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[L][D]HotS Terran Mech Resources/Q&A - Page 30

Forum Index > StarCraft 2 Strategy
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Aquila-
Profile Blog Joined April 2011
516 Posts
Last Edited: 2014-01-24 20:45:51
January 24 2014 20:37 GMT
#581
High master, in TvT I do forgg build 15 gas into hellions, how to I defend the marine tank push that comes after cloak banshee or later even the marine marodeur stim tank viking push? do I NEED to get marine tank at start? should I add facotry number 2 and 3 before third cc? thanks.
zusch
Profile Joined March 2011
United States73 Posts
Last Edited: 2014-01-25 04:32:36
January 25 2014 04:27 GMT
#582
High gold. For TvP...how do I make my tanks not suck?
noSec
Profile Joined February 2012
Brazil37 Posts
January 25 2014 06:17 GMT
#583
Sup guys...
Well i'm having TERRIBLE problems with TvZ right now and the core of the problems are the mutas. In theory i know what i must do but it just doesn't work by any means... Even when i'm ahead in the game, when i'm in three bases the game turns to a nightmare. I usually have a lot of Turrets in my bases and 1 to 2 thors and even with that, i can't leave my base at all... The Mutas just find a way to snipe turrets and do the magic box on thors.

Shoul i be making Vikings? I see some terrans adding vikings to their composition, but the meaning of them is to scare mutas away from their base?
Doc Brawler
Profile Joined November 2011
United States260 Posts
January 25 2014 06:59 GMT
#584
Aquila, I find its insanely hard but I've been working on specifically that lately. Playing against cheater AI while setting them to "marine seige" tactic is a good practice...

step 1: Being super efficient with your build: no extra depots and if you want to squeeze in turrets for gas first banshee defense you have to choose something to skip (2 marines)
Step 2: is scouting it: one mine, scv, marine, or hellion needs to be waiting for the marine tank move out.
Step 3: the engage: if its early with only rines and tanks, just pull a few scvs, even 3-4 will be the difference between barely not holding it and totally crushing it. If its later on in the game i like to either have a hellion runby ready to pull them back or swarm them hellions and huge scv pull if needed.

The build: forgg 1-1-1... ebay at or before 5:45 -> one turret. build hellions constantly fit as many vikes as you can, second factory won't finish before ealry pushes so just make hellions and if they take a late expo and rush you pull the boys.
3rd CC -> 2nd gas, 2nd factory (on TL that rax builds) -> Blue flame immediatly and one tank when gas allows.
take gas 3 and 4 and add 3rd fac. For me the key is really fast 2 fac with blue flame, one tank and about 4 vikings. I get a raven after that then go into reactor vikes...
I am become Death, the Destroyer of Worlds
Doc Brawler
Profile Joined November 2011
United States260 Posts
January 25 2014 07:11 GMT
#585
On January 25 2014 15:17 noSec wrote:
Sup guys...
Well i'm having TERRIBLE problems with TvZ right now and the core of the problems are the mutas. In theory i know what i must do but it just doesn't work by any means... Even when i'm ahead in the game, when i'm in three bases the game turns to a nightmare. I usually have a lot of Turrets in my bases and 1 to 2 thors and even with that, i can't leave my base at all... The Mutas just find a way to snipe turrets and do the magic box on thors.

Shoul i be making Vikings? I see some terrans adding vikings to their composition, but the meaning of them is to scare mutas away from their base?


I highly suggest watching both Maru's and Flashes mech tvz in proleague.

3 base into muta: Basically get 6 hellions, 3 banshees, an optional raven, 2 tanks, 2 hellbats before any AA to hold ground based aggression. Then get 1-2 thors, reactor vikings and 2 missle turrets per base. This is really cheap way to hold off mutas while getting your own 3 base up and 3 fac one starport. Do not stop making vikings because the only things that should scare your tank hellbat army is (mutas, vipers, broods). after 5 fac is set up add starports with tech labs. raven viking beats zerg air basically while tank hellbat.

2 base muta: Maru has to deal with 2 base mutas and you basically do the exact same thing but move up your AA production one cycle earlier. 6 hellions 2 banshee, option raven. Then before tanks, 2 thors, 2 vikings (not from reactor) and only 1 missle turret per base. 2 base muta is faster but weaker... secure your third with only these units and begin tanks!

Another really good example of mass mutas is leenok vs bravo on yeonsu. Basically keep your vikings with your thors and don't skip on ravens.. thors build time actually lets you afford ravens and vikings... also a SHIT TON of turrets will help you as you move out... like 20 turrets in one base... major vs scarlet on star station is a good example for that.
I am become Death, the Destroyer of Worlds
HTOMario
Profile Blog Joined March 2012
United States439 Posts
January 25 2014 19:59 GMT
#586
I've been making some tutorials on mech a lot lately. Maybe this will help?

https://www.youtube.com/user/Sc2Yosho/videos?shelf_id=9&sort=dd&view=50

3 TvT
3 TvP
4 TvP,

Each matchup showing at least 1 korean Grandmaster opponent.
GM Mech T
Aquila-
Profile Blog Joined April 2011
516 Posts
January 25 2014 20:16 GMT
#587
On January 25 2014 15:59 Doc Brawler wrote:
Aquila, I find its insanely hard but I've been working on specifically that lately. Playing against cheater AI while setting them to "marine seige" tactic is a good practice...

step 1: Being super efficient with your build: no extra depots and if you want to squeeze in turrets for gas first banshee defense you have to choose something to skip (2 marines)
Step 2: is scouting it: one mine, scv, marine, or hellion needs to be waiting for the marine tank move out.
Step 3: the engage: if its early with only rines and tanks, just pull a few scvs, even 3-4 will be the difference between barely not holding it and totally crushing it. If its later on in the game i like to either have a hellion runby ready to pull them back or swarm them hellions and huge scv pull if needed.

The build: forgg 1-1-1... ebay at or before 5:45 -> one turret. build hellions constantly fit as many vikes as you can, second factory won't finish before ealry pushes so just make hellions and if they take a late expo and rush you pull the boys.
3rd CC -> 2nd gas, 2nd factory (on TL that rax builds) -> Blue flame immediatly and one tank when gas allows.
take gas 3 and 4 and add 3rd fac. For me the key is really fast 2 fac with blue flame, one tank and about 4 vikings. I get a raven after that then go into reactor vikes...


Thanks, so you think just make mass Hellion? Dont you think it is better to make reactored Marines and maybe even a tank?
Doc Brawler
Profile Joined November 2011
United States260 Posts
January 25 2014 21:33 GMT
#588
I think the best counter build is one rax expo, but right before you throw down your expo you get double gas then the CC then 1-1-1 with marine tank viking... It feels like a weird build but it works out so you can get out a tank and viking and still have a faster CC...
If you want to do the forgg build I feel it transitions into mech better than into bio so yea i would make hellions.
If you want to go bio-tank then 1-1-1 is probably best build, reactoring rines...
I am become Death, the Destroyer of Worlds
noSec
Profile Joined February 2012
Brazil37 Posts
January 26 2014 00:28 GMT
#589
Thank you a lot Doc and Mario... Will study some starcraft now =D
halpimcat
Profile Joined September 2011
215 Posts
January 26 2014 02:00 GMT
#590
in tvp, How do you beat carriers? If the protoss sniffs mech from me, if they go straight to carriers, I have absolutely no response back.
Telon Petrides
Profile Joined September 2013
Canada58 Posts
January 26 2014 03:01 GMT
#591
On January 26 2014 11:00 halpimcat wrote:
in tvp, How do you beat carriers? If the protoss sniffs mech from me, if they go straight to carriers, I have absolutely no response back.


I use focus fired vikings fighting by missile turrets and widow mines coming out of my reactored factories. Carriers are tough. Supernova also got creamed by them twice in GSL 2 days ago by Stats.

I never have enough Ravens/Thors in my build at the time the carriers get to you. I've heard Yamato is good against them but I never get BCs in time. They build too slow.

You have to focus fire the vikings or they attack interceptors. By fighting by several turrets, the turrets shoot down the interceptors. The widow mines give you splash, can do pretty well against all protoss units if the sentries are gone (due to turrets or scan+vikings).

I think we are going to see alot of carriers vs Mech after Stats/SuNo GSL games.
Telon Petrides
Profile Joined September 2013
Canada58 Posts
January 26 2014 03:07 GMT
#592
On January 25 2014 15:17 noSec wrote:
Sup guys...
Well i'm having TERRIBLE problems with TvZ right now and the core of the problems are the mutas. In theory i know what i must do but it just doesn't work by any means... Even when i'm ahead in the game, when i'm in three bases the game turns to a nightmare. I usually have a lot of Turrets in my bases and 1 to 2 thors and even with that, i can't leave my base at all... The Mutas just find a way to snipe turrets and do the magic box on thors.

Shoul i be making Vikings? I see some terrans adding vikings to their composition, but the meaning of them is to scare mutas away from their base?


You can also mix in a few widow mines to back up your turrets - pros/Mario like to hide them by the reactors so they are really hard to see. Hi Sec Autotracking helps alot too. I make some vikings to kill vipers and overlords, and they do help vs mutas in a pinch.
halpimcat
Profile Joined September 2011
215 Posts
January 26 2014 04:01 GMT
#593
On January 26 2014 12:01 Telon Petrides wrote:
Show nested quote +
On January 26 2014 11:00 halpimcat wrote:
in tvp, How do you beat carriers? If the protoss sniffs mech from me, if they go straight to carriers, I have absolutely no response back.


I use focus fired vikings fighting by missile turrets and widow mines coming out of my reactored factories. Carriers are tough. Supernova also got creamed by them twice in GSL 2 days ago by Stats.

I never have enough Ravens/Thors in my build at the time the carriers get to you. I've heard Yamato is good against them but I never get BCs in time. They build too slow.

You have to focus fire the vikings or they attack interceptors. By fighting by several turrets, the turrets shoot down the interceptors. The widow mines give you splash, can do pretty well against all protoss units if the sentries are gone (due to turrets or scan+vikings).

I think we are going to see alot of carriers vs Mech after Stats/SuNo GSL games.

That's the thing: unless I'm already ahead, I can't for the life of me deal with carriers without missile turrets. Which means I can't move out and be aggressive without being demolished. By the time I feel safe enough to try, Protoss has taken half the map and can afford to trade somewhat inefficiently and just bleed me to death.

On a similar note, are there good options to be aggressive vs a Protoss who failed the all-in? Double expanding after a failed blink or dt all-in is nice and all. But I find that if Protoss just withdraws from trying to outright kill me, delays my expansions with harass, and double expand on his own, the game turns more or less even, which doesn't feel right at all.
HTOMario
Profile Blog Joined March 2012
United States439 Posts
January 26 2014 05:01 GMT
#594
On January 26 2014 13:01 halpimcat wrote:
Show nested quote +
On January 26 2014 12:01 Telon Petrides wrote:
On January 26 2014 11:00 halpimcat wrote:
in tvp, How do you beat carriers? If the protoss sniffs mech from me, if they go straight to carriers, I have absolutely no response back.


I use focus fired vikings fighting by missile turrets and widow mines coming out of my reactored factories. Carriers are tough. Supernova also got creamed by them twice in GSL 2 days ago by Stats.

I never have enough Ravens/Thors in my build at the time the carriers get to you. I've heard Yamato is good against them but I never get BCs in time. They build too slow.

You have to focus fire the vikings or they attack interceptors. By fighting by several turrets, the turrets shoot down the interceptors. The widow mines give you splash, can do pretty well against all protoss units if the sentries are gone (due to turrets or scan+vikings).

I think we are going to see alot of carriers vs Mech after Stats/SuNo GSL games.

That's the thing: unless I'm already ahead, I can't for the life of me deal with carriers without missile turrets. Which means I can't move out and be aggressive without being demolished. By the time I feel safe enough to try, Protoss has taken half the map and can afford to trade somewhat inefficiently and just bleed me to death.

On a similar note, are there good options to be aggressive vs a Protoss who failed the all-in? Double expanding after a failed blink or dt all-in is nice and all. But I find that if Protoss just withdraws from trying to outright kill me, delays my expansions with harass, and double expand on his own, the game turns more or less even, which doesn't feel right at all.


I like to go double reactor starport with 2 tech lab 1 reactor factory. Mass drop style and get a 4th factory with a 2nd reactor near my third timing. Allows me to make 4 vikings at a time if needed and mineral dump into hellbats countering any air tech. It's also hard to deal with drops without air tech so i can do 3 or so medivacs flying around sniping workers.
GM Mech T
halpimcat
Profile Joined September 2011
215 Posts
January 26 2014 05:17 GMT
#595
On January 26 2014 14:01 HTOMario wrote:
Show nested quote +
On January 26 2014 13:01 halpimcat wrote:
On January 26 2014 12:01 Telon Petrides wrote:
On January 26 2014 11:00 halpimcat wrote:
in tvp, How do you beat carriers? If the protoss sniffs mech from me, if they go straight to carriers, I have absolutely no response back.


I use focus fired vikings fighting by missile turrets and widow mines coming out of my reactored factories. Carriers are tough. Supernova also got creamed by them twice in GSL 2 days ago by Stats.

I never have enough Ravens/Thors in my build at the time the carriers get to you. I've heard Yamato is good against them but I never get BCs in time. They build too slow.

You have to focus fire the vikings or they attack interceptors. By fighting by several turrets, the turrets shoot down the interceptors. The widow mines give you splash, can do pretty well against all protoss units if the sentries are gone (due to turrets or scan+vikings).

I think we are going to see alot of carriers vs Mech after Stats/SuNo GSL games.

That's the thing: unless I'm already ahead, I can't for the life of me deal with carriers without missile turrets. Which means I can't move out and be aggressive without being demolished. By the time I feel safe enough to try, Protoss has taken half the map and can afford to trade somewhat inefficiently and just bleed me to death.

On a similar note, are there good options to be aggressive vs a Protoss who failed the all-in? Double expanding after a failed blink or dt all-in is nice and all. But I find that if Protoss just withdraws from trying to outright kill me, delays my expansions with harass, and double expand on his own, the game turns more or less even, which doesn't feel right at all.


I like to go double reactor starport with 2 tech lab 1 reactor factory. Mass drop style and get a 4th factory with a 2nd reactor near my third timing. Allows me to make 4 vikings at a time if needed and mineral dump into hellbats countering any air tech. It's also hard to deal with drops without air tech so i can do 3 or so medivacs flying around sniping workers.

Thanks! Always good to hear from the guy that inspired me to go tvp mech in the first place.

I have another question (they never end...): I've been reading a lot about the strength of tank/hellbat, and how often times you don't even need to siege to beat a toss army that doesn't have colossi. Just a move and win. I'm a bit too skeptical to try it out myself in game though; is this really good? Is it actually better than sieging the tanks? About the same in terms of strength? Who's well does it work in different scale sizes (ie medium sized armies vs large size armies)?
HTOMario
Profile Blog Joined March 2012
United States439 Posts
January 26 2014 05:50 GMT
#596
On January 26 2014 14:17 halpimcat wrote:
Show nested quote +
On January 26 2014 14:01 HTOMario wrote:
On January 26 2014 13:01 halpimcat wrote:
On January 26 2014 12:01 Telon Petrides wrote:
On January 26 2014 11:00 halpimcat wrote:
in tvp, How do you beat carriers? If the protoss sniffs mech from me, if they go straight to carriers, I have absolutely no response back.


I use focus fired vikings fighting by missile turrets and widow mines coming out of my reactored factories. Carriers are tough. Supernova also got creamed by them twice in GSL 2 days ago by Stats.

I never have enough Ravens/Thors in my build at the time the carriers get to you. I've heard Yamato is good against them but I never get BCs in time. They build too slow.

You have to focus fire the vikings or they attack interceptors. By fighting by several turrets, the turrets shoot down the interceptors. The widow mines give you splash, can do pretty well against all protoss units if the sentries are gone (due to turrets or scan+vikings).

I think we are going to see alot of carriers vs Mech after Stats/SuNo GSL games.

That's the thing: unless I'm already ahead, I can't for the life of me deal with carriers without missile turrets. Which means I can't move out and be aggressive without being demolished. By the time I feel safe enough to try, Protoss has taken half the map and can afford to trade somewhat inefficiently and just bleed me to death.

On a similar note, are there good options to be aggressive vs a Protoss who failed the all-in? Double expanding after a failed blink or dt all-in is nice and all. But I find that if Protoss just withdraws from trying to outright kill me, delays my expansions with harass, and double expand on his own, the game turns more or less even, which doesn't feel right at all.


I like to go double reactor starport with 2 tech lab 1 reactor factory. Mass drop style and get a 4th factory with a 2nd reactor near my third timing. Allows me to make 4 vikings at a time if needed and mineral dump into hellbats countering any air tech. It's also hard to deal with drops without air tech so i can do 3 or so medivacs flying around sniping workers.

Thanks! Always good to hear from the guy that inspired me to go tvp mech in the first place.

I have another question (they never end...): I've been reading a lot about the strength of tank/hellbat, and how often times you don't even need to siege to beat a toss army that doesn't have colossi. Just a move and win. I'm a bit too skeptical to try it out myself in game though; is this really good? Is it actually better than sieging the tanks? About the same in terms of strength? Who's well does it work in different scale sizes (ie medium sized armies vs large size armies)?



If your army is much bigger you can do it but i'd still siege a few. It's not something you want if his army is close to power in yours.
GM Mech T
EJK
Profile Blog Joined September 2013
United States1302 Posts
February 01 2014 21:26 GMT
#597
On January 25 2014 05:37 Aquila- wrote:
High master, in TvT I do forgg build 15 gas into hellions, how to I defend the marine tank push that comes after cloak banshee or later even the marine marodeur stim tank viking push? do I NEED to get marine tank at start? should I add facotry number 2 and 3 before third cc? thanks.


If you are doing the forgg build, make sure you are making a total of 8 marines from the barracks. If it is a gas first barracks cloak banshee, cut marines at 6, save scans, and make a viking as your first starport unit.

To d efend a m arine tank push, ID it is coming and then make a cloak banshee out of your starport to shut it down.

Vs marine maurader tank pushes, you n eed siege tanks, vikings, and hellbats. Hellions dont do great against mauraders. And you will only win with your tanks sieged as well so dont fight when they are unseieged

Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2014-02-06 19:14:19
February 06 2014 19:11 GMT
#598
How the hell do I defend 2 base blink on a map like Yeonsu? I've been trying to sit back and just focus on pure marine/tank but it just feels hopeless if the protoss actually knows what theyre doing. Tanks get sniped instantly, bunkers die almost instantly and even if I miraculously survive he is free to take a third base and get templar tech while pressuring me with leftover stalkers.

This build is the bane of my existence, I wouldn't mind playing longer games against protoss but most of them end before to 10 minute mark. High masters terran fwiw.
t0n!ght
Profile Joined May 2012
57 Posts
Last Edited: 2014-02-16 14:17:34
February 16 2014 13:40 GMT
#599
posted in wrong thread sorry.
t0n!ght
Profile Joined May 2012
57 Posts
Last Edited: 2014-02-16 14:17:47
February 16 2014 14:02 GMT
#600
posted in wrong thread sorry.
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