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[D] Factory/Fortress: Getting tvp mech to «work» - Page 3

Forum Index > StarCraft 2 Strategy
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PhiliBiRD
Profile Joined November 2009
United States2643 Posts
December 15 2011 03:20 GMT
#41
blink > terran mech. pf's are a cute touch but they dont fix the main issue. mobility. however, just because something doesnt work at high masters or GM doesnt mean its not viable in other leagues !
Aristotle7
Profile Blog Joined January 2011
United States120 Posts
Last Edited: 2011-12-15 22:22:34
December 15 2011 04:27 GMT
#42
I am a nub Terran, high Diamond (ex Master Z so I am about as unbiased as it comes here).

I have tried going Mech vs Protoss, here is a sample of 7 games after which I said screw mech I am going back to bio where punishing and raping toss is way easier. Keep in mind, this is Diamond level. I did not see any Blink play, very little warp prism that did any damage to me, very little mobility from toss. Protoss would just sit there until I move out and then A-move towards me. Here is the outcome.

A quick overview of my BO:
1) Reactor rax FE, take off gas after 50 to get a quicker CC then put back on gas
2) pump 10-12 marines with a bunker wall off to stay safe versus any pressure
3) mimic 1-1-1 to scare toss until his obs gets out
4) double factory, use rax to make addons
5) keep adding factories, upgrades, 3rd, etc.

Games with replays (where I did not complete screw up):

Game 1 - Win
http://drop.sc/74653
--- Shakuras 3 base win vs poor macro and weak upgrades compared to mine

Game 2 - Win
http://drop.sc/74652
--- Metal 3 base win due to 2-1 over his 1-0

Game 3 - Loss
http://drop.sc/74651
-- Tal'darim lossrape with 2-1 larger army in defensive formation vs 2-2-2 smaller army, heavy immortal

Game 4 - Loss
http://drop.sc/74648
--- Shattered lossrape with same upgrades, 200v200

Game 5 - Loss
http://drop.sc/74649
-- Shattered lossrape same upgrades, same army value to archon immortal

Game 6 - Loss
http://drop.sc/74650
-- Shattered lossrape 2-1 more army to his 3-2 smaller army

Game 7 - The last straw!
http://drop.sc/74654
-- Antiga lossrape 200v200 same upgrades, even got him out of position with helion drop to setup perfectly outside of his base. He blindly a-moves without a good concave and still rolls over me.
-- This was the game where I gave up on Mech, I was even on upgrades, was already sieged, had vikings, ghosts for EMP, some bunkers, and it still didn't matter.


Sigh.
P.S. After this I went back to bio, and it was so much easier.
Master Terran on NA
GorE_
Profile Joined October 2010
Australia26 Posts
December 17 2011 00:35 GMT
#43
i love this... just have to work out how to do it myself

seems like it may be pretty vulnerable to an early chargelot/archon/immortal type attack.... but i am very very hopeful

cheers

Nate
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2011-12-17 01:27:19
December 17 2011 01:16 GMT
#44
The thing about offensive PFs is that they become irrelevant past the 20 minute mark when the P has a 200 food army with +3 Attack. PFs are durable, but they deal a very small amount of damage for their surface area. This means high dps : surface area compositions like Colossi/Stargate/Stalker can pick apart PFs one at a time and retreat before the Tanks complete siegeup. Tanks are great, but every endgame Protoss unit composition is more mobile than them. Templar can warp in everywhere, Colossi can cliff walk, Carriers can ignore turrets and force Vikings.

Pure Sky TvP works because the airforce is almost as mobile as the standard Protoss deathball. And unlike offensive PFs, defensive PFs remain relevant in the late game because with mass repair you can leverage your economy into military in a blink of an eye, kinda like Zerg. Offensive PFs are not very scary without 10+SCVs repairing them.

Jinro has been doing a lot of Thor-Banshee TvP lately on his stream with good success. Painuser nabbed a top 4 finish at an MLG with it about a year ago. The only problem is staying alive long enough to achieve such a gas-heavy composition.

I don't think its possible for pure mech to be viable on its own in TvP like it is in TvT and TvZ, even with offensive PFs. But Goody-style Ghostmech and Jinro-style Skymech look like they have potential. I don't think either of them is better than standard MMMGV right now, but because both are so untested theres a lot of potential for growth.

TvP has been too stagnate on the Terran side for too long. For ages Zergs were dominated by Protoss until they finally learned they couldn't stay on T1+Corruptors forever. Perhaps the same thing will happen to us in TvP.
rumblen
Profile Joined December 2011
United States14 Posts
Last Edited: 2011-12-17 02:31:45
December 17 2011 02:31 GMT
#45
A possibility might be quickly expanding like the way Sky Terran does using Planetaries as their mineral dump to get ever more amounts of gas. Using tanks/thors defensively, you could build up a large economy fairly safely and then get your Terran ball of death. Ghosts would be a must for sniping HT and EMP. Marauders would be needed to tank the way Protoss uses Zealots as their tanks. Obviously it would come down to micro (ghosts vs HT, are tanks seiged in time?) but one big advantage is that you won't need to produce Vikings to kill the colossus so you can't accidentally make too many or too few of them and lose the game that way.
Getting better one day at a time
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