• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:17
CET 22:17
KST 06:17
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview TL.net Map Contest #21: Winners
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ What happened to TvZ on Retro? SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
PvZ map balance Current Meta Simple Questions, Simple Answers How to stay on top of macro?
Other Games
General Games
Clair Obscur - Expedition 33 Path of Exile Should offensive tower rushing be viable in RTS games? Stormgate/Frost Giant Megathread Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2288 users

[R] Gateways vs Warpgates - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 All
kme
Profile Joined March 2010
Serbia176 Posts
Last Edited: 2010-03-25 19:54:15
March 25 2010 19:50 GMT
#21
On March 26 2010 04:08 Newguy wrote:
I don't think there is much benefit of reverting them if any, because warp gates have a cooldown that is significantly lower than unit build times, for example, if player A and player B both have 4 warp gates, both warp in one round of units, then player A reverts them to gateways, chrono boosts all of them, and puts 4 units on the build list, while player B is waiting for the warp gate cooldown, then both players will get the second round of units out at about the same time, and the time it takes to turn the normal gates back into warp gates for player As next round of production is equal to the time it takes for player Bs warp gates to cooldown again, so both players get round 3 out at about equal times also, etc. I'm not positive on the timing of cooldowns and chrono-boosted gateway build times, but I'm guessing the timings work out so close to equal that there is basically no advantage whatsoever in ever doing this.

Warp gates have their unit CD 10 seconds less then normal gateways build. Changing from warp gates to gateways and so forth takes only 3 seconds. In your example, player A will have his second round of units 3 seconds later then player B (because he used chrono boost to negate the WGs 10 seconds advantage), but after 3 additional seconds he will warp in round 3 while player B will still have to wait 17 seconds for it (in case of zealots).

Edit: ninjaed by brocoli, I thought that changing in both directions takes only 3 seconds, I'll check that now ingame.
brocoli
Profile Joined February 2010
Brazil264 Posts
Last Edited: 2010-03-25 20:22:47
March 25 2010 19:59 GMT
#22
...
timing when 3rd zeal wave starts to be built for both players: assuming absurdely fast players and that liquipedia is right. (33 seconds to build Zeals from Gateways, 23(+5) to build them from Warpgates, 55 seconds to build Templar from Gateway, 45(+5) seconds to warp-in Templar from Warpgates, 10 seconds to Transform to Warpgate, 3 seconds to Transform to Gateway)


Zealots:
Without trick: 2x23+1 = 47
With trick: 3+33+10+1 = 47 -- 0'' net gain at the cost of later 2nd wave warped at gateway, and APM.


HT > Zeal:
Without trick: 23+45+1 = 69
With trick: 3+33+10+1 = 47 -- 22'' net gain at the cost of later Zeals warped at gateway, and APM.


Edit: The "magical" warp cooldown for zealots, and the presence of a seemingly useless Transform to Gateway button is evidence to me that this trick was purposely put into the game. 22 seconds is almost the build time for 1 zealot.
What this trick does is essentially build any warpgate unit at the speed of zealot warping, given all those Ifs.
kme
Profile Joined March 2010
Serbia176 Posts
March 25 2010 20:29 GMT
#23
I checked now, so the 10 seconds switch time from gateway to WG is correct, but as brocoli has shown, you still get the benefit if you are not building only zealots.
zealing
Profile Blog Joined January 2009
Canada806 Posts
March 25 2010 20:41 GMT
#24
no i don't see any reason why anyone would switch from WG to GW right now, maybe when blizzard "fixes" the WG the reason might change but right now any toss like has to upgrade to WG if they plan on using ground units a lot.
Think you got lag? It took Jesus 3 days to respawn.
Jonoman92
Profile Blog Joined September 2006
United States9104 Posts
March 25 2010 20:48 GMT
#25
On March 26 2010 04:13 Chill wrote:
I wish there was some tension in the warpgates vs gateway decision. But as you said, warpgates are ridiculously cheap and better in every sense. I almost think a warpgate should build units SLOWER than a standard gateway.


ditto, the fact that they warp units in wherever there is pylon power shouild be the advantage. Producing units more quickly doesn't really make sense to me because that isn't what I thought the point of warpgates was. I'd be fine if they made them at the same rate though.
L
Profile Blog Joined January 2008
Canada4732 Posts
March 25 2010 20:52 GMT
#26
I really don't see why people want to favor gateway production at all in the first place; Warp gates are like 15 times as much fun to use.

Rallying zeals using a gates, however, gives you the bonus of only needing to hotkey your gates and press z to get zealot reinforcements for an early proxy or speedlot push. Warpgates, by contrast, would force your attention away from the attack.
The number you have dialed is out of porkchops.
FrogOfWar
Profile Joined March 2010
Germany1406 Posts
March 25 2010 20:52 GMT
#27
Perhaps they really left in the option mainly for the weaker players. I mean, you have to go to a pylon and place each unit individually, which sometimes can create problems when there are already some units standing around. That might not be a relevant effort for a good player, but it is a lot more distracting than just pressing a number and (repeatedly) a letter while maneuvering your army around, without having to take the screen off of it, especially during battles. In fact the OP just gave me the idea that good old gateways can spare me the hassle, which I find brilliant. :D
Vestige
Profile Joined November 2009
United States303 Posts
March 25 2010 20:58 GMT
#28
personally i think the OP already stated enough of a reason to be able to swap back and forthe between warp gates and gateways. Warpgates require more attention and APM compared to gateways. When late game runs around and tons of crap is going everywhere and you have expansions left and right while trying to stop opponents from taking stuff, it detracts from the faster build time and neccessary time to place unit spawns with warpgates, however gateways just sends you back to 4zsszszszszte or whatever with minimal apm usage. That in itself is sufficient enough to keep warp gates in. Not everyone in the world is bisu and know "o hey, its been 25 seconds, time to warp in again."
"You'd wish it were hell"
Chill
Profile Blog Joined January 2005
Calgary25988 Posts
March 25 2010 21:01 GMT
#29
On March 26 2010 05:58 Vestige wrote:
personally i think the OP already stated enough of a reason to be able to swap back and forthe between warp gates and gateways. Warpgates require more attention and APM compared to gateways. When late game runs around and tons of crap is going everywhere and you have expansions left and right while trying to stop opponents from taking stuff, it detracts from the faster build time and neccessary time to place unit spawns with warpgates, however gateways just sends you back to 4zsszszszszte or whatever with minimal apm usage. That in itself is sufficient enough to keep warp gates in. Not everyone in the world is bisu and know "o hey, its been 25 seconds, time to warp in again."

It's really not much of a burden to use warpgates. Yes, you need to place the unit but it's seriously not a big deal to slam left click while you slam unit hotkeys.
Moderator
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 25 2010 21:06 GMT
#30
On March 26 2010 00:04 kme wrote:
There is a benefit if you warp units with WGs and then instantly revert them to normal gates. Then start producing units normally (skipping the WG CD) and when they are finished, revert back to WGs and warp in. This way you get a faster production rate.


On March 26 2010 04:59 brocoli wrote:
HT > Zeal:
Without trick: 23+45+1 = 69
With trick: 3+33+10+1 = 47 -- 22'' net gain at the cost of later Zeals warped at gateway, and APM.


That is insane.
I serve my houseguests slices of butter.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
March 25 2010 22:44 GMT
#31
On March 26 2010 04:13 Chill wrote:
I wish there was some tension in the warpgates vs gateway decision. But as you said, warpgates are ridiculously cheap and better in every sense. I almost think a warpgate should build units SLOWER than a standard gateway.


Making it slower would severely hurt Protoss. The biggest thing that keeps Protoss even remotely close to Terran MULE's/Reactor Cores and Zerg Spawning Larvae is the fact that warping in units from the Gateway takes so little time. If it took longer to warp them in they would fall even farther behind in the macro department, and Protoss is struggling enough as it is.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
Bash
Profile Joined August 2007
Finland1533 Posts
March 25 2010 22:55 GMT
#32
Why should there be a decision between gateways vs warpgates? Why can't it just be an upgrade, it's not like it's broken as of now and I personally think it's an extremely refreshing and awesome ability that works to set the races apart (something which the game really needs now that Terran glass cannon identity got butchered). You'll always want an orbital command or a PF as a terran, why should it be any different for P?
I can't sing and I can't dance, but still I know how to clap my hands.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
Last Edited: 2010-03-26 00:21:07
March 26 2010 00:12 GMT
#33
I found a situation a while back where switching can actually be beneficial. Note that when I say "Warp in," that means the cooldown AFTER warping, rather than the 5 seconds to actually finish warping.

Let's say you want to build a High Templar and a Zealot, and you currently have a Warpgate. High Templar take 55 seconds to build, but only 45 seconds to warp in; likewise, Zealots take 33 seconds to build, but 23 seconds to warp in. Transfer from GW to WG is 10 seconds, reverse is 3.

Therefore, if you guild a High Templar while in WarpGate mode and IMMEDIATELY revert to GateWay, you can build a Zealot (the HT will finish warping in halfway during the transformation). If you didn't transform, you would have to wait 45 seconds to warp in any other unit (like the Zealot). However, since you are transforming, you take 3 seconds to transform, and immediately build a Zealot, taking 33 seconds, 36 seconds total. After the Zealot finishes, you revert back to WarpGate. This entire process took 46 seconds for both the HT and Zealot to finish, AND you're able to warp in a new unit.

If you DIDN'T do the trick, you would have warped the High Templar, and 45 seconds later, warped in the Zealot. Now, that means you took 50 seconds for both units to actually finish. For those who say the 5 seconds shouldn't count: if you discount the 5 seconds it takes to complete the warp in, you end up with 45 seconds total. ZOMG better? No. You aren't able to warp in a new unit for 23 seconds (or 18 seconds after the Zealot finishes)

Note that this also works with Dark Templar.

This isn't the only example, however; for example, if you built a Stalker and a Zealot w/o the trick, it would take you 32 seconds, with a 23 second wait afterward, taking you 37 seconds total to actually finish both units. With the trick, it takes you 36 seconds to finish both units, yet the change back into WG makes it a total of 46 seconds to be back at square one. This may look bad, but you are again able to immediately warp in a new unit. If we extend the example to include the 3rd unit, you can pop out a total of 3 units (Stalker + Zealot + Something) without the trick in 60 seconds, and 51 seconds with the trick (all including the time to finish the warp in).

In all examples other than the Templar + Zealot one, you will get the second unit out later, yet get the third unit much quicker; nearly instantaneously. You have to weigh them yourselves to see which one is "better."

That said, the Templar example is the optimal one, getting both the second and the third unit out quicker.


A small list, if you guys are wondering:

Without the Trick (Standard Warpgate)

Templar + Zealot = 50 seconds to finish Zealot, 73 seconds for third unit
Stalker/Sentry + Zealot = 37 seconds to finish Zealot, 60 seconds for third unit
Templar + Stalker/Sentry = 50 seconds to finish St/Se, 92 seconds for third unit

With the Trick (Reverting WarpGate - ReGate?)

Templar + Zealot = 46 seconds to finish Zealot, 51 seconds for third unit
Stalker/Sentry + Zealot = 46 seconds to finish Zealot, 51 seconds for third unit
Templar + Stalker/Sentry = 55 seconds to finish St/Se, 60 seconds for third unit


Conclusion? In the long run, ReGating is much more beneficial. If, however, you are in a situtation where 5-10 seconds will decide the game, just Warpgating is fine; however, you need to decide 40-50 seconds in advance anyway, so...Protoss better start practicing
HTX
Profile Joined February 2010
Germany265 Posts
March 26 2010 00:25 GMT
#34
Agree. The advantages of WG should be faster building time compared to WG. The WG gives you the abillity to spawn your units everywhere. Then we would need a button to choose between one or another.
The internet: a horrible collective liar
brocoli
Profile Joined February 2010
Brazil264 Posts
March 26 2010 01:05 GMT
#35
Posted this in the Tricks, Tips, Tactics thread, since it has to be listed there, and I couldn't find it there already.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
IPSL
20:00
Ro16 Group A
Dewalt vs WolFix
eOnzErG vs Bonyth
Liquipedia
BSL 21
20:00
ProLeague - RO32 Group D
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
LiquipediaDiscussion
Online Event
18:00
Coaches Corner 2v2
RotterdaM511
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 511
IndyStarCraft 176
SteadfastSC 147
Nathanias 109
DisKSc2 23
StarCraft: Brood War
Britney 19045
ZZZero.O 271
scan(afreeca) 28
yabsab 13
Dota 2
Pyrionflax165
Counter-Strike
fl0m1089
pashabiceps685
allub272
kRYSTAL_85
Heroes of the Storm
Khaldor304
Other Games
tarik_tv8858
gofns6561
Grubby4686
B2W.Neo777
Beastyqt418
ToD21
Organizations
Dota 2
PGL Dota 2 - Main Stream9351
Other Games
EGCTV803
gamesdonequick772
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 33
• davetesta27
• Adnapsc2 6
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Airneanach75
• FirePhoenix12
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler95
League of Legends
• Doublelift1381
Other Games
• imaqtpie1359
• Shiphtur249
Upcoming Events
Replay Cast
1h 44m
Wardi Open
14h 44m
Monday Night Weeklies
19h 44m
Replay Cast
1d 1h
WardiTV Korean Royale
1d 14h
BSL: GosuLeague
1d 23h
The PondCast
2 days
Replay Cast
3 days
RSL Revival
3 days
BSL: GosuLeague
3 days
[ Show More ]
RSL Revival
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
WardiTV Korean Royale
5 days
IPSL
5 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
6 days
Wardi Open
6 days
IPSL
6 days
StRyKeR vs OldBoy
Sziky vs Tarson
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.