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Unread Sat, 24th-Sep-2011, 5:03 PM BnetId: iRLStitcH.598  Race: Clan: iRL  Location: Singapore  Total Posts Made: 51 # 1
StitcH
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TvT changed after 1.4?

We all know the pre-igniator upgrade damage have decreased from 10 to 5. I didn't think it would affect much in TvT but I was proven wrong.

I was stopped by marauders/Thors/vikings when I go pure mech. T.T

What about your thoughts?
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Unread Sat, 24th-Sep-2011, 5:46 PM BnetId: cruxDoc.768  Race: Clan: crux  Location: Melbourne, Australia  Total Posts Made: 331 # 2
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I think even before the patch, mech gets stomped on by Thors cos Thors just tank so much damage, if you add in marauders they sure can tank (no pun intended) all your tank shots and blue flame hellions! vikings just land and join the party, but pretty sure thor/marauder is pretty darn good in T v T if not for the gas..
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Unread Sat, 24th-Sep-2011, 7:27 PM BnetId: sKyAU.570  Race: Location: Sydney, Australia  Total Posts Made: 461 # 3
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Just because you lost to a non-mech composition doesnt mean mech isnt viable anymore. Hellions are still strong, you just wont be able to win games as easily by catching opponent off-guard with a hellion drop or something.
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Unread Sat, 24th-Sep-2011, 9:14 PM BnetId: EveSnow.352  Race: Clan: Eve  Location: Singapore  Total Posts Made: 56 # 4
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Mech is still viable stitch. The only issue now is that 1 rax expo into hellion is not that safe anymore. Map control wont be as available as it used to and there will be a huge time gap in which you CANNOT attack. (Watch GSTL post 1.4 MKP vs Bomber). This amount of time allows for bio users to get a third base up and have a huge supply lead (~30). Mech is now only viable only maps like tal darim, crevasse, antiga shipyard (maybe). I believe full mech would be a lot harder to expand now on other maps. Cheers.
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Unread Sun, 25th-Sep-2011, 10:48 AM BnetId: cruxSpoon.276  Race: Location: Brisbane, Australia  Total Posts Made: 166 # 5
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the upgrade dmg only effects light units (I do believe). The majority of the bio ball is usually marauders (against mech). The difference in army battles is that hellions do slightly less dmg to marines (I believe 1 more shot than before), but same to marauders. Mech still tears through it like before, as when mech ball does engage the hellions main purpose is to tank dmg so that the bio cannot close in on the dmg dealing tanks. From a harassment point of view, you just need 3 hellions now to one shot things, it requires more micro than before but thats not a terrible thing. I think we're seeing the success of bio just because tvt hasnt' seen it in a while and players are getting caught off guard. Bio success usually comes in the form of outplaying your opponent anyways.
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Unread Thu, 29th-Sep-2011, 8:08 AM BnetId: Malik 255  Race: Location: Syd  Total Posts Made: 80 # 6
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Quote:
Originally Posted by StitcH View Post
We all know the pre-igniator upgrade damage have decreased from 10 to 5. I didn't think it would affect much in TvT but I was proven wrong.

I was stopped by marauders/Thors/vikings when I go pure mech. T.T

What about your thoughts?
seems like that sort of thing needs a lot of gas which means that u are being outexpanded and u are getting behind early on in the game. With pure mech u need to use hellions in order to kill scvs and deny expansions will expanding behind ur tanks line before pushing our. With maruaders just make ravens and get turrets with the range upgrade should allow u to keep ur ravens safe. As if u can use pdd to delay even 2-3 shots from the maruaders ur tanks )if properly upgraded) should be able to destroy the bio.

the main thing is to slow push the other terrans main and or take more gas expansions than him so that u can transition into bcs if needed if they overcommit to maruader thor.
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Unread Thu, 29th-Sep-2011, 10:05 AM BnetId: cruxSpoon.276  Race: Location: Brisbane, Australia  Total Posts Made: 166 # 7
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I want to see how hunter seeker missile does against bio play. I've noticed alot of players opening up pure marines and then transitioning to biomech or pure mech play after the 10 minute mark when they've started a 3rd base. Seeing as late game tvt (i've only watched, not experienced) is usually a giant clusterfuck of vikings/bc's/raven's then perhaps the hunter seeker missile may play more of a role earlier in thwarting bio play. I like bio play just because you can truly outmaneuver your opponent, but like mutabling, if it gets shutdown and you dont do enough dmg, you could be really far behind.
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Unread Thu, 29th-Sep-2011, 10:44 AM Who's Who:   BnetId: Stitch.777  Race: Location: Hong Kong  Total Posts Made: 778 # 8
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Besides early BFH drop harass that has been a bit different, mech is still absolutely great against Terrans. Thing is, when we're talking about midgame, you'll have 15-20 hellions so that nerf won't make much different because you are still able to do a lot of dmg. But I still think a majority of players still use mech in TvT as it is a solid and easy-to-learn strategy.
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Unread Thu, 29th-Sep-2011, 2:07 PM BnetId: SuperHero 816  Race: Location: Perth, Australia  Total Posts Made: 67 # 9
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The one thing i have found very effective against mech is drops. due to the immobility of mech the opponent (or yourself) can multi drop your mineral lines and cause significant damage if you are unprepared.

what i have done to negate this is leave 1 sieged tank, 2 BFH and a viking at each mineral line. this softens the damage of a drop and is great for defence as you are getting out your units.

also having vikings moving around the map trying to snipe drops is also very effective. if you see your opponent going MMM or even just marine+medivac then you have to stop those drops otherwise they can destroy infrastructure or workers.
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Unread Thu, 29th-Sep-2011, 2:51 PM BnetId: iRLStitcH.598  Race: Clan: iRL  Location: Singapore  Total Posts Made: 51 # 10
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Yea nowadays after a while, i will get a ton of missile turrets everywhere. Way too many mules. =))
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