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[G] PvP 11gate into 3gate press - Page 7

Forum Index > StarCraft 2 Strategy
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MoreSore
Profile Joined April 2011
Ireland73 Posts
November 02 2011 11:12 GMT
#121
very epic write up, wrote down build, will practice later :D thanks
"More Loss, More Skill" WhiteRa
bigbros2
Profile Joined December 2009
United Kingdom18 Posts
November 03 2011 01:00 GMT
#122
I've been working hard to get the timings down and trying to figure out a transition out of the build when I can't straight up kill him. I would like you guys to have a look and give me some pointers of where I could improve. I did win but I'm not convinced I won it as easily as I could have.

http://replayfu.com/download/gwhWqm

5:50 - I feel like I could have pushed in a lot earlier than I did. It was definitely down to my pylon placement. Where do you guys normally put the pylon on 25? Just straight up his ramp in his base or just below? If he has a sentry and ff my probe, do you back off or keep pushing up?

9:40 - I cancelled the robo bay and went for dts because he went 4gate, didn't have a forge and I couldn't find his robo. My thought was I'll just kill him with dts or do large economic damage. By doing dt harass with warp prism made him defensive and wasting minerals on cannons, giving me time to expand and tech to colossi. Otherwise I think he might have killed me before, not sure.

If I went the colossi route, since he had a larger army than I did could he have simply killed me?

15:25 - I really shouldn't have lost that warp prism...bad micro by me.

In the last battle I'm slightly confused how I came one top of that. His zealot could was so much higher. I think it was his micro that lost that to be honest. My immortals got free shots off at his colossi. Should I have made more zealots or less probes? I did read you don't really need more than 50 probes in pvp.

Thanks for the your time and help!

Rinrun
Profile Joined April 2010
Canada3509 Posts
November 03 2011 06:11 GMT
#123
Hohoho, I need to get this in my bag of builds.
A friend of mine has been heckling me for a match, I shall show him this PvP build.
Good stuff.
MBC/Liquid/TSM always.
Xequecal
Profile Joined October 2010
United States473 Posts
November 03 2011 08:51 GMT
#124
IMHO, this build is not that good, as there are 1 gate robo builds that can hold even this. This is what I do in PvP:

9 pylon
11 boost nexus
12 gate, scout
13 boost nexus
15 gas
16 pylon
core when gate finishes (cut probes for ~3-5sec so you can place core immediately when gate finishes)
17/18 2nd gas (Get it as soon as you can without stopping probe production, should be right around the 17->18 supply mark)
Start zealot when you have 100 minerals (core will be 45% finished)
Cut probes at 19 probes (21/26 supply with zealot under construction)
Start warpgates when core finishes, 3 CB on warpgates
Robo when you have 200 minerals
Start stalker at 125 minerals
20th probe with next 50 minerals
Pylon with next 100 minerals
Start sentry when stalker finishes
Immortal when robo finishes, should have 250 minerals at almost the same time, CB Immortal twice.
Make 21st and 22nd probe as soon as minerals are available

The Immortal will pop out at 5:30 with this build, easily crushing this rush as well as any 4 gate provided you don't screw up your forcefields. The strat outlined in the OP you can take straight up, zealot/stalker/sentry/immortal easily kills 4 stalkers and a zealot. This also beats 4 gate as long as you FF correctly and split their force down the middle as they try to get up your ramp. You'll finish warpgates and be able to warp in a second sentry before they get their second round of warpins, letting you decimate them again with a FF down the middle.

The only thing you sacrifice with this rush is a small amount of economy as you have to stop at 20 probes for about a minute of game time before you can add the 21st and 22nd probe for 90% saturation.
arodnom
Profile Joined September 2011
14 Posts
November 03 2011 12:17 GMT
#125
@ Xequecal can you pm me a replay or post it here? When do you put down other gates?
Lordcamel
Profile Joined August 2010
17 Posts
November 03 2011 15:27 GMT
#126
On November 03 2011 17:51 Xequecal wrote:
IMHO, this build is not that good, as there are 1 gate robo builds that can hold even this. This is what I do in PvP:


The fact that one build possibly counters it doesn't make it less viable .. there are still lots of players 4 gating in PvP
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 03 2011 15:51 GMT
#127
I don't like the build much either as it can be stopped easily with a build that is economically quite ahead.
Delaying the first chrono on nexus and not using a second on it either accounts for around a ~75 mineral loss when going up to 22 probes straight. Simply too much imo for such small pressure. The best reaction agianst this imo is a simple 3 gate defense on 2 gas. You'll just get better income and have warpgate ~10-15 sec later but can defend easily because of a sentry.
Super fast robo builds like Xequecals also work in holding this off but that isn't a ideal choice in this situation here.. You'll be forced to throw up the robo so early that it's in plain sight of the scouting probe, at which point the other can just respond with stargate and be ahead.
Jaeger
Profile Joined December 2009
United States1150 Posts
November 03 2011 17:42 GMT
#128
On November 03 2011 17:51 Xequecal wrote:
IMHO, this build is not that good, as there are 1 gate robo builds that can hold even this. This is what I do in PvP:

9 pylon
11 boost nexus
12 gate, scout
13 boost nexus
15 gas
16 pylon
core when gate finishes (cut probes for ~3-5sec so you can place core immediately when gate finishes)
17/18 2nd gas (Get it as soon as you can without stopping probe production, should be right around the 17->18 supply mark)
Start zealot when you have 100 minerals (core will be 45% finished)
Cut probes at 19 probes (21/26 supply with zealot under construction)
Start warpgates when core finishes, 3 CB on warpgates
Robo when you have 200 minerals
Start stalker at 125 minerals
20th probe with next 50 minerals
Pylon with next 100 minerals
Start sentry when stalker finishes
Immortal when robo finishes, should have 250 minerals at almost the same time, CB Immortal twice.
Make 21st and 22nd probe as soon as minerals are available

The Immortal will pop out at 5:30 with this build, easily crushing this rush as well as any 4 gate provided you don't screw up your forcefields. The strat outlined in the OP you can take straight up, zealot/stalker/sentry/immortal easily kills 4 stalkers and a zealot. This also beats 4 gate as long as you FF correctly and split their force down the middle as they try to get up your ramp. You'll finish warpgates and be able to warp in a second sentry before they get their second round of warpins, letting you decimate them again with a FF down the middle.

The only thing you sacrifice with this rush is a small amount of economy as you have to stop at 20 probes for about a minute of game time before you can add the 21st and 22nd probe for 90% saturation.


I'm very skeptical about your claims. There seems to be a number of ways for your build to lose.

I'm pretty sure any build that gets a robo before stalker can just be scouted and countered by a reactive stargate into phoenix gateway timing.

Also you only have 1 gateway if they warp-in zealots on the low ground and wait out your 2-3 forcefields they just break your ramp and kill you.

If they choose to high ground warp-in it comes before your immortal is out. And since your robo is easily scouted he could just as well warp-in zealots first. Now you have zealot sentry stalker immortal against 4 zealots and a stalker and he can reinforce much faster than you.
https://www.dotabuff.com/players/8137911
SeriouR
Profile Joined November 2010
Spain622 Posts
November 03 2011 18:03 GMT
#129
Hello Alejandrisha!
First of all, i love the build and how you care so much about the post, responding to everybody's questions. I don't know it has been asked yet or not (I haven't seen it) but, i have problems holding off warprism 4gate after the push, because i relly on sentrie defense it gets pretty abd if they warpprism me, especially if i hadn't done much damage.

Thank youuu <3
Trance music makes the fairys dance
Vaelom
Profile Blog Joined December 2010
Korea (South)154 Posts
November 03 2011 18:16 GMT
#130
Excellent description of the build! :D! Favorite build in PvP now!

Thanks <3
There is a reason why i keep score, winning is everything, losing isn't.
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2011-11-03 18:32:00
November 03 2011 18:25 GMT
#131
On November 04 2011 02:42 Jaeger wrote:
I'm very skeptical about your claims. There seems to be a number of ways for your build to lose.

I'm pretty sure any build that gets a robo before stalker can just be scouted and countered by a reactive stargate into phoenix gateway timing.

Also you only have 1 gateway if they warp-in zealots on the low ground and wait out your 2-3 forcefields they just break your ramp and kill you.

If they choose to high ground warp-in it comes before your immortal is out. And since your robo is easily scouted he could just as well warp-in zealots first. Now you have zealot sentry stalker immortal against 4 zealots and a stalker and he can reinforce much faster than you.


I find that it's only an extreme minority of players that actually leave the scout probe in your base when the zealot is out. Most players do not want to deal with the headache of microing the probe around to dodge the zealot for minutes.

I also think it's important to try and figure out how to beat stargate builds despite opening robo. If you can't and have to rely on your opponent not scouting your tech path, you're just playing rock paper scissors with your opponent every game. (Blink beats stargate beats robo beats blink)
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
November 03 2011 19:31 GMT
#132
http://www.twitch.tv/alej691/b/299074003

here's 2 vods from my stream.. i forgot that i left the mic on so you can hear some arrested development and my roommate in the background lol

go to ~11 mins for the first
and ~59 mins for the 2nd

the games are in part 2 of the vod.
get rich or die mining
TL+ Member
whoopadeedoo
Profile Joined June 2010
United States427 Posts
November 04 2011 18:22 GMT
#133
I've been doing build for a while and am glad someone else shared it. I find it's a very solid opening that can handle anything in PvP. I don't necessarily open 11 gate with the intent of proxy-pylon'ing my opponent, but I do this if the opportunity is open (which it often is). If not, the 11 gate opening is still a really good opener with lots of transitions.
whoopadeedoo
Profile Joined June 2010
United States427 Posts
Last Edited: 2011-11-04 19:08:19
November 04 2011 19:07 GMT
#134
On November 03 2011 17:51 Xequecal wrote:
IMHO, this build is not that good, as there are 1 gate robo builds that can hold even this. This is what I do in PvP:

9 pylon
11 boost nexus
12 gate, scout
13 boost nexus
15 gas
16 pylon
core when gate finishes (cut probes for ~3-5sec so you can place core immediately when gate finishes)
17/18 2nd gas (Get it as soon as you can without stopping probe production, should be right around the 17->18 supply mark)
Start zealot when you have 100 minerals (core will be 45% finished)
Cut probes at 19 probes (21/26 supply with zealot under construction)
Start warpgates when core finishes, 3 CB on warpgates
Robo when you have 200 minerals
Start stalker at 125 minerals
20th probe with next 50 minerals
Pylon with next 100 minerals
Start sentry when stalker finishes
Immortal when robo finishes, should have 250 minerals at almost the same time, CB Immortal twice.
Make 21st and 22nd probe as soon as minerals are available

The Immortal will pop out at 5:30 with this build, easily crushing this rush as well as any 4 gate provided you don't screw up your forcefields. The strat outlined in the OP you can take straight up, zealot/stalker/sentry/immortal easily kills 4 stalkers and a zealot. This also beats 4 gate as long as you FF correctly and split their force down the middle as they try to get up your ramp. You'll finish warpgates and be able to warp in a second sentry before they get their second round of warpins, letting you decimate them again with a FF down the middle.

The only thing you sacrifice with this rush is a small amount of economy as you have to stop at 20 probes for about a minute of game time before you can add the 21st and 22nd probe for 90% saturation.


I have never once been repelled by a 1 gate robo going 11 gate. It's actually really really lopsided if you only have one gate. Heck, I'll go so far as to say if my opponent doesn't have 3 gates or didn't open 2 gate 3 stalker (and micros well), I'm going to win.
iSTime
Profile Joined November 2006
1579 Posts
November 04 2011 21:17 GMT
#135
On November 05 2011 04:07 whoopadeedoo wrote:
Show nested quote +
On November 03 2011 17:51 Xequecal wrote:
IMHO, this build is not that good, as there are 1 gate robo builds that can hold even this. This is what I do in PvP:

9 pylon
11 boost nexus
12 gate, scout
13 boost nexus
15 gas
16 pylon
core when gate finishes (cut probes for ~3-5sec so you can place core immediately when gate finishes)
17/18 2nd gas (Get it as soon as you can without stopping probe production, should be right around the 17->18 supply mark)
Start zealot when you have 100 minerals (core will be 45% finished)
Cut probes at 19 probes (21/26 supply with zealot under construction)
Start warpgates when core finishes, 3 CB on warpgates
Robo when you have 200 minerals
Start stalker at 125 minerals
20th probe with next 50 minerals
Pylon with next 100 minerals
Start sentry when stalker finishes
Immortal when robo finishes, should have 250 minerals at almost the same time, CB Immortal twice.
Make 21st and 22nd probe as soon as minerals are available

The Immortal will pop out at 5:30 with this build, easily crushing this rush as well as any 4 gate provided you don't screw up your forcefields. The strat outlined in the OP you can take straight up, zealot/stalker/sentry/immortal easily kills 4 stalkers and a zealot. This also beats 4 gate as long as you FF correctly and split their force down the middle as they try to get up your ramp. You'll finish warpgates and be able to warp in a second sentry before they get their second round of warpins, letting you decimate them again with a FF down the middle.

The only thing you sacrifice with this rush is a small amount of economy as you have to stop at 20 probes for about a minute of game time before you can add the 21st and 22nd probe for 90% saturation.


I have never once been repelled by a 1 gate robo going 11 gate. It's actually really really lopsided if you only have one gate. Heck, I'll go so far as to say if my opponent doesn't have 3 gates or didn't open 2 gate 3 stalker (and micros well), I'm going to win.


FWIW, your experience with never being repelled by a 1 gate robo opening doesn't mean that 1 gate robo can't soundly defend the 3 gate pressure.

However, I do not think that 1 gate robo can consistently gain an advantage against 3 gate pressure. Although 1 gate robo has tech slightly faster, and also gets the second gas more quickly, it will end up behind in probes against this style of 3 gate pressure. After being forced to make a sentry, I doubt that 1 gate robo can consistently come out ahead in gas, either.
www.infinityseven.net
whoopadeedoo
Profile Joined June 2010
United States427 Posts
Last Edited: 2011-11-04 21:31:05
November 04 2011 21:24 GMT
#136
Yeah, I recognize someone with baller micro and perfect timing might fare better than my opponents (i hover around top 25 masters every season, so not great but not shabby). But in all my 11 gate v 1 gate robo matches, it's been extremely lopsided. I simply don't see how 1 gate with one immortal can ever hold 4 zealots and a stalker plus 3 more units (stalkers or zealots) 30s later. The math doesn't make sense. For 1 gate robo to work, I would have to go 1z4s (which I obviously wouldn't do seeing what I'm up against).
Logros
Profile Joined September 2010
Netherlands9913 Posts
November 07 2011 21:15 GMT
#137
I find myself losing a lot to proxy 2 gate lately, but I guess there isn't really any way to deal with that with the later scout. I'm just taking them as auto-losses but it's ok since pretty much every other game is an easy win with this build.
paintfive
Profile Joined September 2011
785 Posts
Last Edited: 2011-11-07 22:24:27
November 07 2011 21:31 GMT
#138
alej, I really do love this build. I've only been able to hit the 5:22 mark once, but its improved my mechanics by a whole lot.
I've also been trying to get a faster 2nd gas up as both a fakeout then mine 2-1 instead of only 3 on 1 gas, for more income. I'm not sure if it's effective enough, but it does seem to throw people off.

edit: and LOL at your rewards showcase: dodge a heat seeker missle
Xahhk
Profile Joined April 2010
Canada540 Posts
November 08 2011 12:01 GMT
#139
Nice guide thanks, but are there any hard 4 gate replays available versus this? Is the answer just warp ins at your ramp with maybe 2 sentries?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-11-08 20:51:36
November 08 2011 20:51 GMT
#140
On November 08 2011 21:01 Xahhk wrote:
Nice guide thanks, but are there any hard 4 gate replays available versus this? Is the answer just warp ins at your ramp with maybe 2 sentries?

Warp in the 3 stalkers offensively and the 3 zealots defensively. you force a defensive stalker warp-in 100% but you can't guarantee they will warp in their zealots defensively, followed by 1-2 sentries (you put guys on 2nd gas after making the 3 zealots)
get rich or die mining
TL+ Member
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