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[D] TvP lategame think tank - Page 4

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captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
February 17 2011 08:59 GMT
#61
Heres 2 reps of me (my rank is meaningless! let my play speak for itself!, srsly bugs me when people post their rank man...w/e) playing a bio (2 rax) opening and transitioning into mech.

http://www.sc2replayed.com/replays/140673-1v1-terran-protoss-metalopolis

http://www.sc2replayed.com/replays/140672-1v1-terran-protoss-metalopolis

https://x.com/CaptainWaffless
Sevenofnines
Profile Joined May 2010
United States167 Posts
February 17 2011 09:03 GMT
#62
On February 17 2011 16:08 SoLaR[i.C] wrote:
Would you rather drop 3 Thors or 12 Marauders? I'll take the Marauders every single time. There are so many advantages with dropping bio over mech. Namely, bio can maneuver inside a base and can chase running probes. Medivacs are already the natural companion to bio.


It depends. I'd probably opt for neither and drop 8 Marauders and 1 Thor. Or if killing Probes is your priority, do 4 Marauders, 4 Blue Flame Helions, and 1 Thor. Mix and match as necessary.

In a vacuum, you are correct that 12 Marauders would probably do more damage than 3 Thors. However, that isn't the issue at hand. The issue with Mech play is that it generally takes too long to build up which leads to overly defensive and/or passive play. The Toss ends up taking the map and you simply get crushed by his superior economy & production. Thus Thor drops, while generally not as effective as Bio drops, would allow you to be aggressive with a relatively small Mech force while you are transitioning to a larger Mech force.

I think it's a reasonable suggestion when you consider that 4 Thors with Strike Cannons can snipe an expo in about 6 seconds. Even 16 stimmed Marauders can't match that, especially when you consider that Medivacs drop things one unit at a time. I don't think Warpgates even finish warping in units fast enough to stop that. The costs are comparable. The Thors would cost more Gas, but less minerals, less food, and less build time.
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2011-02-17 09:46:39
February 17 2011 09:43 GMT
#63
I've always had huge problems with TvP, but lately adopted a completely different playstyle, largely focused on stalling the game until I get a maxed Mech army, and have been having a lot of success.

I start out by building two factories one after another and making nothing but tanks along with Marines. This has generally always allowed me to make enough units to hold off 4 gates (probably even without having to build a bunker) and most other Protoss early aggresion. Once I get more tanks I expo, get upgrades, get more factories, and start getting Thors, Vikings and Hellions.

Thors, Siege Tanks, Vikings and Hellions are the most important units for late game TvP.

Thors and Siege Tanks basically take care of everything on the ground.

Hellions kill zealots and HTs/Sentries (if the Protoss chooses to use them).

Vikings Kill Colossus, Voids, and Carriers, which are the main threat to Mech.

Typically you want to match these up in a way that counters your opponent's army best.

I've also noticed that a lot of people choose to go purely Siege Tank + Viking + Hellion, where as others (like me) like to go part Tank part Thor or even pure Thor. I think all 3 options work quite honestly, but I'm more in favor of Thors personally, because they wreck everything that Tanks do (expect Colossus) AND can also provide nice air support at the same time.

Some Replays attached if anyone is curious.

http://www.sc2replayed.com/replays/140685-1v1-terran-protoss-xelnaga-caverns

http://www.sc2replayed.com/replays/140683-1v1-terran-protoss-metalopolis


3k~ Diamond rating.
All we have to decide is what to do with the time that is given to us.
Pooka
Profile Blog Joined November 2010
United States140 Posts
February 17 2011 10:44 GMT
#64
On February 17 2011 10:34 link0 wrote:

From my own personaly experiments at 3500 Masters level, you can usually beat a 200 Toss army with a 200 Mech army if you get off some good EMPS and have good seige positioning.

HOWEVER, your surviving army won't be able to hold off the 20 zealots that warp in instantly. The toss then pushes right back at you because Mech takes FOREVER to rebuild.


I'm a ~2700 Master Terran who has lost a lot of games trying heavy Mech play against Protoss, and I feel like this is the biggest problem with Siege Tanks. Even though you will kill the initial army and your Tanks survive, your support for them will die in the battle, leaving the Tanks open for Zealots to charge in and clean up. Then there's a sizable window for Protoss to kill you while your Mech is rebuilding. Basically you can never advance your army forward because of this.

Once High Templar and Colossus are in play, I feel like the only way to survive is to rely on units that have big HP and can take hits - Thors, Marauders, and sometimes Battlecruisers (but they are more situational). In addition, Ghosts become essential to winning battles at the end; they are Terran's only answer to Storm, and they can deal with the Immortals. If you can hit decent EMP's and keep your Ghosts alive, eventually you can win the war of attrition. I also feel like having a few Ravens goes a long way to negate some Stalker fire or even deal some instant damage with Seeker Missile. Again, keeping these alive is crucial because you don't have the gas to keep pumping them out.

At times the late game feels impossible against Protoss, but I feel like it can be done with the right approach. I feel like this will be the most complex matchup as Starcraft 2 goes on, and it will be fun to watch it evolve.
Evantas
Profile Joined December 2010
Singapore61 Posts
Last Edited: 2011-02-17 10:59:58
February 17 2011 10:58 GMT
#65
TvP is extremely swingy. A single seemingly minor error like missing a single Templar w ur EMP, or tanks sieging a sec or two too late, or marines supporting thors moving too close to colossus or too far to attack stalkers, not being able to get that last vehicle upgrade in time, all can make the diff between total ownage or utter defeat. It's like having one more unit of this and one less of that makes a huge difference.

In TvZ at least it's a little more stable. Even marine-Baneling micro war IMO is More manageable than what happens in TvP, since most banelIngs die along with marines/vice vesa.

Naohia
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2011-02-17 11:15:53
February 17 2011 11:12 GMT
#66
tanks ff, so against a zealot heavy composition, why not put a few marauders out front to get charge surrounded like you do to absorb a moved banelings

On February 17 2011 15:29 Sevenofnines wrote:
Show nested quote +
On February 17 2011 14:37 SoLaR[i.C] wrote:
Additionally, people are forgetting that it's damn near impossible to replicate the late game bio drops in the Protoss main base. It's the only reasonable method for slowing down the obscene production of a late game Protoss. Dropping 2 medivacs full of Marauders is infinitely better than dropping 2 medivacs with tanks...


Anyone consider Thor Strike Cannon drops? Double Strike Cannon kills nearly all Protoss buildings and unlike Bio drops the Toss can't just stop it with a couple Templar but would need a decent sized force to deter it. Expo sniping with 3 or 4 Thors would be interesting as well.


interesting, but how much of your army do you want to invest in the drop?
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Poopi
Profile Blog Joined November 2010
France12911 Posts
February 17 2011 11:39 GMT
#67
Is the only way to beat protoss lategame to sack every SCV except those who min gas and use a lot of mule instead? :/
WriterMaru
marines2231
Profile Joined December 2010
Australia14 Posts
February 17 2011 11:40 GMT
#68
I'm not sure if someone has mentioned this already but, have you ever tried using Ravens? 3-4 ravens to compliment your late-game army of the marauder/thor/viking/medivac. A few PDD can really give you a huge advantage because they soak up quite a bit of damage from stalkers which is the bulk of their ball. I'm only diamond league but many times battles are won with ravens for me.
rolfe
Profile Joined September 2010
United Kingdom1266 Posts
February 17 2011 11:57 GMT
#69
i'm neither masters (diamond) nor terran (protoss) but has any terran tried using lots of air late game? i can tell some positives and negatives but toss ground to air is not particularly good and with a reactored starport toss shouldn't be ever able to take control of the air. the flaws are obviously it forces templar as colossus won't work against vikings and can storm the bio and feedback cruisers and banshees... but it does seem like something that could work and i'm obviously somewhat thinking about the TLO White-Ra game on jungle basin about this. anyone tried it?
life will not be contained. Life breaks free, it expands to new territories and crashes through barriers, painfully, maybe even dangerously but there it is. Life finds a way
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 17 2011 12:03 GMT
#70
On February 17 2011 20:40 marines2231 wrote:
I'm not sure if someone has mentioned this already but, have you ever tried using Ravens? 3-4 ravens to compliment your late-game army of the marauder/thor/viking/medivac. A few PDD can really give you a huge advantage because they soak up quite a bit of damage from stalkers which is the bulk of their ball. I'm only diamond league but many times battles are won with ravens for me.


ravens cost huge amounts of gas (as much as a thor), can be feedbacked/sniped and stalkers are the smallest problem you have lategame.



On February 17 2011 20:57 rolfe wrote:
i'm neither masters (diamond) nor terran (protoss) but has any terran tried using lots of air late game? i can tell some positives and negatives but toss ground to air is not particularly good and with a reactored starport toss shouldn't be ever able to take control of the air. the flaws are obviously it forces templar as colossus won't work against vikings and can storm the bio and feedback cruisers and banshees... but it does seem like something that could work and i'm obviously somewhat thinking about the TLO White-Ra game on jungle basin about this. anyone tried it?


banshees get just as hard countered by HT as bio. storm/feedback simply destroys em. yeah air heavy can work but its a midgame thing thats based on harrass. so absolutely nothing that helps tvp lategame.

also you see more and more stargate play. phoenixes giggle when they see banshees.





life of lively to live to life of full life thx to shield battery
Enigmoid
Profile Joined July 2010
United States48 Posts
February 17 2011 12:03 GMT
#71
I played a passive mech terran in a long game as protoss. He wasn't the best, but I found his thor/tank composition pretty hard to break. My few void rays died instantly, and I ended up being forced into 2 robo immortal/zealot, which destroyed his army but allowed him to instantly transition into marine/thor/banshee. Even a couple of banshees are devastating when it forces you to get stalkers, and when in the late game you can start cloak immediately. It's also very hard to kill banshees with stalkers in an army situation. I had a stargate for phoenixes but I forgot about it, wasn't playing my best.

Remember, tech switching for terran is only as hard as lifting buildings onto other buildings. It doesn't cost a thing late game.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
February 17 2011 12:20 GMT
#72
If you think tanks and general mech is bad just follow GoOdY. He plays pure mech (almost never makes a marine/ marauder from the 3-4 min mark onward)...in all MUs. He wins Craft Cups, he beats players like Adelscot, Soke, Dimaga, Kas,etc.

What i have found playing mech is that this is hard . I was playing in Diamond hoping for masters promotion when i switched to mech and i almost fell in platinum. You have to relearn everything about you race. From timings to tactics ...playing mech is like playing a new Race.

Point is, even if you are a top masters player (with bio), you will lose to much worse players when trying mech. This is due to the understanding/ experience required that simply put, takes time.
Head Coach Park: "They should buff tanks!"
link0
Profile Joined March 2010
United States1071 Posts
February 17 2011 12:32 GMT
#73
On February 17 2011 21:20 Sapphire.lux wrote:
If you think tanks and general mech is bad just follow GoOdY. He plays pure mech (almost never makes a marine/ marauder from the 3-4 min mark onward)...in all MUs. He wins Craft Cups, he beats players like Adelscot, Soke, Dimaga, Kas,etc.

What i have found playing mech is that this is hard . I was playing in Diamond hoping for masters promotion when i switched to mech and i almost fell in platinum. You have to relearn everything about you race. From timings to tactics ...playing mech is like playing a new Race.

Point is, even if you are a top masters player (with bio), you will lose to much worse players when trying mech. This is due to the understanding/ experience required that simply put, takes time.


Goody loses to much worse players when he does mech. His games only confirm my theory that trading 200/200 armies with Toss late game is a terrible idea.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
DennyR
Profile Joined July 2010
Germany379 Posts
February 17 2011 12:36 GMT
#74
I spend the last weeks to find a good build and test the viability of mech vs P. After tons of losses in earlygame I finally figured out stuff. The few games I really reached lategame I totally ownd the deathball with absolutly minimal losses.
Ok now the problem. You cant go mech FE(execpt 2Thorrush with strikecannon plus repair, but you lose to DT and is pretty allinish). You will just get ownd. Finding a way to expand and transition into mech safely is the key. Sadly I havent found one yet

Ok now lategame. Tanks are awesome, tanks win me the games. There are just a few things that counter masstanks wich will be Immortal(just if you have a low tankcount), Chargelots plus Storm and air units. But there are solutions for everything.

Upgrades are essential! There is a ridiculous difference between mass tanks with and without upgrades. Mass tanks with upgrades basically deny the Protoss groundarmy.

You wont have enough gas to produce mass mech and still keep your minerals low before you have 4-5 running bases. So ideally you dont want to build any gasheavy units besides the mechthings execpt very few ghosts and maybe 1 or 2 medivacs to drop.


You will have a ton of overmins. A SHIT TON! The way you dump them decides if you win or lose the game. I figured out that hellions and marines are the wrong thing to go for. Blueflame hellions are great for lategamescouting and harassing but they are useless in fights if you have 10+. Marines are good to defend your faraway expos in bunkers. You will have a ton of mins so you can build 5 bunkers and get 1-2 marines in them each and they will never be able to kill them with a few units that run by your tankline. But dont get to many! You will need the supply in tanks/thors and maybe vikings to an lesser extend.
The next thing you want to dump you minerals into are massexpos. Even if you lose them, you have the mins anyway, so why not going to take the whole map and make PFs?

One thing you lose to is mobility. Dump your money in shit that prevents protoss from abusing you with blink, warpprisms and air units so build missile turrets!! You deny every attempt to bypass your tankline with them. I build them everywhere.

The last thing you want to build are massbarracks. Not for marineproduction, but just to prevent the protoss army to reach your tanks and cause friendlyfire wich basically means heavy losses.

I pretty happy with mech I have to say. It wins me more games than the stupid MMM lategame.


so far... watch a 200supply tank army demolish an emp´d protoss army and make it disappear in 2seconds and you want to start going mech immediatly.
mytent
Profile Joined December 2010
United States156 Posts
Last Edited: 2011-02-17 12:42:22
February 17 2011 12:39 GMT
#75
I think alot of us agree that Terran late-game army composition is usually inferior to the Protoss late game army composition.

Probably because Protoss has mobile AOE big hitters, and the Terran only has the siege tank and the ghost. (And siege tanks are like fucking snails).


So... what does that mean? You play to your strengths.

In terran's case, that's maximum gimmicky play.

Drops.
Bunker Rushes.
Cloaked Shees.
Thor/BC rush with mass repair.

Lategame?
Mass drops.
Mass Nukes
... I don't know =/

But mobiliity seems like Terran's only lategame advantage.

Wow.

And especially with the horribly huge maps incoming with GSL.... wow.



I think we need an SC2's version of Boxer ASAP...


Someone who can micro 4 simultaneous drops at once and harass the main army with almost-battles.
Brandus
Profile Joined September 2010
148 Posts
February 17 2011 12:44 GMT
#76
On February 17 2011 21:03 BeMannerDuPenner wrote:

banshees get just as hard countered by HT as bio. storm/feedback simply destroys em. yeah air heavy can work but its a midgame thing thats based on harrass. so absolutely nothing that helps tvp lategame.

also you see more and more stargate play. phoenixes giggle when they see banshees.


TLO recently took out white-ra with air play. He sniped all the observers with a small viking+raven force, and cloaked banshees demolished everything else.

It's stupid to rule out a strategy because they can make phoenixes. Obviously if the protoss already has air dominance with phoenixes it wouldn't make sense to transition into banshee play. Just like if if the protoss was going void rays it wouldn't make sense to transition into mauraders.

SevenTwoOffSuit
Profile Joined February 2009
United States14 Posts
February 17 2011 12:47 GMT
#77
On February 17 2011 14:26 Touch wrote:
3.5k Terran. Personally, I prefer an aggressive style, which doesn't compliment mech or heavy transitions. So in order to maintain a strong economy, I only expand with Orbitals, upgrade fast, and never cease dropping/expansion sniping/attacking. For me, I think the game is lost against Protoss once they become established with a solid army with equal bases. Late game TvP is really about abusing the immobility of HTs and Colossus, and keeping armies small to reduce their effectiveness.


This. I am also a 3.5k terran player, and I've found aggressive bio strategies to be generally effective. MMM armies are extremely cost efficient in small numbers, while protoss is most dangerous when they reach a critical mass of high tech units and can move on the terran bases with a single cohesive army. I think a lot of people seem to think that bio balls should be able to stand toe to toe with a high tech protoss army, and that is simply not true with large supply counts. Even if terran can trade armies with the protoss, large numbers of warpgates and chrono boost means protoss will be able to replace his army faster than the terran. Bio strategies can be very effective, but the terran must be as aggressive as is humanly possible. Drops in multiple locations, tech sniping, and even small land armies roaming the map are essential. The idea is to keep the protoss on the defensive for as long as possible. Ideally, terran should be sufficiently ahead in resources from his aggression to be able to overwhelm the protoss with sheer weight of economy, but often a good protoss can stop even the best bio aggression without suffering too much damage. Often terran will be forced into a late-game confrontation, and in that case it is essential to know the exact unit composition of protoss. If he has more collossi, terran needs more vikings, if he has more templar, more mauraders/ghosts are needed. An underused tactic in late-game TvP is ghost cloaking. Cloaked ghosts can walk right up to the protoss army and EMP everything without risk of getting sniped, and EMP is absolutely essential for a bio army to have any chance of standing even with a late game protoss ball.
link0
Profile Joined March 2010
United States1071 Posts
February 17 2011 12:51 GMT
#78
ROOT tourney: Almost all the terrans (cept LZgamer who beat capoch 2-1) lost horribly to Toss.

Sorry, Mech is not the answer. Late game/Macro games are not the answer.

The only answer is new 1-2 base timing attacks to end the game early. The problem with this is that it makes for a bad RTS and that GSL maps are huge which weakens Terran timing attacks (but allows Toss timing attacks).
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
EmilA
Profile Joined October 2010
Denmark4618 Posts
February 17 2011 12:59 GMT
#79
On February 17 2011 20:12 Cyber_Cheese wrote:
tanks ff, so against a zealot heavy composition, why not put a few marauders out front to get charge surrounded like you do to absorb a moved banelings

Show nested quote +
On February 17 2011 15:29 Sevenofnines wrote:
On February 17 2011 14:37 SoLaR[i.C] wrote:
Additionally, people are forgetting that it's damn near impossible to replicate the late game bio drops in the Protoss main base. It's the only reasonable method for slowing down the obscene production of a late game Protoss. Dropping 2 medivacs full of Marauders is infinitely better than dropping 2 medivacs with tanks...


Anyone consider Thor Strike Cannon drops? Double Strike Cannon kills nearly all Protoss buildings and unlike Bio drops the Toss can't just stop it with a couple Templar but would need a decent sized force to deter it. Expo sniping with 3 or 4 Thors would be interesting as well.


interesting, but how much of your army do you want to invest in the drop?



Scrap the idea completely. Strike cannons look good on paper, but with their chargeup and chargedown time (iirc it's 2 sec to load up cannons, 6 seconds of firing and 2 seconds of putting them away) the dps is inferior to +1 or +2 att thors. We use the cannons because they stun collosi/immortals and bypass the hardened shields.

A marauder drop will be superior any day.
http://dotabuff.com/players/122305951 playing other games
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
February 17 2011 13:05 GMT
#80
On February 17 2011 21:32 link0 wrote:
Show nested quote +
On February 17 2011 21:20 Sapphire.lux wrote:
If you think tanks and general mech is bad just follow GoOdY. He plays pure mech (almost never makes a marine/ marauder from the 3-4 min mark onward)...in all MUs. He wins Craft Cups, he beats players like Adelscot, Soke, Dimaga, Kas,etc.

What i have found playing mech is that this is hard . I was playing in Diamond hoping for masters promotion when i switched to mech and i almost fell in platinum. You have to relearn everything about you race. From timings to tactics ...playing mech is like playing a new Race.

Point is, even if you are a top masters player (with bio), you will lose to much worse players when trying mech. This is due to the understanding/ experience required that simply put, takes time.


Goody loses to much worse players when he does mech. His games only confirm my theory that trading 200/200 armies with Toss late game is a terrible idea.

You can arguably say the opposite is true as well. Soke, Adelscot are considered better players then him. That is not to say that Goody is playing mech perfectly or that he is the most talented player ever (i think he is very talented).

SC2 is very ... volatile... compared to SC1. You can lose games to worse players no matter what race or stile you play. It might be because of "lack of knowledge" or/and just simple balance issues.

I agree that losing 200/200 battles vs. Protoss (or any race when you go mech) is game ending. But you have to agree that good EMPs/ PDDs can win the fight very, very easy. I am more worried for the lack of "controlling" space options and back stabs then wining the big fights.
Head Coach Park: "They should buff tanks!"
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