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[L][D]HotS Terran Mech Resources/Q&A - Page 28

Forum Index > StarCraft 2 Strategy
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Prev 1 26 27 28 29 30 33 Next All
Doc Brawler
Profile Joined November 2011
United States260 Posts
December 11 2013 07:12 GMT
#541
Do you need to alter your build significantly if a Toss has a stargate opener? its seems an early pheonix count of 4 or 5 after getting say a proxy oracle or two would do pretty well against HB drops and bnashees
I am become Death, the Destroyer of Worlds
t0n!ght
Profile Joined May 2012
57 Posts
December 11 2013 08:25 GMT
#542
On December 11 2013 06:20 THEPPLsELBOW wrote:
So I figured out the best mid-late game composition vs Protoss is actually

7 or more Thors
Exactly 4 Tanks
5 or more banshees
Rest hellbats, for supply efficiency trade More Thors or Banshees for hellbats

Some curious discoveries I made via the Thor vs Tank ratio
1. Why 4?
4 shots is needed to 1 shot an immortal with depleted shields
4 shots nicely Insta-gibs a clump of 3-6 HT's
4 Tanks is needed to defend the location between the third and the natural, covering the most ground, yet having tanks spaced closely together that they can still help everyone out.
4 Tanks are a lot easier to control than 12 when you wanna make sure they dont shoot the zealots until eveything else is dead.
You can't shift click 12 tanks without some of their smartfire to target zealots when all the shift clicked targets are dead.
Also prevents Collosus from taking potshots at your Thors, if you don't have banshees or vikings in position to deal with them yet.

Why the rest Thors? Tank DPS and Range so good!! you say
In theory yes it really is, but most of the time it's not that high... against Immortal/Archon/Zealot. All 3 of those units take reduced damge from tanks, and the protoss is only going to have enough stalkers for about 4 tanks to focus down before the immortals get in range. Thors have at least double the DPS of tanks vs Archons and Zealots. Archons don't clump enough for splash to be useful, Zealots get close fast

Thors build 60 seconds Tanks in 45, This means that the Thor is 50% more time efficien. You are getting the most bang for your factory essentially. It takes 1.5 as many techlab factories to max out with tanks. In a 4 base vs 4 base scenario, that's like saving 350 gas and ~5 minutes before you max out.

Tanks don't have DPS when they're dead. Having a lot of Thors means that the high DPS your tanks have will STILL BE THERE when the immortals shields are down, since your 4 tanks (should hopefully be still alive). Thors are really tanky, and it helps tremendously if the archons auto target the thors, while your hellbats that come in from the side get right in front of the immortals to maximize their splash.

Later on in late-late game, THAT's when you add in Ghosts and Ravens. At 3-4 bases, You want to save as much money as you can from having fast production per supply (building Thors over tanks), and not having to invest in more starports and raven upgrades until you are 3/3.

So while you are on 2 base going on 3, and adding your 4 techlab factories, you want to make 4 Tanks first (since they cost less gas/time than thors), and once ur 3rd's gas production kicks in, THEN you want to up your rate of armysize/time as well as getting a solid compositions that gives the most power and requires the least additional upgrades/tech buildings

The one weakness the Thor has is that it doesn't do so hot if the protoss has a critical mass of collosus. However, if he's making collosus, he's not making Immortals, which are by far way stronger vs Mech until Protoss get's like 7 or so collosus, which won't happen when he's on 3 base unless he gets pure zealot collosus (which is a terrible composition). Either adding more banshees or vikings easily solves the collosus problem.


Could you post a replay? I find your conclusion very interesting but I don't see it working on even numbers of Immortals vs Thors. If you look in the unit tester how a thor trades against an immortal you will find out that the thor always loses. The thor costs more money and takes more supply (6 instead of 4). The bigger the upgrade difference gets the worse the trade.

For the banshee vs cloak discussion going on. I'm experimenting with both at the moment. I think both are good and both have their andvantages. In mid game you can't afford to go crazy on ghosts and bashees so you have to decide for one of them. I always get a couple of vikings when I go banshees to snipe observers.
However lateley more than half of my tvp games start with the protoss oponent all-inning me. If I get all inned that usually means that I have to stay on 2 bases for a long time. On 2 bases I can afford 4 factories and 1 rax ghost production. This has become my standard follow up when I get all inned. I think on a crippled economy hellbat/tank with few ghosts do better than hellbat/tank with a few banshees.
HTOMario
Profile Blog Joined March 2012
United States439 Posts
Last Edited: 2013-12-12 00:56:12
December 12 2013 00:56 GMT
#543
I recently got another account to rank 50 gm. about 80 off race games but over 100 mech T. Here are the replays, I hope you enjoy them.

http://tinyurl.com/qhausra
GM Mech T
FiveOhFirst
Profile Joined December 2013
2 Posts
December 13 2013 15:21 GMT
#544
Thanks for the replays Mario! I've been watching your stream when I'm on and saw Day[9]'s coverage of you. The replays are fantastic and I hope to start using mech in ladder soon. Finally don't have to worry about banelings or storm...
Taefox
Profile Joined March 2010
1533 Posts
December 13 2013 17:56 GMT
#545
Thanks for contributing sir
If there are any missing replay pack or vods in OP these day, feel free to shoot me a pm.
@taefoxy
Fhiz
Profile Joined October 2013
361 Posts
December 15 2013 02:42 GMT
#546
Hey everyone I was wondering I am thinking of starting to mech more in my TvT is the ForGGeddon guide still good to follow ? Or is there anywhere else (such as recent replays of pros or a new guide) someone could point me to?

Thanks
girls generation make u feel da heat
t0n!ght
Profile Joined May 2012
57 Posts
December 23 2013 08:35 GMT
#547
On December 15 2013 11:42 Fhiz wrote:
Hey everyone I was wondering I am thinking of starting to mech more in my TvT is the ForGGeddon guide still good to follow ? Or is there anywhere else (such as recent replays of pros or a new guide) someone could point me to?

Thanks


Yeah it is still viable. It's good against a banshee opener. It can be hard to play against a 1/1/1 marine tank viking push of one base but you can even hold against that. Just remember you don't have to open medivac every game. To go for the viking instead of the medivac can make a big diference.
THEPPLsELBOW
Profile Joined November 2010
United States190 Posts
December 24 2013 05:36 GMT
#548
On February 18 2013 10:26 DBS wrote:
Has anyone else been having success w/ WM-tank in TvP?
I position the widow mines right in front of the tanks. The widow mines stop charglots immortals and archons while the tanks blast whatever tries to shoot the widow mines. I add lots of vikings if they air transition.
Is this a gimmick that the protosses just don't know how to deal with or have other players been having the same success?

that shit works really nicely vs a toss going stargate after expand. Otherwise they'll have too many obs/collosus by the time you push with drilling claws. Also, you could also lose to hallucinated phoenixes
wptlzkwjd
Profile Joined January 2012
Canada1240 Posts
December 25 2013 09:20 GMT
#549
On December 23 2013 17:35 t0n!ght wrote:
Show nested quote +
On December 15 2013 11:42 Fhiz wrote:
Hey everyone I was wondering I am thinking of starting to mech more in my TvT is the ForGGeddon guide still good to follow ? Or is there anywhere else (such as recent replays of pros or a new guide) someone could point me to?

Thanks


Yeah it is still viable. It's good against a banshee opener. It can be hard to play against a 1/1/1 marine tank viking push of one base but you can even hold against that. Just remember you don't have to open medivac every game. To go for the viking instead of the medivac can make a big diference.


It also helps if you have a bunker up to defend the 1/1/1.
Feel free to add me on steam: http://steamcommunity.com/id/MagnusAskeland/
halpimcat
Profile Joined September 2011
215 Posts
December 26 2013 07:52 GMT
#550
Has anyone been having success with HTOMario's mech tvp style? I'm curious why he doesn't make ghosts in the matchup - it seems general consensus is that ghosts are necessary, but Mario forgoes them unless he opens bio into mech. Not that general consensus is that important, mech is far from standard. I just want to know what the mindset is behind not making ghosts.
THEPPLsELBOW
Profile Joined November 2010
United States190 Posts
December 27 2013 09:27 GMT
#551
On December 26 2013 16:52 halpimcat wrote:
Has anyone been having success with HTOMario's mech tvp style? I'm curious why he doesn't make ghosts in the matchup - it seems general consensus is that ghosts are necessary, but Mario forgoes them unless he opens bio into mech. Not that general consensus is that important, mech is far from standard. I just want to know what the mindset is behind not making ghosts.


Ghosts aren't standard, in fact I would argue that Banshee's are your goto unit vs Robo based compositions. Because they force out stalkers, which are just terrible against mech. And if they're making stalkers, well thats less supply available for robo.
GuiRao
Profile Joined July 2011
Spain29 Posts
December 28 2013 17:03 GMT
#552
Hello, I'm having difficulties vs zerg against mass ultras (talking about 12 or so). Thors doesn't seem to be good unless you are maxed having all supply to Thor. Any suggestions?
Taefox
Profile Joined March 2010
1533 Posts
December 28 2013 17:28 GMT
#553
On December 29 2013 02:03 GuiRao wrote:
Hello, I'm having difficulties vs zerg against mass ultras (talking about 12 or so). Thors doesn't seem to be good unless you are maxed having all supply to Thor. Any suggestions?

unsieged tanks with few Banshees
@taefoxy
GuiRao
Profile Joined July 2011
Spain29 Posts
December 28 2013 19:26 GMT
#554
On December 29 2013 02:28 Porishan wrote:
Show nested quote +
On December 29 2013 02:03 GuiRao wrote:
Hello, I'm having difficulties vs zerg against mass ultras (talking about 12 or so). Thors doesn't seem to be good unless you are maxed having all supply to Thor. Any suggestions?

unsieged tanks with few Banshees


Ah so the key is the tanks have to be not sieged, I'll try it thanks.
TheDwf
Profile Joined November 2011
France19747 Posts
December 28 2013 22:08 GMT
#555
On December 29 2013 02:03 GuiRao wrote:
Hello, I'm having difficulties vs zerg against mass ultras (talking about 12 or so). Thors doesn't seem to be good unless you are maxed having all supply to Thor. Any suggestions?

Thors are good against ultras. A mix of Thors and unsieged Tanks with whatever you have in front (Hellbats, possibly landed Vikings if you have only that and if there are no Vipers; they will die very fast, but the idea is to protect your Tanks/Thors for as long as possible) should be enough if the numbers are there; avoid to fight in the open if you can of course, in a choke ultras are much weaker since they're a melee large unit. Use shift focus fire if there are many lings along.
Lyyna
Profile Joined June 2011
France776 Posts
Last Edited: 2014-01-04 02:28:15
January 04 2014 02:27 GMT
#556
Made a first draft of a TvT guide for my defensive mech style -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=409758#1

And a replay pack -> http://www.mediafire.com/download/rxwccuncdqpd94b/December 2013 replays.zip (nothing great, just my standard play)

edit : saw my guide is in the tvp section atm. Well, the TvT guide is the first one, and in the end i'll put all 3 guides in the same thread anyway
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
halpimcat
Profile Joined September 2011
215 Posts
Last Edited: 2014-01-05 14:10:53
January 05 2014 13:54 GMT
#557
Hi all,

I've been meching in tvp for about 2 weeks now, learning a lot. One thing I can't wrap my head around is actually winning engagements. In my head, a correctly positioned with a good composition should stomp most armies, but I almost always come out on the losing side. It's probably has to do with both composition and positioning, but I need a few pointers on how to engage protoss.

This low level replay shows the last game I played in mech tvp. I had two major, max army engagements against protoss and was destroyed both times (the last one was pretty close). What went wrong and what should I do to ensure my armies actually win? I won in the end from simply starving him out. And I know the beginning was atrocious with all the supply blocks, I was trying a new build and just winging it as I went along.

2nd question: What's the idea response to phoenix?
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
January 05 2014 14:18 GMT
#558
So once toss has a ton of bases and an Immo archon Tempest army and I have a tank hellbat viking army how do I win?
Like I get go sky terran but Im already maxed and If I throw away to much on ground he will just over me D:
Im getting really sick and tired of immo based armys just a moving over my tank lines as if they were not there
How do I win engagments vs Immo based and Tempest base comps?
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
Doc Brawler
Profile Joined November 2011
United States260 Posts
January 06 2014 01:17 GMT
#559
Hey GumBa, so tank hellbat is a really good composition, but it works a lot better with emps. A single pdd is 20 tempest shots, so you don't need a lot to absolutely shut down tempest. Remember tempest is 4 supply, raven 2 supply. I usually get a ghost academy with my 4th factory, its only 50 gas I think. My two base set up is 4 fac(2 TL 2R), 1 rax(Ghost), 1StarPort(R). Eventually you want to add TL Starports for banshees and a raven or two, but if you catch a wiff of ANY Stargate units add another starport and prioritize vikings over ghosts.
I am become Death, the Destroyer of Worlds
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
January 06 2014 02:13 GMT
#560
On January 06 2014 10:17 Doc Brawler wrote:
Hey GumBa, so tank hellbat is a really good composition, but it works a lot better with emps. A single pdd is 20 tempest shots, so you don't need a lot to absolutely shut down tempest. Remember tempest is 4 supply, raven 2 supply. I usually get a ghost academy with my 4th factory, its only 50 gas I think. My two base set up is 4 fac(2 TL 2R), 1 rax(Ghost), 1StarPort(R). Eventually you want to add TL Starports for banshees and a raven or two, but if you catch a wiff of ANY Stargate units add another starport and prioritize vikings over ghosts.

Ok thx I will try mech again TvP is so frustrating
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
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