I see so many people that think they know a lot about BW (but actually haven't done anything beyond maybe beat singleplayer and play some BGH), and when talking about it they have a tendency to summarize the three races like this: Protoss = expensive, small, but powerful army; Zerg = cheap, plentiful but weak army; Terran = middle ground
I am not satisfied with this. It seems too glib and inaccurate.
So how would you (briefly!) sum up the three races and their differences? What is the fundamental underlying difference in concept between playing Zerg, playing Terran, and playing Protoss?
Umm, I'd be interested to see this done without taking into account styles. I'll be impressed if a definition of Zerg encompasses both Sauron and hungry/hive tech styles.
Terran armies are by far the less mobile without some kind of dropship support. TvT games turn into a glorified form of chess. TvP requires either setting up pushes or timing your attack to have enough of an advantage to move out. TvZ you have to meander around the map with M&M/Tank/Sci V groups whereas Zerg can set up flanks or counter or whatever.
Protoss is more mobile than Terran but less mobile than Zerg.
Zerg is of course the most mobile.
Exceptions to all of these happen but generally this is true.
(For all races) The leading race it leads if he chooses to fast expands it forces you to fast expand aswell or else risk it all and try to take it's expo.
Protoss-
(PvZ) Protoss must adjust to Zerg at all cost and get inot it's base to see what he is teching, so lets call it the follower race.
(PvT) Basically its a game of who has the better macro, Protoss must overflood the Terran player with masses of units. Also it most stop the slowly moving blob of the vulture/tank combo. Thei name shalt be the flooderier.
Zerg -
Lets see... well its very agile b/c it can mass everything in just a couple of mintues once you got everything up and running to the 3rd layer. So lets call it the metamorphoer b/c you can change your strategy to your oponents strategy. But first you have to over come the larva and cacoon stage and metamorph into the last stage which is the strongest.
In essence, Zerg beats you with speed/inexpensive units. There's a number of styles you can implement that to win tho.
Terran and Protoss are much harder to peg down with an expansive definition. Protoss uses more expensive, but with a high potential for damage, units. And I don't think I can accurately sum up T or P with one line.
I quit playing a couple years ago but I played for 5+ years before that so I'd probably say
Protoss: It is fact that they have the most expensive units. To use Protoss effectively I believe you need a better strategical mind than your opponent and must be experienced at flanking, baiting, and setting up/preparing for a battle. Protoss also has a vast array of spells that are fundamental to victory. Single units such as Arbiters, Templars, and Corsairs can instantly change the flow of the game. Protoss units combinations also seem to be the most varied and powerful if used to counter the correct enemy units.
Zerg: It is fact that they have generally larger armies. However, they will not last as long as the other armies. I believe that in order to play Zerg you have to achieve a level of speed much higher than if you were playing the other two races to play at the same level. The perfect player would choose Zerg. There is no limit to the amount of actions a Zerg can do in a 1v1 game. Zerg armies are swift and are adept at flanking, but unlike the Protoss, if you think too much about a fight you will usually come out the loser. You have to know what you're gonna do, and just do it. Zerg is mobile and hit and run tactics work well. They key to winning leagues with Zerg is to be aggressive from the start. Because your units are weak, you need to overrun the opponents. Zerg have very nice unit complements. Be it Muta Ling or Ultra Ling or Lurker Ling or Hydra Lurk etc...
Terran: I don't think I've understood how to play Terran as much as the other races [ which is why I'm enchanted when I watch high level terran play I.E. Boxer ] but I believe that Terran is NOT a medium race. Every unit in the Terran army is ranged. Terrans have the ability to adapt much better than any of the other races. A makeshift base can be created much quicker than Zerg, even though the bases may be cheaper. I think Terran's real power comes from micro the difference is that Terran micro will bring greater rewards than micro with other races. Marine Medic is probably one of the top three unit complements in the game. I believe Terran relies the least on spells and more on firepower. When a huge Terran army rolls in, it's hard to stop it head on. You have to flank and outthink what the Terran player is going to do.
Well, all that probably shows how little I know about Starcraft but after playing 5+ years I'd like to think I know something.
Its too hard to sum up ; [ But even the casual players do a decent job of it. I mean the Protoss army is relatively expensive and low on units compared to the other two. Z is kind of cheap and lacks an easy mode game winner at low levels. Ultra is of course, but if you suck your opponent would likely make this too hard for you by having Carrier/BC. I will try to sum my feelings on them though..
Zerg = Economy race. You will end up mining more via your cheap expansion capability(I hope), but your units are hardest to make effective vs the defense of T and P.
Protoss = Magic/Power race. You have access to DT and Templar which form the basis of a lot of the strategical dynamic between Protoss and the other races. DT being strong and invisible while Templar being the one unit in the game with a true large area effect damage spell. The Power comes from Zealots and Carrier, where you start the game with the strongest base unit and end it with the strongest top unit.
Terran = Defense/Ability race. Obviously tanks are a strategical backbone of Terran, they are (nearly?) 2x the range of any other units in the game and not very mobile, along with bunkers and cheap turrets they get some of the best defense options. And most every unit has an ability giving them a lot of flexibility situationally.
Protoss : Patience Terran : Timing Zerg : Zoo( you got a lot of crazy shit going on everywhere, but if you can handle it youll make a lot of profit...)
What happened to the short summaries? A paragraph is not a short summary. I would think he means basically a sentence or two about the race, that you could maybe bring up to a friend between classes, rather than a formal, ten-page essay which would take a year to explain. Obviously with "definitions" that short, it's hardly an accurate description of an element of a game which is so complex, but I'll give it my shot.
Zerg: A primarily macro race, who need to focus on timing to overwhelm their opponent with outrageous numbers of "weak" units.
Protoss: A primarily 'knowledge-based' race, who need to focus on understand concepts of the game in order to properly counter their opponent with high-hp, medium-damage units.
Terran: A primarily 'controlling' race, who needs to focus on the elements of the map and matchup, as well as weaknesses of the opponent, to effectively harass and upset the opponent, before going in for the final knockout-punch.
No definition is very satisfying because the races are too complicated to just sum up so easily. As Chill said, there's just no way you can sum up, say, Yellow[arnc] and Savior[gm] in the same sentence. The closest anybody's coming is Detonate, but his answers leave a lot to be desired as well since low eco Zergs don't necessarily have much of a zoo to deal with meanwhile some of the crazy Terrans (Xellos, NaDa etc) are constantly controlling a zoo with units all around the map (think about Xellos' game vs Razor from WCG...he multitasked 3 fights simultaneously), and not many Protoss players have better patience than NaDa and not many Terran players have better timing than Savior (do any?).
The best you can really say is that Protoss players need macro and strategy, Terran players can have any 2 of micro, macro and strategy and Zerg players can have micro and either macro or strategy, and I'm not even sure if I can justify any of that!
Well, one way to look at it is the [damage]/[hit points] ratio to give you an idea of how much micro is required. Obviously, Terran requires the most and Protoss requires the least overall. Although anytime you use units that have a high ratio it requires more micro: lurkers, templars, etc.
SC is a matchup game, not a race game really, so I don't think this type of thinking can be accurate.
Describing Terran style vs Toss is entirely different than describing vs Zerg, and maps change it too. Who's the aggresser/defender, etc. And like Chill said, style plays into it as well.
On October 30 2006 14:38 neSix wrote: What happened to the short summaries? A paragraph is not a short summary. I would think he means basically a sentence or two about the race, that you could maybe bring up to a friend between classes, rather than a formal, ten-page essay which would take a year to explain. Obviously with "definitions" that short, it's hardly an accurate description of an element of a game which is so complex, but I'll give it my shot.
All he said was brief, and if a paragraph is too long for you...
On October 30 2006 14:38 neSix wrote: What happened to the short summaries? A paragraph is not a short summary. I would think he means basically a sentence or two about the race, that you could maybe bring up to a friend between classes, rather than a formal, ten-page essay which would take a year to explain. Obviously with "definitions" that short, it's hardly an accurate description of an element of a game which is so complex, but I'll give it my shot.
I think it all depends on the match up. Summing up a race w/ out match up is like summing up a human w/ out seeing his actions.
PvT: Protoss is the man here, running into minefield and sacrificing lives for victory, while terran is the pansy, hiding behind tank shells for the most part but then like a snake it gauges out of its hole and lands a painful sting of a push. TvZ: Zerg is the rat, darting here and there avoiding contact untill it's certain it can crush the terran. Terran is the snake, one powerful attack but rather linear and may stretch too far. Zerg makes rat holes all over the place while terran uses what ever he's got to destroy all the holes. ZvP: This is more like wolves vs tiger. Zerg the wolf can make a big dent in protoss any time and so could protoss tiger in zerg. PvZ is alot darting around the place trying to find weakness and alot of give and take tradeoffs. Zerg wolves will typically tring to make itself looks more dangerous than it actually is so to get away w/ greedy expo while the tiger needs to see through the deceiption and crush zerg in one powerful attack. While the wolf relies on speed and number, the tiger relies on strength and tactic. The wolves are constnatly darting around the tiger trying to hit it when it's most vunlerable while the tiger always wants to pin a wolf down in a corner and snaps its neck w/ one bite. PvP: This one is like midevil time, because it's low dmg high hp compared to all other match ups. Protoss warriors, ranged and melled, clad in huge armours clanking at each other and may fight for a good long battle before dying off(as opposed to TvZ). ZvZ: This one is like two ant colonies fighting, a group of ants darting here and there raiding each other's holes and corpse piles up rather quickly. TvT: Chess. no more than that.
Well i think that it all matters by matchup like mana said:
because i play Terran and Zerg... TvZ Terran chooses what it does based on what is scouted over at the slime factory. it will attack when its stopped the first tech attack the zerg does and really just tries to get up to a high enough tech tree so that it can destroy as many expos as possible. it uses harass and slowly knocks down the zerg's advantage with timing attacks to expos and quick drops to kill tech. relies heavily on upgrades and staying ahead on them. players of this match up need both very good micro and halfway decent macro. timing is also needed more so than in other match ups.
TvP Terran chooses what it will do and Toss has to react to it. relies mostly on placement and expo location. It turtles and every so often makes a very big move that only ends up moving its war machine a bit further into the "blinky laser balls" territory. either wins outright or gets fucked up outright. heavily relies on getting upgrades to win. has a hard time expoing once the map is split in half. players of this matchup need superior macro more than anything. Relatively good sense of timing is also needed.
TvT Players of this match up need to be Grade A, prime choice assholes with great abilities of "royal fuckage" in order to outfuck their opponents totally and destroy them with huge masses of flying shit droppers.
ZvT Zerg chooses what it wants to tech to and makes Terran react to it. may try many "sneaky" tricks that just get scanned anyway. slowly builds up a force to stop the inevitable first push that the Terran will do, then proceeds to double expo to gain the advantage. waits again for the stronger push and tries to stop it while probing the terran base to spot weaknesses. after the second push is stopped it proceeds to gain a higher econ and get hive tech. players of this matchup need extremely good macro and great flanking abilities. also need very good muta harass and dark swarm casting abilities.
ZvP Protoss chooses what goes on here and zerg reacts with a standard build which digresses when the toss is scouted with the floating food farms that the SC gods gave to zerg. zerg attempts to contain the toss while expoing like an angry beaver collects wood after a flash flood destroys its dam. once the protoss breaks out on (hopefully) the second try the zerg aims to have ultras coming and almost 2/2 units. lots of small spell-heavy battles will occur in this mathup with many pretty blobs of color such as blue, red, green, and golden balls. players of this matchup must have superior macro, great lurker burrowing skills and a sense of when to not attack.
ZvZ players of this matchup that win should go to the gallows. have a good split and hope to win zvz build order>>> 12pool 11gas 13 hatch lair at 200 or speed at 100 (depedning on expo or not by ooponent) proceed to rape.
of those two races i think that zerg needs a deeper understanding of the game and terran requires better mechanics.
PvT: macro + strategy are most important, timed attacks can help too, but not that necessary
PvZ: depends on aggressive vs defensive style. Aggressive more micro + macro, defensive more macro + timing
PvP: macro + strategy
TvP: macro + timing
TvT: I would say strategy + macro, but that's too broad. TvT is 100% about understanding how to improve your unit placement through expanding your lines and weakening your opponents
TvZ: micro+macro or micro+timing, either is fine
ZvT: uhhh, depends on aggressive or defensive. Aggressive more micro+macro, defensive more macro + a solid mix of everything else (need micro to harrass, need timing to know how far you can push the envelop on macro, need strategy to see how you can block large terran armies
ZvP: also depends on aggressive or defensive. Aggressive again micro+macro, defensive macro + strategy
ZvZ: 100% a question of who makes fewer mistakes. I'd say micro + "strategy" but when I say strategy I'm really talking more knowing what ratios of units to produce, i.e. how many drones you can afford to make, how many mutas/scourge you need, how many lings you need.
I think looking at expo count, T is the power race, Z is the weak but quantity race, P is the middling race. Z always needs to out expo the opponent, P needs to out expo T, while T can do a lot off lesser bases.
Strangely, its rather different in mirror MUs, with Z finding it riskier to expo, T expoing much more than usual, and P again a middling race.
I always think of Zvt tvz as a time bomb. Zergs are the bomb which will be weak and in-effective until it's timer is ready at which point it creates an unstoppable explosion. Terran are some panicky bomb diffusal experts who have to do damage to the zerg. It's like every time you kill a tech structure, have an effective drop, or cut off a gas node, you set the timer back, but if you fail to do these things, you're overwhelmed in 16~ minutes by ultraling and swarm. Obv there's a few more ways zvt is played, but just talking about the most common zvt styles.
On October 30 2006 14:27 Detonate wrote: Zerg : Zoo( you got a lot of crazy shit going on everywhere, but if you can handle it youll make a lot of profit...)
I can see the wild animals n monkeys n stuff already...
On October 30 2006 18:56 Drowsy wrote: I always think of Zvt tvz as a time bomb. Zergs are the bomb which will be weak and in-effective until it's timer is ready at which point it creates an unstoppable explosion. Terran are some panicky bomb diffusal experts who have to do damage to the zerg. It's like every time you kill a tech structure, have an effective drop, or cut off a gas node, you set the timer back, but if you fail to do these things, you're overwhelmed in 16~ minutes by ultraling and swarm. Obv there's a few more ways zvt is played, but just talking about the most common zvt styles.
T: Fragile, Ranged, Lacks mobility. High damage output. Moderate pricing. - Slow and Ranged. Z: Extremely mobile in both units and tech. Cheap pricing. - Fast and Cheap. P: Tough with a high damage output. Moderate mobility. Expensive pricing. - Strong and Expensive.
Terran: precision race. Intense micro with MM, vults, sci vessels/scanning. Heavy multitask race.
Zerg: macro. Takes high skill with all control group keys and flanking techniques and takes a high level understanding of map control/ unit positioning/ unit control.
Protoss: brainy race. Takes adept strategical thinking to take full use of their power. Must use every unit to its' maximum efficiency to prevail.
Ok, this is basically how I see it: (Strengths not weaknesses)
Zerg:
Adaptable Flexable Mobile Mass (good and bad)
Terran is like Resilient Resourceful Powerful (must sacrifice power for mobility though)
Protoss Spellcasting Condense/Expand easier (very small and powerful for pinopint attacks or making less room for the other to attack, or can expand and make a big flank with spread out, and therefore less weak to splash units. Potential (alot of their units can suddenly before very very good in smoe situations.
Zerg being cheap and many is not accurate at all, that can be good and bad, so it can't be the best trait. :/ (although terous mobile in units an tech hits better to home imo.) Terran middle ground is hardly true either, they have the most powerufl units but they are the slowest. Toss are more like the middleground. I think cost effcient-wise not pure numbers.
On October 25 2006 22:53 HonestTea wrote: ... Do you not know that Protoss is race of manly men? Zerg is race of tricky fox. Terran is race of boring slug.
Honestly though:
Protoss - "Be man, fight straight PRZ." Zerg - "Gimme more time, dammit. Go 'way. -_-" Terran - "Mass range units > all, duh."
Terran : -Strenght in masses(terran is the race of range units with critical masses where a small number is easily killed but a 200/200 is trouble) -Midgame race - weak units for beginning, hardly useful units in the lategame(no Bc/ghosts) Zerg : -Strength in speed(easiest to spread expands to build masses and to move from one part of map to another) -Units potential increases the higher the tech goes -> Lategame race Protoss -Strenth in special abilities(storm, statis...) -Units potential is early game and very late in the game(your army is from beginning to late game mostly of zeal/goon; lategame mass carriers determine the obvious winner if you can get that far)
zerg: many small units, many expansions, needs lots of money terran: few powerful units, few expansions, doesn't need a lot of money protoss: middle ground
i play protoss btw. so in pvz i need to play like a terran and in pvt i need to play like a zerg. i.e., in pvz you sort of turtle and need to make sure everything you make is well-defended, slowly build up your forces until you move out. and in pvt it's just the opposite, you simply expand all over the place and try to get as huge as possible before the terran moves out.
On October 30 2006 14:27 Detonate wrote: 1 word to sum up each race...
Protoss : Patience Terran : Timing Zerg : Zoo( you got a lot of crazy shit going on everywhere, but if you can handle it youll make a lot of profit...)