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[G] PvT 2 Gate Fast Obs FE - Page 4

Forum Index > StarCraft 2 Strategy
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CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
March 24 2011 05:58 GMT
#61
I'll be on the lookout, but I have none atm.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 24 2011 06:01 GMT
#62
this is my staple build in pvt. i do almost the same thing but slightly tweaked.
PvT 2 gate robo expand
9 Pylon
13 Gate
15 Gas
16 Pylon
18 Core
18 Gas
20 Warpgate (at about 3:40 as a reference time)
21 Stalker
23 Pylon
24 Sentry
27 Robotics Facility
28 Gate
31 Sentry
32 Pylon
33 Observer (reference time is about 5:40 for starting the obs)
33 Pylon
(Warpgate finishes at about 5:57)
36 Nexus
42 third gate
43ish, scout with obs and react (i.e, keep or cancel nexus)
When they see MC Probe, all the ladies disrobe.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
March 24 2011 06:05 GMT
#63
On March 24 2011 15:01 da_head wrote:
this is my staple build in pvt. i do almost the same thing but slightly tweaked.
PvT 2 gate robo expand
9 Pylon
13 Gate
15 Gas
16 Pylon
18 Core
18 Gas
20 Warpgate (at about 3:40 as a reference time)
21 Stalker
23 Pylon
24 Sentry
27 Robotics Facility
28 Gate
31 Sentry
32 Pylon
33 Observer (reference time is about 5:40 for starting the obs)
33 Pylon
(Warpgate finishes at about 5:57)
36 Nexus
42 third gate
43ish, scout with obs and react (i.e, keep or cancel nexus)

Could you possibly explain what is tweaked and why? I'm just curious but don't want to decipher this (or the hundreds of other empty posts) build order.
BastardsWGlory
Profile Joined December 2010
Italy10 Posts
March 24 2011 08:36 GMT
#64
Ok, i really like this style, the stalker poke on a 1\3 gate expo its good to scout, but the possibilities of a early robotics in PvT are truly awesome.
Everytime i do this build, ive got a semi-complete map control first of 10 minutes. Normally i like to do 3 observers very fast (if the terran expand, obvius). 1on his base or near around, and 2 patrolling on map flaks to prevent any tipe of drop or strange movemements. I feel like a zerg =)

But i wrote cause i got an answer.
Sure we got a robo and we can:
1) Do early observer if the poke\drone scout isnt clear
2) A early immortal if the terran push hard on 7minut.
But there's a third option, and i like to see players like whitera using that in different situations, the prism. Probably an underrated unit and i want to improve the use of it.
I like to see two options with it.
a) Terran expand, he gots 2 bases to defend, and a single zelot drop for base makes him mad.
b) The prism can be used for all teching terrans to burst him, with elevators or really good drops like the old "bulldog".
What are your opinion about the prism? You said this is a "passive reactionary build".
The prism, can change this?
http://bastardisenzagloria.forumfree.it/
SkaPunk
Profile Joined October 2010
United States471 Posts
March 24 2011 15:08 GMT
#65
I used to do this almost exactly, but I had a coaching lesson with ReSpOnSe a few days ago and he said he stopped doing it.

Here are the cons: Terrans the FE, you cant really keep up with them economically
Terrans that send extremely early pressure end up hurting you way too much..

This build is GREAT for the 1 base tech pushes. Basically an auto win vs banshees or ravens or thors.
Team Fallacy
LocsomFKC
Profile Joined March 2011
Peru44 Posts
March 24 2011 16:50 GMT
#66
It works good
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 24 2011 17:02 GMT
#67
On March 24 2011 15:05 CecilSunkure wrote:
Show nested quote +
On March 24 2011 15:01 da_head wrote:
this is my staple build in pvt. i do almost the same thing but slightly tweaked.
PvT 2 gate robo expand
9 Pylon
13 Gate
15 Gas
16 Pylon
18 Core
18 Gas
20 Warpgate (at about 3:40 as a reference time)
21 Stalker
23 Pylon
24 Sentry
27 Robotics Facility
28 Gate
31 Sentry
32 Pylon
33 Observer (reference time is about 5:40 for starting the obs)
33 Pylon
(Warpgate finishes at about 5:57)
36 Nexus
42 third gate
43ish, scout with obs and react (i.e, keep or cancel nexus)

Could you possibly explain what is tweaked and why? I'm just curious but don't want to decipher this (or the hundreds of other empty posts) build order.

i think this is genius' build. iirc, it's simply a little more sentry heavy then ur typical 2 gate robo expand (allowing you to get your buildings out earlier or something).
When they see MC Probe, all the ladies disrobe.
hejakev
Profile Joined August 2009
Sweden518 Posts
March 24 2011 23:11 GMT
#68
I've been seeing Minigun (or maybe it was Grubby) do something very similar on his stream. I've been using this a lot with above 50% success. I'll upload some replays once I get it down a little better
Eviltoast
Profile Joined January 2011
Australia166 Posts
March 25 2011 02:13 GMT
#69
Thank you very much CecilSunkure I really appreciate these guides
it's copacetic... ¯\_(ツ)_/¯
Shooks
Profile Joined January 2011
Australia256 Posts
March 25 2011 02:32 GMT
#70
On March 23 2011 21:51 iChau wrote:
Show nested quote +
On March 23 2011 21:47 Shooks wrote:
Terrible to get a sentry first unless your somehow certain that he isn't going a reaper, to much of a risk of getting your sentry/probes killed a by a reaper by just getting a slightly quicker sentry. Zealot > Stalker > Sentry is better


Lol. A zealot/sentry still gets the stalker in time with chrono-boost, also, a zealot/sentry easily holds down a reaper with forcefields. A sentry also has 5 range compared to the reaper's 4, so he really can't dodge.


...If he doesn't go straight to your base it will. Otherwise, no it can hit before stalker
ZXRP
Profile Joined August 2010
South Africa114 Posts
April 04 2011 11:36 GMT
#71
Hi Cecil, I've been getting hit with a marine/tank/banshee composition (after FE) with using this build. What unit composition would recommend in going up against this?
If you wish to make an apple pie from scratch, you must first invent the Universe - Carl Sagan
CryMore
Profile Joined March 2010
United States497 Posts
April 04 2011 16:00 GMT
#72
Choosing the stalker over the sentry early on is really a personal stylistic preference. I find that the stalker is more useful at that stage of the game as I can have a bit of map control and prevent scouting (from scvs/reapers). I also like to do the zealot/stalker poke to make sure they aren't doing anything super greedy, like building the CC on low ground with almost no units.

I think sentry first is better if you scout no gas since you can build up energy to FF your ramp in case of an all-in or have an extra FF for 3-gate aggression against 1-rax FE, and there is no fear of reapers.

Great build for ladder as it prevents many all-ins from working and it isn't that far behind in terms of standard play, especially on bigger maps.

Also, getting more observers is really really good as it helps to shut down drop play. 25/75 for each base you have is way cheaper than leaving a few stalkers or zealots or cannons since you will most likely lose a few to the drop (Select runs around with drops sniping sentries/stalkers).
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 04 2011 17:05 GMT
#73
On April 04 2011 20:36 ZXRP wrote:
Hi Cecil, I've been getting hit with a marine/tank/banshee composition (after FE) with using this build. What unit composition would recommend in going up against this?

I played a game last night where a guy went marine tank banshee. I did a 3 gate expand, and I think I was aggressive enough to make him think I was doing a 4 gate allin. After I expanded I placed a cannon in each mineral line and copied TT1. After that I had I believe 5 gateways and a forge. I got +1 armor while defending from about 6 banshees, killing almost all of them. Since the banshees did so little damage, I expanded again. I then just made a lot of stalkers and zealots, and kept ramming them at the enemy. As one of my mining bases started to mine out I'd expand again (to stay on three mining bases), and I kept the Terran from ever expanding.

Later on I got blink, charge, and a DT.
lettuceman44
Profile Joined April 2011
United States7 Posts
April 05 2011 00:24 GMT
#74
Hey there. I'm a lowly bronze noob who had no idea what I was doing in the game.

After using this build after two games, I'm able to completely see what the opponent is trying to do, and has helped a lot.

Although I still fail :p I lost both games to a marine/tank rush and then the second to a mutalisk rush. Both things I saw coming, wrong answers to them. Gotta learn the counter units. Your completely right about these learning moments! I could easily just say, learn the 4 gate rush and just kill all the bronze players. But this build allows me to actually learn the game, counters and all.
ZXRP
Profile Joined August 2010
South Africa114 Posts
April 05 2011 03:27 GMT
#75
On April 05 2011 02:05 CecilSunkure wrote:
Show nested quote +
On April 04 2011 20:36 ZXRP wrote:
Hi Cecil, I've been getting hit with a marine/tank/banshee composition (after FE) with using this build. What unit composition would recommend in going up against this?

I played a game last night where a guy went marine tank banshee. I did a 3 gate expand, and I think I was aggressive enough to make him think I was doing a 4 gate allin. After I expanded I placed a cannon in each mineral line and copied TT1. After that I had I believe 5 gateways and a forge. I got +1 armor while defending from about 6 banshees, killing almost all of them. Since the banshees did so little damage, I expanded again. I then just made a lot of stalkers and zealots, and kept ramming them at the enemy. As one of my mining bases started to mine out I'd expand again (to stay on three mining bases), and I kept the Terran from ever expanding.

Later on I got blink, charge, and a DT.


Hi, thanks for the reply. I will try and incorporate harassment a little more. While I was theorycrafting, it seemed to me that a standard Colossus/Phoenix army would work really well against the composition I mentioned. I'm assuming of course that an equilibrium is reached at some point in the game where both players mass up their respective death balls.

In your game, you exploited his error too incisively for the game to ever reach this equilibrium point :-)
Anyways, thanks for creating awesome threads like this one!
If you wish to make an apple pie from scratch, you must first invent the Universe - Carl Sagan
SanMaya
Profile Joined September 2010
Netherlands74 Posts
Last Edited: 2011-04-05 18:41:25
April 05 2011 18:40 GMT
#76
Hihi!

Currently doing your 'How to improve efficiently @ Starcraft 2'thingie.
But I can't find a replay of this build...Both links dont work for me.

Do you/does anyone have a replay where a good player does this build?

Thx in adv.

SanMaya

Edit: Whoops, sry... read just now this question has already been asked. Still lookin though
TLMS
slingding
Profile Joined April 2011
4 Posts
April 18 2011 03:28 GMT
#77
Just gave this a whirl. The fast observer works quite nicely. Scouted mass marines and steam rolled with 3 colossi, bout 10 zeals and 3 observers.
maven9
Profile Joined September 2010
13 Posts
Last Edited: 2011-05-06 01:52:39
May 06 2011 01:48 GMT
#78
NASL Week Four D1: Rainbow vs KiWiKaKi
http://www.justin.tv/naslseasonone/b/285215102

KiWiKaKi tries to do the 2 Gate Fast Obs FE every game in this best of 3.

In every game, he did not scout until very late (~20-25 supply) and it cost him. In the 1st and 3rd games he lost to Marine/SCV all-in.

The 2nd game was a good example of what this build can do as the game progresses to mid/late game.

TLDR: As Cecil notes, make sure you scout when doing this build or you will die to all-ins.
TheKRoc
Profile Joined February 2011
United States74 Posts
May 06 2011 02:02 GMT
#79
This was really awesome in two ladder games I just tried it in. It feels so, so safe and crisp. Huge props for sharing this (I would've kept it to myself... :D)

I just had a couple quick questions / comments:

1. If I scout 2 Port Banshees and my Nexus is down, what can I do? It didn't happen in either of my ladder games, but AFAIK you cannot beat 2 Port off of less than Three Gates fulltime.

2. I feel as if you can cut the second Gateway. I tried to do it twice and it didn't seem to feel any less safe. There aren't really any standard pushes you won't be able to hold in my experience, and the Observer still allows you to scout all-ins. Your/ Anyone's opinion?

Thanks again for the /share! <3
iChau
Profile Joined December 2010
United States1210 Posts
May 06 2011 12:38 GMT
#80
On May 06 2011 11:02 bonerificus wrote:
1. If I scout 2 Port Banshees and my Nexus is down, what can I do? It didn't happen in either of my ladder games, but AFAIK you cannot beat 2 Port off of less than Three Gates fulltime.


Did you catch the Starports building or were they already finished? Anyways, 2 Starports off 1 base is an all-in, so you should place down more gateways (2-3) and a stargate for chronoed phoenixes.

He will most likely all-in at around 10 minutes, and your expansion started around 6 minutes, giving you plenty of time to bulk up.

On May 06 2011 11:02 bonerificus wrote:
2. I feel as if you can cut the second Gateway. I tried to do it twice and it didn't seem to feel any less safe. There aren't really any standard pushes you won't be able to hold in my experience, and the Observer still allows you to scout all-ins. Your/ Anyone's opinion?


MM pushes are actually quite strong vs 1 gate robo because you only have 1 gateway to make units, and you have to chrono out that immortal.

If he brings SCV's you're screwed because you don't have that extra 2 units needed to win.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
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