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> [Q] TvT: Any use for infrantry?
Ryot
post Mar 7 2008, 04:34 AM
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I've seen a lot of TvT matches, and the standard seems to be tanks + goliaths (heavy factory build) with some dropships, with a late game battle cruiser possibility.

I was wondering what role infantry can have in TvT. A cheese rush is obviously a possibility, but what else? I remember seeing a really interesting TvT between two pros where towards the end, where one got BCs, the other tried a counter of M&M because all the resources were pretty much mined out but he had a ton of extra minerals (like in most TvT I imagine). Also, ghosts seem like they could be a possibility.

Of course I realize a main infantry force is just stupid TvT, mainly what I want to know is whether or not they can supplement some forces and have some use TvT. So what do you guys think?
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Dees
post Mar 7 2008, 07:38 AM
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You pretty much summed up the limited uses in the second paragraph. So short answer is: No.
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Nubbly McNubbins
post Mar 8 2008, 03:21 AM
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I think that infantry really plays in to the hands of the typical defensive, Terran, they will be shelled by tanks and BCs can simply overpower them, They have a lack of mobility as well, as a few well placed tanks really resticts where they can go, so dropships may be adopted, but it would recquire a ton of micro to effectively be transported via dropships, not to mentions goliaths would eat them alive. Also the marines and ghosts would be the worst option of the three infantry options available, being a range unit the melee style of combat useful in destroying tanks is unavailable and impractical for the marine user, not to mention these poor marines do not have the firepower necessary to stand up to a fleet of BCs late game.... So no I don't think theey are the best option unles you are cheesing.
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Salv
post Mar 8 2008, 03:23 AM
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In rushes or cheeses they are useful, but they serve no purpose in games that make it past seven or eight minutes.


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KnightOfNi
post Mar 14 2008, 01:17 AM
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The only time that infantry really ever get used past about 10 minutes is when ghosts decide to have fun with nukes. Lockdown is near useless, although Boxer did pull it off (but that is Boxer), and vultures eat marines ALIVE, not to mention spider mines, tanks and EMPing the medics (so much fun, you should try it tongue.gif). So, yeah that is the extent of infantry in TvT.


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CaffeineFree
post Mar 24 2008, 06:09 PM
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Hmmmm, uh..... Optical flare vessels? xD Althought ti doesn't seem like much, blinding units can be a real bitch. Especially detects. I mean, i get pissed when i'm playing comp and they blind a dropship. Stuff like that bothers the hell out of me, but its not anythign serious. Maybe bunkers? Eh who knows. Maybe some new strats will come into play that utillizes bunkers in TvT although that seems like imposs. ALso the ghost, but thats usually more for fun. Pretty much use onfatry to mess with people, not to win.


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Dees
post Mar 24 2008, 08:22 PM
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QUOTE (HiddenFrequency @ Mar 24 2008, 08:10 PM) *
Hmmmm, uh..... Optical flare vessels?


What vessels? No one makes them in TvT
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Zero
post Mar 24 2008, 08:31 PM
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QUOTE (Dees @ Mar 24 2008, 04:23 PM) *
What vessels? No one makes them in TvT



they really need to make lock down useful in tvt
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CaffeineFree
post Mar 25 2008, 12:46 PM
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QUOTE (Dees @ Mar 24 2008, 08:23 PM) *
What vessels? No one makes them in TvT

Yeah, i forgot tongue.gif But blinding in general bothers me. Im one of those kinda paranoid guys that has to have his rines at perfect health, turrets perfect health. etc.


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Plethora22
post Mar 25 2008, 02:34 PM
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Pretty much the same as others, but something I've messed around with to some good success is fast drops with rines and tanks, the marines are great at killing off the scvs that try to attack your sieged tanks. I'll usually make exactly 8 marines and 2tanks w/ siege and attempt a drop behind minerals. It's obviously slower than normal because I'm waiting for 2 dropships rather than 1 (I've tried going double starport but the math just doesn't add up off 1 base).

Its a specialty build and doesn't work all the time, but I'll say this, the drop itself is almost ALWAYS successful. Its just a matter of how far away my opponent's troops are and what he does w/ them.
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CaffeineFree
post Mar 26 2008, 05:33 PM
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QUOTE (Plethora22 @ Mar 25 2008, 02:35 PM) *
Pretty much the same as others, but something I've messed around with to some good success is fast drops with rines and tanks, the marines are great at killing off the scvs that try to attack your sieged tanks.

Yeah but you can sorta use vuls for that too.......


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killanator
post Mar 28 2008, 04:43 AM
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pretty much 3 uses

1. cheese rush

2. defend a rush

3. what plethora said, supplementing a tank drop

but the baracks is still very useful even if your not using it for the thing blizzard made it for(to make units obviously) and u can use the rax to spot for tanks...but ya thats about it


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Atomic Robot
post Jul 19 2009, 05:35 AM
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QUOTE
they really need to make lock down useful in tvt


Do you think that reducing the energy cost to 75 or even 50 would make lockdown useful? Or are there are deeper problems with Lockdown? Perhaps its position on the tech tree...


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neobowman
post Jul 19 2009, 05:59 AM
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Or the gas cost of ghosts and the micro it takes to lockdown along with the chance that the other Terran will scan and kill the ghosts in time.


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z0mgproberush
post Jul 19 2009, 06:37 AM
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lockdown Plus wraiths as an anti BC strat?
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marsh(y)
post Jul 19 2009, 07:29 AM
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what about marine bombs (like zealot bombs but,..yeah you get the picture) could be useful for breaking a siege line perhaps?


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neobowman
post Jul 19 2009, 07:38 AM
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Why wraiths? Goliaths are much better as you already have the factories to produce them. If you have starports already, then might as well use them to produce BCs of your own.
Ghosts against BCs are possible but once again, they can be killed off pretty easily by tanks in siege mode.


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ACE_LiGhT
post Jul 19 2009, 07:51 AM
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QUOTE
I remember seeing a really interesting TvT between two pros where towards the end, where one got BCs, the other tried a counter of M&M because all the resources were pretty much mined out but he had a ton of extra minerals (like in most TvT I imagine).

i remember seeing that game- it was a WCG something or other, and the guy who went rines lost because they were obliterated by tank fire laugh.gif



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ACE_LiGhT
post Jul 19 2009, 07:52 AM
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QUOTE (marsh(y) @ Jul 19 2009, 07:29 AM) *
what about marine bombs (like zealot bombs but,..yeah you get the picture) could be useful for breaking a siege line perhaps?

yeah, but tvt tank lines are heavy entrenchments with lots of turrets and gols- single drops will get snuffed out fast


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Sentenal
post Jul 19 2009, 08:32 AM
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Bio dies too fast, thats why they aren't used against Terran (or Protoss, for that matter). Ghosts require too much resources, and micro to be used effectively, plus they die really easy.


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