• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:41
CEST 18:41
KST 01:41
  • 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 236Weekly 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
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 RSL goes to London! 2026 Offline Finals Nov 21-22
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
NaDa's Body BW General Discussion BSL Season 23 screpdb: new Starcraft reporting tool an AI researcher's take on the ladder bot
Tourneys
[ASL22] Ro8 Day 2 [ASL22] Ro16 Group D [ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27!
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
Diablo IV Nintendo Switch Thread Warcraft III: The Frozen Throne 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: 7365 users

TvP Mech Replays. - Page 16

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 14 15 16 17 18 Next All
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
January 17 2011 11:45 GMT
#301
On January 17 2011 20:37 BroodjeBaller wrote:
Then you take the name of the play way too literally.
And this could be the cause of your losses.
If someones army is tank/thor heavy with some vikings/medivacs and a lot of marines I would still refer to it as mech based play.
You are blaming the whole strategy when you dont even play it properly.


Jinro made 0 marauders and almost no marines. That is the mech we are talking about. You are talking about biomech, which is not as strong as pure mech and which will die against HT + zealot.
Aldehyde
Profile Blog Joined March 2010
Sweden939 Posts
Last Edited: 2011-01-17 12:19:07
January 17 2011 11:58 GMT
#302
On January 17 2011 20:45 Dente wrote:
Show nested quote +
On January 17 2011 20:37 BroodjeBaller wrote:
Then you take the name of the play way too literally.
And this could be the cause of your losses.
If someones army is tank/thor heavy with some vikings/medivacs and a lot of marines I would still refer to it as mech based play.
You are blaming the whole strategy when you dont even play it properly.


Jinro made 0 marauders and almost no marines. That is the mech we are talking about. You are talking about biomech, which is not as strong as pure mech and which will die against HT + zealot.


So you're saying that what Jinro did was not mech? I mean he used medivacs and vikings. Also, he didn't make "almost no marines", I saw a lot of marines. Perhaps we weren't watching the same games.

I am really getting tired of this "if you make anything but tanks/thors/hellions it can no longer be called mech". Well call it biomech or whatever the fuck you want then, point is that it works. At least it's not as bad you're trying to make it out to be.

So please, tone down your bullshit and try to learn how to play the freaking game without complaining about imbalances all the god damn time!
BroodjeBaller
Profile Joined January 2011
125 Posts
Last Edited: 2011-01-17 12:05:20
January 17 2011 12:03 GMT
#303
On January 17 2011 20:45 Dente wrote:
Show nested quote +
On January 17 2011 20:37 BroodjeBaller wrote:
Then you take the name of the play way too literally.
And this could be the cause of your losses.
If someones army is tank/thor heavy with some vikings/medivacs and a lot of marines I would still refer to it as mech based play.
You are blaming the whole strategy when you dont even play it properly.


Jinro made 0 marauders and almost no marines. That is the mech we are talking about. You are talking about biomech, which is not as strong as pure mech and which will die against HT + zealot.

I just gave an example.
If you are talking about jinro he made medivacs/marines/banshees/raven besides mech, so thats not mech either in your eyes, tho I think most people would still refer to it as mech play.
Anyway I would still like to see a replay where protoss walks around terrans contain. You could even load some tanks into medivacs to reposition your tank line faster.
Hellion/banshees harass could be devastating if a toss tries to do this.
Raiznhell
Profile Joined January 2010
Canada786 Posts
January 17 2011 12:08 GMT
#304
Okay you guys are right about Mech being able to be abused for it's immobility but you over exaggerate to what level that can be abused. Back in BW 99% of TvP's were Mech, Protoss didn't have warp in but their overall army was still way more mobile than in sc2 as collossi and immortals are really slow and zealots are slower in sc2 as instead of speed upgrade they have a charge ability.

If the fact that Mech is slow means it auto-loses then Terrans never would have won a game in BW.

The only problem I have with Mech is not it's mobility but rather it's cost. 125 gas for a Siege Tank should really be lowered to 100 prevent the need for such long games, for every 4 current patch tanks could be another siege tank or extra factory to get a slightly earlier mass which is one of the problems Jinro stated with it is that you will always get a super long game. But meh.

Getting contained doesn't seem like it would be much of an issue as you can simply slow push out with your tanks and he wouldn't be able to charge forward and stop you without being shelled by the rear tanks.


Cake or Death?
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
January 17 2011 12:21 GMT
#305
On January 17 2011 21:08 Raiznhell wrote:
Okay you guys are right about Mech being able to be abused for it's immobility but you over exaggerate to what level that can be abused. Back in BW 99% of TvP's were Mech, Protoss didn't have warp in but their overall army was still way more mobile than in sc2 as collossi and immortals are really slow and zealots are slower in sc2 as instead of speed upgrade they have a charge ability.

If the fact that Mech is slow means it auto-loses then Terrans never would have won a game in BW.

Difference being: spider mines and 2 supply tanks(along with goliath > thor for the most part). I'm not going to say mech isn't viable or anything, just that you can't really compare sc mech vs sc2 mech, since the differences are so huge.
ShatterZer0
Profile Joined November 2010
United States1843 Posts
January 17 2011 12:37 GMT
#306
I love playing vs mech, templar n' phoenixes all the way! Though, Thors still give me loads of trouble.... I feel like well played MMM is more taxing than Well played mech. I feel like vs MMM execution is what is important, but with mech preparation is more important.
A time to live.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2011-01-17 12:50:04
January 17 2011 12:41 GMT
#307
On January 17 2011 21:03 BroodjeBaller wrote:
Anyway I would still like to see a replay where protoss walks around terrans contain. You could even load some tanks into medivacs to reposition your tank line faster.


Ok I just decided to stop discussing with you after reading this line. We are talking about mech on MASTER level, not gold. Good luck transporting tanks with medivacs against 25+ stalkers and 5 collossae. Since you still haven't seen strelok vs naniwa, I will post the replay link. Watch it! http://www.sc2rep.com/replays/(T)mouzStrelok_vs_(P)nAni_lost_temple_sc2rep_com_20110110/4305

You probably never ever tried mech by yourself. MC attacked into jinro's bunkers on both lost temple and scrap station. That is a freewin for the terran. I never lose a tvp when the protoss just attacks into my bunkers. I never saw mc getting more then 3 bases in both games. I never saw mc abusing the mech immobility. Ofcourse you make vikings and ravens and some rines. Jinro his army was 95% metal aka mech.

Also watch this recent replay of goody vs naniwa: http://www.sc2rep.com/replays/()_vs_()__sc2rep_com_20110116/4503

Another note: watch this vod. It's jinro going mech against a protoss on lost temple. He faces the exact problem I was describing.



On January 17 2011 21:08 Raiznhell wrote:
Okay you guys are right about Mech being able to be abused for it's immobility but you over exaggerate to what level that can be abused. Back in BW 99% of TvP's were Mech, Protoss didn't have warp in but their overall army was still way more mobile than in sc2 as collossi and immortals are really slow and zealots are slower in sc2 as instead of speed upgrade they have a charge ability.

If the fact that Mech is slow means it auto-loses then Terrans never would have won a game in BW.

The only problem I have with Mech is not it's mobility but rather it's cost. 125 gas for a Siege Tank should really be lowered to 100 prevent the need for such long games, for every 4 current patch tanks could be another siege tank or extra factory to get a slightly earlier mass which is one of the problems Jinro stated with it is that you will always get a super long game. But meh.

Getting contained doesn't seem like it would be much of an issue as you can simply slow push out with your tanks and he wouldn't be able to charge forward and stop you without being shelled by the rear tanks.




Give me spidermines and I will not complain about mech immobility.
BroodjeBaller
Profile Joined January 2011
125 Posts
January 17 2011 13:57 GMT
#308
On January 17 2011 21:41 Dente wrote:
Show nested quote +
On January 17 2011 21:03 BroodjeBaller wrote:
Anyway I would still like to see a replay where protoss walks around terrans contain. You could even load some tanks into medivacs to reposition your tank line faster.


Ok I just decided to stop discussing with you after reading this line. We are talking about mech on MASTER level, not gold. Good luck transporting tanks with medivacs against 25+ stalkers and 5 collossae.

I saw jinro do this on LT to reposition his tanks, he sure is gold level.
inb4 "but the stalker will just kill the medivacs" no they wont because earlier you were talking about the situation where the toss army was all the way around the tank line into the terrans main.

You probably never ever tried mech by yourself. MC attacked into jinro's bunkers on both lost temple and scrap station. That is a freewin for the terran. I never lose a tvp when the protoss just attacks into my bunkers. I never saw mc getting more then 3 bases in both games. I never saw mc abusing the mech immobility. Ofcourse you make vikings and ravens and some rines. Jinro his army was 95% metal aka mech.

Its obviously not a freewin since mc still had a lead supply wise after those attacks.
And I dunno if you watched more of MC's games, but he really doesnt care about bunkers and still wins most of the times. Against rainbow he attacked into 4 bunkers and won anyway.
And a few posts ago mech was just thor, tank, hellion, viking.

statikg
Profile Joined May 2010
Canada930 Posts
January 17 2011 14:00 GMT
#309
I understand the point your trying to make, but lets say you move your tanks to the bushes, by the time you have seiged up, his units can just move deeper into your base OR if he has sufficient units, he can just crush your unseiged tanks which he will definitely see via obs. Its still risky to move them around unseiged, and again I'm assuming sensor tower which I think is a generous assumption on 2 bases early-midgame.

Going even beyond this, there is a certain critical mass of tanks but a chargelot/immortal army can totally crush through a mech army through much of the game, throw in like 1 collosus to deal with marines and tanks are just countered by so many things that protoss has its very hard. I have seen protoss win this kind of engagement attacking into 10 seiged up tanks (protoss army was a bit bigger but it still seems counter intuitive)...its pretty ridiculous.
statikg
Profile Joined May 2010
Canada930 Posts
Last Edited: 2011-01-17 14:11:47
January 17 2011 14:10 GMT
#310
Broodje, Dente and I are both masters, I'm guessing that your a spectator general, I know that Jinro made it seem easy, but the true success behind the games was in LT the hellion drop and in scrap MC's questionable decision to make mass phoenix followed up by carriers which got composition countered. Close positions helped. Try playing a long macro game on metal when the opponent can just go around your tank line to your other expansions. You can't just unsiege and run over to the opponent because your gonna get rocked with your unseiged tanks, or he can make a switch to carriers, your beyond f'd if you dont see it coming (try scouting 3 stargates hidden discretly in a 5base metal match). The 2base scenario we have been discussing so far is the BEST CASE for terran, once you move to a 3base game the problems compound and it just gets worse from there.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
January 17 2011 14:33 GMT
#311
Maybe someone should write a guide for mech TvP, Jinro? To have the things we know and the things we think need to be figured out in an order.


I think Sensor Towers are essential for mech play. Not only they give you a heads up warning but, maybe, with a few well placed ST, you can keep your tanks unsieged for a faster response. It might be the answer for what happened to strelok, goody, etc (the blink, colossie thing). They are so darn expensive though...

Ghosts are also very important i think. Just one or two, for the brute "dps"done to shields can increase the cost effectiveness of your army dramatically.

What i really loved about Jinro's play were the banshees. I just realized that cloaked banshees can be superb for scouting. They are faster then observers (pre speed).
Head Coach Park: "They should buff tanks!"
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
January 17 2011 15:00 GMT
#312
On January 17 2011 22:57 BroodjeBaller wrote:
Show nested quote +
On January 17 2011 21:41 Dente wrote:
On January 17 2011 21:03 BroodjeBaller wrote:
Anyway I would still like to see a replay where protoss walks around terrans contain. You could even load some tanks into medivacs to reposition your tank line faster.


Ok I just decided to stop discussing with you after reading this line. We are talking about mech on MASTER level, not gold. Good luck transporting tanks with medivacs against 25+ stalkers and 5 collossae.

I saw jinro do this on LT to reposition his tanks, he sure is gold level.
inb4 "but the stalker will just kill the medivacs" no they wont because earlier you were talking about the situation where the toss army was all the way around the tank line into the terrans main.
Show nested quote +

You probably never ever tried mech by yourself. MC attacked into jinro's bunkers on both lost temple and scrap station. That is a freewin for the terran. I never lose a tvp when the protoss just attacks into my bunkers. I never saw mc getting more then 3 bases in both games. I never saw mc abusing the mech immobility. Ofcourse you make vikings and ravens and some rines. Jinro his army was 95% metal aka mech.

Its obviously not a freewin since mc still had a lead supply wise after those attacks.
And I dunno if you watched more of MC's games, but he really doesnt care about bunkers and still wins most of the times. Against rainbow he attacked into 4 bunkers and won anyway.
And a few posts ago mech was just thor, tank, hellion, viking.


Well then explain why both strelok and goody lost to naniwa's collossus + stalker. Did you actually watch those games? They perfectly show why mech is not viable at all.
tadgh11
Profile Joined October 2010
Canada14 Posts
January 17 2011 15:12 GMT
#313
+ Show Spoiler +
What Jinro did against MC in game 2 100% countered MC's immortal/carriers/stalkers.

Obviously he's proving Mech is viable in a TvP but it doesn't mean that he and every terran should immediately 4-factory every TvP that makes it to the late game. It was just right for the time.
Well then explain why both strelok and goody lost to naniwa's collossus + stalker. Did you actually watch those games? They perfectly show why mech is not viable at all.

Doesn't really mean much, haven't seen the vods but i'll find them when i get home. Jinro had enough viking support to take out any colossus perfectly fine.
What MC did charging into the tanks and bunkers might have worked against TSL_Rain but not jinro :D
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
January 17 2011 15:13 GMT
#314
On January 18 2011 00:00 Dente wrote:
Show nested quote +
On January 17 2011 22:57 BroodjeBaller wrote:
On January 17 2011 21:41 Dente wrote:
On January 17 2011 21:03 BroodjeBaller wrote:
Anyway I would still like to see a replay where protoss walks around terrans contain. You could even load some tanks into medivacs to reposition your tank line faster.


Ok I just decided to stop discussing with you after reading this line. We are talking about mech on MASTER level, not gold. Good luck transporting tanks with medivacs against 25+ stalkers and 5 collossae.

I saw jinro do this on LT to reposition his tanks, he sure is gold level.
inb4 "but the stalker will just kill the medivacs" no they wont because earlier you were talking about the situation where the toss army was all the way around the tank line into the terrans main.

You probably never ever tried mech by yourself. MC attacked into jinro's bunkers on both lost temple and scrap station. That is a freewin for the terran. I never lose a tvp when the protoss just attacks into my bunkers. I never saw mc getting more then 3 bases in both games. I never saw mc abusing the mech immobility. Ofcourse you make vikings and ravens and some rines. Jinro his army was 95% metal aka mech.

Its obviously not a freewin since mc still had a lead supply wise after those attacks.
And I dunno if you watched more of MC's games, but he really doesnt care about bunkers and still wins most of the times. Against rainbow he attacked into 4 bunkers and won anyway.
And a few posts ago mech was just thor, tank, hellion, viking.


Well then explain why both strelok and goody lost to naniwa's collossus + stalker. Did you actually watch those games? They perfectly show why mech is not viable at all.



so your basing of a few gamse that mech if not viable at all and there is no way anyone can beat naniwa with mech play ?
Raiznhell
Profile Joined January 2010
Canada786 Posts
January 17 2011 17:51 GMT
#315
Okay well Dente is clearly just that dude in a forum that tries to lie to himself and prove it to others. In Dente's logic MMM shouldn't even be viable at all because even MMM doesn't win 100% of the time. It's like if a couple guys lose a couple games that makes it completely impossible to do lol. But if the strategy was able to beat the best protoss in the world I don't care how it happened I think it's "viable" if it eliminated the best protoss in the world from a tournament.

And as for not being able to compare sc1 Mech and sc2 Mech you are absolutely 100% able to compare them. Why? Because they are both Mech for pete's pepper.

Anything you say sc2 Mech doesn't have from BW Mech there's garanteed to be a benefit from sc2 Mech to replace it.

For examples. Lack of spider mines,

Hellions do Splash damage, bunkered marines accomplish the same job in keeping stuff away from your tanks long enough for your tanks to shell the enemy. (Besides spider mines often could be used against you imagine a mine following a chargelot in sc2...)

2 supply tanks,

Tanks don't overkill with their fire so they don't really need the 70 damage and the 2 supply as much, the gas cost sucks but I guess blizzard deems the extra 25 gas being there as essential to balance for some dumb reason :/. In BW you needed more tanks because 6-10 of your forward tanks would shot at the first 3 zlots in the charge.

As for the Goliath problem having to produce the marine for the bunkers if enough of a deterrence to allow you to build up the required amount of vikings to deal with anything in the air but you should be making a few vikings the whole time anyways so. Vikings are basically Goliaths they have basically all the same stats except vikings cost a bit more but fly.

And I think anyone who says Mech is not "viable" is dumb because all a strategy needs to be viable is to work and Mech has worked so. I think some people don't like it because you actually have to think when going Mech rather than going Marauders lol.
Cake or Death?
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
January 17 2011 18:17 GMT
#316
Well okay then, it's viable lads, but make sure protoss doesn't build stalkers + collo or immortals with zealots!
joeschmo
Profile Joined January 2011
United States167 Posts
January 17 2011 18:24 GMT
#317
Well okay then, it's viable lads, but make sure protoss doesn't build stalkers + collo or immortals with zealots!

because they're unstoppable?

quit being a party pooper dante

u don't like it, don't use it, simple as that....why it's so important to make everybody agree with you is beyond me....
giuocob
Profile Joined July 2010
United States149 Posts
January 17 2011 18:52 GMT
#318
Are you guys telling Jinro he doesn't know how to play the game or something?
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
January 17 2011 19:08 GMT
#319
On January 18 2011 02:51 Raiznhell wrote:
And as for not being able to compare sc1 Mech and sc2 Mech you are absolutely 100% able to compare them. Why? Because they are both Mech for pete's pepper.

Anything you say sc2 Mech doesn't have from BW Mech there's garanteed to be a benefit from sc2 Mech to replace it.

For examples. Lack of spider mines,

Hellions do Splash damage, bunkered marines accomplish the same job in keeping stuff away from your tanks long enough for your tanks to shell the enemy. (Besides spider mines often could be used against you imagine a mine following a chargelot in sc2...)

Hardly, spider mine gives you a lot more presence on the map and encourages harassment to replenish vultures and therefore for more spider mines. You can place mines and run off with the vulture, the hellion is stuck next to your army. Hellions strength comes from worker roasts, they are imo far worse for straight up combat usefulness.

On January 18 2011 02:51 Raiznhell wrote:2 supply tanks,

Tanks don't overkill with their fire so they don't really need the 70 damage and the 2 supply as much, the gas cost sucks but I guess blizzard deems the extra 25 gas being there as essential to balance for some dumb reason :/. In BW you needed more tanks because 6-10 of your forward tanks would shot at the first 3 zlots in the charge.

While this is true to an extent, it's countered via splitting your tanks up. 2 supply tanks = a lot longer tank line, which again reduces the impact of immobility, since your army covers more ground. Ontopic, if you have such a spread that 6-10 tanks shoot before something dies(in sc1) then immos are basically your issue in SC2. It's painful to watch when a toss has immo in front and take the first volley from basically all the tanks and then watch chargelots run in, without a scratch.

On January 18 2011 02:51 Raiznhell wrote:As for the Goliath problem having to produce the marine for the bunkers if enough of a deterrence to allow you to build up the required amount of vikings to deal with anything in the air but you should be making a few vikings the whole time anyways so. Vikings are basically Goliaths they have basically all the same stats except vikings cost a bit more but fly.

They however aren't produced from the same structure and don't share upgrades. This a lesser issue though. Mind you though, that marines cost supply, spider mines don't. So while they do help with AA, your meatshield is starting to decrease your tank line even further(if anything, if I was to use rines for AA, I'd likely rather just build turrets, which are stronger in sc2 tho).

On January 18 2011 02:51 Raiznhell wrote:And I think anyone who says Mech is not "viable" is dumb because all a strategy needs to be viable is to work and Mech has worked so. I think some people don't like it because you actually have to think when going Mech rather than going Marauders lol.

It really depends on the definition of viable. From what I've seen, you have to outplay your opponent and tbh in that case be better off just going MMM. I mean you can win with it as has been proven, but from my testing of it, it kind of just felt like handicapping myself. Rather skip tanks alltogether, since for their cost they just don't feel useful enough and there are plenty of other good units in the terran arsenal that provide similar results and don't have as gaping weakness.
One of the reasons I play terran is due to the siege tank though, so I'd love to be convinced that it could offer better results than other builds/unit combos.
dmillz
Profile Joined November 2010
Canada270 Posts
January 17 2011 19:31 GMT
#320
On January 18 2011 03:17 Dente wrote:
Well okay then, it's viable lads, but make sure protoss doesn't build stalkers + collo or immortals with zealots!


hellion/thor/siege tank is extremely effective against these builds in a straight up fight. Thors take and deal an incredible amount of ground damage. Siege tanks also do lots of damage, and its splash. Hellions + blue flame do absurd amounts of damage to zealots. I would be interested to see someone do some unit tests with a mass mech army vs various mass protoss armies to see how they match up. I think that a mech army would do very well against most unit compositions in a head on battle, however as its been pointed out many many times it's very immobile so positioning and scouting is everything.
Prev 1 14 15 16 17 18 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 17h 19m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 212
CosmosSc2 82
StarCraft: Brood War
Britney 34447
Light 1022
BeSt 833
Mini 608
Rush 362
Stork 336
Snow 214
hero 159
Dewaltoss 117
Shine 71
[ Show more ]
ggaemo 62
sorry 56
Hyun 32
Sexy 28
PianO 27
ToSsGirL 24
Terrorterran 19
Rock 17
Aegong 16
Hm[arnc] 13
Dota 2
qojqva3226
Counter-Strike
fl0m1135
x6flipin362
Heroes of the Storm
crisheroes439
Other Games
ceh9481
B2W.Neo472
ArmadaUGS129
Liquid`VortiX122
SteadfastSC80
Mew2King77
QueenE53
Trikslyr44
Chillindude13
Organizations
StarCraft: Brood War
Afreeca ASL 347
StarCraft 2
TaKeTV 143
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 67
• mYiSmile139
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3372
• WagamamaTV672
League of Legends
• Nemesis3926
• TFBlade1392
Other Games
• Shiphtur205
Upcoming Events
The PondCast
17h 19m
Replay Cast
1d 7h
Korean StarCraft League
2 days
CranKy Ducklings
2 days
GSL
3 days
Yamato Cup
3 days
Replay Cast
4 days
Afreeca Starleague
4 days
Soma vs Jaedong
WardiTV Weekly
4 days
Sparkling Tuna Cup
5 days
[ Show More ]
Afreeca Starleague
5 days
Leta vs Soulkey
PiGosaur Cup
6 days
Kung Fu Cup
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.