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United States7483 Posts
On March 05 2011 20:11 GDbushido wrote: what kind of protoss sees a 1-1 open without even a bunker and doesnt 4gate?
One who fast expanded, or is worried about hidden barracks/tech.
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How do you deal with collosus walking up your cliff alongside a blink stalker based army(a composition that comes out as you are powering upgrades and creating a strong defensive line at your natural to 3rd/4th base)? With the way mech works you really can't unless for whatever reason you have 5+ tanks situated at your main and an army that is in position.
I have played many mech games as T, and the blink stalker/collosus tactic is impossible to counter. Unlike BW, protoss can literally go into your main with mid game tech and you don't have spidermines, or the mobile force to deal with it. Since I play random at a decent level, I do know both sides of the spectrum, and if I see a T going for full mech, I will just go mass stalker/collosus and demolish his main, while staying very cost effective vs a mech army that is being forced to move around.
Your first screenshot shows a perfect picture as to what I mean. Around that timing is when Toss can take advantage of blink/cliff walking and your tank line will be forced back up a narrow ramp, in which you will lose a battle of cost efficiency as well as important production/upgrade buildings. Worst part about is that they can simply blink and walk out as soon as the damage is done unlike in BW where a recall almost always meant eventually losing all the units.
Of course mech is viable on a few maps as well, and I personally encourage T's to use it as often as possible since MMM becomes useless as late game approaches. It's just that currently there is really no possible way to not get your main fucked without having pre-emptive defense(and a lot of it, a few tanks protecting your cliff isn't going to stop anything), which means a weaker map presence/defense at your other expos.
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Immortal drops are just going to shit on you so hard in this build.
How do you suggest dealing with them, curious?
If you cut into your factory units to get some Vikings, I feel that you'll just get steamrolled by Gateway units or just Immortals on the ground. Your immobility really shines when well-used Warp Prisms can deal really huge amounts of damage early game
Moments like those are where I really wish we had Goliaths... Thors are far too cumbersome
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Good guide, but people are probably better off watching PredY's replays as he plays mech on a much higher level. I also don't think mech is holdable against agressive 1 base Protoss play, PredY's bio into mech seems a lot more robust.
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why woud somebody want to go mech when u have units like marauders and medivacs
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Cause marauders are not cost efficient anymore when toss gets a certain number of colossi or Templar. It is still good if you know how to utilize them but Terran is gonna have to find alternatives
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Since you get seige first and don't even start blue flame until 50+ supply, isn't your worst nightmare a protoss who starts a 3rd nexus when he sees your passive play? By the time you have Hellions to use, he's got 50 probes and some stalkers at each base.
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On March 06 2011 01:15 Dante08 wrote: Cause marauders are not cost efficient anymore when toss gets a certain number of colossi or Templar. It is still good if you know how to utilize them but Terran is gonna have to find alternatives neither is mech cost efficent when protoss builds counter to it, u lose mobility and cant pressure the protoss early in game. Obv both have their pros and cons but i still think bio (with mixed mech like viking/medivacs maybe thor for FF stomping) is superior to mech in tvp match up.
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Ive been using a big variety in my TvP lately but my main compostion has been consisting of Marine, Tank, banchee, ghost. Then just mix in a few other support units such as a couple medvacs. If he get phinioex a couple thors will help. As well as raven are always good to have plus provide constant mobile detection. In my opening ive been going 1 rax marine then wall-off w/bunker then get factary asap. Then get a tank with siege. As well as adding on an additional raxas well as getting my eng bay for turrents for detection. Then start building my cc in base to expand. While throwing down one or 2 more bunker is key postions at my natural to defend. Then once youve been getting plently of scv's start getting out alot of tanks and marines. Then thrown down an armory along with an addintonal eng bay for double upgrade for your marines. And getting plus attack for your tanks. Then make sure to get ghost out just as your taking your third. As well as thwoing down dounle starports w/tech lab for banchees and a couple ravens for mobile detection. At this point depending on how the game is progressing you should start pushing out and hopefully put your army in a osition between the protss's main and natural. And the rest of his expos. This compstion really depends on key emps since it is so weak to ht's. Be sure to have at least 4 ghost optimly 6. Make sure to keep up the upgrades and steadly take your 4 and 5 as well. Also you can use the banchees for good harass as well as hellion drop work well. Also if your ravens are just sitting around doing nothing and protoss have an underprotoected base just thrown down a few a-turrents.
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Dang, I was thinking about writing a mech guide but this blows what I was going to write out of the water. Perhaps you should add what to do about warp prisms? I've found that even just one warp prism can wreck your day if it makes it into the main and drops dts zealots or basically anything for that matter.
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![[image loading]](http://i.imgur.com/292DZ.jpg)
i couldn't resist.
I personally feel like the gist of this strategy is right, absolutely. But do you think marines would offer a much more versatile, cost effective and powerful backbone than Hellions or Thors? I feel like the ghosts do heavily specialize your army and tap into precious gas.
I also feel like mech is, just like in SC1, the most complex playstyle for Terran, but ultimately the best. I've toyed around with alot of mech-only in TvP and it's really, remarkably effective sometimes, but there are so many intricacies and timings that need to be fleshed out before it becomes a staple.
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On March 06 2011 02:46 Coriolis wrote: Dang, I was thinking about writing a mech guide but this blows what I was going to write out of the water. Perhaps you should add what to do about warp prisms? I've found that even just one warp prism can wreck your day if it makes it into the main and drops dts zealots or basically anything for that matter.
God tell me about warp prisms lololol, if you look at the minimaps I pretty much spam missile turrets around the perimeter of my base. It's not just for warp prisms but also for the almost inevitable transition to air.
On March 06 2011 03:06 Kyandid wrote:![[image loading]](http://i.imgur.com/292DZ.jpg) i couldn't resist. I personally feel like the gist of this strategy is right, absolutely. But do you think marines would offer a much more versatile, cost effective and powerful backbone than Hellions or Thors?
My main problem with marines is 1: they don't do a ton of damage against zealots (fully upgraded zealots have FOUR armor, and you really can't afford to pump both ground upgrades, vehicle upgrades, AND air upgrades), so late game you essentially end up with a bunch of 1/1 marines that do 3 damage against zealots.
Another reason is that marines provide almost no staying power. Your tanks are the main damage dealers, you need units to keep your tanks alive, not more fodder for the colossi/storm.
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Hi Griffith, I was thinking that if the protos is getting carriers then it would be a good idea to get ravens for the point defense drones. They could be very helpful with respect to that. Maybe you could add that to the guide or test it.
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On March 06 2011 03:17 djdoodoo wrote: Hi Griffith, I was thinking that if the protos is getting carriers then it would be a good idea to get ravens for the point defense drones. They could be very helpful with respect to that. Maybe you could add that to the guide or test it.
PDD is useless against interceptors
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On March 06 2011 03:19 Griffith` wrote:Show nested quote +On March 06 2011 03:17 djdoodoo wrote: Hi Griffith, I was thinking that if the protos is getting carriers then it would be a good idea to get ravens for the point defense drones. They could be very helpful with respect to that. Maybe you could add that to the guide or test it. PDD is useless against interceptors
Yeah PDD loses energy per shot. 8 interceptors each doing 2 shots means 16 shots a volley per carrier. Lets say 5 carriers. Thats 80 shots a volley.
Your gonna need alot of PDD. Your better off spamming AT.
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On March 06 2011 03:44 GinDo wrote:Show nested quote +On March 06 2011 03:19 Griffith` wrote:On March 06 2011 03:17 djdoodoo wrote: Hi Griffith, I was thinking that if the protos is getting carriers then it would be a good idea to get ravens for the point defense drones. They could be very helpful with respect to that. Maybe you could add that to the guide or test it. PDD is useless against interceptors Yeah PDD loses energy per shot. 8 interceptors each doing 2 shots means 16 shots a volley per carrier. Lets say 5 carriers. Thats 80 shots a volley. Your gonna need alot of PDD. Your better off spamming AT. No. PDD is literally useless against interceptors. It does not stop interceptor shots.
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Like your guide. Nice to see people Trying to mech in TvP.
Ghosts are a big part of TvP because EMP counters units that counter Mech such as Archons and Immortals. People aren't willing these days to cut a Tank for a ghost these days. But if you think about it if you land an EMP its like a massive siege tank hit that knocks out all the shields.
I have finally concluded that their is only 1 weakness to mech that i can't seem to figure out and its how to prevent the Stalker Collosi Blink in base. Its pretty much impossible to defend against unless you move all your tanks in position with Vikings. And alot of times they can just Blink in and then Blink out.
When they do this with Observers its not an issue because a Turret with Range can prevent observer Spotting, but with Collosi i just don;t now how to defend this. Collosi Blink is just so mobile.
If this can be figured out i personally think mech can be viable.
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