• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:26
CEST 14:26
KST 21:26
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro8 Preview Pt2: Holding On8Maestros of the Game: Live Finals Preview (RO4)5TL.net Map Contest #21 - Finalists4Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15
Community News
PartinG joins SteamerZone, returns to SC2 competition(?)55.0.15 Balance Patch Notes (Live version)68$2,500 WardiTV TL Map Contest Tournament 151Stellar Fest: StarCraft II returns to Canada11Weekly Cups (Sept 22-28): MaxPax double, Zerg wins, PTR12
StarCraft 2
General
5.0.15 Balance Patch Notes (Live version) ZvT - Army Composition - Slow Lings + Fast Banes PartinG joins SteamerZone, returns to SC2 competition(?) Stellar Fest: StarCraft II returns to Canada Had to smile :)
Tourneys
$2,500 WardiTV TL Map Contest Tournament 15 Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 Maestros of The Game—$20k event w/ live finals in Paris
Strategy
Custom Maps
External Content
Mutation # 493 Quick Killers Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight
Brood War
General
RepMastered™: replay sharing and analyzer site Thoughts on rarely used units [ASL20] Ask the mapmakers — Drop your questions Recommended FPV games (post-KeSPA) [ASL20] Ro8 Preview Pt2: Holding On
Tourneys
[ASL20] Ro8 Day 4 [ASL20] Ro8 Day 3 Small VOD Thread 2.0 3D!Community Brood War Super Cup №3
Strategy
Current Meta I am doing this better than progamers do. Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Path of Exile Liquipedia App: Now Covering SC2 and Brood War!
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts The Automated Ban List BarCraft in Tokyo Japan for ASL Season5 Final
Blogs
Mental Health In Esports: Wo…
TrAiDoS
[AI] Sorry, Chill, My Bad :…
Peanutsc
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1973 users

TvP Mech still not viable? - Page 21

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 19 20 21 22 23 59 Next
MirageTaN
Profile Joined June 2012
Singapore871 Posts
December 10 2012 15:39 GMT
#401
MorroW made it happen
#TLWIN TI7, TLDota BEST TL
{ToT}ColmA
Profile Joined November 2007
Japan3260 Posts
December 10 2012 15:43 GMT
#402
banshees will not force any more stalkers to the point that it will become relevant, most master / gm protoss i face go into heavy archon / stargate when seeing it (i did this mech with banshee style yesterday for like 20 games); have like 1 game were protoss is not smart and does as u say, build a lot of stalkers. the heavy gateway warpins come in when they trade with u and their stuff is faster reproduced.

@randomman, please read before u make up shit, its not even worth replying to
The only virgins in kpop left are the fans
Aquila-
Profile Blog Joined April 2011
516 Posts
December 10 2012 15:47 GMT
#403
Yes blizzard buffed mech, but the wrong way. Imo they have no idea why mech tvp is not viable. Their buffs helped but the core problems still remain. The question is not "is it somehow possible to pölay mech", the question is "is it as good as bio and therefor a viable strategy". Sure I can play mech and one day win a game with it because my opponent was dumb, but why would I if I could have won all those games with bio? The protoss players can blink harass the entire game, move his mobile army around, take all bases on the map...if you play tanks you will spend the entire game sieging and unsiegeing trying to protect your expos just to finally be greeted by air toss, same as TvZ lategame where your tanks are useless against broods. You cant split your army or it will get stomped, so how do you protect more than 3 or 4 bases? For example on star station. Imo the only mech style that could work is hellbat thor but I tried that like 50 games, even made ghosts, vikings and everything needed but in the end got overrun by either 25 gateways warping in mass stalker to finish off my wounded mech army after barely killing all immortals/archons, or by carrier tempest templer...
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 10 2012 15:55 GMT
#404
On December 11 2012 00:35 Penev wrote:
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.


I mean, c'mon.. Mech finally just got something.. How, why do you want HT's to counter mech? You've got whole robo tech + zealots + stargate tech against mech.. You really want all tech paths to counter mech right?
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
December 10 2012 15:57 GMT
#405
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.


Storm is actually really good at mech. The reason why it's good is that you'll always do full damage as tanks/thors can't/can barely move out of them.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Yoshi Kirishima
Profile Blog Joined July 2009
United States10357 Posts
Last Edited: 2012-12-10 16:07:10
December 10 2012 15:58 GMT
#406
On December 10 2012 19:52 Sapphire.lux wrote:
Show nested quote +
On December 10 2012 19:27 Qikz wrote:
On December 10 2012 19:24 Everlong wrote:
On December 10 2012 19:09 submarine wrote:
Generally speaking:
Tanks are just too weak against toss units. Sieged up tanks just do not trade well with toss units except maybe sentries and templars. That is a simple fact. It is true in WoL and in HotS. Go to the unit tester and A-move a chargelot, immortal archon army into sieged up tanks. It's not even a close fight. Now imagine the toss would do some splitting, or drops! If you want to make positional tank based TvP possible sieged up siegetanks need to trade well with normal toss ground units.

As others already have said: The best solution i can think of is to add a damage upgrade to tanks against shields at either the armory or the fusion core. That way you can directly tune tanks without affecting the other match-ups or 111s. In the long run you would still have to get some ghosts to deal with immortals.

Tanks trade mobility for firepower, but right now the firepower is just not there.


Yeah, I think that is true if you want to play the traditional BW style mech (which truly is mech). But I'm not sure this playstyle has it's place and bright future in SC2 due to the nature of how units clump, how much dmg they do, how fast the game is and how the maps look like. Blizzard wants Terran to use all tech paths. But who knows. Now it's good time to try to buff tank and see how it playes out. But I'm afraid that if they were ever willing to do so, they would've done it before all those changes supposed to help mech. Blizzard is just not going to buff tanks I'm afraid.


I think they will buff tanks, but they wanted to try everything else before they tried it to see if it really was the weak tank causing the issues or not.

They made the warhound as a "core" unit for HOTS after all. I think they know the Tank "problem" in TvP and they just don't want mech to be BW like, for whatever reason.

Show nested quote +
On December 10 2012 19:14 Yoshi Kirishima wrote:
On December 10 2012 18:05 Sissors wrote:
On December 10 2012 17:55 AngryPenguin wrote:
People don't understand that mass tank is not "mech", they start to mass tanks and they think that everything is fine with that.. Have you ever tried to play a game by mass colossi? (lol)

Mech IS mass tanks. Sure augmented by other units, but mech is the positional play inherent to tanks. Sure you can make a hellbat - thor army, but thats not what is meant by mech.

i stopped using cloakshees long ago. maybe i forgot a few references in the guide about this..

I would say more than a few


Disagree... any heavily factory based composition is mech. Maybe you should call mass tanks as BW style mech, but even that sounds weird. SC2's a different game, units have changed and so do the strategies.

Also, just because tanks are much more positional than other mech units doesn't mean those other mech units still aren't more positional than bio. Their slow nature and transformation abilities make it more important to position them before the battle, unlike bio where you are faster and can reposition easier.

If you are talking about mass tanks... why not just call it mass tanks? Or tank heavy mech. Otherwise if I talk about thor hellion tank. with less than half of my army being mech, I will have to call it thor hellion tank banshee all the time...? You can build so many hellions, if I have 3 reactor factories and 3 TL factories on 3 base like Liquid Sea, and I'm saving up more lots of hellions to suicide them at 2 of his bases (which have lots of canons), while also saving some for defense, and my hellion supply is larger than half my army... suddenly it's not mass tank, and it's not mech? I don't think so

You know that by "mech" people are not referring to the unit description or the building it comes from, but about the play style. Marine Tank is much more mech like then Thor+Hellbat. Hell, Thor/ Hellbat plays much more like bio then mech. Though i agree we should probably use terms like: Tank based mech, to be more clear.

And lets not kid ourselfs with "positioning" here, a Thor Hellbat composition is a "1a" comp, without the positioning aspects of Tank based comps and without the micro abilities of bio. Thors in general are ugly units when massed.



First of all I don't think a significant majority of the people consider that to be the definition of mech. Yes, mech has been iconically defined by positional siege tank play from BW, but that doesn't have to be the same with SC2. Even in SC1, many times a player would have a very very high goliath count to deal with carriers, much more than his tanks. If we were to define what he's doing in that particular moment, or even in the overall duration of the game if they were doing carrier vs goliath for that long, would we no longer call it mech? What playstyle would we refer it to, goliaths? It's similar to how we both agree on trying to be more specific about things (like tank based mech), we could call it goliath heavy mech, but even then it means that it isn't the only kind of mech. As we can see, tanks are quite weaker in SC2 in many aspects, and thus are already used in different ways. They are still positioning units, but because of their even small differences in usage, it's already a different style.

Also if we are to define it by play style, then how shall we define play style? The overall focus of the player in a game? The overall intended focus of the player from the start of the game, before anything happens? Let's take a game where a mech player is going hellion siege tank. He happens to burn all of his opponents' probes due to a mistake he made. Since the terran doesn't want to drag it out, he attacks with all his SCVs+2-3 tanks + Hellions, before siege mode is even done. He kills the protoss. Are we here to then say he played bio? The playstyle is certainly not positional -- he harassed like a bio player and attacked aggressively. If someone asks "did he go bio or mech", what will the answer be? He was intending to go mech but ended up playing more like bio. So would it not be ok to ask "did he go bio or mech" but instead he must ask "did he open with barracks tech and barracks units or did he open with factory tech and factory units"?

Also, although a thor/hellion kind of composition can 1a, especially when ahead (and usually used as an all-in build or push), 1a'ing isn't the maximum you can micro your army to, and thus we shouldn't describe it as a 1a composition. For example, a mass baneling army will destroy a thor hellion composition, as seen in Nestea vs Nada in GSL, on Belshir Beach despite having so many BFH in front of his thors. You can 1a but even with protoss deathballs that is an exaggeration. If you remember thor hellion boxer vs zenio back in GSL, he noticed Zenio's composition and spread out his thors so much so that banelings and fungals would do almost nothing. He would run his hellions behind his thors, instead of tanking for his thors, just like marines running behind tanks, forcing the infestors and banelings to be ineffective, while the still alive hellions prevent the zerglings from engaging and disallowing them from surrounding the hellions.

Whether or not the majority of the players just clump up and 1a doesn't matter, when there is a significant advantage to positioning them, and because of that people should strive to micro them and not just 1a, even pros. Nada got punished heavily by it, so there is no reason not to micro your army to the best you can, even if you are ahead.

I agree with the marine tank being a lot like mech, but it is also a lot like bio. But again if we were to strictly define it by playstyle, then would bomber's 3 base marine tank build (used several months ago to success) be considered mech since he literally defends and does not drop or harass, and just does a 3 base push?
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 10 2012 16:07 GMT
#407
On December 11 2012 00:55 Everlong wrote:
Show nested quote +
On December 11 2012 00:35 Penev wrote:
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.


I mean, c'mon.. Mech finally just got something.. How, why do you want HT's to counter mech? You've got whole robo tech + zealots + stargate tech against mech.. You really want all tech paths to counter mech right?


Zealots counter mech in HOTS? Helbat got remove like warhound?
Robo does not counter mech, depending whether you recognize air units, particularly raven as part of mech.
Hider
Profile Blog Joined May 2010
Denmark9404 Posts
Last Edited: 2012-12-10 16:14:34
December 10 2012 16:11 GMT
#408
On December 11 2012 00:58 Yoshi Kirishima wrote:
Show nested quote +
On December 10 2012 19:52 Sapphire.lux wrote:
On December 10 2012 19:27 Qikz wrote:
On December 10 2012 19:24 Everlong wrote:
On December 10 2012 19:09 submarine wrote:
Generally speaking:
Tanks are just too weak against toss units. Sieged up tanks just do not trade well with toss units except maybe sentries and templars. That is a simple fact. It is true in WoL and in HotS. Go to the unit tester and A-move a chargelot, immortal archon army into sieged up tanks. It's not even a close fight. Now imagine the toss would do some splitting, or drops! If you want to make positional tank based TvP possible sieged up siegetanks need to trade well with normal toss ground units.

As others already have said: The best solution i can think of is to add a damage upgrade to tanks against shields at either the armory or the fusion core. That way you can directly tune tanks without affecting the other match-ups or 111s. In the long run you would still have to get some ghosts to deal with immortals.

Tanks trade mobility for firepower, but right now the firepower is just not there.


Yeah, I think that is true if you want to play the traditional BW style mech (which truly is mech). But I'm not sure this playstyle has it's place and bright future in SC2 due to the nature of how units clump, how much dmg they do, how fast the game is and how the maps look like. Blizzard wants Terran to use all tech paths. But who knows. Now it's good time to try to buff tank and see how it playes out. But I'm afraid that if they were ever willing to do so, they would've done it before all those changes supposed to help mech. Blizzard is just not going to buff tanks I'm afraid.


I think they will buff tanks, but they wanted to try everything else before they tried it to see if it really was the weak tank causing the issues or not.

They made the warhound as a "core" unit for HOTS after all. I think they know the Tank "problem" in TvP and they just don't want mech to be BW like, for whatever reason.

On December 10 2012 19:14 Yoshi Kirishima wrote:
On December 10 2012 18:05 Sissors wrote:
On December 10 2012 17:55 AngryPenguin wrote:
People don't understand that mass tank is not "mech", they start to mass tanks and they think that everything is fine with that.. Have you ever tried to play a game by mass colossi? (lol)

Mech IS mass tanks. Sure augmented by other units, but mech is the positional play inherent to tanks. Sure you can make a hellbat - thor army, but thats not what is meant by mech.

i stopped using cloakshees long ago. maybe i forgot a few references in the guide about this..

I would say more than a few


Disagree... any heavily factory based composition is mech. Maybe you should call mass tanks as BW style mech, but even that sounds weird. SC2's a different game, units have changed and so do the strategies.

Also, just because tanks are much more positional than other mech units doesn't mean those other mech units still aren't more positional than bio. Their slow nature and transformation abilities make it more important to position them before the battle, unlike bio where you are faster and can reposition easier.

If you are talking about mass tanks... why not just call it mass tanks? Or tank heavy mech. Otherwise if I talk about thor hellion tank. with less than half of my army being mech, I will have to call it thor hellion tank banshee all the time...? You can build so many hellions, if I have 3 reactor factories and 3 TL factories on 3 base like Liquid Sea, and I'm saving up more lots of hellions to suicide them at 2 of his bases (which have lots of canons), while also saving some for defense, and my hellion supply is larger than half my army... suddenly it's not mass tank, and it's not mech? I don't think so

You know that by "mech" people are not referring to the unit description or the building it comes from, but about the play style. Marine Tank is much more mech like then Thor+Hellbat. Hell, Thor/ Hellbat plays much more like bio then mech. Though i agree we should probably use terms like: Tank based mech, to be more clear.

And lets not kid ourselfs with "positioning" here, a Thor Hellbat composition is a "1a" comp, without the positioning aspects of Tank based comps and without the micro abilities of bio. Thors in general are ugly units when massed.



First of all I don't think a significant majority of the people consider that to be the definition of mech. Yes, mech has been iconically defined by positional siege tank play from BW, but that doesn't have to be the same with SC2. As we can see, tanks are quite weaker in SC2, and thus are already used in different ways. They are still positioning units, but because of their even small differences in usage, it's already a different style.

Also if we are to define it by play style, then how shall we define play style? The overall focus of the player in a game? The overall intended focus of the player from the start of the game, before anything happens? Let's take a game where a mech player is going hellion siege tank. He happens to burn all of his opponents' probes due to a mistake he made. Since the terran doesn't want to drag it out, he attacks with all his SCVs+2-3 tanks + Hellions, before siege mode is even done. He kills the protoss. Are we here to then say he played bio? The playstyle is certainly not positional -- he harassed like a bio player and attacked aggressively. If someone asks "did he go bio or mech", what will the answer be? He was intending to go mech but ended up playing more like bio. Are you really saying that it's not ok to ask "did he go bio or mech" but instead he must ask "did he open with barracks tech and barracks units or did he open with factory tech and factory units"?

Also lets not kid ourselves with positioning here, a mass baneling army will destroy a thor hellion composition, as seen in Nestea vs Nada in GSL, on Belshir Beach. It is not 1a. You can 1a but even with protoss deathballs that is an exaggeration. Watch thor hellion boxer vs zenio back in GSL; notice that thor hellion positioning?

Whether or not the majority of the players just clump up and 1a doesn't matter, when there is a significant advantage to positioning them, and because of that people should strive to micro them and not just 1a, even pros. Nada got punished heavily by it, so there is no reason not to micro your army to the best you can, even if you are ahead.


Im sorry but you are just wrong. Mech revolves around tanks and positional play. That's what people imply when they argue that they want mech to be viable. Tankless mech is more boring than bio (because at least you can micro that). Mass thors for instance, is just boring gameplay.
I assume Blizzard has the same deifnition, but they really are clueless to the fundemnetal problem.

In WOL the only style of mech that was viable was the ultra heavy turtling invented by Lyyna. But it's not really an entertaining way of playing (as you need to wait like 35/40+ min of turtling and getting ravens/bc's, ghosts, ........) to be able to beat the toss in a striaght up fight.

I believe the kind of mech that should be viable in tvp is the same kind of mech that is viable as in tvt (mech vs bio). You can turtle and defned well o n3 bases against drops/multipronged harass etc, which are always entertaining. BUt when you get that 200 ball of tanks/hellions (maybe 1-2 thors), you own the bio player in a straight up fight.
So either the bio player needs to counterattack or tech up to air.
The same thing sohuld apply to the protoss. The protoss should be abusing the immoblity while teching up to tempest/carriers etc. (or he could just commit completely to harass and thuse never allow the terran to reach 200 food of mech army).

ANyway the fundemental problems could be fixed by giving terran mech options to deal with archons and immortals (without the use of EMP). I am interested in knowing how seeker missile could solve this problem, but I think ravens probably are too gas heavy to really be viable along with mech (untill you are on 4+ bases).

One "easy" solution could be to change the cost of ravens to 200/150 or something like that (maybe even 200/125), and see how it works out. That change wouldn't really distrube the balance of the other matchups signifcantly.
Bagi
Profile Joined August 2010
Germany6799 Posts
December 10 2012 16:13 GMT
#409
Good old thor/banshee/hellion seems really strong. Harass with cloaked banshees and abuse the medivac speed boost to drop hellbats right in their mineral lines. Its ridiculously effective, borderline broken. Considering that the strat was "okay" for timing attacks in WoL and is now buffed in all aspects (thors no longer countered by HT, hellbats make for much better tanks, banshees get all your upgrades) its definitely something that could become a staple terran strategy.

VRs seem like the most obvious counter, but I've yet to see a protoss build them in bigger numbers. Having just 4-5 will evaporate in a few thor volleys.

Of course rushes are a pain in the ass to hold, especially blink stalkers. If they want terrans to go mech, they need to remove mobile detection from MSC, maybe give them the ability to give detection to a building instead or something.
RandomMan
Profile Joined December 2012
44 Posts
December 10 2012 16:22 GMT
#410
On December 11 2012 00:47 Aquila- wrote:
Yes blizzard buffed mech, but the wrong way. Imo they have no idea why mech tvp is not viable. Their buffs helped but the core problems still remain. The question is not "is it somehow possible to pölay mech", the question is "is it as good as bio and therefor a viable strategy". Sure I can play mech and one day win a game with it because my opponent was dumb, but why would I if I could have won all those games with bio? The protoss players can blink harass the entire game, move his mobile army around, take all bases on the map...if you play tanks you will spend the entire game sieging and unsiegeing trying to protect your expos just to finally be greeted by air toss, same as TvZ lategame where your tanks are useless against broods. You cant split your army or it will get stomped, so how do you protect more than 3 or 4 bases? For example on star station. Imo the only mech style that could work is hellbat thor but I tried that like 50 games, even made ghosts, vikings and everything needed but in the end got overrun by either 25 gateways warping in mass stalker to finish off my wounded mech army after barely killing all immortals/archons, or by carrier tempest templer...


Your question reflects the earnest desire of all terrans, and the most terrify nightmare of all toss and zergs, which is, IF MECH CANNOT ROLL OVER MY OPPONENT AS STRONG AS MY GOOD OLD BIO BUILD, THEN IT IS NOT A VIABLE STRATEGY.

But I do agree with you one part, why would any terrans go mech, when bio now is so much "FUN" to use since medivac are "finally a good unit in the latest patch" and my bio ball doesnt seems to fear storm and colossi.

So how you feel playing a deathball now? Thats right, unable to freely split your army and struggling to deal with multi prong drops are the signatures of toss throughout the whole 2 years in WOL. And welcome to mech playstyle, because unlike bio ball, mech is all about deathballing.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2012-12-10 16:25:22
December 10 2012 16:25 GMT
#411
On December 11 2012 01:07 RandomMan wrote:
Show nested quote +
On December 11 2012 00:55 Everlong wrote:
On December 11 2012 00:35 Penev wrote:
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.


I mean, c'mon.. Mech finally just got something.. How, why do you want HT's to counter mech? You've got whole robo tech + zealots + stargate tech against mech.. You really want all tech paths to counter mech right?


Zealots counter mech in HOTS? Helbat got remove like warhound?
Robo does not counter mech, depending whether you recognize air units, particularly raven as part of mech.


Oh my god, I think we can now abandon this discussion.. "Robo does not counter mech" is enough for me. Guys, save your time, we might try next time..
Dvriel
Profile Joined November 2011
607 Posts
December 10 2012 16:25 GMT
#412
On December 11 2012 00:39 MirageTaN wrote:
MorroW made it happen


REallly?When?Where?You can see,Morrow doesnt play HotS anymore after posting in the Blizz forums about how hard is to try mech and was never able to make it work...
RandomMan
Profile Joined December 2012
44 Posts
December 10 2012 16:26 GMT
#413
On December 11 2012 00:57 Qikz wrote:
Show nested quote +
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.


Storm is actually really good at mech. The reason why it's good is that you'll always do full damage as tanks/thors can't/can barely move out of them.


The reason storm not good vs tanks are not because of damage, but how the hell a templar land a storm when your tanks significantly outrange HT storm range?
RandomMan
Profile Joined December 2012
44 Posts
Last Edited: 2012-12-10 16:38:01
December 10 2012 16:28 GMT
#414
On December 11 2012 01:25 Everlong wrote:
Show nested quote +
On December 11 2012 01:07 RandomMan wrote:
On December 11 2012 00:55 Everlong wrote:
On December 11 2012 00:35 Penev wrote:
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.


I mean, c'mon.. Mech finally just got something.. How, why do you want HT's to counter mech? You've got whole robo tech + zealots + stargate tech against mech.. You really want all tech paths to counter mech right?


Zealots counter mech in HOTS? Helbat got remove like warhound?
Robo does not counter mech, depending whether you recognize air units, particularly raven as part of mech.


Oh my god, I think we can now abandon this discussion.. "Robo does not counter mech" is enough for me. Guys, save your time, we might try next time..


Please enlighten me how an immortal kills off, or simply any unit in robo, kills off raven, before the seeker missile 1 shot immortal or reduce colossi to 50 hp?

Or you are one of those no-brainer terran that refuse to recognize air units as mech, even after Blizzard go as far to give you 6 free upgrades for your mech+air?
Penev
Profile Joined October 2012
28487 Posts
December 10 2012 16:33 GMT
#415
On December 11 2012 00:55 Everlong wrote:
Show nested quote +
On December 11 2012 00:35 Penev wrote:
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.


I mean, c'mon.. Mech finally just got something.. How, why do you want HT's to counter mech? You've got whole robo tech + zealots + stargate tech against mech.. You really want all tech paths to counter mech right?

I don't want them to counter mech but I also don't want them to be completely useless. If you make templar tech completely useless than no Protoss will ever choose that tech path making the game more predictable. You have to look at these problems in an unbiased way; How to make the game as interesting and diverse as possible while keeping it balanced and in this case make mech viable vs P.
Storm is actually really good at mech. The reason why it's good is that you'll always do full damage as tanks/thors can't/can barely move out of them.

Against clumped up tanks this is true, a storm can damage (not outright kill) them but because of the range the templar cannot just do this unpunished; The Protoss has to suicide them or employ some special tactics (have zealots bait and Storm drops ). Isn't this the biggest reason for making mech viable vs P anyway? To ad options to the match up?
I Protoss winner, could it be?
RandomMan
Profile Joined December 2012
44 Posts
December 10 2012 16:33 GMT
#416
On December 11 2012 00:21 Markwerf wrote:
Show nested quote +
On December 10 2012 23:21 {ToT}ColmA wrote:
hardened shield is not the problem of the immortal, its the dmg output they do to mech which destroys tank lines, ghost there or not, immortals are freaking cost efficent vs x amount of tanks but the other way around its not working that way, u ll mostly trade inefficent as mech, the only times i see terran trade out fights evenly with protoss is when protoss is dumb enough to run into a fortified position

first game is on daybreak, only efficient fight i had was when 200 vs 200 he ran into my position, anything else went badly my way and only won cuz of more expansions / minerals

http://drop.sc/283321

Second game i just play without ghost just to try, ground doesnt work well without ghost, immortals just destroy any ground in seconds, mass bcs work surprisingly well even thou i didnt really micro etc, so the upgrade combination with the last patch helped ~_~

http://drop.sc/283322


no it's the combination of both hardened shield and it's damage output that makes them so goddamn good against tank based mech. Adding in ghosts to counter immortals can work but is just really hard, first of all tanks outrange emp so even if you do manage to emp all immortals the hardened shield will likely still have absorbed the first shots and your emp was only a 90 damage aoe spell. The damage output makes them really strong too but without the hardened shield they could never close in on a tank line so easily as they can now.

If you try mech now I'd really suggest to incorporate good amounts of banshees. Banshees are great against toss since they trade quite well with stalkers and phoenixes are easily countered by thors. Banshees can thus force big amounts of stalkers which really make your tanks shine. Banshees also provide great mobility and good (counter) harassment potential. Of course adding in a raven or two if gas permits is pretty good now and a great way to deal with immortals, archons and dt's too.


90 damages aoe spell is still way better than storm 80 damages, plus its instant damage so once hit you cant dodge anymore.
Dvriel
Profile Joined November 2011
607 Posts
December 10 2012 16:35 GMT
#417
To all the people saying Mech is OK,viable and Terran dont know how to play:just post a single replay or vod where any master/GM player made it work.There is Lyyna in WoL,but it only works when P got no clue how to deal with it or is the first time they face it.Now that mech is so popular in HotS,I just wanna see some replays and all this thread will go to an end and we as Terran should figure it out and finally learn how to do it.
RandomMan
Profile Joined December 2012
44 Posts
Last Edited: 2012-12-10 16:50:21
December 10 2012 16:48 GMT
#418
To all the people saying mech is NOT OK, not viable and terran know how to play: just rage whine in B.net and ask for more buff. Let me suggest, maybe next patch should merge infantry upgrades with mech and air, available in E.bay of course, and cost only 100 minerals 100 gas, so that terrans can finally "use" ghost for mech play.

Oh wait, ghost is not mech alright, so why dont we add one more ability to tanks using cooldown with 10 casting range and 15 leash range that deals 300 damages to a single ground target with 3 seconds charge up? That should make mech "VIABLE" now.
ZjiublingZ
Profile Joined September 2011
United Arab Emirates439 Posts
December 10 2012 16:52 GMT
#419
On December 11 2012 01:28 RandomMan wrote:
Show nested quote +
On December 11 2012 01:25 Everlong wrote:
On December 11 2012 01:07 RandomMan wrote:
On December 11 2012 00:55 Everlong wrote:
On December 11 2012 00:35 Penev wrote:
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.


I mean, c'mon.. Mech finally just got something.. How, why do you want HT's to counter mech? You've got whole robo tech + zealots + stargate tech against mech.. You really want all tech paths to counter mech right?


Zealots counter mech in HOTS? Helbat got remove like warhound?
Robo does not counter mech, depending whether you recognize air units, particularly raven as part of mech.


Oh my god, I think we can now abandon this discussion.. "Robo does not counter mech" is enough for me. Guys, save your time, we might try next time..


Please enlighten me how an immortal kills off, or simply any unit in robo, kills off raven, before the seeker missile 1 shot immortal or reduce colossi to 50 hp?


Against my better judgement I will respond to you RandomMan, even though you have been acting like a child throughout this thread (where the Mods at?). Using a 200 gas unit, that takes 2 minutes to "counter" a 100 gas unit, that takes at most 55 seconds to make, isn't generally an example of a counter. It's akin to saying Carriers "counter" Roaches. Yes, they do beat them, but it's not realistic to use them for that purpose throughout the game.

Of course it could be useful to have 1 Raven now with cheaper DT's, the usefullness of PDD, auto-turrets to block chargelots, and now HSM to kill off 1 Immortal. That's enough utility to make them worth it for sure IMO. But as far as making multiple Ravens just to counter multiple Immortals - there's only one specific situation where that makes any sense at all: In a maxed out situation where the 2 supply Raven killing the 4 supply Immortal is a supply-efficient counter AND when resources aren't a limiting factor to your composition. I.E. you can't max out on Ravens in your first max out, or you are vulnerable to attacks before that, wherein you have traded 200 gas to remove a 100 gas unit from the fight, that's not cost-efficient. Not being cost-efficient in engagements (with gas at least) against Protoss - who should have more bases than you - is a recipe for failure.
pOriishan
Profile Joined December 2012
45 Posts
December 10 2012 16:52 GMT
#420
On December 11 2012 00:35 Penev wrote:
On the energy bar thing: Mech should have some energy bars to keep HT's a somewhat viable choice. Storms don't quite effect mech like it does bio.

I think you don't have any idea what you're saying. HTs are good against mech with both feedback and storm. Tbh, feedback is the only reason makes mech weak in WoL ( Thor with stupid engergy bar for nothing ). And storm does damage well against vikings, helions, thors, scv repairs.
Carrier has arrived
Prev 1 19 20 21 22 23 59 Next
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
WardiTV Mondays #54
MaxPax vs SKillousLIVE!
TBD vs Classic
WardiTV634
IndyStarCraft 160
CranKy Ducklings130
Rex98
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 311
IndyStarCraft 160
Rex 98
SortOf 98
ProTech75
Codebar 1
StarCraft: Brood War
Britney 33891
Calm 4823
Rain 3341
Bisu 1731
BeSt 1550
GuemChi 1492
EffOrt 518
Mind 462
Shuttle 435
Stork 312
[ Show more ]
firebathero 304
Soma 257
Mini 255
Light 246
Leta 236
Hyun 216
Zeus 175
ZerO 169
ggaemo 127
Hyuk 106
Barracks 86
Snow 65
Soulkey 63
JYJ59
Rush 55
Aegong 43
Mong 42
Sharp 41
sorry 40
Movie 39
Killer 37
JulyZerg 29
Backho 21
Bale 21
SilentControl 19
HiyA 16
Free 15
scan(afreeca) 15
ajuk12(nOOB) 13
Shine 12
Yoon 10
Terrorterran 10
Noble 7
Dota 2
qojqva944
Cr1tdota878
boxi98292
XcaliburYe216
420jenkins122
Counter-Strike
markeloff0
Super Smash Bros
Westballz24
Other Games
gofns23702
tarik_tv13035
singsing2151
B2W.Neo1080
DeMusliM369
crisheroes313
ArmadaUGS76
NeuroSwarm47
QueenE26
ToD20
ZerO(Twitch)6
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV460
League of Legends
• Nemesis1335
• TFBlade288
Other Games
• Shiphtur59
Upcoming Events
Online Event
4h 34m
Online Event
22h 34m
[BSL 2025] Weekly
1d 5h
Safe House 2
1d 5h
Sparkling Tuna Cup
1d 21h
BSL Team Wars
2 days
Team Bonyth vs Team Dewalt
Dewalt vs kogeT
JDConan vs Tarson
RaNgeD vs DragOn
StRyKeR vs Bonyth
Aeternum vs Hejek
Replay Cast
2 days
The PondCast
5 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 3
Maestros of the Game
HCC Europe

Ongoing

BSL 20 Team Wars
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Acropolis #4 - TS2
EC S1
ESL Pro League S22
Frag Blocktober 2025
Urban Riga Open #1
FERJEE Rush 2025
Birch Cup 2025
DraculaN #2
LanDaLan #3
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
WardiTV TLMC #15
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.