PvP, back to early proxy pylons korean style? - Page 2
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FortuneSyn
1826 Posts
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Colty.colty
United States23 Posts
I do find the 4 gate really annoying as a P player, but Tozar's got some great tips against it. | ||
Wolf
Korea (South)3290 Posts
On July 19 2010 12:01 youngminii wrote: I think PvP is stupid in general. I'm 400~ ELO Diamond and I still win the majority of my PvP games by either going 4 gate Stalkers (with a little variation in the standard BO to get a one-up on Stalkers) on maps without tight ramps/chokes or 2 gate Robo on maps with tight ramps (reasoning behind this is that I pump out Sentries to spam FF on my ramp while I pump out enough Immortals to hard counter his Stalkers with the support of my Sentries/Stalkers/Probes (a few, if need be). I actually had a game where my opponent and I did the exact same thing. It was a literal mirror match on LT - 2 gate Robo with Sentries to wall off. He actually made an Observer which should have given me the upper hand but unfortunately I forgot about one Immortal and left it in my base for around 5-10 minutes. Anyway, what ended up happening was we both engaged in the middle, we both had a few Immortals with some excellent FFs pretty much obliterating each other's Immortals (and funnily enough, Sentries). We both brought a Probe and made proxy pylons in the middle of the map, a bit closer to their base (cross position). We then spammed 4 gate warp ins with the occasional Immortal when our money let us. We then incorporated Zealots to kill each other's Immortals and with sufficient micro, the Immortals would die but so would the Zealots. It literally became a back and forth stalemate situation where neither player could expand nor switch tech lest he be overrun. The end conclusion? He dropped. Yes, I know, how anticlimactic. Long story short: PvP is stupid. It either becomes 4 gate rush with the slight variation of Robo. Blink Stalkers prevent any creative sort of play involving static D and expanding is just not an option. As much as I love blink, it needs serious re-working. Oh and my little variation is (if I'm doing 4 gate and not 2 gate Robo) to skip the first gas and use the minerals to build a second Gateway while Core is building. Then pump out Stalkers and harass (maybe get a free kill or two), delay warp gate by a tiny bit to get your Stalkers out and the second gas up around/a little before you put down the next two Gates. You might have to skimp on the probe production just a little but at most you'll be behind by 2 probes which you can catch up on by CB'ing your probes/Stalkers. Since your opponent will most likely be boosting his warp gate, you can catch up on probes and overrun his Stalker count. The logic behind this is that warp gate doesn't actually accelerate your Stalker production, it essentially lets you skip a production cycle regardless of when it's finished but that shouldn't matter since you have a few extra Stalkers anyway. This is so true. The sad part is, it feels like 90% of the Diamond games we play are PvPs. I hate the matchup. Ends up being so close, so back and forth, so mirrored... | ||
ToxNub
Canada805 Posts
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cauchy.riemann
Switzerland13 Posts
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Plexa
Aotearoa39261 Posts
On July 20 2010 01:28 cauchy.riemann wrote: Hmm i cant watch the replays of Plexa, any other replays? Would be much appreciated ![]() I have a feeling this might be to do with EU-US conflict? I dont know of any other reason why you wouldn't be able to watch ![]() | ||
esp
Australia109 Posts
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NB
Netherlands12045 Posts
it goes like: gate cyber pylon -> 18 supply -> gate gate gate with chrono wrap and NO 2ND GAS!!! you have your probes around the enemy base and build 4 PYLONS when wrap almost finish. you should be able to wrap in 4 zealots and chrono your wrap gates as fast as possible => by the time you get 4 zealots in the other base, the guy only has at most 2 zealots and 1 stalker with wrap tech almost finish at 2 gates. => almost impossible to hold. you can kill 1 pylons but 4, its IMPOSSIBLE. the guy build EVERYTHING at 18 supplies and stack up minerals for wrapgates. this build is not vulnerable to 2 gates zealots since you should know its coming with your scout. i even cheesed vs a guy who tried to do this once and it turns out to be a normal base trade but its stupid. the key i find out is: + his base is almost empty for most of the game, any zealots would kill that. + we lose mostly bc we try to build probes + having 2nd gas, also down on gates if you hold the first wrap wave. + really dont know what happen if both guys going this strat vs each others. + pulling probes to support stalker is the worst idea but stalker in small numer (1-3) cant win zealots as they split out to attack minerals line + stalker as the same time. + in case you are matching the gates count, zealots is a good option but micro is hard considering he is willing to trade his army to your mineral lines. +by the time your 1st stalker comes out (chrono boosted), he will imidiately through down 4 pylons such that you might kill his scout but wont stop the rush. remember this happen at HIS 18 supply so he has LOTs of resources stacked up. +not sure how early the gate could be but it can be a normal 12 gate 17 cyber but 10 gate early cyber would be super powerfull. + finaly: i still cannot find an 90% success build vs this even though i have looked through other threads, i cant access to replays u guy posted atm since beta is down ![]() PLEASE READ THIS: DO not talk about robo since this strat comes to you ate the mark wrap gates finished which NO robo could have finish producing anything. THIS is not a normal 4 gates all in but 4 wrap gate proxy pylon korean style, if you dont know about it, look it up! | ||
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Plexa
Aotearoa39261 Posts
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ab0x
Sweden9 Posts
With 3 gates + twilight council you should be able to fend off a 4g push just fine and with the 3g robo some immortals will do the job. With blinkstalkers, I add a robo eventually for observers. If im aggressive (attacking with my first one or two stalkers even) i often win early. Since the TC is already up, one can go over to charge zlots. This is the tactic White-ra uses in PvP, watch Day[9] daily 147 (i believe). | ||
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Plexa
Aotearoa39261 Posts
On July 20 2010 21:45 ab0x wrote: I usually go either blinkstalkers or 3g + robo in PvP. With 3 gates + twilight council you should be able to fend off a 4g push just fine and with the 3g robo some immortals will do the job. With blinkstalkers, I add a robo eventually for observers. If im aggressive (attacking with my first one or two stalkers even) i often win early. Since the TC is already up, one can go over to charge zlots. This is the tactic White-ra uses in PvP, watch Day[9] daily 147 (i believe). Did you even read the thread? Or just blindly charge on through without any care for the discussion what so ever? This is about a 4gate korean style warpgate rush not a 4gate push. | ||
ab0x
Sweden9 Posts
On July 20 2010 21:49 Plexa wrote: Did you even read the thread? Or just blindly charge on through without any care for the discussion what so ever? This is about a 4gate korean style warpgate rush not a 4gate push. If there had been a blushing smiley here, i'd use it now. | ||
Kmickelow
Canada106 Posts
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Plexa
Aotearoa39261 Posts
On July 20 2010 22:16 Serenitylol wrote: Unlike a normal protoss build, you're not using chrono unless I say soWhat is the exact build order for this right up until 4 warps are done same time.. Just so i can maybe practice it..? 9 pylon 10 gate, scout with probe 10 probe+chrono 13 gas 15 core (gas should finish about now, add three probes to it, once you have 50 gas cut probes - start taking them off at 44 gas) Keep probing to 18 When cycore is done start warpgate immediately and continuously chrono it (you will be able to continuously chrono despite having used one chrono earlier) 18 - gate gate gate When warpgate tech is 75% complete start warping in pylons in his main (ideally 3-4 spread out, players tend to do it near mineral lines) Given that you've continuously chrono'd the warpgate everything will finish at pretty much the same time. Then just make warpgates and warp in zealots for an easy victory | ||
NB
Netherlands12045 Posts
On July 20 2010 22:40 Plexa wrote: Unlike a normal protoss build, you're not using chrono unless I say so 9 pylon 10 gate, scout with probe 10 probe+chrono 13 gas 15 core (gas should finish about now, add three probes to it, once you have 50 gas cut probes - start taking them off at 44 gas) Keep probing to 18 When cycore is done start warpgate immediately and continuously chrono it (you will be able to continuously chrono despite having used one chrono earlier) 18 - gate gate gate When warpgate tech is 75% complete start warping in pylons in his main (ideally 3-4 spread out, players tend to do it near mineral lines) Given that you've continuously chrono'd the warpgate everything will finish at pretty much the same time. Then just make warpgates and warp in zealots for an easy victory if you 10 gates its better with 10 pylon F.Y.I. the rest are mostly what he said, only 1 chrono on probes and save the rest for wrap/gates also, 1st wav is zealots and 2nd waves are stalker + zealots 3rd could be all stalker if you get 2nd gas in the middle. this works only in PvP since probe survive unlti the cyber finish and stalker comes out => almost impossible to stop proxy pylons. other match up probe scout can be killed easily. | ||
stroggos
New Zealand1543 Posts
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Skrag
United States643 Posts
On July 19 2010 22:20 Plexa wrote: EDIT: watched Tozar game and I think it demonstrates why this build is so good ![]() I agree. That replay doesn't really show how to beat the proxy pylons. It shows how to beat an opponent who loses it a little after his proxy fails. When the proxy was finally pushed off, Tozar (the attacking/proxying protoss) was WAY ahead on probes, and pulled back ahead on army strength, but got a little over-anxious and suicided on the ramp. Had he transitioned into an expansion while keeping up unit production with his economic edge, it would have ended up an easy win. | ||
TDC
United States197 Posts
can i get an exact buildorder for this build? i guess it's something ling 9 pylon 10 gate 11 gas 13 core 14 pylon somewhere later 3 gate. my questions are: 1. then do I produce a zealot out of the first gate to chase the probe? or a stalker? 2. do I get the second gas?, if I do, do i take them off the gas after the scouting probe dies? 3. when do i cut probes 4. which units should I warp in? (all stalkers? 50% stalker + 50% zealots?) I'm sorry I can't seem to view the replay =(, but it seems quite effective now that I open up 1gate into fast robo(fast 2immortal push) almost every game. | ||
Back
Canada505 Posts
On July 20 2010 22:40 Plexa wrote: Unlike a normal protoss build, you're not using chrono unless I say so 9 pylon 10 gate, scout with probe 10 probe+chrono 13 gas 15 core (gas should finish about now, add three probes to it, once you have 50 gas cut probes - start taking them off at 44 gas) Keep probing to 18 When cycore is done start warpgate immediately and continuously chrono it (you will be able to continuously chrono despite having used one chrono earlier) 18 - gate gate gate When warpgate tech is 75% complete start warping in pylons in his main (ideally 3-4 spread out, players tend to do it near mineral lines) Given that you've continuously chrono'd the warpgate everything will finish at pretty much the same time. Then just make warpgates and warp in zealots for an easy victory If you put two on gas, you'll have just enough by the time the core finishes. Doesn't change much except a couple seconds saved on traveling time for 1 probe. | ||
Dhul
Finland52 Posts
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