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Would Brood War Terran Mech Work in TvP?

Forum Index > StarCraft 2 HotS
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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
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
September 22 2012 01:14 GMT
#21
On September 22 2012 10:07 Robotix 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.


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).


Collosus vs tanks is actually a somewhat interesting matchup desingwise. Its true that in direct comeback with FF tanks should do well vs collosus. However collosus/blink stalker combination (esp. with recall) has really strong mobility and could provide a lot of trouble against mech. It's just sad that we (apparently) will not see this matchup play out due to the incompencies of Blizzard.
Crawdad
Profile Joined September 2012
614 Posts
Last Edited: 2012-09-22 01:35:50
September 22 2012 01:34 GMT
#22
Yes, because EMP belonged to the Science Vessel instead of the Ghost. Byebye Immortals.

EDIT: Actually, come to think of it, Colossi would be more of a threat without Vikings. Hmmm...
ArvickHero
Profile Blog Joined October 2007
10387 Posts
September 22 2012 01:38 GMT
#23
On September 22 2012 10:34 Crawdad wrote:
Yes, because EMP belonged to the Science Vessel instead of the Ghost. Byebye Immortals.

EDIT: Actually, come to think of it, Colossi would be more of a threat without Vikings. Hmmm...

EMP w/ bigger radius and taking out 100% of shields/energy. imba!!!
Writerptrk
AssyrianKing
Profile Blog Joined August 2011
Australia2111 Posts
September 22 2012 01:46 GMT
#24
Collossus is just too good, if you removed it then yes, original mech is viable at most
John 15:13
j.k.l
Profile Joined September 2012
112 Posts
September 22 2012 02:05 GMT
#25
remove immortals. Start from there.
~ Spirit will set you free ~
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
September 22 2012 02:23 GMT
#26
On September 21 2012 07:59 Tppz! wrote:
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.

This post pretty much sums it up. Battle hellions seem to hold up against the zealots pretty well which was a major problem. Immortals are still pretty annoying but HoTS has definitely started in the right direction. Part of me wishes I could have gotten into the Beta while the warhound was there so I could have a little fun with that xD but I lost when I was meching today I know I'm not a real high level player to go by (only diamond in WoL >.< so bad!) but mech at least seems more reasonable than it was before. The goliath would be a perfect support unit
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TL+ Member
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 22 2012 23:23 GMT
#27
I think it would do MUCH better than the current mech composition.

First off tanks are straight up stronger (theyll do their full damage to cols) and 2 supply. Secondly, because you can open with spider mines it makes P all-ins/builds that doesn't involve the robo that much riskier. Thirdly, many dont realise but vultures shoot faster than a hellion while dealing 20 damage to light units (10 to armoured). Also adding the goliaths means anti air is covered well.

Map control will be fought over proxy pylon/warp ins vs vulture/spider mines. P will require observers every time or get punished. Id think immortals would fall to vultures really fast.
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
September 23 2012 09:04 GMT
#28
On September 23 2012 08:23 YyapSsap wrote:
I think it would do MUCH better than the current mech composition.

First off tanks are straight up stronger (theyll do their full damage to cols) and 2 supply. Secondly, because you can open with spider mines it makes P all-ins/builds that doesn't involve the robo that much riskier. Thirdly, many dont realise but vultures shoot faster than a hellion while dealing 20 damage to light units (10 to armoured). Also adding the goliaths means anti air is covered well.

Map control will be fought over proxy pylon/warp ins vs vulture/spider mines. P will require observers every time or get punished. Id think immortals would fall to vultures really fast.

On September 23 2012 08:23 YyapSsap wrote:
Map control will be fought over proxy pylon/warp ins vs vulture/spider mines. P will require observers every time or get punished. Id think immortals would fall to vultures really fast.

On September 23 2012 08:23 YyapSsap wrote:
Id think immortals would fall to vultures really fast.

Spit out my drink.
BW vultures have(according to Liquipedia) 80 hp, no armor and 5 range. In BW concussive damage did 25% damage versus big target, not 50%.
I find the notion of vultures killing immortals hilarious. "Really fast". The best part is that I´m sure you´re serious.

When did you last play BW mech, if at all? Watching other players do it doesn´t count.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
Tenebra
Profile Joined September 2010
Germany19 Posts
September 23 2012 13:00 GMT
#29
Just make a map. Implement the bw tec and try it out. Give terran vultures, mines change the tank supply give goliath remove helion and keep toss as they are... perhaps some high master or gm could test that?
TACH StarCraft TACH TACH
Rualror
Profile Joined April 2011
14 Posts
September 23 2012 13:12 GMT
#30
I honestly don't think Mech tvp in Hots is that weak right now. I mean yeah it still isn't perfect, but Morrow is playing lots of mech against protoss right now and he actually seems to make it work pretty well. I think a buff for widow mines to 1 supply might be what is needed. I would at least like blizz to let the pros test it just a little bit more( like i said, from what i've seen from morrow he is doing ok with mech), before they do some drastic changes, like add a goliath like unit. And spider mines just wouldn't work against blink stalkers or collossi. Plus changing tanks to be much stronger would completely screw zerg.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2012-09-23 14:12:28
September 23 2012 14:11 GMT
#31
On September 23 2012 18:04 Mataza wrote:
Show nested quote +
On September 23 2012 08:23 YyapSsap wrote:
I think it would do MUCH better than the current mech composition.

First off tanks are straight up stronger (theyll do their full damage to cols) and 2 supply. Secondly, because you can open with spider mines it makes P all-ins/builds that doesn't involve the robo that much riskier. Thirdly, many dont realise but vultures shoot faster than a hellion while dealing 20 damage to light units (10 to armoured). Also adding the goliaths means anti air is covered well.

Map control will be fought over proxy pylon/warp ins vs vulture/spider mines. P will require observers every time or get punished. Id think immortals would fall to vultures really fast.

Show nested quote +
On September 23 2012 08:23 YyapSsap wrote:
Map control will be fought over proxy pylon/warp ins vs vulture/spider mines. P will require observers every time or get punished. Id think immortals would fall to vultures really fast.

Show nested quote +
On September 23 2012 08:23 YyapSsap wrote:
Id think immortals would fall to vultures really fast.

Spit out my drink.
BW vultures have(according to Liquipedia) 80 hp, no armor and 5 range. In BW concussive damage did 25% damage versus big target, not 50%.
I find the notion of vultures killing immortals hilarious. "Really fast". The best part is that I´m sure you´re serious.

When did you last play BW mech, if at all? Watching other players do it doesn´t count.

looks like you aren't reading this thread

shields in BW take full damage from all attacks. so vultures will be doing damage to immortal shields about the same speed as a marauder, costs only 75, and doesn't take full damage from immortal shots in return
aaaaa
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
September 23 2012 16:18 GMT
#32
On September 23 2012 23:11 Zanno wrote:
Show nested quote +
On September 23 2012 18:04 Mataza wrote:
On September 23 2012 08:23 YyapSsap wrote:
I think it would do MUCH better than the current mech composition.

First off tanks are straight up stronger (theyll do their full damage to cols) and 2 supply. Secondly, because you can open with spider mines it makes P all-ins/builds that doesn't involve the robo that much riskier. Thirdly, many dont realise but vultures shoot faster than a hellion while dealing 20 damage to light units (10 to armoured). Also adding the goliaths means anti air is covered well.

Map control will be fought over proxy pylon/warp ins vs vulture/spider mines. P will require observers every time or get punished. Id think immortals would fall to vultures really fast.

On September 23 2012 08:23 YyapSsap wrote:
Map control will be fought over proxy pylon/warp ins vs vulture/spider mines. P will require observers every time or get punished. Id think immortals would fall to vultures really fast.

On September 23 2012 08:23 YyapSsap wrote:
Id think immortals would fall to vultures really fast.

Spit out my drink.
BW vultures have(according to Liquipedia) 80 hp, no armor and 5 range. In BW concussive damage did 25% damage versus big target, not 50%.
I find the notion of vultures killing immortals hilarious. "Really fast". The best part is that I´m sure you´re serious.

When did you last play BW mech, if at all? Watching other players do it doesn´t count.

looks like you aren't reading this thread

shields in BW take full damage from all attacks. so vultures will be doing damage to immortal shields about the same speed as a marauder, costs only 75, and doesn't take full damage from immortal shots in return

Vultures don´t attack as fast as maruaders. They attack a bit slower than unstimmed marauders with less range. So quite a bit slower.
If that was enough, Hellions would work in WoL.
Hellions have 10 more HP, do 8-11 damage (so full shield damage and double the vulture after shields go down)and do splash.
That down doesn´t make them kill immortals.
They would evaporate as fast if not faster than Hellions and once Immortals reach your tanks, it´s over regardless. Range 7, 3 shots per Tank.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
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