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Active: 638 users

PvP , why 4gate is unstopable ?

Forum Index > StarCraft 2 Strategy
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Crappy
Profile Joined July 2010
France224 Posts
Last Edited: 2011-01-16 23:09:43
January 16 2011 14:04 GMT
#1
Hey dear TL's viewer,

I'm a protoss player around 2 700 master league, i noticed it since few month, i thought i will be patched in patch 1.2, but it is still working.

It is a glitch used to nulify the entry blocking forcefield, which is needed to survive 4gate with a 3gate robo or any sentry build.

DEMONSTRATION :
[image loading]
A well placed forcefield block the vision of the zealot up-cliff, blocking the unit warping, up the ramp, COOL we can defend the 4gate with sentry !


HAHA ! BIG MISTAKE ! ( see spoiler )
+ Show Spoiler +
[image loading]
With a well placed pylon, you can warp RIGHT up to the force field, on the ramp.
no problem ?


[image loading]
The warped zealot on the ramp give vision up-cliff, 3 others zealots are comming ! hehe !

Here you are, sentry don't block the violent 4stalker 4zealot push ( a variation of the 4gate ).
Actually, the only way to counter a 4gate is to 4gate too.


Why it piss me off ? I hate 4gate.

PATCH IT BLIZZARD, THANKS BY ADVANCE.
bennyaus
Profile Blog Joined October 2010
Australia1833 Posts
January 16 2011 14:08 GMT
#2
The only fix I see is countering 4gate with mass sentry and then preventing warp-in on ramps. Perhaps if they made this fix it would be a little more reasonable. Stopping 4-gate as the other 2 races is no huge concern for balance, as long as you do adequate scouting.
I play Random - HuK, DRG + Liquid fan
nekuodah
Profile Joined August 2010
England2409 Posts
January 16 2011 14:09 GMT
#3
Wasnt there a post about this a bit ago? but anyway there wasnt any pictures of an example of this in that thread i dont think, but yes i completely agree its similar to the whole blinking past rocks with a bit of vision you shouldnt have and should definatly be fixed/removed (if its intentional).
NonY
Profile Blog Joined June 2007
8748 Posts
January 16 2011 14:10 GMT
#4
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
Last Edited: 2011-01-16 14:11:59
January 16 2011 14:10 GMT
#5
surely you should be putting your FF on the ramp, not below it. your enemy has vision of the ramp, which means they can warp in on it. if you FF on the ramp they cannot warp in since the FF takes up the space. That way they have to get a zealot up the ramp first before they can warp in above the FF.
When there is nothing left to lose but your dignity, it is already gone.
Leviance
Profile Joined November 2009
Germany4079 Posts
January 16 2011 14:11 GMT
#6
Watch White-Ra vs Naniwa game 2 Homestory Cup 2 to see how to defend
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
AdrenalGBR
Profile Joined June 2010
United Kingdom182 Posts
January 16 2011 14:11 GMT
#7
Yep, this has been around for quite some time and I'm sure there have probably been threads on it but people still don't seem to understand how it works (I had to explain it to some guy in a ladder game yesterday).

4-gate can still be defended by other builds in certain situations (cf. forelmashi beating MaNa, TLOpen #8) like if they try and surprise you with it after using all their chronos and not cutting Probes at 16. MaNa also had trouble against ZeeRaX in a recent tournament although he ended up winning that game in pretty incredible fashion.
69% mass arena // Constructed: Dec R5 / Jan Legend #144
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-01-16 14:13:57
January 16 2011 14:11 GMT
#8
HomeStoryCup Spoiler

+ Show Spoiler +
White-ra just minutes ago showed a steller defense against this type of 4-gate, it was by no means easy though, but if you want some tips to defend with mass sentry then check out game2 Nani vs White-Ra

The key is to defend against the zealot until you have enough units so that you can let them up the cliff, cut it in half and fight with minimal losses
Tone_
Profile Joined May 2009
United Kingdom554 Posts
January 16 2011 14:12 GMT
#9
Gtfo with "I hate 4gate" thread. If it's legitimately a new unposted bug then make a thread around that. No one cares about you making a thread based on your opinions on one build.
Hasta La Victoria Siempre | 톤
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
January 16 2011 14:13 GMT
#10
4 gate is pretty fun and rewards micro.
It is stoppable by splitting up the army with a forcefield, but it is tough yeah.
sharky246
Profile Blog Joined November 2010
1197 Posts
January 16 2011 14:14 GMT
#11
You could use 2 forcefields to take up the whole space of the ramp, so that he cannot warp in units there or just do a 4 gate yourself as well.
On January 03 2011 13:14 IdrA wrote: being high on the ladder doesnt get you any closer to your goal. Avoiding practice to protect your rating is absurd. If you want to be good go play 40 games a day and stop thinking about becoming a pro.
Jochan
Profile Blog Joined July 2010
Poland1730 Posts
January 16 2011 14:14 GMT
#12
Just tune in to WhiteRa vs Naniwa right now in homestory cup. Nani just did 4gate push with just that pylon placement and warping in. WhiteRa defended it with lots of FF and some Stalkers/Zealots. I think he had 3 gates, but don't quote me on that.
"(...)all in the game, yo. All in the game"
SamGamgee
Profile Joined December 2010
79 Posts
January 16 2011 14:14 GMT
#13
On January 16 2011 23:13 Anomandaris wrote:
4 gate is pretty fun and rewards micro.


rofl what?
sharky246
Profile Blog Joined November 2010
1197 Posts
Last Edited: 2011-01-16 14:16:23
January 16 2011 14:15 GMT
#14
On January 16 2011 23:13 Anomandaris wrote:
4 gate is pretty fun and rewards micro.

Did you by any chance, 4 gate your way into diamond?
Or did i miss the sarcasm?
On January 03 2011 13:14 IdrA wrote: being high on the ladder doesnt get you any closer to your goal. Avoiding practice to protect your rating is absurd. If you want to be good go play 40 games a day and stop thinking about becoming a pro.
ProbeEtPylon
Profile Joined October 2010
168 Posts
January 16 2011 14:17 GMT
#15
On January 16 2011 23:12 Tone_ wrote:
Gtfo with "I hate 4gate" thread. If it's legitimately a new unposted bug then make a thread around that. No one cares about you making a thread based on your opinions on one build.

And nobody cares about you commentating on his opinions... :-)
beer
shawty
Profile Joined June 2010
United Kingdom294 Posts
January 16 2011 14:19 GMT
#16
On January 16 2011 23:15 frodoguy wrote:
Show nested quote +
On January 16 2011 23:13 Anomandaris wrote:
4 gate is pretty fun and rewards micro.

Did you by any chance, 4 gate your way into diamond?
Or did i miss the sarcasm?


no, you just missed the troll...
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
January 16 2011 14:22 GMT
#17
well 4gate isn't really unstoppable unless you:
1) don't have enough units
2) try to rush for some high tech
or
3) you fast expanded
If none of this happens really the pylon warp-in thing really doesn't matter
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
Last Edited: 2011-01-16 14:24:15
January 16 2011 14:23 GMT
#18
Just watch White-ra defend a very strong 4gate from Naniwa on TaKeSeN's channel. White-ra was holding off with forcefields while Naniwa was using exactly the tactic you claim breaks the game.

I'm not saying 4gate should be as strong as it is in PVP, but why don't you work on your builds and your micro rather than waiting for blizzard to tailor the game to your style.

Ninja'd by Domk
Eviltoast
Profile Joined January 2011
Australia166 Posts
January 16 2011 14:24 GMT
#19
On January 16 2011 23:22 TemplarCo. wrote:
well 4gate isn't really unstoppable unless you:
1) don't have enough units
2) try to rush for some high tech
or
3) you fast expanded
If none of this happens really the pylon warp-in thing really doesn't matter


what build do you use then that fits these criteria?
it's copacetic... ¯\_(ツ)_/¯
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
January 16 2011 14:30 GMT
#20
On January 16 2011 23:14 SamGamgee wrote:
Show nested quote +
On January 16 2011 23:13 Anomandaris wrote:
4 gate is pretty fun and rewards micro.


rofl what?

No seriously, 4 gate in PvP is pretty fun, and rewards good play (micro+multitask+chrono). I dont get why 4 gate in PvP can't be fun.
On the contrary, stupid cannon rushes take no skill and are cheesy as hell.
Ingruz
Profile Joined May 2010
Italy380 Posts
January 16 2011 14:32 GMT
#21
On January 16 2011 23:11 Leviance wrote:
Watch White-Ra vs Naniwa game 2 Homestory Cup 2 to see how to defend


link?
My life for Aiur!
413X
Profile Joined April 2010
Sweden203 Posts
January 16 2011 14:33 GMT
#22
Why the hell are people defending this by saying "learn to counter 4gate"? Forcefielding the lower side of the ramp IS the damn counter. If you manage to get that pylon up when just before your warp gates finnish and you don't have 4 gate yourself, u have lost. If you say anything otherwise, it's the 4gater himselfs fault in some way.
The pro noob
idonthinksobro
Profile Joined December 2010
3138 Posts
January 16 2011 14:34 GMT
#23
the reason why you think a 4gate is unstoppable in PvP is simply because you get too many sentries. Many Protoss player get like 6-8 sentrys to have enough mins for an expansion even after they know that they are getting allined they still get like 6-8 sentries and 0zlots 0 stalker and wonder why they dont stand a chance with their 300 mins stockpiled. Get like 1-2 sentrys and some fighting units and you will be able to defend with almost any build 3gate robo/2 gate robo/4gate/ 3gate/exe everything.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2011-01-16 14:57:53
January 16 2011 14:35 GMT
#24
The other day, on Response's stream, he and his buddy were practicing how to defend 4 gate on that particular map (Xel'Naga).

I could not watch all the practice, but up til where I was watching, Response had found that you can stop 4 gate with 3 gate pumping out sentries and double force-fielding the ramp verically in a way that you cant get vision of the high ground.

Hopefully Response could come here and enlighten us

Edit: like this
[image loading]
"When the geyser died, a probe came out" - SirJolt
MindRush
Profile Joined April 2010
Romania916 Posts
Last Edited: 2011-01-16 14:39:53
January 16 2011 14:38 GMT
#25
just 3 question for you, mister Crappy (the OP)

- Are you the kind of toss who always goes 2/3 gate robo then observer for scouting?
- Are you the kind of player who never attempts to scout unless with 1st scouting probe? (and the only reason he does that is cause he has seen people do this on husky's channel)
- Are you the kind of player who stays with his army in his base and low apm and waits for that damn observer to see what his opponent is doing, and when he scouts the shit, he can't fix it?

If you are one of this things, but SCOUTMORE, for only 22.99APM. SCOUTMORE is a revolutionary product used by progamers, league winners and amateurs alike. Tests show that the proper use of SCOUTMORE benefits agains cheeses, rushes, hidden expos and even map control issues. So why wait? Buy SCOUTMORE today and get free Xel'Naga vision and map information.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
REM.ca
Profile Joined July 2010
Canada354 Posts
January 16 2011 14:39 GMT
#26
I don't understand what you want patched. I don't see the bug here. Doesn't this work as intended?

I hope you're not proposing that gaining vision of high ground once 3/4 up the ramp needs to be patched.
I have a palm permanently stuck to my face yo.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 16 2011 14:39 GMT
#27
This trick is ages old.

Sure it is easy for P to force themselves onto a ramp through a forcefield. Besides this trick there is also the hallucinated colossus (tramples the forcefields) and the blink stalker rush.
This doesn't mean the forcefield isn't effective.... THe FF still cuts the army in half AND forces the attacking player to warp right in front of the defender's units (which can be easily picked off).

The key to defending a 4 gate is just to not make too many sentries (just 1 or 2) and have some ranged units with that. There are still tons of strats that defend a 4 gate easily (2 / 3 gate robo or dt tech for example).

If there is any problem with a 4 gate it's not the power of the 4 gate but how hard it is to scout imo. For example a FE and 4 gate build have the same build up to the point of the expo really, so if you defend with a 3 gate robo build you still lose to a FE build. DT build is good vs both but then again loses to a robo build and needs to be committed too very early.
413X
Profile Joined April 2010
Sweden203 Posts
January 16 2011 14:41 GMT
#28
On January 16 2011 23:39 Markwerf wrote:
This trick is ages old.

Sure it is easy for P to force themselves onto a ramp through a forcefield. Besides this trick there is also the hallucinated colossus (tramples the forcefields) and the blink stalker rush.
This doesn't mean the forcefield isn't effective.... THe FF still cuts the army in half AND forces the attacking player to warp right in front of the defender's units (which can be easily picked off).

The key to defending a 4 gate is just to not make too many sentries (just 1 or 2) and have some ranged units with that. There are still tons of strats that defend a 4 gate easily (2 / 3 gate robo or dt tech for example).

If there is any problem with a 4 gate it's not the power of the 4 gate but how hard it is to scout imo. For example a FE and 4 gate build have the same build up to the point of the expo really, so if you defend with a 3 gate robo build you still lose to a FE build. DT build is good vs both but then again loses to a robo build and needs to be committed too very early.


Hallucinated colossus does NOT take away forcefields...
The pro noob
PatouPower
Profile Joined September 2010
Canada1119 Posts
January 16 2011 14:45 GMT
#29
what if the force field is placed at the very TOP of the ramp, with the sentries right next to it, so there is not enough vision/place to warp in ANY units? Please, try this (I can help too if anyone wants to do this) and post pictures. Then, and then only I will say 4gates is broken, because even if you have the vision up-ramp, there is not enough place to warp in (sentries/zealots/stalkers taking too much space).

Or, you can do something safer, like double force fielding the ramp, so there is not enough place to warp-in either. I am pretty sure you haven't tried everything mentionned above before posting this, or if you have, please, can you post the screeshot of it failing? Thank you.

/pissed mode off

P.S.: I wrote this in a pissed off mode because I am tired of people asking blizzard to nerf everything while they haven't tried everything themselves to solve the problem. The beginnings of BW wasn't perfect either, but people tried and found ways around to counter things like that. They didn't rely on a patch to solve everything...
Crappy
Profile Joined July 2010
France224 Posts
January 16 2011 14:48 GMT
#30
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.
If you can give me some replays, i'll love you forever ♥

On January 16 2011 23:10 emythrel wrote:
surely you should be putting your FF on the ramp, not below it. your enemy has vision of the ramp, which means they can warp in on it. if you FF on the ramp they cannot warp in since the FF takes up the space. That way they have to get a zealot up the ramp first before they can warp in above the FF.
this is the only place to block of the zealot up-cliff. the bug is that with 1 forcefield, you can :
- OR block the zealot sentry.
- OR block the warping on-ramp.


On January 16 2011 23:11 AdrenalGBR wrote:
Yep, this has been around for quite some time and I'm sure there have probably been threads on it but people still don't seem to understand how it works (I had to explain it to some guy in a ladder game yesterday).

4-gate can still be defended by other builds in certain situations (cf. forelmashi beating MaNa, TLOpen #8) like if they try and surprise you with it after using all their chronos and not cutting Probes at 16. MaNa also had trouble against ZeeRaX in a recent tournament although he ended up winning that game in pretty incredible fashion.
That's why i made this thread.


No seriously, 4 gate in PvP is pretty fun, and rewards good play (micro+multitask+chrono). I dont get why 4 gate in PvP can't be fun.
On the contrary, stupid cannon rushes take no skill and are cheesy as hell.
I hope you are not serious.


On January 16 2011 23:33 413X wrote:
Why the hell are people defending this by saying "learn to counter 4gate"? Forcefielding the lower side of the ramp IS the damn counter. If you manage to get that pylon up when just before your warp gates finnish and you don't have 4 gate yourself, u have lost. If you say anything otherwise, it's the 4gater himselfs fault in some way.
4gate non-haters need to re-read that.


On January 16 2011 23:38 MindRush wrote:
just 3 question for you, mister Crappy (the OP)

- Are you the kind of toss who always goes 2/3 gate robo then observer for scouting?
- Are you the kind of player who never attempts to scout unless with 1st scouting probe? (and the only reason he does that is cause he has seen people do this on husky's channel)
- Are you the kind of player who stays with his army in his base and low apm and waits for that damn observer to see what his opponent is doing, and when he scouts the shit, he can't fix it?

If you are one of this things, but SCOUTMORE, for only 22.99APM. SCOUTMORE is a revolutionary product used by progamers, league winners and amateurs alike. Tests show that the proper use of SCOUTMORE benefits agains cheeses, rushes, hidden expos and even map control issues. So why wait? Buy SCOUTMORE today and get free Xel'Naga vision and map information.
- nope
- nope
- nope
dartoo
Profile Joined May 2010
India2889 Posts
January 16 2011 14:49 GMT
#31
A very similar 4 gate was defended a few minutes ago on the homestory cup, was quite amazing to watch.

But at the same time it seemed like that type of defence would take amazing skill and precise forcefielids to do it, dont think it can be done by everyone.
Crappy
Profile Joined July 2010
France224 Posts
January 16 2011 14:51 GMT
#32
On January 16 2011 23:39 REM.ca wrote:
I don't understand what you want patched. I don't see the bug here. Doesn't this work as intended?

I hope you're not proposing that gaining vision of high ground once 3/4 up the ramp needs to be patched.

Hum , how about click "show spoiler" ?
Gemini_19
Profile Joined June 2010
United States1238 Posts
January 16 2011 14:52 GMT
#33
On January 16 2011 23:24 Eviltoast wrote:
Show nested quote +
On January 16 2011 23:22 TemplarCo. wrote:
well 4gate isn't really unstoppable unless you:
1) don't have enough units
2) try to rush for some high tech
or
3) you fast expanded
If none of this happens really the pylon warp-in thing really doesn't matter


what build do you use then that fits these criteria?


A 4gate -___-
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Dingotrold
Profile Joined July 2010
Denmark622 Posts
January 16 2011 14:54 GMT
#34
White-RA saw this thread and + Show Spoiler +
steamlol'ed naniwa along with your logic...
Soft is the blade that is the heart || 万歳!
Crappy
Profile Joined July 2010
France224 Posts
January 16 2011 14:55 GMT
#35
On January 16 2011 23:54 Dingotrold wrote:
White-RA saw this thread and + Show Spoiler +
steamlol'ed naniwa along with your logic...

link ?
Dingotrold
Profile Joined July 2010
Denmark622 Posts
January 16 2011 14:58 GMT
#36
http://www.readmore.de/index.php?cont=matches&id=32548

Delta Quadrant
Soft is the blade that is the heart || 万歳!
NearPerfection
Profile Joined October 2010
232 Posts
January 16 2011 14:59 GMT
#37
This isn't a bug so its never going to be patched people found this out ages ago and adapted their build orders, maybe instead of complaining about something thats obviously not an imbalance or bug you should learn what build orders beat 4 gate and simply get a slight edge.
Doso
Profile Joined March 2008
Germany769 Posts
January 16 2011 15:06 GMT
#38
You are right, PvP is clearly imbalanced now. Blizzard should fix this asap...

...

.. oh wait.
vyyye
Profile Joined July 2010
Sweden3917 Posts
Last Edited: 2011-01-16 15:06:46
January 16 2011 15:06 GMT
#39
Edit: Homestory Cup Whitera Nani spoiler
+ Show Spoiler +

Stop using WhiteRa v. Nani as an example of how to defend 4gate, that was extremely impressive but it was clutch. Nani could have won that game just as well. Random diamond (or ML I suppose) trying to mimic WhiteRa could very well just die attempting it.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-01-16 15:08:26
January 16 2011 15:07 GMT
#40
I agree with the sentiment that they need to do something about 4gate, just because of how often the build is used and how successful it actually it s..
Crappy
Profile Joined July 2010
France224 Posts
January 16 2011 15:07 GMT
#41
On January 16 2011 23:58 Dingotrold wrote:
http://www.readmore.de/index.php?cont=matches&id=32548

Delta Quadrant

White ra made a 4gate...
REM.ca
Profile Joined July 2010
Canada354 Posts
January 16 2011 15:11 GMT
#42
On January 16 2011 23:51 Crappy wrote:
Show nested quote +
On January 16 2011 23:39 REM.ca wrote:
I don't understand what you want patched. I don't see the bug here. Doesn't this work as intended?

I hope you're not proposing that gaining vision of high ground once 3/4 up the ramp needs to be patched.

Hum , how about click "show spoiler" ?


I obviously did.

There is no bug there.
I have a palm permanently stuck to my face yo.
PaPoolee
Profile Blog Joined August 2010
United Arab Emirates660 Posts
January 16 2011 15:13 GMT
#43
It's definitely not unstoppable, you probably think it is unstoppable because you didn't have enough units, take advantage of the fact that he uses chronoboost on cybernitcs and that he places his other 3 gates late, and chrono boost units out of your multiple gates! I've stopped it multiple times with two gate robo builds and three gate robo/stargate! 2500~ masters here x.x.

But it is actually very annoying and very powerful and blizzard should make a change >_>.
mrblue182
Profile Joined April 2010
United States151 Posts
January 16 2011 15:16 GMT
#44
In the latest GSL NSPGenius used a forcefield closer to the top of the ramp that completely blocked vision and stopped stalkers from blinking up.
Competent
Profile Joined April 2010
United States406 Posts
January 16 2011 15:17 GMT
#45
Don't you hate when OPs lie about their rating/league.

4gate is stoppable, there isn't room for argument here, 2 gate robo, simple as that.
Nurrrhhh, I'm gonna be A+ by Wendsday! -Day[9] "I'm going to spread out my lings so it looks like there is more. Lots of animals do that." -CatZ
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
January 16 2011 15:32 GMT
#46
So many bitter 4 gaters here lol

Yeah, NSPGenius used some nice forcefields to block Blink Stalkers, that should block vision for the pylon to.
Head Coach Park: "They should buff tanks!"
Sanguinarius
Profile Joined January 2010
United States3427 Posts
January 16 2011 15:39 GMT
#47
You should use the FFs more for splitting and less for simply blocking the ramp. let 1-2 units up every time. If they warp in up the ramp the better part of their army will be below the ramp.

No one said its easy to defend it, but its not impossible.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Leeoku
Profile Joined May 2010
1617 Posts
January 16 2011 15:53 GMT
#48
FF are always put at least at the middle upwards..
Holes
Profile Joined October 2010
Canada26 Posts
Last Edited: 2011-01-16 16:21:18
January 16 2011 16:19 GMT
#49
You should have enough units to kill anything he's warping in on the high ground... which will almost be dead by the time they're done warping in.

Stalkers on the low ground don't do enough damage to worry about for the brief time they have vision.

Splitting his army is a good option, which was already stated.

A pylon that close to your ramp should be scouted and killed before it finishes unless they have units defending it (which they usually won't).

Your builds should include 2-3 warp gates against any protoss, since 4gate is the most popular build, especially PvP.

Cannon rushes counter 4gate.

I hope this isn't a troll topic. o.O
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
January 16 2011 16:32 GMT
#50
Its not unstoppable but it is difficult. The four gate is the safest build pvp along with the 2 gate robo. The 2 gate robo does well if you can hold off the four gate when it first comes and you achieve a tech advantage. The 4 gate though exploits a small timing where the teching opponent hasnt yet taken advantage of his tech or has only one tech unit. This is especially the case if you decide to forego a sentry and go straight for an immortal and tech.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Fruscainte
Profile Blog Joined December 2009
4596 Posts
January 16 2011 16:34 GMT
#51
4 gating at the bottom of the ramp instead of the middle of it.

Wat
Crappy
Profile Joined July 2010
France224 Posts
Last Edited: 2011-01-16 16:37:21
January 16 2011 16:36 GMT
#52
On January 17 2011 00:17 Competent wrote:
Don't you hate when OPs lie about their rating/league.

4gate is stoppable, there isn't room for argument here, 2 gate robo, simple as that.

The fact that you never play against good 4gate don't allow you to say that i lie.
Scoop
Profile Joined August 2010
Finland482 Posts
January 16 2011 16:38 GMT
#53
You can use two forcefields to block the ramp completely so he can't warp on the ramp.
adrift
Profile Joined August 2010
192 Posts
January 16 2011 16:45 GMT
#54
can still be stopped by other builds on most maps

there are some exceptions though. like scrap station
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
January 16 2011 16:50 GMT
#55
People have always been able to do this ?.. Just cut his army in half like Tyler said. It's all about micro. In PvP, forcefields don't mean "Okay I don't have to worry about him anymore". It means, "Okay, I'll be fine if I micro well."

If you don't 4gate in PvP, you better be damn sure you have good enough micro to stop a 4gate.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
TypeFake
Profile Joined September 2010
United States121 Posts
January 16 2011 18:00 GMT
#56
Unless you're not paying attention on the minimap and your ramp, there's absolutely no excuse for you to whine about not being able to block a 4 gate. Plus, you can buy yourself time for 1 base Colossus to melt his army away and just proceed to destroy him even if he expands and tries to rebuild his army.
FinnGamer
Profile Blog Joined December 2010
Germany2426 Posts
January 16 2011 18:04 GMT
#57
No Build order is unstoppable 4 gate can be defended when the players are equally skilled and micro well
"hopefully swing the favor in your advantage." - Day[9]
Yoshi Kirishima
Profile Blog Joined July 2009
United States10332 Posts
January 16 2011 18:05 GMT
#58
Thanks for sharing a nice trick, but 4gate is not the only way to counter. You can definitely just 2 gate or some kind of push that will hit before his warpgate upgrade will be able to make its worth.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
jcroisdale
Profile Blog Joined October 2010
United States1543 Posts
January 16 2011 18:08 GMT
#59
On January 16 2011 23:38 MindRush wrote:
just 3 question for you, mister Crappy (the OP)

- Are you the kind of toss who always goes 2/3 gate robo then observer for scouting?
- Are you the kind of player who never attempts to scout unless with 1st scouting probe? (and the only reason he does that is cause he has seen people do this on husky's channel)
- Are you the kind of player who stays with his army in his base and low apm and waits for that damn observer to see what his opponent is doing, and when he scouts the shit, he can't fix it?

If you are one of this things, but SCOUTMORE, for only 22.99APM. SCOUTMORE is a revolutionary product used by progamers, league winners and amateurs alike. Tests show that the proper use of SCOUTMORE benefits agains cheeses, rushes, hidden expos and even map control issues. So why wait? Buy SCOUTMORE today and get free Xel'Naga vision and map information.


Your an asshole, instead of having the OP say that and you guys get in a flame war, im going to say it. There is no need to do what you did. Ya 4gate is sort of annoying and some people are calling it standard but most of my PvPs around.the 2500 diamond level all are variations of a 4gate i see lots of people getting 4gate blink or 4gate robo etc...

But a good way to defend this is 3gate robo get two immortals out throw down another gateway and start producing out of them forget the robo with your two Immortals you should be able to push him back and counter attack or expand.
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
Backpack
Profile Blog Joined March 2010
United States1776 Posts
Last Edited: 2011-01-16 18:10:00
January 16 2011 18:09 GMT
#60
Anyone who thinks 4gate is dumb needs to stop 14 pooling or going 3 rax. Those builds are too easy and everyone does them.


It's a build, get over it.
"You people need to just generally care a lot less about everything." -Zatic
darkevilxe
Profile Joined August 2007
Canada346 Posts
January 16 2011 18:18 GMT
#61
pretty sure 14pool is an economic Zerg opener, not a cheese...
lasershark
Profile Joined July 2010
United States49 Posts
January 16 2011 18:28 GMT
#62
i'm pretty sure you can block vision by putting FF's higher up the ramp........

i've had it done to me several times in 2800+ masters league pvp matches.

i moved my zealot up the ramp as far as i could... and tried to warp in a zealot right above his FF and that didn't work either...
Galleon.frigate
Profile Blog Joined May 2010
Canada721 Posts
Last Edited: 2011-01-16 18:32:17
January 16 2011 18:31 GMT
#63
On January 16 2011 23:10 emythrel wrote:
... your enemy has vision of the ramp, which means they can warp in on it...



Emythrel explained rather clearly why this isn't a bug, simply the current state of the game design.


if you can see the ramp, you gain vison on the ramp. With vision and power, well you can warp-in. you warp in near the top of the ramp, gain vision of highground... and the there you go.



Tyler states it can be held even with 2 gates, which suggests that weakers players can learn to do so with the standard 3

Regardless, it's actually not a bug, and while blizzard could techinically 'fix' this it would be like having grass/smoke at the bottom of every ramp and have siginifcant effects in all matchups.... my gut instinct is that I would stop playing zerg if I couldn't even see the units on a ramp without air support, but I'm not gonig to bother to think it all the way through.

Edit, props to those who are posting details on how to defend it, as obviously anyone wanting to play p is going to have to learn
AzurewinD
Profile Joined November 2010
United States569 Posts
Last Edited: 2011-01-16 18:40:52
January 16 2011 18:33 GMT
#64
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.



Did anybody read this? The reigning TSL champ just chimed in with his tactic for stopping a 4 gate and it seems like nobody payed any mind.

No seriously. I just got done reading that, scrolled down, read the following posts, and it seems like some just ignored what Tyler just said, continuing with "4 GATE IS IMPOSSIBLE BECAUSE I DO <insert flawed tactic here> AND THEY STILL WIN" without even bothering to develop an effective counter argument to Tyler's approach.

No wonder there's such a hubbub around pros not wanting to read the strategy forums. Nobody listens.

Watch his stream sometime to see it in action.
"...I want more people to be in that state more often, to see things not through the limited and rigid mind or the fearful ego, but through a heart that loves to express and create" - Xiaonan "Glider" Sun
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
January 16 2011 18:34 GMT
#65
You have to put the FF blocking the top half of the ramp. A unit at the bottom of the ramp allows you to see the ramp itself, and warping a unit on the top part of the ramp allows you to see up. If you FF so that its blocking the top half of the ramp they can't get up.
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
January 16 2011 18:41 GMT
#66
On January 17 2011 03:33 AzurewinD wrote:
Show nested quote +
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.



Did anybody read this? The reigning TSL champ just chimed in with his tactic for stopping a 4 gate and it seems like nobody payed any mind.

No seriously. I just got done reading that, scrolled down, read the following posts, and it seems like everyone just ignored what Tyler just said, continuing with "4 GATE IS IMPOSSIBLE BECAUSE I DO <insert flawed tactic here> AND THEY STILL WIN" without even bothering to develop an effective counter argument to Tyler's approach.

No wonder there's such a hubbub around pros not wanting to read the strategy forums. Nobody listens.



There are only few dozens among the hundreds if not thousand of TL posters that reads through all the garbage posts.

I just read Tyler's explaination and I believe he also said something similar when he was commentating someone else's streams on Steppes that the toss could've expo'd since getting out of the ramp had a big advantage for the toss containing the other toss.

This is just a similar case. Tyler's post summed it all up and I didn't bother to read the rest since the rest either agrees or says something similar or it's garbage that does not help people with the problem of defending a 4gate. I don't know how it goes in the sc2 strategy as I haven't been there for 3-4 months now or so.
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
AzurewinD
Profile Joined November 2010
United States569 Posts
Last Edited: 2011-01-16 18:51:40
January 16 2011 18:49 GMT
#67
On January 17 2011 03:41 shannn wrote:
Show nested quote +
On January 17 2011 03:33 AzurewinD wrote:
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.



Did anybody read this? The reigning TSL champ just chimed in with his tactic for stopping a 4 gate and it seems like nobody payed any mind.

No seriously. I just got done reading that, scrolled down, read the following posts, and it seems like everyone just ignored what Tyler just said, continuing with "4 GATE IS IMPOSSIBLE BECAUSE I DO <insert flawed tactic here> AND THEY STILL WIN" without even bothering to develop an effective counter argument to Tyler's approach.

No wonder there's such a hubbub around pros not wanting to read the strategy forums. Nobody listens.



There are only few dozens among the hundreds if not thousand of TL posters that reads through all the garbage posts.

I just read Tyler's explaination and I believe he also said something similar when he was commentating someone else's streams on Steppes that the toss could've expo'd since getting out of the ramp had a big advantage for the toss containing the other toss.

This is just a similar case. Tyler's post summed it all up and I didn't bother to read the rest since the rest either agrees or says something similar or it's garbage that does not help people with the problem of defending a 4gate. I don't know how it goes in the sc2 strategy as I haven't been there for 3-4 months now or so.



Yeah I agree. Very good point.

I guess I just feel like some sort of vocal affirmation of "protip knowledge absorbed" might go some way in motivating pros to post more good advice like Tyler did.
"...I want more people to be in that state more often, to see things not through the limited and rigid mind or the fearful ego, but through a heart that loves to express and create" - Xiaonan "Glider" Sun
S.O.L.I.D.
Profile Blog Joined September 2010
United States792 Posts
January 16 2011 18:55 GMT
#68
The only problem I see with that situation is a very badly placed force field. Besides, there are a lot of other ways to beat it that this wouldn't affect.
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
January 16 2011 18:57 GMT
#69
On January 17 2011 03:09 Backpack wrote:
Anyone who thinks 4gate is dumb needs to stop 14 pooling or going 3 rax. Those builds are too easy and everyone does them.


It's a build, get over it.


People make a distinction between when something is imbalanced and when something is just stupid/boring.

Tossing a fair coin to determine a winner is "balanced". But nobody would pay to play this ridiculous game. Similarly, people have a problem with 4 gate because it destroys the game.

Personally I don't think that's true on all maps. But on maps like delta quadrant and jungle basin it's just ridiculous.

It's not about balance. It's mostly about having an actual fun game.
Hello=)
mutantmagnet
Profile Joined June 2009
United States3789 Posts
January 16 2011 19:04 GMT
#70
4 Gate is can be deflected but it doesn't help matters much that warpgating emphasizes offense over defense in PvP and the situation will get worse as maps get bigger.

I think it should be considered to revise build timings so warpgate trained units don't train faster than gateway trained units as it currently happens right now.
traca
Profile Joined October 2010
146 Posts
Last Edited: 2011-01-16 19:16:52
January 16 2011 19:14 GMT
#71
any replays or vods of nony beating 4 gate with 2 gate robo? i remember him pulling this off on hs stream but havent been able to analyse in more details his way to do it

so 2 gate / robo can beat 4 gatebut not 3 gate / robo because you need that immortal asap?
JJoNeEightY
Profile Joined December 2010
United States509 Posts
January 16 2011 19:28 GMT
#72
On January 17 2011 04:14 traca wrote:
any replays or vods of nony beating 4 gate with 2 gate robo? i remember him pulling this off on hs stream but havent been able to analyse in more details his way to do it

so 2 gate / robo can beat 4 gatebut not 3 gate / robo because you need that immortal asap?


I would love to hear/see more about this as well, it seems like it would be far too easy for the 4 gating player to start warping in 3 zealots + 1 stalker per round (disallowing kiting of his zealots while making any of your immortals into expensive waddling golden pieces of junk) and totally overwhelm you.

If he says it can be done, I don't doubt him, can someone shed some light on this?
oygp
Profile Joined January 2011
United States40 Posts
January 16 2011 19:32 GMT
#73
Master's league protoss player here, and I agree with Crappy (OP) that a perfectly executed 4 warpgate rush in PvP (attack with 1 zealot and 6 stalkers at 5:50 with an immediate additional 4 zealot warp in on high ground in your opponent's base with pylon(s) on the low ground right outside your opponent's base) has been basically unstoppable with anything less than 4 gates in my experience.

At 5:50 game time, your opponent has AT MOST 2 or 3 sentries out... which is NOT ENOUGH to forcefield the ramp long enough to survive. When the forcefields run out, which they ALWAYS do, you simply walk up with your stalker and zealot-heavy group of units and ignore the sentries which at this point can only tickle the zealots and stalkers..

IMO, the vast majority of the lower level players on this thread have little experience with a perfectly executed 4 warpgate rush and are underestimating it's raw power and speed. Even most Masters protoss players, including myself, are not sure exactly how to hold off the 4 warpgate rush in PvP. It can be very difficult even if you are defending with 4 gates yourself, (as Naniwa did vs White-Ra just recently? I would like to see a VOD link if anyone has it!)

Below is a series of images from a game between me and another Master's league protoss player. He was about 10 seconds late with his warpgate tech, and failed to cut probes... and you see the consequences. Which brings me back to the OP's question, what can stop the 4 gate rush in PvP besides 4 gate? I would love to see how it can be blocked with 3 gates, but 2 gate robo as suggested by LiquidTyler? I just don't see how that is possible...

[image loading]

[image loading]

[image loading]

[image loading]
Backpack
Profile Blog Joined March 2010
United States1776 Posts
January 16 2011 19:33 GMT
#74
On January 17 2011 03:57 ParasitJonte wrote:
Show nested quote +
On January 17 2011 03:09 Backpack wrote:
Anyone who thinks 4gate is dumb needs to stop 14 pooling or going 3 rax. Those builds are too easy and everyone does them.


It's a build, get over it.


People make a distinction between when something is imbalanced and when something is just stupid/boring.

Tossing a fair coin to determine a winner is "balanced". But nobody would pay to play this ridiculous game. Similarly, people have a problem with 4 gate because it destroys the game.

Personally I don't think that's true on all maps. But on maps like delta quadrant and jungle basin it's just ridiculous.

It's not about balance. It's mostly about having an actual fun game.


You can't argue "fun" as it's based on opinion. That was my point. I very much dislike when terrans go 3 rax and neither of us get to expand but lots of terrans love 3rax plays. All-ins are part of the game, gotta deal with it.
"You people need to just generally care a lot less about everything." -Zatic
NonY
Profile Blog Joined June 2007
8748 Posts
January 16 2011 19:57 GMT
#75
On January 17 2011 04:32 oygp wrote:
Master's league protoss player here, and I agree with Crappy (OP) that a perfectly executed 4 warpgate rush in PvP (attack with 1 zealot and 6 stalkers at 5:50 with an immediate additional 4 zealot warp in on high ground in your opponent's base with pylon(s) on the low ground right outside your opponent's base) has been basically unstoppable with anything less than 4 gates in my experience.

At 5:50 game time, your opponent has AT MOST 2 or 3 sentries out... which is NOT ENOUGH to forcefield the ramp long enough to survive. When the forcefields run out, which they ALWAYS do, you simply walk up with your stalker and zealot-heavy group of units and ignore the sentries which at this point can only tickle the zealots and stalkers..

IMO, the vast majority of the lower level players on this thread have little experience with a perfectly executed 4 warpgate rush and are underestimating it's raw power and speed. Even most Masters protoss players, including myself, are not sure exactly how to hold off the 4 warpgate rush in PvP. It can be very difficult even if you are defending with 4 gates yourself, (as Naniwa did vs White-Ra just recently? I would like to see a VOD link if anyone has it!)

Below is a series of images from a game between me and another Master's league protoss player. He was about 10 seconds late with his warpgate tech, and failed to cut probes... and you see the consequences. Which brings me back to the OP's question, what can stop the 4 gate rush in PvP besides 4 gate? I would love to see how it can be blocked with 3 gates, but 2 gate robo as suggested by LiquidTyler? I just don't see how that is possible...

[image loading]

[image loading]

[image loading]

[image loading]

You shouldn't make more than 1 sentry imo. They are pretty weak in a fight and it should have energy for 2 force fields, and it only takes 1 force field to split his army, and 2 splits should be plenty. Against that particular 4gate build, I don't think you can mine from 2 gas. There are several ways to do 4gate and several ways to optimally counter. When you are facing this really aggressive, fastest possible 4gate, it's possible that the best counter is to 4gate yourself and wait for your opponent to come up your ramp. Then you're in the classic HuK vs kiwikaki situation from MLG 1, where everyone was like "kiwikaki why'd you go up his ramp" and he says "to attack dude"

When I counter 4gate with 2gate robo, it's when I've scouted a 13gate opening and 2gas. When I scout 10gate and 1gas and saved chrono, I don't make a robo. It's really a danger when you say something like 4gate and think there's only way to do it. Isn't sort of obvious that when I mention 2 ways to stop it that they're for different variations? There's only ever one best way to stop something.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Aelfric
Profile Blog Joined March 2010
Turkey1496 Posts
January 16 2011 20:06 GMT
#76
So Tyler, you don't think you can counter 1 gas 4 gate with robo opening? What else can counter properly executed 1 gas 4 gate then that is what i wonder because myself included i don't see many players do 2 gas 4 gate. 4 gate with 1 gas seems pretty enough especially you mostly want to use zealots if you can move up the ramp.
Tomorrow never comes until its too late...
ForTheDr3am
Profile Joined November 2010
842 Posts
January 16 2011 20:27 GMT
#77
In the last game of White-ra vs Naniwa in the homestory cup, one of them managed to hold off the 1gas 4gate of the other one with basically mass sentries. I'd love to see the replay because I can't fathom how that works.
Kalingingsong
Profile Joined September 2009
Canada633 Posts
Last Edited: 2011-01-16 20:50:53
January 16 2011 20:32 GMT
#78
what about using sim city?

build all ur gateways along the edge of the cliff to block warp in locations lol. might even be possible to block with only 3 gates, keep the forth one in warp-in mode, cancel it the moment he loses vision, and restart it right before his next round of warp-in beings to save a bit of $$.
Dess.JadeFalcon
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
January 16 2011 20:35 GMT
#79
On January 17 2011 03:09 Backpack wrote:
Anyone who thinks 4gate is dumb needs to stop 14 pooling or going 3 rax. Those builds are too easy and everyone does them.


It's a build, get over it.


14pooling? What? Are you going to at least describe the build? Because "14pool" is not really a build. You can go roach, or ling/bling, or ling, or queen/roach or whatever. It's not a build.

Personally, I'm going to go with Liquid Tyler seeing how he probably knows a hell of a lot more about the match up then a lot of the ridiculous people in this thread.
oygp
Profile Joined January 2011
United States40 Posts
January 16 2011 20:37 GMT
#80
On January 17 2011 04:57 Liquid`Tyler wrote:
Show nested quote +
On January 17 2011 04:32 oygp wrote:
Master's league protoss player here, and I agree with Crappy (OP) that a perfectly executed 4 warpgate rush in PvP (attack with 1 zealot and 6 stalkers at 5:50 with an immediate additional 4 zealot warp in on high ground in your opponent's base with pylon(s) on the low ground right outside your opponent's base) has been basically unstoppable with anything less than 4 gates in my experience.

At 5:50 game time, your opponent has AT MOST 2 or 3 sentries out... which is NOT ENOUGH to forcefield the ramp long enough to survive. When the forcefields run out, which they ALWAYS do, you simply walk up with your stalker and zealot-heavy group of units and ignore the sentries which at this point can only tickle the zealots and stalkers..

IMO, the vast majority of the lower level players on this thread have little experience with a perfectly executed 4 warpgate rush and are underestimating it's raw power and speed. Even most Masters protoss players, including myself, are not sure exactly how to hold off the 4 warpgate rush in PvP. It can be very difficult even if you are defending with 4 gates yourself, (as Naniwa did vs White-Ra just recently? I would like to see a VOD link if anyone has it!)

Below is a series of images from a game between me and another Master's league protoss player. He was about 10 seconds late with his warpgate tech, and failed to cut probes... and you see the consequences. Which brings me back to the OP's question, what can stop the 4 gate rush in PvP besides 4 gate? I would love to see how it can be blocked with 3 gates, but 2 gate robo as suggested by LiquidTyler? I just don't see how that is possible...

[image loading]

[image loading]

[image loading]

[image loading]

You shouldn't make more than 1 sentry imo. They are pretty weak in a fight and it should have energy for 2 force fields, and it only takes 1 force field to split his army, and 2 splits should be plenty. Against that particular 4gate build, I don't think you can mine from 2 gas. There are several ways to do 4gate and several ways to optimally counter. When you are facing this really aggressive, fastest possible 4gate, it's possible that the best counter is to 4gate yourself and wait for your opponent to come up your ramp. Then you're in the classic HuK vs kiwikaki situation from MLG 1, where everyone was like "kiwikaki why'd you go up his ramp" and he says "to attack dude"

When I counter 4gate with 2gate robo, it's when I've scouted a 13gate opening and 2gas. When I scout 10gate and 1gas and saved chrono, I don't make a robo. It's really a danger when you say something like 4gate and think there's only way to do it. Isn't sort of obvious that when I mention 2 ways to stop it that they're for different variations? There's only ever one best way to stop something.


Thanks for the clarification... your early game PvP advice is spot on, of course.

LiquidTyler FIGHTING!
ChickenLips
Profile Blog Joined May 2010
2912 Posts
January 16 2011 22:23 GMT
#81
On January 16 2011 23:39 Markwerf wrote:
This trick is ages old.

Sure it is easy for P to force themselves onto a ramp through a forcefield. Besides this trick there is also the hallucinated colossus (tramples the forcefields) and the blink stalker rush..



ive never seen this before today (the ramp is perfectly forcefielded and yet you can get vision up there)

vs blink you have atleast 2 ff spots on your ramp that block vision perfectly

halu colo doesnt trample FF

i agree with the rest though
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
MousecL1ck1
Profile Joined January 2011
187 Posts
Last Edited: 2011-01-17 17:19:33
January 16 2011 22:29 GMT
#82
You can probably stop that pylon warp in too? I just don't see how it is so unbeatable even in PvP, I mean it is strong but with a 3 gate into robo you can easily get ahead. Good forcefields and unit control.
Counting clouds just floating by ~
moosh
Profile Joined May 2009
United States118 Posts
January 16 2011 22:34 GMT
#83
On January 16 2011 23:10 emythrel wrote:
surely you should be putting your FF on the ramp, not below it. your enemy has vision of the ramp, which means they can warp in on it. if you FF on the ramp they cannot warp in since the FF takes up the space. That way they have to get a zealot up the ramp first before they can warp in above the FF.


This.
GeneticToss
Profile Joined December 2010
Canada188 Posts
January 16 2011 22:47 GMT
#84
I don't get how warping in units is going to be good, I mean they just warp in right in front of your army and die before they even get to attack, just go for a couple of stalkers and some zealots and not that much sentries and you should be fine on 3 gates imo.
nFo on KGS
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
January 16 2011 22:52 GMT
#85
Ignoring the ways you can defend a 4gate which have already been listed in this thread..

How is this a glitch?
Units get warped in within a power field of a pylon.. that pylon happens to be in range of your ramp; why can't you forcefield to split the army? or FF higher up the ramp so any warp in can be sniped..

This is no glitch; just a QQ .. i cant find the thread but it was posted in the strategy section i think
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
rebdomine
Profile Blog Joined October 2010
6040 Posts
January 16 2011 23:07 GMT
#86
On January 17 2011 04:57 Liquid`Tyler wrote:
Show nested quote +
On January 17 2011 04:32 oygp wrote:
Master's league protoss player here, and I agree with Crappy (OP) that a perfectly executed 4 warpgate rush in PvP (attack with 1 zealot and 6 stalkers at 5:50 with an immediate additional 4 zealot warp in on high ground in your opponent's base with pylon(s) on the low ground right outside your opponent's base) has been basically unstoppable with anything less than 4 gates in my experience.

At 5:50 game time, your opponent has AT MOST 2 or 3 sentries out... which is NOT ENOUGH to forcefield the ramp long enough to survive. When the forcefields run out, which they ALWAYS do, you simply walk up with your stalker and zealot-heavy group of units and ignore the sentries which at this point can only tickle the zealots and stalkers..

IMO, the vast majority of the lower level players on this thread have little experience with a perfectly executed 4 warpgate rush and are underestimating it's raw power and speed. Even most Masters protoss players, including myself, are not sure exactly how to hold off the 4 warpgate rush in PvP. It can be very difficult even if you are defending with 4 gates yourself, (as Naniwa did vs White-Ra just recently? I would like to see a VOD link if anyone has it!)

Below is a series of images from a game between me and another Master's league protoss player. He was about 10 seconds late with his warpgate tech, and failed to cut probes... and you see the consequences. Which brings me back to the OP's question, what can stop the 4 gate rush in PvP besides 4 gate? I would love to see how it can be blocked with 3 gates, but 2 gate robo as suggested by LiquidTyler? I just don't see how that is possible...

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You shouldn't make more than 1 sentry imo. They are pretty weak in a fight and it should have energy for 2 force fields, and it only takes 1 force field to split his army, and 2 splits should be plenty. Against that particular 4gate build, I don't think you can mine from 2 gas. There are several ways to do 4gate and several ways to optimally counter. When you are facing this really aggressive, fastest possible 4gate, it's possible that the best counter is to 4gate yourself and wait for your opponent to come up your ramp. Then you're in the classic HuK vs kiwikaki situation from MLG 1, where everyone was like "kiwikaki why'd you go up his ramp" and he says "to attack dude"

When I counter 4gate with 2gate robo, it's when I've scouted a 13gate opening and 2gas. When I scout 10gate and 1gas and saved chrono, I don't make a robo. It's really a danger when you say something like 4gate and think there's only way to do it. Isn't sort of obvious that when I mention 2 ways to stop it that they're for different variations? There's only ever one best way to stop something.


So, is going 4 gates yourself the best way to stop a 1-gas 4 gate?
"Just because you are correct doesn't mean you are right!"
Salv
Profile Blog Joined December 2007
Canada3083 Posts
January 27 2011 17:12 GMT
#87
On January 17 2011 08:07 rebdomine wrote:
Show nested quote +
On January 17 2011 04:57 Liquid`Tyler wrote:
On January 17 2011 04:32 oygp wrote:
Master's league protoss player here, and I agree with Crappy (OP) that a perfectly executed 4 warpgate rush in PvP (attack with 1 zealot and 6 stalkers at 5:50 with an immediate additional 4 zealot warp in on high ground in your opponent's base with pylon(s) on the low ground right outside your opponent's base) has been basically unstoppable with anything less than 4 gates in my experience.

At 5:50 game time, your opponent has AT MOST 2 or 3 sentries out... which is NOT ENOUGH to forcefield the ramp long enough to survive. When the forcefields run out, which they ALWAYS do, you simply walk up with your stalker and zealot-heavy group of units and ignore the sentries which at this point can only tickle the zealots and stalkers..

IMO, the vast majority of the lower level players on this thread have little experience with a perfectly executed 4 warpgate rush and are underestimating it's raw power and speed. Even most Masters protoss players, including myself, are not sure exactly how to hold off the 4 warpgate rush in PvP. It can be very difficult even if you are defending with 4 gates yourself, (as Naniwa did vs White-Ra just recently? I would like to see a VOD link if anyone has it!)

Below is a series of images from a game between me and another Master's league protoss player. He was about 10 seconds late with his warpgate tech, and failed to cut probes... and you see the consequences. Which brings me back to the OP's question, what can stop the 4 gate rush in PvP besides 4 gate? I would love to see how it can be blocked with 3 gates, but 2 gate robo as suggested by LiquidTyler? I just don't see how that is possible...

[image loading]

[image loading]

[image loading]

[image loading]

You shouldn't make more than 1 sentry imo. They are pretty weak in a fight and it should have energy for 2 force fields, and it only takes 1 force field to split his army, and 2 splits should be plenty. Against that particular 4gate build, I don't think you can mine from 2 gas. There are several ways to do 4gate and several ways to optimally counter. When you are facing this really aggressive, fastest possible 4gate, it's possible that the best counter is to 4gate yourself and wait for your opponent to come up your ramp. Then you're in the classic HuK vs kiwikaki situation from MLG 1, where everyone was like "kiwikaki why'd you go up his ramp" and he says "to attack dude"

When I counter 4gate with 2gate robo, it's when I've scouted a 13gate opening and 2gas. When I scout 10gate and 1gas and saved chrono, I don't make a robo. It's really a danger when you say something like 4gate and think there's only way to do it. Isn't sort of obvious that when I mention 2 ways to stop it that they're for different variations? There's only ever one best way to stop something.


So, is going 4 gates yourself the best way to stop a 1-gas 4 gate?


Yes. You should be able to scout this is what hes planning, and then you can counter with a more economical fourgate and use your defender advantage to win.
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
January 27 2011 17:21 GMT
#88
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


Why didn't people just listen to this and stop discussing?
Nuda Veritas
SnuggleZhenya
Profile Joined July 2010
596 Posts
January 27 2011 18:26 GMT
#89
On January 28 2011 02:21 VelRa_G wrote:
Show nested quote +
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


Why didn't people just listen to this and stop discussing?


Truth be told, its the answer for stopping pretty much all big 1 base pushes as protoss - have good forcefields or lose. Maybe thats a little too general a statement, but I think it does pretty much apply to my experience. When I get pushed big early, if I have good defensive forcefields, I win the game, if I don't I lose the game.
You'll never get better being an angry nerd sitting alone in your room.
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
January 27 2011 18:31 GMT
#90
I watched the HungUn vs Anypro (code S up/down matches) and it was 4-gate vs 4-gate. I wanted to claw my eyes out. Luckily, I play terran and the TvT mirror is not too bad.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 27 2011 18:39 GMT
#91
How do you lose to this unless you have NOTHING but sentries? His units warping in take tons of unanswered damage, and as long as you have a zealot per warping in unit, you'll rape him. And it's not like it prevents you from dropping more FF. Sure, it provides the attacker a way to fight perfect FFs, but it hardly breaks a FF defense.
Antedelerium
Profile Joined June 2010
United States224 Posts
January 27 2011 18:41 GMT
#92
Actually, I'm glad the discussion went on so Tyler could clarify between the two types of responses that you can have. Otherwise we would all just say "2gate robo and 3gate stargate counter 4gate!" when in reality, there are times when 4gating is your best response.

@Tyler - Out of curiosity, when do you prefer going 3gate stargate over 4gate/2gate robo? It seems as though you said robo > 13gate and 2 gas while 4gate is the best option against 10gate with 1 gas.
"Isn't it ironic to yell the word silence?" ~B.C.
skipdog172
Profile Joined June 2010
United States331 Posts
January 27 2011 18:44 GMT
#93
On January 17 2011 04:04 mutantmagnet wrote:
4 Gate is can be deflected but it doesn't help matters much that warpgating emphasizes offense over defense in PvP and the situation will get worse as maps get bigger.

I think it should be considered to revise build timings so warpgate trained units don't train faster than gateway trained units as it currently happens right now.


I actually really really like that change. Doubt it'll ever happen, lol!
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
Last Edited: 2011-01-27 18:51:00
January 27 2011 18:48 GMT
#94
On January 28 2011 03:44 skipdog172 wrote:
Show nested quote +
On January 17 2011 04:04 mutantmagnet wrote:
4 Gate is can be deflected but it doesn't help matters much that warpgating emphasizes offense over defense in PvP and the situation will get worse as maps get bigger.

I think it should be considered to revise build timings so warpgate trained units don't train faster than gateway trained units as it currently happens right now.


I actually really really like that change. Doubt it'll ever happen, lol!

You realize for warping in it's the same (there's a warp-in time), the big difference is the queue cycles faster essentially. So if you can get one unit out in x time, you can get n units out in x*n - 5(n-1) time. It matters, but it's not as big as you think, and I'm primarily a zerg user.

Edit:
Also, why the hell is there an option to make a warpgate back into a gateway? I don't think I've ever once seen this used and can't think of any reason why you would want it. The only possible scenario (and this is REALLY contrived) is some kind of base trade where you have your only pylon's entire field blocked by buildings so you can get units out?
I always try to shield slam face, just to make sure it doesnt work
skipdog172
Profile Joined June 2010
United States331 Posts
January 27 2011 18:49 GMT
#95
On January 28 2011 02:21 VelRa_G wrote:
Show nested quote +
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


Why didn't people just listen to this and stop discussing?


Because it is one of those general answers that we already "know". Yes, by splitting his army with forcefield we can win with fewer numbers. I think we all know that. I think many of us have beaten 4gates with 2gate robo before by doing that, and we have also lost to 4gates with 2gate robo many times.

So to many of us, Tyler says an answer like that and it doesn't really help us or give us any insight. Most top Koreans are still using their own 4gate to stop opposing 4gates. You would think that if 2gate robo is such a great counter to 4gate, they might actually use it and successfully defend 4gates in PvP...but it seems very very rare to see, thus it must be more difficult to hold off 4gates with 2gate robo for them. Clearly they believe that using their own 4gate is a superior response.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 27 2011 18:57 GMT
#96
On January 17 2011 04:57 Liquid`Tyler wrote:
You shouldn't make more than 1 sentry imo. They are pretty weak in a fight and it should have energy for 2 force fields, and it only takes 1 force field to split his army, and 2 splits should be plenty. Against that particular 4gate build, I don't think you can mine from 2 gas. There are several ways to do 4gate and several ways to optimally counter. When you are facing this really aggressive, fastest possible 4gate, it's possible that the best counter is to 4gate yourself and wait for your opponent to come up your ramp. Then you're in the classic HuK vs kiwikaki situation from MLG 1, where everyone was like "kiwikaki why'd you go up his ramp" and he says "to attack dude"

When I counter 4gate with 2gate robo, it's when I've scouted a 13gate opening and 2gas. When I scout 10gate and 1gas and saved chrono, I don't make a robo. It's really a danger when you say something like 4gate and think there's only way to do it. Isn't sort of obvious that when I mention 2 ways to stop it that they're for different variations? There's only ever one best way to stop something.


Just curious, how do your responses change with a wide ramp like on Scrap Station and, to an extent, Blistering Sands? If you scout signs of a softer 4 gate (13 gate, not cutting probes until your scout is denied, with or without 2nd gas), would you build sentries at all or just rely on getting an immortal really quickly with enough zealots/stalkers in support?
SnuggleZhenya
Profile Joined July 2010
596 Posts
January 27 2011 19:04 GMT
#97
On January 28 2011 03:49 skipdog172 wrote:
You would think that if 2gate robo is such a great counter to 4gate, they might actually use it and successfully defend 4gates in PvP...but it seems very very rare to see, thus it must be more difficult to hold off 4gates with 2gate robo for them. Clearly they believe that using their own 4gate is a superior response.


I think what this comes down to is that the defenders advantage vs. a 4gate is severely diminished. Forcefields help restore some of it, and when my forcefields are ideal, as I said, I hold it off, but there sometimes literally 0 margin for error, one forcefield off by just a little can lose you the game. I suspect countering with another 4gate greatly reduces the need for that kind of perfection, and lets you keep more of the defenders advantage by being a little more aggressive (ironically), and keeping the fight on your terms instead of his.

Bottom line is I think people are looking for "the" build that counters 4gate, and there really isn't one you can go that feels super safe against it just in terms of pure build order, you NEED good micro to win from my experience, you just need less perfect micro to win with a 4gate of your own, and since it is probably a bit more delayed than his, you hope you can hold it off with the slightly delayed units and then take the advantage of having more probes. There is no 100% way to "beat" the 4gate just by building the correct combination of buildings, that I can see, and I think this thread has gone on for so long because people really REALLY want there to be. On the flip side, there are a number of builds which the 4gate can beat on pure build order, which is why it feels quite frustrating sometimes.

Disclaimer: just my opinion.
You'll never get better being an angry nerd sitting alone in your room.
CptHandsome
Profile Joined September 2010
Denmark95 Posts
January 27 2011 19:05 GMT
#98
Supposed the protoss comes at you with his 5 stalkers and warps in 4 zealots up ramp? Even if you are NOT 4gating, you should be able to handle 4 zealots that are immobilized for 5 seconds with your standing army. I don't understand all the whining tbh. Just get ranged units and stay clear of the enemy's stalkers as much as possible
Is that a sword? Luxury! Is that a horse? Sloth! Is that a helmet? Vanity!
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2011-01-27 19:12:15
January 27 2011 19:09 GMT
#99
On January 28 2011 02:21 VelRa_G wrote:
Show nested quote +
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


Why didn't people just listen to this and stop discussing?


Because it wasn't a complete answer. The *easiest* way to stop an optimal 4-gate is to simply 4-gate yourself and IMO is the *only* way to stop it on maps like DQ and JB where you can warp-in through a backdoor. People who do not rationally think about a person's advice, even if from a credible source, is just as bad as people who ignore said advice.

And that is the crux of the OP's arguement, and I agree w/ him. On particular maps you have to 4-gate to stop an optimal 4-gate, and to stop it on other maps using a build w/ less gates requires much more precision and micro than the attacking player. This cripples the current matchup by limiting the possible openers you can use to a point that reduces the variation (and IMO, the fun) out of the matchup early to midgame, to an extent that I do not believe was intended by Blizzard because it is not present in any other PvX matchups.

So rather than try to nitpick holes in the OP's arguement, or take one person's advice as gospel, see the OP is trying to say, reason things out for yourself, grab a practice partner and practice defending, then come back and contribute something meaningful.

And AFAIK there is no way to use a single FF to prevent warp-ins up your ramp, contrary to what a lot of people are suggesting.
dkim
Profile Blog Joined November 2010
United States255 Posts
January 27 2011 19:27 GMT
#100
anyone have the exact BO for executing this super aggressive 4 gate? 10 gate then?
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-01-27 19:49:15
January 27 2011 19:43 GMT
#101
On January 28 2011 04:09 Skyro wrote:
And that is the crux of the OP's arguement, and I agree w/ him. On particular maps you have to 4-gate to stop an optimal 4-gate, and to stop it on other maps using a build w/ less gates requires much more precision and micro than the attacking player. This cripples the current matchup by limiting the possible openers you can use to a point that reduces the variation (and IMO, the fun) out of the matchup early to midgame, to an extent that I do not believe was intended by Blizzard because it is not present in any other PvX matchups.


I feel an immense amount of pressure in ZvP to prepare for a 4-gate until I see that my P opponent is specifically NOT doing it. Being caught without enough lings or roaches to at least buy enough time for further reinforcements is game ending. Even if you have the production and economy to outproduce P, there is a 10 second window in there where P can just walk straight through your base unless you completely stop drone production around 25 (some variants require cutting drones as early as 20) in order to bulk up your army just in case.

This seems like pretty much the same thing and it sounds like you think 4-gate should be nerfed in general.

Personally, it sounds fine to me, especially considering all the different variations of 4-gate that are possible. You have 3 units with completely different functions that can be created in different amounts to get the desired effect. 1 gas, 2 gas, pulling probes back off when the desired gas number is achieved. All small differences that should be easily noted by the informed viewer/player.

And it's not like 4-gate is at a disadvantage against 4-gate.
As it turns out, marines don't actually cost any money -Jinro
pzea469
Profile Blog Joined September 2008
United States1520 Posts
January 27 2011 19:49 GMT
#102
Whether or not 4gate is too strong is up to balance. However this glitch that lets you warp up a ramp with no vision should be removed. As if there wasn't enough lack of high ground advantage already.
Kill the Deathball
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
January 27 2011 19:52 GMT
#103
2600 Masters - Viking Kappa - QTIP

I use the 4 gate 1 gas all in (5:45 Attack) all the time, and I've only ever lost/stalemated against DT rushes.

I know the build is weak to two gate pressure early as well, but I rarely see that.

In my humble experience, 4 gate is the way to go =\.
"Trash Micro but Win. Its Marin." - Min Chul
MementoMori
Profile Joined April 2010
Canada419 Posts
January 27 2011 20:00 GMT
#104
I agree. I know some may disagree and maybe I don't know what I'm talking about. But... this is the reason why you need 4 gates to defend!!If a forcefield at the bottom of the ramp did not allow warpins on the ramp then sentries could actually be used to defend it. As it is now... Sometimes you can defend with really good forcefields and unit composition if you don't 4 gate, but sometimes not. At least make the guy who wants to warp in get vision. Forcing that would make the 4 gater get hallucination or some other means to see up the ramp, which would really help the matchup in my opinion.
for the world is hollow and I have touched the sky
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
January 27 2011 20:02 GMT
#105
On January 17 2011 03:33 AzurewinD wrote:
Show nested quote +
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.



Did anybody read this? The reigning TSL champ just chimed in with his tactic for stopping a 4 gate and it seems like nobody payed any mind.

No seriously. I just got done reading that, scrolled down, read the following posts, and it seems like some just ignored what Tyler just said, continuing with "4 GATE IS IMPOSSIBLE BECAUSE I DO <insert flawed tactic here> AND THEY STILL WIN" without even bothering to develop an effective counter argument to Tyler's approach.

No wonder there's such a hubbub around pros not wanting to read the strategy forums. Nobody listens.

Watch his stream sometime to see it in action.


Truth.

I find 3gate robo smashes 4 gate in stalker wars, but you are put on the defensive early. Not as efficient as 2gate robo, but you can hulk-smash through any gateway army and all-in for the kill.
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
Last Edited: 2011-01-27 20:05:19
January 27 2011 20:04 GMT
#106
this is why you make the forcefield slightly higher up the ramp...
it's not a glitch, and its not a problem, the only issue here is BAD FORCEFIELD PLACEMENT
this thread needs to die
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 27 2011 20:06 GMT
#107
On January 28 2011 04:09 Skyro wrote:
Show nested quote +
On January 28 2011 02:21 VelRa_G wrote:
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


Why didn't people just listen to this and stop discussing?


Because it wasn't a complete answer. The *easiest* way to stop an optimal 4-gate is to simply 4-gate yourself and IMO is the *only* way to stop it on maps like DQ and JB where you can warp-in through a backdoor. People who do not rationally think about a person's advice, even if from a credible source, is just as bad as people who ignore said advice.

And that is the crux of the OP's arguement, and I agree w/ him. On particular maps you have to 4-gate to stop an optimal 4-gate, and to stop it on other maps using a build w/ less gates requires much more precision and micro than the attacking player. This cripples the current matchup by limiting the possible openers you can use to a point that reduces the variation (and IMO, the fun) out of the matchup early to midgame, to an extent that I do not believe was intended by Blizzard because it is not present in any other PvX matchups.

So rather than try to nitpick holes in the OP's arguement, or take one person's advice as gospel, see the OP is trying to say, reason things out for yourself, grab a practice partner and practice defending, then come back and contribute something meaningful.

And AFAIK there is no way to use a single FF to prevent warp-ins up your ramp, contrary to what a lot of people are suggesting.


The thing is...why would you want to stop that? Unless you are MAJORLY skimping on early units, you should be able to rape those units with sentries and zealots with almost no loss to yourself....they have to warp in directly under your fire. Then you have another ~30 seconds before the next group comes. And if you have enough sentries, then you can definitely FF your ramp and prolong this indefinitely for little cost to you and major cost to him. Just don't expect to stop this with a 1/2 gate expo build.....and why should you? That's incredibly greedy.
Skyro
Profile Joined May 2010
United States1823 Posts
January 27 2011 20:15 GMT
#108
On January 28 2011 04:43 Jermstuddog wrote:
Show nested quote +
On January 28 2011 04:09 Skyro wrote:
And that is the crux of the OP's arguement, and I agree w/ him. On particular maps you have to 4-gate to stop an optimal 4-gate, and to stop it on other maps using a build w/ less gates requires much more precision and micro than the attacking player. This cripples the current matchup by limiting the possible openers you can use to a point that reduces the variation (and IMO, the fun) out of the matchup early to midgame, to an extent that I do not believe was intended by Blizzard because it is not present in any other PvX matchups.


I feel an immense amount of pressure in ZvP to prepare for a 4-gate until I see that my P opponent is specifically NOT doing it. Being caught without enough lings or roaches to at least buy enough time for further reinforcements is game ending. Even if you have the production and economy to outproduce P, there is a 10 second window in there where P can just walk straight through your base unless you completely stop drone production around 25 (some variants require cutting drones as early as 20) in order to bulk up your army just in case.

This seems like pretty much the same thing and it sounds like you think 4-gate should be nerfed in general.

Personally, it sounds fine to me, especially considering all the different variations of 4-gate that are possible. You have 3 units with completely different functions that can be created in different amounts to get the desired effect. 1 gas, 2 gas, pulling probes back off when the desired gas number is achieved. All small differences that should be easily noted by the informed viewer/player.

And it's not like 4-gate is at a disadvantage against 4-gate.


I cannot speak on the perceived difficultly in stopping an optimal 4-gate as a zerg player as I do not play zerg. I am however highly skeptical that the extent one must go to to stop a 4-gate as a zerg player is close to that of a protoss player who does not 4-gate himself since any protoss player will tell you that there is a much smaller chance of to success to execute a 4-gate on a zerg player (or terran player for that matter) than a protoss player. I think this is also evidenced by the fact that there are still varied openers in PvZ and PvT even though there is the threat of a 4-gate, whereas in PvP there is much less variation (e.g. 4-gating is much more popular), which is the point I am arguing.
debasers
Profile Joined August 2010
737 Posts
January 27 2011 20:26 GMT
#109
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


I really think that you stopped those people because you're like 10x better. If someone of your level 4gated you, I don't know if you would stop it.
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2011-01-27 20:31:19
January 27 2011 20:28 GMT
#110
On January 28 2011 05:06 Sm3agol wrote:
Show nested quote +
On January 28 2011 04:09 Skyro wrote:
On January 28 2011 02:21 VelRa_G wrote:
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


Why didn't people just listen to this and stop discussing?


Because it wasn't a complete answer. The *easiest* way to stop an optimal 4-gate is to simply 4-gate yourself and IMO is the *only* way to stop it on maps like DQ and JB where you can warp-in through a backdoor. People who do not rationally think about a person's advice, even if from a credible source, is just as bad as people who ignore said advice.

And that is the crux of the OP's arguement, and I agree w/ him. On particular maps you have to 4-gate to stop an optimal 4-gate, and to stop it on other maps using a build w/ less gates requires much more precision and micro than the attacking player. This cripples the current matchup by limiting the possible openers you can use to a point that reduces the variation (and IMO, the fun) out of the matchup early to midgame, to an extent that I do not believe was intended by Blizzard because it is not present in any other PvX matchups.

So rather than try to nitpick holes in the OP's arguement, or take one person's advice as gospel, see the OP is trying to say, reason things out for yourself, grab a practice partner and practice defending, then come back and contribute something meaningful.

And AFAIK there is no way to use a single FF to prevent warp-ins up your ramp, contrary to what a lot of people are suggesting.


The thing is...why would you want to stop that? Unless you are MAJORLY skimping on early units, you should be able to rape those units with sentries and zealots with almost no loss to yourself....they have to warp in directly under your fire. Then you have another ~30 seconds before the next group comes. And if you have enough sentries, then you can definitely FF your ramp and prolong this indefinitely for little cost to you and major cost to him. Just don't expect to stop this with a 1/2 gate expo build.....and why should you? That's incredibly greedy.


Your response seems to indicate a lack of experience defending optimal 4-gates. To be specific I'm talking about the one posted earlier in the thread w/ pictures, the 1 zealot 6 stalker variant with 4 more zealots as the second round of warp-ins. The easiest way to defend this actually 1 sentry, having any more is detrimental as more sentries will mean less firepower to kill the units warping in. Thus if you are doing an economical 4-gate you'd have 1 zealot 1 sentry 5 stalkers when his round of zealot warps-in. You hold position with your units in an arc around the top of your ramp and just FF his zealots as they warp-in. Once you kill this round of warp-ins with no/minimal losses you now have the unit advantage as you are now essentially 1 round of warp-ins ahead and have more or less successfully defended the 4-gate.

Also note the above defense is not possible on maps like DQ and JB due to being able to warp-in via your backdoor, or on Scrap due to the wide ramp. Thus on these maps it is required to defend 4-gate with your own 4-gate.

Also I never mentioned defending an optimal 4-gate with a 1 or 2 gate expo as obviously that is suicide. I have no idea where you got that from, but that in itself is an example of the point I'm trying to make. FE's are virtually non-existant in PvP, which is not true in the other PvX matchups.

As to what my proposed 'fix' would be, the only one I can think of that would not significantly disturb the balance of other matchups is not allowing pylons to warp above ground, or some sort of adjustment on the vision gained of the ramp from the bottom.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
January 27 2011 21:59 GMT
#111
Has any one tested the idea of warping in pylons where the enemy would warp in their zealots? It would be a bad idea to use do this from the beginning IMO, but if you're quite sure they are four gating you, or they are in the process of it, you might as well IMO.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
January 27 2011 22:25 GMT
#112
On January 28 2011 05:15 Skyro wrote:
Show nested quote +
On January 28 2011 04:43 Jermstuddog wrote:
On January 28 2011 04:09 Skyro wrote:
And that is the crux of the OP's arguement, and I agree w/ him. On particular maps you have to 4-gate to stop an optimal 4-gate, and to stop it on other maps using a build w/ less gates requires much more precision and micro than the attacking player. This cripples the current matchup by limiting the possible openers you can use to a point that reduces the variation (and IMO, the fun) out of the matchup early to midgame, to an extent that I do not believe was intended by Blizzard because it is not present in any other PvX matchups.


I feel an immense amount of pressure in ZvP to prepare for a 4-gate until I see that my P opponent is specifically NOT doing it. Being caught without enough lings or roaches to at least buy enough time for further reinforcements is game ending. Even if you have the production and economy to outproduce P, there is a 10 second window in there where P can just walk straight through your base unless you completely stop drone production around 25 (some variants require cutting drones as early as 20) in order to bulk up your army just in case.

This seems like pretty much the same thing and it sounds like you think 4-gate should be nerfed in general.

Personally, it sounds fine to me, especially considering all the different variations of 4-gate that are possible. You have 3 units with completely different functions that can be created in different amounts to get the desired effect. 1 gas, 2 gas, pulling probes back off when the desired gas number is achieved. All small differences that should be easily noted by the informed viewer/player.

And it's not like 4-gate is at a disadvantage against 4-gate.


I cannot speak on the perceived difficultly in stopping an optimal 4-gate as a zerg player as I do not play zerg. I am however highly skeptical that the extent one must go to to stop a 4-gate as a zerg player is close to that of a protoss player who does not 4-gate himself since any protoss player will tell you that there is a much smaller chance of to success to execute a 4-gate on a zerg player (or terran player for that matter) than a protoss player. I think this is also evidenced by the fact that there are still varied openers in PvZ and PvT even though there is the threat of a 4-gate, whereas in PvP there is much less variation (e.g. 4-gating is much more popular), which is the point I am arguing.


It is the same effect in ZvP as it is in PvP. You are forced to stop worker production early and spend money on large amounts of combat units until you have eliminated the possibility of a 4-gate walking over you.

The biggest thing I am trying to point out is that just because you built 4 gateways doesn't mean you have to continue utilizing all those structures every CD available. If you wanted to go 3-gate robo, what stops you from throwing that robo down after the 4th gateway?

ZvZ has this same problem with early tech where getting too many roaches or drones and not enough lings can easily cost you the game if you're caught in the wrong positions. So you are forced to invest in a high number of lings and typically grab the speed upgrade as well for a unit you don't even plan on using in the long term. These lings (and their speed upgrade) don't become useless once you get past that point in the game, you utilize it in a different way later on (runby).

If you're not comfortable going 3 gate vs 4 gate, then fuck it, go 4 gate. Who says this means you can't transition into other builds?
As it turns out, marines don't actually cost any money -Jinro
Joroth
Profile Blog Joined May 2010
United States318 Posts
January 27 2011 22:26 GMT
#113
you're just bad with FF

User was warned for this post
"you have buildings that are better than my race go fuck yourself" -IdrA
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 27 2011 23:26 GMT
#114
On January 28 2011 07:25 Jermstuddog wrote:
Show nested quote +
On January 28 2011 05:15 Skyro wrote:
On January 28 2011 04:43 Jermstuddog wrote:
On January 28 2011 04:09 Skyro wrote:
And that is the crux of the OP's arguement, and I agree w/ him. On particular maps you have to 4-gate to stop an optimal 4-gate, and to stop it on other maps using a build w/ less gates requires much more precision and micro than the attacking player. This cripples the current matchup by limiting the possible openers you can use to a point that reduces the variation (and IMO, the fun) out of the matchup early to midgame, to an extent that I do not believe was intended by Blizzard because it is not present in any other PvX matchups.


I feel an immense amount of pressure in ZvP to prepare for a 4-gate until I see that my P opponent is specifically NOT doing it. Being caught without enough lings or roaches to at least buy enough time for further reinforcements is game ending. Even if you have the production and economy to outproduce P, there is a 10 second window in there where P can just walk straight through your base unless you completely stop drone production around 25 (some variants require cutting drones as early as 20) in order to bulk up your army just in case.

This seems like pretty much the same thing and it sounds like you think 4-gate should be nerfed in general.

Personally, it sounds fine to me, especially considering all the different variations of 4-gate that are possible. You have 3 units with completely different functions that can be created in different amounts to get the desired effect. 1 gas, 2 gas, pulling probes back off when the desired gas number is achieved. All small differences that should be easily noted by the informed viewer/player.

And it's not like 4-gate is at a disadvantage against 4-gate.


I cannot speak on the perceived difficultly in stopping an optimal 4-gate as a zerg player as I do not play zerg. I am however highly skeptical that the extent one must go to to stop a 4-gate as a zerg player is close to that of a protoss player who does not 4-gate himself since any protoss player will tell you that there is a much smaller chance of to success to execute a 4-gate on a zerg player (or terran player for that matter) than a protoss player. I think this is also evidenced by the fact that there are still varied openers in PvZ and PvT even though there is the threat of a 4-gate, whereas in PvP there is much less variation (e.g. 4-gating is much more popular), which is the point I am arguing.


It is the same effect in ZvP as it is in PvP. You are forced to stop worker production early and spend money on large amounts of combat units until you have eliminated the possibility of a 4-gate walking over you.

The biggest thing I am trying to point out is that just because you built 4 gateways doesn't mean you have to continue utilizing all those structures every CD available. If you wanted to go 3-gate robo, what stops you from throwing that robo down after the 4th gateway?

ZvZ has this same problem with early tech where getting too many roaches or drones and not enough lings can easily cost you the game if you're caught in the wrong positions. So you are forced to invest in a high number of lings and typically grab the speed upgrade as well for a unit you don't even plan on using in the long term. These lings (and their speed upgrade) don't become useless once you get past that point in the game, you utilize it in a different way later on (runby).

If you're not comfortable going 3 gate vs 4 gate, then fuck it, go 4 gate. Who says this means you can't transition into other builds?


It's much easier to defend a 4 gate as Zerg than it is as Protoss. Zerg can expand and still defend a 4 gate. Protoss certainly has to stay on 1 base. Were Zerg to stay on one base, they would easily be able to tech while defending a 4 gate. Protoss must stay on 1 base and will die if they try to tech before defending. Zerg has a wide variety of build orders that can successfully defend even the most aggressive 4 gates. Protoss has substantially one build that can successfully defend an all-in 4-gate, and that is a 4-gate with a few more probes.

4-gate puts a lot of pressure on its opponent, regardless of their race, but Protoss is the least equipped to defend it efficiently. Zerg has creep to make defending units more effective, easily accessible static defense that can be relocated so that it's useful later in the game, and in speedlings and roaches, has extremely cost-effective units in defense where they can engage in open fields, can flank, and don't have to deal with chokes or, to an extent, forcefields.

Terran has repairable, salvageable bunkers and high DPS ranged units that excel in defending chokes in the early game. In order to beat Terran with a 4 gate, Protoss has to cram zealots in a line up a ramp to attack limited surface area on a bunker while stalkers shoot away from the low ground with their crap DPS. Terran can defend a 4 gate while teching straight to cloaked banshees. It's pretty clear that Terran is well equipped to defend a 4 gate efficiently.

Meanwhile, the only thing giving the defender an advantage in PvP is the choke and forcefield. Because of the timing that the attack hits combined with the warp-up trick described in the OP, all the defender can do is split the army once or twice and make sure they have almost as many units. The other races have tactical options to defend 4 gate with a significantly less expensive army. In PvP, you just have to (nearly) match their army size.
Loophole
Profile Blog Joined October 2002
United States867 Posts
January 27 2011 23:27 GMT
#115
There are plenty of ways to defeat a 4 gate. I beat it all the time without 4 gating myself. Learn to play better and stop whining about the game needing to be changed for your benefit.
"Fundamental preparation is always effective. Work on those parts of your game that are fundamentally weak." -Kareem Abdul-Jabbar
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2011-01-27 23:31:01
January 27 2011 23:29 GMT
#116
On January 28 2011 07:25 Jermstuddog wrote:
Show nested quote +
On January 28 2011 05:15 Skyro wrote:
On January 28 2011 04:43 Jermstuddog wrote:
On January 28 2011 04:09 Skyro wrote:
And that is the crux of the OP's arguement, and I agree w/ him. On particular maps you have to 4-gate to stop an optimal 4-gate, and to stop it on other maps using a build w/ less gates requires much more precision and micro than the attacking player. This cripples the current matchup by limiting the possible openers you can use to a point that reduces the variation (and IMO, the fun) out of the matchup early to midgame, to an extent that I do not believe was intended by Blizzard because it is not present in any other PvX matchups.


I feel an immense amount of pressure in ZvP to prepare for a 4-gate until I see that my P opponent is specifically NOT doing it. Being caught without enough lings or roaches to at least buy enough time for further reinforcements is game ending. Even if you have the production and economy to outproduce P, there is a 10 second window in there where P can just walk straight through your base unless you completely stop drone production around 25 (some variants require cutting drones as early as 20) in order to bulk up your army just in case.

This seems like pretty much the same thing and it sounds like you think 4-gate should be nerfed in general.

Personally, it sounds fine to me, especially considering all the different variations of 4-gate that are possible. You have 3 units with completely different functions that can be created in different amounts to get the desired effect. 1 gas, 2 gas, pulling probes back off when the desired gas number is achieved. All small differences that should be easily noted by the informed viewer/player.

And it's not like 4-gate is at a disadvantage against 4-gate.


I cannot speak on the perceived difficultly in stopping an optimal 4-gate as a zerg player as I do not play zerg. I am however highly skeptical that the extent one must go to to stop a 4-gate as a zerg player is close to that of a protoss player who does not 4-gate himself since any protoss player will tell you that there is a much smaller chance of to success to execute a 4-gate on a zerg player (or terran player for that matter) than a protoss player. I think this is also evidenced by the fact that there are still varied openers in PvZ and PvT even though there is the threat of a 4-gate, whereas in PvP there is much less variation (e.g. 4-gating is much more popular), which is the point I am arguing.


It is the same effect in ZvP as it is in PvP. You are forced to stop worker production early and spend money on large amounts of combat units until you have eliminated the possibility of a 4-gate walking over you.

The biggest thing I am trying to point out is that just because you built 4 gateways doesn't mean you have to continue utilizing all those structures every CD available. If you wanted to go 3-gate robo, what stops you from throwing that robo down after the 4th gateway?

ZvZ has this same problem with early tech where getting too many roaches or drones and not enough lings can easily cost you the game if you're caught in the wrong positions. So you are forced to invest in a high number of lings and typically grab the speed upgrade as well for a unit you don't even plan on using in the long term. These lings (and their speed upgrade) don't become useless once you get past that point in the game, you utilize it in a different way later on (runby).

If you're not comfortable going 3 gate vs 4 gate, then fuck it, go 4 gate. Who says this means you can't transition into other builds?


First of all if you're a zerg player then I fail how you can reasonably gauge the strength of an optimized 4-gate in PvP. And judging from some of the responses in this thread I doubt even most of the protoss players have dealt with an optimzed 4-gate at the timings indicated by the pictures. You are talking from a theoretical basis, but in reality you simply cannot stop a 4-gate on 3 of the maps in the current map pool w/o 4-gating yourself if it is properly executed. And on the other maps it is still quite difficult w/o 4-gating yourself, but possible since you're defending only 1 ramp.

So I cannot comment on how, if any, similarities exist b/w other mirrors (only high ranked random players could properly gauge this), I'm saying the degree which one must go to defend it is *very tight.* For example, it's so tight where people recommend not even getting your second gas until you hold it.

Or to put it another way that players of other races can understand, the crutch that allows protoss players to hold nearly all early aggression is sentries, but the pylon warping up ramps and/or through backdoors takes this away and you are forced to match his units more or less. We don't have creep, or queens, or the ability to store up larve or repair bunkers. You can hold it via cannons, but then that allows the 4-gater to contain and expand and still come up ahead. The simple fact that if you 4-gate (optimally) you either will win straight out or gain an advantage in every scenario outside of your opponent responding with his own slightly more economical 4-gate causes the matchup to NOT BE FUN. I'm not saying it's impossible to hold, I'm saying if your opponent is not kind enough to not 4-gate you, you are forced to 4-gate yourself unless you can severely outplay your opponent.
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
January 27 2011 23:30 GMT
#117
On January 28 2011 05:26 debasers wrote:
Show nested quote +
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


I really think that you stopped those people because you're like 10x better. If someone of your level 4gated you, I don't know if you would stop it.


its not like the pros 4gate half a minute faster than everyone else lol. an optimal 4gate is pretty simple to do. theres not exactly a lot of deviation someone could do in the situation that would make it any better
Disciple....Top 3 control in Clarion County
Skyro
Profile Joined May 2010
United States1823 Posts
January 27 2011 23:34 GMT
#118
On January 28 2011 08:30 FrankWalls wrote:
Show nested quote +
On January 28 2011 05:26 debasers wrote:
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


I really think that you stopped those people because you're like 10x better. If someone of your level 4gated you, I don't know if you would stop it.


its not like the pros 4gate half a minute faster than everyone else lol. an optimal 4gate is pretty simple to do. theres not exactly a lot of deviation someone could do in the situation that would make it any better


You'd be surprised. From my experiences the differences b/w a diamond 4-gating and a master player 4-gating is actually quite significant. Even 10 seconds can make a huge difference in defending a 4-gate.
sikyon
Profile Joined June 2010
Canada1045 Posts
January 27 2011 23:45 GMT
#119
Honestly I don't think that countering a 4 gate with an econ 4 gate is bad, at all. As long as the super agressive 4 gate can be scouted in time, and the econ 4 gate gives you a good chance at beating it (and putting you ahead if he doesn't attack) then what's the problem? Counters do not have to necessarily exist solely in the realm of tech paths, they can also exist as a function of time.
mordk
Profile Blog Joined November 2010
Chile8385 Posts
January 27 2011 23:47 GMT
#120
After reading the whole thread, I think many people have one of the following problems:

-They make too many sentries (They do shit DPS, cant stop units warping in on top of the ramp)
-They just dont make enough units

Whenever I play PvP I scout all the fckin early game, as soon as I see a 4-gate or a suspicious probe (likely to make a proxy pylon) I immediately focus on making more units, particularly enough stalkers to hold. You can hold a 4-gate with a 2-gate robo if you make a couple immortals, and with 3-gate robo with a single immortal and enough gateway units, also remember the pylon which can warp-in on top of your ramp can usually be sniped by stalkers.
ToxNub
Profile Joined June 2010
Canada805 Posts
January 27 2011 23:51 GMT
#121
Im newb (diamond) but I always have the most problem with mass stalker 4 gate. Even if I ff, he doesn't care, he has the range to pummel my rampcamp from below. I can split him a few times and still lose.
letsroll
Profile Joined June 2009
23 Posts
January 27 2011 23:58 GMT
#122
4 gate is one of the strongest builds n the game but it is not unstoppable. All builds have counter and all builds can be beat. If not the very best n the game would have better then 60-70 percent win ratio and many others would to. Im diamond protoss player and do notlike to 4 gate. 1 gate robo or 2 gate robo works very well for me. Will always end up with 3 gate before i move out. After the second immortal is out starlkers are handled better. Cant 2 4 get to ff your ramp. No hold position mistake there. Just make sure u hit F and not G or it is GG.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
January 28 2011 00:12 GMT
#123
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.


Nony: You are awesome.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
KillerPlague
Profile Joined June 2010
United States1386 Posts
January 28 2011 00:16 GMT
#124
On January 16 2011 23:10 emythrel wrote:
surely you should be putting your FF on the ramp, not below it. your enemy has vision of the ramp, which means they can warp in on it. if you FF on the ramp they cannot warp in since the FF takes up the space. That way they have to get a zealot up the ramp first before they can warp in above the FF.


we have a winner! this entire post was nullified from the start, so how is it still alive? =o
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
mazqo
Profile Joined September 2010
Finland368 Posts
January 28 2011 00:36 GMT
#125
Replay of me defeding 4gate with 3gates. Works 95% of time and 5% i fail.
http://starcraft2.fi/replay/lataa.php?id=1842
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 28 2011 01:07 GMT
#126
Has anyone (high masters) tried gas -> gate -> core -> robo -> gate to get a super fast immortal with some zealots and stalkers to support? With 4 chronoboosts, warpgate research finishes 100 seconds after the cyber core finishes, and with 2 chronoboosts, an immortal completes 90 seconds after the cyber core finishes. If you go gas before gateway, you have 200 gas at completion of cyber core (50 for warpgate research, 50 for stalker, 100 for robo). This will delay your gateway and therefore your warpgate research a bit, but you should still be able to get an immortal out before the timing hits. If you can survive the first wave, I'd imagine you could go immortal zealot with your reinforcements and hold pretty comfortably.
hellsan631
Profile Blog Joined March 2010
United States695 Posts
Last Edited: 2011-01-28 01:09:14
January 28 2011 01:08 GMT
#127
You can actually FF your ramp to block warp-ins and blink. You need to place it in the right spot though.

Ill post a thread about it (this method and stopping the 4 gate) soon.
gr8ape
Profile Joined July 2008
Canada302 Posts
Last Edited: 2011-01-28 01:11:51
January 28 2011 01:11 GMT
#128
On January 16 2011 23:10 Liquid`Tyler wrote:
I've stopped 4gate plenty of times with 2gate robo and 3gate stargate. The force fields are for splitting his army, like force fields are almost always used. And you have a very narrow passage to defend, so you can be successful without superior numbers, because all your units attack simultaneously when an enemy unit comes up the ramp, but all enemy units cannot attack simultaneously, and cannot focus fire.



uuuh I bet if you 4 gated yourself you would lose

(as in you would play vs a clone of yourself)
DaemonX
Profile Joined September 2010
545 Posts
January 28 2011 01:16 GMT
#129
Um, in your screenshot you had 6 freaking sentries...

Why not just place 2 FF lower ramp and prevent any warp in of any kind? Then they can't do the trick.
Jaeger
Profile Joined December 2009
United States1150 Posts
January 28 2011 01:32 GMT
#130
On January 17 2011 04:57 Liquid`Tyler wrote:
You shouldn't make more than 1 sentry imo. They are pretty weak in a fight and it should have energy for 2 force fields, and it only takes 1 force field to split his army, and 2 splits should be plenty. Against that particular 4gate build, I don't think you can mine from 2 gas. There are several ways to do 4gate and several ways to optimally counter. When you are facing this really aggressive, fastest possible 4gate, it's possible that the best counter is to 4gate yourself and wait for your opponent to come up your ramp. Then you're in the classic HuK vs kiwikaki situation from MLG 1, where everyone was like "kiwikaki why'd you go up his ramp" and he says "to attack dude"

When I counter 4gate with 2gate robo, it's when I've scouted a 13gate opening and 2gas. When I scout 10gate and 1gas and saved chrono, I don't make a robo. It's really a danger when you say something like 4gate and think there's only way to do it. Isn't sort of obvious that when I mention 2 ways to stop it that they're for different variations? There's only ever one best way to stop something.


The problem I have with defensive 4gating in response to a 10gate saved chrono is these offbeat builds like 10gate saved chrono into going 3gate stalker delayed robo while faking a 4gate push with a forward pylon and your stalkers. How do you tell the difference between that and a 10gate 4 gate?


On January 28 2011 10:07 kcdc wrote:
Has anyone (high masters) tried gas -> gate -> core -> robo -> gate to get a super fast immortal with some zealots and stalkers to support? With 4 chronoboosts, warpgate research finishes 100 seconds after the cyber core finishes, and with 2 chronoboosts, an immortal completes 90 seconds after the cyber core finishes. If you go gas before gateway, you have 200 gas at completion of cyber core (50 for warpgate research, 50 for stalker, 100 for robo). This will delay your gateway and therefore your warpgate research a bit, but you should still be able to get an immortal out before the timing hits. If you can survive the first wave, I'd imagine you could go immortal zealot with your reinforcements and hold pretty comfortably.


Even it it holds a 4 gate seems super vulnerable to everything else no? I mean you get later tech, less minerals/units, nothing to help hold off cannon/2 gate rushes.
https://www.dotabuff.com/players/8137911
Shifft
Profile Blog Joined April 2010
Canada1085 Posts
January 28 2011 01:43 GMT
#131
Hm the gas before gate thing sounds kind of interesting, plus I bet it would freak people out into thinking you're going DTs.
=O
Meteora.GB
Profile Blog Joined January 2011
Canada2479 Posts
January 28 2011 02:05 GMT
#132
PvP can get pretty tiresome since very often it ends up being a total 4gate fest from one or both players. I'm not sure if its better or worse than volatile ZvZ.
FrozenFrotie
Profile Joined January 2011
Singapore156 Posts
January 28 2011 03:00 GMT
#133
Honestly guys all sorts of 4 gates are stoppable, even the aggressive 20 probe one. It doesnt even require you to do the same build and win through micro.

Im a high masters in SEA server and currently PvP in SEA is pretty much 1 dimensional where everyone goes 20 probe 4 gate with 1 zealot 5 stalkers and try to warp in 4 additional stalkers up the ramp.

I watched a TLO replay where he held it off with a 3 gate tech to dts. Some people didnt give it its due credit because the 4 gate came 1 minute late. However they failed to realize its because tlo tailored his build to counter 20 probe 4 gate almost perfectly.

The general build order is:
11 chrono nexus
12 gate
Chrono nexus again
14 gas
18 gas
Cybercore
Stop probe production
chrono 1st stalker
Build 2 gateways, but make sure to prioritize building the 2nd stalker
Chrono 2nd stalker
Add probes until there are 17 probes mining minerals and 6 on gas
Use the rest of the chronos on warp gate tech
Hunt for proxy pylons and probes - (at this point of time the opponent should be moving out with 1 zealot 1 stalker). Kite the zealot and snipe the stalker. Chase the zealot down back to his base. At this point of the game his will be forced to warp in stalkers in his base to defend against your 2 stalkers.
Warp 2 sentries on top of ramp and retreat with the 2 stalkers.
Build twilight council
Build forge
Build dark shrine
Build 1-2 cannons. (Add stalkers and sentries to make sure you are safe between getting all of these buildings)
Warp in dts and go straight for his probes - win

The essential part to pull this off is good FF placement and micro of sentries. Honestly I find that not many people realize that FF'ing the top half of the ramp blocks vision of the top even when stalkers run up against it. (Unfortunately zealots and sentries which are smaller than stalkers can squeeze into the corner space of the hexagonal shape of the FF and steal some vision of the top of the ramp. But the opponent will take serious damage in the mean time as all of your army can hit them while only part of his army can hit back)

The only way for the opponent to stop this is to go back to his base and get a robo facility for obs. In the mean time, you will already be ahead as you have your 2nd gas up and additional probe count.
MiKTeX
Profile Blog Joined October 2010
United States234 Posts
January 28 2011 03:08 GMT
#134
On January 28 2011 12:00 FrozenFrotie wrote:
Honestly guys all sorts of 4 gates are stoppable, even the aggressive 20 probe one. It doesnt even require you to do the same build and win through micro.

Im a high masters in SEA server and currently PvP in SEA is pretty much 1 dimensional where everyone goes 20 probe 4 gate with 1 zealot 5 stalkers and try to warp in 4 additional stalkers up the ramp.

I watched a TLO replay where he held it off with a 3 gate tech to dts. Some people didnt give it its due credit because the 4 gate came 1 minute late. However they failed to realize its because tlo tailored his build to counter 20 probe 4 gate almost perfectly.

The general build order is:
11 chrono nexus
12 gate
Chrono nexus again
14 gas
18 gas
Cybercore
Stop probe production
chrono 1st stalker
Build 2 gateways, but make sure to prioritize building the 2nd stalker
Chrono 2nd stalker
Add probes until there are 17 probes mining minerals and 6 on gas
Use the rest of the chronos on warp gate tech
Hunt for proxy pylons and probes - (at this point of time the opponent should be moving out with 1 zealot 1 stalker). Kite the zealot and snipe the stalker. Chase the zealot down back to his base. At this point of the game his will be forced to warp in stalkers in his base to defend against your 2 stalkers.
Warp 2 sentries on top of ramp and retreat with the 2 stalkers.
Build twilight council
Build forge
Build dark shrine
Build 1-2 cannons. (Add stalkers and sentries to make sure you are safe between getting all of these buildings)
Warp in dts and go straight for his probes - win

The essential part to pull this off is good FF placement and micro of sentries. Honestly I find that not many people realize that FF'ing the top half of the ramp blocks vision of the top even when stalkers run up against it. (Unfortunately zealots and sentries which are smaller than stalkers can squeeze into the corner space of the hexagonal shape of the FF and steal some vision of the top of the ramp. But the opponent will take serious damage in the mean time as all of your army can hit them while only part of his army can hit back)

The only way for the opponent to stop this is to go back to his base and get a robo facility for obs. In the mean time, you will already be ahead as you have your 2nd gas up and additional probe count.


so what happens when you go double gas after gate and he goes 2-3 gate robo?

congratulations to the little one on figuring out a build order that specifically counters 4 gate, but i will stick to good forcefields to hold off a 4 gate
JeanLuc
Profile Joined September 2010
Canada377 Posts
January 28 2011 03:09 GMT
#135
4 gate is damn annoying I agree however the warp up the ramp trick does NOT negate the defenders advantage of holding the top of the ramp. Even with those 3-4 zealots warping at the top your army will be in a superior position and concave at the top of the ramp. This means you can hold off the push with equal/ slightly less than equal forces, which gives you the ability to squeeze some extra workers in that your aggressive opponent did not. Plus, once his 4 gate attack is defended he will lose his forward pylon.

If you can't find it within yourself to stand up and tell the truth-- you don't deserve to wear that uniform
KnowMe
Profile Blog Joined April 2010
Germany228 Posts
January 28 2011 03:34 GMT
#136
ugh this thread shouldve been closed after tylers first or second relpy in my opinion -.-
anyway... as its still allive ill try to answer some question with another wall of text
obviously everything is based on my experience and is for that reason extremely subjective

yes 4gate is very strong in pvp because its easier to pull of than to defend. still theres no need to change anything about it, because it becomes a relatively weak build, if you know how to react. at the moment that might be true only for top players but that will change with time.

actually 4gating every pvp you play should be a decent way to find out how to counter it, as you will start losing almost every game after a while and you should be able to figure out why you lose with it afterwards.

ok... and heres what you can think about or try out or ignore etc.
assuming that you are going for the most standard (afaik) no-rush fairly economical 12gate, you should scout after building your pylon at 9/10 to have a chance to defend 2proxyrax, canons etc.
a sideeffect of that early scouting for cheese is, that you scout the possible 4gate early (hard but not impossible to make sure its coming before its actually there).

1 popular way to play the 4gate is the most aggressive 10gate with a lot of chronoboost safed up. this one is easily scouted (that gate is earlier than my gate and theres 60 energy on the nexus) and for that reason easy to counter in theory although its really really fast so you should never underestimate it. on the other hand it must be played with probecut at around 18 to be most effective and is basically a pure allin like a terran whos pulling all scvs. this means that you just have to defend it for a while so you wont (shouldnt) be able to lose anymore.

theres a lot of ways to defend this build but the safest might be to react with 4gate because you just have to survive to be way ahead. -> as soon as you scout it, you start to save chronoboost yourself to get warpgates as soon as possible. also you should get some more probes than your oponent (=>20-22) but not too many.

as your gate was later and u may have 1-2 less chronoboosts on your core you gonna have to stall some time. you can achieve that goal by killing of his pylonbuildingprobe or pushing with 1lot1stalker before he pushes or a forcefield or pulling some probes or or or... just make sure you gain some seconds.

result a) your oponent was getting only some gas (i.e. 50, 100) to get the warpgate upgrade and possibly 1 stalker to warpin pure zealot (was known as the testerbuild for a while afair altough most decent protossplayers knew the build and there was a TL thread about it several weeks before tester played it on air :p ). he will be able to warpin 4 lots for quite some time and this can get messy as you have 3 probes mining gas (=> not more mins than he has) to get out stalkers and it takes quite some micro to defeat the lots and you will still lose some probes. as soon as the number of stalkers builds up while you make sure you dont lose every single probe, you will overwhealm him and win the game with the following push
.
result b) he was mining gas with 3 probes to warpin stalkers as well. he will also be able to do that way earlier than you so he will have more stalkers when he attacks and this is the part where you really have to buy time and to take every small advantage you can get. you can do that by rather building zealots and sentries before the warpgate upgrade finishes because u can afford more of those and zealots are really strong against stalkers if the map offers a slim baseentrance. else you can build all your buildings in very defensive positions so you dont lose any crucial pylons. stall some time with a forcefield and or get a small advantage by getting some shots of with your 2-3 stalkers of before he enters the base and pull 4-5 probes when you fight as far back as possible. he has to handle several problems now.
1) he needs to focusfire stalkers or hit&run the probes which costs micro=time. else he will lose the battle by losing some stalkershots on nearby gates or probes while losing his stalkers.
2) he needs to continue the warpin which is harder for him than for you because he has to scroll back 1 screen where is pylon is (which takes time).
3) it also takes his new forces more time to enter the battle than it takes your new stuff to be ready for it.
4) his economy is very weak and he wont be able to support 4 gates while you almost can (or at least you had more ressources safed up because you had 2-4 more workers for several minutes)

in sum he basically loses too much time till you overwhealm him. at this point you killed more units than he did, have more probes and kill another 1-2 pylons which obviously means that you are way ahead.

the other decent more economical and for that reason more enduring 4gate push following a 12 gate is not as obvious and for that reason harder to scout. still it should be executed with as much chronoboost as possible to be effective which means that you can often times either scout a lot of safed up nexusenergy or - as your scoutingprobe can stay in his base for quite some time - the core-chronoboosting itself.
against this build you wont be 100% certain that a 4gate is coming (scouting after the first stalker is out is not impossible but really hard or depending on pure luck) but you also dont need 4 gates to defend it which is why you can deal with it as well. easy counters include 3 gates and some chronoboosts on your core. you will have almost as many units as you oponent has when he attacks so you can defend it as described by tyler by splitting up his army, hitting from high ground and or focussing the units that are warped in on the high ground. also you will have 1-2 phönix or immortals or an almost finished blinkupgrade or whatever you were teching to. time and a better fighting position guarantee your safety again and you win because you are ahead in tech.

some more thoughts
defending against 4gate often ends up in very microheavy confrontations. a single forcefield to split the army is really easy to do and so is shooting from high ground. as explained above the aggressive 10gate-style demands for specific very defensive reactions. in other cases of 4gating you start fights with the huge advantages mentioned above so you should be able to win a fight with 2-3 less units. as your tech is kicking in very soon to win the game for you, you can be very confident but make sure you arent overconfident. it is very very easy to lose an early pvp fight by having too few zealots (soak up a lot of dmg and kill stalkers pretty quickly) or too many zealots (getting outmicroed) even if you are in a better position. if you lose like that, it is not because 4gate is imbalanced

using forcefields to split the army is only effective if you have enough stalkers. zealots are good against them but if you cant attack 1 half of his army with most of your army without getting hit by the other half of his army, theres no advantage.

every other more economical 4gate is very safe against early agression but not dangerous to you. your oponent can transition into something else (i.e. blink) but its not an effective rush strategy and works in the usual stone paper scissors system (blinkstalkers lose to immortals if mana doesnt drag you into a basetrade etc. with the additional problem of having blink later with 4 than with 3 gate)


exceptions!!!
1) jungle basin and delta quadrant
(not an exception for 10gate if you dont try to defend that with pure sentry which is nonsense on these maps but a possibility on other maps without backdoor if you want to play with less than 3 gates... i think... and yes you need 2 forcefields for those ramps and theres nothing wrong with that. you dont have to be able to tech fast without any risks)

defending a 12gate 4gate on these maps can be tricky but there are 2 rather simple solutions altough its obviously getting harder if you oponent has sick micro etc (nani?)
a) blocking your backdoor (as whitera did) with buildings so you can snipe the intruders from that while they hit your wall. this can be very tricky especially if you have less than 3 gates as losing a blocking pylon can hurt pretty badly.
b) scouting probe on backdoor area. as soon as units are warped in block your ramp with forcefields and kill the few warped in units. yehaw: you are far ahead

2) blistering sands
actually i didnt play that many pvp games on that map but a really nice counter to 4gate is a ecoheavy 5gate as the ramp is easy to defend in the usual way and killing the backdoor takes quite some time so you will be able to kill of the intruding stalkermasses with 5gate sentry lot and a way stronger economy. it also creates a good oportunity to expand if the push is not coming.

3) scrap station
might be the strongest map for 4gate (10gate is still pure allin) and should be defended by 4gate which makes it a pure micro battle (12 gate -> 4gate on both sides) with a slight advantage for the defender which is why this transitions into a mindgame pretty quickly: both sides dont want to attack with their 4gate into a 4gate so you may be able to squeeze in a double fast expand or something similar
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Adonisto
Profile Joined May 2010
Canada191 Posts
January 28 2011 04:08 GMT
#137
I love this thread, now every Protoss on the ladder try to 4gate with the "pylon at the ramp tactic" because they think its unstoppable. I just 2gate robo, chronoboost Immortal, forcefield the ramp, destroy the pylon with the immortal range, hold pretty easilly and transition into collossus for an easy win. Always the same thing. GG.
Tippany
Profile Blog Joined March 2010
United States765 Posts
January 28 2011 04:26 GMT
#138
On January 28 2011 10:07 kcdc wrote:
Has anyone (high masters) tried gas -> gate -> core -> robo -> gate to get a super fast immortal with some zealots and stalkers to support? With 4 chronoboosts, warpgate research finishes 100 seconds after the cyber core finishes, and with 2 chronoboosts, an immortal completes 90 seconds after the cyber core finishes. If you go gas before gateway, you have 200 gas at completion of cyber core (50 for warpgate research, 50 for stalker, 100 for robo). This will delay your gateway and therefore your warpgate research a bit, but you should still be able to get an immortal out before the timing hits. If you can survive the first wave, I'd imagine you could go immortal zealot with your reinforcements and hold pretty comfortably.

Haven't tried it but the more I think about the less I think it could work. I can't imagine one immortal and a few zealots being able to hold the sheer number of units from the 4gate. Like ogyp said, right before the six minute mark you're getting hit by 5 zealots and 6 stalkers. At most you could have 2 immortals and ~5 zealots? I'm not sure...But it's worth a try.
Real action, my dream.
Skyro
Profile Joined May 2010
United States1823 Posts
January 28 2011 04:32 GMT
#139
On January 28 2011 12:00 FrozenFrotie wrote:
Honestly guys all sorts of 4 gates are stoppable, even the aggressive 20 probe one. It doesnt even require you to do the same build and win through micro.

Im a high masters in SEA server and currently PvP in SEA is pretty much 1 dimensional where everyone goes 20 probe 4 gate with 1 zealot 5 stalkers and try to warp in 4 additional stalkers up the ramp.

I watched a TLO replay where he held it off with a 3 gate tech to dts. Some people didnt give it its due credit because the 4 gate came 1 minute late. However they failed to realize its because tlo tailored his build to counter 20 probe 4 gate almost perfectly.

The general build order is:
11 chrono nexus
12 gate
Chrono nexus again
14 gas
18 gas
Cybercore
Stop probe production
chrono 1st stalker
Build 2 gateways, but make sure to prioritize building the 2nd stalker
Chrono 2nd stalker
Add probes until there are 17 probes mining minerals and 6 on gas
Use the rest of the chronos on warp gate tech
Hunt for proxy pylons and probes - (at this point of time the opponent should be moving out with 1 zealot 1 stalker). Kite the zealot and snipe the stalker. Chase the zealot down back to his base. At this point of the game his will be forced to warp in stalkers in his base to defend against your 2 stalkers.
Warp 2 sentries on top of ramp and retreat with the 2 stalkers.
Build twilight council
Build forge
Build dark shrine
Build 1-2 cannons. (Add stalkers and sentries to make sure you are safe between getting all of these buildings)
Warp in dts and go straight for his probes - win

The essential part to pull this off is good FF placement and micro of sentries. Honestly I find that not many people realize that FF'ing the top half of the ramp blocks vision of the top even when stalkers run up against it. (Unfortunately zealots and sentries which are smaller than stalkers can squeeze into the corner space of the hexagonal shape of the FF and steal some vision of the top of the ramp. But the opponent will take serious damage in the mean time as all of your army can hit them while only part of his army can hit back)

The only way for the opponent to stop this is to go back to his base and get a robo facility for obs. In the mean time, you will already be ahead as you have your 2nd gas up and additional probe count.


Actually I think you missed the whole point of that game on why he was able to stop the 4-gate. The reason why he stopped it is he got a quick 2 stalkers to intercept the probe and zealot + stalker escort, which delayed the 4-gate enough so he could set up a proper defense. This is completely viable but relies on them not having a proxy pylon already in place (which is why you see TLO checking everywhere for a proxy pylon before going to intercept the escort), and you actually being able to intercept the escort (easier on some maps than others obviously).
aztrorisk
Profile Blog Joined April 2010
United States896 Posts
Last Edited: 2011-01-28 04:35:35
January 28 2011 04:33 GMT
#140
I have had no problem with 4 gate. My standard build is stable enough to stop it.

and I go 3 gate robo/stargate vs toss
A lock that opens to many keys is a bad lock. A key that opens many locks is a master key.
Jemmani
Profile Joined November 2010
United States76 Posts
January 28 2011 04:41 GMT
#141
I havnt played in months. started playing a few days ago again, and in pvp i just get 2 gate into robo. and i seem to do fine with 1-2 immortals 1-2 sentry and tons of zealots. they lose their inital push, then i just expand and win.
adrift
Profile Joined August 2010
192 Posts
January 28 2011 12:12 GMT
#142
there are so many different ways to 4 gate at this point that they really need to be named better. only the pvp zealot-only super aggressive one has a name :/

if you refuse to open 4 gate at least refrain from chrono boosting probes until you know that he isn't. also some of the super aggressive ones (like the zealot one above) can be interrupted by sending a zealot + stalker to his base as they focus on getting 4 gates + warpgate done ASAP and will sometimes only have a zealot when you get there

be active with your first stalker. you can catch the probe trying to place the pylon a lot of the time and since almost all the pvp 4 gates are zealot/stalker now you can always just back off if he has too much with the probe. delaying that pylon can buy you a lot of time
boesthius
Profile Blog Joined February 2008
United States11637 Posts
January 28 2011 12:18 GMT
#143
--- Nuked ---
Nehtaro
Profile Joined January 2011
United States112 Posts
March 04 2011 23:38 GMT
#144
+ Show Spoiler +
On January 16 2011 23:41 413X wrote:
Show nested quote +
On January 16 2011 23:39 Markwerf wrote:
This trick is ages old.

Sure it is easy for P to force themselves onto a ramp through a forcefield. Besides this trick there is also the hallucinated colossus (tramples the forcefields) and the blink stalker rush.
This doesn't mean the forcefield isn't effective.... THe FF still cuts the army in half AND forces the attacking player to warp right in front of the defender's units (which can be easily picked off).

The key to defending a 4 gate is just to not make too many sentries (just 1 or 2) and have some ranged units with that. There are still tons of strats that defend a 4 gate easily (2 / 3 gate robo or dt tech for example).

If there is any problem with a 4 gate it's not the power of the 4 gate but how hard it is to scout imo. For example a FE and 4 gate build have the same build up to the point of the expo really, so if you defend with a 3 gate robo build you still lose to a FE build. DT build is good vs both but then again loses to a robo build and needs to be committed too very early.


Hallucinated colossus does NOT take away forcefields...



You're right. However, you can hallucinate a colossus to gain vision of the high ground and warp in units there.
hazz.
Profile Joined March 2011
United Kingdom83 Posts
March 04 2011 23:43 GMT
#145
Nice bump...
Jaedong | FlaSh | Bisu | IdrA | Tyler | Ret | mOOnGLaDe | Jinro | White-Ra | DeMusliM
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