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Active: 1765 users

[D] TvP Mech or Bio?

Forum Index > StarCraft 2 Strategy
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1 2 3 4 5 6 Next All
PredY
Profile Joined September 2009
Czech Republic1731 Posts
February 27 2010 21:09 GMT
#1
Well the ultimate question is:
Mech or Bio?

i feel like Bio is good early and mid game, with fast emp tech it is strong but gets owned by mass collosus - perhaps adding vikings is the solution? MMM+ghosts+vikings

when meching, tanks+hellions is strong but later in the game hellions become useless (collosi melt them) and emp tech is later too. what's a good unit combo when meching? tanks+hellions+some infantry into tanks+thors+emp+vikings? the gas requirements are huge though

i've tried both strats and can't decide what is better. i feel the mech will be the way though.

thoughts? ideal BOs, tech routes?
http://www.twitch.tv/czelpredy
FaZiNaTe
Profile Joined August 2009
Germany290 Posts
February 27 2010 21:24 GMT
#2
As a toss player i would say bio combo is hardest to play

adding vikings is good but i dunno...

I like to play Void Rays + mass speedzealots at the moment.... what u think is hardest to counter for Terran?

twitch.com/fazinate
OgerAffe
Profile Joined June 2009
Germany48 Posts
February 27 2010 21:33 GMT
#3
i think in this version mech isnt a great choice. Protoss always gets an observer early in your base and all he has to do to counter your mech is to build a second robo and pump immortals only. I guess u get stomped then.

Other Reaons why mech suck:

a) U cant put pressure on your enemy in the beginning, without a ghost u arent even capable of fighting a mixed p force with immortals..

b) Void Rays are more dangerous then

c) charging zealots, blinking stalker, immortals - is the siege tank really a good against these? For Stalker u dont need tanks, marauder does the job aswell


Why mech could be good:

a) u can better fast expand with a early siege tank, 1rax fe vs Ingatemasspump Protoss is extremly difficult. Bunkers blow because immortal melt it and Planetary fortress is a big eco loss... no mules

b) a 200 army of hellions tanks and thors is one hell of a damage output

c) mass range 9 colossi and psi storm isnt that bad if u go mech



well i really dont know whats the deal in TvP, this matchup is really difficult to understand in the current state imo, i only can say vikings and mmm+ghost is working for me, but i dont "like" this unitcombo gameplaywise.

GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
February 27 2010 21:43 GMT
#4
bio with mech support is the best atm I believe
OgerAffe
Profile Joined June 2009
Germany48 Posts
Last Edited: 2010-02-27 21:58:59
February 27 2010 21:58 GMT
#5
maybe bio + thors are good in Tvp, tanks splash your own marines/marauder to death if u dont focus well, thats what thors doesnt do =), u could try then to stun colossi with thorabilty but this is kinda hard, cuz it takes some time until they unleash the 500 dmg.
Tor
Profile Joined March 2008
Canada231 Posts
February 27 2010 22:07 GMT
#6
The terran bio push with emp seems to be slightly stronger than the protoss push if done properly. But toss should be able to fend it off because of their closer production line. I like to get cloak and nuke as i'm pushing so I can throw a knife in their pylon infrastructure if they hold the push off. You should be following up that push with an expansion and some bunkers and tanks either for defense or contain. It's an interesting game vs P if they stop the push and you have an earlier expansion (they saturate theirs far faster and usually win if you get an expansion at the same time)
PredY
Profile Joined September 2009
Czech Republic1731 Posts
Last Edited: 2010-02-27 22:55:49
February 27 2010 22:55 GMT
#7
bio is good but collosi absolutely melt them even though you cast some good emps. i dunno if you can win vs a good macro toss with bio. anyway you need 4 sieged tanks to ONE shot a collosus AFTER you've EMPed it, so vikings are probably the better choice as is thor. as ogeraffe said, tvp is one damn matchup to understand
keep the ideas coming!
http://www.twitch.tv/czelpredy
Rothbardian
Profile Joined January 2010
United States497 Posts
February 27 2010 23:14 GMT
#8
On February 28 2010 07:55 PredY wrote:
bio is good but collosi absolutely melt them even though you cast some good emps. i dunno if you can win vs a good macro toss with bio. anyway you need 4 sieged tanks to ONE shot a collosus AFTER you've EMPed it, so vikings are probably the better choice as is thor. as ogeraffe said, tvp is one damn matchup to understand
keep the ideas coming!


Vikings rape Colossus. The side effect of this is that they'll be using a lot of their gas on stalkers, which means less Colossus in the first place :p Also, since you have air (They might go Void...), you can drop the shit out of them and on maps like LT you can cliff abuse their Nat. Bring 2 Drops one with 2 tanks the other with 6 marines and scan their obs if you start getting shot. Their Colossus should be away from their base with your push + Viking play.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Rothbardian
Profile Joined January 2010
United States497 Posts
Last Edited: 2010-02-27 23:28:33
February 27 2010 23:16 GMT
#9
On February 28 2010 07:55 PredY wrote:
bio is good but collosi absolutely melt them even though you cast some good emps. i dunno if you can win vs a good macro toss with bio. anyway you need 4 sieged tanks to ONE shot a collosus AFTER you've EMPed it, so vikings are probably the better choice as is thor. as ogeraffe said, tvp is one damn matchup to understand
keep the ideas coming!


Edit: Double Post.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
boaecho
Profile Joined December 2009
United States124 Posts
February 27 2010 23:22 GMT
#10
Can anyone please give me a list of unit counter for me? say for example..

vikings >colossus

with all the protoss units ? I want to bookmark it . Thanks
Floophead_III
Profile Joined September 2009
United States1832 Posts
February 27 2010 23:26 GMT
#11
Mech is better. Helions are the best harass unit in the game (splash + insane speed + 2 shot drones/probes + minerals only and build with a reactor). Tanks rape everything on the ground. EVERYTHING. Immortals are strong but in low numbers helions/marines are great for taking their shields down quickly and then tanks completely slaughter them. In higher numbers you should have ghosts with EMP out which basically make the tanksplash kill everything instantly. Bio isn't bad in TvP as an opener/pressure build, but you will get completely pancaked if you try to do an extended bio build. I think maybe with some good harass with medivacs and good use of tanks you might be able to make it work, but it'd still get demolished by storm/collosi in head to head combat. Toss also has far superior production with warpgates and chrono, so you really want something that can slaughter him since he's going to reinforce faster. Bio doesn't do that, mech does.
Half man, half bear, half pig.
Rothbardian
Profile Joined January 2010
United States497 Posts
Last Edited: 2010-02-27 23:34:49
February 27 2010 23:30 GMT
#12
On February 28 2010 08:26 Floophead_III wrote:
Mech is better. Helions are the best harass unit in the game (splash + insane speed + 2 shot drones/probes + minerals only and build with a reactor). Tanks rape everything on the ground. EVERYTHING. Immortals are strong but in low numbers helions/marines are great for taking their shields down quickly and then tanks completely slaughter them. In higher numbers you should have ghosts with EMP out which basically make the tanksplash kill everything instantly. Bio isn't bad in TvP as an opener/pressure build, but you will get completely pancaked if you try to do an extended bio build. I think maybe with some good harass with medivacs and good use of tanks you might be able to make it work, but it'd still get demolished by storm/collosi in head to head combat. Toss also has far superior production with warpgates and chrono, so you really want something that can slaughter him since he's going to reinforce faster. Bio doesn't do that, mech does.


Ghost own HT. :p

Also, Chargelots will decimate a siege tank line. You will have to focus fire them and not get the Colossus/Immortals.

Colossus get owned by Vikings. Simply micro your Vikings with 9 range. They'll have to focus on getting stalkers, so they'll have less gas for Colossus and Bio rapes Stalkers. So, you not only have more Vikings, but you made them sacrifice more intensive gas units.

Also...whaaaaa. Terran can outproduce Protoss. 6-8 Rax/2 SP/1Fac with add-ons is like Sauron Zerg :p
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
OgerAffe
Profile Joined June 2009
Germany48 Posts
February 27 2010 23:51 GMT
#13
I just played mtwnightend in the ladder and tried a mech strat hellions/thors + ghosts first time, it worked actually pretty well, but i guess he didnt show his a-game and his unitmix was a bit strange. i think if he mixed more immortals in the army i would have died.

Watch if u want (and comment!)
http://www.file-upload.net/download-2301887/OgerAffevsNightEnd-Thormadness.SC2Replay.html
Tor
Profile Joined March 2008
Canada231 Posts
February 28 2010 00:02 GMT
#14
TvP doesn't have clear cut unit counters because micro and positioning is heavily involved on the terran side. On the other hand protoss don't seem to have to much micro at all. There ARE some guidelines

Ghost - Necessary support, up to 100dmg aoe is ridiculously good. Also do good dmg vs zealots
EMP > Stalker/Immortal/Zealot/High Templar/Sentry < High Templar

Marines > Voidray and Immortal < Zealots/Collosus
- good filler for all armies
Maruader > Stalker and early Zeal with micro (but not by too much unless you emp or stim) < Collosus/Immortal/Zeal
Stim - Massive improvement vs zealots/stalkers/immortals/warp ray


Hellions > Zealots/Sentry/Probes < anything (even zeal if microed wrong)
- having some in your army mix is not bad, they can sometimes sneak past a heavy fight after zealots are dead and snipe mineral lines
Tanks > Stalkers/Sentry < anything up close
- they add ridiculous dps and are extra effective if the enemy lacks zealots

Medivac - Light support necessary for continuous stim
Vikings > Collosus/Mothership < Stalkers
- good support dps vs zealots
Banshees > Zeal/Immortal/Collosus < Pheonix/Cannons/Observers
Raven > DT/Observers < Pheonix/Blink
- also defense turrets is decent support vs stalkers, a good missile wins game and turrets are decent probe harassers or battlefield dps
Battlecruiser > All with yamato < Warpray and mass Storm are the best counters

Bunkers - Very good protection against collosus and generally good defense. The upgrades research fast and are quite effective in assisting a contain or FE defense (has salvage rememeber) < Immortals
Turrets > Collosus/DT/Observer

If you can snipe the enemy observers do so. TvP is heavily based around vision as removing collosus range advantage and keeping tank range advantage is essential. Watchtowers are incredibly powerful if used correctly and can determine whether you get emp off or they get storm off. Seriously though this match-up is stupid easy for protoss both micro and macro wise as they have all the advantages and generally stronger units (observers are so good as is chrono boost).

mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2010-02-28 00:21:22
February 28 2010 00:15 GMT
#15
i find the easiest way to counter robo units is just to make tons of marines from 2 rax reactor and continually pumping marauders from 1 rax. if they go stalker heavy opening just switch it around and add a 4th rax midgame for rines.

i dislike making ghosts, they tie up way too much gas and delay your tech a lot. i find it better to just mass rines get stim and a few medivacs to deal with immortals. then again im not very aggressive early game, i just focus on getting my nat up.

i've only encountered one protoss that would go ht tvp vs bio so i have no idea how effective it's going to be vs that.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Floophead_III
Profile Joined September 2009
United States1832 Posts
February 28 2010 00:33 GMT
#16
If you're committing to more than 2 raxes before expo I'll simply get a collosus and expand myself before you do and I'll have a tech, eco, and military advantage, which in most cases is called winning. Marine heavy builds are completely terrible vs toss, if anything a few marines and marauders are all you need to get an expo up safely, then you should transition to factory units asap. I find you can 1 fact expo completely safely tvp though, and it gives you a far faster expansion which is safe from everything a protoss can do (immortals are annoying but in low numbers even a handful of marines eat the shields which makes them pretty much tank fodder).
Half man, half bear, half pig.
cuteFayth
Profile Joined January 2006
Canada1167 Posts
February 28 2010 00:36 GMT
#17
I honestly think they shud nerf down colossus, well they should just move much slower, cuz it's just retarded now
mahnini
Profile Blog Joined October 2005
United States6862 Posts
February 28 2010 00:42 GMT
#18
nono i 2 rax expo. i used to 3 rax because the longer addon time would cut into marine production too much and leaves you very open for an extended period of time. i do add a 3rd rax after cc though to keep rine production up and minerals down.

going tanks just seems to take way too long and even when you get tanks you have to push very slowly because you dont have mines and i'm pretty sure tanks take longer to siege now. if you 2 rax expo you already have infrastructure invested for bio and if you 1 rax expo you are pretty open to a midgame tech switch to warp rays, though i guess you should be able to scout it, terran don't come close to being able to switch tech as fast a protoss thanks to the necessity of addons and protoss' chrono boost.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
MorroW
Profile Joined August 2008
Sweden3522 Posts
February 28 2010 00:46 GMT
#19
MMM and thor and ghost

thor can freeze the colossus

ghost obviously destroy all shield but for most part nullify the hts

and then the MMM clean up the toss army

this is basically how im playing atm, doesnt work so well cause i didnt get good enough at micro/macro yet but i think its a pretty solid game plan
Progamerpls no copy pasterino
Pekkz
Profile Joined June 2009
Norway1505 Posts
Last Edited: 2010-02-28 01:38:01
February 28 2010 01:10 GMT
#20
You can 100% deny toss the scout by making ur rax+supply depot down the ramp. And then do double reactor rax rush if u see the toss is teching and add 3th rax with either tech lab or another reactor and rush him before he gets colossus.

To even stand chance against the marine rush (he will have no clue what you are doing, you could be teching for all he knows) he needs to either have enough sentry to forcefield his ramp until he has colossus, or have 3-4 cannons placed so they cant be shoot from lowground with scan.

I have taken down alot of top platinum toss on eu this way and only time it failed was when a guy made 4 gate lots/sentrys and that was just poor scouting on my part.
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