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[Q]Will we see something other than MMM? - Page 7

Forum Index > StarCraft 2 Strategy
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MattDamon
Profile Joined May 2010
United States59 Posts
October 17 2010 22:08 GMT
#121
I don't go MMM much in any of the match ups and I'm top 200. But yeah I do agree the pros do seem to like there MMM.

I do think that tanks are 100% worthless in TvP though, but banshees are pretty good.

http://beta-us.battle.net/sc2/en/profile/62116/1/
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
October 17 2010 22:09 GMT
#122
Of course there are problems in TvP going mech as Predy and ChickenLips stated. That is not what this thread is about. Its about discovering how to implement mech play into billions of boring MMM stim blobs kiting a bunch of shielded alien stuff.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
October 17 2010 22:09 GMT
#123
On October 18 2010 06:06 Everlong wrote:
Show nested quote +
On October 18 2010 06:02 Snowfield wrote:
Like what lol, it's always stalker sentry zealot + X unit, Colossi, HT, DT, phoenix etc

terran have alot more varied strats then protoss does


Oh really? How many games from Terran perspective did you see in MGL other than MMM? And how many games from Protoss perspective did you see in MGF that included Collosi, HT, DT, Void Rays, Phoenixes, Immortals, even mother fucking mothership. So if Terran have a lot more varied strats then protoss does, why arent they used?

Protoss is always going to go Stalk/Sen/Lots + X (HT, Col), that's a given, so why is it so hated on MMM + X (ghost, Thor, etc)? People keep saying Terran is the most versatile, I challenge that HIGHLY...except on rare occasions the versatility of Terran is almost purely in early-early mid game. Terran has the most versatile openings, in fact doing Polt pushes are amazing (raven, banshee), but in the later stages of the game if Protoss has stabilized, it's ridiculous not to fall back on MMM and whatever unit might help counter the other Protoss X unit. Maybe if the Terran had pretty colored unit animations people wouldn't complain so much.
the farm ends here
Snowfield
Profile Blog Joined April 2010
1289 Posts
Last Edited: 2010-10-17 22:13:37
October 17 2010 22:12 GMT
#124
Marauders should have wings and shoot lazers so it's prettier to look at i guess, MMM is pretty gray to look at
J-C-erloeser
Profile Joined July 2010
Germany55 Posts
October 17 2010 22:15 GMT
#125
its not about bio-kiting is it?
i thought we would find a way to transition into toss-save-mech?
just a suggetion to stop this concussiv shell depate.
(and when MLG is an argument ... you saw quite some kiting action against P and Z - but not necessarely running away- but around)

On October 18 2010 07:01 Everlong wrote:
Show nested quote +
On October 18 2010 06:52 J-C-erloeser wrote:
about this air battle thing.
played some factory/viking and also raven/banchee/viking...
1)
it seems very hard to kite the voidrays, if it is a group battle. still it seems that vikings have the advantage -when it comes to army costs.
2)
the melee group games are increasingly full with ppl playing carriers. so when i was trying mech and encountered carriers i really had trbl to kill the main-carrier-ship like it was the plan in SC1.
tried all raven abilities- no viking kiting: => turret repairing and mass rine helps

i just can support the statement, that carriers are killing it all (mech).


Ok, but its not just that by the time "Carriers are killing it all" you are left only with Hellion/Tank/Thor.. If Protoss is tech switching to something like carrier, Im pretty sure you can have your fleet of Vikings/Battlecruisers, which also is "killing at all", suprisingly. And with the minerals floating when meching, its not that hard to throw several scans out there.

you are certainly right. i was overcommiting and ignored BCs (+yamato cannon). should solve the problem (not tested) when playing mech. however the vikings with thor didnt do a cost efficient job.

i like turtles
Oldboysctv
Profile Joined August 2010
Canada58 Posts
October 17 2010 22:15 GMT
#126
i dont think that some units are not usable in these match ups, i think its just that the mmm ball is much more effective then going something different. People dont use certain units because they want to make sure they win the game and mmm works well, so why change it? i personally dont see anything wrong with using different units but i think it comes down to what people know works and what is harder to make work.
There will always be better and worse players then yourself
sjschmidt93
Profile Joined April 2010
United States2518 Posts
October 17 2010 22:15 GMT
#127
Upgrades t1 with medivacs are so damn strong... that's why.

Mech isn't very viable because of the immortal.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2010-10-17 22:20:02
October 17 2010 22:19 GMT
#128
Ok guys, thank you for all your input.. At least we discovered an interesting fact, that Viking can kite Void Ray with speed post patch. Im exhausted, maybe tomorrow I will post some more.

edit: Oh, any btw, that gray blob is certainly boring to look at.
Nightfall.589
Profile Joined August 2010
Canada766 Posts
October 17 2010 22:51 GMT
#129
I'm going to go out on a limb and say that marauders can kite and kill zealots faster then Protoss can rebuild them.
Proof by Legislation: An entire body of (sort-of) elected officials is more correct than all of the known laws of physics, math and science as a whole. -Scott McIntyre
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
October 17 2010 22:57 GMT
#130
The problem is that Blizzard has really sucked at some of their patch changes. Nerfing the BC was boneheaded. It took a ton of time to tech up to, was really slow, and really bad-ass looking. Shooting lasers all over the place with big death ships was fun, and their power was made up for by their incredibly bad mobility.

BCs are beyond terrible now. I think they may be some of the least cost-effective units in the game when you consider the tech required to get them and their speed. Why? What the hell was the reason for this? I played a 3v3 the other day and fast-teched bcs. I made like 4 of them and they all got obliterated by one player's t1 4-gate army.

MMM is the most mobile and efficient army at the moment. I don't think units are unexplored as much as all other Terran units are pretty bad against protoss.
vileEchoic -- clanvile.com
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
Last Edited: 2010-10-17 23:04:16
October 17 2010 23:00 GMT
#131
personally i think part of the reason why MMM is used so much is simply the healing. Terran have the only units that don't regen health (shields for toss) by themselves. This means that when you bring BC's out you have to repair them and that uses up resources and means using up more supply on SCV's than maybe you would like. Toss and zerg are designed to have units that can fight and then heal up on their own, they are also easily replaceable. Zerg can build like a zillion units at once and toss can CB their gates/robo etc.

Terran mech units aren't quite so replaceable in the sense that our mech is designed to be repaired. But actually repairing them can be a chore and not always cost/time effective, where as our Bio is highly replaceable and can be healed up without any need for taking APM or focus away from whatever else we are doing. This could be considered lazy i suppose, but the other two races don't have the option to repair/heal apart from queens.

Perhaps this is just me, but MMM is just so effective, cheap and sustainable that switching over to a more mech heavy style seems counter productive in some ways. All T's back-up their army with mech in the same way protoss do, but our T3 tech is hard to get and innfective in small numbers. BC's are only really good once you have like 7-8, where as Collosus are effect once you have 2-3 and become expenentially better the more you get. Ultras are great once Z can get them because they can make 10 at once, T's are limited to maybe 2-3 BC's building at a time, same with thors (which actually mass thors are becoming more popular slowly, and i personally would lvoe to see more of it).
When there is nothing left to lose but your dignity, it is already gone.
Y0r1k
Profile Joined October 2010
Germany4 Posts
Last Edited: 2010-10-17 23:51:59
October 17 2010 23:50 GMT
#132
Im diamond place 15 in my divison and i always play Mech vs Protoss. A lot of ppl complain about immos being to strong and blinkstalkers etc but actually protoss cant fight ur mechball if u go raven 1 or two +tanks and helions with blueflame and ofc upgrades.Protoss can clean it up with colossi or HTs so u have to build Vikings or ghosts aswell.
My build is like:
I open standart ( 10 supply,12 rax ,13 gas ,15 Orbital )+ walling my ramp always.Then i build bunker and wait till i have 2 tanks and raven,I also constantly build marines from 1 rax,before getting my first tank I build hellion if my scan didnt give me any informations and go scout with it. After i have raven and 2+3 tanks and rines i take natural but if my helion sees my opponent takes FE i go fast CC aswell.
Anyway after having 2 bases build tanks from 3 factories and helions with blueflame from 1 factorie with reactor + i upgrade mech at armory. 2 bases are enough for this. After my raven has 200 energy i go push my opponent if i see he goes colossi and stalker etc if he goes HTs i add Ghosts and try to expand. In 200 vs 200 clashes it comes down how you siege ur tanks and micro helions so they take out zealots and dont die to storm or colossi instant + DPP and emp at HTs if possible,it requieres more APm then hit and run with MMM but if toss makes 1 misstake or you micro well its like 80% u win the clash.
Probs of this build in my opinon are : hard to scout,u have to scan a lot instead of mules to get information , because its important to know if ur opponent goes mass AIR or HTs and the timing is very important. If toss catches you while tanks are unsieged ur pretty much done.
If you trade armies toss is able to produce his army much faster then you.
Toss has also opportunities to harass.
All in all I think this build is also strong against toss but it requieres MORE APM and more knoweledge of the game,so its practically more difficult to play mech but its not weaker as some mentioned.The most players just go MMM because its easier to controll, IMO

P.S sry for my bad english

Zath.erin
Profile Joined September 2010
Canada429 Posts
October 18 2010 00:17 GMT
#133
All tournament Idra went Ling, Bling, Muta, Roach, Hydra (never in the same game either). Is there really that big of a difference?
I put my pants on just like the rest of you - one leg at a time. Except once my pants are on, i make gold records!
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
October 18 2010 00:24 GMT
#134
With the new patch I am loving MMM with thor and ghost support.

As the meta game proggresses we will see more diverse strategys. It takes time for MU's to switch.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
AJ-
Profile Joined April 2010
United States316 Posts
Last Edited: 2010-10-18 00:44:49
October 18 2010 00:39 GMT
#135
just another point, the terran macro (mules) helps out bio more than it does mech

your mech push is only as strong as your gas income (tanks, vikings, thors, ravens, upgrades). you can obviously make more hellions but you're not jacking up that core section of your army

on the other hand, for every mule you drop, you're getting more rax, rines, and marauders. with the mapset, it's simply a lot more feasible to support mass bio play with mech units as gas allows.

if you start to see maps where you can get 3 base gas easy and turtle, you might start to see some big viable mech play. it'll also open up more dangerous options for gas heavy z's at hive and late game p too.

til then, the maps are your biggest obstacle for your argument

edit: and yeah, immos beat naked tanks pretty nicely even with splash
kaos00
Profile Joined September 2010
United States125 Posts
October 18 2010 00:49 GMT
#136
Marines and Marauders are Terrans core units and... Terran is the only race that doesn't have automatic heals so... guess what? Medivacs are good for unit retention.

So of course, every build will still be MMM+X, we're seeing Vikings vs Collossus, Thors and Tanks vs Banelings etc... We build are core then supplement it with counters to what you counter. It's all we have.
Bandino
Profile Joined August 2010
United States342 Posts
October 18 2010 01:06 GMT
#137
Tbh honest i just think its about time before T moves away from the bio-ball. Atleast in the PvT matchup, the bio balls are really starting to get olbirated. The worst part is the later the game gets, the worse of you are as T because P can now get out HT and colossus with ease. I think bio is a great opening but there needs to be a transition out of it late game or else terrans are just gona keep getting further and further behind as protoss get better at defending and drawing out the game.
CryMore
Profile Joined March 2010
United States497 Posts
October 18 2010 01:52 GMT
#138
The problem with terran mech is that it is very difficult to support it off of one base, and it is very difficult to play aggressive early game. In BW terran mech could easily expo because of the fear of spider mines and vulture run-bys. This forced protoss to play somewhat conservatively until they know what tech you chose to go first, speed, mines or siege. However, in SC2 terran does not posses the same map control spider mines, and the harass unit can be stopped by the protoss warp-in ability, without forcing them to pull back their army.

I do feel that a bio FE into a mech army could do very well once people start figuring stuff out.
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
PredY
Profile Joined September 2009
Czech Republic1731 Posts
Last Edited: 2010-10-18 09:16:37
October 18 2010 09:16 GMT
#139
hey guys im back
so i watched the goody vs adelscott game, what happened was basically that goody was running really low eco and pushed too early with 160 vs 200 P army and although he won few battles he couldn't cope with better eco protoss. what i like was he build ghosts for the immortals tho.

anyway if you didn't read, i posted in this thread a page back so read that first, now im gonna add couple of replays.
http://www.mediafire.com/?8t09eobzz219pgr

my general ideas are:
-once you get good eco running 3-4 bases with good upgrades and you're maxed, it's pretty good.
-don't know the optimal opening, but rax fact tank expand, 1/1/1 raven expand, blue flame hellions drop seems all to be decent.
-a lot of orbital commands for a lot of mules/scan - absolutely need to scan air transition from P
turtle heavy

cons:
-yet i tried to go heavy macro games, haven't found a good midgame push, my ideas are tanks/hellions/thors with canons/ghosts/raven but it's gas heavy tho
-very long games, can be really tiring
-hellion harass is so difficult if P has map control and can warpin units everywhere
-hard to deal with carriers, don't know the optimal number of vikings
-CAN'T KILL P EXPANDS, tank drops aren't really that good, perhaps marauder drops? don't want to invest in bio though...so far i focused mainly in killing probes. warpin and canons stop that well.
http://www.twitch.tv/czelpredy
Herculix
Profile Joined May 2010
United States946 Posts
October 18 2010 10:37 GMT
#140
i don't really see the issue. your tier 1 buildings create the macro army of cost-efficient units. everything else you get supports that. will we start seeing something other than zerglings and roaches? will we start seeing something other than zealots, stalkers and sentries? no, we won't, because they're versatile, cheap, and acquired with little to no tech investment. no reason NOT to get them. there's plenty of reasons not to get one unit over another beyond those basic choices though, and you may very well see the basic units get ignored from time to time, but not with any regularity at this stage of balance.

the reason medivac is the far and away best/most commonly used support for terran's macro army (marine/marauder) is because it is such a direct and impressive upgrade to terran's army. it makes them live longer, it lets them ignore terrain, and it makes them move faster, the latter 2 upgrades also being useful for mech units as well in a smaller but still significant capacity. everything else is much more disconnected in terms of strengthening the already versatile terran bio army. of COURSE they're going to pick the obvious best option. they don't have to, but if you want to win, it's always an excellent choice which has no inherent weaknesses that any other build doesn't also have except unit-specific counters.

i think this patch is a step forward towards balancing terran's bio support in terms of putting the medivac's strengths on par with the other potential support units, but it remains to be seen if it's enough. i doubt it really is, but i wouldn't be surprised to see people less likely to go all medivacs all the time except to get vikings like they do now, though many still will because if you still react as quickly as is necessary, the patch changes very little for medivacs except how long it takes to move across the entire map and bio-drops in TvT (viking speed > medivac speed now). i wonder if perhaps taking the medivac off of reactor and putting it on techlab would be a proper nerf which simultaneously encourages versatile starport use without teching even further but who knows.

i think mech has its place and maybe because of reactor hellions that it could stand to become a core part of a terran macro army with only marines for anti-air purposes but i think this patch was also a step backwards for that because of roaches becoming unkitable by hellions which scares people away from using them even if they weren't directly nerfed. thors however are increasingly becoming a key unit for terran support and they were buffed to not be feedbacked which increases their later game usefulness and simultaneously, buildings have more life now and 250MM is on cooldown so perhaps 250MM actually has some use that remains to be seen. again, who knows what mentalities this patch will bring about.
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