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How to spot a 4gate?

Forum Index > StarCraft 2 Strategy
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IamNatural
Profile Joined November 2011
64 Posts
March 06 2012 18:06 GMT
#1
What are common things that indicate a 4gate is coming?

Eg; (?)
Early forward pylon
stalker zealot chrono boosted
third(fourth??) pylon missing from main base
no chrono on probes

-and obviously 4gateways.

what am i missing, and are things i listed wrong?
zJayy962
Profile Blog Joined April 2010
1363 Posts
March 06 2012 18:10 GMT
#2
No expansion by 5:30 is a tell.
RodYan
Profile Joined May 2010
United States126 Posts
March 06 2012 18:11 GMT
#3
Small sentry count
Your opening was Gas-less
No nexus by 6min mark
battyone
Profile Blog Joined June 2011
United States180 Posts
March 06 2012 18:12 GMT
#4
On March 07 2012 03:06 IamNatural wrote:
What are common things that indicate a 4gate is coming?

Eg; (?)
Early forward pylon
stalker zealot chrono boosted
third(fourth??) pylon missing from main base
no chrono on probes

-and obviously 4gateways.

what am i missing, and are things i listed wrong?


Only takes 1 gas.
High chrono energy.
No robo, no expansion.
Let's Go Mets!
Excludos
Profile Blog Joined April 2010
Norway8065 Posts
March 06 2012 18:13 GMT
#5
Energy on nexus is usually a good indication.
Forward pylon is a dead giveaway.
Chronoboost on cybernethics core (not on zealot/stalker/sentry)
Count probes. If he stops at 20, you know he's up to something.
Only 2 pylons in base. Altough if you can see that, you should be seeing his gateway count as well..

If you see one or more of the above, an alarm should be going off in your head. But its also important not to overreact in case its not a 4gate. So a build that lets you defend it and tech/get an economic lead at the same time is the perfect choice.

4 gateways is, yes, a good indication that your opponent is thinking of 4gating.

On the things you are wrong about: Chrono on probes is somewhat wrong, as the first 2 chronoboost are always on probes. After that, thought, they're all on the core. And they don't chrono out zealots or stalkers..not if they want to be efficient anyways. Then again, I have seen some weird variations of it.
Like a Boss
Profile Joined January 2011
502 Posts
March 06 2012 18:13 GMT
#6
You can tell by the energy on the nexus. You need to save energy to chronoboost the wrap gate for it to have the fastest timing.
Wrath98
Profile Joined May 2011
7 Posts
March 06 2012 18:14 GMT
#7
You probably missed the biggest one which is one gas.

"stalker zealot chrono boosted" this shouldn't happen all chrono should be on WG except the first two on nexus.

Look for 1 gas, saved up chrono that is being used on WG, and zealot stalker as first two units.

I wouldn't worry about the pylons too much, 4gate wont drop one til after the gates are thrown down and 3rd stalker is being built. So you most likley won't see a 3rd/4th pylon until its at your front door.
transience
Profile Joined February 2011
Belgium74 Posts
March 06 2012 18:16 GMT
#8
Some general pointers:

- Often they will only chronoboost probe production twice and then save up energy to continually chronoboost the warp gate research. Keep an eye on the energy levels on the nexus.
- Most one base builds include a second gas around 18 supply. Keep a worker alive in their base. A Protoss only taking one gas signals a fourgate.
- Usually the Protoss will first create a zealot and then a some sentries if he's planning to sentry expand. If you scout his front and the second unit created is a stalker, expect a fourgate.
Violence is the last refuge of the incompetent.
jonesthemad
Profile Joined October 2011
Germany11 Posts
Last Edited: 2012-03-06 18:26:27
March 06 2012 18:25 GMT
#9
if he makes the 20 probe 4gate (most effective) you can literally see him stopping probe production because the stalker is not ready in time.

if he doesnt build probes past 20, has no gas and high cb its almost always a 4gate.
the device has been modified ( •_•)...........( •_•)>⌐■-■.......... (⌐■_■)
Dzerzhinsky
Profile Joined March 2011
Scotland327 Posts
Last Edited: 2012-03-06 18:35:49
March 06 2012 18:32 GMT
#10
Everything has already been said, but I'll try to simplify it down to a step by step guide.

1. Keep your SCV in their base until around 4 minutes (just before their Stalker comes out).
2. If they have 1 gas and a lot of saved up Chrono (pre-Cybercore) a 4gate is likely, so you want to prepare to prepare.
3. Send your scouting SCV back into their base at around 5 minutes, making sure to check the natural on the way.
4. If there is no Nexus you are almost definately looking at a 4gate or heavy 3gate pressure.
5. Since the Stalker will usually be out on the map poking around at this time there is a good chance that you'll get in and be able to scout what he's doing anyway.
6. The 4gate hits between 5:30 and 6 minutes, so you have plenty of time to panic, calm down and then throw up bunkers before it arrives.

There are other tells such as seeing a forward Pylon, or simply noticing that the third Pylon (usually built around 4 minutes) isn't in the main, but these are less reliable and ultimately unnecessary.
"All science would be superfluous if the outward appearance and the essence of things coincided directly."
Excludos
Profile Blog Joined April 2010
Norway8065 Posts
March 06 2012 18:38 GMT
#11
On March 07 2012 03:14 Wrath98 wrote:
You probably missed the biggest one which is one gas.

"stalker zealot chrono boosted" this shouldn't happen all chrono should be on WG except the first two on nexus.

Look for 1 gas, saved up chrono that is being used on WG, and zealot stalker as first two units.

I wouldn't worry about the pylons too much, 4gate wont drop one til after the gates are thrown down and 3rd stalker is being built. So you most likley won't see a 3rd/4th pylon until its at your front door.


The problem is that there are 4gates revolving around 2 gasses as well. Where they keep a high sentry/zealot count instead of stalkers. Altough this is mainly vs zergs.
Sianos
Profile Joined April 2011
580 Posts
Last Edited: 2012-03-06 18:44:15
March 06 2012 18:44 GMT
#12
Scouting a 4 Gate is very easy. Keep your SCV and spot for Gases and Energy. 1 Gas and high energy is most likely a 4 gate BUT the biggest tell is, that if the protoss didn´t build a 3rd Pylon until 4 Minutes and didn´t expand it´s like a 90% chace of a 4 Gate comming. Allways watch for that 3rd Pylon it can also indicate proxy stargate or hidden dt tech if he has 2 gas.
sandman1454
Profile Joined June 2011
United States96 Posts
March 06 2012 19:02 GMT
#13
what match up are we talking about here? because there are different things that can be done with each race to help vs 4gate. One thing that can be done with all races is leaving a worker behind the opponents expansion and checking when he takes his expansion. Being active with your units helps spot a 4gate too, along with all the scouting info you got earlier, being active with your units can help you spot a 4gate push out, like zealot stalker probe pushes, or 2gas 4gate zealot stalker sentry probe pushes. Also if your feeling suspicious, check for pylons in your base and anywhere in dangerous places in forward positions. 4gate is good build because of instant reinforcement, and early influx of units coming onto the field, if their push gets delayed, or they have to reinforce from their base, then 4gate becomes much worse. If u spot these push outs and no expansion, then its likely a 4gate of some variation.
Iridium
Profile Joined June 2011
Sweden90 Posts
March 06 2012 19:05 GMT
#14
On March 07 2012 03:12 battyone wrote:
Show nested quote +
On March 07 2012 03:06 IamNatural wrote:
What are common things that indicate a 4gate is coming?

Eg; (?)
Early forward pylon
stalker zealot chrono boosted
third(fourth??) pylon missing from main base
no chrono on probes

-and obviously 4gateways.

what am i missing, and are things i listed wrong?


Only takes 1 gas.
High chrono energy.
No robo, no expansion.

This guy has it!
SK.MC!
niladorus
Profile Joined September 2011
Greece116 Posts
Last Edited: 2012-03-06 19:13:50
March 06 2012 19:13 GMT
#15
And lets say that you indeed spot (as a zerg) a 4gate, and the guy simply does not attack and the P now has 2 stalkers, 1 zealot and makes 2? sentries hold idle gates and expands. so you may or may not have commited in lings, prolly metabolic boost and 2-3 spines (cause you were expecting the push.
My question is: how do you work from here? do you simply drone a lot or is there any way to punish the sneaky bastard right there?

edit:apologies if i am off topic
Treehead
Profile Blog Joined November 2010
999 Posts
March 06 2012 19:23 GMT
#16
On March 07 2012 04:13 niladorus wrote:
And lets say that you indeed spot (as a zerg) a 4gate, and the guy simply does not attack and the P now has 2 stalkers, 1 zealot and makes 2? sentries hold idle gates and expands. so you may or may not have commited in lings, prolly metabolic boost and 2-3 spines (cause you were expecting the push.
My question is: how do you work from here? do you simply drone a lot or is there any way to punish the sneaky bastard right there?

edit:apologies if i am off topic


Your question doesn't really make sense. If he builds for a 4-gate and then just... expands... then you probably just win. Seems like good punishment to me. This is kinda like saying "let's say I scout a 7-roach rush, and sat on 1 base for an additional minute building to fend off the rush - except then he cancelled the roaches and expanded instead". The build you're describing... it's not good, mainly because it has 450 minerals worth of buildings used purely for misdirection.
megapants
Profile Blog Joined December 2009
United States1314 Posts
March 06 2012 19:41 GMT
#17
know where the zealot and stalker are at all times. if they are not at home @ 4:30 then a 4-gate is possible. if they are on your side of the map before 5:00 and if a probe is accompanying them, then a 4-gate is highly likely, almost guaranteed.

this is the best way to scout for early aggression without having to actually see anything that he is building. but if you happen to scout his expo timing or even get into his main, that is just icing on the cake.
IamNatural
Profile Joined November 2011
64 Posts
March 06 2012 20:00 GMT
#18
Thanks everyone :D
zezamer
Profile Joined March 2011
Finland5701 Posts
March 06 2012 20:02 GMT
#19
You need to check if he has expansion. 1 gate expand and 4 gate both have high energy on nexus and 1 gas.
itsMAHVELbaybee
Profile Joined October 2008
292 Posts
March 06 2012 20:14 GMT
#20
Incorporate building a second bunker at 5 minutes if you don't spot a robo or nexus. Then if you happen to spot it while your building the second bunker just cancel it.
I am boss. -Minami-ke
Tal0n
Profile Joined April 2010
United States175 Posts
March 06 2012 21:53 GMT
#21
4 gate isnt so scary. you can hold it with a solid build even if you only see it when the units warp in. (as z at least)
timmc
Profile Joined September 2011
Australia16 Posts
March 08 2012 01:52 GMT
#22
Low level scouting is overrated because no one really knows what the hell they're doing lol. Just have at least one sentry to ff the ramp, make units and you'll be ok.
lhr0909
Profile Blog Joined June 2011
United States562 Posts
March 08 2012 02:03 GMT
#23
Not sure what matchup you are talking about. Almost every PvT and PvP, no matter what build they are doing, the second unit is most likely a stalker. So you cannot just assume what build they are going from the second unit. But usually 4 gate only takes 1 gas. When you walk in with your worker, if you see high energy on nexus, and only 1 gas taken, assume it is a fast warpgate push coming by 6:00. prepare accordingly based on your race (T: bunker, P: make units, 1 sentry to block ramp)

As a zerg player, I can tell you that you cannot assume it is a 4 gate when you see the second unit coming out of the gateway is a stalker and have only 1 gas. It could be 1 gate expand, a DT rush or a stargate push on 1 base, or 4 gate. So the correct response as zerg would be, if you don't see him expand by 5:30 (1 gate expo timing), get an evo chamber, and put down 2 spines and 1 spore outside of your natural, and make about 28-32 drones by 6:00, then all lings until you hold off push. it should be enough for holding off 3 gate stargate / 4 gate, and be prepared for DT rush.
No Pain No Gain
ThomasHobbes
Profile Joined October 2010
United States197 Posts
March 08 2012 02:20 GMT
#24
As a Zerg :

Keep a close eye on his initial units, that is the easiest indicator. He wants / needs to bring his 1-2 stalker / zealot force from his base to meet up with the force warping in at the proxy pylon.

You should be getting speed against any 1-base opening, and you should be sending in an overlord to scout around 5:45.

If the base is empty, make sure to send a ling around the map checking for proxies, both pylons and tech.

If his second unit is a stalker, it's usually an indicator that he wants to hoard gas for some other purpose, and if the third unit is also a stalker, he's up to something. Making 2-3 spines and 1 spore against 1-base play is almost always worth it.

Don't overcommit to defenses, and keep in mind that, so long as you have a slight worker advantage, you should be hard pressed to lose the game.
"The life of man, solitary, poor, nasty, brutish, and short."
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
Last Edited: 2012-03-08 02:54:56
March 08 2012 02:49 GMT
#25
All you really need to look at is the energy on the nexus. It should be at <20 energy when your orbital starts to morph. If it is >25 at this time then he is getting a fast warpgate tech.

Also, if you see 3 pylons in their base but only 1 gateway, they are not 4 gating. If you dont see the third pylon starting before their stalker completes then either it is somewhere on the map (send first marine to scout) or they are 4 gating. The clarify: If they made a zealot thenThe third pylon should start after the stalker starts but before the stalker finishes. If they are 4 gating then the third pylon wont come until after the extra gateways.
Filter
Profile Blog Joined November 2010
Canada620 Posts
March 08 2012 03:09 GMT
#26
On March 08 2012 10:52 timmc wrote:
Low level scouting is overrated because no one really knows what the hell they're doing lol. Just have at least one sentry to ff the ramp, make units and you'll be ok.


A shitty 4gate isn't nearly as scary as a realy 4gate. A pro level 4gate hits before you have anything to produce off except your 1 barracks and most likely no tech. The non pro level 4gates are much shitter, like if the 3rd pylon is up in base then you'll gain an extra 20-30 seconds, same with the second gas.

The biggest key to a 4gate is the third pylon. If you don't see the third pylon use your marines to scout around your base for potential forward pylons and pull them back to your bunker when his stalkers probably coming cross map.

The third pylon is key, if he has 3 in his base then it's a shitty 4gate or another build.
Live hard, live free.
Host-
Profile Joined December 2010
New Zealand459 Posts
March 08 2012 03:26 GMT
#27
Thing about no expo by 5:30 is that dt expand, sg expand and most commonly 3gate expand. Typically though, if its not down by 5:30 you'll want 2 spines just incase.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
March 08 2012 03:35 GMT
#28
On March 08 2012 12:26 Host- wrote:
Thing about no expo by 5:30 is that dt expand, sg expand and most commonly 3gate expand. Typically though, if its not down by 5:30 you'll want 2 spines just incase.


All 3 of those require him to get his second gas before the stalker comes out. A 2-gas 4 gate is going to be later and easier to hold. If he has 2 gas and 3 pylons then he is definately not going to be 4 gating.
Marooned
Profile Joined January 2011
Norway161 Posts
March 08 2012 03:52 GMT
#29
On March 08 2012 12:09 Filter wrote:
Show nested quote +
On March 08 2012 10:52 timmc wrote:
Low level scouting is overrated because no one really knows what the hell they're doing lol. Just have at least one sentry to ff the ramp, make units and you'll be ok.


A shitty 4gate isn't nearly as scary as a realy 4gate. A pro level 4gate hits before you have anything to produce off except your 1 barracks and most likely no tech. The non pro level 4gates are much shitter, like if the 3rd pylon is up in base then you'll gain an extra 20-30 seconds, same with the second gas.

The biggest key to a 4gate is the third pylon. If you don't see the third pylon use your marines to scout around your base for potential forward pylons and pull them back to your bunker when his stalkers probably coming cross map.

The third pylon is key, if he has 3 in his base then it's a shitty 4gate or another build.


Tell me more about this please, sounds interesting
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
Last Edited: 2012-03-08 04:16:04
March 08 2012 04:15 GMT
#30
1 gas 4gate (PvP style) is incredibly easy to scout. If you drone scout you can see their high energy on nexus and chronos used on warp gate tech, as well as zealot+stalker and no 2nd gas taken. No expansion by 5:30-6min is a good sign it's a 4gate. If you have diligently denied any probes from hiding pylons, you can be rather safe to just make ~16 lings, then crush them if they attack. If they try to expand instead, just drone a bit and then go mass roach/ling and kill them.

2 gas 4gate (zealot/sentry) is much harder to hold imo. Basically what you have to do is build 2 spines blindly, even if they end up expanding anyway. This leaves you room to drone and pump emergency lings incase they are all-inning you, or even if they are simply doing a risky 6~ sentry pressure behind an expansion. Most people will probably claim that isn't an all-in, but it's a huge commitment to sentries across the map, so if you kill all of those you've won the game right there. The 2 spines are absolutely critical (need them before 7 minutes typically) in stopping this type of attack. You simply use your lings/queens and drones to support the spines and never let them run up your ramp. When this aggression comes don't be afraid to go up to 4 spines too. Roaches in large numbers can help, but you won't be able to make them this early in the numbers needed, so lings and spines are necessary.
Creator of sc2unmasked.com
spatz
Profile Joined May 2011
Germany153 Posts
March 08 2012 04:16 GMT
#31
get mapcontrol, look for probes + no expo = 4gate or dt.
LanTAs
Profile Blog Joined September 2010
United States1091 Posts
March 08 2012 04:29 GMT
#32
if there is 75+ energy when the 1st zealot out, one gas, around 18 probes on min, its safe to assume that its a forgate
lorkac
Profile Blog Joined December 2010
United States2297 Posts
March 08 2012 04:44 GMT
#33
Cybernetics core is almost done with almost full energy on the nexus is also a tell.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
MadProbe
Profile Joined February 2012
United States269 Posts
March 08 2012 04:46 GMT
#34
LOL so much bad advice. first you need to tell us what your race is and what league you're in. otherwise we can't give you helpful information.
bpat
Profile Joined September 2011
United States157 Posts
March 08 2012 04:50 GMT
#35
No expansion and nothing in his base except 1-2 pylons, a gateway, a core, and an assimilator. He should have lots of chrono energy and be chronoing warpgate but not any units or probes. 4gaters usually have about 20 probes, so see if he stopped making them. If all of these are the case, prepare for a 4gate.
Mrvoodoochild1
Profile Joined June 2011
United States1439 Posts
March 08 2012 05:06 GMT
#36
When and if they take their second gas, how many chrono boost was used on the cyber core, and where the third and fourth pylons are.
"let your freak flag fly"
Whatson
Profile Blog Joined January 2012
United States5356 Posts
Last Edited: 2012-03-09 06:45:50
March 08 2012 05:16 GMT
#37
On March 08 2012 12:52 Marooned wrote:
Show nested quote +
On March 08 2012 12:09 Filter wrote:
On March 08 2012 10:52 timmc wrote:
Low level scouting is overrated because no one really knows what the hell they're doing lol. Just have at least one sentry to ff the ramp, make units and you'll be ok.


A shitty 4gate isn't nearly as scary as a realy 4gate. A pro level 4gate hits before you have anything to produce off except your 1 barracks and most likely no tech. The non pro level 4gates are much shitter, like if the 3rd pylon is up in base then you'll gain an extra 20-30 seconds, same with the second gas.

The biggest key to a 4gate is the third pylon. If you don't see the third pylon use your marines to scout around your base for potential forward pylons and pull them back to your bunker when his stalkers probably coming cross map.

The third pylon is key, if he has 3 in his base then it's a shitty 4gate or another build.


Tell me more about this please, sounds interesting

Not much to say lol, whenever you see pros 4gate, they only build two pylons in the main and time their third pylon so that they can warp in at the proxy immediately once their gateways morph into warpgates. You only need two pylons since you're cutting probes at ~20 and end up either 24 or 26 supply (depending on whether you made another stalker or not behind your first zealot and stalker).
Amateur players put down more pylons in their main because they
1. forgot to cut probes
2. built more units from their initial gateway, meaning they didn't consistently chrono their core
That third pylon is the 4gaters ticket to warping in as soon as possible, which is really important when you're 4gating.
¯\_(シ)_/¯
Carbonthief
Profile Joined October 2010
United States289 Posts
March 08 2012 05:46 GMT
#38
On March 08 2012 12:09 Filter wrote:
Show nested quote +
On March 08 2012 10:52 timmc wrote:
Low level scouting is overrated because no one really knows what the hell they're doing lol. Just have at least one sentry to ff the ramp, make units and you'll be ok.


A shitty 4gate isn't nearly as scary as a realy 4gate. A pro level 4gate hits before you have anything to produce off except your 1 barracks and most likely no tech. The non pro level 4gates are much shitter, like if the 3rd pylon is up in base then you'll gain an extra 20-30 seconds, same with the second gas.

The biggest key to a 4gate is the third pylon. If you don't see the third pylon use your marines to scout around your base for potential forward pylons and pull them back to your bunker when his stalkers probably coming cross map.

The third pylon is key, if he has 3 in his base then it's a shitty 4gate or another build.


Actually not quite true. It doesn't matter a 3rd pylon is in his base or not. What matters is if he makes it before adding on the 3 gates, which is bad. In a solid 4 gate, after you add on your 3 gates, you can afford 2-3 pylons depending upon whether you made a 3rd unit or just went zealot stalker. Most people proxy all 2-3 pylons to increase the chances of one surviving. But it does not screw up the build order at all to make one back at home, and in fact can be beneficial if you're afraid of your artosis pylon getting sniped by a counter attack.

The old standard zealot stalker 4 gate was engineered for pvp because you could build a proxy away from the ramp and 2 more right up in their face and it's almost impossible to kill the pylons that are in your face before they get a warp in, because stalkers don't actually do damage. Now it's harder to get vision of the high ground so you can stop this with forcefields. But before the patch that finally nerfed this, you could run your zealot and stalker up against a perfect forcefield and get enough vision to warp onto the high ground. And THAT is why pvp used to be exclusively 4 gate vs 4 gate.
Bellazuk
Profile Joined December 2011
Canada146 Posts
March 08 2012 06:01 GMT
#39
I got 70% + winrate vs protoss, 4 gate is so easy to defend, you scout , just delay his timing by stealing one gaz, as zerg go meta boost , then remove all drone off gaz, get 2 lings , 1 at the bottom of his ramp another at the tower, drone drone drone, dont get supply block, your zergling get killed at his ramp, build 4 spine crawler, you see him comming with your other ling at the tower, then mass speed ling, get your queens down in your nat, engage in your spine, surround, dont move out of the spine range.

If your zergling get killed at his ramp but u dont see him moving out, then wait 10 seconds, then go see if he expend, if so, cancel ur 4 spines, and get back to drone. If u made tons of lings cuz u over reacted and he expend, no big deal, u got 2 base and him 1, u can try to snipe some sentrys at his nat or harrass.

I hope it helps. I know as a terran you need 2 least 2 bunkers but i dont know that much on timings.
“The only thing standing between you and your goal is the bullshit story you keep telling yourself as to why you can't achieve it.”
Operations
Profile Joined February 2012
115 Posts
March 08 2012 09:47 GMT
#40
What about the fast expand build that cuts probes and still goes for the 4 gates? How do you scout that?
Rimak
Profile Joined January 2012
Denmark434 Posts
March 08 2012 10:56 GMT
#41
I really think that it's easy to scout a 4 gate, but you must understand that there is some crazy build possible so it's very important not to overreact.

-High energy on Nexus
Honestly, i don't think it is an indicator, there are lot's of builds involved with chronoing core.
What is an indicator is LOW energy on Nexus, it indicates it is not a 4 gate, but rather some eco build.

- No expo
Not an indicator.
There can be various 1 base plays, safe expos, delayed expos, so it is still not an indicator to 4 gate.

- 1 gas
Yes! This is really a possible 4 gate, but it also possible for 1 gate expo, but be on alert.

- 20 Probes and no light on nexus.
Bingo. If you managed to scout that - 90% that 4 gate incoming.

- 2 pylons. Also a big indicator. If you have time - go probe/pylon hunting, you kill pylon - 4 gate is not going to be very powerful.
just remember the timings 5.30 - 6.00 you need to be on full alert.

- Spotted Robo. Not really - cuz It can be 4 gate/Prism.

ZvP - Pylon hunting with lings and couple of spines should get you enought time to build roaches if you confirm a 4 gate.
TvP - 2 bunkers will almost always deny a 4 gate.
PvP - Is it Tal'Darim? - Yes he is 4 gating. On other maps - there is a big thread about 4 gate is dead, you should check it out right now.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
weikor
Profile Blog Joined March 2011
Austria580 Posts
March 08 2012 14:00 GMT
#42
its just so much easier than this. You DONT need to know for sure if hes 4 gating, scout for nexus energy, if its high theres 2 options

a) hes a bad player - not spending chrono will put you ahead in economy in the early game.
b) hes going for agression

Lets assume you went for Gasless expo into 4 rax marine (wich is really common atm)

Now you throw down 2 bunkers at the front, while constantly making marines and SCV and scanning his natural at the 6 minute mark

again he now has options to wich you can react

A) you see an expo,
- you can play a little greedier now because you will be ahead in army and economy at this stage, attacking might not be the best option

b) You see no expo -
i) He went for some tech play - DTs / Stargate / 1 base colossus
ii) His 4 gate is going to hit you soon

in wich case (your WAY ahead in economy at this point)-

you can keep your 2 bunkers
keep 3-4 scvs at the front to repair,
get an ebay
Possibly cut SCV

Stargate play will die to this
Dt play will die to this
4g will die to this
Expo at 6:30 will put him way behind the rest of the game

Sated
Profile Blog Joined March 2011
England4983 Posts
March 08 2012 14:17 GMT
#43
--- Nuked ---
taitanik
Profile Joined December 2011
Latvia231 Posts
March 08 2012 14:21 GMT
#44
1 gas no 3rd pylon and/or chrono saved up also you can try hide worker at third base and when he goes on offense with first stalker at around 4:40 -5min send worker to his natural no expand means all in most likely and if you fortunate enough you can get into the main
"the game is over only when you make it over"
drakhl
Profile Joined August 2010
17 Posts
Last Edited: 2012-03-09 00:02:14
March 08 2012 23:37 GMT
#45
Protoss player here, I've worked on the 4 gate quite a bit and noticed some interesting things.

For a well timed 4 gate those 3 extra gates are going down approximately just as the first stalker is finishing (non-CBed stalker. If hes CBing anything other than warpgate this is probably not a 4 gate or hes just bad). This is when warpgate is 35-40% compelete. Those 3 gates finishing line up with WG tech finishing of course, and +10 blizzard seconds later the warp in. My warp in usually comes around 5:50 or so and Im at your ramp by 6-6:10 (unless i was fortunate to get a pylon up directly at his ramp).

But as for spotting it, its crucial to keep your scout alive as long as possible. The protoss player is not going to throw down those extra 3 gates until your scout is gone (if he does you're in amazing shape). That means when the zealot pops and you see his gateway come to life again for the stalker you know you have X amount of seconds before you GTFO. Stay as long as you can because ideally I want to throw down those gates before my stalker is done. If you delay the 4 gate even by 5-10 seconds its a big deal. You can kite the zealot around for infinity, only worry about his stalker.

If you are SUPER worried about 4gate then just hide your scout somewhere. Around 5 minutes hes going to leave his base with his zealot + stalker + probe. Pop into his base and see if you can scout it. If you see a 4 gate you got 50 seconds to throw down bunkers/spines/make units whatever. That right there is the difference between life and death.
CluEleSs_UK
Profile Blog Joined August 2010
United Kingdom583 Posts
March 09 2012 02:24 GMT
#46
THE most important thing to look for is a 3rd pylon. High chrono and 1gas CAN be a 4gate, but it can be a fakeout. If you don't see their probe return to their base, and they don't have a 3rd pylon in their base (you can see it before the stalker pops), it's almost certainly a 4gate.
"If it turns out he is leaving the ESL to focus on cooking crystal meth I'll agree that it is somewhat disgraceful, but I'll hold off judgement until then."
WGhyperion
Profile Joined December 2011
United States2 Posts
March 09 2012 04:50 GMT
#47
On March 07 2012 03:06 IamNatural wrote:
What are common things that indicate a 4gate is coming?

Eg; (?)
Early forward pylon
stalker zealot chrono boosted
third(fourth??) pylon missing from main base
no chrono on probes

-and obviously 4gateways.

what am i missing, and are things i listed wrong?

ez just see how many gas they have well thys easiest way :D
dynwar7
Profile Joined May 2011
1983 Posts
March 09 2012 05:07 GMT
#48
So basically the 3rd pylon HAS to be near my base and that is 95% a 4 gate? 1st and 2nd pylons can be in his base right?

That and 20 probes?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Deleted User 255289
Profile Joined March 2012
281 Posts
March 09 2012 06:03 GMT
#49
I'm Terran and when I play TvP I go for a 1Rax gassless FE that col.Drewbie says to do in his guide. I always scout for gas and nexus energy and if it looks suspicious then I send my scv back later to try to get more information. If I see 4gate then I make 3 bunkers and leave 3-5 scvs near the bunkers on auto repair.
Zerg OP | CreansRNub | k-Poop | Zerg OP | Sea lions | \\m//
ZerO_0
Profile Joined October 2011
United States137 Posts
March 09 2012 06:34 GMT
#50
Look for one gas, for zealot stalker to be his only units. Chrono only on WG that's a big one and only two pylons in the base. The third pylon should be a forward pylon somewhere close to your base. Check energy on nexus see how much there is. If its high when you first go into base expect a 4 gate. Also, count probes you only want around 20 to maybe 22 probes for a 4 gate.
We are what we repeatedly do. Excellence then, is not an act, but a habit. Aristotle
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