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The 8 pylon, enlighten me

Forum Index > StarCraft 2 Strategy
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TsoBadGuy
Profile Joined April 2010
United States221 Posts
June 13 2010 17:48 GMT
#1
I've started using the 8 pylon vs every race, and for the sake of diversifying my build I'd really like some input. As I see really good players building it at 9 an 10 and virtually never 8.

I started using a PvP build I picked up from Tozar where you basically rush warp tech with 4 gate and use some unlucky probe to pylon the enemies base.

Tozar builds his pylon at 10, and usually goes straight into the gateway. I usually build the pylon at 8, boost 2 probes, then get a gate.

Since Tozar is a better player than I, I can only wonder what I am missing. My first main question is: do you get the inital 10 gate at around the same time? Or could his build even be faster?

Basically, what I'm trying to find out, is the fastest, least safest way to warp tech, and I have a hunch the 8 pylon is NOT the best way to do it, but I don't know.

Please enlighten me
Bnet ID: TsoBadGuy Code: 795 Who wants friends? :D
Chronocide
Profile Joined August 2007
United States126 Posts
Last Edited: 2010-06-13 18:01:04
June 13 2010 17:57 GMT
#2
there's a thread somewhere here that shows pretty conclusively that 8 pylon sucks. I used to love 8 pylon too just because it felt so good to use chronoboost as soon as possible, but if you load up the QXC build order tester and play with it for awhile you'll see pretty quickly that it's inferior to 9 pylon.

10 pylon is the fastest way to get early zealot pressure but at the cost of a weaker economy. I'm familiar with the build you're talking about but I've always gone 9 pylon when I do it. Personally I think 10 pylon is mostly good for early 2 gate pressure, like in PvZ when you want to harass with 1 or 2 zealots.

The best way to know for sure would be to load up the build order tester and try it yourself. I would do it but I'm at work

EDIT: I guess what I'm trying to say is that 10 gate seems to be best at getting units out quickly. The build you're talking about isn't about getting units quickly so much as it's about getting tech quickly. Therefor I think the economy of 9 pylon is better suited for this build.
"I quickly scanned the area, and saw no observers, so I locked-down as many scouts as I could with my Ghosts, and ordered one to nuke them" -mrxak
TsoBadGuy
Profile Joined April 2010
United States221 Posts
June 13 2010 18:11 GMT
#3
Is there a way to load up Starcraft 2 that I'm missing? I'm fiending man, I'd love to try this stuff out. Can we even watch replays still somehow? I'd love to know.

I sort of got this inflated opinion of myself making it into diamond league at first. And I defended the 8 pylon SO hard with really nothing but a solid win record, but after watching so much I'm pretty convinced I just made a bad strat work.

I just wonder about the 9 pylon cause I want to boost ASAP and get the gate at 10, so I use my first boost after the gateway is paid for. Seems late to me, but Qxc and Tester blow me out of the water so I'd love to see what went on there, and if boosting my first two probes is as useless as you would imply, then I really need to change it up.
Bnet ID: TsoBadGuy Code: 795 Who wants friends? :D
Chronocide
Profile Joined August 2007
United States126 Posts
Last Edited: 2010-06-13 18:24:00
June 13 2010 18:23 GMT
#4
Just drag and drop the starcraft map file onto the regular shortcut icon and it will play. Alternatively you can open it in the map editor and hit Test Map. Drag and drop works for replays too, but for some reason the more recent replays don't work right.

I think that if you're going to gate on 10 then you should pylon on 10 as well. Pylon on 9 does delay your 10th probe just a little bit, especially when walling your choke, so there's no reason to get the pylon early if you're not going to make that 11th probe until after starting your gateway. I still don't recommend going 10gate though, because even though it will get you warp tech a little earlier I think that the econ hit will make your warp-in less effective. You have to consider that for the cheese to be successful you need 4 gateways, warpgate tech, ~4 extra pylons, and an economy strong enough to continually warp in units. I just don't think that faster warpgate tech is worth the damage to the economy - although this is just a feeling, I'd love to test it more.

I also feel that if you do go 10pylon/gate, you may as well cb on 8 just to get the last two probes out faster. I can't see any reason why you wouldn't.
"I quickly scanned the area, and saw no observers, so I locked-down as many scouts as I could with my Ghosts, and ordered one to nuke them" -mrxak
TsoBadGuy
Profile Joined April 2010
United States221 Posts
Last Edited: 2010-06-13 18:51:54
June 13 2010 18:42 GMT
#5
On June 14 2010 03:23 Chronocide wrote:
I also feel that if you do go 10pylon/gate, you may as well cb on 8 just to get the last two probes out faster. I can't see any reason why you wouldn't.


That's the part I'm stuck on most. I can't CB RIGHT as I hit the 9th probe unless I cut long enough for a pylon first. However, I think you're right in that the hit to my econ might take too much away from the initial army. I just wish 9 pylon didn't mean that I had to get gate later than 10.

I would disagree in calling this a cheese as it's more of a rush/early timed push. I only say that because in the last definition of cheese I read, it stated cheese is something that can win you the game if not detected. So if someone doesn't know about your 7 pool/reaper proxy/gate proxy, it will likely win.

When I watched Tozar perform this strat, he beat very skilled players. He beat Huk, and over 3 occasions he beat this guy named somethingTemplar, he beat him 3 times in a row using the same strat, he even TOLD him "I'm doing the same thing I did last game." and he still won convincingly 2 more times. Part of this is because there is an undeniable disparity between pros and diamond league, but even when I do it, my base is always 100% scouted by the time warp research finishes.

That's really what seperates this strat from most cheese. You can see it coming, but it doesn't matter. It seems like you need the initial probe to survive until warpgate research is finished, but you don't. While a hit to your econ is NOT a part of the cheese definition, I believe it also defines most all early game cheeses. Building a proxy barrack with reapers at 7 SCVs obviously cripples the hell out of your economy. supporting 4 gates with 20 probes and counting isn't as cheesy.

EDIT: However, Tozar himself calls this cheese. So hah at me.
Bnet ID: TsoBadGuy Code: 795 Who wants friends? :D
CryMore
Profile Joined March 2010
United States497 Posts
June 13 2010 19:07 GMT
#6
Wasting 3-4sec of chronoboost is not a big deal. It is more economically beneficial if you chrono the 9th and 10th probes instead of saving it because you don't want to waste it, so why not use it?
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
sgeng
Profile Joined April 2010
United States78 Posts
June 13 2010 19:20 GMT
#7
8 pylon, besides being worse economically, is not as good as 9 pylon especially when you are trying to mass up an early army for a rush since you are using a chronoboost that could be used for your army. Besides, 9 pylon doesn't mean that you're definitely gating later than 10. In fact, 9pylon 10 gate lines up relatively well.
Chronocide
Profile Joined August 2007
United States126 Posts
June 13 2010 19:30 GMT
#8
If nexus had only 25 energy then fretting over using CB efficiently would be much more productive. Nobody is arguing that using CB earlier rather than later is good, but it's not like it goes to waste.

As for the question of cheese, I think this is getting off topic but whatever Maybe I did misspeak because you're right that it's not like you are completely crippled afterwards, however if the big warp-in fails you will be very far behind. There are plenty of chances to abort the warp-in, but not without falling far behind on food. Maybe it's cheesish? I guess the reason why I think of it as cheese is because the only good outcome is to win the game outright.
"I quickly scanned the area, and saw no observers, so I locked-down as many scouts as I could with my Ghosts, and ordered one to nuke them" -mrxak
Tozar
Profile Blog Joined March 2007
United States245 Posts
June 13 2010 20:44 GMT
#9
It feels like using chronoboost that early is a waste since you aren't really getting any more workers out in the long run. Also, if you are going 10 gate, it is best to go 10 pylon as well, just to get that extra probe mining a little sooner. Otherwise, go 9 pylon. It is important that you maintain probe production even after your chrono has dissipated. If you chrono out two probes really quick and leave the nexus idle for a while, you haven't really done anything but waste energy. You could've been building the probes at a slower rate yet still have same worker count. The same goes for unnecessarily cutting probes then chronoing probes.

Just don't go 8 pylon.
TsoBadGuy
Profile Joined April 2010
United States221 Posts
June 13 2010 22:11 GMT
#10
))

Thank you all for your input, especially Tozar, because I used a strat I got from you as reference, never thought you yourself would comment. Many thanks.

So just to clarify, I should 9 pylon when I'm going for a standard timing push build (3 gate/robo) and 10 pylon for earlier tier 1.5 for proxy pylons?

Or would it be easier to say, 9 pylon when you expect to double gas for a more drawn out game, and 10 pylon when you think you can win with early gate aggresion?

I'm sorry if this is going overboard, because I technically had my question answered, but good answers make for more questions sometimes.

One thing is for sure, I will never 8 pylon again.
Bnet ID: TsoBadGuy Code: 795 Who wants friends? :D
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
June 13 2010 22:25 GMT
#11
8 pylon slows everything down for sure.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Chronocide
Profile Joined August 2007
United States126 Posts
Last Edited: 2010-06-13 23:04:28
June 13 2010 23:00 GMT
#12
On June 14 2010 05:44 Tozar wrote:If you chrono out two probes really quick and leave the nexus idle for a while, you haven't really done anything but waste energy.


Not true - imagine two Protoss players who build 4 probes and then stop. One player uses CB for the last two probes and the other player doesn't. The CBing player will always be slightly ahead of the player who didn't, because his probes got out 50% faster than the other player. It's true that in a real game it means your nexus will be idle longer, but I think it's a fallacy to look at that and deduce that that the CB was wasted.

As long as CB is used on any action that is progressing, it's not wasted.
"I quickly scanned the area, and saw no observers, so I locked-down as many scouts as I could with my Ghosts, and ordered one to nuke them" -mrxak
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
June 13 2010 23:33 GMT
#13
there is never reason to 8 pylon

10 pylon gets gate and units out fastest
9 pylon with 11, 12 or 13 gate is eco builds

in regards to the tozar 4 gate rush, he 10 pylon 10 gates in order to get CC asap so he can start the research
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
xxjondxx
Profile Joined February 2010
United States89 Posts
June 14 2010 00:06 GMT
#14
On June 14 2010 08:00 Chronocide wrote:
Show nested quote +
On June 14 2010 05:44 Tozar wrote:If you chrono out two probes really quick and leave the nexus idle for a while, you haven't really done anything but waste energy.


Not true - imagine two Protoss players who build 4 probes and then stop. One player uses CB for the last two probes and the other player doesn't. The CBing player will always be slightly ahead of the player who didn't, because his probes got out 50% faster than the other player. It's true that in a real game it means your nexus will be idle longer, but I think it's a fallacy to look at that and deduce that that the CB was wasted.

As long as CB is used on any action that is progressing, it's not wasted.


I mean you're essentially wasting like 1/4th of a chronoboost. You might gain a few mineral advantage for a minute but you fall behind on probes almost immediately after,
JaspluR
Profile Joined April 2010
Australia174 Posts
June 14 2010 00:46 GMT
#15
i also 8 pylon/10gate or 8 pylon/12gate
it just feels so much cleaner to not have to wait and constantly make probes
i can chrono 2 probes n then keep making probes but yes its inferior you get less minerals and even a slower gateway compared to 9 pylon or 10 pylon but ill do some more testing as ive only tsted it a few patches back
it just feels so good lol
Tozar
Profile Blog Joined March 2007
United States245 Posts
June 14 2010 01:05 GMT
#16
On June 14 2010 08:00 Chronocide wrote:
Show nested quote +
On June 14 2010 05:44 Tozar wrote:If you chrono out two probes really quick and leave the nexus idle for a while, you haven't really done anything but waste energy.


Not true - imagine two Protoss players who build 4 probes and then stop. One player uses CB for the last two probes and the other player doesn't. The CBing player will always be slightly ahead of the player who didn't, because his probes got out 50% faster than the other player. It's true that in a real game it means your nexus will be idle longer, but I think it's a fallacy to look at that and deduce that that the CB was wasted.

As long as CB is used on any action that is progressing, it's not wasted.


Think of it this way, two players make three probes. One chronoboosts immediately and gets two probes out ASAP. The other wait and saves his chronoboost. Both players decide to make zealots. The first player cannot start his next probe because he doesn't have enough minerals, the other hasn't finished his second probe yet so it isn't an issue. By the time the first player gets enough minerals to start his next probe, the second player's second probe has finished, and he also has enough minerals.

So both players essentially have the same thing, except the first player has maybe 5-10 minerals more from the second probe being out sooner, and the second player has 25 energy for a chronoboost.
Ideas
Profile Blog Joined April 2008
United States8148 Posts
June 14 2010 01:09 GMT
#17
I like to go 8 pylon vs T so I can get my gateway and core faster and so I won't take as much damage from any reaper rushes.
Free Palestine
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
Last Edited: 2010-06-14 01:51:02
June 14 2010 01:45 GMT
#18
It really is incredibly simple...

If you want to gate on 10, 10pylon
If you want to gate on 12/13, 9 pylon.

10 pylon is better than 8 pylon (for 10 gating) because you should use the chrono when you're at 9 and your probe is half way done, its pretty obvious why doing this(never cutting probes at all till 10) compared to building the pylon on 8 (resulting in a rather long probe cut), then chrono boosting the next 2 probes right as they start, ends up with 10pylon getting your 9th and 10th probe out quicker. You end up with 150 pretty much right as the pylon finishes, so it doesn't delay your gateway at all, if anything it would be a tiny bit quicker because you had those 2 probes mining a tiny bit quicker than compared to 8 pylon, giving you the 150 minerals quicker.

9 pylon is better for 12/13 gate because you have much less time where probes aren't producing compared to 8pylon/10pylon, making your economy overall better for those situations.

edit: I am actually pretty amazed at the amount of people saying they 8 pylon, whilst it might feel 'smoother', it's definitely not better :o
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 14 2010 02:12 GMT
#19
There is almost no situation where 8pylon would be a good decision. Go for 9 or 10.
Harpwn
Profile Blog Joined April 2010
Australia253 Posts
June 14 2010 02:18 GMT
#20
Just as a side-note as i dotn wish to create a thread,

If one is trying to go double gate early zealot cheese/push/opening w/e you wanna call it (people always say its cheese but its not usually all in, day9 does it when he played FE doesnt he?

My questions about double gate are:
If youre looking to just flat out win the game with double gate early zealots, what is the optimum supply to build the pylon, and 2 gateways on?
I've seen people double gatign as late as 12 and 14, while others are 10 pylon, 10 gate and 10 gating.
Anyone done some testing to see which is best? Which is best from a 2 gate into forge into nexus build, which is best to just win the game right there? is it best to pylon and 9 for the better eco and gate slightly later? is it best to 10 pylon? I would like some opinions on the matter
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