On December 24 2016 18:09 MockHamill wrote:
Has anyone got mech to work in TvP?
I have tried two different styles, hellbat/tank/viking and mine/tank/viking. With both compositions I aim to kill them shortly after I have taken my 3rd. I do one big push and try to hit them before they get carriers out.
Now I have gotten much better results when I use widow mines instead of hellbats as they are much more versatile and protect your tanks from adept much better then what hellbats do.
The problem is either my push kills them of they manage to get Carriers out which means I typically lose a few minutes later.
The only way to kill Carriers is with Battlecruicers since Vikings are so vulnerable to splash.
So I have changed my style to trying to play for the long game instead and start to get BCs as soon as I have 3 bases. This means that if they start to mass Carriers I have a decent chance since BCs beat Carriers given equal numbers. The problem is that if they just invest in in ground units instead of Carriers they can just a-move through my 3rd and kill me since the investment in star ports and a few BCs weaken my ground army at that stage in the game.
Unfortunately Protoss do not seem to suffer the same fate, adding a few Carriers do not make the vulnerable since Carriers are a better unit in small numbers, especially since the interceptors mess with your units targeting system.
So what are your thoughts on this? Is it better to to kill them before Carriers or try to go for the BCs? Is there any point to using hellbats instead of mines since hellbats suck so much against adepts? Which upgrades should you prioritize? I always get armour first now in order to be able to fight carriers better but this means the tanks will dish out less damage.
Is there any other mech style that is better in TvP?
Has anyone got mech to work in TvP?
I have tried two different styles, hellbat/tank/viking and mine/tank/viking. With both compositions I aim to kill them shortly after I have taken my 3rd. I do one big push and try to hit them before they get carriers out.
Now I have gotten much better results when I use widow mines instead of hellbats as they are much more versatile and protect your tanks from adept much better then what hellbats do.
The problem is either my push kills them of they manage to get Carriers out which means I typically lose a few minutes later.
The only way to kill Carriers is with Battlecruicers since Vikings are so vulnerable to splash.
So I have changed my style to trying to play for the long game instead and start to get BCs as soon as I have 3 bases. This means that if they start to mass Carriers I have a decent chance since BCs beat Carriers given equal numbers. The problem is that if they just invest in in ground units instead of Carriers they can just a-move through my 3rd and kill me since the investment in star ports and a few BCs weaken my ground army at that stage in the game.
Unfortunately Protoss do not seem to suffer the same fate, adding a few Carriers do not make the vulnerable since Carriers are a better unit in small numbers, especially since the interceptors mess with your units targeting system.
So what are your thoughts on this? Is it better to to kill them before Carriers or try to go for the BCs? Is there any point to using hellbats instead of mines since hellbats suck so much against adepts? Which upgrades should you prioritize? I always get armour first now in order to be able to fight carriers better but this means the tanks will dish out less damage.
Is there any other mech style that is better in TvP?
Have you tried liberators? I know they're vulnerable to splash but they come out faster, they can be used to defend early against ground, and later on with the upgrade they prevent high templars from getting too close.
Meanwhile if they try to attack with their 8 range carriers the unsieged liberators standing on top of your army will obliterate interceptors.
On even upgrades 75 supply of libs beat 150 supply of carriers (without taking the interceptors rebuilding into account, but the trade is still incredibly cost efficient)
I can see their gas cost being a problem though, i don't play mech but it might be worth a try vs carriers at least.
On December 24 2016 20:01 Damien wrote:
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.
It used to take 5 liberators to 2 shot a flock of mutalisks, now it takes 7. If they mass muta getting an extra 2 liberators isn't the worst thing you can do.
Obviously with a big number of muta they can kill some liberators pretty fast and reduce your dps, plus they should split, so unless they stop at 10-12 mutas get something like 10-12 libs and you'll be perfectly fine if they try to engage