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[D] A Different Argument For Mechanical AA

Forum Index > StarCraft 2 HotS
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Absentia
Profile Joined March 2011
United Kingdom973 Posts
Last Edited: 2012-09-09 11:31:47
September 09 2012 11:25 GMT
#1
There is a fair amount of talk about how mech needs an AA option because vikings don't benefit from the same upgrades or because vikings detract from the overall strength of mech's death ball. This topic intends to propose a different and hopefully more interesting argument why mechnical play should have a good factory-based AA option.

In short, the reason mech would benefit from an AA alternative to the viking is because of medivacs. Put simply, if terran is required to produce vikings pretty much all game for safety purposes, (or, indeed, banshees or ravens) then, unless one decides to build a second starport, they will not be producing medivacs. Yet the integration of medivacs into mech play through a second starport is problematic. The only time one would consider getting a second starport, at this point in WOL, is to bolster their AA force with ravens or extra viking production; not to produce medivacs.

Now why are medivacs so important? They add an interesting dynamic to the matchups through drop play and take attention away from death ball vs death ball engagements. Hellion drops, thor drops, siege tank drops - they're all cool to do and turn somewhat 'boring' units, like the Thor, into something that can be microed and positioned and exciting. Let's not forget that amazing moment in the MVP vs TOP finals when MVP did a mass mech drop in TOP's main on Daybreak, supplementing it with nukes on production facilities.

Late game mech vs mech, play like that might be somewhat viable...but count the amount of times it's happened. Count the amount of times we see thor drops, double siege tank drops, hellion drops past the early game in professional play. It's certainly not frequent.
The problem, currently, is that any attention mech pays towards medivacs, (aside from the single odd one) exposes it's already gaping AA weakness. A single viking or raven or banshee - let alone 2 or 3 - can make a huge difference in mech TvZ or TvT currently. In some instances it will be game-ending.

In mech TvT, the only reliable way to beat a superior viking count is to make more vikings. If one is lax with viking production, they die to air switches: see Ryung vs Yoda GSL Season 4 on Ohana. In mech TvZ, the instant one stops building 4/5 banshees, the zerg is likely on their way to hive tech - hence the need for ravens and vikings, (or an attack timing into a win or raven/viking transition). Could zerg be so ambitious with hive timings if the threat of runbys AND drops existed? Absolutely not. It would force a longer mid-game and a more interesting dynamic than the, 'rush to broordlord/corrupter/infestor' mentality that currently exists. With mech AA and medivac usage, that would, of course, still be possible but zerg would need more units to defend and terran would be safer vs the quick transition.

One issue would be making sure that vikings aren't made redundant in the face of mech AA but this doesn't seem particularly difficult. In TvT, why wouldn't you always want a couple of vikings at least to snipe drops or, in fact, to facilitate a complete air switch with strong AA, (as is the case now)? In TvZ, mech AA could suffer from similar weaknesses to the marine currently - it suffers damage from sieged up tanks and is blocked by broodlings. This alone seems to be enough incentive to want some vikings. Making the ground attack of mech AA the priority seems a good counter measure to people who don't want to overlap the viking and any mech AA unit. It would require target firing to bring down broodlords, (due to broodlings) or colossus, (because of their air/ground vulnerabilities). In effect, this makes them a good and accessible AA unit, but not the ideal. The ideal AA unit, in all instances requiring one, should be the viking.

One of the criticisms of mech AA suggestions might be 'does mech really need it'? We've seen, at least in WOL, a noticeable trend of raven/viking/bc in the late game to counter 'anti mech' broodlord/infestor corrupter. Furthermore, mech players are frequently seen beating bio players with a 200/200 timing, fending off drops with vikings or successfully competing in air warefare in TvT. On the face of it, then, one would have to say that mech does not require a factory based AA option.

On the other hand, HOTS intends to also introduce 'cool' new ideas into Starcraft 2. A factory based AA option, by my analysis, accomplishes just this. It not only introduces a new unit, with it's own specific role, but also makes another already existing unit of greater relevance in mechnical play. The unit need not be revolutionary or, in fact, interesting in itself but facilitating greater use of mechnical drop play - that seems cool.

Edit1: Corrected sentence.
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
September 09 2012 11:49 GMT
#2
I think they should either scrap the warhound and bring back goliath, or change something with warhound and give it AA. I mean, thors have aa and in numbers it does alot of damage but they are so slow and so big.
ok
tar
Profile Joined October 2010
Germany991 Posts
September 09 2012 11:50 GMT
#3
I'd say there's the Thor. adding another- faster, cheaper mech-AA - (which btw was just some time ago removed from HotS for beeing just that: a smaller Thor) would make mech to all-around good:

How positional will mech be once u give it a marine like AA-mech unit in addition with freed up medivac-production for mech-drops? Or to put it differently: just adding a unit that comes from the factory but has bio like features doesn t make it proper mech (think warhound).

Imho, new units should insipre new strategies and tactics, not perfect allready existing ones ( at least when those are already super strong).

whoever I pick for my anti team turns gosu
DeCoup
Profile Joined September 2006
Australia1933 Posts
September 09 2012 12:33 GMT
#4
On September 09 2012 20:50 tar wrote:
I'd say there's the Thor. adding another- faster, cheaper mech-AA - (which btw was just some time ago removed from HotS for beeing just that: a smaller Thor) would make mech to all-around good:

Nah, When the Warhound was intended to become a smaller, faster, single target AA unit the Thor was planned to become a ground to ground only unit. The decision to scrap the change theirfore had nothing to do with overlap of units. I wish they did contunue with this train of thought and try to make it work because the current Warhound is boring.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
tar
Profile Joined October 2010
Germany991 Posts
September 09 2012 14:03 GMT
#5
@DeCoup:

I don't say it's because of overlap. The "smaller Thor"-argument was used by D.K. and or D.B. (not sure anymore) to explain why the warhound lost it's AA during testing.

The rest of my argument stays: The Thor is the factory AA and there is no need from adding another "better" AA unit to the mix.
whoever I pick for my anti team turns gosu
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