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PvP, back to early proxy pylons korean style? - Page 2

Forum Index > StarCraft 2 Strategy
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FortuneSyn
Profile Blog Joined July 2008
1826 Posts
July 19 2010 13:37 GMT
#21
I don't have any replays because the client doesn't auto save them anymore :/ we can try a real game if you want I'm Fortune.326 on EU.
Colty.colty
Profile Joined May 2010
United States23 Posts
Last Edited: 2010-07-19 14:30:53
July 19 2010 14:30 GMT
#22
There are some ways to slow the opponent down a bit if you want to semi-wall off your base, leaving a small slit for either a zealot or two (the key being to stop the probe before he gets in). Even threatening a quick 2-gate sometimes forces the opponent to mirror you, but you're really trading one type of 4 gate play for another at that point: inside your base vs outside (and there are times where I'd prefer my opponent to sack resources inside my base).

I do find the 4 gate really annoying as a P player, but Tozar's got some great tips against it.
[¬º-°]¬
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
July 19 2010 15:09 GMT
#23
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...
Commentatorhttp://twitter.com/proxywolf
TL+ Member
ToxNub
Profile Joined June 2010
Canada805 Posts
Last Edited: 2010-07-19 16:00:14
July 19 2010 15:58 GMT
#24
I think the only matchup I dislike more than PvP is TvT. I find any attempt to tech results in proxy 4 gate death, any attempt to 4gate results in identical armies that can't kill each other, the first to expand insta-dies, and any attempt to do something different (ie 3gate phoenix) just flat out loses. I think I've had 3 games in the past week where we both just ran out of minerals because neither could expand. Just complete stalemates.
cauchy.riemann
Profile Joined May 2010
Switzerland13 Posts
July 19 2010 16:28 GMT
#25
Hmm i cant watch the replays of Plexa, any other replays? Would be much appreciated
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 20 2010 06:34 GMT
#26
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 maybe because you dont have the US maps? just EU versions? I don't know...
Administrator~ Spirit will set you free ~
esp
Profile Joined July 2010
Australia109 Posts
July 20 2010 08:52 GMT
#27
I think that the majority of people posting here saying it's easy to stop don't know the actual build or haven't seen it in a game before. It's entirely possible to micro a probe around the enemy Protoss base from the beginning of the game all the way up until warpgates is about finished. Just as warpgates is about to finish you throw down 4 separated pylons and the enemy will not be able to take them down before you can warp in units. Then you continue to warp in units and they have to deal with both taking your units out AND taking out the pylons. Sure, they can get a quick stalker to deal with the probe running around their base but if that happens, the probe can just chuck down the pylons slightly earlier. He still won't be able to take all 4 down before you can warp in units.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
Last Edited: 2010-07-20 12:37:56
July 20 2010 12:20 GMT
#28
as far as i remember, i have met this build 4 times at least.

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 .. will find sm launcher asap

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!
Im daed. Follow me @TL_NB
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 20 2010 12:33 GMT
#29
just drag the replays over to SCswitcher.exe and the replays should work fine
Administrator~ Spirit will set you free ~
ab0x
Profile Joined July 2010
Sweden9 Posts
July 20 2010 12:45 GMT
#30
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).
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 20 2010 12:49 GMT
#31
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.
Administrator~ Spirit will set you free ~
ab0x
Profile Joined July 2010
Sweden9 Posts
July 20 2010 12:59 GMT
#32
On July 20 2010 21:49 Plexa wrote:
Show nested quote +
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.

If there had been a blushing smiley here, i'd use it now.
Kmickelow
Profile Joined July 2010
Canada106 Posts
July 20 2010 13:16 GMT
#33
What is the exact build order for this right up until 4 warps are done same time.. Just so i can maybe practice it..?
http;//www.justin.tv/kmickelow
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 20 2010 13:40 GMT
#34
On July 20 2010 22:16 Serenitylol wrote:
What is the exact build order for this right up until 4 warps are done same time.. Just so i can maybe practice it..?
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
Administrator~ Spirit will set you free ~
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
Last Edited: 2010-07-20 13:47:03
July 20 2010 13:43 GMT
#35
On July 20 2010 22:40 Plexa wrote:
Show nested quote +
On July 20 2010 22:16 Serenitylol wrote:
What is the exact build order for this right up until 4 warps are done same time.. Just so i can maybe practice it..?
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.
Im daed. Follow me @TL_NB
stroggos
Profile Joined February 2009
New Zealand1543 Posts
July 20 2010 14:00 GMT
#36
meh, i've never really had too much trouble with this build, though it is a very powerful build. I try to kill all the pylons before they finish with my probes, or even better, when they've finished and are warping in zealots . and i try to kill their probe that's warping them in with my 1st stalker. After that i can usually defend from other outside proxy pylons near my natural.
hi
Skrag
Profile Joined May 2010
United States643 Posts
July 20 2010 14:54 GMT
#37
On July 19 2010 22:20 Plexa wrote:

EDIT: watched Tozar game and I think it demonstrates why this build is so good . Firstly, the initial pylons were poorly positioned making his initial zealots attack from an inferior position. Better positioned they could have done a lot more damage imo. Secondly, Tozar was able to kill a significant number of probes and indeed came out ahead after the initial exchange. Despite defending the 4warpgate, his opponent was still behind. And that really is the power of the build.


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.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
TDC
Profile Joined May 2010
United States197 Posts
July 20 2010 16:05 GMT
#38
I haven't faced against this build myself.
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.
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
Back
Profile Joined May 2010
Canada505 Posts
July 20 2010 16:12 GMT
#39
On July 20 2010 22:40 Plexa wrote:
Show nested quote +
On July 20 2010 22:16 Serenitylol wrote:
What is the exact build order for this right up until 4 warps are done same time.. Just so i can maybe practice it..?
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
Profile Joined March 2010
Finland52 Posts
July 20 2010 18:34 GMT
#40
I dont really understand what is the problem with 4gate. 3gate robo destroys 4gate easily because of immortals. And the korean style "early pylon in your base" can easily be countered by spreading out your own pylons and not letting the first scouting probe do anything. I have tried 4gate on maps where the strat is really good, i.e. blistering sands, and still if my opponent has 3gates and a robo, its not even close Alot of P´s have started to use alot of immortals, so 4gate is imo stupid
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