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[G] SkyMech: The Lost Terran Art of TvP - Page 9

Forum Index > StarCraft 2 Strategy
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AndreiDaGiant
Profile Joined October 2010
United States394 Posts
December 31 2011 02:43 GMT
#161
great writeup i really learned alot and its great to hear another terran meching vs protoss because i think it is quite good but i dont ever get to see people do it so its hard to know what is the best... i personally dont think vikings are really that necessary because if you have banshees and a ton of tanks it accomplishes pretty much the same thing but i could be wrong.
Terran Metal for the Win
chaos~
Profile Joined October 2011
United States13 Posts
December 31 2011 17:32 GMT
#162
Played the op today on the ladder and got trampled, he knows what hes talking about. ^^
xlava
Profile Blog Joined March 2011
United States676 Posts
December 31 2011 17:48 GMT
#163
As a Protoss despite what most people think about PvM (Pv Mech, since its a different MU than PvT), I actually have no real idea how to counter this kind of style. I think air Protoss is the only real way to go, since chargelots get melted by blue flame hellions, and colossi get eaten by vikings and siege tanks.

Anyway nice guide, even if I hate playing against mech.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2011-12-31 18:51:10
December 31 2011 18:39 GMT
#164
On December 30 2011 02:01 superstartran wrote:
Show nested quote +
On December 29 2011 01:44 TBone- wrote:
On December 29 2011 01:08 superstartran wrote:
Your build is extremely vulnerable to Blink timings. None of your units are going to be cost effective against Blink Stalkers at all. I've tried running Mech over and over and over again in Masters, and it just flat out doesn't work unless the Protoss plays it really badly. There's too many ways for a Protoss to flat out slow you down so long that he gets a huge economic advantage. The problem is that mech is extremely cost inefficient against Blink Stalkers. If he plays it right, all he has to do is constantly pick off Helions/Tanks when he can, while blinking into your base when you're not looking and just outright smash you. He can do this reactively off a 1 gate FE once he sees you are going Mech also.

You also have to play a little too greedy with mech, which is kind of hard since your unit composition just flat out sucks at defending harass most of the time. Taking a fast 3rd is important, and that's the reason why everyone has flat out abandoned it. There is no way to properly defend against Blink Stalkers early on with Mech while being cost efficient. He will just contain and overwhelm you eventually and you can't do shit about it.


Can you post the replay of blink stalkers rolling you? Perhaps we can find a solution.



There is no solution. The only units that can deal with Blink Stalkers properly are Thors and Tanks, both which are slow as shit. You also need Tanks in LARGE numbers to deal with Blink Stalkers, and you need them to be positioned properly in siege mode.


A 2 base Robo/Blink timing attack like Hero utilizes would utterly smash a Mech build into oblivion. There's just no possible way you can defend against it because it'll hit before you have significant amount of Tanks out. You'll outright die most of the time, or be so crippled from the harass/contain that he's on 5 bases and you just took a 3rd.


Not to mention that Mech outright blows in a straight up fight anyways. 200/200 Mech ball can't even fight a 200/200 HT/Archon ball without losing. Charge/Blink/Storm is just too much for Mech to deal with half the time, not to mention any feedbacks on Thors. It's not like it hasn't been tried; lots of good players have already tried to run Mech, but simply could not make it work no matter what they tried. There is no space control with the current incarnation of Mech.

Thats not exactly true, theres tons of stuff that deal with Blink Stalkers. Marauders, Banshees, Ghosts, Thors. Just because you're going mech doesn't mean that you CAN'T build Rax/Starport units if its appropiate.

Its been my experience that 1 Rax worth of Marauders are the best response to blink stalker. You are correct that we can't get enough Factory/Starport units out in time to defend against early heavy blink, but that's why we have the Marauder. They're great vs Stalkers even with no upgrades. I don't get Stim because with Blink the Stalkers almost always get away anyways. I do get concussive shells though, for anti-warp prism stuff, and its nice if the P gets sloppy with their positioning.

Thor defense is a good response too. With mass repair, they can defend with minimal supply. And with their long range antiair, they can snipe the obs that let the Stalkers Blink up.

Also keep in mind that this is a Skymech thread, and Banshees are pretty damn good against Stalkers. Especially with sieged tanks zoning out your base so the Banshees can kite the Stalkers into siege fire.

I like to push with a ton of Tank/Hellion/Banshee/Ghost, and then reinforce with Thor/Hellion/Viking/Marauder. That way, if theres a counterattack I have the perfect units there to defend against it.
sleigh bells
Profile Joined April 2011
United States358 Posts
December 31 2011 18:56 GMT
#165
i usually go 1 rax expand --> double gas --> 2 reactor rax, 1 tech lab fact, 1 starport (medivac for vision + healing, then reactor)

this usually works great on maps like shakuras since my goal is usually to prevent a third. i can usually get a good contain going.

thoughts on this build? when i transition into bio (marauders), i usually win. when i get more facts, i usually lose
Sup son? ¯\__(ツ)__/¯
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2011-12-31 20:06:26
December 31 2011 19:58 GMT
#166
On January 01 2012 03:39 RoboBob wrote:
Show nested quote +
On December 30 2011 02:01 superstartran wrote:
On December 29 2011 01:44 TBone- wrote:
On December 29 2011 01:08 superstartran wrote:
Your build is extremely vulnerable to Blink timings. None of your units are going to be cost effective against Blink Stalkers at all. I've tried running Mech over and over and over again in Masters, and it just flat out doesn't work unless the Protoss plays it really badly. There's too many ways for a Protoss to flat out slow you down so long that he gets a huge economic advantage. The problem is that mech is extremely cost inefficient against Blink Stalkers. If he plays it right, all he has to do is constantly pick off Helions/Tanks when he can, while blinking into your base when you're not looking and just outright smash you. He can do this reactively off a 1 gate FE once he sees you are going Mech also.

You also have to play a little too greedy with mech, which is kind of hard since your unit composition just flat out sucks at defending harass most of the time. Taking a fast 3rd is important, and that's the reason why everyone has flat out abandoned it. There is no way to properly defend against Blink Stalkers early on with Mech while being cost efficient. He will just contain and overwhelm you eventually and you can't do shit about it.


Can you post the replay of blink stalkers rolling you? Perhaps we can find a solution.



There is no solution. The only units that can deal with Blink Stalkers properly are Thors and Tanks, both which are slow as shit. You also need Tanks in LARGE numbers to deal with Blink Stalkers, and you need them to be positioned properly in siege mode.


A 2 base Robo/Blink timing attack like Hero utilizes would utterly smash a Mech build into oblivion. There's just no possible way you can defend against it because it'll hit before you have significant amount of Tanks out. You'll outright die most of the time, or be so crippled from the harass/contain that he's on 5 bases and you just took a 3rd.


Not to mention that Mech outright blows in a straight up fight anyways. 200/200 Mech ball can't even fight a 200/200 HT/Archon ball without losing. Charge/Blink/Storm is just too much for Mech to deal with half the time, not to mention any feedbacks on Thors. It's not like it hasn't been tried; lots of good players have already tried to run Mech, but simply could not make it work no matter what they tried. There is no space control with the current incarnation of Mech.

Thats not exactly true, theres tons of stuff that deal with Blink Stalkers. Marauders, Banshees, Ghosts, Thors. Just because you're going mech doesn't mean that you CAN'T build Rax/Starport units if its appropiate.

Its been my experience that 1 Rax worth of Marauders are the best response to blink stalker. You are correct that we can't get enough Factory/Starport units out in time to defend against early heavy blink, but that's why we have the Marauder. They're great vs Stalkers even with no upgrades. I don't get Stim because with Blink the Stalkers almost always get away anyways. I do get concussive shells though, for anti-warp prism stuff, and its nice if the P gets sloppy with their positioning.

Thor defense is a good response too. With mass repair, they can defend with minimal supply. And with their long range antiair, they can snipe the obs that let the Stalkers Blink up.

Also keep in mind that this is a Skymech thread, and Banshees are pretty damn good against Stalkers. Especially with sieged tanks zoning out your base so the Banshees can kite the Stalkers into siege fire.

I like to push with a ton of Tank/Hellion/Banshee/Ghost, and then reinforce with Thor/Hellion/Viking/Marauder. That way, if theres a counterattack I have the perfect units there to defend against it.




Mind being blown by the responses here.



Heavy Blink play early can even crush decent Bio play. Hero showed that it's perfectly possible in some of the games he's played as long as you push early enough. If you are going pure Marines early with no upgrades as your early defense, you will get raped big time by heavy blink harassment. In all of the replays of the OP, he barely has anything to defend against 2 base robo/blink play.


Also, you HAVE to go early heavy Marines early if you are going to do an early expand, otherwise you insta die to any 3 Gate VR all-in. This leaves you heavily vulnerable to shit like Robo/Blink, especially if you refuse to go heavy Mauraders early on. Predy who used to run mech extensively as Terran will tell you opening straight into Mech from just Marines is just asking to die period. He ALWAYS ran Bio = > Mech, never did he just go from handful of Marines into Mech.
THEPPLsELBOW
Profile Joined November 2010
United States190 Posts
December 31 2011 20:52 GMT
#167
On January 01 2012 04:58 superstartran wrote:
Show nested quote +
On January 01 2012 03:39 RoboBob wrote:
On December 30 2011 02:01 superstartran wrote:
On December 29 2011 01:44 TBone- wrote:
On December 29 2011 01:08 superstartran wrote:
Your build is extremely vulnerable to Blink timings. None of your units are going to be cost effective against Blink Stalkers at all. I've tried running Mech over and over and over again in Masters, and it just flat out doesn't work unless the Protoss plays it really badly. There's too many ways for a Protoss to flat out slow you down so long that he gets a huge economic advantage. The problem is that mech is extremely cost inefficient against Blink Stalkers. If he plays it right, all he has to do is constantly pick off Helions/Tanks when he can, while blinking into your base when you're not looking and just outright smash you. He can do this reactively off a 1 gate FE once he sees you are going Mech also.

You also have to play a little too greedy with mech, which is kind of hard since your unit composition just flat out sucks at defending harass most of the time. Taking a fast 3rd is important, and that's the reason why everyone has flat out abandoned it. There is no way to properly defend against Blink Stalkers early on with Mech while being cost efficient. He will just contain and overwhelm you eventually and you can't do shit about it.


Can you post the replay of blink stalkers rolling you? Perhaps we can find a solution.



There is no solution. The only units that can deal with Blink Stalkers properly are Thors and Tanks, both which are slow as shit. You also need Tanks in LARGE numbers to deal with Blink Stalkers, and you need them to be positioned properly in siege mode.


A 2 base Robo/Blink timing attack like Hero utilizes would utterly smash a Mech build into oblivion. There's just no possible way you can defend against it because it'll hit before you have significant amount of Tanks out. You'll outright die most of the time, or be so crippled from the harass/contain that he's on 5 bases and you just took a 3rd.


Not to mention that Mech outright blows in a straight up fight anyways. 200/200 Mech ball can't even fight a 200/200 HT/Archon ball without losing. Charge/Blink/Storm is just too much for Mech to deal with half the time, not to mention any feedbacks on Thors. It's not like it hasn't been tried; lots of good players have already tried to run Mech, but simply could not make it work no matter what they tried. There is no space control with the current incarnation of Mech.

Thats not exactly true, theres tons of stuff that deal with Blink Stalkers. Marauders, Banshees, Ghosts, Thors. Just because you're going mech doesn't mean that you CAN'T build Rax/Starport units if its appropiate.

Its been my experience that 1 Rax worth of Marauders are the best response to blink stalker. You are correct that we can't get enough Factory/Starport units out in time to defend against early heavy blink, but that's why we have the Marauder. They're great vs Stalkers even with no upgrades. I don't get Stim because with Blink the Stalkers almost always get away anyways. I do get concussive shells though, for anti-warp prism stuff, and its nice if the P gets sloppy with their positioning.

Thor defense is a good response too. With mass repair, they can defend with minimal supply. And with their long range antiair, they can snipe the obs that let the Stalkers Blink up.

Also keep in mind that this is a Skymech thread, and Banshees are pretty damn good against Stalkers. Especially with sieged tanks zoning out your base so the Banshees can kite the Stalkers into siege fire.

I like to push with a ton of Tank/Hellion/Banshee/Ghost, and then reinforce with Thor/Hellion/Viking/Marauder. That way, if theres a counterattack I have the perfect units there to defend against it.




Mind being blown by the responses here.



Heavy Blink play early can even crush decent Bio play. Hero showed that it's perfectly possible in some of the games he's played as long as you push early enough. If you are going pure Marines early with no upgrades as your early defense, you will get raped big time by heavy blink harassment. In all of the replays of the OP, he barely has anything to defend against 2 base robo/blink play.


Also, you HAVE to go early heavy Marines early if you are going to do an early expand, otherwise you insta die to any 3 Gate VR all-in. This leaves you heavily vulnerable to shit like Robo/Blink, especially if you refuse to go heavy Mauraders early on. Predy who used to run mech extensively as Terran will tell you opening straight into Mech from just Marines is just asking to die period. He ALWAYS ran Bio = > Mech, never did he just go from handful of Marines into Mech.


Please think through some of these responses.

Probe scouts reactor on rax -> could be 2 rax, reactor expand into bio, or 1/1/1. Voidrays are very bad choices in this case.

Robo-blink must be scouted by the initial 4 helion drop. Then the build can be changed to best defend against blink stalkers.

A protoss will not plan to do a 2 base robo-blink aggression after only seeing rines, a bunker, a reactor, and gas. He has no idea if you are going to expand or not.
DarkCore
Profile Joined March 2011
Germany4194 Posts
January 01 2012 19:01 GMT
#168
You need more than 2 Tanks to secure Metal; you will get sniped big time by Blink Stalkers. By the time your reinforcements make it up there he's taken out 2 Tanks for maybe a stalker or two, while taking out some tech labs or whatever else he could find. The problem is that unlike Mauraders, Tanks have to siege to actually do damage to large clumps of units.


I think you misunderstood me: You can hold metal from one base with 2 tanks, with an inbase CC. Once you start setting up your natural, you will have problems, so I guess you turtle a bit.

Ghost/Mech is too gas costly, and is simply too cost inefficient. You need to secure a 3rd, and a Robo/Blink opening or any kind of Warp Prism play will prevent that 3rd from going up for a very long time.


I did mean ghosts for the late game /3rd base and past it). You go Mech for almost the entire game, and only supplement the army with Ghosts once you probably hit 180 supply.

I have NEVER seen double warp prism harass


Probably because people haven't been using prisms as long as Medivacs. And you don't see people double/triple dropping too often either, very micro intensive and APM taxing.

Once T finds that you expand greedily off pure stalker, guess what??There's a BIG timing push that comes that you can't possibly hold since stalkers cost for cost DO NO BEAT UNSIEGED TANKS, especially if +1 or a raven is on the field.
You'll have pitiful numbers of collosi/immortals and most of the times you'll get A-move rolled.
1 tank 1 marine beat 2 stalkers, blink won't help once tanks can 1 shot, you can't stall cause you'll get contained and your third busted and the zeals you'll warp will be bout even with the 5-6 hellions a T can produce off 2 base.And scvs, btw.

Show nested quote +
Blink stalkers off 2 base vs mech is semi-all-in. You have to do damage or you're behind in tech. And a fast third will only hinder you.


You can't stall? Are you serious? You just sit outside of his natural and if he even comes out you just pick off random units, blink away, repeat, and continue. By the time he reaches your base he has enough tech to deal with whatever the hell you have. You make it sound like Mech can just straight up 2 base all-in if he sees any Blink Stalker play. You can't. People have tried this shit, it doesn't work. Mech is just simply bad against any competent Protoss player. The only reason why it works half the time is because Protoss players react badly. Any Blink play RAPES Mech. Period. You have 0 mobility to deal with it. He will contain your ass and you won't be able to do anything at all.


I agree/disagree. It is true Blink Stalkers can contain you pretty well. On the other hand, all-ining of 2 base will crush Blink Stalkers with brute force. If I was going Mech, and saw someone trying 2 base Blink contain, I would go some sort of 1/1/1 style with marines, Tanks and banshees (You still have a reactor barracks, remember?). Blink Stalkers are very fragile, and Marine Tank Banshee completely kills them. Pulling SCVs, the amount of blink Stalkers you have will not be able to kill his entire army before it hits your base. And you're bound to lose a few through mismicro, so you'll be at an even more disadvantage.
Fixed a bug where LeBlanc could lose
RoboBob
Profile Blog Joined September 2010
United States798 Posts
January 01 2012 23:16 GMT
#169
On January 01 2012 04:58 superstartran wrote:
Show nested quote +
On January 01 2012 03:39 RoboBob wrote:
On December 30 2011 02:01 superstartran wrote:
On December 29 2011 01:44 TBone- wrote:
On December 29 2011 01:08 superstartran wrote:
Your build is extremely vulnerable to Blink timings. None of your units are going to be cost effective against Blink Stalkers at all. I've tried running Mech over and over and over again in Masters, and it just flat out doesn't work unless the Protoss plays it really badly. There's too many ways for a Protoss to flat out slow you down so long that he gets a huge economic advantage. The problem is that mech is extremely cost inefficient against Blink Stalkers. If he plays it right, all he has to do is constantly pick off Helions/Tanks when he can, while blinking into your base when you're not looking and just outright smash you. He can do this reactively off a 1 gate FE once he sees you are going Mech also.

You also have to play a little too greedy with mech, which is kind of hard since your unit composition just flat out sucks at defending harass most of the time. Taking a fast 3rd is important, and that's the reason why everyone has flat out abandoned it. There is no way to properly defend against Blink Stalkers early on with Mech while being cost efficient. He will just contain and overwhelm you eventually and you can't do shit about it.


Can you post the replay of blink stalkers rolling you? Perhaps we can find a solution.



There is no solution. The only units that can deal with Blink Stalkers properly are Thors and Tanks, both which are slow as shit. You also need Tanks in LARGE numbers to deal with Blink Stalkers, and you need them to be positioned properly in siege mode.


A 2 base Robo/Blink timing attack like Hero utilizes would utterly smash a Mech build into oblivion. There's just no possible way you can defend against it because it'll hit before you have significant amount of Tanks out. You'll outright die most of the time, or be so crippled from the harass/contain that he's on 5 bases and you just took a 3rd.


Not to mention that Mech outright blows in a straight up fight anyways. 200/200 Mech ball can't even fight a 200/200 HT/Archon ball without losing. Charge/Blink/Storm is just too much for Mech to deal with half the time, not to mention any feedbacks on Thors. It's not like it hasn't been tried; lots of good players have already tried to run Mech, but simply could not make it work no matter what they tried. There is no space control with the current incarnation of Mech.

Thats not exactly true, theres tons of stuff that deal with Blink Stalkers. Marauders, Banshees, Ghosts, Thors. Just because you're going mech doesn't mean that you CAN'T build Rax/Starport units if its appropiate.

Its been my experience that 1 Rax worth of Marauders are the best response to blink stalker. You are correct that we can't get enough Factory/Starport units out in time to defend against early heavy blink, but that's why we have the Marauder. They're great vs Stalkers even with no upgrades. I don't get Stim because with Blink the Stalkers almost always get away anyways. I do get concussive shells though, for anti-warp prism stuff, and its nice if the P gets sloppy with their positioning.

Thor defense is a good response too. With mass repair, they can defend with minimal supply. And with their long range antiair, they can snipe the obs that let the Stalkers Blink up.

Also keep in mind that this is a Skymech thread, and Banshees are pretty damn good against Stalkers. Especially with sieged tanks zoning out your base so the Banshees can kite the Stalkers into siege fire.

I like to push with a ton of Tank/Hellion/Banshee/Ghost, and then reinforce with Thor/Hellion/Viking/Marauder. That way, if theres a counterattack I have the perfect units there to defend against it.




Mind being blown by the responses here.



Heavy Blink play early can even crush decent Bio play. Hero showed that it's perfectly possible in some of the games he's played as long as you push early enough. If you are going pure Marines early with no upgrades as your early defense, you will get raped big time by heavy blink harassment. In all of the replays of the OP, he barely has anything to defend against 2 base robo/blink play.


Also, you HAVE to go early heavy Marines early if you are going to do an early expand, otherwise you insta die to any 3 Gate VR all-in. This leaves you heavily vulnerable to shit like Robo/Blink, especially if you refuse to go heavy Mauraders early on. Predy who used to run mech extensively as Terran will tell you opening straight into Mech from just Marines is just asking to die period. He ALWAYS ran Bio = > Mech, never did he just go from handful of Marines into Mech.

You obviously don't want to build Marauders vs VR allins. Marauders are a response to Blink Stalker, which you should be able to scout beforehand. Its pretty easy to check the Stalker count with Scan+SCV, and Robo+Twilight Council+Blink take a long time to kick in, you should see it far in advance. So you'll know to make either Marines or Marauders. Anyway, not everybody has Blink Stalker control like Hero

Thats why I like to open 2 Rax FE when going mech TvP. That way I have the tools I need to defend against all one base allins. 2 Rax worth of bio is enough to let you stall until your mech units come out. I'll get cshells if I make Marauders, but I never get Stim+Shields with mech, I need that gas to get up factories quickly and sometimes need to addon swap. You don't need infantry upgrades to hold off blink/vr as long as you have proper factory/starport support.

Its a good idea to have two Rax around anyway. Even after switching mineral dump to Hellion+Turret, because you will be eventually getting Ghosts.
rgTheSchworz
Profile Joined November 2010
Romania425 Posts
January 02 2012 00:26 GMT
#170
Which is why you should open reaper siege expo, some kind of reactor hellion that can hold 4 gate(dunno if it is possible), or plain simply a push off 1 base, be it 2 rax, marine tank push off reactor rax +fact, 2 factory maybe(2 fact=doubtable, not sure if safe vs DT. Maybe a build to throw in a boX, haven't tested it extensively yet), or cloakshee harass,hellion marine drop.

In less words , something AGRRO or HARASSIVE, to be able to scout stargate, dt, blink etc.
Otherwise, you're vulnerable to protoss abuse.I seriously don't recommend 1 rax FE, or defensive 1/1/1 with a raven,or 1 fact straight expo.You can't prepare for 5 things at a time.

In SC2 a fast third does take a longer time to pay off than in BW.If some of you find a way to safely take a fast third with mech, please post it.That extra set of gasses helps T more than it does P, as T can skimp on hellions and power tanks and upgrades that much faster.
Untill then, 2 base pushing(to read NOT ALL-IN) is your pre-game plan.I doubt you could hold a 10-11 min third vs good zealot immortal timing.DO take a fast third if protoss goes for a third himself, techs off 2 base to templar/colossus or if you have eco advantage or map control, depending on how harass goes.


Blink stalkers are probably the trashiest units in direct combat against mech.You absolutely do not have to be sieged to take them out,provided you have 5,6 rines or rauders around.Even pure tank + repair does the job.+1 or a raven are bonuses to have, not necessities. Heavy blink play can beat bio, you know why? Because stalkers auto-regen and till medvacs, MM don't.This on top of having the range advantage vs marines.
Vs mech the situation is reversed. You need 13 stalker shots to snipe a tank,Tanks can be repaired from the start, tanks have that extra range meaning they'll always have the better concave,Finally tanks do large damage meaning you can't profit from shield regen once you get 1 or even 2 shotted. Sniping a repaired tank is not easy, if you lose 2 stalkers for it I'm quite happy.Quite sure that blink stalkers can be dealt off 2 bases.And no, I don't need a 3rd I can't defend here because you haven't got robo tech in significant numbers and I can timing push your 3rd.If you do get robo tech before expanding, I'm also happy, you just let me take a 3rd.

After you get any 2 upgrades from the following: Stim, Shields,+1 infantry, just go Bio. Mech transitions sucks then as you need a ton of facts, you wasted gas on bio, and you're 2 steps away from having all you need playing bio anyway. Same can be said for psuedo-biomech. If you got 2 mech upgrades,just make hellions, MM won't get you anywhere.
discobaas
Profile Joined December 2011
225 Posts
January 02 2012 00:45 GMT
#171
Love the replay vs "substantial", so much ironic chatting :D also he's like "you killed 5 probes until now" while you killed 62 (!) haha
you're wrong
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
January 02 2012 07:51 GMT
#172
Against blink stalker harassing a meching player left and right, it can catch/tilt the T player to a point everything is in disarray. However there are ways of dealing with these kind of P players who "think" they are abusing your immobility. The best way to shut this kind of harass is just spreading tanks (1~2 in a given position) and turrets/sensor tower around, creating dead zones and possible "escape" routes that lead to another firing range for siege tanks. Think of playing TvT mech vs bio, except its not stimmed MM/drops but blinking stalkers (and maybe colossus).

If they do one of those suicidal attacks by bringing their colossus and blink stalker army into your main, just trap his army by splitting your main army by positioning tanks to possible escape routes and the rest to fight force the P army into such escape routes. Vikings will take care of colossus, and tanks will demolish the rest. Tbh, as a Meching T, if they mass stalkers as opposed to a immortal/archon/zealot combo or something along those lines, I will be happy!

Just a few games I played yesterday for those interested.
http://drop.sc/82651
http://drop.sc/82652
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-01-02 10:13:54
January 02 2012 09:38 GMT
#173
add more rep plz, mech is always fun to watch

also, can you try to do more early push or mid-game push, without waiting the cap limit? it's possible ?
TBone-
Profile Blog Joined November 2010
United States2309 Posts
January 06 2012 06:04 GMT
#174
day9 did a a daily(396) which really helped me get a kickstart my mech, Because for the longest time I just didn't understand it. I recommend adding it to the OP
Eve online FC, lover of all competition
Thylacine
Profile Joined August 2011
Sweden882 Posts
January 06 2012 12:47 GMT
#175
Yes day9's daily has given me the ambition to start mech.
The dailies should be added here.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
DarkCore
Profile Joined March 2011
Germany4194 Posts
January 07 2012 12:30 GMT
#176
day9 did a a daily(396) which really helped me get a kickstart my mech, Because for the longest time I just didn't understand it. I recommend adding it to the OP


I would prefer a new thread being made, as this is about someone's personal Mech point of view/build order. It's best if someone makes a bigger, more comprehensive guide to Mech. I watched the dailies as well, and I rather liked them (Especially the fact there was some Korean replays). I found the build order of the players to be very similar:

Rax
Factory
Starport
Cloaked banshee play
Reactor on rax

Decide from scouting/your game play from there.

The fact that you can switch add-ons makes so many different compositions, different production, and makes scouting viable to counter what your opponent is doing.
Fixed a bug where LeBlanc could lose
rgTheSchworz
Profile Joined November 2010
Romania425 Posts
January 07 2012 13:19 GMT
#177
Things i did like about that daily:
Willingness to try out mech.
Illusion coming up with an interesting strategy
Great pushes from illusion
Things I am a little bit amazed about:
Banked minerals are bad. Make hellions they're good,you can trade them for probes/zealots/ht/sentries if they don't seem useful in the main army.
Trimaster played pretty bad, he had a huge lead, and he threw it because he doesnt know how to play. 120 to 80 ish supply, T is on 3 bases, P has 37 probes to 68 scvs.Just turtle till max(which comes fast assuming hellion/tank/ghost is made) then go push.I think it doesnt matter if toss has a million bases, he barely had time to rebuild probes, is behind in upgrades and army size and won't be able to stall the doom push for a long time.Instead he goes for the engagements to trade armies. Bad decision.Use Pf's when you go for a 4th.
No wrap around the protoss army with hellions. Maximize that splash, they're totally worth it.

In short, I think that 3 things are really confirmed: Mech armies at even upgrades are way stronger than bio, once you pass 110 supply.
You have to be super map-aware with mech, it's the only way it's worth it. Else, bio is more forgiving.
Early banshees are great.But more than 4 is really a waste,as they'll be remaining after engagements, and you seriously want leftover tanks.
TBone-
Profile Blog Joined November 2010
United States2309 Posts
February 05 2012 06:59 GMT
#178
Anyone have any openings besides a banshee opening? To make this viable every time in a boX series I feel like we need more than one opener.
Eve online FC, lover of all competition
Nightcrawler
Profile Joined August 2010
52 Posts
Last Edited: 2012-02-05 09:16:40
February 05 2012 09:14 GMT
#179
i dont want to kritizise but u played atleast on 3 maps vs a toss wich had like no probe counts or sended 50 probes to mine minerals sure that were masters? you could have built anything vs them since u outmacred them so hard that u nearly got 1k mins more ~~
shakuras
shattered temple
arid plateu
Angel_
Profile Blog Joined December 2011
United States1617 Posts
February 05 2012 09:23 GMT
#180
On February 05 2012 15:59 TBone- wrote:
Anyone have any openings besides a banshee opening? To make this viable every time in a boX series I feel like we need more than one opener.



Off the top of my head in TvZ i think opening a single Viking (or even a double viking) with marines into a Raven with 2 or three more vikings then adding banshees might be an interesting idea, if you can be really active and useful with the vikings.

I think the reason most people open banshee first however is that they're immediately useful.

Sure with a Viking you CAN scout, and you CAN snipe overlords, but if you get attacked by say early roaches...a viking isn't actually going to help you not be dead. Similarly, the Raven will at best have the energy to drop a turret maybe, but probably not an actual PDD yet. A banshee however, comes out, and even without cloak is ready to do extreme pain to anything at your wall.
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