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[G] PVP 10/10 gate strategy - Page 3

Forum Index > StarCraft 2 Strategy
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MGHova
Profile Joined April 2010
Canada274 Posts
August 19 2010 12:57 GMT
#41
I find that stopping a 2gate 10/10 is fairly simple. Basically i will do a normal 1 gate at 10 or 12 and scout with your first pylon probe. Once you see that he's 2 gatting throw down a second gate(build near your ramp so you can block with 1 zealot) Possibly you can even have your guys hold possition where when he comes up you can have 2 zealots vs 1 so you can defend a lot easier(2v1 meaning at the end of your choak have 2 guys standing next to each other blocking the exit instead of inbetween your buildings). Basically you tech slightly slower while making as many zealots as you can/need to defend while teching slowly to a sentry(if your losing lots of zealots) or a stalker(which will help you defend your choak a lot easier). Once you have a proper defense(adding sentries when needed) you can easily tech to collosus or whatever you decide to do and with a much better economy since you'll be building probes when you can, you should have no problem with winning.

600+ diamond -
stroggos
Profile Joined February 2009
New Zealand1543 Posts
August 19 2010 13:16 GMT
#42
pretty gay build to go up against if you're on a 4 player map and you scout it last... and building the pylon at 10 is much better for this build order.
hi
deepsheep
Profile Joined August 2010
Canada10 Posts
August 19 2010 13:53 GMT
#43
On a 4-player map, if you scout the near positions first and you scout 2 gate, even if you already threw down an assimilator, the rush distance should be far enough for you to get your 2nd gate, pull all probes off gas, survive and have the econ advantage.

On PvP, I just assume 2 gate until I scout that it is not 2 gate.
MGHova
Profile Joined April 2010
Canada274 Posts
August 19 2010 14:10 GMT
#44
As well as on a 4 player map you should stop at the watch towers as you scout to see any proxy double gatting since on a 4 player map some toss will do this to ensure a shorter walk time.
skipdog172
Profile Joined June 2010
United States331 Posts
Last Edited: 2010-08-19 14:29:57
August 19 2010 14:28 GMT
#45
I've had some success with this build against low Diamonds and some mid Diamonds. There is definitely a learning curve in dealing with the 2-gate and some players have it figured out, and some don't. Lately though the toss players I've gone up against have scouted it well and reacted appropriately. They've probably been 2-gated enough to finally figure out how to stop it. I really don't think its viable against a solid toss players who is ready for it. They seem to end up further ahead of me and I've typically had a very hard time coming back. I just can't bring myself to open 2-gate anymore knowing that I'll likely lose if my opponent is good. It certainly worked wonders in Platinum though.
l90 Proof
Profile Joined July 2010
64 Posts
August 19 2010 15:42 GMT
#46
I was there was a method on TL to like a guide or post, or have them archived somewhere, this is great. The more informative/funny guides on quick strategies (cheeses?) we have the more people understand it and it expands the game.
Lemii
Profile Joined April 2010
Netherlands17 Posts
August 20 2010 21:20 GMT
#47
Awesome guide!
ungood
Profile Blog Joined October 2009
United States75 Posts
Last Edited: 2010-08-20 22:57:43
August 20 2010 22:57 GMT
#48
On August 20 2010 00:42 l90 Proof wrote:
I was there was a method on TL to like a guide or post, or have them archived somewhere, this is great. The more informative/funny guides on quick strategies (cheeses?) we have the more people understand it and it expands the game.


There is a way to archive a guide! It's called liquipedia. I put up a first draft here: http://wiki.teamliquid.net/starcraft2/10/10_Gate_(vs._Protoss)

This is my first liquipedia addition, so I hope I haven't offended the gods that be, but I figured I'd follow wikpedia's rule and be bold.

Edit: Please feel free to add anything (like fixing formatting or adding the 10 Pylon version of the build).
War is Peace
AimlessKitty
Profile Joined October 2009
Canada54 Posts
Last Edited: 2010-08-21 07:55:53
August 21 2010 07:34 GMT
#49
after experimenting 10 pylon is definitely better. Edited the guide as such.
However I think people are putting this build off too much without trying them out.. People don't usually build gateway near ramp nowadays b/c it's harder to defend the ramp with stuff blocking your way. Also, there's a factor in 4 players maps that you'll get scouted at least 2nd time.. (it's 2/3 probability by the way) It's like saying "You can just stop bunker rush by going 9 pool.. bunker rush is a terrible build!" It's all situational. That's why it's called all-in. It's still a good build to do in low levels since it's easy to remember and do. lol I don't know why I have to defend his build so much.
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
Skyro
Profile Joined May 2010
United States1823 Posts
August 21 2010 07:58 GMT
#50
IMO this is pretty much an all-in build, so why not just proxy your gates? It increases the effectiveness of the build a ton, and there's really no way for them to stop your proxy gates from going up.

And while this build may seem to be more viable on 2-player maps, it is actually more effective on 4-player maps, particularly if you proxy. This is due to how you have to scout this build early, before you throw down your gas or core. On 2-player maps where your opponent scouts with his 9 pylon probe, they can easily spot the 2 early gates and just toss down another gate before gas, and at that point you're already fighting an uphill battle. But on 4-player maps due to them not knowing where you they may not be able to scout you before they have to commit to going standard gas into core and your chances of success increases.
AimlessKitty
Profile Joined October 2009
Canada54 Posts
August 21 2010 08:23 GMT
#51
On August 19 2010 18:08 Nihilnovi wrote:
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.


Just tried this as exactly your build - You're right on 10 supply-pylon ( as I already edited per many people's suggestions), but building pylon on 12 definitely delay your zealot. Even if you somehow magically does not delay your first zealot( maybe you have super probes in your arsenal or something), I would imagine it would delay the 2nd and 3rd zealot - which is key. If you think i'm wrong, please provide with a replay.
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
AimlessKitty
Profile Joined October 2009
Canada54 Posts
Last Edited: 2010-08-21 09:02:25
August 21 2010 08:29 GMT
#52
On August 21 2010 16:58 Skyro wrote:
IMO this is pretty much an all-in build, so why not just proxy your gates? It increases the effectiveness of the build a ton, and there's really no way for them to stop your proxy gates from going up.

And while this build may seem to be more viable on 2-player maps, it is actually more effective on 4-player maps, particularly if you proxy. This is due to how you have to scout this build early, before you throw down your gas or core. On 2-player maps where your opponent scouts with his 9 pylon probe, they can easily spot the 2 early gates and just toss down another gate before gas, and at that point you're already fighting an uphill battle. But on 4-player maps due to them not knowing where you they may not be able to scout you before they have to commit to going standard gas into core and your chances of success increases.


this build's definitely a lot better on 4 player maps, since even if you scout them last you'll know their position (which is enough for you) but if he scouts last and he was going for cyber core..
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
Flummie
Profile Joined August 2010
Netherlands417 Posts
August 22 2010 11:52 GMT
#53
http://rapidshare.com/files/414409729/1v1vsmerhlin_immortal.SC2Replay

I tried this build (10/10/10) against a diamond toss player with an immortal avatar and I cannot complain Also what I did was when he went for stalker to let 1 zlot chase the stalker while the others just go straight for his probes. noone can keep up with that I guess :D

Nice one and I will try it some more.
ผมพยายามหาคำตอบอยู่ตลอดเวลา
TDC
Profile Joined May 2010
United States197 Posts
August 22 2010 18:03 GMT
#54
i can see how this build can work really well. but i personally like going 2gates on 13 so that i can force my opponent to go 2 gate too, while keeping pressure and i tech if he puts down the second gateway. completely 4gate cheese proof, while being economic as well. note that if i go 2 gate, my opponent has to 2 gate as well to stay alive if both of our micro are pretty decent. my tech wouldn't be behind since i can decide when i stop producing zealots and tech, while he has to react to what i do. 2gate on 10 can be deadly because it comes out much faster than 13, but you are forced to end the game or do severe damage with the initial push because your economy is behind.
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
eecs4ever
Profile Joined July 2010
United States106 Posts
August 22 2010 19:34 GMT
#55
The other protoss if they scout this in time, they can wall off their choke completely (gateway, cybercore block) and chrono boost out stalkers from 2 gates. will this stop this build?
If you know the enemy and know yourself, you need not fear the result of a hundred battles. SO REMEMBER TO SCOUT ! -Sun Tzu
JeRLittlefielD
Profile Joined August 2010
United States6 Posts
August 22 2010 19:59 GMT
#56
this build gets owned by chrono'd stalkers and 2 gateway walloff of the choke. if i see someones saving his chronoboosts when i scout and see no gas you can bet your ass im walling off with 2 gateways and gonna own you.
Some people are just born human. The rest of us, we take a lifetime to get there.
Evante
Profile Joined August 2010
Singapore7 Posts
August 24 2010 15:23 GMT
#57
Lol i won a toss going for proxy 2gate on steppes of war.

how do i post replay?
" Rock is imbal, paper is fine" ~ Scissor
AimlessKitty
Profile Joined October 2009
Canada54 Posts
August 24 2010 15:48 GMT
#58
On August 25 2010 00:23 Evante wrote:
Lol i won a toss going for proxy 2gate on steppes of war.

how do i post replay?

go to www.star2.org, register, and upload. Copy and paste the embed code into comment.
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
AimlessKitty
Profile Joined October 2009
Canada54 Posts
August 24 2010 16:06 GMT
#59
On August 23 2010 04:34 eecs4ever wrote:
The other protoss if they scout this in time, they can wall off their choke completely (gateway, cybercore block) and chrono boost out stalkers from 2 gates. will this stop this build?

In my experience, "walling off choke completely" is not a solution for this build (although people keep telling me that.. I'm actually speaking from experience ) 3 zealots, no matter what the building is, can destroy buildings fairly quickly.

Now, asses this situation - you walled off your ramp with gate/core. The zealots are hacking away at the gateway, and your first stalker pops out. It takes 15 hits for a stalker to kill a zealot, and any competent protoss will pull back their zealot so they won't die. People act like protoss buildings are armor of god or something - and when even one is destroyed, you're down one gateway.

Following gate is the most reasonable solution (the one I'll accept) here. Stalkers aren't that effective against zealots in low numbers, and requires more micro than a zealot.
http://us.battle.net/sc2/en/profile/297598/1/AimlessKitty/
Immersion_
Profile Joined May 2010
United Kingdom794 Posts
August 24 2010 16:34 GMT
#60
I like to do a wall with Cyber/Gate/1 man corridor to pylon next to gate, I chrono first lot into the little corridor, followed by a stalker out behind. The first lot significantly delays ur building destruction 1on1ing the first lot, giving plenty of time for the stalker to blow shit up/get ur second units out
http://www.twitch.tv/sybar1te Sybarite#2581 - add me for Heroes games. .Play Hots and Overwatch currently. Feel free to add.
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