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[G] StimmedProbe's 5 Factory Mech TvP - Page 3

Forum Index > StarCraft 2 Strategy
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Salient
Profile Joined August 2011
United States876 Posts
October 26 2012 14:49 GMT
#41
On October 26 2012 23:22 Teoita wrote:
Show nested quote +
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?


Other than bulldogging it (not sure if this works vs gm's but i've beaten monk with it so eh), i think a 1gate fe -> some sort of robo/3gate into forge/twilight council opening would do very well vs this kind of stuff. I never was a fan of colossi vs mech, and the ability to get charge, blink, archons and immortals vs the push should do extremely well.

That said yeah mech stuff is so unexplored, it's kinda hard to say. More than anything, it would come down to positioning. Getting a reactionary warp prism to flank with 2 immortals and a round of warped in zealots would also be really strong for instance.


Does "Bulldog" mean Immortal bust? If so, one base or two base Immortal bust?
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
October 26 2012 15:30 GMT
#42
Is there any way to skip banshees? ?
Be kind whenever possible. It is always possible.
Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
October 26 2012 15:51 GMT
#43
ooo, I'm definitely going to try this out!
You'll worry less about what people think about you when you realize how seldom they do.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 26 2012 15:53 GMT
#44
1rax cc gasgas opening can autolose to some all-ins; so I don't recommend using this in every ladder game, cuz you'll just lose sometimes and not be able to stop it. For example if they do a 4gate warp prism attack in your main without making the chronos obvious (so to your first scv scout it will just look like a 1gate nexus) you won't have the units to stop it, no matter how many bunkers you make. The build is sensitive to immortal all-ins as well, especially if they use a pylon and observer to warp zlots into your main while pressuring your bunkers with the immortals. Just because the builds aren't optimal (because they're not making them obvious to you by showing chronos on warpgate or 2gas for immortal, etc) doesn't mean they aren't effective.

Your all-in defense comes from them not being able to know that you're going 1rax cc gasgas instead of 1rax cc raxrax, so most of the time you will be safe because they shouldn't choose all-ins which will work against your build since they shouldn't work vs normal play, and they can't know you aren't playing normally. Unless they know you're meching before game (custom game vs a friend or whatever), and then they can just kill you. It's safer to open with a gas build.

The cloaked banshee will stop 6gate all-ins. You may however be vulnerable to a 4gate after nexus, so just scout well for pylons and activity on the map.

I'm interested in how you adapt vs tech builds (2gas). The build as it is with no adaptations will of course lose to things like blink all-in and dt. Hell, your build doesn't mention an ebay, and your raven comes out too late just to stop dt after nexus (which would just show your scout 1gas, and make 2nd gas after you leave; and then a second scout would see nexus).

On 2base you cannot possibly support constant production of 4tanks and 1banshee. You can either not quite afford constant production of 3tanks, or you can afford constant production of 2tanks and 1banshee (with a little left over for upgrades). So there's no point in wasting gas on those extra factories, or at least in making techlabs on them. Increased hellion production will let you scout and harass better, so that will help. When korean terrans mech they usually open with 1 techlab and 2 reactors. If you have an adequate hellion count you won't need to "scan ahead".

Tank/hellion oriented builds have no lategame, so even if your push isn't an all-in, it might as well be. Voidrays won't be able to kill you outright, but they will delay your push assuming they haven't neglected their ground army. This lets them stall for mothership and/or carriers which can kill you. You can defend initially with thors and turrets, but as the game progresses and his carrier count increases you'll no longer be able to defend. And, having not expo'd quickly, having dumped a lot of gas into tanks and upgrades, and then the rest of your gas into survival-thors, you can't afford the bcs and/or ravens necessary to actually beat the carriers.

With other styles of mech I've found heavy immortal/archon/zlot compositions to be quite strong, but your style may very well not have trouble with them. Have you experienced something like that before?
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
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 26 2012 16:23 GMT
#45
Watching replays now.

I know you're a little mineral-tight initially, but a hellion right before/after techlab (for port) could help scouting a lot. You have no map vision or second scout to confirm that he went 1gate nex. I can understand wanting to hide the fact that you're going mech by not making/showing a hellion, but it strikes me as being very risky to have no second scout.
Oh you do make one on cloud kingdom. Why not in the other games?

Your build is probably smart on antiga. Management oriented mech builds don't fare well there.

No armory will make defending air tough, and make your army less longevous as the game goes on.

I see all three games were pretty easy/short, what is your intended transition for when you play vs someone who realizes that letting a mech army get across the map for free is a bad idea? Do you have any games where this attack doesn't end the game where you still win?
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
dynwar7
Profile Joined May 2011
1983 Posts
October 26 2012 16:36 GMT
#46
Yeah, a 2 base timing attack is normally quite strong, but what if the P reacts and defends properly? It will go to the mech style that many people believe does not work?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-26 17:13:21
October 26 2012 17:04 GMT
#47
On October 26 2012 23:49 Salient wrote:
Show nested quote +
On October 26 2012 23:22 Teoita wrote:
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?


Other than bulldogging it (not sure if this works vs gm's but i've beaten monk with it so eh), i think a 1gate fe -> some sort of robo/3gate into forge/twilight council opening would do very well vs this kind of stuff. I never was a fan of colossi vs mech, and the ability to get charge, blink, archons and immortals vs the push should do extremely well.

That said yeah mech stuff is so unexplored, it's kinda hard to say. More than anything, it would come down to positioning. Getting a reactionary warp prism to flank with 2 immortals and a round of warped in zealots would also be really strong for instance.


Does "Bulldog" mean Immortal bust? If so, one base or two base Immortal bust?


Bulldog is a brood war term. http://wiki.teamliquid.net/starcraft/Bulldog
I do it off 2 bases as a reaction to defensive tank openings, or if i hold off a hellion drop or cloak banshee without taking many losses (and the t goes tanks, which is quite common with 111 expand these days).

The warp prism dropping 4 zealots is key as otherwise tanks on the high ground are next to impossible to break.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 26 2012 17:31 GMT
#48
http://drop.sc/268041
http://drop.sc/268040
Food for thought.
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
happyft
Profile Blog Joined December 2010
United States470 Posts
October 26 2012 18:14 GMT
#49
On October 27 2012 00:53 Nightmarjoo wrote:
1rax cc gasgas opening can autolose to some all-ins; so I don't recommend using this in every ladder game, cuz you'll just lose sometimes and not be able to stop it. For example if they do a 4gate warp prism attack in your main without making the chronos obvious (so to your first scv scout it will just look like a 1gate nexus) you won't have the units to stop it, no matter how many bunkers you make. The build is sensitive to immortal all-ins as well, especially if they use a pylon and observer to warp zlots into your main while pressuring your bunkers with the immortals. Just because the builds aren't optimal (because they're not making them obvious to you by showing chronos on warpgate or 2gas for immortal, etc) doesn't mean they aren't effective.

Your all-in defense comes from them not being able to know that you're going 1rax cc gasgas instead of 1rax cc raxrax, so most of the time you will be safe because they shouldn't choose all-ins which will work against your build since they shouldn't work vs normal play, and they can't know you aren't playing normally. Unless they know you're meching before game (custom game vs a friend or whatever), and then they can just kill you. It's safer to open with a gas build.

The cloaked banshee will stop 6gate all-ins. You may however be vulnerable to a 4gate after nexus, so just scout well for pylons and activity on the map.

I'm interested in how you adapt vs tech builds (2gas). The build as it is with no adaptations will of course lose to things like blink all-in and dt. Hell, your build doesn't mention an ebay, and your raven comes out too late just to stop dt after nexus (which would just show your scout 1gas, and make 2nd gas after you leave; and then a second scout would see nexus).

On 2base you cannot possibly support constant production of 4tanks and 1banshee. You can either not quite afford constant production of 3tanks, or you can afford constant production of 2tanks and 1banshee (with a little left over for upgrades). So there's no point in wasting gas on those extra factories, or at least in making techlabs on them. Increased hellion production will let you scout and harass better, so that will help. When korean terrans mech they usually open with 1 techlab and 2 reactors. If you have an adequate hellion count you won't need to "scan ahead".

Tank/hellion oriented builds have no lategame, so even if your push isn't an all-in, it might as well be. Voidrays won't be able to kill you outright, but they will delay your push assuming they haven't neglected their ground army. This lets them stall for mothership and/or carriers which can kill you. You can defend initially with thors and turrets, but as the game progresses and his carrier count increases you'll no longer be able to defend. And, having not expo'd quickly, having dumped a lot of gas into tanks and upgrades, and then the rest of your gas into survival-thors, you can't afford the bcs and/or ravens necessary to actually beat the carriers.

With other styles of mech I've found heavy immortal/archon/zlot compositions to be quite strong, but your style may very well not have trouble with them. Have you experienced something like that before?


Very well said, I was about to post much the same.

1 - Your build will lose to any attack that happens on the 8min attack or before, as you only have 2 bunkers + 8 marines + 1 banshee (no cloak). This includes 1 gate nex 4 gate pressure, 6 gate, and any 1 base build.

2 - You didn't scout between your initial scv scout and when your banshee hits their base at 8:40 in any of the 3 replays. And in one replay you didn't even see if he expanded or not. So you're really gambling that they will NR 10.

3 - In none of the 3 replays did the toss get charge. In my tvp meching experience, chargelots make a HUGE HUGE difference. Add archons to that mix, and hell/tank becomes barely cost efficient (I've run many unit tests, and it ALL boils down to how efficiently you split spread and arc your tanks, which you kinda did but not really)

4 - As nightmarjoo pointed out, it might not seem like your 2 base push is all-in, but it might as well be. You don't even get an armory.

Also, for further build optimization you might want to consider getting a medivac instead of your third banshee and going for blue-flame hellion drop harass to follow up. Getting siege mode by the 9:30 mark is useless since you only have 1 tank and if the protoss was gonna attack you anyway, it'd be by the 8min mark.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
October 26 2012 18:15 GMT
#50
On October 26 2012 22:54 Methy wrote:
Show nested quote +
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?



As I said above, play it like Broodwar. If you're unfamiliar with Broodwar then play it out like this:
(Ideal strategy - you know mech is coming before the game starts)
+ Show Spoiler +

- Any 1 gate Expo
- 3rd Nexus at ~6:00 (if you're uncomfortable with deflecting hellions off just one gate, do add a second)
- Robo asap after this since cloaked banshees will be coming at ~7:30 (should be able to get your first observer out comfortably)
- get a single forge at your third, and upgrade attack (not armour) without chronoboosting (upgrades are largely irrelevant against mech - to see this, work out the number of attacks required for stalkers and zealots to kill tanks and hellions with and without upgrades - compare this to the terran side of the picture)
- Wall in both your natural and your third to prevent hellions getting into the mineral line (again broodwar style)
-Go up to ~ 10 gates (should all be done before 10 minutes)
-Constantly produce chronoboosted immortals out of your robo after 2-3 obs

You then have two paths to follow:
- Double robo with constant immortal production before twighlight

OR
- Twighlight researching blink then charge
- Early 4th base with templar




You'll never get to know before 6 minutes if he's meching, but assuming you do a standard 1 gate fe->3gate robo build, you should know what's up by 7:30-8:00, in which case you can cancel/not start your robo bay, do a partial wall on natural with pylons/gates. From there, you would start twilight and 1 forge and get charge+blink and keep up constant immortal+gateway unit production and maybe even take guys off gas at your nat to get a 3rd started fairly early. You'd only want to add in colossi in late/midgame if he's going extremely heavy on the hellions, but obv first you want to have a big base of chargelots, blink stalkers, and immortals.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
happyft
Profile Blog Joined December 2010
United States470 Posts
Last Edited: 2012-10-26 18:17:50
October 26 2012 18:17 GMT
#51
On October 27 2012 03:15 Drowsy wrote:
Show nested quote +
On October 26 2012 22:54 Methy wrote:
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?



As I said above, play it like Broodwar. If you're unfamiliar with Broodwar then play it out like this:
(Ideal strategy - you know mech is coming before the game starts)
+ Show Spoiler +

- Any 1 gate Expo
- 3rd Nexus at ~6:00 (if you're uncomfortable with deflecting hellions off just one gate, do add a second)
- Robo asap after this since cloaked banshees will be coming at ~7:30 (should be able to get your first observer out comfortably)
- get a single forge at your third, and upgrade attack (not armour) without chronoboosting (upgrades are largely irrelevant against mech - to see this, work out the number of attacks required for stalkers and zealots to kill tanks and hellions with and without upgrades - compare this to the terran side of the picture)
- Wall in both your natural and your third to prevent hellions getting into the mineral line (again broodwar style)
-Go up to ~ 10 gates (should all be done before 10 minutes)
-Constantly produce chronoboosted immortals out of your robo after 2-3 obs

You then have two paths to follow:
- Double robo with constant immortal production before twighlight

OR
- Twighlight researching blink then charge
- Early 4th base with templar




You'll never get to know before 6 minutes if he's meching, but assuming you do a standard 1 gate fe->3gate robo build, you should know what's up by 7:30-8:00, in which case you can cancel/not start your robo bay, do a partial wall on natural with pylons/gates. From there, you would start twilight and 1 forge and get charge+blink and keep up constant immortal+gateway unit production and maybe even take guys off gas at your nat to get a 3rd started fairly early. You'd only want to add in colossi in late/midgame if he's going extremely heavy on the hellions, but obv first you want to have a big base of chargelots, blink stalkers, and immortals.


I really really commend charge over blink. Do unit tests if you don't believe me. The difference between having charge and not is tremendous.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-26 18:39:26
October 26 2012 18:39 GMT
#52
On October 27 2012 03:17 happyft wrote:
Show nested quote +
On October 27 2012 03:15 Drowsy wrote:
On October 26 2012 22:54 Methy wrote:
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?



As I said above, play it like Broodwar. If you're unfamiliar with Broodwar then play it out like this:
(Ideal strategy - you know mech is coming before the game starts)
+ Show Spoiler +

- Any 1 gate Expo
- 3rd Nexus at ~6:00 (if you're uncomfortable with deflecting hellions off just one gate, do add a second)
- Robo asap after this since cloaked banshees will be coming at ~7:30 (should be able to get your first observer out comfortably)
- get a single forge at your third, and upgrade attack (not armour) without chronoboosting (upgrades are largely irrelevant against mech - to see this, work out the number of attacks required for stalkers and zealots to kill tanks and hellions with and without upgrades - compare this to the terran side of the picture)
- Wall in both your natural and your third to prevent hellions getting into the mineral line (again broodwar style)
-Go up to ~ 10 gates (should all be done before 10 minutes)
-Constantly produce chronoboosted immortals out of your robo after 2-3 obs

You then have two paths to follow:
- Double robo with constant immortal production before twighlight

OR
- Twighlight researching blink then charge
- Early 4th base with templar




You'll never get to know before 6 minutes if he's meching, but assuming you do a standard 1 gate fe->3gate robo build, you should know what's up by 7:30-8:00, in which case you can cancel/not start your robo bay, do a partial wall on natural with pylons/gates. From there, you would start twilight and 1 forge and get charge+blink and keep up constant immortal+gateway unit production and maybe even take guys off gas at your nat to get a 3rd started fairly early. You'd only want to add in colossi in late/midgame if he's going extremely heavy on the hellions, but obv first you want to have a big base of chargelots, blink stalkers, and immortals.


I really really commend charge over blink. Do unit tests if you don't believe me. The difference between having charge and not is tremendous.


The idea of blink before charge is that you can get both in time for the push, but blink first gives you more map control and makes defending hellions easier.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
BaCoNSawce
Profile Blog Joined August 2011
United States34 Posts
October 27 2012 01:23 GMT
#53
This is a extremely interesting build. will defiantly try this out in hots and give my feed back to see how I like it
Rumor has it Dustin Browder likes destructible rocks....
brofestor
Profile Joined October 2012
Singapore101 Posts
October 27 2012 08:24 GMT
#54
this build and other variants of it would definitely be much more viable in HotS since the widow mine will help immensely in defense (and for early game harassment too)...if blizz keep the mine that way, which i doubt they would.
elanobissen
Profile Joined February 2011
Denmark244 Posts
October 27 2012 10:06 GMT
#55
How do you defend blink all-in with this build?
mizU
Profile Blog Joined April 2010
United States12125 Posts
October 27 2012 11:56 GMT
#56
Hmmmmm I think phoenixes or voidrays or both with chargelot archon would be decent, instead of going for colossi.

I used to go voidrays vs mech a few seasons ago, unless it gets scouted, anti air is not going to be existent in this build, right?
if happy ever afters did exist <3 @watamizu_
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
October 27 2012 21:58 GMT
#57
Great build! I was looking for solid tvp build and this is really what I was looking for. I am diamond, and I have played four games and my record is 2-2 so far. Both loses that i had were due to poor positioning and sieging/unsieging. For this build it is always good to scout ahead with a hellion.
Pookie Monster
Profile Joined October 2010
United States303 Posts
October 28 2012 00:07 GMT
#58
Its pretty obvious if you scout two fast gas geysers for toss, you have to modify this build greatly. on certain maps like cloud kingdom and antiga you may have to throw down a tech lab on the barracks and make a second barracks with a tech lab to pump marauders to give you enough defense vs blink stalker all-in until you get a decent tank count. I personally dont think mech is going to be viable vs toss till heart of the swarm. We dont have proper meat shield units/blocking devices to protect tanks from protoss units. Charglot/archon/immortal crushes mech horribly.
??
blublub
Profile Joined April 2010
Poland18 Posts
October 29 2012 14:45 GMT
#59
I try to play only with this build and it is ok. But I find really weak vs warp prism play, early dt's or dt's with warpprism. Even after Nexus. Upon scouting it protoss can go just straight tech knowing that you wont attack him until you have enough units. And the constant warp prism/dt harrass delays this final push a lot. I usually lost when got harrased like that because protoss was able to establish his 3rd and get zelot charge. Often the warprism is used later in fights droping zelots onto tanks and warping next waves close to tanks. I feel like 1 early viking is a must and getting another later. But don't know how to squeez them when I have to make 2 cloacked banshes and a raven ASAP or then i have no map awareness or detection.
Terra nostrum !
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
October 29 2012 20:09 GMT
#60
On October 29 2012 23:45 blublub wrote:
I try to play only with this build and it is ok. But I find really weak vs warp prism play, early dt's or dt's with warpprism. Even after Nexus. Upon scouting it protoss can go just straight tech knowing that you wont attack him until you have enough units. And the constant warp prism/dt harrass delays this final push a lot. I usually lost when got harrased like that because protoss was able to establish his 3rd and get zelot charge. Often the warprism is used later in fights droping zelots onto tanks and warping next waves close to tanks. I feel like 1 early viking is a must and getting another later. But don't know how to squeez
them when I have to make 2 cloacked banshes and a raven ASAP or then i have no map awareness or detection.


I agree with this warp prism harass hits really hard. Yesterday I lost a game to warp prism + dt in the main, i just didn't have enough stuff to defend. I would recommend even skipping clock and getting viking after initial banshie and then raven.
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