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[D] PvP 4 Warpgate Proxy Pylon Cheese Overpowered? - Page 6

Forum Index > StarCraft 2 Strategy
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BigT
Profile Blog Joined April 2010
United States304 Posts
May 29 2010 00:37 GMT
#101
Pretty sure i beat this ^^*
Big T
Illva
Profile Joined May 2010
Sweden137 Posts
May 29 2010 00:50 GMT
#102
On May 29 2010 09:37 BigT wrote:
Pretty sure i beat this ^^*


to bad theres no good way to find out since you would know its coming if you played tozar because of this reason..
Tozar
Profile Blog Joined March 2007
United States245 Posts
May 29 2010 01:02 GMT
#103
On May 29 2010 08:42 deth2munkies wrote:
Show nested quote +
On May 29 2010 06:34 Tozar wrote:
On May 29 2010 06:18 deth2munkies wrote:
Attero Replay: He mismacro'd a lot. He should have had Warp Gates and at least 3 gateways done long before the rush happened, and he left the scouting probe alive and failed @ early zealot pressure. He got a very delayed first gate as well, when he saw 10 gate and 2 gateways with a chrono boosted cyber core, he should have built more units. His fault.

Viralrush: Scouted 4gate, did not build units, did not pull probes off gas, did not kill scouting probe with his stalker. Should have tossed down another gate earlier and used gas probes to kill off the pylons while making more chrono boosted stalkers/sentires/zealots.

bliss: Replay is a joke. Stopped it at 4:38 when he had ~400 minerals and ~200 gas, a probe sitting in his base, nothing being constructed, and only 1 gate and cyber core.


You have it all figured out don't you?

Yes, I do. Considering none of these are particularly amazing or creative alterations and well within the skill of players of their caliber, I don't see why they didn't. If you tried this again, though, I bet they would.


First of all, I apologize for the sarcasm. I am well aware of the fact that my opponents made mistakes, in fact, if they didn't they could have been able to hold off the rush. The issue is that some of these mistakes are incredibly easy to make without knowledge of the build and have disproportional consequences for making them. My argument is that this build is too powerful for the amount of skill it takes to pull off.
TraumisT
Profile Joined April 2010
United States37 Posts
Last Edited: 2010-05-29 01:33:55
May 29 2010 01:03 GMT
#104
This seems beatable, although if you don't go stalker first it might be a bit hard.
Tozar
Profile Blog Joined March 2007
United States245 Posts
May 29 2010 01:04 GMT
#105
On May 29 2010 09:37 BigT wrote:
Pretty sure i beat this ^^*


Bah, every time I've played you I miscounted your zealots. But now that I've ironed all the kinks out of the build, I'm sure I could take you.
Dawme
Profile Joined May 2010
France58 Posts
Last Edited: 2010-05-29 01:06:03
May 29 2010 01:05 GMT
#106
You don't have to cut stuff to get an early stalker, you just need to play like you would vs terran to defend against a reaper rush and you will have the stalker in time to kill the probe. However, then you need to hold the rush from the outstide but it seems way easier to handle than an inside warpin. But like I said, in my opinion PvP is already broken and totally boring.
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
May 29 2010 01:07 GMT
#107
My god, do you know how long this strategy was out?

Why didn't you see this crop up everywhere like we saw with warpgate pylon strategies before warpgate was nerfed?

This strategy has been around for so long, and it's SO easily counterable. It just takes some THINKING.

You scout your opponent anyway, so just check the guy's energy on his nexus. do you see him saving up for warpgate? If so, save up for it yourself.

No nerf is necessary, maybe you guys should think harder/try harder before you say it's overpowered because you beat people with it. You beat people with it because they use cookie cutter strategies and don't react to what they see.
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2010-05-29 01:13:43
May 29 2010 01:09 GMT
#108
I started using this build after seeing it on tozars stream and while i agree it's a very strong cheese i don't think it's unstoppable or overpowered since it's very easy to scout the player doing it. I've stopped it before by chrono boosting my warpgate tech after scouting him saving chronos or using his chronos on his cyber core and then going for 4 gates. I'm not sure if this would work if my opponents were better but this is how ive been dealing with it
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
Last Edited: 2010-05-29 01:21:44
May 29 2010 01:16 GMT
#109
I watched 3 replays and although this good, it certianly seems beatable, if your opponent goes stalker first goodbye probe and its stopped

edit: Just watched huk replay I thought sentry first woud stop this but that wasnt even fast enough.. I think the only way to stop with you making a mistake would be stalker first and chronoed.

I think your right this may be a problem...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Illva
Profile Joined May 2010
Sweden137 Posts
May 29 2010 01:19 GMT
#110
-Game 1-
[image loading]
[image loading]
[image loading]

-Game 2-
[image loading]
[image loading]

[image loading]
[image loading]

-Game 3-
[image loading]
[image loading]

This is kinda harsh

(There is more convo in between I just wanted to show that it even works when someone is prepared so dont take it out of context)
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 29 2010 01:30 GMT
#111
On May 29 2010 10:19 Illva wrote:
-Game 1-
[image loading]
[image loading]
[image loading]

-Game 2-
[image loading]
[image loading]

[image loading]
[image loading]

-Game 3-
[image loading]
[image loading]

This is kinda harsh

(There is more convo in between I just wanted to show that it even works when someone is prepared so dont take it out of context)


If you know its coming it is defitnaly stopable just go stalker first and chrono it out they guy who actually stopped it didnt even chrono out his staker. The problem in my opinion is if you dont do exactly that your screwed

I am going to try this on the ladder now
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
jusayO
Profile Joined May 2010
Canada60 Posts
May 29 2010 02:32 GMT
#112
I did this earlier without watching the replays, due to being frustrated with someone saying "GG" and not leaving (seriously, who does that?) in the little vcraft tournament... Unfortunately I didn't actually watch your replays, so I winged it. Even winging it, it seems pretty legitimately easy to pull off against someone that hasn't seen it done, or is being tech greedy.

Worked like a charm, without even micro'n zealots. I don't really know how this would be beaten once the backup probe gets there, an early stalker just won't do the trick. I got enough gas to get a sentry, or two stalkers just incase, but I noticed he did not have enough units for it to really matter.
무릎의 춤이 더 즐겁게 훨씬 때 스트리퍼가 울고있다
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
May 29 2010 03:06 GMT
#113
On May 29 2010 10:02 Tozar wrote:
Show nested quote +
On May 29 2010 08:42 deth2munkies wrote:
On May 29 2010 06:34 Tozar wrote:
On May 29 2010 06:18 deth2munkies wrote:
Attero Replay: He mismacro'd a lot. He should have had Warp Gates and at least 3 gateways done long before the rush happened, and he left the scouting probe alive and failed @ early zealot pressure. He got a very delayed first gate as well, when he saw 10 gate and 2 gateways with a chrono boosted cyber core, he should have built more units. His fault.

Viralrush: Scouted 4gate, did not build units, did not pull probes off gas, did not kill scouting probe with his stalker. Should have tossed down another gate earlier and used gas probes to kill off the pylons while making more chrono boosted stalkers/sentires/zealots.

bliss: Replay is a joke. Stopped it at 4:38 when he had ~400 minerals and ~200 gas, a probe sitting in his base, nothing being constructed, and only 1 gate and cyber core.


You have it all figured out don't you?

Yes, I do. Considering none of these are particularly amazing or creative alterations and well within the skill of players of their caliber, I don't see why they didn't. If you tried this again, though, I bet they would.


First of all, I apologize for the sarcasm. I am well aware of the fact that my opponents made mistakes, in fact, if they didn't they could have been able to hold off the rush. The issue is that some of these mistakes are incredibly easy to make without knowledge of the build and have disproportional consequences for making them. My argument is that this build is too powerful for the amount of skill it takes to pull off.

It's a well-covered strategy called the 4 warp gate push. You tossing down pylons on the mineral line is the only alteration, but they could easily be in front of the base. You've really just turned a push into a 4 gate all-in which is really the proper terminology for this strat. I don't think the skill differential is so hard, it relies on you doing 3 things any diamond player should do:

1) Scout: Almost all of them saw the 4 warpgates yet did not alter their build.
2) Deny scouting: They left your scouting probe sitting in full view of their base the entire time.
3) Keep resources low: Especially when you do the early zealot pressure that several of them tried, while microing their zealots they stacked up huge quantities of minerals that could have gone towards more warpgates and units that would hold it off.

I frequently make the same mistakes those players do, so I can identify them straight away due to it being a flaw we commonly share. You have a very tight build order that is very powerful, but not invincible and would be held off by a player of your caliber easily.
junemermaid
Profile Joined September 2006
United States981 Posts
May 29 2010 03:49 GMT
#114
On May 28 2010 16:25 DuneBug wrote:
I guess a lot of people are discounting this because if you lose your probe then the push doesn't work.

But it's pretty easy to hide a probe or bait one of the units and then get a probe in. And also the fact that it's pretty hard to tell it's coming is cool.

All you can check for is that they are double chrono boosting warpgate research.

It'll make me paranoid about ramp blocking in pvp... that's for sure.

and lol at all these other people... 'I CAN KILL SCOUTING PROBES, YOUR STRAT IS FAIL...
you somehow think you're better than huk and attero?

If you knew it was coming, yeah you'd block the ramp. But this looks like so many other standard pvp builds.



It's easy to hide a probe if your opponent is brain dead, I'll give you that.
the UMP says YER OUT
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
May 29 2010 03:50 GMT
#115
how is this.. "tozar's" build.. this was out before warpgate nerf and after warpgate nerf... lol...
www.rsgaming.com
Tozar
Profile Blog Joined March 2007
United States245 Posts
Last Edited: 2010-05-29 09:30:27
May 29 2010 04:10 GMT
#116
Name is arbitrary. Saying "Tozar's" is just easier than saying,
"10 pylon
10 gate
13 gas
15 cyber..."
et cetera, et cetera.

I don't mean to claim credit for coming up with the strategy first, because I obviously didn't.
Just a way of saying "this is my preferred build order, here's a replay pack of me doing it 13 times."
Salv
Profile Blog Joined December 2007
Canada3083 Posts
May 29 2010 04:18 GMT
#117
The build looks powerful if the opposing Protoss deviates from the standard opening, but if you stick with a stalker first opening, I don't see where the problem is. I watched the games versus Huk, OneOther, and Attero. Each player in these matches decided to do something other than making a stalker first. OneOther was close, with a zealot and then a stalker, but that late stalker allowed you to add those pylons in his base, which kept his units busy and away from his ramp. If you made a stalker first, you would kill the probe before any pylons were built, if anything, you might be able to rush one pylon down.

Also, all players were slow to react to you adding three gates at the same time. If I am in your base, and you're making no units, there is no excuse for not seeing three gateways immediately, and reacting by adding gateways of my own. Like I said this looks powerful if they deviate from the regular build, but if they play standard I see you being at a disadvantage trying to do this.
CryMore
Profile Joined March 2010
United States497 Posts
May 29 2010 04:34 GMT
#118
I believe the reason this build is so strong is that the units warp in into the mineral line of your opponent. Now he has disrupted mining and less warp gates which means he's pretty much screwed the longer the game goes on.

@Tozar I am interested in seeing what would happen if your opponent also did the same 4 warpgate proxy rush. Do you warp into your own base or start a base race?
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
gdroxor
Profile Blog Joined May 2010
United States639 Posts
May 29 2010 05:03 GMT
#119
Couldn't you just block your ramp with the first pylon instead of a cyber core to completely shut this down?
Antiochus
Profile Joined March 2010
Canada548 Posts
May 29 2010 05:37 GMT
#120
Funny how this build you learned a korean was only beaten by a guy who claims to play on the asia server. He was probably the only person you faced who had acctual practice vs this build.

Also a question about that templar guy you played 3 times were those all consecutive or were there breaks imbetween where you played other people? Just asking because if it was 3 times in a row thats just hilarious.
All play and no work makes Jack unemployed.
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