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ZvP - Beating 4gate? - Page 2

Forum Index > StarCraft 2 Strategy
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Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
August 01 2010 19:15 GMT
#21
Scout well. If the protoss doesn't expand and stays on one base you should expect a 4 gate, because this is probably the only viable 1 base strat against zerg. Put up a lot of spinecrawlers (4 or so) with zerglings will help generally.
KrUtiAL
Profile Joined April 2010
United States41 Posts
Last Edited: 2010-08-01 19:24:17
August 01 2010 19:23 GMT
#22
To beat a 4 gate you need plenty of crawlers, spread creep, and speedlings to hold it off until your hydras come out.

AND MOST IMPORTANTLY: SCOUT SCOUT SCOUT SCOUT SCOUT SCOUT SCOUT
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
August 01 2010 19:29 GMT
#23
On August 02 2010 04:23 KrUtiAL wrote:
To beat a 4 gate you need plenty of crawlers, spread creep, and speedlings to hold it off until your hydras come out.

AND MOST IMPORTANTLY: SCOUT SCOUT SCOUT SCOUT SCOUT SCOUT SCOUT


Yeah... after watching that HDStarcraft tutorial I realize both how little intel I get and how few drones I'm producing.

aka Siyko
knyttym
Profile Blog Joined December 2006
United States5797 Posts
August 01 2010 19:51 GMT
#24
Pretty simple solution.
Sac overlord a little after core has finished to see his tech path. After confirming 4 gate build make 10-15 speedlings and 4-6 sunkens in a timely manner. When he moves out look to counter hit main with your speedlings. It is ridiculous how often protoss do not block their ramp. Even if they do, speedlings are plenty strong versus his stalkers and sentries. You can also snipe his probe building a pylon if you get lucky. If you fend off his first wave or he backs off, you should have hydralisks out and he shouldn't be able to do anything.

If he 4 gates on kulas then mass speedling is like the only way to go because he can bounce from your natural to your main after destroying the rocks.
MrBitter
Profile Joined January 2008
United States2940 Posts
August 01 2010 20:01 GMT
#25
I don't think speedling is the answer. When I scout 4 gate, I skip speed and rush to hydras. Here's a replay of me defending a 4 gate. I'm mid-level diamond, and so is the other guy.

http://sc2.replayers.com/replays/view/1299

I'm by no means a pro, but I felt like this was a pretty sufficient defense.
shawster
Profile Blog Joined May 2010
Canada2485 Posts
August 01 2010 20:13 GMT
#26
On August 02 2010 05:01 MrBitter wrote:
I don't think speedling is the answer. When I scout 4 gate, I skip speed and rush to hydras. Here's a replay of me defending a 4 gate. I'm mid-level diamond, and so is the other guy.

http://sc2.replayers.com/replays/view/1299

I'm by no means a pro, but I felt like this was a pretty sufficient defense.


no speed leaves you very vulnerable to many things. speedlings are just too good to pass up in any matchup.

check idra vs huk game 2 i believe, huk had like 6 warpgates on one base and all idra did was make 5 spine crawlers. this was SoW so the rush distances were damn short. general rule of thumb, poke with zerglings. if you see no expand by 40-50 make a ton of spine crawlers.
MrBitter
Profile Joined January 2008
United States2940 Posts
Last Edited: 2010-08-01 20:22:36
August 01 2010 20:17 GMT
#27
On August 02 2010 05:13 shawster wrote:
Show nested quote +
On August 02 2010 05:01 MrBitter wrote:
I don't think speedling is the answer. When I scout 4 gate, I skip speed and rush to hydras. Here's a replay of me defending a 4 gate. I'm mid-level diamond, and so is the other guy.

http://sc2.replayers.com/replays/view/1299

I'm by no means a pro, but I felt like this was a pretty sufficient defense.


no speed leaves you very vulnerable to many things. speedlings are just too good to pass up in any matchup.

check idra vs huk game 2 i believe, huk had like 6 warpgates on one base and all idra did was make 5 spine crawlers. this was SoW so the rush distances were damn short. general rule of thumb, poke with zerglings. if you see no expand by 40-50 make a ton of spine crawlers.


Speed's awesome. I still get speed. I just don't get it with my first 100 gas.

It's been my experience that roaches just melt under stalkers, and we all know that lings don't fare too well against stalker/zeal. Hydra allow you to get aggressive much sooner, rather than sitting back and being forced to play defensive for so long.

In the replay I posted, as soon as I defended his push I was able to expo and take full map control. Toss was able to destroy my third later in the game, but it was at the expense of his entire army, which would eventually cost him the game.

Edit: Turns out I'm a liar. I didn't start speed until the end of that game, which was a mistake. But still... If you know 4 gate is coming, you can defend it without speed. You shouldn't skip speed, but it's not entirely necessary)
shawster
Profile Blog Joined May 2010
Canada2485 Posts
August 01 2010 20:26 GMT
#28
On August 02 2010 05:17 MrBitter wrote:
Show nested quote +
On August 02 2010 05:13 shawster wrote:
On August 02 2010 05:01 MrBitter wrote:
I don't think speedling is the answer. When I scout 4 gate, I skip speed and rush to hydras. Here's a replay of me defending a 4 gate. I'm mid-level diamond, and so is the other guy.

http://sc2.replayers.com/replays/view/1299

I'm by no means a pro, but I felt like this was a pretty sufficient defense.


no speed leaves you very vulnerable to many things. speedlings are just too good to pass up in any matchup.

check idra vs huk game 2 i believe, huk had like 6 warpgates on one base and all idra did was make 5 spine crawlers. this was SoW so the rush distances were damn short. general rule of thumb, poke with zerglings. if you see no expand by 40-50 make a ton of spine crawlers.


Speed's awesome. I still get speed. I just don't get it with my first 100 gas.

It's been my experience that roaches just melt under stalkers, and we all know that lings don't fare too well against stalker/zeal. Hydra allow you to get aggressive much sooner, rather than sitting back and being forced to play defensive for so long.

In the replay I posted, as soon as I defended his push I was able to expo and take full map control. Toss was able to destroy my third later in the game, but it was at the expense of his entire army, which would eventually cost him the game.

Edit: Turns out I'm a liar. I didn't start speed until the end of that game, which was a mistake. But still... If you know 4 gate is coming, you can defend it without speed. You shouldn't skip speed, but it's not entirely necessary)


well i don't see the point of being aggresive vs 4gate, you should be on 2 bases after a successfully defended 2 gate and he should be on 1, unless you're on 1 base in which case 4gate shouldn't be as scary. speedlings are so good at chasing down/picking off units ,and speed just rapes stalkers/sentries and they are actually decent vs zealots. i can see how hydras would work, i guess it's just playstyle differences.
Antpile
Profile Joined March 2009
United States213 Posts
August 01 2010 20:29 GMT
#29
The big trick to remember is that just because you took your expansion doesn't mean you should saturate it. If they did not expand and you have enough drones for one base spread between your two mineral lines, you are ahead. You should NEVER build more drones at this point unless you are 100% sure he is going to let you get away with it.

as soon as you expo finishes and you maynard 8-10 drones over and still have 8-10 on your main minerals, go into survive mode. Against 4 gate, units and spine crawlers (ofcourse replace drones used un structures). Against teching, tech yourself.

As soon as you sieze an advantage or see him try and expand, power drone and maybe expand again yourself.

The biggest mistake us zergies can make is not knowing when we are ahead and to stop droning and go into full production.
Aberu
Profile Blog Joined April 2010
United States968 Posts
Last Edited: 2010-08-01 22:16:55
August 01 2010 22:11 GMT
#30
Your gas was way late, your drones weren't being efficiently mining as much as possible, you had a bunch idle plenty of times. Your minerals were always wayyy too high. You need to find a way to keep them under 300 unless you are waiting to build a hatchery or something. Your queen came out very late, your expansion was delayed and I think that made you panic. Don't worry, the expansion is delayed? Continue to build drones at your main to offset the economic loss, not a big deal, pump an overlord, use that larva, your larva was idle too long. You see a big 4 gate? Always get speeling upgrade versus toss, if you had yoru gas earlier you could have had speedling upgrade done and out of the way.

A way I keep my minerals down is by having gas early so I can adapt to getting a lair earlier if I can pull it off, getting ling upgrade, etc... If you get gas too late it throws everything off, and leaves you with less options, and your minerals usually go too high, meaning you aren't spending enough on anything other than just drones.

Also you had 400 minerals 400 gas when you finished off, that could have easily been lots of lings and a few hydras. You just need to work on your macro, there isn't a secret to beating 4 gate, it's jsut playing solid and coming out ahead in econ.

And 16 drones at the 8 minute mark versus his 24. He was all-inning and he had 8 more harvesters than you.
srsly
MrBitter
Profile Joined January 2008
United States2940 Posts
August 01 2010 22:40 GMT
#31
Here's another replay against 4 gate:
http://sc2.replayers.com/replays/view/1335

15 gas, 15 pool
Speed before Lair
Sprint to Hydra

Easily defended his push - the two spine crawlers I'd built didn't even get involved in the fight.

Admittedly, the toss was not the best...
Clockwerk
Profile Joined July 2010
United States11 Posts
August 01 2010 22:59 GMT
#32
spine crawlers and setting up a simcity defense are key in surviving a 4 gate push. hd's video does an excellent job of showing how you can expand your idea of static defense as well (using evo chambers to "wall off" the spine crawlers, thus allowing them to attack longer and making it harder for the protoss to take them down)
peZZZ
Profile Joined July 2010
United States9 Posts
August 01 2010 23:10 GMT
#33
As a protoss player my 4gate is usually stopped by a mix of roaches, zerglings and spine crawlers. Scouting is a must or you wont have the amount of spine crawlers you need.
DarkwindHK
Profile Blog Joined April 2010
Hong Kong343 Posts
August 02 2010 06:44 GMT
#34
6 ling run into protoss probe line (if he has not block the ramp)

At the same time mass lings, really MASS them, you need to make more lings until you completely crush his attacking force. Stop your drone production for a while and make the lings before the push come. (you should be able to know if you have zerglings to scout)
Dont be too humble, you are not that great.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
August 02 2010 06:48 GMT
#35
2 spine crawlers is all you need. Spine crawlers fend off all gateways units perfectly.
vengee
Profile Blog Joined May 2010
Canada52 Posts
August 02 2010 06:55 GMT
#36
Four well placed spine crawlers and ling/hydra will get you through it. Just sit on your advantage after you push them back then bust out and expand.
EE HAHN TIMING!
FallacyGaming
Profile Joined August 2010
36 Posts
Last Edited: 2010-08-02 07:00:39
August 02 2010 07:00 GMT
#37
[image loading]][image loading][/url]

This might help you out
InfusedTT.DaZe
Profile Joined August 2010
Romania693 Posts
August 02 2010 09:01 GMT
#38
4 or 5 spine crawlers AT UR NATURAL beat 4 gate push...
"Echoes of past events nudge the tiller on my present course, I await its reflection in the future"
bobcat
Profile Joined May 2010
United States488 Posts
August 02 2010 12:53 GMT
#39
To be fair, the only time I emplore 4-gate is when I am playing against zerg opponents because of the 98% chance that they will go early FE. I use 4 gate because it is the most effective strategy for punishing this gambit.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
DRYATU
Profile Joined May 2010
Finland1 Post
August 02 2010 13:08 GMT
#40
Even if I do scout 4 gate it seems like pure blink stalker army is too much to handle. If I stay on one base and go mass sling or sling/muta he seems to be able to keep the pressure up. I tried some games with 3-4 scrawlers and with and without FE but it seems like the only way to beat this is by staying on one base without any mutas since you won't have enough.
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