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[H] TvP Proxy gateway

Forum Index > StarCraft 2 Strategy
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Chabute
Profile Joined August 2010
Canada39 Posts
August 18 2010 07:19 GMT
#1
So I'm a 600 point diamond ... and I just got proxy gateway'd and... Almost? held it off...

Seriously though, what else could I have done? Should I start sending out my scout faster?

On a side note, I renamed the replay TvT by accident, ignore that.

here it is regardless:

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=140123
pyaar
Profile Blog Joined August 2010
United States423 Posts
August 18 2010 07:21 GMT
#2
Proxygate is pretty much GG if you don't scout it until the first few zealots are out. Just make sure you always check likely places for a proxy.
threehundred
Profile Joined July 2009
Canada911 Posts
August 18 2010 07:21 GMT
#3
is this where he builds 2 gates and gets a forge and starts cannoning? (i don't want to watch the replay)

on 2player maps try to plan your building placements for bunkers and cannon angles
KimTaeyeon MEDIC MU fighting! ^^;;
Chabute
Profile Joined August 2010
Canada39 Posts
August 18 2010 07:24 GMT
#4
I was kind of side tracked irl this game and didn't even see the probe walk past my wall either. /wrist

Oh well. That... Really sucked though.
Moja
Profile Joined July 2010
United States313 Posts
August 18 2010 07:28 GMT
#5
Check out the single player "rush defense" challenge to practice against this.
The key is good sim-city and building bunkers
Hezistance
Profile Joined July 2010
Lebanon12 Posts
August 18 2010 08:25 GMT
#6
Can you post somewhere that dosen't need registration?
"We gotta stop 'em! They're gonna kill us all!!" - Starcraft 2 legend IdrA
Chabute
Profile Joined August 2010
Canada39 Posts
August 18 2010 08:27 GMT
#7
@Moja, I got gold on Rush Defense on my first try. :S
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
Last Edited: 2010-08-18 08:53:16
August 18 2010 08:43 GMT
#8
Sorry if I'm hijacking, but I think it's strange, I've heard such conflicting advice on how to deal with proxy gateways and I can't work out what works best. I'm gonna list some possible reactions to it and it would be awesome to know what people think is the best thing to do because I have the same problems as the OP:

. defensive bunkers with marines
. offensive bunker with marines to kill the pylon/gateway
. pull probes to kill pylon
. pull probes to kill gateway
. rush to reapers if you play T and kite zealots or base race

I'll be honest, I have problems with proxy gateways even when I immediately scout it. I've tried all of these tactics with pretty much equal success. Is there a strategy that's proven to be the best?

...as for advise, it would seem to me that if you're going to make bunkers and use them defensively, you want to them to cover your workers. I think you could have survived it perhaps if you had done this.
"Crom laughs at your four winds!"
Wild Karrde
Profile Joined April 2010
United States12 Posts
August 18 2010 14:46 GMT
#9
Here's proxy 2 gate replay:

[image loading]

Even IF I had scouted the pylon earlier, I would not have gotten a marine out any faster because of chronoboost, so defending this successfully is not a matter of earlier scouting in my opinion.

In future cases against Protoss, I'm going to wall off with a second depot (or bunker if I've seen the pylon) before the Barracks finishes. Then, more importantly, I'll pull SCVs off the line to repair. Unless you repair, you're still screwed. With marines behind the wall and SCVs repairing, you should be able to hold off a large amount of zealots. Hopefully long enough for you to get a factory and hellions.

Those are my thoughts anyway.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
August 18 2010 14:52 GMT
#10
Depends on the rush distance of the map, but 9/10 times your SCV building the depot/barracks at your ramp will spot the probe coming into your base. At that point, toss down a rax immediately if you haven't yet, pull 4 SCVs to kill the Pylon, build a Bunker as soon as the rax finishes (right next to your CC) and pump marines into it. If you can get a tech lab down for reapers or Marauders, it's over.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
August 18 2010 14:56 GMT
#11
On August 18 2010 23:52 deth2munkies wrote:
Depends on the rush distance of the map, but 9/10 times your SCV building the depot/barracks at your ramp will spot the probe coming into your base. At that point, toss down a rax immediately if you haven't yet, pull 4 SCVs to kill the Pylon, build a Bunker as soon as the rax finishes (right next to your CC) and pump marines into it. If you can get a tech lab down for reapers or Marauders, it's over.


This except dont attack the pylon since he can just build more of them. If anything you should attack the gateway.

I preffer to get 2 marines in a bunker and then go tech lab for reapers.
astroboy
Profile Joined May 2010
Australia18 Posts
August 18 2010 15:03 GMT
#12
I'm a 500 daimond and I have not been double gateway proxy'd more than in the last 2 days. I'm pretty sure I've counted like.. 5 times in the last 2 days. I consider my scout pretty early. My standard is just:
10 supply
12 rax
13 gas.
you know the rest, but I scout when my supply is 50%. I usually notice a probe walk in my base.. but not scout, just run to the corner. At that point in time, im just praying he isnt about to cheese me. But obviously he does. I quickly run an scv over and see the pylon outside the cliff and 2 gateways being warped in. I instantly pull 6/7 scvs to kill the initial pylon and build a bunker between my cc and the gateways. Try and get the bunker in range of the gateways. If you can.. float or build a rax directly next to the bunker. So you can insta rally the rines inside. make sure you kill that little shit of a probe. HES YOUR WORST ENEMY. I went into freak out mode once and forgot about it.. and he just warped in 3 pylons ... sad

Anyways.. defending this is pretty tough.. it requires you to constantly deploy the bunker and micro your rines efficiently. you need to kill the zealots asap. if he builds up too many that bunker will go down and gg.

Another case is that he'll also build cannons. so if youre going to get some production buildings.. make them away from the proxy.
I can only defend this maybe.. 30-50% of the time. So I would like to hear how others defend this as well.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
Last Edited: 2010-08-18 15:10:12
August 18 2010 15:06 GMT
#13
I scout my base on 10 and if I see proxy i put 2nd rax down too and a bunker infront.

That said, the toss just gets zealots and kamikaze in my mineral line. Marines needs way too many shots to kill them before another comes. They just send on workers all the time. If I micro away I get no mineral income, if I dont they die.



EDIT: is it really worth to pull of SCVs to pill pylon? he'll just build like 2 new the second he sees your killing it...
England will fight to the last American
Terranist
Profile Blog Joined March 2009
United States2496 Posts
August 18 2010 15:34 GMT
#14
On August 19 2010 00:06 KaiserJohan wrote:
EDIT: is it really worth to pull of SCVs to pill pylon? he'll just build like 2 new the second he sees your killing it...


only if you manage to trap his probe and kill it early on, otherwise killing off one of the gates is a much better option
The Show of a Lifetime
Prisom
Profile Joined April 2010
United States83 Posts
August 24 2010 20:53 GMT
#15
TLDR: Safest BO is probably 8-10 rax reaper rush followed up by marauders to roll over the inevitable stalker army which will be countering your reaper(s). Dont make more than 2-3 reapers though unless hes trying to counter your reapers with zlots like a moron.

Yeah, i haven't had any success against this all in/cheese either with my conventional BOs. I have lost 1 game so far (in about 10 games) since I started playing SC2 again after the beta and this was it. I was in the top ~20 of my diamond division when i was playing before.

Basically the only real option i see to beating this is to 8-10 rax reaper rush every TvP on 1v1 maps. You dont even get your first marine by the time they have 2 zlots and if you pull scvs to attack the pylon/gateway then your econ completely dies and you might not even kill it before he gets 2 zlots up and starts shredding scvs left and right. Most good toss will send up a probe really early if they plan on cheesing so even if you watch your entrance where you put up your 1st depot you aren't necessarily going to see the probe come in.

In my match where i got proxied I built a bunker and had SCVs repairing it next to my CC and used 4-5 scvs to act as meat shields while i kited the zlots with my marines but eventually they just massed up and killed the bunker and it was gg. I couldnt even get my scvs in to repair the bunker because it was surrounded. Even worse, he built the proxied buildings behind the brush near your back door's destructible rocks so i couldnt even shoot his buildings without actually standing next to them and getting mauled by zlots.

So yeah, in conclusion I will be be doing a 8-10 rax reaper rush followed up by marauders vs all my toss opponents on 1v1 maps. No matter what it will kill a couple of scvs and force them to respond giving you the opportunity to run over their stalkers with marauders for the gg or at least lead to a safer transition into standard play.
Better to light a candle than curse the darkness.
Prisom
Profile Joined April 2010
United States83 Posts
August 24 2010 21:03 GMT
#16
imo this BO for toss is pretty imba being that for the toss to execute this properly all they have to do is A-move zlots while the terran has to completely change their BO and micro like mad while keeping up with production. Blizz just wont "fix" it because at higher elo's where pros and shit have 200+ apm they can just out micro all the zlots and its not an issue.
Better to light a candle than curse the darkness.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
August 24 2010 21:10 GMT
#17
guess what it's not just hard for terran to deal with, it's hard as shit for protoss to deal with too

i think the reason that cheese is so strong in sc2 is the whole "6 starting workers" thing
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
Last Edited: 2010-08-26 21:31:47
August 26 2010 21:28 GMT
#18
I held off exactly this rush today with 2 bunkers covering my scvs and microing in and out of them. I'm sure someone with more than 60 average apm could have trounced it with just one bunker. As soon as I could I got some marauders with slow and knocked the gates over.

One other thing that helped me was using Nada's depot placement, right in front of the gas where it can be raised to create a really tight choke.

Edit: I thought today was the 25th :/
4Servy
Profile Joined August 2008
Netherlands1542 Posts
Last Edited: 2010-08-26 21:35:09
August 26 2010 21:33 GMT
#19
Cancel your orbital command and get a 2th rax, if you scout early cancel the gas aswell. Then place a bunker in the way to the gates that semi protects your mineral line aswell and start microing 2 rax marine vs 2 gate zealot with the bunker to micro to. Dont start killing pylons as its a waste of time probe remakes new ones and you wont kill them all before the zealot comes out or you marine kills the probe. The protoss cant kill any marines so he will suicide on the scv, make sure you micro these properly by pulling them to the bunker while your marines kill the zealot. The early part is the hard part once you got like 6+ marines from 2 rax no zealot will be able to kill scv with decent control.
oxxo
Profile Joined February 2010
988 Posts
August 26 2010 21:35 GMT
#20
On August 25 2010 06:10 travis wrote:
guess what it's not just hard for terran to deal with, it's hard as shit for protoss to deal with too

i think the reason that cheese is so strong in sc2 is the whole "6 starting workers" thing


The 6 workers changes nothing. The problem is the incredibly tiny maps.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-08-26 21:41:27
August 26 2010 21:40 GMT
#21
On August 27 2010 06:35 oxxo wrote:
Show nested quote +
On August 25 2010 06:10 travis wrote:
guess what it's not just hard for terran to deal with, it's hard as shit for protoss to deal with too

i think the reason that cheese is so strong in sc2 is the whole "6 starting workers" thing


The 6 workers changes nothing. The problem is the incredibly tiny maps.

Not to mention, the abuse of pylons on low ground on long distance maps such as Desert Oasis, Xel'naga Caverns and (formerly) Scrap Station (before they added the rocks at the natural it was wayy faster to get over there and able to 8/8gate or 9/9 gate in base)
drewcifer
Profile Joined June 2010
United States192 Posts
August 26 2010 21:49 GMT
#22
On August 18 2010 23:46 Wild Karrde wrote:
Here's proxy 2 gate replay:

[image loading]

Even IF I had scouted the pylon earlier, I would not have gotten a marine out any faster because of chronoboost, so defending this successfully is not a matter of earlier scouting in my opinion.

In future cases against Protoss, I'm going to wall off with a second depot (or bunker if I've seen the pylon) before the Barracks finishes. Then, more importantly, I'll pull SCVs off the line to repair. Unless you repair, you're still screwed. With marines behind the wall and SCVs repairing, you should be able to hold off a large amount of zealots. Hopefully long enough for you to get a factory and hellions.

Those are my thoughts anyway.



just watched the replay. yea you scouted entirely too late, this game is a reason why you scout before you barracks is completed. I'm sorta confused though because you noted that if you scouted faster you could have walled off or built a bunker yet you say it's not a matter of scouting early waah?
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Xingke
Profile Joined August 2005
United States78 Posts
August 26 2010 21:52 GMT
#23
If you plan to wall off, scout your base before building your barracks. Don't build it @ your choke if they are proxying in your base. Instead put it close to your main and build a bunker as well the instant it finishes. You need to get your marines into the bunker asap and protect your scvs. when the Zealots run away unload bunker and chase and do damage. Run back to bunker as they chase you. They are the same speed so they will never catch you unless you mess up. Just keep pumping marines and doing this and you will eventually hold it off and put them in a bad position.
Alexstrasas
Profile Joined August 2010
302 Posts
August 27 2010 01:21 GMT
#24
This is the reason why you dont wall off against protoss
DarkwindHK
Profile Blog Joined April 2010
Hong Kong343 Posts
August 27 2010 08:25 GMT
#25
Proxy gate against a Terran is almost a suicide.... did you forget that your base can fly?
I cannot see how you can lose to a proxy gate as Terran.

Just use all your SCV and your 1~4 marines and go to protoss base, fly your own base. Make a bunker, free win. Block their own ramp with your base and your barracks, there is no way protoss can win this.

I even make a youtube video on this, but it is not in English.

If you are interested: search darkrage585 in youtube. It is the "Final Round 2..." video I uploaded.



Dont be too humble, you are not that great.
Senorcuidado
Profile Joined May 2010
United States700 Posts
August 27 2010 08:43 GMT
#26
It is pretty easy to beat a 2 gate proxy in your base. I don't wall off against Protoss anymore and a good simcity with a bunker stops the zealots from touching any workers. The micro isn't that intensive, I'm around 100 apm and i have a pretty easy time dancing around the zealots. Just scout early enough, check your corners, and if you don't see anything in his base he has a proxy somewhere.
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
August 27 2010 09:10 GMT
#27
If he proxies inside your base and you really didn't see it at all, lift your base, fly it to your natural and use your wall-in to box him in. Also send some units to his base to start killing of workers (1 scv for a bunker next to nexus, 1 marine).

If you get your first marine at about the same time his zealot gets to your mineral line, you better have a bunker there. Don't try to rush into killing this, time is on your side. Be content with defending for the time being.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
August 27 2010 09:23 GMT
#28
Here is a succesful defense (by above mentioned korean caster), however the Terran cheesed a bit too with his proxy rax that enabled him to keep up marine production while bunker rushing the naked Protoss.

❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2010-08-27 10:40:47
August 27 2010 09:53 GMT
#29
You reacted pretty good, you just need to improve your micro a bit. Seeing as you were walled off and your CC wasn't morphed yet you could've loaded 5 of your SCV's in it and floated it into your expansion. Zealots don't hit air and they couldn't get out besides right through the wall of rax and bunkers which would've been easily repairable. Next time you spot an inbase proxy, immediately do this and counter his empty base
I think esports is pretty nice.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 27 2010 10:39 GMT
#30
IMHO the key to defending inbase proxy gates is to immediatelly respond by placing a second rax and 1-2 bunkers.

2nd rax is to keep production steady. If you see his warpgate when it is 60% or less done, place down a bunker in short distance to the gate and the second bunker close to your CC. If you had already guys in gas, pull them off after you have harvested 75 gas (tech lab + reaper). Use your marines outside of the bunker and use the bunkers to retreat to as a safe spot. Wounded marines stay in the bunker. If you have some breathing room, put down techlab and go for a reaper. Put guys back in gas. As soon as you have the spare mins you can also use your scouting SCV to place a 3rd rax into HIS base and return the favor. Be sure to mass up 4-5 marines before you attack.
Meta
Profile Blog Joined June 2003
United States6225 Posts
August 27 2010 18:02 GMT
#31
Proxy gates require early scouting. If you scout a gateway right as it goes up, pulling 4 scvs to kill it will do the job before the first zealot is out. If you scout it later, you need more scvs.
good vibes only
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