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This thread was renamed from "Becomming a mech terran" |
Hi in this rep pro terran player go mech build..
http://sc2rep.net/replays/starcraft-2-replay-p-onecruncher-vs-t-fnaticfenix-xelnaga-caverns-01-27-2011
problem is when he get all his siege tanks he bulild some banshy ravens all caind of unites...simply he couldnt conter zealots and imortall shilld....
if he haved 12+ hellions insted of some unites there he would rape those imortalls and zealots...try it ppl belive me... i am toss player but i know the hellions will work on killing toss army easy !!!
zealots and imortallso pass to his siege tanks and after that tanks dont work...like it shoul.. you should build hellions and burn zealtos and imortalls shilld then siege tanks destroy bouth coloss and imortalls and stalkers...
thx for reading i truly whon help terran mech ppl
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On January 29 2011 18:35 QQmonster wrote:Show nested quote +On January 29 2011 11:33 Autunno wrote:On January 29 2011 09:14 bole wrote: Hey m8 who play terran try to use SIEGE TANKS + HELLIONS agenst protoss and also afective agenst zerg... Mass up siege tanks and mass hellions...(mass meens 10 and more) you will devestate protoss or zerg (zerglings and beinglings) try this mecha strategy ... alos agenst zerg try build some thors as well (zerg can go on mutas.)
one more thing be cerfull if toss go air.... that is only cance to win agenst seige + hellions...but try this strategy its great... Actually if you go mainly siege tank + hellion you may be a little vunerable for mass blink stalkers, but I guess that b. stalkers are so rearely used against terran that it`s not much of a threat. This post is infactual. Where is your reasoning or evidence or replays? There is some merit, where if the protoss has a much better economy and can afford to send in "stalker bombs" blinking into your siege ball, or if he for some reason was able to destroy a chunk of your tanks and you aren't able to blow the stalkers all away before they can blink in and kill all your crap. Why would blink stalkers be bad vs a strongly macrod tank/hellions force? First of all, tanks destroy stalkers very easily, second of all, when they blink in they get automatically balled together. Guess what? Tanks and hellions both do very nice area of effect damage. You might do some cute damage from the tanks hitting each other, but your entire army is going to die very fast as well. If you're interested in having tanks work against the terran, do zealot warp prism drops (in the tank line so they shoot each other, or in the mineral line so the tanks kill SCVS)
Stalkers may be good if the tanks are close together, but I agree with you that if that`s not the case, zealot drop is a better option (or even immortal flanking drop, genius did this against Rainbow and it was quite effective).
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hire is one more great rep when terran go mecha...
http://sc2rep.net/replays/starcraft-2-replay-mouzhasu-vs-escgoody-shakuras-plateau-01-29-2011-0
One more thing to note you need to upgread Hellion dps to 24 vs light...you can alweys have group of hellions if oponent do some caind of drops of something to difend from it...but you need to have upgread if you dont then you cant difend like it should...
also if you go to expend alweys put some siege tanks 2-3 and some hellions to diffend from drops(warp in...)
the main thing is that you need hellios to protect siege tanks from male unites.. and than tank work great..
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On January 30 2011 00:15 Zacsafus wrote: Just played around 5 games vs protoss in which i went bio and got flattened late game and everysingle one suggested that i try out mech as its "super good". After discussion more about what protoss does that counter mech every single one concluded its either attempt mech in a late game environment and possibly win or all in before they get storm or collossi.
Is it just me or does it seem quite depressing that protoss late game seems so dominant that even protoss dont know what beats them aside from not letting them get to the late game.
I am hoping to try and find a way of getting to mech safely while staying competative in a game, though it just seems like there is too much going against mech for it to work :S
Some low masters replays incoming after i work out a way of making mech work... hopefully ^^ any suggestions?
I think its party in fact because most opponents (PvT) don't stop using MMM and transition into something else. I don't think I've played a PvT where my opponent transitioned out of MMM so I don't rightly know what kind of composition beats the death ball.
Although, I would suspect mech/ghost would be pretty effective.
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On January 30 2011 00:15 Zacsafus wrote:
Is it just me or does it seem quite depressing that protoss late game seems so dominant that even protoss dont know what beats them aside from not letting them get to the late game.
Its very depressing. Not a single protoss could give me advice what to do. Some tried and these were the best (lol): - drop more (while I am dropping the whole game, but they just defend with cannons and HT and some zealots while they make an unbeatable 200/200 army).
- go mech (believe me guys, mech is great in the lower levels, but around 3k master it's just not good enough. It only works if your opponent is stupid enough to run into your bunkers or after a fail 4gate (*cough* mc vs jinro *cough*).
Every toss knows that they are actually unbeatable, unless they fuck up very hard and if the terran is playing realy realy well (drops everywhere with alot of luck and alot of apm). An early allin or a mistake by the protoss (like a fail 4gate or a fail voidray bust) is the only way to win imo. Drops are great, but it's VERY lotto-style play.
I really would like to see a replay where a terran wins @ lategame where the toss didn't fuck up very hard... It's also funny that protoss players still claim that terran is OP. I understand that early game is hard for protoss, but it's very even when you make use of proper forcefields.
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On January 30 2011 01:27 Dente wrote:Show nested quote +On January 30 2011 00:15 Zacsafus wrote:
Is it just me or does it seem quite depressing that protoss late game seems so dominant that even protoss dont know what beats them aside from not letting them get to the late game.
Its very depressing. Not a single protoss could give me advice what to do. Some tried and these were the best (lol): - drop more (while I am dropping the whole game, but they just defend with cannons and HT and some zealots while they make an unbeatable 200/200 army). - go mech (believe me guys, mech is great in the lower levels, but around 3k master it's just not good enough. It only works if your opponent is stupid enough to run into your bunkers or after a fail 4gate (*cough* mc vs jinro *cough*). Every toss knows that they are actually unbeatable, unless they fuck up very hard and if the terran is playing realy realy well (drops everywhere with alot of luck and alot of apm). An early allin or a mistake by the protoss (like a fail 4gate or a fail voidray bust) is the only way to win imo. Drops are great, but it's VERY lotto-style play. I really would like to see a replay where a terran wins @ lategame where the toss didn't fuck up very hard... It's also funny that protoss players still claim that terran is OP. I understand that early game is hard for protoss, but it's very even when you make use of proper forcefields.
There should be a rule that forbids talking in absolutes when it concerns abstract concepts like "winnability" and "balance". I hate it when people say "It's unwinnable if race X doesn't screw up", whether it's a Zerg, a Terran or a Protoss ... it's just immensely annoying.
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On January 30 2011 01:27 Dente wrote:Show nested quote +On January 30 2011 00:15 Zacsafus wrote:
Is it just me or does it seem quite depressing that protoss late game seems so dominant that even protoss dont know what beats them aside from not letting them get to the late game.
Its very depressing. Not a single protoss could give me advice what to do. Some tried and these were the best (lol): - drop more (while I am dropping the whole game, but they just defend with cannons and HT and some zealots while they make an unbeatable 200/200 army). - go mech (believe me guys, mech is great in the lower levels, but around 3k master it's just not good enough. It only works if your opponent is stupid enough to run into your bunkers or after a fail 4gate (*cough* mc vs jinro *cough*). Every toss knows that they are actually unbeatable, unless they fuck up very hard and if the terran is playing realy realy well (drops everywhere with alot of luck and alot of apm). An early allin or a mistake by the protoss (like a fail 4gate or a fail voidray bust) is the only way to win imo. Drops are great, but it's VERY lotto-style play. I really would like to see a replay where a terran wins @ lategame where the toss didn't fuck up very hard... It's also funny that protoss players still claim that terran is OP. I understand that early game is hard for protoss, but it's very even when you make use of proper forcefields.
Sorry, but you shouldnt be allowed to post on these forums. Every post is about "uhh this is high level mech play, look how toss owns him herp derp"
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On January 30 2011 01:52 BKSandland wrote:Show nested quote +On January 30 2011 01:27 Dente wrote:On January 30 2011 00:15 Zacsafus wrote:
Is it just me or does it seem quite depressing that protoss late game seems so dominant that even protoss dont know what beats them aside from not letting them get to the late game.
Its very depressing. Not a single protoss could give me advice what to do. Some tried and these were the best (lol): - drop more (while I am dropping the whole game, but they just defend with cannons and HT and some zealots while they make an unbeatable 200/200 army). - go mech (believe me guys, mech is great in the lower levels, but around 3k master it's just not good enough. It only works if your opponent is stupid enough to run into your bunkers or after a fail 4gate (*cough* mc vs jinro *cough*). Every toss knows that they are actually unbeatable, unless they fuck up very hard and if the terran is playing realy realy well (drops everywhere with alot of luck and alot of apm). An early allin or a mistake by the protoss (like a fail 4gate or a fail voidray bust) is the only way to win imo. Drops are great, but it's VERY lotto-style play. I really would like to see a replay where a terran wins @ lategame where the toss didn't fuck up very hard... It's also funny that protoss players still claim that terran is OP. I understand that early game is hard for protoss, but it's very even when you make use of proper forcefields. Sorry, but you shouldnt be allowed to post on these forums. Every post is about "uhh this is high level mech play, look how toss owns him herp derp"
Yeah, talking about the quality of someone's post while your post is even worse. This is a mech discussion. The purpose of it is to DISCUSS. Discuss = both positive points and negative points. I'm explaining why mech is NOT viable. So many people are theorycrafting. Do I really have to post about "uhh mech is so great, it's so viable, look to jinro vs mc herp derp"?
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On January 29 2011 18:39 ledarsi wrote:QQMonster: I agree the hellions are part of the strategy. However any strategy where you depend on a single lucky event is a weak strategy, no matter how much it works right now. Against good players you will not get to sneak 5 blue flame hellions into his worker line and roast 20+ probes. There are tons of replays out there of mech terrans killing far more than that even with their hellion harass. Even in the Jinro vs MC game on Lost Temple, + Show Spoiler +Jinro cleaned out MC's natural wholesale, and his massive tank line with bunkered marines crumpled almost completely when MC assaulted it.
+ Show Spoiler + Watch the game at the 13:40 mark this is the first time that MC and Jinro engage after Jinro's harrasment. Jinro manages to get what looked like about 15 probes via his hellions dunno its kind of a bad quality video. Right after the hellion drop Jinro does a ledge drop with 2 tanks 3 vikings and 6 marines that basically kill a geyser and stop MC from mining for a little bit. MC takes out that drop with relative ease. I would say that almost puts the net gain from Jinro's harrass almost back to 0. Then comes the epic battle at 13:40 MC pushes out while Jinro is still contructing bunkers and most of the marines die to collosus fire before the battle even starts the basis behind Jinro's defense looks like it is use bunkers to defend the marines from the collosus usr vikings to kill collosus using hellions to kill zealots and tanks to kill everything else and splash things on the ground. I think this fell apart because he pushed for the watch tower too fast is all. But this rumor of you need a lucky mass kill of probes is only partly true because the game is still even after the battle at 13:40 and as I said earlier his harrassment almost returned to 0 return because the units that he now could build due to his worker advantage basically just died with little resistance.
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On January 30 2011 02:06 Dente wrote:Show nested quote +On January 30 2011 01:52 BKSandland wrote:On January 30 2011 01:27 Dente wrote:On January 30 2011 00:15 Zacsafus wrote:
Is it just me or does it seem quite depressing that protoss late game seems so dominant that even protoss dont know what beats them aside from not letting them get to the late game.
Its very depressing. Not a single protoss could give me advice what to do. Some tried and these were the best (lol): - drop more (while I am dropping the whole game, but they just defend with cannons and HT and some zealots while they make an unbeatable 200/200 army). - go mech (believe me guys, mech is great in the lower levels, but around 3k master it's just not good enough. It only works if your opponent is stupid enough to run into your bunkers or after a fail 4gate (*cough* mc vs jinro *cough*). Every toss knows that they are actually unbeatable, unless they fuck up very hard and if the terran is playing realy realy well (drops everywhere with alot of luck and alot of apm). An early allin or a mistake by the protoss (like a fail 4gate or a fail voidray bust) is the only way to win imo. Drops are great, but it's VERY lotto-style play. I really would like to see a replay where a terran wins @ lategame where the toss didn't fuck up very hard... It's also funny that protoss players still claim that terran is OP. I understand that early game is hard for protoss, but it's very even when you make use of proper forcefields. Sorry, but you shouldnt be allowed to post on these forums. Every post is about "uhh this is high level mech play, look how toss owns him herp derp" Yeah, talking about the quality of someone's post while your post is even worse. This is a mech discussion. The purpose of it is to DISCUSS. Discuss = both positive points and negative points. I'm explaining why mech is NOT viable. So many people are theorycrafting. Do I really have to post about "uhh mech is so great, it's so viable, look to jinro vs mc herp derp"?
You didn't discuss anything, you just basically said mech wasn't viable when it clearly is.
Drops are NOT a lotto-style play, and if you think that, it just shows your misunderstanding of the purpose of doing drops. The goal is to keep his army in his base first and foremost allowing you safe powering up.
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On January 30 2011 02:33 QQmonster wrote:
You didn't discuss anything, you just basically said mech wasn't viable when it clearly is.
It's not.. Show me 1 high level replay where T beats a toss with mech. I meched for months...
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On January 27 2011 09:10 GrassEater wrote: I am starting a stream where i will make only immortals and voidrays. Do you want to play some games? I'm guessing that your least favorite units are hydras and marines?
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I have come across an interesting revelation, which is that while playing mech, you must stay on the maximum amount of "safe" bases, which is 2-3 depending on the map, and you MUST make the protoss max on gateway units. I doesn't matter if the protoss has 6 bases to your 2 or 3, if you max out on mech, and he maxes out on gateway units, you will probably win if you have sensor/xel naga tower control and position your army in time for the usually singular game ending battle.
The most viable way to beat mech is HT/Carrier, and to disallow the protoss from doing so, you simply don't attack him, but threaten to attack him. However, you because you cannot attack him, you, to some extent, cannot make ANY bio at all aside from the couple marines that you use in the beginning to hold of pressure.
Ways for the protoss to release supply are to suicide his army, blink stalkers, or warp prism harass. Suiciding an army allows terran to win the game straight up because siege tanks roll everything. Blink stalkers are a somewhat easy to stop, and same with warp prism harass. Blink stalkers are stopped by the fact that you do not overexpand (2-3 base only), and warp prisms are stopped by mass turrets. The only thing that worries me is using recall from a mothership.
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I am mid diamond but My replay vs Engimoid on the thread starter replay section can help you. GIves you a solid opening.
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On January 30 2011 03:08 Blyadischa wrote: The only thing that worries me is using recall from a mothership.
Sensor towers and vikings.
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I have been struggling TvZ even doing the hellion opening so I moved I theory crafted a build. Its gonna be 2rax FE, no pressure with the 2 rax. Take gases at right time to allow you to be at a even mineral count and gas count.
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On January 30 2011 04:18 TheWarbler wrote:Show nested quote +On January 30 2011 03:08 Blyadischa wrote: The only thing that worries me is using recall from a mothership. Sensor towers and vikings.
But you see, vikings are detrimental to the anti gateway force that you want to make, because you want the protoss to max out on gateway units, terran loses vs carriers/ht late game, so I proposed that to mech you must just not get anti air (except for turrets here and there for warp prisms) and focus on making protoss max on gateway units, and just roll over them.
Without vikings, then you can owned by motherships.
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Carrier HT? Your crazy if u let him do that. Even if hes on 3 base that is insanley gas heavy. Vikings will destory anyway. tanks are good vs HT tbh
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