But I'll be honest, speaking as a toss, what makes me want to try terran off race has been turtling with seeker missiles, or powerful ghosts, Bunkering up and using planetaries and missile turrets, this is the terran feel that's somewhat missing in current sc2. Bio is only rly a thing because of medics and that buys into this idea of the scrappy race trying to eek out every little bit extra from otherwise weaker troops.
The New Patch Killed Mech! - Page 3
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ejozl
Denmark3487 Posts
But I'll be honest, speaking as a toss, what makes me want to try terran off race has been turtling with seeker missiles, or powerful ghosts, Bunkering up and using planetaries and missile turrets, this is the terran feel that's somewhat missing in current sc2. Bio is only rly a thing because of medics and that buys into this idea of the scrappy race trying to eek out every little bit extra from otherwise weaker troops. | ||
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NinjaDuckBob
184 Posts
On October 21 2025 22:44 ejozl wrote: I don't know why you'd need sweeping changes, it was semi viable last patch, the style also don't have to be as good as bio, but it's great to have, not only because bio is very taxing, but also for variety or strategic options. Semi-viable is not the same as viable. If the game is balanced with bio in mind, then a strategy that is meaningfully worse than bio will underperform except as a surprise strategy or as one players don't know how to play against. Mech has to be at least above a certain threshold of "good" in comparison to bio at any particular level of play in order to see consistent results with it at that level respectively. So if we want to see generally consistent pro results with mech, we need mech as a composition to be at least close to as good as bio at the pro level. Otherwise, it largely doesn't contribute to that benefit of a variety of strategic options. | ||
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GoSuNamhciR
125 Posts
I will say that watching oracles spam stasis last patch, or carriers winning at every level that isnt vs Serral is horrible for esports and I'm glad theyve both been nerfed over the years. I don't want to see a return of turtle mech or swarmhosts (like in hots) being viable at pro play or anything coming close to it. Mech is still very much viable outside of pro play and you can get pretty high on ladder with it... I am pretty old myself (nearing 40 with a nerve issue in my keyboard hand) so I lean very hard on mech due to APM constraints and can still pull off top 50 GM going pure mech on this patch (even before the hotfix nerf). So to say mech has been killed is laughable, it's fine it just isn't going to win you any world championships. You can also spam carriers or roaches to very high ratings with the other races too, every race has their easy mode if you want to actually utilize it that falls apart once you start approaching pro levels. Let's just be happy blizzard is actively balancing the game, re-opening dead servers, and possibly providing further support down the road. | ||
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JimmyJRaynor
Canada17411 Posts
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Lexender
Mexico2656 Posts
On October 19 2025 16:45 WombaT wrote: What is mech? I mean really? Earnest question A different composition really, having different units with diferent upgrades and their strenghts be the core of your main army, much how a zerg can go roach or ling bane and then transition, mech isnt JUST mech units, mech in TvZ has had ghost as part of it since LotV. I mean how often do you see blueflame? Banshee speed? Servos? Half of the terran upgrades could may as well not exist at all if only bio was the way to play. Same thing with cyclones and hellbats, wich you see less than 6 made in a game, if they are made at all. For the record I don't think we need sweeping changes, mech strenght has always been tied to the map pool and I think thats a good think that adds a nice dept of strategy because complaining about stuff like this: On October 24 2025 07:29 JimmyJRaynor wrote: Mech is a limited subset of a single faction's units. it should not be viable all the time. In particular, if your opponent knows ahead time you have a big tendency to just build 5 factories as fast as possible you should be at a big disadvantage. Like that isnt exactly what happens with bio but its somehow ok for you enemy to know you build 5 barracks but not 5 factories. Having the option to mech once in a while adds nice variety and it really doesnt need big changes (mech TvP was viable in some maps a few patches ago and that was a nice change even if it wasnt good as a main strat). | ||
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Yoshi Kirishima
United States10366 Posts
The research and tech tree are organized in this way, to emphasize Protoss as the few but strong "tech" race The upgrades are grouped by ground upgrades and air upgrades, hence separating Protoss into "ground protoss" and "skytoss" allowing air units to make up the majority of your army Zerg is structured as mass larvae at Hatcheries, with only needing 1 tech building to make a huge army of the unit you need This organization emphasizes Zerg as the swarmy "economy" race Their research is also uniquely organized as melee, range, armor for ground, and then also attack and armor for air Terran is structured as Barracks, Factory, and Starport units (and mid-way SC2 Starport got merged a bit into Factory due to shared upgrades) This organization emphasizes Terran as the production focused "army" race The research is grouped by barracks, factory/starport Of course you shouldn't be able to make pure Robo units as Protoss. With Mech, you also shouldn't be able to make a competitive composition with pure Factory units either. You need to eventually diversify with some starport units and/or bio units (Ghost). "Bio" itself is already supported also by Factory and Starport units. Mech just makes the base composition center more around Factory instead. Anyways, of course the balance team and conversation that pros and players focus on will never unfortunately think about mech much, because the players and viewers who were open to mech styles or enjoyed those styles have long since lost interest in the game. It's a survivor's effect. Unfortunately, many changes over time - such as making Raven more of a bio support spellcaster than a Mech spellcaster, really took away from Mech. (Why does AA missile have to so dominantly favor bio units' rate of fire? why not something that increases armor instead of increasing dps?) Thankfully they pulled back the 140 total dmg Storm a bit though. But it should be fine either way because they also have less range to cast it, making it easier to snipe HTs with tanks, libs, and ghosts. I don't think HTs are the main issue for Mech. | ||
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ejozl
Denmark3487 Posts
In BW terran plays fact only vs. toss and that's not indicative of bad game design, and hydras pre-bw with lurkers were the only unit that the missiles attack upg supported. When the raven anti armour was implemented cyclones were pew pewing so it actually made sense, now it's a bio only unit. I think with the storm range nerf you could nerf feedback, fungal, emp with 1 range and that would bring them more in line with interference matrix which could then have more of a showing. Mb aa missile could do a debuff called vulnerable which does the following: every weapon does its full effect dmg, meaning +vs. light, +vs. armoured, or whatever type is dealt to vulnerable units. And mb infestor stinky cloud could do the opposite, give resistance which negates +vs type modifiers. | ||
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