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[G] Lyyna’s TvP : How to mech every protoss cry - Page 17

Forum Index > StarCraft 2 Strategy
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Prev 1 15 16 17 18 19 46 Next All
Lyyna
Profile Joined June 2011
France776 Posts
March 31 2012 23:34 GMT
#321
This is an interesting idea. I never use it because i never feel the need to, but yeah, this could be something really good. I'll try to test it a bit.
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
crocodile
Profile Joined February 2011
United States615 Posts
April 01 2012 00:21 GMT
#322
I feel like your style would go from good to invincible if you did this.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
Hider
Profile Blog Joined May 2010
Denmark9402 Posts
Last Edited: 2012-04-01 01:21:49
April 01 2012 01:19 GMT
#323
On April 01 2012 08:27 crocodile wrote:
I feel like you might be missing an important point here Lyyna. Mech often relies on having a favorable terrain, especially against Protoss, to be so cost effective as to get to the late game in a great position like that. If the Protoss can't engage you because you're sieged up behind your mobile Barracks chokes and you always know where he is because of sensor towers, you can get to your doom ball of BC/Thor/Tank.

The point is that you get huge amounts of utility from using the excess mineral buildup you get with mech to build barracks/ebay/planetary walls and tons of excess orbitals to not only make your army stronger in the late game by having less SCVs, but also to make it so that the Protoss can never engage you favorably. When I finally feel safe being aggressive with my army, I take a bunch of SCVs with me to not just repair, but to build Barracks walls where I need them on the actual battlefield. It's similar to how you see some Korean (bio) Terrans landing Factories in the middle of engagements against Protoss to make the terrain more favorable.

This, for me, in addition to the use of sensor towers, is the key to Mech TvP.


In a straight up battle your suppoed to crush the toss army no matter what. I think planetary walls/barrack walls should mainly be used to deny counter attack paths. Definitely something that would be veyr usefull in mech tvz as well.

Lyyna: Anyway i've been using some semiheavy banshee play in the midgame, and it really works well as the protoss doesn't expect 4-5 banshees attackin his base. However I don't really feel that happy transitioning into BC's. At least not on the most mobile maps. Im not sure why they are used instead of banshees. I realize they are stronger in a straight up fight and yamato cannon is really good vs collosus. I think they are definitely a great unit on a map like shakuras, but what about a map where its harder to secure expos (tal darim)? Why not have like 8-15 banshees combined with some ravens.

That might make us vulnerable to a carrier tech switch though so one would need to scan a lot. But the amount of damage you would be able to do is insane. Toss would need to have like 10+ cannons to defend vs the banshees.

Do you have any experience with heavy banshee play and delaying or never getting bcs and combining it with heavy harass?
crocodile
Profile Joined February 2011
United States615 Posts
April 01 2012 02:08 GMT
#324
But you DON'T crush the Toss army no matter what. That is the basis of many of the anti mech tvp arguments. However if you make it so the Toss can never engage you favorably it's a different story. And yes, more Banshees is better on maps like Tal'Darim where it's harder to take/defend expos.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
da_head
Profile Blog Joined November 2008
Canada3350 Posts
April 01 2012 02:18 GMT
#325
How do you stop MASS vrays? Thors and bcs melt vs them and vikings arent the best either. Could also be attainable off 3-4 bases from toss so it would be up before your bc/raven deathball gets going.
When they see MC Probe, all the ladies disrobe.
crocodile
Profile Joined February 2011
United States615 Posts
April 01 2012 03:01 GMT
#326
You should be constantly scouting for an air switch, and you should generally have Vikings by the time they can do such a thing. The Viking/BC/Thor element of your army should be able to handle the Void Rays especially if you alter your composition after scouting it.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
sheeit123
Profile Joined October 2011
United States10 Posts
April 01 2012 03:45 GMT
#327
http://www.quickmeme.com/meme/35k194/

This seems to be relevant.

User was warned for this post
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
April 01 2012 04:09 GMT
#328
I watched some of the replays and I was wondering why you don't EMP your Thors, or is Feedback not a big problem?
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
April 01 2012 06:34 GMT
#329
I've noticed that you're much lighter on the port-techlab upgrades in the most recent replays, excluding the mass phoenix game on zerg temple (and I'm curious about that game, it was the only game you got every raven upgrade, and you hadn't yet scouted a stargate or any phoenix, what prompted you to get the upgrades in this game?), and typically more thor heavy in your end composition (~6 thors instead of 3 I think before) and more viking heavy, is there a particular reason why you're doing this? In some (but not all) games involving heavy air by protoss you've gotten seeker missile and nothing else, and I can't recall a single game in the latest pack where you got cloak (for banshee). Also, you got mech attack upgrades! You were much more aggressive with your army too (relatively), is that just a function of becoming more comfortable with this endgame composition? These seem to contradict what you advocate in your guide. Are you just trying this out, or has something specific influenced you into executing the style in this manner?
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Lyyna
Profile Joined June 2011
France776 Posts
April 01 2012 09:06 GMT
#330
@Hider : the main reason for getting BC at some point is that BC + raven are good versus everything. They force stalker instead of zealots (so he has to invest gas into his gateway force), they destroy protoss air,they make pure robo army shit,etc. But thanks to cloak, i can usually keep 2-3 banshees alive and use them with hellions to defend. The main problem of massing banshees (which is really good vs ground) is that you're fucked versus an air transition

@da_head : ravens and ghosts. 1) EMP 2)HSM 3)??? 4) Enjoy his rage

@Chaggi : because i prefer to get Feedback on thors rather than storm on tanks line or air army. Feedback isn't a bigdeal and let you some times to EMP all the templars.

@Nightmarjoo : which games did you watch? the ones in the folders or in the zipped packs?
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
Hider
Profile Blog Joined May 2010
Denmark9402 Posts
Last Edited: 2012-04-01 11:12:52
April 01 2012 11:12 GMT
#331
On April 01 2012 18:06 Lyyna wrote:
@Hider : the main reason for getting BC at some point is that BC + raven are good versus everything. They force stalker instead of zealots (so he has to invest gas into his gateway force), they destroy protoss air,they make pure robo army shit,etc. But thanks to cloak, i can usually keep 2-3 banshees alive and use them with hellions to defend. The main problem of massing banshees (which is really good vs ground) is that you're fucked versus an air transition

@da_head : ravens and ghosts. 1) EMP 2)HSM 3)??? 4) Enjoy his rage

@Chaggi : because i prefer to get Feedback on thors rather than storm on tanks line or air army. Feedback isn't a bigdeal and let you some times to EMP all the templars.

@Nightmarjoo : which games did you watch? the ones in the folders or in the zipped packs?


By "fucked" do you mean that its impossible to win if you have 12 banshees in your army (having 2-3 BC's less), or that its just harder to beat an air transition, but still possible with very good scouting.
Lyyna
Profile Joined June 2011
France776 Posts
April 01 2012 11:23 GMT
#332
12 banshees is far more than 2-3 BC, so it'll be REALLY hard to handle the air transition. Possible if he wait too much, but if he gets like 4-6 carriers with ground army you're lost
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
halfies
Profile Joined November 2011
United Kingdom327 Posts
April 01 2012 11:40 GMT
#333
On April 01 2012 12:45 Sheeit wrote:
http://www.quickmeme.com/meme/35k194/

This seems to be relevant.

User was warned for this post

i dont even...
Hider
Profile Blog Joined May 2010
Denmark9402 Posts
Last Edited: 2012-04-01 11:51:33
April 01 2012 11:50 GMT
#334
On April 01 2012 20:23 Lyyna wrote:
12 banshees is far more than 2-3 BC, so it'll be REALLY hard to handle the air transition. Possible if he wait too much, but if he gets like 4-6 carriers with ground army you're lost



Yeh I was thinking more in terms of gas (included fusion core + yamato)

But why can't 4-6 carriers be beat by adding vikings combined with ravens?
crocodile
Profile Joined February 2011
United States615 Posts
April 01 2012 12:26 GMT
#335
Carriers are tougher to beat than you would think. Also you have to think in terms of supply in late game, not money. ALSO a BC is equal to 2 banshees in terms of supply and only 100 minerals more in cost.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
Lyyna
Profile Joined June 2011
France776 Posts
April 01 2012 12:48 GMT
#336
@Hider : to beat 4/6 carriers, you would need like 12 vikings at least,and that would still be close. And you'll end up in the same situation as bio vs colossus : lots of vikings in the air, useless versus his ground force. BC destroy carriers AND everything on the ground
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
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
April 01 2012 12:50 GMT
#337
There is not many maps where this style actually works.
Lyyna
Profile Joined June 2011
France776 Posts
April 01 2012 12:52 GMT
#338
And what do you base yourself on to say that? Watch replays,and you'll realize i can win on any map with it
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
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
April 01 2012 13:00 GMT
#339
Because expansions are too hard to secure
Severus_
Profile Blog Joined October 2010
759 Posts
April 01 2012 13:07 GMT
#340
Guys you are approaching this wrong. From my games I made a conclusion that you can't beat mech straight foward in late game with P no matter what path you choose to go :
Air,immortal,archon,gateway with ht,mothership etc.
The way to beat is with great harass, multitask and expanding, forcing bad fights. Basicly you are playing P the same way you are playing bio T.
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