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On December 29 2010 00:17 WrathOfAiur wrote:People keep stating that you can fend this off with 3 gate robo and the use of forcefields. that's just not true. if you place a proxy pylon directly in front of the ramp, you can warp in zealots BEHIND the forcefield. if this is executed properly: how on earth should you defend this? here's a replay
If you're defending with 3 gate robo, you should be putting forcefields at the bottom of the ramp so they can't gain vision of the top of the ramp to warp in units up there. Otherwise, there's really no way to defend it when you have less units...
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On December 28 2010 16:40 quillian wrote: Hi, I was just trying this out in YABOT and I notice that when I chrono the first stalker, the gateway is idle for a while until the other 3 gateways drop. It seems like, from a purely optimal numbers side, you should chrono the second stalker instead.
Is the chrono stalker just to deny scouting, or am I doing it wrong and there shouldn't be a gap? You're not doing it wrong. The gateway is idle for a little bit. I used to chrono the second stalker for the same reason, but then I realized that the second stalker isn't going to be out in time for anything other than the warp gate attack even if you chrono it. So I decided to just throw the chrono on the first Stalker for faster defense and the chance to shoo away the probe.
On December 29 2010 00:17 WrathOfAiur wrote: People keep stating that you can fend this off with 3 gate robo and the use of forcefields. that's just not true. if you place a proxy pylon directly in front of the ramp, you can warp in zealots BEHIND the forcefield. if this is executed properly: how on earth should you defend this? Ah, yeah. NexGenius tried to do that as well. If you don't place it just right the pylon can get attacked from the high ground on certain maps though. However, I think if your build is timed just right he won't have enough Sentry energy to hold you off for any significant amount of time anyway. And if he doesn't FF every single one of the units out, your Stalkers get to shoot from the low ground. Then when you finally get up the ramp he has a bunch of no-DPS Sentries to defend.
I really think you have to put early pressure on this build or go eco 4-Gate to hold it off with any sort of advantage. I saw iNcontroL do an early pressure to Robo build, if your heart is really set on Robo. I'll try to find it.
Yeah here it is: iNcontroL vs Arcanne PvP on LT. The build is awkwardly timed, but you should get the general idea. I think the 3rd Zealot should have been a Stalker.
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On December 29 2010 01:32 Anihc wrote:Show nested quote +On December 29 2010 00:17 WrathOfAiur wrote:People keep stating that you can fend this off with 3 gate robo and the use of forcefields. that's just not true. if you place a proxy pylon directly in front of the ramp, you can warp in zealots BEHIND the forcefield. if this is executed properly: how on earth should you defend this? here's a replay If you're defending with 3 gate robo, you should be putting forcefields at the bottom of the ramp so they can't gain vision of the top of the ramp to warp in units up there. Otherwise, there's really no way to defend it when you have less units...
watch the replay.
you warp in units ON the ramp, but BEHIND the forcefield. you don't need vision of the highground for that.
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On December 29 2010 01:38 WrathOfAiur wrote:Show nested quote +On December 29 2010 01:32 Anihc wrote:On December 29 2010 00:17 WrathOfAiur wrote:People keep stating that you can fend this off with 3 gate robo and the use of forcefields. that's just not true. if you place a proxy pylon directly in front of the ramp, you can warp in zealots BEHIND the forcefield. if this is executed properly: how on earth should you defend this? here's a replay If you're defending with 3 gate robo, you should be putting forcefields at the bottom of the ramp so they can't gain vision of the top of the ramp to warp in units up there. Otherwise, there's really no way to defend it when you have less units... watch the replay. you warp in units ON the ramp, but BEHIND the forcefield. you don't need vision of the highground for that.
Yeah, this is a problem. It still blocks out melee units, but all the ranged units on the bottom can attack easily. Kind of negates the use of forcefields.
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I don't think 3gate robo can get out enough sentries to continously block the ramp anyways. And once you run out of forcefields it is gg because Sentries aren't particularly powerful in battle.
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On December 29 2010 01:56 ForTheDr3am wrote: I don't think 3gate robo can get out enough sentries to continously block the ramp anyways. And once you run out of forcefields it is gg because Sentries aren't particularly powerful in battle.
IIRC, 4 sentries can maintain constant forcefields. In truth, though, you probably need 5-6 because if you miss one of the forcefields you're going to have to F10 > N.
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Liquipedia (and I think day9 mentioned it once) says 6 sentries. I don't think Sentries are the correct answer to this 4gate. You will have to get up 4 gates yourself (or perfectly macro out of 3 gates) and survive long enough until his economy kicks him in his own butt.
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if you are doing a 2gate robo or 3 gate robo (2nd gas right after core) the only way to defend is to make sure 2 of your first 4 units are sentries (preferably 3rd and 4th) once your core is finished. you don't want them to have sight up your ramp if they have a pylon warping in so ff at the bottom.
keep pumping sentries as the energy on your existing ones dwindle. once I have 6 or 7 units and 2 ff's saved up, i like to let the guy get sight up the ramp. they will instantly warp in 4 zealots on the high ground, but don't worry. just ff the ramp once more, back your units off from stalker fire (you should be zealot light when doing this) and just kill the 4 zealots without letting the ff break.
this will put you quite a ways ahead. if you just perma ff the bottom of the ramp he will just retreat and expo or tech without having lost much of anything, and you won't have map control til you get some cols out
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Nice guide OP - definitely helps people practice their 4gate. The only time someone's K4WG'd me properly and I've beaten it was when I saw the 10gate and threw down a forge. Went 3gate forge, got 2 cannons in base near my mineral line (I simcity around my nexus in PvP) and combined with the 3 warpgates I held off the push, switched to a 4gate with +1 and powered through. Haven't tested this extensively, but I did have time to switch to it from my original plan of normal 4gate. Might be worth trying out a bit more thoroughly.
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