Freakinchair said:
Nah, the ones I saw were post patch. Maybe theres some better build order for terrans to prevent this (early barracks maybe). I'd actually have to play the game to find out :lol
It all depends on the scout, actually.
One gate opening from the Protoss-he is going for fast Immortals. In this case you can either FE w/ Planetary Fortress, sieged tanks, and bunkered marines and then transition into a mech build for a longer game or you can go for 3 barracks (2 reactor, 1 tech lab) into starport w/ reactor for colossus snipes and medivacs (this is a really cool build).
Two gate (or more openings) means proxy rush, this is really common because it's really somewhat abusive. When I scout this I go three rax in base, 1 tech lab, 2 reactor. I get a quick +1 weapons and combat shields and push the protoss at that point-he almost certainly won't have a colossus and as long as you keep your marauders up front the amount of zealot/stalker trashing you can do is insane.
I did that latter build against a four gate(!), one base all-in earlier and totally demolished my opponent. The key was ensuring that A) his scouting probe didn't sneak in a in-base pylong or something (follow it with an SCV) and B) not dropping the two barracks or ebay until after the scouting probe was dead. He was totally in the dark and pretty much had to commit to his rush.
Proxy gating with just a pylon while protecting your gateways in base without any build time penalty (my understanding how it works is that its slower because you can't chrono it or something) is ridiculous on paper, I'll give it that.
Edit: Moving warp gate from cybernetics core to twilight council would still allow for proxying of troops without it being so ridiculously early in the game (which is where it's sort of a problem), while still being relevant to gateway units. Then move stalker blink back to the cybernetics core like the old goon range.