[G] How to mech in TvP: A youtube series! - Page 4
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Bodzilla
Australia472 Posts
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Ty2
United States1434 Posts
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EJK
United States1302 Posts
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 ![]() | ||
Bodzilla
Australia472 Posts
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EJK
United States1302 Posts
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 ![]() | ||
Bodzilla
Australia472 Posts
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. | ||
JamesT
United States681 Posts
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! | ||
Bodzilla
Australia472 Posts
On June 17 2015 03:00 EJK wrote: its not my thing ![]() 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. | ||
EJK
United States1302 Posts
On June 17 2015 12:04 Bodzilla wrote: 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 | ||
Bodzilla
Australia472 Posts
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EJK
United States1302 Posts
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? | ||
Bodzilla
Australia472 Posts
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 ;__; | ||
TwiggyWan
France328 Posts
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? | ||
Bodzilla
Australia472 Posts
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. | ||
A_Scarecrow
Australia721 Posts
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Bodzilla
Australia472 Posts
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! | ||
PowerOfOne
Peru78 Posts
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 ![]() | ||
Bodzilla
Australia472 Posts
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! | ||
MockHamill
Sweden1798 Posts
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wand.mp3
Germany4 Posts
-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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