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How to Mech in TvP [D][G] - Page 9

Forum Index > StarCraft 2 Strategy
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Lyyna
Profile Joined June 2011
France776 Posts
March 14 2012 10:26 GMT
#161
What i find really funny (or really sad,sometimes) is how people try to point the same mech' weaknesses again,and again and again without really trying to even read what people say about possibles solutions and often without even having try to do a serious meching TvP game. . .
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
dynwar7
Profile Joined May 2011
1983 Posts
March 14 2012 14:03 GMT
#162
Yeah, those people just simply do not want to know/learn more, and they want to increase the post count or they want to look knowledgable, in my opinion.

I still believe mech is unexplored, not "not viable"

Go Mech go! Keep the discussion going, I love mech so much
Regarding the imbalance, hilarious to see Zergs defending themselves....
MaV_gGSC
Profile Blog Joined November 2010
Canada1345 Posts
March 14 2012 14:04 GMT
#163
People should start learning this! Mech looks very promising in HotS.
Life's good :D
sushichef
Profile Joined February 2011
Scotland48 Posts
March 14 2012 14:18 GMT
#164
Have any of you TvP mech players had to deal with speed warp prisms dropping immortals on your tank line? I've never seen this mentioned as a weakness of TvP mech, and it would be scarier than marauder drops in TvT.
Lyyna
Profile Joined June 2011
France776 Posts
March 14 2012 14:20 GMT
#165
Vikings,thors,turrets,ghosts. Any AA in fact
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
dotDash
Profile Joined March 2011
Sweden142 Posts
March 14 2012 14:49 GMT
#166
On March 14 2012 16:41 XDJuicebox wrote:
Here are my thoughts on mech. They are probably going to get ignored, but I'm going to post them anyways in hope that there's that one guy who actually reads it and understands what I'm writing.

Mech is sooooooooooo stupidly slow that unless you're good at base trading, you will die to any of a number of Toss's incredibly mobile harass.

The key, I feel, is in the Banshees.

On maps with an easy to take third, take it. On maps with a harder to take third...turtle on two base and go for heavy upgrade, high units before you take your third. On a safe to take third, do the opposite.

You should Turret ring your bases, and place like 1 Marine or 1 Hellion in those key chokes that Stalkers must run by in order to have access to your main. Or you could float a useless building (a BARRACKS for example) in places where Stalkers might runby to Blink in. We like the Turret rings because they kill Observers, they deter warp prisms, and by killing Observers, lessens the Immortal count, as well as the Colossus count, and these are the two things that Mech should truly fear.

If he sacs 2 Observers and manages a MASS blink into your base, a high number of Banshees is the key to dealing with this. Bring only a small chunk of your army to deal with it. But that I mean like half your Hellions, and like 3-5 tanks (assuming you have 20+ and they have like 30 Stalkers). You also need like 3 vikings. When dealing with the Stalkers, you have to accept that you're going to lose some things...just make sure that it's not armories, supply depots, or factories. Addons - doesn't really hurt mech. SCVs don't really hurt mech. In fact, we kind of want to get rid of them...

To deal with the Blink Stalkers, you scan and snipe the Observers, then cloak all of your Banshees. Good luck dealing with that. Warp prisms should theoretically be useless if your Turret rings are placed right. I might even add a sensor tower in addition to the turrets; though redundant, if there are any holes, you can preemptively send Vikings.

The way I currently play mech (should I choose to do so), is a very slow, careful, turtle-y style, which is based entirely off positioning. The key to holding off all of the gay things that Protoss can do?

Barracks.

I'm not even kidding...you build a bunch of Barracks...

If Protoss dumps a ton of money into Zealots, a Barracks wall (which is also a ton of Minerals, except 10 Barracks negates about 40 Zealots, so isn't that a good trade?) on key chokes of the map (sometimes I leave holes and stack my hellions at those holes) is great. Why not bunkers? Or supply depots?

Barracks are mobile (liftoff function), and have the most health-per-cost of any floating Terran building. Plus the game AI is derp, and all the Protoss units will TARGET the Barracks, rather htan your units for some reason. I honestly don't know why, they just love shooting at the Barracks which isn't doing anything. Also, Terran is going to be floating Minerals like crazy, no matter how many Orbital Commands/Hellions you build. Once you are maxed, your money can be used much more efficiency not only in the form of Barracks, but Turrets as well.

Adding in a few Ghosts, we now have a virtually unstoppable army. The key is getting here. In fact, I don't make a single push...until I've taken every single base on my side of the map. Rather, I simply take the best defensive positions (this is map dependent) to take bases, and use an excessive amount of static defense to hold things off.

We don't really care about harassment, because if we are positioned right, nothing the Protoss throws at us can defeat us.

Mass Immortals, I feel, as the largest detriment to mech; and they must be dealt with with a combination of Cloaked Banshees and Ghosts.

We do have a harass capability: Cloaked Banshees, but I recommend harassing in a manner that is used to GAIN GROUND, never send them to the edges of the map or stuff, because the Banshees are key not only for defense, but in the main engagement as well. In fact, I like sending my Vikings forward and just sniping off the Observers, and then having the 5-7 Cloaked Banshees just terran them up...it takes away from the Immortal count, which is really what we want.

Remember to SPAM those Barracks, keep the tank count high, keep a decent Banshee/Viking count, and make lots of Orbitals and sacrifice your SCVs to make more stuff...and most of all, remember to play extremely safe. The game will favor Terran the longer it goes, no need to end it.

I actually prefer to keep most of my tanks unsieged, and using the Banshees to poke and prod, and find out where he'll attack, then sieging up in the right position. Make sure your Barracks wall is ALWAYS down. Only move it when he's a good distance away...because if the chargelots get under it, it's useless.

That's just my thoughts on mech.

Now, it's extremely hard to hold off what Protoss does, you literally have to play perfect...and a bit of a misstep in terms of positioning and you just die. It's ridiculously hard to pull off, so I never even bother.


I would love to see some of your games. Feel free to upload replays please! :D


Cheers
Dan
Feel free to tune in to my stream! Highmaster T aiming for GM with commentary! http://video.gamecreds.com/1sy1sfohwo31n/channel/dotDash-T-going-for-GM
necrimanci
Profile Joined March 2011
70 Posts
Last Edited: 2012-03-14 15:02:32
March 14 2012 14:52 GMT
#167
10/11 : sup
12/19 : rax
13/19 : ref (3 in gas asap)
15/19 : orbital + marine (stop @ 4 or 5 - if you scv scout you might be required to cut scv production for few seconds to squeeze the 5th marine)
16/19 : sup
18/27 : fact
50% of fac : ref (3 in gas asap)
23/27 : sup
100% of fac : armory, hellion
28/36 : sup
100% of hellion : techlab (finishes the same time as armory)
100% of armory : thor
50% of thor : CC
1st thor ready : starport
2nd thor ready : fac<techlab switch>star: raven prod
100% CC : 3x rax, techlab all 4 rax
at this point switch to 2 supply production
100% techlab : 2x ref
push out with 2 ravens and 8(?) marauders, rally everything to thors and use them to stomp FFs

hellion + techlab build time = armory build time
the moment armory and techlab are done you have 200 gas - enough to build a thor
enough marines to fill a bunker + hellion for map scout
try to wall with 2 sups at the ramp edges, so that you can bunker in the middle to close the wall

this is basicly a thor-bio push or something, stole this from a friend, he's still working on it. Tanks are bad, dont make them ;3 if you see P going for immortals squeeze ghost aca instead of 2nd raven OR grab strike cannons

edit: forgot to add - you MIGHT want to consider letting the protoss scout your fast tech - fear of banshees will make him drop a robo instead of star tech, as void rays might be problematic to deal with and get in the way of raven production, as you have to make vikings. This is also stomped by chargelot-archon with couple templars to feedback thors/ravens, but no one does this nowdays
ZjiublingZ
Profile Joined September 2011
United Arab Emirates439 Posts
Last Edited: 2012-03-14 18:00:44
March 14 2012 17:57 GMT
#168
Why 2 Raven's instead of 2 Banshees? It seems like Marauder Thor would excel against Stalkers and struggle more against Zealots. Do you use the 2 ravens for Auto-Turrets to block Zealots or why do you use them instead of Banshees?

Also, people, can we please stop talking about ways to get away with turtling against Protoss and never attacking? Can we shift to discussing possible timings with Mech or any way to be aggressive?
Da.Frozzy
Profile Joined June 2011
76 Posts
March 14 2012 18:03 GMT
#169
i think for lategame toss can easily take 3-4 bases and get to mass air, and carrier own without any marines, so do voidrays.
i usually win vs mech when i dont fail hard.


air terran with mass cloak banshees etc is much more viable i think.
Lyyna
Profile Joined June 2011
France776 Posts
March 14 2012 18:08 GMT
#170
An army with a good number of BC, raven with HSM, ghosts,and some thors can kill really cost efficiently a toss air army (and turrets are also insanely strong)
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
silentdecay01
Profile Joined February 2012
United States106 Posts
Last Edited: 2012-03-14 18:13:11
March 14 2012 18:12 GMT
#171
On March 14 2012 23:04 MaV_gGSC wrote:
People should start learning this! Mech looks very promising in HotS.



Mech took a direct nerf in HotS...if they keep it how it is. Mech is a very immoible army, vs the very mobile toss army.

It may be fun, but tons of better routes to go vs toss. Hard to build up a large mech force vs toss in the first place.
Taefox
Profile Joined March 2010
1533 Posts
March 14 2012 18:20 GMT
#172
On March 14 2012 23:52 necrimanci wrote:
10/11 : sup
12/19 : rax
13/19 : ref (3 in gas asap)
15/19 : orbital + marine (stop @ 4 or 5 - if you scv scout you might be required to cut scv production for few seconds to squeeze the 5th marine)
16/19 : sup
18/27 : fact
50% of fac : ref (3 in gas asap)
23/27 : sup
100% of fac : armory, hellion
28/36 : sup
100% of hellion : techlab (finishes the same time as armory)
100% of armory : thor
50% of thor : CC
1st thor ready : starport
2nd thor ready : fac<techlab switch>star: raven prod
100% CC : 3x rax, techlab all 4 rax
at this point switch to 2 supply production
100% techlab : 2x ref
push out with 2 ravens and 8(?) marauders, rally everything to thors and use them to stomp FFs

hellion + techlab build time = armory build time
the moment armory and techlab are done you have 200 gas - enough to build a thor
enough marines to fill a bunker + hellion for map scout
try to wall with 2 sups at the ramp edges, so that you can bunker in the middle to close the wall

this is basicly a thor-bio push or something, stole this from a friend, he's still working on it. Tanks are bad, dont make them ;3 if you see P going for immortals squeeze ghost aca instead of 2nd raven OR grab strike cannons

edit: forgot to add - you MIGHT want to consider letting the protoss scout your fast tech - fear of banshees will make him drop a robo instead of star tech, as void rays might be problematic to deal with and get in the way of raven production, as you have to make vikings. This is also stomped by chargelot-archon with couple templars to feedback thors/ravens, but no one does this nowdays


Ravens for PDD ? And yes u will die fast to mass zealots QQ It's pretty all-in build
@taefoxy
necrimanci
Profile Joined March 2011
70 Posts
Last Edited: 2012-03-14 18:46:46
March 14 2012 18:40 GMT
#173
@ZjiublingZ
as i said - this isnt my opening, i just "borrowed" it :3 From what i got out of it there are 2 reasons for 2 ravens - 1. DTs and you mule everything, 2. raxes come in late, so they cant scout the exact composition. And everyone assumes marines (sometimes hellions), because gas went into thors, or pure mech, so they pump stalkers as a response for marine kiting/hellion stop/mobility

most of the time P assumes 1/1/1 or banshees after scouting a fast factory after rax, so he gets stalkers regardless

also you want to start the push pretty fast with few marauders (4-8 was the usual), because you cant let the protoss get too many immortals - for obvious reasons. And since you skip the conc granades, stalkers can safely hit and run. My friend usually ends up using one PDD in the middle of the map and 2nd PDD is ready when he reaches enemy base. Once marauder numbers pile up it doesnt matter tho. If he didnt need PDDs, he'd drop turrets at either the mineral line to pull enemy back (turrets stroGn) or just spam them during a fight. Once saw him throw 3 to block a small ramp

@foxj
yes, as i said, chargelots-archon stomps it, but no one uses it as an opening (since you have to open this way to "hard counter" the push), but as a midgame/lategame transition. P reacts to the build with stalkers/robo, and starts getting zealots once he sees the push coming and tries to slow it down with stalkers. It's strong because it's a mindfuck :3

you can obviously tinker with it - it's not the unit composition that i wanted to pasta here, but the double thor opening with good gas timing. Everything to the point where you get a starport is pretty well timed gas-wise

edit: and it has a "fairly" timed CC for a tech build + good defence with repair thors/bunker. And forgot to add, dammit, that if you scout a fast nexus you skip the CC and drop rax and move out
XDJuicebox
Profile Blog Joined January 2011
United States593 Posts
Last Edited: 2012-03-14 19:12:42
March 14 2012 18:47 GMT
#174
On March 14 2012 23:18 sushichef wrote:
Have any of you TvP mech players had to deal with speed warp prisms dropping immortals on your tank line? I've never seen this mentioned as a weakness of TvP mech, and it would be scarier than marauder drops in TvT.


Just build turrets and get like 3 vikings


On March 14 2012 16:53 rauk wrote:
Show nested quote +
On March 14 2012 16:41 XDJuicebox wrote:
Here are my thoughts on mech. They are probably going to get ignored, but I'm going to post them anyways in hope that there's that one guy who actually reads it and understands what I'm writing.

Mech is sooooooooooo stupidly slow that unless you're good at base trading, you will die to any of a number of Toss's incredibly mobile harass.

The key, I feel, is in the Banshees.

On maps with an easy to take third, take it. On maps with a harder to take third...turtle on two base and go for heavy upgrade, high units before you take your third. On a safe to take third, do the opposite.

You should Turret ring your bases, and place like 1 Marine or 1 Hellion in those key chokes that Stalkers must run by in order to have access to your main. Or you could float a useless building (a BARRACKS for example) in places where Stalkers might runby to Blink in. We like the Turret rings because they kill Observers, they deter warp prisms, and by killing Observers, lessens the Immortal count, as well as the Colossus count, and these are the two things that Mech should truly fear.

If he sacs 2 Observers and manages a MASS blink into your base, a high number of Banshees is the key to dealing with this. Bring only a small chunk of your army to deal with it. But that I mean like half your Hellions, and like 3-5 tanks (assuming you have 20+ and they have like 30 Stalkers). You also need like 3 vikings. When dealing with the Stalkers, you have to accept that you're going to lose some things...just make sure that it's not armories, supply depots, or factories. Addons - doesn't really hurt mech. SCVs don't really hurt mech. In fact, we kind of want to get rid of them...

To deal with the Blink Stalkers, you scan and snipe the Observers, then cloak all of your Banshees. Good luck dealing with that. Warp prisms should theoretically be useless if your Turret rings are placed right. I might even add a sensor tower in addition to the turrets; though redundant, if there are any holes, you can preemptively send Vikings.

The way I currently play mech (should I choose to do so), is a very slow, careful, turtle-y style, which is based entirely off positioning. The key to holding off all of the gay things that Protoss can do?

Barracks.

I'm not even kidding...you build a bunch of Barracks...

If Protoss dumps a ton of money into Zealots, a Barracks wall (which is also a ton of Minerals, except 10 Barracks negates about 40 Zealots, so isn't that a good trade?) on key chokes of the map (sometimes I leave holes and stack my hellions at those holes) is great. Why not bunkers? Or supply depots?

Barracks are mobile (liftoff function), and have the most health-per-cost of any floating Terran building. Plus the game AI is derp, and all the Protoss units will TARGET the Barracks, rather htan your units for some reason. I honestly don't know why, they just love shooting at the Barracks which isn't doing anything. Also, Terran is going to be floating Minerals like crazy, no matter how many Orbital Commands/Hellions you build. Once you are maxed, your money can be used much more efficiency not only in the form of Barracks, but Turrets as well.

Adding in a few Ghosts, we now have a virtually unstoppable army. The key is getting here. In fact, I don't make a single push...until I've taken every single base on my side of the map. Rather, I simply take the best defensive positions (this is map dependent) to take bases, and use an excessive amount of static defense to hold things off.

We don't really care about harassment, because if we are positioned right, nothing the Protoss throws at us can defeat us.

Mass Immortals, I feel, as the largest detriment to mech; and they must be dealt with with a combination of Cloaked Banshees and Ghosts.

We do have a harass capability: Cloaked Banshees, but I recommend harassing in a manner that is used to GAIN GROUND, never send them to the edges of the map or stuff, because the Banshees are key not only for defense, but in the main engagement as well. In fact, I like sending my Vikings forward and just sniping off the Observers, and then having the 5-7 Cloaked Banshees just terran them up...it takes away from the Immortal count, which is really what we want.

Remember to SPAM those Barracks, keep the tank count high, keep a decent Banshee/Viking count, and make lots of Orbitals and sacrifice your SCVs to make more stuff...and most of all, remember to play extremely safe. The game will favor Terran the longer it goes, no need to end it.

I actually prefer to keep most of my tanks unsieged, and using the Banshees to poke and prod, and find out where he'll attack, then sieging up in the right position. Make sure your Barracks wall is ALWAYS down. Only move it when he's a good distance away...because if the chargelots get under it, it's useless.

That's just my thoughts on mech.

Now, it's extremely hard to hold off what Protoss does, you literally have to play perfect...and a bit of a misstep in terms of positioning and you just die. It's ridiculously hard to pull off, so I never even bother.


the main problem is that even if you do all that mass tank is still garbage against all protoss units..


Have you ever tested this out?
Food for food, cost for cost, (provided the Barracks wall) mass tanks beats any non-air Protoss composition, with the exception of mass Immortals. But like 5 ghosts fixes that problem.

The only problem I forsee is the weak timings as you take your third (on maps with difficult thirds)and fourth. when Protoss already many more bases than you do. They could potentially do some extremely strong timing pushes that could seal the deal. Immortal busts are quite potent; a bit of mismicro destroys the front wall.

Once Terran has their third, they just need to be a bit careful with where they siege and whatnot, and Terran should be fine. Good scouting and map awareness should shut down Protosses attempts for harass, and yeah...

And I recommend BFH dropping to force as many cannons out of Protoss as you can. And making sure to spam those turrets...I've had a lot of success when Protoss is unaware of my army positioning.

I'll play a few games online after my tests tomorrow, and I'll upload the reps.
And then you know what happened all of a sudden?
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
March 14 2012 18:55 GMT
#175
It's not pure mech but I've been working with a new build that maxes out with Thors/Banshees/Marines and 1-2 Ravens. I've seen NaDa do something very similar. You open 1-1-1 clocked banshees, expand while trying to harass, and start Thor production off 2 base. After i've gotten my third situated and am looking to take a 4th (usually around when you're maxing out, 16-18 minutes) I pull 20-30 SCV and push. Ill usually end the game with 2-3 rax, 3-4 factories, 1 starport. If you can waste your Thor's energy before you engage the Thors with SCV repair and PDD becomes really tank. Collosus can give Thor builds a lot of trouble but if you can snipe Obs with the Raven/Thor the banshees should take care of that. Idk if anyone else has been trying builds like this but I've been having relative success in Masters league with it.
darkcloud8282
Profile Joined December 2010
Canada776 Posts
March 14 2012 19:03 GMT
#176
I think people underestimate the power of thors with some siege tank and air support. I was hoping more terrans would showcase mech in TvP in the GSL after Jinro showed that crazy game against MC.

Anyhow, late game chargelots are pretty bad against BFH.. The biggest problem is having to split up your upgrades between air and ground, you will probably need like 3 armories.
necrimanci
Profile Joined March 2011
70 Posts
March 14 2012 19:16 GMT
#177
qxc was trying out some macro-oriented thor heavy mixes on his stream lately. They got stomped by high immortal counts. Mech in tvp is a 2base all in/timing - you have to attack before P gets fat... or gg out
Norseman
Profile Joined May 2010
United States223 Posts
March 14 2012 19:28 GMT
#178
On March 15 2012 04:03 darkcloud8282 wrote:
I think people underestimate the power of thors with some siege tank and air support. I was hoping more terrans would showcase mech in TvP in the GSL after Jinro showed that crazy game against MC.

Anyhow, late game chargelots are pretty bad against BFH.. The biggest problem is having to split up your upgrades between air and ground, you will probably need like 3 armories.



Where was this crazy Jinro/MC game? I'd love to see it!
Become a better player: http://www.teamliquid.net/forum/viewmessage.php?topic_id=246138
dotDash
Profile Joined March 2011
Sweden142 Posts
Last Edited: 2012-03-14 19:35:27
March 14 2012 19:31 GMT
#179
The wonderful thing about thor/tank/air support mixes is the thor tanking for the tanks (heh.) while the tanks just do massive amount of dmg. I've experimented slightly with some biomech styles where I go rine/few mara/tanks. It works quite good even though it seems to be a disaster. Most people will be like, "chargelots rape your tanks" "colossi rape your bio". But thing is that if you have proper positioning your bio will make short work of the chargelots and you can focus fire down colossi with your tanks and/or vikings.

What Im trying to say is that people need to keep on trying this and not give up just becuase they lose a couple of times. I've played a lot of TvPs and been working with tanks since beta came out. Its the way I play and always will. I love tanks.



EDIT:
On March 15 2012 04:28 Norseman wrote:
Show nested quote +
On March 15 2012 04:03 darkcloud8282 wrote:
I think people underestimate the power of thors with some siege tank and air support. I was hoping more terrans would showcase mech in TvP in the GSL after Jinro showed that crazy game against MC.

Anyhow, late game chargelots are pretty bad against BFH.. The biggest problem is having to split up your upgrades between air and ground, you will probably need like 3 armories.



Where was this crazy Jinro/MC game? I'd love to see it!


Wish I could see it aswell! Only thing I can find is this:


Cheers
Dan
Feel free to tune in to my stream! Highmaster T aiming for GM with commentary! http://video.gamecreds.com/1sy1sfohwo31n/channel/dotDash-T-going-for-GM
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
March 14 2012 19:34 GMT
#180
On March 15 2012 04:28 Norseman wrote:
Show nested quote +
On March 15 2012 04:03 darkcloud8282 wrote:
I think people underestimate the power of thors with some siege tank and air support. I was hoping more terrans would showcase mech in TvP in the GSL after Jinro showed that crazy game against MC.

Anyhow, late game chargelots are pretty bad against BFH.. The biggest problem is having to split up your upgrades between air and ground, you will probably need like 3 armories.



Where was this crazy Jinro/MC game? I'd love to see it!


GSL season 2(?) or something
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