
[G] Playing Mech in TvZ - No more banelings. - Page 2
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eu.exodus
South Africa1186 Posts
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Noocta
France12578 Posts
On February 05 2012 03:52 cma1681 wrote: Getting a raven also helps a lot against corrupter/BL, since PDD absorbs corrupter shots, allowing your vikings time to get some extra hits off. Well, i'm not talking about ONE raven. More like a fleet of 10 ravens by lategame for seeker, and PPD to protect them when launching the missiles. | ||
imCookies
United States82 Posts
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DoctorFunk
160 Posts
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AvengerAzrael
Lebanon20 Posts
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Umpteen
United Kingdom1570 Posts
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Saechiis
Netherlands4989 Posts
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LemonyTang
United Kingdom428 Posts
On February 05 2012 01:00 Mobius_1 wrote: Wow really useful guide. Thank you so much. I've recently started meching TvT because I felt like it but always felt unsure about TvZ mech because Mutalisks ![]() A feature I'd like to see is a quick breakdown of the map pool and which ones are most suitable for this build and which ones are not good for it? Alternatively what caveats one should be aware of on which maps when playing this style? Oh and that Zerg crazy wall on Metalopolis has to be one of the greatest pictures in SC2 Strategy. Thanks for this awesome idea, I'm going to add this to the guide tomorrow I hope. On February 05 2012 01:15 Jarree wrote: Awesome guide. However I'm a bit concerned about the lategame without ghosts. I think zerg can outnumber and overpower vikings with corruptors even without infestors (yes, thors help but let's say for the sake of argument that infestors and thors balance each other out). Is the lack of ghosts because you don't have the infrastructure to build them or 0-0 upgrades or just simply you think they are not needed because vikings do the job? edit: and if someone could specify which replay, if any, has that late game situation i'd be grateful ![]() Thanks for your feedback. Personally I don't switch into ghosts for numerous reasons, some of which you touched on. A) It can be stressful in a late game scenario and taking the time to build 3 barracks, tech labs and a ghost academy is easy to forget and actually a strange transition mentally to do. Don't forget too that ghosts are actually quite expensive, admittedly in this situation you should be taking your fourth by now but even then, if you're trading armies then investing in ghosts, who aren't that useful versus a ground switch from Zerg, can be risky. B) 0-0 upgrades are actually a big deal as you say, especially when you're not going to be facing light units so the ghosts themselves will do tiny damage outside of snipe (not that this isn't significant damage) C) when you have a big enough arc, and siege tanks positioned to hit infestors before they can fungal repeatedly, then you should actually be okay. There's rarely a situation where zerg is going to have such a large army that you can't build enough vikings and thors to combat it, simply due to the 200 supply limit. In the late game we can use mules to lower our scv count and have a larger army for it. D) I've never actually encountered a scenario where I felt I needed ghosts to beat the zerg army. If you'd like to see a late game engagement, then this replay has one: http://drop.sc/104256 It's hard to manufacture that kind of late game scenario, but this replay is one of my longer ones and I feel it shows the strength of vikings pretty well. It also shows the importance of leaving tanks behind in a base trade. http://drop.sc/104250 On February 05 2012 01:48 Huggerz wrote: Hmm I really much prefer starport after 2 factories, having a raven to clear creep constantly with a banshee or hellions is imba and makes burrow a non-issue. Banshees are great in general unless he goes balls out on mutas. I have seen virtually no Zergs (who bother to scout) just die to hellions at 9 minutes but I suppose it can work if they don't wall off much at all. I would nearly always prefer an elevator play or just drop 4 though. Perhaps you could discuss big late game air transition (still maintaining tanks to kill infestors) - viking, raven, battlecruiser? I don't think there's a stronger way to end the game with mech against Zerg This is simply a variant, and I think I mentioned in my guide that my build or my style isn't catch all. If you feel comfortable getting an early starport then that's fantastic, I agree that the raven clearing creep is good. I think I mention in the build MMA's variant where he uses banshees to deny the third of zerg - definitely worth trying. In many of my replays there is evidence of the zerg, maybe not dying, but regularly I kill over 25 drones with the hellion timing attack. It's quite amusing. I'm going to explore a late game air transition over the next week and hopefully I can come up with a section for the guide that I'm happy with and I can agree with. I definitely feel that ravens, and hunter seeker specifically, are going to be used more in the future, you can just look at some recent games by players like MorroW to see their effectiveness. On February 05 2012 01:50 Noocta wrote: Since you seems like a solid meching player, what do you think of the idea of adding Ravens latter into the game to help Mech vs BLs ? It's not something we saw a lot, but DemusliM did it against Ret during some practice games, and MorroW did it too. Hunter seeker is actually a very good spell againsts Broodlords, and they offer a nice harassement possibility later into the game where you don't make hellions anymore. I'm just unsure of how to transition to them. But unlike Ghost, you don't need to have a lot of structure nor a lot of upgrades to make them work. As I mentioned above, I'm going to explore this more since it's endorsement by pros is pretty much a "do this". I should mention that they do require tech labbed ports, which is an investment as it means you need more starports than for reactor, and to make ravens really useful you need the energy upgrade and hunter seeker itself. However if you're in a static late game scenario where you are both trying to make the "perfect" composition then I would tentatively say that yes, ravens are an absolute must. On February 05 2012 01:57 EndOfLine wrote: Love the guide. As a zerg player, why did you add to your title: No more banelings? You mean no more in the mid game, or because you are very good vs the baneling bust? Thanks for your support. I meant no more banelings are banelings aren't very effective versus a mech army and I often threw games away through bad micro. It's a joke based on the fact that when playing mech you can more or less amove! (joke, joke!!) On February 05 2012 02:34 EndOfLine wrote: I would not do it with thors. Perhaps helions or kill mass drones. Why not thors? Because a few gaggle of roaches will kill your thors without any thor support. Plus, you want to keep your max deathball push as strong as possible. This is pretty much my answer. It's quite the risk to ferry Thors around in this situation, because the zerg is going to have corruptors to take down your medivac and then a single thor is very vulnerable to being killed without even getting 1 roach. It's much better to just go for the drones with your hellions - especially because hellions are mineral only, and you're limited by your gas. On February 05 2012 04:59 DoctorFunk wrote: Although it deviates a bit from the principles of mech, I believe that it is never a bad idea to have your initial rax reactored at some point while securing your natural. I've lost so many thors and tanks before to straight muta, just because they magic boxed the thors, then went to town on the tanks. Mutas can be a huge pain in the midgame. It can never hurt to have a few extra marines. You can stick them in bunkers, bring them with your army, whatever. They're free anyways. This is just a stylistic choice for you I think, I don't think this is necessary by any means. If you're using my build, or any standard build you should have some thors out by around 9.30-10 minutes. I'm going to do my best to present what I consider to be a reasonable scenario: In order for Mutas to do significant damage vs your Thors they have to come out early, when you only have two. For this to happen he has to have skipped units almost completely and have invested his gas into a spire very quickly. This also means there's almost no chance of a baneling nest or a roach warren, and certainly no roaches already built. Therefore, as long as you hide your hellion count adequately, you're going to be able to kill 90% of his drones before he can take down your hellions. This means that even if he DOES make upwards of 7 or 8 mutas, you can afford to lose some scvs repairing your thors and come out ahead. I hope you can agree with my answer, but by all means continue to use marines if that's what you find to work. I just don't feel that it's very useful, it's 300 minerals for four marine and a bunker, which while not that much is still something to consider. On February 05 2012 05:03 AvengerAzrael wrote: I was going to point out what DoctorFunk said. The only thing which discourged me from using Mech is that in very high Muta counts and magic boxed, they absolutely wreck Thors. One of the modifications I've been working on is to use Marine/Tank/Thor and a few hellions with attack upgrades only. How effective is this compared to Mech keeping in mind the mass muta count? For me, 3/3 Thors are simply so good against mutalisks that this is a non-issue. http://drop.sc/104249 Here is a replay of me going against someone who was playing very well, he does multiple switches between air and ground and I struggle to stabilise. However, as you can see, in the end I simply roll over his bad composition. With enough Thors, especially with upgrades, I don't worry about mutas at all. As a stylistic thing, I don't like to include marines in my army. This is also because of the added cost of getting upgrades and more barracks, I'm unconvinced that it's fully worthwhile when Thors are actually good enough, especially with armour upgrades. On February 05 2012 05:16 Umpteen wrote: The only thing I'm going to complain about is calling zerg aggression at 8:45 'cheese'. From a terran, that's just taking the piss. Other than that, it's a well presented guide ![]() Haha, sorry, I didn't even realise I was doing that! Thanks for all your feedback and I hope my answers satisfy. You can expect updates to the guide in the coming days. | ||
4Servy
Netherlands1542 Posts
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MockHamill
Sweden1798 Posts
Mech works great though against player that do not know that they should go pure roaches or if the Zerg is passive and let you mass up to 150-200 pop. | ||
Aristotle7
United States120 Posts
Just rush +2 thor attack, and mutas are no longer a problem. Also as you move out, start adding turrets around yourself - it adds detection, gets roaches stuck attacking turrets instead of tanks, and helps a ton versus muta switches, and gives you SCVs to repair your mech at the same time. Don't forget SCVs are the mech, too! ![]() | ||
hyptonic
2155 Posts
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DaveVAH
Canada162 Posts
I Generally roll 10 tanks, 12 thors with he rest in hellions and viks with repair support and walk through brood armies. -Daveroid | ||
Reggae-Troll
Finland241 Posts
On February 05 2012 05:41 hyptonic wrote: What do you do vs doom drops? Always have turret ring around your base, should take the worst edge off of a doom drop. | ||
Otarku
United States7 Posts
First of all, I have no serious quarrel with this build in general. It's not a bad build, but I do believe it's inferior to a lot of other Mech builds. With that said, as someone who has been playing nothing but Mech TvZ for the past year and a half I also believe that Mech in general is extremely inferior to the standard Marine/Tank. Here's why: Mech builds, especially ones like this, rely heavily on killing a large number of drones during the early-mid game. The fact of the matter is, if you don't kill at least a few drones you're almost guaranteed to lose the game. In order to ensure that you do in fact damage their economy you have to deny any and all scouting. If you deny the scouts, you probably win. But this creates a serious problem when all the Zerg player has to do to figure your build out in its entirety is suicide an overlord into your base. If the overlord sees two or more factories, he knows what's coming, and your hellion attack is not likely to do very much damage, thus losing you the game. The writer of this guide did mention to position marines around your base to deny this. This will kill the overlord, but rarely before it sees everything it wants to know. I mentioned before that I thought this build was inferior to other Mech builds. I only feel this way because of the massive amount of hellions that are made compared to the 4-6 that I feel are necessary. More hellions makes you more vulnerable. Aside from that the mid-late game for this build and most other Mech builds are identical. I also mentioned that I feel Mech in general is inferior to more standard Terran play. I would definitely recommend this build to anyone below Masters, but after a certain skill level all Zergs know how to exploit the weaknesses in Mech builds and the success rate for such builds drops significantly. Standard TvZ builds don't have this problem because they have fewer weaknesses to exploit. In other words, while Mech has a hard counter: fast roaches/black box mutas/ect. Standard is generally decent against all build orders. This applies to all races and matchups. My final point isn't really about how to play Mech, but about Starcraft 2 in general. If you care about winning, Mech is the build for you. But if you care about improving, Mech will not help you at all. Mech is as close to an a-move and win scenario as is possible in SC2. Obviously it's not just a-move and win, but my point is it requires drastically less skill to execute and enforces bad habits that you could be improving on were you to play standard. That's all I have to say really. All in all, great job on the guide LemonyTang. tl;dr: Mech is a good build, but it has some very serious weaknesses that make it work less and less as you move up the ladder. Mech makes you win, but it doesn't make you a better player. | ||
Jarree
Finland1004 Posts
On February 05 2012 05:25 LemonyTang wrote: Thanks for your feedback. Personally I don't switch into ghosts for numerous reasons, some of which you touched on. A) It can be stressful in a late game scenario and taking the time to build 3 barracks, tech labs and a ghost academy is easy to forget and actually a strange transition mentally to do. Don't forget too that ghosts are actually quite expensive, admittedly in this situation you should be taking your fourth by now but even then, if you're trading armies then investing in ghosts, who aren't that useful versus a ground switch from Zerg, can be risky. B) 0-0 upgrades are actually a big deal as you say, especially when you're not going to be facing light units so the ghosts themselves will do tiny damage outside of snipe (not that this isn't significant damage) C) when you have a big enough arc, and siege tanks positioned to hit infestors before they can fungal repeatedly, then you should actually be okay. There's rarely a situation where zerg is going to have such a large army that you can't build enough vikings and thors to combat it, simply due to the 200 supply limit. In the late game we can use mules to lower our scv count and have a larger army for it. D) I've never actually encountered a scenario where I felt I needed ghosts to beat the zerg army. If you'd like to see a late game engagement, then this replay has one: http://drop.sc/104256 It's hard to manufacture that kind of late game scenario, but this replay is one of my longer ones and I feel it shows the strength of vikings pretty well. Thanks for the answer! I personally have A) as my problem, I just thought it was because i'm not good enough ![]() I watched your late game replay but it didn't quite answer my questions. Your opponent had zero corruptors supporting his broodlords, only a couple of infestors. Instead he just kept massing 2-1 roaches against your 2-2 tanks and it was a massacre. I have lost with mech against total air switch pure bl/corruptor, with couple of infestors as backup. It just feels really hard to beat without ghosts. Great guide anyway, well done. | ||
JagerGard
Sweden135 Posts
This guide is amazing, my TvZ will now be awesome. Thank you OP. | ||
Crowned
United States368 Posts
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LemonyTang
United Kingdom428 Posts
On February 05 2012 06:20 Jarree wrote: Thanks for the answer! I personally have A) as my problem, I just thought it was because i'm not good enough ![]() I watched your late game replay but it didn't quite answer my questions. Your opponent had zero corruptors supporting his broodlords, only a couple of infestors. Instead he just kept massing 2-1 roaches against your 2-2 tanks and it was a massacre. I have lost with mech against total air switch pure bl/corruptor, with couple of infestors as backup. It just feels really hard to beat without ghosts. Great guide anyway, well done. Hey there, sorry, I made a mistake. I thought I included this replay: http://drop.sc/104250 - turns out I didn't. I hope this replay will be more helpful in how to play during the late game, as it spends much more time in there than the engagement in replay 1. On February 05 2012 05:33 MockHamill wrote: Good guide but I find that mass roaches makes mech play impossible. Roaches cost so little gas that it is impossible to get enough tanks to counter the roaches mid-game. Try counter 1500 gas worth of roaches with 1500 gas worth of mech. It simply does not work. Mech works great though against player that do not know that they should go pure roaches or if the Zerg is passive and let you mass up to 150-200 pop. I disagree, tanks can be set up to be so cost effective that you can crush this kind of early aggression. I hope that I'm able to help you prepare your base before you're even under threat by providing some map analysis in the next few days. On February 05 2012 05:37 Aristotle7 wrote: Regarding Mutas: Just rush +2 thor attack, and mutas are no longer a problem. Also as you move out, start adding turrets around yourself - it adds detection, gets roaches stuck attacking turrets instead of tanks, and helps a ton versus muta switches, and gives you SCVs to repair your mech at the same time. Don't forget SCVs are the mech, too! ![]() This is good advice. While I personally rarely bring scvs with my push, preferring to push faster and giving the zerg less time to set up his flank, it's definitely a choice you can make. Especially when repairing a tanking thor, scvs can make a huge difference. If you've set up your macro orbitals too, then you may as well brings scvs in your push as you no longer need them in your economy. On February 05 2012 05:41 hyptonic wrote: What do you do vs doom drops? As user Reggae-Troll said, turret rings are very important in defending from doom drops. There are two scenarios for a doom drop - an offensive one, where he is dropping while you're in your base, or a base trade one, where he is avoiding fighting your army. If he is doing an offensive doom drop I simply unsiege 75% of my tanks and bring them to my base, lift my buildings and kill his army without any hassle at all. Once you know where it is, it doesn't do any damage because of the natural funnel of your base. There is a section on this in the guide. Likewise, in the situation of a desperation base trade I simply ignore it. You can mop it up with the few tanks you leave behind when you push + reinforcements, because in a base trade scenario mech is so cost efficient that you don't have to worry in this situation. Just keep a level head and take out his hatcheries, while allowing him to gain some ground in your base by setting up a defensive siege protecting your mining bases. On February 05 2012 06:16 Otarku wrote: As a former Terran player who made it to Masters on nothing but builds like these, I just want to note a few things that I feel weren't discussed enough in this guide. First of all, I have no serious quarrel with this build in general. It's not a bad build, but I do believe it's inferior to a lot of other Mech builds. With that said, as someone who has been playing nothing but Mech TvZ for the past year and a half I also believe that Mech in general is extremely inferior to the standard Marine/Tank. Here's why: Mech builds, especially ones like this, rely heavily on killing a large number of drones during the early-mid game. The fact of the matter is, if you don't kill at least a few drones you're almost guaranteed to lose the game. In order to ensure that you do in fact damage their economy you have to deny any and all scouting. If you deny the scouts, you probably win. But this creates a serious problem when all the Zerg player has to do to figure your build out in its entirety is suicide an overlord into your base. If the overlord sees two or more factories, he knows what's coming, and your hellion attack is not likely to do very much damage, thus losing you the game. The writer of this guide did mention to position marines around your base to deny this. This will kill the overlord, but rarely before it sees everything it wants to know. I mentioned before that I thought this build was inferior to other Mech builds. I only feel this way because of the massive amount of hellions that are made compared to the 4-6 that I feel are necessary. More hellions makes you more vulnerable. Aside from that the mid-late game for this build and most other Mech builds are identical. I also mentioned that I feel Mech in general is inferior to more standard Terran play. I would definitely recommend this build to anyone below Masters, but after a certain skill level all Zergs know how to exploit the weaknesses in Mech builds and the success rate for such builds drops significantly. Standard TvZ builds don't have this problem because they have fewer weaknesses to exploit. In other words, while Mech has a hard counter: fast roaches/black box mutas/ect. Standard is generally decent against all build orders. This applies to all races and matchups. My final point isn't really about how to play Mech, but about Starcraft 2 in general. If you care about winning, Mech is the build for you. But if you care about improving, Mech will not help you at all. Mech is as close to an a-move and win scenario as is possible in SC2. Obviously it's not just a-move and win, but my point is it requires drastically less skill to execute and enforces bad habits that you could be improving on were you to play standard. That's all I have to say really. All in all, great job on the guide LemonyTang. tl;dr: Mech is a good build, but it has some very serious weaknesses that make it work less and less as you move up the ladder. Mech makes you win, but it doesn't make you a better player. Thanks for your post. I disagree that my build is inferior because of it's investment in hellions, or that it needs to kill drones to be effective. With mech, you're playing a defensive style, with cost efficient units so this means that even if you're 30 drones down, you're still ok because you aren't on a timer like you are with marine tank. There's rarely a situation where you're overwhelmed when you have the defenders advantage. Furthermore, the only reason getting such a high hellion count would be so high is in case of a roach based attack - and this is something you should be scouting, and switching out of your plan for. I mention as much in the guide, that you shouldn't be afraid to stop building hellions and get siege tanks out quicker if you feel endangered. I admit that I'm not a pro, but I am facing GMs and "high" masters with this build and it performs well. Mech is simply a different style of sc2, and I don't think you can say that you're not improving by practicing it. While I agree it requires less micro, I feel that the planning and decision making that goes into mech makes it just as worthwhile to master as playing marine/tank, or any other style like that. | ||
acrimoneyius
United States983 Posts
On February 05 2012 06:16 Otarku wrote: As a former Terran player who made it to Masters on nothing but builds like these, I just want to note a few things that I feel weren't discussed enough in this guide. First of all, I have no serious quarrel with this build in general. It's not a bad build, but I do believe it's inferior to a lot of other Mech builds. With that said, as someone who has been playing nothing but Mech TvZ for the past year and a half I also believe that Mech in general is extremely inferior to the standard Marine/Tank. Here's why: Mech builds, especially ones like this, rely heavily on killing a large number of drones during the early-mid game. The fact of the matter is, if you don't kill at least a few drones you're almost guaranteed to lose the game. In order to ensure that you do in fact damage their economy you have to deny any and all scouting. If you deny the scouts, you probably win. But this creates a serious problem when all the Zerg player has to do to figure your build out in its entirety is suicide an overlord into your base. If the overlord sees two or more factories, he knows what's coming, and your hellion attack is not likely to do very much damage, thus losing you the game. The writer of this guide did mention to position marines around your base to deny this. This will kill the overlord, but rarely before it sees everything it wants to know. I mentioned before that I thought this build was inferior to other Mech builds. I only feel this way because of the massive amount of hellions that are made compared to the 4-6 that I feel are necessary. More hellions makes you more vulnerable. Aside from that the mid-late game for this build and most other Mech builds are identical. I also mentioned that I feel Mech in general is inferior to more standard Terran play. I would definitely recommend this build to anyone below Masters, but after a certain skill level all Zergs know how to exploit the weaknesses in Mech builds and the success rate for such builds drops significantly. Standard TvZ builds don't have this problem because they have fewer weaknesses to exploit. In other words, while Mech has a hard counter: fast roaches/black box mutas/ect. Standard is generally decent against all build orders. This applies to all races and matchups. My final point isn't really about how to play Mech, but about Starcraft 2 in general. If you care about winning, Mech is the build for you. But if you care about improving, Mech will not help you at all. Mech is as close to an a-move and win scenario as is possible in SC2. Obviously it's not just a-move and win, but my point is it requires drastically less skill to execute and enforces bad habits that you could be improving on were you to play standard. That's all I have to say really. All in all, great job on the guide LemonyTang. tl;dr: Mech is a good build, but it has some very serious weaknesses that make it work less and less as you move up the ladder. Mech makes you win, but it doesn't make you a better player. Really agree with this. Way too many ways to abuse mech compositions. | ||
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