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Active: 13761 users

Terrans and Terran Units

Blogs > Evangelist
Post a Reply
Evangelist
Profile Blog Joined June 2011
1246 Posts
July 07 2012 23:15 GMT
#1
I'm going to be honest here and preface this first entry by stating outright - I suck at Starcraft 2. I'm a Gold bordering on Platinum Terran who does his best to try and improve but I will probably only reach Masters after a very long and arduous road. There are much better terrans out there than me. However, a few things have struck me about my race that I wanted to air for the simple sake of knocking them on the head.

I do not want fifty people telling me to macro better and go win games. I'm doing that already. This is not a balance whine. This is just me having an opinion. Agree or disagree as you like.


Tanks

[image loading]

Tanks don't seem to do their job properly. I'll elaborate. Tanks are arguably space control units - you set them up to either defend a position and then said position is defended or harder to break. You see this pretty well in TvT where you can only really break a tank line when it isn't supported or is horribly outflanked.

Besides TvT though, is there really any match up where they hold that role? In TvZ, they act more as a buffer to kill banelings and keep marines alive than they do as a space control unit. The marines themselves together with medivacs act as the space control - zerglings evaporate to seige tank fire but move so incredibly quickly and you simply cannot afford to protect your tanks with marines because of baneling splash. Tanks find some effectiveness in dealing with infestors - indeed, the only real method of dealing with infestors is tanks - but most of the time i feel like my tanks are sacrificial lambs, there to fire off what shots they can at banelings so my split can deal with the rest. Against Protoss they are pitiful for reasons covered in detail by everyone who has ever built a tank past 10 minutes against a protoss.

I may be right or wrong on this, but even with seige tanks seiged up, against an equal supply zerg I never feel like I have control of an engagement. On the other hand, despite entrenching and committing myself to a position, a zerg can quite easily wipe me off the map if I choose to unseige said tanks.

Not only that, but with late game TvZ, a terran completely loses the ability to control space until they have sufficient vikings out, which brings me to my next point...


Transitioning Into Sky Terran

Sky terran is awesomely fun to play. Astonishingly awesomely, frankly. Banshees all over the map, a few marine drops, big fuck off battlecruisers spewing fiery death and vikings acting as a covering fleet. A sky terran fleet really feels like an end game army - the kind of thing that should put dread into anyone that sees it.

Why is it then so hard to do?

Part of this is a cry for help because I have never been able to nail down a really solid way to transition into raven viking battlecruiser. I know how strong it can be - battlecruisers are scary units by themselves, arguably the strongest individual unit in the entire game. However, would it not be a good thing to make it slightly easier for terran to transition into sky terran? At the moment, I feel like it takes around 10 minutes to fully transition into sky terran and I basically get one shot at it. A few bad fungal growths/storms and I'm left with a lot of flying debris for something that arguably isn't that much stronger than its equivalents.

Is there a smooth way to get into sky terran late game? Is it really worth it?

*
Cooleh
Profile Blog Joined May 2010
United Kingdom63 Posts
July 08 2012 00:16 GMT
#2
I agree with your feelings on tanks, in sc2 they feel a little less area-controlly and more as just useful for their high range to poke at the enemy army. I also feel HotS is bringing a lot of units which work against this tank, such as the ultra charge, potentially the viper, potentially the tempest which will out-range tanks by miles etc.

I was never a fan of sky terran in TvZ and TvP because I felt, for me, the cost of the starports and tech, as well as having to get air upgrades, was outweighed by the bio or straight mech anyway. Saying this, I always had difficulty lategame TvP when I went bio, so tried experimenting with bio->mech TvP or just straight mech TvP. I feel heavy air is viable TvT though, using vikings for vision, banshees to poke at tank line when the enemies vikings aren't nearby or you have more vikings, and using ravens and BCs to reduce their viking count. I'm kind of thinking like that really long TvT between Boxer and Rain on metalopolis in MLG.
Opportunities will present themselves. Recognize them, act on them.
Marti
Profile Joined August 2011
552 Posts
July 08 2012 01:04 GMT
#3
100% agree on tanks. They aren't just sub par, they blow absolute co*k, seriously, what do they kill ? It's like a unit that you need to siege up for it to be effective, and EVEN THEN IT'S NOT SCARY !!!
Tanks not being good enough are the reason i'm switching to zerg. I played a TvT vs a good diamond T only to realize that in this matchup too you're supposed to ball up your army, can't split it, can't spread them out too much. If only tanks were good we could have awesome split map situations but no.

/RANT OFF

Yeah tanks are pretty bad.
I can't help you in any way, sorry.
#adun giveafuck - - - "Did this guy just randomly finger me?" - Sayle
AKomrade
Profile Blog Joined March 2010
United States582 Posts
July 08 2012 01:31 GMT
#4
Totally agree. Terran map presence alone would get a buff. If we DO get a buff though, it would probably be for Ravens or something else ridiculously expensive.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
boomudead1
Profile Blog Joined June 2012
United States186 Posts
July 08 2012 03:58 GMT
#5
agree. tanks isnt usefull anymore. people are switching to bio against zerg. bio in TvT isnt bad too. unless u turtle. might as well just make marauder and hope.

transitioning into sky vZ? maybe if ur up 2 bases. if not. might as well just keep dropping to buy time. b4 that deathball comes.
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