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[H] TvP Styles

Forum Index > StarCraft 2 Strategy
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redbrain
Profile Joined January 2011
Northern Ireland117 Posts
July 03 2011 03:54 GMT
#1
Hey all I've switched to terran for a while i got very frustrated with zerg in zvp in plat. And it seems my TvP is another big weakness.

I find it incredibly frustrating because i consider my TvZ and TvT pretty good and the same for ZvZ and ZvT.

But my question is, if i play the standard bio into ghosts and vikings vs protoss i can _only_ win by kind of getting lucky or double pronged attack with a drop around the 10-12 min mark to get some some good dmg done to their tech or econ so i can get ahead max out and hit another timming off that. Which feels kind of lame to play because the matchup doesnt even remotly feel dynamic like tvt or tvz, its you just loose or win in 1 attack.

It seems even if i do get epic dmg done by drops that and buy time i take more bases.
I've been maxed before with same upgrades and maxed really far ahead on econ and i missed clicked slightly and my army dissapeared even after magical emps because of the storms and collosus.

Its got me thinking i need some more robost way to play and really siege tanks should be amazing vs protoss but it feels like a nightmare because zealots and immortals and even stalkrs with blink are just so amazing vs siege tanks.

I am trying to find if anyone has got a more mech orientated style to work vs protoss and hopefully using sige tanks as the backbone. I guess i would need to go marine sigetank medivac with plenty of vikings for sight and maybe a raven for pdd?

And behind it macro pretty hard so i would be ready to switch into a standard bio force if i loose the siege tanks.
Frustrated Software Developer
Sparkxxx
Profile Joined April 2010
United States14 Posts
July 03 2011 03:58 GMT
#2
I don't find mech to be efficient in TvP, I favor a much more bio oriented style. Whether its a fast expand into a lot of barracks, or some sort of early reactor 2 barracks 1 with tech pressure, I think bio is the most efficient way to start. Once you can get a good bio oriented army, tanks and medivacs are nice to help support your troops. Btw, im a mater league Terran about 1100 points
Nairi
Profile Joined September 2010
Finland75 Posts
July 03 2011 10:15 GMT
#3
There is a great guide for building what he calls a terran death ball, actually implementing most terran units into the mix, including strategies on how to counter most toss builds: http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753

The big difference between mech and bio is that mech units are awful in small numbers and bio is amazing in small numbers.

Meaning that with bio you want to engage with less then 100 food, or in many small engagements over the map. Protoss army somply becomes too strong in a 200/200 engagement (not unbeatable, but unless you are ahead in upgrades or economy you are fighting a uphill battle)

Mech becomes stronger the more you have, so you dont want to engage before you are at 150+ food. (3 tanks tickle zealots, 8 tanks destroy them). I feel that with mech you can be behind in food or ecnomy, but if you get a good engagement you can still win.

There is a third style, skyterran which can be quite powerful if you can catch the toss offguard. Battlecruisers to tank and kill phoenix, banshees (the unit that deals the most damage) and vikings to kill void rays. This style however is gas heavy, and can be fought with templars/archons/stalkers.
Live long and prosper -Han Solo. Twitter: @Nairisc
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
July 03 2011 10:36 GMT
#4
I disagree in that you need less than 100 food as Bio, just watch the latest day9 daily
Kynareth
Profile Joined June 2011
15 Posts
July 03 2011 11:04 GMT
#5
I agree with Catch22, watch the latest day9 daily and also check out HalbyStarcraft's TvP styles. I usually go for a MM+Stim timing attack which can win the game or at least deal a ton of damage. Watch out for one-base play though, if you don't see an expansion up and you didn't scout well enough DTs or a 4gate could be knocking at your door anytime soon.

I don't feel Mech is feasible as, unless you're turtling EXTREMELY hard on a map with an easily defensible natural and/or third because Protoss will be able to out-expand and out-macro you.

I've seen Sky terran work really well but I'm incapable of executing it properly. PDDs work really well against a Stalker (or Phoenix, lawl) heavy-army, Zealots are useless, sentries are much less useful when you have a light ground force, and colossi/immortals cry. Worst case scenario, you can kite void rays forever with vikings.

A replay would be helpful.
redbrain
Profile Joined January 2011
Northern Ireland117 Posts
July 03 2011 12:07 GMT
#6
see the build i do at the moment keeps me safe to alot of cheese and DT's, i go for a 1 rax expand into 3 more rax and an engie bay and i put 2 bunkers and 2 turrets down and its all up before dt's can be out the trick is you have to get a reaper first before maruders so you dont have to scan. But i guess i just need to get more agressive i have a real problem with that.

Ifs funny though because in all other matchups except protoss ones macro passive styles are increibly powerful if your macro is good but in protoss matchups their army is just simply too strong so i guess i jsut want to keep attacking more
Frustrated Software Developer
SunTzuEU
Profile Blog Joined May 2010
Sweden221 Posts
July 03 2011 12:46 GMT
#7
I'm a 1.2k masters player, and I've had the same troubles you've been having, so I've started playing
around with mech, and it works really well tbh, it's definately viable, the biggest problem is that it's just that much harder than playing bio and you need really strong decision making.

What I do is that I open up with a 1 rax expand on most maps, either with marauders or marines(depends a bit on map and spawning location), and I then bunker up, the amount of bunkers I put up depends on what I scout, you want to scout for an expansion from the toss, cuz if there is none, you'll have to throw up a ton of bunkers(2-4).

Once my CC lands at my natural I start taking a lot of gas, I start off with 3 geysers, then take more as the game goes on(you want to take your 4th gas pretty soon tho.) Then I throw down 2 factories, 1 with a tech lab for siege tanks obviously and one with a reactor for hellions.

From here:

1. Constantly produce siege tanks and hellions
2. Upgrade first siege mode, then pre-igniter
3. Try and get a fast third command center up if the toss has expanded.
4. Get an engineering bay pretty fast in case of DT's, just make a turret at your naturals choke(you may need more on some maps)

Here is where you need to adapt a lot with mech, I'll list a couple of scenarios and what you wanna do:

The toss has expanded(to his natural, he is on 2base, you are on 2base):
Get a fast 3rd, try and expand towards the toss in a way that protects the attack path that leads to your natural and main(if possible) add on armories for upgrades and factorys for more siege tanks after you've put down your 3rd CC(You don't need more than one factory with a reactor for hellions, focus on siege tanks for the rest of your factories)

The toss is taking a really fast third, or even a fast 4th, trying to outexpand you
This is where many fail, and think they are weaker than they are. You could continue with what I wrote above and take a fast third anyway, but then youre gonna have to wait until your maxed to do any pushes.

BUT, what you actually can do is just slow push his third while taking your own third, make sure to plant down turrets etc and always keep some of your tanks sieged, scan a lot in front of your army, you MUST make sure he does not catch you out of siege. In most cases I am able to snipe his third quite easily. If you do, just back off, unless you've basically killed his entire army if he tried to defend it and have a lot of stuff left.

Some unit compositions that toss usually do vs mech:

Mass immortal:

This is a easy one, if you scout him doing this, just throw down a ghost academy and push when you have 2-3 emp, you'll most likely kill him right there if you do it right. You can turtle and wait for him too, but he might get insane ammounts of immortals, and unless you have planetarys etc and a lot of shit in his way, not even emp will help you in many cases.

Void rays


Get a lot of thors, add in a few marines, you'll totally rape the void rays.
Getting vikings and kiting the void rays is also an option, what ever suits you best, I prefer the first way tho, since thors add a lot to my ground mix too.

Colossus/high templars

This is the easiest mix of them all, just make sure to keep tanks in front of your third in case he tries to push it.

Else, just go heavy on the tanks and scan frequently for any tech transitions so you can adapt in time, and you'll kill this shit off so easily as long as he doesn't get you out of siege mode.


Hope this helps! I might make an elaborate guide on this later, this is really rough, hope you enjoy success with this!

The only replay I have of this currently:
http://drop.sc/18239
NoisyNinja
Profile Joined February 2011
United States991 Posts
Last Edited: 2011-07-03 14:50:19
July 03 2011 14:45 GMT
#8
First off, a replay is worth a thousand words. Second off, if you are going bio, the strength with bio is when you split the army up with drops. The protoss colossi ball of doom is a stay together win together army. Many protoss players don't have the apm to deal with 2 or more simultaneous drops, not to mention that 1 medivac full of bio with stim is better than 1 round of warpgate units.

When I don't open bio, then I open 1-1-1 and get some banshees to harass, then I transition out of it by expanding and making 3 more barracks. Research stim and shields and get reactors on as many barracks as possible. I also drop an eBay and armory. No, I'm not massing Marines (as that is a horrible idea). Add a tech lab to your factory and research Thor cannons and get out some thors. Keep making banshees (with cloak) and maybe a few ravens if you have the gas (for pdd). Now, why would this work?
Marines: these unfortunate souls are your mineral dump and they are going to die to zealots and colossi, no way to avoid it.
Banshees: aerial support that can hand out some heavy damage, and because stalkers default target ground, banshees can go unchecked until focused down. Use a scan and snipe the observer, cloak, and eliminate the colossi as fast as possible. Then clean up with them.
Thor: Your dps. They 2 shot sentries, 3 shot zealots and 3 shot stalkers. They have a cannon that allows 1 shotting on colossi if you can get them close enough without the Thor dying. If you lose all of your thors, there is a very good chance you lost the battle. Keep the Marines in front of the thors to absorb the zealot damage and have the thors focus down the gateway units.
Raven: a long ass poem by Edgar Allan Poe...ok, I'll be serious. They are your saving grace vs. Stalkers. Throw down a pdd or two and it will block 20-40 stalker attacks. This is huge. Most of that protoss deathball is made of stalkers. Imagine going to war and your army's guns didn't fire during a war deciding battle. Good. Now you know how protoss feels. Just make sure that your Ravens aren't sniped, that's a lot of gas you put into it. You can also use the raven to save scans and snipe that obs, it makes toss very uncomfortable when their spy goes down.

Not gonna explain why bio works, its pretty basic.
Ok, fine...
Marines: anti air and dps
Marauders: anti armor
Medivac: keeps the army alive

Edit: I'll put up a replay or to of marine Thor banshee. I would do it now but at the airport and posting this from my phone. My credentials: 1v1 platinum as random. I watched pretty much all of the husky casts on YouTube, that's how I learned the basics.
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
Last Edited: 2011-07-03 14:57:26
July 03 2011 14:56 GMT
#9
Mech does not really work against a toss who knows what he is doing.

IMO keep doing the bio. Keep working on your drop play and hopefully this will get you the advantage going into late game.

Mid-game: Typically he will go collosus after his 1/3gate expo. I first start producing vikings after i have like 4-5 medis, as collosus arent good in small numbers. But take qucik second starport and add a reactor, and hence you should be able to have at least 2 vikings for each collosus combined with some medis.

Late game: dont just get 2-3 ghosts. GET A LOT of them. LIke 10 or so (esp against HT, against collosus heavy you can get a few less). By getting 10+ youd ont have to carefully place your emp, just f..... emp every unit the toss has. If you have the money sack some scvs and build OC instead.
I think you follow this rule: Optimal amount of scvs = 80 - 4 * each OC.

So if you can get get like 8 orbitual command you prob just need 48 scvs making your army stronger than the protoss army.

My above advice however typically only applies given that you can get into late game with an advantage. On maps like Tal darim or to some extent xel naga it feels like the toss can take a 3rd just as quick as you, making it very hard for you going into late game. And I think you just have to be a better player than the toss to win late game then. However on most maps you can take a 3rd before him and do some dmg with drops given you a small lead.

iAmJeffReY
Profile Joined August 2010
United States4262 Posts
July 03 2011 15:07 GMT
#10
Mech does not really work against a toss who knows what he is doing.

Funny, because I'm 1600 master on NA and 1500 on EU, in a horrible loss streak, but I mech vs protoss every game. I win a LOT of TvP with 3 fac mech pushes and tank contains. My MMR is matching me with 1700-1900 and grandmasters. Odd. I wonder when they're gonna know what they're doing...?


Void rays

Get a lot of thors, add in a few marines, you'll totally rape the void rays.
Getting vikings and kiting the void rays is also an option, what ever suits you best, I prefer the first way tho, since thors add a lot to my ground mix too.

Colossus/high templars

This is the easiest mix of them all, just make sure to keep tanks in front of your third in case he tries to push it.

Else, just go heavy on the tanks and scan frequently for any tech transitions so you can adapt in time, and you'll kill this shit off so easily as long as he doesn't get you out of siege mode.

Horrible advice... First off. HT is the hardest compo to deal with, personally. HT does into mass chargelot/archon/HT which nothing is killable with storm and archons taking tank fire.

Second against void rays you do NOT get more thors... That's just stupid. Void rays ass rape thors per cost. Get marines or vikings for VRs. I do a marine hellion tank push, into a tank bunker contain that works wonders for me to get out a slew of vikings for the collsai.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Bonkerz
Profile Blog Joined September 2010
United States831 Posts
July 03 2011 15:22 GMT
#11
For whoever says mech isn't viable, they are crazy, Mech just takes some time getting used to and some good desiscion making.

@OP if you have some good protoss practice partners i'd start trying some siege expand type builds to see if you like it, if not, just get better with bio, keep practicing!!!
High masters terran streaming in 720p 60 FPS with commentary and analysis after every game twitch.tv/bonkerz1
SunTzuEU
Profile Blog Joined May 2010
Sweden221 Posts
July 03 2011 15:22 GMT
#12

Show nested quote +

Void rays

Get a lot of thors, add in a few marines, you'll totally rape the void rays.
Getting vikings and kiting the void rays is also an option, what ever suits you best, I prefer the first way tho, since thors add a lot to my ground mix too.

Colossus/high templars

This is the easiest mix of them all, just make sure to keep tanks in front of your third in case he tries to push it.

Else, just go heavy on the tanks and scan frequently for any tech transitions so you can adapt in time, and you'll kill this shit off so easily as long as he doesn't get you out of siege mode.

Horrible advice... First off. HT is the hardest compo to deal with, personally. HT does into mass chargelot/archon/HT which nothing is killable with storm and archons taking tank fire.

Second against void rays you do NOT get more thors... That's just stupid. Void rays ass rape thors per cost. Get marines or vikings for VRs. I do a marine hellion tank push, into a tank bunker contain that works wonders for me to get out a slew of vikings for the collsai.



You obviously haven't tried getting Thors vs void rays, please do try it before you diss it completely. Void rays get totally annihilated by thors once you have ~6 of them(which doesn't take long to get.)

And wtf, you have troubles against HT with mech? I've never ever lost to it, do you even get hellions? If you micro hellions properly, not only will they DESTROY the chargelots in a matter of seconds together with the tanks, you can also micro them to kill off a ton of templars easily.

Idk how you play mech, but I play a really slow style where I push with planetaries and turrets, but if youre having success with your style, that's fine by me, I was just giving the guy advice which rly isn't terrible advice, because it obviously works for me?
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
July 03 2011 15:27 GMT
#13
On July 04 2011 00:22 SunTzuEU wrote:
Show nested quote +


Void rays

Get a lot of thors, add in a few marines, you'll totally rape the void rays.
Getting vikings and kiting the void rays is also an option, what ever suits you best, I prefer the first way tho, since thors add a lot to my ground mix too.

Colossus/high templars

This is the easiest mix of them all, just make sure to keep tanks in front of your third in case he tries to push it.

Else, just go heavy on the tanks and scan frequently for any tech transitions so you can adapt in time, and you'll kill this shit off so easily as long as he doesn't get you out of siege mode.

Horrible advice... First off. HT is the hardest compo to deal with, personally. HT does into mass chargelot/archon/HT which nothing is killable with storm and archons taking tank fire.

Second against void rays you do NOT get more thors... That's just stupid. Void rays ass rape thors per cost. Get marines or vikings for VRs. I do a marine hellion tank push, into a tank bunker contain that works wonders for me to get out a slew of vikings for the collsai.



You obviously haven't tried getting Thors vs void rays, please do try it before you diss it completely. Void rays get totally annihilated by thors once you have ~6 of them(which doesn't take long to get.)

And wtf, you have troubles against HT with mech? I've never ever lost to it, do you even get hellions? If you micro hellions properly, not only will they DESTROY the chargelots in a matter of seconds together with the tanks, you can also micro them to kill off a ton of templars easily.

Idk how you play mech, but I play a really slow style where I push with planetaries and turrets, but if youre having success with your style, that's fine by me, I was just giving the guy advice which rly isn't terrible advice, because it obviously works for me?


Problem with thors vs VR is that VRs absorb dmg as thors auto fire them. If you decide to do mech ( which is IMO a bad idea) use vikings not thors vs air.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
July 03 2011 15:30 GMT
#14
You obviously haven't tried getting Thors vs void rays, please do try it before you diss it completely. Void rays get totally annihilated by thors once you have ~6 of them(which doesn't take long to get.)

6 void rays > 6 thors. Thors target air over ground. VRs can FF down thors EVEN faster. VRs are armored. Thors attack slow.


And wtf, you have troubles against HT with mech? I've never ever lost to it, do you even get hellions? If you micro hellions properly, not only will they DESTROY the chargelots in a matter of seconds together with the tanks, you can also micro them to kill off a ton of templars easily.

Idk how you play mech, but I play a really slow style where I push with planetaries and turrets, but if youre having success with your style, that's fine by me, I was just giving the guy advice which rly isn't terrible advice, because it obviously works for me?


Well, I think we play different level of protoss. Ever been pushing and got flanked by chargelots and archons from both sides as you try to push? Ever had them warp prism harass you because you have no mobility.


I play an aggressive mech style, not some sit and turtle shit. I make more hellions than you can imagine. Chargelots still hurt hellions badly, as they cover your hellions almost like zerglings before you can get 2 shots off.


Let's just reiterate... I'm playing 1800 or so master protosses and losing to HT/archon/chargelot with upgrades and fast third. Playing passive, with your retarded griffith like style, is just asking to get run over.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
Last Edited: 2011-07-03 15:41:28
July 03 2011 15:38 GMT
#15
Iamjeffrey:

Most toss dont have experience with mech, so most likely they dont know what they are doing (even high master players, since I guess you meant masters and not grand master players)
So please learn the difference between winning with a build and the long-term sustainibilty of a build.

And since you try to validate your arguments indirectly by refering to your rank as high masters I can inform you that I am higher ranked on both servers than you.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-07-03 15:43:23
July 03 2011 15:41 GMT
#16
On July 04 2011 00:38 Hider wrote:
Iamjeffrey:

Most toss dont have experience with mech, so most likely they dont know what they are doing. And now you playing against high masters (there arent any 1900 grand masters out there).
So please learn the difference between winning with a build and the long-term sustainibilty of a build.

And since you try to validate your arguments indirectly by refering to your rank as high masters I can inform you that I am higher ranked on both servers than you.

Odd, because I do seem to win multiple games against the same person using the same build just by changing to what they do.

Odd. And I said 1900 masters, not grandmasters, friend.

And if that's the case, I don't think anyone would suggest THORS vs VRs, at all. Vikings are a much better option. Camp near thors, and kite VRs into thors, maybe. But thors vs VRs is just asking for him to just over run you. But then you play a slow turtle puss style, and I play 115% aggressive in every sense and way
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
SunTzuEU
Profile Blog Joined May 2010
Sweden221 Posts
July 03 2011 15:43 GMT
#17
On July 04 2011 00:30 iAmJeffReY wrote:
Show nested quote +
You obviously haven't tried getting Thors vs void rays, please do try it before you diss it completely. Void rays get totally annihilated by thors once you have ~6 of them(which doesn't take long to get.)

6 void rays > 6 thors. Thors target air over ground. VRs can FF down thors EVEN faster. VRs are armored. Thors attack slow.

Show nested quote +

And wtf, you have troubles against HT with mech? I've never ever lost to it, do you even get hellions? If you micro hellions properly, not only will they DESTROY the chargelots in a matter of seconds together with the tanks, you can also micro them to kill off a ton of templars easily.

Idk how you play mech, but I play a really slow style where I push with planetaries and turrets, but if youre having success with your style, that's fine by me, I was just giving the guy advice which rly isn't terrible advice, because it obviously works for me?


Well, I think we play different level of protoss. Ever been pushing and got flanked by chargelots and archons from both sides as you try to push? Ever had them warp prism harass you because you have no mobility.


I play an aggressive mech style, not some sit and turtle shit. I make more hellions than you can imagine. Chargelots still hurt hellions badly, as they cover your hellions almost like zerglings before you can get 2 shots off.


Let's just reiterate... I'm playing 1800 or so master protosses and losing to HT/archon/chargelot with upgrades and fast third. Playing passive, with your retarded griffith like style, is just asking to get run over.


cba, getting into some flamefest, but yeah, you play on a higher level, doesn't mean you necessarily have a better playstyle than me. We play a different mech, mine works for me, yours works for you. I'm fine with your aggressive mech working, youre obviously not fine with my defensive mech style working, mostly because you do not understand it.

To your points: I play tosses at about 1500 rating currently(some even higher), so yes, they are a little bit lower than yours, and yours are probably better, I agree, but for now this is working(and the guy I'm giving advice is platinum, so I'm pretty damn sure it will work for him too.)

Ofcourse I've been warp prism harassed, but it sounds more scary than it is, it's all about good preparation. It can do damage, but I deal with it pretty well I'd say, most of the time.

I've had my thors deal with double the amount of VR's at least, but if you say so, it's probably right! I did say that going vikings or marines is a good alternative, just that I prefer my way, cuz they actually contribute to my anti-ground army.

Judging by the rest you say, I'd say you need to work on your micro and positioning, but ofcourse, I'm lower rated than you and play a retarded style, so you'll probably disagree even tho it would help you. Keep flaming me, it only makes you look like a douchebag bro.

iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-07-03 15:46:37
July 03 2011 15:45 GMT
#18
Judging by the rest you say, I'd say you need to work on your micro and positioning, but ofcourse, I'm lower rated than you and play a retarded style, so you'll probably disagree even tho it would help you. Keep flaming me, it only makes you look like a douchebag bro.

Or it just gets old seeing people suggest stupid things to people who won't have the control to even make something like that work. It why I never suggest any mech style to anyone, really at all. It's a feel thing, and truely honestly will not work forever. It's very very gimmicky, which is why I play it so aggressively with mass blue flames and drops and run bys everywhere to let me get a hold with tank thor marine bunker pushes.

I'm done trolling for now. To OP, I do not suggest mech to someone at your level. The fact of getting TO the mech, and knowing when and where to attack, and slow hopping tanks, etc is a bit difficult. I cannot do it, which is why I mass hellions to equalize econ to let me get a lead that way.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
SunTzuEU
Profile Blog Joined May 2010
Sweden221 Posts
July 03 2011 15:47 GMT
#19
On July 04 2011 00:41 iAmJeffReY wrote:
Show nested quote +
On July 04 2011 00:38 Hider wrote:
Iamjeffrey:

Most toss dont have experience with mech, so most likely they dont know what they are doing. And now you playing against high masters (there arent any 1900 grand masters out there).
So please learn the difference between winning with a build and the long-term sustainibilty of a build.

And since you try to validate your arguments indirectly by refering to your rank as high masters I can inform you that I am higher ranked on both servers than you.

Odd, because I do seem to win multiple games against the same person using the same build just by changing to what they do.

Odd. And I said 1900 masters, not grandmasters, friend.

And if that's the case, I don't think anyone would suggest THORS vs VRs, at all. Vikings are a much better option. Camp near thors, and kite VRs into thors, maybe. But thors vs VRs is just asking for him to just over run you. But then you play a slow turtle puss style, and I play 115% aggressive in every sense and way


I never said I was higher than you in the ladder, I wrote my rating in the very first post too, nor do I put as much weight on the ladder as you do.

Youre pretty much pointless to argue with, cause you present absolutely no facts, just state complete bullshit and call people names. I may also disagree with Hider, but you don't exactly convince people any more than him with the way you talk.
SunTzuEU
Profile Blog Joined May 2010
Sweden221 Posts
July 03 2011 15:49 GMT
#20
On July 04 2011 00:45 iAmJeffReY wrote:


I'm done trolling for now. To OP, I do not suggest mech to someone at your level. The fact of getting TO the mech, and knowing when and where to attack, and slow hopping tanks, etc is a bit difficult. I cannot do it, which is why I mass hellions to equalize econ to let me get a lead that way.


And this, I actually agree with, but he asked if anyone had a nice way to do siege tank builds, and I replied, it's up to him to try it out now, and if it fails for him, he can always go back to bio.
Johnranger-123
Profile Blog Joined August 2009
United Kingdom341 Posts
July 03 2011 15:49 GMT
#21
On July 04 2011 00:07 iAmJeffReY wrote:
Second against void rays you do NOT get more thors... That's just stupid. Void rays ass rape thors per cost. Get marines or vikings for VRs. I do a marine hellion tank push, into a tank bunker contain that works wonders for me to get out a slew of vikings for the collsai.

What?
you do mech every game and you havent realised 3-5 thors rape VR so hard.
Mech is good if you dont die early on, its just hard not to die early. good scouting is the key to mech.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-07-03 16:05:39
July 03 2011 16:05 GMT
#22
On July 04 2011 00:49 Johnranger-123 wrote:
Show nested quote +
On July 04 2011 00:07 iAmJeffReY wrote:
Second against void rays you do NOT get more thors... That's just stupid. Void rays ass rape thors per cost. Get marines or vikings for VRs. I do a marine hellion tank push, into a tank bunker contain that works wonders for me to get out a slew of vikings for the collsai.

What?
you do mech every game and you havent realised 3-5 thors rape VR so hard.
Mech is good if you dont die early on, its just hard not to die early. good scouting is the key to mech.

VRs beat thors per cost. VRs can fly. VRs get auto targeted by thors, therefore not hitting your ground army. So those 5-6 thors are doing cockshit damage to the VRs as the rest of his army just 1a's over you.

I don't get why people are saying thors beat VRs. You're doing what... 12? 14 damage a volley over 70+ to ground units.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2011-07-03 16:09:06
July 03 2011 16:05 GMT
#23
On July 03 2011 19:15 Nairi wrote:
There is a great guide for building what he calls a terran death ball, actually implementing most terran units into the mix, including strategies on how to counter most toss builds: http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753

The big difference between mech and bio is that mech units are awful in small numbers and bio is amazing in small numbers.

Meaning that with bio you want to engage with less then 100 food, or in many small engagements over the map. Protoss army somply becomes too strong in a 200/200 engagement (not unbeatable, but unless you are ahead in upgrades or economy you are fighting a uphill battle)


I have to disagree with this. Bio is only effective in smaller numbers as long as there is no charge and blink out for protoss. It gets even worse when there are Archons and HTs. At this point I much rather fight a big battle against a Protoss than throwing away small portions of my army for zero damage.
I want to be with those who share secret things or else alone.
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
July 03 2011 16:18 GMT
#24
On July 04 2011 01:05 Baum wrote:
Show nested quote +
On July 03 2011 19:15 Nairi wrote:
There is a great guide for building what he calls a terran death ball, actually implementing most terran units into the mix, including strategies on how to counter most toss builds: http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753

The big difference between mech and bio is that mech units are awful in small numbers and bio is amazing in small numbers.

Meaning that with bio you want to engage with less then 100 food, or in many small engagements over the map. Protoss army somply becomes too strong in a 200/200 engagement (not unbeatable, but unless you are ahead in upgrades or economy you are fighting a uphill battle)


I have to disagree with this. Bio is only effective in smaller numbers as long as there is no charge and blink out for protoss. It gets even worse when there are Archons and HTs. At this point I much rather fight a big battle against a Protoss than throwing away small portions of my army for zero damage.


If you have mass emps and enough vikings to deal with collosus, bio does fine late game as well.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
July 03 2011 16:26 GMT
#25
On July 03 2011 12:54 redbrain wrote:

But my question is, if i play the standard bio into ghosts and vikings vs protoss i can _only_ win by kind of getting lucky or double pronged attack with a drop around the 10-12 min mark to get some some good dmg done to their tech or econ so i can get ahead max out and hit another timming off that.


Lol, how is that a question? that's just whining.
All the top terrans are successful playing bio so I doubt you can only win by getting lucky
beep boop
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 03 2011 16:28 GMT
#26
With mech tvp you can easily be abused in like 20 different ways. With bio+viking+ghost you have good opportunities to win the game but if it reaches late game with templar/collosus your army will never directly be stronger than protoss.

It's pretty tricky, because mech can work if you get maxed out with orbital farming and scv sacrifices, but the difficult part is getting to that point.

bio+viking+ghost+nuke almost always ends up with you being really mobile and running around the map in circles as much as possible, but the protoss army almost always seems stronger than yours if the protoss knows what they are doing.

skyterran imo is the strongest lategame tvp style, if you can get maxed out with all BCS/vikings/banshees, orbital farm, and 5-6 ghosts. Every time I've reached that point with skyterran i've had 100% win ratio vs any unit composition protoss went. It's essentially Terran deathball that protoss cannot kill. It's just tricky to get there. Just my 2 cents.
Sup
GinDo
Profile Blog Joined September 2010
3327 Posts
July 03 2011 16:41 GMT
#27
The issue with Mech is not zeals or stalkers, or even immortals. Really its the Collosi. Tanks work because they have fodder such as Hellions or Marines in front of them. Without the fodder tanks die. In Standard TvP Maruaders have 125 HP and Medics thus they tank dmg. They also Kite. But in TvP Mech you have Hellions, but you a) don't have medics and b) can't kite because of your tanks.

Mech is effective as long as the Collosi count doesn't get to high, which is your job. Terran unlike other races does not benefit from Turtling, but rather aggression and harassment. If your gonna Mech you have to constantly pressure your opponent.

To do so you need PDD. PDD makes it so you could have a lower food army beat a higher food, because you are negating a large part of the army with PDD.

Personally i like to open 1/1/1 And do a Marine Tank Banshee Raven attack. If they also 1 base then I expand. If they Expand then i attack to put pressure, usually killing the expo or forcing a probe pull and expand behind it. After that I add factories for Hellions continuing Banshee Tank Ravens. All the while harassing. When i have energy for PDD I attack. I use PDD and the Banshees to snipe the Collosi or at least keep them at bay.

Aslong as you keep the Collosi count down Mech is good, because your Hellions don't Die. If your hellions don't die then your tanks are safe.

Remember PDD and EMP allow you to have a lower food count, but still have the advantage in the Battle.

As for Backstabs, PF and Turrets. These two pretty much solve all the backstab mobility issues.
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Pseudo-
Profile Joined February 2011
52 Posts
Last Edited: 2011-07-03 17:12:37
July 03 2011 17:11 GMT
#28
I think the last time mech was used late game in the GSL was in the GSTL season 2 MVP vs Squirtle (MVP lost), so yes, you can say that Mech just isn't an option against a protoss who knows what he's doing.

I find this rather worrying, isn't each matchup supposed to have different unit compositions for each race because it really seems Blizzard is fine with this and doesn't mind seeing the same games all over again. Also because of the the instant nerf the thor got during TSL3 when Thorzain showed his build.

Now, I know mech builds will have some success in masters and lower leagues, but the fact we haven't seen mech in late game vs protoss in GSL with players who practice 10 hours a day and who are probably constantly trying out new builds, shows that it's very/too hard to pull off against players who know how to counter this.
GinDo
Profile Blog Joined September 2010
3327 Posts
July 03 2011 17:20 GMT
#29
On July 04 2011 02:11 Pseudo- wrote:
I think the last time mech was used late game in the GSL was in the GSTL season 2 MVP vs Squirtle (MVP lost), so yes, you can say that Mech just isn't an option against a protoss who knows what he's doing.

I find this rather worrying, isn't each matchup supposed to have different unit compositions for each race because it really seems Blizzard is fine with this and doesn't mind seeing the same games all over again. Also because of the the instant nerf the thor got during TSL3 when Thorzain showed his build.

Now, I know mech builds will have some success in masters and lower leagues, but the fact we haven't seen mech in late game vs protoss in GSL with players who practice 10 hours a day and who are probably constantly trying out new builds, shows that it's very/too hard to pull off against players who know how to counter this.


All MVP do was make tanks that had no upgrades and Turtle. He played like crap. He had no EMPS, or Ravens for PDD. Just flipping tanks. No wonder he lost. If he had 3/3 Mech EMP Ravens and Hellions with PF support with the crap ton of minerals in the bank he would have won.

Also he should have hellion dropped. All these stupid terran open up blue flame, yet stop using them after the 10min mark. Blue Hellion Drops are flipping OP as hell.
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Pseudo-
Profile Joined February 2011
52 Posts
July 03 2011 17:25 GMT
#30
On July 04 2011 02:20 GinDo wrote:
Show nested quote +
On July 04 2011 02:11 Pseudo- wrote:
I think the last time mech was used late game in the GSL was in the GSTL season 2 MVP vs Squirtle (MVP lost), so yes, you can say that Mech just isn't an option against a protoss who knows what he's doing.

I find this rather worrying, isn't each matchup supposed to have different unit compositions for each race because it really seems Blizzard is fine with this and doesn't mind seeing the same games all over again. Also because of the the instant nerf the thor got during TSL3 when Thorzain showed his build.

Now, I know mech builds will have some success in masters and lower leagues, but the fact we haven't seen mech in late game vs protoss in GSL with players who practice 10 hours a day and who are probably constantly trying out new builds, shows that it's very/too hard to pull off against players who know how to counter this.


All MVP do was make tanks that had no upgrades and Turtle. He played like crap. He had no EMPS, or Ravens for PDD. Just flipping tanks. No wonder he lost. If he had 3/3 Mech EMP Ravens and Hellions with PF support with the crap ton of minerals in the bank he would have won.

Also he should have hellion dropped. All these stupid terran open up blue flame, yet stop using them after the 10min mark. Blue Hellion Drops are flipping OP as hell.


that wasn't my point, it was the fact that it has been such a long time that we've seen mech late game in GSL.
redbrain
Profile Joined January 2011
Northern Ireland117 Posts
Last Edited: 2011-07-03 18:43:46
July 03 2011 18:42 GMT
#31
Hey i just want to say a big thank you!!! to SunTzuEU mech really is working 1000000x better for me, it feels way better and stronger since it relys on good scouting and good macro. Bio feels way too much like a coin flip for me if i get good dmg done by drops to get ahead i win by hitting a timming off that and it just feels hyper lame its like 50/50 if i hit it or i dont.

Because personally i feel my TvZ and TvT is much much stronger and my ZvT and ZvZ to be much much stronger, it feels like very macro orientated players have alot of problems vs protoss at the moment. and it feels like mech lets me focus on macro and take a lead based on macro moreso than bio ever did.

If i go mech i can threaten blue flame helion drops but also hold a position really well. But also if you get a macro lead its 100x easier to hold that lead than compared to bio because 1 bad click with bio your army dissapears but with mech your on power with their army to some extend in dmg wise.

It think its kind of map dependant or spawning position for example shakuras plataeu its worked really really well for me, but on metalopalis with close air it felt awkard but then again it was my first game of it and i think this style requires you to expand closer to your enmy and start an early contain to work properly but if your macro is good you can max out much faster than protoss with a stronger army and take the map.

I think i need some more practice but it really does work i think i need to mix in some vikings for sighting instead of wasting scans

Its defenitly a good style i think i will stick with it feels more close to what i enjoy playing.

I will maybe only use bio on maps like scrap station or close air position maps because it maps drops in the main easier.
Frustrated Software Developer
Frequencyy
Profile Joined April 2011
United States344 Posts
July 03 2011 18:54 GMT
#32
I usually do a FE either 2 rax or 1 rax marauder and throw down bunkers according to what I scout. I get fast upgrades and throw down a 2nd starport after I get about 2 medivacs (providing I scout colossus) and then push when I have 2/2 with what I have.
You will not do incredible things without an incredible dream
SunTzuEU
Profile Blog Joined May 2010
Sweden221 Posts
July 03 2011 19:20 GMT
#33
On July 04 2011 03:42 redbrain wrote:
Hey i just want to say a big thank you!!! to SunTzuEU mech really is working 1000000x better for me, it feels way better and stronger since it relys on good scouting and good macro. Bio feels way too much like a coin flip for me if i get good dmg done by drops to get ahead i win by hitting a timming off that and it just feels hyper lame its like 50/50 if i hit it or i dont.

Because personally i feel my TvZ and TvT is much much stronger and my ZvT and ZvZ to be much much stronger, it feels like very macro orientated players have alot of problems vs protoss at the moment. and it feels like mech lets me focus on macro and take a lead based on macro moreso than bio ever did.

If i go mech i can threaten blue flame helion drops but also hold a position really well. But also if you get a macro lead its 100x easier to hold that lead than compared to bio because 1 bad click with bio your army dissapears but with mech your on power with their army to some extend in dmg wise.

It think its kind of map dependant or spawning position for example shakuras plataeu its worked really really well for me, but on metalopalis with close air it felt awkard but then again it was my first game of it and i think this style requires you to expand closer to your enmy and start an early contain to work properly but if your macro is good you can max out much faster than protoss with a stronger army and take the map.

I think i need some more practice but it really does work i think i need to mix in some vikings for sighting instead of wasting scans

Its defenitly a good style i think i will stick with it feels more close to what i enjoy playing.

I will maybe only use bio on maps like scrap station or close air position maps because it maps drops in the main easier.



Woah, I'm happy you appreciated it and that it's working out fine for you! I'm just like you, bio feels really squishy and.. just... ew... I like mech a lot more!


Regarding meta, I usually go for the gold as my third and just turtle up until the toss gets enough and decides to push into my siege lines /PF (which always ends badly :D), just like I did in the replay, and it works 100% if I get to the time I take the gold.

If he like never ever pushes, you can just push really really slowly by putting down planetaries as you push!

And regarding vikings instead of scans, I don't know, I usually get a lot of extra minerals when going mech, so I don't think you really need those mules, if that's what you mean. But a few vikings wouldn't hurt!

Best of luck with your mech, and if you have any questions/want additional replays in the future you can msg me on b.net EU: SunTzu.438
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
July 03 2011 21:20 GMT
#34
On July 04 2011 04:20 SunTzuEU wrote:
Show nested quote +
On July 04 2011 03:42 redbrain wrote:
Hey i just want to say a big thank you!!! to SunTzuEU mech really is working 1000000x better for me, it feels way better and stronger since it relys on good scouting and good macro. Bio feels way too much like a coin flip for me if i get good dmg done by drops to get ahead i win by hitting a timming off that and it just feels hyper lame its like 50/50 if i hit it or i dont.

Because personally i feel my TvZ and TvT is much much stronger and my ZvT and ZvZ to be much much stronger, it feels like very macro orientated players have alot of problems vs protoss at the moment. and it feels like mech lets me focus on macro and take a lead based on macro moreso than bio ever did.

If i go mech i can threaten blue flame helion drops but also hold a position really well. But also if you get a macro lead its 100x easier to hold that lead than compared to bio because 1 bad click with bio your army dissapears but with mech your on power with their army to some extend in dmg wise.

It think its kind of map dependant or spawning position for example shakuras plataeu its worked really really well for me, but on metalopalis with close air it felt awkard but then again it was my first game of it and i think this style requires you to expand closer to your enmy and start an early contain to work properly but if your macro is good you can max out much faster than protoss with a stronger army and take the map.

I think i need some more practice but it really does work i think i need to mix in some vikings for sighting instead of wasting scans

Its defenitly a good style i think i will stick with it feels more close to what i enjoy playing.

I will maybe only use bio on maps like scrap station or close air position maps because it maps drops in the main easier.



Woah, I'm happy you appreciated it and that it's working out fine for you! I'm just like you, bio feels really squishy and.. just... ew... I like mech a lot more!


Regarding meta, I usually go for the gold as my third and just turtle up until the toss gets enough and decides to push into my siege lines /PF (which always ends badly :D), just like I did in the replay, and it works 100% if I get to the time I take the gold.

If he like never ever pushes, you can just push really really slowly by putting down planetaries as you push!

And regarding vikings instead of scans, I don't know, I usually get a lot of extra minerals when going mech, so I don't think you really need those mules, if that's what you mean. But a few vikings wouldn't hurt!

Best of luck with your mech, and if you have any questions/want additional replays in the future you can msg me on b.net EU: SunTzu.438


I dont think your opening is really safe. There are simply some possibilites for the toss to attack you with blink stalkers/collosus/VR where he cant avoid attacking your bunkers.

But lets say he takes a quick 3rd/4rd. You attack him, and he plays smart and counter you expo. IMO its really not possible for a terran with an immobile army to punish a greedy smart toss player in the early midgame.
redbrain
Profile Joined January 2011
Northern Ireland117 Posts
July 04 2011 01:22 GMT
#35
On July 04 2011 06:20 Hider wrote:
Show nested quote +
On July 04 2011 04:20 SunTzuEU wrote:
On July 04 2011 03:42 redbrain wrote:
Hey i just want to say a big thank you!!! to SunTzuEU mech really is working 1000000x better for me, it feels way better and stronger since it relys on good scouting and good macro. Bio feels way too much like a coin flip for me if i get good dmg done by drops to get ahead i win by hitting a timming off that and it just feels hyper lame its like 50/50 if i hit it or i dont.

Because personally i feel my TvZ and TvT is much much stronger and my ZvT and ZvZ to be much much stronger, it feels like very macro orientated players have alot of problems vs protoss at the moment. and it feels like mech lets me focus on macro and take a lead based on macro moreso than bio ever did.

If i go mech i can threaten blue flame helion drops but also hold a position really well. But also if you get a macro lead its 100x easier to hold that lead than compared to bio because 1 bad click with bio your army dissapears but with mech your on power with their army to some extend in dmg wise.

It think its kind of map dependant or spawning position for example shakuras plataeu its worked really really well for me, but on metalopalis with close air it felt awkard but then again it was my first game of it and i think this style requires you to expand closer to your enmy and start an early contain to work properly but if your macro is good you can max out much faster than protoss with a stronger army and take the map.

I think i need some more practice but it really does work i think i need to mix in some vikings for sighting instead of wasting scans

Its defenitly a good style i think i will stick with it feels more close to what i enjoy playing.

I will maybe only use bio on maps like scrap station or close air position maps because it maps drops in the main easier.



Woah, I'm happy you appreciated it and that it's working out fine for you! I'm just like you, bio feels really squishy and.. just... ew... I like mech a lot more!


Regarding meta, I usually go for the gold as my third and just turtle up until the toss gets enough and decides to push into my siege lines /PF (which always ends badly :D), just like I did in the replay, and it works 100% if I get to the time I take the gold.

If he like never ever pushes, you can just push really really slowly by putting down planetaries as you push!

And regarding vikings instead of scans, I don't know, I usually get a lot of extra minerals when going mech, so I don't think you really need those mules, if that's what you mean. But a few vikings wouldn't hurt!

Best of luck with your mech, and if you have any questions/want additional replays in the future you can msg me on b.net EU: SunTzu.438


I dont think your opening is really safe. There are simply some possibilites for the toss to attack you with blink stalkers/collosus/VR where he cant avoid attacking your bunkers.

But lets say he takes a quick 3rd/4rd. You attack him, and he plays smart and counter you expo. IMO its really not possible for a terran with an immobile army to punish a greedy smart toss player in the early midgame.


Well i personally disagree, this is the difference mech is working for me because i come from zerg and my macro and scouting was actually very good, and i feel my macro and scouting is also very strong in terran.

Because we get blue flame helions we can actualy threaten alot of drops with them, and protoss players generaly dont have the apm mid game to deal with a blue flame helion drop that well and even if he does take half map so can we if we sit in a good position.
Frustrated Software Developer
GinDo
Profile Blog Joined September 2010
3327 Posts
July 04 2011 01:39 GMT
#36
On July 04 2011 02:25 Pseudo- wrote:
Show nested quote +
On July 04 2011 02:20 GinDo wrote:
On July 04 2011 02:11 Pseudo- wrote:
I think the last time mech was used late game in the GSL was in the GSTL season 2 MVP vs Squirtle (MVP lost), so yes, you can say that Mech just isn't an option against a protoss who knows what he's doing.

I find this rather worrying, isn't each matchup supposed to have different unit compositions for each race because it really seems Blizzard is fine with this and doesn't mind seeing the same games all over again. Also because of the the instant nerf the thor got during TSL3 when Thorzain showed his build.

Now, I know mech builds will have some success in masters and lower leagues, but the fact we haven't seen mech in late game vs protoss in GSL with players who practice 10 hours a day and who are probably constantly trying out new builds, shows that it's very/too hard to pull off against players who know how to counter this.


All MVP do was make tanks that had no upgrades and Turtle. He played like crap. He had no EMPS, or Ravens for PDD. Just flipping tanks. No wonder he lost. If he had 3/3 Mech EMP Ravens and Hellions with PF support with the crap ton of minerals in the bank he would have won.

Also he should have hellion dropped. All these stupid terran open up blue flame, yet stop using them after the 10min mark. Blue Hellion Drops are flipping OP as hell.


that wasn't my point, it was the fact that it has been such a long time that we've seen mech late game in GSL.


The reason for that is that 1) 3/3 Bio is better then 0/0 Mech. 2) I heard Marauders are good.

The only reason Bio works is because of kiting, Cheap tanking units, and Medics. If The Maruader never actually stays in the storm or in Collosi range, or gets dealt quick enough damage. Thus they simply retreat and get fully healed.

Mech can't do that. Mech is supposed to be the strongest Army composition possible with its weakness being reinforcement, cost, and mobility. Instead you have units like the collosi who destroy the Tanks support force that 1) can't kite or risk leaving the tanks open 2) Can't be healed 3)Don' have as much HP as a Marauder.
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KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
July 04 2011 02:05 GMT
#37
First of all you definitely need a replay. Even if you feel that your question is general, The dynamic in TvP is such that your timings and engagements are critical in every phase of the game. As Terran, you simply can't 1t1a into a toss army, you need to spread your units, flank with vikings, emp if necessary, and spread your units. if both players 1t1a or 1f1a respectively, toss will roll everytime even if they are on worse upgrades. TvP can be an extremely fun match up, but it's definitely not easy.

Again, please post a replay, if for no other reason than not getting banned.
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lorkac
Profile Blog Joined December 2010
United States2297 Posts
July 04 2011 03:37 GMT
#38
When I go siege tanks it's always with the intent of switching tech.

No matter your strat, your opponents will eventually find he counter to it. So a unit comp either has to kill the opponent (marine/marauder, etc...), run away from the opponent (medivacs, hellions, etc...) or be constantly evolving and changing. Becase your opponent will adapt to what you have. No matter your strat, don't forget your opponent.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
anmolsinghmzn2009
Profile Joined June 2011
India1783 Posts
July 04 2011 05:16 GMT
#39
To the OP, I'd recommend watching MrBitter's VODs on Blip.tv. There are two episodes for TvP. In one QXC discusses a bio-heavy style with harass and drops while PainUser showcases a Bio style with tanks.
You might also like to watch the two PvT episodes with White-Ra and Socke; it will allow you what weaknesses in the terran's play can be exploited by the toss opponent.

Also some tips for TvP using bio-heavy style :
- Never fall behind in upgrades.
- u need to constantly drop harass to damage protoss infrastructure and split up his forces.
Its the same philosophy as in ZvP. A split up toss army is weak and the trade off is generally in your favor since bio units are cheap.
- in a 200/200 situation, the number of vikings in you army should be slightly more than what can 1-shot a collosus. That way, you can take out the collossi fast and your bio army with ghosts for emp should tear through his gateway units.
- positioning is important and the defender has the advantage of being able to position his units. Try not to attack in his base-head on, even if ur max on upgrades and what not. Force him out to engage your perfectly positioned army while by constant harassment.
Dunk first. Ask questions while dunking.
RyuChus
Profile Blog Joined August 2010
Canada442 Posts
July 04 2011 06:33 GMT
#40
On July 04 2011 00:41 iAmJeffReY wrote:
But thors vs VRs is just asking for him to just over run you. But then you play a slow turtle puss style, and I play 115% aggressive in every sense and way


.. Somone's trying to show off his e-peen.


Anyways. I think you should stick with what you started out with. It'll probably be better that way. You really have to work on your drop play. Dropping is very important in TvP bio. Split up army, fight in smaller engagements, that's really what everyone else says. But make sure that when you get a third, try and get it before the toss does, and only get you're second reactor starport when you see he's heavily committed into a Collosus tech.
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