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[G] How to mech in TvP: A youtube series! - Page 4

Forum Index > StarCraft 2 Strategy
Post a Reply
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Bodzilla
Profile Joined March 2011
Australia472 Posts
June 13 2015 16:13 GMT
#61
Part 3 is 99% done. Im doing a test render tonight, and i'll have to add in a few little easy to do clips and it'll be over. Should be up in 30 hours!
when life gives you lemons, make banelings
Ty2
Profile Blog Joined March 2013
United States1434 Posts
Last Edited: 2015-06-15 04:27:01
June 15 2015 04:26 GMT
#62
--- Nuked ---
Writer
EJK
Profile Blog Joined September 2013
United States1302 Posts
June 15 2015 22:07 GMT
#63
3 more games, this time I changed up the tempo of my aggression/macro so these 3 replays are all different ways of me trying to play play a harass-based more mobile-mech style

http://www.sc2share.com/BPU

http://www.sc2share.com/BPV

http://www.sc2share.com/BPW

I experimented with a mech composition geared more towards widow mine siege tank banshee hellbat pushing and hellion/banshee harass

Iron fortress game was kinda rocky though I was having a bit of trouble deciding what kind nof army to m ake to go kill him and as a result the game long past my game plan
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Bodzilla
Profile Joined March 2011
Australia472 Posts
Last Edited: 2015-06-16 12:05:02
June 16 2015 10:40 GMT
#64
I wish gorgeous that you'd make some BC's in some of your games >: (
when life gives you lemons, make banelings
EJK
Profile Blog Joined September 2013
United States1302 Posts
June 16 2015 18:00 GMT
#65
On June 16 2015 19:40 Bodzilla wrote:
I wish gorgeous that you'd make some BC's in some of your games >: (

its not my thing I don't even make bcs in tvz mech either! They are too slow, too expensive, and you have to wait forever before you can actually afford to make them!
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Bodzilla
Profile Joined March 2011
Australia472 Posts
June 17 2015 00:24 GMT
#66


Pt3 Turning the table on blink. Explains how to recognize it's blink, how to defend it, how to transition and how to run away with the game leaving the protoss player in the dust.
when life gives you lemons, make banelings
JamesT
Profile Blog Joined October 2014
United States681 Posts
June 17 2015 01:45 GMT
#67
On June 17 2015 09:24 Bodzilla wrote:
https://www.youtube.com/watch?v=HfiCCwRxNA0

Pt3 Turning the table on blink. Explains how to recognize it's blink, how to defend it, how to transition and how to run away with the game leaving the protoss player in the dust.

Even as a zerg player these are fun to watch!
How are you doing today?
Bodzilla
Profile Joined March 2011
Australia472 Posts
June 17 2015 03:04 GMT
#68
On June 17 2015 03:00 EJK wrote:
its not my thing I don't even make bcs in tvz mech either! They are too slow, too expensive, and you have to wait forever before you can actually afford to make them!

Well BC's are only good to yamoto vs infestors. Everything else your better with banshee's because if they have some SH or do a corrupter viper flood the BC's will auto attack everything on the ground first and just die to corrupters without some insane targeting which makes them clump up pretty hard.

But vs protoss it's different. They're the ultimate endgame unit. Just try it once and you'll see WHY i keep saying that.
when life gives you lemons, make banelings
EJK
Profile Blog Joined September 2013
United States1302 Posts
June 17 2015 03:45 GMT
#69
On June 17 2015 12:04 Bodzilla wrote:
Show nested quote +
On June 17 2015 03:00 EJK wrote:
its not my thing I don't even make bcs in tvz mech either! They are too slow, too expensive, and you have to wait forever before you can actually afford to make them!

Well BC's are only good to yamoto vs infestors. Everything else your better with banshee's because if they have some SH or do a corrupter viper flood the BC's will auto attack everything on the ground first and just die to corrupters without some insane targeting which makes them clump up pretty hard.

But vs protoss it's different. They're the ultimate endgame unit. Just try it once and you'll see WHY i keep saying that.

lol I compromised, My ground mech army wasn't cutting it cross spots inferno pools so i made 4 starports and made....banshees!!! He never transitioned to anything more then stalkers and archon for anti-air so mass banshees tore his army apart! If I am stuck again, I will go BCs just don't know what they would counter the best
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Bodzilla
Profile Joined March 2011
Australia472 Posts
June 17 2015 04:29 GMT
#70
They literally counter everything. They dont have a good anti-air vs heavy armored units
when life gives you lemons, make banelings
EJK
Profile Blog Joined September 2013
United States1302 Posts
June 17 2015 05:55 GMT
#71
On June 17 2015 13:29 Bodzilla wrote:
They literally counter everything. They dont have a good anti-air vs heavy armored units

why are they better then banshees?
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Bodzilla
Profile Joined March 2011
Australia472 Posts
Last Edited: 2015-06-17 10:53:42
June 17 2015 06:03 GMT
#72
https://www.youtube.com/watch?v=HfiCCwRxNA0

They cant kill them, you can instantly kill immortals, collossi which means your mech army is better, but they also survive storm easily, feedback is a million times worse vs them and you can yamoto carriers.

they're literally better in every single way. once you get 6+ and 3/3 the game is over.

But enough of that, i'm looking for feedback on this vid at the moment and i dont wanna have it get buried for the people looking for it ;__;

when life gives you lemons, make banelings
TwiggyWan
Profile Blog Joined December 2013
France337 Posts
June 17 2015 14:40 GMT
#73
Looks like a good strategy indeed!

But your scouting pattern looks very abusable : a cheeky protoss may as well throw an unused random proxy pylon and 2 gas and trick you to respond with that double tank prod while playing standard. Assuming you still scan at six minutes, i guess that's not that big of a deal.

But about 2 base blink all-ins, you explained how to counter it but you didn't explain how to scout it : iiuc you're like "he's doing a cheese, it's too late for oracles, too late for 1base blink, it can be 2base blink".

So what do? No scout get 6 tanks each game?
No bad days
Bodzilla
Profile Joined March 2011
Australia472 Posts
Last Edited: 2015-06-17 15:31:28
June 17 2015 15:26 GMT
#74
Just really a limitation of doing a video series, if i go too in-depth and go on for too long the audience just drops off a cliff, and seeing as the standard audience attention span is 3:30 and i'm already pushing 12 minutes of content i'm playing risky as it is.

With that said, It's true protoss CAN throw you off with extra pylons, and it's happened to me before, that said generally if they're doing that it'll be a 1 base build with double gas and you'll see that. In that scenario you built turrets and if you see no oracle you start building tanks! So you cover the 3 main options of DT, oracle, blink.

Now with 2 base blink scouting you scan at 6 minutes, which will give you a pretty good idea if he's doing blink, 9 times out of 10 if you know where all the pylons are you'll figure it out and then you have 2minutes and 30 seconds to respond to it. That scan will also hit before you start building addons allowing you to tech switch is he's not.
If you dont see it with the first scan, you should have another scan ready about 10-15 seconds later which isn't a much bigger investment in time, but it is in minerals, so it's only if your still not sure what he's doing.

If you cant see what he's doing, i'd revert to the mine drop you see in part2 because robo and stargate are the most common openings at the moment. While you can build tanks and transition, it's ALOT harder vs robo and stargate and the biggest thing you give up is the siege tank push in the midgame that lets you trade efficiently that i do in part2.
when life gives you lemons, make banelings
A_Scarecrow
Profile Joined March 2013
Australia721 Posts
June 18 2015 04:46 GMT
#75
is there a written guide on these im off racing as terran on eu at high plat playing full mech but tvp is a pain. zerg main at a masters lvl
Bodzilla
Profile Joined March 2011
Australia472 Posts
June 18 2015 07:03 GMT
#76
I may do a written guide at some point, but not until after the series has finished.

The reason i havn't is because as you can see, i got 6 video's out of it, so thats an insanely long wall of text, and i wanted to help bring people into the build gradually so they didn't get lost.

Any questions you have i'll gladly answer for ya mate, especially if english is not your native language!
I read this thread about 10 times a day literally looking for questions to answer!
when life gives you lemons, make banelings
PowerOfOne
Profile Joined February 2013
Peru78 Posts
Last Edited: 2015-06-18 16:45:30
June 18 2015 16:44 GMT
#77
I like to learn through videos the most, the ways you can retain information and remember it are more significant (for instance, remembering images like the way you describe your build order in the first video or remembering [funny] moments).

I would really like to listen to how you deal with the general aspects of mech in the match-up:
- How do you deal with protoss harassment? For instance, Blink Stalkers threatening to jump onto your production or your expos, catch you off-guard, or zealot/DT drops. Do you make turrent rings like most mech players? Or do you apply the "best defense is a good offense" logic on your games?
- Are there openers in TvP Mech other than 1Rax FE?
- When you transition into BCs, what's your starport production setup? 2-3 techlab starports? Do you use any reactor starport?

I may come up with more questions as I come up with them Love your videos, can't wait to see the video on how to deal with Phoenix Colossus, mostly on how to deal with phoenixes, I feel that when they get a decent amount of them, no amount of turrets can really deal with its harassment or they simply don't let you get the turrets in time.
Bodzilla
Profile Joined March 2011
Australia472 Posts
June 18 2015 17:22 GMT
#78
--Well you'll see from the 3rd video it walks you through on the basic's of defending a blink attack from a protoss player, after that narrow timing window, any blink attacks become exponentially worse. They're just not as good as they are early game and nearly any combination of units will clean them up once you get to midgame.
Alot of hellions,
a few tanks,
widow mines... just about anything will hold them off past 10 minutes into the game!

-When it comes to zealots, DT's and drops, any base i take apart from my main has a sensor tower, a PF and some turrets. Generally with good scouting and some turrets you can fend off any zealot drops!

-When it comes to openings i wouldnt recommend anything else. The reason why is i have it mapped out to literally seconds when it comes to scouting and reacting to opponents strategy's. It all leads into the 2 factory's, 1 at 5minutes and another at 5:30.

-The main reason why i recommend 2 factory as an opening over 1/1/1 openings such as mine drops or hellion drops is that If we scout at the correct timings (like the SCV scout and the 6minute scan) it is incredibly flexible. If we push the scouting probe out of our base and get a bunker up in time to defend a poke from their gateway units the protoss player is playing essentially blind.
Our build can look like anything. We can go into bio, or mech and The protoss player has to commit to a tech path blindly.
We have a window in the game for a few minutes where once we've scanned at 6 minutes we have complete knowledge of what our opponent is doing and they have no idea what we're doing. We abuse this lack of information to get a quick compositional advantage that will let us defend everything (or put on pressure) And take our third base very early with next to nothing the protoss can do to punish it.
1/1/1 doesn't have the necessary flexibility to quickly commit to a series of units that will gain us a similar compositional advantage. If we consider the starport, the only thing we can build out of it is either banshee's, ravens, vikings or medivacs... and none of these are particularly useful in holding off an aggressive protoss. Where as tanks will demolish stalkers, hellbat drops will demolish immortals and collossi and double mine drops will pin a protoss player back to their main base.

-When i get BC's the rule of thumb is BC's cost 200gas per minute. Now each gas geyser is 100 gas per minute in mining, so you can afford 1 BC per base. Generally I'm taking a 4th base when i start getting BC's so i like to get 4 starports. All of them have techlabs, because if i'm building 4 vikings at a time off techlab starports and it's still not enough, they'd have to be played REALLY weird!
when life gives you lemons, make banelings
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 18 2015 18:09 GMT
#79
I love this series! I just wish you did a TvZ Mech series though since I actually find TvP mech easy, but TvZ mech really hard.
wand.mp3
Profile Joined November 2011
Germany4 Posts
June 18 2015 22:20 GMT
#80
Hi Bodzilla, i really love ur post. I have 2 questions.

-Your standard game if you scan a late robo is double mine drop, right =? Could u plz post a replay of u playing ur standard play. Iam not sure how ur transition look like. What time u add factory´s etc.

- If u see 1 base toss and ur ebay block cant finish. Do u build one in your main ?

Looking forward to yours next videos
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