not the people in this thread so far. Not the public. Potentially the pros. But it's not like they have some formula that proves their view. That's just their perception so far. I don't think anyone can seriously say we've explored the possibilities from the latest patch already.

I think a176 as a non-protoss mapper got his OP question answered, so that's good. It'll be useful for basic considerations for mapping. All the subsequent blustering is misplaced. If you guys don't play PvP at a high level, it's useless for you to make statements about it.

If you don't know why you don't have a main ramp, put one in. If you have a good reason, I think it's a valid choice for maps right now. "Forced" 4gate is a special case of a single mirror build (which isn't even necessarily true) being required. Guess what: every matchup on every map has required builds--there's just usually more than 1. There isn't some sacred tenet that says an RTS must have multiple opening strategies. That's just a commonality of design, and most people consider it desirable. If a certain subset of maps promotes a certain subset of strategy in a certain subset of matchups, how is that categorically wrong?

Moreover, what's wrong with 4gate wars? There's a lot that goes into every 4gate war, and I personally have enjoyed watching high level PvP at all stages of SC2. It might not be interesting to every spectator. But neither is ZvZ in BW.

At this point in the game, the play is hardly refined enough to say that any given map feature is forever and always imbalanced or creates zero-choice gameplay.

I could go on about this but I think I've made my point. If anyone wants to discuss PvP and the 6square-no-ramp main choke, feel free to goad me on.

[edit] typos
Comprehensive strategic intention: DNE
talontromper
Profile Blog Joined March 2011
United States258 Posts
Last Edited: 2011-10-20 04:01:27
October 20 2011 03:53 GMT
#24
IMHO i think that they should add a metric that makes it so that pylons have to be in "X" distance of a friendly nexus to be able to be warped in on, this REMOVES all use of the 4gate until you have a WP with your army. This could be as far as the natural of a map or as far as the third, just NO WHERE near close enough for offensive 4 gate.


In addition to this peice of code add a timer with a count down of like 10 ((for offensive pylons) (just throwing that number out it wouldn't have to be 10 at all. just for example sake)) minutes so you can make offensive pylons around the map for harass, counter attack etc.

Its not that warp gate is a bad technology the way they decided to fix the problem was only a band-aid not a complete healing of the bludgeoning that is 4g on TDA. This is also not hard to implement, a little bit of coding and then its taken care of.

PS: This would only be for PvP the other races the timer would not apply, only the match up that is 4g wars
"It was a glorious day for fools when modesty became a virtue. There is a difference between cockiness and confidence. Confidence allows for greatness in others."
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
Last Edited: 2011-10-21 14:53:56
October 21 2011 14:46 GMT
#25
This topic disturbs me greatly as Tal'Darim is my favorite map, but it seems that the lack of main>nat ramp makes it unsuitable for sc2. It seems like any map without one would be viewed as inherently flawed. This all comes down I think to a fundamental problem with the Warp Gate mechanic, which was brought up in another thread >The Warp Mechanic and How It Broke Protoss<
Also if you put yourself in the shoes of a developer at Blizzard or a map creator, it is a tremendously complex problem. I really hope that they find a way to tweak and rearrange something about the Protoss race without fundamentally braking the game or destroying the metagame, which poses different issues.
P.S.
Of course this particular map wouldn't play out so differently if the main was 1 level above the natural, but that is not my point. The problem I see is that despite that PvP4gate is a big problem, the solution presented creates an even bigger constriction on possible map content.
There are three types of people in the universe: those who can count, and those who cant.
Callynn
Profile Joined December 2010
Netherlands917 Posts
Last Edited: 2011-10-21 15:56:39
October 21 2011 15:55 GMT
#26
On October 20 2011 07:33 monitor wrote:
Show nested quote +
On October 20 2011 07:22 Callynn wrote:
On October 20 2011 07:09 monitor wrote:
Having no ramp means you can't force-field to block all aggression. A lot of early game PvP strategies rely on force fielding the ramp to delay an attack. Additionally, without a ramp, there is literally zero defenders advantage which completely ruins the match-up.


A normal choke can do the same, the defender's advantage being that he starts closer to his own choke than the enemy does,


Actually because of the warp-in mechanic, the reinforce distances are pretty much the same. Unfortunate, but true.

Show nested quote +
allowing him to wall it off or force-field it just as he would a ramp.


The flat choke actually takes 2 forcefields, and that makes all the difference early game.

Show nested quote +
Sure, there is no high-ground advantage, but for FF that does not really matter and neither does it for walls. If it's blocked, it's blocked.


The flat choke is not bloked because blink stalkers can blink over flatground forcefields (not to mention over the gap between the third and main), while they can't on a map like Shakuras.


Because warp-in and blink stalker are rush tactics? I'm not following your poor sense of time. These are by no means arguments that undermine what I said. Rush distance doesn't mean the enemy has speedlings, warp-ins, blinks and medivac drops, that's called midgame. And by that time, there are observers, scans and overseers to give sight up the ramp, which makes it the same as high ground.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Glexarn
Profile Joined December 2010
United States40 Posts
October 21 2011 16:21 GMT
#27
On October 22 2011 00:55 Callynn wrote:
Because warp-in and blink stalker are rush tactics? I'm not following your poor sense of time.

Yes. There's a reason it's called the 4 warpgate rush, not the 4 warpgate expand or 4 warpgate happy time.

His sense of time isn't poor at all. Maybe you've never seen a 4 gate that warps in before 6 minutes?

These are by no means arguments that undermine what I said. Rush distance doesn't mean the enemy has speedlings, warp-ins, blinks and medivac drops, that's called midgame. And by that time, there are observers, scans and overseers to give sight up the ramp, which makes it the same as high ground.

It's as if you ignored everything he said.

Speedlings are irrelevant. This is about PvP.
Medivac drops are irrelevant. This is about PvP.
Scans are irrelevant. This is about PvP.
Overseers are irrelevant. This is about PvP.

Observers rely on having gone robo tech at some point. This slows down any Warpgate rushes by a time great enough that the enemy Protoss can defend it.
On October 20 2011 07:09 monitor wrote:

Actually because of the warp-in mechanic, the reinforce distances are pretty much the same. Unfortunate, but true.

This is what monitor actually said about rush distances, and it's indisputably true. A proxy Pylon either just behind or on his army means that his warp-in reinforcement distance is identical to yours, and therefore there is no defender's advantage if there is no ramp.
"I am greatful for the sharpest criticism, as long as it is factual." -Otto von Bismarck
SChlafmann
Profile Joined September 2011
France725 Posts
October 21 2011 16:35 GMT
#28
I don't get the problem there.
In PvP you have to 4g on this map...well, that's fine. It is just one map, and 4g vs 4g is not such a big deal.
It is good to still have some. And btw no one was complaining about ZvZ in BW where on every map only one tactic was available : lings into mutas.
"More GG, more skill" - Nope! Chuck Testa - #BISU2013
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 21 2011 16:41 GMT
#29
@ Glexarn: Pity he was talking about his natural, not his main. You are missing the point. If the natural had a ramp which can be blocked by 1 sentry, why on earth would anyone not fast expand in PvP? So the fact remains that a choked same level expansion should be and is decent, even in PvP.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
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