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On March 09 2011 12:28 imBLIND wrote:Show nested quote +On March 09 2011 09:07 QQmonster wrote: Since so many mech terrans complain that protosses go for a freebie-fast third vs mech, has anyone experimented with any SCV-cutting 2 base all in mech builds?
I know you can support 2 reactor and 4 tech lab factories off of 2 bases if you cut scv's, so if for some reason they didnt go for air units this might be a good attack timing. I'm still playing with it, but if they have no air and went for a fast third your sheer numbers can potentially overwhelm him . I'd like to see some terrans try this kind of 2 base attack. ...how do you have enough gas to have 4 tech lab factories running?
Max on 2 bases you can produce 3 Fact Tanks. This how ever cuts into upgrades so i normally go 2 Fact Tanks with double ups.
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I usually dont do 2 fact tech lab until near the end of my 2 bases (Right as my 3rd is going up), then I go from 1 fact tech lab to 3 fact tech lab and start making double tanks and single thors while ghosting (In total at least 5 facts, 2 reactored, 3 tech labbed)
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On March 09 2011 13:30 Griffith` wrote: I usually dont do 2 fact tech lab until near the end of my 2 bases (Right as my 3rd is going up), then I go from 1 fact tech lab to 3 fact tech lab and start making double tanks and single thors while ghosting (In total at least 5 facts, 2 reactored, 3 tech labbed)
you actually can support 4 tech labs and 2 reactors off of 2 bases if you dont get any other tech or upgrades and cut scvs. with 3 tech labs you will get a surplus of gas, especially if you dont macro perfectly.
it also depends how early you take your naturals gases. you can stockpile gas for a while before the factories get thrown down.
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i take my expo's as double gas as soon as my expo's CC is turning into an OC, then I just turtle with tanks while I'm teching up to starport/ghost/bfhs, and once that's done, I start spamming factories and CCs
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Quick piece of advice when using this build.
When you win the battle always target the P's expos first dont go for his main. TT had a 60 food advantage today and threw the game away cuz I got to greedy and went for his main.
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yep - my thoughts exactly. You can't get too cocky bad positions (read flanks, etc.) will roflstomp you regardless.
I've been finding that I need at least 4 hot-keys to be able to execute this. Being able to use EMP and siege tanks within a fraction of a second is really critical.
1 - whole army 2 - tanks 3 - ghosts 4 - harass group (medivac with 4 hellions) for when i'm fighting a battle
but man, I gotta say, having 5 OCs late game is really sweet. (I seal off chokes with PFs which allow me to turn my nats into OCs on certain maps) I think i spiked 4k income two games ago.
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Thanks for this post; really love mech and would love to improve
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i don't like the idea of crawling PFs across the map. P can't ever attack a maxed army of hellion/tank without carriers or catching you unsieged. leapfrogging turrets and PFs just make your push that much slower, which gives toss more time to get carriers out. i mean yes, toss could potentially try to base trade you, but who seriously tries to base trade terran?
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On March 10 2011 10:56 rauk wrote: i don't like the idea of crawling PFs across the map. P can't ever attack a maxed army of hellion/tank without carriers or catching you unsieged. leapfrogging turrets and PFs just make your push that much slower, which gives toss more time to get carriers out. i mean yes, toss could potentially try to base trade you, but who seriously tries to base trade terran?
As long as you keep a tab on their army composition carriers aren't too much of a threat. By the time carriers are viable he'll be maxed or near it, so if he gets a few you can just make a few vikings, and if he wants more than that he'll need to suicide units, which gives you a window where you can make lots of vikings or just waltz in and kill him. Terran has enough anti-air options that Protoss air transitions are only really viable against mech when they're unscouted.
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I really do not understand the elitistic way people treat replays. Or the actual necesity of replays in theorycraft threads. The argument that "The players are weak", "I will do better then those players" is a void argument. For everyone who posts here there will be at least thousand players who will be far superior then you, even when you play in the masters league.
Mech is viable, Jinro proved it. How you transition into it is another story. Be it hellion marauder play, banshee harass, or heavy macro play on GSL maps, Do not treat people as trash who put proper effort into idea's and threads. Take a random GSL or IEM player and they will make you look worse. It is the thought that counts
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I find that most protoss aren't even able to transition to air mainly because the 3/3 viable upgrades (read thors), make toss air upgrades vital. Given the late stage and heavy requirements of the fleet beacon (For lvl 2 air ups), it is very very hard for protoss to keep up with air ups. (3/3 thors completely destroys 1/1 air, carriers and void rays, and can even hold its own easily against 2/2 air)
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ALLEYCAT BLUES49496 Posts
How do you see use of Ravens in the composition?I always felt that fewer PF could be made in exchange for ravens,with of course energy upgrade so that we can get pdds faster.
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On March 11 2011 02:29 BLinD-RawR wrote: How do you see use of Ravens in the composition?I always felt that fewer PF could be made in exchange for ravens,with of course energy upgrade so that we can get pdds faster. There really isn't any need for PDDs with this strat. Sure they are good against stalkers, but tanks + PFs are more than enough. And you certainly don't need PDD against toss air.
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Although I don't really agree with putting PFs everywhere etc, I'll still bump this thread because I think it is important ![](/mirror/smilies/smile.gif)
Replay: http://www.sc2replayed.com/replays/149073-1v1-terran-protoss-backwater-gulch
Of course I'm bad and everything, but that is my execution of mech. I should have lost that one because I did a lot of mistakes, but it was still a fun game. ~3,4-3,5k Masters EU, there are many many flaws ![](/mirror/smilies/smile.gif) Note: Don't lose all your 4 ghosts before you enter the critical fight. No really, it's bad.
edit: And I just found another one of my replays, it's an older one on lost temple and it shows quite well how good this map is for mech, although I should have prepared a bit better for blink stalkers I guess. Not sure if I was safe there. I was pretty satisfied back then with this game (well, except that I forgot siege mode LOL) and I played a lot more back then, I think I was better there than I am now ![](/mirror/smilies/smile.gif) Opponent in this game is close to 4k Masters EU now, although I think he got better by now. This replay is 1 month old.
http://www.sc2replayed.com/replays/149076-1v1-terran-protoss-lost-temple
I hope you enjoy these replays.
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United States15275 Posts
This is a very interesting approach in TvP mech. I hope some pros can comment on its viability.
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Colossi rip PF's to shreds when you get more than 6. But if they're in the front, I do see the value in slowing down the death ball to let you set up a brutal concave/position
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A more fun method than mech/PF is to go marine/PF into mass ravens. He attacks with a 200/200 army? Fill half the map with auto turrets, and then fill half his base.
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On March 09 2011 00:24 XXXSmOke wrote:Show nested quote +On March 08 2011 16:24 BatCat wrote: How do you deal with early Colossus/Immortal compositions? I meched a few games and KiWiKaKi just handily rolled my tankheavy build with Colossi/Immortals. But it doesn't even take him, others did it too and stopped me from meching. They kill like 6 tanks without losing any of their important units T.T The second you see collsi production you need to get vikings asap. In the mid game you cant really get ghosts yet so you have to use your hellions to focus fire down the immortals shields, this usually isnt to bad because the immortals tend to ball up so if you position your hellions right they can eat through the shields pretty quick. Hellion/Tank/Viking Is great versus collsi/immortal as long as your sieged up in a nice spread out position. Viking/Tank has great synergy as well if I can scout him before he engages I can usually use my vikings range to sneak some shots on the colllsi and if he gets too aggresive with his stalks he will lose a few as they get to close to my tank line. The Range of these units is a huge buffer for this build. At what stage is he attacking you? Is he trying to deny your third? Hellion counter attacks are another factor in stopping protoss aggression. Hellion harass can force him to warp units back home rather than reinforce his attack. Ive even had some games where protoss will win the main fight, but will lose too many probes then with mass repair and new units popping out and siegeing on the cliffs I can barely hold out on the attack and then his economy is in shambles. He's attacking pretty early in the game, like when I got my standardly timed expansion up. (~9,10 minutes) and teching to vikings would be another tech that would cut into my army :-/
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On March 14 2011 23:41 BatCat wrote:Show nested quote +On March 09 2011 00:24 XXXSmOke wrote:On March 08 2011 16:24 BatCat wrote: How do you deal with early Colossus/Immortal compositions? I meched a few games and KiWiKaKi just handily rolled my tankheavy build with Colossi/Immortals. But it doesn't even take him, others did it too and stopped me from meching. They kill like 6 tanks without losing any of their important units T.T The second you see collsi production you need to get vikings asap. In the mid game you cant really get ghosts yet so you have to use your hellions to focus fire down the immortals shields, this usually isnt to bad because the immortals tend to ball up so if you position your hellions right they can eat through the shields pretty quick. Hellion/Tank/Viking Is great versus collsi/immortal as long as your sieged up in a nice spread out position. Viking/Tank has great synergy as well if I can scout him before he engages I can usually use my vikings range to sneak some shots on the colllsi and if he gets too aggresive with his stalks he will lose a few as they get to close to my tank line. The Range of these units is a huge buffer for this build. At what stage is he attacking you? Is he trying to deny your third? Hellion counter attacks are another factor in stopping protoss aggression. Hellion harass can force him to warp units back home rather than reinforce his attack. Ive even had some games where protoss will win the main fight, but will lose too many probes then with mass repair and new units popping out and siegeing on the cliffs I can barely hold out on the attack and then his economy is in shambles. He's attacking pretty early in the game, like when I got my standardly timed expansion up. (~9,10 minutes) and teching to vikings would be another tech that would cut into my army :-/
If hes attacking that early then is he not FEing? thats a very fast timing attack. In that case what I have found to really help(if your anticipating early timing attack) Is to seal your natural off with a bunker line. This is a huge bonus to your defense as the toss has to breka through the bunkers while your tanks get a ton of free shots off. Then once your ready for your third you simply slavage the wall and get your cashj back.
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I've found that a key thing in TvP Mech Positioning is the area your force covers. Spread your tanks to cover as much as area as possible. Then you leave a small force of hellions/1 thor near the front to tank damage and slow down the Protoss frontal assault.
The longer it takes your army to die, the more shots your siege tanks get off.
Question: How much spread on tanks? Bunker upgrades?
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