Turtle mech should be nerfed

turtle mech is a horrible troll playstyle and is super frustrating to deal with, additionally it is a low skill low micro composition that is almost as easy as zerg. turtle mech is horrible and you win by repeatably suiciding units in.

ideally it would be nerfed in such a way where it doesnt work against terran but does work against prottoss and zerg

While this is one of my biggest wish for SC2, it doesn’t seem too possibly.
Siege Tanks are a key unit, and while I believe they are a bit too strong right now, I don’t believe that Blizzard is able to balance them well enough.

Thors… has already been through a lot.

I would suppose locking tactical jump behind an upgrade for BCs or even just a straight up nerf would be enough.

Tactical Jump should just be straight up removed IMHO. It’s absolutely ridiculous that you can have a lategame capital ship harassing mineral lines super early in the game.

Buff them in some other way, but tactical jump is just straight up dumb.

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To add, there is no real answer against them for Protoss.
BC’s yamato and then jumping is one of the most efficient way to trade in the game ever, maybe even more efficient than Immortals against Armored units.

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yes there is no answer if you are a noob

*Mass BC’s.
My bad.

Seriously, have you ever tried 2 v 2 and there is a turtle Terran that maxes out on BC’s? I and my Team mate teamed up, me with Carriers + Tempest + Mothership, and my team with mass vikings and marines medivacs.

Sure, my team didn’t have the ideal composition against it, but he was pretty much maxed as well, and we still lost that fight against mass BC’s.

2v2 isnt real starcraft
build tempests.

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The fact that around 120 supply in Carriers + Tempest + Mothership with around 120 supply of marines, medivacs, Vikings can’t beat a 160-ish supply BC’s is dumb.

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wait you mean 120 + 120 army supply combined? i think the bcs would get destroyed

also i do agree tactical jump is dumb.

Around that much.
BC’s just kiting the both of us, So we were really not able to attack with our full force.
We ended up going for a base trade, and lost in the most saddening way, with no units, and the opponent still has like 6-8 BC’s

Buff them how? They were useless for 9 years, you have to have a suggestion for how they should be fixed.

I’m not saying I have that answer, I just think that having a super endgame unit able to teleport into a base as a harassment unit in the early stage of the game is absolutely stupid

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Zerg is way harder than mech.

Not sure about removing the jump, but for sure I would put Jump and Yamato sharing the same CD.Hitting yamatos and then leaving is probably the worst mechanic on the game right now.Once the BC count is high, the amount of things that BC can snipe is insane.

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Tempest only beats BC in unit tester and not in an actual game controlled b y a decent player because they will only engage you with with both Tactical Jump and Yamatos off CD, burst down your tempests with Yamato (needs 2 Yamato per tempest IIRC), and then teleport away. They will then repeat the process until they eventually outnumber you to take a straight fight, at which point they will do it in reverse order by teleporting on top of your Tempests (or Thors and Corruptors, if you want other races’ supposed counter) and then Yamato down as many as they can.

Mass BC is probably the most uncounterable mono comp in the game because of Yamato and TJ combined, in theory. I’m not calling for a nerf, just to be clear.

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hmmmmmm idk about much harder, but i do agree mech is a brain dead unit composition that requires almost no micro.

Zerg needs to spread creep, managing the mineral-gas bank, making drones, getting a good eco, scouting, and adapting to create a counter. T just takes the highest amount of gas and spam mules, mineral excess goes into CC and turrets.You expand, you make a PF so you don’t have to babysit that base, someone attacks you and you just right click on the PF. The unit composition is also basic, you spam first antiground units, then antiair units, then a mix of both.Scouting is hitting the scan key and it’s not that useful because you are turtling, all you need to do is spam turrets and sensor towers while you mass tanks and thors or build the BC army.And from time to time, make 6-8 blue flame hellions, move them into mineral lines and kill 30 workers in 3s, lose the hellions, and start making a new batch of them with the queue mode.

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fair that actually does sound diffuclt

just like every other race

just like every other race

just like every other race

just like every other race

Z just takes the highest amount of gas and spams queen injects, mineral access goes into hatchery(i have no clue what yo meant) and spore crawlers. you expand. you build A-move units so you dont need to babysit your army. someone attacks you and you just need to A-move. the unit composition is also basic, first you spam hydras and banes, then you A-move. scout is using overlords and what not creep spread. you need to spam creep spread and mass banelings and build a 200 army supply of A-move units such as ultralisks, banelings, and hydralisks. and from time to time do ling runbys, move into mineral lines and kill 30 workers in 3s, loose the lings and start making a new batch. did i mention you also need to A-move?

No, for example, T mech uses mostly gas, all you need is gas, the mineral is for dumping it into hellbats CC or turrets, that’s the same level as eco management of a zombietoss build, dump gas in one type of unit, dump the rest on another.Z must manage their resources on a traditional way and you lose drones every time you make an estructure, and against T, you must build spine/spore forest all the time.

No, T scans with one single hotkey, toss must use units, zerg must use units.

No, mech does not adapt, you are the turtling player, the other players are the ones who must adapt.

I meant you can have all the OC for free scout and extra PF with the mineral excess, mech uses mostly gas units is not a mineral hungry strat like bio.With Z you don’t have excess until you are 200/200 and making a bank.

A move vs mech?, are you joking? mech>zerg a move

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i never scan ever against zerg unless im clearing creep.

Exactly, because as I said, T does not react, is the other player the one who must find a way to crack the shell while T is turtlin with a single hand.

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