[G] PvT 3 Gate Aggressive Expo - Page 15
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unit
United States2621 Posts
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MooMooMugi
United States10531 Posts
On July 12 2011 21:04 unit wrote: hey cecil, how do you deal with a thor rush with this build? i find that im unable to get anything out that is able to hit the thor hard enough to beat the repair as well as to deal with the marines with it If you did this build and managed to do some damage, you essentially delayed his thor all-in. You want to throw down a robo and throw down 2 more gates whilst cutting probes to ONLY produce units. Target fire the thors with immortals appropriately and you'll do fine. | ||
unit
United States2621 Posts
On July 12 2011 21:07 MooMooMugi wrote: If you did this build and managed to do some damage, you essentially delayed his thor all-in. You want to throw down a robo and throw down 2 more gates whilst cutting probes to ONLY produce units. Target fire the thors with immortals appropriately and you'll do fine. thank you, i tried a few things in practice with a friend, and couldnt figure out anything that worked other than dt (sniping the scvs) when i thought that ht wouldve worked (didnt go quite as planned) one question was that robo then g4+5 or g4+5 then robo? | ||
Vega62a
946 Posts
However, in standard terran openings (concussive first, 1 tech lab) I believe stim tends to finish around 9:00, which gives you a bit more leeway. Since this build seems to hit AROUND the 7:00 mark (slightly earlier, in the Alicia game I think it was 6:30 or so) it's important to keep in mind when stim is going to finish so you can get out without losing too much. (No early concussive shell + tech lab on barracks = probably fast stim.) This build does basically hard-counter tech builds, even cloakshee. Although a cloaked banshee in your base basically puts you all-in, you're unlikely to lose in a base race. | ||
LagT_T
Argentina535 Posts
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CardinalSC
United States145 Posts
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kineSiS-
Korea (South)1068 Posts
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Complete
United States1864 Posts
On July 29 2011 08:57 kineSiS- wrote: Might I suggest that you get the 3 sentries warped in before the 3 zealots? It would not only allow you to get a quicker nexus and more probes but additional energy. + You could warp in those zealots at a proxy pylon. Zealots have quicker cooldown timer, so warping them in first gives you a quicker attack! | ||
CecilSunkure
United States2829 Posts
On July 29 2011 09:01 Complete wrote: Zealots have quicker cooldown timer, so warping them in first gives you a quicker attack! Actually the attack is the same time no matter the order. If you want the Sentries first, go for it. I just prefer to have the zealots first because I feel more safe warping the sentries in, rather than having them around the map in a pretty vulnerable state. More a matter of style/preference imo, but a faster nexus + a little more sentry energy could be really good. | ||
noobcakes
United States526 Posts
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Snaphoo
United States614 Posts
a) Has this replaced the 2 Gate Expand (Naniwa variation) for most people, as it is safer against 1-1-1? b) How should you react if Terran has a full wall-off at his ramp? | ||
sleepingdog
Austria6145 Posts
Early on you are in no danger anyways, and later on the expansion will not have payed off. 3 gate expo was supposed to punish 1 rax expands where terran floats the CC down too greedily early. | ||
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monk
United States8476 Posts
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CecilSunkure
United States2829 Posts
On August 12 2011 05:40 4kmonk wrote: I'd like to note that this build was only ever done once or twice ever in the pro scene. It is not the standard 3 gate very commonly done in PvT. I think you should make a note of this in the beginning of your guide. Many people search for a 3 gate PvT build on teamliquid and since there is no guide for the standard 3 gate, they refer to this and think it's the standard. On August 11 2011 18:07 sleepingdog wrote: This build is 100% worse against 1-1-1 in all considerable aspects. Unless the T is so bad that you are somehow able to break the ramp with a 3 gate push. Early on you are in no danger anyways, and later on the expansion will not have payed off. 3 gate expo was supposed to punish 1 rax expands where terran floats the CC down too greedily early. Yeah both of you are right, I'll include something in the intro. | ||
Punkdp1p3r
United States30 Posts
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Sated
England4983 Posts
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darklight54321
United States361 Posts
edit: SCaring them doesn't turn out for the best ometimes as i just learned. The guy pulled out all his scvs when making his delayed push. happened 3 times today ![]() | ||
Karliath
United States2214 Posts
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DeanMalinco
United States43 Posts
are you guys, adding 2 more gates? (if not, are you hitting every production cycle off 3 and sneaking in probes?) chronoing probes? getting forge upgrades? getting a robo for obs? | ||
rsvp
United States2266 Posts
On August 23 2011 02:30 DeanMalinco wrote: when doing the sentry contain, what is the balance of macroing probes/tech/units? In a lot of cases you hold the terran so long he has no other option but to make a army with medivac's and bust out. knowing when i need to leave and return home is not the problem, but getting all-in'd/attacked directly after is. are you guys, adding 2 more gates? (if not, are you hitting every production cycle off 3 and sneaking in probes?) chronoing probes? getting forge upgrades? getting a robo for obs? Just play standard like you normally would as if you never contained the terran in the first place. I keep making probes while teching to colossus. My robo goes up pretty much as soon as I warp in my first sentry to set up the contain. Yes an all-in could be difficult to hold, but it's no different from an all-in if you never contained him in the first place. While the contain is great, keep in mind that it doesn't actually give you a huge advantage. 2 orbital terran on 1 base will still have a similar econ to you on 2 bases (at least until you manage to saturate both bases, which takes awhile). | ||
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