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[G] PVP 10/10 gate strategy - Page 2

Forum Index > StarCraft 2 Strategy
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silencesc
Profile Joined July 2010
United States464 Posts
August 18 2010 17:12 GMT
#21
I use this build all the time, it works really well. Thanks for adding what it's good against, because I sometimes back off if I see three gates...
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
AimlessKitty
Profile Joined October 2009
Canada54 Posts
Last Edited: 2010-08-18 18:25:26
August 18 2010 18:10 GMT
#22
On August 19 2010 01:55 Miraqle wrote:
I haven't tried the build yet but I'm curious about some of its weaknesses

It can be scouted very early so if the other player were to respond by just dropping another gateway and matching you in number from that point on aren't you only setting yourself back? I'm around 750 diamond and most of the people I play know you have to match 2 gate with 2 gate that early on. So I'm worried if I'd just be playing at in inherent disadvantage or would I just be forcing the micro battle?


From my experience, most of the time when you get scouted (could be even later in 4 player maps) they already have thrown down gas and used up all chronoboost (probably 2) so you have a slight advantage there. Even If they followed gate, you had such an early gateway(with saved chrono), you'll have 3 zealots when he has 1~2(key timing). Also, he probably have been using chronoboost on the nexus, meaning that you can match his zealots at main base from your gates. as long as you play right, I wouldn't say you'll be at a definite disadvantage.

Like I said, it comes down to micro and quick decisionmaking - but you're on a time constraint here.

I've been meaning to have more replays against these counter-2gate, but I kept getting matched with terran/zerg yesterday..
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
AimlessKitty
Profile Joined October 2009
Canada54 Posts
August 18 2010 18:20 GMT
#23
On August 18 2010 14:07 Chronopolis wrote:
Step 10 is harder than is sounds.

Btw, in some circumstances you can go gateway gas forge cyber (pylon? somewhere) gate against this build, and completely wall off a cannon by your nexus. After which going for a 4 warp gate attack with +1 ups and/or charge is viable.


Cannon can defend it, but you're still spending 150(arguably 300 with forge) minerals. Most of the time you can get even by chronoboosting your nexus and focus on teching(if you were constantly producing probes with spare minerals while pumping 2 gate zealots, it's not that difficult to catch up tech wise. you spent 150+alpha minerals on cannon after all) you might be behind few probes, but in my experience it just becomes a "normal" mid-game.

Cannon can very well defend against this 2 gate, but not necessarily a definite counter in experience. (Then again, I didn't fight against many cannons.. i just had about 3 games) I usually have more hard time against 12-13gate with chronoboost.
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 18 2010 18:26 GMT
#24
Like others said 10p 10g is strictly better but that doesnt matter that much.

About the build: i'm not really a fan of hyperaggressive strats (that aren't the warpgate strat) because against a good simcity player it will put you behind imo. Against good players who happened to have build at the ramp this build just puts you at a disadvantage in my experience. With gateway + cyber or gateway + gateway you can like you describe leave only 1 zealot hole in your entrance. If you have 2 zealots vs 1 zealot in this entrance he can just trade and proceed to fill up his entrance with another gate for example. A stalker behind the closed off entrance and your rush is stopped, closing yourself in in the mirror isn't that bad actually as there are still plenty of ways to be aggresive then.

If you are going to doublegate at 10 you need to proxy imo. The proxy takes off CRUCIAL seconds of this rush time AND means your building probe can scout quicker so your scouting probe can block buildings he is trying to close his choke with so you got a open entrance.
You are forced to be hyperaggresive anyway with a build that butchers your own economy so why not go all-in with proxy then?? It's not like a scouted proxy is the end of the world in PvP it's not as if he can kill your probe.
Sha[DoW]
Profile Joined June 2009
Canada110 Posts
August 18 2010 18:31 GMT
#25
10/10 gate is cheese. The reason it is a cheesy build is that the initial push is an allin. If the push does not do significant damage you will lose an overwhelming majority of your games.
Some people are like slinkies, completely useless, but they bring a smile to your face when you shove them down the stairs.
AimlessKitty
Profile Joined October 2009
Canada54 Posts
Last Edited: 2010-08-25 20:08:16
August 18 2010 18:34 GMT
#26
On August 19 2010 03:26 Markwerf wrote:
Like others said 10p 10g is strictly better but that doesnt matter that much.

About the build: i'm not really a fan of hyperaggressive strats (that aren't the warpgate strat) because against a good simcity player it will put you behind imo. Against good players who happened to have build at the ramp this build just puts you at a disadvantage in my experience. With gateway + cyber or gateway + gateway you can like you describe leave only 1 zealot hole in your entrance. If you have 2 zealots vs 1 zealot in this entrance he can just trade and proceed to fill up his entrance with another gate for example. A stalker behind the closed off entrance and your rush is stopped, closing yourself in in the mirror isn't that bad actually as there are still plenty of ways to be aggresive then.

If you are going to doublegate at 10 you need to proxy imo. The proxy takes off CRUCIAL seconds of this rush time AND means your building probe can scout quicker so your scouting probe can block buildings he is trying to close his choke with so you got a open entrance.
You are forced to be hyperaggresive anyway with a build that butchers your own economy so why not go all-in with proxy then?? It's not like a scouted proxy is the end of the world in PvP it's not as if he can kill your probe.


Definitely can be done as a proxy, but I just personally prefer building at ramp so I can have advantage over proxy gateway. I just have horrible, horrible memories about base trades, which I often discuss with my psychiatrist.

as of "2 zealots vs 1 zealot" situation, if you do the build correctly i'll have 3 zealots out, which can make a difference against pylons ( or run-bys after first zealot falls)
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
AimlessKitty
Profile Joined October 2009
Canada54 Posts
August 18 2010 18:38 GMT
#27
On August 19 2010 03:31 Sha[DoW] wrote:
10/10 gate is cheese. The reason it is a cheesy build is that the initial push is an allin. If the push does not do significant damage you will lose an overwhelming majority of your games.


Of course, it's a very all-in-ish build. But, good card to have in your sleeve nonetheless (especially 4 player maps)
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
sjschmidt93
Profile Joined April 2010
United States2518 Posts
August 18 2010 18:41 GMT
#28
Really, if you can build more zealots than your opponent in PvP, you can win. It may take some funky micro at the ramp to prevent forcefields, but it's almost impossible to lose if you a ton of zealots.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
spamhead
Profile Joined August 2010
9 Posts
August 19 2010 06:14 GMT
#29
Just tried this out and it was almost too easy of a win. >

It was PvP and I scouted my opponent getting early gas so I assumed he would be getting an early cybernetics as well - I was correct when I returned with my 6 zealots and reinforcements on the way.
He had a stalker, a sentry, and a maybe a couple zealots which I handled fairly easily (except for that damn stalker he kept micro-ing.) Went for the pylons and shut down his unit production quickly then I went after the probes and he gg-ed out.

This build feels kinda cheap/cheesy - a win is a win though.
Another build to add to my arsenal.
Ichabod
Profile Joined May 2010
United States1659 Posts
August 19 2010 06:44 GMT
#30
Sure two gating is fun, but it makes huge macro wars less likely
Nihilnovi
Profile Joined May 2010
Sweden696 Posts
Last Edited: 2010-08-19 09:10:41
August 19 2010 09:08 GMT
#31
I'm sorry, but for someone to write a guide on 10 gate and not chrono probes 8-10, 10 pylon, and 2 gates on 10 just blows my mind.

9 pylon into 10 gate is a HUGE disadvantage because:
Your 10:th probe will be delayed
At 10 supply, you will have to wait for minerals to build gate, while having smaller probe count up to this point

if you chrono probes 1 time as soon as you have the energy and put down a pylon on 10, the second the plyon pops you will have 150 minerals.

I do it like this:
Probes up to 10, chrono with first 25 energy.
Pylon on 10.
2 gates on 10.
Probes to 12.
Pylon on 12.(no this does not delay your zealot, you will have exactly 100 minerals when your gateway pops)
Spam zealots from both gates while chronoboosting.
Bibdy
Profile Joined March 2010
United States3481 Posts
August 19 2010 10:05 GMT
#32
I have more fun 2-Gating (thus preventing that stupid 4-Warp Gate mass Zealot crap) and then transitioning out of it, than I do anything else. Gives you a decent advantage when you force your opponent to go on the defensive and they don't know when its safe to put down their Core.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
August 19 2010 10:15 GMT
#33
have fun being behind VS my 1 gate fast stalker wall off 4 warpgate counter.
Coaching for 1v1 and Team games at Gosucoaching.com
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
August 19 2010 10:45 GMT
#34
On August 18 2010 11:20 AimlessKitty wrote:

[*]Constant zealot production. Micro and win!


THIS WHOLE THREAD,
simply can be quote like the following.
Im daed. Follow me @TL_NB
Spoiz
Profile Joined August 2010
Denmark22 Posts
August 19 2010 11:00 GMT
#35
What is the counter to this? I HATE PvP for the simple fact that it seems the one with more zealots win. Who cares if there is a stalker on the field, when you can just send 1 zealot after it, while the rest rapes his base/min line?

So, yes, I am whining this build seems too strong :p too many use it, and it is the most boring setup in all of StarCraft II, IMO. If you find trouble against a build, please tell me, so I can start using it. PvP just rarely gets past zealot spam, which I find incredibly boring.
The greatest pleasure is the joy of understanding.
Squalish
Profile Joined April 2010
United States137 Posts
August 19 2010 11:27 GMT
#36
i know this is intended more for beginners but yeah it's pretty easily stopped once opponent scouts by throwing down their own 2nd gate. and i know you touched on that but yeah you're at an absolutely huge econ disadvantage after that, one you won't come back from. so you might as well pull your probes and send them for the attack also.
i use to 2gate on 12/13 to counter the super fast 4gate-zlot-pyloninbase-warpin strats. and i beat a lot of (4gatezlotwarping)toss like that. but realistically you only counter them if they're crazy enough to stick to their warpin strat after seeing the 2gate(many are).
currently, i start with the plan of 4gate zlot warpin opening(i gave in). it's actually a very flexible build itself. and even at 700 diamond level a lot of people don't know to defend it... though to be fair you can't afford many, or any mistakes against it.
oh, and another effective thing against a 2gater is to completely wall the ramp(with gates,core, or forge-not pylon). buys quite a lot of time and is highly underutilized at the moment.
Squalish
Profile Joined April 2010
United States137 Posts
August 19 2010 11:30 GMT
#37
On August 19 2010 20:00 Spoiz wrote:
What is the counter to this? I HATE PvP for the simple fact that it seems the one with more zealots win. Who cares if there is a stalker on the field, when you can just send 1 zealot after it, while the rest rapes his base/min line?

So, yes, I am whining this build seems too strong :p too many use it, and it is the most boring setup in all of StarCraft II, IMO. If you find trouble against a build, please tell me, so I can start using it. PvP just rarely gets past zealot spam, which I find incredibly boring.


do you have your ramp walled with 1 spot for a zlot to fit in? after you have that you can make a forge and a cannon or two, and tech to units that destroy mass zlots
Squalish
Profile Joined April 2010
United States137 Posts
August 19 2010 11:35 GMT
#38
though collo/gate v collo/gate compositions are pretty boring too
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
August 19 2010 11:50 GMT
#39
If I scout 2 gate I just match his gateway numbers and don't take gas. This has never failed me unless my micro was horribly bad and his one good.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-08-19 12:32:19
August 19 2010 12:30 GMT
#40
oh, and another effective thing against a 2gater is to completely wall the ramp(with gates,core, or forge-not pylon). buys quite a lot of time and is highly underutilized at the moment.


exactly; NEVER put your pylon in a position where it can be hit, you have to wall of with gate/core or gate/gate; I do exactly the same right now, when I spot 2 early gates I wall of with my core completely, get my second gate rather early (cut probes when needed) and chrono-boost out stalkers; I don't know if it's theoretically possible theory-craft-wise but my opponents usually despair when they see the complete wall-off without a pylon to start hacking on;
rest of the game is easy; I add early twilight-council for blink and two more gates as soon as affordable and own him
"You see....YOU SEE..." © 2010 Sen
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