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[G] PvP 11gate into 3gate press - Page 6

Forum Index > StarCraft 2 Strategy
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Jev
Profile Joined July 2011
South Africa3 Posts
October 25 2011 15:17 GMT
#101
Really awesome build! its SO strong i have been having loads of success with it.

I wanted to ask how should u respond if you see them chrono'ing their gateway for an early 1 zeal 2 Stalker push?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
October 25 2011 17:40 GMT
#102
on TDA it's harder to hold a 4gate after your push. You can warp in defensive zealots to hold their zealot warpin (if they snuck the pylon despite your pressure) but you're really relying on a 2 sentry warp-in after your zealot warp-in to hold off defensive 4gates after the attack. It's still possible and you can do it, but this is the reason why I don't do it on TDA.

jev- if they cb the stalker that's fine; they'll have their wg done even later. if they have faster stalkers you might need to warp 2 pylons on the low ground instead of 1 high and 1 low if you can't get up the ramp without taking too many hits.
get rich or die mining
TL+ Member
TechnoSchaman
Profile Joined October 2010
United States156 Posts
Last Edited: 2011-10-26 03:24:19
October 25 2011 23:31 GMT
#103
how do you deal with the fact that at his base when you go tp put down pylon, he has 2 stalkers and a zealot to your one stalker one zealot, i keep losing my initial two units, or one at least no matter how well i micro. i get the pylons and down and get the warp in before him but as soon as he warps in he seems to be ahead.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
October 27 2011 18:03 GMT
#104
here's a pretty good replay for the build

http://replayfu.com/download/85P8Ft

it is vs 3 stalker rush into robo. Because my wg is much faster than his, I can do enough damage to merit staying around after the first 2 warp-ins. the pressure nets me a lofty probe lead which snowballs out of control.
get rich or die mining
TL+ Member
ShadowDeath
Profile Joined December 2009
Germany3 Posts
October 27 2011 21:50 GMT
#105
awesome build thx
CaptainHaz
Profile Joined December 2010
United States240 Posts
October 27 2011 22:55 GMT
#106
Found out this is basically auto loss vs a proxy 2 gate today T.T
All of us warned you of the big white face.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
October 27 2011 23:03 GMT
#107
On October 28 2011 07:55 CaptainHaz wrote:
Found out this is basically auto loss vs a proxy 2 gate today T.T


Well, I do it on 4 player maps as is in the build. On 2 player maps, I scout on 12 for proxies but then send it back to mine. Give that a shot! Only slows it down by a little bit.
get rich or die mining
TL+ Member
Fairwell
Profile Joined July 2011
Austria195 Posts
October 28 2011 03:35 GMT
#108
On October 28 2011 08:03 Alejandrisha wrote:
Show nested quote +
On October 28 2011 07:55 CaptainHaz wrote:
Found out this is basically auto loss vs a proxy 2 gate today T.T


Well, I do it on 4 player maps as is in the build. On 2 player maps, I scout on 12 for proxies but then send it back to mine. Give that a shot! Only slows it down by a little bit.


I personally try to put my first pylon and gate somewhere close to my nexus to save mining time, but on that side of my base where I can get vision if there is some canon rush coming. The pylon on 14 supply follows a similar concept and goes to the position in my base where i can overlook the most common 2 gate proxy position in my base. By doing that I've seen basically every proxy gate and canon rush so far without needing an early scout.

If his probe behaves somehow suspicious I will do an extra check however (ofc he could plant proxy gates somewhere else in front of your base etc).

But however you want to do it, I really recommend thinking about the placement of your first buildings in your base, you don't really want to lose much mining time and plant them somehow close to your nexus while still being able to spot some incoming cheese. You can also put your pylon on 14 at your entrance (same position you would start your pylon vs zerg if you open one base) to see incoming probes and sneaky behaviour.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-10-28 03:45:06
October 28 2011 03:44 GMT
#109
On October 28 2011 12:35 Fairwell wrote:
Show nested quote +
On October 28 2011 08:03 Alejandrisha wrote:
On October 28 2011 07:55 CaptainHaz wrote:
Found out this is basically auto loss vs a proxy 2 gate today T.T


Well, I do it on 4 player maps as is in the build. On 2 player maps, I scout on 12 for proxies but then send it back to mine. Give that a shot! Only slows it down by a little bit.


I personally try to put my first pylon and gate somewhere close to my nexus to save mining time, but on that side of my base where I can get vision if there is some canon rush coming. The pylon on 14 supply follows a similar concept and goes to the position in my base where i can overlook the most common 2 gate proxy position in my base. By doing that I've seen basically every proxy gate and canon rush so far without needing an early scout.

If his probe behaves somehow suspicious I will do an extra check however (ofc he could plant proxy gates somewhere else in front of your base etc).

But however you want to do it, I really recommend thinking about the placement of your first buildings in your base, you don't really want to lose much mining time and plant them somehow close to your nexus while still being able to spot some incoming cheese. You can also put your pylon on 14 at your entrance (same position you would start your pylon vs zerg if you open one base) to see incoming probes and sneaky behaviour.


yeah of course your 1st pylon and gate go to see the cannon rush but on xel naga proxy gates will be in the nat or in your base, not below the ledge
get rich or die mining
TL+ Member
Danglars
Profile Blog Joined August 2010
United States12133 Posts
October 28 2011 09:31 GMT
#110
This style is so hard to adjust to. Feels like you're 4gating (So my brain is shutting down the probe building section) but you're not. You're getting an econ or army lead (or both) and transitioning into some new game state that isn't really known. I'm talking about my fellow protosses that have been doing robo builds (Solid econ, solid timing against expos, rather defensive starting out) or attacking builds (less than solid econ, rather offensive).

So I'm really slowly transitioning into this. By slowly, I mean, 0 wins 7 losses. Turns out I can't just expand after killing half his probes (with 3 gateway production, or 3gateway robo production), accounting for first two losses. Then probe surrounds when I'm not careful on the attack. And all this while not building probes at home =(.

http://drop.sc/49904 (Both sides Masters)

Latest, a bad engagement for me, bad judgement call on the late expand (I should've been pursuing end-game tech more rapidly). Alej, if you find anything else glaring let me know. I'm still hopeful another 10-15 games will clear up what kinda followups are best in the 1) Did heavy probe damage, lost most army 2) Did heavy probe damage, lost very little army 3) Did only a little army and little probe damage, kept army. Expo has been kicking me in the butt for first 2 (immortals and/or just lots of gateway)

Love the intial aggression, hate how difficult the adjustment is to a superaggressive build that has a planned eco lead. Protoss, beware that aside from initial attack, its gonna take a little brain rewiring to get rest right.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-10-28 16:34:32
October 28 2011 16:33 GMT
#111
On October 28 2011 18:31 Danglars wrote:
This style is so hard to adjust to. Feels like you're 4gating (So my brain is shutting down the probe building section) but you're not. You're getting an econ or army lead (or both) and transitioning into some new game state that isn't really known. I'm talking about my fellow protosses that have been doing robo builds (Solid econ, solid timing against expos, rather defensive starting out) or attacking builds (less than solid econ, rather offensive).

So I'm really slowly transitioning into this. By slowly, I mean, 0 wins 7 losses. Turns out I can't just expand after killing half his probes (with 3 gateway production, or 3gateway robo production), accounting for first two losses. Then probe surrounds when I'm not careful on the attack. And all this while not building probes at home =(.

http://drop.sc/49904 (Both sides Masters)

Latest, a bad engagement for me, bad judgement call on the late expand (I should've been pursuing end-game tech more rapidly). Alej, if you find anything else glaring let me know. I'm still hopeful another 10-15 games will clear up what kinda followups are best in the 1) Did heavy probe damage, lost most army 2) Did heavy probe damage, lost very little army 3) Did only a little army and little probe damage, kept army. Expo has been kicking me in the butt for first 2 (immortals and/or just lots of gateway)

Love the intial aggression, hate how difficult the adjustment is to a superaggressive build that has a planned eco lead. Protoss, beware that aside from initial attack, its gonna take a little brain rewiring to get rest right.

most likely at the end of the rush, even if you kill 10 probes, he should have more units than you. At this point you play very defensively because as long as you have sentries, his higher army count won't allow him to kill you (this is why i don't recommend this on tal'darim). In the meantime, he can't really make units; he has to cb out probes and probably tech. You can expand, but not immediately after. Wait for your econ lead to give you a units/tech lead and then you may make the decision to safely expand, or just go for a 1 base play. i'll watch your specific rep

edit: i recommend the replay i just posted; it does a good job of demonstrating this concept
get rich or die mining
TL+ Member
Mstring
Profile Joined September 2011
Australia510 Posts
October 28 2011 19:55 GMT
#112
On October 28 2011 03:03 Alejandrisha wrote:
here's a pretty good replay for the build

http://replayfu.com/download/85P8Ft

it is vs 3 stalker rush into robo. Because my wg is much faster than his, I can do enough damage to merit staying around after the first 2 warp-ins. the pressure nets me a lofty probe lead which snowballs out of control.


Your warpgate wasn't much faster than his-- he did an 11gate too! I think you were extremely lucky that his build had a huge flaw... the third pylon was too early. His second stalker was a couple of seconds late and third was 10 seconds late. Worst of all, his third gateway was late as a result of that pylon and not in sync with warpgate research completing. If he didn't mess this up, you would have walked up his ramp and met 3 stalkers straight away. If he built his third gateway earlier you would have both had the same production facilities kicking in at the same time. He would have the army advantage and you wouldn't have done any damage whatsoever + lost two pylons. It's funny that his build is probably one of the few that will beat yours outright, but a few mistakes in execution completely flips the outcome.

Thanks for posting the replay though, I hadn't seen an 11-gate 3 stalker rush. I think I'm going to steal his build but do it right :D
Lemonayd
Profile Blog Joined November 2010
United States745 Posts
October 30 2011 02:19 GMT
#113
http://replayfu.com/r/vVPTTm

Can somebody help me refine how I should've defended that?

It's a game on xel naga where I checked for the proxy right away with my 15 scout. I canceled the core immediately and put up a second gate. Didn't work out for me, so any tips at all would be great.
Mstring
Profile Joined September 2011
Australia510 Posts
October 30 2011 04:28 GMT
#114
On that map just scout earlier because he knows where you are and can get a really close blind proxy. Check below your main both in and out of your base too. Costs you a few seconds but it's worth it to stop this 100% of the time. You end up with the same zealot count but far more econ. Also, you don't need to cut probes like you did, you can afford probes and zealots. The rest comes down to micro.
Jaeger
Profile Joined December 2009
United States1150 Posts
November 01 2011 06:40 GMT
#115
On October 28 2011 07:55 CaptainHaz wrote:
Found out this is basically auto loss vs a proxy 2 gate today T.T


I'm not so sure about that, I've beaten proxy 2gate more than I've lost to it.
I could see if they hide zealots for an exceptionally long time it could be a problem but a little probe micro and 1gate stalker seems to do pretty well against it.

http://drop.sc/50742 + Show Spoiler +
This game is against a map hacker who proxy 2gates at my natural and I don't scout it until zealots come into my main. It's a sloppy game but I win.


http://drop.sc/51305+ Show Spoiler +
This game I have a good feeling it's a proxy or cannon rush because of his scout timing and it turning around like it's trying to hide,

(~2:11 would be a reasonable time for a pylon scout getting to my base 2nd try but there would be no reason to juke back if that was the case, and hardly anyone pylon scouts in pvp with good intentions

Regardless I scout for proxy after pylon instead of core but it only ends up hurting me as I don't find anything.
His reveal comes a little early and it would've been harder if he had waited until 3 zealots but I still think you can just win the game with 1gate stalker and good control.
https://www.dotabuff.com/players/8137911
Jaeger
Profile Joined December 2009
United States1150 Posts
November 01 2011 09:00 GMT
#116
On October 30 2011 11:19 Lemonayd wrote:
http://replayfu.com/r/vVPTTm

Can somebody help me refine how I should've defended that?

It's a game on xel naga where I checked for the proxy right away with my 15 scout. I canceled the core immediately and put up a second gate. Didn't work out for me, so any tips at all would be great.


First some general build stuff:

You're a little slow on your start. You start your first probe at 0:03 and then move your probes. You'll notice your opponent's probe production is about 2 seconds ahead of yours. If you're not doing it already I recommend holding your 'e' key down during the loading screen and having your mouse roughly in the center of the screen so you can just click your nexus to start building your probe asaply.

Second your gateway is late it starts at 1:35 and should start at 1:25 on xel'naga, or at least before 1:30. This is because you accidentally queued up a 12th probe.

Third you start your gas a bit too early, you can wait until 14. I rally my 13th probe to my gas and build it on 14 and the economy works out basically perfectly.

Fourth you start your core on 16 instead of 15. You built 1 too many probes before the core. This is kind of hard to notice because of the late gate. Your probe also needs to be johnny on the spot with the core timing. You need a probe pulled before the gateway is done warping-in preferably having pressed 'b' and spamming 'y' while clicking on the ground to build your core immediately.

Now for dealing with the proxy:

I think your building placement needs to be a little tighter first of all either pull it back to the top or the bottom gas and keep it all together with a small hallway that you can funnel his zealots through in case he does proxy gate you. It helps for fighting with less units and probes and helps defend pylons. Pylons are juicy targets for proxy gates and yours are very exposed. The proxy pylon in his base isn't going to do much for you. Better to keep your buildings powered.

If your choice is to fight with a later 2nd gateway you need to pull workers off gas immediately.
You need to react more quickly putting your 2nd gate as well, you spot the proxy and 2:40 (before you put the core actually) but notice it at 2:47 but don't cancel your core until 3:00. That's almost a chrono boosted zealot of production lost in reaction time. You need to pull way back with your zealots and not engage until he forces you to and then do so with enough probes helping to tip the scales of being down in zealots. You had 5 more probes than he did so you can afford to be not mining with a around that many of them.

I think the better choice, if you fix all the build order stuff, is to embrace your ultra fast core and get 1gate chrono'd stalkers. You can have a zealot, stalker and ~17 probes to engage against his first 3 zealots with. I think if you get to ~4 stalkers you can just go kill all his probes and then come back and clean up his zealots. Remember you can always get an extra 50 gas for another stalker by cancelling warpgate tech.
https://www.dotabuff.com/players/8137911
Logros
Profile Joined September 2010
Netherlands9913 Posts
November 01 2011 09:06 GMT
#117
This build is so good. I have 80-90% winrate in PvP now thanks to this . The great thing is that it's not all in at all and you can always pull back after you've done some damage.
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
November 01 2011 09:33 GMT
#118
This build never works for me ill post a replay later but it seems they always have more units than you when you try to put the pylon up
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
flyguy
Profile Joined October 2010
United States45 Posts
November 01 2011 13:39 GMT
#119
On November 01 2011 18:33 ProxyKnoxy wrote:
This build never works for me ill post a replay later but it seems they always have more units than you when you try to put the pylon up


Your timings are off then. You should have a stalker and a zealot just like him. You should be fighting his stalker and zealot which distracts him long enough to get the pylon's set up. If he tries to focus down on the probe you will atleast get a pylon on the low ground and also have the advantage now because now you'll be ahead on units.
sloppyknoll
Profile Joined September 2010
6 Posts
November 02 2011 10:03 GMT
#120
I've been practicing this build by doing it every game against all races. I've actually had a lot of success against T by getting in early causing some damage and then going in to a contain while I expand.
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