[L][D]HotS Terran Mech Resources/Q&A - Page 8
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Taefox
1533 Posts
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Juice!
Belgium295 Posts
On May 03 2013 02:40 Porishan wrote: What maps u guys devote on ladder as mech ? There are a few topics concering this already. Also, the first post really needs updating! | ||
Taefox
1533 Posts
On May 03 2013 02:44 Juice! wrote: There are a few topics concering this already. Also, the first post really needs updating! few topics ? i just found one lol and it was mix with mmm - bio terran players around, please dont post like " hey search it blabla ". My question was kind of simple question,simple answer but i'd rather ask people here because all people here like to mech, and it helps a lot =) You can answer or contribute for the thread, don't post sth useless | ||
vBr
Sweden193 Posts
On May 03 2013 02:40 Porishan wrote: What maps u guys devote on ladder as mech ? (GM EU Mech player perspective on maps: ) Veto 1: Planet S is given veto in any MU. It is extremely difficult to grab a third, and forget about a fourth. Therefore Planet S is only suited for all ins or strong 2 base builds (or gamble with 3 base). Veto 2: Derelict Watcher (one of the new maps). Only played it once so far and my fourth was denied twice with no effort. It is a small improvement over Planet S (you can defend the natural+main and the third at the same time, but not with a comfortable choke) but I feel that you will struggle to defend a fourth against a mobile army. It is also a big map and the long path to your opponents base can be dangerous. Looks like a Zerg player's dream from my POV. My third veto is a bit optional. Star Station: Dodgy map since close pos is an option. Really wouldn't go into a macro game under those circumstances. Third is easy (but still could be a PF due to the many paths available to it). Fourth can be available as well, and at that point you have a couple of options which is nice. Mostly, I downvote this map due to the headache that occurs whenever you spawn close air positions. One should also raise an eyebrow at the other two new maps, Zerus Prime and Klontas Mire since they have backdoor rocks at your natural expansion. That being said, especially on Zerus Prime, there are many available expansions nearby but I feel you might have to use PF for your third (something that I occasionally recommend anyhow). | ||
Juice!
Belgium295 Posts
On May 03 2013 04:20 Porishan wrote: few topics ? i just found one lol and it was mix with mmm - bio terran players around, please dont post like " hey search it blabla ". My question was kind of simple question,simple answer but i'd rather ask people here because all people here like to mech, and it helps a lot =) You can answer or contribute for the thread, don't post sth useless If it's a simple question, simple answer, then post in that topic? =) And yes search before you ask a 'simple' question like this. It's already been answered +3 times (even asked by me once in the topic suited for it' | ||
Qikz
United Kingdom12022 Posts
All the other maps I like alot although I've not played Zerus prime yet. Derelict Watcher I really love for slow methodical pushes and it's not too difficult to get a third/fourth and Planet S I usually 2 base it for a while and get close to max, then push forward while taking my third so I have little issue with the third being harder and with good positioning the fourth is pretty easy. Outside of that all the other maps are really awesome. | ||
Taefox
1533 Posts
On May 03 2013 16:24 Juice! wrote: If it's a simple question, simple answer, then post in that topic? =) And yes search before you ask a 'simple' question like this. It's already been answered +3 times (even asked by me once in the topic suited for it' read it over, i asked here because this is mech thread =) i dont give a shit that it was asked by u in other topics suited =) if u want to answer or help, then post something helpful, if not please don't being on high horse and post something pointless =) anyway i see that ur post counts too low =) my bad Thanks vBr and Qik, i have no idea about new season 3 maps | ||
Lyyna
France776 Posts
Bel'shir Vestige : This map is absolutly not good for my defensive style, traveilling from your natural to your 3rd and 4th means you don't have any cover for a long time, too much attack paths (and these are corridors, so if you attack your slow mech army is going to get trapped quickly) Neo Planet : I sometimes veto it when i want to play long games, but i also sometimes keep it in order to train 2 bases agressive mech play Don't have a 3rd one, there is clearly less "horrible for mech" maps in HOTS imo (or maybe it's just that it's easier to play agressive mech on 2 bases. Don't know about new maps, Derelict is a bit too open for mech imo, probably only good for big 3 bases timings, and Klontas will require insane amount of PFs/Sensors to secure everything | ||
Amestir
Netherlands2126 Posts
this seemed like a nice place to ask. I'm off racing as Terran, and having a lot of fun. I'm playing agianst silver and gold players and I want a good, save expand into mech build, preferably one I can use in every match up. Remember this is really low level, it doesn't have to be fancy ^^ Atm I do barrack -> CC -> double gas -> orbital -> double factory -> starport for a hellbat drop ^^ | ||
Juice!
Belgium295 Posts
On May 04 2013 23:39 Porishan wrote: read it over, i asked here because this is mech thread =) i dont give a shit that it was asked by u in other topics suited =) if u want to answer or help, then post something helpful, if not please don't being on high horse and post something pointless =) anyway i see that ur post counts too low =) my bad Thanks vBr and Qik, i have no idea about new season 3 maps If you didn't care .. you wouldn't keep quoting me. Also because you bring up my post count, you really don't know what to say. But please, quote me again! That way you'll get another post!!!!! if that's so important for you. And the topic named 'TERRAN MAPVETOS S3' isn't good enough for you? get of your high horse please .. Oh master of the 1k posts ♥ | ||
kollin
United Kingdom8380 Posts
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Qikz
United Kingdom12022 Posts
On May 05 2013 03:29 Amestir wrote: Hey Guys, this seemed like a nice place to ask. I'm off racing as Terran, and having a lot of fun. I'm playing agianst silver and gold players and I want a good, save expand into mech build, preferably one I can use in every match up. Remember this is really low level, it doesn't have to be fancy ^^ Atm I do barrack -> CC -> double gas -> orbital -> double factory -> starport for a hellbat drop ^^ If you want a really safe build that you can use at that level you should try a siege expand. It's safe against pretty much every single all in possible (apart from oracles but you get turrets for that) and sets you up nicely to move in to mech. depot > rax > gas > orbital > factory/depot > tank > cc. From there you just diverge in to whatever you want to do. It got me to top diamond so it should be fine for you too. ^^ | ||
llIH
Norway2143 Posts
3rd game that is. | ||
vBr
Sweden193 Posts
On May 05 2013 00:56 Lyyna wrote: About Vetos -> Bel'shir Vestige : This map is absolutly not good for my defensive style, traveilling from your natural to your 3rd and 4th means you don't have any cover for a long time, too much attack paths (and these are corridors, so if you attack your slow mech army is going to get trapped quickly) Neo Planet : I sometimes veto it when i want to play long games, but i also sometimes keep it in order to train 2 bases agressive mech play Don't have a 3rd one, there is clearly less "horrible for mech" maps in HOTS imo (or maybe it's just that it's easier to play agressive mech on 2 bases. Don't know about new maps, Derelict is a bit too open for mech imo, probably only good for big 3 bases timings, and Klontas will require insane amount of PFs/Sensors to secure everything I agree with Bel'shir and consequently changed my third veto from Star Station to Bel'shir. With Klontas you have every possibility to have good map vision with a couple of sensor towers and the xel'naga tower. You only really need to defend the lower part of the map, three siege tanks and two widowmines plus a walloff can guarantee you that the narrow opening will not be taken by anyone (obvious 300 reference) | ||
TheDwf
France19747 Posts
On May 05 2013 05:31 llIH wrote: Do anyone feel like analyzing InNovation vs Flash games from GSL Code S? 3rd game that is. Not really an in-depth analysis but: - Whirlwind is a horrible map for mech (long distances, wide open middle, moving towards the third exposes you to flanks in front of your natural, Medivac bouncing between main and third); and here, it was the worst case scenario with cross spawns. - Playing mech vs bio without air control is impossible. Flash entirely skipped Vikings, making Medivacs instead, but this meant Bogus could simply drop Marauders on top of his Tanks without Flash having any way to stop that (pushing with some SCVs to build some Turrets is a possibility, but of course paving the whole way with Turrets is impossible). The Vikings/Raven squad is an absolute must, which means that you can't continuously build Medivacs—unless your Hellbats drops pay off, but they won't against a vigilant Terran (see Bogus' defensive measures in his bases: Turrets + one Bunker). | ||
Qikz
United Kingdom12022 Posts
On May 05 2013 07:32 TheDwf wrote: Not really an in-depth analysis but: - Whirlwind is a horrible map for mech (long distances, wide open middle, moving towards the third exposes you to flanks in front of your natural, Medivac bouncing between main and third); and here, it was the worst case scenario with cross spawns. - Playing mech vs bio without air control is impossible. Flash entirely skipped Vikings, making Medivacs instead, but this meant Bogus could simply drop Marauders on top of his Tanks without Flash having any way to stop that (pushing with some SCVs to build some Turrets is a possibility, but of course paving the whole way with Turrets is impossible). The Vikings/Raven squad is an absolute must, which means that you can't continuously build Medivacs—unless your Hellbats drops pay off, but they won't against a vigilant Terran (see Bogus' defensive measures in his bases: Turrets + one Bunker). I think what Flash did was fine, and you can push across the map slowly with turrets it's certainly not impossible. What happened in that game wasn't Flash losing to a lack of air control, sure it would have helped but his drops on top of the bio was doing a hell of a lot of good. Mech is fine on whirlwhind and while ravens and vikings would have helped, Flash's drops on drops were doing really well. I think the point that lost him the game was when he lost about 6 tanks and 8 hellbats in the drop at innovations natural that didn't really do anything. After losing those tanks his turrets got taken down so he lost his air protection and he slowly got picked apart as he couldn't ever really regain a strong defensive stance. | ||
Taefox
1533 Posts
On May 05 2013 07:32 TheDwf wrote: Not really an in-depth analysis but: - Whirlwind is a horrible map for mech (long distances, wide open middle, moving towards the third exposes you to flanks in front of your natural, Medivac bouncing between main and third); and here, it was the worst case scenario with cross spawns. - Playing mech vs bio without air control is impossible. Flash entirely skipped Vikings, making Medivacs instead, but this meant Bogus could simply drop Marauders on top of his Tanks without Flash having any way to stop that (pushing with some SCVs to build some Turrets is a possibility, but of course paving the whole way with Turrets is impossible). The Vikings/Raven squad is an absolute must, which means that you can't continuously build Medivacs—unless your Hellbats drops pay off, but they won't against a vigilant Terran (see Bogus' defensive measures in his bases: Turrets + one Bunker). How about making a few thors or mines, way in TvZ Mech against muta ? Thors or mines can be good against dropping bio on tanks line? | ||
Qikz
United Kingdom12022 Posts
On May 05 2013 09:17 Porishan wrote: How about making a few thors or mines, way in TvZ Mech against muta ? Thors or mines can be good against dropping bio on tanks line? Flash actually saved himself from a doomdrop with some mines mixed in with his turrets. ^^ | ||
llIH
Norway2143 Posts
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Qikz
United Kingdom12022 Posts
You never really want to push over the whole map at first anyway, Flash did it in that game out of desperation, it's much better to push out far enough to secure the back front path into the fourth base you want and then slowly move forward from there. Then again, I'm only going off experience from my games and I'm sure Dwf is a higher level player than me, but I honestly don't think air control was what lost Flash the game, he let himself get far too spread so Innovation picked him apart slowly but surely. He also threw a lot of units away in those drops I mentioned before. --- I took a 2 week or so break at the end of last season and it seems to have made me really bad vs toss. I think I need to go study my own replays to see what on earth I'm doing differently, but I seem to be losing every single game to DTs doing loads of damage to me at one point. | ||
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