• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:56
CET 03:56
KST 11:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down20ISSL (IntoTheTV x SOOP SC2 League): Premier6Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League92
StarCraft 2
General
SC2 Power Rank: epic29 No more SC2 streamers on team liquid? Weekly Cups (October 19-25): Clem triples first in 5.0.17 How do you feel about the mass reverts in the 5.0.17 PTR? Evil Geniuses - shutting down
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL 2026 Offline Finals LCQ Sign-Ups Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Bot on ladder SCHNAIL now supports Remastered Rollback Netcode in Brood War BW General Discussion [Megathread] Daily Funny Videos
Tourneys
[Megathread] Daily Proleagues [Women's StarCraft] MonstarZ vs BA 2026-10-30 Star Con San Diego 2026 Small VOD Thread 2.0
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread R I P Patrick Stewart Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11296 users

[G] PvT 3 Gate Aggressive Expo - Page 11

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 9 10 11 12 13 16 Next All
galzohar
Profile Joined November 2010
Israel100 Posts
Last Edited: 2011-04-25 01:08:27
April 25 2011 01:07 GMT
#201
When going for any kind of 1 rax FE I'm really not sure what to do against this. Now I doubt the answer is to just not go 1 rax FE on most maps, since 1 rax FE is an extremely common build in GSL in just about every matchup. Also, as far as I understand from this thread and others, 2 rax expand isn't exactly good against this either? And obviously 3 rax is not a build you really see at competitive levels at all... I have yet to find a game in GSL where the T goes for 1 rax FE and effectively stop 3-4 gate strategies, so I'm still wondering what I should be doing...

Also, is there a "e-mail me when this thread gets replies" button somewhere that I have missed?
DZK
Profile Joined January 2011
Canada40 Posts
Last Edited: 2011-04-26 12:42:14
April 25 2011 01:14 GMT
#202
edit : nvm
TechN9ne
Profile Joined February 2011
United States24 Posts
April 25 2011 02:29 GMT
#203
I love this build! i use it all the time and sometimes u can catch the terran off guard and straight up kil him and in the middle of all of it u have money to throw up a nexus and a robo almost whenever
Dont be that guy
Soulglider
Profile Joined April 2011
China10 Posts
April 25 2011 03:59 GMT
#204
Can anyone offer some new replays of this build vs various Terran openings? I've been having a lot of problems vs more aggressive openings, like 3 - 4 rax builds where they come out before I have a chance to warp in enough units to contain them at the ramp.

What time am I supposed to arrive at the Terran base? Many games I'll arrive at the Terran nat and he'll already have 2 bunkers in construction and nearly done. Am I late, or should I not be worried about these 2 bunkers? Should I still push in?

What adjustments (if any) do you make vs 2 rax? Or should I have no problems containing him with the 3 gate?

In what situations do you build more stalkers instead of sentries? I recently watched a Sase vs Nada match where Sase contained with 4 stalkers, 1 sentry and a zealot.
Losing is for Winners
galzohar
Profile Joined November 2010
Israel100 Posts
April 25 2011 04:11 GMT
#205
As long as enough of his army is up the ramp you can easily annihilate anything that is down at the natural. However with 3-4 rax and bunkers I think you're supposed to have your expansion way before his anyway and thus still gain the economic advantage? And if he goes aggressive 3-4 rax, I'm guessing the whole point of this is that 3 gate can deal with it defensively, no?
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 25 2011 17:53 GMT
#206
On April 25 2011 12:59 Soulglider wrote:
Can anyone offer some new replays of this build vs various Terran openings? I've been having a lot of problems vs more aggressive openings, like 3 - 4 rax builds where they come out before I have a chance to warp in enough units to contain them at the ramp.

What time am I supposed to arrive at the Terran base? Many games I'll arrive at the Terran nat and he'll already have 2 bunkers in construction and nearly done. Am I late, or should I not be worried about these 2 bunkers? Should I still push in?

What adjustments (if any) do you make vs 2 rax? Or should I have no problems containing him with the 3 gate?

If you go for this opening you would do it against any opening the Terran does. Doesn't matter how many rax they get. If he has 2 bunkers being constructed at the Nat sounds like you're really late, although if they aren't done, how are you losing..?

On April 25 2011 13:11 galzohar wrote:
As long as enough of his army is up the ramp you can easily annihilate anything that is down at the natural. However with 3-4 rax and bunkers I think you're supposed to have your expansion way before his anyway and thus still gain the economic advantage? And if he goes aggressive 3-4 rax, I'm guessing the whole point of this is that 3 gate can deal with it defensively, no?

If he one bases you with lots of barracks, you can FF contain until he gets medivacs. Though, you have to be a half-way decent player and be able to watch the minimap/ramp of the enemy, as low level players like to stim and try to run down quickly.
galzohar
Profile Joined November 2010
Israel100 Posts
April 25 2011 18:51 GMT
#207
Against 2-3 rax do you actually make it with enough sentries to their ramp before they have enough to safely move down?
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 25 2011 18:58 GMT
#208
On April 26 2011 03:51 galzohar wrote:
Against 2-3 rax do you actually make it with enough sentries to their ramp before they have enough to safely move down?

Well since the OP says you'll have about 5 sentries, and you need 4 to infinitely contain, I'd say yes you do.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 25 2011 19:03 GMT
#209
On April 26 2011 03:58 CecilSunkure wrote:
Show nested quote +
On April 26 2011 03:51 galzohar wrote:
Against 2-3 rax do you actually make it with enough sentries to their ramp before they have enough to safely move down?

Well since the OP says you'll have about 5 sentries, and you need 4 to infinitely contain, I'd say yes you do.


I believe you need 6 sentries to infinitely FF a ramp, no?
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 25 2011 19:14 GMT
#210
On April 26 2011 04:03 Anihc wrote:
Show nested quote +
On April 26 2011 03:58 CecilSunkure wrote:
On April 26 2011 03:51 galzohar wrote:
Against 2-3 rax do you actually make it with enough sentries to their ramp before they have enough to safely move down?

Well since the OP says you'll have about 5 sentries, and you need 4 to infinitely contain, I'd say yes you do.


I believe you need 6 sentries to infinitely FF a ramp, no?

I'm pretty sure it's 4, I've always used four and it seemed to work for me. I've also always heard it was four from casters and such.

Either way 4-5 Sentries works great for a strong FF contain. You can actually have a strong FF contain with just one sentry if you do it right.
ForTheDr3am
Profile Joined November 2010
842 Posts
April 25 2011 19:23 GMT
#211
You need 6 Sentries to really indefinitely forcefield a ramp, as they will regnerate barely over 50 energy together in 15 seconds. However, that is a nonissue since they have some starting energy, you just need to threaten the FF to contain and you don't want to stay there for the rest of the game anyways.

The original question from galzohar on the other side wasn't related to the Sentry count directly, I believe he wanted to know whether you have enough units in total to combat a T who is waiting with his units on the bottom of his ramp before you arrive there. I believe it is yes, but I am not sure and if it wasn't the question he intended, I will ask it instead.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 25 2011 19:23 GMT
#212
I'm pretty sure it's 6, here's some math:

(FF cost)/(FF length) = (# sentries)/(rate of energy recovery)
(50 energy)/(15 seconds) = (# sentries)/(0.5625 energy/second)
# sentries = 6

It works with less because you start with some energy build up already. Also you shouldn't trust casters, they often spout out a lot of incorrect information :p

I know that 1 is really all you need, but like you said, that only works at higher levels because you can keep your eye on the ramp/minimap and your opponent is probably not going to risk stimming and running down.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-04-25 19:43:35
April 25 2011 19:41 GMT
#213
On April 26 2011 04:23 Anihc wrote:
I'm pretty sure it's 6, here's some math:

(FF cost)/(FF length) = (# sentries)/(rate of energy recovery)
(50 energy)/(15 seconds) = (# sentries)/(0.5625 energy/second)
# sentries = 6

It works with less because you start with some energy build up already. Also you shouldn't trust casters, they often spout out a lot of incorrect information :p

I know that 1 is really all you need, but like you said, that only works at higher levels because you can keep your eye on the ramp/minimap and your opponent is probably not going to risk stimming and running down.

Oh, didn't realize that. Thanks for the clarification ;P

So then 4 Sentries constantly FFing would give you a decay of 33.75 energy per round or FFs, so if you end up at their ramp with 4 you should be able to constantly FF for about 3 minutes. If you have 5 sentries at their ramp you should be able to FF constantly for about 15 minutes.

On April 26 2011 04:23 ForTheDr3am wrote:
The original question from galzohar on the other side wasn't related to the Sentry count directly, I believe he wanted to know whether you have enough units in total to combat a T who is waiting with his units on the bottom of his ramp before you arrive there. I believe it is yes, but I am not sure and if it wasn't the question he intended, I will ask it instead.

With a proxy pylon, yes.
AxelTVx
Profile Joined May 2010
Canada916 Posts
April 25 2011 21:30 GMT
#214
Cecil, I've been playing around with this build, and I find that cutting probes at 24/25 (Zealot + Sentry included in supply) gives you a perfect timing.

24/25 cut probes get 2 gates
After 2 gates resume probe production
2 Sentry Chrono boost Both

Now once the 2nd sentry is done, the warpgate just finishes.

Your thoughts?
Axel 145 Masters Protoss
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 26 2011 20:19 GMT
#215
On April 26 2011 06:30 Axel.Bowex wrote:
Cecil, I've been playing around with this build, and I find that cutting probes at 24/25 (Zealot + Sentry included in supply) gives you a perfect timing.

24/25 cut probes get 2 gates
After 2 gates resume probe production
2 Sentry Chrono boost Both

Now once the 2nd sentry is done, the warpgate just finishes.

Your thoughts?

Seems a little unnecessary. I do this opening without any probe cuts and it seems just fine.
kzn
Profile Blog Joined June 2007
United States1218 Posts
Last Edited: 2011-04-26 21:15:09
April 26 2011 21:12 GMT
#216
On April 27 2011 05:19 CecilSunkure wrote:
Show nested quote +
On April 26 2011 06:30 Axel.Bowex wrote:
Cecil, I've been playing around with this build, and I find that cutting probes at 24/25 (Zealot + Sentry included in supply) gives you a perfect timing.

24/25 cut probes get 2 gates
After 2 gates resume probe production
2 Sentry Chrono boost Both

Now once the 2nd sentry is done, the warpgate just finishes.

Your thoughts?

Seems a little unnecessary. I do this opening without any probe cuts and it seems just fine.


I'd really want to see a replay of this. In extensive testing I found it impossible to do this opening without probe cuts in a way that lines up well - if you constantly produce probes at the "wait for 300 minerals for 2gate" part your gates are so late that your final sentry finishes 5-10 seconds (or more) after warpgate research finishes.

[edit] I could see it lining up maybe if you didn't chrono Warpgate Research at all, though
Like a G6
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 26 2011 21:27 GMT
#217
On April 27 2011 06:12 kzn wrote:
Show nested quote +
On April 27 2011 05:19 CecilSunkure wrote:
On April 26 2011 06:30 Axel.Bowex wrote:
Cecil, I've been playing around with this build, and I find that cutting probes at 24/25 (Zealot + Sentry included in supply) gives you a perfect timing.

24/25 cut probes get 2 gates
After 2 gates resume probe production
2 Sentry Chrono boost Both

Now once the 2nd sentry is done, the warpgate just finishes.

Your thoughts?

Seems a little unnecessary. I do this opening without any probe cuts and it seems just fine.


I'd really want to see a replay of this. In extensive testing I found it impossible to do this opening without probe cuts in a way that lines up well - if you constantly produce probes at the "wait for 300 minerals for 2gate" part your gates are so late that your final sentry finishes 5-10 seconds (or more) after warpgate research finishes.

[edit] I could see it lining up maybe if you didn't chrono Warpgate Research at all, though

There are replays in the OP, and I don't think I spent much chrono on warpgate.
Gradius
Profile Blog Joined May 2009
United States112 Posts
April 28 2011 00:43 GMT
#218
So what will happen to this build if the PTR changes go through? This is such a good build.
StarCraft: Subjection: http://www.teamliquid.net/forum/viewmessage.php?topic_id=410514
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 28 2011 00:51 GMT
#219
On April 28 2011 09:43 Gradius wrote:
So what will happen to this build if the PTR changes go through? This is such a good build.

Since the whole point of this opening is having really crisp macro to get everything you need very quickly, it will be outdated, though the underlying concept will remain (a new variant can be created).
CaptainHaz
Profile Joined December 2010
United States240 Posts
April 28 2011 01:13 GMT
#220
The build timings shouldn't change too much, you can actually use the same timings for the gateways. Assuming they finish as warpgate tech is completing, you can just produce the first round of units that would normally be warpins (pre patch) from the gateways while warpgate is still researching, and warp in at the proxy pylon. You have the same number of units at the same time more or less. Since with the current build the first round of unit warpins were at home anyway, the timings will work out similarly.
All of us warned you of the big white face.
Prev 1 9 10 11 12 13 16 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
GSL CK 6
CranKy Ducklings105
Liquipedia
OSC
07:00
Masters Cup #151: Group D
davetesta31
Liquipedia
The PiG Daily
05:30
Best Games of SC
herO vs Rogue
GuMiho vs ShoWTimE
Clem vs herO
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 207
PiLiPiLi 47
StarCraft: Brood War
Rain 737
ProTech181
Sexy 82
LancerX 17
Dota 2
monkeys_forever719
PGG 217
League of Legends
JimRising 717
Counter-Strike
taco 617
Other Games
summit1g10890
XaKoH 317
C9.Mang0303
WinterStarcraft236
Maynarde128
Organizations
Other Games
gamesdonequick857
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 150
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki9
• Pr0nogo 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra881
Upcoming Events
Sparkling Tuna Cup
7h 4m
WardiTV Invitational
9h 4m
Epic.LAN
10h 4m
IPSL
13h 4m
eOnzErG vs McRibbed
LancerX vs StRyKeR
AI Arena Tournament
14h 4m
OSC
1d 11h
Yamato Cup
1d 12h
IPSL
1d 14h
Artosis vs RiceHat
Kyrie vs Sony
Map Test Tournament
1d 20h
WardiTV Weekly
2 days
[ Show More ]
Ultimate Battle
2 days
Rush vs BeSt
Replay Cast
2 days
Rogue vs Classic
Patches Events
3 days
PiGosaur Cup
3 days
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Liquipedia Results

Completed

Proleague 2026-10-30
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.