EDT 06:05 CEST 12:05 KST 19:05

Streams: 53 live
38708 total viewers

Active: 7514
Pizza Meter
[WCS KR] Innovation vs. Sy…
[WCS AM] Ro16 Group C Prev…
Bruno Community Q&A
Beyond the Summit and TL S…
[WCS KR] Code S Recap/Code…
HerO, Revival Interviews -…
[SPL] Round 5 Week 4 Start…
viOLet forfeits WCS AM due…
FXOpen acquires Seed from …
Crank, mOOnGLaDe interview…
LGD.cn and RaTtLeSnAkE Adv…
GomTV: about the gamespeed…
Get 50% off Papa John's pi…
TL Advertising Features
UK Soldier beheaded in L…
Korean Music Discussion
The XBox One
[TV] Star Trek: Deep Spa…
Korean Drama Discussion
BarcraftOslo WCS Europe Fi…
Seoul LoL allstars Meetup …
The Automated Ban List
Barcraft Ludwigshafen
TL.net Ten Commandments
INnoVation Fanclub
Azubu.Symbol Fanclub
[Stream] Najzmajs
[Stream] theognis
What mouse/pad does your f…
Computer screen distorted …
Same SSID different places…
Mechanical Keyboard Guide
The Ultimate Headphone/Aud…
viOLet forfeits WCS AM d…
Hellokitty Top 16 GM NA …
HerO, Revival Interviews…
TBLS on OGN's variety sh…
WCS AM - Ro16 Interviews…
[Interview] Code S PM 20…
[Code S] Ro4 Day 2 WCS Kor…
[WCS AM] RO16 Group C Prem…
[ATC] Quantic vs. Milleniu…
Numericable M-House Cup 2 …
SC2 LR Resources
CatZ CC first counter - a …
[D] Rebuff Snipe?
[G] TheStaircase - An Alte…
The HotS Protoss Help Me T…
SC2 Strategy Recommended T…
[A] Starbow
[M] (2) ESV Ravage by Iron…
TeamLiquid Map Contest Fin…
[D] Favorite Maps that Did…
[A] Peepmode: New maps, ne…
General Discussion
Dota 2 QQ thread
Who is Who
Toronto Dota Community.
Bruno Community Q&A
The International Intera…
[The International] Easter…
[D2L] EG vs. Na'Vi & VP
Liquid Pasture Community L…
Perfect World's Dota 2 Su…
Starladder Season 6
[H] Night Stalker
[G] In-Game Dota Guide for…
Simple Questions, Simple A…
[G]uide to Lifestealer
[G] Clockwerk, The Offlani…
2 Artificial Intelligenc…
[D] New BW Server
[Update] itemBay SSL Gra…
DES Sonic Interview 5/18…
Hiya - Highlight Video
[SOSPA] Event Matches
[SRT] Ro16 Group B
C Ranks Teamleague Season 1
[GC S3] Gambit's Cup Semif…
Gem League II
D Ranks Teamleague Season 4
Practice Partner Thread
Challenger map on Starcraf…
Simple Questions, Simple A…
Increasing APM/EAPM
Magic: The Gathering Onl…
World of Tanks
2012 - 2013 Football Thr…
Steam Sales Thread
EVE Corporation
The Shikyo Memorial for QQ…
Anyone Diamond want to joi…
[LoL Stream] Entenzwerg
[LCS] All-Star Tournament
[OGN] Olympus The Champion…
[LoL] General Stream Thread
[Champion] Nunu
[Guide] Montegomery's Supe…
[Champion] Nidalee
Barbarian - Builds/Discuss…
The: What is my item worth?
[G] Hardcore
Mexican Standoff Mafia
[T] Bastard "Mini" Mafia!
[M][N] Les Mafia
Questions & Answers
TL Health and Fitness Init…
Running Thread
Leta - Movie
Michael - skyline
Anytime - Beast
By.Hero - Shuttle
Anytime - Pusan

Website Feedback

Closed Threads

IRC Chat
irc.quakenet.org #teamliquid

IRC Web Client

TeamSpeak 3 (40 users)

Mech 4 Eva - Introduction

Forum Index > Blogs
 
 Blazinghand   United States. January 22 2011 16:20. Posts 12203
Profile Blog # 
Foreword
I'm writing this blog to talk about Terran Mech play. I won't sharpen any cakes and eat them before they hatch-- I'm not the best Terran player out there. There are better players than me everywhere, and I lose to them every day. But, as I look around the blogosphere, I haven't seen a blog like the one I plan to write, so here I am. I've had my share of ass-kickings and my share of wins and losses by dumb luck and poor decision-making, but I've had enough of them to know what's real and what's random. I'll parse what I've learned and share it here.

I'm going to be drawing from pro and semi-pro play I've watched and my own experience on the NA ladder. I'll be focusing on TvP, which is in my consideration the most difficult matchup for Terran Mechanized play for a number of reasons. In addition to my own theorycraft of Mech play and some build orders, I will update as regularly as possible with my own experience using Mech play on the North America ladder.

So, what exactly is Mechanized play?
I don't really know why I'm answering this question, since everyone already knows. Mech play is a unit composition for Terran that doesn't rely on Barracks units except for support. This means you're going to be getting lots of Tanks, some Hellions, some Thors, and some air units, with a sprinkling of barracks units to provide support through spells or to "fill in the gaps."

Why Mech?
After hundreds of custom and ladder matches as Terran, and countless losses to opponents, I came to realize that the Marauder was holding me back. Oh, Marauder with your bonus DPS to armored, Concussive Shells, and Stim Pack. How you synergize with Marines and Medivacs! I thought I could ride you from Bronze League all the way to the top. But as I got better, so did my opponents, and I fought daily against the heretical splashy discharges of Psionic Storms, the brutal efficiency of Collosi, the destructive Banelings that would knock the AA Marine legs out from under my Maruaders before the Mutalisks and Zerglings overwhelmed my poor biological units... moving towards Mech seemed like a natural way to develop my play.

But in a sense, I play Mech for the feeling of POWER. Factory Units are POWERFUL. They hit HARD. They CRUSH the opposition. They don't need to do tricky things like concussive shell stim-kiting or splitting to avoid splash or anything like that. They hit DPS or move fast or perform their function without needing to be fancy. Playing with Mech, I began to get the feeling that anything that comes out of a Factory is a Unit in an Army. When you make a unit out of a Factory, it's Real. Stuff that comes out of Barracks is just detail. Maybe a few marauders to help your thors wall out banelings, or some marines to dump some minerals into AA... or maybe a ghost for EMPing protoss doom balls. Details. These units were there to support the real army, of huge lumbering mechanical engines of destruction.

I will continue to walk this path and feel the power of the Factory Tech for as long as possible. I hope you guys enjoy it.


Acknowledgments
I'd like to thank Trinity for constant advice and being a Random practice partner who helped sharpen my Mech play in all matchups, Jykinturah for supporting me and helping me get out of the low leagues, and Wyred for helping me suck less at Theorycraft. These are all good guys, and if you run into them on the NA ladder, tell them "gl hf" for me. I love them, and they're good guys... so make sure you BEAT THEY ASS
Last edit: 2011-01-22 19:36:40


***
When you stare into the iCCup, the iCCup stares back.
Old Post

 
 gillon   Sweden. January 22 2011 22:44. Posts 1420
Profile Blog # 
When it comes to lategame, mech can be quite strong but it often comes to rely on good EMPs versus the probably immortal counts you'll face. Because of how the composition works it can be quite susceptible to heavy air play aswell if you're not careful.

But I agree, in very lategame situations I prefer ghostmech over bio aswell, atleast on 2 player maps or close positions.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Old Post

 
 MrCon   France. January 22 2011 23:37. Posts 20371
Profile # 
Yeah, marauders sux. It's funny how they were considered THE overpowered unit during the first few months after release, before most people realise how they sux against non protosses oponents. For instance, just a few marauders in an army will deplete all your medivacs energy, basicaly rendering medivacs useless and a waste of ressource.
Yeah, this was offtopic, sorry xD
Last edit: 2011-01-22 23:37:32
Old Post

 
 sob3k   United States. January 23 2011 00:08. Posts 4674
Profile Blog # 

On January 22 2011 23:37 MrCon wrote:
Yeah, marauders sux. It's funny how they were considered THE overpowered unit during the first few months after release, before most people realise how they sux against non protosses oponents. For instance, just a few marauders in an army will deplete all your medivacs energy, basicaly rendering medivacs useless and a waste of ressource.
Yeah, this was offtopic, sorry xD


wait wat

What were you hoping the medivacs would do? I seem to be under the impression you WANT them to use their energy healing bio....
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Old Post

 
 MrCon   France. January 23 2011 01:31. Posts 20371
Profile # 

On January 23 2011 00:08 sob3k wrote:

Show nested quote +



wait wat

What were you hoping the medivacs would do? I seem to be under the impression you WANT them to use their energy healing bio....

yeah I know it's a bit paradoxal, but marauders are too much an energy sink, usualy it's more effective adding marauders instead of medivacs if you have a heavy marauder army. One medivac will deplete it's energy healing 5-6 marauders then will be useless, so it's more cost effective to not make medivacs when you have lots of marauders (unless you drop, not only for the drop itself but for the increased durability of your drop).
Old Post

 
 calgar   United States. January 23 2011 02:03. Posts 903
Profile Blog # 

On January 23 2011 01:31 MrCon wrote:

Show nested quote +


yeah I know it's a bit paradoxal, but marauders are too much an energy sink, usualy it's more effective adding marauders instead of medivacs if you have a heavy marauder army. One medivac will deplete it's energy healing 5-6 marauders then will be useless, so it's more cost effective to not make medivacs when you have lots of marauders (unless you drop, not only for the drop itself but for the increased durability of your drop).
This makes no sense. Diminishing returns... if you have 20 marauders then 1 medivac will make a much greater impact than one more marauder. Its not like the energy is finite, either, as you suggest when you say its useless after running out.
Fortune favors the bold
Old Post

 
 sob3k   United States. January 23 2011 04:12. Posts 4674
Profile Blog # 

On January 23 2011 01:31 MrCon wrote:

Show nested quote +


yeah I know it's a bit paradoxal, but marauders are too much an energy sink, usualy it's more effective adding marauders instead of medivacs if you have a heavy marauder army. One medivac will deplete it's energy healing 5-6 marauders then will be useless, so it's more cost effective to not make medivacs when you have lots of marauders (unless you drop, not only for the drop itself but for the increased durability of your drop).


This makes absolutely no sense.

Medivacs always use the same amount of energy per heal no matter how many there are or how many marauders. As long as you don't have way too many medivacs, then the benefit of each medivac is exactly the same.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Old Post

 
 punchabird   United States. January 27 2011 11:54. Posts 32
Profile Blog # 
I love factory tech! It's always been the route I go when playing TvZ, because I love seeing zerg buildings explode into thousands of tiny giblets after getting rained on by my sieged tanks, mutas turning to fine mist after running into a hail of missiles from my Thors, and everything getting roasted on the ground or turned into swiss cheese by hellions and marines.

Thing is, though...versus Protoss it seems a lot harder because of things like Colossus range, Immortal shields, the fact that zealots can charge (and have much greater health than zerglings or any sort of zerg ground unit), and void rays/phoenixes are armored, not light, and can pick off thors and tanks fairly easily when made en masse.

And then of course there was that decision to change tanks' sieged damage from 50 (+15) to 35 (+15) in patch 1.1.....which made me super sad. It was still a respectable amount of damage and wasn't too much of a problem versus terran and zerg, but against toss units mech seemed totally nullified because tanks simply couldn't deal with threats quickly enough. =[

I'll be interested in seeing how you explain this.
"Yes, you do have a soul. And it tastes like butterscotch pudding."
Old Post

 
 Blazinghand   United States. January 30 2011 09:53. Posts 12203
Profile Blog # 

On January 27 2011 11:54 punchabird wrote:
Thing is, though...versus Protoss it seems a lot harder because of things like Colossus range, Immortal shields, the fact that zealots can charge (and have much greater health than zerglings or any sort of zerg ground unit), and void rays/phoenixes are armored, not light, and can pick off thors and tanks fairly easily when made en masse.

And then of course there was that decision to change tanks' sieged damage from 50 (+15) to 35 (+15) in patch 1.1.....which made me super sad. It was still a respectable amount of damage and wasn't too much of a problem versus terran and zerg, but against toss units mech seemed totally nullified because tanks simply couldn't deal with threats quickly enough. =[

I'll be interested in seeing how you explain this.



It's absolutely true that mech is more complicated vs toss. A couple of notes, though:
  • Phoenixes are light, so thors eat them like delicious delicious butterscotch candies. Also, Phoenixes can't pick up Thors, so there's that.
  • the 35(+15) vs the 50 damage only affects zealots, templar, and sentries: zealots now take 5 shots to kill instead of 4, and sentries take 3 shots to kill instead of 2. Templar have the same reduction. There is no impact on damage output vs collosi, immortals, and stalkers. Anything that the nerfed siege tank is bad against, the blue flame hellions are good against.
  • The real problem for TvP Mech are Chargelots, Immortals, and Templar and Carrier/Void Ray. Collosi don't have the range to deal with Tanks like they do with Infantry, and Thors can stomp FFs all day erry day.


I don't think TvP Mech has substantially more weaknesses compositionally than TvP Bio, given the presence of Storms and Collosi. I think it's just harder to deal with. My next post, on Blue Flame Hellions, will be up soon.
When you stare into the iCCup, the iCCup stares back.
Old Post

 
 Wyred   United States. January 30 2011 12:19. Posts 51
Profile # 
In TvP, mech requires 2 things:
1. Ghosts- Near mandatory since they will probably have at least on of each: immotrals/sentries/ht
2.Vikings- Mech's weakness is AA so if they are going collosi/heavy air, get these.
Old Post

Please log in or register to reply.
 
Refresh
StarCraft: Brood War
StarCraft 2
Dota 2
Other Notable Streams
[ Show 43 non-featured ]

» Recent SC2 Results
» Premier SC2 Tournaments
Sidebar Settings...

The Little App Factory



The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.

Advertising | Jobs | Privacy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren. Ad tag: TF_US.
The contents of this webpage are copyright © 2002-2013 Teamliquid.net. All Rights Reserved