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[L][D]HotS Terran Mech Resources/Q&A - Page 20

Forum Index > StarCraft 2 Strategy
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llIH
Profile Joined June 2011
Norway2147 Posts
October 23 2013 07:35 GMT
#381
I think it is way more interesting to discuss how to mech vs Protoss! :D
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 23 2013 08:41 GMT
#382
On October 23 2013 16:35 llIH wrote:
I think it is way more interesting to discuss how to mech vs Protoss! :D

Mech versus Protoss is, compared to vs Z/T, really light in the Tanks, in my opinion. You start building tanks slowly but steadilly early on but spend most of your time getting something that slaughters Archons/Immortals. There's 2 candidates: Ravens and Ghosts. Ghosts are a tad cheaper but can't kill anything and also tend to die faster pre- cloak. Ravens are more expensive, less prone to being killed (Being an Aerial unit with PDD support) and can also actually kill units. Ravens are also much more powerful against the Tempest transition.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Metalcore1993
Profile Joined November 2012
New Zealand92 Posts
Last Edited: 2013-10-23 09:02:23
October 23 2013 09:01 GMT
#383

Mech versus Protoss is, compared to vs Z/T, really light in the Tanks, in my opinion. You start building tanks slowly but steadilly early on but spend most of your time getting something that slaughters Archons/Immortals.


Your right about the tank count. You don't want to over commit building tanks through out the game. having 7-10 end game is ideal (imo) as it gives your army the ability to do real strong contains giving you the ability to pick where the engagement happens which is a huge advantage for mech. Then having ghosts/vikings/ravens/thors and hellbats in the right amounts to counter the protoss army with good upgrades and you will be able to take favourable trades against toss quite easily allowing you to draw out the match and out trade the toss.

I remember reading a tip from one of the pro's threads about mech in tvp. Never go over 170 without identifying what the enemy army is made up of. You want to spend the last spare supply you have on key units to counter the toss army. Also knowing when you can sacrifice workers is good. Being able to drop your worker count to around 30-40 and rely on mules for the rest of your inc (want to have about 5+ orbitals before sacrificeing workers).
https://twitter.com/MetalcoreSC2 http://www.twitch.tv/metalcore1993
Sissors
Profile Joined March 2012
1395 Posts
October 23 2013 09:15 GMT
#384
On October 23 2013 16:35 llIH wrote:
I think it is way more interesting to discuss how to mech vs Protoss! :D

I prefer discussing mech vs Zerg, much more of a problem for me .

Also if I look at where Happy beat Nerchio. He made the ideal counter to ling/muta, and still his pushed got quite well hold off, and that was with Nerchio not having great economy from what I saw. But that was also pure thor/hellbat. Pretty much everytime I try that the moment my enemy scouts it he doesn't continue making mutas, but goes either for mass roaches or swarmhosts. However Nerchio only very late went for roaches, and completely ignored swarmhosts while Happy was really low on tank count.
And easy with observer view, but the fourth of Happy could have taken out so many times. Only defense was that it was a PF. Then add Nerchio way overproducing corruptors, and really I wonder how Happy would have done against an opponent who would have played against the weaknesses of mech.


Regarding toss I strongly prefer ghosts over ravens. Ghosts do at least reasonable against HTs, instead of being hardcountered by them. And they can just fire on max range, while if you do it with ravens the toss will just walk back a bit. Then HSM is delayed (especially because you can't fire immediatly), and doesn't work against archons (yeah it does damage of course, but only little).
I do take generally two or so ravens with me, for detection and PDDs. And of course if you go ravens over ghosts you are better against tempests. Although worse against the accompanying HTs.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 23 2013 10:18 GMT
#385
On October 23 2013 18:01 AlaxWayLaxed wrote:
Show nested quote +

Mech versus Protoss is, compared to vs Z/T, really light in the Tanks, in my opinion. You start building tanks slowly but steadilly early on but spend most of your time getting something that slaughters Archons/Immortals.


Your right about the tank count. You don't want to over commit building tanks through out the game. having 7-10 end game is ideal (imo) as it gives your army the ability to do real strong contains giving you the ability to pick where the engagement happens which is a huge advantage for mech. Then having ghosts/vikings/ravens/thors and hellbats in the right amounts to counter the protoss army with good upgrades and you will be able to take favourable trades against toss quite easily allowing you to draw out the match and out trade the toss.

I remember reading a tip from one of the pro's threads about mech in tvp. Never go over 170 without identifying what the enemy army is made up of. You want to spend the last spare supply you have on key units to counter the toss army. Also knowing when you can sacrifice workers is good. Being able to drop your worker count to around 30-40 and rely on mules for the rest of your inc (want to have about 5+ orbitals before sacrificeing workers).

Holding production at 170-180 is really common in Bio vs Protoss as well. Rounding out the composition with the last few counter units.
It's also important to never force the issue against Protoss. You NEED a powerful army before you go in again, gateway units with some robo/stargate support get a jump on ou supply wise really easilly, and Mech units need the supply/HP in the battle to really get damage done (1 wave of siege tank shots doesn't do a lot, the second volley is where stuff dies, same goes for Ravens).
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 23 2013 10:21 GMT
#386
On October 23 2013 18:15 Sissors wrote:
Show nested quote +
On October 23 2013 16:35 llIH wrote:
I think it is way more interesting to discuss how to mech vs Protoss! :D

I prefer discussing mech vs Zerg, much more of a problem for me .

Also if I look at where Happy beat Nerchio. He made the ideal counter to ling/muta, and still his pushed got quite well hold off, and that was with Nerchio not having great economy from what I saw. But that was also pure thor/hellbat. Pretty much everytime I try that the moment my enemy scouts it he doesn't continue making mutas, but goes either for mass roaches or swarmhosts. However Nerchio only very late went for roaches, and completely ignored swarmhosts while Happy was really low on tank count.
And easy with observer view, but the fourth of Happy could have taken out so many times. Only defense was that it was a PF. Then add Nerchio way overproducing corruptors, and really I wonder how Happy would have done against an opponent who would have played against the weaknesses of mech.
I think Nerchio didn't identfy the Mech in time and was kinda dead before he knew it.

Regarding toss I strongly prefer ghosts over ravens. Ghosts do at least reasonable against HTs, instead of being hardcountered by them. And they can just fire on max range, while if you do it with ravens the toss will just walk back a bit. Then HSM is delayed (especially because you can't fire immediatly), and doesn't work against archons (yeah it does damage of course, but only little).
I do take generally two or so ravens with me, for detection and PDDs. And of course if you go ravens over ghosts you are better against tempests. Although worse against the accompanying HTs.

Well, I prefer ravens, it's just a preferance right ? Siege Tanks are great at zoning out High Templar and Ravens HSM forces Toss to retreat, taking losses, or attack, risking massive damage from HSM. Ghosts can't force a battle with mech.
Whereas bio can chase Toss after good EMPs, Mech cannot. Retreating from EMP is a lot easier and less costly in this situation.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Sissors
Profile Joined March 2012
1395 Posts
October 23 2013 12:38 GMT
#387
That is true, they can always retreat from EMPs, although due to the tanks that will generally be with losses, roughly the same as what you describe with HSMs .

It is definately a personal preference, it depends also on your playstyle. Personally I like to force the issue against toss. I never did that in WoL, but instead went for BC transition, but in HotS I don't consider that really great. That is also why in the beginning in HotS I really had alot of issues vs toss (that and they had more stargate openings). Now I prefer to attack as soon as I am maxed (although the not completely maxing is actually good idea), since waiting doesn't make my position better.

And then I try to force the issue by attempting to siege up in a key location, hopefully with his army out of position. For example on quite some maps right outside his natural ramp, although of course that isn't always possible. Still I want to be somewhere where he really doesn't want to have me. That forces him to attack into my army, which is alot better idea than the other way around.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 23 2013 14:14 GMT
#388
The difference is EMP being instant and not lethal, so you can really gauge what happens.
HSM can kill stuff, quite fast, and because it is not instant, Protoss has some really quick decisions to make.

Regardless, both units fulfill the same purpose, the raven is more expensive but has more utility, IMO, the Ghost on the other hand is easier to get but limited to EMP only.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
fried_rice
Profile Blog Joined July 2013
198 Posts
October 23 2013 14:39 GMT
#389
On October 23 2013 23:14 SC2Toastie wrote:
The difference is EMP being instant and not lethal, so you can really gauge what happens.
HSM can kill stuff, quite fast, and because it is not instant, Protoss has some really quick decisions to make.

Regardless, both units fulfill the same purpose, the raven is more expensive but has more utility, IMO, the Ghost on the other hand is easier to get but limited to EMP only.


I don't think they fulfill the same role, if you are facing compositions which are heavy on immortal and archon I feel that you need Ghosts for the instant damage that EMP provides, especially removing immortal shields so that your other units can dish out full damage on them. HSM takes too long to do damage and your tanks/thors will be wasting precious shots and doing almost no damage until HSM hits and by then you'll have needlessly lost a bunch of your forces.

It seems Ravens are required (and very good) in the late game but these days I've been delaying the transition until I see a stargate coming up, I don't get more than a couple to fight ground armies.
Sissors
Profile Joined March 2012
1395 Posts
October 25 2013 08:14 GMT
#390
Okay, question from me related to TvZ.

Currently I am trying blue flame hellion openings, and doing quite reasonable with the openings themselves. I feel I need to keep my macro more up at the same time, but thats for myself to practise on. My first issue is that I feel I am throwing a dice, if he opens roaches I guess I will immediatly lose. Although I lose anyway to roach openers since with them I cant do early damage, and then I always lose vs zerg. What do others do who mech then? A timing push? But if he doesn't just opens roaches, but actually goes blindly for a shitload of roaches, he will go straight through any timing push you can do. Hellbat drops and hoping he doesn't transition too soon to mutas?

Next phase, after my BFHs roasted some zerg, I got to transition to regular mech. First I will need some thors to deal with mutas. But then the question that I have most problems with in TvZ: how to determine if you need to focus on tanks or thors. For me it is almost impossible to scout. Tanks obviously outright lose to any kinda of muta play, and a few thors aren't going to change it. Meanwhile thors are bad against heavy roaches, and beyond horrible against swarmhosts.

Example, my last loss vs zerg he did a bit of muta raiding, I made missile turrets, he had something like 15 mutas, I had 5 thors + quite a bit of siege tanks and hellbats. I scan his main, see researching infestation thingie and he is teching to hive. So I consider it a good chance he went swarmhosts and meanwhile wanted 3/3. I attack, he apparantly was just massing mutas and something like 25-30 mutas walked over my thors and killed my entire army. I actually wonder on even resources how effective thors are vs magic boxed mutas, I don't think all that impressive.

I could have gone purely thor hellbat, but then as said roaches are an issue, not to mention if he had a bit of a bank, made infestation pit, and then start producing swarmhosts. How am I supposed to scout that in time to then switch in time to siege tanks? Thor/hellbat is horribad vs swarmhosts unless you got them directly cornered: You can probably fight through one wave of locusts, but if they just unburrow walk back, and send a second wave that doesn't really help you. You can try to buy time by attacking where the swarmhosts aren't, but if you try to abuse someones immobility with thors I have bad news...
Creager
Profile Joined February 2011
Germany1923 Posts
October 25 2013 09:08 GMT
#391
On October 25 2013 17:14 Sissors wrote:
Okay, question from me related to TvZ.

Currently I am trying blue flame hellion openings, and doing quite reasonable with the openings themselves. I feel I need to keep my macro more up at the same time, but thats for myself to practise on. My first issue is that I feel I am throwing a dice, if he opens roaches I guess I will immediatly lose. Although I lose anyway to roach openers since with them I cant do early damage, and then I always lose vs zerg. What do others do who mech then? A timing push? But if he doesn't just opens roaches, but actually goes blindly for a shitload of roaches, he will go straight through any timing push you can do. Hellbat drops and hoping he doesn't transition too soon to mutas?

Next phase, after my BFHs roasted some zerg, I got to transition to regular mech. First I will need some thors to deal with mutas. But then the question that I have most problems with in TvZ: how to determine if you need to focus on tanks or thors. For me it is almost impossible to scout. Tanks obviously outright lose to any kinda of muta play, and a few thors aren't going to change it. Meanwhile thors are bad against heavy roaches, and beyond horrible against swarmhosts.

Example, my last loss vs zerg he did a bit of muta raiding, I made missile turrets, he had something like 15 mutas, I had 5 thors + quite a bit of siege tanks and hellbats. I scan his main, see researching infestation thingie and he is teching to hive. So I consider it a good chance he went swarmhosts and meanwhile wanted 3/3. I attack, he apparantly was just massing mutas and something like 25-30 mutas walked over my thors and killed my entire army. I actually wonder on even resources how effective thors are vs magic boxed mutas, I don't think all that impressive.

I could have gone purely thor hellbat, but then as said roaches are an issue, not to mention if he had a bit of a bank, made infestation pit, and then start producing swarmhosts. How am I supposed to scout that in time to then switch in time to siege tanks? Thor/hellbat is horribad vs swarmhosts unless you got them directly cornered: You can probably fight through one wave of locusts, but if they just unburrow walk back, and send a second wave that doesn't really help you. You can try to buy time by attacking where the swarmhosts aren't, but if you try to abuse someones immobility with thors I have bad news...


As I posted earlier in this thread, your goal should be to stay as tank heavy as possible throughout the whole match, you have to basically scout his unit comp by doing hellion run-by's and hopefully get some intel (see what defends the harass or what pops from his larva/eggs). Also a great way to get away with lots of tanks is building widow-mines and less hellbats, as they will deal with poking mutas and thin out those roach numbers, if placed correctly.

Fuck, just busted my ankle, shouldn't walk down stairs while writing, I guess :/

Anyway, also a decent number of Vikings help out as well and sages you some supply taken by thors otherwise, it forces the Zerg to counter your air or go straight to ultras, which leaves you in a good spot with tank/wm/few hellbats/few thors.
... einmal mit Profis spielen!
Sissors
Profile Joined March 2012
1395 Posts
October 25 2013 09:35 GMT
#392
I guess widow mines help, and indeed was planning to do more hellion runbys also. But vikings are pretty terrible vs mutas. If you just focus on tanks the issue I have is that you can't move out as long as there is a sizable number of mutas on the field, you need to stay under your missile turret umbrella.

Which gives the zerg the option to mass expand and negate the BFH damage.
Creager
Profile Joined February 2011
Germany1923 Posts
Last Edited: 2013-10-25 09:55:44
October 25 2013 09:55 GMT
#393
On October 25 2013 18:35 Sissors wrote:
I guess widow mines help, and indeed was planning to do more hellion runbys also. But vikings are pretty terrible vs mutas. If you just focus on tanks the issue I have is that you can't move out as long as there is a sizable number of mutas on the field, you need to stay under your missile turret umbrella.

Which gives the zerg the option to mass expand and negate the BFH damage.


Sorry, I may have been unclear regarding the Vikings:

It's not their job to deal with mutas solely on their own, their job is to secure your move-out with your ground army. If you have 2-3 Thors with your tanks + 8-10 wm for example, you can deal with mutas REALLY easily, as he either needs to go harass with them at your bases (but enough turrets should deflect that) or has to fight your whole army, which is not a good idea for him at all.
It really comes down to decide wisely were you wanna siege up and defend this position. If you killed all his mutas or he decides to transition out of them, you can also use your vikings to kill LOTS of overlords or harass mineral lines while adjusting your unit composition.

... einmal mit Profis spielen!
Sissors
Profile Joined March 2012
1395 Posts
October 25 2013 10:00 GMT
#394
However if he just moves in lings first, then sure they get roasted fast, but at least part of your widow mines go off. I guess unburrowing helps, but for example with some banelings also added you will lose a part. Then you have 2-3 thors I doubt you die to 10-15 magic boxed mutas.
Creager
Profile Joined February 2011
Germany1923 Posts
Last Edited: 2013-10-25 10:31:21
October 25 2013 10:30 GMT
#395
That's what you have Vikings for -> Widow Mines and Thors soften them up, the Vikings+Thors deal with the leftovers. I'll suggest you try it out...
Also I thought you have difficulties against roaches? If he goes ling/bling/muta, you can fully go out on hellion/hellbat/thor sprinkled with a few widow mines to migitate baneling hits, but I really never see people going ling/bling/muta against mech as it really shouldn't give you ANY problems at all.
... einmal mit Profis spielen!
Sissors
Profile Joined March 2012
1395 Posts
October 25 2013 12:00 GMT
#396
But then we are back to vikings just beind bad against mutas, why not invest that into more thors? What is the advantage of vikings compared to thors? (Until broodlords come).

And ling/bling/muta does give me problems, since he just happily makes 25-30 mutas and mass expands. If I don't attack he can freely expand and win, if I do attack either I don't have enough thors and he magix boxes them, or apparantly he made a bunch of swarmhosts and autowins. And that isn't just me, if you see Happy vs Nerchio, in the end Happy won due to Nerchios awfull play, but he quite easily hold off Happys pure hellbat/thor push with ling/bling/muta: It is only a matter of killing the thors, which aren't great against mutas, and there is no anti-air remaining.

But my main issue is that if I go heavy on thors, he suddenly can poop out 10+ swarmhosts or a load of roaches. If I go heavy on siege tank, he can quickly make a bunch of mutas and kill me.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2013-10-25 12:27:45
October 25 2013 12:25 GMT
#397
On October 25 2013 21:00 Sissors wrote:
But then we are back to vikings just beind bad against mutas, why not invest that into more thors? What is the advantage of vikings compared to thors? (Until broodlords come).

And ling/bling/muta does give me problems, since he just happily makes 25-30 mutas and mass expands. If I don't attack he can freely expand and win, if I do attack either I don't have enough thors and he magix boxes them, or apparantly he made a bunch of swarmhosts and autowins. And that isn't just me, if you see Happy vs Nerchio, in the end Happy won due to Nerchios awfull play, but he quite easily hold off Happys pure hellbat/thor push with ling/bling/muta: It is only a matter of killing the thors, which aren't great against mutas, and there is no anti-air remaining.

But my main issue is that if I go heavy on thors, he suddenly can poop out 10+ swarmhosts or a load of roaches. If I go heavy on siege tank, he can quickly make a bunch of mutas and kill me.


If you don't scout enough, don't force certain units out of him being active (drops/runbys/timing pushes) or just let him get a huge bank, then you will inevitably face tech switches directly against what you currently have. So you either need Ravens to handle those, or you need to be active and play the "in-game" style how pros do. This, or you need to have healthy amount of everything all the time. Just a well balanced army of Hellbat/Tank/Thor + few Vikings/Medivacs, depending on your playstyle and then you can add Ravens to lock the game down.

Vikings are great to prevent multiple Blinding Clouds. It's worth to make at least 6 I'd say (not sure how many after patch) to at least make him sacrifice his Vipers, but you need them only when you want to move out. If you go for Vikings too early, you might get overrun on ground. Because this 14-15 mins Viper timing there is no way to prevent him from landing at least 2-3 Clouds. So you actually need lots of units to hold this, then you can add Vikings.
Sissors
Profile Joined March 2012
1395 Posts
October 25 2013 12:28 GMT
#398
Yes but the problem is how should I scout it. If I scan his main and I see an infestation pit researching stuff, I assume he is doing a swarmhost tech switch. Then I lose because apparantly he wasn't and just had a shitload of mutas.

Ravens can be nice, but are at best mediocre against mutas, and bad against ultralisks.

Vikings against vipers is just like vipers vs broodlords, nice later on, but not the mid-game where I don't see their advantage compared to more thors (besides just sweeping a few overlords).
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2013-10-25 12:40:23
October 25 2013 12:35 GMT
#399
On October 25 2013 21:28 Sissors wrote:
Yes but the problem is how should I scout it. If I scan his main and I see an infestation pit researching stuff, I assume he is doing a swarmhost tech switch. Then I lose because apparantly he wasn't and just had a shitload of mutas.

Ravens can be nice, but are at best mediocre against mutas, and bad against ultralisks.

Vikings against vipers is just like vipers vs broodlords, nice later on, but not the mid-game where I don't see their advantage compared to more thors (besides just sweeping a few overlords).


You need to scout for Spire, that is like the priority #1 (besides allins like no drones @3d, or bane busts, fast roaches etc...). Then you need to confirm Hive timing. For those purposes, scans are pretty reliable..

Other then that, drops will basically always tell you what units he is making. And by scouting that you can confirm what units he is NOT making.

Vikings are actually good choice early on, because the best way to play against mech is to go for Vipers as fast as possible. For those, you need Vikings. There are exeptions here and there, but you will end up with them anyways.

Also, you should not be spamming certain unit with mech. Due to how Zerg production works, by doing that, you are just asking to get tech switched to death. So unless you absolutely know the game won't last another 3 minutes for him to make Mutas, you should not go for like pure Hellbat/Tank army. It is relatively easy for Zerg to counter certain mech units. But if you have decent well rounded army with upgrades, he can't counter you so easily.

edit: You can also play like hellion/banshee -> mutas -> thors -> sh/roach -> tank/raven -> win.. Basic tech switches in my games and there is really no room for anything else.. Also, you should end up with relatively high Raven count anyways, because HSM let's you deal with both Ultras/Broodlords + SH. HSM is actually really good vs Ultras. You can fight them heads on with you Thors even in open field, just HSM everything, move back a little bit and watch em explode.. :-)
Creager
Profile Joined February 2011
Germany1923 Posts
Last Edited: 2013-10-25 14:18:20
October 25 2013 14:12 GMT
#400
On October 25 2013 21:35 Everlong wrote:
Show nested quote +
On October 25 2013 21:28 Sissors wrote:
Yes but the problem is how should I scout it. If I scan his main and I see an infestation pit researching stuff, I assume he is doing a swarmhost tech switch. Then I lose because apparantly he wasn't and just had a shitload of mutas.

Ravens can be nice, but are at best mediocre against mutas, and bad against ultralisks.

Vikings against vipers is just like vipers vs broodlords, nice later on, but not the mid-game where I don't see their advantage compared to more thors (besides just sweeping a few overlords).


You need to scout for Spire, that is like the priority #1 (besides allins like no drones @3d, or bane busts, fast roaches etc...). Then you need to confirm Hive timing. For those purposes, scans are pretty reliable..

Other then that, drops will basically always tell you what units he is making. And by scouting that you can confirm what units he is NOT making.

Vikings are actually good choice early on, because the best way to play against mech is to go for Vipers as fast as possible. For those, you need Vikings. There are exeptions here and there, but you will end up with them anyways.

Also, you should not be spamming certain unit with mech. Due to how Zerg production works, by doing that, you are just asking to get tech switched to death. So unless you absolutely know the game won't last another 3 minutes for him to make Mutas, you should not go for like pure Hellbat/Tank army. It is relatively easy for Zerg to counter certain mech units. But if you have decent well rounded army with upgrades, he can't counter you so easily.

edit: You can also play like hellion/banshee -> mutas -> thors -> sh/roach -> tank/raven -> win.. Basic tech switches in my games and there is really no room for anything else.. Also, you should end up with relatively high Raven count anyways, because HSM let's you deal with both Ultras/Broodlords + SH. HSM is actually really good vs Ultras. You can fight them heads on with you Thors even in open field, just HSM everything, move back a little bit and watch em explode.. :-)


That would be the ultimate end game goal, but unless you feel comfortable/trade efficiently enough to have that huge Raven count, the best unit when playing mech IS actually the Tank, because it works well against Ling/Bling, Roach/Hydra, Infestor/Ultra (against Ultras you absolutely need lots of UNSIEGED tanks to kill them off, at least that's what I do and I'm pretty successful so far with it) and even Swarm Hosts to SOME extend (Raven is really the way to go).

Your problem seems to be scouting your opponents' tech properly, which really can be an issue when you're too passive (which is sort of necessary when going mech, as you need to amass a certain army to be able to really do damage), so you should dump your minerals into Hellion/Hellbat Harass WHENEVER you are able to (good move when you catch some Mutas flying towards your base is to attempt a Hellion runby (the more bases you raid simultaneously, the better).

This can and WILL often buy you plenty of time to build some Widow Mines and/or Thors in case your turrets aren't up yet.

Like Everlong stated, it really comes down to your ability to interprete the scouting info and also anticipate eventual tech switches, so your army composition is always perfect.
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