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This thread was renamed from "Becomming a mech terran" |
I was having the same problem. I open 2 Rax so I can have enough marines and 1 Tank by the time 4 gate hits. Then I move to more Mech Heavy
Going two rax and putting a bunker down while making your factory works well against the timing push, but really isn't a mech play IMHO. Instead of putting factory down, it's almost always better to just spend that gas on stim upgrade and get another rax.
I think this is really where I just go BLAH with mech - you just have so much more shit with 3 rax by the 8 minute mark. So you start doing your mech build thinking great things, and then to survive you end up with a bio build that you will later transition into a mech build. And then you realize you're just doing the standard marine / tank / viking build.
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Well I got a major amount of vikings those games were cause i needed them. Tanks can handle ground quite easily. People say thors are good in TvP but I think just having more tanks is better. I do need to include hellions into my build I know that one.
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Going flew blown mech of tank hellion thor vikings is ridiculously GAS HEAVY. So you need biological units you really do. If we had Goliaths instead of like thors it would be so much better. I would trade Thor's for Goliath's anyday but I don't want to put this in a sc2 vs bw discussion.
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On January 28 2011 08:30 TheWarbler wrote: Going flew blown mech of tank hellion thor vikings is ridiculously GAS HEAVY. So you need biological units you really do. If we had Goliaths instead of like thors it would be so much better. I would trade Thor's for Goliath's anyday but I don't want to put this in a sc2 vs bw discussion.
Yep, you need early gas and early expand to pull of true mech build.
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Then it is to hard to stay alive. I have done 16 CC builds but it is very hard to stay alive before the 9min mark when you can really get ur T2.5 in action
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Streaming right now come enjoy if you like !
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I'm glad more people are meching again. After I re-learned bio+viking TvP, the last 2 weeks I decided to bite the bullet and re-learn the mech style that I wrote a guide for ages ago, but more brood war style with a heavier emphasis on hellions, and it's working pretty damn well so far.
In beta, I mostly did mass tank with a few hellions every now and then, and vikings. But that was when tanks did their brood war damage so you could play brood war mass tank style and max out with almost all tanks + some vikings for air + ghosts.
Now though, a heavier hellion mech vs P definitely is viable. Lots of tanks + hellions, with reactored vikings for collosus/voids, and as the game goes on, adding in ghosts.
You do need marines for the entire early game, either off of a reactored barracks or 2 rax, but you eventually stop producing them for lots of hellions, or you can decide to keep constantly producing them off of a reactored barracks, at least for a while into mid-game. Then you don't need them after that, and you don't have to invest into stim/infantry upgrades.
I would keep playing mech! You can definitely mech TvT, in TvP a lot of new mech builds are popping up, as well as older ones from beta that are more refined, and TvZ mech is still viable, though I think in TvZ biomech with 3/3 bio + 3/0 tanks/thors is the standard and strongest possible play.
One thing I would advise if you are meching a lot in TvP - be careful when you build thors, if ever. You'll become really vulnerable to carrier switches if you make thors instead of vikings. And vs mass immortals...I don't think there's really a reason to get thors vs that. I do not really understand the thought process some players lately have had when they get 250 mm cannon/thors vs immortals.
Unless there is a critical mass of thors that can be reached that even demolishs gateway+immortals, if so then that is probably why.
Though, I can understand thors if they are massing phoenix or voids, or to beefen up a max ground vs ground army. In those cases, thors are awesome. But ghostmech is always better than adding in thors/250 vs mass immortals/templar imo.
And 2 vikings cost the same as 1 thor, the difference being if the protoss somehow stalls to carriers, an accumulated viking force can be there for carriers, whereas thors are terrible versus carriers, as well as hard to move around with your main army vs ground+carriers.
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On January 28 2011 08:39 TheWarbler wrote: Then it is to hard to stay alive. I have done 16 CC builds but it is very hard to stay alive before the 9min mark when you can really get ur T2.5 in action
bunkers and tanks...planetary fortress on your expo if you think you need it.
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bunkers and tanks...planetary fortress on your expo if you think you need it.
Really? Your getting attacked by a 1base protoss at 8:30 with the standard 4 warpgate pressure, and you're going to have tanks, seige mode, marines, bunkers, engineering bay and a planetary fortress with two bases going?
Even if you managed somehow to get all that, he just warps 4 zealots into your main base and that's gg. You need something a bit more mobile than that.
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infinity21
Canada6683 Posts
On January 28 2011 07:43 Garmer wrote:Show nested quote +On January 28 2011 03:47 infinity21 wrote: You can still kill a lot of probes before the Hellions die. The problem with opening with mech is that you are pretty vulnerable to early attacks. I do believe that the only solution to late game tvp is mech though. The only question is, how do you transition safely to it in mid/late game. u can build first some marine and then make the transition to mech, i have a build that is a transition from marine tank to fullmech, and it's work Bo: 10(and start the 11 scv) make supply 12 rax 13(and start the 14 scv) make second rax 15 make OC 18-20 make two rafinery(if u make them at 18 stop marine production for a sec) (never stop scv for marines stop production at 12, they are enough to deal with rushers, if u want make one bunker too) make two factory when u reached 200 gas when factory are completed make 2 tech lab and two tank(than start OC you are about at 7:00 minute) make other 2 tank then make other two fact(pump some hellion from them) with your first 200 gas, and establish your OC from here you can make full mech... don't forget to take 2exp at 15 max(13-14 is better) Is it just me or does this build sound ridiculously passive and low econ?
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Yes, thats how I felt also. But mech is quite passive unless it is TvT imo.
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You really need to understand hard counters, TvP Chargelots and immortals gg you if you are even slightly out of position, so just expand very slowly and smoothly making supply walls all the way to his base with turrets and sensor towers, this way you are always in position. Blueflame is ness, 2-1 or 3-2 is pretty ness and a few planetary fortress's along the main routes between your bases, say infront of hise base if you took position is very helpful.
Mech in some sense becomes very OP if used right.
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Streaming!!! come watch for MECH Vs ALL
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A little off topic (not really) but i went to the stream and an ad came up for the game "MechQuest" and it made me lol ^^
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what do you think... opening whit cloack banshee (tvz)
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Make sure with a mech build you get many tanks and be patient.
P. S. Check out my gamecasts at youtube.com/ggstarcaster
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A recent Day9 daily focused on mech play and highlights Jinro's mech play vs MC. You may find it helpful for this venture: Day[9] Daily #247 - Newbie Tuesday: Jinro's TvP Mech
I enjoy seeing someone pick a strat and stick with it. Good luck. It's all about having fun!
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On January 28 2011 06:52 TheWarbler wrote: Thanks for the advice on TvZ those roach all-ins kill!
No problem. You might also want to make supply depot walls in your natural on the more open maps like xelnaga for your tanks to hide behind.
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