• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:50
CEST 12:50
KST 19:50
  • 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] Ro8 Preview: In A Tizzy9[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 238Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Weekly Cups (Sep 13-20): herO scores triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool How do you feel about the StarCraft shooter announcement at BlizzCon 2026? The Death of Cheese: From a Professional Cheeser
Tourneys
Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
BSL Season 23 Bot on ladder screpdb: new Starcraft reporting tool PLAYzone Challenge - open offline tour in Prague BW General Discussion
Tourneys
PLAYzone Challenge - open offline tour in Prague [ASL22] Ro8 Day 2 [ASL22] Ro16 Group D [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Diablo IV Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! 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
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece 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
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11993 users

TvP Mech Replays. - Page 12

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 10 11 12 13 14 18 Next All
ZXRP
Profile Joined August 2010
South Africa114 Posts
January 15 2011 08:50 GMT
#221
On January 15 2011 17:34 cilinder007 wrote:
Show nested quote +
On January 15 2011 16:51 ChroMe! wrote:
How about some MC vs Jinro replays for mech ownage? :D



gsl does not release replays


VODs are released on www.sc2rep.com
If you wish to make an apple pie from scratch, you must first invent the Universe - Carl Sagan
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2011-01-15 10:13:22
January 15 2011 08:52 GMT
#222
+ Show Spoiler +
On January 15 2011 17:39 Kokujin wrote:
now everyone is going insane over jinro's mech play and are just itching to standardize mech in TvP. but looking closer you'll see in both those games MC makes a failed (one 4 gate?) near all in attack beforehand and suffers substantial losses. jinro then 'transitions' into mech and crushes. mech may be plausible but the jinro games dont really prove mech



This.

It also relied a lot on the surprise factor.

MC in the first game went stargate, but his phoenixes didn't catch the medivac drop. He also had a couple chances to break Jinro, but the first time there were no force fields. The second time, he got too greedy and ended up losing 4 immortals when he should have pulled back to let them regenerate shields. At that point Jinro could safely take the gold, and there was little MC could do against the contain.

Personally, MC made the mistake of making a stargate but not getting voidrays. He also chose in both games not to get DT or HT tech. HTs would have softened up the tanks a lot.

Mana vs Naama from the Dreamhack series, for example, shows the power of storm against mech. MC also didn't have enough colossi. If you're going to go robo+stargate, you need to go phoenix+colossus or voidray+immortal+colossus. I think the former is stronger. Otherwise, you go standard protoss colossus+HT and just rape the Terran.

Against the Thor build on scrap, idk why MC went Carriers. Carriers are god awful against marines and vikings. A mothership might have helped, with a vortex, but carriers would have been owned by everything in that unit composition. Thors aren't cost effective, but when repaired they're pretty scary. Thus, MC should have made a LOT of gateway units (rendering the starports ineffective for Jinro) and also messing with the ground army. Protoss players seem to undervalue chargelots, for some reason. They're good against all Terran units save for blue flame hellions, and for those you always have storm.

I think the surprise factor really contributed a lot to MC's loss here.


User was warned for this post
PredY
Profile Joined September 2009
Czech Republic1731 Posts
Last Edited: 2011-01-15 10:13:28
January 15 2011 08:57 GMT
#223
+ Show Spoiler +
although i didnt see the games, gotta check out the vods, it's awesome that jinro did what he did and it doesnt matter if he won because MC made mistakes, it means that koreans and other terrans will now actually TRY to mech and see what's up with that and they will eventually come up with perhaps better strategies and on new maps they will be more likely to do it and i think THIS is the most important thing and i hope i'm not wrong. Jinro fighting~ there is a hope indeed.

edit: i know that from my personal view asl well, i'm one of the few "high" level terrans on euro going mech or biomech and i have fair success with it don't get me wrong, but im no Flash or Boxer, i can come up with strategies and i have good builds but in late game im still very unsecure and i hope seeing more players go mech especially if it's in GSL will be very helpfull to get new ideas.


User was warned for this post
http://www.twitch.tv/czelpredy
SheaR619
Profile Joined October 2010
United States2399 Posts
Last Edited: 2011-01-15 10:10:02
January 15 2011 08:58 GMT
#224
+ Show Spoiler +
Hmmm, MC came out on top with the exchange. He had more harvestor and was able to deny the banshee farely well. They both came up fairly even on worker count with MC slightly ahead. So you cant really say that the reason he lost was because of a fail 4 gate.

Dont forget jinro interview guys. He said it depends on the map alot and defintely on those 2 map it was pretty good. Close position LT is beautiful for mech because once you set the gold up you can have a super strong contain. The close position has a weird loopy shape with the gold in the middle and this make good spot for tanks + plantery. Immortal will have to walk around to hit tanks. On scrap, there is a rock you can break down that shrink the distance down amazingly. Also dont forget that void doesnt move fast no more so they can be beaten. But yes, jinro also said he got the build down and it prove to be successful. So i gotta say, it is really good. Now i am some wat convice that mech might be plausible. But the new GSL map will be bigger and thus mech will continue to be less effective?


User was warned for this post
I may not be the best, but i will be some day...
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2011-01-15 10:13:32
January 15 2011 08:58 GMT
#225
+ Show Spoiler +
On January 15 2011 17:52 wherebugsgo wrote:
Show nested quote +
On January 15 2011 17:39 Kokujin wrote:
now everyone is going insane over jinro's mech play and are just itching to standardize mech in TvP. but looking closer you'll see in both those games MC makes a failed (one 4 gate?) near all in attack beforehand and suffers substantial losses. jinro then 'transitions' into mech and crushes. mech may be plausible but the jinro games dont really prove mech



This.

It also relied a lot on the surprise factor.

MC in the first game went stargate, but his phoenixes didn't catch the medivac drop. He also had a couple chances to break Jinro, but the first time there were no force fields. The second time, he got too greedy and ended up losing 4 immortals when he should have pulled back to let them regenerate shields. At that point Jinro could safely take the gold, and there was little MC could do against the contain.

Personally, MC made the mistake of making a stargate but not getting voidrays. He also chose in both games not to get DT or HT tech. HTs would have softened up the tanks a lot.

Mana vs Naama from the Dreamhack series, for example, shows the power of storm against mech. MC also didn't have enough colossi. If you're going to go robo+stargate, you need to go phoenix+colossus or voidray+immortal+colossus. I think the former is stronger. Otherwise, you go standard protoss colossus+HT and just rape the Terran.

Against the Thor build on scrap, idk why MC went Carriers. Carriers are god awful against marines and vikings. A mothership might have helped, with a vortex, but carriers would have been owned by everything in that unit composition. Thors aren't cost effective, but when repaired they're pretty scary. Thus, MC should have made a LOT of gateway units (rendering the starports ineffective for Jinro) and also messing with the ground army. Protoss players seem to undervalue chargelots, for some reason. They're good against all Terran units save for blue flame hellions, and for those you always have storm.

I think the surprise factor really contributed a lot to MC's loss here.


I highly doubt surprise factor played into it THAT much. I mean sure it affected his opening but he should have figured out Jinro's strategy pretty early on. I mean he made the ideal counters. Zealots, immortals and Air units. Don't think surprise played a huge deal in MC's loss.

Also HTs are a horrible choice to fight Mech as the tanks out-range them and the hellions can pick them off in groups and such. Just my experience anyways.


User was warned for this post
Cake or Death?
GhettoSheep
Profile Joined August 2008
United States150 Posts
Last Edited: 2011-01-15 10:13:35
January 15 2011 09:03 GMT
#226
+ Show Spoiler +
On January 15 2011 17:39 Kokujin wrote:
now everyone is going insane over jinro's mech play and are just itching to standardize mech in TvP. but looking closer you'll see in both those games MC makes a failed (one 4 gate?) near all in attack beforehand and suffers substantial losses. jinro then 'transitions' into mech and crushes. mech may be plausible but the jinro games dont really prove mech


Did you even watch the gsl?

MC's 4 gate was quote in quote "all in" but did more than enough damage to pay for itself. It was like 25 probes to 15 scvs... I don't really know what you mean by "transitioned" into mech considering he only ever made the one barracks then started a factory and starport... he never even made a marauder or got stim. The carriers would have won MC the game but Jinro spotted them and made a real transition into vikings, getting 2 reactor starports.


User was warned for this post
SheaR619
Profile Joined October 2010
United States2399 Posts
Last Edited: 2011-01-15 10:13:42
January 15 2011 09:06 GMT
#227
+ Show Spoiler +
On January 15 2011 17:58 Raiznhell wrote:
Show nested quote +
On January 15 2011 17:52 wherebugsgo wrote:
On January 15 2011 17:39 Kokujin wrote:
now everyone is going insane over jinro's mech play and are just itching to standardize mech in TvP. but looking closer you'll see in both those games MC makes a failed (one 4 gate?) near all in attack beforehand and suffers substantial losses. jinro then 'transitions' into mech and crushes. mech may be plausible but the jinro games dont really prove mech


This.

It also relied a lot on the surprise factor.

MC in the first game went stargate, but his phoenixes didn't catch the medivac drop. He also had a couple chances to break Jinro, but the first time there were no force fields. The second time, he got too greedy and ended up losing 4 immortals when he should have pulled back to let them regenerate shields. At that point Jinro could safely take the gold, and there was little MC could do against the contain.

Personally, MC made the mistake of making a stargate but not getting voidrays. He also chose in both games not to get DT or HT tech. HTs would have softened up the tanks a lot.

Mana vs Naama from the Dreamhack series, for example, shows the power of storm against mech. MC also didn't have enough colossi. If you're going to go robo+stargate, you need to go phoenix+colossus or voidray+immortal+colossus. I think the former is stronger. Otherwise, you go standard protoss colossus+HT and just rape the Terran.

Against the Thor build on scrap, idk why MC went Carriers. Carriers are god awful against marines and vikings. A mothership might have helped, with a vortex, but carriers would have been owned by everything in that unit composition. Thors aren't cost effective, but when repaired they're pretty scary. Thus, MC should have made a LOT of gateway units (rendering the starports ineffective for Jinro) and also messing with the ground army. Protoss players seem to undervalue chargelots, for some reason. They're good against all Terran units save for blue flame hellions, and for those you always have storm.

I think the surprise factor really contributed a lot to MC's loss here.


I highly doubt surprise factor played into it THAT much. I mean sure it affected his opening but he should have figured out Jinro's strategy pretty early on. I mean he made the ideal counters. Zealots, immortals and Air units. Don't think surprise played a huge deal in MC's loss.

Also HTs are a horrible choice to fight Mech as the tanks out-range them and the hellions can pick them off in groups and such. Just my experience anyways.


actually HT does fairly well against mech. Since HT cause alot of gas you can make zealot. 2 storm well kill tanks i think and that pretty good and tank just sit there and take the hit. HT are better than collosus imo since collosus are kinda vulnerable to viking as well. viking + tanks, both really long range unit wailing at collosus, they drop fast. HT as long as you spread them out they do fairly well. You can argue blueflame own both HT and zealots but if you position your HT properly then it not too bad.

But the main reason why he didnt get HT was because by the time he does get HT, jinro contain would of been unbreakable. Since jinro already began spreading his tanks out + bunker for marine so storm wouldnt be too effective. I dont think storm would of been the answer in this situation. Once the contain is up, he will run some unit to that 9 oclock and just completely dismantles it and it would be gg nonetheless. MC overextended himself when he first broke the contain and lost to many immortals. If he backed off to regain those shield.....the game would of been different.


User was warned for this post
I may not be the best, but i will be some day...
Durp
Profile Blog Joined September 2010
Canada3117 Posts
Last Edited: 2011-01-15 10:13:45
January 15 2011 09:07 GMT
#228
+ Show Spoiler +
LOL the people who ripped on the OP about mech not working are about to get ROFLstomped by all the people who stayed up to watch the GSL today.

LiquidJinro vs oGsMC. This series will explain a lot to some of you.


User was warned for this post
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2011-01-15 10:13:52
January 15 2011 09:10 GMT
#229
+ Show Spoiler +
On January 15 2011 17:58 Raiznhell wrote:
Show nested quote +
On January 15 2011 17:52 wherebugsgo wrote:
On January 15 2011 17:39 Kokujin wrote:
now everyone is going insane over jinro's mech play and are just itching to standardize mech in TvP. but looking closer you'll see in both those games MC makes a failed (one 4 gate?) near all in attack beforehand and suffers substantial losses. jinro then 'transitions' into mech and crushes. mech may be plausible but the jinro games dont really prove mech


This.

It also relied a lot on the surprise factor.

MC in the first game went stargate, but his phoenixes didn't catch the medivac drop. He also had a couple chances to break Jinro, but the first time there were no force fields. The second time, he got too greedy and ended up losing 4 immortals when he should have pulled back to let them regenerate shields. At that point Jinro could safely take the gold, and there was little MC could do against the contain.

Personally, MC made the mistake of making a stargate but not getting voidrays. He also chose in both games not to get DT or HT tech. HTs would have softened up the tanks a lot.

Mana vs Naama from the Dreamhack series, for example, shows the power of storm against mech. MC also didn't have enough colossi. If you're going to go robo+stargate, you need to go phoenix+colossus or voidray+immortal+colossus. I think the former is stronger. Otherwise, you go standard protoss colossus+HT and just rape the Terran.

Against the Thor build on scrap, idk why MC went Carriers. Carriers are god awful against marines and vikings. A mothership might have helped, with a vortex, but carriers would have been owned by everything in that unit composition. Thors aren't cost effective, but when repaired they're pretty scary. Thus, MC should have made a LOT of gateway units (rendering the starports ineffective for Jinro) and also messing with the ground army. Protoss players seem to undervalue chargelots, for some reason. They're good against all Terran units save for blue flame hellions, and for those you always have storm.

I think the surprise factor really contributed a lot to MC's loss here.


I highly doubt surprise factor played into it THAT much. I mean sure it affected his opening but he should have figured out Jinro's strategy pretty early on. I mean he made the ideal counters. Zealots, immortals and Air units. Don't think surprise played a huge deal in MC's loss.

Also HTs are a horrible choice to fight Mech as the tanks out-range them and the hellions can pick them off in groups and such. Just my experience anyways.


FIrst of all, Jinro has never played against MC with this build.

Second, obviously yes, surprise did play into it. MC mismicroed against Jinro. How often do you see that? You make mistakes when you're caught off guard and you're desperately trying to think of a solution under pressure, on the fly. Look at any of the games where this has happened. Idra vs Clide, Clide panicked. Jinro vs Check, Jinro panicked. You can't come up with a counter build to something when you've just been rolled by it 10 minutes previously, especially not in the NEXT game right after. MC did not know what to do, so he 4-gated.

I have NEVER seen MC 4 gate a Terran. Hell, it's well known that 4 gate is vastly inferior against Terran than against Zerg or Protoss, so it's obvious that MC was hoping to end the game with his own surprise factor. It backfired.

Third, no, MC did not make the proper counters. There were 0 colossus in the game on scrap station. Colossus can pick apart tank lines, and they do pretty well against thors too. You can abuse the range advantage vs Thors. Immortals get stomped by strike cannon, and it was over when MC went carriers. The game was over because they take so damn long to create, they're defeated soundly by the composition Jinro ALREADY had, and their sheer cost makes the Protoss ground army very weak.

WTF? Zealots? I saw MC make maybe 5 zealots at most in the game on Scrap station, and that was with the 4 gate. He never got a twilight council. No blink, no charge, no zealots. I doubt mass stalker would have really helped, but chargelots definitely would have. They're by far the best counter to thors (NOT immortals, immortals get raped by marines and Thors do pretty decently vs them too, because thors have 2 attacks and strike cannon)

I mean, honestly, if MC just had 6 gates pumping zealots, and made anything else he wanted, he would have won. Instead, he didn't have enough gateway units and he got stomped.

And again, look at Mana vs Naama. Mana owns Naama's mech composition several times with storm. He gets contained on one base and comes back to just utterly destroy Naama because he can storm tank lines that cannot avoid the guaranteed 80 damage. If you storm 2 tanks with 1 HT, the HT has paid for himself. HTs also don't die to 2 tank shots, so if you rush a tank line with chargelot/HT, you can break it very easily because the storms essentially halve tank HP and chargelots distract and cause collateral damage. MC displayed neither of these things.


User was warned for this post
space_yes
Profile Joined April 2010
United States548 Posts
Last Edited: 2011-01-15 09:13:15
January 15 2011 09:11 GMT
#230
A recent game Axslav v Jinro where Jinro mechs..

+ Show Spoiler +

Axslav > Jinro


PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 15 2011 09:11 GMT
#231
Naama at dreamhack didn't go mech, he went 1factory with bio!!
http://www.twitch.tv/czelpredy
Durp
Profile Blog Joined September 2010
Canada3117 Posts
Last Edited: 2011-01-15 10:13:55
January 15 2011 09:13 GMT
#232
+ Show Spoiler +
On January 15 2011 18:10 wherebugsgo wrote:
Show nested quote +
On January 15 2011 17:58 Raiznhell wrote:
On January 15 2011 17:52 wherebugsgo wrote:
On January 15 2011 17:39 Kokujin wrote:
now everyone is going insane over jinro's mech play and are just itching to standardize mech in TvP. but looking closer you'll see in both those games MC makes a failed (one 4 gate?) near all in attack beforehand and suffers substantial losses. jinro then 'transitions' into mech and crushes. mech may be plausible but the jinro games dont really prove mech


This.

It also relied a lot on the surprise factor.

MC in the first game went stargate, but his phoenixes didn't catch the medivac drop. He also had a couple chances to break Jinro, but the first time there were no force fields. The second time, he got too greedy and ended up losing 4 immortals when he should have pulled back to let them regenerate shields. At that point Jinro could safely take the gold, and there was little MC could do against the contain.

Personally, MC made the mistake of making a stargate but not getting voidrays. He also chose in both games not to get DT or HT tech. HTs would have softened up the tanks a lot.

Mana vs Naama from the Dreamhack series, for example, shows the power of storm against mech. MC also didn't have enough colossi. If you're going to go robo+stargate, you need to go phoenix+colossus or voidray+immortal+colossus. I think the former is stronger. Otherwise, you go standard protoss colossus+HT and just rape the Terran.

Against the Thor build on scrap, idk why MC went Carriers. Carriers are god awful against marines and vikings. A mothership might have helped, with a vortex, but carriers would have been owned by everything in that unit composition. Thors aren't cost effective, but when repaired they're pretty scary. Thus, MC should have made a LOT of gateway units (rendering the starports ineffective for Jinro) and also messing with the ground army. Protoss players seem to undervalue chargelots, for some reason. They're good against all Terran units save for blue flame hellions, and for those you always have storm.

I think the surprise factor really contributed a lot to MC's loss here.


I highly doubt surprise factor played into it THAT much. I mean sure it affected his opening but he should have figured out Jinro's strategy pretty early on. I mean he made the ideal counters. Zealots, immortals and Air units. Don't think surprise played a huge deal in MC's loss.

Also HTs are a horrible choice to fight Mech as the tanks out-range them and the hellions can pick them off in groups and such. Just my experience anyways.


FIrst of all, Jinro has never played against MC with this build.

Second, obviously yes, surprise did play into it. MC mismicroed against Jinro. How often do you see that? You make mistakes when you're caught off guard and you're desperately trying to think of a solution under pressure, on the fly. Look at any of the games where this has happened. Idra vs Clide, Clide panicked. Jinro vs Check, Jinro panicked. You can't come up with a counter build to something when you've just been rolled by it 10 minutes previously, especially not in the NEXT game right after. MC did not know what to do, so he 4-gated.

I have NEVER seen MC 4 gate a Terran. Hell, it's well known that 4 gate is vastly inferior against Terran than against Zerg or Protoss, so it's obvious that MC was hoping to end the game with his own surprise factor. It backfired.

Third, no, MC did not make the proper counters. There were 0 colossus in the game on scrap station. Colossus can pick apart tank lines, and they do pretty well against thors too. You can abuse the range advantage vs Thors. Immortals get stomped by strike cannon, and it was over when MC went carriers. The game was over because they take so damn long to create, they're defeated soundly by the composition Jinro ALREADY had, and their sheer cost makes the Protoss ground army very weak.

WTF? Zealots? I saw MC make maybe 5 zealots at most in the game on Scrap station, and that was with the 4 gate. He never got a twilight council. No blink, no charge, no zealots. I doubt mass stalker would have really helped, but chargelots definitely would have. They're by far the best counter to thors (NOT immortals, immortals get raped by marines and Thors do pretty decently vs them too, because thors have 2 attacks and strike cannon)

I mean, honestly, if MC just had 6 gates pumping zealots, and made anything else he wanted, he would have won. Instead, he didn't have enough gateway units and he got stomped.

And again, look at Mana vs Naama. Mana owns Naama's mech composition several times with storm. He gets contained on one base and comes back to just utterly destroy Naama because he can storm tank lines that cannot avoid the guaranteed 80 damage. If you storm 2 tanks with 1 HT, the HT has paid for himself. HTs also don't die to 2 tank shots, so if you rush a tank line with chargelot/HT, you can break it very easily because the storms essentially halve tank HP and chargelots distract and cause collateral damage. MC displayed neither of these things.

Don't forget MC was under constant fear of the cloaked banshee, and whether or not there would be more of them.


User was warned for this post
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2011-01-15 10:13:58
January 15 2011 09:20 GMT
#233
+ Show Spoiler +
On January 15 2011 18:10 wherebugsgo wrote:
Show nested quote +
On January 15 2011 17:58 Raiznhell wrote:
On January 15 2011 17:52 wherebugsgo wrote:
On January 15 2011 17:39 Kokujin wrote:
now everyone is going insane over jinro's mech play and are just itching to standardize mech in TvP. but looking closer you'll see in both those games MC makes a failed (one 4 gate?) near all in attack beforehand and suffers substantial losses. jinro then 'transitions' into mech and crushes. mech may be plausible but the jinro games dont really prove mech


This.

It also relied a lot on the surprise factor.

MC in the first game went stargate, but his phoenixes didn't catch the medivac drop. He also had a couple chances to break Jinro, but the first time there were no force fields. The second time, he got too greedy and ended up losing 4 immortals when he should have pulled back to let them regenerate shields. At that point Jinro could safely take the gold, and there was little MC could do against the contain.

Personally, MC made the mistake of making a stargate but not getting voidrays. He also chose in both games not to get DT or HT tech. HTs would have softened up the tanks a lot.

Mana vs Naama from the Dreamhack series, for example, shows the power of storm against mech. MC also didn't have enough colossi. If you're going to go robo+stargate, you need to go phoenix+colossus or voidray+immortal+colossus. I think the former is stronger. Otherwise, you go standard protoss colossus+HT and just rape the Terran.

Against the Thor build on scrap, idk why MC went Carriers. Carriers are god awful against marines and vikings. A mothership might have helped, with a vortex, but carriers would have been owned by everything in that unit composition. Thors aren't cost effective, but when repaired they're pretty scary. Thus, MC should have made a LOT of gateway units (rendering the starports ineffective for Jinro) and also messing with the ground army. Protoss players seem to undervalue chargelots, for some reason. They're good against all Terran units save for blue flame hellions, and for those you always have storm.

I think the surprise factor really contributed a lot to MC's loss here.


I highly doubt surprise factor played into it THAT much. I mean sure it affected his opening but he should have figured out Jinro's strategy pretty early on. I mean he made the ideal counters. Zealots, immortals and Air units. Don't think surprise played a huge deal in MC's loss.

Also HTs are a horrible choice to fight Mech as the tanks out-range them and the hellions can pick them off in groups and such. Just my experience anyways.


FIrst of all, Jinro has never played against MC with this build.

Second, obviously yes, surprise did play into it. MC mismicroed against Jinro. How often do you see that? You make mistakes when you're caught off guard and you're desperately trying to think of a solution under pressure, on the fly. Look at any of the games where this has happened. Idra vs Clide, Clide panicked. Jinro vs Check, Jinro panicked. You can't come up with a counter build to something when you've just been rolled by it 10 minutes previously, especially not in the NEXT game right after. MC did not know what to do, so he 4-gated.

I have NEVER seen MC 4 gate a Terran. Hell, it's well known that 4 gate is vastly inferior against Terran than against Zerg or Protoss, so it's obvious that MC was hoping to end the game with his own surprise factor. It backfired.

Third, no, MC did not make the proper counters. There were 0 colossus in the game on scrap station. Colossus can pick apart tank lines, and they do pretty well against thors too. You can abuse the range advantage vs Thors. Immortals get stomped by strike cannon, and it was over when MC went carriers. The game was over because they take so damn long to create, they're defeated soundly by the composition Jinro ALREADY had, and their sheer cost makes the Protoss ground army very weak.

WTF? Zealots? I saw MC make maybe 5 zealots at most in the game on Scrap station, and that was with the 4 gate. He never got a twilight council. No blink, no charge, no zealots. I doubt mass stalker would have really helped, but chargelots definitely would have. They're by far the best counter to thors (NOT immortals, immortals get raped by marines and Thors do pretty decently vs them too, because thors have 2 attacks and strike cannon)

I mean, honestly, if MC just had 6 gates pumping zealots, and made anything else he wanted, he would have won. Instead, he didn't have enough gateway units and he got stomped.

And again, look at Mana vs Naama. Mana owns Naama's mech composition several times with storm. He gets contained on one base and comes back to just utterly destroy Naama because he can storm tank lines that cannot avoid the guaranteed 80 damage. If you storm 2 tanks with 1 HT, the HT has paid for himself. HTs also don't die to 2 tank shots, so if you rush a tank line with chargelot/HT, you can break it very easily because the storms essentially halve tank HP and chargelots distract and cause collateral damage. MC displayed neither of these things.


I don't get how 1 50/150 unit that does 80 damage to 2 tanks and dies ends up paying for itself when it didn't kill anything lol.

But whatever you seem to be very keen to prove that Mech is not viable when clearly it is. You make it sound so easy to beat it yet a player roughly 10,000 times the caliber of player you are couldn't do it TWICE in a row. Yeah Mech will never win you 100% of your games but it's not a terrible strategy or at least as terrible as people like you seem to make it sound.


User was warned for this post
Cake or Death?
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2011-01-15 10:14:03
January 15 2011 09:27 GMT
#234
+ Show Spoiler +
On January 15 2011 18:11 PredY wrote:
Naama at dreamhack didn't go mech, he went 1factory with bio!!


He went biomech. In game 3 against Mana he had 3 factories, just like Jinro had 3 factories against MC on the LT game. (he might have had 3 fact in the game on Scrap too)

Jinro made hellions instead of Marauders.

However, if MC went the same composition that Mana went in games 3-5, he would have destroyed Jinro. Jinro didn't actually have that many hellions, and their linear splash isn't really that useful. It's kinda counterintuitive, but chargelots are still cost-effective, and storms make slow-pushing VERY difficult. If you catch a clumped Terran, and are persistent, storms pay off in the end.

I don't get how 1 50/150 unit that does 80 damage to 2 tanks and dies ends up paying for itself when it didn't kill anything lol.

But whatever you seem to be very keen to prove that Mech is not viable when clearly it is. You make it sound so easy to beat it yet a player roughly 10,000 times the caliber of player you are couldn't do it TWICE in a row. Yeah Mech will never win you 100% of your games but it's not a terrible strategy or at least as terrible as people like you seem to make it sound.


Because 2 tanks are 300/250.

If you do damage to the tanks, and they're repaired, you've done damage. The Terran has to spend minerals and gas to repair the tank, not only in the repair cost, but the opportunity cost of the SCV not mining.

Secondly, it makes the contain really easy to break. A tank with 80 HP is very easily killed.

Lastly, it's JUST 2 tanks. Usually a storm will catch much more than just 2 tanks. It'll usually catch a bunch of marines, vikings, repairing SCVs, whatnot. This is the same reason chargelots are really effective: they take so much damage, yet they draw splash onto the Terran's units.

MC's decision not to get charge was fatal.


User was warned for this post
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2011-01-15 10:14:08
January 15 2011 09:32 GMT
#235
+ Show Spoiler +
On January 15 2011 18:27 wherebugsgo wrote:
Show nested quote +
On January 15 2011 18:11 PredY wrote:
Naama at dreamhack didn't go mech, he went 1factory with bio!!


He went biomech. In game 3 against Mana he had 3 factories, just like Jinro had 3 factories against MC on the LT game. (he might have had 3 fact in the game on Scrap too)

Jinro made hellions instead of Marauders.

However, if MC went the same composition that Mana went in games 3-5, he would have destroyed Jinro. Jinro didn't actually have that many hellions, and their linear splash isn't really that useful. It's kinda counterintuitive, but chargelots are still cost-effective, and storms make slow-pushing VERY difficult. If you catch a clumped Terran, and are persistent, storms pay off in the end.


The hellion with micro is cost effective against every gateway unit even stalkers (2 hellions beat 1 stalker which is roughly even resources) so zlots are not cost effective against hellions. The hellions would either have to not be moving at all and there would have to be a 2+:1 cost ratio of zlots:hellions.

Also an HT dieing to simply do damage for the sake of forcing repair would not make him worth it.

That's 50/150 lost to do less than that cost in repair to a couple of siege tanks and the mining time or 1 or 2 SCVs wouldn't be much either assuming he is constantly producing SCVs and is over-saturated at all his bases anyways. To repair a unit from 1 to maximum health only costs 25% of the units overall cost so repairing from 80 to 160 health would not be terribly expensive....



User was warned for this post
Cake or Death?
mahnini
Profile Blog Joined October 2005
United States6862 Posts
January 15 2011 09:41 GMT
#236
i was going to warn everybody in this thread but i'm on a touchpad and that would take forever.

PLEASE SPOILER YOUR DISCUSSIONS ABOUT A GAME THAT JUST FINSHED.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2011-01-15 10:14:11
January 15 2011 09:42 GMT
#237
+ Show Spoiler +
On January 15 2011 18:32 Raiznhell wrote:
Show nested quote +
On January 15 2011 18:27 wherebugsgo wrote:
On January 15 2011 18:11 PredY wrote:
Naama at dreamhack didn't go mech, he went 1factory with bio!!


He went biomech. In game 3 against Mana he had 3 factories, just like Jinro had 3 factories against MC on the LT game. (he might have had 3 fact in the game on Scrap too)

Jinro made hellions instead of Marauders.

However, if MC went the same composition that Mana went in games 3-5, he would have destroyed Jinro. Jinro didn't actually have that many hellions, and their linear splash isn't really that useful. It's kinda counterintuitive, but chargelots are still cost-effective, and storms make slow-pushing VERY difficult. If you catch a clumped Terran, and are persistent, storms pay off in the end.


The hellion with micro is cost effective against every gateway unit even stalkers (2 hellions beat 1 stalker which is roughly even resources) so zlots are not cost effective against hellions. The hellions would either have to not be moving at all and there would have to be a 2+:1 cost ratio of zlots:hellions.


LOL did you just say hellions are cost effective against stalkers?

Really, I don't know what you're smoking.

Hellions are terrible combat units. They're great for harassment, which is why mech has surprise potential. It isn't consistent against good players because hellions are too fragile.

Second, hellion production is very mineral heavy, and those minerals are better spent on marines. There's a reason Jinro only made about 8 hellions in that game vs MC, and it's because he only intended to harass with them. You'll note that he spent the rest of his minerals on marines, because they're better to fight with.

Lastly, I didn't say zealots were cost effective against hellions. I said they're still cost effective even if hellions are around. Zealots are intended to tank damage and break siege tank lines. They still do this even with hellions because of charge. If the hellions are up front, charge will cause the hellions to melt under tank fire (and storms, and the rest of the protoss ball.) If the hellions are in the back, the Protoss ball will kill the Terran tank line even faster despite the loss of zealots, because there will be nothing to absorb the damage for the tanks. The tanks will just die.

If both players lose a majority of their mineral dump units, the Toss is ahead if he loses zealots because the build time is so low and zealot production does not cut into robo buildtime. A loss of hellions, on the other hand, is far more difficult to replace. A loss of tanks is even worse.

Against MC, Jinro had the reinforcing advantage because MC chose to build units that take insanely long to produce. His gateway count was surprisingly low, and on Scrap Station he stubbornly refused to stop making stalkers even though there were no hellions on the field.

EDIT:


i was going to warn everybody in this thread but i'm on a touchpad and that would take forever.

PLEASE SPOILER YOUR DISCUSSIONS ABOUT A GAME THAT JUST FINSHED.


Haha oops. I just kinda replied without spoilering my posts cause it was already...well...spoiled. I could go back and add tags?
mahnini
Profile Blog Joined October 2005
United States6862 Posts
January 15 2011 09:45 GMT
#238
yes, please go back and spoiler tag your posts.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
January 15 2011 09:55 GMT
#239
SPOILER YOUR FFFFFFFFFF POSTS.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 15 2011 10:17 GMT
#240
Okay I fixed this thread. Any spoilers not in spoiler tags in this thread will result in a ban. Note that this will be in effect for 24hours, afterwards feel free to not use spoiler tags.
Administrator~ Spirit will set you free ~
Prev 1 10 11 12 13 14 18 Next All
Please log in or register to reply.
Live Events Refresh
The PondCast
10:00
Episode 110
CranKy Ducklings30
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko292
Rex 30
StarCraft: Brood War
Britney 2876
Bisu 1140
Soulkey 343
Stork 179
Last 127
Light 118
ggaemo 114
Dewaltoss 87
Barracks 66
HiyA 46
[ Show more ]
soO 45
ToSsGirL 32
Sharp 25
sorry 21
Free 16
Aegong 16
Noble 8
Dota 2
Gorgc4299
XaKoH 556
League of Legends
JimRising 324
Counter-Strike
kRYSTAL_642
edward164
byalli67
Other Games
gofns49459
shoxiejesuss559
crisheroes278
Livibee104
KnowMe77
Mew2King59
Organizations
Dota 2
PGL Dota 2 - Main Stream11931
Other Games
gamesdonequick574
StarCraft: Brood War
Afreeca ASL 437
StarCraft 2
WardiTV29
StarCraft: Brood War
lovetv 7
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 58
• mYiSmile18
• CranKy Ducklings SOOP6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2039
Other Games
• WagamamaTV67
Upcoming Events
WardiTV Invitational
10m
Rex30
IntoTheiNu 21
Replay Cast
13h 10m
Korean StarCraft League
1d 16h
CranKy Ducklings
1d 23h
GSL
2 days
Yamato Cup
3 days
Replay Cast
3 days
Afreeca Starleague
3 days
Soma vs Jaedong
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
[ Show More ]
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Leta vs Soulkey
PiGosaur Cup
5 days
Kung Fu Cup
6 days
The PondCast
6 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
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 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
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.