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On December 16 2012 19:46 Hider wrote: Been trying it a bit. I guess I need a lot of practice with it, but I doesn't really feel like mech is that good. I guess on small maps you can set up turret rings and spread out turrets to cover everything and that can work. BUt on large maps you can't really. And I feel like mech just sucks too badly vs vipers. Like if they get some vipers you just can't shoot them down with vikings fast enough. You need to be spread out well with turrets and mines to defend vs that. But that's just not always possible on large masp as you need to defend multiple locations at once. Has anyone tried to use ravens to deal with vipers?
I played a game yesterday against heavy viper hydra roach usage on a 4 player large map, i'll upload it later this evening.
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United Arab Emirates439 Posts
Wow. Just got done with about ~10 TvZ's with this style. Just wow. It really changes the game. You can actually do pushes with small numbers of units, you can actually be "out on the map" in the mid-game (to an extent). Anyone who doesn't like Mech for it's passiveness and it's deathball-ness, you really should try out this style of play. You can actually slow push across the map, controlling multiple areas. It really changes the pace of the games completely. Thanks so much for the guide Mario, I will be watching your stream.
(p.s. a similar style seems to work in TvP, at least better than anything else I have done so far)
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Holy shit. Dat widow mine usage. I think every other T in HoTs has neglected this unit, just building a few to make due.
I was looking for your TvZ games in the Vod you posted and stumbled upon a TvP at 4:09:38. Everybody needs to watch that.
One of the scariest things as a mech player to see is a toss fleet of carriers/tempests/oracles. But Nope 20 widow mines that can now burrow instantly destory toss air. My jaw literally dropped at the first burrow. Like half of the fleet died in one wave. Amazing. TvP guide next sir
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On December 17 2012 01:31 HTOMario wrote:Show nested quote +On December 16 2012 19:46 Hider wrote: Been trying it a bit. I guess I need a lot of practice with it, but I doesn't really feel like mech is that good. I guess on small maps you can set up turret rings and spread out turrets to cover everything and that can work. BUt on large maps you can't really. And I feel like mech just sucks too badly vs vipers. Like if they get some vipers you just can't shoot them down with vikings fast enough. You need to be spread out well with turrets and mines to defend vs that. But that's just not always possible on large masp as you need to defend multiple locations at once. Has anyone tried to use ravens to deal with vipers? I played a game yesterday against heavy viper hydra roach usage on a 4 player large map, i'll upload it later this evening.
Thanks, I really feel like tvz mech is a shitton more difficult than mech in wol. IN wol you only needed to prepare for the hive switch. But right now I feel like I have to do so much more stuff than the zerg to beat his composition.
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Good read, great builds! Thank you! Thanks to your build i win a lot more against zerg now  I recommend it!
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Really nice guide, might try it out myself. So far bio has been so much easier to play in TvZ, its discouraged me to go mech.
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On December 17 2012 06:48 XXXSmOke wrote: Holy shit. Dat widow mine usage. I think every other T in HoTs has neglected this unit, just building a few to make due.
I was looking for your TvZ games in the Vod you posted and stumbled upon a TvP at 4:09:38. Everybody needs to watch that.
One of the scariest things as a mech player to see is a toss fleet of carriers/tempests/oracles. But Nope 20 widow mines that can now burrow instantly destory toss air. My jaw literally dropped at the first burrow. Like half of the fleet died in one wave. Amazing. TvP guide next sir
Sssh you weren't supposed to see this! This is one game where I am testing my new TvP strategy trying to perfect it for another guide. ^^ I am glad you enjoyed the game though.
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this is beautiful, how mech was supposed to be played.
the slow push has returned!
cannot wait for that TvP guide, keep up the good work
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His there a way for zerg to win with that ? How do you lose against zerg with that build ?
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General way I lose is either muta's combined with not enough anti air at home, or being simply overrun by a roach push, and when your initial forward units are killed it is quite hard to come back, let alone regain a positional advantage.
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On December 17 2012 14:07 Khalleb wrote: His there a way for zerg to win with that ? How do you lose against zerg with that build ?
One way is if zerg is good at denying bases, finding weak points in the defenses.
The more mines i have the better swarm hosts and brood lords look. infestors are really nice at freezing the mines in place too. I don't recommend attacking a fully defended terran at his strong point but the more mines the more swarm host infestor or broodlord.
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Thanks for showing me this mario, im using a variation of this with my own playstyle and it works pretty well, especially once vipers are out. Vipers have replaced broodlords as the "if i get these i beat mech" units. its funny seeing zergys cry about OP mines because they cant 1 A into my blind army anymore.
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On December 18 2012 08:41 Pookie Monster wrote: Thanks for showing me this mario, im using a variation of this with my own playstyle and it works pretty well, especially once vipers are out. Vipers have replaced broodlords as the "if i get these i beat mech" units. its funny seeing zergys cry about OP mines because they cant 1 A into my blind army anymore.
These are great to support with vipers yes because blind does not affect them. I really really dislike that viper cloud but I am glad we have the mines to help.
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How does this work for you after the widowmine nerf?
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On December 22 2012 00:35 Shox85 wrote: How does this work for you after the widowmine nerf?
Still works 100%, my staple build use it nearly every tvz with great win loss.
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People are too busy looking at the initial damage of the mine and saying "well its weaker" yeah but then there is splash so the weakened roach still dies when a second mine goes off even if it isn't hitting it directly
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United Kingdom14103 Posts
On December 23 2012 09:02 Pookie Monster wrote: People are too busy looking at the initial damage of the mine and saying "well its weaker" yeah but then there is splash so the weakened roach still dies when a second mine goes off even if it isn't hitting it directly
The initial damage is only really there to effect units like BLs I think. Splash is meant to remain the same so the mine is still viable.
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Hey Mario.
Thanks for the excellent guide!
I have a question. I've been watching your stream yesterday and noticed you are also using a "variation" of sorts, where you go for a 1-1-1 with an armory and make an initial attack with 3-5 helions +1 medivac, transforming them to hellbats on site. I found it to be extra powerful and gave it a shot already (i tried with 1-1+armory and no medivac for earlier aggression) and it seems to be working very well. Is this a new opener you are trying, do you already have it "standardized" or are you fleshing it out currently?
Cheers in advance and thanks for your great guides.
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