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[D]Code S Terrans having a hard time with mech TvZ - Page 2

Forum Index > StarCraft 2 Strategy
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happyft
Profile Blog Joined December 2010
United States470 Posts
November 15 2012 05:55 GMT
#21
Yeah I don't think mech deathball can straight up win against zerg deathball. I kind of wonder what happens if just a few ghosts get mixed into it though? Although ghosts are resource inefficient, they are only 2 supply.

Secondly, from what I've seen, it looks like mech builds usually win when they do sufficient damage with blue-flame hellions + banshee, OR zerg failed an early pressure attack.
Insoleet
Profile Joined May 2012
France1806 Posts
Last Edited: 2012-11-15 06:25:44
November 15 2012 06:24 GMT
#22
I think that the air transition must be executed at the same time the terran knows zerg is building the greater spire.

The terrans i see building 5 starports when the zerg is morphing his greatspire doesnt seems to have so much problems.

They also expand very aggressively with PF. Their CC are all in their bases.

I dont have any link to show you, but recently Kas did it against golden and it worked nice.

5 starport laboratory can build vikings very fast, and then go for banshees very fast too. And when the terran thinks he can do it, he can build his ravens.

If the terran knows his army will be catch offguard by BL, he should go back, and save time for his vikings by attacking everywhere except where the broodlords are. 3 tanks with 5-10 hellions can do a lot of damages to the bases far from the zerg army.
He should also have a ground army to tank the broodlings and the ultra transition with his vikings.

But well, the only problem is fungle, rooting vikings into GG is a big problem. Because the terran can be ready and still loose. He needs to have perfect control, whereas the zerg has to... fungle and transfuse :D Hopefully this will be fixed in some times.

Azzur
Profile Blog Joined July 2010
Australia6267 Posts
Last Edited: 2012-11-15 06:33:38
November 15 2012 06:32 GMT
#23
On November 15 2012 12:43 ragz_gt wrote:
MKP beat HyuN in game 3 in Ro16 B with a viking anchored aggressively defensive mech timing designed to hit before BL

Hyun did a series of failed overaggressive harasses (muta harass) and attacks (all out roach busts) - despite that, he even managed to break MKP's line eventually. He lost because he just kept making units and recklessly suicided them instead of teching to the "powerful" infestor/BL/corrupter combo.
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
Last Edited: 2012-11-15 06:52:40
November 15 2012 06:42 GMT
#24
On November 15 2012 13:35 Ver wrote:
I don't want to be mean but this is why they are in code s and you are theorycrafting. They are doing it for a reason, so maybe try to figure out why instead of proposing fairy-tale ideas like purposely trying to fight broodlord/infestor. 9 times out of 10 you can't, which is why people don't try it on stage.

They are playing a strategy which relies on them performing close to perfectly to win, though it works pretty well when they do. In practice, when they can play perfectly, the build works out well. In the nerve-wracking gom booth, when both guys aren't playing perfectly, it does a lot worse because Terran mistakes count for far far more than Zerg ones. But that is something that is extremely hard to understand as a player, so it's natural they keep doing it. And frankly, even with that, it's still one of their best hopes of winning. Maybe they'll be able to overcome nerves and play flawlessly that day. Players have to think that way: it's almost absurd to plan ahead for getting nervous, because that vastly increases the likelihood of it occurring.

For example, when Flash does a similar strategy he is able to truly hit before 15 minutes, not 16 (assuming no Zerg aggression) as he doesn't make those errors. That's how he beat Soo on Metropolis in MvP: he attacked while Soo was hive rushing (off of a muta opening) because Soo didn't think it could that fast, so he was stuck with no lair and no hive army. Earliest broods are going to come at 1530-16 mins, probably 1630-17 if they make enough roaches to appear threatening. In the finals Mvp kept getting delayed due to bad decisions/life playing well. In Ryung vs Curious on Entombed Ryung loses 10 hellions and a banshee to random fungals when marauding around. That in itself almost loses him the game, even though it may not be obvious, because now his push comes later, and Curious makes broodlords in time. Mech has zero margin for error.

Show nested quote +
They all seem to be going for a 16 minute timing push, and time and time again zerg is always able to reach hive tech and get broodlords, and then mech doesn't have enough vikings, and mech dies.


You seem to be under some kind of illusion that making vikings actually lets you beat broodlords: it doesn't, beyond an extremely narrow timing window against a hive rusher who will have no corruptors for a minute (which, amusingly enough given your post, is what Mvp kept trying to hit in the finals and almost won on entombed had he not clumped his vikings and auto lost to 1 fungal; he also did win on Abyssal with it). Mvp's strat is really quite clever: you ram his support casters away with your excess of tanks; he can't broodling wall because he hasn't reached a critical mass of broods yet, and he has no/few corruptors to morph into broods because he needs broods to kill your ground army, so he loses them all to vikings and you win the game. It's extremely tough to hit but it works.

Outside of that timing, if you're making vikings you've basically already resigned to lose the game unless the Zerg has a seizure and clumps his brood/corruptor against seeker missile (like Soo vs Major on Daybreak from MvP); something which you cannot engineer. And even then, it's still dubious. The Ryung/Curious game where Curious made a horrific error and lost his entire broodlord army and still won 2 minutes later despite Ryung playing incredibly well is the kind of game that happens all the time in practice (except the Zergs are less likely to blunder in that way during practice and thus win even easier).

Calling Mvp's strategy a "shitty strategy" is beyond comprehension. Mvp is the most innovative player by far in the history of the game. Any build he does has very good reasons behind it. Instead of insulting him, learn from him.

This post made me appreciate MVP's innovative ability even more. He's a genius and really would've deserved to win 5 GSLs.

In an LR, I responded to posts of "Yoda makes no vikings" with "MVP telling him not to because vikings will lose to infestor/corrupter/BL anyways". Of course, I got the usual chorus of disapproval because many refuse to face the fact that infestor/corrupter/BL is practically invincible. Now, I've got a strategic authority to link to from now on.
rauk
Profile Blog Joined February 2009
United States2228 Posts
November 15 2012 06:46 GMT
#25
On November 15 2012 15:24 Insoleet wrote:
I think that the air transition must be executed at the same time the terran knows zerg is building the greater spire.

The terrans i see building 5 starports when the zerg is morphing his greatspire doesnt seems to have so much problems.

They also expand very aggressively with PF. Their CC are all in their bases.

I dont have any link to show you, but recently Kas did it against golden and it worked nice.

5 starport laboratory can build vikings very fast, and then go for banshees very fast too. And when the terran thinks he can do it, he can build his ravens.

If the terran knows his army will be catch offguard by BL, he should go back, and save time for his vikings by attacking everywhere except where the broodlords are. 3 tanks with 5-10 hellions can do a lot of damages to the bases far from the zerg army.
He should also have a ground army to tank the broodlings and the ultra transition with his vikings.

But well, the only problem is fungle, rooting vikings into GG is a big problem. Because the terran can be ready and still loose. He needs to have perfect control, whereas the zerg has to... fungle and transfuse :D Hopefully this will be fixed in some times.



the whole point is that you will lose 100% with vikings vs infestor corruptor... so they have to kill zerg before that happens
zhurai
Profile Blog Joined September 2010
United States5660 Posts
November 15 2012 06:46 GMT
#26
On November 15 2012 15:24 Insoleet wrote:
I think that the air transition must be executed at the same time the terran knows zerg is building the greater spire.

The terrans i see building 5 starports when the zerg is morphing his greatspire doesnt seems to have so much problems.

They also expand very aggressively with PF. Their CC are all in their bases.

I dont have any link to show you, but recently Kas did it against golden and it worked nice.

5 starport laboratory can build vikings very fast, and then go for banshees very fast too. And when the terran thinks he can do it, he can build his ravens.

If the terran knows his army will be catch offguard by BL, he should go back, and save time for his vikings by attacking everywhere except where the broodlords are. 3 tanks with 5-10 hellions can do a lot of damages to the bases far from the zerg army.
He should also have a ground army to tank the broodlings and the ultra transition with his vikings.

But well, the only problem is fungle, rooting vikings into GG is a big problem. Because the terran can be ready and still loose. He needs to have perfect control, whereas the zerg has to... fungle and transfuse :D Hopefully this will be fixed in some times.


ok say you turtle and get a bunch of vikings.. (that are probably behind in upgrades in the first place?)
what are you going to do with your air to air army once he remaxes on ultra bane infestor

Twitter: @zhurai | Site: http://zhurai.com
SamsLiST
Profile Joined May 2011
Germany184 Posts
November 15 2012 07:13 GMT
#27
On November 15 2012 15:46 zhurai wrote:
Show nested quote +
On November 15 2012 15:24 Insoleet wrote:
I think that the air transition must be executed at the same time the terran knows zerg is building the greater spire.

The terrans i see building 5 starports when the zerg is morphing his greatspire doesnt seems to have so much problems.

They also expand very aggressively with PF. Their CC are all in their bases.

I dont have any link to show you, but recently Kas did it against golden and it worked nice.

5 starport laboratory can build vikings very fast, and then go for banshees very fast too. And when the terran thinks he can do it, he can build his ravens.

If the terran knows his army will be catch offguard by BL, he should go back, and save time for his vikings by attacking everywhere except where the broodlords are. 3 tanks with 5-10 hellions can do a lot of damages to the bases far from the zerg army.
He should also have a ground army to tank the broodlings and the ultra transition with his vikings.

But well, the only problem is fungle, rooting vikings into GG is a big problem. Because the terran can be ready and still loose. He needs to have perfect control, whereas the zerg has to... fungle and transfuse :D Hopefully this will be fixed in some times.


ok say you turtle and get a bunch of vikings.. (that are probably behind in upgrades in the first place?)
what are you going to do with your air to air army once he remaxes on ultra bane infestor


this discussion is as ancient as it goes...

at this point usually someone jokes:"lift and land, lift and land, lift..."
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
November 15 2012 07:21 GMT
#28
Brood/festor/corrupters isn't an invincible composition, but to beat it you have to abandon the 3 base mech push that most people go for and start transitioning into ravens at like... 12-14 mins with the thinnest possible amount of tanks and thors and so on. This is what MVP did on ohana in IEM Koln and it was actually kind of neat (he did something kind of similar on metropolis a few times too, except with huge continuous harassment with marines in medivacs). But I feel it's very difficult to do on most maps, because Zerg have an awful lot of ways to nibble away at terran. Ohana is very cramped, Zerg will only get 5 base and so will terran. So it's extremely limited how a late late game will play out which is what this strategy is aiming for and for how much nibbling he can do.

Compare to a map like Whirlwind which is extremely huge and there's far too much ground to defend, Terran can only cover so much. And what they don't secure the Zerg will mine, and cover in crawlers and other fun stuff.

OP has a fair point that it does appear that Zergs have adapted to the current mech trend and that Terrans are going to have to mix it up a little. It's just that the criticisms for what they have to do are, well, wrong.
ProgamerAustralian alcohol user follow @iaguzSC2
Insoleet
Profile Joined May 2012
France1806 Posts
November 15 2012 07:35 GMT
#29
The problem is still maps. They are too small, and terran can fight lategame on small maps.

Same for protoss actually.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
November 15 2012 07:35 GMT
#30
On November 15 2012 16:21 iaguz wrote:
Brood/festor/corrupters isn't an invincible composition, but to beat it you have to abandon the 3 base mech push that most people go for and start transitioning into ravens at like... 12-14 mins with the thinnest possible amount of tanks and thors and so on. This is what MVP did on ohana in IEM Koln and it was actually kind of neat (he did something kind of similar on metropolis a few times too, except with huge continuous harassment with marines in medivacs). But I feel it's very difficult to do on most maps, because Zerg have an awful lot of ways to nibble away at terran. Ohana is very cramped, Zerg will only get 5 base and so will terran. So it's extremely limited how a late late game will play out which is what this strategy is aiming for and for how much nibbling he can do.

Compare to a map like Whirlwind which is extremely huge and there's far too much ground to defend, Terran can only cover so much. And what they don't secure the Zerg will mine, and cover in crawlers and other fun stuff.

OP has a fair point that it does appear that Zergs have adapted to the current mech trend and that Terrans are going to have to mix it up a little. It's just that the criticisms for what they have to do are, well, wrong.


Problem with the early raven transition is that if the zergs see it. They can either punish you with a max roach/infestor/drop bust or double expand and take the map. Ravens just take so long to build up (starport + tech lab + raven build time + energy build up). Once they have 5 bases, they can just trade and remax.

So basically you are hoping the zerg does not know about your transition and will play passive.
arcane1129
Profile Joined January 2011
United States273 Posts
Last Edited: 2012-11-15 07:52:42
November 15 2012 07:44 GMT
#31
Like said above me, the reason zergs have been getting broodlords out and winning is because the terran is essentially all inning to hit before they come out (and I understand why pros do this). That's what the build is based around, and if the broodlords come out the terran has little to fall back on.

I'm not convinced terran is as hopeless super late game as so many people like to suggest. Thor/viking/raven with a few tanks (please don't overmake them when broodlords are on the field...) and hellions does fairly well against it as long as you didn't clump everything up- as said the tough part is getting there in good shape and the tech switch. However, if the zerg is able to max out on bl/corr/infestor and loses that, they can remax with an ultra based composition maybe once, and while difficult, I think it can be held (at which point the terran starts growing stronger relative to zerg because ultras are garbage if the terran maxes out).

I'm not saying this is the absolute answer, maybe terran should just have 0% winrate while we wait for david kim to solve this, but I rarely see terrans play this way as they typically open bio or go for the pre-bl mech push and I'd like to see it explored further.
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
November 15 2012 07:50 GMT
#32
The blue post on page one pretty much nailed it. When you don't allow the Zerg to delay you with run bys and little attacks, the timing works out pretty flawlessly. It hits you right when your broods are morphing, your 5th base gas has probably been delayed by hellions/banshees (assuming you don't lose them derping around the map), and so you can only morph maybe 5-6 broods and have 1-3 corruptors remaining.

Your Infestor count is also lowered since you pretty much had to make a bunch of roaches to appear like you can put on aggression if the Terran is being super greedy, so your fungals aren't that many. With a proper Viking split, on Entombed, MVP probably wins his 5th GSL. He's not doing that push because he's in auto pilot mech 15 min push mode, he does it because it really works.

---

Can they buff Ravens, again? I think a decrease in build time is in order... and something to make them useful against Ultras would be nice too. BL --> Ultra --> BL is just too ridiculous against mech, and I'm a Zerg player, lol.
I love crazymoving
Nyxisto
Profile Joined August 2010
Germany6287 Posts
Last Edited: 2012-11-15 15:06:01
November 15 2012 15:04 GMT
#33
i think one fundamental mech problem appears once the game hits the "zerg tech-switch" stage. I don't remember which game of the ro16 it was, but it was a mech tvz on entombed, where the terran player played really well, and even managed to kill a brood/infestor army very efficiently , but then lost to a (18) ultralisk switch.

I think if zerg techswitches that hard , even theoretically it isn't really possible for mech to answer it, because the necessary thor production you need to fight ultralisks is just to slow.
One important thing for the zerg for that tech switching to work is a really strong economy throughout the game, though.

Which also is the second problem mech runs into, because i think the game, if none of the players makes a really huge error, comes down to how many drones you can kill. If the terran player is not able to kill a huge amount of drones, you don't really have a timing window for your push to work, and the zergs bank is way too high which will enable him to tech-switch as he wants, which i don't think mech has an answer to.

I really feel like most mech tvz's get decided purely by how many drones you kill, because you that gives you the needed timing window for your big push to do dmg and/or prevents ultra/brood switches.
Which in the end means that it's on the zerg's early/mid game defense if you win or lose the game, which i don't like at all.

And nothing against MvP's mech build, it was innovative and great, but i feel like the better the zergs deal with the drone harass the more the build will fade out. With Marine/tank, like Bomber did at LSC, i feel like it's really up to you if you win or lose.
It comes down how you execute your pushes after you max out on three bases, and you always have the option to kind of avoid the zerg deathball and pull him out of position. The extremely slowness of zerg lategame armies is something mech doesn't abuse at all, and that combined with the things mentioned above is why i think marine/tank in the end is superior to mech.
brofestor
Profile Joined October 2012
Singapore101 Posts
November 15 2012 15:08 GMT
#34
On November 16 2012 00:04 Nyxisto wrote:
i think one fundamental mech problem appears once the game hits the "zerg tech-switch" stage. I don't remember which game of the ro16 it was, but it was a mech tvz on entombed, where the terran player played really well, and even managed to kill a brood/infestor army very efficiently , but then lost to a (18) ultralisk switch.

I think if zerg techswitches that hard , even theoretically it isn't really possible for mech to answer it, because the necessary thor production you need to fight ultralisks is just to slow.
One important thing for the zerg for that tech switching to work is a really strong economy throughout the game, though.

Which also is the second problem mech runs into, because i think the game, if none of the players makes a really huge error, comes down to how many drones you can kill. If the terran player is not able to kill a huge amount of drones, you don't really have a timing window for your push to work, and the zergs bank is way too high which will enable him to tech-switch as he wants, which i don't think mech has an answer to.

I really feel like most mech tvz's get decided purely by how many drones you kill, because you that gives you the needed timing window for your big push to do dmg and/or prevents ultra/brood switches.
Which in the end means that it's on the zerg's early/mid game defense if you win or lose the game, which i don't like at all.

And nothing against MvP's mech build, it was innovative and great, but i feel like the better the zergs deal with the drone harass the more the build will fade out. With Marine/tank, like Bomber did at LSC, i feel like it's really up to you if you win or lose.
It comes down how you execute your pushes after you max out on three bases, and you always have the option to kind of avoid the zerg deathball and pull him out of position. The extremely slowness of zerg lategame armies is something mech doesn't abuse at all, and that combined with the things mentioned above is why i think marine/tank in the end is superior to mech.


u meant the ryung curious game 3 recently. yeah mech kinda sucks since zerg have the stronger "mech" (gglord+winfestor), which if it fails can still tech switch easily to ultras and back at will
SHODAN
Profile Joined November 2011
United Kingdom1162 Posts
November 15 2012 16:12 GMT
#35
I'm reluctant to play mech vZ until there is an infestor nerf. Air dominance is an integral part of mech in BW and SC2 vT, but broodlord/infestor/queen is so powerful. It's good to see players like Gumiho and Yoda trying to push for this with the mass viking style, tank drops, multi-pronged attacks, etc. I also love what Bomber is trying to do: ghosts as an alternative to ravens.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
November 15 2012 17:44 GMT
#36
in my mind mech will eventually get to the point in WoL that it is in TvP where people just realize that MMM is better and you sacrifice a lot of built in timings you can pressure the zerg during by going mech to where its just really not worth it. you sacrifice a stim + medivacs and hellion push at 9 min with min with reactor hellion openings and the 2/2 bio tank timing. if zerg sees mech pretty early they can beat your prehive timing every time with a huge swell of units and infested terran eggs, or by counter attacking while they wait for broods. the post on the first page by "ver" is very accurate too, there is not really space in modern mech builds to start committing to raven/viking production until you have 5 bases up, 4 at the very minimum. even then, you're rolling the dice by not slamming out as many tanks as you possibly can. Its pretty much gotten to the point to where, you can hit a great critical mass of tanks at around 13-14 ish minutes and you have to start moving out around then and push. if youre too delayed (muta, something like that, runby) you can lose your whole timing and it's better to just sit back, harass with hellions and add in vikings/ravens slowly. if they manage to get 15 min broodlords out though, and you are forced into playing defensively i pretty much consider that an unwinnable situation. if the hive is not done at 13ish minutes in a modern mech zvt they are making mistakes anyways and deserve to lose. its just a matter of when everything lines up and how much of an advantage you can gain in the early-midgame
Cydearrm
Profile Blog Joined August 2011
United States58 Posts
Last Edited: 2012-11-19 04:43:02
November 19 2012 04:38 GMT
#37
I saw a game recently where Thorzain beat Slivko with Marine-Tank into an Air transition with Ghost support. He EMP'd Slivko's Infesters and rolled over Slivko's air army. It got me thinking, and (correct me if I'm wrong) I believe that PDD stops all Zerg AA except the Infested Terran. Why haven't more pros been using Ghosts against Infesters? Or am I just not watching the correct games?

edit: Here's a vod of that game from IPL caster search submissions. Game starts at 0:16.
The enemy's gate is down.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2012-11-19 05:04:57
November 19 2012 05:03 GMT
#38
On November 19 2012 13:38 Cydearrm wrote:
I saw a game recently where Thorzain beat Slivko with Marine-Tank into an Air transition with Ghost support. He EMP'd Slivko's Infesters and rolled over Slivko's air army. It got me thinking, and (correct me if I'm wrong) I believe that PDD stops all Zerg AA except the Infested Terran. Why haven't more pros been using Ghosts against Infesters? Or am I just not watching the correct games?

edit: Here's a vod of that game from IPL caster search submissions. Game starts at 0:16. http://www.youtube.com/watch?v=dTJZbX0NUBA&feature=plcp


You're not really reading the above then...pros are trying to hit a timing before broodlords come out or become too powerful WITH MECH.
For the same cost early on, why not just get a tank?

With marine tank however, ghosts actually benefit from the upgrades and you already have the infrastructure to build a lot
Stop procrastinating
vaderseven
Profile Joined September 2008
United States2556 Posts
November 19 2012 05:21 GMT
#39
Extremely perfect post Ver. I realize you must be a tourny player at some level reading that post because the problems with mech that you bring up are mainly tournament play problems and I can see them as a player that enters tournys alot and I 100% appreciate the clarity you bring with your statements in that light.
TheDwf
Profile Joined November 2011
France19747 Posts
November 19 2012 05:28 GMT
#40
On November 19 2012 13:38 Cydearrm wrote:
I saw a game recently where Thorzain beat Slivko with Marine-Tank into an Air transition with Ghost support. He EMP'd Slivko's Infesters and rolled over Slivko's air army. It got me thinking, and (correct me if I'm wrong) I believe that PDD stops all Zerg AA except the Infested Terran. Why haven't more pros been using Ghosts against Infesters? Or am I just not watching the correct games?

edit: Here's a vod of that game from IPL caster search submissions. Game starts at 0:16. http://www.youtube.com/watch?v=dTJZbX0NUBA&feature=plcp

ThorZaIN was allowed to do this only because Slivko made a horrible mistake i. e. not making Overseers.
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