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[G]PvZ - aBstract's 1 Gate FE Ultimate Macro Guide

Forum Index > StarCraft 2 Strategy
 
 aBstractx   United States. July 17 2012 13:24. Posts 249
Profile # 
Hey guys! This is my first time making a guide so bare with me
aBstract.673 @ NA
http://sc2ranks.com/us/2838354/aBstract

Idea of the build:
+ Show Spoiler +

Some additional information:
+ Show Spoiler +

  • 9 Pylon
  • 13 Gate (Scout on 4 player map)
  • 15 Assimilator
  • 16 Pylon
  • 18 Cybernetics Core
  • 20 Zealot
  • 22 Rally probe to build pylon on the low ground
  • 24 Zealot
  • 28 Sentry
  • 29~30 Rally probe to build nexus
  • 33 Pylon on low ground (the end of your soon-to-be wall)
  • 34~36 2 Additional Gateways & Forge. Complete your wall however you wish here. 1 Gate + 1 Forge etc.
    **Most important part of the build:
    + Show Spoiler +
  • 38 Second Assimilator
  • 42 Robotics Facility this varies too. sometimes i can go 12 minutes without a robotics facility if i'm doing a heavy gateway attack.


Chronoboost:
+ Show Spoiler +

Additional Gateways:
+ Show Spoiler +

Initial pressure:
+ Show Spoiler +

The types of attacks you can do are limitless.

He's not ready for the attack:
+ Show Spoiler +

He's "kind-of" ready for the attack:
+ Show Spoiler +

He is heavily prepared based off of seeing your opener & is worried of pressure:
+ Show Spoiler +


Weaknesses:
+ Show Spoiler +

Replays:
http://topreplays.com/Replays/Details/14119/aBstract_vs_xGsDarK
http://topreplays.com/Replays/Details/14120/aBstract_vs_Schnieder
http://topreplays.com/Replays/Details/14121/aBstract_vs_BaNiroxs
http://topreplays.com/Replays/Details/14122/aBstract_vs_BORAT

Lost:
http://topreplays.com/Replays/Details/14123/aBstract_vs_QzLZapo
+ Show Spoiler +

Those are the only replays I have currently. Take a look, don't take a look. Let me know what you think of the build. Criticize it so we can improve it. Any feedback is appreciated, even on the guide itself. Not good, decent etc. Thanks for your time guys! =D
Last edit: 2012-07-17 15:58:43
Old Post

  cmcnutt34   United States. July 17 2012 13:47. Posts 43Profile # 
What would you say makes the 1 gate FE better than Nony's 2 gate FE. With the 2 gate I just feel that the zerg is obligated to drone less and be a tad frightened to take a third too quickly. Many games will be won with pure confusion or just taking 3 hatches as if you were FFE'ing at Plat or diamond level. But at a Masters level where people react better, what does make this build superior?
Old Post

 
 aBstractx   United States. July 17 2012 13:57. Posts 249
Profile # 

On July 17 2012 13:47 cmcnutt34 wrote:
What would you say makes the 1 gate FE better than Nony's 2 gate FE. With the 2 gate I just feel that the zerg is obligated to drone less and be a tad frightened to take a third too quickly. Many games will be won with pure confusion or just taking 3 hatches as if you were FFE'ing at Plat or diamond level. But at a Masters level where people react better, what does make this build superior?


Not familiar with Nonys 2 gate FE BUT from the sound of it you're saying because of the 2 gates zergs are generally scared to take a fast third? The difference in the build is probably the focus on economy.

Each game for me varies. Let me give you a situation that happens sometimes.
Zerg takes a 5 minute third against you. you have +1 on the way & 3 gateways. The entire time you've been chronoboosting probes so your economy is BOOMING. if you pressure early(i'd say around 7 min mark), with zealot and stalkers you should be able to take out the third base all while grabbing one of your own. If the zerg is assuming a big push based on your build maybe they will cut drones hard and go roaches but even in this situation, you still win. you don't kill the third but as long as you don't over commit you can just retreat with a worker lead & place down a third.

brb gonna go familiarize myself with nonys build. =/

edit: Nony likes to pressure with a ton of sentries and zealots. that's cute but sentries are so brittle and weak honestly that I prefer to not make any more than three until after my initial push. the reason being is because with 3 full energy sentries I can place optimal force fields vs lings & i'll have guardian shield. If the zerg is defending with just lings you have +1 zealots, you just warp in heavy on the zealots and you roll his third assuming you hit early enough. If he's defending with roaches the zerg usually will get out roughly 10-20 roaches and then start following that with lings. your upgraded stalker can focus fire roaches down easily. kite until lings are dead and kill roaches. If zerg prepares well for this make sure not to over commit and fall back and safely expand.

keep in mind, that with a heavy sentry push if you lose that army you are f*cked over completely. how do you recover from that? nony then has to cower in his base all game defending at which zerg has that time to power drone. but if you don't build sentries until after your push when you are trying to hold the zergs aggression then they are much more useful and at the same time not nearly as game-ending if lost.

edit#2 like i originally thought. he doesn't power probes like i do. his nexus is dropped around 37 food where mine is dropped on 30 food. i'd say i would have about 80 probes in a 14 minute game. the key is dropping your gateways #4-7/8 in time for defending that aggression that will come from the zerg. but this like i mentioned in the guide, is hard for me to put a particular time stamp on because you may or may not kill his third. so many variables are present in the mid game for this build that its important you have a good feel for the game in order to play accordingly to what zerg is doing.
Last edit: 2012-07-17 14:07:35
Old Post

 
 trbot   Canada. July 17 2012 14:18. Posts 142
Profile # 
You don't seem to get a wall up until ~6:30, and you're on 1-gate even longer than that... I'm a bit concerned about heavy aggression, e.g., rr, 7rr, 2base roaches, speedling allin, or even a 6-10pool that commits to mass slow-lings. Do you have any thoughts re: these? Unfortunately these things happen a lot at diamond level.


On July 17 2012 13:57 aBstractx wrote:
the key is dropping your gateways #4-7/8 in time for defending that aggression that will come from the zerg. but this like i mentioned in the guide, is hard for me to put a particular time stamp on because you may or may not kill his third. so many variables are present in the mid game for this build that its important you have a good feel for the game in order to play accordingly to what zerg is doing.


This seems like a reasonable thing to include in the guide--a super rough idea of the times where you can expect that aggression in a couple of situations (especially for us lower level players).
Old Post

 
 aZealot   New Zealand. July 17 2012 14:33. Posts 1406
Profile # 
Hi Abstract, nice to see another gate expand in PvZ.

I have a couple of questions:

- Why no Hallucination?
- The wall-off seems late to really hold off committed speedlings or even mass lings. I started putting down the 3rd pylon on the low ground as well, but follow up with a gate and forge before building my Nexus. On maps with chokes into the natural this helps hold off lings while your Zealot/Sentry plug the gap.
- Isn't WG really late? You wouldn't have it until ~7 which means you have little defense against committed aggression until that time. That's a long time with only 2 Zealot and 1 Sentry for defense. It seems like you would not have cannons/sentries up in time either for a committed roach push after ~7.30. In attempting to chrono probes it seems like you are trying to counteract the eco weakness typical of the gate expand build but not playing to its strength which is the possibility of early aggression.

That said, I shall watch the replays and post/edit as necessary. Just skimmed through your build and these questions are what first came to mind. Thanks for the build!
"Consider fully, act decisively" - Jigoro Kano
Old Post

 
 aBstractx   United States. July 17 2012 14:34. Posts 249
Profile # 

On July 17 2012 14:18 trbot wrote:
You don't seem to get a wall up until ~6:30, and you're on 1-gate even longer than that... I'm a bit concerned about heavy aggression, e.g., rr, 7rr, 2base roaches, speedling allin, or even a 6-10pool that commits to mass slow-lings. Do you have any thoughts re: these? Unfortunately these things happen a lot at diamond level.


Show nested quote +



This seems like a reasonable thing to include in the guide--a super rough idea of the times where you can expect that aggression in a couple of situations (especially for us lower level players).



man i can't remember the last time ive seen a 7rr lol.

also my wall is finished around ~5:45. Like I say though you can feel when a speedling or mass ling attack is coming. if you see more than 6 it's probably coming lol.

Speedlings:
+ Show Spoiler +

6 pool:
+ Show Spoiler +

roaches:
+ Show Spoiler +


On July 17 2012 14:33 aZealot wrote:
Hi Abstract, nice to see another gate expand in PvZ.

I have a couple of questions:

- Why no Hallucination?
- The wall-off seems late to really hold off committed speedlings or even mass lings. I started putting down the 3rd pylon on the low ground as well, but follow up with a gate and forge before building my Nexus. On maps with chokes into the natural this helps hold off lings while your Zealot/Sentry plug the gap.
- Isn't WG really late? You wouldn't have it until ~7 which means you have little defense against committed aggression until that time. That's a long time with only 2 Zealot and 1 Sentry for defense. It seems like you would not have cannons/sentries up in time either for a committed roach push after ~7.30. In attempting to chrono probes it seems like you are trying to counteract the eco weakness typical of the gate expand build but not playing to its strength which is the possibility of early aggression.

That said, I shall watch the replays and post/edit as necessary. Just skimmed through your build and these questions are what first came to mind. Thanks for the build!


I did experiment with hallucination just a few games and I probably should use it more because it is a good way to scout but I can usually get a good read on what the zerg is trying to do with my initial pressure. If I don't see any roaches he's either trying to go muta/ling or ling/infestor. Eventually i'll get my observer in there to check out how far along he has tech'd and proceed from there.

without 1 single chronoboost your warp gate tech should finish @6:30 if the speedlings haven't killed you yet i think you are fine from anything else the zerg would be dumb enough to attack you with. baneling all in is an automatic free win. the only time I've ever lost to a baneling all in was when i moved out into it and died lol

At the level that I play at most zergs still stay in macro mode. I don't know if any zerg has ever tried to 2 base roach me but I think it would be pretty easy to hold, especially if I'm dropping that early robotics facility.
Last edit: 2012-07-17 14:48:31
Old Post

 
 aBstractx   United States. July 17 2012 14:43. Posts 249
Profile # 
Last edit: 2012-07-17 14:43:47
Old Post

 
 aZealot   New Zealand. July 17 2012 14:50. Posts 1406
Profile # 
Hi, saw the second replay. Man, that is an early Nexus at ~4.40. Your wall is up in time too to hold off Speedlings with 2 pylon and forge. I'd be curious to see how you hold against a Roach-Ling all in though as I am not sure you will have the Sentry energy and the cannons in time. Also, why no Hallu? I'll watch some of the other replays later (time to ladder for a little while).

Thanks again for the build.

Edit/ See you responded to my Hallu question. Sorry, just skimmed that post before hitting "find match".

Last edit: 2012-07-18 05:47:07
"Consider fully, act decisively" - Jigoro Kano
Old Post

 
 Gamma4   Australia. July 17 2012 15:50. Posts 74
Profile # 
great writeup!!
Just Huking around ;)
Old Post

  cmcnutt34   United States. July 18 2012 04:11. Posts 43Profile # 

On July 17 2012 13:57 aBstractx wrote:

Show nested quote +



Not familiar with Nonys 2 gate FE BUT from the sound of it you're saying because of the 2 gates zergs are generally scared to take a fast third? The difference in the build is probably the focus on economy.

Each game for me varies. Let me give you a situation that happens sometimes.
Zerg takes a 5 minute third against you. you have +1 on the way & 3 gateways. The entire time you've been chronoboosting probes so your economy is BOOMING. if you pressure early(i'd say around 7 min mark), with zealot and stalkers you should be able to take out the third base all while grabbing one of your own. If the zerg is assuming a big push based on your build maybe they will cut drones hard and go roaches but even in this situation, you still win. you don't kill the third but as long as you don't over commit you can just retreat with a worker lead & place down a third.

brb gonna go familiarize myself with nonys build. =/

edit: Nony likes to pressure with a ton of sentries and zealots. that's cute but sentries are so brittle and weak honestly that I prefer to not make any more than three until after my initial push. the reason being is because with 3 full energy sentries I can place optimal force fields vs lings & i'll have guardian shield. If the zerg is defending with just lings you have +1 zealots, you just warp in heavy on the zealots and you roll his third assuming you hit early enough. If he's defending with roaches the zerg usually will get out roughly 10-20 roaches and then start following that with lings. your upgraded stalker can focus fire roaches down easily. kite until lings are dead and kill roaches. If zerg prepares well for this make sure not to over commit and fall back and safely expand.

keep in mind, that with a heavy sentry push if you lose that army you are f*cked over completely. how do you recover from that? nony then has to cower in his base all game defending at which zerg has that time to power drone. but if you don't build sentries until after your push when you are trying to hold the zergs aggression then they are much more useful and at the same time not nearly as game-ending if lost.

edit#2 like i originally thought. he doesn't power probes like i do. his nexus is dropped around 37 food where mine is dropped on 30 food. i'd say i would have about 80 probes in a 14 minute game. the key is dropping your gateways #4-7/8 in time for defending that aggression that will come from the zerg. but this like i mentioned in the guide, is hard for me to put a particular time stamp on because you may or may not kill his third. so many variables are present in the mid game for this build that its important you have a good feel for the game in order to play accordingly to what zerg is doing.


I understand very well now, thank you for such a detailed and helpful response!
Old Post

 
 gsbElfenLied   Sweden. July 18 2012 04:23. Posts 45
Profile # 
Doesn't a regular FFE give a better econ than this?
If i type something interesting here, will you respect my opinion more?
Old Post

  cmcnutt34   United States. July 18 2012 04:30. Posts 43Profile # 

On July 18 2012 04:23 gsbElfenLied wrote:
Doesn't a regular FFE give a better econ than this?

It may or may not but that's not the main point that I would see to using this. This doesn't let a Zerg take a quick 3rd, you'll never have to face stephano style play, and It's much more safe. That's my main points for using it.
Old Post

 
 RGB   Switzerland. July 18 2012 21:08. Posts 7
Profile # 

On July 18 2012 04:23 gsbElfenLied wrote:
Doesn't a regular FFE give a better econ than this?


Things are always relative. The goal is not to have an absolute better economy, the goal is to have a better economy compared to the economy of the zerg. That's cute to have 40 workers at the 5th minute but if the Zerg has 80 then it is kind of weak. At the same time if you only have 25 workers but the zerg is at 20 at the 5th minute, you have a less good economy in absolute value but the situation is much better (I have no idea of the real numbers, that is just to illustrate). Now I don't know if this build is better than FFE but I know the question that makes sense is what is the economy relative to the one of the zerg.

Concerning the build, when I do 1 gate expand I always like to get 1 or 2 stalkers to put some pressure while expanding. I always check the gas so that I know how long I can stay on the map with the stalkers. I feel like this force many lings very early in the game and give you good scouting, while only slightly delaying your expand. What do you think ?
Old Post

 
 Teoita   Italy. July 18 2012 21:51. Posts 4253
Profile Blog # 
I keep going back and forth on my opinion on 1gate/cyber openings in PvZ. On the one hand, it does feel zerg into an unconfortable position as he has to account for lots of more "random" timings that may go his way. On the other hand, if i am going to take passive/fast third i might as well have as much economy as possible, so i might as well just do some kind of ffe/immortal expand.

Since you play gate/cyber openings at a much higher level than me, what do you think of 1) taking a faster second gas and 2) always opening with a stalker as a second unit off your gateway to get some map control, maybe get lucky and snipe an overlord, and more importantly deny scouting and not show where all your gas is going (like in older sentry expands) so that zerg also has to account for the possibility of a fast stargate or dt's?
Protoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Old Post

  Oneiros   United States. July 19 2012 14:51. Posts 10Profile # 
I used a game where i was slightly favored as an opportunity to try out this build, and i have to say that it turned out really well. It seemed very safe throughout the opening, and i got the forge before the two extra gates, so the +1 was pretty quick too. Right after warpgate finished I did a light push (i'm more comfortable with sentry zealot, so that's what i used) and was able to kill the third. After that, i grabbed a third and started pumping out colossus, while getting blink and my +2, and storm a little later, and at this point my army was like twice as big as his, so i was able to grab a super quick fourth and get a mothership.

Honestly, after i killed his third, i probably could have just done a two base sentry immortal, or blink all-in, but i needed to practice my pvz late game :D
Old Post

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