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What are your gameplans?
Since cyclone can't now do lock to trade extremely cost efficiently to wittle down protons army and is rather now a direct trading unit, how does your game proceed?
I find that protoss economy ramps up really fast to really keep up with their production if you try to go ghost mech timing with tanks.
I also find it hard to deal with stargate openers since cyclones have really low AA dps now.
Late game skytoss and cost of interceptors is also giving me large trouble with 5 mineral interceptor being extremely cost effective and doesn't seem to matter if you manage to deplete the interceptors over and over
However even with all those I feel like 70 damage tank is big enough to make up for the downsides- how do you guys deal with mech tvp?
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My Midgame Timings with Marines from naked Factory, hellbats, and Cyclones are really strong. Defends stargate openings and early Gate Pressure with ease... I rarely come into Late Game situations in TvP, but I'm just at diamond Level...
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Right now every game against protoss/zerg/terran is mass air because of mech having no viable anti air
they are going to make the tempest ability an uppgrade which is blizzards way of saying "kill them before they get there"
EJK says "make tanks into vikings, kill the tempest and land the vikings" for tempest but there is no way to beat mass carrier.
For some reason NA protosses only mass tempests so you can expect a "carrier revolution" to occur if players try to play mech, as carriers are far better then tempest but are not currently built.
If you consider tempests being in the mix so any battlecruisers you make get kited after revelation is used on them by 15 range tempests to the 10 range yamato then...
There are two ways to beat carriers which both involve killing the interceptors using libs or mines, the libs got nerfed from 5+2 light to flat 5, so they die incostefficiently without trading, the widowmines are immensely RNG and hardcountered by distruptors and storm, and the revelation spell which transpired into the game during the complete absence of mech, has not been tweaked for mass mines as it just shuts it down hardcore.
All you can do is pray that the korean coaches watches the foreigner mech players streams and realize the succeptability to air and "comments" on it, so common sense in say removing either cyclone or liberators anti ground mode for an all out anti air role i.e goliath/valkyrie which is what we really need with our steroid tanks.
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F10 N Protoss if you want to play Mech. Any Mech Ground unit is still dominated by the immortal in A-Move, any Siegeline/Minefield can be dealt with by 1) Shade 2) Disruptor 3) Zealots 4) Tempests 5) More Archon/Immortal 6) Phoenix Lift 7) Blink
And even if a skilled Protoss has the means to play very effectively against your ground composition...well don't ever let them make Tempest&Carrier....because Terran (MECH) has NO unit to deal with this costeffectively. Oh and Voidrays Zap anything anyway. Best bet against Carriers is to Burrow 40 Mines beneath them. Thanks to their Insane CArrier DPS however, and the impossibility to Target the Carriers your mines Literally have 1 SHOT if even this.
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EJK said: BC's beat carriers!
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On October 07 2016 04:49 PinoKotsBeer wrote: EJK said: BC's beat carriers!
Yea bcs do beat carriers even without yamato and feedback. I know that.
I guess if opponent goes skytoss, just keeping them contained to 2-3 base while teching up to bc and building turret field is answer til you can get 4-5 bcs out.
Bit too slow of reaction between the points of seeing skytoss->getting bc but I guess you can't do much outside if it's skytoss
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I was trying thor heavy comps over a week period and then went right back to teching to cattlebruisers. A small number of libs on hold position just behind them makes it even easier, as does pdds. I rate the BC as a proper T3 again against protoss and vs a toss turtling to fast sky I find I really need to be greedy and rush double air upgrades (even stopping at +1 ground attack. If only I could make them work in TvZ
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On October 07 2016 05:20 jinjin5000 wrote:Yea bcs do beat carriers even without yamato and feedback. I know that. I guess if opponent goes skytoss, just keeping them contained to 2-3 base while teching up to bc and building turret field is answer til you can get 4-5 bcs out. Bit too slow of reaction between the points of seeing skytoss->getting bc but I guess you can't do much outside if it's skytoss
What are the actual time differences if let's say toss is going straight to carriers and terran goes straight to bc ?
p.s. terran should have the best and fastest scouting abilities of all races (reaper very early on + scans + medivacs)
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On October 07 2016 04:49 PinoKotsBeer wrote: EJK said: BC's beat carriers!
On October 07 2016 05:20 jinjin5000 wrote:Show nested quote +On October 07 2016 17:16 AntiFusion1 wrote:I was trying thor heavy comps over a week period and then went right back to teching to cattlebruisers. A small number of libs on hold position just behind them makes it even easier, as does pdds. I rate the BC as a proper T3 again against protoss and vs a toss turtling to fast sky I find I really need to be greedy and rush double air upgrades (even stopping at +1 ground attack. If only I could make them work in TvZ Yea bcs do beat carriers even without yamato and feedback. I know that. I guess if opponent goes skytoss, just keeping them contained to 2-3 base while teching up to bc and building turret field is answer til you can get 4-5 bcs out. Bit too slow of reaction between the points of seeing skytoss->getting bc but I guess you can't do much outside if it's skytoss
but tempests with revelation will kite bcs forever with 15 range to 10 range yamato and 6 range anti air weapon
in a vacuum however bcs do beat carriers but not if the protoss makes tempests as well.
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On October 07 2016 05:20 jinjin5000 wrote:Yea bcs do beat carriers even without yamato and feedback. I know that. I guess if opponent goes skytoss, just keeping them contained to 2-3 base while teching up to bc and building turret field is answer til you can get 4-5 bcs out. Bit too slow of reaction between the points of seeing skytoss->getting bc but I guess you can't do much outside if it's skytoss
Agreed. People don't really point that out too much how the slow speed
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