• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:48
CEST 05:48
KST 12:48
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Syncronization issues and can't find games [ASL22] Ro16 Preview: Holy Diver BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo)
Tourneys
[ASL22] Ro16 Group D [ASL22] Ro16 Group C KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7497 users

[G] Ghost mech Terran vs Protoss - Page 16

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 14 15 16 17 Next All
Wild Karrde
Profile Joined April 2010
United States12 Posts
August 18 2010 14:58 GMT
#301
Hello,

I'm top 5 in my gold league and trying hard to establish a solid TvP strategy/build to advance. Last night I thought I'd give this ghost mech a shot.

[image loading]

My question is how to deal with the possibility of this proxy 2 gate cheese without compromising the ghost mech build. If I alter the build so that I get the second depot (to finish the wall) before the first gas, will I be screwing up the tech timings significantly?

Basically, this cheese is so prevalent in my level of play that I can't develop a legit TvP strategy without first considering how to wall immediately and then transition into a regular build if proxy doesn't happen.

Thanks!
jamvng
Profile Joined October 2008
Canada244 Posts
Last Edited: 2010-08-20 02:04:45
August 20 2010 02:02 GMT
#302
I've had a lot of sucess with this build against protoss. But one protoss I faced, got Blink Stalkers right fromt he beginning. On Lost Temple, the susceptible cliff to Blink is so big and he harassed my main like crazy. Any advice?

Also, it doesn't really work for me all the time on all maps. On maps like Steppes of War, Delta Quadrant, it's fine, but on something like Blistering Sands, with a backdoor, I have a lot of trouble with the lack of mobility. So similar problem to the Blink Stalkers.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
August 31 2010 07:36 GMT
#303
On August 20 2010 11:02 jamvng wrote:
I've had a lot of sucess with this build against protoss. But one protoss I faced, got Blink Stalkers right fromt he beginning. On Lost Temple, the susceptible cliff to Blink is so big and he harassed my main like crazy. Any advice?

Also, it doesn't really work for me all the time on all maps. On maps like Steppes of War, Delta Quadrant, it's fine, but on something like Blistering Sands, with a backdoor, I have a lot of trouble with the lack of mobility. So similar problem to the Blink Stalkers.

I'm only 600 point diamond so this technique might not work for higher skill levels, but building more ravens have helped me. I try to make the number of ravens proportionate to the number of stalkers.

Hey avilo, what do you think about this build in the new patch, are you still gonna use it or is it completely useless now?
jamvng
Profile Joined October 2008
Canada244 Posts
Last Edited: 2010-08-31 23:39:29
August 31 2010 23:38 GMT
#304
On August 31 2010 16:36 TheFinalWord wrote:
Show nested quote +
On August 20 2010 11:02 jamvng wrote:
I've had a lot of sucess with this build against protoss. But one protoss I faced, got Blink Stalkers right fromt he beginning. On Lost Temple, the susceptible cliff to Blink is so big and he harassed my main like crazy. Any advice?

Also, it doesn't really work for me all the time on all maps. On maps like Steppes of War, Delta Quadrant, it's fine, but on something like Blistering Sands, with a backdoor, I have a lot of trouble with the lack of mobility. So similar problem to the Blink Stalkers.

I'm only 600 point diamond so this technique might not work for higher skill levels, but building more ravens have helped me. I try to make the number of ravens proportionate to the number of stalkers.

Hey avilo, what do you think about this build in the new patch, are you still gonna use it or is it completely useless now?


Yah I wanted to ask the same thing about the 1.1 patch. I personally think it's still viable. The only unit it affects is the zealot. You're making tons of hellions anyways it should be fine. Plus 35 dmg with splash is still tons, especially since zealots clump like crazy in this game.

Just look at BW (where the tank did 35 damage against zealots too, I think zealots had 10 more life too), vulture tank did fine against mass zealot. In SC2, we have smarter AI (no overkill), and better splash. Hellion has splash too. I would think the tank nerf doesn't affect this build too much.
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2010-09-01 00:55:53
September 01 2010 00:53 GMT
#305
THANK YOU!!!!!!
Protoss's are starting to figure out how to destroy Bio+Ghosts. I've been looking for a way to mech. I used to standard a thor push vs toss as most were just spamming stalkers and thors do a great job vs stalkers, but it doesnt always work and is kinda an all in. I like this mech+ghost play. I will be trying this out for sure as I have been getting massacred by storms lately.

EDIT: About blink stalkers, they need sight to blink up so you can prevent that by building turrets. Sometimes I get the +1 range for turrets too, expecially if I plan on turtling.
Hell, its awesome to LOSE to nukes!
jamvng
Profile Joined October 2008
Canada244 Posts
September 01 2010 01:05 GMT
#306
On September 01 2010 09:53 Techno wrote:
THANK YOU!!!!!!
Protoss's are starting to figure out how to destroy Bio+Ghosts. I've been looking for a way to mech. I used to standard a thor push vs toss as most were just spamming stalkers and thors do a great job vs stalkers, but it doesnt always work and is kinda an all in. I like this mech+ghost play. I will be trying this out for sure as I have been getting massacred by storms lately.

EDIT: About blink stalkers, they need sight to blink up so you can prevent that by building turrets. Sometimes I get the +1 range for turrets too, expecially if I plan on turtling.


About the Blink Stalkers, I've found that I don't like getting turrets everywhere until I have a 2nd base up and running, it cost too much to do that. If they rush Blink Stalkers, you can defend it find if you react fast (use marines and siege tanks in main, don't leave front undefended though) and not let them kill too many SCVs. Once you get your 3rd up and continue harassing, you're golden to win the game.
Techno
Profile Joined June 2010
1900 Posts
September 01 2010 02:46 GMT
#307
Hey man. I really want to watch your replays but I keep getting the "unable to open replay" bullshit. I tried googling it to no avail. Any ideas?
Hell, its awesome to LOSE to nukes!
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 01 2010 02:57 GMT
#308
I've fallen out of favor with this playstyle for everyone's information. It takes too long to rebuild a useful mech army lategame and because tanks are 3 food you can't even get a reasonably stronger army thanks to immortals. The lack of a useful mineral sink (cause honestly, hellions aren't good vs anything not zealot/sentry/ht/dt/probe) is also difficult to deal with. Vultures had way more utility.

I've been favoring starports nowadays vs protoss. Banshees are overpowered and vikings are great too. BCs are freaking awesome (though nerfbat will make them a little less so). I think that having good infantry/mech support is essential, but starport units are too good vs protoss to not make.
Half man, half bear, half pig.
Dfgj
Profile Joined May 2008
Singapore5922 Posts
September 01 2010 03:09 GMT
#309
I find this a lot harder to play against than bio, just because of how difficult it is to actually handle the Terran's army in the field. Yes, there are mobility issues, but being able to harass with hellions and ravens can put a dent in P's superior base count, as well as how easily P can move around.

Most of my wins vs very mech heavy play has been in SC1 style (carriers are a useful talent and all that), and that's not the most reliable sort of transition.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 01 2010 03:38 GMT
#310
On September 01 2010 08:38 jamvng wrote:
Show nested quote +
On August 31 2010 16:36 TheFinalWord wrote:
On August 20 2010 11:02 jamvng wrote:
I've had a lot of sucess with this build against protoss. But one protoss I faced, got Blink Stalkers right fromt he beginning. On Lost Temple, the susceptible cliff to Blink is so big and he harassed my main like crazy. Any advice?

Also, it doesn't really work for me all the time on all maps. On maps like Steppes of War, Delta Quadrant, it's fine, but on something like Blistering Sands, with a backdoor, I have a lot of trouble with the lack of mobility. So similar problem to the Blink Stalkers.

I'm only 600 point diamond so this technique might not work for higher skill levels, but building more ravens have helped me. I try to make the number of ravens proportionate to the number of stalkers.

Hey avilo, what do you think about this build in the new patch, are you still gonna use it or is it completely useless now?


Yah I wanted to ask the same thing about the 1.1 patch. I personally think it's still viable. The only unit it affects is the zealot. You're making tons of hellions anyways it should be fine. Plus 35 dmg with splash is still tons, especially since zealots clump like crazy in this game.

Just look at BW (where the tank did 35 damage against zealots too, I think zealots had 10 more life too), vulture tank did fine against mass zealot. In SC2, we have smarter AI (no overkill), and better splash. Hellion has splash too. I would think the tank nerf doesn't affect this build too much.

Archons will take so many shots though, maybe that will counter this build now.
jamvng
Profile Joined October 2008
Canada244 Posts
Last Edited: 2010-09-01 23:38:40
September 01 2010 23:35 GMT
#311
On September 01 2010 12:38 TheFinalWord wrote:
Show nested quote +
On September 01 2010 08:38 jamvng wrote:
On August 31 2010 16:36 TheFinalWord wrote:
On August 20 2010 11:02 jamvng wrote:
I've had a lot of sucess with this build against protoss. But one protoss I faced, got Blink Stalkers right fromt he beginning. On Lost Temple, the susceptible cliff to Blink is so big and he harassed my main like crazy. Any advice?

Also, it doesn't really work for me all the time on all maps. On maps like Steppes of War, Delta Quadrant, it's fine, but on something like Blistering Sands, with a backdoor, I have a lot of trouble with the lack of mobility. So similar problem to the Blink Stalkers.

I'm only 600 point diamond so this technique might not work for higher skill levels, but building more ravens have helped me. I try to make the number of ravens proportionate to the number of stalkers.

Hey avilo, what do you think about this build in the new patch, are you still gonna use it or is it completely useless now?


Yah I wanted to ask the same thing about the 1.1 patch. I personally think it's still viable. The only unit it affects is the zealot. You're making tons of hellions anyways it should be fine. Plus 35 dmg with splash is still tons, especially since zealots clump like crazy in this game.

Just look at BW (where the tank did 35 damage against zealots too, I think zealots had 10 more life too), vulture tank did fine against mass zealot. In SC2, we have smarter AI (no overkill), and better splash. Hellion has splash too. I would think the tank nerf doesn't affect this build too much.

Archons will take so many shots though, maybe that will counter this build now.


It's hard to say until we have real testing, because, Archons are super gas intensive (cutting into Stalker/Immortal production), you would need a lot of archons to tank the # of tanks the Terran should have by the time you get Archons.

Plus the EMPs that Terran should have, 100 AOE dmg is a lot.
jamvng
Profile Joined October 2008
Canada244 Posts
Last Edited: 2010-09-01 23:44:34
September 01 2010 23:39 GMT
#312
On September 01 2010 11:46 Techno wrote:
Hey man. I really want to watch your replays but I keep getting the "unable to open replay" bullshit. I tried googling it to no avail. Any ideas?


It's cuz the replays were from the beta. Anyone have recent replays? The ones I have are pretty old, and some I played vs. pretty crappy players. (and I'm pretty lazy to put them up =P) Plus, I don't think I'm good enough for people to be learning from me. I got a lot to fix in my play.

But I do want to note that even with my crappy play, this playstyle works in 700 diamond. I can only imagine with someone better, it would be fine even in 1000.
Dante08
Profile Blog Joined February 2008
Singapore4179 Posts
September 02 2010 04:55 GMT
#313
I feel the tank nerf really affects
this strat, but it may still be viable if you adjust your play accordingly. Btw I feel blizzard should really change the cost and food supply of the tank back to what it was in sc1 since they're nerfing the damage by so much. Tanks cost 150/100/2 in sc1
link0
Profile Joined March 2010
United States1071 Posts
September 02 2010 05:39 GMT
#314
On September 01 2010 11:57 Floophead_III wrote:
I've fallen out of favor with this playstyle for everyone's information. It takes too long to rebuild a useful mech army lategame and because tanks are 3 food you can't even get a reasonably stronger army thanks to immortals. The lack of a useful mineral sink (cause honestly, hellions aren't good vs anything not zealot/sentry/ht/dt/probe) is also difficult to deal with. Vultures had way more utility.

I've been favoring starports nowadays vs protoss. Banshees are overpowered and vikings are great too. BCs are freaking awesome (though nerfbat will make them a little less so). I think that having good infantry/mech support is essential, but starport units are too good vs protoss to not make.


Glad you've come to your senses.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 02 2010 05:52 GMT
#315
On September 02 2010 14:39 link0 wrote:
Show nested quote +
On September 01 2010 11:57 Floophead_III wrote:
I've fallen out of favor with this playstyle for everyone's information. It takes too long to rebuild a useful mech army lategame and because tanks are 3 food you can't even get a reasonably stronger army thanks to immortals. The lack of a useful mineral sink (cause honestly, hellions aren't good vs anything not zealot/sentry/ht/dt/probe) is also difficult to deal with. Vultures had way more utility.

I've been favoring starports nowadays vs protoss. Banshees are overpowered and vikings are great too. BCs are freaking awesome (though nerfbat will make them a little less so). I think that having good infantry/mech support is essential, but starport units are too good vs protoss to not make.


Glad you've come to your senses.


Well it was more a result of finding out that skymech is better. It's not so much that ghostmech is bad, it's just not the best solution. I still think a biomech transition from bio into a style more closely resembling ghostmech is extremely strong. I also think that ghostmech style openings into skymech or biomech transitions are very strong, especially because of the defensive strength of any mech build. It's very easy to take an expansion and hold it.

What concerns me the most is that terran really only appears to have 4 options, and 2 have been pretty much exhausted at this point as deadend strategies.

Pure bio doesn't work vs colossi or storm/immo/chargelot. It just reaches a point of ineffectiveness.
Pure ghostmech has too many issues with adaptivity and can't be aggressive enough.

Which leaves us with skymech and biomech. Right now the natural progression from 2/3 rax openings seems to be into biomech, and the natural progression from factory openings seems to be either biomech or skymech. With the emerging 2 base protoss style, I think we'll see a pretty dramatic shift in TvP metagame soon.

Of course I could be completely wrong too. =P
Half man, half bear, half pig.
QQmonster
Profile Joined September 2010
Canada240 Posts
Last Edited: 2010-09-02 07:10:01
September 02 2010 07:09 GMT
#316
I've been practising a build vs protoss pretty similar to the one you described. I have not yet actually made ghosts in the matchup yet, but maybe that is something to keep in mind around the time i take my third base.

supply->

refinery->

rax->

factory ->

rax tech lab ASAP (at this point you may need to make marine first to get probe out)->

(...wall in should be done by now on most maps)

swap fact to tech lab and make hellion + preignitor(rally inside your base so he thinks you're making a tank ->

rally second hellion outside your base, start a tank, finish marine (make them constantly) and temporarily lift rax to let the other hellion out. gogo do a runby hellion harass if possible

(preignitor should finish just as you start attacking his probes, it's pretty awesome timing on most maps, some p's block ramp so if he does just pull back a bit and moniter movement outside his base, you may or may not need to bunker up at this time)

get siege mode,
make a supply depot,
make a starport
make a command centre,
make engineering bay

(make 2 more hellions if the other ones got in and died)

make a dropship and drop hellions in his base, immediately add tech lab to the starport (you could even have the barracks make the tech lab for the starport if you want)

MAKE A BANSHEE THEN A RAVEN (if hes not doing void rays/warp prism, otherwise make a viking(s))

turn the command centre into an orbital, lift the rax down to the choke and put a bunker there, take both gases and put further supply depots in the choke (to block incoming forces) turret up as needed (to hold off observer + blink cuteness/phoenixes/warp prisms/void rays/dt's)

transfer scv's

throw down another factory and then like 4-5 barracks and start spamming marines(get combat shields and stim asap). add 2 more factories as you get gas(1 with tech lab, 1 with reactory, and get whatever ebay upgrade you want (+1 dmg or +1 turret/planetary range)

keep constant tank/hellion/marine production, throw down a third command center and start moving out with your raven.

get another starport with a reactor on it for vikings/medivac while the other one makes ravens/banshees

usually i just upgrade weapons for the marines and the tanks, since the only thing that can possibly mess me up is storm and that ignores armor (i believe). stimpacked marines usually rape immortals, tanks + marines rape stalkers, hellions rape zealots. collosus makes the protoss not have enough bulk to defend against me and the tanks just blow him apart (+ whos gonna keep making collosi vs a terran with ability to make vikings)

but yea you can have a lot of fun harassing and dropping and then doom-pushing while gobbling up all the expansions. fun times making nerds rage at their keyboards.

oh ya, make sensor towers and dont skimp on turrets when they will save your ass







EX-top 10 guildwars player yeye XD
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
September 05 2010 18:42 GMT
#317
here's a game where i played ghostmech

part 1
+ Show Spoiler +


part 2
+ Show Spoiler +
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 05 2010 18:47 GMT
#318
On September 02 2010 14:52 Floophead_III wrote:
Pure bio doesn't work vs colossi or storm/immo/chargelot. It just reaches a point of ineffectiveness.

Can someone tell MorroW/Bratok etc plz, I'm tired of them winning.
jamvng
Profile Joined October 2008
Canada244 Posts
September 05 2010 20:12 GMT
#319
On September 02 2010 14:52 Floophead_III wrote:
Show nested quote +
On September 02 2010 14:39 link0 wrote:
On September 01 2010 11:57 Floophead_III wrote:
I've fallen out of favor with this playstyle for everyone's information. It takes too long to rebuild a useful mech army lategame and because tanks are 3 food you can't even get a reasonably stronger army thanks to immortals. The lack of a useful mineral sink (cause honestly, hellions aren't good vs anything not zealot/sentry/ht/dt/probe) is also difficult to deal with. Vultures had way more utility.

I've been favoring starports nowadays vs protoss. Banshees are overpowered and vikings are great too. BCs are freaking awesome (though nerfbat will make them a little less so). I think that having good infantry/mech support is essential, but starport units are too good vs protoss to not make.


Glad you've come to your senses.


Well it was more a result of finding out that skymech is better. It's not so much that ghostmech is bad, it's just not the best solution. I still think a biomech transition from bio into a style more closely resembling ghostmech is extremely strong. I also think that ghostmech style openings into skymech or biomech transitions are very strong, especially because of the defensive strength of any mech build. It's very easy to take an expansion and hold it.

What concerns me the most is that terran really only appears to have 4 options, and 2 have been pretty much exhausted at this point as deadend strategies.

Pure bio doesn't work vs colossi or storm/immo/chargelot. It just reaches a point of ineffectiveness.
Pure ghostmech has too many issues with adaptivity and can't be aggressive enough.

Which leaves us with skymech and biomech. Right now the natural progression from 2/3 rax openings seems to be into biomech, and the natural progression from factory openings seems to be either biomech or skymech. With the emerging 2 base protoss style, I think we'll see a pretty dramatic shift in TvP metagame soon.

Of course I could be completely wrong too. =P


You make it sound like terran doesn't have that many options...which I would probably say that Terran has the most variety in terms of unit compositions/strategies.

I wouldn't agree with bio and ghostmech being "unviable" either. I could see what you mean though if you meant biomech/skymech are more "effective" atm, but that doesn't mean that pure bio or pure mech aren't viable.
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 05 2010 20:45 GMT
#320
On September 06 2010 05:12 jamvng wrote:
Show nested quote +
On September 02 2010 14:52 Floophead_III wrote:
On September 02 2010 14:39 link0 wrote:
On September 01 2010 11:57 Floophead_III wrote:
I've fallen out of favor with this playstyle for everyone's information. It takes too long to rebuild a useful mech army lategame and because tanks are 3 food you can't even get a reasonably stronger army thanks to immortals. The lack of a useful mineral sink (cause honestly, hellions aren't good vs anything not zealot/sentry/ht/dt/probe) is also difficult to deal with. Vultures had way more utility.

I've been favoring starports nowadays vs protoss. Banshees are overpowered and vikings are great too. BCs are freaking awesome (though nerfbat will make them a little less so). I think that having good infantry/mech support is essential, but starport units are too good vs protoss to not make.


Glad you've come to your senses.


Well it was more a result of finding out that skymech is better. It's not so much that ghostmech is bad, it's just not the best solution. I still think a biomech transition from bio into a style more closely resembling ghostmech is extremely strong. I also think that ghostmech style openings into skymech or biomech transitions are very strong, especially because of the defensive strength of any mech build. It's very easy to take an expansion and hold it.

What concerns me the most is that terran really only appears to have 4 options, and 2 have been pretty much exhausted at this point as deadend strategies.

Pure bio doesn't work vs colossi or storm/immo/chargelot. It just reaches a point of ineffectiveness.
Pure ghostmech has too many issues with adaptivity and can't be aggressive enough.

Which leaves us with skymech and biomech. Right now the natural progression from 2/3 rax openings seems to be into biomech, and the natural progression from factory openings seems to be either biomech or skymech. With the emerging 2 base protoss style, I think we'll see a pretty dramatic shift in TvP metagame soon.

Of course I could be completely wrong too. =P


You make it sound like terran doesn't have that many options...which I would probably say that Terran has the most variety in terms of unit compositions/strategies.

I wouldn't agree with bio and ghostmech being "unviable" either. I could see what you mean though if you meant biomech/skymech are more "effective" atm, but that doesn't mean that pure bio or pure mech aren't viable.


I only am talking about lategame, when protoss gets his tech out and has his 3rd up. My problems are not earlygame, nor in the 2 base vs 2 base metagame. However if you don't kill/cripple toss and the game is forced longer into a 3 base vs 3 base game, bio loses a lot of its strength, and mech's immobility starts to really hurt you. You're just not going to win direct confrontations with protoss with pure bio or be able to defend all your expansions and pressure with mech at that point.

I have had some good success with biomech, since hellions do a good job of sniping HTs, harassing expos, and killing zealots. Tanks do well to hold down key positions and in general just do a ton of damage. However you're not so immobile that if you get caught out of position you lose right there, and you have dropships for continued harass.

Skymech has done well for me but I still run into serious issues vs storm as the game goes longer. It's also so gas heavy and there is no mineral sink so you're forced into making marines (useless vs storm) or hellions (not terribly strong vs stalkers which are the bulk of the protoss army). There's just no synergy.

It's a bizarre matchup, and I really don't like the way it plays at the moment.
Half man, half bear, half pig.
Prev 1 14 15 16 17 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Wild Card
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 217
StarCraft: Brood War
Rain 1716
GuemChi 1218
NaDa 29
Britney 0
Dota 2
monkeys_forever417
NeuroSwarm151
LuMiX1
League of Legends
JimRising 762
Counter-Strike
taco 498
Super Smash Bros
hungrybox1860
Mew2King68
Other Games
summit1g10190
WinterStarcraft433
PiGStarcraft342
XaKoH 222
C9.Mang0222
Livibee130
Maynarde111
ViBE91
Organizations
Other Games
gamesdonequick1785
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 83
• Light_VIP 43
• davetesta19
• Letter148
• practicex 7
• Response 7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo988
Upcoming Events
IntoTheTV X SOOP
7h 13m
Cure vs SHIN
herO vs Solar
Percival vs Classic
ByuN vs Rogue
OSC
18h 13m
Replay Cast
20h 13m
IntoTheTV X SOOP
1d 7h
Replay Cast
1d 20h
GSL
2 days
Replay Cast
2 days
GSL
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
Replay Cast
3 days
[ Show More ]
Afreeca Starleague
4 days
Shine vs Rush
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs EffOrt
PiGosaur Cup
5 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.