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Thread: terran mech build

  1. #61

    Default Re: terran mech build

    I imagine banelings busts are getting an adjustment in the next patch anyway.

    Going by the way previous patches have worked.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  2. #62
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    Default Re: terran mech build

    The counter to a bling bust is scvs and high hp buildings blocking the ramp. maybe a few marines to help. banelings are fine though they do decent dmg for a suicide unit. what really needs to be fixed is roaches and maurauders. they are way to cost effective for tier 1.5 units and im getting tired of seeing terrans just mass rauders and steam roll everyone.

  3. #63

    Default Re: terran mech build

    Quote Originally Posted by DemolitionSquid View Post
    Do you even play as a Protoss? If you're not going Robo, you're losing. Stargate tech is for when you're already miles ahead and just teasing your n00b opponent.
    There is one thing I have tried that is surprisingly good vs Terran, Demosquid.

    If you can delay one gas for the Terran, while going for warp gate tech, you are making your position comfy bu forcing the T to go mass rine with less marauders in the army, and because of that, your can just make equal ratios of zealot/Stalker out of 3-4 warp gates with at least 1-2 sentries. Get council and upgrade Charge.

    Charge is a godsend vs Terran, and the build works really well as you can transition into HT very easily. On 2player maps, it is a bit harder to pull off, but it is still possible. On other maps, you can definitely overpower a MMM Terran using a heavier mix of speedzeals and Stalker support. Get Templar and storm after, then research blink.

    If you scout a banshee build, skip templar tech altogether and just go fro blink.

    The dynamic of this build in PvT seems to work really well for me except for maps like Steppes where the T, if not overpowered or badly damaged in the first 2 attacks, can come back with too much infantry to deal with...


    The Build is something like:


    9 pylon
    10 (halfway) use CB on nex
    13 gate
    CB nex again
    14 gas#1
    15 Pylon
    16 Zeal - CB: hunt scouting SCV or deny scouting using a probe with zeal
    18 core
    19 gas#2
    21 or 22 zealot (Save CB around now)

    Get WG research soon as Core finishes, then CB the core at least twice during the research.

    Build about 3 - 4 zealots, 1 sentry and 3 stalkers to hold off initial rush, then reinforce with more zealot/stalkers in equal ratio while getting Twilight Council.

    At this point, try using a probe to check his army position and composition. If you really cant get it, then forge and cannon your min line with at most 2 cannons. By this time he might try a Banshee raid, if that's his build.

    You could always robo to get obs into his base, but the window to get the robo is really small, so if u can do it, do it, Gas-allowing...


    Save 3 Chronoboosts for zealot charge research, & 2-3 CB for Psi Storm research. Most Terrans who Bio go straight for ground mass with Ghost to EMP, so if you obtain HT, try keeping them lagging behind and dance your army back and forth while separating them into 3 groups to reduce effect of EMP rounds.

    If it's a Banshee techer, go for Blink and forget zealot charge or HT storm. Just go straight for Stargate and pump Phoneix till he is deterred to change tech, at which point you are in control. Choose whatever tech will work out (cuz at this point you should be having your 3rd base).

    GL man!


    PS: Lol! I just realized I gave teh counter to a Bio build in the Terran Mech build thread lol - sorry about that
    Last edited by protoswarrior; 04-05-2010 at 10:44 PM.

  4. #64
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    Default Re: terran mech build

    its ok things like this happen atlease it adds to the fact that bio is easily countered I still think rauders should be nerfed though they kite their counters way to well. Im pretty sure thats why a general mech build hasnt cught on. because the marrauder is way to cost effective for a t 1.5 unit and as a result its taking away the role of the tank, hellion and thor to some extent.

  5. #65
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    Default Re: terran mech build

    more mech buffs. hopefully the decrease in build time makes them easier to mass

  6. #66

    Default Re: terran mech build

    Quote Originally Posted by whitefire View Post
    more mech buffs. hopefully the decrease in build time makes them easier to mass
    hope so,BUT the gas cost is the real problem i have had with the mech build...

  7. #67

    Default Re: terran mech build

    Quote Originally Posted by arthas View Post
    hope so,BUT the gas cost is the real problem i have had with the mech build...
    If I don't have enough gas I just build either hellions or turrets depending on what the other player is doing.

  8. #68

    Default Re: terran mech build

    Quote Originally Posted by sandwich_bird View Post
    If I don't have enough gas I just build either hellions or turrets depending on what the other player is doing.
    roaches ? The only answer is still marauders,125 gas for tanks is too high...

  9. #69

    Default Re: terran mech build

    Quote Originally Posted by arthas View Post
    roaches ?
    Thor and Tank-mode tanks both counter roaches really easily.

    Especially now.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  10. #70

    Default Re: terran mech build

    Quote Originally Posted by Aldrius View Post
    Thor and Tank-mode tanks both counter roaches really easily.

    Especially now.
    Pretty much. The hellions are for harass, block the roaches from coming in range with tanks/thor and do good dmg against hydra.

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