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[G] TvP The Art of Mech - Page 5

Forum Index > StarCraft 2 Strategy
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XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
March 06 2011 07:15 GMT
#81
I was going to make a thread like this when I switched to full mech 2 weeks ago, except instead of PF's I was using salvage bunkers to create a mobile wall that I could leap frog to the enemys base. But then I started posting in some of the TvP threads talking about a mech build in replys and got sick of defending something that nobody is willing to even try out for a few games instead I get this

-Oh well tanks are garbage
-Oh well therees no way you could mech
-Oh well why you would you mech when you can go bio
-Oh well this will rape mech
-Oh well that will rape mech

I repsonded with the same question twice asking if people had even tried mech and nobobdy replied.

So damn annoying I decided not to post the thread and now you have and you seem to be getting the same shit storm that was going to happen to me if I posted it.

Mech will become standard in TvP, Its only a matter of time. You cant build tier 1.5 units the entire game and expect the meta game to not adapt. Theres so many T's ive seen on this forum who bitch about late game TvP and cant seem to think that going solely tier 1.5 could maybe be a problem.

Anyways nice thread, keep on theorycrafting everybody, I mean who tries a build out anymore...
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
farseerdk
Profile Joined May 2010
Canada504 Posts
March 06 2011 07:25 GMT
#82
I'm at a loss as to how to beat this late game. X-positions on ST, it's really hard to avoid splitting the map, and mech with PF's and turrets everywhere is just not breakable. Yeah there are some potential holes where some kind of 1 base break might work, but my style is macro oriented and I am very good at forcing the late game against bio and then winning with mass gateways and mass storm... but that doesn't work against this. Immortals are bad in large numbers, colossus are vulnerable to the turrets... basically you have to do some kind of stargate transition but mass carriers has so many pitfalls, and if u blanket the map with turrets like griffith does, then this is not going to be easy.
Perspective is merely an angle.
takkatakka
Profile Joined August 2010
United States48 Posts
March 06 2011 08:56 GMT
#83
On March 06 2011 16:15 XXXSmOke wrote:
I was going to make a thread like this when I switched to full mech 2 weeks ago, except instead of PF's I was using salvage bunkers to create a mobile wall that I could leap frog to the enemys base. But then I started posting in some of the TvP threads talking about a mech build in replys and got sick of defending something that nobody is willing to even try out for a few games instead I get this

-Oh well tanks are garbage
-Oh well therees no way you could mech
-Oh well why you would you mech when you can go bio
-Oh well this will rape mech
-Oh well that will rape mech

I repsonded with the same question twice asking if people had even tried mech and nobobdy replied.

So damn annoying I decided not to post the thread and now you have and you seem to be getting the same shit storm that was going to happen to me if I posted it.

Mech will become standard in TvP, Its only a matter of time. You cant build tier 1.5 units the entire game and expect the meta game to not adapt. Theres so many T's ive seen on this forum who bitch about late game TvP and cant seem to think that going solely tier 1.5 could maybe be a problem.

Anyways nice thread, keep on theorycrafting everybody, I mean who tries a build out anymore...


Then maybe you can post some replays that would quiet the naysayers? All of the replays posted so far show either really passive protoss or protoss's who keep trying to attack into an entrenched mech army.
I'd like to see replays that address the theoretically strong counters to terran mech (good early/all game long blink play, collosus abusing cliffs, mass expanding, good sim city to block helions, warp prism harass before the T can cover everything with turrets and you're spread out, etc)
cskalias.pbe
Profile Joined April 2010
United States293 Posts
March 06 2011 09:13 GMT
#84
On March 05 2011 11:47 statikg wrote:
The problem with playing mech IMO is I always die while I am trying to get my economy going. Your cookie cutter opening wont be able to hold against any sort of competent 1base protoss play. Any variety of 4gate, 3gate stargate, 3gate robo would probably run you over before you have enough with just 1rax FE.


If he delays the CC and gets the tank+ siege first the build is safe vs. everything in my experience (assuming reactor rax, bunkers, and repair). However, usually at that point though most P will have enough to defend anything you can push with and simply get a fast third and stomp you.

My experience anyway.
Bixs
Profile Joined September 2010
Denmark66 Posts
March 06 2011 15:26 GMT
#85
I was referring to the hellions, tank push you made after getting warp prisme'd.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-03-06 15:34:12
March 06 2011 15:33 GMT
#86
I'm at a loss as to how to beat this late game. X-positions on ST, it's really hard to avoid splitting the map, and mech with PF's and turrets everywhere is just not breakable. Yeah there are some potential holes where some kind of 1 base break might work, but my style is macro oriented and I am very good at forcing the late game against bio and then winning with mass gateways and mass storm... but that doesn't work against this. Immortals are bad in large numbers, colossus are vulnerable to the turrets... basically you have to do some kind of stargate transition but mass carriers has so many pitfalls, and if u blanket the map with turrets like griffith does, then this is not going to be easy.

Just saying here... it's mech. He's wasted money on PFs. He's wasted money on turrets. His sole savior is his army doesn't die every engagement because he doesn't engage at all.

What beats mech cost for cost? V-V-V-V-V-V-VOIDRAYS!

Get a Mship and voidrays, or hell ever carriers. He goes into a ball with thors, vortex, and just the voidrays run wild.

You can't sit passive and macro against this cheesey slow push because you will lose 90% of the time once he gets moving with PF's and turrets. It's just mech with that kind of ball size and upgrades will literally shit on you.


Then maybe you can post some replays that would quiet the naysayers? All of the replays posted so far show either really passive protoss or protoss's who keep trying to attack into an entrenched mech army.
I'd like to see replays that address the theoretically strong counters to terran mech (good early/all game long blink play, collosus abusing cliffs, mass expanding, good sim city to block helions, warp prism harass before the T can cover everything with turrets and you're spread out, etc)

Exactly. I believe early 3 gate blink stalkers can walk right past and hit when he only has 2-3 tanks max, and force unsieging and just general havoc. The key for protoss players is to NOT play passive as they like to do, and scout and be very aggressive to keep him on 2 bases and not expanding.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
derpzzz
Profile Joined March 2011
20 Posts
Last Edited: 2011-03-06 15:36:46
March 06 2011 15:34 GMT
#87
is this build safe from 3gate VR rush ?
i always was under impression that VR rush>1rax factory builds
Griffith`
Profile Joined September 2010
714 Posts
March 06 2011 18:30 GMT
#88
On March 07 2011 00:34 derpzzz wrote:
is this build safe from 3gate VR rush ?
i always was under impression that VR rush>1rax factory builds


You are constantly producing marines throughout with your 1 rax until you add your starport - I've never had issues with 3Gate VR
griffith.583 (NA)
farseerdk
Profile Joined May 2010
Canada504 Posts
March 06 2011 20:38 GMT
#89
On March 07 2011 03:30 Griffith` wrote:
Show nested quote +
On March 07 2011 00:34 derpzzz wrote:
is this build safe from 3gate VR rush ?
i always was under impression that VR rush>1rax factory builds


You are constantly producing marines throughout with your 1 rax until you add your starport - I've never had issues with 3Gate VR

You haven't play against my 3 gate stargate >

Remember about the marine range vs. warp range of a pylon? Spotting with a depot just gives the void something to charge on.
Perspective is merely an angle.
Raiznhell
Profile Joined January 2010
Canada786 Posts
March 06 2011 20:47 GMT
#90
On March 07 2011 05:38 farseerdk wrote:
Show nested quote +
On March 07 2011 03:30 Griffith` wrote:
On March 07 2011 00:34 derpzzz wrote:
is this build safe from 3gate VR rush ?
i always was under impression that VR rush>1rax factory builds


You are constantly producing marines throughout with your 1 rax until you add your starport - I've never had issues with 3Gate VR

You haven't play against my 3 gate stargate >

Remember about the marine range vs. warp range of a pylon? Spotting with a depot just gives the void something to charge on.


A 1 Rax factory shouldn't get demolished by fast VR because the siege tanks keep the gateway units away so your basically relying on your VR vs Marines and turrets trying to get at the tanks. I've held off a ton of 3 gate VR contains. It only hurts because usually they'll expand before you as you are contained but it's never gg due to quick VRs unless your sloppy which isn't a strategy fault.
Cake or Death?
XDJuicebox
Profile Blog Joined January 2011
United States593 Posts
March 06 2011 22:30 GMT
#91
Once again, Griffith, you're going to make me fail my classes

Because I really want to try this.
And then you know what happened all of a sudden?
fire_brand
Profile Blog Joined October 2009
Canada1123 Posts
March 07 2011 01:41 GMT
#92
I like you're strat, but I do think marines are a crucial part of any terran build, their dps is just too ridiculous to ignore. If you want to see a well executed mech v toss build you should check out MC vs Jinro from last season. It was a 2-0 by Jinro and the first game was on LT, can't really remember the second game was played, but it was a complete and utter outclassing of the best PvT in the world.

I think a lot of what you've cover holds true, but instead of the PFs Jinro included marines. He was constantly upgrading at his armories, and he included some ravens and vikings into his mix, not a lot, but just enough to stop pheonixes from having their way with the tanks. I also think medivacs are ESSENTIAL for mech play, to keep the toss on his heels with hellions and keep him from getting too big.

It seemed like the most important part of his strat, and what separates his mech play from other fail mech play, is his supplementing of his force with bunkered marines and lots of turrets. This makes immortals MUCH less effective and also gives some coverage against VRs and pheonixes. This makes mech pushes almost unstoppable.

I don't think talk of massing voidrays and carriers should ever come into a discussion about this, because toss should never be able to get THAT far ahead, and have that much time to produce a force without you knowing. Hellions should be poking and prodding all game long so you should have a tab of what they are doing. It should never come to the point where you're like, "oh shit, he's got 8 carriers." That's just ridiculous.
Random player, pixel enthusiast, crappy illustrator, offlane/support
QQmonster
Profile Joined September 2010
Canada240 Posts
March 07 2011 01:49 GMT
#93
On March 07 2011 10:41 fire_brand wrote:
I like you're strat, but I do think marines are a crucial part of any terran build, their dps is just too ridiculous to ignore. If you want to see a well executed mech v toss build you should check out MC vs Jinro from last season. It was a 2-0 by Jinro and the first game was on LT, can't really remember the second game was played, but it was a complete and utter outclassing of the best PvT in the world.

I think a lot of what you've cover holds true, but instead of the PFs Jinro included marines. He was constantly upgrading at his armories, and he included some ravens and vikings into his mix, not a lot, but just enough to stop pheonixes from having their way with the tanks. I also think medivacs are ESSENTIAL for mech play, to keep the toss on his heels with hellions and keep him from getting too big.

It seemed like the most important part of his strat, and what separates his mech play from other fail mech play, is his supplementing of his force with bunkered marines and lots of turrets. This makes immortals MUCH less effective and also gives some coverage against VRs and pheonixes. This makes mech pushes almost unstoppable.

I don't think talk of massing voidrays and carriers should ever come into a discussion about this, because toss should never be able to get THAT far ahead, and have that much time to produce a force without you knowing. Hellions should be poking and prodding all game long so you should have a tab of what they are doing. It should never come to the point where you're like, "oh shit, he's got 8 carriers." That's just ridiculous.


On the topic of protoss cheese sneaking air units against mech, what's even more difficult when you mech is knowing how many vikings to make.

So you've scouted the stargate, and it's been there for a while. Can you be sure if he cut production or if he's hiding them in the corner of the map?? It's tough to say, and you have to be good at looking at his unit composition and being like "ok hes hiding gas somewhere"
EX-top 10 guildwars player yeye XD
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-07 05:04:09
March 07 2011 04:57 GMT
#94
Usually I have enough missile turrets spammed around my base that it buys me enough time to mass reactor vikings, I typically only make vikings until I see either MASS colossi or MASS air.

Trust me whatever silly harass shenanigans SC2 protoss may have (eg. Colossi/Blink, warp prism, phoenix harass) ain't got NOTHING on arbiter recalls and reaver drops
griffith.583 (NA)
naventus
Profile Blog Joined February 2004
United States1337 Posts
March 07 2011 05:15 GMT
#95
Hellions will not be able to prod against any P that gets phoenix.
hmm.
dohgg
Profile Joined February 2011
310 Posts
March 07 2011 06:07 GMT
#96
Gotta say that i was amazed when i watched the "Unit lost" tab after each rep... and thats kinda the all point of mech - Cost effectivness
farseerdk
Profile Joined May 2010
Canada504 Posts
March 07 2011 06:37 GMT
#97
On March 07 2011 13:57 Griffith` wrote:Trust me whatever silly harass shenanigans SC2 protoss may have (eg. Colossi/Blink, warp prism, phoenix harass) ain't got NOTHING on arbiter recalls and reaver drops

Yeah really. I tried using immortal drops and failed miserably. Prisms are sort of useful but they don't move your army, the just give you another spot to create it from, and you can warp in robotics units which are stronger against mech...
Perspective is merely an angle.
Ulyx
Profile Joined December 2009
Canada45 Posts
Last Edited: 2011-03-07 07:38:58
March 07 2011 07:25 GMT
#98
(nvm...thought of a broodwar-like problem, but didn't think of the brood-war like solution... how do I delete)
As you think, so shall you become.
Terranium
Profile Joined February 2004
Turkmenistan144 Posts
March 07 2011 08:45 GMT
#99
I was a big fan of mech TvP until one day I got steamrolled by this toss who added a few sentries into his army. Just a few full engery sentries can easily create 10+ hallucinated immortals and let me tell you these things are ridiculously overpowered against mech. Each of these hallucinated immortals can take 7~8 tank shots and they completely remove any range advantage siege tanks have.

Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2011-03-07 10:09:08
March 07 2011 10:08 GMT
#100
On March 07 2011 17:45 Terranium wrote:
I was a big fan of mech TvP until one day I got steamrolled by this toss who added a few sentries into his army. Just a few full engery sentries can easily create 10+ hallucinated immortals and let me tell you these things are ridiculously overpowered against mech. Each of these hallucinated immortals can take 7~8 tank shots and they completely remove any range advantage siege tanks have.



This is one of the hardcounters, indeed . I played alot of mech in the past and let me tell you 1 thing: on the big maps you can't defend more then 3 bases (otherwise your tanks have to form a very huge spreaded line, which is a party for toss). While you are defending these 3bases hardcore, the GOOD toss will expand like a zerg. A toss with much expansions = a toss with alot of gas and recources. Do you think a mech army can hold the protoss his production? You can hellion harass, but if the protoss sees that you go mech, he will put 2-3 cannons at every expo. You will never be able to probe harass properly. So basicly for protoss players: keep him on max 3 bases, expand like a zerg, put cannons at every expo, enjoy.

The time I played mech, some top 100 protoss players adviced me to never mech. They called it "a free win" for them. When I watch goody or any other mech terran, I never see them winning, unless the protoss is passive (= not expanding as a zerg) / stupid (= running with mass gateway units into a siegetank line).

Mech works wonders below 3000 masters, but above it's really shit, believe me.
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