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[PiG Strategy Articles] Beginner's Mech Opening

Forum Index > StarCraft 2 Strategy
10 CommentsPost a Reply

[PiG Strategy Articles] Beginner's Mech Opening

Text byTL Strategy
Graphics byNixer
May 29th, 2017 15:53 GMT
The PiG DailyBeginner Terran Mech OpeningThe Early GameMid Game and Beyond



PiG Daily Articles




Welcome to the PiG Daily strategy article! The PiG Daily is a show by Jared "PiG" Krensel that focuses on StarCraft 2 strategy and becoming a better player. We've joined forces to create an article series that summarizes his dailies into short, digestible articles that provide insight on builds, tactics and game sense. By combining with Spawning Tool, this series will bring you the most comprehensive learning experience for build orders and strategies.

How to use Spawning Tool

We highly recommend using Spawning Tool in order to follow the basics of these builds. The PiG Daily and our strategy articles will serve as supplementary guides to understand the subtleties behind each decision.

Mech is sometimes treated as the 'fourth race' or StarCraft, albeit a rare one. However, even beginners can begin experimenting with Mech, and this guide is for the basics of the composition.

Link to the Spawning Tool Build


Beginner Terran Mech Opening






There are a lot of nuances to Mech that can be difficult to grasp for beginners. This guide isn't about all of the small things that make mech powerful and strong. Instead, this is a short guide meant to offer terran bio players an alternative opening that they can experiment with and learn from.


Beginner Terran Mech Opening
14Supply depot
15Refinery
16Barracks
19Orbital + Reaper
20CC
20Factory
20Reactor on barracks
222nd gas
252nd factory + tech lab on barracks
Double factory hellion+tank
3rd CC when you feel comfortable
Armoury as soon as you can afford it
2x gasses at 60 supply
3 more factories once you start gasses at third
Ebay and turrets by 4:30



The Early Game


One of the common misconceptions about Mech is that it has to be turtle-y and boring. That isn't true at all. One of the fastest units in the game, the hellion, is an integral part of Mech. It is also one of the first units you'll build in any Mech build, and they give you the freedom to roam and the comfort than you can get back home in time to defend.

However, you need to remember never to sacrifice your hellions unless you are absolutely certain they'll pay it back. That means roasting a dozen or so workers. They are you're only form of scouting and defense, so preserve them as much as you can! Speaking of defense, learning your ebay+turret timings is important. As we discussed in the beginner's terran guide, 4:30 is usually a safe time to have your turrets. However, Mech can be vulnerable to earlier forms of harassment, which might require adjustments. Still, if you just get surprised in 1/10 games or less then don’t bother too much before the 4:30 mark. Mech always has some small vulnerabilities and you don’t want to start playing overly safe.

Another early game habit you should develop is controlling your depots. Wall offs are incredibly important as mech, since early game defender's advantage relies on keeping a closed shop. Early rushes can be deadly especially since mech units are weak in small numbers. It can get tedious, but we've seen pro players lose championships because of a failure to raise depots. Whenever you have units filing in and out of your base, open and close your depots if you have the extra APM.

Sorry, you don't have HTML5 video and we didn't catch this properly in javascript. You can try to view the gif directly: http://giant.gfycat.com/AggressiveDangerousBlackfish.gif.


Lastly, make sure to always know how much gas you have, and develop a sense for what you can afford. Unlike bio, where you can just drop a mule when the purse strings get tight, Mech depends on a healthy gas income. Try to remember how much gas per minute you earn with 1, 2, 4, and 6 refineries. It'll help you budget your production down the line.

Mid Game and Beyond



This really depends on the matchup and the situation at hand. In TvT, air control is important so you'll be spending a lot on vikings and ravens. Against zerg, AOE and siege damage is of utmost importance, so mines, tanks and liberators will enter the picture. Against protoss, well, the element of surprise is key.

As a beginner, experimenting with the units and getting comfortable with spending your money with factory and starport units (because gas becomes more of a bottleneck) should be your priority. Once you've grown accustomed to the macro of mech and handling the early game, you can transition to more defined mech builds, such as GuMiho's Hyperflight Mech TvZ.


Brought to you by the TL Strategy Team
Writer: PiG/TL Strategy
Graphics: shiroiusagi
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Duckman
Profile Joined August 2009
United States158 Posts
May 29 2017 17:22 GMT
#2
Saving eSports one article at a time!
PinoKotsBeer
Profile Joined February 2014
Netherlands1387 Posts
Last Edited: 2017-05-31 02:41:23
May 29 2017 17:44 GMT
#3
"GuMiho's Hyperflight Mech TvZ." That was prior the Corruptor buff, now it gets shut down pretty fast, like most things.
http://www.twitch.tv/pinokotsbeer
Psychobabas
Profile Blog Joined March 2006
2531 Posts
May 29 2017 21:18 GMT
#4
Great article!
LtCalley
Profile Joined March 2011
United States244 Posts
May 30 2017 03:22 GMT
#5
i think you mean 15 refinery 16 barracks =)
"No matter how good you are at something, there's always about a million people better than you" - Homer Simpson
cmdspinner1
Profile Joined February 2014
140 Posts
Last Edited: 2017-05-30 14:00:20
May 30 2017 13:56 GMT
#6
On May 30 2017 12:22 LtCalley wrote:
i think you mean 15 refinery 16 barracks =)

I think he means 15 Barracks 16 refinery
edit: No you are right I just watched the video
Pnissen
Profile Joined September 2011
Denmark110 Posts
May 30 2017 14:00 GMT
#7
On May 30 2017 22:56 cmdspinner1 wrote:
Show nested quote +
On May 30 2017 12:22 LtCalley wrote:
i think you mean 15 refinery 16 barracks =)

I think he means 15 Barracks 16 refinery


Nah you defintely want the refinery first to get factory earlier.
Mvp - INnoVation - Maru
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
May 30 2017 15:01 GMT
#8
MY BAD
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
EboGeowan
Profile Joined March 2018
2 Posts
March 28 2018 15:41 GMT
#9
Thanks PiG ;-)
Kisstafer
Profile Joined October 2013
Canada50 Posts
April 04 2018 23:05 GMT
#10
i do a similar opening but i make widow mines first and add on a 3rd factory before taking a 3rd base 2 reactors 1 tech lab i do a timing push with 8 widow mines 3 tanks and 4 hellions and you rally in more hellions while researching blue flame you should have 8-12 hellions by the time you get to their base with blue flame, and you kill their third and you take your 3rd when you move out.

Im not sure why I dont see mech players using widow mines in any replays, they are very broken in combination with tanks.
EndOfLineTv
Profile Joined February 2011
United States741 Posts
April 06 2018 01:52 GMT
#11
Hi pig! when do you like getting the 2nd depot btw? right after 2nd gas?
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