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Terran MMM and Mech

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Mimic
Profile Joined June 2010
Russian Federation76 Posts
June 18 2010 20:07 GMT
#1
I have been playing sc2 for about a month and been crawling around there forums for days and i have seen so far 2 main terran strategies. MMM (Marines, mauraders medivace) or a tech turtle and so far it seems that people pick one and play that way through whole game. I am no pro by any means however it seems that a more fluid strategy would be better no? i start out with a 2-3 rax for rines and mar and play with that but at some point i do switch to almost full mech besides keeping marauders. maybe i just have been here logn enough but it seems that fluidity is much more important. since both mech and mmm have a very defined time limit of succesful use. any thoughts?

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Only The Dead See The End Of War
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
Last Edited: 2010-06-18 20:15:40
June 18 2010 20:14 GMT
#2
If you ever go lots of barracks and suddenly decide to pop down loads of facts and just stop using the raxes completely they are effectively wasted.

Mind you, this can still be effective if for some reason your opponent doesn't see it coming or something, but then you're relying on him making that mistake.

EDIT: If you instead just augment your bio with some tanks/thors that's a completely different thing.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Mimic
Profile Joined June 2010
Russian Federation76 Posts
June 18 2010 20:19 GMT
#3
it just seems to me that if you keep throwing the same units over and over at him in a long game you will loose unless you get lucky. it seems marines become almost useless in latemid and i just switch the 2 rax to both marauders and get the reactor core on a starport for vikings to cover the air that the marines used to. i understand what you mean when the baracks become wasted but i think the ability to produce so many unitsso fast with 2 rax 2-3 mech and 2 starports is too great to miss.
Only The Dead See The End Of War
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 18 2010 20:32 GMT
#4
Bio and mech currently play to different strengths and weaknesses in specific matches. It's sort of like how BW was, except backwards: in SC2, you bio against Toss and mech against Z. As of right now, these are the safe builds, and you rarely have reason to change course. MMM never becomes useless against Toss. Mech never becomes useless against Zerg.

As was mentioned, switching techs also means A LOT of wasted resources (buildings and researches) and time.
tedster
Profile Joined May 2009
984 Posts
June 18 2010 20:35 GMT
#5
On June 19 2010 05:07 Mimic wrote:
I have been playing sc2 for about a month and been crawling around there forums for days and i have seen so far 2 main terran strategies. MMM (Marines, mauraders medivace) or a tech turtle and so far it seems that people pick one and play that way through whole game. I am no pro by any means however it seems that a more fluid strategy would be better no? i start out with a 2-3 rax for rines and mar and play with that but at some point i do switch to almost full mech besides keeping marauders. maybe i just have been here logn enough but it seems that fluidity is much more important. since both mech and mmm have a very defined time limit of succesful use. any thoughts?


Zerg is the race that gets to think this way, terran is about methodically building up your tech and production centers along a specific path. That's the entire race philosophy and you're trying to buck the trend which is admirable but misguided.

Mixing in mech later with your bio is great and fine but a major tech switch as terran is a trick and puts you behind if they scout or predict it, as it is not efficient.
the last wcs commissioner
DanielD
Profile Joined May 2010
United States192 Posts
June 18 2010 21:05 GMT
#6
I believe as people get more comfortable with the game they're going to find that a mix of bio/mech is ideal.

TvZ for an example: mauraders and hellions are both great meatshields for tanks, but hellion suck vs roaches and mauraders arent cost efffective vs hydra plus suck vs lings. Thors are good vers muta but against mass muta or BLs they are balls, vikings are good vs BLs but suck vs muta so you want marines against muta, and marines are good dps vs hydra ling bling as well. So you can see that while straight mech certainly has counters to everything Z has, to be really effective you're going to want bio mixed in.

Of course it's harder to get the upgrades this way, but I think the ability to much more quickly adjust to what your opponent is doing is worth it. Sure, thors counter muta, but they take FOR-FUCKING-EVER to build. Yes, tanks are good vs roaches, but again, they take FOR EVER to build. If you find yourself lacking anything but hellions, you're going to be on the back foot until you get the units you need if you are going pure mech off of 4-6 facts. But if you have 2-3 facts and 2-3 rax, you can add-on switch and pump mauraders or marines much faster than you can get the necessary mech units out.

Adding bio also gives you mobility, especially if you manage to squeeze out just 2 medvacs (I know, I know, mech is gas heavy, but you can spare 200). The strength of the ability to control a whole region of the map and still put mad hurt on out-of-the-way expos cannot be understated, and 8 mauraders can kill a whole hellofa lot of buildings in short order.

"Strong people are harder to kill than weak people and more useful in general." - Mark Rippetoe
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
Last Edited: 2010-06-18 21:30:12
June 18 2010 21:28 GMT
#7
I've seen players like Maka do biomech strategies and they seemed to be decently powerful. I'm not sure about the full switch from bio only to mech only as you'd need a large amount of additional infrastructure to make it happen, but since you said you'd continue production of marauders, your thoughts probably aren't too off in left field.

Now that's not speaking anything of whether or not such a build is solid, rather just that you could probably make it work. Whether or not it's actually solid isn't something you theorycraft - it's something you figure out through lots of testing.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
Mimic
Profile Joined June 2010
Russian Federation76 Posts
June 18 2010 21:36 GMT
#8
it seems you gusy are thinking of a completely radical change. this chance probably lasts for 10-20 mins for infastructure. its not very sudden however from my experience it has given me some seriouse firepower. however i have to point out right now that vs zerg mutalisks eat vikings and that the only air besides thors. and thats the only problem i have encountered.
Only The Dead See The End Of War
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
June 18 2010 21:48 GMT
#9
On June 19 2010 06:36 Mimic wrote:
it seems you gusy are thinking of a completely radical change. this chance probably lasts for 10-20 mins for infastructure. its not very sudden however from my experience it has given me some seriouse firepower. however i have to point out right now that vs zerg mutalisks eat vikings and that the only air besides thors. and thats the only problem i have encountered.


If you think that opening light bio and then slowly transitioning into mech over the course of a long game is the best way to do it, then by all means try it. Don't let us stop you.

We can sit here and theory craft from now until forever, but really most ideas can be made to work with enough tweaking and experimenting. Believe in yourself and this idea that you think is good. Too often players try to convince each other why the current builds are better when in reality the Beta is a constantly changing and progressing cauldron of strategy.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 18 2010 21:56 GMT
#10
You mentioned full switch in your OP, so that's why we're responding to it as if you meant a complete change.

IME, there's no reason to every do a full switch TvP or TvZ. MMM is always effective against P and mech is always effective against Z. Mixing up bio with mech is fine (eg tanks with MM), but I can't think of a scenario where a full tech switch for T makes sense.
Musgo
Profile Joined June 2010
Portugal4 Posts
June 18 2010 22:01 GMT
#11
i think that people should change their strategy according in what the opponent is doing.

for example... if your opponent goes roach its best to use MMM due to the attack bonus that marauders have against armored units like the roach.

if your opponent goes for example small light units like the zergling its a good strategy to use mech (siege and thor), but keep in ming that zergling will eat this kind of mech for breakfast so have a good front line.
Stop making Overlords!!! They're ugly!!! :]
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
June 18 2010 22:15 GMT
#12
I'm usually a Z player but when I TvP I go marauder+ghost+medivacs with siege/thor/viking backup, and maybe a raven but gas usually dosnt allow me to. This comes from a 1-1-1 build, by which I get early siege and viking to counter toss voidray rush or timing push.


Personally I play more with lategame in mind TvP, and if it gets really late colossus(+HT's you might miss with EMP) just slaugther the marine part of your bio ball and he usually snipes my medivacs with feedback -.o marauders are ALWAYS great meatshields for the rest of your army tho... it just sucks with 3 different unit upgrades.
England will fight to the last American
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
June 18 2010 22:16 GMT
#13
On June 19 2010 07:01 Musgo wrote:
i think that people should change their strategy according in what the opponent is doing.

for example... if your opponent goes roach its best to use MMM due to the attack bonus that marauders have against armored units like the roach.

if your opponent goes for example small light units like the zergling its a good strategy to use mech (siege and thor), but keep in ming that zergling will eat this kind of mech for breakfast so have a good front line.


Yes and no.

Starcraft 2 is a game of imperfect information. Players who develop strategies designed specifically to counter whatever their opponents are doing will end up feeling like the game is luck based in cases where it's impossible to scout.

Instead players should opt for robust strategies which are carefully designed to counter all possible things the opponent could be doing. Any scouting information received will then refine the unit composition or signal subtle changes which should be made.

By playing the my-strategy-is-based-on-his-strategy game, you'll be extremely vulnerable to tech switches and counter scouting, which does not make for good play.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
Mimic
Profile Joined June 2010
Russian Federation76 Posts
June 18 2010 22:49 GMT
#14
On June 19 2010 07:01 Musgo wrote:
i think that people should change their strategy according in what the opponent is doing.

for example... if your opponent goes roach its best to use MMM due to the attack bonus that marauders have against armored units like the roach.

if your opponent goes for example small light units like the zergling its a good strategy to use mech (siege and thor), but keep in ming that zergling will eat this kind of mech for breakfast so have a good front line.


you know you can think about this and spin it 2 diffrent ways. if you are evolving to his strategy there are 2 outcomes. either 1 he thinks his strategy and unit comp right now is good and he is winning. or his unit comp is vulnerable and he needs to switch too. with this very basic thought process sc2 would be a LONG game...
Only The Dead See The End Of War
tfmdjeff
Profile Joined June 2010
United States170 Posts
June 19 2010 04:23 GMT
#15
Terran commits to their strategies because it takes a very long time for a terran to tech switch. If a player said "fuck MMM, i'm gonna drop this and go mech now", they would be spending a lot of time and money on buildings that it would give the other player a window of opportunity to steamroll him with a superior army.

If you love the idea of quick tech switches, pick up zerg. Zerg only have to build one building to have access to a unit that they can proceed to produce quickly from their hatcheries. That's actually one of the reasons I play zerg: for the ability to be really unpredictable.

Really, seeing as you don't know too much about the mechanics of the game yet, my suggestion to you is always go mech. It's the easiest strategy in the world and you'll win way more games than you deserve to with it.
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
Last Edited: 2010-06-19 05:16:06
June 19 2010 04:57 GMT
#16
If you want a better strategy try this one, this is like the new Sair/Reaver combo except it's terran viking and banshee



It looks really hard to execute especially in the mid game since you haven't amassed a lot of units to defend your base but if your Z opponent goes for a cute ling/muta build I think it gets raped at late game.

actually re watched it man rAndy did a good job it's just that the viking/banshee style is pretty strong :D
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
Kikuichimonji
Profile Joined June 2010
United States102 Posts
June 19 2010 05:56 GMT
#17

IME, there's no reason to every do a full switch TvP or TvZ. MMM is always effective against P and mech is always effective against Z.
High Templar and Colossi absolutely destroy MMM, and you can do just fine without them with good sentry force field micro. Honestly I'm happy when T decides to get a big ball of squishy units mid-late game. Course I'm only a gold level player.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
June 19 2010 08:44 GMT
#18
On June 19 2010 13:57 Licmyobelisk wrote:
If you want a better strategy try this one, this is like the new Sair/Reaver combo except it's terran viking and banshee

http://www.youtube.com/watch?v=sAiQOh41gio

It looks really hard to execute especially in the mid game since you haven't amassed a lot of units to defend your base but if your Z opponent goes for a cute ling/muta build I think it gets raped at late game.

actually re watched it man rAndy did a good job it's just that the viking/banshee style is pretty strong :D


actually one fungal growth or two would've killed that strategy cold. Get mass-muta ball, fungal growth vikings disallowing them to kite the muta's. After that its a quick and painful death for the banshee's.

And I'm not sure if terran has a very viable way of tech switching. Their strength comes from the robust units that are efficient against certain units. Obviously it is possible but way harder to pull off as terran.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
June 19 2010 09:17 GMT
#19
On June 19 2010 06:05 DanielD wrote:
mauraders arent cost efffective vs hydra

Wrong. They are, you can go and test it.
The main reason not to switch tech is upgrades. And also there are very few variations of pure MMM. At some point you pretty much always need some tech: thors for range vs muta, tanks for roach hydra, vikings vs BLs
[CeSU]cmdr_cuts
Profile Joined June 2010
Canada2 Posts
June 21 2010 03:26 GMT
#20
I pretty regularly find the tank, viking combo a great way to win against any race. The vikings pretty much keep zergs, protoss' and especially terran confined to their base. Not to mention the monster antiair. Plus, all the ground anti-air units for each race gets anihilated by the tanks. This is not to say you don't get other units too. As in broodwar, you need casters (ghost, ravens mostly) and some specialty units like thors and reapers to keep the mutas, and sneaky expansion count down.

If you tech right, you can have 2 vikings out before they have any mutas in TvZ. Mostly though, just scout. If they go muta, go marines, thors, and tanks. Roaches, marauders. I never really get M'n'M'n'M because mass roach, muta-baneling owns it as well as colossus and templars (dark or high) for protoss and siegetank for terran. I essentially go M'n'M'n'M for two player maps or of I scout them right away and can punish thier build. On 4 player maps, if I don't scout them first I go straight for factory tech and vikings.

For SC2 terran it is important to remember that they made the terran army harass based. Healing medivacs, and two early game units made explicitly to kill workers and light units, plus the banshee and the viking ground form seem a little too weak for main line battle units. The healing medivac was obviously made for marine-marauder drops. Also ghosts seem to be like a terran dark templar and can be used in conjunction with cloak to kill off workers of protoss and zerg with incredible ease.

Finally, terran has always been a "one push win or bust" race in earnest. Harassment will only take you so far. Once your first and especially your second push is stopped, you are most likely dead anyway. If you don't die, you are probably a pretty good player. Or you are on a very low tier playing against people with no understanding of the phrase "counter attack"
Protoss is imba, as is terran and zerg.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
June 21 2010 03:44 GMT
#21
At your skill level, any late game tech switch will most likely be more beneficial for you. Unless the opponent has amazing scouting timing/luck they are going to be stuck with units that are not as cost effective for the potential battle.

A great tvp example(but not really likely) is if a t is opening mass maruders and medivacs, so the z masses speed lings to counter. After you trade armies you mass helions while he still thinks your going maruders. And your helions>speedlings.

This is just a very simple hypothetical but the same metagame progresses through all aspects and stages of the game.

My final advice would be that it would be best to learn how to play solid and earn longterm wins with both strategies. Then during a longer macro game try switching, or even switching again and see the outcome. This could take 100 games to figure when it is in your best interest to tech switch. Most importantly in this stage of learning take the extra few minutes and watch your replay and see WHY you lost. Did you have poor macro? Did you not have enough rax/facts at the right time to properly export your resources? Did you upgrade the units BEFORE the tech switch? Did your opponent anticipate this tech switch and respond? Did you even lose because of poor unit composition, or was it because of other factors? These basics concepts stem from BW and almost everyother RTS. So try to learn the basics(what unit > enemy units) and proper mechanics and macro. The experiment on shaping a style of your play. GG
Coaching for 1v1 and Team games at Gosucoaching.com
Karliath
Profile Blog Joined April 2010
United States2214 Posts
July 29 2010 16:49 GMT
#22
What's a good ratio of M:M:M?

I'm currently on the Smash and Grab mission in the campaign, and I can't quite figure out the right composition.
Nyovne
Profile Joined March 2006
Netherlands19135 Posts
July 29 2010 16:51 GMT
#23
Put some effort into your topics and posts and look at the forum posting guidelines.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
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