600+ diamond -
[G] PVP 10/10 gate strategy - Page 3
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MGHova
Canada274 Posts
600+ diamond - | ||
stroggos
New Zealand1543 Posts
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deepsheep
Canada10 Posts
On PvP, I just assume 2 gate until I scout that it is not 2 gate. | ||
MGHova
Canada274 Posts
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skipdog172
United States331 Posts
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l90 Proof
64 Posts
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Lemii
Netherlands17 Posts
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ungood
United States75 Posts
On August 20 2010 00:42 l90 Proof wrote: I was there was a method on TL to like a guide or post, or have them archived somewhere, this is great. The more informative/funny guides on quick strategies (cheeses?) we have the more people understand it and it expands the game. There is a way to archive a guide! It's called liquipedia. I put up a first draft here: http://wiki.teamliquid.net/starcraft2/10/10_Gate_(vs._Protoss) This is my first liquipedia addition, so I hope I haven't offended the gods that be, but I figured I'd follow wikpedia's rule and be bold. Edit: Please feel free to add anything (like fixing formatting or adding the 10 Pylon version of the build). | ||
AimlessKitty
Canada54 Posts
However I think people are putting this build off too much without trying them out.. People don't usually build gateway near ramp nowadays b/c it's harder to defend the ramp with stuff blocking your way. Also, there's a factor in 4 players maps that you'll get scouted at least 2nd time.. (it's 2/3 probability by the way) It's like saying "You can just stop bunker rush by going 9 pool.. bunker rush is a terrible build!" It's all situational. That's why it's called all-in. It's still a good build to do in low levels since it's easy to remember and do. lol I don't know why I have to defend his build so much. | ||
Skyro
United States1823 Posts
And while this build may seem to be more viable on 2-player maps, it is actually more effective on 4-player maps, particularly if you proxy. This is due to how you have to scout this build early, before you throw down your gas or core. On 2-player maps where your opponent scouts with his 9 pylon probe, they can easily spot the 2 early gates and just toss down another gate before gas, and at that point you're already fighting an uphill battle. But on 4-player maps due to them not knowing where you they may not be able to scout you before they have to commit to going standard gas into core and your chances of success increases. | ||
AimlessKitty
Canada54 Posts
On August 19 2010 18:08 Nihilnovi wrote: I'm sorry, but for someone to write a guide on 10 gate and not chrono probes 8-10, 10 pylon, and 2 gates on 10 just blows my mind. 9 pylon into 10 gate is a HUGE disadvantage because: Your 10:th probe will be delayed At 10 supply, you will have to wait for minerals to build gate, while having smaller probe count up to this point if you chrono probes 1 time as soon as you have the energy and put down a pylon on 10, the second the plyon pops you will have 150 minerals. I do it like this: Probes up to 10, chrono with first 25 energy. Pylon on 10. 2 gates on 10. Probes to 12. Pylon on 12.(no this does not delay your zealot, you will have exactly 100 minerals when your gateway pops) Spam zealots from both gates while chronoboosting. Just tried this as exactly your build - You're right on 10 supply-pylon ( as I already edited per many people's suggestions), but building pylon on 12 definitely delay your zealot. Even if you somehow magically does not delay your first zealot( maybe you have super probes in your arsenal or something), I would imagine it would delay the 2nd and 3rd zealot - which is key. If you think i'm wrong, please provide with a replay. | ||
AimlessKitty
Canada54 Posts
On August 21 2010 16:58 Skyro wrote: IMO this is pretty much an all-in build, so why not just proxy your gates? It increases the effectiveness of the build a ton, and there's really no way for them to stop your proxy gates from going up. And while this build may seem to be more viable on 2-player maps, it is actually more effective on 4-player maps, particularly if you proxy. This is due to how you have to scout this build early, before you throw down your gas or core. On 2-player maps where your opponent scouts with his 9 pylon probe, they can easily spot the 2 early gates and just toss down another gate before gas, and at that point you're already fighting an uphill battle. But on 4-player maps due to them not knowing where you they may not be able to scout you before they have to commit to going standard gas into core and your chances of success increases. this build's definitely a lot better on 4 player maps, since even if you scout them last you'll know their position (which is enough for you) but if he scouts last and he was going for cyber core.. | ||
Flummie
Netherlands417 Posts
I tried this build (10/10/10) against a diamond toss player with an immortal avatar and I cannot complain Also what I did was when he went for stalker to let 1 zlot chase the stalker while the others just go straight for his probes. noone can keep up with that I guess :D Nice one and I will try it some more. | ||
TDC
United States197 Posts
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eecs4ever
United States106 Posts
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JeRLittlefielD
United States6 Posts
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Evante
Singapore7 Posts
how do i post replay? | ||
AimlessKitty
Canada54 Posts
On August 25 2010 00:23 Evante wrote: Lol i won a toss going for proxy 2gate on steppes of war. how do i post replay? go to www.star2.org, register, and upload. Copy and paste the embed code into comment. | ||
AimlessKitty
Canada54 Posts
On August 23 2010 04:34 eecs4ever wrote: The other protoss if they scout this in time, they can wall off their choke completely (gateway, cybercore block) and chrono boost out stalkers from 2 gates. will this stop this build? In my experience, "walling off choke completely" is not a solution for this build (although people keep telling me that.. I'm actually speaking from experience ) 3 zealots, no matter what the building is, can destroy buildings fairly quickly. Now, asses this situation - you walled off your ramp with gate/core. The zealots are hacking away at the gateway, and your first stalker pops out. It takes 15 hits for a stalker to kill a zealot, and any competent protoss will pull back their zealot so they won't die. People act like protoss buildings are armor of god or something - and when even one is destroyed, you're down one gateway. Following gate is the most reasonable solution (the one I'll accept) here. Stalkers aren't that effective against zealots in low numbers, and requires more micro than a zealot. | ||
Immersion_
United Kingdom794 Posts
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