Topic
Mech against Feedback.
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Edited by Lozeh on 20/08/12 06:40 (BST)
Zealots/Immortals get ripped by Hellions. Well, not Immortals really, but you can kite them forever. Aswell as if you get couple of bunkers on your expos and push out with mass Hellions when Protoss attempts to push your base. Mech only suffers middle game when you need all of the high cost units (Ghost/Thor/Tank production) to counter HTs on top of "usual" Protoss army. Plus Warp Prism harrass is ridiculously good against Mech T midd game. Lategame/super lategame Mech is quite viable and effective in head to head battles, but way too immobile. |
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Edited by Lozeh on 20/08/12 13:50 (BST)
If you plan on playing Mech against Protoss, you defend till you have best possible 200/200 army and then move out. With exception of some mech timings. Normally you do not move out earlier with anything else than Hellion hit squads and units you can spend. |
Zealots/Immortals get ripped by Hellions. EMP works wonders against Immortals, as it takes whole immortal shield. I agree with the OP, or just make Feedback deal half damage (or even half energy drain) to Massive units. I mean, really, include Mothership. Only half energy drain. |
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Mech IS viable in tvp, even against that awful feedback spell.
You just need the right timing/positioning and you'll be fine.Speaking of, terran attacks are built on timings and such, so I think there aren't any problems for us non-pro, especially early-mid, even without ghosts. Just in late, ghosts are kinda a must-have. |
your suggestion might work. But isnt this stupid game design where u got to make such turnarounds? I would rather if the base of the problem was addressed to make mech more viable and used more often against toss. |
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Hmm decent suggestion but im afraid it cant be done , seeing that yahamato cost 125 energy . There is no half energy in starcraft 2 and rounding it off wont be possible as if you round up it will be to big a nerf for terran and if you round down , zerg and protoss will complain that Terran is OP again.
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Surely all it needs is the Thors energy removed and strike cannon changing to a cooldown, that wouldnt make Thors that overpowered against Protoss would it? They've got countless counters without HTs - Immortals, void rays, carriers, mothership, even 5 zealots can beat 1 thor suprisingly unless the thor is being repaired
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The problem with immortals is the 250mm cannon. The ability breaks TvP mech so badly (see ThorZain in TSL3). The sensible thing would be to remove the ability, rather than making it energy dependent. |
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I'd say making the 250mm a longrange 300dmg over 6seconds(with no stun) would be better. It would cancel out if the enemy goes out of range, ofcourse, and it would justify the thors having energy.
Range of 10 would be decent imo, it's artillery after all, and it's hard enough to get the 125 energy on a Thor. |









