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On November 25 2010 05:02 haegN wrote:Show nested quote +On November 25 2010 04:52 mvpAKAenvyME wrote: I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.
Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.
Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.
The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.
P.S. I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses. QFT, A lot of wise words here!
in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully.
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On November 25 2010 05:05 mvpAKAenvyME wrote: Sorry, I don't know forum lingo, what is QFT? Quoted for truth.
It means he agrees.
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On November 25 2010 05:27 imyzhang wrote:Show nested quote +On November 25 2010 05:02 haegN wrote:On November 25 2010 04:52 mvpAKAenvyME wrote: I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.
Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.
Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.
The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.
P.S. I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses. QFT, A lot of wise words here! in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully.
Ah, yes. So in other words, zerg players should be crying after every game vs protoss or terran, correct?
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I used 4 gate pretty frequently but have slowed down a bit lately. I might just have to give this a go! I still generally get owned by terran players though.
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On November 25 2010 05:44 mvpAKAenvyME wrote:Show nested quote +On November 25 2010 05:27 imyzhang wrote:On November 25 2010 05:02 haegN wrote:On November 25 2010 04:52 mvpAKAenvyME wrote: I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.
Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.
Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.
The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.
P.S. I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses. QFT, A lot of wise words here! in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully. Ah, yes. So in other words, zerg players should be crying after every game vs protoss or terran, correct?
No? Who says zerg is harder to play? That's completely subjective. Try microing marines against blings. Or having good forcefields.
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nonstop 4 gating is so boring and counter productive to actually growing as a protoss player. i think i'd 4 gated like 5 times total and it was only in PvP when i scouted the other guy 4 gating.
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I'm probably going to join in and try it myself. Looks fun.
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I resent this thread. Earlier today I played the same toss 4 times If I remember correctly. Every single time I got 4 gated. 5th game was against another toss player who proceeded to Cannon rush me.
Good times.
For the record, what is the counter to 4 gate if you scout it? Is the only way to throw up 4 gates yourself? I've tried 1 gate Robo etc etc, doesn't work. It might if you wall off your front, but i've stopped doing that now against P.
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On November 25 2010 04:16 DingeR wrote: why would i make a hundred and four gates? cella showed you can be rather effective with only 13 gates It is 100 4 gates, meaning 400 gates (you build 4 gates 100 times, or 400 gates 4 at a time). 104 is not nearly enough. Cella is a dirty cheeser building so few gates.
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On November 25 2010 06:00 Endorsed wrote:Show nested quote +On November 25 2010 05:44 mvpAKAenvyME wrote:On November 25 2010 05:27 imyzhang wrote:On November 25 2010 05:02 haegN wrote:On November 25 2010 04:52 mvpAKAenvyME wrote: I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.
Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.
Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.
The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.
P.S. I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses. QFT, A lot of wise words here! in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully. Ah, yes. So in other words, zerg players should be crying after every game vs protoss or terran, correct? No? Who says zerg is harder to play? That's completely subjective. Try microing marines against blings. Or having good forcefields.
Yes, maybe it is harder to try and micro marines against banelings, but that is completley subjective as well. Same thing goes for the forcefields, define a good forcefield. What if all you needed to do was block your ramp for 20 seconds and you had 5 sentries? Would it be really hard to get a couple "good forcefields" off? I am saying, zerg requires strategy and tactics much more than terran and protoss do. They need open field advantage, need to be able to get their flank on. It may not be "harder" to play zerg, but it is certainly more challenging to play zerg the way they are supposed to be played.
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On November 25 2010 05:27 imyzhang wrote:Show nested quote +On November 25 2010 05:02 haegN wrote:On November 25 2010 04:52 mvpAKAenvyME wrote: I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.
Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.
Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.
The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.
P.S. I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses. QFT, A lot of wise words here! in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully. 4 gate is easy to execute but it isn't hard to stop if you scout it (as Terran at least ). Well I guess usually when I run into it I am on Delta Quadrant so that probably helps me. Hint: don't do this on Delta Quadrant because your opponent will just take the rear expo so your contain is much less powerful.
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well... i may try to do this challenge now that school si over for me... and for those saying that this would just make you bad...
Remember that if your gonna 4 gate 100 games your pretty much gonna focus only on micro... so thats some nice micro practice there for those who are lacking a bit on it.
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United States17042 Posts
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On November 25 2010 05:44 mvpAKAenvyME wrote:Show nested quote +On November 25 2010 05:27 imyzhang wrote:On November 25 2010 05:02 haegN wrote:On November 25 2010 04:52 mvpAKAenvyME wrote: I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.
Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.
Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.
The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.
P.S. I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses. QFT, A lot of wise words here! in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully. Ah, yes. So in other words, zerg players should be crying after every game vs protoss or terran, correct? I've never understood people that log on to TL to pick fights with people. Is 4 gate an easy build order? Yes. Does that make the protoss that 4 gates bad? No. The build is easy, but that just gives you more room to control units ect.
I personally find 3 hatch muta a pretty easy build order. That doesn't make me a bad player for using it.
Still, why is this something to fight about?
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On November 25 2010 06:12 Panzamelano wrote: well... i may try to do this challenge now that school si over for me... and for those saying that this would just make you bad...
Remember that if your gonna 4 gate 100 games your pretty much gonna focus only on micro... so thats some nice micro practice there for those who are lacking a bit on it.
And it also doesn't mean you instantly FORGET how to play any other builds. If anything, practicing each of your openers 100 times each, and then repeating that process with new openers you find, or create, would help you gain your confidence and knowledge of the early - mid game flow of things. Unless, of course, you are stupid and forget to build probes constantly every game, then you might as well just go back to the basics and not worry about build orders.
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On November 25 2010 06:13 Beef Noodles wrote:Show nested quote +On November 25 2010 05:44 mvpAKAenvyME wrote:On November 25 2010 05:27 imyzhang wrote:On November 25 2010 05:02 haegN wrote:On November 25 2010 04:52 mvpAKAenvyME wrote: I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.
Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.
Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.
The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.
P.S. I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses. QFT, A lot of wise words here! in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully. Ah, yes. So in other words, zerg players should be crying after every game vs protoss or terran, correct? I've never understood people that log on to TL to pick fights with people. Is 4 gate an easy build order? Yes. Does that make the protoss that 4 gates bad? No. The build is easy, but that just gives you more room to control units ect. I personally find 3 hatch muta a pretty easy build order. That doesn't make me a bad player for using it. Still, why is this something to fight about?
I never understood why people still cry about 4 gating? I mean, I rarely do it, but when it happens to me and I lose, I don't cry about it. Obviously I did something wrong that I lost to it. It's not like it's extremely IMBA and should be nerf'd ASAP. You know what I mean. Sure, it may be an easier strategy to go with, but so is going DT's, or cloaked banshees. You can cry about literally ANY strategy out there, but people just like to cry about the ones that see effective. They don't look past it and see that maybe, just MAYBE this is how the game is progressing? After all, it hasnt even been out a year yet and there is MANY MANY MANY more years for it to develop, and who knows, maybe one day 4 gate opener will be one of the weakest builds out there, after terran and zerg players get more creative when they see a 4 gate coming.
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I'll never understand the 4-gate hate. Oh noes, it's a somewhat decent timing attack! What is the point of whining about it?
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On November 25 2010 03:56 darmousseh wrote: i made 3 gates, got blink and killed my opponents. I won 20 games in a row with blink stalkers using really intense micro (microing individual stalkers back to keep em alive).
PS if you think microing blink stalkers are hard then you are retarded.
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On November 25 2010 06:13 Beef Noodles wrote:
I've never understood people that log on to TL to pick fights with people. Is 4 gate an easy build order? Yes. Does that make the protoss that 4 gates bad? No. The build is easy, but that just gives you more room to control units ect.
I personally find 3 hatch muta a pretty easy build order. That doesn't make me a bad player for using it.
Still, why is this something to fight about?
I think, for some reason, 4gate induces the same nerdrage commonly attributed to 6pools and proxy rax bunker rushes.
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