• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:30
CEST 04:30
KST 11:30
  • 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
[ASL20] Ro24 Preview Pt2: Take-Off6[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax5Maestros of The Game—$20k event w/ live finals in Paris30Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
Weekly Cups (Aug 18-24): herO dethrones MaxPax What mix of new and old maps do you want in the next 1v1 ladder pool? (SC2) : A Eulogy for the Six Pool Geoff 'iNcontroL' Robinson has passed away 2v2 & SC: Evo Complete: Weekend Double Feature
Tourneys
WardiTV Mondays Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament Monday Nights Weeklies
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
No Rain in ASL20? BW General Discussion Flash On His 2010 "God" Form, Mind Games, vs JD BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ro24 Preview Pt2: Take-Off
Tourneys
[IPSL] CSLAN Review and CSLPRO Reimagined! [ASL20] Ro24 Group E [Megathread] Daily Proleagues [ASL20] Ro24 Group D
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Evil Gacha Games and the…
ffswowsucks
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2920 users

[G] Safe PvP - Defensive 3 Gate - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 11 12 13 Next All
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-07-05 00:20:19
July 04 2011 23:49 GMT
#41
On July 05 2011 02:51 CecilSunkure wrote:
[

This build would will give you no map presence, and if I see a sentry that early I won't be thinking "I need to hurry up and attack him before he gets his defensive position". I'm thinking "Lets lay down a free Twilight Council and keep total reign over the middle of the map", or something to that effect. You have no offensive potential, and an opponent can lay down an earlier tech structure than you and get an advantage. For example what if I open with an early second assimilator and I see you got a sentry so early, and a later assimilator? I'm definitely going to be controlling the middle of the map looking for proxy pylons everywhere while taking very early tech.

What would happen vs the common 3 Stalker opening? They'd have map presence, free reign around the map, an earlier second gas and thusly better economy, more Stalkers, and earlier Blink (or tech of choice).

My conclusion is that this build can be good in a single situation (where the enemy ram's their face into you with early offense), but that's it. It doesn't have a solid game plan, doesn't have any deviations depending on information revealed, and doesn't have a way to keep the opponent in check early game.

Edit:
Show nested quote +
On July 04 2011 18:41 Geiko wrote:
Double FF the choke, warp in 3 stalkers, and kill off the units. But is this still true with perfect micro in GM league ?

GM league players have faaaaar from perfect micro.




I'll answer to the ninja edit (three above paragraphs).

A lot of misunderstanding regarding this build I think.

How are you seing my sentry ?

What's wrong with letting a couple of units (3 stalkers) in the middle of the map from 5:00 to 6:00 ?

What's wrong with letting a couple of stalkers around the map from 7:00 (time when earliest blink finishes) to 8:15 (time when your blink finishes) ? That is to say, what's so bad about having blink 1 minute later if you stay in your base ? Is my opponent going to do something to the xelnaga towers when I'm not looking ? The important part about blink vs blink is stalker count, and I won't be behind on that.

You seem to miss the point of the build which is to counter a straight up 4 gate build. If you are going to take your gas at some crazy early timing, I won't be making a sentry... Same if I see you going for the three stalker rush which is the easiest thing in the book to scout. Some people have said that you can make a blink stalker rush and still 4 gate, first of all that's not true if you are chrono boosting your stalker, second of all, I can also cancel my gas and 4 gate myself with one chrono boost less, how is that any different ?

You're also wrong about the part where 3 stalker rush gets an earlier second gas, as a matter of fact my gas is 15 seconds earlier than a 3 stalker rush.

Regarding the fact that it has no early aggression possibility and no map control, maybe you missed the fact that I can have 6 stalkers, 1 zealot and 1 sentry at your ramp at 6:25 and total map control from 6:00 to 7:00. And total map control from 6:00 to much later if he isn't going blink.

I'd love to hear some clarifications on your point of view because we are not understanding each other well
geiko.813 (EU)
CCalms
Profile Joined November 2010
United States341 Posts
July 05 2011 00:04 GMT
#42
On July 05 2011 01:50 Geiko wrote:
Show nested quote +
On July 05 2011 01:20 CCalms wrote:
On July 04 2011 20:34 blah_blah wrote:
On July 04 2011 20:19 CCalms wrote:
safe vs 4gate, sure, but you are at a gross disadvantage against anyone who goes the equally safe 3stalker into tech. Your build uses three chronoboosts on probes, it doesnt even look like a 4gate :s


I don't understand this post at all. If someone does the 3 stalker opening, it diverges from a 4gate opening quite early (double chrono on probes and early second gateway) at which point (upon scouting) you are no longer obligated to follow this build order at all. Someone doing a 3 stalker opening is much better for you than someone doing a 1gate tech build.

OP: great post, thanks a lot.


9 pylon
13 gate
14 gas
16 pylon
17 core
19 gate
20 stalker, warpgate
22 two stalkers
26 two gates
26 proxy pylon
5:42 warp in 3 stalker 1 zealot

Same exact outcome as conventional 4gate despite opening 3stalker

I don't know why people try and act like they know something that I don't LOL

I brought up 3 stalker instead of a 1gate tech build because 3 stalker is 100% safe vs 4gate, as this build claims to be, but has a much better economy and allows for much more early game flexibility (3stalker can stop 10gate 4gates by following up the 3 stalkers with 2 stalkers instead of 2 sentries)

and geiko, you obviously don't know how to 3 stalker properly. I absolutely do not need to kill the proxy, simply zone it away from my ramp. 10 starcraft meters away is absolutely fine with me. I can also use the early unit advantage to pick off units, which is helpful.

try doing the 3 stalker opening, only chrono the first stalker and rest on warpgate. after the two stalkers are done (three total) start two sentries. warpgate will be done right when those are finished, warp in one stalker and one sentry. No warpgate rush can break you and you are free to tech. If you think I'm wrong or naive or don't have gm level pvp then feel free to pm me about it or play me at CCalms.951

On July 05 2011 01:11 Geiko wrote:
On July 05 2011 01:02 sjschmidt93 wrote:
There is no safe PvP to be honest. Yeah this may hold a 4gate but if your opponent goes 1 gate robo or 1 gate council you're very very far behind. Their blink will finish much quicker than yours, and if they go robo they can easily expo no problem after colossus production kicks in.

If you expand, then they just 2 colossus no range push or 3 colossus w/ range push and your dead, unless you managed to squeeze in a robo and wanna go for the blink stalker/colossus base trade, but even then that game almost never works.


Opponents going 1 gate council doesn't put me behind. Like I said, their blink will finish 1 minute earlier than mine, so what ? They still can't bust up my ramp if I am playing defensively.

Against 1 gate robo, and colo timing pushes, they are still leaving their base open to a base trade situation. If I have taken a far away expansion I will come out ahead of the base trade. If they wait too long for their push, then my zealot archon + mass blink stalkers can win against 3,4 colo army.


The blink harass style of play has nothing to do with your build, it only serves as the only real viable follow up (too much gas spent on stalkers to go into other tech efficiently). If someone else does a more intelligible blink build then you just die. All it takes is one less stalker early game (or two-four, in your build's case) to have the fight snowball into a one-sided blinkfest. If the other guy goes robo, it has absolutely nothing to do with your build but rather his ability to know how to deal with blink harass and set up an expansion and sim city.


You're really mixing up two builds which are quite clearly reconizable. I believe the 3 stalker rush spends a lot of chronoboost on the stalkers while the build you are giving here that is supposed to hit a 5:42 timing obviously has all the chronoboost spent on warpgate. If you can't tell that a 3 stalker "rush" is late by 20 seconds, then clearly we are not playing at the same level.

Also I would need you to explain to me why my build is 4 stalkers late ? That doesn't make any sense to me.


I compared your build with my blink build and I get a significantly faster blink with more stalkers and no sentry or zealot. the sentry and zealot are completely useless in blink vs blink, because the only power that blink stalkers have is their longevity.

Three stalker build only uses one chrono on first stalker. chronoboost each one is so stupid, there is no point, you will have all three out long before his second stalker is on your side of the map so punishing proxies is easy. Might as well get the fast warpgate and be able to transition into 4gate if needed. I've never seen a pro player open two gateways and chrono three times on gateways, that's beyond unintuitive.

CLEARLY we're not playing on the same level LOL. If you want to try and insult my "level" then we can just try your build vs 19 gateway 20 gas opener and see that yours is unnecessarily safe and engendering a low-eco midgame.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 05 2011 00:07 GMT
#43
This is a solid build. No it’s not 100% failproof. No it isn’t revolutionary, and no it will not change PvP. But yes, it does what it says it does, and it’s a great option to have in your arsenal of PvP builds.

I think what most people are missing here is the fact that you can’t immediately scout the sentry. You can only scout that sentry with a 1z/1s poke, but this build gets the 1z/1s the same time you do, and your forces will meet somewhere in the middle of the map. As a 4 gater, you can’t just run for your opponent’s ramp and try to place your initial proxy pylons right under their ramp, because that’s suicide against most builds. So while yes, getting the sentry will have trouble defending against a 4 gate where the initial proxy pylon is placed right below your ramp, that’s not going to happen unless your opponent is dumb or just blindly lucky/reckless.

Also, on most maps that second stalker from the 4 gater is not going to make it to the other ramp in time to defend the proxy pylons that are getting set up there, even if you start the 2nd stalker before the 3 additional gateways. Maybe it’s possible on close air metal, I’m not sure, but the majority of maps that stalker is going to join the battle way too late for it to make a big difference.

When playing this build against a greedy tech build, you don’t need to follow this build exactly. You can skip your sentry, you don’t have to cut probes, you can get your tech building earlier, etc.

When comparing this build against the 3 stalker build for defending against 4 gates, both have their sleight disadvantages and advantages. Both will put you at a great advantage against a 4 gate, effectively “countering” it, but neither is 100% safe and it will ultimately come down to micro. Basically it’s personal preference. The main feature about this build that I like over the 3 stalker build is the fact that you get a zealot with this one. That initial zealot puts you at a little better position against unscouted cheese, it’s better for defending against a super early warpgate rush (10/11 gate), and if you’re ever poking up your opponent’s ramp to scout at any time (whether it’s with 1z/1s, or 1z many s), it’s always better to poke up with a zealot than risk losing a stalker to a FF.

My variation of this build is to actually start off exactly like a standard 12 gate 4 gate. I spend only 2 chronos on the nexus, and I won’t start my 2nd gas until after I’ve chased away the scouting probe. If I don’t see my opponent 4 gating, I either cancel my sentry or don’t even get a sentry. So against a tech build I’ll be technically behind in gas, but effectively ahead since I did not make any sentries.
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-07-05 00:21:15
July 05 2011 00:13 GMT
#44
On July 05 2011 09:04 CCalms wrote:
Show nested quote +
On July 05 2011 01:50 Geiko wrote:
On July 05 2011 01:20 CCalms wrote:
On July 04 2011 20:34 blah_blah wrote:
On July 04 2011 20:19 CCalms wrote:
safe vs 4gate, sure, but you are at a gross disadvantage against anyone who goes the equally safe 3stalker into tech. Your build uses three chronoboosts on probes, it doesnt even look like a 4gate :s


I don't understand this post at all. If someone does the 3 stalker opening, it diverges from a 4gate opening quite early (double chrono on probes and early second gateway) at which point (upon scouting) you are no longer obligated to follow this build order at all. Someone doing a 3 stalker opening is much better for you than someone doing a 1gate tech build.

OP: great post, thanks a lot.


9 pylon
13 gate
14 gas
16 pylon
17 core
19 gate
20 stalker, warpgate
22 two stalkers
26 two gates
26 proxy pylon
5:42 warp in 3 stalker 1 zealot

Same exact outcome as conventional 4gate despite opening 3stalker

I don't know why people try and act like they know something that I don't LOL

I brought up 3 stalker instead of a 1gate tech build because 3 stalker is 100% safe vs 4gate, as this build claims to be, but has a much better economy and allows for much more early game flexibility (3stalker can stop 10gate 4gates by following up the 3 stalkers with 2 stalkers instead of 2 sentries)

and geiko, you obviously don't know how to 3 stalker properly. I absolutely do not need to kill the proxy, simply zone it away from my ramp. 10 starcraft meters away is absolutely fine with me. I can also use the early unit advantage to pick off units, which is helpful.

try doing the 3 stalker opening, only chrono the first stalker and rest on warpgate. after the two stalkers are done (three total) start two sentries. warpgate will be done right when those are finished, warp in one stalker and one sentry. No warpgate rush can break you and you are free to tech. If you think I'm wrong or naive or don't have gm level pvp then feel free to pm me about it or play me at CCalms.951

On July 05 2011 01:11 Geiko wrote:
On July 05 2011 01:02 sjschmidt93 wrote:
There is no safe PvP to be honest. Yeah this may hold a 4gate but if your opponent goes 1 gate robo or 1 gate council you're very very far behind. Their blink will finish much quicker than yours, and if they go robo they can easily expo no problem after colossus production kicks in.

If you expand, then they just 2 colossus no range push or 3 colossus w/ range push and your dead, unless you managed to squeeze in a robo and wanna go for the blink stalker/colossus base trade, but even then that game almost never works.


Opponents going 1 gate council doesn't put me behind. Like I said, their blink will finish 1 minute earlier than mine, so what ? They still can't bust up my ramp if I am playing defensively.

Against 1 gate robo, and colo timing pushes, they are still leaving their base open to a base trade situation. If I have taken a far away expansion I will come out ahead of the base trade. If they wait too long for their push, then my zealot archon + mass blink stalkers can win against 3,4 colo army.


The blink harass style of play has nothing to do with your build, it only serves as the only real viable follow up (too much gas spent on stalkers to go into other tech efficiently). If someone else does a more intelligible blink build then you just die. All it takes is one less stalker early game (or two-four, in your build's case) to have the fight snowball into a one-sided blinkfest. If the other guy goes robo, it has absolutely nothing to do with your build but rather his ability to know how to deal with blink harass and set up an expansion and sim city.


You're really mixing up two builds which are quite clearly reconizable. I believe the 3 stalker rush spends a lot of chronoboost on the stalkers while the build you are giving here that is supposed to hit a 5:42 timing obviously has all the chronoboost spent on warpgate. If you can't tell that a 3 stalker "rush" is late by 20 seconds, then clearly we are not playing at the same level.

Also I would need you to explain to me why my build is 4 stalkers late ? That doesn't make any sense to me.


I compared your build with my blink build and I get a significantly faster blink with more stalkers and no sentry or zealot. the sentry and zealot are completely useless in blink vs blink, because the only power that blink stalkers have is their longevity.

Three stalker build only uses one chrono on first stalker. chronoboost each one is so stupid, there is no point, you will have all three out long before his second stalker is on your side of the map so punishing proxies is easy. Might as well get the fast warpgate and be able to transition into 4gate if needed. I've never seen a pro player open two gateways and chrono three times on gateways, that's beyond unintuitive.

CLEARLY we're not playing on the same level LOL. If you want to try and insult my "level" then we can just try your build vs 19 gateway 20 gas opener and see that yours is unnecessarily safe and engendering a low-eco midgame.


Do you even read what I answer or are you just doing your thing ? ^^
3 stalker rush = no sentry for me.
No point in comparing your pure blink stalker build to a build I won't be doing against it.

Regarding the chronoboosts, i was referring to this thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=192658
where obvisouly pro players are using 3 chronoboosts on stalkers (but maybe you are on another level than them, sorry).

A zealot is mandatory in blink play if you're going to try to go up my ramp as well.
geiko.813 (EU)
CCalms
Profile Joined November 2010
United States341 Posts
July 05 2011 00:20 GMT
#45
On July 05 2011 09:13 Geiko wrote:
Show nested quote +
On July 05 2011 09:04 CCalms wrote:
On July 05 2011 01:50 Geiko wrote:
On July 05 2011 01:20 CCalms wrote:
On July 04 2011 20:34 blah_blah wrote:
On July 04 2011 20:19 CCalms wrote:
safe vs 4gate, sure, but you are at a gross disadvantage against anyone who goes the equally safe 3stalker into tech. Your build uses three chronoboosts on probes, it doesnt even look like a 4gate :s


I don't understand this post at all. If someone does the 3 stalker opening, it diverges from a 4gate opening quite early (double chrono on probes and early second gateway) at which point (upon scouting) you are no longer obligated to follow this build order at all. Someone doing a 3 stalker opening is much better for you than someone doing a 1gate tech build.

OP: great post, thanks a lot.


9 pylon
13 gate
14 gas
16 pylon
17 core
19 gate
20 stalker, warpgate
22 two stalkers
26 two gates
26 proxy pylon
5:42 warp in 3 stalker 1 zealot

Same exact outcome as conventional 4gate despite opening 3stalker

I don't know why people try and act like they know something that I don't LOL

I brought up 3 stalker instead of a 1gate tech build because 3 stalker is 100% safe vs 4gate, as this build claims to be, but has a much better economy and allows for much more early game flexibility (3stalker can stop 10gate 4gates by following up the 3 stalkers with 2 stalkers instead of 2 sentries)

and geiko, you obviously don't know how to 3 stalker properly. I absolutely do not need to kill the proxy, simply zone it away from my ramp. 10 starcraft meters away is absolutely fine with me. I can also use the early unit advantage to pick off units, which is helpful.

try doing the 3 stalker opening, only chrono the first stalker and rest on warpgate. after the two stalkers are done (three total) start two sentries. warpgate will be done right when those are finished, warp in one stalker and one sentry. No warpgate rush can break you and you are free to tech. If you think I'm wrong or naive or don't have gm level pvp then feel free to pm me about it or play me at CCalms.951

On July 05 2011 01:11 Geiko wrote:
On July 05 2011 01:02 sjschmidt93 wrote:
There is no safe PvP to be honest. Yeah this may hold a 4gate but if your opponent goes 1 gate robo or 1 gate council you're very very far behind. Their blink will finish much quicker than yours, and if they go robo they can easily expo no problem after colossus production kicks in.

If you expand, then they just 2 colossus no range push or 3 colossus w/ range push and your dead, unless you managed to squeeze in a robo and wanna go for the blink stalker/colossus base trade, but even then that game almost never works.


Opponents going 1 gate council doesn't put me behind. Like I said, their blink will finish 1 minute earlier than mine, so what ? They still can't bust up my ramp if I am playing defensively.

Against 1 gate robo, and colo timing pushes, they are still leaving their base open to a base trade situation. If I have taken a far away expansion I will come out ahead of the base trade. If they wait too long for their push, then my zealot archon + mass blink stalkers can win against 3,4 colo army.


The blink harass style of play has nothing to do with your build, it only serves as the only real viable follow up (too much gas spent on stalkers to go into other tech efficiently). If someone else does a more intelligible blink build then you just die. All it takes is one less stalker early game (or two-four, in your build's case) to have the fight snowball into a one-sided blinkfest. If the other guy goes robo, it has absolutely nothing to do with your build but rather his ability to know how to deal with blink harass and set up an expansion and sim city.


You're really mixing up two builds which are quite clearly reconizable. I believe the 3 stalker rush spends a lot of chronoboost on the stalkers while the build you are giving here that is supposed to hit a 5:42 timing obviously has all the chronoboost spent on warpgate. If you can't tell that a 3 stalker "rush" is late by 20 seconds, then clearly we are not playing at the same level.

Also I would need you to explain to me why my build is 4 stalkers late ? That doesn't make any sense to me.


I compared your build with my blink build and I get a significantly faster blink with more stalkers and no sentry or zealot. the sentry and zealot are completely useless in blink vs blink, because the only power that blink stalkers have is their longevity.

Three stalker build only uses one chrono on first stalker. chronoboost each one is so stupid, there is no point, you will have all three out long before his second stalker is on your side of the map so punishing proxies is easy. Might as well get the fast warpgate and be able to transition into 4gate if needed. I've never seen a pro player open two gateways and chrono three times on gateways, that's beyond unintuitive.

CLEARLY we're not playing on the same level LOL. If you want to try and insult my "level" then we can just try your build vs 19 gateway 20 gas opener and see that yours is unnecessarily safe and engendering a low-eco midgame.


Do you even read what I answer or are you just doing your thing ? ^^
3 stalker rush = no sentry for me.

Regarding the chronoboosts, i was referring to this thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=192658
where obvisouly pro players are using 3 chronoboosts on stalkers (but maybe you are on another level than them, sorry).

A zealot is mandatory in blink play if you're going to try to go up my ramp as well.


Dude, look at that thread you just linked, I helped Cecil work out the build order, I'm IN THE OP LOL.

A zealot is mandatory in blink play? wtf? Why can't that role be replaced by a stalker that can blink back down or provide vision depending on how safe it is to attack up the ramp? I feel like I'm talking to someone who has never gone blink before.

I'm going to get temp banned if I keep talking to you tbh. If you like this build then all the power to you.
Geiko
Profile Blog Joined June 2010
France1939 Posts
July 05 2011 00:29 GMT
#46
On July 05 2011 09:20 CCalms wrote:
Show nested quote +
On July 05 2011 09:13 Geiko wrote:
On July 05 2011 09:04 CCalms wrote:
On July 05 2011 01:50 Geiko wrote:
On July 05 2011 01:20 CCalms wrote:
On July 04 2011 20:34 blah_blah wrote:
On July 04 2011 20:19 CCalms wrote:
safe vs 4gate, sure, but you are at a gross disadvantage against anyone who goes the equally safe 3stalker into tech. Your build uses three chronoboosts on probes, it doesnt even look like a 4gate :s


I don't understand this post at all. If someone does the 3 stalker opening, it diverges from a 4gate opening quite early (double chrono on probes and early second gateway) at which point (upon scouting) you are no longer obligated to follow this build order at all. Someone doing a 3 stalker opening is much better for you than someone doing a 1gate tech build.

OP: great post, thanks a lot.


9 pylon
13 gate
14 gas
16 pylon
17 core
19 gate
20 stalker, warpgate
22 two stalkers
26 two gates
26 proxy pylon
5:42 warp in 3 stalker 1 zealot

Same exact outcome as conventional 4gate despite opening 3stalker

I don't know why people try and act like they know something that I don't LOL

I brought up 3 stalker instead of a 1gate tech build because 3 stalker is 100% safe vs 4gate, as this build claims to be, but has a much better economy and allows for much more early game flexibility (3stalker can stop 10gate 4gates by following up the 3 stalkers with 2 stalkers instead of 2 sentries)

and geiko, you obviously don't know how to 3 stalker properly. I absolutely do not need to kill the proxy, simply zone it away from my ramp. 10 starcraft meters away is absolutely fine with me. I can also use the early unit advantage to pick off units, which is helpful.

try doing the 3 stalker opening, only chrono the first stalker and rest on warpgate. after the two stalkers are done (three total) start two sentries. warpgate will be done right when those are finished, warp in one stalker and one sentry. No warpgate rush can break you and you are free to tech. If you think I'm wrong or naive or don't have gm level pvp then feel free to pm me about it or play me at CCalms.951

On July 05 2011 01:11 Geiko wrote:
On July 05 2011 01:02 sjschmidt93 wrote:
There is no safe PvP to be honest. Yeah this may hold a 4gate but if your opponent goes 1 gate robo or 1 gate council you're very very far behind. Their blink will finish much quicker than yours, and if they go robo they can easily expo no problem after colossus production kicks in.

If you expand, then they just 2 colossus no range push or 3 colossus w/ range push and your dead, unless you managed to squeeze in a robo and wanna go for the blink stalker/colossus base trade, but even then that game almost never works.


Opponents going 1 gate council doesn't put me behind. Like I said, their blink will finish 1 minute earlier than mine, so what ? They still can't bust up my ramp if I am playing defensively.

Against 1 gate robo, and colo timing pushes, they are still leaving their base open to a base trade situation. If I have taken a far away expansion I will come out ahead of the base trade. If they wait too long for their push, then my zealot archon + mass blink stalkers can win against 3,4 colo army.


The blink harass style of play has nothing to do with your build, it only serves as the only real viable follow up (too much gas spent on stalkers to go into other tech efficiently). If someone else does a more intelligible blink build then you just die. All it takes is one less stalker early game (or two-four, in your build's case) to have the fight snowball into a one-sided blinkfest. If the other guy goes robo, it has absolutely nothing to do with your build but rather his ability to know how to deal with blink harass and set up an expansion and sim city.


You're really mixing up two builds which are quite clearly reconizable. I believe the 3 stalker rush spends a lot of chronoboost on the stalkers while the build you are giving here that is supposed to hit a 5:42 timing obviously has all the chronoboost spent on warpgate. If you can't tell that a 3 stalker "rush" is late by 20 seconds, then clearly we are not playing at the same level.

Also I would need you to explain to me why my build is 4 stalkers late ? That doesn't make any sense to me.


I compared your build with my blink build and I get a significantly faster blink with more stalkers and no sentry or zealot. the sentry and zealot are completely useless in blink vs blink, because the only power that blink stalkers have is their longevity.

Three stalker build only uses one chrono on first stalker. chronoboost each one is so stupid, there is no point, you will have all three out long before his second stalker is on your side of the map so punishing proxies is easy. Might as well get the fast warpgate and be able to transition into 4gate if needed. I've never seen a pro player open two gateways and chrono three times on gateways, that's beyond unintuitive.

CLEARLY we're not playing on the same level LOL. If you want to try and insult my "level" then we can just try your build vs 19 gateway 20 gas opener and see that yours is unnecessarily safe and engendering a low-eco midgame.


Do you even read what I answer or are you just doing your thing ? ^^
3 stalker rush = no sentry for me.

Regarding the chronoboosts, i was referring to this thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=192658
where obvisouly pro players are using 3 chronoboosts on stalkers (but maybe you are on another level than them, sorry).

A zealot is mandatory in blink play if you're going to try to go up my ramp as well.


Dude, look at that thread you just linked, I helped Cecil work out the build order, I'm IN THE OP LOL.

A zealot is mandatory in blink play? wtf? Why can't that role be replaced by a stalker that can blink back down or provide vision depending on how safe it is to attack up the ramp? I feel like I'm talking to someone who has never gone blink before.

I'm going to get temp banned if I keep talking to you tbh. If you like this build then all the power to you.


Did you purposefully give out a wrong BO in the thread then so you could have an edge on people ? ^^
It says right here : "Note: Every single stalker has one chronoboost, the sentry has one chronoboost, and the immortal has two chronoboost. Only two initial chronoboosts are spent on the Nexus."

All the pro replays I have seen include the offensive blink player sending in a zealot or 2 to tank damage and gain vision. This is justified by the fact that you are eventually going to run out of gas and tanking with a zealot (which has longer longevity than a stalker vs stalker / immortals ) is a good thing. Going up the ramp with one stalker will give you vision for exactly 0.5 seconds before it gets either shot down, or blinked back.

Seriously though, no need to get angry like that, we're just discussing a starcraft build. And yes I have played with blink, no I don't play at super high level, but yes I've beaten some top master, and some GM players with blink play.
geiko.813 (EU)
Cloud9157
Profile Joined December 2010
United States2968 Posts
July 05 2011 00:34 GMT
#47
Looks a very well-thought out and well-described build, but I feel better about just going 3 gate robo.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
Complete
Profile Joined October 2009
United States1864 Posts
July 05 2011 01:01 GMT
#48
On July 05 2011 09:34 Cloud9157 wrote:
Looks a very well-thought out and well-described build, but I feel better about just going 3 gate robo.


Isn't this a 3gate robo build?

._.
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
July 05 2011 01:11 GMT
#49
Would this work on Tal' Darim if you possibly get another Stalker instead of a Sentry?
710+ Posts with a Probe Icon =D
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2011-07-06 11:38:54
July 05 2011 02:04 GMT
#50
I like the build. It's pretty well thought out and obviously has been refined a bit.

3 constructive criticisms I have about this build though:
1. You're so close to being able to fake a 4 gate. Why not spend one less chorno on probes and let your opponent know that there's still a threat of 4 gate?

2. It seems like if your opponent is faking a 4 gate, you have no choice but to make 6 stalkers if you want to hope to be safe. This is compared to a few other 3 gate builds that I know which can defend 4 gate with a minimal initial investment of 3-4 stalkers. I feel a 6 stalker investment almost locks you into blink stalker play.

3. Another thing is that with this build, I feel like your tech structure, ie robo, twilight, stargate, is very delayed compared to some other builds. This vastly reduces the effectiveness of both robo and stargate, particularly stargate and is another reason your build heavily favors blink play.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
July 05 2011 02:04 GMT
#51
On July 05 2011 10:11 iTzAnglory wrote:
Would this work on Tal' Darim if you possibly get another Stalker instead of a Sentry?


No, your opponent will eventually run you over with 4 gates over 3.
Moderator
roymarthyup
Profile Joined April 2010
1442 Posts
July 05 2011 02:08 GMT
#52
i think theres a way to skip warpgate research, get slightly faster gateways, and use all chrono on the gateways to get out even more units and then since you didnt spend 50/50 on warpgates, it means your robo only costs essentially 150/50, pretty darn cheap.

or look at it this way. your enemy spends 200/50 on his 4th gateway + warpgates, you spend 200/100 on your robo.

now you are in a position where your enemy has 4 gates, and you have 3gates + robo, and since you are being defensive, warpgates dont matter. all of your money off 1base can easily be consumed by 3gate+robo

try work on a build like that. it should be able to defend a 4gate just fine and be more powerful against a toss that opened 2gate robo
iChau
Profile Joined December 2010
United States1210 Posts
July 05 2011 02:20 GMT
#53
On July 05 2011 11:08 roymarthyup wrote:
i think theres a way to skip warpgate research, get slightly faster gateways, and use all chrono on the gateways to get out even more units and then since you didnt spend 50/50 on warpgates, it means your robo only costs essentially 150/50, pretty darn cheap.

or look at it this way. your enemy spends 200/50 on his 4th gateway + warpgates, you spend 200/100 on your robo.

now you are in a position where your enemy has 4 gates, and you have 3gates + robo, and since you are being defensive, warpgates dont matter. all of your money off 1base can easily be consumed by 3gate+robo

try work on a build like that. it should be able to defend a 4gate just fine and be more powerful against a toss that opened 2gate robo


Wasn't there a 3 Gate Build similar to what you're talking about? "5 Zealots 8 Stalkers".
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-07-05 02:33:07
July 05 2011 02:28 GMT
#54
On July 05 2011 11:04 4kmonk wrote:
I like the build. It's pretty well thought out and obviously has been refined a bit.

3 constructive criticisms I have about this build though:
1. You're so close to being able to fake a 4 gate. Why not spend one less chorno on probes and let your opponent know that there's still a threat of 4 gate?

2. It seems like if your opponent is faking a 4 gate, you have no choice but to make 6 stalkers if you want to hope to be safe. This is compared to a few other 3 gate builds that defend 4 gate that I know which can defend 4 gate with a minimal initial investment of 3-4 stalkers. I'm not saying that other builds can defend and don't require you to have 6 stalkers initially. I feel a 6 stalker investment almost locks you into blink stalker play.

3. Another thing is that with this build, I feel like your tech structure, ie robo, twilight, stargate, is very delayed compared to some other builds. This vastly reduces the effectiveness of both robo and stargate, particularly stargate and is another reason your build heavily favors blink play.


Hehe, those were my exact criticisms as well. I commented about #1 in my earlier post, and about #2 and #3, you're completely right - in the first version of this guide, it was only designed to follow up with blink stalkers and blink stalkers is indeed the best transition. I think the point is though that in certain circumstances where robo may be better (i.e. close positions on some maps, or your opponent has a history of going DTs), it's still "ok" to go robo after the 3 gate opening after this build. Or when you face an obviously-not-4 gate, you can easily go robo or stargate much earlier and not be behind.

On July 05 2011 11:08 roymarthyup wrote:
since you are being defensive, warpgates dont matter


False.
iChau
Profile Joined December 2010
United States1210 Posts
Last Edited: 2011-07-05 02:33:31
July 05 2011 02:31 GMT
#55
On July 05 2011 11:28 Anihc wrote:
Show nested quote +
On July 05 2011 11:08 roymarthyup wrote:
since you are being defensive, warpgates dont matter


False.


Is it because a Warpgate-user can churn out units faster (especially with chronoboost)? Can you explain please?
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2011-07-05 02:34:37
July 05 2011 02:33 GMT
#56
On July 05 2011 11:28 Anihc wrote:
Show nested quote +
On July 05 2011 11:08 roymarthyup wrote:
since you are being defensive, warpgates dont matter


False.


true to an extent

3 warpgates and 3 gateways can produce essentially the same amount of units per minute, the warpgate has 5 seconds less buildtime per unit, but once you have 4 buildings all of your 1base income is used up with time to spare so those 5 seconds dont matter at that point





lets compare 4 warpgates VS 3gates+robo

4 warpgates cost 650 minerals, 50 gas

3gate/robo costs 650 minerals, 100 gas

both of these can consume 100% of a one base economy. this means other than the first battle where the warpgate player gets to warp in units and have a slight edge while his enemy is building, the 3gate/robo player is actually equal in production to the 4gate player other than that first moment

however, if you consider the 3gate player could use all his chrono on gates he could theoretically pop out 1-2 extra units while the enemy is spending that 50/50 on warpgates. soo in the end the difference is small, but one player gets to have immortals, so he should win the game ultimately
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 05 2011 02:35 GMT
#57
On July 05 2011 11:31 iChau wrote:
Show nested quote +
On July 05 2011 11:28 Anihc wrote:
On July 05 2011 11:08 roymarthyup wrote:
since you are being defensive, warpgates dont matter


False.


Is it because a Warpgate-user can churn out units faster (especially with chronoboost)?


With warpgate against non-warpgate, the warpgate user will always have an additional cycle of units more than the non-warpgate user. Being on the defensive or aggressive side is irrelevant due to warpgates and proxy pylons.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 05 2011 02:37 GMT
#58
On July 05 2011 11:33 roymarthyup wrote:
Show nested quote +
On July 05 2011 11:28 Anihc wrote:
On July 05 2011 11:08 roymarthyup wrote:
since you are being defensive, warpgates dont matter


False.


true to an extent

3 warpgates and 3 gateways can produce essentially the same amount of units per minute, the warpgate has 5 seconds less buildtime per unit, but once you have 4 buildings all of your 1base income is used up with time to spare so those 5 seconds dont matter at that point





lets compare 4 warpgates VS 3gates+robo

4 warpgates cost 650 minerals, 50 gas

3gate/robo costs 650 minerals, 100 gas

both of these can consume 100% of a one base economy. this means other than the first battle where the warpgate player gets to warp in units and have a slight edge while his enemy is building, the 3gate/robo player is actually equal in production to the 4gate player other than that first moment

however, if you consider the 3gate player could use all his chrono on gates he could theoretically pop out 1-2 extra units while the enemy is spending that 50/50 on warpgates. soo in the end the difference is small, but one player gets to have immortals, so he should win the game ultimately


No, 100% false. You're missing the part of warpgate where you get the unit 5 seconds after you pay for it, versus ~30 seconds build time for non-warpgate.
roymarthyup
Profile Joined April 2010
1442 Posts
July 05 2011 02:38 GMT
#59
On July 05 2011 11:35 Anihc wrote:
Show nested quote +
On July 05 2011 11:31 iChau wrote:
On July 05 2011 11:28 Anihc wrote:
On July 05 2011 11:08 roymarthyup wrote:
since you are being defensive, warpgates dont matter


False.


Is it because a Warpgate-user can churn out units faster (especially with chronoboost)?


With warpgate against non-warpgate, the warpgate user will always have an additional cycle of units more than the non-warpgate user. Being on the defensive or aggressive side is irrelevant due to warpgates and proxy pylons.



but that only matters for the first fight, and the warpgate user only has about 20 seconds before chronoboosted production of the 3gate/robo player gives him his defense, and then you have to consider the warpgater would have to micro back to his proxy pylon in order to benefit from his reinforcements thus creating the same scenario. but you also have to consider the 3gate robo user can chrono out 1-2 more units insteadof spending the 50/50 and chrono on his warpgates, meaning the warpgater only probably has 2-3 bonus units max which wont win the fight against immortals
roymarthyup
Profile Joined April 2010
1442 Posts
July 05 2011 02:40 GMT
#60
On July 05 2011 11:37 Anihc wrote:
Show nested quote +
On July 05 2011 11:33 roymarthyup wrote:
On July 05 2011 11:28 Anihc wrote:
On July 05 2011 11:08 roymarthyup wrote:
since you are being defensive, warpgates dont matter


False.


true to an extent

3 warpgates and 3 gateways can produce essentially the same amount of units per minute, the warpgate has 5 seconds less buildtime per unit, but once you have 4 buildings all of your 1base income is used up with time to spare so those 5 seconds dont matter at that point





lets compare 4 warpgates VS 3gates+robo

4 warpgates cost 650 minerals, 50 gas

3gate/robo costs 650 minerals, 100 gas

both of these can consume 100% of a one base economy. this means other than the first battle where the warpgate player gets to warp in units and have a slight edge while his enemy is building, the 3gate/robo player is actually equal in production to the 4gate player other than that first moment

however, if you consider the 3gate player could use all his chrono on gates he could theoretically pop out 1-2 extra units while the enemy is spending that 50/50 on warpgates. soo in the end the difference is small, but one player gets to have immortals, so he should win the game ultimately


No, 100% false. You're missing the part of warpgate where you get the unit 5 seconds after you pay for it, versus ~30 seconds build time for non-warpgate.



we should do a test. i beat 4gate all the time with 3gate robo and i normally dont get warpgates for a while in order to get the faster robo


yes, you are right warpgates have a small advantage. i am saying that the advantage is so small it almost doesnt matter at all in a real game. you can play me if you want to see what im talking about.



im some situations i can see skipping warpgate research in PvP as being a good idea. defensive 3gate/robo being one of those situations. in that situation, the warpgate money is wasted
Prev 1 2 3 4 5 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Monday
00:00
#46
PiGStarcraft444
SteadfastSC138
EnkiAlexander 74
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft444
Nina 209
SteadfastSC 138
NeuroSwarm 132
RuFF_SC2 99
ProTech79
Nathanias 68
PattyMac 18
StarCraft: Brood War
Artosis 762
NaDa 79
Icarus 4
Dota 2
monkeys_forever747
capcasts28
Counter-Strike
taco 167
Super Smash Bros
hungrybox536
Other Games
summit1g8875
tarik_tv8300
shahzam1201
WinterStarcraft574
C9.Mang0398
ViBE258
Maynarde138
Organizations
Other Games
gamesdonequick1113
BasetradeTV23
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• rockletztv 48
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt475
Other Games
• Scarra1073
Upcoming Events
Afreeca Starleague
7h 30m
hero vs Alone
Royal vs Barracks
Replay Cast
21h 30m
The PondCast
1d 7h
WardiTV Summer Champion…
1d 8h
Clem vs Classic
herO vs MaxPax
Replay Cast
1d 21h
LiuLi Cup
2 days
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
Cosmonarchy
2 days
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
BSL Team Wars
2 days
Team Hawk vs Team Dewalt
BSL Team Wars
2 days
Team Hawk vs Team Bonyth
SC Evo League
3 days
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
[ Show More ]
Maestros of the Game
3 days
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[BSL 2025] Weekly
3 days
SC Evo League
4 days
Maestros of the Game
4 days
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
4 days
Team Bonyth vs Team Sziky
BSL Team Wars
4 days
Team Dewalt vs Team Sziky
Monday Night Weeklies
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSLAN 3
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
Acropolis #4 - TS1
CSL Season 18: Qualifier 2
SEL Season 2 Championship
WardiTV Summer 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
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 © 2025 TLnet. All Rights Reserved.