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On August 13 2012 21:07 Qikz wrote:Show nested quote +On August 13 2012 21:06 rEalGuapo wrote:On August 13 2012 21:01 Dalavita wrote:On August 13 2012 20:34 Qikz wrote:On August 13 2012 20:32 Dalavita wrote:On August 13 2012 19:07 Yoshi Kirishima wrote:On August 11 2012 22:29 WArped wrote: I hope the Warhound proves everybody wrong and is useful but not so easy to use. If the Terran just rolls in and rockets auto-fire everywhere and murders everything I will feel disappointed. Some micro involved when using a mech TvP army would be very welcome. Looking forward. Well remember not both styles mech and bio have to revolve around micro'ing in the sense of stutter stepping and splitting and such. Mech is micro'd in a different way, as in positioning. I like this uniqueness. There is still some micro to mech like kiting and stacking with vikings or splitting them, EMP/sniping HTS, kiting with hellions (and now, knowing when to turn them into battle hellions), etc. etc. What I hope I do not see is a bio army in the form of mechanical units, played bio style, but without the splitting and stutter stepping (at least to not the extent that MMM is associated with). I want to see tanks, mech armies split apart to push while defending harass, and constant repositioning/reinforcing of positions. Positioning is important for all unit compositions. Saying mech requires more as a compensation for being easy to control is just an excuse for turning the game more shit. I don't understand what point you're making here. Mech does need better positioning than any other style in the game. The main unit in mech can't move and be powerful at the same time. If you're not sieged up against a protoss/zerg or bio army when they charge at you, you just lose. It's also very slow to move around the map so if you're not positioned correctly a drop, or hurass will literally destroy you as a mech player. So basically mech is a deathball composition that requires you to not fuck up a single thing, tank positioning. Needs more micro. Yeah because those Chargelots will just shred the Battle Helions while the Stalkers hardcounter Siegetanks and Warhounds beautifully. Right NOW Terran can't get caught unsieged or mess up positioning or Mech doesn't work. With the new Units I fear that Mech will just become unstoppable. But at least we can block Mineral patches for a few seconds, that should be enough! Five things that protoss has now and will have against Mech in HoTS. Carriers. Recall (Mothership). Storms. Chargelots. Immortals. You can't say "will have against mech in HotS" when freaking carriers and mothership are supposed to be removed from the game...
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Looking forward to see if therell be new tweaks/balance changes for this one as opposed to the first two...
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On August 13 2012 21:09 Qikz wrote:Show nested quote +On August 13 2012 21:07 Dalavita wrote:On August 13 2012 21:06 Wildmoon wrote:On August 13 2012 21:01 Dalavita wrote:On August 13 2012 20:34 Qikz wrote:On August 13 2012 20:32 Dalavita wrote:On August 13 2012 19:07 Yoshi Kirishima wrote:On August 11 2012 22:29 WArped wrote: I hope the Warhound proves everybody wrong and is useful but not so easy to use. If the Terran just rolls in and rockets auto-fire everywhere and murders everything I will feel disappointed. Some micro involved when using a mech TvP army would be very welcome. Looking forward. Well remember not both styles mech and bio have to revolve around micro'ing in the sense of stutter stepping and splitting and such. Mech is micro'd in a different way, as in positioning. I like this uniqueness. There is still some micro to mech like kiting and stacking with vikings or splitting them, EMP/sniping HTS, kiting with hellions (and now, knowing when to turn them into battle hellions), etc. etc. What I hope I do not see is a bio army in the form of mechanical units, played bio style, but without the splitting and stutter stepping (at least to not the extent that MMM is associated with). I want to see tanks, mech armies split apart to push while defending harass, and constant repositioning/reinforcing of positions. Positioning is important for all unit compositions. Saying mech requires more as a compensation for being easy to control is just an excuse for turning the game more shit. I don't understand what point you're making here. Mech does need better positioning than any other style in the game. The main unit in mech can't move and be powerful at the same time. If you're not sieged up against a protoss/zerg or bio army when they charge at you, you just lose. It's also very slow to move around the map so if you're not positioned correctly a drop, or hurass will literally destroy you as a mech player. So basically mech is a deathball composition that requires you to not fuck up a single thing, tank positioning. Needs more micro. Do you even know anything about how to play mech? Have you ever seen mech in TvT? go watch it and tell me it's a move. It's even harder than bio to play because it's so punishing. Micro is not everything. I've seen and played against mech a ton of times in TvT. I've played it myself a couple of times. Does this answer your question? There's nothing hard about it outside of the gas timings which I don't get due to lack of practice. Maybe mech TvP is different, as I've only tried it like twice, but no. It's not that hard. Yes it is. It's very hard. Mech as a matchup requires you to play much better than playing Bio as if you're caught once out of position or out of siege mode you just die. Mech can't remax as quickly as Bio in the early late game so if you lose your army you just die. Mech TvP now is really hard, hardest out of all three of the matchups (for me anyway).
When your only major issue is getting caught out of position or not being sieged when he attacks, the impetus is on you to fuck up. One big thing being more important than anything else doesn't make the composition hard if you win if you remember to do it.
And there's no wonder mech TvP is hard. It's borderline undoable if not undoable.
And no, mech TvT is not hard. Not compared to any other TvT composition (except bio play, but pure bio is shit)
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On August 13 2012 21:07 Dalavita wrote:Show nested quote +On August 13 2012 21:06 Wildmoon wrote:On August 13 2012 21:01 Dalavita wrote:On August 13 2012 20:34 Qikz wrote:On August 13 2012 20:32 Dalavita wrote:On August 13 2012 19:07 Yoshi Kirishima wrote:On August 11 2012 22:29 WArped wrote: I hope the Warhound proves everybody wrong and is useful but not so easy to use. If the Terran just rolls in and rockets auto-fire everywhere and murders everything I will feel disappointed. Some micro involved when using a mech TvP army would be very welcome. Looking forward. Well remember not both styles mech and bio have to revolve around micro'ing in the sense of stutter stepping and splitting and such. Mech is micro'd in a different way, as in positioning. I like this uniqueness. There is still some micro to mech like kiting and stacking with vikings or splitting them, EMP/sniping HTS, kiting with hellions (and now, knowing when to turn them into battle hellions), etc. etc. What I hope I do not see is a bio army in the form of mechanical units, played bio style, but without the splitting and stutter stepping (at least to not the extent that MMM is associated with). I want to see tanks, mech armies split apart to push while defending harass, and constant repositioning/reinforcing of positions. Positioning is important for all unit compositions. Saying mech requires more as a compensation for being easy to control is just an excuse for turning the game more shit. I don't understand what point you're making here. Mech does need better positioning than any other style in the game. The main unit in mech can't move and be powerful at the same time. If you're not sieged up against a protoss/zerg or bio army when they charge at you, you just lose. It's also very slow to move around the map so if you're not positioned correctly a drop, or hurass will literally destroy you as a mech player. So basically mech is a deathball composition that requires you to not fuck up a single thing, tank positioning. Needs more micro. Do you even know anything about how to play mech? Have you ever seen mech in TvT? go watch it and tell me it's a move. It's even harder than bio to play because it's so punishing. Micro is not everything. I've seen and played against mech a ton of times in TvT. I've played it myself a couple of times. Does this answer your question? There's nothing hard about it outside of the gas timings which I don't get due to lack of practice with the composition. Maybe mech TvP is different, as I've only tried it like twice, but no. It's not that hard.
There's a reason why only few terran like Mvp and Gumiho still play mech in TvT. It's strong but it's really hard to pull off.
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On August 13 2012 21:12 Wildmoon wrote:Show nested quote +On August 13 2012 21:07 Dalavita wrote:On August 13 2012 21:06 Wildmoon wrote:On August 13 2012 21:01 Dalavita wrote:On August 13 2012 20:34 Qikz wrote:On August 13 2012 20:32 Dalavita wrote:On August 13 2012 19:07 Yoshi Kirishima wrote:On August 11 2012 22:29 WArped wrote: I hope the Warhound proves everybody wrong and is useful but not so easy to use. If the Terran just rolls in and rockets auto-fire everywhere and murders everything I will feel disappointed. Some micro involved when using a mech TvP army would be very welcome. Looking forward. Well remember not both styles mech and bio have to revolve around micro'ing in the sense of stutter stepping and splitting and such. Mech is micro'd in a different way, as in positioning. I like this uniqueness. There is still some micro to mech like kiting and stacking with vikings or splitting them, EMP/sniping HTS, kiting with hellions (and now, knowing when to turn them into battle hellions), etc. etc. What I hope I do not see is a bio army in the form of mechanical units, played bio style, but without the splitting and stutter stepping (at least to not the extent that MMM is associated with). I want to see tanks, mech armies split apart to push while defending harass, and constant repositioning/reinforcing of positions. Positioning is important for all unit compositions. Saying mech requires more as a compensation for being easy to control is just an excuse for turning the game more shit. I don't understand what point you're making here. Mech does need better positioning than any other style in the game. The main unit in mech can't move and be powerful at the same time. If you're not sieged up against a protoss/zerg or bio army when they charge at you, you just lose. It's also very slow to move around the map so if you're not positioned correctly a drop, or hurass will literally destroy you as a mech player. So basically mech is a deathball composition that requires you to not fuck up a single thing, tank positioning. Needs more micro. Do you even know anything about how to play mech? Have you ever seen mech in TvT? go watch it and tell me it's a move. It's even harder than bio to play because it's so punishing. Micro is not everything. I've seen and played against mech a ton of times in TvT. I've played it myself a couple of times. Does this answer your question? There's nothing hard about it outside of the gas timings which I don't get due to lack of practice with the composition. Maybe mech TvP is different, as I've only tried it like twice, but no. It's not that hard. There's a reason why only few terran like Mvp and Gumiho still play mech in TvT. It's strong but it's really hard to pull off.
MVP plays mech because it's easier on his wrists as was said by himself. It being hard is something you're making up.
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On August 13 2012 21:12 Dalavita wrote:Show nested quote +On August 13 2012 21:12 Wildmoon wrote:On August 13 2012 21:07 Dalavita wrote:On August 13 2012 21:06 Wildmoon wrote:On August 13 2012 21:01 Dalavita wrote:On August 13 2012 20:34 Qikz wrote:On August 13 2012 20:32 Dalavita wrote:On August 13 2012 19:07 Yoshi Kirishima wrote:On August 11 2012 22:29 WArped wrote: I hope the Warhound proves everybody wrong and is useful but not so easy to use. If the Terran just rolls in and rockets auto-fire everywhere and murders everything I will feel disappointed. Some micro involved when using a mech TvP army would be very welcome. Looking forward. Well remember not both styles mech and bio have to revolve around micro'ing in the sense of stutter stepping and splitting and such. Mech is micro'd in a different way, as in positioning. I like this uniqueness. There is still some micro to mech like kiting and stacking with vikings or splitting them, EMP/sniping HTS, kiting with hellions (and now, knowing when to turn them into battle hellions), etc. etc. What I hope I do not see is a bio army in the form of mechanical units, played bio style, but without the splitting and stutter stepping (at least to not the extent that MMM is associated with). I want to see tanks, mech armies split apart to push while defending harass, and constant repositioning/reinforcing of positions. Positioning is important for all unit compositions. Saying mech requires more as a compensation for being easy to control is just an excuse for turning the game more shit. I don't understand what point you're making here. Mech does need better positioning than any other style in the game. The main unit in mech can't move and be powerful at the same time. If you're not sieged up against a protoss/zerg or bio army when they charge at you, you just lose. It's also very slow to move around the map so if you're not positioned correctly a drop, or hurass will literally destroy you as a mech player. So basically mech is a deathball composition that requires you to not fuck up a single thing, tank positioning. Needs more micro. Do you even know anything about how to play mech? Have you ever seen mech in TvT? go watch it and tell me it's a move. It's even harder than bio to play because it's so punishing. Micro is not everything. I've seen and played against mech a ton of times in TvT. I've played it myself a couple of times. Does this answer your question? There's nothing hard about it outside of the gas timings which I don't get due to lack of practice with the composition. Maybe mech TvP is different, as I've only tried it like twice, but no. It's not that hard. There's a reason why only few terran like Mvp and Gumiho still play mech in TvT. It's strong but it's really hard to pull off. MVP plays mech because it's easier on his wrists as was said by himself. It being hard is something you're making up.
Not really. The main reason he plays it because mech is strong. Have you ever seen mech play getting picked apart by multipronged attack? It looks so cool on attacker side but it's so hard to defend it when you can't warp in and don't have mobile army. Marine/tank is the most flexible and easiest to play imo.
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Pandemona
Charlie Sheens House51449 Posts
17:00 GMT (+00:00) ? :3
Considering he will be at GamesConn 2 days later? xd
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On August 13 2012 21:07 Qikz wrote:Show nested quote +On August 13 2012 21:06 rEalGuapo wrote:On August 13 2012 21:01 Dalavita wrote:On August 13 2012 20:34 Qikz wrote:On August 13 2012 20:32 Dalavita wrote:On August 13 2012 19:07 Yoshi Kirishima wrote:On August 11 2012 22:29 WArped wrote: I hope the Warhound proves everybody wrong and is useful but not so easy to use. If the Terran just rolls in and rockets auto-fire everywhere and murders everything I will feel disappointed. Some micro involved when using a mech TvP army would be very welcome. Looking forward. Well remember not both styles mech and bio have to revolve around micro'ing in the sense of stutter stepping and splitting and such. Mech is micro'd in a different way, as in positioning. I like this uniqueness. There is still some micro to mech like kiting and stacking with vikings or splitting them, EMP/sniping HTS, kiting with hellions (and now, knowing when to turn them into battle hellions), etc. etc. What I hope I do not see is a bio army in the form of mechanical units, played bio style, but without the splitting and stutter stepping (at least to not the extent that MMM is associated with). I want to see tanks, mech armies split apart to push while defending harass, and constant repositioning/reinforcing of positions. Positioning is important for all unit compositions. Saying mech requires more as a compensation for being easy to control is just an excuse for turning the game more shit. I don't understand what point you're making here. Mech does need better positioning than any other style in the game. The main unit in mech can't move and be powerful at the same time. If you're not sieged up against a protoss/zerg or bio army when they charge at you, you just lose. It's also very slow to move around the map so if you're not positioned correctly a drop, or hurass will literally destroy you as a mech player. So basically mech is a deathball composition that requires you to not fuck up a single thing, tank positioning. Needs more micro. Yeah because those Chargelots will just shred the Battle Helions while the Stalkers hardcounter Siegetanks and Warhounds beautifully. Right NOW Terran can't get caught unsieged or mess up positioning or Mech doesn't work. With the new Units I fear that Mech will just become unstoppable. But at least we can block Mineral patches for a few seconds, that should be enough! Five things that protoss has now and will have against Mech in HoTS. Carriers. Recall (Mothership). Storms. Chargelots. Immortals.
Well they also have probes, cannons, DTs, Phoenix etc etc.
That doesn't mean it will work.
I have no idea how Carriers will be, so I don't know whether or not they will be a good option. Right now, getting them is just too painfull. Chargelots will be completely useless, I am pretty sure of that. Immortals are always nice in theory but in my experience (High Master EU) Immortals are trash cans vs Mech, and my Terran opponents agreed on that. I am not 100% sure as of why but I guess that the strike Cannon and or Helions burning through the shield might be the reason.
Leaves Storm, good in BW because of the pathing and slower Units response, might work out, don't know.
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United Kingdom12022 Posts
On August 13 2012 21:24 rEalGuapo wrote:Show nested quote +On August 13 2012 21:07 Qikz wrote:On August 13 2012 21:06 rEalGuapo wrote:On August 13 2012 21:01 Dalavita wrote:On August 13 2012 20:34 Qikz wrote:On August 13 2012 20:32 Dalavita wrote:On August 13 2012 19:07 Yoshi Kirishima wrote:On August 11 2012 22:29 WArped wrote: I hope the Warhound proves everybody wrong and is useful but not so easy to use. If the Terran just rolls in and rockets auto-fire everywhere and murders everything I will feel disappointed. Some micro involved when using a mech TvP army would be very welcome. Looking forward. Well remember not both styles mech and bio have to revolve around micro'ing in the sense of stutter stepping and splitting and such. Mech is micro'd in a different way, as in positioning. I like this uniqueness. There is still some micro to mech like kiting and stacking with vikings or splitting them, EMP/sniping HTS, kiting with hellions (and now, knowing when to turn them into battle hellions), etc. etc. What I hope I do not see is a bio army in the form of mechanical units, played bio style, but without the splitting and stutter stepping (at least to not the extent that MMM is associated with). I want to see tanks, mech armies split apart to push while defending harass, and constant repositioning/reinforcing of positions. Positioning is important for all unit compositions. Saying mech requires more as a compensation for being easy to control is just an excuse for turning the game more shit. I don't understand what point you're making here. Mech does need better positioning than any other style in the game. The main unit in mech can't move and be powerful at the same time. If you're not sieged up against a protoss/zerg or bio army when they charge at you, you just lose. It's also very slow to move around the map so if you're not positioned correctly a drop, or hurass will literally destroy you as a mech player. So basically mech is a deathball composition that requires you to not fuck up a single thing, tank positioning. Needs more micro. Yeah because those Chargelots will just shred the Battle Helions while the Stalkers hardcounter Siegetanks and Warhounds beautifully. Right NOW Terran can't get caught unsieged or mess up positioning or Mech doesn't work. With the new Units I fear that Mech will just become unstoppable. But at least we can block Mineral patches for a few seconds, that should be enough! Five things that protoss has now and will have against Mech in HoTS. Carriers. Recall (Mothership). Storms. Chargelots. Immortals. Well they also have probes, cannons, DTs, Phoenix etc etc. That doesn't mean it will work. I have no idea how Carriers will be, so I don't know whether or not they will be a good option. Right now, getting them is just too painfull. Chargelots will be completely useless, I am pretty sure of that. Immortals are always nice in theory but in my experience (High Master EU) Immortals are trash cans vs Mech, and my Terran opponents agreed on that. I am not 100% sure as of why but I guess that the strike Cannon and or Helions burning through the shield might be the reason. Leaves Storm, good in BW because of the pathing and slower Units response, might work out, don't know.
Sorry I forgot about Carriers maybe being removed, but Chargelots will be anything but useless. They'll soak Siege Tank fire and give your stalkers/templar chance to move up and do their damage and also it'll force the Terran into making sure he has hellions and doesn't skip them completely to get more tanks. It's kind of how vultures were in broodwar, ok the mines were one of the main reasons but you had to get vultures to deal with the speedlots as otherwise they had a free ticket to tank killville.
Carriers are really good against mech now by the way, it's not entirely painful either as it forces the Terran to get vikings otherwise you just straight up lose (I know this from my experience on ladder). Void Rays are good too as as long as you don't group up against thors they're unstoppable without vikings or a lot of turrets.
The main thing is with Mech protoss will be able to get more bases making warp ins using warp prisms much much stronger as you'll be able to warp in 10 units at once or so for hurass forcing the terran to move back or unsiege.
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On August 13 2012 21:10 ZenithM wrote:Show nested quote +On August 13 2012 21:07 Qikz wrote:On August 13 2012 21:06 rEalGuapo wrote:On August 13 2012 21:01 Dalavita wrote:On August 13 2012 20:34 Qikz wrote:On August 13 2012 20:32 Dalavita wrote:On August 13 2012 19:07 Yoshi Kirishima wrote:On August 11 2012 22:29 WArped wrote: I hope the Warhound proves everybody wrong and is useful but not so easy to use. If the Terran just rolls in and rockets auto-fire everywhere and murders everything I will feel disappointed. Some micro involved when using a mech TvP army would be very welcome. Looking forward. Well remember not both styles mech and bio have to revolve around micro'ing in the sense of stutter stepping and splitting and such. Mech is micro'd in a different way, as in positioning. I like this uniqueness. There is still some micro to mech like kiting and stacking with vikings or splitting them, EMP/sniping HTS, kiting with hellions (and now, knowing when to turn them into battle hellions), etc. etc. What I hope I do not see is a bio army in the form of mechanical units, played bio style, but without the splitting and stutter stepping (at least to not the extent that MMM is associated with). I want to see tanks, mech armies split apart to push while defending harass, and constant repositioning/reinforcing of positions. Positioning is important for all unit compositions. Saying mech requires more as a compensation for being easy to control is just an excuse for turning the game more shit. I don't understand what point you're making here. Mech does need better positioning than any other style in the game. The main unit in mech can't move and be powerful at the same time. If you're not sieged up against a protoss/zerg or bio army when they charge at you, you just lose. It's also very slow to move around the map so if you're not positioned correctly a drop, or hurass will literally destroy you as a mech player. So basically mech is a deathball composition that requires you to not fuck up a single thing, tank positioning. Needs more micro. Yeah because those Chargelots will just shred the Battle Helions while the Stalkers hardcounter Siegetanks and Warhounds beautifully. Right NOW Terran can't get caught unsieged or mess up positioning or Mech doesn't work. With the new Units I fear that Mech will just become unstoppable. But at least we can block Mineral patches for a few seconds, that should be enough! Five things that protoss has now and will have against Mech in HoTS. Carriers. Recall (Mothership). Storms. Chargelots. Immortals. You can't say "will have against mech in HotS" when freaking carriers and mothership are supposed to be removed from the game...
Only carriers won't make it, they're being replaced by tempests which don't look half-bad versus tank lines. With mech's lack of mobility, not only recall but also vortex will be huge abilities.
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Since we're talking about mech in TvP right now. Here's my opinions on various units against mech as a high master protoss on EU:
Chargelots: effective unit vs mech however dies pretty quickly and eaisly against a maxed mech army.
Immortals: not very good vs mech, usually will shoot hellions in the front and deal no damage, the hellions drop immortal shield down fast and then they melt to siege tanks and thors, it's no longer cost effective and dies too fast before dealing the damage. It can still do a bit of damage in midgame, with some immortals in the composition.
Void rays: vulnerable to thors when in masses, and absolutly bad against vikings, doesn't help at all.
Phoenix: can be good early game to harass mech, but then becomes useless and dies very easily to thors.
Storms: siege tank snipe high templar from range before they can approach and storm
Carriers: really good unit vs mech, in practice they can actually melt vikings pretty fast with good upgrades and high numbers and thors only tickle them.
In conclusion I think it would be best to go chargelot with some immortals against mech with possibly some stalkers or even blink stalkers in case he does banshee harasses. Then take some bases and transition into carriers. However in HotS, terran will have battle hellions and counter chargelots, and then carrier is removed so there will be no counter to mech. This is why I really hope carrier stays to deal with mech.
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United Kingdom20275 Posts
while the Stalkers hardcounter Siegetanks and Warhounds beautifully.
Are you kidding me? Warhounds seem to be at least soft countering stalkers, not the other way around, and there is a reason people heavily emphasize zealots vs mech. Blink is good in a lot of cases especially for harass but if your army is very heavily stalkers in a maxed engagement vs mech you are going to die very very horribly if you ever engage. They may be great in terms of basetrading and harassing and forcing tanks to move around and such, but vs tank/hellion/thor and now warhounds, blob vs blob no amount of blinking closer or otherwise microing will save you. Stalkers have less than half the DPS to cost and less than half the HP to cost ratio of zealots IIRC and take bonus damage from the tanks so they will all be dead before they can come close to making a game ending dent in your army.. harassment, multiple small engages, forcing unsieges or repositioning, gradual wearing down, perhaps, but stalkers are HORRIBLE in direct engagements vs terran
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On August 13 2012 21:55 Cyro wrote:Are you kidding me? Warhounds seem to be at least soft countering stalkers, not the other way around, and there is a reason people heavily emphasize zealots vs mech. Blink is good in a lot of cases especially for harass but if your army is very heavily stalkers in a maxed engagement vs mech you are going to die very very horribly if you ever engage. They may be great in terms of basetrading and harassing and forcing tanks to move around and such, but vs tank/hellion/thor and now warhounds, blob vs blob no amount of blinking closer or otherwise microing will save you. Stalkers have less than half the DPS to cost and less than half the HP to cost ratio of zealots IIRC and take bonus damage from the tanks so they will all be dead before they can come close to making a game ending dent in your army.. harassment, multiple small engages, forcing unsieges or repositioning, gradual wearing down, perhaps, but stalkers are HORRIBLE in direct engagements vs terran
He was being sarcastic.
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Brunei Darussalam566 Posts
On August 13 2012 21:55 Cyro wrote:Are you kidding me? Warhounds seem to be at least soft countering stalkers, not the other way around, and there is a reason people heavily emphasize zealots vs mech. Blink is good in a lot of cases especially for harass but if your army is very heavily stalkers in a maxed engagement vs mech you are going to die very very horribly if you ever engage. They may be great in terms of basetrading and harassing and forcing tanks to move around and such, but vs tank/hellion/thor and now warhounds, blob vs blob no amount of blinking closer or otherwise microing will save you. Stalkers have less than half the DPS to cost and less than half the HP to cost ratio of zealots IIRC and take bonus damage from the tanks so they will all be dead before they can come close to making a game ending dent in your army.. harassment, multiple small engages, forcing unsieges or repositioning, gradual wearing down, perhaps, but stalkers are HORRIBLE in direct engagements vs terran
As it currently stands, I'm pretty sure Warhounds are a hard counter to stalkers, while the new Battle Hellion is designed to stop chargelots.
Will be fun to see if they actually simulate a real game of PvT in the battle report, or just some farfetched scenarios like they (sort of) did in the previous ones.
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United Kingdom38149 Posts
I still don't think traditional mech play (space control/tank lines etc) will be viable vs Protoss as long as the warp in mechanic exists. Hopefully the new units do more for mech vs Protoss than make mech play like bio does.
Still looking forward to seeing how the battle report pans out, probably won't be a good assessment of how games will actually play but will give a better idea on unit interaction etc.
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Is it 7 pm us east time? Then its +6 for central EU time i think. That sux.
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Well, as much as it's nice to see Terran get more options in the matchup, or whatever, mech is absolutely boring as fuck to watch, and, aside from the Siege Tank, has very few units that benefit from micro. The Battle Hellion and Warhound are completely uninspired and are just going to be a-move units. Good thing we listened to all those retarded Diamond Terrans who don't have the micro to control their Ghosts. I really hope these changes don't go through, because if they do PvT (which is amusingly the best non-mirror right now) is going to turn into another PvZ.
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The battle report is just going to be showcasing how cost-effective the new Goliaths are against every conceivable ground unit the Protoss has. In order to make the replay a close match, Terran will have to massively screw up and transition to something stupid to show off all the other bells and whistles. Then the Protoss will get out their 300/300 Tempests to take out the Spiders Mine when Bisu could've did it with awesome Zealot micro.
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Can't wait for this, if it looks good enough then I'm switching to Terran!
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On August 14 2012 01:42 Babru wrote: Is it 7 pm us east time? Then its +6 for central EU time i think. That sux.
West so it's +9, even worse.
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