QUOTE (z0mgproberush @ Aug 2 2009, 02:58 AM)

I pretty much said the same thing as you. Prioritize on zealots, and do what you can with ur extra minerals. I never said you had to out produce him, just be careful not to undeproduce. Even with a ramp, if he pumps out of 3-4 gates, thats 1-2 MORE zealots he has to fight up a ramp. And a decent toss with proxy the 3-4 gate to eliminate the disadvantage of resuply time. And do everything possible not to let a zealot in. Again, batteries are ur best friend here.
I would say dont even worry about trying to get to reavers or dts. If u get 3-4 goons you should be able to micro and push into a failed 3-4 gate for a faster win. Which IMO is a sure fire win. Fast dt's could get haulted by a cannoon, especially if something sneaks in and sees it. Shuttle with a goon/reaver could work too since their wouldnt be enough goons to fend off the attack(if u don't have retarded micro) and cannons are useless against handled reavers.
I bolded/underlined a sentence that is missing out on a huge part of StarCraft.
When you take an advantage like the one you get vs any failed cheese, pushing in for the fast win takes the least advantage possible in the situation.
If you can hold off a cheese and continue towards a mid or late game goal you will have sealed the game.
In SC, when you gain an advantage (ESPECIALLY tech or econ related), your advantage INCREASES with time.
In this example of PvP vs a 3/4 gate rush, the enemy player has the most advantage when his first attack comes. If you hold off that long enough to either get a tech advantage or an econ advantage (you either say get DT or reaver OR you get your 2nd base up after he backs off), you will find that your army is just completely outgunning, outnumbering, or in alot of cases both outgunning and outnumbering the enemy.
If you instead do what the quoted post above implies, you will find yourself using a small early game army to fight against a build that is designed to be powerful in early game. Don't use a build that is desinged to be good in the mid or late game to try to win in the early game.
Im a Z player so Im better at explaining with a Z example.
In a ZvT, say you face a Barracks Barracks Supply Proxy build on Destination. I, as the Z, started the game with a 3 hatch build. The enemy is going to show up either as the 2nd hatch is building or right when it comes out. The smart thing to do is to pull my drones to kill any bunkers that are coming up and hold on the 3rd hatchery for now and pump a group of lings out and maybe place a sunk.
Once I have secured my nat and I feel safe, I will stop ling production, drone up, and place the 3rd hatch and get my lair. Once the lair pops out I'll place my spire and then get my usual 9 mutas for a a little harass. Usually this harass turns into a game ender in this kind of game, if not, it will do more damage still than a usual harass and when my lurkers come out that will end things.
The lesson is that my standard build, though a bit delayed, is much stronger than a ling all in AND it faces a terran that is way behind.