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Forums \ StarCraft Strategic forum \ Why is Destination "Mech"?
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gNs.Shade
Why is Destination "Mech"? (6968 reads, 26 replies, 2 years ago)
Just wondering why, on Liquipedia, they said Terran players have to play mech on Destination? Also, is this why all of those high iccup players like to play it so often?
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2 years ago
#1
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Vis
I don't claim to understand terran or how they play against zerg, but I might suggest it's because of how the map favors mechanical units over bionic units. The fact that there is a ramp into the natural might be what screws over bio units the most in an early TvZ.

EDIT:
"Mech works so good on Destination because of the choke points where you can just cut off entry by siege and hold the ground to stop any advancement of opponent armies. Haven't seen it used real effectively on any other map though"

stole that from some guys post o_O

Chess.com username: Vis-USEast
This post was edited by its author @ 2 years ago
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2 years ago
#2
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PsychoBaBas
Yes and also 2 port wraith is murder for Zerg on Destination.
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2 years ago
#3
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CherryLove
Mech is generally easier to control than bio, that's probably the biggest factor to why we see more and more people playing mech in TvsZ, now to answer " Why mech on destination ", it's just the map layout that favors it.. with all those bridges and ramps, it's so much easier to get map control with tanks + goliaths rather than with a few tanks and mass marines and medics.
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2 years ago
#4
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wolf4o
because of the bridges. :p
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2 years ago
#5
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mouz.MorroW
the shape of the natural is rather uncomfortable fighting against lings and mutas at the same time

the bridges and narrow paths favours mech cause its somewhat hard for z to flank

possibility to wallin

possibility to proxi easily

ofcourse its possible to play bio but the map itself somewhat favours mech. but i think mech is dominating so much because zergs doesnt know how to handle it, but nowadays we r seing more bio builds comming back to play and nice mixtures.

foreigner terrans are still going bio because they dont have enough practise time to learn all this mech from scratch and i gotta feel somwhat that its funnier with bio

top iccup gamers are always copying the progamers, and somtimes are them too :p
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2 years ago
#6
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lolmaestro
Seeing as the main advantage the bio army has over mech is mobility, the small mapsize of Destination renders this advantage almost useless. And it's no secret that in a straight up fight, a mech army would completely destroy a bio army. So you can say that the combination of chokepoints, bridges, cliffs and a small mapsize are all factors that makes this map favour a mech army over a bio army.
This post was edited by its author @ 2 years ago
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2 years ago
#7
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iw-days
Mech was(and I think still is but I haven't seen recent games on it) on Coloseum because of the easy 3rd gas terran could get. Don't remember if its changed since ColoII.

And as everyone above has said, the bridges are perfect for mines+tanks, and limit flanking room.
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2 years ago
#8
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Meistro
All the cliffs and elevated terrain make a ton of seige tanks nearly impregnable! Plus there are chokes all over that biatch.
East Gamers Unite
This post was edited by its author @ 2 years ago
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2 years ago
#9
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Avi-Love
It's because destination is one of the hardest map to defend against 2hatch mutalisks with a standard 1 rack cc build.

that's it, dont look any further.
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2 years ago
#10
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exigent
2009-07-10 22:12, Avi-Love wrote:
It's because destination is one of the hardest map to defend against 2hatch mutalisks with a standard 1 rack cc build.

that's it, dont look any further.


this man is a gosu Zerg!! he knows this answer very well
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2 years ago
#11
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ETBrooD
#9
Also would be cool to tell why it's so difficult to defend.

It's because the natural expansion doesn't allow for proper turret placement. Zerglings just run in, take them all out, terran can't do anything about it and loses the game. But why would mech change anything about that? Say thanks to spider mines and vulture patrol micro! Also thanks to ZvZ and Shark[gm] at this point.
The ridiculous natural design on Destination actually helped making mech popular in a short period of time. Yet I hope map-makers don't keep following the trend of making simple tasks impossible, one by one.
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2 years ago
#12
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arb
uh as idra showed just put a bunker back there? then lings cant snipe them and you are relatively safe as bunkers have alot of hp and put out alot of DPS
I do not troll gosugamers.net at all.
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2 years ago
#13
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neivler
2009-07-11 20:31, arb wrote:
uh as idra showed just put a bunker back there? then lings cant snipe them and you are relatively safe as bunkers have alot of hp and put out alot of DPS


Uhh, wtf? That is only to defend vs lurkers behind the nat.

And get rid of the word "not" in ur sig. Then it will be correct
I should realy do something diffrent with my life
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2 years ago
#14
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ETBrooD
#12
You can put a bunker into the mineral line if you like and reduce the mining rate that way, I don't. Anywhere else the bunker will be too exposed or not in reach of the turrets.
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2 years ago
#15
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RealTerran
#14 I beg to disagree, on destination you can happily place a bunker behind the minerals without it not being a hindrance to mining at all (if positioning is what you meant here) and add a couple of turrets just next to that to keep mutas and possible lurkers at bay. The bunker can be repaired from about 3 directions if you just place it correctly with the turrets.

I usually make that bunker there anyways because if z aint going muta he is still very probably going for that gay lurker snipe behind your nat.
http://www.warriors2.com/default.asp?referedby=162352 Try!
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2 years ago
#16
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Lord_of_Chaos
I sense replay/screenshots will be needed here.
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2 years ago
#17
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mouz.MorroW
im quite interested how u defend vs 2hatch lurker behind ur natural in an efficient way

maybe off topic so sry about that
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2 years ago
#18
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Lord_of_Chaos
Wouldn't just scouting for an early overlord behind your nat in the beginning solve that problem? Assuming zerg does not have early ling, send a few rines to kill the ovie would mean no lurker sneak, right?
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2 years ago
#19
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aby
mech is more easy to play on desti because with bridge zerg can stop the traditional mms/tank quite easly... and with mecha (and then, mass tank) its more easly on desti to take b3 and to secure against defiler
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2 years ago
#20
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iCCup.Spec
:o To throw in few more point here... Destination is a pretty linear map; it's thin and long. There's no need for mobility that bio provides to dart around expos such as in Andromeda where there are many expos, there's only the need to push to forward. For this reason, I think Blue Storm is also a good place for Mech, as would most simpler 1v1 maps.
There's also consideration for closer expos and back expos, where the less mobile T can just set up camp to defend many expos for the price of one.
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