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Active: 606 users

Would Brood War Terran Mech Work in TvP?

Forum Index > StarCraft 2 HotS
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Salient
Profile Joined August 2011
United States876 Posts
September 20 2012 22:49 GMT
#1
Quick question for someone with much more Brood War experience than I have: would Brood War Terran Mech (stronger tanks, spider mines, Goliath) stand up to SC2 Protoss?

Blizzard is trying desperately to make mech work with a bunch of walking mechs. It seems that it would be better to re-introduce Brood War Terran mech as a "vanilla" old-school style that would appeal to the Brood War fans who are switching over to follow the KESPA players. Blizzard has already been "creative" with Protoss, Zerg, and Terran Bio. Why not reintroduce BW mech as a tribute to the most popular RTS of all time? It would make fans happy, and we know it could be viable.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
September 20 2012 22:58 GMT
#2
Warpins, Colossus, Blink, completely screw with the low mobility of Mech. Blinkstalker all-in's also kill Mech builds and are one of the hardest things to fight even when opening Bio.

Charge, Immortals, and Colossus are also some of the toughest things for Tanks to fight against. Mines die to Colossus+Observer, and then there are only a few layers of mines for the Chargelots to fight.
This is my signature. There are many like it, but this one is mine.
Tppz!
Profile Joined October 2010
Germany1449 Posts
September 20 2012 22:59 GMT
#3
The big problem of mech in HotS are 2 things:
a) anti air
b) immortal

both would be solved by a goliath. a) because of his anti air attack (obviously) and b) because of his fast attack. so yes it would in my opinion.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 20 2012 23:11 GMT
#4
Short answer:
No, the Immortal, Blink Stalkers, and Colossus would shit all over a mech army that came straight out of BW.

Long answer:
The Widow Mine and Battle Hellion will add a lot of viability to mech, but the question will be if players can find a way to hold back the Protoss economy with such limited mobility.

It worked in BW because Vultures were cheap and effective, Protoss did not have a way to attack straight on vs the massive minefields that were common in that MU.

Mech CAN be viable, but just adding mines won't do it.

As it turns out, marines don't actually cost any money -Jinro
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2012-09-20 23:19:24
September 20 2012 23:17 GMT
#5
I say its hard to say.

In BW reavers were slow and had a super long cooldown but collosi are fast and have a much shorter cooldown making them much more ideal for clearing spidermines that are far out however there is a huge difference IMO between speedlots and chargelots. Chargelots are slow at the start and don't speed up till they get closer to the tanks making it harder for them to pull mines.

"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Zanno
Profile Blog Joined February 2007
United States1484 Posts
September 20 2012 23:25 GMT
#6
It's not just the strength of the units, it's the way the damage modifiers work on shields

tanks and vults did full damage to shields regardless of unit type

this meant pure tank was bad against pure zealot, and pure vult was bad against pure dragoon (offensive spider mines aside), but the combination of the two units results in a rapid and glorious meltdown of all things protoss, and once the terran mech army got in front of a base, vultures could do good damage to buildings, just not kill them

remember vultures did a rough equivalent of 5+15 to light in BW, similar to what blue flame used to do. medium units complicate this, i know, but it's the closest approximation you can get.

upgrades like charge and blink make mech even less effective, but this under the hood change really destroyed the synergy mech had with itself against protoss

so before anyone can answer this question, which set of damage modifiers are we using? because if vultures were no good at stripping away shields, they would be utterly useless against stalkers and immortals
aaaaa
M.R. McThundercrotch
Profile Joined June 2012
United States265 Posts
September 21 2012 00:07 GMT
#7
My question is this: if you add the vulture back in, would it replace the hellion? Or would they each serve their own unique purpose?

I feel like they each have their own strengths and they might be able to coexist, with he hellion as the main harasser and the vulture as the protector of the tank line.

Same question for the goliath and the thor. I think the thor could remain for strategies like hellion/thor vs zerg, while the goliath would go a long way to helping mech vs. Protoss.

Maybe these ideas aren't exactly elegant, but I'm wondering what other people think about simply adding these two units.
On June 30 2012 01:42 iNcontroL wrote: Fuck a lot of you. Fuck you forever.
MasterCynical
Profile Joined September 2012
505 Posts
September 21 2012 00:32 GMT
#8
The latestet news and opinions of blizzard pretty much confirms BW mech is pretty much dead. Though this doesn't mean that their vision of bio-mech in TvP cant be just as entertaining as BW mech.

Currently TvP tank marine is very much like BW mech, except its more mobile.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-09-21 00:36:18
September 21 2012 00:35 GMT
#9
Yes it would work depending on how the interaction with the immortal is.

Goliath had an upgrade called charon boosters which gave them insane range. Now goliaths have a pretty strong anti air attack, but a relatively weak anti ground attack. Now guess what? The collusus can be hit by anti-air attacks. So I assume the goliath would be able to attack with his anti-air attack versus the collussus.

Now mines, free mines, would together with goliaths act as a strong meathshield versus zealots and stalkers. Any blink in by stalkers would get absolutely raped by mines. Stronger tanks + mines will absolutely rape clumped up chargelots.

Stronger tanks means you can start spreading out your army, so splash damage is going to be a lot weaker. Protoss storm's dps is already a lot weaker than BW's so storm won't even be that much of a problem. And guess what protoss doesn't have the insane arbiter to recall in a terran's base, to cloack the entire army, to stasis large portions of the mech army,....

Add some ghosts in there versus heavy immortal users (like vessels vs arbiter) and mech would probably even be too strong.
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 21 2012 01:50 GMT
#10
the key to the match up was always spider mines. spider mines severely restrict movement of the protoss army and its ability to harass the terran base in the early game, including dealing with harass against the protoss player's base itself.

in bw, the only thing a protoss could do to eliminate spider mines was a slow goon crawl, or saccing zealots, which usually doesnt clear as many mines.

in sc2, stalkers are much faster and more effective than goons, with the ability to blink away from any stray mines. colossus is the ultimate mine clearer and toss will always have a couple of them.

theres no comparison, the units in sc2 are too effective versus mines so a bw mech army would never be able to deal with the mobility of even just zealotstalkercolossus balls.
starleague forever
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
September 21 2012 02:19 GMT
#11
Just the fact that the immortal exists makes bw mech much less effective.
Nowadays mech is beaten by mass immortals + archons. With BW mech it would be 2-3 colossi to clear mines, chargelot immortal.

You would have to lay mines almost on top of you own tanks because of colossi range. With mines almost on the tanks, chargelots could easily pull them bw style, easier even.
And in terms of fighting power vultures are about as strong as hellions.

Colossi clearing mines would really hinder bw mech from performing as good as against bw toss.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
September 21 2012 02:26 GMT
#12
If mech needs to work against toss, you need mines, vultures and something to deal with immortals. Goliaths are pretty good against air so i dont get the people that say lack of anti air if they added the goliath back in. (I hope they don't, that unit is boring)
Bomber & Jaedong & FlaSh & SNSD <3
10734
Profile Joined September 2012
340 Posts
September 21 2012 21:26 GMT
#13
On September 21 2012 07:58 Fencar wrote:
Warpins, Colossus, Blink, completely screw with the low mobility of Mech. Blinkstalker all-in's also kill Mech builds and are one of the hardest things to fight even when opening Bio.

Charge, Immortals, and Colossus are also some of the toughest things for Tanks to fight against. Mines die to Colossus+Observer, and then there are only a few layers of mines for the Chargelots to fight.


Blink stalker allins can be fixed by maps.
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
September 21 2012 21:42 GMT
#14
I still think a Thor buff can fix the TvP match-up. IIRC, Strike Cannons were designed to take out targets specifically like Immortals and Colossus. Zealots are not a factor anymore due to Battle Hellions and Widow Mines.
/commercial
MattBarry
Profile Joined March 2011
United States4006 Posts
September 21 2012 21:51 GMT
#15
Vikings are almost exactly the same as Goliaths, they would overlap a ton. Goliaths just cost less and have 1 base armor compared to the Viking's 0 base armor. Solution: Make Vikings 125/50 with 1 base armor if you want them to be in a mech ball.
Platinum Support GOD
Nosferatos
Profile Joined April 2010
Norway783 Posts
September 21 2012 22:20 GMT
#16
On September 22 2012 06:26 10734 wrote:
Show nested quote +
On September 21 2012 07:58 Fencar wrote:
Warpins, Colossus, Blink, completely screw with the low mobility of Mech. Blinkstalker all-in's also kill Mech builds and are one of the hardest things to fight even when opening Bio.

Charge, Immortals, and Colossus are also some of the toughest things for Tanks to fight against. Mines die to Colossus+Observer, and then there are only a few layers of mines for the Chargelots to fight.


Blink stalker allins can be fixed by maps.


It's may, but then you remove an option from Protoss PvT play and we get more death ball games. We want to expand the options not limit them.
"Show me the Raven" ~ HMS turns into a mini-nuke, going twice as fast and doing 250 damage over a large area.
Big J
Profile Joined March 2011
Austria16289 Posts
September 21 2012 22:23 GMT
#17
Why would you go mech? Just reactor vultures until he is dead...
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2012-09-22 00:31:45
September 22 2012 00:31 GMT
#18
The colossus negates much of BW mech due to its range. It can clear most mines while staying outside of tank fire. It also forces tanks to be much more clumped than in BW due to it's range (tanks spread out will just be picked off 1-2 at a time by colossi, which is not possible in BW).

The colossus forces deathball vs deathball playstyles.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
Last Edited: 2012-09-22 00:56:36
September 22 2012 00:55 GMT
#19
I've had great success with Tank Mine hellion pushes in HoTS, much more so since they buffed the mine. No question its possible... is it viable though? Idk I'll have to play a lot more games to find out.


EDIT- Here is a vod from me streaming today, I don't know how to link it so it starts at a certain time.. if anyone could tell me that'd be great. Anyway, lots of mech vs Protoss in that vod, all wins :D

http://www.twitch.tv/captainwaffles0/b/332967605
https://x.com/CaptainWaffless
Robotix
Profile Joined August 2012
United States51 Posts
September 22 2012 01:07 GMT
#20
On September 21 2012 07:58 Fencar wrote:
Warpins, Colossus, Blink, completely screw with the low mobility of Mech. Blinkstalker all-in's also kill Mech builds and are one of the hardest things to fight even when opening Bio.

Charge, Immortals, and Colossus are also some of the toughest things for Tanks to fight against. Mines die to Colossus+Observer, and then there are only a few layers of mines for the Chargelots to fight.


Tanks are really good against Colossi. Not only do they do bonus damage to Armored and outrange Colossi, they also do full damage to anything directly beneath the Colossi (and splash to everything nearby, including other Colossi).
"Dumb shit happened" - Idra
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