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PvP - How to stop 2gate proxy rush? - Page 2

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MolestedRabbit
Profile Joined May 2010
17 Posts
June 08 2010 11:45 GMT
#21
If my scouting probe sees nothing in my opponents base (which basically means proxy :p), I complete my wall with the forge and drop a cannon asap. Once I feel a bit more safe, I use my scouting probe to cannon rush his nexus, since he has been wasting all his resources on zealots. Even if I don't kill him with that, I will at least make him run all his zealots to defend his own base. Just top gold here.
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
Last Edited: 2010-06-08 12:36:40
June 08 2010 12:35 GMT
#22
if you 2gate against 2gate proxy you will win 100% of the time

really simple!

why forge when you can just match the gateway count and win...
BettyNyah
Profile Joined June 2010
10 Posts
June 08 2010 14:10 GMT
#23
On June 08 2010 21:35 faction123 wrote:
if you 2gate against 2gate proxy you will win 100% of the time

really simple!

why forge when you can just match the gateway count and win...


2gating immediately when you see it. Yes you will win every time.

But if you start standard 12gate/gas, then see it, you will not have your gates finished before his and will be behind on your army.

Also, 2gating against a 2gate proxy can possibly come to a stalemate which will leave you contained quite well on some maps. Putting an early cannon down with your gates will halt any aggression that your opponent will put out, then you will be able to take advantage of the weakness of his economy as he lost quite a bit sending that probe out so early.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
June 08 2010 14:17 GMT
#24
--- Nuked ---
scDeluX
Profile Blog Joined October 2007
Canada1341 Posts
June 08 2010 14:18 GMT
#25
I've encounter that alot in Diamond league and tried alot of the variations.

If you scout after gate on a large map IE Blistering. --> go forge or your dead (no cronoboost you will lose)

One cannon or two if game gets long enough in your mineral if the best defense. Send you zealot in his mineral lines while teching and its gg.

On smaller maps you cant try to out-zealot him since you'll scout him earlier and with your probes and some micro you can hold it off.

That being said, I believe that the current state of any kind of 2 gates with crono is very strong.
Brood War is forever
Rampager
Profile Joined April 2010
Australia1007 Posts
June 08 2010 14:22 GMT
#26
On Blistering Sands a 2gate is quite honestly impossible to beat unless you also matched his BO exactly. You can wall off your choke sure, and then what, watch as your backdoor debris gets decimated and he walks in with a superior army and dominates everything you have since you have no army. "Get a stalker/sentry" hah, right, good luck, let me know how that works out for you.

NonY
Profile Blog Joined June 2007
8751 Posts
Last Edited: 2010-06-08 14:28:27
June 08 2010 14:26 GMT
#27
In my experience, Protoss needs to 10gate on 2 player maps. I don't see how a 12gate or 13gate defends against a proxy 10pylon 10gate 10gate. And Protoss ought to be blocking their ramp with their first Pylon and Gateway against P/Z.

If you can't defend against 2gate Zealots by getting your own 2gate Zealots (because they're too slow) then do this: stop all Probe production, cancel gas if it's still building or take Probes off gas if they're mining, build a Forge to completely block your ramp, use all boosts on Gateway to build Zealots (make sure they're rallied toward your ramp, not toward the inside of your base), start a Cannon as soon as Forge finishes. If all your Zealots die and he's breaking down your wall, build more buildings to fortify your wall and keep making Zealots.

On Blistering, your second Pylon should be near your rocks, anticipating having to build a Cannon there to keep Zealots off your rocks (which will still be useful even if he gets Stalkers/Sentries to break the rocks).
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
June 08 2010 14:26 GMT
#28
--- Nuked ---
Powster
Profile Joined April 2010
United States650 Posts
June 08 2010 14:46 GMT
#29
You could just always 10 gate scout/12 gate in PvP no matter what like I do.. you wont ever lose to proxy gateways / cannon rushes. It gives you map control, vision from watch towers, lets you harass there main making them build more army than they wanted if they were teching which will let you catch up in tech, lets you expand safely. Only problem I could have with this build is a 1 base timing push with immortals I think.. but I think that would only kill your army but then you should be able to repel him back still.. dunno since havent ran into that much... if they go 2 base which most do then you will have advantage since you can expand way before them with map control..
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
June 08 2010 14:52 GMT
#30
if i scout proxy gates I just throw down 2nd gate of my own, hold the choke with 1 zealot wall until 2nd gate gets up and running at which point you should be way ahead
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Nitron
Profile Joined April 2010
Singapore177 Posts
June 08 2010 14:54 GMT
#31
just get 2 gateways also and keep pumping zealots, use some of ur probes to help out, if your micro sucks you may build a forge and get 1 cannon. Then get ur third gateway, cybercore and transition to stalker/zealot and hunt for the proxy gates = gg
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
June 08 2010 15:07 GMT
#32
On June 08 2010 23:26 Liquid`NonY wrote:
In my experience, Protoss needs to 10gate on 2 player maps. I don't see how a 12gate or 13gate defends against a proxy 10pylon 10gate 10gate. And Protoss ought to be blocking their ramp with their first Pylon and Gateway against P/Z.

If you can't defend against 2gate Zealots by getting your own 2gate Zealots (because they're too slow) then do this: stop all Probe production, cancel gas if it's still building or take Probes off gas if they're mining, build a Forge to completely block your ramp, use all boosts on Gateway to build Zealots (make sure they're rallied toward your ramp, not toward the inside of your base), start a Cannon as soon as Forge finishes. If all your Zealots die and he's breaking down your wall, build more buildings to fortify your wall and keep making Zealots.

On Blistering, your second Pylon should be near your rocks, anticipating having to build a Cannon there to keep Zealots off your rocks (which will still be useful even if he gets Stalkers/Sentries to break the rocks).


Yeah, you definitely have to wall. If you can wall, even if you have to keep building structures while yours are being razed, once you wall and get that cannon up, the proxy has failed.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Deltawolf
Profile Blog Joined June 2010
United States105 Posts
June 08 2010 15:11 GMT
#33
Like Powster said, a 10 pylon -> 10 gate is very safe, especially in PvP. Hell, I open it in all my match-ups. Scout after pylon on big maps, after gateway on small maps. Anything fishy, go scout around your area frantically. That's when i can decide to cyber up or throw down more gates. Usually, I just feel safer getting the second gate though, regardless of what I see, but it gives you that flexibility, especially against like a reaper rush. If vs Zerg, you can 2 gate and rush an expo if they go 15 pool/16 hatch and break it. If vs Toss and they proxy gate you, just zealot pump into a 3rd gateway, and then throw down cyber and gas. I almost always have a good enough economy to continue to pump zealots and add the 3rd gateway, which will break their proxy when you have a 3:2 advantage So at that point they either A) Stubbornly continue their efforts and lose or B) Give up, make a forge, and try to tech to void at their base. So Immediately just take out pylons while your probe scouts their base once you overcome the cheese, but don't worry so much about the gateways because you want to break in their base BEFORE they turtle. You can continue to pump if a probe comes back to repower them. If they aren't turtled up yet, then you can rush and win. If they turtle up, you have already outteched them by having your cyber up, and they wasted all their money on the forge.So you just use your advantage and beat them to the punch. Tadddaaaa. At least works in platinum league, however in the higher levels of play you may see differences in the approach that make it harder to defend? dunno.
* Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
June 08 2010 15:20 GMT
#34
in the time it takes for you to respond going gate zealot forge cannon, I can got gate gate zeal zeal and get to ur front door with a 2v1 zealot advantage. and if a single zealot gets inside its almost a huge advantage, unless your good enough to multitask and never lost a probe. Even still just the headache and lost mining times makes up for this(see pvz BW).

And if you are making anything more than an extra forge and 2 cannons you are actually going to be behind economically and techwise. I know you golds and plats might not understand this, but its the truth. Considering you're going to have a forge and 2 cannons while the 2gateing toss could have the same mineral investment into a gas and core.

And how is it "GG" for his proxy? If you go forge cannons instead of more zealots he basically got away with it. Yes he lost mining time, but until he losses his proxy its not a lose. He lost say 50 minerals in delayed mining time, but you lose 150+150 forge cannon minimum. and a 250 mineral differential is a huge difference that early, u can either get outexpoed or teched. And YES static d that early is basically a waste. Please don't even try to argue that.

If i could for a p to waste 450 minerals on cannons and a forge before trying to tech for 0 punishment(except sending an early probe and little mining time) i would do it every game. Maybe you should try out your strats in high level competition before offering poor advice. Just the fact that you are suggesting that you even need to scout with a phoenix so soon after a cheese shows me how little you probably know about strategy. You really shouldn't need to have to scout that soon after a 2 gate.
Coaching for 1v1 and Team games at Gosucoaching.com
Cerion
Profile Joined May 2010
213 Posts
June 08 2010 16:07 GMT
#35
I usually pylon/gate near my nexus in PvP, if I spot any proxies I cut probes, build a second gate immediately and pull probes as needed to make up for their initial edge in zealot count. I really prefer forcing them into zealot wars rather than walling off and letting them try to catch back up economically.

I also scout after pylon, 12 gate -> scout is just asking for trouble given the high proportion of cheesy players on ladder
Ephemerality
Profile Blog Joined June 2010
United States203 Posts
Last Edited: 2010-06-08 16:15:08
June 08 2010 16:14 GMT
#36
The only way I see getting a forge superior to also getting two gates (or more) is if you are able to get cannons into their base, since they have no units to defend. Someone who cheeses by cannon rushing will probably be able to hold off the two gate proxy and destroy the opponents base.
FIGHT APATHY... or don't
MayorITC
Profile Blog Joined October 2008
Korea (South)798 Posts
Last Edited: 2010-06-08 16:27:15
June 08 2010 16:24 GMT
#37
On June 09 2010 00:20 zomgtossrush wrote:
in the time it takes for you to respond going gate zealot forge cannon, I can got gate gate zeal zeal and get to ur front door with a 2v1 zealot advantage. and if a single zealot gets inside its almost a huge advantage, unless your good enough to multitask and never lost a probe. Even still just the headache and lost mining times makes up for this(see pvz BW).

And if you are making anything more than an extra forge and 2 cannons you are actually going to be behind economically and techwise. I know you golds and plats might not understand this, but its the truth. Considering you're going to have a forge and 2 cannons while the 2gateing toss could have the same mineral investment into a gas and core.

And how is it "GG" for his proxy? If you go forge cannons instead of more zealots he basically got away with it. Yes he lost mining time, but until he losses his proxy its not a lose. He lost say 50 minerals in delayed mining time, but you lose 150+150 forge cannon minimum. and a 250 mineral differential is a huge difference that early, u can either get outexpoed or teched. And YES static d that early is basically a waste. Please don't even try to argue that.

If i could for a p to waste 450 minerals on cannons and a forge before trying to tech for 0 punishment(except sending an early probe and little mining time) i would do it every game. Maybe you should try out your strats in high level competition before offering poor advice. Just the fact that you are suggesting that you even need to scout with a phoenix so soon after a cheese shows me how little you probably know about strategy. You really shouldn't need to have to scout that soon after a 2 gate.


There's nothing wrong with Gateway -> Forge. All you really need is 1 cannon. And no, you won't have a 2v1 zealot advantage because the second zealot starts at the same time as the third zealot. The cannon will finish by the time Zealots #2 and #3 are at your base.

Here's the exact build order for a 2 proxy gateway on Blistering sands:
Send out 7th probe
Chronoboost 9-10th probes
10 pylon
10 gateway
10 gateway
1st gateway Finishes
Pylon
Zealot #1 (Chronoboost)
Zealot Finishes same time as 2nd gateway finishes
Zealot #2 and #3 (chronoost both)

And no, I'm not in Gold Division. I was 2000+ Platinum pre-patch, and 400 Diamond in the latest ladder. If I can get replays to work, I have one where MnMine (some 600 rated Diamond) tried a 2 gate proxy on Blistering sands and got shut down by the 1 gate forge build.
DuneBug
Profile Joined April 2010
United States668 Posts
June 08 2010 16:28 GMT
#38
if you built at your choke, just finish the wall off with a forge, build a cybercore behind the pylon. build like 1-2 zealots if you want... And build an additional pylon. I Realize thats a lot of minerals so it goes in this priority....

Finish wall with forge
Make sure if they kill your pylon they still can't get in. (ie build a cyber core or anything)
Start a cannon or build a pylon if your other one is dead but it shouldnt be yet.
Build a 2nd pylon...

At this point probably get a 2nd gate and produce stalker/zealot.

I prefer the forge/wall method because fighting zealots with zealots bores the shit out of me. If you're comfortable with your defense forget the forge and just get stalkers.. You will probably still need a wall.

Also leave your scouting probe there and cannon them if they don't have anything in their base.

The theory is They go early agro and you turtle and tech up.
TIME TO SAY GOODNIGHT BRO!
Skyro
Profile Joined May 2010
United States1823 Posts
June 08 2010 16:33 GMT
#39
It's not that hard in reality folks, assuming equal skill level between players (i.e. zealot micro). You 10 gate on small maps, 12 gate on large ones, wall off your ramp, and scout before you decide to throw down your gas or not. If proxy, throw down a 2nd gate and eventually a 3rd gate if needed to overwhelm them. If he's teching then you can throw down your gas and proceed as normal.

And no, "scouting" his proxy after you threw down your gas and core does not mean you've scouted it. It means you've been caught with your pants down.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-06-08 17:48:01
June 08 2010 16:38 GMT
#40
Watch Altitude TL Invitational; WhiteRa vs. Tester games, really insightful for high level PvP play.

http://www.youtube.com/view_play_list?p=B066E4F286BAD516
+ Show Spoiler +
WhiteRa pushes with 2 gate, Tester holds off and shuts it down with (1) stalker micro


Quick cyber is really the answer IMO, Forge is not necessary and can only put you up defensively, really disrupting your transitioning, unless you plan to FE.

Quick cyber also allows for you to get sentrys, which if he continues to Zealot push even after you get a Stalker, the sentry can shut it down or turn the tides completely.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
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