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How to Mech in TvP [D][G] - Page 16

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DelugeSC
Profile Joined December 2011
United States96 Posts
March 19 2012 17:19 GMT
#301
First off, Lyyna, awesome replays; those are fantastic. I was watching one (the long macro game) and was just absolutely giddy to see a Terran composition ruining a maxed Protoss army playing as though he could just a-move. As I was watching it kind of just "clicked" and I realized that while Bio can, if properly micro'd, compete with a Protoss Deathball, it shouldn't be expected to compete. It's all tier 1 units with upgrades and Medivacs! Seeing your deathball with Thors, Ghosts, Battlecruisers, etc. just makes sense now!

I really think that the work here is going to change the match-up. We'll still have Terrans doing the "high-pressure" bio style. But this mech play makes more sense from a late-game perspective and, as it should be, is more difficult to make it through early game.

There are a ton of options here for variations.

We already have 111 builds that, due to lack of variance, makes a Protoss prepare for an all-in. Until we transition out of this, a 111 style Mech opener will be very strong. This is because Protoss will prepare for the all-in while we move on from the 111 into Macro play without sacrificing a big push. Eventually however, this might become less foolhardy due to an increase of players saying "Okay, 111, but where is he going from here?"

Then there is the fast Thor play. I see this as being the safest early game, but also the slowest transition to late game. Thors act as, essentially, moving Bunkers and are always welcome in a composition. They will take away from any sort of timing push however, due to the reasoning Yoshi Kirishima pointed out.

Reactor Hellion might be an interesting way to open up. Basically like a standard Zerg opener. As long as you do some economic damage early, you should be safe with a few bunkers and a transition to 1/3/2. This is risky but can lead to a simple late game timing push around the time you take your third.

I really like your build though. The reactor-rax FE is very risky, but leads to another easy timing push that can cripple a greedy Protoss.

Another thing I'd like to note is that, unless you scout Stargate; Vikings just aren't worth it. A Banshee is very effective against Colossi and won't be dead weight later. If need be you can always swap the Reactors from your factories to the starports and pump more Thors/Vikings in emergency situation.

Lyyna I would LOVE to help you write a guide. I am a Diamond US Terran and love writing theorycraft. I sent you a PM. I'm going to keep working on this Mech play!

Lyyna
Profile Joined June 2011
France776 Posts
March 19 2012 17:34 GMT
#302
Thanks you for that comment!

You do point out a lots of good things with some commin mech openings, so i'll do a little summary of what i think of these :
-As said, 111 allows the most versability at defending allins, a relatively fast expo (6min), and the fact protoss go into "OMG U NOOB T ALLINER" when they see 111 helps a lot too. It's the opening i would recommend to people starting with mech, or just wanting a safe opening

-Fast thor allows for super safe early once you have the thor, but you have to rush for it and delay the CC hard :/. I prefer to get it after a 111 expo or after a 1 rax double gas CC > cloackshee > thor.

-Reactor hellion is interesting yeah. On big maps where protoss will always 1 gate FE, you can get a really big economic advantage by roasting a few probes. Also allows a bit of 'metaming' as you can transition into biomech or bio with super fast medivacs to fool your opponent.

-Reactor rax Expo is really good too yes. With bunkers,it can hold everything the protoss is doing,which is of course really helpful vs these cheesers :D.

Basically, the safest is the 111 expo, the 'greediest' is my 1 rax 2 gas CC, Reactor Rax Expo is in the middle (really fast exp, really good defense), and Reactor hellion/Fast thor are here as some 'emergency' builds
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
TigerKarl
Profile Joined November 2010
1757 Posts
March 19 2012 17:40 GMT
#303
Simple build for people who want to play effective and fun Mech TVP
1rax expand, double gas. 1 or 2 bunkers. constantly pump marines. 2 techlab factories, 1 reactor factory. Constantly build units, start Mech upgrades. Scan to see enemy unit composition. If necessary counter it by adding for example vikings. 3rd CC, secure it. Max out at around 14-15 minutes, add 4 barracks with your mineral surplus. Fly those barracks with your army and use them for terran force fields. Press enemy back. Put a lot of pressure on him. Spoon him to death. Win.
Cycle
Profile Blog Joined March 2011
United States300 Posts
March 19 2012 17:51 GMT
#304
On March 20 2012 02:40 TigerKarl wrote:
Max out at around 14-15 minutes, add 4 barracks with your mineral surplus. Fly those barracks with your army and use them for terran force fields. Press enemy back. Put a lot of pressure on him. Spoon him to death. Win.

Quoting this to emphasize how awesome/effective it is to bring barracks with your mech army.
| chKCycle.551 | NA | Master League Random | Checkmate Gaming |
TigerKarl
Profile Joined November 2010
1757 Posts
March 19 2012 17:53 GMT
#305
On March 20 2012 02:51 Cycle wrote:
Show nested quote +
On March 20 2012 02:40 TigerKarl wrote:
Max out at around 14-15 minutes, add 4 barracks with your mineral surplus. Fly those barracks with your army and use them for terran force fields. Press enemy back. Put a lot of pressure on him. Spoon him to death. Win.

Quoting this to emphasize how awesome/effective it is to bring barracks with your mech army.

It is a game changer that can make victories out of losses. We've seen players using their factories to mess with protoss a-move attacks, but barracks are cheaper and mech benefits more from creating your own battlefields.
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
Last Edited: 2012-03-19 18:37:49
March 19 2012 18:06 GMT
#306
Interesting read, I've used a fair bit of mech myself but I notice you don't mention anything about ghost/emp. I always found that when you get into the lategame and toss ads some extra robos for mass immortal, and then also adds a bunch of archons it can get real hairy without emp (when toss has like 6-8 immortals and 8-10 archons) with a bunch of zealots and storm, they can eat through your army pretty damn fast, faster than you can eat through theirs, at least in my experience. what are your thoughts?

FYI I didn't read through all the comments (too many idiots/trolls on tl) so sorry if this already been discussed, but it wasn't covered in your edit.

Edit: ok just watched your 6th replay on tal darim since you specified it went to late game. Seriously wtf? what league was this, I assume that toss was at least 2 leagues below you or has NEVER played vs mech ever, he repeatedly scouted mech and didn't react until he had already lost (200 vs 135 supply lol) by making immortals and archons, he amoved into your sieged natural into a choke FOR NO REASON AT ALL, his expo timing was aweful. The list could go on.

One thing that really really annoys me when people make a thread about mech is when they provide utter shit replays against either a complete noob or someone who doesn't know how to play vs mech. Please post a replay where the game goes above 30 minutes, toss abuses mechs immobility by expanding everywhere, by making the actual unit counters, by harassing with warp prism/blink stalkers, doesn't attack into a fully sieged position INTO a choke with the WRONG unit comp for NO REASON, makes cannons at all his expos to defend against hellions and all the other shit that makes mech hard to play
Norseman
Profile Joined May 2010
United States223 Posts
March 19 2012 18:56 GMT
#307
To your point, BigBossX, I think he, and most Protoss, A+move into things because that's just how Protoss works. It's rare you find a Protoss who has good micro. They're so use to their deathballs and attack move that they don't know what to do when tactical skill comes into play.
Become a better player: http://www.teamliquid.net/forum/viewmessage.php?topic_id=246138
DelugeSC
Profile Joined December 2011
United States96 Posts
March 19 2012 19:32 GMT
#308
On March 20 2012 03:56 Norseman wrote:
To your point, BigBossX, I think he, and most Protoss, A+move into things because that's just how Protoss works. It's rare you find a Protoss who has good micro. They're so use to their deathballs and attack move that they don't know what to do when tactical skill comes into play.


Right! And everything that is difficult about mech play, is what is difficult for Protoss to deal with as well. Dealing with drops, doing drops, expanding without difficulty.

Terran has sensor towers to see drops coming and respond with Vikings/Hellions/Marines. If the Protoss is cannoning his expos, he is wasting minerals. Siege him up! Dropping 2 tanks with 4 Hellions will allow you to assault the cannons, while fending off warped in Zealots. It's a costly drop, but that will force the Protoss to either waste warp ins, or respond heavily; resulting in great positioning.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2012-03-19 19:41:57
March 19 2012 19:40 GMT
#309
On March 20 2012 03:06 BigBossX wrote:
Interesting read, I've used a fair bit of mech myself but I notice you don't mention anything about ghost/emp. I always found that when you get into the lategame and toss ads some extra robos for mass immortal, and then also adds a bunch of archons it can get real hairy without emp (when toss has like 6-8 immortals and 8-10 archons) with a bunch of zealots and storm, they can eat through your army pretty damn fast, faster than you can eat through theirs, at least in my experience. what are your thoughts?

FYI I didn't read through all the comments (too many idiots/trolls on tl) so sorry if this already been discussed, but it wasn't covered in your edit.

Edit: ok just watched your 6th replay on tal darim since you specified it went to late game. Seriously wtf? what league was this, I assume that toss was at least 2 leagues below you or has NEVER played vs mech ever, he repeatedly scouted mech and didn't react until he had already lost (200 vs 135 supply lol) by making immortals and archons, he amoved into your sieged natural into a choke FOR NO REASON AT ALL, his expo timing was aweful. The list could go on.

One thing that really really annoys me when people make a thread about mech is when they provide utter shit replays against either a complete noob or someone who doesn't know how to play vs mech. Please post a replay where the game goes above 30 minutes, toss abuses mechs immobility by expanding everywhere, by making the actual unit counters, by harassing with warp prism/blink stalkers, doesn't attack into a fully sieged position INTO a choke with the WRONG unit comp for NO REASON, makes cannons at all his expos to defend against hellions and all the other shit that makes mech hard to play


There are some terrible Protoss players in those replays, but there are some good ones, which really react properly and abuses mech as much as they can.. The thing is, they all get smashed in the same fashion no matter how bad/good they play.. It's just a matter of time..
stratmatt
Profile Joined April 2011
United States913 Posts
March 19 2012 19:44 GMT
#310
I have been messing with mech for a few days in tvp. I dont want to start a new thread because I dont have a structured post prepared, but I wrote down startalevirus' build order from his up/down match with huk. It is a two base 1/1/1 marine/thor/banshee/raven timing with early cloak banshee harass. You addon a 2nd factory and starport before moving out. I have yet to lose a game with this 2 base push against toss. I was a bit nervous the fist time I tried the build because I am so used to getting smashed by a toss army, but when i met his 3 collosus army in the middle of the map, i just pdd'd and a moved right over him. I havnt lost yet with the build and prob only tried it 6 or 7 times. If you dont feel like A-moving you can just cast pdd and use the banshees to focus down all the stalkers which basically means game over even if he somehow manages to kill your thors(neever lost a single thor). I always bring 8-12 scv for repair depending on how late i move out, and i jst rally my 1/2/2 production building to his ramp. Pretty much annialates any toss that takes a 3rd. The only problem I am having is refining the build order to be more fficient. Even though I copied down the order virus used, it plays out diff in every game and I of course dont have pro mechanics. I been using single player custom games against the computer to practice the BO and perfect it, but there has to be a better way. ANyone have any ideas? Or anyone want to take the roder I wrote down and refine it? I got it planned out all the way to 114 supply
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2012-03-19 20:30:36
March 19 2012 20:29 GMT
#311
On March 20 2012 03:06 BigBossX wrote:
Interesting read, I've used a fair bit of mech myself but I notice you don't mention anything about ghost/emp. I always found that when you get into the lategame and toss ads some extra robos for mass immortal, and then also adds a bunch of archons it can get real hairy without emp (when toss has like 6-8 immortals and 8-10 archons) with a bunch of zealots and storm, they can eat through your army pretty damn fast, faster than you can eat through theirs, at least in my experience. what are your thoughts?

FYI I didn't read through all the comments (too many idiots/trolls on tl) so sorry if this already been discussed, but it wasn't covered in your edit.

Edit: ok just watched your 6th replay on tal darim since you specified it went to late game. Seriously wtf? what league was this, I assume that toss was at least 2 leagues below you or has NEVER played vs mech ever, he repeatedly scouted mech and didn't react until he had already lost (200 vs 135 supply lol) by making immortals and archons, he amoved into your sieged natural into a choke FOR NO REASON AT ALL, his expo timing was aweful. The list could go on.

One thing that really really annoys me when people make a thread about mech is when they provide utter shit replays against either a complete noob or someone who doesn't know how to play vs mech. Please post a replay where the game goes above 30 minutes, toss abuses mechs immobility by expanding everywhere, by making the actual unit counters, by harassing with warp prism/blink stalkers, doesn't attack into a fully sieged position INTO a choke with the WRONG unit comp for NO REASON, makes cannons at all his expos to defend against hellions and all the other shit that makes mech hard to play


I think Lyyna plays some topMaster/GM, and these replays actually show how bad a protoss is, even in top league. They just abuse of their power against bio because of collosi and HT hardcounter it without heavy micro, but when they face this style, they are completely lost. And until topGM, I don't think they're good enough to deal with it.

It's like now Bio with Protoss, it's very hard to micro everything,
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
March 19 2012 21:35 GMT
#312
I find a new way to remove the energy of the thors !

You can do a strike canon on your own thors and cancel the ability (with escape), that will remove 150 energy for each of your thors.

We can do the mass thors like thorzain ! :D
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
March 19 2012 21:49 GMT
#313
On March 20 2012 06:35 Gyro_SC2 wrote:
I find a new way to remove the energy of the thors !

You can do a strike canon on your own thors and cancel the ability (with escape), that will remove 150 energy for each of your thors.

We can do the mass thors like thorzain ! :D


Hmm, you could also just use it on your scvs before fight to free up supply which is something you want to do anyways.. Althought I admit I would feel really "dirty" for doing this.. :D Anyways, going to try how it works and most importantly, whether it's safe!
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
Last Edited: 2012-03-19 21:56:09
March 19 2012 21:53 GMT
#314
Ok my response is going to seem really negative and I'm not trying to argue for the sake of arguing but i think a lot of you missed the points I was trying to make

On March 20 2012 03:56 Norseman wrote:
To your point, BigBossX, I think he, and most Protoss, A+move into things because that's just how Protoss works. It's rare you find a Protoss who has good micro. They're so use to their deathballs and attack move that they don't know what to do when tactical skill comes into play.


I don't think it's a matter of amove vs micro, more like picking your battles and using the correct unit composition. In the replay I was referring to the toss just grouped his whole army of zeals stalker colossi and ht and just amoved into terrans natural on tal darim, terran was fully sieged and sitting just above the choke, there was no way in hell he was going to break that position and would have even struggled if terran went bio. My entire point was that toss (with a poor unit composition vs mech) just amoved into him for absolutely no reason. This is just incredibly poor and low level play, toss could have moved to his third and forced him to reposition, dropped in his main and forced him to split some of his army, or even just sat outside siege range (and stayed there because terran wasn't threatening any expos, wasn't massing any t3 or doing anything at all, toss had 0 reason to attack but still did) and denied a 4th until terran had to push out and then attempt to catch him unsieged or partly sieged.


On March 20 2012 04:32 Seppuku wrote:
Show nested quote +
On March 20 2012 03:56 Norseman wrote:
To your point, BigBossX, I think he, and most Protoss, A+move into things because that's just how Protoss works. It's rare you find a Protoss who has good micro. They're so use to their deathballs and attack move that they don't know what to do when tactical skill comes into play.


Right! And everything that is difficult about mech play, is what is difficult for Protoss to deal with as well. Dealing with drops, doing drops, expanding without difficulty.

Terran has sensor towers to see drops coming and respond with Vikings/Hellions/Marines. If the Protoss is cannoning his expos, he is wasting minerals. Siege him up! Dropping 2 tanks with 4 Hellions will allow you to assault the cannons, while fending off warped in Zealots. It's a costly drop, but that will force the Protoss to either waste warp ins, or respond heavily; resulting in great positioning.


This is just flat out wrong, I'm not even sure where to begin. How is building 3 cannons to save an entire probe line a waste of money? NOT building the cannons and losing all the probes would be the waste, especially when you enter late game and have 4-6 bases running.

On a lot of maps there just isn't the space to drop tanks out of cannon range and siege up, and all toss has to do is warp a round of zealots around/near the tanks and the drop is dealt with, or send a few of his beefy units over to deal, like immortals, colossi archons blink stalkers. I find the only way to effectively drop after toss has cannoned is to use a pdd or 2 to soak up the hits and just micro the hellions.

As for forcing him into giving you a good position ... what? Most hellion harass is done from a defensive position, as in terran is sieged at or near his freshest expo and sends his hellions around, if terran tries to distract with hellions and rush into a good position, toss just amoves and catches him unsieged/partly sieged. Gratz you killed 94 probes, but you have 0 army and he still has 100 supply of army left? GG

On March 20 2012 05:29 Faust852 wrote:
Show nested quote +
On March 20 2012 03:06 BigBossX wrote:
Interesting read, I've used a fair bit of mech myself but I notice you don't mention anything about ghost/emp. I always found that when you get into the lategame and toss ads some extra robos for mass immortal, and then also adds a bunch of archons it can get real hairy without emp (when toss has like 6-8 immortals and 8-10 archons) with a bunch of zealots and storm, they can eat through your army pretty damn fast, faster than you can eat through theirs, at least in my experience. what are your thoughts?

FYI I didn't read through all the comments (too many idiots/trolls on tl) so sorry if this already been discussed, but it wasn't covered in your edit.

Edit: ok just watched your 6th replay on tal darim since you specified it went to late game. Seriously wtf? what league was this, I assume that toss was at least 2 leagues below you or has NEVER played vs mech ever, he repeatedly scouted mech and didn't react until he had already lost (200 vs 135 supply lol) by making immortals and archons, he amoved into your sieged natural into a choke FOR NO REASON AT ALL, his expo timing was aweful. The list could go on.

One thing that really really annoys me when people make a thread about mech is when they provide utter shit replays against either a complete noob or someone who doesn't know how to play vs mech. Please post a replay where the game goes above 30 minutes, toss abuses mechs immobility by expanding everywhere, by making the actual unit counters, by harassing with warp prism/blink stalkers, doesn't attack into a fully sieged position INTO a choke with the WRONG unit comp for NO REASON, makes cannons at all his expos to defend against hellions and all the other shit that makes mech hard to play


I think Lyyna plays some topMaster/GM, and these replays actually show how bad a protoss is, even in top league. They just abuse of their power against bio because of collosi and HT hardcounter it without heavy micro, but when they face this style, they are completely lost. And until topGM, I don't think they're good enough to deal with it.

It's like now Bio with Protoss, it's very hard to micro everything,


This is quite contradictory to the point I was making, my whole point was that he put up replay of bad protoss who didn't react to mech play until the game was lost. It's not that NO toss below GM can deal with mech, but the replay showed a toss who just refused to respond. I assure you even master level toss WHO ACTUALLY RESPOND to what they scout can make mech terran very hard to execute simply because toss have so many good units to counter mech and sim city/cannons negate one of mechs biggest damage dealers, the BFHs roasting probes. It's really easy to win a tvp when you have double the econ of the toss cus he didn't defend against hellions correctly. But you try that shit vs a solid toss with some basic ideas of how to deal with mech, it gets very very hard.

Also I don't see why people keep bringing micro into it, toss still doesn't need that much micro to beat mech terran, just good unit compositions and half decent positioning and an idea of when they should or should not attack (if hes sieged and isn't threatening you in anyway plz dont amove into the tanks) and where to attack (hes sieged at his natural? GO KILL HIS THIRD) makes amoving over mech army a doddle.
yoigen
Profile Joined September 2010
Germany369 Posts
March 19 2012 22:00 GMT
#315
Really the only way to make mech work in TvP is Thor/Hellion/Raven/banshee/viking with some ghosts in my opinion, any tank based play will be absolutely destroyed by any competent protoss player. Even Goody doesn't use mech anymore, and that should be a good proof.
I don't see a problem with lategame toss, as long as you can secure gas income from 8 geysers you can mass ghost and viking with few bio support, which destorys pretty much every army a protoss can dream of.
Today I didn't even have to use my AK, I gotta say it was a good day.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
March 19 2012 22:04 GMT
#316
On March 20 2012 06:53 BigBossX wrote:
Ok my response is going to seem really negative and I'm not trying to argue for the sake of arguing but i think a lot of you missed the points I was trying to make

Show nested quote +
On March 20 2012 03:56 Norseman wrote:
To your point, BigBossX, I think he, and most Protoss, A+move into things because that's just how Protoss works. It's rare you find a Protoss who has good micro. They're so use to their deathballs and attack move that they don't know what to do when tactical skill comes into play.


I don't think it's a matter of amove vs micro, more like picking your battles and using the correct unit composition. In the replay I was referring to the toss just grouped his whole army of zeals stalker colossi and ht and just amoved into terrans natural on tal darim, terran was fully sieged and sitting just above the choke, there was no way in hell he was going to break that position and would have even struggled if terran went bio. My entire point was that toss (with a poor unit composition vs mech) just amoved into him for absolutely no reason. This is just incredibly poor and low level play, toss could have moved to his third and forced him to reposition, dropped in his main and forced him to split some of his army, or even just sat outside siege range (and stayed there because terran wasn't threatening any expos, wasn't massing any t3 or doing anything at all, toss had 0 reason to attack but still did) and denied a 4th until terran had to push out and then attempt to catch him unsieged or partly sieged.


Show nested quote +
On March 20 2012 04:32 Seppuku wrote:
On March 20 2012 03:56 Norseman wrote:
To your point, BigBossX, I think he, and most Protoss, A+move into things because that's just how Protoss works. It's rare you find a Protoss who has good micro. They're so use to their deathballs and attack move that they don't know what to do when tactical skill comes into play.


Right! And everything that is difficult about mech play, is what is difficult for Protoss to deal with as well. Dealing with drops, doing drops, expanding without difficulty.

Terran has sensor towers to see drops coming and respond with Vikings/Hellions/Marines. If the Protoss is cannoning his expos, he is wasting minerals. Siege him up! Dropping 2 tanks with 4 Hellions will allow you to assault the cannons, while fending off warped in Zealots. It's a costly drop, but that will force the Protoss to either waste warp ins, or respond heavily; resulting in great positioning.


This is just flat out wrong, I'm not even sure where to begin. How is building 3 cannons to save an entire probe line a waste of money? NOT building the cannons and losing all the probes would be the waste, especially when you enter late game and have 4-6 bases running.

On a lot of maps there just isn't the space to drop tanks out of cannon range and siege up, and all toss has to do is warp a round of zealots around/near the tanks and the drop is dealt with, or send a few of his beefy units over to deal, like immortals, colossi archons blink stalkers. I find the only way to effectively drop after toss has cannoned is to use a pdd or 2 to soak up the hits and just micro the hellions.

As for forcing him into giving you a good position ... what? Most hellion harass is done from a defensive position, as in terran is sieged at or near his freshest expo and sends his hellions around, if terran tries to distract with hellions and rush into a good position, toss just amoves and catches him unsieged/partly sieged. Gratz you killed 94 probes, but you have 0 army and he still has 100 supply of army left? GG

Show nested quote +
On March 20 2012 05:29 Faust852 wrote:
On March 20 2012 03:06 BigBossX wrote:
Interesting read, I've used a fair bit of mech myself but I notice you don't mention anything about ghost/emp. I always found that when you get into the lategame and toss ads some extra robos for mass immortal, and then also adds a bunch of archons it can get real hairy without emp (when toss has like 6-8 immortals and 8-10 archons) with a bunch of zealots and storm, they can eat through your army pretty damn fast, faster than you can eat through theirs, at least in my experience. what are your thoughts?

FYI I didn't read through all the comments (too many idiots/trolls on tl) so sorry if this already been discussed, but it wasn't covered in your edit.

Edit: ok just watched your 6th replay on tal darim since you specified it went to late game. Seriously wtf? what league was this, I assume that toss was at least 2 leagues below you or has NEVER played vs mech ever, he repeatedly scouted mech and didn't react until he had already lost (200 vs 135 supply lol) by making immortals and archons, he amoved into your sieged natural into a choke FOR NO REASON AT ALL, his expo timing was aweful. The list could go on.

One thing that really really annoys me when people make a thread about mech is when they provide utter shit replays against either a complete noob or someone who doesn't know how to play vs mech. Please post a replay where the game goes above 30 minutes, toss abuses mechs immobility by expanding everywhere, by making the actual unit counters, by harassing with warp prism/blink stalkers, doesn't attack into a fully sieged position INTO a choke with the WRONG unit comp for NO REASON, makes cannons at all his expos to defend against hellions and all the other shit that makes mech hard to play


I think Lyyna plays some topMaster/GM, and these replays actually show how bad a protoss is, even in top league. They just abuse of their power against bio because of collosi and HT hardcounter it without heavy micro, but when they face this style, they are completely lost. And until topGM, I don't think they're good enough to deal with it.

It's like now Bio with Protoss, it's very hard to micro everything,


This is quite contradictory to the point I was making, my whole point was that he put up replay of bad protoss who didn't react to mech play until the game was lost. It's not that NO toss below GM can deal with mech, but the replay showed a toss who just refused to respond. I assure you even master level toss WHO ACTUALLY RESPOND to what they scout can make mech terran very hard to execute simply because toss have so many good units to counter mech and sim city/cannons negate one of mechs biggest damage dealers, the BFHs roasting probes. It's really easy to win a tvp when you have double the econ of the toss cus he didn't defend against hellions correctly. But you try that shit vs a solid toss with some basic ideas of how to deal with mech, it gets very very hard.

Also I don't see why people keep bringing micro into it, toss still doesn't need that much micro to beat mech terran, just good unit compositions and half decent positioning and an idea of when they should or should not attack (if hes sieged and isn't threatening you in anyway plz dont amove into the tanks) and where to attack (hes sieged at his natural? GO KILL HIS THIRD) makes amoving over mech army a doddle.


Hey, you acutely inteligent writer, what about actually watching all of these replays? You would realize there are many were Protoss actually does everything you said and still loses horribly. You could save yourself a lot o time and my nerves..
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2012-03-19 22:14:19
March 19 2012 22:12 GMT
#317
On March 20 2012 07:00 yoigen wrote:
Really the only way to make mech work in TvP is Thor/Hellion/Raven/banshee/viking with some ghosts in my opinion, any tank based play will be absolutely destroyed by any competent protoss player. Even Goody doesn't use mech anymore, and that should be a good proof.
I don't see a problem with lategame toss, as long as you can secure gas income from 8 geysers you can mass ghost and viking with few bio support, which destorys pretty much every army a protoss can dream of.


Here we go again, such a brilliant answer from our random diamond player that just throws it out there without thinking at all.. Have you ever watched a single pro game? How about those 2-3k gas floating late-game? Do you really think those guys would not go for your "mass ghost and viking with few bio support, which destorys pretty much every army a protoss can dream of."? Don't get me even started on "Even Goody doesn't use mech anymore".. Seriously, we've had a lot of bad, bad, baaad posts here exactly like yours..

edit: I'm sorry for being a bit too aggresive, but my god, just don't post random stuff unless you know what you are talking about.. It just ruins this otherwise creative discussion.
Lyyna
Profile Joined June 2011
France776 Posts
March 19 2012 22:15 GMT
#318
These posts make me think that a mech guide thread would basically be 95% of posts saying it's trash and the writer is bad
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
Banex
Profile Joined October 2010
30 Posts
March 19 2012 22:17 GMT
#319
On March 20 2012 07:15 Lyyna wrote:
These posts make me think that a mech guide thread would basically be 95% of posts saying it's trash and the writer is bad


Thats exactly what will happen. I made one about 6 months ago, and thats what happened. Even Jinro came to the thread to say I'm bad.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2012-03-19 22:20:53
March 19 2012 22:18 GMT
#320
On March 20 2012 07:15 Lyyna wrote:
These posts make me think that a mech guide thread would basically be 95% of posts saying it's trash and the writer is bad


Only thing you need to do is back it up with replays against high ranked Protoss players, then all those guys that just spam every thread with their own opinion just for sake of the "contributing" will leave it alone..

edit: Just cut every corner.. Otherwise this random bronze guy will come here and say: "Hey, I didn't see a Toss doing this in your replays, this stat doesn't work, you are actually terrible".. Just back it up and it's ok.. A lot of good can come out of it, seriously..
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