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Alert: 55 minutes long game, pretty epic btw: seeker missiles, nukes, yamatos, all scv saccing for extra supply. Every single research was researched hahahaha
Hello guys. This is a TvT on DeadWing. It goes pretty long honestly.
I went for a reaper expand with a handful of reapers, then followed into upgraded bio.
My oponent went for gasless FE into mech. I did a little poking here and there but couldn't get anything out of it.
After figuring out it was mech, I went marauder mode and fewer marines. I kept upgrading bio and eventually traded with him when we tried to get to my backdoor. I think that was quite a good trade actually, but I couldn't really capitalize on that.
I had the upgrade lead, but couldn't go for the kill or even for a push back.
Then, the game started to get "dangerous" (10+ tanks and air control starts to be an issue), so I went double armory full air. 5 banshees at once with cloak... We had a few skirmishes here and there and I managed to kill many tanks, but then he transitioned to thor viking raven and I had viking BC banshee + bio. We kept trading 200/200 armies then we reached a stale point.. I nuked, he did seeker missiles.. When I finally managed to land a good nuke I pushed. We traded quite even, eventually leading to another full army. Then I proceed to the loss..
Questions: 1- how do I properly deal with mech? I can't really capitalize on my wins. 2- against THOSE armies I fought, how could I have performed better? 3- please feel free to give me other overall comments. I didn't build any mines because there were lots of ravens on the field and "infinite" scans. 4- the upgrade lead eventually faded, so I sacced 50+ scvs... I had pretty muich 170 supply in army and couldnt win.
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High diamond Terran here.
These are the same observations I make when I look at my own replays - the basics.
By 9:55 - 45 seconds of idle scv production From 9:55 to 10:34 - no scv production on 2 ccs From 10:43 to 10:51 - no scv production on 3rd cc From 10:51 - no scv production on any cc At 11:15 you lift 3rd cc - other 2 still idle At 12:14 - you begin scv production on ccs 1 and 2 From 12:19 to 12:27 - no scv production on 3rd cc (after landing) 12:43 - 3rd cc goes idle 12:46 to 15:00 - idle production time
You had a total of 45 scvs at 15:00
Add that all together - over 700 in-game seconds of idle cc production time Divided by 17 seconds per scv constructed - 44ish scvs.
Granted, you only want to have around 65-70 scvs. But, this observation shows you could have easily obtained that amount early on, which would have led to an exponential increase in economy leading to a gigantic lead over your opponent as far as macro goes.
Other observations:
You start with 3 rax on 1 base, add on 2 more after getting third, add on 2 more rax at about 14:00
When you take your third, you should be adding on rax up to 10+ when going pure bio. Notice you're floating 1500 minerals at this point. That could be those extra rax plus extra production afterwards.
When going pure bio, I usually have between 50-60 scvs by the 10:00 mark and am maxing out on supply with 2/2 upgrades between 14:00 - 15:00. 3/3 upgrades usually finish within a minute to two after that. Your 2/2 were barely starting by the end of 15 minutes, and you were at about 100 supply (granted, he had killed about 50 supply of your stuff by then, but you could still have had closer to 150/160 supply instead of 100).
Before you worry about engagements, before you worry about unit compositions, before you worry about map control... FIX THAT and you would beat an opponent of this same skill 100,000 million times to one.
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All throughout the game your opponent is outplaying you.Your worker counts should be swapped (you are severely under saturated throughout the mid game while he is slightly over saturated), he is equal or ahead on bases, playing more aggressive early on, and higher on supply count. This is all mostly due to a few smaller mistakes early.
Firstly, you continue to build reapers after the reapers have been defended (you built 9 (!!!) total, a 450-450 investment that net you 0 kills (!!!)). Never build more reapers after they have been defended, and especially never build reapers after hes producing hellions. Secondly, even though you are the aggressor you do not land your natural for a while, you actually wait until he has a comfortable amount of hellions (and therefor making him the aggressor) to land your OC. If he counter attacked with his hellions he perhaps would have saved you both 40 whole minutes. Thirdly, as you are landing your natural you have around 800 unspent minerals for quite a while, early game this is a HUGE amount of unspent. You add an additional CC and rax, but remain at 400+ unspent until slowly floating up to 1200/500 (!!!). Fourthly, your medivacs need to come out ASAP. A mech player is like a protoss, except way less mobile and without photon overcharge, or even static D that shoots down. As the bio player you need to be extremely aggressive and need to be extremely aggressive before he turret rings his base (which he actually never does). Its very easy to drop a base, scan the area and as soon as you see defenses show up, pick up and boost out. This forces APM out of him that ends up doing nothing and turrets (which theoretically is more damage) all on top of whatever damage your drop has done. During the mid game your unspent is VERY high, and this is with you severely under saturated and almost never supply capped (you are perhaps giving yourself too big of an overhead, im calculating unspent without adding on unnecessary supply) Some tertiary things: -Don't bother with building planetaries VS mech, a few marauders will defend any hellion run-by, a turret will defend any banshee, and against tanks you can lift an OC. Planetaries are just candy for tanks and something that doesn't give you mules, while you can build an OC anywhere else the planetary is just a waste. -Expand before you attack, not after. -Spread some scouting marines out around the map, they can change the course of games when placed at expos or other important locations. TL:DR, your unspent is insane, the most important thing in this game is to keep your money low. In Bio VS mech the bio player needs to be extremely aggressive through whatever means possible without blatantly feeding units.
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I just played a similar game, mid diamond. 51 min game on Nimbus where I went 15 gas marine hellion into mech vs. gas1st banshees into bio. He blindsided me later on with me not scouting his air switch and forcing me to turtle behind turrets for a long time, denying futher expansions.
I did win the game due my opponent playing pooly but after watching replay, I find few things quite frustrating as mech
*** - Mech just can't move out without worrying for counterattacks before getting maxed out - Similarly, mech just can't spread his army equally like a bio player - Mech has to constantly adapt into foes composition switches.
***
If you are facing a mech player, your goal should be exploiting these aspects but there is an algorythm going for this in a long macro game.
- Bio player has the map control due to his early-mid game mobility. - Due to map control, bio simultaneously threatens with drops, is able to deny mechs 4th for a long time and meanwhile is able to get wide on map with plenty of expansions. - Due to your greater economy provided by additional expansions, you are now able to throw your mech opponent off guard with air switches and vice-versa after trading.
Additionally, catching a mech army out of position or a succesful doom drup can usually do game ending damage as anywhere more than 4 medivacs worth of drops needs a big response from mech which he cannot give due to sieging requirement of tanks. Remember, strength of mech lies on head to head combat, so you should do what you can to avoid this and exploit other points simultaneously. Finally, protect your mineral line. In lategame PF's are nowhere near enough against hellion run-bys or hellbat drops which are basically free for mech.
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I'm Rank 1 Gold Toss. My advice is probably not as good as the Diamonds, who actually play mainly Terran.
When I offrace against my friends (who claim Protoss is overpowered), I will go for an upgrade heavy bio or turtle mech. I love the turtle mech due to the ability to get about 7 tanks,put up dozens of turrets, and just sit there happily teching up.
I have not watched the video, but I feel the TvT Mech v Bio is a matchup that I love. In fact, my favorite mirror match is TvT.
Marauder heavy is a good way to deal with mech (duh). But many mech players don't like turrets. Or sensor towers. So if you're playing bio, try building them. Especially sensor towers. Many players don't realize that you can spot incoming drops up to 15 seconds before they land in your base with them (worth not losing a mineral line IMO). The Toss and Zerg equivalents are observer spread and overlord positioning.
How to slow down the 200/200 mech ball-
1. Drop a lot 2. Snipe production, armories, addons, and factories. 3. Maintain air superiority, having more Ravens than your opponent helps.
Just listen to the Diamond players. And build sensor towers.
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