THREAD OVER - DISCUSSION COMPLETE - NO NEED TO GO OVER THE SAME INFO EVERY 2 PAGES
Why is 4gate so popular?
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Scrimpton
United Kingdom465 Posts
THREAD OVER - DISCUSSION COMPLETE - NO NEED TO GO OVER THE SAME INFO EVERY 2 PAGES | ||
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Yurie
11932 Posts
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. | ||
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Channel56k
United States413 Posts
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Camlito
Australia4040 Posts
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. | ||
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Scrimpton
United Kingdom465 Posts
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 | ||
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Butigroove
Seychelles2061 Posts
With BBcode for more lols. | ||
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oBlade
United States5770 Posts
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DoubleReed
United States4130 Posts
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. | ||
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Integra
Sweden5626 Posts
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KirbyToss
Canada21 Posts
![]() 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. | ||
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Scrimpton
United Kingdom465 Posts
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? | ||
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Special Endrey
Germany1929 Posts
On September 27 2010 23:33 Butigroove wrote:
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 | ||
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Amber[LighT]
United States5078 Posts
On September 27 2010 23:33 Butigroove wrote:
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:
I'm sure profit lies somewhere in there, but I haven't really found it yet... | ||
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stk01001
United States786 Posts
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.. | ||
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MilesTeg
France1271 Posts
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. | ||
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Scrimpton
United Kingdom465 Posts
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) | ||
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Santi
Colombia466 Posts
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RxN
United States255 Posts
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Scrimpton
United Kingdom465 Posts
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. | ||
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Westy
England808 Posts
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BallsOfSteel
United States57 Posts
When I play Protoss, I like the 4 Gate push because it is very powerful early in the game and, if it fails, you are still in a good position to take an expansion to maximize your production. I like to send in a scouting Probe when Warpgate research is about 75% done and start building three or four Pylons in the opponent's base when the research is about 90% done. There is an excellent chance that at least one Pylon will finish, giving you immediate access to their base. If you are evenly matched inside their base, a good follow-up is to start running around with your units (avoiding damage) and start a Forge back at your base. Then you can defend your area in their base with cannons to secure your hold. Against Terran and Protoss, this is very effective because most players rely on walling off (either completely or with a small gap) their ramp to defend their base. By getting past the wall you take away their biggest defensive advantage. Against Zerg, this is also effective (although not as effective as with Terran/Protoss) because it eliminates the distance needed to travel between bases, giving the Zerg less time to prepare a lot of Zerglings or Roaches. They key to having success with this build is to stay highly aggressive and highly mobile. Just because you lose your Pylons in their base doesn't mean you should stop. Try building a couple more between your bases and right outside their natural. | ||
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Subversion
South Africa3627 Posts
On September 27 2010 23:33 Butigroove wrote:
With BBcode for more lols. what i was going to say, but more awesome. its really easy to do, and really really, REALLY strong. pros often 4gate. | ||
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KirbyToss
Canada21 Posts
On September 27 2010 23:41 Scrimpton wrote: 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) All I can say is that I have never had a problem with this build and stats are just numbers. I would be happy to show you what I can do with a 4gate macro build though. | ||
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Scrimpton
United Kingdom465 Posts
If mathematically speaking it's more than possible to create the same amount of units off of 3 gates as it is 4 (this doesnt even require perfect macro, there is a 20% lack of minerals to support even 3 gates) it just comes across as counter productive. Although i do understand the "but man, you can warp in 4 units at a time!!!" (even if this requires terrible macro to pull off, without going for pure Zealot sentry) | ||
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Lipstickz
Denmark16 Posts
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Scrimpton
United Kingdom465 Posts
[QUOTE]On September 27 2010 23:41 Scrimpton wrote: [QUOTE]On September 27 2010 23:38 KirbyToss wrote: All I can say is that I have never had a problem with this build and stats are just numbers. I would be happy to show you what I can do with a 4gate macro build though.[/QUOTE]I'm not even sure where you are going with this post. "stats are just numbers" - is that even an argument? If your argument is that: "despite 4gate being economically unstable at best, it's ease of use in allowing you to take less punishment from missing production cycles makes up for this, allowing me to keep pressure on" Then i'd have to say i'm understanding you. However, from your post all i can gather is "wut number??" | ||
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Uranium
United States1077 Posts
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sCuMBaG
United Kingdom1144 Posts
On September 27 2010 23:36 Integra wrote: 1.5k Diamond Protoss here and I 5 gate every damn game. if you do this off of 1base everygame, i'm pretty sure you lose to every slightly skilled player. and as soon as bullshit strats are figured out and standards are starting to build, you will keep losing and losing. | ||
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Scrimpton
United Kingdom465 Posts
On September 27 2010 23:51 Uranium wrote: Because 1 more unit on your 1st and 2nd warp-ins to the enemy base can make the difference between your push succeeding or failing. This concept I understand, and have to agree with. However I just don't see many players struggle to defend it past platinum/possibly low diamond, and the economic hit just seems so large, leaving yourself wide open to counter attacks (which funnily enough is how i win 90% of my XvP's) | ||
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Elwar
953 Posts
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Scrimpton
United Kingdom465 Posts
On September 27 2010 23:54 Elwar wrote: The calculator in the OP does not take into account stockpiled resources, particularly gas, that will accumulate before your warp-gate research is complete. Thats a big factor IMO that you are overlooking. Hasn't been overlooked, and indeed reading the thread will show that this has been factored in on page one, and that at the time determined that this only seems to allow a maximum of an extra 2 production cycles at 100% uptime. in my opinion, read the thread :D. Still while I still think it's an altogether flimsy strategy to pull on a decent player, at least now I know I'm not alone in thinking that it's bad, and sub optimal at best. The argument "pro's do it" is also kinda feeble, can't remember who posted it, but man i'm sorry to have to tell you, sometimes your parents lied to you to make you feel better Santa isn't real, and sometimes Professionals in all fields get things wrong (but i do give credit to the fact that you get that +1 unit out per cycle for those first few cycles).Makes me think that 4gate is super vulnerable to cheese if the consensus is that players aren't building many units prior to the completion of warp gate tech. | ||
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BenKen
United States860 Posts
On September 27 2010 23:51 Uranium wrote: Because 1 more unit on your 1st and 2nd warp-ins to the enemy base can make the difference between your push succeeding or failing. Yep, pretty much how I look at it. For example, it's not like White-Ra doesn't know that 5-gates are not sustainable for a long period or time off one base, but he does it anyway. It's more about getting 2-3 production cycles out really fast to kill/cripple the other guy before the tech/economy disadvantage takes over. At least that's how I think about it. | ||
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OutlaW-
Czech Republic5053 Posts
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KirbyToss
Canada21 Posts
[QUOTE]On September 27 2010 23:47 KirbyToss wrote: [QUOTE]On September 27 2010 23:41 Scrimpton wrote: [QUOTE]On September 27 2010 23:38 KirbyToss wrote: All I can say is that I have never had a problem with this build and stats are just numbers. I would be happy to show you what I can do with a 4gate macro build though.[/QUOTE]I'm not even sure where you are going with this post. "stats are just numbers" - is that even an argument? If your argument is that: "despite 4gate being economically unstable at best, it's ease of use in allowing you to take less punishment from missing production cycles makes up for this, allowing me to keep pressure on" Then i'd have to say i'm understanding you. However, from your post all i can gather is "wut number??"[/QUOTE] From the way your talking about production cycles and perfect macro I am assuming you are simulating a robot playing, going 4warpgate, and producing 4 units every chance it gets, which is quite amusing because if any build requires cut units in order to accomplish what your doing. Such as tech, production or expanding. | ||
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ondik
Czech Republic2908 Posts
On September 27 2010 23:48 Scrimpton wrote: If mathematically speaking it's more than possible to create the same amount of units off of 3 gates as it is 4 (this doesnt even require perfect macro, there is a 20% lack of minerals to support even 3 gates) it just comes across as counter productive. you seem to be missing the difference between long run and short run. yes, in long run you probably are able to make the same amount of units out of 3 gates as out of 4 gates. But in the short run, you are able to have first 3-4 rounds with 4 units each, that means 3-4 extra units for pressure and thats A LOT. If those extra units force your opponent to make zerglings instead of drones or build additional spine crawlers, you can say the 150 investment was worth it even if it's not long run-macro-wise effective. | ||
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MilesTeg
France1271 Posts
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BallsOfSteel
United States57 Posts
Hmm, Maybe i should abandon ship this thread, i really didn't want to create a place for people to whine about how easy X strategy is to pull off compared to Y, This was purely intended to understand why some players are actively choosing to (in my opinion) ignore the base fundamentals of the game. (being smooth, 100% uptime on buildings) If mathematically speaking it's more than possible to create the same amount of units off of 3 gates as it is 4 (this doesnt even require perfect macro, there is a 20% lack of minerals to support even 3 gates) it just comes across as counter productive. Although i do understand the "but man, you can warp in 4 units at a time!!!" (even if this requires terrible macro to pull off, without going for pure Zealot sentry) You are right, 3 Gates would be more affordable than 4, but that isn't really the point of this particular build. The 4 Warpgate strategy is all about the explosive opening and being extremely aggressive early in the game. If you manage to get a Pylon completed inside the enemy's base then "you can warp in 4 units at a time!!!" which is a significant advantage over 3 at a time. Some people like to open with a 2Gate proxy build very close to an opponent's base, but this risks significantly more resources and production as well. So, another reason why so many people like this build is that it takes out a lot of the risk involved of making proxy buildings near or in an enemy's base. You only risk the resources used for Pylons. I think that when people use the Warpgate strategy, the reason they do specifically 4 Gates is because "that's how I saw some pro do it on Youtube." I prefer to start with 4 Warpgates, making the first round only Stalkers, then quickly add another 2 Gates and mass Zealots. This is because, by making the Stalkers, most opponents would switch over to units that counter the Stalkers (Marauder for Terran, Zerglings for Zerg), which get countered by my following waves of Zealots. | ||
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Integra
Sweden5626 Posts
1) two early zealots then one gas 2) straight to gateways with one gas 3) straight to gateways with two gases. each buildorder had two variations, with that I added 3 and 4 gateways. In each case with only 3gates I started to stockpile resources at 9 minutes, at 10:00 I had +500 minerals on all three buildorders. I also started to get excessive gas on the two gas buildorder. When I added a fourth gateway I could make extra zealots, however I had to produce more pylons since I had a higher food count so I only got around 3 extra zealots compared to the 3 gateway. 3 gateway would be good if you expanded or did a heavy tech route since you have minerals and gas leftover | ||
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Scrimpton
United Kingdom465 Posts
[QUOTE]On September 27 2010 23:50 Scrimpton wrote: [QUOTE]On September 27 2010 23:47 KirbyToss wrote: [QUOTE]On September 27 2010 23:41 Scrimpton wrote: [QUOTE]On September 27 2010 23:38 KirbyToss wrote: All I can say is that I have never had a problem with this build and stats are just numbers. I would be happy to show you what I can do with a 4gate macro build though.[/QUOTE]I'm not even sure where you are going with this post. "stats are just numbers" - is that even an argument? If your argument is that: "despite 4gate being economically unstable at best, it's ease of use in allowing you to take less punishment from missing production cycles makes up for this, allowing me to keep pressure on" Then i'd have to say i'm understanding you. However, from your post all i can gather is "wut number??"[/QUOTE] From the way your talking about production cycles and perfect macro I am assuming you are simulating a robot playing, going 4warpgate, and producing 4 units every chance it gets, which is quite amusing because if any build requires cut units in order to accomplish what your doing. Such as tech, production or expanding.[/QUOTE] Other than the fact that 4gate isn't known for being used in able to effectively transition, i agree with you. However because this discussion is infact about 4gate, and not transition based econimally friendly builds, I still feel that "i'm right and you are wrong" :D. If I was expecting 100% upkeep and within 1-2% of the minerals/gas mined then maybe your robot argument might be correct, however in this case, we are talking about a 50% mineral shortage, that's not a case of robot vs human. That's a case of Lazy vs Skilled. Moving on, those extra units in the initial push from the 4gate, can't they be built from gates 1-2-3 from the money and time saved by not waiting for 4 gates? probably not. This leads me back to an earlier thought "considering so many people can deal with 4 gate well now, why is it still so popular?" - and i guess the answer is, for every player who puts in the effort learning how to deal with this strategy, and similar early pushes, there's 100 players who don't have a clue. | ||
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HollowLord
United States3862 Posts
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:02 BallsOfSteel wrote: You are right, 3 Gates would be more affordable than 4, but that isn't really the point of this particular build. The 4 Warpgate strategy is all about the explosive opening and being extremely aggressive early in the game. If you manage to get a Pylon completed inside the enemy's base then "you can warp in 4 units at a time!!!" which is a significant advantage over 3 at a time. Some people like to open with a 2Gate proxy build very close to an opponent's base, but this risks significantly more resources and production as well. So, another reason why so many people like this build is that it takes out a lot of the risk involved of making proxy buildings near or in an enemy's base. You only risk the resources used for Pylons. I think that when people use the Warpgate strategy, the reason they do specifically 4 Gates is because "that's how I saw some pro do it on Youtube." I prefer to start with 4 Warpgates, making the first round only Stalkers, then quickly add another 2 Gates and mass Zealots. This is because, by making the Stalkers, most opponents would switch over to units that counter the Stalkers (Marauder for Terran, Zerglings for Zerg), which get countered by my following waves of Zealots. interesting post, but other than in a Zero micro situation, when do Zealots counter marauders? :S | ||
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Elwar
953 Posts
On September 27 2010 23:58 Scrimpton wrote: Hasn't been overlooked, and indeed reading the thread will show that this has been factored in on page one, and that at the time determined that this only seems to allow a maximum of an extra 2 production cycles at 100% uptime. in my opinion, read the thread :D. Still while I still think it's an altogether flimsy strategy to pull on a decent player, at least now I know I'm not alone in thinking that it's bad, and sub optimal at best. The argument "pro's do it" is also kinda feeble, can't remember who posted it, but man i'm sorry to have to tell you, sometimes your parents lied to you to make you feel better Santa isn't real, and sometimes Professionals in all fields get things wrong (but i do give credit to the fact that you get that +1 unit out per cycle for those first few cycles).Makes me think that 4gate is super vulnerable to cheese if the consensus is that players aren't building many units prior to the completion of warp gate tech. No, you are overlooking it, because you are not actually taking it into consideration but merely saying its not a factor past the first two cycles which is untrue. You will not be able to spend the excess minerals/gas you accumulate before a 3-gate for a VERY long time with perfect macro. Gateways take a long time to build (in which you will acquire 910 minerals and 250 gas in that time according to the site you linked), and without a fourth gate you will have even more excess minerals and be relying on near-perfect macro and many production cycles to spend the resources = much smaller army or much longer push time. Don't assume that you've suddenly found a very big fault in one of the most common strategies in the game. | ||
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weltraumMonster
Germany62 Posts
A 3gate is 118% mineral consumption and 103% gas consumption, this seems much more reasonable. Obviously nobody has "perfect" macro, we are only human after all.. but 4gate just seems over the top, you just cannot mine enough minerals to produce out of all the gates, and the shortage just seems so significant, that I'm not sure why 3 gate isn't used instead, i Don;t think it takes much for a competent player to reduce number of gates by 1, whilst keeping the unit production at the same level. The Reason to use a fourth gate is to give the player more time to micro... if you have just three gates and you fail to warp in units in the exact moment the cooldown runs out it hurts much more than if you had 4 gates. If you miss the cooldown your minerals stockpile enough to warp in 4 units instead wich makes up for the lost time.... | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:09 Elwar wrote: No, you are overlooking it, because you are not actually taking it into consideration but merely saying its not a factor past the first two cycles which is untrue. You will not be able to spend the excess minerals/gas you accumulate before a 3-gate for a VERY long time with perfect macro. Gateways take a long time to build (in which you will acquire 910 minerals and 250 gas in that time according to the site you linked), you without a fourth gate you will have even more excess minerals and be relying on near-perfect macro and many production cycles to spend the resources = much smaller army or much longer push time. Don't assume that you've suddenly found a very big fault in one of the most common strategies in the game. Fair one, is this 910 mineral surplus around when constantly producing out of the gates that are up, or is floating 1k minerals early and leaving yourself open to attack considered good now? (although saying this i can see how the sentry delaying tactic builds into the amazingness of Protoss) | ||
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ch4ppi
Germany802 Posts
# Easy as fuck. # Strong as hell. | ||
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stk01001
United States786 Posts
On September 27 2010 23:45 Scrimpton wrote: 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. OK fine.. even if your statistics are right it still has nothing to do with the point I'm making in my post... which is still legitimite and true.. it's the same point Weltraummonsters just made in his post above. If your trying to argue that 3 gate would be a more effective at applying pressure & winning off of one base it's just not true.. | ||
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KirbyToss
Canada21 Posts
[QUOTE]On September 28 2010 00:00 KirbyToss wrote: [QUOTE]On September 27 2010 23:50 Scrimpton wrote: [QUOTE]On September 27 2010 23:47 KirbyToss wrote: [QUOTE]On September 27 2010 23:41 Scrimpton wrote: [QUOTE]On September 27 2010 23:38 KirbyToss wrote: All I can say is that I have never had a problem with this build and stats are just numbers. I would be happy to show you what I can do with a 4gate macro build though.[/QUOTE]I'm not even sure where you are going with this post. "stats are just numbers" - is that even an argument? If your argument is that: "despite 4gate being economically unstable at best, it's ease of use in allowing you to take less punishment from missing production cycles makes up for this, allowing me to keep pressure on" Then i'd have to say i'm understanding you. However, from your post all i can gather is "wut number??"[/QUOTE] From the way your talking about production cycles and perfect macro I am assuming you are simulating a robot playing, going 4warpgate, and producing 4 units every chance it gets, which is quite amusing because if any build requires cut units in order to accomplish what your doing. Such as tech, production or expanding.[/QUOTE] Other than the fact that 4gate isn't known for being used in able to effectively transition, i agree with you. However because this discussion is infact about 4gate, and not transition based econimally friendly builds, I still feel that "i'm right and you are wrong" :D. If I was expecting 100% upkeep and within 1-2% of the minerals/gas mined then maybe your robot argument might be correct, however in this case, we are talking about a 50% mineral shortage, that's not a case of robot vs human. That's a case of Lazy vs Skilled. Moving on, those extra units in the initial push from the 4gate, can't they be built from gates 1-2-3 from the money and time saved by not waiting for 4 gates? probably not. This leads me back to an earlier thought "considering so many people can deal with 4 gate well now, why is it still so popular?" - and i guess the answer is, for every player who puts in the effort learning how to deal with this strategy, and similar early pushes, there's 100 players who don't have a clue. [/QUOTE] I guess I am in the boat of "I keep on doing this and winning" and others have it differently. ^_^ Guess I'm just playing the wrong people. ![]() | ||
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Integra
Sweden5626 Posts
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:10 weltraumMonster wrote: The OP wrote: The Reason to use a fourth gate is to give the player more time to micro... if you have just three gates and you fail to warp in units in the exact moment the cooldown runs out it hurts much more than if you had 4 gates. If you miss the cooldown your minerals stockpile enough to warp in 4 units instead wich makes up for the lost time.... This is the conclusion i came to as well, but i guess it's more about that "shock value" of the extra unit in the enemy base. 4 units per cycle is a lot nicer than 3. It's the pylon in the base that makes all the difference I guess, being able to bypass the wall means every unit counts early on, since even thought with 3 gate u can make the same amount of numers and run them in from outside, this is all about warping INSIDE the base all at once. Doesn't stop this play from being terrible against anybody who scouts for pylons in their base i guess. Still feels flimsy, and the number of people not scouting their base and immediate proxy locations these days must be very low. | ||
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Diaspora
United States140 Posts
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RinconH
United States512 Posts
You need the 4 gate to spend all the money for the first 4 or so warp ins. | ||
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Elwar
953 Posts
On September 28 2010 00:12 Scrimpton wrote: Fair one, is this 910 mineral surplus around when constantly producing out of the gates that are up, or is floating 1k minerals early and leaving yourself open to attack considered good now? (although saying this i can see how the sentry delaying tactic builds into the amazingness of Protoss) You will build out your one gate, as well as producing pylons and probes during that time, but you will have the excess to exploit the warpgates immediately. More excess than 3-gate can burn-off for a while. Thats the point. I feel like you are ignoring the reality of how the build is been played (of which you can find a million examples on youtube). Instead of simply theory-crafting and insisting it works out, why don't you provide replays of you doing a 3-gate with the potency of a 4-gate within a normal push-timing, or at least go into a build-order tester and see if it can actually work 'in theory'. | ||
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Scrimpton
United Kingdom465 Posts
I've always thought "money low, check supply, build workers, build units" keeping that money low has always been a big part of my gameplay. I suppose it's just a gamble that pays off against the vast majority who aren't prepared. I can imagine it being useful in the pro scene if for example, you are known as a straight up macro player, and you want a possible quick win at the end of a best of 3/5/7. I wonder how it would be best to exploit that window where the P is stockpiling.. | ||
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Pyrthas
United States3196 Posts
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:18 Elwar wrote: You will build out your one gate, as well as producing pylons and probes during that time, but you will have the excess to exploit the warpgates immediately. More excess than 3-gate can burn-off for a while. Thats the point. I feel like you are ignoring the reality of how the build is been played (of which you can find a million examples on youtube). Instead of simply theory-crafting and insisting it works out, why don't you provide replays of you doing a 3-gate with the potency of a 4-gate within a normal push-timing, or at least go into a build-order tester and see if it can actually work 'in theory'. I'm not claiming to have the answers, I put my observations out in the public domain, because as I say, i'm curious about it as a Z player who generally wins the majority of games I get 4gated against. infact i think in post 2 I said I'm very happy to be proven wrong, don't get narky with me over it ;D. Maybe because of the ladder format it's much easier to constantly get away with it. I usually play best of 3's with people of equal or higher skill than me, and in this scenario constantly trying to All in just never works out. (for more than one game out of a set anyway) maybe this works so well simply because of the anonymity of the current ladder system. and i have to concede that it's still a great strategy to pull out for when you want to end a game quickly, or simply just play with your opponents head. | ||
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Beamo
France1279 Posts
On September 28 2010 00:12 Scrimpton wrote: Fair one, is this 910 mineral surplus around when constantly producing out of the gates that are up, or is floating 1k minerals early and leaving yourself open to attack considered good now? (although saying this i can see how the sentry delaying tactic builds into the amazingness of Protoss) I think every thing to explain why it works even though you can't theoretically support it has been answered : - It's an all-in build where you aim for explosive macro at 1 point of time - You start with unspent min and gaz which gives you a few rounds before getting broke - It gives you a bit of latitude for sloppy macro while concentrating on your micro - Since you attack and try to kill, you often stop making probes and stop making pylons (you are losing more units then you are producing) But yes it is not optimal in the long run and you need to at least damage your opponent if you want to win. It also doesn't fair well against early aggressive builds or Dt rush for example. | ||
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QuanticHawk
United States32090 Posts
On September 28 2010 00:17 RinconH wrote: You 4 gate because you stockpile resources as warpgate tech finishes. You need the 4 gate to spend all the money for the first 4 or so warp ins. On September 28 2010 00:10 weltraumMonster wrote: The OP wrote: The Reason to use a fourth gate is to give the player more time to micro... if you have just three gates and you fail to warp in units in the exact moment the cooldown runs out it hurts much more than if you had 4 gates. If you miss the cooldown your minerals stockpile enough to warp in 4 units instead wich makes up for the lost time.... The answer lies somewhere between these two. It's a lot more forgiving. Plus, if you start diversifying your unit composition, you can pump 4 at a time. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:24 Pyrthas wrote: You main zerg. You never stockpile gas so that as soon as your spire finishes, you can have a bunch of mutas on the way? at first this seemed like such a good clever argument, but after a second of thought, i realised how terrible it was .the difference is, stockpiling gas purely for muta's is a decision I'd make after scouting, once I had a stable economy, enough units to stay alive with, i'd probably be on at least 2 bases. It wouldn't be all in, and I could easily recover from a failed push. Nice try though! i liekd the effort ;D | ||
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MilesTeg
France1271 Posts
1) The math is wrong, or at least irrelevant , since what matters is how fast you get the units, not how efficient and smooth the process is. Even if you use your last gate 25% of the time it's still worth it. 2)You have to compare to the alternative, and with 3 gates you can't use all your money on units. For an all-in, it is thus inferior. Again, just play versus easy AI and see how many units you can buy during the push with 4gate vs 3gate. | ||
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Vimsey
United Kingdom2235 Posts
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Makh
Canada143 Posts
4 gates aren't about massing units continually, but about constantly reinforcing an attack. Rarely do you need to keep pumping out Pylons. This, plus the fact that it's very difficult to nail the warpgate cooldown while microing an army is the reason why 4 gates is the 'optimal' build for an explosion early aggression strategy. | ||
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Elwar
953 Posts
On September 28 2010 00:29 Scrimpton wrote: at first this seemed like such a good clever argument, but after a second of thought, i realised how terrible it was .the difference is, stockpiling gas purely for muta's is a decision I'd make after scouting, once I had a stable economy, enough units to stay alive with, i'd probably be on at least 2 bases. It wouldn't be all in, and I could easily recover from a failed push. Nice try though! i liekd the effort ;D You see what you did here is not so subtly change your argument from 'why 4 gate if 3 gate is as good/better' to 'why do protoss do 4-gate when its an all-in'. | ||
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Scrimpton
United Kingdom465 Posts
[QUOTE]On September 28 2010 00:12 Scrimpton wrote: [QUOTE]On September 28 2010 00:09 Elwar wrote: [QUOTE]On September 27 2010 23:58 Scrimpton wrote: [QUOTE]On September 27 2010 23:54 Elwar wrote: The calculator in the OP does not take into account stockpiled resources, particularly gas, that will accumulate before your warp-gate research is complete. Thats a big factor IMO that you are overlooking. [/QUOTE] the sentry delaying tactic builds into the amazingness of Protoss) [/QUOTE] I think every thing to explain why it works even though you can't theoretically support it has been answered : - It's an all-in build where you aim for explosive macro at 1 point of time - You start with unspent min and gaz which gives you a few rounds before getting broke - It gives you a bit of latitude for sloppy macro while concentrating on your micro - Since you attack and try to kill, you often stop making probes and stop making pylons (you are losing more units then you are producing) But yes it is not optimal in the long run and you need to at least damage your opponent if you want to win. It also doesn't fair well against early aggressive builds or Dt rush for example. [/QUOTE] thanks for the summary. Agree with everything you say, and I'm now more aware of the mindset behind the 4gate, i still don't see it as a build I'd want to play every ladder game for "easy" (chance based) wins. I guess that's the difference in mindset between a "straight up player" and a "must be rank 1 with least effort" player :O. I have no problem with a good player using 4gate though.. very valid strategy. Does make me lol when i play against the sort that just instaleave without a GG after the 4gate fails though. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:31 Makh wrote: OPs numbers include the pylon mineral cost factored into each unit by supply. (Zealots cost 125 mins, Stalkers 150). 4 gates aren't about massing units continually, but about constantly reinforcing an attack. Rarely do you need to keep pumping out Pylons. This, plus the fact that it's very difficult to nail the warpgate cooldown while microing an army is the reason why 4 gates is the 'optimal' build for an explosion early aggression strategy. Wow damn good point there. I still wouldnt imagine that makes up the 50% discrepancy, but as discussed, it just doesn't need to. | ||
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iSiN
United States1075 Posts
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Ndugu
United States1078 Posts
On September 27 2010 23:36 Integra wrote: 1.5k Diamond Protoss here and I 5 gate every damn game. I'm gonna try that today Just every, single game. Maybe I'll reach a point where I'll be so warmed up that I can have fun doing it ![]() | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:32 Elwar wrote: You see what you did here is not so subtly change your argument from 'why 4 gate if 3 gate is as good/better' to 'why do protoss do 4-gate when its an all-in'. The thing with science is, when evidence is given to prove a belief wrong, you incorporate it into your thought patterns. - I'm not stubborn enough to stick to my guns in the face of well reasoned discussion and evidence. (although Pyrthas's post was still pretty damn bad attempt at being a smart arse :D) Although i disagree with your summation of what I was asking still. My thanks do go out to all the people who have responded to this thread though, a couple of things i hadn't really thought much about have been brought up, and whilst i still disagree with the "4gate every game every matchup" mindset, at least now i understand it a little better now. | ||
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Uhh Negative
United States1090 Posts
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ravagetalon
United States18 Posts
When I do go for the 4gate attack, I *never* all in with it. I use my forces to poke at the front and gauge the strength of the enemy defense, if I think I can't roflstomp it right there, I back up and transition into heavy macro. No one says a 4gate attack always has to be all in. | ||
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Hexaflex
United Kingdom70 Posts
However, I was under the impression that you could sustain 4 gates fairly well on 1 base. I don't really "4-gate" cause I don't like all-ins, but I've been running 4 gates on one base as a general "this is how many units I can sustain" rule. If your maths is right, then I'd be better off 3-gating, harrassing with the stalkers, and slowly increasing their number. Thanks OP! I'll try it out. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:38 Hexaflex wrote: Like everyone above me is saying, 4-gate is probably better as an all-in because you get an extra couple of units quickly. However, I was under the impression that you could sustain 4 gates fairly well on 1 base. I don't really "4-gate" cause I don't like all-ins, but I've been running 4 gates on one base as a general "this is how many units I can sustain" rule. If your maths is right, then I'd be better off 3-gating, harrassing with the stalkers, and slowly increasing their number. Thanks OP! I'll try it out. Hey no problem, glad my thread has helped someone other than me re-evaluate their position on different builds! 3gate or 2gaterobo is definately going to allow you an easier time at playing a better macro game than a 4gate. - Double check the maths for sure, I double checked them from the site, and missed the fact that i wasn't factoring the savings involved in not having to build extra pylons (thanks to another poster for pointing this out) But for you, these costs still apply if you aren't trying to all in. so good luck with your experimentation! | ||
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Vimsey
United Kingdom2235 Posts
I actually think you could have more of a point with 3 gate robo because i often have to wait on resources with those unit producing structures. Its given me something to think about thanks. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 00:48 Vimsey wrote: I dont know if you missed my post on the last page but unit composition is also important to your figures. I actually think you could have more of a point with 3 gate robo because i often have to wait on resources with those unit producing structures. Didn't miss it mate, infact think i addressed it. (i.e there isn't a single unit composition of 4gate that is lower than 100% of your resources used.. all around 130% minimum. The closest you can get to sustainable is Sentry Zealot - which in fairness i'm starting to see a bit more frequently now. - whether or not it's a good unit composition is up to you to decide though. edit: 3gate robo? I've never come across this, or if I have the game was such an easy win I didn't watch the replay so don't know about it :O re-edit: Ofcourse the point still remains that 4gate is all in, and thus doesnt have to be sustainable. and when people say "i 4gate, but not all in" it's safe to ignore as the current game stands. - you *can* transition out of it, but you put yourself horribly behind any standard build. | ||
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TymerA
Netherlands759 Posts
still having problems with 4 gate but now and then i can find gaps in which i can manage to get enough larvae for speedlings. | ||
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Vimsey
United Kingdom2235 Posts
On September 28 2010 00:51 Scrimpton wrote: Didn't miss it mate, infact think i addressed it. (i.e there isn't a single unit composition of 4gate that is lower than 100% of your resources used.. all around 130% minimum. The closest you can get to sustainable is Sentry Zealot - which in fairness i'm starting to see a bit more frequently now. - whether or not it's a good unit composition is up to you to decide though. edit: 3gate robo? I've never come across this, or if I have the game was such an easy win I didn't watch the replay so don't know about it :O re-edit: Ofcourse the point still remains that 4gate is all in, and thus doesnt have to be sustainable. and when people say "i 4gate, but not all in" it's safe to ignore as the current game stands. - you *can* transition out of it, but you put yourself horribly behind any standard build. Yes but the 50% example is by far the worst and also a composition you just wont see anways. If you have never seen a 3 gate robo i guess you have never seen a collosus either. Such a rare thing to see versus zerg. :p | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:07 Vimsey wrote: Yes but the 50% example is by far the worst and also a composition you just wont see anways. If you have never seen a 3 gate robo i guess you have never seen a collosus either. Such a rare thing to see versus zerg. :p i was under the impression that 2:2:1 of zeal/stalker/sentry was pretty much safe., flexible adaptable. Either way, it's going to be very expensive whatever the unit comp. (VERY) And really.. are you sure you aren't mistyping 2gaterobo? :O I've never noticed anybody try to 1base 3 gates and a robo lol! and if your saying collosus.. 3gate robo and an additional tech building??? wow i guess this in in silver or something? because any normal game you would be scouted and taken out so quickly whilst trying to overproduce and tech at such a strange level :O | ||
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kickinhead
Switzerland2069 Posts
- You can reinforce your Army faster with the Proxy-Pylon. This is more important than perfect Macro at this point in the game. - You can switch to a different Unit-combination faster. - You have some money safed up I think, cuz at the start, you only have 1 gateway. - You can cut Probe-production to get more Units out if needed. | ||
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Boblion
France8043 Posts
You have the initiative, you are immune to early game agression, actually you are the agressor, and you will just steamroll mid level diamond zergs. Transition to expo is not even problem. | ||
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Vimsey
United Kingdom2235 Posts
On September 28 2010 01:10 Scrimpton wrote: I can assure you its not as expensive using your calculator and as I said before you are factoring in probe production past 24 probes and then not adding them to the worker count for the calculation. I will normally only produce one or two sentries with one build and another I have a zealot sentry mix. So either you should take out probe production or rethink it entirely. This is why there are many 4 gate builds because some are looking to fast expand and econ and others are looking to proxy pylon and warp in a lot of units from a stockpile of mins in your base.i was under the impression that 2:2:1 of zeal/stalker/sentry was pretty much safe., flexible adaptable. Either way, it's going to be very expensive whatever the unit comp. (VERY) And really.. are you sure you aren't mistyping 2gaterobo? :O I've never noticed anybody try to 1base 3 gates and a robo lol! and if your saying collosus.. 3gate robo and an additional tech building??? wow i guess this in in silver or something? because any normal game you would be scouted and taken out so quickly whilst trying to overproduce and tech at such a strange level :O 3 gate robo is a standard build so get off your high horse with the silver shit. http://wiki.teamliquid.net/starcraft2/3_Gate_Robo_Timing_Attack_(vs._Zerg) Anyway I am done talking to a pretentious prick. | ||
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Lipstickz
Denmark16 Posts
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Zaphid
Czech Republic1860 Posts
On September 28 2010 00:51 Scrimpton wrote: Didn't miss it mate, infact think i addressed it. (i.e there isn't a single unit composition of 4gate that is lower than 100% of your resources used.. all around 130% minimum. The closest you can get to sustainable is Sentry Zealot - which in fairness i'm starting to see a bit more frequently now. - whether or not it's a good unit composition is up to you to decide though. edit: 3gate robo? I've never come across this, or if I have the game was such an easy win I didn't watch the replay so don't know about it :O re-edit: Ofcourse the point still remains that 4gate is all in, and thus doesnt have to be sustainable. and when people say "i 4gate, but not all in" it's safe to ignore as the current game stands. - you *can* transition out of it, but you put yourself horribly behind any standard build. Your logic is flawed and the calculator you used is wrong too, you are better off using BO tester or some very easy AI, try both and compare the results. Taking supply costs into account is fine when you are racing to 200/200, not in a real match. Terran is similar when they get their first mule, they can suddenly drop 2 extra rax and start using them and 6rax or similar builds abuse it too for that extra few units you can squeeze out, but because mules can be kept up more less non-stop, the boost is never as big as finishing warpgate. Saving up 500 minerals is the point of the build. Starcraft is too complex to be described with an equation and a lot of builds cut probes or units to make an expo, get a tech, upgrade, you are better off playing the game than toying around with a spreadsheet, especially because you know what is possible and what is not. The macro doesn't revolve around simple income=units. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:17 Vimsey wrote: I can assure you its not as expensive using your calculator and as I said before you are factoring in probe production past 24 probes and then not adding them to the worker count for the calculation. I will normally only produce one or two sentries with one build and another I have a zealot sentry mix. So either you should take out probe production or rethink it entirely. This is why there are many 4 gate builds because some are looking to fast expand and econ and others are looking to proxy pylon and warp in a lot of units from a stockpile of mins in your base. 3 gate robo is a standard build so get off your high horse with the silver shit. http://wiki.teamliquid.net/starcraft2/3_Gate_Robo_Timing_Attack_(vs._Zerg) Anyway I am done talking to a pretentious prick. Here is the link to it: http://haploid.nl/sc2/unit_production/protoss.php Try to find a unit comp that is below 150% mineral consumption, and also below 170% Gas consumption (this is without building probes as you requested) Now tell me it isn't all in =0. I'm not trying to rile your feathers, i just find it odd how you keep insisting that it's "cheap" to produce off 4 gate or 3gate robo, in the face of solid numbers, and multiple player testimony in this thread. We're past the part where we discussed whether or not it was worth it (it clearly is, as 4gate is a strategy that works exceptionally well, especially when thrown in as part of a more rounded playstyle, in say a tournament) | ||
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Lurker87
United States172 Posts
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:19 Lipstickz wrote: You haven't watched a lot of "Pro"toss players in the recent tournaments after the patch, have you? 3 gate robo is quite normal these days. It's really not a "silver league build" as you said. spot on; been a busy week for me since the patch. Seems that "standard" for P seems to be "all in" for everyone else. i just find it funny, considering P has such a solid macro style, and an incredible late game... to risk it all on one early push :O | ||
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MayorITC
Korea (South)798 Posts
Minerals - 20.64 minerals per real-time second Vespene - 5.3 gas per real-time second [Figures obtained from http://sclegacy.com/editorials/103-starcraft-ii-beta/620-macro-in-starcraft-ii-beta-first-look] 28 seconds is zealot cooldown. Converting it from game-time to real time, we get 28 seconds x 0.725 = 20.3 seconds. In 20.3 seconds a fully saturated base can mine 418.992 minerals | ||
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Ganches
Sweden33 Posts
So I played against a very easy comp just to macro obviously, but the results were a bit confusing considering the theorycrafting in this thread. Constant probe production until I hit 30 for max saturation. Never supply blocked. 13 Gate, 14 Gas and then Core asap obviously. 1 Zealot and another gate. Warp gate tech asap as well. I keep producing out of the gateways and then lay a third gateway as I get money and it finishes in time for warpgate. Now that I got 3 warpgates I still have a bit too much minerals to spend immediately, so 4 warpgates takes effect right away. But here's what I tried - Do nothing but watch the warp gates and chrono boost them whenever possible and just produce ASAP. I could not spend all my resources on 3 gates.. Seriously, that's real testing there not focusing on anything else other than getting pylons(Yes I had 30 probes) I even started spamming 100% stalkers and 3 gates still wouldn't spend all my minerals, even less so the gas. I really couldn't find anything that I might've missed so.. It seems to me 4 gate is really useful. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:27 MayorITC wrote: Fully Saturated Base: Minerals - 20.64 minerals per second Vespene - 5.3 gas per second [Figures obtained from http://sclegacy.com/editorials/103-starcraft-ii-beta/620-macro-in-starcraft-ii-beta-first-look] 28 seconds for zealot cooldown = 577.92 minerals mined during that period. That's enough to run 5 gateways. not sure if it's a good idea to go pure zealot though - prove me wrong though! - of course this is without the pylon cost, so you are assuming you consistently lose the 4 zealots before the cooldown of the next 4? | ||
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MayorITC
Korea (South)798 Posts
On September 28 2010 01:28 Scrimpton wrote: not sure if it's a good idea to go pure zealot though - prove me wrong though! - of course this is without the pylon cost, so you are assuming you consistently lose the 4 zealots before the cooldown of the next 4?If you're not going pure zealot, your numbers would be off even more because gas sentries AND stalkers are both more mineral efficient than zealots because of their extra gas requirement. Sentries have 32 seconds cooldown, which is 24.064 seconds real time. In 24.064 seconds you can mine 127 vespene gas. So 1 gateway can produce a sentry on cooldown. If we were to set 1 gateway to produce sentries on cooldown and the rest on zealots Minerals used per second = Sentry (50/24.064 = 2.077) + 3 Zealots (300/20.3 = 14.7) = 16.777 Considering you mine 20.64 minerals per second in a fully saturated base you are getting a surplus of 3.9 minerals per real-time second. At that rate, you will have enough minerals for a pylon every 25.6 seconds which is less than the cooldown for gateways. So you can run 4 gateways on cooldown while making pylons with a fully saturated base Long story short, your math is wrong. Edit: Liquipedia uses different resource rates from sc2legacy so I'll re-calculate using liquipedia's rates. | ||
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junemermaid
United States981 Posts
On September 27 2010 23:39 Amber[LighT] wrote: 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:
I'm sure profit lies somewhere in there, but I haven't really found it yet... Can you really sustain a 4 gate with chronoboost??? I've actually never done the strat so I have no clue. | ||
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Demand2k
Norway875 Posts
On September 28 2010 01:23 Scrimpton wrote: Here is the link to it: http://haploid.nl/sc2/unit_production/protoss.php Try to find a unit comp that is below 150% mineral consumption, and also below 170% Gas consumption (this is without building probes as you requested) Now tell me it isn't all in =0. I'm not trying to rile your feathers, i just find it odd how you keep insisting that it's "cheap" to produce off 4 gate or 3gate robo, in the face of solid numbers, and multiple player testimony in this thread. We're past the part where we discussed whether or not it was worth it (it clearly is, as 4gate is a strategy that works exceptionally well, especially when thrown in as part of a more rounded playstyle, in say a tournament) Why do you initiate a discussion when you indeed ARE a pretentious prick? You disagree for the sake of disagreeing and refuse to acknowledge facts; Yet you embrace your holy 'link' without any scepticism towards it. | ||
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Lurker87
United States172 Posts
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:27 Ganches wrote: I had a look through this topic for a bit and decided to test things out a bit myself. So I played against a very easy comp just to macro obviously, but the results were a bit confusing considering the theorycrafting in this thread. Constant probe production until I hit 30 for max saturation. Never supply blocked. 13 Gate, 14 Gas and then Core asap obviously. 1 Zealot and another gate. Warp gate tech asap as well. I keep producing out of the gateways and then lay a third gateway as I get money and it finishes in time for warpgate. Now that I got 3 warpgates I still have a bit too much minerals to spend immediately, so 4 warpgates takes effect right away. But here's what I tried - Do nothing but watch the warp gates and chrono boost them whenever possible and just produce ASAP. I could not spend all my resources on 3 gates.. Seriously, that's real testing there not focusing on anything else other than getting pylons(Yes I had 30 probes) I even started spamming 100% stalkers and 3 gates still wouldn't spend all my minerals, even less so the gas. I really couldn't find anything that I might've missed so.. It seems to me 4 gate is really useful. interesting. I've just pulled up the numbers for 3gate off the site (pure stalker) Resource Consumed Mined Minerals 14.06 / sec 13.6 / sec 103% Vespene Gas 4.69 / sec 3.8 / sec 123% Perhaps the inability to spend the minerals/gas was due to the buildup prior to the gates finishing. Eventually, with perfect macro, you *should* even out. The benefits of being able to even out quicker with 4gate are becoming more and more obvious now (another big thanks to the helpful posts!). | ||
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Scrimpton
United Kingdom465 Posts
Why do you initiate a discussion when you indeed ARE a pretentious prick? You disagree for the sake of disagreeing and refuse to acknowledge facts; Yet you embrace your holy 'link' without any scepticism towards it.[/QUOTE] You're so far off the mark it's kinda embarrassing :S. - from the start I said I'm happy to be proven wrong, not that I'd blindly agree with everything you say just because you say it. -infact if you read the thread, i've reconsidered my position on the 4gate every time a well brought up point has been made. That to me doesn't link to "blindly disagreeing" Now **** off lol! | ||
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Blacklizard
United States1194 Posts
As far as effectiveness, I think the cheesy version builds are easily defended as T if you have a hint they are coming. As T, you can start to go for a defensive tech/expand build... scout a 4 gate, and then switch to more bio and bunker(s). In general I think the more economic builds aren't made to be all-in, and are often either an attempt to defend a land based attack or put pressure on a greedy opponent. PvP is it's own special animal... not even going to comment there. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:32 MayorITC wrote: If you're not going pure zealot, your numbers would be off even more because gas sentries AND stalkers are both more mineral efficient than zealots because of their extra gas requirement. Sentries have 32 seconds cooldown, which is 24.064 seconds real time. In 24.064 seconds you can mine 127 vespene gas. So 1 gateway can produce a sentry on cooldown. If we were to set 1 gateway to produce sentries on cooldown and the rest on zealots Minerals used per second = Sentry (50/24.064 = 2.077) + 3 Zealots (300/20.3 = 14.7) = 16.777 Considering you mine 20.64 minerals per second in a fully saturated base you are getting a surplus of 3.9 minerals per real-time second. At that rate, you will have enough minerals for a pylon every 25.6 seconds which is less than the cooldown for gateways. So you can run 4 gateways on cooldown while making pylons with a fully saturated base Long story short, your math is wrong. Hey, I'm not able to check whether your maths, or the math of Haploid and his tool are correct, so the best way you can help is to direct your Help to the thread created for the tool and it's feedback (http://www.teamliquid.net/forum/viewmessage.php?topic_id=155279) | ||
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agarfin
United States106 Posts
There are also a ton of different styles of 4 gating. Day9 did a really nice daily on it. Its not all in depending on how many units you warp in and how you play with the ones you have out. If you use it purely as a pressure build that has the potential to win the game if you notice a weak defense then its not cheesy or allin. It lets you get down a expansion and you have the extra production building already up for when your expo is done. However, the pressure build version can be countered pretty hard by fast cloaked banshees due to the late robo. | ||
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MilesTeg
France1271 Posts
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TypeFake
United States121 Posts
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:48 MilesTeg wrote: Scrimpton, you are plain wrong. But keep doing the "religious defense" and keep selecting the stupidest answers, leaving out the ones who pointed out the fundamental flaws in your logic. instead of a mindless badposting, please point out the part where I ignore somebody, rather than thanking them for their input and re-evaluating my position. Cheers for your input though. | ||
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volders
Australia26 Posts
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Soulforged
Latvia934 Posts
Moreso, you usually get to trade units and you don't have to make that many pylons. I've found myself able to support chrono + 4warpgates at times due to that. | ||
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funk100
United Kingdom172 Posts
bassically saying that you can make up for your crappy macro with 4 | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:53 volders wrote: I messed around with the calculator, if you cut production of probes, take out pylons (some are usually stockpiled before warpgates are up and you lose units in battle obviously) and build at a 3:2:1 Zealot/Stalker/Sentry ratio you get 98%/117% Mineral/Gas consumption. Usually you have a bit of extra gas before the gates are up so it doesn't seem all that unreasonable since macro won't be instantaneous and with the little bit extra minerals you should be able to squeeze out required pylons. Hmm, yeah i've just replicated this to check, and it seems pretty damn reasonable. The units lost reducing the need for pylons probably balances out almost exactly, and that gas deficit would take at LEAST 5 production cycles to break even. Nice find there man! - So, using this ratio you can pretty much constantly produce for a long time not really all in at all. I wonder why then, that when i manage to push back the initial 4gate push, people instantly quit or GG so often, it's almost as if they believe they were all in, when maybe they weren't (i certainly thought they definitely were, but if you are right, then wow. pretty slick) | ||
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Bleb
Croatia278 Posts
4 warpgate is easiest way for a protoss player to get into diamond league It's feels natural and macroing is easy with that build... It's probably easiest build to master Why won't you lack resources for it? - because you'll have some resources saved up when your wg tech is about to pop - because you can dance between units to adapt to resource status (sentries for gass, zealots for minerals) - because you won't macro perfectly (you'll miss a sec or two... probably more cause you'll be focusing on attacking your opponent) - because you'll attack with your units therefore you'll use some units -> you won't have to build pylon (that program counts pylon building into price) ps I don't like that program... numbers are evil too | ||
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K Love
Australia45 Posts
Someone tell me, what do you mean 4gate every game? In actual higher level play the 4gate is awful vs terran (countered by a bunker, lol? or 1 banshee) and difficult vs protoss (you lose if they forcefield their ramp). To the whiney zerg players: if you want to expand in the first few minutes of the game, something the other races can't hope to do, then not even build defenses and actually cry when you get killed by units *gasp*, strategy might not be for you. 4gate is strong against horrendous players, don't point your fingers at the protoss players that actually have skill. - 4gating all day vs zerg | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 01:57 Soulforged wrote: You're saving minerals while the gateways are being build; You're saving gas unitl warpgate's done unless you're massing sentries off your 1 gate. The best way to spend it off ~2 waves is to have 4 warpgates. Since it's pretty all-inish, 2 benefitial units in pack of now ~11 units is important for the timing attack. Moreso, you usually get to trade units and you don't have to make that many pylons. I've found myself able to support chrono + 4warpgates at times due to that. Yeah, same conclusion that the guy just 2 posts back made as well, and it looks like this is exactly why it does work, the constant loss of units meaning you can keep producing. I suppose the difference between the average 4gater I come up against and a good 4gate user is that they can make each loss "worth more" due to proper micro. Cool, genuinely learnt something from this thread. :D Thanks a lot | ||
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kmkkmk
Germany418 Posts
On September 27 2010 23:26 Scrimpton wrote: Considering that the famous 4warpgate uses 48% more minerals, and 37% more gas than a fully saturated base can mine, why is 4gate such a popular strategy. In a game all about efficiency and solid economic play it seems counter intuitive to me. I think that one stops probe production. Furthermore the tool wants to build 5 units from the warpgates. Also think of the tester strategy where you get around 500 minerals which is enough for 4 zealords + pylon for every round of warp in. (I don't know how much difference the patch makes). | ||
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RyuChus
Canada442 Posts
On September 27 2010 23:33 Butigroove wrote:
With BBcode for more lols. This. It's just too easy to do. It's hard to deal with as well. You just hope to find their proxy pylon before you die horribly. Someone tell me, what do you mean 4gate every game? In actual higher level play the 4gate is awful vs terran (countered by a bunker, lol? or 1 banshee) and difficult vs protoss (you lose if they forcefield their ramp). Really? One bunker, shuts down a 4 warpgate? Actually, yeah. Banshee I'm not too sure about. The best thing is to find the proxy pylon, destroy it and pray there isn't another, or you get horribly killed. ![]() | ||
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st3roids
Greece538 Posts
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darmousseh
United States3437 Posts
The same question could be asked of 3 gates and a robo, instead of 2. | ||
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nka203
United States102 Posts
don't sit there counting probes and mineral patches. | ||
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K Love
Australia45 Posts
On September 28 2010 02:13 RyuChus wrote: This. It's just too easy to do. It's hard to deal with as well. You just hope to find their proxy pylon before you die horribly. Really? One bunker, shuts down a 4 warpgate? Actually, yeah. Banshee I'm not too sure about. The best thing is to find the proxy pylon, destroy it and pray there isn't another, or you get horribly killed. ![]() Well, if it's properly positioned, with repair. It's easy to have a few other units to help anyway. If protoss go 4 gate they won't be able to afford a robo, at all, so a cloaked banshee will kill half their probes before they run out of energy. As long as the pylon isn't actually inside your base, I'd consider it near-useless, a free kill as terran when you move out. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 02:29 nka203 wrote: yawn.. play more and you'll know exactly how many buildings you need as well as everything else. stop doing math, its a video game you get better by playing. don't sit there counting probes and mineral patches. Yeah the whole point of a forum is to not discuss the game. Good point mate, shouldn't you be playing the game instead of typing? fuck me... | ||
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K Love
Australia45 Posts
On September 28 2010 02:27 darmousseh wrote: The biggest reason I make 4 gates on a single base is because saturation happens before you are able to get 4 gates up. 1st gate on 13, 2nd gate around 20, 3rd gate around 30, 4th gate around 40. So for about 3-4 minutes you are under producing, usually which involves investing in expansions or teching. If you built the gates all at the same time immediately, then you would only need 3 + chrono boosting, however, in many situations it is ideal warp in 4 units instead of 3 simply because of dealing with harass. If there is a drop in your main, then warping in 4 units is 33% better than warping in 3. The idea definitely is to build as few production buildings as possible, but the extra security and the more friendly requirements on apm, means most build 4 gates. The same question could be asked of 3 gates and a robo, instead of 2. Well yeah. Even if you produce constantly out of your gates, which I, of course, do, before warp is done, there will still be a build-up of minerals before you can get out the first wave, and will flow on to the second. This means 4 gates will almost always let you get out more units, plus you'll be building another gate in the near future anyway. I dis-agree with the 3-gate robo thing, I would only ever do that in a PvP if I was really worried about a 4-gate on a map with a wide ramp. Otherwise, there shouldn't be a pile-up of minerals like there is with the 4-gate because the gate research doesn't cause as much of a hiccup, plus it costs more to produce out of a robo than a gate anyway. Certainly in PvT I start with 2 gate robo, not 3. | ||
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Scrimpton
United Kingdom465 Posts
Perhaps a forge with a cannon or 2 to stop the counter attack when the 4gate fails? - Pure mineral usage, gets rid of that pile up. I always try to just keep my money low, constantly producing, i'd feel uncomfortable floating so many minerals early on, those minerals my enemy would have turned into Units instead of banking. Any ideas? or is it not needed, and you should just try to force the All in? - Also if it is all in, why not bring probes in on that 1/2/3/4 production cycle? If you are going to GG if it doesnt do the damage you want, you might as well bring probes in. | ||
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Sixes
Canada1123 Posts
On September 27 2010 23:33 Butigroove wrote:
With BBcode for more lols. This post needs to be quoted more. At my 1100+ Diamond though I am seeing fewer 4 gates these days. I think more and more people are figuring out how to block them so they either learn new strategies or lose a bunch of games. | ||
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kidd
United States2848 Posts
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K Love
Australia45 Posts
On September 28 2010 02:57 kidd wrote: I didn't finish reading the thread, but it's an all in build where you do 1 gate core, fast warp gates then adding 3 more gates so you have additional resources to use the 4 gates efficiently, but it's also all in because if the push fails, you have no tech and no units. I don't really get why there's still a discussion. Let's ask why people ever use any cheesy strategy, they're all inefficient in the long run - that's not the point. Haha, a guy who thinks 4-gate is cheese. How cute! | ||
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fAnTaCy
United States893 Posts
On September 28 2010 03:03 K Love wrote: Haha, a guy who thinks 4-gate is cheese. How cute! Haha, a guy who this 4-gate takes skill. How cute | ||
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ghermination
United States2851 Posts
I find myself going 2 gate or 3 gate robo as i get better and move up the ladder because with smart chrono boosting of gates/robo you can maintain the same production rate as 4gate and still be able to take an expand without losing. | ||
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entocheets
Australia367 Posts
If your initial 4-gate push fails to take the game, as long as you are able to save some of your units you can expand and still be sort of even. I've never gone 4-gate as an all-in tactic - I usually do it harass-style like how Day9 demonstrated in one of his dailies | ||
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K Love
Australia45 Posts
On September 28 2010 03:09 fAnTaCy wrote: Haha, a guy who this 4-gate takes skill. How cute How does any build not take 'skill'? Are you mad because you haven't figured out what a spine crawler/bunker/sentry is yet and get molested by every protoss you face? | ||
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fAnTaCy
United States893 Posts
On September 28 2010 03:26 K Love wrote: How does any build not take 'skill'? Are you mad because you haven't figured out what a spine crawler/bunker/sentry is yet and get molested by every protoss you face? "Here..let me mindlessly make 4 warpgates, a pylon near your base 1a move into your base, mindlessly make more units outside of your base and 1a them mindlessly into your base again untill I win every game and get 1500 rating in diamond and say i'm good and yet I still have no understanding of what I'm really doing other than making a bunch of units and 1a'ing into your base." | ||
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OPSavioR
Sweden1465 Posts
On September 27 2010 23:33 Butigroove wrote:
With BBcode for more lols. Amen brother. | ||
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kzn
United States1218 Posts
The pylon cost of a 4gate production cycle is overestimated by the widget you linked, because you are constantly losing units during a real 4gate push and thus have to make far fewer pylons. You can cut probe production as well, and in that case a pure zealot army is only 3% over saturated mineral income. | ||
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stroggos
New Zealand1543 Posts
hope it helps op that those %'s mean nothing at all, or that they make up part of billions of other facts that represent a strategy. | ||
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K Love
Australia45 Posts
On September 28 2010 03:28 fAnTaCy wrote: "Here..let me mindlessly make 4 warpgates, a pylon near your base 1a move into your base, mindlessly make more units outside of your base and 1a them mindlessly into your base again untill I win every game and get 1500 rating in diamond and say i'm good and yet I still have no understanding of what I'm really doing other than making a bunch of units and 1a'ing into your base." "I CAN'T STOP A 4GATE THEREFORE THAT STRATEGY IS OVERPOWERED AND TAKES NO SKILL, HURRRRRRRR" | ||
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koppik
United States676 Posts
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whiteguycash
United States476 Posts
On September 28 2010 03:28 fAnTaCy wrote: "Here..let me mindlessly make 4 warpgates, a pylon near your base 1a move into your base, mindlessly make more units outside of your base and 1a them mindlessly into your base again untill I win every game and get 1500 rating in diamond and say i'm good and yet I still have no understanding of what I'm really doing other than making a bunch of units and 1a'ing into your base." what game are you playing? sounds like fun. . . | ||
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fAnTaCy
United States893 Posts
On September 28 2010 03:56 K Love wrote: "I CAN'T STOP A 4GATE THEREFORE THAT STRATEGY IS OVERPOWERED AND TAKES NO SKILL, HURRRRRRRR" Haha love how you assume I can't stop 4gate, and love how you think you're good with it, but to each his own. And on topic: Yeah, pretty much it's easy to do and hard as hell to stop at mid diamond and lower, sometimes even high diamond if it catches off guard | ||
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jambam
United States324 Posts
On September 28 2010 03:57 whiteguycash wrote: what game are you playing? sounds like fun. . . Lol... don't steal from Idra. Especially if you're wrong | ||
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BeMannerDuPenner
Germany5638 Posts
On September 28 2010 03:57 whiteguycash wrote: what game are you playing? sounds like fun. . . see On September 27 2010 23:33 Butigroove wrote:
With BBcode for more lols. and how many agreed on it. 4gating requires pretty much no skill at all but requires quite some to defend in pvp/zvp. thats why you see so many terrible P players high in the ladder(includes myself. when i random P i often win zvps/pvps vs superior players by just 4gating evryone) is it overpowered in the sense of too hard to beat/unbeatable? no. is it overpowered from a skillreq/risk/power ratio? maybe. and you 4gate for the frontload of units, because you couldnt recover from any slipups with 3gates and you dont have to spend all your crono on gates. for 150 minerals thats the obvious choice. it just works out really well with the production and makes it kinda failproof. also if one ressource stacks up you can easily burn thru it (oh 250/300? 3 sentrys 1 zealot! instead of 2 stalkers). 4gates is the correct normal amount for the push. | ||
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K Love
Australia45 Posts
On September 28 2010 04:00 fAnTaCy wrote: Haha love how you assume I can't stop 4gate, and love how you think you're good with it, but to each his own. And on topic: Yeah, pretty much it's easy to do and hard as hell to stop at mid diamond and lower, sometimes even high diamond if it catches off guard Oh I absolutely do. Only an awful player would twist a build order like that. It's sort of pathetic that you even rationalise that certain units or unit producing structures take more 'skill' to build than others. I mean, what? You could ignore micro and macro-management, map awareness and scouting for any build order and say it takes no 'skill', but that's not the correct way to go about getting out of silver league buddy. If you think I'm not 'good', you're welcome to 1v1 me and prove it. | ||
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Kensai
28 Posts
On September 28 2010 02:43 Scrimpton wrote: Regarding this big build up of minerals, is there a reasonable way to get rid of them? Perhaps a forge with a cannon or 2 to stop the counter attack when the 4gate fails? - Pure mineral usage, gets rid of that pile up. I always try to just keep my money low, constantly producing, i'd feel uncomfortable floating so many minerals early on, those minerals my enemy would have turned into Units instead of banking. Any ideas? or is it not needed, and you should just try to force the All in? - Also if it is all in, why not bring probes in on that 1/2/3/4 production cycle? If you are going to GG if it doesnt do the damage you want, you might as well bring probes in. Building cannons is never really what you want to be doing. Unless you desperately need them for detection or plan to push out and leave mineral lines undefended against air harass that you KNOW is coming, then they're never the right move imo. Keeping your minerals low, whilst never a bad thing to be doing, doesn't really apply in the opening stage of a 4 warp gate. The whole idea is to trickle out a few units, then suddenly spike a large amount. Floating resources helps to do this and is necessary to keep all 4 gates ticking over. Pulling probes is rarely a good idea when 4 gating imo. Whilst it is a very rigid build and can be tech countered in numerous ways, not winning early is not always GG. It's the same with various other forms of rigid all-in-ish builds, 5 Rax or Roach rushes for example. A decent player should be able to tell if their push will work or not. A simple retreat and expand -> tech is a viable option. Admittedly you will still often lose. However many many players have the same mentality the OP seems to have, which is that these builds are easily crushed by a counter, which is only the case if they keep trying to force the win, long after they should have realized it won't win them the game there and then. (and lose an unnecessarily large amount of units as a result) | ||
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kidd
United States2848 Posts
On September 28 2010 03:03 K Love wrote: Haha, a guy who thinks 4-gate is cheese. How cute! I never said it's cheese, I referred to it as a cheesy strategy which is similar to a cheese strategy defined basically as something unconventional/sneaky to catch your opponent off guard which is all a 4WARPgate push is especially since you give up tech/econ and one of the staples of it is proxying a pylon to spawn units close or inside an enemy base. Proxies are cheese - just because a feature in the game encourages it, and a lot of people do it, or the fact that it isn't at the very beginning of the game doesn't stop it from being cheesy. | ||
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K Love
Australia45 Posts
On September 28 2010 04:07 BeMannerDuPenner wrote: see and how many agreed on it. 4gating requires pretty much no skill at all but requires quite some to defend in pvp/zvp. thats why you see so many terrible P players high in the ladder. and you 4gate for the frontload of units, because you couldnt recover from any slipups with 3gates and you dont have to spend all your crono on gates. for 150 minerals thats the obvious choice. it just works out really well with the production and makes it kinda failproof. also if one ressource stacks up you can easily burn thru it (oh 250/300? 3 sentrys 1 zealot! instead of 2 stalkers). 4gates is the correct normal amount for the push. ...is this a joke? So 'skill-less' protoss players a high on the ladder because their strategy takes less 'skill' than others, not because the other players aren't skilled enough to counter it? | ||
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tGhOeOoDry
United States48 Posts
1) Once the attack starts, I sometimes cut probes. 2) Once the attack starts, I am losing units constantly and can cut pylons. 3) If I don't want to lose, I micro my attack. Lacking 120+ APM, it's best for me to warp in rounds of units, rather than each unit one at a time. So, when I warp in a round of 2 zealots and 2 stalkers, I wait for the stalker cooldown to finish before warping in more units. Not optimal, but MUCH easier. 4) Before the attack starts, I have extra recources. The fourth gate (which cost only 150 minerals) allows me to burn those resources in a productive way. Those are the in-game realities that make the 4gate build work. I do love me my theorycraft, but first we develop the theories and then we test them. And, under in-game conditions, the 4gate wins. If you don't believe me, you play 3gate and I'll play 4gate. tGhOeOoDry.233 I promise I'll beat you. (Although, against competent P, 4gate always loses to 2gate robo, but that's a different discussion). I think that what you've stumbled on is a wonderful timing for an expansion: it is possible to constantly produce out of three warpgates and you'll end up only needing to cut something like one zealot to get an expansion up. Then you'll have an expansion and a boatload of units to defend it. Pretty nice, really. Oh, and that link is pretty cool. I'm definitely going to play around with it. | ||
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fAnTaCy
United States893 Posts
On September 28 2010 04:11 K Love wrote: ...is this a joke? So 'skill-less' protoss players a high on the ladder because their strategy takes less 'skill' than others, not because the other players aren't skilled enough to counter it? Uh no he's pretty much right. A good number of high rating protoss players only 4 gate and nothing else and when it fails they fail and lose pretty hard because that's all the know, and it's the easiest protoss build to do because it pretty much takes next to no skill. | ||
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skipdog172
United States331 Posts
On September 28 2010 00:15 Scrimpton wrote: This is the conclusion i came to as well, but i guess it's more about that "shock value" of the extra unit in the enemy base. 4 units per cycle is a lot nicer than 3. It's the pylon in the base that makes all the difference I guess, being able to bypass the wall means every unit counts early on, since even thought with 3 gate u can make the same amount of numers and run them in from outside, this is all about warping INSIDE the base all at once. Doesn't stop this play from being terrible against anybody who scouts for pylons in their base i guess. Still feels flimsy, and the number of people not scouting their base and immediate proxy locations these days must be very low. You really need to just go 4gate some people. Then go 3gate some people. Notice how you can't spend your money and translate all of your resources into an army for a proper timing attack. 4gate isn't some gimmick that is stopped by somebody scouting your pylon. They can't attack your pylon because there is an army attacking their front. They are only killing your pylon after they have pretty much fended off the attack. 4gate truly isn't terrible against anybody who scouts. It is still used in high level play when somebody feels like an all-in move will give them the best chance to win. The notion that "all the good players know how to stop it" just isn't true. It is just an effective timing attack that really has the potential to work against opponents of any level if you micro effectively. Your numbers simply don't add up when you do the actual build no matter how perfect your macro is. Go 3gate somebody and post a replay. | ||
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K Love
Australia45 Posts
On September 28 2010 04:11 kidd wrote: I never said it's cheese, I referred to it as a cheesy strategy which is similar to a cheese strategy defined basically as something unconventional/sneaky to catch your opponent off guard which is all a 4WARPgate push is especially since you give up tech/econ and one of the staples of it is proxying a pylon to spawn units close or inside an enemy base. Proxies are cheese - just because a feature in the game encourages it, and a lot of people do it, or the fact that it isn't at the very beginning of the game doesn't stop it from being cheesy. Back up your own point for god's sake.. Nobody wants to hear this 'difference between cheese and cheesy' nonsense. How is it unconventional and sneaky if everyone does it and it's so easy to scout? You don't have to give up economy at all, I don't understand what you mean. If you think anything sneaky is cheese in the first place, you're probably another person not suited to strategy games. Hahahaha, you think building a proxy pylon is cheese now? Because it has 'proxy' in it's name? Like proxy cannons or gateways? Dude, I know what you mean though, proxy pylons are so risky and all-in, definitely cheesy. You lose a whole 100 minerals if the proxy fails. Game-breaker. | ||
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skipdog172
United States331 Posts
On September 28 2010 03:28 fAnTaCy wrote: "Here..let me mindlessly make 4 warpgates, a pylon near your base 1a move into your base, mindlessly make more units outside of your base and 1a them mindlessly into your base again untill I win every game and get 1500 rating in diamond and say i'm good and yet I still have no understanding of what I'm really doing other than making a bunch of units and 1a'ing into your base." People aren't winning at high levels with 4gate by 1a moving into anybody's base. It certainly takes very very good army control to beat others who play at a high level. Yes, the build is certainly easy to do, but not "easy" to win with at high levels. You must outmicro your opponent at that level. | ||
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fAnTaCy
United States893 Posts
On September 28 2010 04:17 skipdog172 wrote: People aren't winning at high levels with 4gate by 1a moving into anybody's base. It certainly takes very very good army control to beat others who play at a high level. Yes, the build is certainly easy to do, but not "easy" to win with at high levels. You must outmicro your opponent at that level. There's a difference between getting to 1500 rating and keeping 1500 rating =P. What I was saying is that some protoss players just 4gate to 1500 and yes around that point, people can defend 4 gate better so they start losing again unless they know how to follow up with it | ||
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K Love
Australia45 Posts
On September 28 2010 04:15 fAnTaCy wrote: Uh no he's pretty much right. A good number of high rating protoss players only 4 gate and nothing else and when it fails they fail and lose pretty hard because that's all the know, and it's the easiest protoss build to do because it pretty much takes next to no skill. Don't reply to another one of my posts until you accept the 1v1 challenge. Don't talk trash if you can't handle being beaten. You haven't replied to my responses where I point out how much of a ridiculous, stupid statement it is that this build order takes less 'skill' than others so continuing to talk to you would be like banging my head against a wall until you can enlighten me. | ||
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blade55555
United States17423 Posts
Not hard to do and its crazy how many people get into Diamond 1500+ by doing this. I have played a few 1600 toss players who did 4 gate, I stomped it and they gg'd. I expect 1k but when I look their somehow 1600. That is why it is so popular if you have decent micro you'll make it far into Diamond league by just 4 gating. | ||
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fAnTaCy
United States893 Posts
On September 28 2010 04:21 K Love wrote: Don't reply to another one of my posts until you accept the 1v1 challenge. Don't talk trash if you can't handle being beaten. You haven't replied to my responses where I point out how much of a ridiculous, stupid statement it is that this build order takes less 'skill' than others so continuing to talk to you would be like banging my head against a wall until you can enlighten me. Could you actually do that for me? I think it might knock a little sense into you or it just might be pretty hilarious..or both. You fail to realize that some builds are harder than others, some are easier than others, and some a lot easier than others..4 gate falls under that a lot easier than others category. Also, for your challenge, I'd accept but 1) I'm at my gf's dorm 2) I don't waste my time playing people like you 3) I just don't care to have to prove myself =] | ||
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MegaBUD
Canada179 Posts
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Lennon
United Kingdom2275 Posts
That's why it's popular. HuK was doing 7 gate at one point. | ||
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K Love
Australia45 Posts
On September 28 2010 04:26 fAnTaCy wrote: I'm scared of getting destroyed and admitting that I'm in silver league having never successfully defended a no-skill gate. I'd rather just read video game forums with my girlfriend. Yeah I didn't think you'd accept... | ||
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fAnTaCy
United States893 Posts
HAHA you're actually really funny..except not really. Please do me and yourself a favor, go on ladder, try not 4 gating for i dunnnooo.....15 games and please...tell me how many of those you actually win, I'd gander it wouldn't be more than 5 of those =] | ||
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Uhh Negative
United States1090 Posts
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K Love
Australia45 Posts
On September 28 2010 04:34 fAnTaCy wrote: HAHA you're actually really funny..except not really. Please do me and yourself a favor, go on ladder, try not 4 gating for i dunnnooo.....15 games and please...tell me how many of those you actually win, I'd gander it wouldn't be more than 5 of those =] Last 15 games, I've won 12, lost 3. 4 gated 5 times, 3 were actually losses. Or you could just play me and stop saying stupid things that you can't back up. You've lost the argument and your back-up of childishly insulting my skill has clearly failed pathetically because you're too scared to play one game. Are you done or would you like to advertise your small brain some more? | ||
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skipdog172
United States331 Posts
Some of you need to accept that you aren't losing to a "nooby 4gating toss player" but are losing to somebody who is more skilled than you. Some players are going to focus on winning rather than trying new builds all the time. They aren't beating these opposing 1500-1600 point diamond players because of the 4gate strategy itself, they are beating them because they are outplaying them. Some of you clearly won't be convinced as you believe all it takes is to 1a move into your opponent's base and the strategy is so powerful that it does the rest!!! Many of you clearly don't even understand that there are different ways to 4gate somebody and different unit compositions you can attack with. Many players are more concerned about improving their overall game rather than winning on the ladder, so they are more concerned with more macro/tech oriented builds to help them learn how to transition, manage multiple bases, etc. Many other players know that they are better than their opponents and can 4gate their way to victory in a majority of games and continue climbing the ladder to face more difficult opponents. | ||
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kidd
United States2848 Posts
On September 28 2010 04:16 K Love wrote: Back up your own point for god's sake.. Nobody wants to hear this 'difference between cheese and cheesy' nonsense. How is it unconventional and sneaky if everyone does it and it's so easy to scout? You don't have to give up economy at all, I don't understand what you mean. If you think anything sneaky is cheese in the first place, you're probably another person not suited to strategy games. Hahahaha, you think building a proxy pylon is cheese now? Because it has 'proxy' in it's name? Like proxy cannons or gateways? Dude, I know what you mean though, proxy pylons are so risky and all-in, definitely cheesy. You lose a whole 100 minerals if the proxy fails. Game-breaker. It's nice to see you ignore any logic. A shitload of people change builds to early reaper, but that's also very easy to scout so it's not cheese because you can easily scout it and a lot of people do it? So 150 minerals, chrono on core instead of nexus and no expand because econ is spent on units doesn't give up econ? I also said it gives up tech, why not address that? You're obviously pretty terrible or stupid if you think it's hard to hide a 4gate and there is a huge difference between a noun and an adjective, but I guess that's too difficult for you to understand. A warpgate with a proxy pylon effectively works the same as proxy gateways so it can be considered proxy production like it is or is that also too difficult to understand? Or do you just conveniently ignore that fact because blizzard gave protoss that ability? The pylon isn't the gamebreaker, the 4warpgates, cutting tech and econ is. I didn't even attack 4warpgate as a build and all you're doing is blindly and obnoxiously attacking anyone who says anything bad about it. Also heed your own advice. You didn't back up your own point at all. You conveniently ignored facts that I didn't specifically address and were just really sarcastic. | ||
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Uhh Negative
United States1090 Posts
On September 28 2010 04:40 skipdog172 wrote: What I don't understand is all of those here who feel like many undeserving toss players got to 1500-1600 Diamond because of the strategy itself. It is as if some of you have this idea in your head that if you have a certain point total in Diamond, you shouldn't be doing any sort of all-in push, and that you are unskilled. Some of you need to accept that you aren't losing to a "nooby 4gating toss player" but are losing to somebody who is more skilled than you. Some players are going to focus on winning rather than trying new builds all the time. They aren't beating these opposing 1500-1600 point diamond players because of the 4gate strategy itself, they are beating them because they are outplaying them. Some of you clearly won't be convinced as you believe all it takes is to 1a move into your opponent's base and the strategy is so powerful that it does the rest!!! Many of you clearly don't even understand that there are different ways to 4gate somebody and different unit compositions you can attack with. Many players are more concerned about improving their overall game rather than winning on the ladder, so they are more concerned with more macro/tech oriented builds to help them learn how to transition, manage multiple bases, etc. Many other players know that they are better than their opponents and can 4gate their way to victory in a majority of games and continue climbing the ladder to face more difficult opponents. It really is easy though.... No one will tell you that 4 gate is harder to pull off than 2 base muta/ling. It basically also leaves you with relatively no macro skill if all your games are decided within the first 5-7 minutes. Oh wait, toss macro is easy anyway Guess it's easier than Terran though. | ||
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fAnTaCy
United States893 Posts
On September 28 2010 04:39 K Love wrote: Last 15 games, I've won 12, lost 3. 4 gated 5 times, 3 were actually losses. Or you could just play me and stop saying stupid things that you can't back up. You've lost the argument and your back-up of childishly insulting my skill has clearly failed pathetically because you're too scared to play one game. Are you done or would you like to advertise your small brain some more? HAHA..haha....haha This actually made me laugh. My small brain, okay Mr. "HEY all builds require the same amount of skill" God why can't I be as smart as yooouuu? Please tell me where I find this logic. Like really, are you that blinded by "HEY I can win with one build I must be good" thing or are you actually not that bright? I'd really like to know that | ||
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skipdog172
United States331 Posts
On September 28 2010 04:42 Uhh Negative wrote: It really is easy though.... No one will tell you that 4 gate is harder to pull off than 2 base muta/ling. It basically also leaves you with relatively no macro skill if all your games are decided within the first 5-7 minutes. Oh wait, toss macro is easy anyway Guess it's easier than Terran though.Right. It is easy to build 4 gates and attack. It is easy not having to worry about an expansion and teching. It is easy only having to worry about macroing 4 warpgates and building pylons. This build is designed for you to outplay your opponent in the first 5-7 minutes. That is all that is required for this build to work. Of course it is easier than a huge macro strategy where you have all of these other things to worry about. The fact is though, those who are losing to 4gates are being outplayed by their opponents in the first 5-7 minutes. It doesn't matter if you can outplay your opponent when you are on 2-3 bases. You first have to outplay them to not die. So yes, it takes less practice to perfect, less multitasking abilities, and less macro ability. The fact is though, you don't need all of those other things if this is the strategy you choose. You just need to outplay them until they are dead or you surrender. | ||
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blade55555
United States17423 Posts
On September 28 2010 04:40 skipdog172 wrote: What I don't understand is all of those here who feel like many undeserving toss players got to 1500-1600 Diamond because of the strategy itself. It is as if some of you have this idea in your head that if you have a certain point total in Diamond, you shouldn't be doing any sort of all-in push, and that you are unskilled. Some of you need to accept that you aren't losing to a "nooby 4gating toss player" but are losing to somebody who is more skilled than you. Some players are going to focus on winning rather than trying new builds all the time. They aren't beating these opposing 1500-1600 point diamond players because of the 4gate strategy itself, they are beating them because they are outplaying them. Some of you clearly won't be convinced as you believe all it takes is to 1a move into your opponent's base and the strategy is so powerful that it does the rest!!! Many of you clearly don't even understand that there are different ways to 4gate somebody and different unit compositions you can attack with. Many players are more concerned about improving their overall game rather than winning on the ladder, so they are more concerned with more macro/tech oriented builds to help them learn how to transition, manage multiple bases, etc. Many other players know that they are better than their opponents and can 4gate their way to victory in a majority of games and continue climbing the ladder to face more difficult opponents. Because if its all they know how to do and when it fails they lose they are not a good player in general. If they can only do 4 gate every game and thats all they know i'm sorry but they can't be classified as good because they will NEVER win a tournament that has top players in it using only 4 gate. I can't believe you said that because he 4 gates and beats you and you say that means he's more skilled then you. no that is wayyy off. For starters 1 game doesn't prove anything and I bet if the same guy (assuming their decent) knew all this guy did was 4 gate all in he would do the proper counter to this guy's build every game. | ||
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K Love
Australia45 Posts
On September 28 2010 04:40 kidd wrote: It's nice to see you ignore any logic. A shitload of people change builds to early reaper, but that's also very easy to scout so it's not cheese because you can easily scout it and a lot of people do it? So 150 minerals, chrono on core instead of nexus and no expand because econ is spent on units doesn't give up econ? I also said it gives up tech, why not address that? You're obviously pretty terrible or stupid if you think it's hard to hide a 4gate and there is a huge difference between a noun and an adjective, but I guess that's too difficult for you to understand. A warpgate with a proxy pylon effectively works the same as proxy gateways so it can be considered proxy production like it is or is that also too difficult to understand? Or do you just conveniently ignore that fact because blizzard gave protoss that ability? The pylon isn't the gamebreaker, the 4warpgates, cutting tech and econ is. I didn't even attack 4warpgate as a build and all you're doing is blindly and obnoxiously attacking anyone who says anything bad about it. Also heed your own advice. You didn't back up your own point at all. You conveniently ignored facts that I didn't specifically address and were just really sarcastic. I have a tendency to ignore some stupidity, I'm sorry. I'll address some of your failures of points if it makes you happy. * Early reapers aren't cheese unless you were dropped on your head as a child and want to completely discount a unit * You don't need to chrono the core at all, I thought this was obvious. Most people would chrono it regardless of if they were 4-gating or not, as well as their nexus. * It forces your opponent to give up tech too or they lose, so this is completely irrelevant. I'm talking about PvZ only. * You do massive economic damage if you 4 gate against zerg correctly and I often come out of it with twice as many workers even if I didn't kill anything because they're forced to make spines and lings/roaches instead of workers. It's easy to expand after you 4gate by just not building units for a short period. * Against zerg, if they don't have an overlord over your base until it's clear if they're 4-gating, they might just be as dull as you are. More overlords can easily be suicided. * I don't care at all about your noun vs adjective because that wasn't what I was arguing at all and makes no actual difference to it's applied meaning. * Effectively a proxy pylon works as a proxy gateway.. EXCEPT THAT IT'S PLACED 8 MINUTES LATER THAN A CHEESE PROXY and represents a very low risk so isn't cheese at all. Sigh. If you're another person who thinks I'm a 'terrible player' or 'stupid', you're welcome to 1v1 me and prove it, or gtfo. | ||
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skipdog172
United States331 Posts
On September 28 2010 04:55 blade55555 wrote: Because if its all they know how to do and when it fails they lose they are not a good player in general. If they can only do 4 gate every game and thats all they know i'm sorry but they can't be classified as good because they will NEVER win a tournament that has top players in it using only 4 gate. I can't believe you said that because he 4 gates and beats you and you say that means he's more skilled then you. no that is wayyy off. For starters 1 game doesn't prove anything and I bet if the same guy (assuming their decent) knew all this guy did was 4 gate all in he would do the proper counter to this guy's build every game. I agree with you that if 4gate is all somebody does, then that player is not an all-around overall good player. They are still outplaying every person they beat who apparently "was caught off guard" or whatever excuse they want to use. I do disagree with your second statement though. If you lose to 4gate, you got outplayed in the early game. You simply got outplayed no matter how you wanna excuse your loss. You messed up somewhere and your opponent didn't. I understand 1 game doesn't prove anything, but it means that you weren't the more skilled player that game. | ||
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Woony
Germany6657 Posts
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K Love
Australia45 Posts
On September 28 2010 04:43 fAnTaCy wrote: HAHA..haha....haha This actually made me laugh. My small brain, okay Mr. "HEY all builds require the same amount of skill" God why can't I be as smart as yooouuu? Please tell me where I find this logic. Like really, are you that blinded by "HEY I can win with one build I must be good" thing or are you actually not that bright? I'd really like to know that I don't think 'all builds require the same amount of skill', I asked you to point out how 4-gate is easier than any other early push. I also told you that I 4gate in one match-up under certain situations, but thanks for proving my 'you're bad and stupid' point. You can try and twist my words all you like to make up for your own inadequacy, it's not convincing anyone and it's certainly not winning you this argument. | ||
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GagnarTheUnruly
United States655 Posts
4-gate is not an all-in or cheese style build. Getting it scouted is not an insta-loss, and there are stable transitions out of it. I think it might be better to think of 4-gate as a build that provides a timing attack at a certain time with a certain unit composition and it exploits builds that are weak during that timing window (e.g. too-fast tech or expand builds). It's naturally going to perform better against some builds than others, but if the 4-gate fails, or if the intended push never materializes, the 4-gate player can return to their base with a very large army and then proceed to expand safely or tech up. Also if the push causes even a small amount of damage (unit damage even), then the 4-gate player is at parity with their opponent. Worst case scenario for a 4-gate is that one gateway is not producing for a few minutes following the initial timing window. | ||
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fAnTaCy
United States893 Posts
On September 28 2010 05:03 K Love wrote: I don't think 'all builds require the same amount of skill', I asked you to point out how 4-gate is harder than any other early push. I also told you that I 4gate in one match-up under certain situations, but thanks for proving my 'you're bad and stupid' point. You can try and twist my words all you like to make up for your own inadequacy, it's not convincing anyone and it's certainly not winning you this argument. Uh really..that's what it sounds like you're saying there buddy. And no didn't say that you use it for one specific match, which proves that you're making shit up now to try and make yourself look good when in fact you just look like an idiot. And I haven't twisted your words, your just basically dumb I'm done with you, enjoy being a bad protoss ![]() User was warned for this post | ||
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K Love
Australia45 Posts
On September 28 2010 05:09 fAnTaCy wrote: Uh really..that's what it sounds like you're saying there buddy. And no didn't say that you use it for one specific match, which proves that you're making shit up now to try and make yourself look good when in fact you just look like an idiot. And I haven't twisted your words, your just basically dumb I'm done with you, enjoy being a bad protoss ![]() umad? User was temp banned for this post. | ||
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GagnarTheUnruly
United States655 Posts
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SpiralCompass
United Kingdom147 Posts
P.S: The OP is saying that a 4gate costs more money than a saturated base can support. | ||
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Thunderfist
Poland159 Posts
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K Love
Australia45 Posts
On September 28 2010 05:17 GagnarTheUnruly wrote: Can you guys please take this to pm? You're derailing this thread. It's cool. Fantacy has claimed the victory of the argument already, having wittily outsmarted me by lying and making unjustified statements before failing to agree to have a match and childishly calling me names. Edit: Accidentally correctly spelled fantasy, rather than his actual name, fantacy | ||
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Emperor_Earth
United States824 Posts
Fail thread is still fail. | ||
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Severedevil
United States4839 Posts
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Cyber_Cheese
Australia3615 Posts
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EleanorRIgby
Canada3923 Posts
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deltamal
Canada23 Posts
when u switch to 4 warp gate the "delay" is greater than unit production in normal gate So that why people use 4 warp most of time ( and now its 5 most of time ) since they put + 5 seconde to warp | ||
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Saechiis
Netherlands4989 Posts
On September 28 2010 05:00 skipdog172 wrote: I agree with you that if 4gate is all somebody does, then that player is not an all-around overall good player. They are still outplaying every person they beat who apparently "was caught off guard" or whatever excuse they want to use. I do disagree with your second statement though. If you lose to 4gate, you got outplayed in the early game. You simply got outplayed no matter how you wanna excuse your loss. You messed up somewhere and your opponent didn't. I understand 1 game doesn't prove anything, but it means that you weren't the more skilled player that game. You have a weird perception of skill ... That's like saying beating a pro with a 6-pool makes you the more skilled player that game. The reason many people lose to it is because it's harder to defend then to execute, hence the superior player can still lose. | ||
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SpiralCompass
United Kingdom147 Posts
P.S: The OP is saying that a 4gate costs more money than a saturated base can support. | ||
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Easy772
374 Posts
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universalwill
United States654 Posts
it's a one base allin. simple as that. it's a mindless strategy and it's incredibly powerful for being so mindless. if the opponent is caught off guard (don't know how they could, it's all protoss players ever do), then the 4gate is autowin. much easier than actually learning to play the game. User was warned for this post | ||
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Easy772
374 Posts
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Nightfall.589
Canada766 Posts
People don't feel confident in their ability to macro. People cut stalker production, then pat themselves on the back for being able to spend all their minerals. People get supply blocked, then pat themselves on the back for being able to spend all their minerals. People don't realize how much of an advantage they can get from 3-gating. I'm going to experiment with that last point there. I know that when I watched IDRA's last game in the GSL, I was asking myself: "How does this protoss possibly hope to break him with only 3 gates..?" | ||
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Vz0
Canada378 Posts
There are a huge variety of 4 gates. There is a 4gate all-in which is the one where u mass pylon @ enemy base. You stop probe produciton/gas and u chrono warp gate. That is the "all-in" version. Then there is the regular 4 gate push into expansion. A real all-in push would be 5gate or even 6gate, watch HuK play. I seriously hate these terran and zerg players that come here telling us Protoss were newbs for making 4 gateways. I want to tell them they suck for going 3 rax and see how they feel. | ||
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blagoonga123
United States2068 Posts
Felt good man. | ||
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s4m222
United States272 Posts
I think a reason to 4 gate, is initially its hard for any race/ or any not 4 gate to macro that many units early game. then you transition out of it or finish the game depending on how the opponent reacts. Doing a 3gate is like thinking about doing the damage of a 6 pool, but doing a 8 pool since you want more resources... its not the same idea. | ||
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Eleaven
772 Posts
On September 28 2010 06:13 Vz0 wrote: Please people learn about the protoss race before you make stupid posts like this. There are a huge variety of 4 gates. There is a 4gate all-in which is the one where u mass pylon @ enemy base. You stop probe produciton/gas and u chrono warp gate. That is the "all-in" version. Then there is the regular 4 gate push into expansion. A real all-in push would be 5gate or even 6gate, watch HuK play. I seriously hate these terran and zerg players that come here telling us Protoss were newbs for making 4 gateways. I want to tell them they suck for going 3 rax and see how they feel. Man I just had to register to call you out on how stupid this is. A 3 rax is MORE than sustainable something like 98% of the minerals you can mine, and only 25% of the gas (50% on 1 geyser). So once your main is saturated, if you cut probes for just a few cycles, you can be building your next expansion, and once it's building, your back on SCV production. 3rax is well refined good push, and also a solid early game defence against most cheeses (lots of early game units) 3rax allows very very smooth transitions without ever having to hold production. 100% uptime, whilst allowing for a decent timed expansion, and very easily able to hold off the average 4gate with gold level micro. Either never post again, or don't post when you are mad :O. One Definition of "All in" - wagering one's entire stake - Infact with a 4gate you wager MORE than than your entire stake, 48% more in mineral terms. Of course because you floated minerals earlier on, you feel like producing out of 4 is good (as another poster pointed out, people feel good when there money is low, even if they just spammed out 10 pylons to do it, or build 6 gates after they forgot to macro. That being said, i understand the advantage of having 4 units at a time warping into a base - still this advantage goes away if the opponent scouts his base and kills the pylon. | ||
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Vz0
Canada378 Posts
On September 28 2010 06:37 Eleaven wrote: Man I just had to register to call you out on how stupid this is. A 3 rax is MORE than sustainable something like 98% of the minerals you can mine, and only 25% of the gas (50% on 1 geyser). So once your main is saturated, if you cut probes for just a few cycles, you can be building your next expansion, and once it's building, your back on SCV production. 3rax is well refined good push, and also a solid early game defence against most cheeses (lots of early game units) 3rax allows very very smooth transitions without ever having to hold production. 100% uptime, whilst allowing for a decent timed expansion, and very easily able to hold off the average 4gate with gold level micro. Either never post again, or don't post when you are mad :O. One Definition of "All in" - wagering one's entire stake - Infact with a 4gate you wager MORE than than your entire stake, 48% more in mineral terms. Of course because you floated minerals earlier on, you feel like producing out of 4 is good (as another poster pointed out, people feel good when there money is low, even if they just spammed out 10 pylons to do it, or build 6 gates after they forgot to macro. That being said, i understand the advantage of having 4 units at a time warping into a base - still this advantage goes away if the opponent scouts his base and kills the pylon. You seriously do not know how to play protoss. 4 gate does not care about it being scouted it or not. The korean 4 gate does. A standard 4 gate is just an aggresive build. Please watch some day9 before you respond: http://day9tv.blip.tv/file/4069261/ | ||
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randplaty
205 Posts
Without pylons 4gate consumes 120% of minerals and 117% of gas which is very close to optimal. 3 gate only consumes 98% of minerals and 88% of gas which is sub optimal. | ||
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randplaty
205 Posts
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Eleaven
772 Posts
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. | ||
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Offhand
United States1869 Posts
On September 28 2010 04:11 kidd wrote: I never said it's cheese, I referred to it as a cheesy strategy which is similar to a cheese strategy defined basically as something unconventional/sneaky to catch your opponent off guard which is all a 4WARPgate push is especially since you give up tech/econ and one of the staples of it is proxying a pylon to spawn units close or inside an enemy base. Proxies are cheese - just because a feature in the game encourages it, and a lot of people do it, or the fact that it isn't at the very beginning of the game doesn't stop it from being cheesy. Proxy pylons are the standard at any point after warpgate finishes. Unless you want to label all toss gateway production as "cheesy", it's not a very good argument. But this thread seems to miss the point. "The difference between theory and practice is always much greater in practice then it is in theory." | ||
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Disastorm
United States922 Posts
On September 27 2010 23:54 Scrimpton wrote: This concept I understand, and have to agree with. However I just don't see many players struggle to defend it past platinum/possibly low diamond, and the economic hit just seems so large, leaving yourself wide open to counter attacks (which funnily enough is how i win 90% of my XvP's) I dunno im actually pretty good diamond and I still find it hard to defend as Zerg. From my experience and from what people have said in this thread, Protoss can definitely get to 1500 or more by just doing 4 gates. On September 28 2010 03:26 K Love wrote: How does any build not take 'skill'? Are you mad because you haven't figured out what a spine crawler/bunker/sentry is yet and get molested by every protoss you face? What are you talking about dude its very easy for some builds to not take skill. Builds don't all require the same amount skill to use them. There are many that take near 0 skill such as 6 pool, 4 warp gate, and probably most of the basic non-pro level terran builds, etc. | ||
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ohN
United States1075 Posts
I'm like 50/50 when they do though. As said a million times over, it's really easy to do, and it's strong as hell early game pressure. | ||
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Eleaven
772 Posts
On September 28 2010 08:03 Disastorm wrote: I dunno im actually pretty good diamond and I still find it hard to defend as Zerg. From my experience and from what people have said in this thread, Protoss can definitely get to 1500 or more by just doing 4 gates. What are you talking about dude its very easy for some builds to not take skill. Builds don't all require the same amount skill to use them. There are many that take near 0 skill such as 6 pool, 4 warp gate, and probably most of the basic non-pro level terran builds, etc. +1 lings. but dont tell too many people | ||
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St. Fu
United States75 Posts
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barnaby
United States18 Posts
Also, Day9 has an entire daily dedicated to 4gate strategies. All of the fanboys for any of these e-famous streamers/youtubers will mindlessly listen to them without trying things out for themselves. Little to no thought is going on about the efficiency. This is all tied in with the fact that even bronze level players can feel like they're macroing well by keeping money low with 4 gates because they can't truly afford them. | ||
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Roaming
United States239 Posts
1. Warp in reinforcements. When you spam out pylons during your attack and need to keep up pressure, more gateways is clearly better. In just 38 seconds you're talking the difference between 6 zealots vs 8. 2. The warpgating player typically has the bare minimal forces before warpgates, because everything goes into having a strong economy, tech, and gateways... by the time warpgates are finished, a 2 gating player who never stopped production will have a much larger army, and you won't ever catch up with a 3 gate in time. (same idea for the other races, easier to explain in pvp) | ||
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BallsOfSteel
United States57 Posts
interesting post, but other than in a Zero micro situation, when do Zealots counter marauders? If you are in their base, the importance of micro isn't really a factor. You are going for maximum damage inflicted on any future strategy, which means SCVs and Depots. Also, micro-ing units so that they take less damage is a positive because it gives you more time to warp in additional units or throw up a couple of Cannons. Enemy micro is not a bad thing in this situation. | ||
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Kewlots
Australia534 Posts
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ZidaneTribal
United States2800 Posts
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Ksyper
Bulgaria665 Posts
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BallsOfSteel
United States57 Posts
You do massive economic damage if you 4 gate against zerg correctly and I often come out of it with twice as many workers even if I didn't kill anything because they're forced to make spines and lings/roaches instead of workers. It's easy to expand after you 4gate by just not building units for a short period. Gotta be careful with this mindset. I main as Zerg in league matches and what you say is true, I'm forced to sacrifice Drone production in favor of offensive units. However, when I fend off the first push I know two things: 1) I'm going to be behind economically or already behind, so I need to do something fast or I'm going to lose. 2) Because of the cooldown, I already have a general idea of what is in the enemy base without actually seeing it. If I think the odds are in my favor, I immediately push out with a lot of Speedlings (and Banelings/Roaches if I have them). Unless the Protoss has walled off, I am in a great position for good harassment or outright killing the opponent. If I am unable to get in, I can deny an expansion by hanging around outside their base. This lets me macro up and regain any economic footing I lost before. | ||
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Craton
United States17268 Posts
On September 28 2010 02:57 kidd wrote: I didn't finish reading the thread, but it's an all in build where you do 1 gate core, fast warp gates then adding 3 more gates so you have additional resources to use the 4 gates efficiently, but it's also all in because if the push fails, you have no tech and no units. I don't really get why there's still a discussion. Let's ask why people ever use any cheesy strategy, they're all inefficient in the long run - that's not the point. I hope you realize that's only one type of 4 gate. | ||
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Subversion
South Africa3627 Posts
On September 28 2010 08:37 barnaby wrote: You have three people to thank for 4 gate being so popular. The infamous youtube noob friendly Husky and HD for posting numerous How To videos on the 4gate because it's the only strategy Husky can understand. Also, Day9 has an entire daily dedicated to 4gate strategies. All of the fanboys for any of these e-famous streamers/youtubers will mindlessly listen to them without trying things out for themselves. Little to no thought is going on about the efficiency. This is all tied in with the fact that even bronze level players can feel like they're macroing well by keeping money low with 4 gates because they can't truly afford them. must every thread have totally unnecessary husky rage in it? | ||
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DragonDefonce
United States790 Posts
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Dfgj
Singapore5922 Posts
It just so happens that 4gate: 1) Can win outright without having to learn transitions 2) Works in every MU 3) Can be done regardless of what the opponent does And is thus the ideal newbiebuild or laddergrind build. | ||
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Kewlots
Australia534 Posts
On September 28 2010 11:03 ZidaneTribal wrote: ^lol thats cuz u 4 gated ur way to platinum when ur actual level is lower Yep that's what I was getting at | ||
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Subversion
South Africa3627 Posts
This question was asked and answered in the 1st page. This has gotten pretty tiresome. | ||
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vnlegend
United States1389 Posts
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Snicklefritz
Canada19 Posts
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Vz0
Canada378 Posts
On September 28 2010 16:41 vnlegend wrote: Answer: because Terrans always do 3rax (1 reactor so it's like 4rax) or 4rax from 1 base. w/o 4 gates you die so P just ends up going 4 gate by default. lol u do u even play toss? 4 gate does not beat 3rax.... 3gate robo is the proper counter. (unless your talking about maps like BS where you can warp in from both sides and dual prong atk/harass. | ||
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hifriend
China7935 Posts
1. I go 2 gate > robo > gate with emphasis on zealots. 2. He tries to break my ramp and fails miserably due to forcefield. 3. My obs sees him expanding. 4. I push out with 2 colossi and it's over. I'm by no means a great player, around 1k diamond, but with the benefits of a ramp and forcefields it's really easy to fend off. | ||
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LeCastor
France234 Posts
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Vz0
Canada378 Posts
On September 28 2010 17:05 hifriend wrote: Every time I'm up against 4 warpgate the same thing happen: 1. I go 2 gate > robo > gate with emphasis on zealots. 2. He tries to break my ramp and fails miserably due to forcefield. 3. My obs sees him expanding. 4. I push out with 2 colossi and it's over. I'm by no means a great player, around 1k diamond, but with the benefits of a ramp and forcefields it's really easy to fend off. againts 4 warp gate u should actually go 3 gate collosus. because 2 gate robo means somewhat FE. And if its a 4gate u want to stay in base as long as possible, until his 4gate momentum dies off and you have collosus. | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 15:38 Subversion wrote: We should really change this thread title to "Why is this thread still open?" This question was asked and answered in the 1st page. This has gotten pretty tiresome. OP here. very good point. Had no intention of creating some whine/moan flamefest threadnaught. so sorry to TL that this is how it's turned out. I wish the OP could close his own threads when he has the answers and the discussion has taken its course fully.. and now starts repeating.. | ||
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Devolved
United States2753 Posts
[QUOTE]On September 28 2010 00:00 KirbyToss wrote: [QUOTE]On September 27 2010 23:50 Scrimpton wrote: [QUOTE]On September 27 2010 23:47 KirbyToss wrote: [QUOTE]On September 27 2010 23:41 Scrimpton wrote: [QUOTE]On September 27 2010 23:38 KirbyToss wrote: All I can say is that I have never had a problem with this build and stats are just numbers. I would be happy to show you what I can do with a 4gate macro build though.[/QUOTE]I'm not even sure where you are going with this post. "stats are just numbers" - is that even an argument? If your argument is that: "despite 4gate being economically unstable at best, it's ease of use in allowing you to take less punishment from missing production cycles makes up for this, allowing me to keep pressure on" Then i'd have to say i'm understanding you. However, from your post all i can gather is "wut number??"[/QUOTE] From the way your talking about production cycles and perfect macro I am assuming you are simulating a robot playing, going 4warpgate, and producing 4 units every chance it gets, which is quite amusing because if any build requires cut units in order to accomplish what your doing. Such as tech, production or expanding.[/QUOTE] Other than the fact that 4gate isn't known for being used in able to effectively transition, i agree with you. However because this discussion is infact about 4gate, and not transition based econimally friendly builds, I still feel that "i'm right and you are wrong" :D. If I was expecting 100% upkeep and within 1-2% of the minerals/gas mined then maybe your robot argument might be correct, however in this case, we are talking about a 50% mineral shortage, that's not a case of robot vs human. That's a case of Lazy vs Skilled. Moving on, those extra units in the initial push from the 4gate, can't they be built from gates 1-2-3 from the money and time saved by not waiting for 4 gates? probably not. This leads me back to an earlier thought "considering so many people can deal with 4 gate well now, why is it still so popular?" - and i guess the answer is, for every player who puts in the effort learning how to deal with this strategy, and similar early pushes, there's 100 players who don't have a clue. [/QUOTE] You don't even know how to friggin' quote properly and you expect me to trust your math, which is not even your own (in fact, it's a combination of multiple people's math, which was then compiled into a computer program by yet another person who added some of his own math to the overall equation)? None of the math has been checked by you or anyone else for that matter. Nor have variables that actually occur in a game been accounted for, such as losing units in battle and not having to reproduce supply for them, when and what you're using chrono-boost on, when to cut probes, or how to accurately account for stockpiling minerals while warp-gates build (yeah, I know...you made-up some mumbo-jumbo math that has no validity). Some of this math that the program was based on was actually done when the game first released and doesn't take into account changes that have been made by subsequent patches. On top of all of this, which btw completely disproves the accuracy and validity of this program, friggin' top pros such as Kiwi-Kaki and Huk use it. You're basically saying that they're wrong and they could do the exact same thing with three gates, but when they go three gates, they will get other tech such as a robo bay. You wanna know why? Because they have extra minerals/gas. I know, amazing. | ||
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kojinshugi
Estonia2559 Posts
Note that it's timed so that you have 4 gateways as soon as your research finishes, which should be a clue that it's not about getting 4 unit producing structures as much as it is about getting 4 unit warping structures. You don't even know how to friggin' quote properly Epic irony is epic? | ||
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Devolved
United States2753 Posts
On September 28 2010 18:27 kojinshugi wrote: It doesn't matter how many units you can constantly produce, it matters how many units you can produce per production cycle because they (wait for it) are warped in at your proxy pylon. 4 units reinforcing your push is 33% better than 3 units reinforcing your push. Note that it's timed so that you have 4 gateways as soon as your research finishes, which should be a clue that it's not about getting 4 unit producing structures as much as it is about getting 4 unit warping structures. Epic irony is epic? Hey, you try quoting that post! It exploded due to too many mathematical errors...or something. | ||
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Scrimpton
United Kingdom465 Posts
End yourself before others take pity. | ||
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Devolved
United States2753 Posts
On September 28 2010 18:33 Scrimpton wrote: Devolved, your name really fits what has happened to your Brain and nervous system since you were first conceived on that ill fated night. End yourself before others take pity. I don't understand why you're so vehemently defending math that is not even your own. In addition, you have not even checked it...or checked that the variables are correct...or confirmed there are no bugs in the program....or updated it to current patch specifications, nor has anyone. You must have been one of those kids that got someone else to do their algebra homework. Then when the teacher flunked you, you tried to defend the work as correct even though you had no idea what was even written. But in your defense, your teacher had a silly name so you must have been right! | ||
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Scrimpton
United Kingdom465 Posts
On September 28 2010 18:47 Devolved wrote: I don't understand why you're so vehemently defending math that is not even your own. In addition, you have not even checked it...or checked that the variables are correct...or confirmed there are no bugs in the program....or updated it to current patch specifications, nor has anyone. You must have been one of those kids that got someone else to do their algebra homework. Then when the teacher flunked you, you tried to defend the work as correct even though you had no idea what was even written. But in your defense, your teacher had a silly name so you must have been right! Link to patch notes where they changed minerals mined per trip from 19 down to today's 5. I don't remember that one. P.s the maths of the tool is updated to patch 1.1, i believe taken from the liquipedia for the most part. (you know that reservoir of knowledge. Nice use of the word 'Vehemently' though, although it's a shame that at this current time, I'm rather lackadaisical about the subject, since the thread was brought about to a close in discussion around 10 pages ago. If you are so sure of yourself, and can find evidence that the maths is wrong, I implore you to help out the community by shining your torch of truth in the thread of aforementioned tool. http://www.teamliquid.net/forum/viewmessage.php?topic_id=155279 Of course, if you are just here to flame and bitch, carry on, nobody (without admin power) is able to stop you it would seem. | ||
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Mizzles
33 Posts
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. | ||
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dsxrflol
42 Posts
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Hectic
Australia159 Posts
what is it like ...4 seconds of mining time? | ||
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Ledjo
France4 Posts
Effective and versatil | ||
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sylverfyre
United States8298 Posts
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. | ||
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Scrimpton
United Kingdom465 Posts
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 | ||
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sylverfyre
United States8298 Posts
On September 28 2010 07:42 Eleaven wrote: 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.) | ||
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kojinshugi
Estonia2559 Posts
On September 28 2010 23:57 Scrimpton wrote: Please, Stop Posting Stop making stupid threads and then arguing with people? | ||
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Santa isn't real, and sometimes Professionals in all fields get things wrong (but i do give credit to the fact that you get that +1 unit out per cycle for those first few cycles).
Just every, single game. Maybe I'll reach a point where I'll be so warmed up that I can have fun doing it 