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Why is 4gate so popular? - Page 12

Forum Index > SC2 General
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Hectic
Profile Blog Joined May 2010
Australia159 Posts
Last Edited: 2010-09-28 14:05:25
September 28 2010 14:02 GMT
#221
150 minerals a few minutes into the game for an extra gateway - which allows for 'macro mistakes' , and which will be fully untilised later is not that expensive.

what is it like ...4 seconds of mining time?

Only if you beleive.
Ledjo
Profile Joined August 2010
France4 Posts
September 28 2010 14:06 GMT
#222
I think it's 'cause it's really easy to learn and have a hudge efficiency. For me it's a bit like the terran's 1-1-1.
Effective and versatil
[img]http://sc2sig.com/s/eu/189786-1.png?1281960133[/img]
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2010-09-28 14:09:27
September 28 2010 14:08 GMT
#223
4gate is just a basic 1-base solid macro game. It all lines up very easily. Warp in 4 units (HAY DATS 8 SUPPLY), start a new pylon, which will be done just in time for the next set (until you've started losing units), tell your units to kill shit. You get a crapton of units and get to make a brutally powerful timing attack. the 4th gateway basically covers the seconds between warpgate cd being up and you pressing W and spamming more units - 3 warpgate you'd probably build up bits of money here and there, and once you stop building pylons, you'd definitely start being unable to spend all your money.

Even if you DON'T kill your opponent with a 4gate, it's somewhat easy to expand after/during your attack- you just put a huge pile of pressure on your opponent to build shit! Might end up with a couple extra sentries instead of zealots while you expand though.
Scrimpton
Profile Joined August 2010
United Kingdom465 Posts
September 28 2010 14:57 GMT
#224
On September 28 2010 22:51 Mizzles wrote:
I'm not going to comment on whether or not the mathematics is wrong, but the premises used to calculate it are definitely wrong.

As far as I can tell, full saturation (24 probes on Minerals + 6 on 2 gas) was assumed. During a 4 gate push, no one is planning on expanding afterwards, it is an all-in attack, you want to end it right there, but the original post uses constant probe production and constant supply production (and a 2:2:1 zealot:stalker:sentinel mix) in its calculations. Cutting probes instantly drops the calculation result to 121% minerals and 139% gas.

Under these circumstances 3 gate would use 91% and 104%, underutilising the incoming resources, which is bad for an all-in attack.

If you assume that some of your units attacking will die (a good assumption, otherwise you have already won), then you don't need to continue producing pylons (or can produce them more slowly). Without producing additional pylons a 4:2:1 ratio of zealots, stalkers and sentries uses 99% minerals and 101% gas.

Once your units are dying roughly as fast as you are producing them, 4 gates is perfect, with a slight mineral excess and slight gas deficit (1% each way). That is why three gates are not used, units die and it is all-in so you cut all probe production, as you aren't planning an expansion or other follow up.

Your original assumptions were off, so your conclusions were off.

That is a nice tool you linked though, thanks for that.


This was discussed earlier on in the thread, probably about 5 times it's come up, been talked about, acknowledged and laid to rest.

The discussion is over ;D

Please, Stop Posting
Protoss is the only race with "pro" in it
sylverfyre
Profile Joined May 2010
United States8298 Posts
September 28 2010 15:14 GMT
#225
On September 28 2010 07:42 Eleaven wrote:
Show nested quote +
On September 28 2010 07:34 randplaty wrote:
Try using the calculator again. Unclick pylon production. Make 7 zealots and 3 sentry ratio out of your 4 gates. You'll get 107% minerals and 108% gas. This is as close you'll get to optimal.


looks like OP did come across this earlier in the thread. I have to wonder though, how often do you see pure Zealot Sentry play? - Especially after the cooldown nerf. It's almost always some stalker plays.

The discussion has been done now though, as well as a nice amount of flames. probably should leave it at this lol.. 90% people not reading the OP, and just answering the title and 10% arguing whether or not a 4gate is all in.

Yeah, but you'll build a handful of stalkers + zealots + a couple sentries in your initial attack. What's most likely to die? Probably the zealots, as they EXIST to be sacks of hit points! Stalkers are the easiest to keep alive, since they have some of the fastest early-game move speed, and they have range. Unless you are getting nailed hard by zerglings surrounding your stalkers (forcefield!) or something else that makes stalkers cry (marauders tanking your zealots to get shots off on stalkers? IDK!) it's almost always going to be the zealots that you need to replace. Sentries get picked off pretty easily too, probably gonna replace one or two of them. Sure, you can't constantly spam stalkers out of your gates, but you can have a small handful and keep them alive pretty easily.

And wtf is this talk about 4-gate being all-in? Not all 4gates are 10pylon10gate->CC at 15 -> chronoboost warpgate all 5 times while building pylons in the enemy base. Many maps even have a good spot in your OWN BASE for a forward pylon (metalopolis, for example) to hasten reinforcements if you can't put one in the middle of the map somewhere (which you almost always can.)
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
September 28 2010 15:21 GMT
#226
On September 28 2010 23:57 Scrimpton wrote:
Please, Stop Posting


Stop making stupid threads and then arguing with people?
whatsgrackalackin420
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