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[D] TvP Mech or Bio? - Page 2

Forum Index > StarCraft 2 Strategy
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Floophead_III
Profile Joined September 2009
United States1832 Posts
February 28 2010 03:29 GMT
#21
I've come up with 2 very viable mech openings vs protoss. I'll post up the BOs themselves in another thread when I can compile my replays and write out the BOs. Basically, they're a 1 fact expand and a 3 helion drop into expand. Both of which I've been safe vs early immortals and both of which I've transitioned into winning games multiple times. Ghosts are also very much a viable part of my play if I see robotics, and nukes as well. Nukes are so sweet =D
Half man, half bear, half pig.
Augury
Profile Blog Joined September 2008
United States758 Posts
February 28 2010 04:08 GMT
#22
I almost primarily go Banshees for early pressure and to scout, then I usually expand + bio(quick ghosts) then start adding in Thors/Tanks/Helions/Vikings/Etc..

Without vultures+mines/goliaths you can't really go pure mech anymore.
Floophead_III
Profile Joined September 2009
United States1832 Posts
February 28 2010 05:28 GMT
#23
Yes you can. I do it every game. Why do people say wrong things?
Half man, half bear, half pig.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
February 28 2010 05:34 GMT
#24
Colos rape bio silly, making tech heavier unit mixes imperative. It's really annoying, I haven't found a good bo as far as tech timing/expo timing yet to fight colos. No matter what I end up trying, it results in fending off the first 1-2 colos, securing my expo if I haven't already, building up until I decide I need to be aggressive a bit to secure a 3rd base, dropping/vikinging/bansheeing/hellioning their 3rd base if they have one as I move out, and then getting completely raped by 6 colos and then they just attack my now mostly undefended nat and walk me over. It's quite annoying. Any ground-based army just gets chewed up in an instant by 6 colos, the splash is too strong.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
February 28 2010 06:15 GMT
#25
It'll be interesting to see if TvP ends up having an optimal unit combo like SC1 because right now you can use just about anything and win if you play well, but none of the choices are easy.

Am I the only one that finds 1rax cc a safe opening? With constant marine production and a wall, protoss can't break you early. You'll have tanks, a bunker or two, and a planetary fortress if necessary (if you scout no expand) to defend the colossus/immortal + zealot/sentry/stalker attack that protoss loves to do. You can transition into whatever from that point too. I like tanks, but you could probably defend yourself with pure bio and vikings.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
0neder
Profile Joined July 2009
United States3733 Posts
February 28 2010 06:18 GMT
#26
I really think terrans need to work on the FE possibilities. I think if they start walling their natural choke, with a few turrets for void ray defense, it would be a good strat.

I'm really curious to see how faster hellions could impact this matchup, now that factory and rax build time is decreased.
CowGoMoo
Profile Joined December 2006
United States428 Posts
February 28 2010 06:38 GMT
#27
I have never even tried mech in TvP outside of Hellion openings.

I think Hellion + Marauder can work pretty well and I might do this more simply because it gives a lot of opportunities to scout and keep the opponent in check. Would play similar to my TvZ build but I would need a Dropship to do effective harassment. My normal mass Marine blob + EMP +Vikings usually results in me hard core turtling and then just pushing out for a big single blow.

I uploaded a rep pack if anyone is interested =)
http://www.gamereplays.org/community/index.php?showtopic=586542
(Same link as the 1 I put in the official replay thread)
mahnini
Profile Blog Joined October 2005
United States6862 Posts
February 28 2010 07:21 GMT
#28
On February 28 2010 14:28 Floophead_III wrote:
Yes you can. I do it every game. Why do people say wrong things?

upload a replay or something?

it's hard to imagine going pure mech is viable right now as protoss can keep up macro-wise with 3 rax cranking constant marine marauder. if you cut units to build an appropriate factory infrastructure (which i'd imagine is around 3 factories as well) it leaves you open for a very long period of time. i suppose you can turtle better with a few siege tanks as opposed to bio but at least with a bio army you can threaten a push whereas a mech push would require a lot longer buildup to be as threatening.

at this stage 2-3 colossus + zealot immortal mix seems manageable if you have a lot of bio and dodge colossus swipes like you would with lurker spines. the amount of dps you get with a large amount of bio is just sick and there's almost no way a pure mech army can keep up with protoss mobility right now.
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 08:10 GMT
#29
Helions are the one of the fastest ground units in the game. Mech also does massive amounts of splash which means as army sizes go up, your damage output scales exponentially. I'll post up a couple of replays in my own thread to demonstrate BOs and proper mech pushes. I think I have enough to make a legitimate guide.
Half man, half bear, half pig.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2010-02-28 08:58:50
February 28 2010 08:45 GMT
#30
my issue isn't with damage it's with the method of getting to pure mech without dying and how to push effectively vs a protoss army.

i mean it sounds pretty good when you are pushing a protoss who puts his army between your base and his base but what if he goes splits his army with a majority of it at your flank away from his base? how do you push then assuming that you dont have enough units to cover half the map? if you slow push his base you get delayed and / or caught in a massive flank (no mines!), if you unsiege and roll out you get massive flank or backstab (no mines!), if you slow push towards his main army you get delayed while essentially gaining no ground. unless it's a fairly congested map there's no way for you to control protoss unit movement (no mines!) or delay a flank (no mines!)

not to mention immortals 3 hit kill just about any terran ground unit other than thor and tank metal like crazy. and you're open to a void ray tech switch (not even a full on switch) 4 of which kill your cc's in about 20 seconds according to another thread. it just seems so vulnerable.

also just thinking about how well immortals can tank is making me cringe. it takes at least 10 shots from any unit to just take it's shield down while it's 3 hit killing nearly every terran ground unit.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Fallen
Profile Joined October 2005
Canada192 Posts
February 28 2010 09:05 GMT
#31
On February 28 2010 15:38 CowGoMoo wrote:
I have never even tried mech in TvP outside of Hellion openings.

I think Hellion + Marauder can work pretty well and I might do this more simply because it gives a lot of opportunities to scout and keep the opponent in check. Would play similar to my TvZ build but I would need a Dropship to do effective harassment. My normal mass Marine blob + EMP +Vikings usually results in me hard core turtling and then just pushing out for a big single blow.

I uploaded a rep pack if anyone is interested =)
http://www.gamereplays.org/community/index.php?showtopic=586542
(Same link as the 1 I put in the official replay thread)



Great replays Cow.. I was struggling against top protoss.. now I have more of an idea. thank you
oh hay
Treeplant
Profile Blog Joined January 2010
United States214 Posts
February 28 2010 16:04 GMT
#32
On February 28 2010 17:10 Floophead_III wrote:
Helions are the one of the fastest ground units in the game. Mech also does massive amounts of splash which means as army sizes go up, your damage output scales exponentially. I'll post up a couple of replays in my own thread to demonstrate BOs and proper mech pushes. I think I have enough to make a legitimate guide.

Looking forward to this
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
February 28 2010 16:53 GMT
#33
On February 28 2010 08:51 OgerAffe wrote:
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

Awesome play ^_^

Did you play SC or War3 before?
Administrator
OgerAffe
Profile Joined June 2009
Germany48 Posts
February 28 2010 19:07 GMT
#34
thanks!
broodwar yes and dota

but i still think mech sucks, i just got rolled from dracos (nearly) immortals only on kulas ravine. i tried a fast expansion 6-8 rines 2 bunker and 2 fax tanks even stopped scv production to hold his attack but bunker and tanks just melt due to the immortals :\

little frustrating to start always with M&M against p (in other words: boring)

if u guys got some awesome tvp reps, up it!

Maybe i can hold the siege expand if i completly skip bunkers and pump marines out of a rax with reactor

:> i will test it!

Rothbardian
Profile Joined January 2010
United States497 Posts
Last Edited: 2010-02-28 19:15:26
February 28 2010 19:14 GMT
#35
On March 01 2010 04:07 OgerAffe wrote:
thanks!
broodwar yes and dota

but i still think mech sucks, i just got rolled from dracos (nearly) immortals only on kulas ravine. i tried a fast expansion 6-8 rines 2 bunker and 2 fax tanks even stopped scv production to hold his attack but bunker and tanks just melt due to the immortals :\

little frustrating to start always with M&M against p (in other words: boring)

if u guys got some awesome tvp reps, up it!

Maybe i can hold the siege expand if i completly skip bunkers and pump marines out of a rax with reactor

:> i will test it!



You don't always have to do that. On Kulas, you can 2 Starport proxy with fast Banshee+Cloak, followed up by Viking. Yes, it is a little cheesy, but I'm just saying you don't always have to open bio. Also Nuke rush isn't bad....and you have a ghost anyways that you need. It keeps them on their toes. By the time you launch the nuke you should have 1-2 siege tanks + bunker with 4-6 marines around 8-8:30 min mark with Dropships. You could always throw in a hellion or two and harass while you nuke, so he has to multitask. I think it has a lot of potential :p (The nuke rush also isn't cheesy as you should have 27-30 SCV with Rax/Fac/SP + Orbital).
"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 28 2010 19:26 GMT
#36
u are not serious are u
sure banshees are an option but nukes? come on :>
Rothbardian
Profile Joined January 2010
United States497 Posts
February 28 2010 19:33 GMT
#37
On March 01 2010 04:26 OgerAffe wrote:
u are not serious are u
sure banshees are an option but nukes? come on :>


Actually it works quite well...have you tried it? I had one ghost have like 50 kills one game. :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 28 2010 19:45 GMT
#38
nope i didnt

but i stop trying mech starting now, i think i got at least 60 losses out from it, its disgusting

tanks are bad against immortals, bad against colossi and bad against zealots
mech starting suxx and its not even funny :D

MMM+viking ftw.

OgerAffe
Profile Joined June 2009
Germany48 Posts
February 28 2010 19:47 GMT
#39
(+ghost ofc)
Rothbardian
Profile Joined January 2010
United States497 Posts
February 28 2010 20:11 GMT
#40
On March 01 2010 04:45 OgerAffe wrote:
nope i didnt

but i stop trying mech starting now, i think i got at least 60 losses out from it, its disgusting

tanks are bad against immortals, bad against colossi and bad against zealots
mech starting suxx and its not even funny :D

MMM+viking ftw.



Since you have ghost tech all ready, it's actually not bad to hold a ramp. Bunker + Marine + Siege Tank + Ghost is really effective. You have your dropships all ready too, so that opens up harass if they counter attack. They will need to have some type of detection ready, and most don't. When the nuke hits at like 8:30 if you can split their attention its deadly... you are also doing really well economically. You also have the nukes now to hold your ramp too. Lay one of those down and it gives you 30-45seconds extra. They are extremely cheap too, at 100M/G.

Other than that I agree with bio in general is stronger, but this is by no means a "mech" build. You have Rax/SP/Fac, and you can then transition to whatever you want and you have your 2 siege tanks as support. You can drop their expo line, or cliff abuse with the tanks, etc.

Since you have your ghost out early if they try a quick 6-7 min rush with Immortal you completely decimate it. Something to think about.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
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