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[D] TvP Mech or Bio? - Page 3

Forum Index > StarCraft 2 Strategy
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TriniMasta
Profile Joined December 2009
United States1323 Posts
February 28 2010 20:12 GMT
#41
bio gets owned by the new 3 nexus probe rush
정명훈 FIGHTING!!! Play both T and P.
aquanda
Profile Joined January 2003
United States477 Posts
February 28 2010 20:45 GMT
#42
I faced a fast exp mech terran and my SC1 instinct of massing zealot + dragoon failed miserably. stalkers just don't cut it at all and zealots get completely owned by hellions. is immortal mass the way to go versus terran mech? he basically just turtled with his expansion until he had 12+ hellions and ~8 tanks and pushed. my army of zealots and stalkers got completely rolled even with a two sided flank.
Rothbardian
Profile Joined January 2010
United States497 Posts
February 28 2010 20:58 GMT
#43
On March 01 2010 05:45 aquanda wrote:
I faced a fast exp mech terran and my SC1 instinct of massing zealot + dragoon failed miserably. stalkers just don't cut it at all and zealots get completely owned by hellions. is immortal mass the way to go versus terran mech? he basically just turtled with his expansion until he had 12+ hellions and ~8 tanks and pushed. my army of zealots and stalkers got completely rolled even with a two sided flank.


Did you have charge? Did you have blink? By the time he has 8 tanks you should at least have an immortal, or a colossus....Immortals rape mech, but you have to watch out for ghosts..
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
aquanda
Profile Joined January 2003
United States477 Posts
February 28 2010 21:11 GMT
#44
I had charge and blink. i had my stalkers blink next to the tanks but they still got decimated pretty quick. i miss goons ;(

I'll have to try going double robo immortals against it next time. what unit should i mix in with the immortals? just zealots?
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 01 2010 00:22 GMT
#45
On March 01 2010 06:11 aquanda wrote:
I had charge and blink. i had my stalkers blink next to the tanks but they still got decimated pretty quick. i miss goons ;(


Oh man that was so sweet to watch =D

You didn't really play wrong in that game, more immortals would've been nice but they don't hard counter mech as strongly as you'd think. Helions only take 20 dmg a shot and eat their shields pretty quickly. I think I just punished you for a fast third pretty effectively is all. It's less to do with army composition than timing.
Half man, half bear, half pig.
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 01 2010 00:28 GMT
#46
I've found that TvP Bio is really really really strong early game. It's EXTREMELY hard for me to beat a protoss in the late game if I attempt to mech, as well as if I can't put them away early with bio.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
OverTheUnder
Profile Blog Joined November 2004
United States2929 Posts
March 01 2010 00:33 GMT
#47
Mech is strong.

very strong

the key is that you can switch to fast pumping vikings if they go air ( add a reactor ) and you keep building marines out of 1 rax early...(add a reactor there too if necessary)
Honor would be taking it up the ass and curing all diseases, damn how stupid can people get. -baal http://puertoricanbw.ytmnd.com/
Kimani
Profile Joined February 2010
United States24 Posts
March 01 2010 01:32 GMT
#48
I managed a win TvP last night with Bio+Tanks, pushing with bunkers and sensor towers. And also a bit of air support. A few ravens and medivacs would be a good idea for that. There are more opportunities to take advantage of tanks using high ground and line-of-sight-cutting-off things like trees and smoke to let you get some solid tank shots in. I try to spread them out to make a good concave. Tanks aren't useless!

He didn't go Colossus but it might work to just micro your bio back and target fire the colossi with the tanks. If you rally and macro well you can keep a good stream of marines and marauders for the front lines.

( granted, I am only in copper league, but the competition isn't that easy. )
quote!
jamvng
Profile Joined October 2008
Canada244 Posts
March 01 2010 22:53 GMT
#49
chck out this thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=114172
TwoPac
Profile Joined October 2009
United States163 Posts
March 02 2010 03:13 GMT
#50
I prefer mech cause colossus eat mnm for breakfast dinner n lunch. You can try and destroy him early before colossus but sentries reduce bio's damage by 2 which is 1/3rd of your marines damage.
"I once contemplated suicide, but when I held that nine all I could see was my mama's eyes."
TwoPac
Profile Joined October 2009
United States163 Posts
March 02 2010 03:36 GMT
#51
On March 01 2010 05:45 aquanda wrote:
I faced a fast exp mech terran and my SC1 instinct of massing zealot + dragoon failed miserably. stalkers just don't cut it at all and zealots get completely owned by hellions. is immortal mass the way to go versus terran mech? he basically just turtled with his expansion until he had 12+ hellions and ~8 tanks and pushed. my army of zealots and stalkers got completely rolled even with a two sided flank.


Stalkers arent goons, their the most useless unit throughout mid/late game. Just go mass zealots/immortal and a couple of storms? o_O
"I once contemplated suicide, but when I held that nine all I could see was my mama's eyes."
Rothbardian
Profile Joined January 2010
United States497 Posts
March 02 2010 03:58 GMT
#52
On March 02 2010 12:13 TwoPac wrote:
I prefer mech cause colossus eat mnm for breakfast dinner n lunch. You can try and destroy him early before colossus but sentries reduce bio's damage by 2 which is 1/3rd of your marines damage.


Sentry's are easy to kill, and Vikings absolutely demolish Colossus. The great thing about MMM+Viking is that it Bio costs little to no gas, so all that gas can be spent on Medivacs/Vikings and Ghosts. They compliment each other, whereas the Protoss Army is too heavy on gas, so they cannot get out Senty's, Stalkers, Colossus, and Void Rays. You basically have total air domination and can drop all Protoss expo easy. Mass harass is deadly to toss. And you can easily get +3/+3 around 17-20min mark which is ridiculously devastating coupled with Stim+Medivac+Ghost.

Marines are cheap as hell too :p
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
March 02 2010 04:09 GMT
#53
bio+mech
BreakUrSelf
Profile Joined March 2010
Norway5 Posts
March 02 2010 07:52 GMT
#54
Bio+ghost+air(med/viking)
The wise man learns from the deaths of others...
0neder
Profile Joined July 2009
United States3733 Posts
March 02 2010 07:58 GMT
#55
I think mech will become more viable as people become more familiar with it. I also think the HSM will be a late game equalizer vs the Protoss Ball.
jamvng
Profile Joined October 2008
Canada244 Posts
March 11 2010 06:37 GMT
#56
Mech requires a lot more strategy and positioning and requires more "effort" (moreso than bio) to set up, but if done properly can do a lot more damage. Pushing with Tanks + turrets and expanding, hellions to harass... only major weakness is that there are no goliaths (thors just dont cut it for AA), so ur hav to scan to make sure if protoss is going air and counter it rite away (with thors or vikings).
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
Last Edited: 2010-03-11 07:37:26
March 11 2010 07:36 GMT
#57
As a Protoss player, I'm very confident fighting mech with any sort of force. Hellions/tanks were meant to fight Zerg, they aren't too effective vs Protoss. Hellions are supposed to be good vs light, but they only have an edge on Zealots if they don't have charge and you micro well. Tanks get downed by immortals.

You can easily beat a toss by Marine rushing since most toss players go 1 gate core. After that, a MMM+ghost push does really well vs Protoss. A few banshees and vikings help too. Once you get a big ball of MMM, ghosts, banshees and vikings, you will be unstoppable unless you forget to EMP. Late game transition into BCs or Thors depending on Protoss's unit composition.
SoFFacet
Profile Joined March 2010
United States101 Posts
March 11 2010 07:46 GMT
#58
Right now I'm liking MM+Ghost push. 1 round of proper stim + emp has the potential to annihilate the P army in seconds, ending the game immediately. From there I'm still experimenting. Some players regard Mech as so useless that they use their 1 and only Factory to scout. Others build several and transition to Mech.
jamvng
Profile Joined October 2008
Canada244 Posts
March 11 2010 10:57 GMT
#59
I'm just curious, I've been hearing that most of the time, Terrans in the asian server have been meching. So is it because the North American server Terrans haven't been meching properly? or is Meching really weaker?

Are the current maps designed for mech? Because mech is rly a game of position, etc. I guess if the asian server has been doing it, they must figure mech is stronger than bio...

chck out this VOD for a TvP Mech match
QibingZero
Profile Blog Joined June 2007
2611 Posts
March 11 2010 11:41 GMT
#60
On March 11 2010 19:57 jamvng wrote:
I'm just curious, I've been hearing that most of the time, Terrans in the asian server have been meching. So is it because the North American server Terrans haven't been meching properly? or is Meching really weaker?

Are the current maps designed for mech? Because mech is rly a game of position, etc. I guess if the asian server has been doing it, they must figure mech is stronger than bio...

chck out this VOD for a TvP Mech match


Good question. Maybe there's some strange 2x Colossus timing using chrono that shuts down bio/ghost rushes that some of us haven't run into/figured out yet. Heh.
Oh, my eSports
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