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Why is 4gate so popular?

Forum Index > SC2 General
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Scrimpton
Profile Joined August 2010
United Kingdom465 Posts
Last Edited: 2010-09-28 14:58:42
September 27 2010 14:26 GMT
#1



THREAD OVER - DISCUSSION COMPLETE - NO NEED TO GO OVER THE SAME INFO EVERY 2 PAGES
Protoss is the only race with "pro" in it
Yurie
Profile Blog Joined August 2010
12151 Posts
Last Edited: 2010-09-27 14:32:31
September 27 2010 14:28 GMT
#2
Isn't it because you can have 4 gates by the time warp tech hits and they don't really build prior to that? More gates also means you can warp in large groups of units to the opponent high ground on maps that allows this.

edit

With proxy pylons going up later you might want to wait a bit to warp in. Saving the resources for a better warp in location. Thus having an use of another gate.
Channel56k
Profile Joined June 2010
United States413 Posts
September 27 2010 14:30 GMT
#3
a 4 gate's success depends mainly on the opponents preparedness for it... it is the strongest one hit push a toss can play, however it can be game ending if it fails.
"Do yourself a favor, and don't listen to me."
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
September 27 2010 14:31 GMT
#4
4 gate is just a mindless strategy where you hope they don't find your proxy pylon, and hope they aren't actually good.

It punishes players that are of a lower tier or someone incredibly unprepared, and a huge influx of units that early can put zergs in panic mode (not sure about pvt) and before the patch, korean 4 gate put protosses in panic mode too (don't know if it's still done), while protoss just micros and hits WSSSZ over and over.

Seriously when i was just starting as zerg, it was such an obnoxious strategy. Now that people know how to defend and how to abuse it, it's so much worse at a higher level.
sAviOr...
Scrimpton
Profile Joined August 2010
United Kingdom465 Posts
September 27 2010 14:32 GMT
#5
On September 27 2010 23:28 Yurie wrote:
Isn't it because you can have 4 gates by the time warp tech hits and they don't really build prior to that? More gates also means you can warp in large groups of units to the opponent high ground on maps that allows this.


Surely you could still do this with 3gates, which, whilst still not being able to afford, you'd be a bit better off?

I suppose the not building much before the 4gates, allowing a mineral pile up might be a reason, but again that comes down to incredibly poor macro, and the usefulness of that 4th gate would be gone very quickly I'd have thought? - I've never seen a 4gate kill anybody off within 2 production cycles, and off the top of my head, that's as long as the prior "bad macro" would allow support of 4gate.

I'm very happy to be proven wrong on all my points though
Protoss is the only race with "pro" in it
Butigroove
Profile Blog Joined October 2006
Seychelles2061 Posts
September 27 2010 14:33 GMT
#6
  • Easy as fuck.
  • Strong as hell.


With BBcode for more lols.
beach beers buds beezies b-b-b-baaanelings
oBlade
Profile Blog Joined December 2008
United States6398 Posts
September 27 2010 14:34 GMT
#7
Don't forget that the percentages of mineral/gas consumption you mention depend on the kind of army composition you're going for.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
September 27 2010 14:34 GMT
#8
Once warp gate hits you have a period of time where toss just can have a much huger army than his opponent because of the production speed up of the warpgates. So 4gate can just be surprisingly powerful because of the time that it hits.

I actually thought a fully saturated base could actually support 4 warp gates. It just can't support anything else. Then again I don't play protoss.
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
September 27 2010 14:36 GMT
#9
1.5k Diamond Protoss here and I 5 gate every damn game.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
KirbyToss
Profile Joined September 2010
Canada21 Posts
Last Edited: 2010-09-27 14:39:32
September 27 2010 14:38 GMT
#10
Hello.

I am very intressted in where you got your statistics from because I have 4gated nearly every game I have ever played and have found that is extreamly macro freindly. I have never not been able to produce units, I tend to make 2-3 units before I even get my warp gates up, I expand and pop out 4 stalkers as soon as my warp tech is finished, I never supply block myself, I always have enough gas for stentry's or stalkers as well as a robo/obs if I go stalker/zealot for one cooldown. I tend to tech for blink or charge lots right after expanding or adding 2 more gateways.

What people have a hard time with is macro and micro, I have good macro and micro, thats why I use this build a lot and tweak it in different situations because I am very bad at strategys and timing builds but have good micro and apm to us this build extreamly effectivley.
Kirby(>^_^)>
Scrimpton
Profile Joined August 2010
United Kingdom465 Posts
September 27 2010 14:38 GMT
#11
On September 27 2010 23:34 oBlade wrote:
Don't forget that the percentages of mineral/gas consumption you mention depend on the kind of army composition you're going for.


The only combination I can find that isn't absolutely terrible on overspending is pure Zealotu Sentry on 2:1 Ratio, usually the 4gates I see almost always include Stalkers on top of this, and it just isn't supportable in any unit mix..

(2:1 Zealot Sentry is 109/117% consumption without producing probes)

I can understand 4gate being used sub platinum level, where macro might be very hard for some players, but i'd really have thought the "experienced 4gaters" would have switched to 3gate and better macro, if anything it would allow you to start aggression earlier?

Protoss is the only race with "pro" in it
Special Endrey
Profile Joined June 2010
Germany1929 Posts
Last Edited: 2010-09-27 14:39:08
September 27 2010 14:38 GMT
#12
On September 27 2010 23:33 Butigroove wrote:
  • Easy as fuck.
  • Strong as hell.


With BBcode for more lols.



this.

it can be learned kinda fast and as soon as you're able to do the BO more or less good you can purely concentrate on micro
This signature is ruining eSports - -Twitter: @SpecialEndrey
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
September 27 2010 14:39 GMT
#13
On September 27 2010 23:33 Butigroove wrote:
  • Easy as fuck.
  • Strong as hell.


With BBcode for more lols.


This in a nutshell.

You don't need to utilize two separate building structures and it relies on one key (and cheap) upgrade. The only things you need to remember to do are:
  • make probes
  • chrono boost
  • set gateways to warp gate
  • locate "w" key


I'm sure profit lies somewhere in there, but I haven't really found it yet...
"We have unfinished business, I and he."
stk01001
Profile Joined September 2007
United States786 Posts
September 27 2010 14:39 GMT
#14
I don't play toss much, but every time I've ever done 4 gate I know for a fact that all 4 of the gateways are being used almost constantly. I'm not sure where your getting your numbers from, but even if in theory you can't optimally utilize 4 gates off 1 base (still not sure thats even true?) no one is going to have perfect macro. Minerals pile up, chrono boost piles up, and I can guarantee you having that 4th gateway has meant the difference between busting someone's front down and not in countless games.. I mean I've seen Huk and other toss players even go 5 gates off one base...

If your arguing that you can apply just as much pressure with 3 gates as 4 I gotta say I totally disagree with you.. I mean I'm pretty sure all of the top players would have realized this by now and 3 gate would be the standard IF what you are saying is true..

a.k.a reLapSe ---
MilesTeg
Profile Joined September 2010
France1271 Posts
Last Edited: 2010-09-27 14:43:19
September 27 2010 14:40 GMT
#15
Those 50 and 35% excess numbers look very high, but I wonder how these translate in terms of the delay you would need in your macro to make it close to 100% money usage.

In any case 4gate isn't supposed to be economic, it's supposed to be an all-in (sort of) push. The idea is to get as many units out in a short period of time, and you can do that better with 4 gates than with 3, even if you don't use them fully.

Also, can we ban the little whiners who didn't get the thread? Or maybe move them to a subforum dedicated to whining.
Scrimpton
Profile Joined August 2010
United Kingdom465 Posts
September 27 2010 14:41 GMT
#16
On September 27 2010 23:38 KirbyToss wrote:
Hello.

I am very intressted in where you got your statistics from because I have 4gated nearly every game I have ever played and have found that is extreamly macro freindly. I have never not been able to produce units, I tend to make 2-3 units before I even get my warp gates up, I expand and pop out 4 stalkers as soon as my warp tech is finished, I never supply block myself, I always have enough gas for stentry's or stalkers as well as a robo/obs if I go stalker/zealot for one cooldown. I tend to tech for blink or charge lots right after expanding or adding 2 more gateways.

What people have a hard time with is macro and micro, I have good macro and micro, thats why I use this build a lot and tweak it in different situations because I am very bad strategeys and timming builds but have good micro and apm to us this build extreamly effectivley.


Watch your replays, Mathematically it's impossible to have anything close to "perfect macro" (100% uptime of production buildings) with a 4gate, The closest you can get, as mentioned in my last post is a Zealot sentry build that will give you roughly 90% uptime.

Compare this to a 3rax, which will support constant 1:1 production of marauder marine and SCV production (with 75% of your gas left over for upgrade purposes, and preparing for a tech transition)
Protoss is the only race with "pro" in it
Santi
Profile Blog Joined June 2010
Colombia466 Posts
September 27 2010 14:42 GMT
#17
Terran player here and I still lose to 4gateway every game. fml.
RxN
Profile Joined May 2010
United States255 Posts
Last Edited: 2010-09-27 14:44:44
September 27 2010 14:44 GMT
#18
Because I've seen people in diamond with 18 APM execute it somewhat effectively. It's ridiculously strong for how simple it is to execute.
Scrimpton
Profile Joined August 2010
United Kingdom465 Posts
September 27 2010 14:45 GMT
#19
On September 27 2010 23:39 stk01001 wrote:
I don't play toss much, but every time I've ever done 4 gate I know for a fact that all 4 of the gateways are being used almost constantly. I'm not sure where your getting your numbers from, but even if in theory you can't optimally utilize 4 gates off 1 base (still not sure thats even true?) no one is going to have perfect macro. Minerals pile up, chrono boost piles up, and I can guarantee you having that 4th gateway has meant the difference between busting someone's front down and not in countless games.. I mean I've seen Huk and other toss players even go 5 gates off one base...

If your arguing that you can apply just as much pressure with 3 gates as 4 I gotta say I totally disagree with you.. I mean I'm pretty sure all of the top players would have realized this by now and 3 gate would be the standard IF what you are saying is true..



People keep questioning where I got my statistics from. - EVEN THOUGH I provided a direct link and acknowledgement to the creator of the website where I got my data from, (on top of in game testing) In my OP.

Strange world.
Protoss is the only race with "pro" in it
Westy
Profile Blog Joined April 2010
England808 Posts
September 27 2010 14:46 GMT
#20
Well there must be something wrong with your math, as when i 4gate (Usually do this when someone gas steals) i can pump out 4 units every single time the gates cool down, and still have enough to continue to make pylons. Admittedly at this point i stop producing probes, but a 4gate is usually an all in, as if it fails the counter attack will normally finish you.
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