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TvP Mech Replays. - Page 8

Forum Index > StarCraft 2 Strategy
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Raiznhell
Profile Joined January 2010
Canada786 Posts
January 01 2011 20:36 GMT
#141
Meh, I've been convinced. Don't go tank Mech at all. Pros don't do it so why should we I guess.

Tanks cost more and do less damage. another thing is in BW TvP was often considered imba (it wasn't but it always felt easier for toss to win). The marauder despite how much i hate that stupid unit is basically a gift from Blizzard so using it is probably the best thing to do.

I guess if your bellow 2k diamond and want to do this like i did nothings gunna stop you but in Starcraft it's always best to follow the pros. They are Pros after all and not scrubs.
Cake or Death?
paradisefar
Profile Joined December 2010
Canada20 Posts
January 01 2011 21:04 GMT
#142
I watched all the replays, and honestly I don't think it's this build that won the game, it's the inexperience of the protoss players with such build that lost them the game. Seriously, I think they got used to the frontal battle advantage in tvp that they have already forgotten the concept of contain and expand to immobile/turtle terran. I saw lots of semi 1 base all-ins, semi 2 base all-ins(expanding only when they fail the frontal assault and lost most army) and very very late upgrades. Getting expansions later than terran is what they never should have done because of terran's MULE.

I think they got used to bio so much that they don't know the correct response to mech. They just save up an army and think they can roll the terran mech like they do to fast expo bio.

I highly doubt this build can go beyond the 2500 diamond level. And I also doubt any decent protoss players would make the same mistakes after a game like this. The hard counter to this build for p is PATIENCE, which is constantly denying terran's expo while expanding themselves and gain the economic advantage.

P.S. I think it's a bit biased when you only post the winning games, which only shows the advantage of this build but not the disadvantage. I didn't see any well executed 4 gate play in the replays(1 with only stalkers which could have been much better with some sentry ff casted) and didn't see good early blink stalker play either. Most of what protoss did are frontal attacks into siege tanks...
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2011-01-01 23:39:37
January 01 2011 21:15 GMT
#143
On January 02 2011 04:28 QQmonster wrote:
Show nested quote +
On January 01 2011 18:49 SheaR619 wrote:
On January 01 2011 17:49 giuocob wrote:
A lot of people are saying that mech is inferior because going bio all game long is too good not to do. However, As the previous 34 page QQ thread showed, straight bio runs into severe problems late game]. If people were to open mech or at least transition into it as the game progresses, a lot of those problems would disappear. Sure new ones might open up, but a pure gateway army wouldn't kill a mech based army like it does to bio. That's why I have little respect for the comments of those people in the other thread; they throw all their resources into a strategy that's meant to kill the opponent in the midgame, then act surprised when it doesn't work, and they walk into the late game at a disadvantage. You have to PLAY for the late game if you want to excel there, not just stumble into it after a big failed 2-base play. Mech seems like it could be a good way to play for a winning lategame, even if it comes as a transition from early bio stuff.

@avilo: As a protoss, I have a really tough time dealing with mech, which is why I think it's a good strategy. I haven't experienced any of the free advantages that you claim protosses get. So what are some general rules I should be using to get these easy wins over mech? I don't care how OP you think protoss units are, you couldn't 1-A units into large groups of tanks in BW and you can't do it now. Even chargelots get decimated by a well defended tank line before they can kill any more than the front line. I've tried going air, which are the only times I've been able to successfully defeat it, but quite often it just gets shut down by a combination of vikings, turrets, and marines. And as long as the terran isn't just leaving all his tanks in his base like a gold league tank masser, you're not going to get all these free expansions. Is there something obvious I'm missing in all of this?


The point is that terran can not really push out without a good number of tanks. By good number of tanks i am saying about 10 or so tanks if he is going pure mech. Otherwise, a good number of gateway unit + immortal could smash him like nothing. This will give you time to easily take an easily third. Since mech also need 2 base to be efficient so when they take their natural you could technically take your third right away and there nothing he can really do. By the time he has a large army of tanks (which he shouldnt to begin with), you have a much better economy and can easily trade units and come out on top. Your probably not abusing the immobility of mech. If you dont want to be passive then just go quick blink play and you can gg him right off the bat. Lastly, a late game transition to carriers usually end mech play if you been abusing his immobility and decide to transition to carriers the game is basically yours and it is not uncommon to do so. Viking do NOT counter carriers. They only do decent against carriers.


It's not like terran can build command centers in his base or anything. The best way to play mech is to build an extremely fast third command centre yourself, relying on siege tanks to fortify your position. If the protoss takes a fast third, who cares? You have a fast third too. Just because you need big tank numbers to move out doesn't mean you can't build the command center in advance, in anticipation of that tank count.

There's also the fact that there's no rule declaring terran needs X amount of tanks to move out. If protoss expands a rediculous amount of times, or for some reason doesn't have units, go kill him.

It seems that the problem avilo was having is that he would stay on 2 bases when the protoss is expanding, and then only expanding once his tank count was high rather than while its building up. You want the CC to finish as you have enough tanks to move out and fortify the base. It's really not rocket science.

Regarding the late game carrier switch, vikings are lower tech and can be produced much earlier, which means that with proper scouting the viking count should far exceed the carrier count and be sufficient to snipe them. This game isn't played in a vacuum. The biggest problem with mech by far is getting your first expansion up safely with a siege expand. That is the most dangerous part of the game and the rest is just keeping up with scouting and shenanigans.


Good luck moving out with an insanely small number of tanks and getting boned by any mediocre protoss. I obviously had no idea what I was talking about, so i'll let you handle the rest of the mech discussion for me, since you obviously know more than me about it!

I think I understand why lots of the upper tier players don't bother posting here anymore now peace out.
Sup
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2011-01-01 21:30:10
January 01 2011 21:25 GMT
#144
On January 02 2011 06:04 paradisefar wrote:
I watched all the replays, and honestly I don't think it's this build that won the game, it's the inexperience of the protoss players with such build that lost them the game. Seriously, I think they got used to the frontal battle advantage in tvp that they have already forgotten the concept of contain and expand to immobile/turtle terran. I saw lots of semi 1 base all-ins, semi 2 base all-ins(expanding only when they fail the frontal assault and lost most army) and very very late upgrades. Getting expansions later than terran is what they never should have done because of terran's MULE.

I think they got used to bio so much that they don't know the correct response to mech. They just save up an army and think they can roll the terran mech like they do to fast expo bio.

I highly doubt this build can go beyond the 2500 diamond level. And I also doubt any decent protoss players would make the same mistakes after a game like this. The hard counter to this build for p is PATIENCE, which is constantly denying terran's expo while expanding themselves and gain the economic advantage.

P.S. I think it's a bit biased when you only post the winning games, which only shows the advantage of this build but not the disadvantage. I didn't see any well executed 4 gate play in the replays(1 with only stalkers which could have been much better with some sentry ff casted) and didn't see good early blink stalker play either. Most of what protoss did are frontal attacks into siege tanks...


Well if you didn't read the post above yours i say fine. Forget it. Mech is stupid. And it's not biased me only posting winning games. It's all I was asked to post.
Don't like it don't bloody do it then. Also get you're facts straight. Mech is a "strategy" not a "build"

The 1 rax FE i know for a fact is a good opening build because i saw MakaPrime use it against protoss and he's better than probably 90% of any Terrans on this forum.
Cake or Death?
HiHiByeBye
Profile Joined August 2009
Canada365 Posts
January 01 2011 22:12 GMT
#145
im at 2200 T. From experience, warp prism + 3 WG shut down any sort of 1-1-1 pretty easily. \

The timing ussually comes b4 you can get your first tank out and just with marines you cant handle zealot stalker.

You bunker will be near your choke, so no where near to help defend.

giuocob
Profile Joined July 2010
United States149 Posts
January 01 2011 22:24 GMT
#146
On January 02 2011 06:25 Raiznhell wrote:

The 1 rax FE i know for a fact is a good opening build because i saw MakaPrime use it against protoss and he's better than probably 90% of any Terrans on this forum.


Understatement of the bloody century right here.
ledarsi
Profile Joined September 2010
United States475 Posts
January 01 2011 22:36 GMT
#147
Raiznhell don't completely lose heart. Sure, you didn't completely revolutionize TvP at a stroke. So what? I think there's really something of interest in this new school 5 factory mech style.

This mass tank composition has its weaknesses, but at its core it is an army that the enemy is TOTALLY UNABLE TO DEFEAT heads up without radically altering their unit composition to something very, very nonstandard, like hardcore mass immortal or void ray. Both of these units, it occurs to me, are vulnerable to the same terran unit: the marine. Hmmmm....

In your replays what I'm seeing is an overcommitment to tanks that produces an overly immobile army. However it seems like much of the benefit of having the tanks can be gained without having quite so many of them. In many of the major battles, your tank line is so awesomely deep that the ones at the back never even get the chance to fire. This is very secure, but inefficient, a bit like making too many missile turrets.

The demonstration I see in your replays is that a big tank ball with bunkers in front is actually a practical way to hold off a standard mixed protoss composition that they will typically build when you are fighting them with bio. So the puzzle is how do we push the protoss into getting a composition that will make them unable to attack into the tank line, whereas left to their own devices they would expand all over the map and build immortals or even carriers?

The reason why we are seeing such extensive use of bio is its mobility, particularly when used in conjunction with medivacs. The ability to run about the map, and to drop infantry in the enemy base is too strong to give up. The problem is that in a heads up fight against colossi and storm the infantry stand no chance no matter how many you have, so big armies will always lose to the protoss in the endgame. How do we avoid this problem?

To kill two birds with one stone- have enough tank line that the enemy army will not be able to break it cost effectively. At the same time, harass with small groups of infantry with dropships, emphasizing marines. A dropship or two, escorted by vikings in the wings, can be used to harass as the tank line holds the home front. Blue flame hellions can be included in the drop raids if desired, and if the terrain permits, siege tanks might even be dropped in key locations, such as the ledge on lost temple. The harassment stops the protoss from just expanding everywhere, and even dampens his economy. Using bio offensively forces a mixed composition- he can't mass immortals or void rays- and the resulting composition will be ineffective against tanks.

How's that for an idea?
"First decide who you would be, then do what you must do."
Reptilia
Profile Joined June 2010
Chile913 Posts
January 01 2011 22:37 GMT
#148
Raiznhell, you should start using more punctuation, its kind of hard and annoying to read ur posts (not because of content but lack of punctuation)
The secret to creativity is knowing how to hide your sources
QQmonster
Profile Joined September 2010
Canada240 Posts
Last Edited: 2011-01-01 22:52:09
January 01 2011 22:46 GMT
#149
On January 02 2011 06:15 avilo wrote:
Show nested quote +
On January 02 2011 04:28 QQmonster wrote:
On January 01 2011 18:49 SheaR619 wrote:
On January 01 2011 17:49 giuocob wrote:
A lot of people are saying that mech is inferior because going bio all game long is too good not to do. However, As the previous 34 page QQ thread showed, straight bio runs into severe problems late game]. If people were to open mech or at least transition into it as the game progresses, a lot of those problems would disappear. Sure new ones might open up, but a pure gateway army wouldn't kill a mech based army like it does to bio. That's why I have little respect for the comments of those people in the other thread; they throw all their resources into a strategy that's meant to kill the opponent in the midgame, then act surprised when it doesn't work, and they walk into the late game at a disadvantage. You have to PLAY for the late game if you want to excel there, not just stumble into it after a big failed 2-base play. Mech seems like it could be a good way to play for a winning lategame, even if it comes as a transition from early bio stuff.

@avilo: As a protoss, I have a really tough time dealing with mech, which is why I think it's a good strategy. I haven't experienced any of the free advantages that you claim protosses get. So what are some general rules I should be using to get these easy wins over mech? I don't care how OP you think protoss units are, you couldn't 1-A units into large groups of tanks in BW and you can't do it now. Even chargelots get decimated by a well defended tank line before they can kill any more than the front line. I've tried going air, which are the only times I've been able to successfully defeat it, but quite often it just gets shut down by a combination of vikings, turrets, and marines. And as long as the terran isn't just leaving all his tanks in his base like a gold league tank masser, you're not going to get all these free expansions. Is there something obvious I'm missing in all of this?


The point is that terran can not really push out without a good number of tanks. By good number of tanks i am saying about 10 or so tanks if he is going pure mech. Otherwise, a good number of gateway unit + immortal could smash him like nothing. This will give you time to easily take an easily third. Since mech also need 2 base to be efficient so when they take their natural you could technically take your third right away and there nothing he can really do. By the time he has a large army of tanks (which he shouldnt to begin with), you have a much better economy and can easily trade units and come out on top. Your probably not abusing the immobility of mech. If you dont want to be passive then just go quick blink play and you can gg him right off the bat. Lastly, a late game transition to carriers usually end mech play if you been abusing his immobility and decide to transition to carriers the game is basically yours and it is not uncommon to do so. Viking do NOT counter carriers. They only do decent against carriers.


It's not like terran can build command centers in his base or anything. The best way to play mech is to build an extremely fast third command centre yourself, relying on siege tanks to fortify your position. If the protoss takes a fast third, who cares? You have a fast third too. Just because you need big tank numbers to move out doesn't mean you can't build the command center in advance, in anticipation of that tank count.

There's also the fact that there's no rule declaring terran needs X amount of tanks to move out. If protoss expands a rediculous amount of times, or for some reason doesn't have units, go kill him.

It seems that the problem avilo was having is that he would stay on 2 bases when the protoss is expanding, and then only expanding once his tank count was high rather than while its building up. You want the CC to finish as you have enough tanks to move out and fortify the base. It's really not rocket science.

Regarding the late game carrier switch, vikings are lower tech and can be produced much earlier, which means that with proper scouting the viking count should far exceed the carrier count and be sufficient to snipe them. This game isn't played in a vacuum. The biggest problem with mech by far is getting your first expansion up safely with a siege expand. That is the most dangerous part of the game and the rest is just keeping up with scouting and shenanigans.


Good luck moving out with an insanely small number of tanks and getting boned by any mediocre protoss. I obviously had no idea what I was talking about, so i'll let you handle the rest of the mech discussion for me, since you obviously no more than me about it!

I think I understand why lots of the upper tier players don't bother posting here anymore now peace out.


You seem to give up on things rather easily, avilo. Perhaps that's a trait that characterizes you?

Regarding the content of your post, obviously if the protoss is staying on 2 bases nobody is forcing you to move out right when the cc finishes into a giant protoss death ball. However, when it does become safe to slow push out to your third, you will have a much faster economy than the P.

Not to mention your tank count doesn't actually suffer from taking a fast third, it's the marines or hellions that lose numbers ( the mineral sinks). This means your tank count doesn't actually slow down by taking a fast third CC.
EX-top 10 guildwars player yeye XD
QQmonster
Profile Joined September 2010
Canada240 Posts
Last Edited: 2011-01-01 22:54:24
January 01 2011 22:50 GMT
#150
On January 02 2011 07:12 HiHiByeBye wrote:
im at 2200 T. From experience, warp prism + 3 WG shut down any sort of 1-1-1 pretty easily. \

The timing ussually comes b4 you can get your first tank out and just with marines you cant handle zealot stalker.

You bunker will be near your choke, so no where near to help defend.



When protosses rush for warp prisms or blink stalkers that quickly I've played with the idea of building a backup bunker in my mineral line for this sort of thing until the threat passes and you have enough forces to survive it.

I'm not sure what you're talking about in regards to the number of tanks the terran should have though. At least 1 tank if not more should be out by the time a warp prism gets to your base... It's pretty standard to get a tank before starport if you're doing 1-1-1 for safety.
EX-top 10 guildwars player yeye XD
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2011-01-01 23:21:09
January 01 2011 23:19 GMT
#151
u do not need 30 tank to move out lol, 10 are more than enough , it's possible to get them at about 12:00 , the important thing is to add a big number of hellion, they are good at taking the fire while your tank clean the enemy army...

and with this build you must scout more... really... more scouting is needed with this.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
January 01 2011 23:27 GMT
#152
Why are people still convinced Terran mech works? What about mech makes it better than bio+starport? Honestly, only the Thor and Hellions have use, as tanks suck. Also, going mech means you don't have enough gas to support ghosts and/or proper upgrades.

This is not broodwar. In broodwar, tanks killed almost everything in less than 4 shots, most less than 3. It takes something like 14 or 15 shots from a tank to kill an immortal in SC2, 5 to kill a zealot, 8 to kill a colossus, 11(!) to kill an archon. Almost any unit combination a Protoss chooses will break mech. The only thing mech is remotely good against is a pure stalker army, and toss players never make those against Terran because Marauders already kill them better than the pathetic SC2 tanks could ever hope to.

Compare the tank to the marauder. In nearly every way, the marauder is a better and more versatile unit. Pair that with the synergy with marines and ghosts and you'll see why bio is so much better than mech. Sheer DPS alone justifies the decision to use one over the other.

Tanks are 25% more gas-heavy than they were in broodwar. Gas is harder to obtain now as it takes double the workers, and 50 more minerals on that extra refinery. Early pushes are stronger now, and more easily held with bio than mech (in fact, it's impossible to hold most all-ins with
mech).

Protoss air dominates now, not just lategame carriers or arbiters. Voidray builds give bio a run for its money, but they completely STOMP mech. Phoenixes go from viable support against bio to incredibly versatile and effective against mech. Carriers up their destruction 3 fold: with so much gas invested in tanks, no real AA threat exists.

HT tech works amazingly despite the nerf to storm. The nerf was balanced by the warp-in ability, so a toss who goes heavy into HTs and gateways will have an ability to reinforce better than you. The Protoss will then win in a war of attrition, the very kind mech itself was intended to dominate. On the other hand, DT tech forces wasted money. Turrets, thinning of defense, attention, scans; while your DT using opponent takes the map and an economic lead. Unfortunately, scans are now intimately tied to the Terran economy, while engineering bays can no longer spot (and turrets are more expensive too!)

And finally we have robo tech. Immortals are quite literally antimech. If I went 4 robo 1 gate off two bases and never made any unit out of my gateway I'd probably still win against a mech user. Immortals have the ability to 3 shot a tank with upgrades. In numbers, only ghosts, stimmed MM and banshees can effectively take them down. Off four Chronoed robos, it'd be hard to keep the numbers low. Colossi are pretty scary too. Vikings are harder to get when you've invested gas in buildings and units that 1.suck and 2.don't shoot air to begin with. In a bad engagement your only choice is to suicide because tanks are helpless when you're sieges and you get outmaneuvered. At least bio can run when colossi engage, giving free shots to the Vikings as the toss attempts a reposition.
Soulish
Profile Joined April 2010
Canada1403 Posts
January 01 2011 23:43 GMT
#153
On December 30 2010 17:55 Raiznhell wrote:
Show nested quote +
On December 30 2010 17:50 MUirbeqU wrote:
OK, first off, warp prisms cost 200 minerals, marines, bunkers, and turrets cost alot more, Second off, you should have lost when the immortals were dropped, not to mention warp prisms can warp stalkers in for the hellions or whatever you need. Third off, your immobile army is now not mobile at all with turrets and bunkers. It would be a good option to drop you mineral line with prisms.


I personally think of the bunkers as spider mines. they are basically free cuz as you slow push towards him you can salvage the ones you leave in your trail. also turrets are only 100 mins for super good AA and detection. Warp prisms also die EXTREMELY quickly so the second they fly over your stuff they basically die.

Dropping in the mineral line can be dealt with pretty simply. Either you have units there already in the early portion or after you leave your base is already surrounded with turrets and warp prisms as said are very fragile. I never lost a game due to Warp Prisms despite having them used against me. I did however lose a game where they were used against me but not because of them directly and it was at a key timing that it was used. Right as i was expanding. And it was one of them 4 gate robo stargate builds off one base which is INCREDIBLY all-in.



love how you don't mention turret's gas cost, and warp prisms don
t die fast at all. I have no idea why you would think this.
me all in, he drone drone drone, me win
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
January 01 2011 23:48 GMT
#154
Turrets don't cost gas...
Raiznhell
Profile Joined January 2010
Canada786 Posts
January 02 2011 00:17 GMT
#155
On January 02 2011 08:43 Soulish wrote:
Show nested quote +
On December 30 2010 17:55 Raiznhell wrote:
On December 30 2010 17:50 MUirbeqU wrote:
OK, first off, warp prisms cost 200 minerals, marines, bunkers, and turrets cost alot more, Second off, you should have lost when the immortals were dropped, not to mention warp prisms can warp stalkers in for the hellions or whatever you need. Third off, your immobile army is now not mobile at all with turrets and bunkers. It would be a good option to drop you mineral line with prisms.


I personally think of the bunkers as spider mines. they are basically free cuz as you slow push towards him you can salvage the ones you leave in your trail. also turrets are only 100 mins for super good AA and detection. Warp prisms also die EXTREMELY quickly so the second they fly over your stuff they basically die.

Dropping in the mineral line can be dealt with pretty simply. Either you have units there already in the early portion or after you leave your base is already surrounded with turrets and warp prisms as said are very fragile. I never lost a game due to Warp Prisms despite having them used against me. I did however lose a game where they were used against me but not because of them directly and it was at a key timing that it was used. Right as i was expanding. And it was one of them 4 gate robo stargate builds off one base which is INCREDIBLY all-in.



love how you don't mention turret's gas cost, and warp prisms don
t die fast at all. I have no idea why you would think this.


Turrets don't cost any gas? lol
They are 100 minerals. That's it. unless you buy Terran building upgrades you don't spend any gas on turrets.
And yes Warp Prisms do die very fast. they take 5 or 6 shots from a missile turret and those things fire super fast not to mention all the marines I'd have lying about.
Cake or Death?
RaizSucksLOL
Profile Joined January 2011
United States2 Posts
January 02 2011 00:54 GMT
#156
--- Nuked ---
Raiznhell
Profile Joined January 2010
Canada786 Posts
January 02 2011 02:01 GMT
#157
On January 02 2011 09:54 RaizSucksLOL wrote:
check your inbox


LOL well done Civets you have proven that you are the lowest of the low. You made a dummy account on TL, searched for me, and PMed me huge harassment paragraphs.

You really got nuthin better to do but make me laugh.
Cake or Death?
joeschmo
Profile Joined January 2011
United States167 Posts
January 02 2011 02:13 GMT
#158
some nice replays itt, mech rocks
RaizSucksLOL
Profile Joined January 2011
United States2 Posts
January 02 2011 02:34 GMT
#159
--- Nuked ---
SheaR619
Profile Joined October 2010
United States2399 Posts
January 02 2011 02:34 GMT
#160
On January 02 2011 04:28 QQmonster wrote:
Show nested quote +
On January 01 2011 18:49 SheaR619 wrote:
On January 01 2011 17:49 giuocob wrote:
A lot of people are saying that mech is inferior because going bio all game long is too good not to do. However, As the previous 34 page QQ thread showed, straight bio runs into severe problems late game]. If people were to open mech or at least transition into it as the game progresses, a lot of those problems would disappear. Sure new ones might open up, but a pure gateway army wouldn't kill a mech based army like it does to bio. That's why I have little respect for the comments of those people in the other thread; they throw all their resources into a strategy that's meant to kill the opponent in the midgame, then act surprised when it doesn't work, and they walk into the late game at a disadvantage. You have to PLAY for the late game if you want to excel there, not just stumble into it after a big failed 2-base play. Mech seems like it could be a good way to play for a winning lategame, even if it comes as a transition from early bio stuff.

@avilo: As a protoss, I have a really tough time dealing with mech, which is why I think it's a good strategy. I haven't experienced any of the free advantages that you claim protosses get. So what are some general rules I should be using to get these easy wins over mech? I don't care how OP you think protoss units are, you couldn't 1-A units into large groups of tanks in BW and you can't do it now. Even chargelots get decimated by a well defended tank line before they can kill any more than the front line. I've tried going air, which are the only times I've been able to successfully defeat it, but quite often it just gets shut down by a combination of vikings, turrets, and marines. And as long as the terran isn't just leaving all his tanks in his base like a gold league tank masser, you're not going to get all these free expansions. Is there something obvious I'm missing in all of this?


The point is that terran can not really push out without a good number of tanks. By good number of tanks i am saying about 10 or so tanks if he is going pure mech. Otherwise, a good number of gateway unit + immortal could smash him like nothing. This will give you time to easily take an easily third. Since mech also need 2 base to be efficient so when they take their natural you could technically take your third right away and there nothing he can really do. By the time he has a large army of tanks (which he shouldnt to begin with), you have a much better economy and can easily trade units and come out on top. Your probably not abusing the immobility of mech. If you dont want to be passive then just go quick blink play and you can gg him right off the bat. Lastly, a late game transition to carriers usually end mech play if you been abusing his immobility and decide to transition to carriers the game is basically yours and it is not uncommon to do so. Viking do NOT counter carriers. They only do decent against carriers.


It's not like terran can build command centers in his base or anything. The best way to play mech is to build an extremely fast third command centre yourself, relying on siege tanks to fortify your position. If the protoss takes a fast third, who cares? You have a fast third too. Just because you need big tank numbers to move out doesn't mean you can't build the command center in advance, in anticipation of that tank count.

There's also the fact that there's no rule declaring terran needs X amount of tanks to move out. If protoss expands a rediculous amount of times, or for some reason doesn't have units, go kill him.

It seems that the problem avilo was having is that he would stay on 2 bases when the protoss is expanding, and then only expanding once his tank count was high rather than while its building up. You want the CC to finish as you have enough tanks to move out and fortify the base. It's really not rocket science.

Regarding the late game carrier switch, vikings are lower tech and can be produced much earlier, which means that with proper scouting the viking count should far exceed the carrier count and be sufficient to snipe them. This game isn't played in a vacuum. The biggest problem with mech by far is getting your first expansion up safely with a siege expand. That is the most dangerous part of the game and the rest is just keeping up with scouting and shenanigans.


Yes Avilo, I feel your pain and because of that I will explain it the best i can. Yes, we know you can build a CC in your own base but you can not expand easily anyways because by the time you get a seige is about the same time he has an immortal out. You are basically contained. Early game, if he does do an early immortal push you are pretty screwed. You are basically stuck on 2 base because the map does not favor expanding. For example on Xelnaga, getting a expansion out is already tough enough with the wide open range. Then you must secure your third usually at the gold which is super freakin even more wide open for charge lots to flank you immortal just to stomp you. So you are force to stay on 2 base and pushing out any earlyer with low tank count would be death. He could easily get a third up knowing you cant do anything about it. Once he get a third and saturate is when you start to push out and by then you are going to get stomped because by now he knows your unit composition and prepare charge lots and everything with his superior economy.

Regarding viking and carriers is that if you for one second start going viking, your ground will be extremely weak. Even if you do manage to kill all the carriers, you have invested in sooooo much for viking that are now completely useless and have no purpose but to land on the ground and die once he transition back to immortals and charge lots and ground units. Also phoenix can defeat viking cost for cost as well and are not completely useless cause they can lift tanks, unlike viking who are completely useless as i have stated after they do their job. Therefore he could technically go a pure air army and your viking do not stand a chance or just transition back to ground. The fact is is that you must match your army composition almost PERFECTLY to be able to play mech. Even then, you have only even the odds and the protoss still have alot of control of the game and can punish you in alot of ways.

The protoss can go 3 tech path at the start of the game Twilight council, robo bay, or stargate. All these 3 will punish mech early. Twilight council for fast blink = gg. Robo bay for quick immortal and map control and expand cause you can not kill immortal early with small tank count. Stargate for aggressive air play to force terran to go starport and delay his tank count and expand more as well. The true way to play mech is to not play mech and then transition into it late game. Even then, you need to end the game pretty fast before the toss realize the transition and transition into air to counter it.

Rain, dont give up hope on the mech play. Were just giving you realistic facts that all mech user has experienced when going mech and stuff for you to consider when trying it. Yes, those protoss player were total noob and got rofl-stomped cause they didnt know how to play against mech in the first place. If you truly wana find a way to play mech then find a way to play mech. No one is stopping you and prove us all wrong :p
I may not be the best, but i will be some day...
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