I used to be a mech player but ive stopped since it has become so hard to beat grandmaster protoss players with it (still win from time to time though) but ive switched over to more mainstream strats. Think i might give this a go sometime
[G] SkyMech: The Lost Terran Art of TvP - Page 2
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Pulimuli
Sweden2766 Posts
I used to be a mech player but ive stopped since it has become so hard to beat grandmaster protoss players with it (still win from time to time though) but ive switched over to more mainstream strats. Think i might give this a go sometime | ||
THEPPLsELBOW
United States190 Posts
On December 23 2011 10:04 Pulimuli wrote: This looks like fun, i think im gonna try it sometime :D I used to be a mech player but ive stopped since it has become so hard to beat grandmaster protoss players with it (still win from time to time though) but ive switched over to more mainstream strats. Think i might give this a go sometime Care to tell me the differences in your build and mine? And what were your main issues? tech switches, immobility, etc? | ||
Yoshi Kirishima
United States10292 Posts
Could you include a BO though please? Also, are you saying this only works on those maps, or are those the maps where this composition is favored, or are they neutral/favored? Bring 20-25 scvs in your next big push so you can get about an 180 food army (vs their 130 food army). Are you talking about when you lose your army and therefore have more food to remake a bigger army with the 25 scvs dead? Also you mentioned vikings(9) and thors(8) are you saying these are the control groups? | ||
Zombo Joe
Canada850 Posts
I feel like this will only work on smaller maps or maps that you can split the map in half, at least the mech part of it. Terran really has no map presence without bio on the larger maps. Banshees are just as devastating if not more than drops and they cost less supply so on larger maps it might be a good idea to transition into Thor Hellion Banshee. | ||
Yoshi Kirishima
United States10292 Posts
On December 23 2011 10:28 Zombo Joe wrote: I was just theory crafting something like this, looks like you beat me to it. I feel like this will only work on smaller maps or maps that you can split the map in half, at least the mech part of it. Terran really has no map presence without bio on the larger maps. Banshees are just as devastating if not more than drops and they cost less supply so on larger maps it might be a good idea to transition into Thor Hellion Banshee. Well that's why the air units are so great, they let you defend and harass and give you map control! :D Cloak = defend against blink stalkers, and you have vikings and ravens to snipe all Obs and put down PDD to protect yourself. | ||
Micket
United Kingdom2163 Posts
In any big engagement, it is safe to assume nearly all hellions will die and tank numbers will be slightly reduced. This is fine vs Zerg and Terran, who have to take a lot of time to remake tech which can touch tanks. A Zerg remixing on lings will have a bunch of dead lings if he tries to clean up the remaining mech. Likewise, a Terran can't just suddenly make a ton Of marines to clean up a weakened mech any. Protoss on the other hand, can make 40 zealots off 20 gates in 2 cycles and crrrrruush the remaining tank force. | ||
THEPPLsELBOW
United States190 Posts
On December 23 2011 10:21 Yoshi Kirishima wrote: Yay, a mech guide from an actually decent player. Could you include a BO though please? Also, are you saying this only works on those maps, or are those the maps where this composition is favored, or are they neutral/favored? Are you talking about when you lose your army and therefore have more food to remake a bigger army with the 25 scvs dead? Also you mentioned vikings(9) and thors(8) are you saying these are the control groups? 1. Yes, with 3 extra OC's thats more than enough to supply your minerals. You should have a nice mineral bank saved up anyways. 2. Sorry I was trying to tell you about their anti air range. I was going to draw a diagram but got lazy. Basically you have to be in bronze to not be able to kill at least 3 obs with units like those. If you have time, its a good idea to have some "observer sniping" control groups. On December 23 2011 10:28 Zombo Joe wrote: I was just theory crafting something like this, looks like you beat me to it. I feel like this will only work on smaller maps or maps that you can split the map in half, at least the mech part of it. Terran really has no map presence without bio on the larger maps. Banshees are just as devastating if not more than drops and they cost less supply so on larger maps it might be a good idea to transition into Thor Hellion Banshee. No this will work on any map. They key reasons I chose those 4 maps is because I can get a fast third with a relatively low number of tanks (4-5), and when I float over I can set up the diagram outlined in the original guide. So I will be ahead on scvs considering moderate harass damage. However, Shakuras plateau is my most comfortable map going mech on. | ||
THEPPLsELBOW
United States190 Posts
On December 23 2011 10:41 Micket wrote: The problem I have with all tvp mech is the awful 'core'. Once the core breaks down, the entire composition goes from really powerful to incredibly awful. In any big engagement, it is safe to assume nearly all hellions will die and tank numbers will be slightly reduced. This is fine vs Zerg and Terran, who have to take a lot of time to remake tech which can touch tanks. A Zerg remixing on lings will have a bunch of dead lings if he tries to clean up the remaining mech. Likewise, a Terran can't just suddenly make a ton Of marines to clean up a weakened mech any. Protoss on the other hand, can make 40 zealots off 20 gates in 2 cycles and crrrrruush the remaining tank force. A. If you let protoss stockpile 4000 minerals, or even 2000. You are playing mech wrong. B. In late late game situations. Its a much better idea to contain the protoss and deny expos, trade favorably, and maintain a base advantage rather than risk losing your army. If you are that far behind protoss in terms of bank/upgrades whatever, you would have lost the game anyways no matter what style you play (think bio). Do not confuse my mech style with turtle mech. You are even on workers, then u got mules for the first 200 food (or 15 minutes of the game). You dont let protoss do whatever they want without punishing them. edit C: also, if the battles for you are very close, lets say toss had bad macro, you had bad macro, and what you described is what might happen to you in game. Why dont you pull back, wait for 2 production cycles of your own (lets say you ran out of helions, 2 reactor factories and 3 techlab factories u 2*2 + 3 = 7 BFH per cycle. Oh and your banshees are going to down on his last mining base. Oh he got stalkers, well your tanks are still alive right? Oh and plop down another base while you are at it. Guess who has a better army in the next 4 minutes? | ||
Yoshi Kirishima
United States10292 Posts
On December 23 2011 10:51 THEPPLsELBOW wrote: 1. Yes, with 3 extra OC's thats more than enough to supply your minerals. You should have a nice mineral bank saved up anyways. 2. Sorry I was trying to tell you about their anti air range. I was going to draw a diagram but got lazy. Basically you have to be in bronze to not be able to kill at least 3 obs with units like those. If you have time, its a good idea to have some "observer sniping" control groups. No this will work on any map. They key reasons I chose those 4 maps is because I can get a fast third with a relatively low number of tanks (4-5), and when I float over I can set up the diagram outlined in the original guide. So I will be ahead on scvs considering moderate harass damage. However, Shakuras plateau is my most comfortable map going mech on. Oh well did you know thors actually have 10 range? o.o | ||
Severus_
759 Posts
EDIT: well... i saw the replays you played vs guys who never upgrade and i don't see how this is gonna survive any agressive play even a stalker poke at the beginning of the game. Even those guys manage to contain you but lost their lead top player will never give you that option to crawl back in the game. Someone already said toss with mobile army will crush you and the thing is in BW you could outupgrade the toss while he spends money on expos and after your upgrades are done you start to fight back by holding ground and wining big fights. Now in SC2 you can't have map control because the toss has better mobility+ he can outupgrade you and make your army less effective in the fight+all the spells+zealots in your tanks and i don't even wanna mention something like drops on your army. From what i saw you kinda do 1/1/1 but with expo which can work if you attack from 2 base and hit a timing but i can't see it working in the long game and still you have alot of holes in your strat early game. | ||
Squigly
United Kingdom629 Posts
Is it just that there are a lot of times wher eyou forget scvs, o is it part of the builds? EDIT: This same game you hit 88 scvs. No terran should ever get this many. Its just wrong. Is this for a reason? The lack of upgrades also perturbs me. Ill watch more than 1 replay before i comment again, maybe just an off game. 35 min in your ground is 1-0 and 8k 5k banked. You surely need to at least triple armory at this point I do feel you should have the towers more though | ||
rgTheSchworz
Romania425 Posts
On December 23 2011 08:44 rgTheSchworz wrote: Little question: Why use air units? I understand the fear of immortals that creeps in every time someone mentions mech tvp, and that few try to make tank-based mech work simply because of the 1a deathball syndrome(yeah there is emp and kiting but seriously, tvp has not changed since the beta).But I think everyone is dissmissing hellions too much, a deep look at the unit shows that it tanks 5!!! immortal shots Or 9 stalker shots.And in battles with more than 50 army supply it takes care of the zlots.Hellions as meatshields rock, and i believe the only way to mech is tank hellion ghost viking. Please before spamming that toss can a-move through a sieged army: go unit tester:They cant. This comp gets vastly better at 3/3 vs 3/3/3 than at no upgrades, and late-game with the addition of ghosts it gets mobile( emp and chase the toss till his shields start to regen or pylon range is reached). Generally a few solutions present themselves to the protoss: 1. Get Collosus,Immortal,zlot with about even numbers of collossi and immos to get through the hellions to the tanks. Solution: it has 2 problems despite being the worst comp mech can face: it is immobile and relies heavily on robo units which cannot reinforce instantly.The toss tries to outmuscle the T here. Get a third, Double Armory flash style, harass as well as you can. Any harass from the toss can be dealt with hellions and turrets. Doom push(2/1 or 3/2) while taking a 4th once you got 4 or so ghosts.Always roam the map with hellions. ALWAYS keep half your tanks unsieged while you turtle,4 s are crucial in sc2. 2.Stalker collosus deathball with blink cliff harass.Here either control the center or keep all your tanks unsieged with a couple sensor towers nearby.Fewer hellions than normal=aka 2 for each tank. Go tank-heavy, mass expand and DO NOT DEFEND your 4th and fifth apart from planetary and a turret.You will be mining gas only at these expos and muleing here. If you lose them well you just lost 6 scv, a cc and a turret=800 minerals,compared to the gas mined there its heaven. You wont be needing those minerals as hellions and harass have limited utility. If the protoss moves toward those far away expos- BE GLAD, you can push towards the middle now.As usual hellions and a planetary can beat zealot warp-ins.Push timings-Here you can actually 4 fact off 2 base as twilight, blink, forge,robobay and a 3rd from the protoss is greedy, exact timings are still unknown but if you see robobay twilight and scout a third go push when the 3rd is about half done.2 t-labs and take a third. Also, please don't talk about mixing in bio. Bio doesnt share the same upgrades, cost additional gas to get healing,stim,combat shield etc, dies to storm and collosus,can t fix zealot problem, and you end up maxing with less tanks than you'd want. Hellions are the way, especially when you see how fast they wipe probe lines and that there is ONE unit that counters them=collossi. Mass hellions with your tanks, harass if you can, force collosi which are immobile and have build time, make immortals useless(tank well, burn shields,stop your tanks from being reached). -------------------------------------------------------------------------------- Just wondering what rank are you? No hate I havent tried incorporating vikings in my composition because I feel that it would be weak to pure twilight immortal sentry. That combination will shut down your first paragraph but I be disproven by replays. To your question about banshees. Its because banshees synergizes so well with tanks. Banshees force stalkers. Stalkers in an army vs army battle is terrible. Banshees are excellent Immortal shield drainers. 5 banshee shots take out an immortals shields perfectly. Banshees can be used against stalker harass. Vikings can't. Banshees force more OBs, thus cutting into collosus or immortal production. Now if you add vikings once cloak is finished (get cloak after 3 base) you can make protoss look like a chicken with its head cut off. Once you play around with bansshees you will start noticing patterns of where there obs usually go, and especially where there obs Wont be at allowing u to do some crazy cloakshee harass. -------------------------------------------------------------------------------- Well, I am diamond level and just now into D+ broodwar. Yeah, i'm a noob, i'll give it to you.But i'm aware that you should have between 45 and 55 scvs at 10 min depending on whether you 1 rax expo'ed or not. You say banshees synergize with tanks,you're right. BUT, i know a unit which synergises better with tanks than banshees, and that is ...MORE TANKS. And as protoss will be putting cannons at expoes to defend vs hellions, banshees as harass are limited in my opinion. Yeah banshees do well vs stalkers,immortals, but seriously, are they worth an extra port or two?(you won't be getting your amount of banshees off 1 port especially since you need ).Cloak also is an investment. That is a LOT of gas you're talking about just to force stalkers. Now, onto vikings. Let's clear it up, i am not gonna mass produce vikings just to take down collossi.That's bio's bullshit to do. No, I am gonna make a starport, time my medivac with +1 mech attack(hellions now 2 shot), 2 vikings before or after, then tech lab that port so i can get detection when i need it. 2-3 uncloaked banshees would be GREAT if the opponent is sloppy,even if he isnt that forces a ton of obs and obs speed even if you skip cloak.That after i made my 2 vikings for scouting and for being safe against stargate play. With mech you generally lose to: air switches because of bad scouting, get caught unsieged, harass strains your apm till you lose key structures and become a macro fail, or bad composition. Many vikings is bad, you start getting them when you scout air, 3 vikings should generally be enough to scout, take out obs, eating robo time. Gateway immortals?. If nearly all my gas goes into tanks,gateway units MELT. If protoss gets stubborn and makes more immortals than can be handled by hellions, feel free to get ghosts and pwn. Tank hellion (ghost)vs collosusless army= free win.I have all my army who deals splash, and generally counters your army.Also, gateway units have gotten way weaker since bw. Now to beat a cost-equal gateway army with tank hellion you can fight unsieged( just double kite with tanks and hellions, pull back harmed tanks, repair and siege them.With blink it gets dirty, but still winnable).And so i think that protoss is forced to get robo units before 3rd, else you timing push with 15 scvs and just...win. Some have asked what can you do vs 6 gate. Well 6 gate is all-in vs mech,defend and sneak couple hellions in.Be sure you have 12 or so hellions to tank though.Now double forge is a build that skips immortals and so its veeery vulnerable to a timing push with 4 facts if he also gets a 3rd.If not go fast 3rd or 5 factory all-in if you like BitByBit style.As a general opening i recommend reaper siege expand with a bunker and 1-2 marauders( I hate to build them but its necessary). Reaper gives you scouting info and is that is priceless. From here add 2nd factory, pump some rines off your 1 rax. Then it branches out: either get armory and starport after 2 facts, add a third fact and expand to a third/harass with BF hellions once +1 is done OR go double armory 2 fact, 1 reactor rax( you need it here) fast 3rd Flash style OR just go 4 fact to punish a 3rd.2 tlabs always on 2 base.Rest depends on how early the 3rd is, how many hellions you need.Your rax can build the addons. On 3 base 7 fact( 4 tlab, 3 reactor) and definitively double armory.If protoss takes a 4th harass like hell, and keep in mind that 4 base economy is slightly superior to 3 base economy in sc2, except for the extra gas. If he gets cute and gets a 5th timing push, he will die or you havent done it right.Siege as few times as you can get away with, tanks are definitively decent in tank mode, exploit that. You will win if your mechanics are better than those of the protoss. | ||
jeeneeus
1168 Posts
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THEPPLsELBOW
United States190 Posts
On December 23 2011 11:16 Severus_ wrote: How does this deal vs 2base allins or N-gate timing attacks and double forge builds because my TvP is so fuckin bad since the hellion nerf but this made me thinking to try hard mech again. EDIT: well... i saw the replays you played vs guys who never upgrade and i don't see how this is gonna survive any agressive play even a stalker poke at the beginning of the game. Even those guys manage to contain you but lost their lead top player will never give you that option to crawl back in the game. Someone already said toss with mobile army will crush you and the thing is in BW you could outupgrade the toss while he spends money on expos and after your upgrades are done you start to fight back by holding ground and wining big fights. Now in SC2 you can't have map control because the toss has better mobility+ he can outupgrade you and make your army less effective in the fight+all the spells+zealots in your tanks and i don't even wanna mention something like drops on your army. From what i saw you kinda do 1/1/1 but with expo which can work if you attack from 2 base and hit a timing but i can't see it working in the long game and still you have alot of holes in your strat early game. Alright here are some variations I've fine tuned versus aggressive play styles. http://drop.sc/78507 This replays shows me doing a suggested Reaper expand into siege tank to fight off his 2 base immortal gateway timing. (This will probably be the timing that wrecks most of you in masters, but the trick is to just prepare for it with sim city and bunkers. Usually the protoss will see the bunkers and not even try, which is why I can get away with some of the stuff I do. The protoss then transitions into 3 base stargate into carriers. I scouted the stargate and immediately added 6 barracks, got +1 infantry weapons, and did a 180 food timing attack where I brought about 70% of my SCVs. (i had a lot of money in the bank at that point due to poor macro but you get the idea..) http://drop.sc/78510 This replay shows me holding off a 4 gate Warpprism rush using maurauders, helions, scvs and eventually a viking to ward his warp prism off. I then transition into exactly what my build describes getting banshees and helions. I constantly send groups of banshees from the top of his base, drop helions from the side of his base, and run helions into his natural. He eventually slip up and I get 20 probe kills in the main. He then tries to all in me but I had just the right amount of units to hold him off. I expand to the gold and proceed to win the game. PS. I will try to put pictures of the replays and do a step by step analysis. Giving you key ideas and tricks. PSS. Trick of the day. If the protoss is sitting around in his natural. Move out and bring 20 scvs to look like you are about to go all in. He will proceed to warp in zealots and chrono his gates at the front. He will try to intercept your army to buy time so his army will move towards you away from his natural. You then pull back right after you drop 4 BFH into his main, and have 3 banshees demolish his probes at the natural from a ground terrain blocked angle. | ||
THEPPLsELBOW
United States190 Posts
On December 23 2011 19:52 rgTheSchworz wrote: -------------------------------------------------------------------------------- Well, I am diamond level and just now into D+ broodwar. Yeah, i'm a noob, i'll give it to you.But i'm aware that you should have between 45 and 55 scvs at 10 min depending on whether you 1 rax expo'ed or not. You say banshees synergize with tanks,you're right. BUT, i know a unit which synergises better with tanks than banshees, and that is ...MORE TANKS. And as protoss will be putting cannons at expoes to defend vs hellions, banshees as harass are limited in my opinion. Yeah banshees do well vs stalkers,immortals, but seriously, are they worth an extra port or two?(you won't be getting your amount of banshees off 1 port especially since you need ).Cloak also is an investment. That is a LOT of gas you're talking about just to force stalkers. Now, onto vikings. Let's clear it up, i am not gonna mass produce vikings just to take down collossi.That's bio's bullshit to do. No, I am gonna make a starport, time my medivac with +1 mech attack(hellions now 2 shot), 2 vikings before or after, then tech lab that port so i can get detection when i need it. 2-3 uncloaked banshees would be GREAT if the opponent is sloppy,even if he isnt that forces a ton of obs and obs speed even if you skip cloak.That after i made my 2 vikings for scouting and for being safe against stargate play. With mech you generally lose to: air switches because of bad scouting, get caught unsieged, harass strains your apm till you lose key structures and become a macro fail, or bad composition. Many vikings is bad, you start getting them when you scout air, 3 vikings should generally be enough to scout, take out obs, eating robo time. Gateway immortals?. If nearly all my gas goes into tanks,gateway units MELT. If protoss gets stubborn and makes more immortals than can be handled by hellions, feel free to get ghosts and pwn. Tank hellion (ghost)vs collosusless army= free win.I have all my army who deals splash, and generally counters your army.Also, gateway units have gotten way weaker since bw. Now to beat a cost-equal gateway army with tank hellion you can fight unsieged( just double kite with tanks and hellions, pull back harmed tanks, repair and siege them.With blink it gets dirty, but still winnable).And so i think that protoss is forced to get robo units before 3rd, else you timing push with 15 scvs and just...win. Some have asked what can you do vs 6 gate. Well 6 gate is all-in vs mech,defend and sneak couple hellions in.Be sure you have 12 or so hellions to tank though.Now double forge is a build that skips immortals and so its veeery vulnerable to a timing push with 4 facts if he also gets a 3rd.If not go fast 3rd or 5 factory all-in if you like BitByBit style.As a general opening i recommend reaper siege expand with a bunker and 1-2 marauders( I hate to build them but its necessary). Reaper gives you scouting info and is that is priceless. From here add 2nd factory, pump some rines off your 1 rax. Then it branches out: either get armory and starport after 2 facts, add a third fact and expand to a third/harass with BF hellions once +1 is done OR go double armory 2 fact, 1 reactor rax( you need it here) fast 3rd Flash style OR just go 4 fact to punish a 3rd.2 tlabs always on 2 base.Rest depends on how early the 3rd is, how many hellions you need.Your rax can build the addons. On 3 base 7 fact( 4 tlab, 3 reactor) and definitively double armory.If protoss takes a 4th harass like hell, and keep in mind that 4 base economy is slightly superior to 3 base economy in sc2, except for the extra gas. If he gets cute and gets a 5th timing push, he will die or you havent done it right.Siege as few times as you can get away with, tanks are definitively decent in tank mode, exploit that. You will win if your mechanics are better than those of the protoss. 1. ...MORE TANKS. And as protoss will be putting cannons at expoes to defend vs hellions, banshees as harass are limited in my opinion. Yeah banshees do well vs stalkers,immortals, but seriously, are they worth an extra port or two? If toss over cannons, start over expanding and massing orbitals. They are worth the extra port because you will be ready for Stargate tech swithes (which will be very common in master league once you get up there) 2. 2-3 uncloaked banshees would be GREAT if the opponent is sloppy,even if he isnt that forces a ton of obs and obs speed even if you skip cloak. You are underestimating the power of forcing obs. This greatly diminishes his immortal production, which in my opinion completely shits on your core army. Not to mentions banshees are the best counter to immortals bar none ghost or marine. 3. Some have asked what can you do vs 6 gate. Well 6 gate is all-in vs mech,defend and sneak couple hellions in.Okay lets be honest. A protoss scouts your reactor and gas. The LAST thing he will be thinking of is you are going to be doing this exact build outlined by The People's Elbow that he glanced about on team liquid. No he will be getting that Obs up ASAP because he does not want to lose to 1/1/1 for the 50th time. And If you are playing a boX, and he is metagaming you THIS HARD by going SIX GATE when he scouts reactor and gas...? Then you have the ability to metagame him back by going bio, defending the 6 gate, and just win. 4. As a general opening i recommend reaper siege expand with a bunker and 1-2 marauders( I hate to build them but its necessary). Excellent suggestion. I have included a reaper expand replay just for you. | ||
rgTheSchworz
Romania425 Posts
Well, if you reactor expo,you need a bunker vs 1 zeal 1 stalker poke(trust me you need it). If that bunker is at your nat, gives away the fact that you are expanding. No 1/1/1 thoughts cross the protoss mind. Then you have the ability to metagame him back by going bio, defending the 6 gate, and just win. Actually 6 gate is an anti bio-build, if you payed attention to recent tourneys. It would be, i assume, better to tank up,upgrade +1, defend and then go 5 fact 3 reactor hellions. I, for one think hellions trade close to even with stalkers and immos once they reach 15 or so especially with +1 mech. And that massive numbers of hellions force collossi, because hts can be sniped, cost A LOT of gas, and force a zealot heavy army, which hellions and tanks demolish. | ||
freetgy
1720 Posts
Almost every map that always for high ground advantage always for mech play. the only thing the terran has to keep in check is the economic growth of the protoss, but Banshees and BFH can deal with that easily. and a 200/200 mech army is quite strong in PvT it just such a different play style that needs different decision making. | ||
THEPPLsELBOW
United States190 Posts
On December 24 2011 05:28 rgTheSchworz wrote: Yeah I kinda see your logic,force either stalkers, air or templar tech along with obs.Though you underestimate tank hellion vs immortal-chargelot, without collosus i am not sure that you need emp to beat that cost effectively.Just target fire zeal clumps and shield depleted immortals, take potshots at badly positioned zeals, and vs this you have complete map control,toss cant leave his base because if all his immortals leave,bye probies.And overcannoning doesnt solve his problem as you said. Well, if you reactor expo,you need a bunker vs 1 zeal 1 stalker poke(trust me you need it). If that bunker is at your nat, gives away the fact that you are expanding. No 1/1/1 thoughts cross the protoss mind. Actually 6 gate is an anti bio-build, if you payed attention to recent tourneys. It would be, i assume, better to tank up,upgrade +1, defend and then go 5 fact 3 reactor hellions. I, for one think hellions trade close to even with stalkers and immos once they reach 15 or so especially with +1 mech. And that massive numbers of hellions force collossi, because hts can be sniped, cost A LOT of gas, and force a zealot heavy army, which hellions and tanks demolish. -Leave the SCV in the far far corner of his base. He will have to kill it with a stalker or you get massive scouting intel. This delays the poke by 5-6 seconds which gives you ample time to make a bunker after you plop the CC down in base. If they chrono out 2 zealots before stalker, you can make a bunker (supply depots were already in place to wall) before you CC. Sorry, I meant the ghost opening to counter a 6gate. (which will transition into standard bio usually | ||
THEPPLsELBOW
United States190 Posts
On December 24 2011 05:31 freetgy wrote: mech is viable on quite some maps, where expanding with siege tanks is possible (obviously xel naga isn't one of them), Almost every map that always for high ground advantage always for mech play. the only thing the terran has to keep in check is the economic growth of the protoss, but Banshees and BFH can deal with that easily. and a 200/200 mech army is quite strong in PvT it just such a different play style that needs different decision making. Yep, people don't realize mech in SC2 is just an extension of mech from BW. Ofc there were no air units in BW mech but now that we have very good air units, we should utilize them for harass and combat. (viking is also like a flying goliath too). So basically my style is constant harass, getting the bare minimum to expand, and utilizing excellent siege tank positioning and sim city to make sure you don't get overrun. Keep your builds free flowing and easy to transition into whatever the protoss is attempting to do. | ||
rgTheSchworz
Romania425 Posts
Sensor tower the nat mineral line. Question:When and how do you timing push?. You can play a multi-base syle, it's true, but sometimes the toss pulls a trigger and you have to go. Before 200/200. As an example, if toss goes 3 stargate carrier, it's a huge investment: 450 for the stargates,200 for the beacon, and 750 gas for the first production round, and 100 for +1 air weaps(which they should get as 3/3 thors vs 0/0 air get the job done) Instead of adding 6 rax???, timing push right when he starts his first 3 carriers.Either he spends cboost on gates trying to hold it off, or spends it on carriers(which is dumb and will get him killed). You can do serious damage and end the game right there. | ||
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