Hey guys! I am rank D pretty new to SCBW,Going from sc2. I have a question,In late game vs zerg should i go to mass mech/vessel or SK-terran? I think SK-terran might be a little bit harder to micro then mass mech. What do you like and what do you think is the best for late games vs zerg?
I'm new as well, but from what I've heard sk terran is the best vs pro players. Pure mech and bio-> mech gets shut down if the zerg is incredibly good at using queens because charon boosters gives goliaths range 8, whereas spawn broodlings is 9. Besides in a normal game the terran won't have so much gas to afford a lot of vessels (to irradiate the queens) and the queens might even come as a surprise. And with good scourge usage the vessels might be not so much of a threat either (because he doesn't have too many). At our lvl (D), mech is a lot stronger since it doesn't need that much attention (micro). Pro's might also be able to take advantage of the certain timings where a bio-> mech terran is weak. Whereas lower lvl players don't or can't.
In conclusion: I'd say sk terran is strongest at pro lvl which is why we see it so often. But at lower lvl's mech seems a lot stronger because zergs don't have gosu queen micro and don't see the strategy that much either (so often don't even know how to respond). mech also requires less babysitting (micro) in my opinion. So it might be easier to execute on a mechanics lvl.
Note: I'm new at broodwar, take with grain of salt. I just like to post and contribute.
SK Terran seems a smoother transition, since you will most likely have all the necessary upgrades, most of the infrastructure needed to build marines and vessels and so forth. It can be hard to micro, but it is effective against a late game Zerg army with ultras, defilers etc, and is mobile and can be split up to attack the Zerg's many bases.
The mech switch is difficult to pull off, but the idea is that it takes advantage of the massive amount of pressure that you have already been putting on the Zerg through the early and mid game. The way Zerg deals with mech is having a lot of expansions and powering. If you have a big bio army in the mid game, it doesnt allow the Zerg to get those bases up, and so you have a timing window where you can mass up mech units and push. Once you hit a decent/critical mass of mech units, the Zerg likely wont have enough stuff to break it. Also, if they stick with making ultras, so much the better.
Personally, I wouldnt say one is harder over the other, given the timings and upgrades for mech, and the macro speed/micro needed for SK Terran.
Queens are a very unorthodox solution and gets shut down by EMP of it is scouted, and the huge amount of PSI spent in energy-depleted queens can easily cost you the game.
The pros of SK Terran is that it has (obviously) amazing mobility and is very effiecient with a small number of expansions (2-3). However, mech becomes much stronger as the number of bases increase, because even pro's can't keep up with macro with the insane number of marines requiring to be produced and micro'd.
Also, SK Terran is incredibly fragile, meaning a few micro mistakes (running marines into lurkers, ect.) can cost you the game, not to mention that mass marine + vessel is becomes very very weak once Zerg gets plague.
The mech upgrades scale well, and zergs will have a very hard time shutting down mech with full upgrades.
The mech switch is 100% the way to go in the modern game. It's so much stronger. There's a very good reason why almost literally every late game TvZ these days involves lots of heavy metal. Zergs have gotten so good at turtling with defilers until they have 4+ gases, and then the hive tech will just roll bio-centered play (unless you seriously outplay them, in which case you would've outplayed them even harder if you had practised and employed the mech switching instead).
SK Terran is still viable to a certain degree of course, and if you have a play-style that's centered around aggression and multitasking, and you simply find it more fun/challenging/satisfying to go for it, then by all means work on that. But if you're asking what's objectively best, I don't think bio-play has much going for it. Heavy fucking metal all the way.
Pyre_Fly pretty much nailed it, Mech is so much better if you put plenty of pressure on Zerg midgame hence why modern TvZ revolves around either a fast ebay after first rax (turtle early to have a upgrade advantage) or mass rax vs 3 hatch mutalisk to fight on the field and deny the 3rd gas. SKTerran is still very viable, you just have to really abuse drops and have excellent use of mines. @ xxpack09: I feel that ultras are not so hard if you start adding firebats to your M&M army to kill off zerglings
I wouldn't worry about it. When you're starting out, games only go late if both players stop knowing what they're doing at the same time. Usually the winner is the player who knows their strategy furthest into the game, so keep adding on blocks of 'what do I do after this' starting from the very beginning all the way to the late mid game. It is best to become proficient from the early game.
To answer your question in the most exact way though, the pros like to open bio and switch to mech because the zerg trend is to rush to defilers as soon as possible, and defilers kinda suck vs mech so you kind of make their whole game plan for not. It's extremely powerful if you know what you are doing. If you don't know what you're doing tho, you should just add on some starports or facs to spend your gas on vessels and tanks. You can mech switch if you want, but do it because you think it's fun, or do it because you know your strategy very well. Don't just do it because you've seen it in vods, you'll win more often just sticking to bio if you don't really know what you're doing.
I try not to use sk build unless im sure he will be heavy mutalisk. Sk is hard to micro for a begginer so I would take that into consideration also. Just be sure to transition into late game with some tanks because you will hae a very tough time otherwise.
the most recent trend seems to be opening up bio then transitioning into mech. this happens when he gets hive tech. what happens here is that zerg can no longer rely on that hive on 3 gas and has to move to a fourth, which will give you a very good amount of map control with vultures and mines and allowing you to expand.
you also kinda force him to be in a position where he would have to decide on unit composition. but at d level, sk terran works really well. even at higher levels, the high vessel count is very hard to deal with.
Late-game mech. However, it's harder to get a third/fourth while denying the Zerg's bases if you go straight mech and it's VERY hard to multitask and late-mech transition from bio. So SK Terran is easier to get into, but not necessarily as straightforward to win once you get into it. I would also suggest what Flash did against Calm, semifinals EVER 09 OSL - send ninja death squads of MnM around the map to deny bases and to keep up map control while building up 3/4 bases, getting about 5 factories in addition to the usual 6 rax, and spamming vessels/tanks like a motherfucker to the point where in the endgame, the zerg can't head into your bases b/c you have so many fuckin tanks (and some MnM) sitting there and you can just travel around with your ninja death squads and your vessel cloud to continuously kill everything the Zerg has.
If you want to feel sexy and beautiful, do SK Terran.
If you want to be a Terran scumbag, then play mech. But know that while you're doing that, you're losing a small percentage of sexiness for every second that you're not doing SK Terran.
you have to annoy the zerg to death in all tvz games. i like to play tvz in a reactionary style. preventing the 3rd gas is pretty vital to dominating the zerg. make sure you know what the zerg is doing at all times.
On May 10 2012 08:41 Musiq wrote: Pyre_Fly pretty much nailed it, Mech is so much better if you put plenty of pressure on Zerg midgame hence why modern TvZ revolves around either a fast ebay after first rax (turtle early to have a upgrade advantage) or mass rax vs 3 hatch mutalisk to fight on the field and deny the 3rd gas. SKTerran is still very viable, you just have to really abuse drops and have excellent use of mines. @ xxpack09: I feel that ultras are not so hard if you start adding firebats to your M&M army to kill off zerglings
Pros dont actually use 1rax ebay much any more.. its back to the classics these days - 2 rax acad and mnm pre muta to force sunks. 1rax ebay can be countered by zerg getting 0 sunks so its not fool proof.
On May 10 2012 21:49 GTR wrote: at a lower level it is easier to do mech than to do sk terran
I agree with you on full mech but I actually have been trying to practice bio into late game mech switch lately and I find it tricky actually making the full switch. Once you actually make the switch mech is easier, but actually making the switch seems complicated to me. I found transitioning into sk terran when you open with bio a lot easier because you just need to add a second port, take a third and add more raxes. While with the mech switch, have to add facts, armory, know when to stop producing from raxes, lift them, pressure with the remaining rines and vessels you have while using mines for map control. Maybe its because I have been a sk terran style user for a while so its more of trying to break old habits that I'm finding difficult.
Ultimately you have to learn the bio into mech transition. Mech provides the most powerful lategame option.
That said you are D rank and therefore learning. You shouldn't do something because it is the best for progamers, but because it has the highest payout for YOU. That's why I'm going to advocate that you learn SK Terran late game. In the short run it will be much harder and more frustrating and you will take more losses, especially whenever you let the Zerg take too many bases and he starts making a gazillion ultras and it will feel as though you are working twice as hard as he is and yet steadily losing ground.
But you have to look at this as an investment. Learning to control bionic armies and simultaneously maintain production, learning how to minimize Zerg expansion efforts, etc., is not going to be done by studying the mech transition. And this is important because there are many different timings to the mech transition and several different approaches to utilizing mech -- it is not just one build or even just one strategy -- and some of these involve more use of bionic than others. You won't get good at this game without learning mid/late bionic control and proper midgame map control with bionic.
At your level, you don't necessary need a full mech transition. Two/three factories speed vultures + mines is deadly against zerg's late game composition. Until C- level, players don't mine sweep properly with a good overlord spread + mutas or hydras, and then you can use vultures with no mines to raid expos. Actually even at pro level we often see huge mine daebaks on lurkers/defilers/ultras.
Go +1 Attack 5 Rax with Vessels, pressure, research mines and drop 2 more facts. Mine out the map, get 3rd, lift raxes and transition to 5 fact mech double armory. That's currently the strongest way to play TvZ.
The hardest part about late mech is doing the transition quick enough that Zerg doesn't end up just mass droning into unlimited ultras it needs to be a very smooth transition. You don't wanna float to 3k because you forgot to pump bio while making vults.
SKTerran simply doesn't have enough muscle late-game against good Zergs. SKTerran is really for very open maps with a flat or open 3rd where Zerg will have to spend more resources trying to protect it, like Eye of the Storm or Odd Eye or possibly reverse ramp maps.
without sufficient apm and unit control, like me, i usually play out into a mech style, because its easy to micro and simple. sk terran requires too much apm for me to deal with, especially with the number of mnm youll have (my hands are small so they wont really reach across the keyborad for the army very well).
all that answers..... dont listen to anybody saying one is better than the other, even if it is from a pro (sea, hiya, ...). both styles have their pro and con based on your starting build and zerg starting build and the map. both styles are hard because bw is not an easy game. it doesnt matter which one u want to play.
On May 10 2012 15:36 gutshot wrote: as a zerg player, I would say late-mech is wayyyyyyyyyy more harder to deal with than SK-terran but it's also harder for them to execute imo
for me late mech is easier to deal with than sk terran.
I think a thing about is that countering late-game bio mass drops requires really good reaction with scourge. without it bio is extremely powerful just like mech is, as bypasses the swarms
I think it really depends on the situation... I like to stick with sk but have 2 or 3 facts to make tanks/vults for defense. playing vs ultraling can be near impossible with pure sk if the zerg gets to turtle enough.
On May 29 2012 13:53 jpak wrote: Go SKTerran. You will learn to multitask and at that level, most zergs ill not be able to keep up, especially if you start dropping marines too.
I found SKTerran much much easier than late mech, the multitasking is even easier. You definitely need more apm with SKTerran but less multitasking if that makes any sense. The hardest part about late-mech is the multitasking required during the transition, making facts, lifting raxes, mining the map, 3rd base, while still microing/macroing a paltry 5-rax bio army and not forgetting to pump vessels from 1 starport. Most often I die there or lose to the mass ultra followup because I stopped being aggressive during that time. Building up rax count and maintaining a large vessel/bio count from 2 Starports/8 Raxes is pretty easy, I used to rarely go above 500 minerals while staying aggressive and irradiating everything.
Problem is you will hit a brick wall where you will have to learn late mech anyway because just like pure mech, SKTerran is really only viable on certain maps after a certain level of skill. At low levels of skill, players don't create scourge or plague your vessels so its pretty easy to just irradiate 20 ultras and eraser his bases and win the game, but after a certain point they will start plaguing your vessels and scourging them, making it really difficult because you don't have enough muscle to push through endless darkswarms and actually kill his bases while holding more than 2-3 bases.
Late game Terran vs Zerg is HARD. It's probably the most APM-demanding of any matchup, regardless of whether you go bio (i.e. skterran) or mech.
So, let's talk about late game. Meaning zerg has >=5 bases, and has good enough macro to pretty much constantly pump lurkers, lings, and defilers, and they have the money to push ultras. This is when things get difficult for SKTerran. You're moving around the map with 3-4 groups of medice/marines and about 12 vessels, irradiating everything in sight, stimming nonstop. But you can't get into those bases fast enough--there's always swarm defending, lurkers, etc. Zerg's pushes become more deadly as ultras get speed on top of swarm.
This is where Terran mech comes in: it allows map control against swarm, which otherwise is something that's only obtained by pure aggression. A zerg fighting against bio that wants to push can do easily with swarm. Terran must always retreat. Instead, going mech gives you a line of tanks that let more or less nothing across. It also gives Terran the ability to harass in ways they couldn't otherwise--with speed vultures. Flash is exceptionally good at this, sending groups of vultures to various expos and killing all of the drones. And mines are great for absorbing big groups of lings that otherwise could do huge amounts of damage.
But maintaining map control as mech against a Z is REALLY apm-demanding, because zerg is so damn mobile. You need turrents, mine fields, and lots and lots of tanks. Knowing when to push is something that's really difficult.
On May 31 2012 21:39 XenOsky- wrote: winning with SK terran vs defiler/ultra/crakling is one of the best feelings in the world... if you are manly enough try SK...
Starship Troopers mass marines style for the motha fucking win.
Just because most pros go mech in the lategame now, sk terran is still very good. It transitions better from a standard opening, and zergs below korean a+ level have not become too good at turtling on 4 base defilers. SK terran is more fun as well!
On May 10 2012 08:41 Musiq wrote: Pyre_Fly pretty much nailed it, Mech is so much better if you put plenty of pressure on Zerg midgame hence why modern TvZ revolves around either a fast ebay after first rax (turtle early to have a upgrade advantage) or mass rax vs 3 hatch mutalisk to fight on the field and deny the 3rd gas. SKTerran is still very viable, you just have to really abuse drops and have excellent use of mines. @ xxpack09: I feel that ultras are not so hard if you start adding firebats to your M&M army to kill off zerglings
Pros dont actually use 1rax ebay much any more.. its back to the classics these days - 2 rax acad and mnm pre muta to force sunks. 1rax ebay can be countered by zerg getting 0 sunks so its not fool proof.
then they lose their natural once you get 2 groups of mm
On May 10 2012 08:41 Musiq wrote: Pyre_Fly pretty much nailed it, Mech is so much better if you put plenty of pressure on Zerg midgame hence why modern TvZ revolves around either a fast ebay after first rax (turtle early to have a upgrade advantage) or mass rax vs 3 hatch mutalisk to fight on the field and deny the 3rd gas. SKTerran is still very viable, you just have to really abuse drops and have excellent use of mines. @ xxpack09: I feel that ultras are not so hard if you start adding firebats to your M&M army to kill off zerglings
Pros dont actually use 1rax ebay much any more.. its back to the classics these days - 2 rax acad and mnm pre muta to force sunks. 1rax ebay can be countered by zerg getting 0 sunks so its not fool proof.
i personally don't think that this is quite right? in the previous proleague season, i recall seeing 1 rax ebay the staple build in tvz because the +1 attack s simply way too good against the mutas.