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Mech TvP Exploration - Page 3

Forum Index > SC2 General
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Mortal
Profile Blog Joined November 2010
2943 Posts
April 04 2012 03:39 GMT
#41
On April 04 2012 12:07 Caliber wrote:
ghost b/c also super unexplored late game vs P


you want to add thors in there just to really hammer the gas requirement home?
The universe created an audience for itself.
TBone-
Profile Blog Joined November 2010
United States2309 Posts
Last Edited: 2012-04-04 03:44:20
April 04 2012 03:43 GMT
#42
I think the biggest problem is that people are making opinions without actually testing it or playing it themselves. I go mech in every game against protoss, sure its on the diamond level, but there its having a very good success rate. I find that the problems people are saying are not actually problems.

The classic immobility one people always say. That's just such a dumb statement. That's not a Starcraft term. Saying all the factory and starport units are all slow is just wrong. If you need to get around the map fast you use hellions and viking/banshee.

Another misconception is that people think tanks are just bad against all the protoss units. But their just thinking of tanks verse zealots. Tanks verse immortals etc. When there are generally 6 other unit types in your army. Drastically changing that equation. I find actually the longer the game goes on the stronger the mech army becomes. Specifically because you have more units to put in front of your tanks, which is the most important concept of any mech vs Protoss engagement.

I hope everyone reads this post, because every time I see someone say something like "tanks are bad against protoss" or "mech is to immobile to use" just makes me so angry.

edit: A third example of misconceptions is harassment is to good against mech. Which is not actually that hard to deal with. Turrets, hellions, banshees, and ravens to a lesser extent, all deal with the harassment quite effeciently.
Eve online FC, lover of all competition
KING CHARLIE :D
Profile Blog Joined March 2012
United States447 Posts
April 04 2012 03:48 GMT
#43
Everyone is always skeptical of this style, but I think that if a great player puts their mind to something ANYTHING IS POSSIBLE! I love innovative play, and people who can believe in themselves. So whoever makes this work is going to seriously be MY HERO! =D
NO TEAM WILL EVER BE AS GOOD AS TEAM LIQUID!
TBone-
Profile Blog Joined November 2010
United States2309 Posts
April 04 2012 03:49 GMT
#44
On April 04 2012 12:48 KING CHARLIE :D wrote:
Everyone is always skeptical of this style, but I think that if a great player puts their mind to something ANYTHING IS POSSIBLE! I love innovative play, and people who can believe in themselves. So whoever makes this work is going to seriously be MY HERO! =D


Than Vile Illusion is your hero.
Eve online FC, lover of all competition
vthree
Profile Joined November 2011
Hong Kong8039 Posts
April 04 2012 03:54 GMT
#45
Yeah, turrets, hellions, banshees and ravens all hard counter blink stalkers? Right?
SovietHammer
Profile Joined March 2011
United States166 Posts
April 04 2012 04:05 GMT
#46
On April 04 2012 12:29 Filter wrote:
Hellions take 7 shots to kill a Zealot, Sieged up Tanks take 5 and the reload time is 2.5seconds/3seconds meaning it takes a Hellion 17.5 seconds to fry a single zealot and a tank 15 seconds. I don't know about you but that's a lot time for a unit that has a charge ability to get to what it needs to hit. If Hellions are buffering for the tanks they can't kite and it will take a zealot about 7 seconds to kill a hellion. That doesn't even count the tanks own splash hitting the hellions.

Thors don't enter into the conversation, they get rolled by immortals, void rays, and feedback. I also don't think they'd be able to kill off the 7 zealots they essentially cost to make (factoring gasx2) one on one, it wouldn't even be close.

You're immobile with mech as well, so the zealots can warp into your main, toss can have two more bases than you with a couple cannons to stop runbys etc. The Zealot, basically by itself can kill a mech army lategame. Let alone once you start adding in stalkers against hellions, immortals against tanks, void rays against the whole composition, templar against thors/banshees and it gets really messy.

The problem is for every one unit a mech unit can kill effectively there's 3 or 4 more than can kill that unit with ease. There's also several units that flat out wreck the everything in the composition. Tanks can kill stalkers but get rolled by voids, zealots and immortals. Hellions can kill zealots (in the right situation) but get rolled by immortals, voids, ht and stalkers. Thors can kill zealots and stalkers but they get wrecked by immortals and high templar. Mech also can't deal with immortals at all and well micro'd void rays are going to be rough too.

Mech is for timing attacks, and that's it. It simply can't be anything better and it will still probably get rolled in hots unless the mech warrior lookalike is immune to immortals, is cost effective against zealots, stalkers and void rays and in general is the most overpowered unit in the game.


This is, unfortunately, the reality. Mech its simply not viable in SC2 if both players are aware of what the other is doing and are of equal skill. The warp-in mechanic fundamentally breaks mech.
CPTBadAss
Profile Blog Joined March 2011
United States594 Posts
April 04 2012 04:07 GMT
#47
Vile Illusion regularly goes mech in TvP. It's really sick actually. If you look through his VODs, I'm sure you can find a build pretty easily. These are old, but these are replays that Illusion did for the Day9 episode where he suggests going mech TvP:

http://drop.sc/151415
http://drop.sc/151416
http://drop.sc/151417
I'll keep on struggling, 'cause that's the measure of a man | "That was the plan: To give him some hope, and then crush him" -Stephano
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
April 04 2012 04:08 GMT
#48
On April 04 2012 11:44 Plexa wrote:
Some people think that mines would help, but I don't. If Terran had spider mines blink/obs back stabs would still be commonplace/mandatory vs mech and given you have an obs seeing mines isn't an issue. Clearing mines in front of tanks wouldn't be difficult either with colossus and immortals would be amazing at soaking them up, further charge would probably pull more mines into tanks


The idea of the immortal tanking spider mines gives me chills... That'd be amazing.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
mrRoflpwn
Profile Blog Joined February 2011
United States2618 Posts
April 04 2012 04:10 GMT
#49
i played a game the other day ( im diamond so take it for what its worth) and the guy simply kept on maxing out on mass seige tanks, helion and i simply did not know how to stop it because he would literally melt all of my units over and over again. Mech is viable- just harder to pull off but its probably the strongest late game terran has.

Overall terran is a very mid game oriented race that HAS to take advantage of its drop ability.
Long live the Boss Toss!
Fission
Profile Blog Joined August 2010
Canada1184 Posts
Last Edited: 2012-04-04 04:11:49
April 04 2012 04:11 GMT
#50
The whole point of mech is that you're supposed to be trading mobility for static power - if the P 1a's into a rooted mech army, the P army should melt. Instead what we have is the P army will crush the mech without hardly even losing supply. What's the point?

---------Bio----------------Mech-------------
Mobility | High | Low
Flexibility | High | Low
Multi-harass | High | None
Mobile Power | High | None
Static Power | Med/Low | Low

??? Why would you EVER play mech over bio, other than some insane preferential thing?
CPTBadAss
Profile Blog Joined March 2011
United States594 Posts
April 04 2012 04:34 GMT
#51
Oh, you might also be interested in this thread.
I'll keep on struggling, 'cause that's the measure of a man | "That was the plan: To give him some hope, and then crush him" -Stephano
Tarrot
Profile Joined September 2010
Taiwan85 Posts
April 04 2012 04:46 GMT
#52
Here are the basic reasons mech doesn't work, or is extremely difficult to pull off.

1: Siege Tanks are worthless vs. Protoss. Zerg units clump up, Bio clumps up, Protoss units very rarely clump up nearly as tight unless you have stalkers. Even in this case, Zealots w/ charge negate siege tank range (and are light), stalkers can blink in and avoid massive AOE damage, and Immortals are self-explanatory.

2: Hellions are not nearly as useful against Protoss armies as they are against Terran or Zerg armies. The only light unit in the Protoss army is the Zealot who, with charge, disperses rather fast rather than stay in a ball or clump (ala marines/lings/hydras). Its a lot more difficult for Hellions to take out Zealots than other units.

3: The Thor is pretty powerful if protected, but it has to be aware of feedback, and is countered fairly well by the Immortal, or by Zealots. Strike cannon in theory is actually useful against Immortals, but in practice the charge up time and the targeting time leave it vulnerable to being picked off.

So, of the three Mech units, one is gimped to the point of almost being useless, one can be useful against the other side's buffer, but not nearly as powerful, and one is fairly good, but can suffer heavy damage from two key units. Mech can win, but everything in theory points out how much more of a climb uphill it is to win.
tsango
Profile Joined July 2011
Australia214 Posts
April 04 2012 04:48 GMT
#53
The problem with mech against most protoss is the terran metagame mindset that you cant mech without tanks. I play protoss and honestly, when you get late game and want to use zealots for reinforcements and to tank damage nothing is scarier than a decent amount of blueflame hellions, people seem to forget that zealots are light...

I think it could be very interesting to try a composition which is not strictly mech, but perhaps marauder hellion banshee or something to that effect. Mid to late game tanks just dont cut it in TvP, but banshees can do devastating damage against almost everything but phoenix and stalkers, and the hellions will force a more stalker heavy army which marauders will do well against

Just food for thought :D
If you dont like something, then that should be reason enough to try and change it
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
April 04 2012 05:00 GMT
#54
On paper hellions do look good against zealots. They are still good against zealots if your given room to kite. However in a straightup fight, hellions needs to act as buffers for the tanks and hence there is no room to kite or else the tanks will just melt. They were somewhat viable due to that extra +5 dmg before the nerf since it meant getting rid of zealots quicker but not anymore. I think it was in the "where did all the T go" thread where a user tested all sorts of formations for zealots vs hellions and in almost all cases the hellions lost without the aid of kiting.

Maybe a transition into air could be possible since most Ts get upgrades for air anyway but the transition leaves for a dangerous timing where the P can just roll you over due to the weakened MMM army.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
April 04 2012 05:02 GMT
#55
Marauders, hellions, banshee in mid to late game? Seriously? Infantry, mech AND air upgrades?
biology]major
Profile Blog Joined April 2010
United States2253 Posts
April 04 2012 05:05 GMT
#56
the question is, whats the point of mech if lategame mmmgv is both more cost efficient and mobile? o_O
Question.?
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-04-04 05:11:12
April 04 2012 05:10 GMT
#57
On April 04 2012 11:08 Plexa wrote:
Show nested quote +
On April 04 2012 10:38 IMPrime wrote:
AFAIK mech does not work outside of timing attacks because of no spider mines.

Spider mines wouldn't change anything. It's the fact that
a) Protoss don't have a 'good' answer to bio like they did in SC1 (storm/reaver vs colossus/storm)
b) Mech is immobile and protoss is mobile
c) Protoss have siege units that are viable

I'm not going to say that mech doesn't work, because strictly speaking nothing is more terrifying that maxed 3-3 terran mech, but I will say that the preceding reasons make bio a better option.


I very much agree with your 3 points, but I think spider mines would make a massive difference. Could you imagine laying an anti-recall minefield with turrets in your main and seeing if Toss will still try to blink up to your main or warp in while you push out. Also imagine how useful the FD would be against fast storm/voidray timing attacks (the main reason I die with mech). Also imagine how much easier securing a faster 3rd would be allowing you to get the much needed gas to not have to do a predictable timing attack off 2 base. Imagine actually being able to do a contain, and not some gimmicky timing attack that has to kill him before he has time to reinforce. Chargelots would also be a lot less powerful due to the smarter Tank-AI plus mines, also mines should do full damage to Immortals and due to clumping mines would be a bit more powerful to compensate for weaker tanks, meaning Toss has to be smarter than just 1A into your army and win.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
vthree
Profile Joined November 2011
Hong Kong8039 Posts
April 04 2012 05:10 GMT
#58
You can't kite zealots once they have charge.... And without charge, stim marines are much better vs zealots...
vthree
Profile Joined November 2011
Hong Kong8039 Posts
April 04 2012 05:13 GMT
#59
Well, mines would be hugely OP if they used the BW implementation. Units are just so clumped up in SC2 compare to BW, that is why the AoE units are so good...
cozzE
Profile Joined September 2010
Australia357 Posts
April 04 2012 05:20 GMT
#60
It's sad how bad Terran mech is in SC2 compared to BW . It really is, especially when you look at what P/Z players have at their disposal, it's no wonder Terran over-rely on their only strong point - medivacs and tier 1 units.
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