On October 18 2008 10:15 Day[9] wrote:
shit i guess this is the wrong forum
whatever t.t
shit i guess this is the wrong forum
whatever t.t
Yeah should be in featured.
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Felagund
Philippines504 Posts
On October 18 2008 10:15 Day[9] wrote: shit i guess this is the wrong forum whatever t.t Yeah should be in featured. | ||
mahnini
United States6862 Posts
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SK.Testie
Canada11084 Posts
If it does not hurt you early and you play a heavy drone style, you will over-run it. Likewise, if there is no early expansion you can 2 hatch muta with well placed sunkens and muta-drone with well-placed overlords to completely obliterate it. Often being able to face the army and simply crush it repeatedly (not pushing into his base) while starving him. The valkyries are not normally an issue due to the fact they take a long time to build and scourge are so very useful against them early. After a certain amount of mutas you can often cut all muta production together for a while and just hard drone+hard expand. So he cannot come out of his base. With this knowledge you must make sure drones going to expansions all over the map are not sniped. AKA overlord speed and no wasteful movements with your mutas. So essentially, in this slow to build strategy (the terrans), you can literally take the map with well placed overlords - muta - scourge - drone while eventually switching to mass hydras while the terran has likely not built enough tanks after scanning your mass air-drone build. You should have quite an economic advantage once he is able to really mobilize and finally come out. But by then, it should always be too late and you will crush the mech force repeatedly, or in the event you can't, have bought enough time to keep him running back and forth and starving him out through a mass econ style of guerrila warfare. i.e. muta+hydradrops around his armies. While this can be said for all strategies, and there are some truly solid mech strategies out there, mech has always worked best as a surprise. Again, like most strategies, with small timing tweaks you can make mech seem nearly invincible. It is something you every Terran should have in their arsenal, and they need to know when and why to use it. From maps - to positions - even opponent can be a factor. Defilers are also very good against it, very laaaaate game. Why late game? Most builds against mech don't have a proper transition period to defilers. As in, it leaves a weakness to be exploited to tech up to those units which take quite a while before they can be put into use effectively with plague. I recall beating a good mech terran with equal money in the past with muta-hydra turned into queen-broodling-hydra as well. So there are other options. | ||
SuperJongMan
Jamaica11586 Posts
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Ilikestarcraft
Korea (South)17719 Posts
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t_co
United States702 Posts
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SK.Testie
Canada11084 Posts
You'll see some cool shit again. ;p | ||
IdrA
United States11541 Posts
On October 18 2008 11:36 MYM.Testie wrote: You counter it by screwing over the fact that it isn't very mobile. It is one of the reasons people used to sacrifice an overlord to scout a terrans base. If you know it's coming, and you're used to playing against mech and have a keen sense of game control, you will not be bothered by it. If it does not hurt you early and you play a heavy drone style, you will over-run it. Likewise, if there is no early expansion you can 2 hatch muta with well placed sunkens and muta-drone with well-placed overlords to completely obliterate it. Often being able to face the army and simply crush it repeatedly (not pushing into his base) while starving him. The valkyries are not normally an issue due to the fact they take a long time to build and scourge are so very useful against them early. After a certain amount of mutas you can often cut all muta production together for a while and just hard drone+hard expand. So he cannot come out of his base. With this knowledge you must make sure drones going to expansions all over the map are not sniped. AKA overlord speed and no wasteful movements with your mutas. So essentially, in this slow to build strategy (the terrans), you can literally take the map with well placed overlords - muta - scourge - drone while eventually switching to mass hydras while the terran has likely not built enough tanks after scanning your mass air-drone build. You should have quite an economic advantage once he is able to really mobilize and finally come out. But by then, it should always be too late and you will crush the mech force repeatedly, or in the event you can't, have bought enough time to keep him running back and forth and starving him out through a mass econ style of guerrila warfare. i.e. muta+hydradrops around his armies. While this can be said for all strategies, and there are some truly solid mech strategies out there, mech has always worked best as a surprise. Again, like most strategies, with small timing tweaks you can make mech seem nearly invincible. It is something you every Terran should have in their arsenal, and they need to know when and why to use it. From maps - to positions - even opponent can be a factor. Defilers are also very good against it, very laaaaate game. Why late game? Most builds against mech don't have a proper transition period to defilers. As in, it leaves a weakness to be exploited to tech up to those units which take quite a while before they can be put into use effectively with plague. I recall beating a good mech terran with equal money in the past with muta-hydra turned into queen-broodling-hydra as well. So there are other options. 2 hat muta fails hard vs it if you know its coming, z cant overpower turrets before 2+ valks are up, and once you have decent valk count their mutas are useless and they die to the first mech push. and you arent gonna be able to deal with it just with muta/scourge, cuz t isnt gonna be using the valks on their own unless you're underdefended vs them anyway. theyre used in combination with the gol/tank army or with turrets to stop counters, and 4 valks + goliath or turret support isnt gonna be beat by any practical number of mutas. its pretty easy to deal with defilers late game mech unless z has an overwhelming economy in which case it doesnt really matter what units theyre using. just cut goliath count for vultures and lay mines..everywhere while mixing in vessels with the extra gas. obviously not invincible, but mech is way better as a standard strategy than most people give it credit for. best way to deal with it is just taking the map and overwhelm t, but with vultures preventing expos until ovie speed/mutas your economy is delayed quite a bit, which usually gives t a window to secure a massive econ of their own or to timing push. fantasy's vulture drop is really a nice touch though. ggplay defended it completely on medusa and was still way behind in econ just cuz to get enough hydras to cover everything he had to cut alot of drones. | ||
SilverSkyLark
Philippines8437 Posts
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Xusneb
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United States37500 Posts
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thunk
United States6233 Posts
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United States12796 Posts
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Bob_Doyle
Korea (South)35 Posts
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MrHoon
10183 Posts
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SpiralArchitect
United States2116 Posts
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SK.Testie
Canada11084 Posts
On October 18 2008 11:55 IdrA wrote: Show nested quote + On October 18 2008 11:36 MYM.Testie wrote: You counter it by screwing over the fact that it isn't very mobile. It is one of the reasons people used to sacrifice an overlord to scout a terrans base. If you know it's coming, and you're used to playing against mech and have a keen sense of game control, you will not be bothered by it. If it does not hurt you early and you play a heavy drone style, you will over-run it. Likewise, if there is no early expansion you can 2 hatch muta with well placed sunkens and muta-drone with well-placed overlords to completely obliterate it. Often being able to face the army and simply crush it repeatedly (not pushing into his base) while starving him. The valkyries are not normally an issue due to the fact they take a long time to build and scourge are so very useful against them early. After a certain amount of mutas you can often cut all muta production together for a while and just hard drone+hard expand. So he cannot come out of his base. With this knowledge you must make sure drones going to expansions all over the map are not sniped. AKA overlord speed and no wasteful movements with your mutas. So essentially, in this slow to build strategy (the terrans), you can literally take the map with well placed overlords - muta - scourge - drone while eventually switching to mass hydras while the terran has likely not built enough tanks after scanning your mass air-drone build. You should have quite an economic advantage once he is able to really mobilize and finally come out. But by then, it should always be too late and you will crush the mech force repeatedly, or in the event you can't, have bought enough time to keep him running back and forth and starving him out through a mass econ style of guerrila warfare. i.e. muta+hydradrops around his armies. While this can be said for all strategies, and there are some truly solid mech strategies out there, mech has always worked best as a surprise. Again, like most strategies, with small timing tweaks you can make mech seem nearly invincible. It is something you every Terran should have in their arsenal, and they need to know when and why to use it. From maps - to positions - even opponent can be a factor. Defilers are also very good against it, very laaaaate game. Why late game? Most builds against mech don't have a proper transition period to defilers. As in, it leaves a weakness to be exploited to tech up to those units which take quite a while before they can be put into use effectively with plague. I recall beating a good mech terran with equal money in the past with muta-hydra turned into queen-broodling-hydra as well. So there are other options. 2 hat muta fails hard vs it if you know its coming, z cant overpower turrets before 2+ valks are up, and once you have decent valk count their mutas are useless and they die to the first mech push. and you arent gonna be able to deal with it just with muta/scourge, cuz t isnt gonna be using the valks on their own unless you're underdefended vs them anyway. theyre used in combination with the gol/tank army or with turrets to stop counters, and 4 valks + goliath or turret support isnt gonna be beat by any practical number of mutas. its pretty easy to deal with defilers late game mech unless z has an overwhelming economy in which case it doesnt really matter what units theyre using. just cut goliath count for vultures and lay mines..everywhere while mixing in vessels with the extra gas. obviously not invincible, but mech is way better as a standard strategy than most people give it credit for. best way to deal with it is just taking the map and overwhelm t, but with vultures preventing expos until ovie speed/mutas your economy is delayed quite a bit, which usually gives t a window to secure a massive econ of their own or to timing push. fantasy's vulture drop is really a nice touch though. ggplay defended it completely on medusa and was still way behind in econ just cuz to get enough hydras to cover everything he had to cut alot of drones. As usual, it is all dependent on maps-scouting etc. i.e. if you denied scouting with drones on a ramp etc so that they are essentially in the dark and will do their build not knowing what is coming the strategy I outlaid will usually result in an overwhelming defeat for Terran while being versatile enough to switch if needed with +1-+2 carapace mutas - overlords - scourge securing map control. | ||
Day[9]
United States7366 Posts
On October 18 2008 10:51 IdrA wrote: he opened +1 armor, not weapon at least on chupung (and plasma though that was a different build) didnt see on medusa ah sorry i couldn't tell because my resolution was too crappy. i just chose one and went w/ it hehe i'll update it in a sec : ] | ||
sixghost
United States2096 Posts
I think we definately saw that it can be a hard thing to deal with if you are taken off guard by it, but do are you sold yet that it will be a legitmate build if it starts to see regular use day? | ||
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