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[G] StimmedProbe's 5 Factory Mech TvP - Page 6

Forum Index > StarCraft 2 Strategy
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GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
November 28 2012 06:47 GMT
#101
Thank you so much, man. Your builds are the only ones I can find that are clear-cut terran builds that lay out the strategy in a way that a noobish plat player like me can actually use for himself. In platinum I usually have to get wins by completely outplaying my opponent mechanically, because I didn't know how to open or any builds or anything. Now that I have a build, I can put my superior mechanics to good use, and I am tearing up low masters ^_^
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
RampancyTW
Profile Joined August 2010
United States577 Posts
Last Edited: 2012-11-28 16:13:24
November 28 2012 16:13 GMT
#102
On October 27 2012 02:31 Nightmarjoo wrote:
http://drop.sc/268041
http://drop.sc/268040
Food for thought.
How were these in any way food for thought? Why would you even post these?

In both cases you deviate from SP's build in ways that put you severely behind where he would be at a similar point in the game. You weren't even coming close to his army strength and supply at similar timings, because you kept delaying yourself for no real gain.

I guess what we can pull from this is that if you do a really awful version of this build it's not very good? Thanks for the info buddy!
RampancyTW
Profile Joined August 2010
United States577 Posts
November 28 2012 16:21 GMT
#103
On October 26 2012 22:26 Methy wrote:
Show nested quote +
On October 26 2012 22:08 DKR wrote:
On October 26 2012 21:38 Methy wrote:
I have a big problem with this sort of guide - something that all 'Mech in TvP' posts fail to recognise - your opponents are essentially misreading your build, and reacting terribly, which is what allows you to win.

Mech will always be the 'catch em with their pants down' in WoL, because if a protoss knows mech is coming, he should never lose. The standard 1 gate expo => 3 gate => colossus + double forge is about the worst possible thing the protoss could be doing. Colossi are not all that useful against pure mech, and upgrades are flat out a waste of time vs mech. As such, any time your opponent gets colossus + double forge, you should treat it as a horrible misread.

This makes mech a wonderful laddering strategy, the overwhelming majority of Protoss simply have no idea how to deal with mech, and will play standard and get crushed. On the other hand, those that do respond correctly will similarly crush you with little difficulty.

That being said, the strongest thing about this build is the fact that it *looks* so much like a 1/1/1 in the early stages - which will often cause a protoss to cut probes at ~30 at which point they fall too far behind to catch up.

I just feel it's always worth mentioning that builds like these can never become the standard because of how bad they are when your opponent is expecting them. (If you don't believe that, consider that Mech TvP is similar to broodwar TvP, but the terran has a few disadvantages - tanks are weaker, hellions are way worse than vultures - while protoss has a few advantages - dragoons can blink, zealots can charge, immortals stomp everything. The only 'new' thing for the terran that could threaten that balance is the thor - which is vulnerable to templar anyway)


People were saying very similar things about Mech TvZ until a few months ago. For the timing the build hits it's clearly very hard for a Protoss to deflect no matter their composition. If they go for a 2 base play then the Terran can take a defensive advantage and get his/her third up.

Until enough high level players truly experiment with Mech TvP it's incredibly hard to say that it definitively won't work.

Also, whoever is right or wrong in the mech debate doesn't particuarly matter. The majority of people are not Masters+ and are only really looking for ladder builds anyway.


It's not about composition - it's about playstyle. Fundamentally, Mech cannot put on substantial pressure until *at least* 10 minutes, and even then usually 13 or 14, they can harass, sure, but that's it. Standard Protoss play involves making sure you're safe from attacks in the early parts of the game. Think about how long it took protoss to figure out straight up 50 food stim timings? A long time, and builds that they do now incorporate being safe against them (early 3 gates + sentries)

Against mech this isn't an issue, you play it out like broodwar, a third base off 1 or 2 gates and maybe a robo (though you don't need the robo because of the lack of mines). Taking a third at 6 minutes, walling it in tight to prevent hellion run byes, chronoboosting right up to 70 probes at 10 minutes, ignoring upgrades all together, skipping sentries (except for maybe having 1 to deflect hellions), and then flooding with gateway units/immortals. That is how you deal with mech, and it is incredibly effective. On the other hand, that playstyle will cripple you against bio.

If you're trying to match 2 base vs 2 base PvT mech, the Protoss player should always lose, no one is disputing that. This build is immensely strong in those situations because of how efficient mech armies are.

The issues with TvZ mech *WERE* simply 'composition' issues - roach busts before siege mode were crippling, but getting early tanks against mutalisks was similarly crippling, the solution was to add in banshees to keep you safe against roaches, and effectively transition straight to thors for protection against mutas.

If Protoss takes a third that quickly AND has multiple gateways AND a Robo AND makes himself safe to hellion run-bys, he'll be incredibly vulnerable to cloaked banshee harrass, and frankly any non-zero number of units before the 10 minute mark. If you do this build without deviation and fail to punish an extremely greedy opening by Protoss, and he hard-counters mech units with his composition, sure you'll probably get crushed. That's to be expected. Thanks for the heads up!

Every strategy is going to have strengths and weaknesses. This strategy is incredibly strong against "standard" play, and provides the infrastructure needed for deviation if the Protoss goes for something super greedy.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
November 28 2012 16:28 GMT
#104
On November 28 2012 15:30 scrubbingbbl wrote:
Great build.
how do you deal with an early blink obs with this build? bunkers in main?


You die more or less. You need to rule out 3/4 gate before nexus or any tech all-in / pressure build before going double refinery off of 1 rax. Anything else is a gamble in my opinion.
In Somnis Veritas
headnut
Profile Joined August 2009
Belgium58 Posts
December 02 2012 12:45 GMT
#105
http://drop.sc/280837

new replay vs high master protoss
shamanas
Profile Joined August 2011
Greece7 Posts
December 10 2012 13:54 GMT
#106
I have been trying to play with this style with moderate success (2 wins 4 losses) in EU platinum.
I'm having a lot of toruble dealing with zealot heavy compositions and HTs/archons though.
Here is a replay of me crushing a platinum protoss: http://drop.sc/283319
Mia
Profile Joined November 2012
75 Posts
Last Edited: 2012-12-11 08:57:08
December 11 2012 08:40 GMT
#107
On November 29 2012 01:21 RampancyTW wrote:
Show nested quote +
On October 26 2012 22:26 Methy wrote:
On October 26 2012 22:08 DKR wrote:
On October 26 2012 21:38 Methy wrote:
I have a big problem with this sort of guide - something that all 'Mech in TvP' posts fail to recognise - your opponents are essentially misreading your build, and reacting terribly, which is what allows you to win.

Mech will always be the 'catch em with their pants down' in WoL, because if a protoss knows mech is coming, he should never lose. The standard 1 gate expo => 3 gate => colossus + double forge is about the worst possible thing the protoss could be doing. Colossi are not all that useful against pure mech, and upgrades are flat out a waste of time vs mech. As such, any time your opponent gets colossus + double forge, you should treat it as a horrible misread.

This makes mech a wonderful laddering strategy, the overwhelming majority of Protoss simply have no idea how to deal with mech, and will play standard and get crushed. On the other hand, those that do respond correctly will similarly crush you with little difficulty.

That being said, the strongest thing about this build is the fact that it *looks* so much like a 1/1/1 in the early stages - which will often cause a protoss to cut probes at ~30 at which point they fall too far behind to catch up.

I just feel it's always worth mentioning that builds like these can never become the standard because of how bad they are when your opponent is expecting them. (If you don't believe that, consider that Mech TvP is similar to broodwar TvP, but the terran has a few disadvantages - tanks are weaker, hellions are way worse than vultures - while protoss has a few advantages - dragoons can blink, zealots can charge, immortals stomp everything. The only 'new' thing for the terran that could threaten that balance is the thor - which is vulnerable to templar anyway)


People were saying very similar things about Mech TvZ until a few months ago. For the timing the build hits it's clearly very hard for a Protoss to deflect no matter their composition. If they go for a 2 base play then the Terran can take a defensive advantage and get his/her third up.

Until enough high level players truly experiment with Mech TvP it's incredibly hard to say that it definitively won't work.

Also, whoever is right or wrong in the mech debate doesn't particuarly matter. The majority of people are not Masters+ and are only really looking for ladder builds anyway.


It's not about composition - it's about playstyle. Fundamentally, Mech cannot put on substantial pressure until *at least* 10 minutes, and even then usually 13 or 14, they can harass, sure, but that's it. Standard Protoss play involves making sure you're safe from attacks in the early parts of the game. Think about how long it took protoss to figure out straight up 50 food stim timings? A long time, and builds that they do now incorporate being safe against them (early 3 gates + sentries)

Against mech this isn't an issue, you play it out like broodwar, a third base off 1 or 2 gates and maybe a robo (though you don't need the robo because of the lack of mines). Taking a third at 6 minutes, walling it in tight to prevent hellion run byes, chronoboosting right up to 70 probes at 10 minutes, ignoring upgrades all together, skipping sentries (except for maybe having 1 to deflect hellions), and then flooding with gateway units/immortals. That is how you deal with mech, and it is incredibly effective. On the other hand, that playstyle will cripple you against bio.

If you're trying to match 2 base vs 2 base PvT mech, the Protoss player should always lose, no one is disputing that. This build is immensely strong in those situations because of how efficient mech armies are.

The issues with TvZ mech *WERE* simply 'composition' issues - roach busts before siege mode were crippling, but getting early tanks against mutalisks was similarly crippling, the solution was to add in banshees to keep you safe against roaches, and effectively transition straight to thors for protection against mutas.

If Protoss takes a third that quickly AND has multiple gateways AND a Robo AND makes himself safe to hellion run-bys, he'll be incredibly vulnerable to cloaked banshee harrass, and frankly any non-zero number of units before the 10 minute mark. If you do this build without deviation and fail to punish an extremely greedy opening by Protoss, and he hard-counters mech units with his composition, sure you'll probably get crushed. That's to be expected. Thanks for the heads up!

Every strategy is going to have strengths and weaknesses. This strategy is incredibly strong against "standard" play, and provides the infrastructure needed for deviation if the Protoss goes for something super greedy.

if he makes himself safe from runbys(cannons/stalkers) he is safe vs banshee harras to.

The counter to this build is fast third, just as you scout he is meching at 8min, you drop your third nexus, and tech to zealot archon, while building up immortal count.
When terran push out, just flank him from 3-4 sides and he will be screwed. Though i agree doing normal build with later third for toss might be insta lose vs this.
The idea is force his obs to state at home with banshee and if he tryes to scout you out with obs kill it with scan and marines before finding out your build. This will force toss to play in blind and not do optimal build agains your mech.
Also i think Supernova does somwhat similar opening with fast cc and cloack banshee and fast third, but he transitions into bio, so researching his play might be useful. Also consider doing 12rax 13gas builds with cloack banshee to make opponents think its 1-1-1, while you cut corners(stop marine production at 4, get fast 3oc), since he will cut his probe production, while doing just small damage with your banshee,, might make you miles ahead of your opponents, and then you do your mech push, also there will be large posibility that toss will tech to colossus suspecting 1-1-1 and have totally wrong composition. Basically smart play is very important for terran mech play, good multitask/micro/macro wont be enough. just my 2cents.
"Terran, who is missing in action" - me
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-12-12 02:50:18
December 12 2012 02:34 GMT
#108
--- Nuked ---
HelioSeven
Profile Joined February 2012
United States193 Posts
December 12 2012 05:57 GMT
#109
On December 12 2012 11:34 Sated wrote:
Basically, I think this is only working for you because your opponent's haven't seen it before and don't know how to react. This doesn't surprise me, as you seem to be a master of creating gimmicky builds that will only work against someone who hasn't seen them before. Not that this is a bad thing, I just feel like I should point out how weak this build will be against a proper response as it's strength seems to lie in catching the opponent off-guard (as in they've gone for a standard composition instead of tailoring their composition to compete with yours).


So, moving off this point, has anyone played this build against against Skytoss? I mostly play Skytoss PvZ, occasionally PvP, and I feel like a gate robo gate expand would scout this plenty early enough to respond with a 5 phoenix opener. Phoenixes will hard counter both banshee and hellion play early on, and will be a major thorn in the side of siege tank lines later on. Additionally, they force either turrets, thors, or vikings, none of which are very good against the logical follow-up to phoenixes, carriers.

I'd be very interested to see how this build fares against a good Skytoss player.
If I smite you, have you been smitten?
Generalul
Profile Joined March 2011
Romania114 Posts
December 12 2012 10:21 GMT
#110
Thanks man, been following your builds since i saw the million man marine one I have to note that this build is somewhat vulnerable to some crazy toss allins, like the 4 gate prism, and is hard to scout sometimes (best to send the first helion in, but it will be later that in a standard 1 base 1-1-1 push and it may be too late).
www.comanda-caricaturi.ro
Sated
Profile Blog Joined March 2011
England4983 Posts
December 12 2012 11:51 GMT
#111
--- Nuked ---
Sweetfrost
Profile Joined October 2010
Sweden213 Posts
December 14 2012 06:45 GMT
#112
I appreciate that you've taken your time to make this guide. I'm a big fan of mech and I hope I can improve my game sense and mechanics so I'll win more games with it! Thanks for helping me out with this guide!
Before practice, we ate Kimchi soup made my MMA. His cooking has made me so depressed that I think we may lose GSTL." -Miya
Hot_Ice
Profile Joined January 2013
139 Posts
Last Edited: 2013-05-10 05:20:40
May 10 2013 05:06 GMT
#113
--- Nuked ---
mrslunk
Profile Joined January 2013
6 Posts
May 10 2013 05:34 GMT
#114
First thought to me is that the opening will flat out die to any proxy oracle build and there are plenty of them.
Something may still be salvageable out of it however.
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
May 10 2013 09:21 GMT
#115
On May 10 2013 14:34 mrslunk wrote:
First thought to me is that the opening will flat out die to any proxy oracle build and there are plenty of them.
Something may still be salvageable out of it however.


The big thing is if you're going mech there's little to no reason for you not to get an early ebay if you scout 2 gas. It not only keeps you alive vs oracles but it also stops dts killing you too. I don't play with this exact build, but that's what you need to do as mech.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
RyLai
Profile Joined May 2011
United States477 Posts
May 10 2013 10:33 GMT
#116
I was super excited when I saw a StimmedProbe's mech build (even more excited when I saw it was TvP). Now I find to my disappointment that it was made for WoL (and during a time when I quit the game). The big tipoffs was opening 1 rax CC and the use of Blue Flame and normal Hellions. The severe lack of AA also worried me as a build that could straight up die so easily in HotS.

IMO, the safest current TvP build is Reaper->Reactor Marines expansion->Widow Mine drop. The first mine is up fast enough to defend you from Oracles, and you have plenty of Marines to defend the natural and fend off a Mothership Core poke. From there, I suppose you can go into Tanks+Banshees into more Factories. However, I feel weird trying this build as I don't know how well I could get the gas timings to line up so that I can actually get the tech I want at the WoL benchmarks. Also, Void Rays would tear this shit apart (especially with the buff). In the long term, Stargate play in general seems very problematic. If you see air, you need to make the right amount of Thors.

Makes me really sad too... I'd LOVE to play Mech TvP... I might just go back to WoL just to play this build... Hehehe. This and Mech TvZ.
BurningRanger
Profile Joined January 2012
Germany303 Posts
May 10 2013 11:59 GMT
#117
Firstly nice find there Hot_Ice and certainly thanks to StimmedProbe for this guide. It looks like it fits very well into my current playstyle.
Yes, it's for WoL, but there's not too much to change to get it to work in HotS imo. As was already mentioned, I'd add an early ebay to deal with Oracles. In exchange you don't have to research Siegemode anymore. The idea to get one more reactored Factory instead of a Techlab'ed for WidowMines is also nice.
I'll definitely try it... maybe even in the other matchups with some appropriate tweaks.
My Livestream: http://www.twitch.tv/burningranger | My youtube channel: https://www.youtube.com/user/BurningR4nger
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