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Thread: terran mech build

  1. #51

    Default Re: terran mech build

    Second In Tank mode they have measily 15 damage vs zealots,and with charge it's pretty much gg for tanks
    You mean it's exactly like SC1 where tanks lose badly to zealots!!?

    Colour me surprised. Get some anti-light defenses to sit behind the tanks. Hellions, reapers, it doesn't matter. Just anything that kills zealots FAST.

    On the other hand immortals kill tanks in 3 shots and while in mobile form they have 7 range so easily focused fire
    Tanks deal more or about the same DPS to immortals that they deal back once their shields are down. So find a way to burn through those shields.

    Reapers are still a good option there. But you can also use marines or even marauders with stim. EMP is an obvious choice, and Vikings can work wonders.

    Take the same principle of factory support for MnMnM and apply it in reverse. Instead of supporting MnMnM with tanks. Support tanks + hellions with reapers or vikings or ghosts.

    5 factories sounds a bit excessive thhough but I've seen people use six rax and to be honest I dont see the point of using that many rax especially with the reactor core.
    Reactor core is pointless unless you build it preemptively. Starports and Factories have the exact same build-time. And barracks only takes 10 extra seconds.

    So you're saving a few resources and SCV-time at best.

    I'm gonna make a list of units that tank-mode tanks counter better than siege-mode tanks:

    Stalkers
    Marauders
    Roaches
    Immortals
    Colossi
    Thor
    Vikings
    Ultalisks

    Oh, and buildings. That's right. Buildings. Unless you want to use the ranged advantage against static defenses, it's better to attack buildings with tanked tanks.

    The only time siege mode tanks counter these units better is when the tanks are REALLY entrenched. Up on a cliff, behind a huge army of Thor, deep in your base. Otherwise tank-tanks are a WAY better option.
    Last edited by Aldrius; 04-02-2010 at 05:01 PM.


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  2. #52
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    Default Re: terran mech build

    Thanks aldrius for the list of units siege tanks are good against. one of the things that makes terran mech seem weak is the lack of a goliath like unit from the factory but its a bit diseptive because the viking is just as effective and more mobile than a goliath and if your going mech you need a couple of starports for medivacs anyways so you might as well get some ground vikings. I've heard that vikings do bonus vs light in ground mode and not having the beta I can't prove this so dose anyone know the specs of a ground mode viking?

  3. #53

    Default Re: terran mech build

    I've heard that vikings do bonus vs light in ground mode and not having the beta I can't prove this so dose anyone know the specs of a ground mode viking?
    They did like... three years ago.

    They don't anymore. Just do 14 damage with a fast attack rate.


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  4. #54

    Default Re: terran mech build

    Quote Originally Posted by whitefire View Post
    Thanks aldrius for the list of units siege tanks are good against. one of the things that makes terran mech seem weak is the lack of a goliath like unit from the factory but its a bit diseptive because the viking is just as effective and more mobile than a goliath and if your going mech you need a couple of starports for medivacs anyways so you might as well get some ground vikings. I've heard that vikings do bonus vs light in ground mode and not having the beta I can't prove this so dose anyone know the specs of a ground mode viking?
    The problem I'm having now is that if you go mech, you have a lot of trouble countering mutalisk + broodlords + corrupter. I can't kill the broodlords with vikings because if they get too close they get decimated by mutalisks and corrupters and the Thor needs to A move to kill the broods of the broodlords or he dies.

  5. #55
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    Default Re: terran mech build

    Quote Originally Posted by sandwich_bird View Post
    The problem I'm having now is that if you go mech, you have a lot of trouble countering mutalisk + broodlords + corrupter. I can't kill the broodlords with vikings because if they get too close they get decimated by mutalisks and corrupters and the Thor needs to A move to kill the broods of the broodlords or he dies.
    I think that anti zerg-air mech has become alot more viable since the patch. With thors being better against clumps of mutas, and vikings and their insane AA range I think with a little micro you should be able to stop a push.

  6. #56
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    Default Re: terran mech build

    brood laord sare a bit interesting because of the way they screw with the units ai.Im not sure theres an effective way to beat mass zerg air unless you have a load of upgraded thors and vikings

  7. #57

    Default Re: terran mech build

    I can say that mech really suck in TvP. I've been playing mech the whole night and lost all my matches went from rank 6 to 12 I think. Immortals completely destroy the place unless you have at least 2 thors. I didn't use EMP in the games that actually lasted long enough so that was probably one of my weak point but honestly trying to make the ghost come to the front of your tank/thor/hellions line is hard. It's ok if you're just turtling but if you attack it's more complicated.

    Also, if the Protoss goes carriers, the thor is not enough to counter so you'll need vikings. The problem is that vikings are complete crap on ground against stalkers so basically you have to do a big tech switch that will eat your money and supply without really knowing how much carriers the big push will contain.

    Finally, after the great success I had with mech against zerg in the last couple of days, I was destroyed 3 times tonight by banelings rushes while trying to tech to mech. This kinda piss me off because when you scout the baneling nest, you don't have a choice, you have to go infantry. I can't even imagine trying to tech on scrapyard or any other map with an unblockable ramp. The worst is that teching to a baneling rush doesn't even put the zerg behind. It's completely ridiculous. They can do their little rush and if they don't succeed, they can safely tech to something else.

  8. #58
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    Default Re: terran mech build

    Quote Originally Posted by sandwich_bird View Post
    I can say that mech really suck in TvP. I've been playing mech the whole night and lost all my matches went from rank 6 to 12 I think. Immortals completely destroy the place unless you have at least 2 thors. I didn't use EMP in the games that actually lasted long enough so that was probably one of my weak point but honestly trying to make the ghost come to the front of your tank/thor/hellions line is hard. It's ok if you're just turtling but if you attack it's more complicated.

    Also, if the Protoss goes carriers, the thor is not enough to counter so you'll need vikings. The problem is that vikings are complete crap on ground against stalkers so basically you have to do a big tech switch that will eat your money and supply without really knowing how much carriers the big push will contain.

    Finally, after the great success I had with mech against zerg in the last couple of days, I was destroyed 3 times tonight by banelings rushes while trying to tech to mech. This kinda piss me off because when you scout the baneling nest, you don't have a choice, you have to go infantry. I can't even imagine trying to tech on scrapyard or any other map with an unblockable ramp. The worst is that teching to a baneling rush doesn't even put the zerg behind. It's completely ridiculous. They can do their little rush and if they don't succeed, they can safely tech to something else.
    I thank you for testing it out for me sandwhich bird. Something that might help is to go early infantry then transition into mech to help stop the rushes then. Mech with infantry support is a good thing especially with ghosts vs toss. as far as carriers are conserned if you scout a carrier build you need to start massing vikings and BCs and maybe some infantry to deal with the stalkers. I also appologize for totally destroying your rank. Mech vs toss should have alot of infantry support so its would be more like a bio mech build vs toss to handle the immortals. If you sopt immortals you need to pull your infantry to the front while moving your armor to the back and if he has collosi just snipe them with you vikings and you should be fine. I hope we can continue to refine this strategy and thanks for your help.

  9. #59

    Default Re: terran mech build

    Quote Originally Posted by whitefire View Post
    I thank you for testing it out for me sandwhich bird. Something that might help is to go early infantry then transition into mech to help stop the rushes then. Mech with infantry support is a good thing especially with ghosts vs toss. as far as carriers are conserned if you scout a carrier build you need to start massing vikings and BCs and maybe some infantry to deal with the stalkers. I also appologize for totally destroying your rank. Mech vs toss should have alot of infantry support so its would be more like a bio mech build vs toss to handle the immortals. If you sopt immortals you need to pull your infantry to the front while moving your armor to the back and if he has collosi just snipe them with you vikings and you should be fine. I hope we can continue to refine this strategy and thanks for your help.
    Yeah against Protoss I won't have a choice, I'll have to go biomech. Against zerg though, if I can just find a build that will counter baneling rushes without putting me behind in my mech tech it should be fine. Mech is really surprisingly good against zerg.

  10. #60
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    Default Re: terran mech build

    I told you it would work against zerg. I'd say bunker up with a few marines or put more higher hp buildings to block the ramp. I'd use infantry until you can support an all mech build.

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