Hey guys saw lots of complaining about mech and I finally played against mech (versus bomber) and figured I would make a video on it show casing how I play against it and I explain other situations as well that were not done in this game.
I don't face mech much, but I know how to play against it and I still feel like it's not that great in zvt except on specific maps such as akilon.
A note: I know about the static sound, I don't know how to remove it, if anybody knows please tell me, otherwise nobody can hear it so as of right now I don't know how to make it so you can hear it good and no static .
Very cool video, what about producing a round of mutas before getting the swarmhost? I've been doing that and I think I might to reconsider it because your style with faster swarmhosts seems to work better. But, I feel that when I don't go mutas, I can't defend versus the hellbat drops and it feels like terran can skip turrets/thors and macro even faster. I'd like to get your opinion on that.
Thanks for the video. What do you do when terran scouts your spire and starts early Viking production? I tried going roach > swarm host > brood lord once but found that I couldn't make enough corruptors to deal with the Vikings/thors because I was maxed on roach and swarm host.
blade, have you encountered a style that doesn't open passively into mech?
I ask because I've been experimenting with very normal Reaper expands into 2-Factory Blue Flame Hellion timings, getting my third and additional tech slightly later in favour of killing a shit-ton of Drones and Zerglings. It seems to work very well versus the standard Ling-heavy openers most Zergs are using. How do you react to Blue Flame Hellions? Alternatively, if you don't scout the Blue Flame, how do you account for something like that in your playstyle if you aren't yet sure if it is mech or bio?
On December 17 2013 03:03 memcpy wrote: Thanks for the video. What do you do when terran scouts your spire and starts early Viking production? I tried going roach > swarm host > brood lord once but found that I couldn't make enough corruptors to deal with the Vikings/thors because I was maxed on roach and swarm host.
In the video I talk about why I didn't make more roaches (notice I had 12?). No reason to max on roach/swarmhost unless he's moving out (you should know when he moves out).
You should be doing bl/corr/infestor or at least bl/corr so you can take out vikings but you do need the sh/bl so that thors can't just focus fire corruptors while vikings focus bl's.
On December 17 2013 05:09 Jazzman88 wrote: blade, have you encountered a style that doesn't open passively into mech?
I ask because I've been experimenting with very normal Reaper expands into 2-Factory Blue Flame Hellion timings, getting my third and additional tech slightly later in favour of killing a shit-ton of Drones and Zerglings. It seems to work very well versus the standard Ling-heavy openers most Zergs are using. How do you react to Blue Flame Hellions? Alternatively, if you don't scout the Blue Flame, how do you account for something like that in your playstyle if you aren't yet sure if it is mech or bio?
Haven't played mech recently but 2 factory bfh used to be pretty common all I did was make sure to be walled off and I almost always have a roach warren so I would make roaches as well so that I can make them in emergency if I see a lot of hellions or something to that nature.
Imo when meching or going for ravens, it's ideal to make tons of barracks and just pump out unupgraded marines (later on you can start upgrading them with excess gas if you have a raven mass already). Bomber could have easily had like 6+ barracks and 50 marines at the point in the game you won.
Vipers are key to dealing with mech, and ultras are key to dealing with ravens.
Another important note about locust vs tank, is to manually move them into friendly splash of enemy tanks, since they most likely won't be doing damage with their ranged attack anyways.
On December 17 2013 11:35 MarlieChurphy wrote: Imo when meching or going for ravens, it's ideal to make tons of barracks and just pump out unupgraded marines (later on you can start upgrading them with excess gas if you have a raven mass already). Bomber could have easily had like 6+ barracks and 50 marines at the point in the game you won.
Vipers are key to dealing with mech, and ultras are key to dealing with ravens.
I disagree with you on unupgraded marines. Those are shit versus a unit composition that has upgrades. Going unupgraded marines is just a waste of minerals, better to get more CC's so you can have less scv's and more army.
I don't think any meching terran player would agree with getting unupgraded marines in any situation unless it was super super late game both of you had no gas and could only make mineral units.
What he should have done was scan more (he had plenty of CC's) and then started making vikings. Then the game would have been a lot closer then what it was. Unupgraded marines wouldn't have helped him at all in that situation.
On December 17 2013 11:35 MarlieChurphy wrote: Imo when meching or going for ravens, it's ideal to make tons of barracks and just pump out unupgraded marines (later on you can start upgrading them with excess gas if you have a raven mass already). Bomber could have easily had like 6+ barracks and 50 marines at the point in the game you won.
Vipers are key to dealing with mech, and ultras are key to dealing with ravens.
I disagree with you on unupgraded marines. Those are shit versus a unit composition that has upgrades. Going unupgraded marines is just a waste of minerals, better to get more CC's so you can have less scv's and more army.
I don't think any meching terran player would agree with getting unupgraded marines in any situation unless it was super super late game both of you had no gas and could only make mineral units.
What he should have done was scan more (he had plenty of CC's) and then started making vikings. Then the game would have been a lot closer then what it was. Unupgraded marines wouldn't have helped him at all in that situation.
Look at his mineral count at the end of the game. He could easily just have fodder marines and barracks to soak damage or just send around the map carelessly. (even just floating barracks sitting around like overlords)
He also had only like 120 supply, so he will eventually trade out the marines for mech units and he also has the barracks infrastructure to fall back on if he needs that switch.
PS- I'm not saying it wins him the game, or it's good (I think mech is the worst to use in TvZ) but it is more ideal that making turrets or hellions with mineral excesses. He already has quite a bit of OC anyways (each of which cost 550).
Fodder hellions / hellbats are strictly superior to fodder marines if the hells have upgrades. I suicide bomb those hellions into zerg mineral lines all game. 400 minerals of hellions can toss the zerg off balance and are almost guaranteed to get their mineral cost in drone kills. Hellion runbys also keep the zerg from thinking he can go up to 5 bases safely.
To counter, zergs must make two spines per hatch. If you have no spines, you will lose drones constantly.
On December 17 2013 12:10 CannonsNCarriers wrote: Fodder hellions / hellbats are strictly superior to fodder marines if the hells have upgrades. I suicide bomb those hellions into zerg mineral lines all game. 400 minerals of hellions can toss the zerg off balance and are almost guaranteed to get their mineral cost in drone kills. Hellion runbys also keep the zerg from thinking he can go up to 5 bases safely.
To counter, zergs must make two spines per hatch. If you have no spines, you will lose drones constantly.
Mhm also having hellions run around and transforming them into hellbats is really strong as well. Can deny bases if there isn't enough defense.
Did someone use mech recently to make it much more popular. Usually don't see it often. Got it 4 terrans in a row today laddering. Good thing I watched this guide. Won all 4 and went 9 and 0 woot.
mech has been viable for a while now but the widow mine nerf was the tipping point for most people to switch styles. PLayers like avilo and mario have been meching for quite some time and there are many other top masters players that do it as well.
On December 17 2013 13:33 MrMatt wrote: Did someone use mech recently to make it much more popular. Usually don't see it often. Got it 4 terrans in a row today laddering. Good thing I watched this guide. Won all 4 and went 9 and 0 woot.
Well HTOMario has proved that mech works in all matchups even at Grandmaster level. So as long as you are not up against korean pros mech works.
Plus the double upgrades in the latest patch really made it easier to fight air transitions from Zerg and Protoss. I think that if mech just got cheper armouries or cheaper factories it would work at top korean pro level as well.
On December 17 2013 12:10 CannonsNCarriers wrote: Fodder hellions / hellbats are strictly superior to fodder marines if the hells have upgrades. I suicide bomb those hellions into zerg mineral lines all game. 400 minerals of hellions can toss the zerg off balance and are almost guaranteed to get their mineral cost in drone kills. Hellion runbys also keep the zerg from thinking he can go up to 5 bases safely.
To counter, zergs must make two spines per hatch. If you have no spines, you will lose drones constantly.
The reason why I say marines is better though is because: they can shoot up, they build uber fast, and they are better all around unit, but most importantly you don't want to be wasting additional gas on hellbat upgrades or factories, and you don't want to be taking up factory build times with them. Barracks and marines are straight up cheap and only cost minerals and the barracks can be built out in the front as walls for instant marines in combat as well.
I'm not saying hellions and hellbats aren't needed or useful, I'm just saying this is much better as far as just spamming the mineral excess out and keeping your supply cap high at all times.
On December 17 2013 12:10 CannonsNCarriers wrote: Fodder hellions / hellbats are strictly superior to fodder marines if the hells have upgrades. I suicide bomb those hellions into zerg mineral lines all game. 400 minerals of hellions can toss the zerg off balance and are almost guaranteed to get their mineral cost in drone kills. Hellion runbys also keep the zerg from thinking he can go up to 5 bases safely.
To counter, zergs must make two spines per hatch. If you have no spines, you will lose drones constantly.
The reason why I say marines is better though is because: they can shoot up, they build uber fast, and they are better all around unit, but most importantly you don't want to be wasting additional gas on hellbat upgrades or factories, and you don't want to be taking up factory build times with them. Barracks and marines are straight up cheap and only cost minerals and the barracks can be built out in the front as walls for instant marines in combat as well.
I'm not saying hellions and hellbats aren't needed or useful, I'm just saying this is much better as far as just spamming the mineral excess out and keeping your supply cap high at all times.
Unupgraded marines will never have the time to shoot up anyway, at best they can kill drones and it will take time, hellions are much faster, they can transform into hellbats that deal quite well to kill bases if not enough statics defenses. + with more reactored factory, you can start making thousands of mines if the decide to go mass ultralisk and you are already heavy sky oriented.
On December 17 2013 12:10 CannonsNCarriers wrote: Fodder hellions / hellbats are strictly superior to fodder marines if the hells have upgrades. I suicide bomb those hellions into zerg mineral lines all game. 400 minerals of hellions can toss the zerg off balance and are almost guaranteed to get their mineral cost in drone kills. Hellion runbys also keep the zerg from thinking he can go up to 5 bases safely.
To counter, zergs must make two spines per hatch. If you have no spines, you will lose drones constantly.
The reason why I say marines is better though is because: they can shoot up, they build uber fast, and they are better all around unit, but most importantly you don't want to be wasting additional gas on hellbat upgrades or factories, and you don't want to be taking up factory build times with them. Barracks and marines are straight up cheap and only cost minerals and the barracks can be built out in the front as walls for instant marines in combat as well.
I'm not saying hellions and hellbats aren't needed or useful, I'm just saying this is much better as far as just spamming the mineral excess out and keeping your supply cap high at all times.
No see that's where you are wrong. It's not worth it, they are slow and weak (unupgraded marines). Even with just stim no upgrades makes them shitty. They won't do anything, especially versus broodlords lol. It is never a better option to go marines then hellbats/hellions when going mech.
On December 20 2013 00:50 MrMatt wrote: how do you beat the raven planetary everywhere style?
Don't let them get there. Deny bases and try to trade efficiently. If you are letting Terran take 4+ bases and he gets mass ravens it's near impossible to win.
How does this style work against other styles of mech? I've been playing Thor Hellbat a lot on ladder, it's an aggressive style of mech. What would you do against thor hellbat?
On December 24 2013 01:35 LucoxP wrote: How does this style work against other styles of mech? I've been playing Thor Hellbat a lot on ladder, it's an aggressive style of mech. What would you do against thor hellbat?
That is honestly one of the easiest mech compositions to beat. I said in the video what I would do if they push out and thor/hellbat gets wrecked by roach/swarmhost. So if in that game he had done any sort of push I would have had roach/swarmhost and that beats it really handily.
On December 24 2013 02:54 LucoxP wrote: And what you just attack move onto the army, or should you be focusing down the thors ?
Try to flank if possible, if not just try to engage in as big of an arc as possible with roach/swarmhost. Don't focus thors otherwise they will micro them back and hellbats will do more damage then they should.
Really nice video, but what if he scouted and prepared a ton of vikings and reavens to kill your late game comp? What is your response to viking/raven ? corruptor/viper and some SH?
I dont mean to disrespect though but bombers regular bio/mine play is far superior as opposed to his mech play. You should consider that he was probably just messing around.
On December 24 2013 03:46 Moonsalt wrote: Really nice video, but what if he scouted and prepared a ton of vikings and reavens to kill your late game comp? What is your response to viking/raven ? corruptor/viper and some SH?
I said this in the video, but bl/corr/infestor and a few vipers. My goal is to kill terran before mass ravens.
On December 24 2013 04:17 Riner1212 wrote: I dont mean to disrespect though but bombers regular bio/mine play is far superior as opposed to his mech play. You should consider that he was probably just messing around.
Right on, thanks for the vid blade. The point about stockpiling larva/cash for roaches in case they push pre-hive was great, i find myself making that same type of mistake (maxing out on low tech units) in zvp well
What can Terran switch to in uber-late game that could possibly beat SH, Infestor, Corruptor, Spore, Queen? I'm talking like 50 corruptors, and only morph them to broods after their ravens deplete their energy.
This composition forces tanks, yet all your corruptors means he will be super wary of broodlords, so they're forced to get Tank Raven Viking, but then, given enough spores, he can't engage you without all the spore shots draining PDD in your favor.
The only thing I can possibly think that could beat this is mass turret, tank, BC, raven nukes to eventually push you back with nukes. And even then, its basically a stalemate...
On December 25 2013 05:44 THEPPLsELBOW wrote: What can Terran switch to in uber-late game that could possibly beat SH, Infestor, Corruptor, Spore, Queen? I'm talking like 50 corruptors, and only morph them to broods after their ravens deplete their energy.
This composition forces tanks, yet all your corruptors means he will be super wary of broodlords, so they're forced to get Tank Raven Viking, but then, given enough spores, he can't engage you without all the spore shots draining PDD in your favor.
The only thing I can possibly think that could beat this is mass turret, tank, BC, raven nukes to eventually push you back with nukes. And even then, its basically a stalemate...
Uh seriously nothing from zerg beats raven/bc/viking. If you get that composition out unless you mess up bad you win. So get that comp :D
I have a few questions about answering different deviations of mech: First, what do you think is the best response against banshee openings into mech, opening and transition into what you talked about. Second, how do you react with players that begin stock piling ravens earlier than bomber did? Should you be able to kill them somehow?
On December 25 2013 14:28 Spec wrote: I have a few questions about answering different deviations of mech: First, what do you think is the best response against banshee openings into mech, opening and transition into what you talked about. Second, how do you react with players that begin stock piling ravens earlier than bomber did? Should you be able to kill them somehow?
It's hard to stockpile ravens earlier then when bomber was going to, it leaves your ground army way to weak and he would have probably died worse. Most terrans want a 4 base economy as they need quite a bit of time to get it on 3 base, it's just hard to have enough ground units and then add a bunch of ravens without dying on 3 bases.
Hydra or muta's are fine, really up to you. Mutalisks are probably better because if they aren't with the mech army they will die.
I gotta echo Girondelle's question here. What about a round of mutas before swarm hosts? He doesn't have much anti-air other than widow mines and the swarm hosts dont do much of a contain against someone who is playing passively anyways.
On December 25 2013 15:54 StutteR wrote: I gotta echo Girondelle's question here. What about a round of mutas before swarm hosts? He doesn't have much anti-air other than widow mines and the swarm hosts dont do much of a contain against someone who is playing passively anyways.
Mutalisks aren't going to do anything either. It's fine to go mutalisks (I do this sometimes), but they are not really going to accomplish anything unless the terran is bad.
The swarmhosts aren't meant to kill the opponent, it's meant to contain him while teching and using them to delay pushes (locusts are very good at that). I think people mis understand the role of the sh versus mech. They aren't meant to kill the terran, just contain and be used to delay pushes while getting their tech out (or units) and slow the push rather then losing units you are losing free units and dealing damage to the ball while slowing it down a ton.
Hey. Me again. I actually believe mech characterize the state of clinical depression for Zerg very well. You basically feel like nothing you do matters. So my question is that going SH BL corruptor infestor leaves me very gas starved. Should I be making queens and static defense? Or should I just bank for something? Also I think muta as reaction to banshee is actually bad... Depends on the amount of investment in banshees it might be more important to get out faster SH.
On December 20 2013 00:50 MrMatt wrote: how do you beat the raven planetary everywhere style?
Don't let them get there. Deny bases and try to trade efficiently. If you are letting Terran take 4+ bases and he gets mass ravens it's near impossible to win.
Not true. It's beatable if you play better than the Terran. It's no where near impossible to win. It's just a lot of Zergs play completely theoretically incorrect against that style.
I watched your video a few days ago, and you played bomber and made 12+ broods at the same time...Bomber is a good player but against a more experienced mech user they would have seen what you were doing a long time ago and already had 12+ vikings and 3-4 ravens.
If that is the case, you are committing an entire maxed out supply and over 2000 vespene gas to broodlords which you are just trying to outright win the game with, and if you don't win the game there, then it will be very difficult for you because the Terran will retain all of their ravens/vikings and rebuild ground mech.
Ultralisk switches, mass mutalisk switches, hydra/roach/viper, and even swarmhost + viper style have to be utilized and switched out of and back into depending on what you kill of the Terran's army.
If you pick away at their thor count, you have opportunities for mass muta transition. If you chip away at siege tanks there are opportunities for hydra/viper/roach or more swarmhosts + ultra to work.
The reason mech vs Zerg is difficult for both players is because every game is entirely different and 100% dependent on scouting. Both players want to be ahead of the other player 1 step on the unit compositional wheel.
Another thing really underutilized are nydus worms because Zergs don't really understand how to use them or when to use them in macro games. Most Zergs just use them with all-ins.
The other thing from Zerg that can win you the game alone is creep spread. If you have so many creep tumors in a 180 degree angle spawning outwards on the map every 15 seconds...there will be no way Terran can clear it unless they multi-task really, really well. That's another thing a lot of Zergs forget vs mech.
And as for the situation where Terran has a lot of ravens, and you have a lot of swarmhost/infestor + whatever...it's usually the better player and multi-tasker that wins, or whoever manages to take more vespene gas income with extra bases or denying extra bases.
Ravens only seem impossible to beat if you are making bad decisions on what units to make. Just like from a new player learning Terran mech, swarmhosts seem impossible to beat or mass muta if you are making the wrong decisions in what units you build.
There have been too many times i play Zergs that will go mass ultra into mass muta...into mass ultra....and i'm left speechless because the Zerg just basically forced me to build 20 thors...which are the counter to both mutas and ultralisks.
Those are the types of unit compositional decisions you do not want to make as the Zerg.
On December 20 2013 00:50 MrMatt wrote: how do you beat the raven planetary everywhere style?
Don't let them get there. Deny bases and try to trade efficiently. If you are letting Terran take 4+ bases and he gets mass ravens it's near impossible to win.
Not true. It's beatable if you play better than the Terran. It's no where near impossible to win. It's just a lot of Zergs play completely theoretically incorrect against that style.
I watched your video a few days ago, and you played bomber and made 12+ broods at the same time...Bomber is a good player but against a more experienced mech user they would have seen what you were doing a long time ago and already had 12+ vikings and 3-4 ravens.
If that is the case, you are committing an entire maxed out supply and over 2000 vespene gas to broodlords which you are just trying to outright win the game with, and if you don't win the game there, then it will be very difficult for you because the Terran will retain all of their ravens/vikings and rebuild ground mech.
Ultralisk switches, mass mutalisk switches, hydra/roach/viper, and even swarmhost + viper style have to be utilized and switched out of and back into depending on what you kill of the Terran's army.
If you pick away at their thor count, you have opportunities for mass muta transition. If you chip away at siege tanks there are opportunities for hydra/viper/roach or more swarmhosts + ultra to work.
The reason mech vs Zerg is difficult for both players is because every game is entirely different and 100% dependent on scouting. Both players want to be ahead of the other player 1 step on the unit compositional wheel.
Another thing really underutilized are nydus worms because Zergs don't really understand how to use them or when to use them in macro games. Most Zergs just use them with all-ins.
The other thing from Zerg that can win you the game alone is creep spread. If you have so many creep tumors in a 180 degree angle spawning outwards on the map every 15 seconds...there will be no way Terran can clear it unless they multi-task really, really well. That's another thing a lot of Zergs forget vs mech.
And as for the situation where Terran has a lot of ravens, and you have a lot of swarmhost/infestor + whatever...it's usually the better player and multi-tasker that wins, or whoever manages to take more vespene gas income with extra bases or denying extra bases.
Ravens only seem impossible to beat if you are making bad decisions on what units to make. Just like from a new player learning Terran mech, swarmhosts seem impossible to beat or mass muta if you are making the wrong decisions in what units you build.
There have been too many times i play Zergs that will go mass ultra into mass muta...into mass ultra....and i'm left speechless because the Zerg just basically forced me to build 20 thors...which are the counter to both mutas and ultralisks.
Those are the types of unit compositional decisions you do not want to make as the Zerg.
From there, it's whoever plays better will win.
ah you see here is where you are incorrect. If a terran gets bc/raven/viking maxed out no zerg composition beats it unless terran goes into stupid mode and attacks into mass spores + infestors + corruptors. As long as terran doesn't do anything that dumb they win ez. I have seen many zergs try to fight that composition without doing mass spores and they just get wrecked. Sorry I know you think mech needs buffs but in tvz if terran ever gets that comp it's over you lose.
Also a good terran will deny creep, bl's/sh are very immobile a good meching terran will run hellions around (transform them into hellbats when needed) and kill the tumors where the army is not. I personally do not think mech is that hard to beat, it's only hard/impossible when terran gets 4-5 bases is turtled up like a bl/corr/infestor player and gets that mass raven/viking/bc (don't even need the BC's, just mass raven/viking can be it). Terran gets that comp I have yet to see a zerg beat it in a straight up engagement without these things:
A. 50 spores B. 50 corruptors near the spores C. swarmhosts underneath behind the spores
Without spores have never seen it killed if terran gets it maxed out (or near maxed). Unless terran makes a huge blunder it won't die without what I just said. I know many terrans who agree with me that mass raven is imbalanced (thank god it's not super easy to get there and most terrans have better things to do then bore themselves out of their mind playing a 45+ minute mech game).
Blade, you should watch Happy vs DRG (or I think some other good Korean Zerg), where happy managed to get a very large raven count, but he was up against infestor, SH, corruptor and I think 2 Broods, 2 Vipers, some really odd but efficient combination.
The game revolved around a dance between the raven flock and the infestors. With enough infestors, you can spawn Inf Terran along with the locusts wave, so that the locusts cover the infestors and they can be in range to throw eggs that splash onto the tanks. As long as you control at least 60% of the mining bases, you can trade somewhat inefficiently, constantly risking infestors and vipers to get a couple tank or raven snipes, with the premise that eventually the terran has to expand past 4 bases, and its much much harder to defend your 5th and 6th and still have enough for your main.
You can't use your ravens to kill the SH, and too many spores are there for any banshees to do damgae. If you attempt to use ravens, you risk losing them all to Infestors. He brings all his queens so any seeker missile that doesn't kill, can be instantly transfused to negate the damage. So it's basically a pure stalemate unless Terran decides to push up with tanks (but he'll suffer more losses)
DRG won that game, though it wasn't easy. It's a very subtle macro edge, okay I'm trading 400 gas for 300 of yours, but since you're gonna run out of gas sooner, then I will win in the long run. Happy didn't have enough money in the bank to safely transitions to BC's either since his economy suffered some damage for before.
On December 27 2013 18:22 THEPPLsELBOW wrote: Blade, you should watch Happy vs DRG (or I think some other good Korean Zerg), where happy managed to get a very large raven count, but he was up against infestor, SH, corruptor and I think 2 Broods, 2 Vipers, some really odd but efficient combination.
The game revolved around a dance between the raven flock and the infestors. With enough infestors, you can spawn Inf Terran along with the locusts wave, so that the locusts cover the infestors and they can be in range to throw eggs that splash onto the tanks. As long as you control at least 60% of the mining bases, you can trade somewhat inefficiently, constantly risking infestors and vipers to get a couple tank or raven snipes, with the premise that eventually the terran has to expand past 4 bases, and its much much harder to defend your 5th and 6th and still have enough for your main.
You can't use your ravens to kill the SH, and too many spores are there for any banshees to do damgae. If you attempt to use ravens, you risk losing them all to Infestors. He brings all his queens so any seeker missile that doesn't kill, can be instantly transfused to negate the damage. So it's basically a pure stalemate unless Terran decides to push up with tanks (but he'll suffer more losses)
DRG won that game, though it wasn't easy. It's a very subtle macro edge, okay I'm trading 400 gas for 300 of yours, but since you're gonna run out of gas sooner, then I will win in the long run. Happy didn't have enough money in the bank to safely transitions to BC's either since his economy suffered some damage for before.
I believe blade is talking about a real endgame airball, not "just" the 11 Ravens Happy had when he lost 10 of them clumping in front of approaching infestors. Also I don't believe Frost is the place to go for that style, since there it's really easy for Zergs to take 7+ bases (like DRG did) while keeping Terran at 3-4 against passive play.
On December 20 2013 00:50 MrMatt wrote: how do you beat the raven planetary everywhere style?
Don't let them get there. Deny bases and try to trade efficiently. If you are letting Terran take 4+ bases and he gets mass ravens it's near impossible to win.
Not true. It's beatable if you play better than the Terran. It's no where near impossible to win. It's just a lot of Zergs play completely theoretically incorrect against that style.
I watched your video a few days ago, and you played bomber and made 12+ broods at the same time...Bomber is a good player but against a more experienced mech user they would have seen what you were doing a long time ago and already had 12+ vikings and 3-4 ravens.
If that is the case, you are committing an entire maxed out supply and over 2000 vespene gas to broodlords which you are just trying to outright win the game with, and if you don't win the game there, then it will be very difficult for you because the Terran will retain all of their ravens/vikings and rebuild ground mech.
Ultralisk switches, mass mutalisk switches, hydra/roach/viper, and even swarmhost + viper style have to be utilized and switched out of and back into depending on what you kill of the Terran's army.
If you pick away at their thor count, you have opportunities for mass muta transition. If you chip away at siege tanks there are opportunities for hydra/viper/roach or more swarmhosts + ultra to work.
The reason mech vs Zerg is difficult for both players is because every game is entirely different and 100% dependent on scouting. Both players want to be ahead of the other player 1 step on the unit compositional wheel.
Another thing really underutilized are nydus worms because Zergs don't really understand how to use them or when to use them in macro games. Most Zergs just use them with all-ins.
The other thing from Zerg that can win you the game alone is creep spread. If you have so many creep tumors in a 180 degree angle spawning outwards on the map every 15 seconds...there will be no way Terran can clear it unless they multi-task really, really well. That's another thing a lot of Zergs forget vs mech.
And as for the situation where Terran has a lot of ravens, and you have a lot of swarmhost/infestor + whatever...it's usually the better player and multi-tasker that wins, or whoever manages to take more vespene gas income with extra bases or denying extra bases.
Ravens only seem impossible to beat if you are making bad decisions on what units to make. Just like from a new player learning Terran mech, swarmhosts seem impossible to beat or mass muta if you are making the wrong decisions in what units you build.
There have been too many times i play Zergs that will go mass ultra into mass muta...into mass ultra....and i'm left speechless because the Zerg just basically forced me to build 20 thors...which are the counter to both mutas and ultralisks.
Those are the types of unit compositional decisions you do not want to make as the Zerg.
From there, it's whoever plays better will win.
ah you see here is where you are incorrect. If a terran gets bc/raven/viking maxed out no zerg composition beats it unless terran goes into stupid mode and attacks into mass spores + infestors + corruptors. As long as terran doesn't do anything that dumb they win ez. I have seen many zergs try to fight that composition without doing mass spores and they just get wrecked. Sorry I know you think mech needs buffs but in tvz if terran ever gets that comp it's over you lose.
Also a good terran will deny creep, bl's/sh are very immobile a good meching terran will run hellions around (transform them into hellbats when needed) and kill the tumors where the army is not. I personally do not think mech is that hard to beat, it's only hard/impossible when terran gets 4-5 bases is turtled up like a bl/corr/infestor player and gets that mass raven/viking/bc (don't even need the BC's, just mass raven/viking can be it). Terran gets that comp I have yet to see a zerg beat it in a straight up engagement without these things:
A. 50 spores B. 50 corruptors near the spores C. swarmhosts underneath behind the spores
Without spores have never seen it killed if terran gets it maxed out (or near maxed). Unless terran makes a huge blunder it won't die without what I just said. I know many terrans who agree with me that mass raven is imbalanced (thank god it's not super easy to get there and most terrans have better things to do then bore themselves out of their mind playing a 45+ minute mech game).
Remember Lucifron vs Goswser on Newkirk ? Split map, shit tons of spores/spines/vipers/corruptors and SH. Lucifron with shit tons of BC, ravens, vikings and tanks + PFs. Lucifron on the sme amount of bases was totally unable to do anything and just lost after 1hour because he ran out of ressources after trading Locusts for armys and Goswser trading BC for vipers. And it was Newkirk, THE maps for meching x).
I swore I'd never post here again because I really don't appreciate the mods on this forum (well, at least the ones that just always delete my threads and say "unworthy!" like they are Gods, but I just wanted to say thank you so much for this thread. It was extremely helpful, after bashing my head against the wall on how to deal with mech I'm starting to get some wins with a slight modification of the strat you use (I open gassless into roach against terran).
On December 20 2013 00:50 MrMatt wrote: how do you beat the raven planetary everywhere style?
Don't let them get there. Deny bases and try to trade efficiently. If you are letting Terran take 4+ bases and he gets mass ravens it's near impossible to win.
Not true. It's beatable if you play better than the Terran. It's no where near impossible to win. It's just a lot of Zergs play completely theoretically incorrect against that style.
I watched your video a few days ago, and you played bomber and made 12+ broods at the same time...Bomber is a good player but against a more experienced mech user they would have seen what you were doing a long time ago and already had 12+ vikings and 3-4 ravens.
If that is the case, you are committing an entire maxed out supply and over 2000 vespene gas to broodlords which you are just trying to outright win the game with, and if you don't win the game there, then it will be very difficult for you because the Terran will retain all of their ravens/vikings and rebuild ground mech.
Ultralisk switches, mass mutalisk switches, hydra/roach/viper, and even swarmhost + viper style have to be utilized and switched out of and back into depending on what you kill of the Terran's army.
If you pick away at their thor count, you have opportunities for mass muta transition. If you chip away at siege tanks there are opportunities for hydra/viper/roach or more swarmhosts + ultra to work.
The reason mech vs Zerg is difficult for both players is because every game is entirely different and 100% dependent on scouting. Both players want to be ahead of the other player 1 step on the unit compositional wheel.
Another thing really underutilized are nydus worms because Zergs don't really understand how to use them or when to use them in macro games. Most Zergs just use them with all-ins.
The other thing from Zerg that can win you the game alone is creep spread. If you have so many creep tumors in a 180 degree angle spawning outwards on the map every 15 seconds...there will be no way Terran can clear it unless they multi-task really, really well. That's another thing a lot of Zergs forget vs mech.
And as for the situation where Terran has a lot of ravens, and you have a lot of swarmhost/infestor + whatever...it's usually the better player and multi-tasker that wins, or whoever manages to take more vespene gas income with extra bases or denying extra bases.
Ravens only seem impossible to beat if you are making bad decisions on what units to make. Just like from a new player learning Terran mech, swarmhosts seem impossible to beat or mass muta if you are making the wrong decisions in what units you build.
There have been too many times i play Zergs that will go mass ultra into mass muta...into mass ultra....and i'm left speechless because the Zerg just basically forced me to build 20 thors...which are the counter to both mutas and ultralisks.
Those are the types of unit compositional decisions you do not want to make as the Zerg.
From there, it's whoever plays better will win.
ah you see here is where you are incorrect. If a terran gets bc/raven/viking maxed out no zerg composition beats it unless terran goes into stupid mode and attacks into mass spores + infestors + corruptors. As long as terran doesn't do anything that dumb they win ez. I have seen many zergs try to fight that composition without doing mass spores and they just get wrecked. Sorry I know you think mech needs buffs but in tvz if terran ever gets that comp it's over you lose.
Also a good terran will deny creep, bl's/sh are very immobile a good meching terran will run hellions around (transform them into hellbats when needed) and kill the tumors where the army is not. I personally do not think mech is that hard to beat, it's only hard/impossible when terran gets 4-5 bases is turtled up like a bl/corr/infestor player and gets that mass raven/viking/bc (don't even need the BC's, just mass raven/viking can be it). Terran gets that comp I have yet to see a zerg beat it in a straight up engagement without these things:
A. 50 spores B. 50 corruptors near the spores C. swarmhosts underneath behind the spores
Without spores have never seen it killed if terran gets it maxed out (or near maxed). Unless terran makes a huge blunder it won't die without what I just said. I know many terrans who agree with me that mass raven is imbalanced (thank god it's not super easy to get there and most terrans have better things to do then bore themselves out of their mind playing a 45+ minute mech game).
Remember Lucifron vs Goswser on Newkirk ? Split map, shit tons of spores/spines/vipers/corruptors and SH. Lucifron with shit tons of BC, ravens, vikings and tanks + PFs. Lucifron on the sme amount of bases was totally unable to do anything and just lost after 1hour because he ran out of ressources after trading Locusts for armys and Goswser trading BC for vipers. And it was Newkirk, THE maps for meching x).
Like I said unless you can get a ton of static defense you can't take the army head on. That also only works on maps with split map situations (aka newkirk where it's easy to get static defense in a good area where terran HAS to go through).
Take away the static defense and terran attacking into it and like I said you will never beat that army head on. It's also a bit ridiculous that you would WANT zergs to have to go mass static defense and sit there as the only way to beat it (which only works on certain maps.)
Also if lucifron really wanted to win the game he would have sat and did nothing just like goswer. That way he never had to engage the zerg army by static defense and he would have won easy. But again who wants to do a game like that all day?
I am just glad I have yet to let a terran get that far into the game. Last time I played against that mass raven stuff was probably 6+ months ago :D. I always kill them before then or on the rare occasion I mess up badly and die before it ^_^.
On December 31 2013 21:28 captainwaffles wrote: As a mech terran I approve of this thread.
Sounds more like you think this isn't the right way of dealing with mech.
Anyway, This reminds me of the way I used to play against mech during the earlier parts of hots, Exept I was playing against much worse players(midmasters on eu then, maybe higher part of masters now?). Go from 10 swarmhosts, into 10 broods, into ultras.
On December 31 2013 21:28 captainwaffles wrote: As a mech terran I approve of this thread.
Sounds more like you think this isn't the right way of dealing with mech.
Anyway, This reminds me of the way I used to play against mech during the earlier parts of hots, Exept I was playing against much worse players(midmasters on eu then, maybe higher part of masters now?). Go from 10 swarmhosts, into 10 broods, into ultras.
This is a great video and guide, but if you encounter a Terran that DOES get to Raven/Viking/BC with tanks and thors for turtling, could you do another video of how to deal with that army in the best way possible if you failed to scout and/or took early damage so you couldn't prevent it?
I know that ideally you should prevent it, but maybe it would be helpful to look at what you, Blade, would do if that does occur. That would help me, at least.
On January 01 2014 16:49 Sephiren wrote: This is a great video and guide, but if you encounter a Terran that DOES get to Raven/Viking/BC with tanks and thors for turtling, could you do another video of how to deal with that army in the best way possible if you failed to scout and/or took early damage so you couldn't prevent it?
I know that ideally you should prevent it, but maybe it would be helpful to look at what you, Blade, would do if that does occur. That would help me, at least.
I haven't let a terran get there in a long, long time. Last time I let a terran get there I got rolled because imagine that the army is near unbeatable unless terran attacks into spores. I refuse to play such a boring style of 50+ spores sh's + 50 corruptors and sitting by my spores all game.
That is probably the only way to actually beat it, but that's so boring and stupid I don't do it. Now of days I beat mech before it gets there or I die before hand.
On December 20 2013 00:50 MrMatt wrote: how do you beat the raven planetary everywhere style?
Don't let them get there. Deny bases and try to trade efficiently. If you are letting Terran take 4+ bases and he gets mass ravens it's near impossible to win.
Not true. It's beatable if you play better than the Terran. It's no where near impossible to win. It's just a lot of Zergs play completely theoretically incorrect against that style.
I watched your video a few days ago, and you played bomber and made 12+ broods at the same time...Bomber is a good player but against a more experienced mech user they would have seen what you were doing a long time ago and already had 12+ vikings and 3-4 ravens.
If that is the case, you are committing an entire maxed out supply and over 2000 vespene gas to broodlords which you are just trying to outright win the game with, and if you don't win the game there, then it will be very difficult for you because the Terran will retain all of their ravens/vikings and rebuild ground mech.
Ultralisk switches, mass mutalisk switches, hydra/roach/viper, and even swarmhost + viper style have to be utilized and switched out of and back into depending on what you kill of the Terran's army.
If you pick away at their thor count, you have opportunities for mass muta transition. If you chip away at siege tanks there are opportunities for hydra/viper/roach or more swarmhosts + ultra to work.
The reason mech vs Zerg is difficult for both players is because every game is entirely different and 100% dependent on scouting. Both players want to be ahead of the other player 1 step on the unit compositional wheel.
Another thing really underutilized are nydus worms because Zergs don't really understand how to use them or when to use them in macro games. Most Zergs just use them with all-ins.
The other thing from Zerg that can win you the game alone is creep spread. If you have so many creep tumors in a 180 degree angle spawning outwards on the map every 15 seconds...there will be no way Terran can clear it unless they multi-task really, really well. That's another thing a lot of Zergs forget vs mech.
And as for the situation where Terran has a lot of ravens, and you have a lot of swarmhost/infestor + whatever...it's usually the better player and multi-tasker that wins, or whoever manages to take more vespene gas income with extra bases or denying extra bases.
Ravens only seem impossible to beat if you are making bad decisions on what units to make. Just like from a new player learning Terran mech, swarmhosts seem impossible to beat or mass muta if you are making the wrong decisions in what units you build.
There have been too many times i play Zergs that will go mass ultra into mass muta...into mass ultra....and i'm left speechless because the Zerg just basically forced me to build 20 thors...which are the counter to both mutas and ultralisks.
Those are the types of unit compositional decisions you do not want to make as the Zerg.
From there, it's whoever plays better will win.
ah you see here is where you are incorrect. If a terran gets bc/raven/viking maxed out no zerg composition beats it unless terran goes into stupid mode and attacks into mass spores + infestors + corruptors. As long as terran doesn't do anything that dumb they win ez. I have seen many zergs try to fight that composition without doing mass spores and they just get wrecked. Sorry I know you think mech needs buffs but in tvz if terran ever gets that comp it's over you lose.
Also a good terran will deny creep, bl's/sh are very immobile a good meching terran will run hellions around (transform them into hellbats when needed) and kill the tumors where the army is not. I personally do not think mech is that hard to beat, it's only hard/impossible when terran gets 4-5 bases is turtled up like a bl/corr/infestor player and gets that mass raven/viking/bc (don't even need the BC's, just mass raven/viking can be it). Terran gets that comp I have yet to see a zerg beat it in a straight up engagement without these things:
A. 50 spores B. 50 corruptors near the spores C. swarmhosts underneath behind the spores
Without spores have never seen it killed if terran gets it maxed out (or near maxed). Unless terran makes a huge blunder it won't die without what I just said. I know many terrans who agree with me that mass raven is imbalanced (thank god it's not super easy to get there and most terrans have better things to do then bore themselves out of their mind playing a 45+ minute mech game).
Remember Lucifron vs Goswser on Newkirk ? Split map, shit tons of spores/spines/vipers/corruptors and SH. Lucifron with shit tons of BC, ravens, vikings and tanks + PFs. Lucifron on the sme amount of bases was totally unable to do anything and just lost after 1hour because he ran out of ressources after trading Locusts for armys and Goswser trading BC for vipers. And it was Newkirk, THE maps for meching x).
May i remind you what happened before gowser went into the swarmhost/crawler? He tried everything to break Lucifron, but he couldn't even scratch the army. He didn't have a chance of winning without doing that.
On December 31 2013 21:28 captainwaffles wrote: As a mech terran I approve of this thread.
Sounds more like you think this isn't the right way of dealing with mech.
Anyway, This reminds me of the way I used to play against mech during the earlier parts of hots, Exept I was playing against much worse players(midmasters on eu then, maybe higher part of masters now?). Go from 10 swarmhosts, into 10 broods, into ultras.
??? What makes you say that?
you are approving a thread that is teaching people how to win against mech (your style) better lol unless you are actually implying the thread is teaching people wrongly so that you can win easier :D
What I find really ironic is how broodlords, originally the lategame tech all zergs were rushing and all other races were attempting to attack before, are now being used for timing pushes.
To beat skyterran, you need corruptor/viper to catch some units one by one, and put them aways from the PDD. You need to also be very mobile, to bait seeker (depend on the distance it casted, if you're too close to run away try to split and use friendly fire). Really agressive creep spread (like the whole map creaped), using all you can, like sending queen to creap with ovie everywhere on the map. A 10-15 SH for killing autotourett/ground army (like mass mines), apply pressure. You can kill PF if you blinding cloud it. But don't do too many SH cause they don't hit air and take supply.
A lot of infestator is important and reschearching neural parasite. Infestator kit is very good vs skyterran : Infested terran attack air, it's the only zerg units which ignore PDD. FG, block units then you can grab then easily, throw then or chain fungal. Tank can't move nor siege, mine can't burrow nor move. Parasite neural : Interrupt Yamato canon, take control of the BC/thor/raven. Raven seeker missile is not interrupted while casting even if the infestator die or you cancel neural. You can use the combo grab + neural. Click Neural on a unit out of the range of the infestor, then use viper to grab it, the unit is automaticly neuraled when on range.
A lot of spores, on the battle field, cause it cost no supply, and it's the best zerg anti-air. Spines to cover expansion. A small force of roach+burrow + tunneling + infestator can be good to deal with hellbat/hellions harass. Fungal hellion to prevent them from running, and FG on hellbat make them useless. And the roach never die thx to the regeneration. Can harass or kill Pf if you blind it.
On January 05 2014 18:43 GtC wrote: What I find really ironic is how broodlords, originally the lategame tech all zergs were rushing and all other races were attempting to attack before, are now being used for timing pushes.
BL/Infestor vs Terran was a timing push in WoL as well. If you let Terran get a sick skyarmy, you lost 99% of the time in WoL. It's actually easier to win against Skyterran in HotS than it was in WoL, thanks to Viper and Swarm Host.
Thank you so much for this. I don't face mech often, so I've never had a real strategy against it and always lost. I just got my first win against mech for like the last 6 months, doing swarm host into brood lord corruptor + queen support. Altho my opponent was really horrible, it still felt good to win Replay if anyone wants to check it out
Cool video, but leaves the lategame ZvMech pretty much undiscussed. The BL timing will, pretty much, never kill the average competent mech terran(bomber didnt even have the 5 fac 3 port setup until far too late), so the "What next?" question does need answering. A quick blurb on late game tech switches and setups would help a bunch.
It is still a good video overall though, it goes over how to deal with a hellbat thor timing well and the opening tech choices are intelligent(not like muta into ultra, which are both countered by thors), so it isnt a bad general opening.
On January 06 2014 20:03 FFW_Rude wrote: Hey Blade,
Did you see Hydra vs Reality ? What are your inputs on this game ?
I think it just proves his point that once the Terran gets vikings/ravens you cant kill him as long as he doesnt attack in your spores/SH
Well Hydra did some mistakes. He could have droped behind where were all CC and i didn't see vipers in the late game (or maybe not enough. Can't remember).
But i would love his inputs since he his clearly better than us :p
2 vipers as soon as hive finishes might be usefull (havent decided), also an ultra switch by the time theres a lot of raven/viking is good, ultras can take out pfs fast
I find that broodlord/SH combo eliminates any ground combo. if you combine it with 6-7 full energy infestors and have creep near your engagement (ideally denying the terrans 5th base on most maps) , moving forward spores after BH/SH rolls through ground and keeping the SH alive does really well, but you need creep near terrans 5th rather fast for this kind of mech breaking push.
its important to micro well vs HSM, which is sometimes impossible because all your stuff clumps and if 4 go off at once its hard >.<. at least never let them blow up the infestors because you need them to IT spam as BH/SH takes up so much supply that your corrupters will most likely be annihaleted. After Locust/Broodlings/IT clears up the tanks and there is still some IT left, together with the spores it works splendidly. Broodlords dont die under spores and all you have to do is keep denying terrans 5th, then terran will slowly starve. If you have a huge bank and the engagement didnt go terribly for you, ultra switch can be good.
another problem is the hellbats,hellions, with SH/Bl/INF/Corr you have literally no ground and you dont really wanna have 16 roaches in your composition, so mass spines at every base is needed. Recognizing mech early is vital because you need to drone heavily untill about 85, meching terrans cant really touch you after you deal with hellion/banshee.
I do agree that if you fail to deny bases and terran does get raven/bc - you are fucked unless you hit a money fungal on 80% on the ravens AND actually manage to keep your infestors alive amongst BC/HSM/PDD/VIKING/TANKS to finish them off (read:never).
this is all in theory, in reality ravens blow up all my shit >.<
On January 09 2014 01:32 Liquid`Ret wrote: I find that broodlord/SH combo eliminates any ground combo. if you combine it with 6-7 full energy infestors and have creep near your engagement (ideally denying the terrans 5th base on most maps) , moving forward spores after BH/SH rolls through ground and keeping the SH alive does really well, but you need creep near terrans 5th rather fast for this kind of mech breaking push.
its important to micro well vs HSM, which is sometimes impossible because all your stuff clumps and if 4 go off at once its hard >.<. at least never let them blow up the infestors because you need them to IT spam as BH/SH takes up so much supply that your corrupters will most likely be annihaleted. After Locust/Broodlings/IT clears up the tanks and there is still some IT left, together with the spores it works splendidly. Broodlords dont die under spores and all you have to do is keep denying terrans 5th, then terran will slowly starve. If you have a huge bank and the engagement didnt go terribly for you, ultra switch can be good.
another problem is the hellbats,hellions, with SH/Bl/INF/Corr you have literally no ground and you dont really wanna have 16 roaches in your composition, so mass spines at every base is needed. Recognizing mech early is vital because you need to drone heavily untill about 85, meching terrans cant really touch you after you deal with hellion/banshee.
I do agree that if you fail to deny bases and terran does get raven/bc - you are fucked unless you hit a money fungal on 80% on the ravens AND actually manage to keep your infestors alive amongst BC/HSM/PDD/VIKING/TANKS to finish them off (read:never).
this is all in theory, in reality ravens blow up all my shit >.<
Hello Ret, i'll ask you since Blade seems occupy What do you think went wrong in the Hydra vs Reality game ? I remember low vipers and no spores but that seems so simple... he had a huge bank at one point.
Cause i think that he did some mistake but... even if i hatch a LOT of games, i'm still a bronzie so i'm not sure that i saw the "right mistakes". I ask more from a spectator comprehensive way than a player (because i'll never reach that level or near that level of play)
I hope i'm not derailing the thread as the hydra game seemed relevant to this thread. But i'm not sure.
On January 09 2014 01:32 Liquid`Ret wrote: I find that broodlord/SH combo eliminates any ground combo. if you combine it with 6-7 full energy infestors and have creep near your engagement (ideally denying the terrans 5th base on most maps) , moving forward spores after BH/SH rolls through ground and keeping the SH alive does really well, but you need creep near terrans 5th rather fast for this kind of mech breaking push.
its important to micro well vs HSM, which is sometimes impossible because all your stuff clumps and if 4 go off at once its hard >.<. at least never let them blow up the infestors because you need them to IT spam as BH/SH takes up so much supply that your corrupters will most likely be annihaleted. After Locust/Broodlings/IT clears up the tanks and there is still some IT left, together with the spores it works splendidly. Broodlords dont die under spores and all you have to do is keep denying terrans 5th, then terran will slowly starve. If you have a huge bank and the engagement didnt go terribly for you, ultra switch can be good.
another problem is the hellbats,hellions, with SH/Bl/INF/Corr you have literally no ground and you dont really wanna have 16 roaches in your composition, so mass spines at every base is needed. Recognizing mech early is vital because you need to drone heavily untill about 85, meching terrans cant really touch you after you deal with hellion/banshee.
I do agree that if you fail to deny bases and terran does get raven/bc - you are fucked unless you hit a money fungal on 80% on the ravens AND actually manage to keep your infestors alive amongst BC/HSM/PDD/VIKING/TANKS to finish them off (read:never).
this is all in theory, in reality ravens blow up all my shit >.<
Hello Ret, i'll ask you since Blade seems occupy What do you think went wrong in the Hydra vs Reality game ? I remember low vipers and no spores but that seems so simple... he had a huge bank at one point.
Cause i think that he did some mistake but... even if i hatch a LOT of games, i'm still a bronzie so i'm not sure that i saw the "right mistakes". I ask more from a spectator comprehensive way than a player (because i'll never reach that level or near that level of play)
I hope i'm not derailing the thread as the hydra game seemed relevant to this thread. But i'm not sure.
I think two of the major mistakes he made were (A) being to patient. He kind of just sat there doing nothing outside of expanding while letting the terran build the exact comp he wanted. Now I know he had him contained on three bases and it seemed like a good idea to just mass expand. But the problem is he ended up stuck on the same old composition while reality built the ideal unit comp. I think he would have been better off being more aggressive with his stupidly big bank and trading over and over again. Fact is with a terran stuck on three bases and the zerg with six odd bases you can trade (at their end) constantly even if it is bad. Remax and do it again, providing you are on their side of the map eventually you will break them. I think the second (B) mistake was the lack of vipers. Once locked in a stalemate like that the only thing one can do is viper and hope for the best. Constantly pulling and pulling and pulling more units.
On January 06 2014 20:03 FFW_Rude wrote: Hey Blade,
Did you see Hydra vs Reality ? What are your inputs on this game ?
Um I didn't watch it, skipped through it and felt bad for hydra that the terran sat on his side of the map and that's it all game. I mean I didn't watch enough to say what could have gone better I just know my friends told me that all reality did was sit on his side of the map and never pushed out.
On January 09 2014 01:32 Liquid`Ret wrote: I find that broodlord/SH combo eliminates any ground combo. if you combine it with 6-7 full energy infestors and have creep near your engagement (ideally denying the terrans 5th base on most maps) , moving forward spores after BH/SH rolls through ground and keeping the SH alive does really well, but you need creep near terrans 5th rather fast for this kind of mech breaking push.
its important to micro well vs HSM, which is sometimes impossible because all your stuff clumps and if 4 go off at once its hard >.<. at least never let them blow up the infestors because you need them to IT spam as BH/SH takes up so much supply that your corrupters will most likely be annihaleted. After Locust/Broodlings/IT clears up the tanks and there is still some IT left, together with the spores it works splendidly. Broodlords dont die under spores and all you have to do is keep denying terrans 5th, then terran will slowly starve. If you have a huge bank and the engagement didnt go terribly for you, ultra switch can be good.
another problem is the hellbats,hellions, with SH/Bl/INF/Corr you have literally no ground and you dont really wanna have 16 roaches in your composition, so mass spines at every base is needed. Recognizing mech early is vital because you need to drone heavily untill about 85, meching terrans cant really touch you after you deal with hellion/banshee.
I do agree that if you fail to deny bases and terran does get raven/bc - you are fucked unless you hit a money fungal on 80% on the ravens AND actually manage to keep your infestors alive amongst BC/HSM/PDD/VIKING/TANKS to finish them off (read:never).
this is all in theory, in reality ravens blow up all my shit >.<
What ret said is also correct. Tech switches are also good which I did forget to mention xD.
On January 09 2014 01:32 Liquid`Ret wrote: I find that broodlord/SH combo eliminates any ground combo. if you combine it with 6-7 full energy infestors and have creep near your engagement (ideally denying the terrans 5th base on most maps) , moving forward spores after BH/SH rolls through ground and keeping the SH alive does really well, but you need creep near terrans 5th rather fast for this kind of mech breaking push.
its important to micro well vs HSM, which is sometimes impossible because all your stuff clumps and if 4 go off at once its hard >.<. at least never let them blow up the infestors because you need them to IT spam as BH/SH takes up so much supply that your corrupters will most likely be annihaleted. After Locust/Broodlings/IT clears up the tanks and there is still some IT left, together with the spores it works splendidly. Broodlords dont die under spores and all you have to do is keep denying terrans 5th, then terran will slowly starve. If you have a huge bank and the engagement didnt go terribly for you, ultra switch can be good.
another problem is the hellbats,hellions, with SH/Bl/INF/Corr you have literally no ground and you dont really wanna have 16 roaches in your composition, so mass spines at every base is needed. Recognizing mech early is vital because you need to drone heavily untill about 85, meching terrans cant really touch you after you deal with hellion/banshee.
I do agree that if you fail to deny bases and terran does get raven/bc - you are fucked unless you hit a money fungal on 80% on the ravens AND actually manage to keep your infestors alive amongst BC/HSM/PDD/VIKING/TANKS to finish them off (read:never).
this is all in theory, in reality ravens blow up all my shit >.<
wow thank you so much for your detailed input Ret! Do you think drop can be useful when the Terran is only on 3 bases or do you think it is a waste of ressources? (I mean you will need stuff to be dropped, and that takes supply and money)
He played very badly. Had he stopped making tanks, dropped 2 starports, pumped a few banshees, ravens or vikings, this would have been a different game entirely. His composition was very soft against yours, literally no aa at all, and nothing to counter swarms.
I really find it hard to play against mech/sky terran when if the initial BL morph doesn't win you the game. I guess I just have to mass static defence up and get the 20 SH+ festors going?
On February 02 2014 08:16 LucoxP wrote: I really find it hard to play against mech/sky terran when if the initial BL morph doesn't win you the game. I guess I just have to mass static defence up and get the 20 SH+ festors going?
make sure you utilize vipers. Their abducts is what allows you to chip away cost effeciently against their sky army. Like if you pull in a bc into a spore line, that bc is most likely gonna die. Just gotta keep the vipers alive though (abduct is long enough range so it will be amicro war)
On December 17 2013 11:35 MarlieChurphy wrote: Imo when meching or going for ravens, it's ideal to make tons of barracks and just pump out unupgraded marines (later on you can start upgrading them with excess gas if you have a raven mass already). Bomber could have easily had like 6+ barracks and 50 marines at the point in the game you won.
Vipers are key to dealing with mech, and ultras are key to dealing with ravens.
I disagree with you on unupgraded marines. Those are shit versus a unit composition that has upgrades. Going unupgraded marines is just a waste of minerals, better to get more CC's so you can have less scv's and more army.
I don't think any meching terran player would agree with getting unupgraded marines in any situation unless it was super super late game both of you had no gas and could only make mineral units.
What he should have done was scan more (he had plenty of CC's) and then started making vikings. Then the game would have been a lot closer then what it was. Unupgraded marines wouldn't have helped him at all in that situation.
Look at his mineral count at the end of the game. He could easily just have fodder marines and barracks to soak damage or just send around the map carelessly. (even just floating barracks sitting around like overlords)
He also had only like 120 supply, so he will eventually trade out the marines for mech units and he also has the barracks infrastructure to fall back on if he needs that switch.
PS- I'm not saying it wins him the game, or it's good (I think mech is the worst to use in TvZ) but it is more ideal that making turrets or hellions with mineral excesses. He already has quite a bit of OC anyways (each of which cost 550).
CCs and Turrets are better. Marines cost supply, CCs and Turrets don't. What do you need Marines for? Extra DPS? You have Tanks to destroy anything on the ground. Anti-air? That's why you get a few Thors and spam Turrets (which are great mineral sinks cause they solve your early anti-air issues AND COST NO SUPPLY; plus they give detection). Harass? Bitch please, Hellion runbys.
And upgrading them later is a massive waste of gas that could've been spent on repairing or replenishing your Sky Terran army in the super lategame where the gas counts of both players decides the game. 725 minerals is nothing, but 725 gas is 2 BCs and a Viking (plus some to spare), or 2 BCs and a Tank, or 3 Ravens and a Viking or Tank. These units controlled well in the super late game far exceed what a bunch of Marines can do. What are Marines gonna do in the lategame? Stim in and die to Fungals and Swarmhosts/Broodlords they can't reach? What will the mech units do in comparison? BCs will 1-shot any Infestor or Swarmhost it gets in range of, and will 2 shot a Broodlord (and guess what, you could afford 2 BCs with the gas used to upgrade your Marines, which means 1 dead Broodlord, or 2 dead Infestors/Swarmhosts). Ravens can also blow up an entire Zerg army if the Zerg doesn't react to the Seeker Missiles, or protect your precious BCs from some Corruptor fire.
The fact is, Bomber just didn't scout well, played super fucking greedy, and got punished for it. He never got a Starport until around 16 minutes. The reason you go Starport is so you don't straight up die to mid-game Roach timings (the ability to scout and do economic damage is just a massive plus). This was how mech became viable in WoL, and even if you can go faster Tanks now, I'm not sure it's enough to defend a massive Roach push. Honestly, if he had an idea of what blade was doing, he would be so far ahead if he just got a decent Viking count and a few more Thors. Zerg would be left on 4 bases with shit upgrades versus Terran Mech on 3/3. Honestly, I feel like FlaSh would smash blade's face in here cause FlaSh doesn't play greedy mech (unlike his bio).
And the point about 120 supply is like... What...? It was a 190+ vs 190+ supply battle, basically maxed out armies. Using reinforcing UNUPGRADED Marines streaming out of a Barracks will not deal with 6 Broodlords (with 8 more morphing in). Marines would absolutely not (in any way) help Bomber's position more than it would hurt him. The investment into Marines overall delays his entire goal (to get Sky Terran as quickly as humanly possible). I mean, what happens when he gets a high supply count with Marines? He has to start finding ways to suicide them without being too cost ineffective (or else he dies cause a ton of supply was Marines he no longer has).
I've seen Thorzain do this a few times when playing mech. Guess who's also the worst professional-level mech player I've ever seen? Yeah, Thorzain. Watch good Koreans play mech (or even the bad ones that just know how to abuse the style), and you'll understand that you should never need Marines.
On December 16 2013 06:44 Girondelle wrote: Very cool video, what about producing a round of mutas before getting the swarmhost? I've been doing that and I think I might to reconsider it because your style with faster swarmhosts seems to work better. But, I feel that when I don't go mutas, I can't defend versus the hellbat drops and it feels like terran can skip turrets/thors and macro even faster. I'd like to get your opinion on that.
Drop a bunch of Spores and Spines at each base (and/or leave a few Roaches at each base). You should've macroed a ton of economy early on (since mech doesn't get straight up aggressive early on). And think of it this way, he's spending gas on Medivacs, which slows down his macro, and you spent minerals only. It's a good trade for you in the long run as long as you pull your Drones to avoid taking too much damage.
And the Terran skipping Turrets and Thors doesn't make them macro faster. What does skipping Turrets do for Terran? Build up a massive mineral count (which COULD be used for CCs, but eh). But Turrets are useful. They give more vision around your base (meaning Nydus plays are weaker), they defend from that random Muta switch (if it ever comes), they defend from Burrowed Infestor/Roach shenanigans, and they serve as good aggro magnets for uncontrolled Swarm Hosts. You have a bit of a point on the Thors, but Thors are still nice to have to push creeping Overlords away from expansions. The Terran is going to build 4 Thors blindly anyway, because otherwise they straight up die to a standard Muta build. Whether you actually go Mutas or not, the damage has been done by the option existing. So why invest the extra 1000 gas into Mutas when you can use it to accelerate your own tech instead? By going Mutas, you slow down your own tech by at least as much as you've derailed the Terran. The Terran already is looking to invest 800 gas into Thors, and will spend 400-600 more compared to you spending 1000. Seems to be a trade in the Terran's favor doesn't it...?
On February 02 2014 08:16 LucoxP wrote: I really find it hard to play against mech/sky terran when if the initial BL morph doesn't win you the game. I guess I just have to mass static defence up and get the 20 SH+ festors going?
make sure you utilize vipers. Their abducts is what allows you to chip away cost effeciently against their sky army. Like if you pull in a bc into a spore line, that bc is most likely gonna die. Just gotta keep the vipers alive though (abduct is long enough range so it will be amicro war)
Yes, Vipers are really nice and all, but given equal skill, I'd say Terran still has a better time in the micro war. Yamatos 1-shot most of what Zerg has, and Vikings have long range too. There's a reason Terrans who do this tend to slowly push their way forward until the Zerg rolls over and dies.
On December 17 2013 11:35 MarlieChurphy wrote: Imo when meching or going for ravens, it's ideal to make tons of barracks and just pump out unupgraded marines (later on you can start upgrading them with excess gas if you have a raven mass already). Bomber could have easily had like 6+ barracks and 50 marines at the point in the game you won.
Vipers are key to dealing with mech, and ultras are key to dealing with ravens.
I disagree with you on unupgraded marines. Those are shit versus a unit composition that has upgrades. Going unupgraded marines is just a waste of minerals, better to get more CC's so you can have less scv's and more army.
I don't think any meching terran player would agree with getting unupgraded marines in any situation unless it was super super late game both of you had no gas and could only make mineral units.
What he should have done was scan more (he had plenty of CC's) and then started making vikings. Then the game would have been a lot closer then what it was. Unupgraded marines wouldn't have helped him at all in that situation.
Look at his mineral count at the end of the game. He could easily just have fodder marines and barracks to soak damage or just send around the map carelessly. (even just floating barracks sitting around like overlords)
He also had only like 120 supply, so he will eventually trade out the marines for mech units and he also has the barracks infrastructure to fall back on if he needs that switch.
PS- I'm not saying it wins him the game, or it's good (I think mech is the worst to use in TvZ) but it is more ideal that making turrets or hellions with mineral excesses. He already has quite a bit of OC anyways (each of which cost 550).
CCs and Turrets are better. Marines cost supply, CCs and Turrets don't. What do you need Marines for? Extra DPS? You have Tanks to destroy anything on the ground. Anti-air? That's why you get a few Thors and spam Turrets (which are great mineral sinks cause they solve your early anti-air issues AND COST NO SUPPLY; plus they give detection). Harass? Bitch please, Hellion runbys.
And upgrading them later is a massive waste of gas that could've been spent on repairing or replenishing your Sky Terran army in the super lategame where the gas counts of both players decides the game. 725 minerals is nothing, but 725 gas is 2 BCs and a Viking (plus some to spare), or 2 BCs and a Tank, or 3 Ravens and a Viking or Tank. These units controlled well in the super late game far exceed what a bunch of Marines can do. What are Marines gonna do in the lategame? Stim in and die to Fungals and Swarmhosts/Broodlords they can't reach? What will the mech units do in comparison? BCs will 1-shot any Infestor or Swarmhost it gets in range of, and will 2 shot a Broodlord (and guess what, you could afford 2 BCs with the gas used to upgrade your Marines, which means 1 dead Broodlord, or 2 dead Infestors/Swarmhosts). Ravens can also blow up an entire Zerg army if the Zerg doesn't react to the Seeker Missiles, or protect your precious BCs from some Corruptor fire.
The fact is, Bomber just didn't scout well, played super fucking greedy, and got punished for it. He never got a Starport until around 16 minutes. The reason you go Starport is so you don't straight up die to mid-game Roach timings (the ability to scout and do economic damage is just a massive plus). This was how mech became viable in WoL, and even if you can go faster Tanks now, I'm not sure it's enough to defend a massive Roach push. Honestly, if he had an idea of what blade was doing, he would be so far ahead if he just got a decent Viking count and a few more Thors. Zerg would be left on 4 bases with shit upgrades versus Terran Mech on 3/3. Honestly, I feel like FlaSh would smash blade's face in here cause FlaSh doesn't play greedy mech (unlike his bio).
And the point about 120 supply is like... What...? It was a 190+ vs 190+ supply battle, basically maxed out armies. Using reinforcing UNUPGRADED Marines streaming out of a Barracks will not deal with 6 Broodlords (with 8 more morphing in). Marines would absolutely not (in any way) help Bomber's position more than it would hurt him. The investment into Marines overall delays his entire goal (to get Sky Terran as quickly as humanly possible). I mean, what happens when he gets a high supply count with Marines? He has to start finding ways to suicide them without being too cost ineffective (or else he dies cause a ton of supply was Marines he no longer has).
I've seen Thorzain do this a few times when playing mech. Guess who's also the worst professional-level mech player I've ever seen? Yeah, Thorzain. Watch good Koreans play mech (or even the bad ones that just know how to abuse the style), and you'll understand that you should never need Marines.
On December 16 2013 06:44 Girondelle wrote: Very cool video, what about producing a round of mutas before getting the swarmhost? I've been doing that and I think I might to reconsider it because your style with faster swarmhosts seems to work better. But, I feel that when I don't go mutas, I can't defend versus the hellbat drops and it feels like terran can skip turrets/thors and macro even faster. I'd like to get your opinion on that.
Drop a bunch of Spores and Spines at each base (and/or leave a few Roaches at each base). You should've macroed a ton of economy early on (since mech doesn't get straight up aggressive early on). And think of it this way, he's spending gas on Medivacs, which slows down his macro, and you spent minerals only. It's a good trade for you in the long run as long as you pull your Drones to avoid taking too much damage.
And the Terran skipping Turrets and Thors doesn't make them macro faster. What does skipping Turrets do for Terran? Build up a massive mineral count (which COULD be used for CCs, but eh). But Turrets are useful. They give more vision around your base (meaning Nydus plays are weaker), they defend from that random Muta switch (if it ever comes), they defend from Burrowed Infestor/Roach shenanigans, and they serve as good aggro magnets for uncontrolled Swarm Hosts. You have a bit of a point on the Thors, but Thors are still nice to have to push creeping Overlords away from expansions. The Terran is going to build 4 Thors blindly anyway, because otherwise they straight up die to a standard Muta build. Whether you actually go Mutas or not, the damage has been done by the option existing. So why invest the extra 1000 gas into Mutas when you can use it to accelerate your own tech instead? By going Mutas, you slow down your own tech by at least as much as you've derailed the Terran. The Terran already is looking to invest 800 gas into Thors, and will spend 400-600 more compared to you spending 1000. Seems to be a trade in the Terran's favor doesn't it...?
On February 02 2014 08:16 LucoxP wrote: I really find it hard to play against mech/sky terran when if the initial BL morph doesn't win you the game. I guess I just have to mass static defence up and get the 20 SH+ festors going?
make sure you utilize vipers. Their abducts is what allows you to chip away cost effeciently against their sky army. Like if you pull in a bc into a spore line, that bc is most likely gonna die. Just gotta keep the vipers alive though (abduct is long enough range so it will be amicro war)
Yes, Vipers are really nice and all, but given equal skill, I'd say Terran still has a better time in the micro war. Yamatos 1-shot most of what Zerg has, and Vikings have long range too. There's a reason Terrans who do this tend to slowly push their way forward until the Zerg rolls over and dies.
I believe a viper abduct skill is at a 9. vikings shoot at 7. if you can abduct a bc that is about to yamoto a viper, you should be happy to trade a viper for a bc (bc is a crap ton more expensive). Infestors with NP can also neutralize bcs. If a bc is loading up a yamoto, a NP will interrupt the bc from firing. You can also use the yamoto against the terran too in given situations
On February 02 2014 11:32 Smurfett3 wrote: I believe a viper abduct skill is at a 9. vikings shoot at 7. if you can abduct a bc that is about to yamoto a viper, you should be happy to trade a viper for a bc (bc is a crap ton more expensive). Infestors with NP can also neutralize bcs. If a bc is loading up a yamoto, a NP will interrupt the bc from firing. You can also use the yamoto against the terran too in given situations
Vikings got a range of 9. You lose a viper every time you abduct.
On February 02 2014 11:32 Smurfett3 wrote: I believe a viper abduct skill is at a 9. vikings shoot at 7. if you can abduct a bc that is about to yamoto a viper, you should be happy to trade a viper for a bc (bc is a crap ton more expensive). Infestors with NP can also neutralize bcs. If a bc is loading up a yamoto, a NP will interrupt the bc from firing. You can also use the yamoto against the terran too in given situations
Vikings got a range of 9. You lose a viper every time you abduct.
And sometimes multiple. Also in some instances against raven heavy comps they can litter the battlefield with PDDs and you trade for nothing. Then you go broke and lose
On February 02 2014 11:32 Smurfett3 wrote: I believe a viper abduct skill is at a 9. vikings shoot at 7. if you can abduct a bc that is about to yamoto a viper, you should be happy to trade a viper for a bc (bc is a crap ton more expensive). Infestors with NP can also neutralize bcs. If a bc is loading up a yamoto, a NP will interrupt the bc from firing. You can also use the yamoto against the terran too in given situations
Vikings got a range of 9. You lose a viper every time you abduct.
hmm maybe it is the thor that has 7 range...going to check after i get out of this dota 2 game. Damn 9 range on a viking just sounds unreal. I always thought abduct had a longer range