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[G] PvZ - FE 1 Gate & Fast Warp Gate Research - Page 3

Forum Index > StarCraft 2 Strategy
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Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
April 20 2011 12:15 GMT
#41
What is the point of taking probes off gas if you have 16 probes on minerals already? You just oversaturate the minerals with every aditional probe harvesting at around 15% of its normal potential.

On April 20 2011 17:18 sleepingdog wrote:
Namely Metalopolis, once you've ruled out close positions

Wasnt Metalopolis fixed with latest patch so that close positions are not available anymore?
sleepingdog
Profile Joined August 2008
Austria6145 Posts
April 20 2011 12:17 GMT
#42
On April 20 2011 21:15 Cheerio wrote:
What is the point of taking probes off gas if you have 16 probes on minerals already? You just oversaturate the minerals with every aditional probe harvesting at around 15% of its normal potential.

Show nested quote +
On April 20 2011 17:18 sleepingdog wrote:
Namely Metalopolis, once you've ruled out close positions

Wasnt Metalopolis fixed with latest patch so that close positions are not available anymore?


Was it? I seriously thought that just applied to the MLG-version.

Damn all those map-position-changes seriously start to confuse me lol
"You see....YOU SEE..." © 2010 Sen
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2011-04-20 12:36:54
April 20 2011 12:27 GMT
#43
On April 20 2011 21:17 sleepingdog wrote:
Show nested quote +
On April 20 2011 21:15 Cheerio wrote:
What is the point of taking probes off gas if you have 16 probes on minerals already? You just oversaturate the minerals with every aditional probe harvesting at around 15% of its normal potential.

On April 20 2011 17:18 sleepingdog wrote:
Namely Metalopolis, once you've ruled out close positions

Wasnt Metalopolis fixed with latest patch so that close positions are not available anymore?


Was it? I seriously thought that just applied to the MLG-version.

Damn all those map-position-changes seriously start to confuse me lol

well I think it also applies for recent GSL (some TvT yesterday both players not scouting close positions) and TSL (MC interview), but I'd like someone to confirm the general idea still.

2Capoch: I'd like to see how do you respond to 2 hatch roach semi-allin where he doesnt take lingspeed just pumps roaches as gas allows and drones with the leftover minerals.
iamtrickster
Profile Joined April 2011
United States39 Posts
April 20 2011 13:08 GMT
#44
Replays would be awesome...nicetry in the funday monday
BM is underrated....keep it up playas! 1000pt+ master toss
Capoch
Profile Joined April 2010
Argentina179 Posts
April 20 2011 16:16 GMT
#45
On April 20 2011 21:13 sleepingdog wrote:
Show nested quote +
On April 20 2011 20:14 Capoch wrote:
On April 20 2011 15:54 Anihc wrote:
On April 20 2011 13:29 Belha wrote:
On April 20 2011 10:54 Anihc wrote:
The thing that doesn't make sense is that you pull probes off gas. If you can make this build work without having to pull probes off gas, then I can see why this build may be good.


I'm one of your macro builds fan Anihc, but that sentence is wrong. Its the oposite. Any build refined to perfection should include moving workers in or out of gas, specially for early timmings when the gas requirements are so tight. I mean, maybe the Capoch build could be better with some improvements, like "not moving probes out of gas", but a build is not bad just because it moves probes from gas.

Nice variation for FE builds Capoch, is nice to take zergs out of their regular metagame




I only see one advantage this build has over a nexus first build, and that is you get earlier gas. This can be extremely useful because it means faster robo or stargate tech, or earlier sentries for more forcefields when you move out with your warpgate timing attack. What other advantage does it have? It's not safer. It doesn't give you a better economy. Capoch did mention that you can often "fool" the zerg into being overly aggressive, but I've actually been experimenting with going nexus -> gate and skipping the forge, and I've found it to be pretty successful on large maps or when zerg goes hatch first (and these are conditions that Capoch stated are necessary for his build to work as well).

So why go gate core nexus when you can go nexus gate core? Because you get earlier gas. And by removing probes off gas, you're losing the only advantage you get.


I totally understand what you're saying, but as I said before, I do have replays doing this strat successfully, I just don't know where to post them. If you want send me a PM with your MSN and I can send them to you later today.


A good page for member-hosted reps is this one:
http://www.gamereplays.org/portals.php
If you upload your games you get a link that you can copy, so reps appear like this (notice that this is already the download-link):
[image loading]

Also looking forward to your response


Thanks for explaining how to upload replays.

Here are 2 replays of me doing this build:
[image loading]

[image loading]

I'll keep on posting more replays of this build soon, and I gotta keep playing too :D

I'm gonna answer your questions soon, just gotta find more time

Cheers
kzn
Profile Blog Joined June 2007
United States1218 Posts
Last Edited: 2011-04-20 16:24:33
April 20 2011 16:22 GMT
#46
On April 20 2011 21:15 Cheerio wrote:
What is the point of taking probes off gas if you have 16 probes on minerals already? You just oversaturate the minerals with every aditional probe harvesting at around 15% of its normal potential.


It doesn't oversaturate. The 17th and 18th probe don't provide the same amount of minerals per second as the 1st through 16th, but they do provide some. If you don't need the gas (which I'm assuming you don't) it will get you your buildings faster.

[edit] And the most exciting thing about this build in my view is that you can open as if you're going to 3gate sentry expand and then reactively switch to something very like this build if you scout a no-gas expand. Trying to go 15+ Nexus from the outset will cost you games on smaller maps where a reactive switch to this build wouldn't.
Like a G6
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
April 20 2011 16:33 GMT
#47
I have to agree with the strength being you're not expoing completely blindly. Ruling out close spawns before nexus goes down can win games.

I've been trying one gate expos in response to seeing a 15 hatch on four player maps where I was thinking 3gate expo. The build order is clean, I'm hesitant about pulling out of gas briefly but I'll try it.

I guess, what I'd like to know is what is your most common transition from there? Five gate which hits with more units but less sentry energy? Is that even beneficial?
Tommie
Profile Blog Joined September 2010
China658 Posts
April 20 2011 16:33 GMT
#48
I saw the build and I loved it. So beautifully timed and smooth. I think it is a perfect opening leading into a 6gate with no robo. It will be so quick that lots of zergs who normally defend with burrowed roaches wont have the time for that. Offcourse you can get a robo or +1 or whatever. But it just seems to gear you up for superfast big gateway aggression.
Being a ho doesn't automatically make you "immoral" or a bad person, but it does make you a ho.
FatfreeTwinky
Profile Joined February 2011
United States1 Post
Last Edited: 2011-04-20 16:40:47
April 20 2011 16:39 GMT
#49
I have been doing this build as well in customs trying to figure out a way to safely get a faster expansion than the the standard 3 gate expand. As previously mentioned on the larger maps a nexus first build works great but on maps such as metal or temple that is far from safe. I also keep the probes off of gas until I get 3 additional gateways built as a sim-city wall between my ramp and the nat nexus. After those gateways go up I put 3 back in the gas and at the same time take the second gas in my main.

With that ordering I have around 26 probes with 4 warp gates up and an expansion at the normal 4 gate timing. From here you can either double crono on probes to go heavy econ or go full crono on the gates and go put some pressure on. I was in the process of refining my build and getting some replays to write my own guide but it seems I was too slow!

*Edit for spelling
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-04-20 16:56:02
April 20 2011 16:52 GMT
#50
On April 21 2011 01:22 kzn wrote:
Show nested quote +
On April 20 2011 21:15 Cheerio wrote:
What is the point of taking probes off gas if you have 16 probes on minerals already? You just oversaturate the minerals with every aditional probe harvesting at around 15% of its normal potential.


It doesn't oversaturate. The 17th and 18th probe don't provide the same amount of minerals per second as the 1st through 16th, but they do provide some. If you don't need the gas (which I'm assuming you don't) it will get you your buildings faster.

[edit] And the most exciting thing about this build in my view is that you can open as if you're going to 3gate sentry expand and then reactively switch to something very like this build if you scout a no-gas expand. Trying to go 15+ Nexus from the outset will cost you games on smaller maps where a reactive switch to this build wouldn't.


I still don't see how much of a difference taking those 2 probes off for a few seconds will make. As much as you want to believe that every second matters in high level play, the truth is getting another gateway or zealot 2 seconds faster (do you even get 2 seconds from doing this?) is not going to matter 99% of the time in this situation. We're not talking about a 12 gate vs a 13 gate defending a really early pool or something, where those seconds will matter. And anyway, when do you not need more gas in PvZ lol

Also, I can argue that nexus first is a reactive build too. Nexus first is actually still safe on small maps, I can safely 15 nex first vs a 14 pool on close positions metal. Then if I scout zerg going hatch first, I just drop my forge first instead of nexus and cannon rush.

EDIT: A few more posts while I was typing up mine. I think I understand now, if you're not comfortable with forge FE builds and started the game going 3 gate FE and scouted a hatch first by the Zerg, then you can do this build to get your second nexus faster. Also, your mid-game plan is macro-oriented and you plan to go robo or stargate. If you plan to do a warpgate timing attack, I still think 3 gate FE is better than this even against a zerg hatch first because of the additional sentry and sentry energy you'll have.
Volka
Profile Joined December 2010
Argentina410 Posts
April 20 2011 16:58 GMT
#51
On April 21 2011 01:16 Capoch wrote:
Show nested quote +
On April 20 2011 21:13 sleepingdog wrote:
On April 20 2011 20:14 Capoch wrote:
On April 20 2011 15:54 Anihc wrote:
On April 20 2011 13:29 Belha wrote:
On April 20 2011 10:54 Anihc wrote:
The thing that doesn't make sense is that you pull probes off gas. If you can make this build work without having to pull probes off gas, then I can see why this build may be good.


I'm one of your macro builds fan Anihc, but that sentence is wrong. Its the oposite. Any build refined to perfection should include moving workers in or out of gas, specially for early timmings when the gas requirements are so tight. I mean, maybe the Capoch build could be better with some improvements, like "not moving probes out of gas", but a build is not bad just because it moves probes from gas.

Nice variation for FE builds Capoch, is nice to take zergs out of their regular metagame




I only see one advantage this build has over a nexus first build, and that is you get earlier gas. This can be extremely useful because it means faster robo or stargate tech, or earlier sentries for more forcefields when you move out with your warpgate timing attack. What other advantage does it have? It's not safer. It doesn't give you a better economy. Capoch did mention that you can often "fool" the zerg into being overly aggressive, but I've actually been experimenting with going nexus -> gate and skipping the forge, and I've found it to be pretty successful on large maps or when zerg goes hatch first (and these are conditions that Capoch stated are necessary for his build to work as well).

So why go gate core nexus when you can go nexus gate core? Because you get earlier gas. And by removing probes off gas, you're losing the only advantage you get.


I totally understand what you're saying, but as I said before, I do have replays doing this strat successfully, I just don't know where to post them. If you want send me a PM with your MSN and I can send them to you later today.


A good page for member-hosted reps is this one:
http://www.gamereplays.org/portals.php
If you upload your games you get a link that you can copy, so reps appear like this (notice that this is already the download-link):
[image loading]

Also looking forward to your response


Thanks for explaining how to upload replays.

Here are 2 replays of me doing this build:
[image loading]

[image loading]

I'll keep on posting more replays of this build soon, and I gotta keep playing too :D

I'm gonna answer your questions soon, just gotta find more time

Cheers



Thanks. Add these replays to your OP (your opening post). I'd like to see how it holds against some Roach heavy action.
http://www.starsite.com.ar
Capoch
Profile Joined April 2010
Argentina179 Posts
April 20 2011 19:34 GMT
#52
On April 20 2011 17:18 sleepingdog wrote:
While I agree with Anihc, that Nexus first is better on the bigger maps, I think that this BO has good potential on maps where Nexus first is too risky. Namely Metalopolis, once you've ruled out close positions and Shattered Temple. I'm not sure about Xel Naga, the natural is so open, good zergs might find timings to abuse this heavily.
What I've always disliked about Nexus first is the heavy, heavy commitment you make BEFORE actually knowing wtf your opponent is doing. This comes pretty much by definition, since you don't make a gate. While this build might be inferior to Nexus first, it's definitely safer since you can - at any time - decide to just not pull probes of gas.

However, I agree with this:
Show nested quote +
On April 20 2011 16:12 Anihc wrote:
Again, I'm not bashing the player or the idea, I'm bashing the opening post. If your name wasn't behind the thread, it would get insta-closed for failing to meet multiple strat forum guideline requirements.


Capoch, you are an amazing player who made a so-so OP. It seems like currently you are just winging the build and go with what your gut tells you. While this may work for you because you have great gamesense (or more negatively put: because your opponents don't know how to react properly yet), a good guide must account for - if not all - then many of the usual follow-ups.
Some questions that you need to answer in my opinion for this [d]iscussion to become really [g]uide-worthy:
a) When to build additional production structures if zerg expands. Do you cut probes shortly, like in the classic one gate FE vs terran?
b) What to do vs TWO-base all-ins, namely mass roach accompanied by a few lings. Maybe you need to implement an earlier forge on some maps to be safe?
c) TRANSITIONS! You really need to go at least into mid-game with your guide. You won't have any scouting intel and don't have enough sentries to make hallucination a good investment. What do you build at this zero-mapcontrol-point in the game based on which tells? Nexus first / forge FE is very often followed up by stargate, 3 gate expand more often followed up by robo. Your build is "in the middle": which route do you normally take, and why?
Especially, what to do against these zerg follow-ups:
Fast 2 base hydra --> your build is low on sentries, the initial push seems very threatening to me without the sentry-count to block hydras out until colossi are on the field. Or do timings work out?
Fast 3rd by zerg --> doesn't seem that big of a problem, nevertheless since you will have very low scouting intel at this point. How to prepare, how to react?
d) Map-analysis: You should depict which maps are more suitable for your build and which aren't. Counter-intuitively I think (!) - what Anihc has already mentioned - that due to the possible 15 Nex / forge FE, this build is quite weak on larger maps. Because if you want to pressure, you go 3 gate expo, if you want to macro, you can 15 Nex / forge FE. On Xel Naga however, I think (!) that this build might be too risky. Maybe (!) on Typhon Peaks and Backwhater gulch too? You should notice the level of uncertainty here.

Same as Anihc, I appreciate you posting here and don't want to bash on your skills. I just hope you don't "give up" on this thread and find the time and take the effort, to include all the things that unfortunately are still missing.


Most answers to your questions:

a) Basically after putting down your nexus, you want to start your warp gate research and do a zealot. After that, start the probe production again, and move back 3 probes to the gas. You also want to start walling your natural in with a pylon-gateway-nexus-gateway-pylon or whatever necessary, leaving a small choke that will be blocked by 1 or 2 zealots. The chronoboost here depends on how the opponent reacts when he spots the nexus at your natural. If you want to be really safe, then chronoboost your gate and the warp gate research; if you feel comfortable, then chronoboost your nexus and warp gate research, or mix around a bit.

b) This build is really good against pushes because you’ll be getting the warp gate upgrade fairly soon, and you’ll be pumping units from 3 gates early. It’s not good against pushes in close spawns, that’s why I don’t recommend doing it in that situation, but if the opponent is in other locations, then you can stop some pushes (shown in the replays I’ve posted). An early forge or even a semi early hallucination just to get some important scouting intel and reacting accordingly to what the opponent is doing might be good. The forge is nice for the +1 and just to be safe of burrowed roaches. The beauty of the build lies in taking a nexus so fast without a forge; by doing this, most opponents will desperately react by trying to take the nexus down as fast as possible with whatever small army they have, and you’ll defend it with not much trouble (as shown in the replays).
If the opponent is more passive, you’ll have a better economy than with the 3gate FE. Of course, you will only know this by having good scouting information, and that’s why you’ll always need a probe moving around the map trying to spot some sort of early push.

c) I`ll come back with you later on the transitions topic. I need to do a lot of testing with the different transitions with this build, and see which one is most suitable, but that also of course depends on the style of the opponent. If you are facing an aggressive one that’s been pushing your natural a lot, then I’d suggest following the build with 2-3 more gates, holding on the push and being aggressive yourself, or taking another expo. If the opponent is passive, then a stargate would be a good idea. I still need to play more passive players, because most zergs have reacted aggressively when they see this build, and that’s exactly what I want them to do.

d) Map-analysis: this build doesn’t work in close spawns, so please avoid it. Going 3gate FE is much safer here. It also doesn’t work against 1 base zerg players. Knowing this, let’s talk about the suitable maps for it:
-Scrap Station: this is a very zerg map. It’s really tough to defend early pushes from zerg because the ramp is big, so I’d suggest doing a more standard build here.
-Xel’Naga Caverns: I’d only do this build if I make the mistake in allowing the zerg player to do hatchery before pool first. In other case, I’d suggest doing a 3gate FE.
-Blackwater Gulch: This build is really powerful in this map. The choke points are so small, that it works out perfectly. You can pretty much hold on any type of 2base aggression from the zerg, no matter the spawn location. Again, if you don’t see the zerg expanding, delay your nexus a bit. It’s dangerous expanding faster than zerg because you might eat an early 1base push from him.
-Delta Quadrant: this map is just ugly… it’s so open that this build is impossible here. Avoid it.
-Metalopolis: Another good map for this build. I wouldn’t suggest doing it the zerg is in close location. Otherwise, it’s a good build for this map (see replay attached in thread).
-Shakuras Plateau: this map is awesome, but for Forge FE haha. If you don’t like opening with forge, then go ahead and use this build.
-Slag Pits: Forget doing this on close spots, you’ll get ripped apart. It’s even risky to do this on other spawns because the natural is wide open, so it’s really difficult to create a choke with buildings. I’d suggest 3gate FE opening in this map, to be safer.
-Tal’Darim Altar LE: doing FE Forge opening is a bit risky here, because you could easily get 6pooled and die. I’d suggest doing this build here no matter what the spawn is, just setting a choke first in your main to avoid cheeses, and then going for the nexus and setting another choke in your natural with pylon-gateways.
-The Shattered Temple: great map for this build, try avoiding it if zerg is in close spawn.
-Typhon Peaks: another good map for this build, no matter what the spawns are.

Hope this helps out a bit, glad to answer these questions. I'll keep testing the build and post any discoveries or good transitions that might complement the build!

Cheers
Jayrod
Profile Joined August 2010
1820 Posts
April 20 2011 20:45 GMT
#53
I really like how this transitions into a faster 5 gate push. What are some other follow-ups you've had success with?
Spoonwoman
Profile Joined April 2011
1 Post
April 20 2011 20:46 GMT
#54
Just tried your build and I really like it. One thing I did differently was I walled off on the low ground with my first pylon and gateway, which you can still block with a zealot. Seemed to make the low ground sim city easier.
ShinyGerbil
Profile Blog Joined June 2008
Canada519 Posts
April 20 2011 21:24 GMT
#55
On April 21 2011 01:52 Anihc wrote:
EDIT: A few more posts while I was typing up mine. I think I understand now, if you're not comfortable with forge FE builds and started the game going 3 gate FE and scouted a hatch first by the Zerg, then you can do this build to get your second nexus faster. Also, your mid-game plan is macro-oriented and you plan to go robo or stargate. If you plan to do a warpgate timing attack, I still think 3 gate FE is better than this even against a zerg hatch first because of the additional sentry and sentry energy you'll have.


It does seem like any conventional 5- or 6- warpgate allin would be better off a 3gate expand, because of the build up sentry energy. However this build will allow more minerals (and even gas if you really wanted to shoot for the fast 4 gasses) to be mined in the long run, so any composition that isn't as sentry reliant (VR Colossus, 2 stargates, idunno you're the protoss expert lol) would probably benefit. Similarly, although you argue nexus first trumps all of these situations, and it is a very strong opening, there are reasons why all protoss haven't been adopting the nexus first play. Some of the associated vulnerabilities are early roaches, and/or a proxy hatchery. This build seems more comfortable vs both of those forms of aggression by zerg, mostly due to the fast core and option to immediately start stalker production once the nexus starts.

The most interesting thing I see with this build is how protoss copes without relying on a sentry heavy midgame; something we're all more than familiar with. dt's, blink stalkers, or hyper low gateway VR/colo all seem like potential options.

It definitely seems like a cool timing that I can see assisting protosses who are still looking for a comfortable style of pvz, thanks for the idea!
[s]savior[/s] jaedong fighting! // member of LighT eSports
Capoch
Profile Joined April 2010
Argentina179 Posts
April 21 2011 02:52 GMT
#56
Thanks for the feedback guys.
Don't let the thread die, I put a lot of though into it!
Drolla
Profile Joined September 2010
United Kingdom389 Posts
April 21 2011 07:18 GMT
#57
Is there any way you think this would work in a PvT, or is it just too risky?
Fiendish
Profile Joined April 2010
United States210 Posts
April 21 2011 07:27 GMT
#58
huk does this in almost every pvt, altough he obviosly doesnt get the zealot first as he doesnt need it
he also usually transitions into 5 gate like capoch, and it usually wins him the game

i like this build, i've been working on it and i recommend everyone try putting your 2nd pylon on the low ground like capoch does in the second replay so you can get that 2nd gate up faster and time it with warp gate finishing
Teodice
Profile Blog Joined June 2010
Sweden641 Posts
April 21 2011 07:40 GMT
#59
On April 21 2011 16:18 Drolla wrote:
Is there any way you think this would work in a PvT, or is it just too risky?


As said above, this is very common in PvT. I use this strat like every game when the spawns are not close. I usually get 1 sentry, 1 stalker and 1 zealot to hold of a early attack. Have not played in a while thou so can´t share any updated replays but when I get active again i´ll try posting some if you want.
You will still be here tomorrow, but your dreams may not
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-21 08:40:40
April 21 2011 07:59 GMT
#60
On April 21 2011 04:34 Capoch wrote:
c) I`ll come back with you later on the transitions topic. I need to do a lot of testing with the different transitions with this build, and see which one is most suitable, but that also of course depends on the style of the opponent. If you are facing an aggressive one that’s been pushing your natural a lot, then I’d suggest following the build with 2-3 more gates, holding on the push and being aggressive yourself, or taking another expo. If the opponent is passive, then a stargate would be a good idea. I still need to play more passive players, because most zergs have reacted aggressively when they see this build, and that’s exactly what I want them to do.


Thanks for your long answer.

I totally get where you're coming from, when I started one gate expanding PvT every terran would just all-in me game after game after game so that it was actually impossible to figure out how to proceed in midgame. The build I would be most interested in is a fast ling/hydra creep-highway push. Normally I deal with hydras by just going for colossi hard and use every last forcefield I've got for forcefielding the hydras out until the first colossus is available. Nevertheless your build is lower on sentries and potentially a bit slower on robotics tech. I'm not saying it can't be done, I simply would be most interested how playing against this push works out for you.

d) Map-analysis:


Thanks for that too, it concurs with most of which I've guessed. The only surprising thing is, that the build is good on Backwater Gulch, I've always been too scared due to the dual entrances to the nat...but I'll definitely give it a try.
What I'd like to know is, if you've ever run into problems with this build on Typhon peaks. Walling off there is "almost" as difficult as on slag pits (not taking insane rush distance on close pos into account obviously). I figured that on Typhon peaks the threat of two base ling/roach pushes is quite significant? Or does the mapsize provide you with enough time to get a sufficient gateway(-unit-)count?
"You see....YOU SEE..." © 2010 Sen
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