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[G] Back to Aiur, A TvP Mech Production. - Page 5

Forum Index > StarCraft 2 Strategy
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Prev 1 2 3 4 5 6 Next All
Sircoolguy
Profile Joined May 2012
United States81 Posts
June 10 2013 22:50 GMT
#81
HTO, what are your thoughts on meching on the new ladder maps. I lost a game on red city in the late game due to bad engagements which might be expected when figuring out new maps. Also sky island seems pretty impossible to mech on given that it lends it self to lots of 1 or 2 base play. Granted I'm a diamond player (currently plat with the new season, but consistently diamond last few seasons should be back up to diamond in week or so) so it could just be bad mechanics etc or or a lack of understanding how to mech properly.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2013-06-10 23:10:50
June 10 2013 23:10 GMT
#82
On June 11 2013 06:49 HTOMario wrote:
Show nested quote +
On June 11 2013 06:07 larse wrote:


Mario, can your build address this fast tempest build? It's a SPL game today. And Terran went Mech


sure

http://www.twitch.tv/htomario/b/415177196?t=171m38s
http://www.twitch.tv/htomario/b/415177196?t=270m38s
http://www.twitch.tv/htomario/b/415177196?t=239m38s

Never underestimate the widow mine in early game stages really.


That is just beautiful - never though you could use widow mines like that vs Protoss. Great music as well, I had to pause all the time to add new songs to my playlist.
HTOMario
Profile Blog Joined March 2012
United States439 Posts
June 10 2013 23:42 GMT
#83
On June 11 2013 07:50 Sircoolguy wrote:
HTO, what are your thoughts on meching on the new ladder maps. I lost a game on red city in the late game due to bad engagements which might be expected when figuring out new maps. Also sky island seems pretty impossible to mech on given that it lends it self to lots of 1 or 2 base play. Granted I'm a diamond player (currently plat with the new season, but consistently diamond last few seasons should be back up to diamond in week or so) so it could just be bad mechanics etc or or a lack of understanding how to mech properly.



They aren't that bad, I like the new dynamic. it's just another loop to overcome really. In general I think it's not mech positive but not mech impossible.
GM Mech T
Sircoolguy
Profile Joined May 2012
United States81 Posts
June 11 2013 03:43 GMT
#84
How many tanks do you recommend for holding a third before transitioning to Thors and should I get a PF or OC I have had a lot of trouble holding my third, though this could be due to other reasons such as not enough hellbats, etc. I understand this is usually map dependent, but any general tips on this?
HTOMario
Profile Blog Joined March 2012
United States439 Posts
June 11 2013 04:06 GMT
#85
On June 11 2013 12:43 Sircoolguy wrote:
How many tanks do you recommend for holding a third before transitioning to Thors and should I get a PF or OC I have had a lot of trouble holding my third, though this could be due to other reasons such as not enough hellbats, etc. I understand this is usually map dependent, but any general tips on this?


5-10 is a decent number, OC preferred and bunkers for marines.
GM Mech T
Sircoolguy
Profile Joined May 2012
United States81 Posts
June 11 2013 04:23 GMT
#86
Thanks, I have had maybe 4-5 and lost quite a few hellbats when dropping then.
bhfberserk
Profile Joined August 2011
Canada390 Posts
June 11 2013 14:48 GMT
#87
I tried this mech style. It is awesome. It is probably one of the most powerful army you can ever make in TvP. Awesome guide, hopefully one day we see this in the GSL! :D

VBBandit
Profile Joined February 2012
Australia20 Posts
June 12 2013 03:19 GMT
#88
Wow, amazing guide!
Vipermagi
Profile Joined October 2012
47 Posts
Last Edited: 2013-06-12 12:24:57
June 12 2013 12:23 GMT
#89
How to handle 2 base blink stalker allins?

And what is the proper factory usage?
mine --> techlab --> 3x mines (go drop) --> 4-5 tanks and then start making thors?

How to play vs immortal / archon / high templar? which units to make?
And how to handle zealot warpins when facing this ^ composition above?

How to handle one base blink stalker ---> archon / void ray / tempest ?
HTOMario
Profile Blog Joined March 2012
United States439 Posts
Last Edited: 2013-06-12 14:12:55
June 12 2013 14:12 GMT
#90
On June 12 2013 21:23 Vipermagi wrote:
How to handle 2 base blink stalker allins?

And what is the proper factory usage?
mine --> techlab --> 3x mines (go drop) --> 4-5 tanks and then start making thors?

How to play vs immortal / archon / high templar? which units to make?
And how to handle zealot warpins when facing this ^ composition above?

How to handle one base blink stalker ---> archon / void ray / tempest ?


Well positioned bunkers + tanks

mine - tech lab - mine - mine - mine - tank (1-3) go from there

EMP thor hellbat, just land emps on the immortals and archons over storm, but if you can get the templar too.
You should stomp his army so warp ins aren't a problem as you will have your main army.

Proper bunker placement > ghost raven thor viking mines do ok here too.
GM Mech T
Sircoolguy
Profile Joined May 2012
United States81 Posts
June 12 2013 20:21 GMT
#91
So one problem I have is dealing with HT late game where the P has mass zealot archon HT and usually a few colosi and observers. What has happened to me a few times is I have had the ghost stormed or picked off when trying to get emps preemptively. This has resulted in my ravens getting feedbacked and dying, and then leaving me with hellbat thor which just dies without ghost and raven support. How do you engage against HT's safely since feedback can destroy the necessary support units?
HTOMario
Profile Blog Joined March 2012
United States439 Posts
June 12 2013 20:23 GMT
#92
On June 13 2013 05:21 Sircoolguy wrote:
So one problem I have is dealing with HT late game where the P has mass zealot archon HT and usually a few colosi and observers. What has happened to me a few times is I have had the ghost stormed or picked off when trying to get emps preemptively. This has resulted in my ravens getting feedbacked and dying, and then leaving me with hellbat thor which just dies without ghost and raven support. How do you engage against HT's safely since feedback can destroy the necessary support units?



keep the ravens in the back and snipe / emp the templar, it comes down to a micro battle.
GM Mech T
meksp
Profile Joined December 2011
Czech Republic4 Posts
June 12 2013 23:05 GMT
#93
i have a question for ya Mario Dont u think 12rax-12gas is better opening cuz u can have reaper to scout opponent s base and its basically something like 12rax 15gas i guess but this is just my thought nad great thread by the way and ill try it becasue i always want to try mech in TvP
HTOMario
Profile Blog Joined March 2012
United States439 Posts
June 13 2013 00:12 GMT
#94
On June 13 2013 08:05 meksp wrote:
i have a question for ya Mario Dont u think 12rax-12gas is better opening cuz u can have reaper to scout opponent s base and its basically something like 12rax 15gas i guess but this is just my thought nad great thread by the way and ill try it becasue i always want to try mech in TvP


I was never really a fan of the reaper opener, sure it's handy but I never really felt it necessary.
GM Mech T
Sircoolguy
Profile Joined May 2012
United States81 Posts
June 15 2013 04:24 GMT
#95
So I don't think the nerfs/buffs proposed by blizz will change much late game but any ideas on how openers will have to change?
Rhuubarb
Profile Joined September 2010
Australia102 Posts
June 15 2013 04:42 GMT
#96
The build in this guide is one of least hellbat reliant mech vP builds I've seen and used, especially early game, so in regards to this build, it probably won't have that much of an impact.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 15 2013 09:17 GMT
#97
On June 10 2013 08:02 HTOMario wrote:
Show nested quote +
On June 10 2013 08:01 Muggs wrote:
Your mines in that game vs Brownra are completely ridiculous. I think regardless of how people feel about mech, your opening with quick drilling claws and mine drops is pretty damn effective.



Yeah I'm trying to develop a whole other style of tanks + mines at the moment too. I feel I have perfected this strategy and it's time to move on with some ideas and tinker.


This is what i've been thinking for a while now. If mech is to be a solid style (where you don't have to play tower defense for 2 hours) it needs to do a lot better against some of the late game Protoss comps of Immortal Archon and potential for hidden air. The mine looks like the obvious choice.

In general terms, i'm thinking of something like a Hellbat heavy early and early-mid game with Tanks and upgrades and some harass (Banshees might be great with the new patch). As you get more gas and position on the map, replace some Hellbats with Mines for a mass Tank and a 50/50 Hellbat/Mine army.

I think the key will be in how you position the Mines and Hellbats. You want the Hellbats to fight the Zealots but you don't want the mines to go of on them. So maybe Hellbats in front and the mines close to the Tanks. Once the Zealots are dead, retreat the remaining Hellbats and have the mines go of on Immortals Archons etc.
Head Coach Park: "They should buff tanks!"
Sircoolguy
Profile Joined May 2012
United States81 Posts
June 15 2013 15:10 GMT
#98
Just tried mine tank on sky island and it worked really well, I ended up going 13 gas fact expo into a 2 base 4 factory 1 port push. You need 2 ravens and some vikings to prevent colosi from killing all of your mines before they shoot. Expand as necessary after that and also transition to bats is a good idea once there are lots of chargelots.
HTOMario
Profile Blog Joined March 2012
United States439 Posts
June 18 2013 21:06 GMT
#99
On June 15 2013 13:42 Rhuubarb wrote:
The build in this guide is one of least hellbat reliant mech vP builds I've seen and used, especially early game, so in regards to this build, it probably won't have that much of an impact.


That's right, besides I like to get blue flame as well.
GM Mech T
Sissors
Profile Joined March 2012
1395 Posts
July 22 2013 08:59 GMT
#100
So bit of a bump:
I follow an opening that is pretty much the same as shown here. The issue I then have are all-ins. I generally scout fine an all-in is coming. But which all-in? For example my last TvP, initial SCV scout saw a pylon was missing in the main. I did run a bit around to find a proxy, but on some maps it is just too large to reliably find the proxy, especially without reaper. (Even with reaper on some maps it is just unlikely you find it, also if they for example are just hiding it in their base).

So then I just prepare on the majority of all-ins: widow mine in mineral line against oracles (later missile turret). Missile turret at entrance to natural. Another bunker there, etc. Blink stalkers come, I die. Apparantly it was blink that was being proxied. And that is pretty much my defense vs toss all-ins, pray it isn't a blink all-in, and prepare for the others.

I know how I should defend vs a blink all-in, but how do I figure out a blink-all in is coming? Should I stick to main and not go into my natural until after he takes his natural? That keeps my forces a bit more together, but still leaves the main issue of finding out it is a blink all-in. And I like placing defence at the entrance of my natural, because that way I can wall my main with 2 depots + rax against proxy gate shennanigans, and then place a bunker at entrance to my natural to prevent him from sniping my supply depots with stalker(s)/MsC. Or should I just start adding reaper(s) to my opening? Although they also can't scout hidden tech in his main on many maps.
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