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[G] PvP - 4 Gate is Dead - Page 2

Forum Index > StarCraft 2 Strategy
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caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2012-01-10 18:24:40
January 10 2012 18:17 GMT
#21
What about losing to an apparent but not-all-in 4gate in the long term via spending too much money on gas for sentries? I'm thinking of cases where your opponent takes the low ground, warps enough stuff in to make it look like he's being all-in aggressive, and techs behind it, forcing you to spend a lot on sentries to keep a constant ff up.
Salvation a la mode and a cup of tea...
TheExodus
Profile Joined November 2011
293 Posts
January 10 2012 18:39 GMT
#22
On January 11 2012 03:17 caradoc wrote:
What about losing to an apparent but not-all-in 4gate in the long term via spending too much money on gas for sentries? I'm thinking of cases where your opponent takes the low ground, warps enough stuff in to make it look like he's being all-in aggressive, and techs behind it, forcing you to spend a lot on sentries to keep a constant ff up.


Hopefully you're not idle between sentries, but builds units enough to break the part of his army that's outside your base...
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 10 2012 19:08 GMT
#23
Good work. Blink and robo complete. Now optimize for me the thinnest possible stargate opening that's safe against 4 gate. Please?
BoggieMan
Profile Blog Joined August 2011
520 Posts
January 10 2012 19:11 GMT
#24
i think the new metagame allows for a bigger varity of builds, and a not as hectic early game. Overall making the matchup less of a coinflip.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
January 10 2012 19:38 GMT
#25
On January 11 2012 01:59 BronzeKnee wrote:
Nice guide. One small mistake though with FF or the build and the 4 Gate still has a chance sadly. Also, if your opponent fakes a 4 Gate and goes without a Sentry, you are behind as mentioned by Mark. I lost twice to a Korean who opened 2 Gate straight into Colossus simply because he had more gas units (he only built a single Stalker until his Colossus were paid for) when I opened Sentry first. He would have died easily to a 4 Gate though.

If you run out of ideas for another guide, please make one explaining how to stop a cannon rush on Metalopolis effectively. I've tested so many things and still have not been able to figure it out.


The easiest way is to make a wall at your ramp with your first pylon and gateway. Then if you see a cannon rush or proxy gates, you just finish the wall with a second pylon. This can also be good against 4 gate later. The wall can be picked off by stalkers and an observer, though, so you have to be prepared for defending that.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
January 10 2012 19:44 GMT
#26
Always bringing the great builds! Your 3-gate aggression build proved very successful, and this one is (so far) looking to be just as good. Much appreciated!
AdministratorBreak the chains
las91
Profile Blog Joined May 2011
United States5080 Posts
January 10 2012 19:44 GMT
#27
On January 11 2012 04:08 kcdc wrote:
Good work. Blink and robo complete. Now optimize for me the thinnest possible stargate opening that's safe against 4 gate. Please?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=296637

EGAxlav's phoenix opening is incredibly thin, I've been working on it in some practice games against no one and the timings feel relatively safe. It's similar to both of the builds Alej posted here in the fact it gets a sentry in time for a balls to the wall 4gate (you can start the sentry as early as 5:10 or so if you're optimized and can chrono boost it as well).
In Inca we trust
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
January 10 2012 19:48 GMT
#28
RIP 4gate, you will be missed. You offered us certainty for a whole 6:00 minutes, and now look at ya. Interesting post, I like the part about cb usage being able to be used on something other than WG tech.
Knowing is half the battle... the other half is lasers.
Yokoblue
Profile Joined March 2010
Canada594 Posts
January 10 2012 20:02 GMT
#29
On January 11 2012 04:08 kcdc wrote:
Good work. Blink and robo complete. Now optimize for me the thinnest possible stargate opening that's safe against 4 gate. Please?


It was already done in the PvP Phoenix build, its 2 gates mass sentry, only drop stargate when you see no attack at 6-6:30. You can get 3 gates for an easier hold if you see a "obvious 4 gates".

Thats what I used with my phoenix Build. Axslav 2 gates and I hold it most of the time (miss FF kill you )
Master League playing Protoss and Zerg
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 10 2012 20:08 GMT
#30
On January 11 2012 04:44 las91 wrote:
Show nested quote +
On January 11 2012 04:08 kcdc wrote:
Good work. Blink and robo complete. Now optimize for me the thinnest possible stargate opening that's safe against 4 gate. Please?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=296637

EGAxlav's phoenix opening is incredibly thin, I've been working on it in some practice games against no one and the timings feel relatively safe. It's similar to both of the builds Alej posted here in the fact it gets a sentry in time for a balls to the wall 4gate (you can start the sentry as early as 5:10 or so if you're optimized and can chrono boost it as well).


Yeah, I'm not sure I like that opening. I don't know why it gets 3 stalkers before the sentry when 2 is enough, and I don't really love chronoboosting my gate since speeding resources spent in your gateway slows your extra buildings. I like Alej's 1 gate twilight opening better, and I'll probably try to adapt it to get a stargate instead of a twilight. That is, unless Alej has a perfectly fine-tuned build order for me to just copy.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 10 2012 20:14 GMT
#31
On January 11 2012 04:08 kcdc wrote:
Good work. Blink and robo complete. Now optimize for me the thinnest possible stargate opening that's safe against 4 gate. Please?

yeah it's like done. i had to pass out after i finished the builds this morning haha
get rich or die mining
TL+ Member
Geiko
Profile Blog Joined June 2010
France1939 Posts
January 10 2012 20:43 GMT
#32
On January 11 2012 05:08 kcdc wrote:
Show nested quote +
On January 11 2012 04:44 las91 wrote:
On January 11 2012 04:08 kcdc wrote:
Good work. Blink and robo complete. Now optimize for me the thinnest possible stargate opening that's safe against 4 gate. Please?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=296637

EGAxlav's phoenix opening is incredibly thin, I've been working on it in some practice games against no one and the timings feel relatively safe. It's similar to both of the builds Alej posted here in the fact it gets a sentry in time for a balls to the wall 4gate (you can start the sentry as early as 5:10 or so if you're optimized and can chrono boost it as well).


Yeah, I'm not sure I like that opening. I don't know why it gets 3 stalkers before the sentry when 2 is enough, and I don't really love chronoboosting my gate since speeding resources spent in your gateway slows your extra buildings. I like Alej's 1 gate twilight opening better, and I'll probably try to adapt it to get a stargate instead of a twilight. That is, unless Alej has a perfectly fine-tuned build order for me to just copy.


The thing with stargate openings is that you need to defend with only 2 gates as 3 gate stargate is not optimal compared to 2 gate Stargate. This means that you can't just adapt this 3 gate defense for phoenix play.
geiko.813 (EU)
jaminski
Profile Joined September 2010
England84 Posts
Last Edited: 2012-01-10 20:59:36
January 10 2012 20:59 GMT
#33
4gate is dead? did u not watch MC vs JYP home story cup ... ?
[ Macrophobia ] [ EU Protoss ] [ Mid Master ]
kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 10 2012 20:59 GMT
#34
On January 11 2012 05:43 Geiko wrote:
Show nested quote +
On January 11 2012 05:08 kcdc wrote:
On January 11 2012 04:44 las91 wrote:
On January 11 2012 04:08 kcdc wrote:
Good work. Blink and robo complete. Now optimize for me the thinnest possible stargate opening that's safe against 4 gate. Please?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=296637

EGAxlav's phoenix opening is incredibly thin, I've been working on it in some practice games against no one and the timings feel relatively safe. It's similar to both of the builds Alej posted here in the fact it gets a sentry in time for a balls to the wall 4gate (you can start the sentry as early as 5:10 or so if you're optimized and can chrono boost it as well).


Yeah, I'm not sure I like that opening. I don't know why it gets 3 stalkers before the sentry when 2 is enough, and I don't really love chronoboosting my gate since speeding resources spent in your gateway slows your extra buildings. I like Alej's 1 gate twilight opening better, and I'll probably try to adapt it to get a stargate instead of a twilight. That is, unless Alej has a perfectly fine-tuned build order for me to just copy.


The thing with stargate openings is that you need to defend with only 2 gates as 3 gate stargate is not optimal compared to 2 gate Stargate. This means that you can't just adapt this 3 gate defense for phoenix play.


Yeah, I'd cut out the 3rd gateway which doesn't seem to be used for 4-gate defense (since it won't be done in time), but rather is used later for stalker aggression. Compared to Axslav's BO, cutting out the third stalker should make it easier to afford the robo while producing phoenixes.
Trusty
Profile Joined July 2010
New Zealand520 Posts
January 10 2012 21:03 GMT
#35
Hi Alej!

Silly question, but does this mean the TinMan is also dead? I notice the success of my TinMan's drops hugely if there is no above-ramp pylon...
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
January 10 2012 21:14 GMT
#36
On January 11 2012 02:04 Geiko wrote:
Show nested quote +
On January 11 2012 01:59 BronzeKnee wrote:

If you run out of ideas for another guide, please make one explaining how to stop a cannon rush on Metalopolis effectively. I've tested so many things and still have not been able to figure it out.



I'm actually working on this as we speak ^


Put your second pylon on the low ground, 1 tile from the wall?
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
January 10 2012 21:20 GMT
#37

The Sentry needs to be out before the Pylons are going up, if not the Probe (or Probes if you are a baller like me) can run up the ramp and plant down pylons on the high ground and the only thing left for you to do is type gg. This is assuming, as you did in the OP, that you aren't opening 3 Stalker or whatever in an attempt to pick off the Probe(s) before they reach your ramp.

I don't see how 2 Stalkers could pick off 2 Probes coming up a ramp to build pylons, and even if they did, you have a Zealot and Stalker in your base too (who probably did a lot of damage to your Stalkers), and if your opponent micros them correctly, once the low ground pylons finish, he can use them for vision.


You wall in the top of the ramp in the same way that you would with a gateway opening vs zerg. As I do that noobie-pylon-scouting thing, I will always scout my opponent before I make my second pylon. If I scout a standard 12 gateway opening then my second pylon goes at the top of the ramp and my next two buildings complete the wall. Any probe coming up will get hit by the zealot and stalker (even if it comes before the second stalker is out), and wont make it far enough to make a pylon. Two probes would be a problem, but I suppose if you scout it then you just complete the wall.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-01-10 22:11:34
January 10 2012 22:10 GMT
#38
i touched on defending cannon rushes in the 11 gate build. here is the section:

on metal you want to get the most vision possible with your pylon. with your gate you want to seal off the space between mins and the side of your base so the probe can't zip through for vision/building

+ Show Spoiler +
[image loading]


this is the tricky one:
+ Show Spoiler +
[image loading]


this pylon sees the cannon rushes that kill you when you put your pylon farther to the left.

for the 9 oclock spawn, you will probably have to run your probe through there regardless just because there's so much area.

for antigua, you can wall the space between the geyser and the side of your base with a pylon in every position while getting good vision where the cannon rush would come from. however, many people will start the first pylon out of sight of even these pylons, so I recommend scouting with a probe anyway.
+ Show Spoiler +
[image loading]
[image loading]
[image loading]




hopefully this will hold you over til a more comprehensive one drops ^^
get rich or die mining
TL+ Member
gdalam
Profile Joined December 2010
104 Posts
January 11 2012 00:12 GMT
#39
Am I the only person who walks up the ramp immediately with my first Zealot and Stalker when I 4 Gate? This build doesn't seem to have anything to address that.

Being as aggressive as possible with your first Zealot and Stalker (ie. rallied to his base) will force a fight before your opponent's second Stalker is out (on most map distances). If your micro is even half decent and your opponent wasn't watching his ramp at that exact moment, you should be able to win the fight or at least trade evenly. This will allow you to easily get your Probe into his main and build your Pylons, nullifying the fast Sentry.
Mattchew
Profile Blog Joined December 2010
United States5684 Posts
January 11 2012 00:16 GMT
#40
On January 11 2012 09:12 gdalam wrote:
Am I the only person who walks up the ramp immediately with my first Zealot and Stalker when I 4 Gate? This build doesn't seem to have anything to address that.

Being as aggressive as possible with your first Zealot and Stalker (ie. rallied to his base) will force a fight before your opponent's second Stalker is out (on most map distances). If your micro is even half decent and your opponent wasn't watching his ramp at that exact moment, you should be able to win the fight or at least trade evenly. This will allow you to easily get your Probe into his main and build your Pylons, nullifying the fast Sentry.


If the other players gamesense is halfway decent they can pull probes + have the next unit popping out in their own base
There is always tomorrow nshs.seal.
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