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[G] PvZ: enter the 10-gate ! - Page 4

Forum Index > StarCraft 2 Strategy
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dSoda
Profile Joined April 2011
United States122 Posts
November 30 2011 20:48 GMT
#61
I lost to this once because it surprised me when I did hatch first, but I haven't lost to it since. This just seems like a flavor of the month build that takes advantage of a hatch first zerg who doesn't scout. Any build that commits itself to outright killing a hatch first player would have the same effect.
-Jackal-
Profile Joined September 2011
38 Posts
November 30 2011 22:25 GMT
#62
On December 01 2011 05:13 TangSC wrote:
Show nested quote +
On November 30 2011 13:04 Jackal888 wrote:
On November 26 2011 05:16 TangSC wrote:
I appreciate the time you took to write this thread and contribute! I think you make a lot of great points and this style could surely help a lot of players structure their early/mid game against zerg. I do believe, though, that there are better ways of pressuring in the mid game than 10 gateways. I would argue a more standard 6-7gate with +1 is a smaller investment and allows for more effective transitions and economic follow throughs.


lol you serious Tang? I have watched/read some of your work and for the most part you do a good job... but in this case you have let yourself down. Read the post before commenting with that sort of generic garbage.

I don't feel I let myself down at all, several other people posted making the same mistake I did.


Yeah fair enough... but i just think they for someone who is actively teaching others, you should read forum topics before responding. People will listen to what you say more-so, and you need to have authority in your suggestions. I like a lot of the stuff you do... so don't want to be too critical. Keep up to good work and see you on the NA server
Streaming @: www.twitch.tv./tspau1
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-11-30 22:42:27
November 30 2011 22:41 GMT
#63
Great post, and I really like the idea and have been doing 10 gates for a while vs Z! I think it's interesting that you've come up with something pretty nice, but you'll find as you get higher in the ladder that people will just run from your early zealots until lings and drones can beat them down. The problem with this style is, ignoring hatch first because good Zergs rarely if ever do that vs Protoss:
1. Zerg doesn't have to engage ever, you likely will not kill a single drone and just chase bugs or do valueless damage on the hatchery
2. Your base isn't guaranteed to be established after your push
3. You rely on doing damage to get ahead or stay even

My question is, are you better off in all situations compared to a player who FFEs and does zealot pressure after his base is up? You do zealots then expand with forge, why not expand with forge then do zealots? The latter has more safety and better economy, the former is just risky though it can make the later game a lot easier for you.

EDIT: I'd also argue very strongly that FFE is better than this vs a hatch first if your opponent did go that route
Knowing is half the battle... the other half is lasers.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
November 30 2011 23:14 GMT
#64
On October 28 2011 04:29 Nyast wrote:
Show nested quote +
On October 28 2011 03:42 jhk0219 wrote:
He doesn't actually need to produce a lot of lings to defend it early game. The reason why zerg players send the initial queen to natural immediately after production of the second one is precisely because of this kind of early pressure. 2 stalker, 1zealot 1 stalker, 2 zealot can all be defended with queen + drone/lings. If the zerg is good with micro, he'll most likely lose maybe 1-2 lings + no drones and come out ahead.


Oh sure, I'm not disputing the fact that a Zerg can defend it. In fact, there's no way a Zerg cannot defend it. The whole point of the rush is to delay his hatchery and force him to produce zerglings instead of drones. Now imagine the situation: there's a pylon in his natural and 2 zealots are incoming.

He doesn't have speed yet.

How long can you delay the hatchery with zealots micro, until he has too many lings you can't handle anymore ? Don't forget he has to kill the pylon first, and he's busy with your zealots. If he targets the pylon, you snipe some zerglings. If he attacks your zealots, you pull back and delay your pylon being destroyed.

The goal here is to buy as much time as possible. I can frequently buy a minute or two, which added to the larvae going into zerglings, ensures that I have a slight economic advantage for a while.


Why aren't they placing the hatches at the third?
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Adventure
Profile Joined January 2012
United States16 Posts
January 18 2012 22:52 GMT
#65
Great read trying out build now thanks for the build.
Brotoss<3 Bisu|Huk|Rain|Squirtle|MC
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