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TvP Mech still not viable? - Page 17

Forum Index > StarCraft 2 HotS
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awesomoecalypse
Profile Joined August 2010
United States2235 Posts
December 09 2012 18:31 GMT
#321
If Tanks had an upgrade to deal +30% damage vs shields, that would help a lot vs Archons (and Toss in general, without effecting any other matchup or making 1/1/1 timing pushes stronger. It seems like a pretty easy fix.
He drone drone drone. Me win. - ogsMC
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
December 09 2012 18:35 GMT
#322
Really? not Viable, weird thing is I play mech on WoL in TvP and works perfectly to be honest, its just a very different style,,positional and tactical game, maybe you should watch and learn from BW this type of play , also you are trying to fix a problem just with widow mines, have you tried less hellbats mor siege tanks?, a much more spread siege line?, or maybe using seeker missels in the mix with a couple of banshees for extra damage?, honestly I find mech the strings composition on the game, even if they mass immortals
Be kind whenever possible. It is always possible.
Lyyna
Profile Joined June 2011
France776 Posts
December 09 2012 18:38 GMT
#323
On December 10 2012 03:31 awesomoecalypse wrote:
If Tanks had an upgrade to deal +30% damage vs shields, that would help a lot vs Archons (and Toss in general, without effecting any other matchup or making 1/1/1 timing pushes stronger. It seems like a pretty easy fix.

more damage versus shields? Why aren't you just making ghosts?
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
Yoshi Kirishima
Profile Blog Joined July 2009
United States10357 Posts
Last Edited: 2012-12-09 18:42:12
December 09 2012 18:41 GMT
#324
On December 10 2012 03:25 Maxd11 wrote:
Show nested quote +
On November 20 2012 15:45 GinDo wrote:
On November 20 2012 15:21 Insoleet wrote:
On November 20 2012 10:12 Qikz wrote:
On November 20 2012 08:05 Psychobabas wrote:
All they need to do is remove the energy from Thor to allow a mech army to withstand some damage.


I'm honestly not seeing how the thor will do anything. They still get owned by immortals and barely do anything to archons/zealots. Those three units are what make mech really hard, not stalkers (the only unit thors are good against).

zealots are not really a problem with some hellbats... archons are owned by tanks probably... but immortals....


Archons wreck tanks. Their huge, so splash does not really affect them. They have alot of health. And they aren't armored, thus taking minimum damage against Tanks and Hellions.

And Immortals -__-. Usually in Mech I personally die because I simply don't have enough core Tank + Hellion because I've spent all my supply on Vikings and Ghosts.

The State of Mech : You can only pick 2, but you need all three.

Tank+Hellion
Viking
Ghost

I think vikings can be phased out in exchange for turrets/ widow mines for drop defense and techlab starport tech for handling those larger units. Seeker + emp kills collosus, imortals, archons now but feedback is still the biggest problem.


If that's the biggest problem, then it's good news cus snipe and emp outrange HTs


Also can anyone fill me in on the uses of widow mines please? I need a short short dumbie's guide to them, heheh. And when to use the upgrade, etc. Can you use them in battles, how to micro, etc.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
RandomMan
Profile Joined December 2012
44 Posts
December 09 2012 18:43 GMT
#325
I think vikings can be phased out in exchange for turrets/ widow mines for drop defense and techlab starport tech for handling those larger units. Seeker + emp kills collosus, imortals, archons now but feedback is still the biggest problem.


feedback is a problem? seeker missile has 10 casting range, how many casting range is feedback? how on earth HT can feedback raven when raven protected by tank firepower, which clearly out range feedback range? you do not event need emp now cause seeker missile 1 shot immortal, while colossus left 50 hp, archon left 50 sp + 10 hp, which will be wipe off by long range tank fire + new thor A move attack.
RandomMan
Profile Joined December 2012
44 Posts
December 09 2012 18:47 GMT
#326
Also can anyone fill me in on the uses of widow mines please? I need a short short dumbie's guide to them, heheh. And when to use the upgrade, etc. Can you use them in battles, how to micro, etc.


upgraded widow mines + speed medivac is a very potent drop harrass option
Killmouse
Profile Joined August 2010
Austria5700 Posts
December 09 2012 19:28 GMT
#327
Widow mines are good to block expansion and for space control , its also goos vs early agression
yo
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
December 09 2012 19:53 GMT
#328
On December 10 2012 03:08 SarcasmMonster wrote:
Lots of you guys are recommending getting Ravens. Is the new Seeker Missile really useful?


I'm not even using Hunter Seeker. It's not even worth it compared to PDDs and Turrets to help damage archons/zealots/air.

PDDs and Turrets combined are a much better energy usage as ghost tank deals with pretty much everything ground based as long as you hit really nice EMPs.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2012-12-09 20:02:59
December 09 2012 20:01 GMT
#329
You can drop with them, but why not just do BFH drops, or 3 BFHs and one widow mine. Honestly the only reason of doing widow mine drops instead of BFH is to irritate him that he has to kill your mine, so needs detection. But if he has a few cannons around expansions that is also gone.

The only use of them against toss I have seen is either playing burrowed zergling, anti-oracle, oh-my-god he is playing aggressive and hellions are useless against stalkers, and it can be reasonable to burrow them between your tanks if he blinks on top of them.

Honestly the number 1 error i feel I make against toss is making widow mines. Every single time they dissapoint me again.

Really? not Viable, weird thing is I play mech on WoL in TvP and works perfectly to be honest, its just a very different style,,positional and tactical game, maybe you should watch and learn from BW this type of play , also you are trying to fix a problem just with widow mines, have you tried less hellbats mor siege tanks?, a much more spread siege line?, or maybe using seeker missels in the mix with a couple of banshees for extra damage?, honestly I find mech the strings composition on the game, even if they mass immortals

From your post I get the idea you dont have HotS. HotS is not the same as WoL, it also isnt the same as BW. So it might be better to look at HotS for figuring out how to mech.

A widely spread siege line against toss just doesnt work, if you play mech in WoL you should know that. Against zerg you can do it since their main units are melee, so even with a spread out line he gets in range of most tanks when he attacks one. Against terran you can do it since tanks are just good against bio. Toss has quite mobile units with good range and very strong: They will just kill you one tank at a time.

Anyway your post shows pretty much the problem, it isnt hard to find counters, it is hard to find gas for them. Ravens should do very nicely to augment a mech army against toss. Of course you also need vikings, banshees apparently (honestly they just die horribly against enemy main army), and ghosts are also always nice. And then you are at my number 2 reason for dying: not enough tanks, too much crap to support the tanks.

Finally a second time: WoL != HotS. In WoL I was quite succesfull in mech vs toss (relative to my other matchups obviously). But while mech got a few additions, toss also got some changes which really help them. Their much better air which rapes mech quite badly, their mcore which really hurts mech openings, etc. Most importantly, they now see terrans meching. In WoL all terrans nicely follow the BOs of the pros, and for them bio is the way to go. Which makes sure the toss dont have a clue what to do against mech. In HotS thats not the case, and I cant get mech really to work for me.

Now it is just waiting on the moment when toss realise that when they add a few carriers to their tempest balls PDDs become useless.
pOriishan
Profile Joined December 2012
45 Posts
December 09 2012 20:03 GMT
#330
^ Agree, HSM can be used to snipe but not really worth it. if they can reduce HSM to 100 from 120, it would be better. I still love WoL HSM than HotS.
Carrier has arrived
Aulisemia
Profile Joined August 2011
United States123 Posts
December 09 2012 20:07 GMT
#331
Unless they nerf the Immortal's hardened shields, Mech in TvP will always be situational and have imbalances in the main engagements (read: what Mech is supposed to be good at). Hellbats help extremely well against the mass zealot type of compositions, but forcing the Terran to get Ghosts to counter the Immortal that counters the Siege Tank is stupid.

It turns into a huge game of "If I EMP, I win, if they snipe the ghosts or I have none, I lose". It isn't fun game design in PvZ with the Mothership and it isn't here. My personal suggestion is to change the way Hardened Shields works to have an internal cooldown longer than the siege shots (or make it an active ability like QXC suggested), so at least the Protoss army wouldn't be able to take 30+ tank volleys and still have 3/4 of their deathball alive.
The ponciest ponce that ever ponced past a poncing palour.
pOriishan
Profile Joined December 2012
45 Posts
December 09 2012 20:07 GMT
#332
On December 10 2012 05:01 Sissors wrote:
Now it is just waiting on the moment when toss realise that when they add a few carriers to their tempest balls PDDs become useless.


You have to get vikings for AA and thors + hellbats + ghosts against tempest and carriers. Yeah hellbats helions in case toss warp out 50 charglots to rape your thors
Carrier has arrived
TheFrankOne
Profile Joined December 2010
United States667 Posts
December 09 2012 20:09 GMT
#333
So, how do mech terran deal with fast blink builds? I have been going for 2 base 8 gate blink all ins and they have been working phenomenally. I get out a robo for obs but even if it gets sniped I can roll in my MS core to provide vision. Except for daybreak i think it works on every map, becasue there's someplace you can blink up into the main.

Aulisemia
Profile Joined August 2011
United States123 Posts
December 09 2012 20:10 GMT
#334

Also can anyone fill me in on the uses of widow mines please? I need a short short dumbie's guide to them, heheh. And when to use the upgrade, etc. Can you use them in battles, how to micro, etc.


They're supposed to be for space control, but the use seems to be limited to trying to survive early game mech openers and limited harass possibilities because once you burrow the mine and get a shot off it's extremely unlikely that mine is getting away without a dropship hanging around.
The ponciest ponce that ever ponced past a poncing palour.
Zahir
Profile Joined March 2012
United States947 Posts
December 09 2012 20:12 GMT
#335
How do thors fare in the current tvp meta game? They were great dps AND tanks in WoL but failed due to vulnerability vs feedback and weakness to immortals... Do they do any better now that they have no energy? Also I heard the thors high impact mode can be vs collosi... In my mind, heavy Thor based compositions with hellbat, tank and possibly ghost support should be great vs toss.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
Aulisemia
Profile Joined August 2011
United States123 Posts
December 09 2012 20:12 GMT
#336
On December 10 2012 05:09 TheFrankOne wrote:
So, how do mech terran deal with fast blink builds? I have been going for 2 base 8 gate blink all ins and they have been working phenomenally. I get out a robo for obs but even if it gets sniped I can roll in my MS core to provide vision. Except for daybreak i think it works on every map, becasue there's someplace you can blink up into the main.



I haven't seen any streamers have much luck against MSC/blink builds unless they go heavy bio. Mines take too long to recharge, bunkers are basically useless with only man-with-gun and none of the early mech units hold up under sustained aggression well. Morrow might have figured out a decent defense, but I haven't seen it yet.
The ponciest ponce that ever ponced past a poncing palour.
Aulisemia
Profile Joined August 2011
United States123 Posts
December 09 2012 20:16 GMT
#337
On December 10 2012 05:12 Zahir wrote:
How do thors fare in the current tvp meta game? They were great dps AND tanks in WoL but failed due to vulnerability vs feedback and weakness to immortals... Do they do any better now that they have no energy? Also I heard the thors high impact mode can be vs collosi... In my mind, heavy Thor based compositions with hellbat, tank and possibly ghost support should be great vs toss.


From what I have seen with the recent buff they are pretty strong in the current build...they get hard countered by Immortals (but what mech unit doesn't?). I think it's cool they've added the active AA switching, but mech is supposed to be built around the siege tank. There was a nice post outlining why Thors, Warhounds, etc are not mech units because they operate functionally the same as Bio except for a different skin and upgrade path. Having to go mass Thor/Hellbat with ghost support seems a pretty lame "mech" style, even if it's effective.
The ponciest ponce that ever ponced past a poncing palour.
Aulisemia
Profile Joined August 2011
United States123 Posts
December 09 2012 20:18 GMT
#338
On December 10 2012 03:43 RandomMan wrote:
Show nested quote +
I think vikings can be phased out in exchange for turrets/ widow mines for drop defense and techlab starport tech for handling those larger units. Seeker + emp kills collosus, imortals, archons now but feedback is still the biggest problem.


feedback is a problem? seeker missile has 10 casting range, how many casting range is feedback? how on earth HT can feedback raven when raven protected by tank firepower, which clearly out range feedback range? you do not event need emp now cause seeker missile 1 shot immortal, while colossus left 50 hp, archon left 50 sp + 10 hp, which will be wipe off by long range tank fire + new thor A move attack.


So now we're going tank/hellbat/thor/ghost/raven/viking/banshee? Seems like you're stretching yourself too thin, especially since HSM has such a long recharge time on the energy.
The ponciest ponce that ever ponced past a poncing palour.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2012-12-09 20:32:56
December 09 2012 20:30 GMT
#339
Now it is just waiting on the moment when toss realise that when they add a few carriers to their tempest balls PDDs become useless.


The way I play mech against Toss that isn't going to be a problem for me.

I push with turrets/depot walls on the side of me while slowly creeping through the map. The PDDs go over my army since I can never really be agressive with the vikings/thors anyway or they die to everything else the toss has.

My style heavily revolves around pushing super slow and safe, while also moving around with hellions to hurass.

So now we're going tank/hellbat/thor/ghost/raven/viking/banshee? Seems like you're stretching yourself too thin, especially since HSM has such a long recharge time on the energy.


Not sure if this is towards me, but I don't bother with banshees, get minimal thors, around 6 ghosts/ravens and minimal vikings depending on the situation. The main unit you really want is tanks, because even though immortals hard counter them, they can still be really good with decent support.

Also to the guy you were replying too, HSM really is useless, just use auto-turrets and PDD. You'll have a much better time.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2012-12-09 20:37:24
December 09 2012 20:36 GMT
#340
On December 10 2012 05:09 TheFrankOne wrote:
So, how do mech terran deal with fast blink builds? I have been going for 2 base 8 gate blink all ins and they have been working phenomenally. I get out a robo for obs but even if it gets sniped I can roll in my MS core to provide vision. Except for daybreak i think it works on every map, becasue there's someplace you can blink up into the main.


I love to be proven wrong, but I seriously doubt there is a mech counter to blink (all-ins). You dont just lack mobility, but you also lack the ability to make the toss lack mobility. Zerg has infestors/speedlings which can hamper the toss's retreat, and also speedroaches for example will be able to keep up quite reasonably with blink stalkers.

Terran bio has marauders which will slow down some of them stalkers, and just like zerg they can also directly follow the stalkers when they try to retreat. So a mech army not only has the issue of obvious immobility to defend against stalkers, they also dont really have the ability to punish a toss for making an error with his blink stalkers, he can always retreat and a mech army cant do anything about it.


The way I play mech against Toss that isn't going to be a problem for me.

I push with turrets/depot walls on the side of me while slowly creeping through the map. The PDDs go over my army since I can never really be agressive with the vikings/thors anyway or they die to everything else the toss has.

A carrier will still make your PDDs fairly useless, since the interceptors drain its energy so fast.
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