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On February 28 2010 09:46 MorroW wrote: MMM and thor and ghost
thor can freeze the colossus
ghost obviously destroy all shield but for most part nullify the hts
and then the MMM clean up the toss army
this is basically how im playing atm, doesnt work so well cause i didnt get good enough at micro/macro yet but i think its a pretty solid game plan
vikings are more effective than thors imo.
Thors suck, they die super fast move super slow and fuck up alot because how how big they are.
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i've been having some succes going biomech (not many games thought yet, maybe it will prove weak), that means MMM + tanks + hellions + emp, lately. i have won quite a lot of games with pure mech + emp too but air (phoenix + void ray) eats it :l
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On February 28 2010 08:22 boaecho wrote: Can anyone please give me a list of unit counter for me? say for example..
vikings >colossus
with all the protoss units ? I want to bookmark it . Thanks It tells you this in game. Press F11 I believe.
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On March 12 2010 07:27 PredY wrote: i've been having some succes going biomech (not many games thought yet, maybe it will prove weak), that means MMM + tanks + hellions + emp, lately. i have won quite a lot of games with pure mech + emp too but air (phoenix + void ray) eats it :l
so u hav gone pure mech? how much stronger (if it is stronger) is mech than bio against protoss ground units in ur opinion then? is it possible to transition quickly to vikings to counter air units if u can scout/scan protoss going stargates?
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On March 12 2010 14:15 jamvng wrote:Show nested quote +On March 12 2010 07:27 PredY wrote: i've been having some succes going biomech (not many games thought yet, maybe it will prove weak), that means MMM + tanks + hellions + emp, lately. i have won quite a lot of games with pure mech + emp too but air (phoenix + void ray) eats it :l so u hav gone pure mech? how much stronger (if it is stronger) is mech than bio against protoss ground units in ur opinion then? is it possible to transition quickly to vikings to counter air units if u can scout/scan protoss going stargates?
yeah my strat is 1rax, 1factory pressure expand. i build couple of marines, tech lab for marauders and hellions (you can get the upgrade or not, depends if you want quicker siege tanks). i move out with 2marines 2/3 marauders and 2/3 hellions. usually just to scare him so he stays back and waits for immortals (which he does anyways). meantime i begin my expo.
1st problem with this build - is when he moves out with 2 or sometimes 3 immortals. you have about 5marauders, some marines, 4 hellions, and a tank with siege. basically i immediately start building bunker or two, but even then the toss can eat you. i usually survive just so-so, either with me having advantage and killing all his units or him stalling me enough to get his expo and get ahead. then i proceed to build more factories. i usually have 2 facts with tech lab and 1 with reactor, getting exp gas and build ghosts. now it depends on the maps, but try to harass with your hellions (even use dropship). when you got a nice force, try to get 3rd expo. if you macro well, tanks and hellions with well casted emps DEMOLISH EVERYTHING on the ground. the only answer to this is to overexpand and overmass the terran (but don't be too much greedy!!) or go air.
and air is the 2nd main problem of mech build. you gotta scan, scan a lot. i recently played white-ra and i didn't scan well enough and then about 6 phoenixes popped out with couple of void rays and i got demolished even though his ground died. i'm afraid putting too much resources into vikings will mean your ground is weak. and thors? phew. they build so long and die so quickly.
i think you need to go marines. thought i think from 2rax could be enough (with sheild and stimpack) and couple of medivacs.
anyway i could post some replays if you want and we could discuss it more. what do you think?
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On March 12 2010 19:51 PredY wrote:Show nested quote +On March 12 2010 14:15 jamvng wrote:On March 12 2010 07:27 PredY wrote: i've been having some succes going biomech (not many games thought yet, maybe it will prove weak), that means MMM + tanks + hellions + emp, lately. i have won quite a lot of games with pure mech + emp too but air (phoenix + void ray) eats it :l so u hav gone pure mech? how much stronger (if it is stronger) is mech than bio against protoss ground units in ur opinion then? is it possible to transition quickly to vikings to counter air units if u can scout/scan protoss going stargates? yeah my strat is 1rax, 1factory pressure expand. i build couple of marines, tech lab for marauders and hellions (you can get the upgrade or not, depends if you want quicker siege tanks). i move out with 2marines 2/3 marauders and 2/3 hellions. usually just to scare him so he stays back and waits for immortals (which he does anyways). meantime i begin my expo. 1st problem with this build - is when he moves out with 2 or sometimes 3 immortals. you have about 5marauders, some marines, 4 hellions, and a tank with siege. basically i immediately start building bunker or two, but even then the toss can eat you. i usually survive just so-so, either with me having advantage and killing all his units or him stalling me enough to get his expo and get ahead. then i proceed to build more factories. i usually have 2 facts with tech lab and 1 with reactor, getting exp gas and build ghosts. now it depends on the maps, but try to harass with your hellions (even use dropship). when you got a nice force, try to get 3rd expo. if you macro well, tanks and hellions with well casted emps DEMOLISH EVERYTHING on the ground. the only answer to this is to overexpand and overmass the terran (but don't be too much greedy!!) or go air. and air is the 2nd main problem of mech build. you gotta scan, scan a lot. i recently played white-ra and i didn't scan well enough and then about 6 phoenixes popped out with couple of void rays and i got demolished even though his ground died. i'm afraid putting too much resources into vikings will mean your ground is weak. and thors? phew. they build so long and die so quickly. i think you need to go marines. thought i think from 2rax could be enough (with sheild and stimpack) and couple of medivacs. anyway i could post some replays if you want and we could discuss it more. what do you think?
interesting....(btw I would try mech myself, so far I've been going bio, but I have a lot of school work and have forbidden myself from playing sc2 haha)
if you see your opponent going immortals, when you fast expand, maybe more marines cud help against his first attack since immortals would suck against marines? (they do a lot more dmg against maurauders)
and for sure, harassing w/ hellions is probably really important. even in bw, you need to do it constantly to keep the toss busy. it shudnt be any diff in sc2. keeping an eye on when toss expands, etc so they don't get too big.
for air, i think marines are the easiest solution, after the beginning, i dont think u need to build maurauders anymore, just get rines + hellions + tanks + ghosts. with tanks and ghosts, you wont have enuff gas to get enuff thors/vikings to kill his air army, plus void rays completely suck against rines. if u harass enuff, he prly won't be able to get carriers and if he does, u'll have to start getting vikings.
also, i think getting a few vikings wud be gud, just to defend against zealot/immort bombs (haha a la brood war) as well as lotta turrets.
one other question though, this all sounds very similar to brood war. but now that you don't have mines, you are a lot more susceptible against flanks. how can we alleviate the "no mines" problem lol? i guess one thing is that EMP is a lot easier to get in sc2 than bw, and will help alott
it will also depend ALOT on the map making. maybe meching in all maps wont be ideal or possible and ur have to play smart.
more ppl shud try mech!! TvP looks like it will be an interesting matchup with a lot of builds/options.. does anyone noe how many terrans are actually meching now (say in the platinum league on NA or European servers)? Im not tht gud, only in silver league and i dont want to play anymore cuz im way too busy..
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i saw artosis going mech and i heard most terrans on asia go mech in TvP. anyway here are the replays i promised: http://www.mediafire.com/?nezubwhimzd
games: 1. vs a decent toss that went zealot charge rush, i almost lost due to poor wall :l but shows mech and emp melts toss ground. 2. exactly what i described as "1st problem". - please discuss this one! 3. vs a good toss, almost lost like in the second, but held it off and raped him - discuss as well! 4. vs white-ra, lost to air ("2nd problem) 5. power of hellions! 6. tried to go biomech - vs Happy again, not bad but i think i had too many barax. will try to go only 2rax for some marines and more factories. - discuss!
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On March 12 2010 21:25 PredY wrote: i saw artosis going mech and i heard most terrans on asia go mech in TvP.discuss! can someone confirm this?
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On March 12 2010 21:42 dustdust wrote:Show nested quote +On March 12 2010 21:25 PredY wrote: i saw artosis going mech and i heard most terrans on asia go mech in TvP.discuss! can someone confirm this?
i think u can chck some of artosis' VODs or replays. as for the asian server going mech, not sure..ive just been hearing it..and the way Garimto's interview went, it sounds like hes been goin mech..i uno
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On March 12 2010 21:25 PredY wrote:i saw artosis going mech and i heard most terrans on asia go mech in TvP. anyway here are the replays i promised: http://www.mediafire.com/?nezubwhimzdgames: 1. vs a decent toss that went zealot charge rush, i almost lost due to poor wall :l but shows mech and emp melts toss ground. 2. exactly what i described as "1st problem". - please discuss this one! 3. vs a good toss, almost lost like in the second, but held it off and raped him - discuss as well! 4. vs white-ra, lost to air ("2nd problem) 5. power of hellions! 6. tried to go biomech - vs Happy again, not bad but i think i had too many barax. will try to go only 2rax for some marines and more factories. - discuss!
bump
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On March 12 2010 21:25 PredY wrote:i saw artosis going mech and i heard most terrans on asia go mech in TvP. anyway here are the replays i promised: http://www.mediafire.com/?nezubwhimzdgames: 1. vs a decent toss that went zealot charge rush, i almost lost due to poor wall :l but shows mech and emp melts toss ground. 2. exactly what i described as "1st problem". - please discuss this one! 3. vs a good toss, almost lost like in the second, but held it off and raped him - discuss as well! 4. vs white-ra, lost to air ("2nd problem) 5. power of hellions! 6. tried to go biomech - vs Happy again, not bad but i think i had too many barax. will try to go only 2rax for some marines and more factories. - discuss!
Just watched Artosis vs Fenrir where Artosis goes 1rax 1fac FE into Mech with some marine support. Artosis outmacroes Fenrir at the start but takes heavy losses due to the fact he didnt make a single ghost in a 40min game. I think he would've won fairly easy with some nice EMP's
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I had posted this in the Get Your Builds Played By Liquipedia thread:
On March 12 2010 02:43 See.Blue wrote:I am not in Beta and have no key so I can't write you up a specific build order, but I would be enormously appreciative if you could test (or someone could theory-craft-shoot-down) a TvP Metal + Marauder/Ghost (w. Raven in lategame, gas permitting) build that would aim to approach the matchup similarly to standard SC:BW matches. The tanks, protected by salvageably, leapfrogging bunkers of marauders (with slowing attack) with ghosts on the front lines ready with EMP would give you map control, allowing yourself to slowly push the Protoss while simultaneously enabling you to take an extra expansion or two as seen fit by the player. PremiseThis build capitalizes on three things: + Tanks in SC2 have both higher DPS and greater range than their SC:BW counterparts (See this thread) + Ghosts with EMP absolutely annihilate Protoss forces, and, as icing on the cake, neutralize Immortal's special ability. + Bunker's are rapidly salvageable (I think for 100% return) StrategyThe idea behind the build would be similar to Vulture + Mines + Tank from SC:BW. The major problems with this being effective in SC2 are generally thought to be lack of spider mines/vultures to deal with Zealots (particularly now sporting charge) and Immortals. To deal with this, I would love to see a Terran try to do the good old fashioned Tank line leapfrogging (preferably +1/ ) supported by a few scv's constructing bunkers (say 2-4 at any one given point in time, blocking off as much of the frontal approach to your tanks as possible). These would house marauders who would be aimed at keeping zealots/stalkers off of your tanks (their slowing attack would also probably give your tanks time to get an extra shot off. Either ravens or a flying barracks or something would be necessary to give you enough vision (particularly up cliffs) to prevent stalkers blink-bombing your tank line from out of sight/up cliffs. While setting up this push this would give the terran player time to expand; the only thing the T would have to be exceptionally careful of would be backstabs and protoss switching to air while his troops are committed to the tank line (ie from Warp Prisms or Colossi). However, with BW level scouting and perhaps even forgoing one MULE for a prescient scan mid-to-late game scan (which so far has been rarely seen in SC2), preventative measures could be taken in time to render any of these fairly ineffectual (a handful of vikings for example to deal with voidrays). Lategame, Ravens would probably be quite useful for autoturrent support/worker harassment and point-defense-drone (effectively D-Matrix) support for either your ground or viking force. ConclusionsThe main purpose of this build is to take away the Protoss' options both in terms of unit selection and map movement. This would be a micro/macro intensive build and would require constant scouting throughout to make sure the Protoss isn't committing to air (which is a winnable battle for the Terran if seen coming in advance, and would represent an enormous commitment for the Protoss) or trying to warp in DT into the opponents base. In fact a handful of 'patrol vikings' would probably be handy just to discourage warp prism/colossi cliff-walking shenanigans. In the end however, the Protoss is forced to try to break your marauder/tank/ghost line, which, with proper micro should hold against a food-equivalent Protoss ground force. Feedback/thoughts? Also, thanks again liquipedia guys for doing this!
I would think this would handle most major Protoss plays. Thoughts?
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the problem is you have nothing vs P air. i'd go marines instead of marauders, when you scan P air switch to vikings asap. like in this replay of mine: http://www.mediafire.com/?wznjzogmo2z
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On March 13 2010 03:34 PredY wrote:the problem is you have nothing vs P air. i'd go marines instead of marauders, when you scan P air switch to vikings asap. like in this replay of mine: http://www.mediafire.com/?wznjzogmo2z
I don't think P air is ever that dangerous unless you fall behind on reconnaissance. You just need to be aware you're forcing them to the air then know when it's coming. Let's cover the bases:
+ Protoss can't go Phoenix well because they can't hinder your push well (and seiged tanks/marauders in bunkers cant be anti-grav'd)
+ That leaves Void Rays and Carriers
+ Vikings in Aerial mode would do 14dps to a Void Ray; this means a void ray would have to have all 3 lasers active before it does more DPS than a Viking. Furthermore, if you're sneaky enough to get an EMP on the slow, slow Void Rays the disparity only widens. Lastly, Void Rays cost 200/150, whereas Vikings cost 125/100, meaning that a Viking force will stop everything but an all-in Void Ray push if seen coming (remember too Reactors can help buff viking numbers rapidly). Once again, constant scouting is a necessity.
+ Carriers aren't worth considering due to their exorbitant price. If you pushed properly with mech you could be destroying their base much faster than their 1 or 2 carriers could damage your army.
If the Terran pushes ground and maintains constant intel on the Protoss, there is very little I see that the Protoss can counter with.
All DPS data from this thread.
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phoenix + void ray is pretty good combo, white-ra pwned me with it :l P air is really strong vs mech. carriers are pretty strong too
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I've been mixing in a few tanks to go with my bio/viking combo and it's been working out rather nicely due to the massive range on tanks and the terrible AI that makes units keep turning to attack while you yell at them to run away. However 8 out of 10 of my TvP end with my first bio push with 2ghost/12marines/2marauders/stim finish just about the time you get to his base and leaves you with about 20-30 seconds to do dmg before first collossus which is generally enough time to clean out their main force and get into a decent position to fight the collossus as it spawns.
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@ Predy : 1: Doesn't show anything, just a bad wallin and a great defense  2: I think some Marines to burn through the Immortal-Shields is Key here, at least if you see the count of them - like you did. 3: The Marinecount helped you to defenend here - They also prevented him from more air I would say. On the other hand he stoped his push, guess the thought your siege is rdy, what it was not -> I would get it faster imho. Great Oldshoolplay  4: Air :x 5: Now I know why you try to be offensiv with a few units ;-) the 2nd move was pretty sneaky :D 6: No time to watch it now :-/
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The nice thing about upgraded Helions is that you don't need a ridiculous amount to overpower Zealots. You can build up 6-10 or so and really destroy their zeals that speed into your army first. They cost the same amount in terms of minerals and food, so you can build accordingly.
The trick to surviving the early game is in your tank placement. You can find spots to place them where Immortals and Stalkers just can't reach them without being horribly out of position. This is what makes the early Terran defense work. Don't put them on the edge of the cliff - set them back a little ways so they still cover the area, but cannot be fired at.
Finally, your midgame mech build should have a ton of extra minerals. They can be spent on more Helions if he's going ground, or Marines if you see him bringing in Void Rays and Phoenixes. Having a few Vikings is always a good idea too give you some better distance on your anti-air. That range of 9 does a great job of keeping harassing jerks away.
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Also, how do Thor's hold up against P air?
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Maybe if Blizzard were to adjust how the vikings are built, say to coming from the factory and default on the ground but still able to transform of course. This would give factory some much needed love while the Starport is already a little crowded. (5 units can be built from Starport, 3 from factory 4 from rax)
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