• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:27
CEST 10:27
KST 17:27
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence2Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups0WardiTV TL Team Map Contest #5 Tournaments0SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Weekly Cups (Sept 8-14): herO & MaxPax split cups SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series WardiTV TL Team Map Contest #5 Tournaments Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
ASL20 General Discussion Playing StarCraft as 2 people on the same network [ASL20] Ro16 Preview Pt2: Turbulence Pros React To: SoulKey's 5-Peat Challenge BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro16 Group C [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL [ASL20] Ro16 Group B
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Nintendo Switch Thread Path of Exile General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1371 users

Why does flash play terran? - Page 6

Forum Index > Brood War Strategy
Post a Reply
Prev 1 4 5 6 7 8 9 Next All
SlayerS_BunkiE
Profile Blog Joined May 2009
Canada1707 Posts
June 29 2021 02:09 GMT
#101
On June 29 2021 10:50 ggsimida wrote:
Reductio ad absurdum can also be a fallacy. your example u use is too absurd to draw any conclusions from, when real life data have already shown that statements like " All T wins were from Flash." is clearly untrue

Maybe one last try.
The example was meant to show that we can look at underlying data if there is reason to do so. The example was meant to be “absurd” and no real-world conclusion should be drawn from it.
And I have no idea where “all T wins were from Flash” is coming from.. I was the one who posted how many times T actually won w/o counting Flash!
iloveby.SlayerS_BunkiE[Shield]
ggsimida
Profile Joined August 2015
1148 Posts
Last Edited: 2021-06-29 02:49:05
June 29 2021 02:48 GMT
#102
then why do u reject magic powers statement to that the dataset is erroneous and to check the data set? if its truly absurd shouldn't there a check on the dataset itself?
SlayerS_BunkiE
Profile Blog Joined May 2009
Canada1707 Posts
Last Edited: 2021-06-29 04:05:48
June 29 2021 04:02 GMT
#103
Goodness gracious
iloveby.SlayerS_BunkiE[Shield]
sugarmuffinpuff
Profile Joined October 2014
Canada38 Posts
July 15 2021 21:13 GMT
#104
Terran very well could be the hardest race...but 4 of the 5 bonjwas, including the undisputed GOAT, have been terran. I don't think you can call it the weakest race for that reason alone.
kaspa84
Profile Joined July 2016
Brazil169 Posts
July 18 2021 01:02 GMT
#105
On June 29 2021 11:48 ggsimida wrote:
then why do u reject magic powers statement to that the dataset is erroneous and to check the data set? if its truly absurd shouldn't there a check on the dataset itself?



I guess he meant data is valuable, but by far not to the only thing we should look into. That's why he deliberately provided absurd data, to demonstrate we should consider other factors too.
Newblish
Profile Joined November 2004
Canada116 Posts
July 18 2021 15:52 GMT
#106
On June 09 2021 07:14 Hawk2 wrote:
SC does not have a strongest race and there never will be a strongest race. The races in SC are unique and have unique strengths and weaknesses. Games of Starcraft are played on maps, which vary, and favor one race's strengths over another. Maps that favor T, Z, or P can easily be created.

Map design which favors each specific race is well understood (at least in the Korean scene). For example, if we wanted P to have the highest winrate, then we would play on island maps. For Zerg, we would reduce the mineral patch count on bases and make the map closed. For Terran, we would increase the mineral patch count on bases and add cliffs.

SC balance doesn't exist, there is only map balance. And so, the obvious questions that follows is, 'Why has Terran had the highest historical winrate?'. There are two decent answers.

1) Terran players have consistently outperformed map-makers and tournament organizer's expectations over two decades of map design and play.

2) Tournament organizers favor Terran maps as a hedge against ZvZ and PvP finals, which lead to lower viewership.

Personally, I lean towards the latter.


Without having read the entire thread Ill just say that this post nailed it. The only thing that I will add is that Terran arguably can be good on island maps as well depending on the terrain. In addition, we also practically only ever see 128X128 maps and we never see anything 64X, 96X, 192X or 256X. The simple reason for that is that is that it would likely greatly disrupt the map win rate stats we have that are as close to 50% for all MU's that we've currently got. Imagine playing a 1v1 on a 256x256, you'd be scouting for minutes trying to find your opponent and the luck factor in the game would greatly increase.

Artosis is great for the community and as a caster but he is really polluting and distorting the reality that this game is as balanced as it will ever get. He needs to stop complaining about protoss and zerg and appreciate why some maps and situations favor one race over the other. If it were possible, I would love to see him try to get to mid to high A playing only PvZ and see how that works out for him. :d
Senator[LighT]
TheGreatOne
Profile Joined November 2005
United States534 Posts
July 21 2021 21:30 GMT
#107
Because that is the race he chose to play with when he was younger hes always played terran however the last few years or two years or year hes played random but lost probably should of stuck with playing terran. Bisu will comeback win more asl ksls starleagues than flash and jaedong.I'll win the rest of the asl ksls starleagues myself if I have to. Jaedong has 6 more months to go until he gets out of the military.Flash has 1 year and 4 more months until he gets out. Bisu has already been out for the last year now.He plays terran because he chose terran at a very young age or at a young age and has always played terran faithfully loyally and has been committed and dedicated to terran. He's won the most starleagues out of all South Korean Professional Starcraft players and the most for a Terran player too.He plays Terran because he is Terran. He has won 10 starleagues now. I predict Jaedong to win more asls and ksls starleagues than flash.He only has 6 more months until he gets out.Bisu win the rest of the starleagues even if the next asl is your last one you still can qualify play and win ksls the rest of them.Flash plays terran because he chooses to play terran and always has.Their is your answer.
Protoss has always been the strongest race and always will be!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Toss_Master
Profile Joined June 2017
United States46 Posts
July 22 2021 15:25 GMT
#108
Flash has always played terran and always will.
sauc
Profile Joined October 2009
Canada26 Posts
Last Edited: 2021-07-23 21:32:01
July 23 2021 21:31 GMT
#109
Terran has been the strongest race for the vast majority of bw's life and have the statistics,tournament wins and bonjwas to back it up.

Even as I speak right now the bnet ladder's top 100 has 63 terrans. And it was like this before flying scvs was discovered too.

This terran is weak stuff usually comes from terran players, such as artosis.

Rainalcar
Profile Joined April 2010
Croatia360 Posts
July 23 2021 22:10 GMT
#110
Precisely. To say Terran is weak is a joke looking at their results. It is, however, true that the weakest race in BW is a much much clearer case than the strongest, and nothing has been done to fix this, save one season of imbalanced P maps to finally allow P to dominate.
j.r.r.
Magic Powers
Profile Joined April 2012
Austria4297 Posts
July 24 2021 00:53 GMT
#111
On July 24 2021 06:31 sauc wrote:
Terran has been the strongest race for the vast majority of bw's life and have the statistics,tournament wins and bonjwas to back it up.

Even as I speak right now the bnet ladder's top 100 has 63 terrans. And it was like this before flying scvs was discovered too.

This terran is weak stuff usually comes from terran players, such as artosis.



Artosis claims that most of these terran accounts are smurfs, and he says that means terran isn't actually overrepresented in the top 100. Any validity to that claim?
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
sauc
Profile Joined October 2009
Canada26 Posts
July 24 2021 04:00 GMT
#112
Some could be. Looking at the match numbers some are sitting at 50-60 games while some are sitting at over 300. But even if they were, why is it only terrans smurfing and not zerg/protoss. Or do they smurf as well but can't reach top 100?

From what I've noticed watching starcraft for like 16 years is that terran is the easiest race to lose with, but it also the most rewarded the better you get while protoss is the opposite which is probably why Artosis often says he can barely tell the difference between B or S rank protosses and also probably the reason they've been the least successful race in individual starleagues both in the past and present. I really don't buy that circlejerk that ''Terran just works harder dood.''
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
July 24 2021 12:44 GMT
#113
Terran slightly strongest race, but hardest sub-300 apm.
krooked
Profile Joined May 2011
376 Posts
July 26 2021 08:12 GMT
#114
Reasons Terran is more difficult than Protoss or Zerg:

1. Importance of scouting

Terran needs to scout both in TvZ and TvP to a much larger degree than their opponents. Not only does P and Z have a wide variety of viable cheese builds, but even in standard play, Terran needs to constantly be on the lookout for what playstyle the opponent is doing.

Examples of this:

TvZ: Terran MUST know whether Z is doing hatch or pool first, whether they are saving larva or not, whether they are going fast lair or getting speed. Not having this information is potentially game losing.

Later, Terran MUST know whether Z is going mutas or lurkers, keep constant track of Z bases and dronecount, whether quick hive or greater spire. Any of these not being picked up on and responded correctly to will end in game loss. For instance, unscouted greater spire with guardian cliff abuse will result in a swift loss. Unscouted and unpunished 4th base will result in a game loss.

This requires frequent scanning, and knowledge of the specific response to each situation, for instance wraith production vs guardians, ramp block vs pool first, bunkers and turrets vs lurker bust, turrets vs mutas. Just holding a lurker bust isn't enough - Terran must know the exact follow up, or they lose to defilers in their nat.

Zerg, on the other hand, essentially only needs to know whether or not Terran is going bio or mech, which is extremely telegraphed.

TvP:

Protoss has a wide variety of playstyles. Reaver play, goon pressure, fast arbs, fast carriers, aggressive expanding etc - Terran needs to be constantly on the lookout for what P is doing, or it will be potentially game losing. Protoss doesn't need to worry about fast BCs, or any particular cheese play that requires a very specific response from P. In fact, most Terran cheeses are laughably weak.

Any build that requires P or Z to scout what T is doing is completely outside of the meta - Terran must play predictibly to be competitive.

The result of this is that both P and Z can grow very accustomed to what a standard ZvT or PvT will look like from their perspective, while T must continually evolve specific knowledge about how to play each style of Z and P, such as lurker/defiler, crazy zerg, low econ aggressive play, greedy passive play etc. Protoss knows that Terran MUST get into tank/vult/gol/vessels every single game.

2. Issues with buildings/sim city:

Terran must have knowledge about how to sim city their base for each map and each spawn location. Having the wrong sim city can mean losing the game to muta harass, not being able to macro, have units get stuck, or losing the game to recalls etc.

Further, factories and starport has add ons, making sim citying even more difficult. Supply depots are massive, adding to the difficulty. SCVs has to work on the buildings, blocking new buildings. Just the fact that things needs to be sim citied creates difficulties, like things not building because another SCV or unit popping out blocks whatever needs to be built, resulting in it not building.

Because of Terran unit weakness early on, sim city is also a prerequisite to not simply losing to the most low effort offense from Z or P. Anti zealot wall with rax and depot, anti ling wall and bunker to not die to even the intitial lings from regular 12H vs 1raxFE play etc. All of this not only requires specific knowledge on how to do it, but also requires a lot of APM and attention, which makes every other action harder.

3. Immobile armies/Difficulty of micro:

Both TvP and TvZ, Terran armies are in essence immobile, for different reasons.

In TvP, the Terran army is immobile simply because of siege tanks, and the importance of having the perfect fight to even be able to have a chance at winning the game down the line. As a result, Terran cannot readily attack or capitalize on an advantage in TvP. Protoss can easily out-expand Terran unpunished, and Terran cannot do the same. Not only does it take time to siege/unsiege, but because of the importance of a good fight, Terran army needs to crawl slowly forward, constantly keeping tabs on the Protoss army.

In TvZ, the Terran army is immobile in a different way - firstly, because of the difficulty of moving the sheer numbers of marine/medics around the map. Secondly, because marines needs to be stimmed to be effective, and the dangers of running into lurkers or defilers means that actually moving the army around the map is extremely difficult and APM intensive, taking attention away from the already difficult macro. Terran has to constantly babysit its army to avoid simply losing the game in seconds. Typical example is lurkers running into terran army while terran isn't paying attention - instant game loss. Terran has no such tricks against P or Z.

Meanwhile, Zerg and Protoss generally can a-move to a much larger degree. This can never be done with Terran.

4. Importance of upgrades:

Both in TvP and TvZ, upgrades are everything for Terran. The game simply isn't winnable without upgrades. Terran against Crazy Zerg must have upgrades quick enough - ebays literally cannot be resting, or the game will be lost. Every build must revolve around getting quick upgrades, or the game cannot be won. This also involves that any build that isn't fast upgrade economical play is essentially a cheese build. This contributes to Terrans being very predictable in standard play.

5. Importance of taking initiative, despite how difficult it is as Terran:

Terran is on a clock both vs Zerg and Protoss. Terran MUST stop Zerg economic growth, or Terran cannot win. This forces Terran to constantly be threatening Zerg and forcing Zerg to build units, sunkens and ultimately Terran must kill the Zerg economy or contain it, or else Terran will lose. Zerg on the other hand is happy to let Terran expand freely, as long as Zerg too can expland freely.

In TvP, it is a bit better for Terran because the mech army out scales in a straight up fight, but if the Protoss economy gets too big, Terran runs into a problem of having to move too far away from its production to secure bases, while unable to threaten Protoss in a similar way, resulting in Protoss having an economy so big it can take bad trades until Protoss wins a war of attrition.

Taking initiative requires intimate knowledge of timings, what the opponent can have at any given time, how the opponent plays etc. Protoss and Zerg can have much more passive relationship to such timings and go unpunished.

6. Lack of static defence:

Zerg has spore colonies and sunken colonies, Protoss has photo cannons - fast to make, simple and effective static defence. Meanwhile, Terran only has turrets for anti air, and bunkers. Bunkers are limited in use because it can only house 4 marines, which is ineffective vs both Zerg and Protoss at holding bases. As such, Terran MUST leave clumps of units to defend, or keep tabs on enemy movement at all times to avoid being ran over and counter attacked. Because of Terran army immobility, counter attacks are also a lot more harmful.

Illustrations of how difficult Terran is to play:

Hawk did a one handed challenge to C rank as Zerg. I challenge ANY player to do the same with Terran - playing from F rank to C rank only using one hand. I am certain it is literally impossible.

Foreigner Terrans usually struggle playing at the highest level. BSL medals are a nice illustration of how poorly foreigner Terrans generally do compared to foreigner P and Z.

The reason Terrans has been a lot more successful at the higher levels in pro gaming can be easily explained - considering how mechanically demanding and difficult the race is to play, its effectiveness will keep rising as we approach perfect play, while Z and P in comparison caps out a lot sooner.

It is completely understandable that most people don't want to accept or admit, even to themselves, that this is the fact. If Z and P players were to admit that Terran simply was a lot harder to play, that would potentially mean that they were not in fact the superior player when they win against a Terran. This would obviously hurt their egos a lot. When people win games, they want to feel they are actually better than their opponent. Nobody wants to win just because they picked a certain race. This doesn't however mean, that that isn't exactly what happens.

If you could somehow have three identical players start playing starcraft, each picking each respective race, I have no doubt in my mind that after 1 year of play, the Terran would be the weakest performer of the three. Maybe after several years, this would no longer be the case.
QOGQOG
Profile Joined July 2019
834 Posts
July 26 2021 18:07 GMT
#115
On July 26 2021 17:12 krooked wrote:
Reasons Terran is more difficult than Protoss or Zerg:

Is this an Artosis smurf account?

On July 26 2021 17:12 krooked wrote:
1. Importance of scouting

Terran needs to scout both in TvZ and TvP to a much larger degree than their opponents. Not only does P and Z have a wide variety of viable cheese builds, but even in standard play, Terran needs to constantly be on the lookout for what playstyle the opponent is doing.

Examples of this:

TvZ: Terran MUST know whether Z is doing hatch or pool first, whether they are saving larva or not, whether they are going fast lair or getting speed. Not having this information is potentially game losing.

Later, Terran MUST know whether Z is going mutas or lurkers, keep constant track of Z bases and dronecount, whether quick hive or greater spire. Any of these not being picked up on and responded correctly to will end in game loss. For instance, unscouted greater spire with guardian cliff abuse will result in a swift loss. Unscouted and unpunished 4th base will result in a game loss.

This requires frequent scanning, and knowledge of the specific response to each situation, for instance wraith production vs guardians, ramp block vs pool first, bunkers and turrets vs lurker bust, turrets vs mutas. Just holding a lurker bust isn't enough - Terran must know the exact follow up, or they lose to defilers in their nat.

Zerg, on the other hand, essentially only needs to know whether or not Terran is going bio or mech, which is extremely telegraphed.

TvP:

Protoss has a wide variety of playstyles. Reaver play, goon pressure, fast arbs, fast carriers, aggressive expanding etc - Terran needs to be constantly on the lookout for what P is doing, or it will be potentially game losing. Protoss doesn't need to worry about fast BCs, or any particular cheese play that requires a very specific response from P. In fact, most Terran cheeses are laughably weak.

Any build that requires P or Z to scout what T is doing is completely outside of the meta - Terran must play predictibly to be competitive.

The result of this is that both P and Z can grow very accustomed to what a standard ZvT or PvT will look like from their perspective, while T must continually evolve specific knowledge about how to play each style of Z and P, such as lurker/defiler, crazy zerg, low econ aggressive play, greedy passive play etc. Protoss knows that Terran MUST get into tank/vult/gol/vessels every single game.

Zerg needs to know a lot more than just "bio vs mech." That's ridiculous. They need to first watch out for an early stim timing and then know what you're doing to fight mutas (vessels, mass turret, Valkyrie, etc.). For protoss, figuring out when terran is going to push and whether they're going into wraiths (to counter shuttles or carriers) or the standard science vessels is very important. And neither Z or P get the ability to scout instantly at any location like terran does.

On July 26 2021 17:12 krooked wrote:
2. Issues with buildings/sim city:

Terran must have knowledge about how to sim city their base for each map and each spawn location. Having the wrong sim city can mean losing the game to muta harass, not being able to macro, have units get stuck, or losing the game to recalls etc.

Further, factories and starport has add ons, making sim citying even more difficult. Supply depots are massive, adding to the difficulty. SCVs has to work on the buildings, blocking new buildings. Just the fact that things needs to be sim citied creates difficulties, like things not building because another SCV or unit popping out blocks whatever needs to be built, resulting in it not building.

Because of Terran unit weakness early on, sim city is also a prerequisite to not simply losing to the most low effort offense from Z or P. Anti zealot wall with rax and depot, anti ling wall and bunker to not die to even the intitial lings from regular 12H vs 1raxFE play etc. All of this not only requires specific knowledge on how to do it, but also requires a lot of APM and attention, which makes every other action harder.

Whereas Protoss has to memorize walls for every position on every map because of how little building positions matter to them?

On July 26 2021 17:12 krooked wrote:
3. Immobile armies/Difficulty of micro:

Both TvP and TvZ, Terran armies are in essence immobile, for different reasons.

In TvP, the Terran army is immobile simply because of siege tanks, and the importance of having the perfect fight to even be able to have a chance at winning the game down the line. As a result, Terran cannot readily attack or capitalize on an advantage in TvP. Protoss can easily out-expand Terran unpunished, and Terran cannot do the same. Not only does it take time to siege/unsiege, but because of the importance of a good fight, Terran army needs to crawl slowly forward, constantly keeping tabs on the Protoss army.

In TvZ, the Terran army is immobile in a different way - firstly, because of the difficulty of moving the sheer numbers of marine/medics around the map. Secondly, because marines needs to be stimmed to be effective, and the dangers of running into lurkers or defilers means that actually moving the army around the map is extremely difficult and APM intensive, taking attention away from the already difficult macro. Terran has to constantly babysit its army to avoid simply losing the game in seconds. Typical example is lurkers running into terran army while terran isn't paying attention - instant game loss. Terran has no such tricks against P or Z.

Meanwhile, Zerg and Protoss generally can a-move to a much larger degree. This can never be done with Terran.

You're keeping your marine medic force immobile in TvZ? I think I'm starting to understand why you find T so hard. Let's try rewriting it this way:

In PvT, the Protoss army is immobile in a different way - firstly, because zealots and dragoons can't simply be set up in static positions like tanks, resulting in the difficulty of moving the sheer numbers of zealot/dragoons around the map. Secondly, because zealots needs to be spread and sent in in front of other units to be effective, and the dangers of running into tank fire or spider mines means that actually moving the army around the map is extremely difficult and APM intensive, taking attention away from the already difficult macro. Protoss has to constantly babysit its army to avoid simply losing the game in seconds. Typical example is dragoons running into mines while protoss isn't paying attention - instant game loss. Protoss has no such tricks against T or Z.

Isn't that a little ridiculous? It's just describing a fast, mobile army vs a slow, immobile, but more powerful one. Exactly like TvZ in mid- lategame.

On July 26 2021 17:12 krooked wrote:
4. Importance of upgrades:

Both in TvP and TvZ, upgrades are everything for Terran. The game simply isn't winnable without upgrades. Terran against Crazy Zerg must have upgrades quick enough - ebays literally cannot be resting, or the game will be lost. Every build must revolve around getting quick upgrades, or the game cannot be won. This also involves that any build that isn't fast upgrade economical play is essentially a cheese build. This contributes to Terrans being very predictable in standard play.

I applaud your effort to make it sound like Terran having the best scaling upgrades in the game is a weakness.

On July 26 2021 17:12 krooked wrote:
5. Importance of taking initiative, despite how difficult it is as Terran:

Terran is on a clock both vs Zerg and Protoss. Terran MUST stop Zerg economic growth, or Terran cannot win. This forces Terran to constantly be threatening Zerg and forcing Zerg to build units, sunkens and ultimately Terran must kill the Zerg economy or contain it, or else Terran will lose. Zerg on the other hand is happy to let Terran expand freely, as long as Zerg too can expland freely.

In TvP, it is a bit better for Terran because the mech army out scales in a straight up fight, but if the Protoss economy gets too big, Terran runs into a problem of having to move too far away from its production to secure bases, while unable to threaten Protoss in a similar way, resulting in Protoss having an economy so big it can take bad trades until Protoss wins a war of attrition.

Taking initiative requires intimate knowledge of timings, what the opponent can have at any given time, how the opponent plays etc. Protoss and Zerg can have much more passive relationship to such timings and go unpunished.

If you are playing any race in any matchup, you're going to need to put some checks on your opponent's growth. I'm not sure why you feel that this is peculiar to terran or why doing so is harder than, say, a PvZ. And, if we just use your own ideas, it's a lot more of a necessity for Protoss than Terran in PvT: because you're going to get outscaled, you must get ahead economically, both in defending your own expansions and shutting down those of Terran.

On July 26 2021 17:12 krooked wrote:
6. Lack of static defence:

Zerg has spore colonies and sunken colonies, Protoss has photo cannons - fast to make, simple and effective static defence. Meanwhile, Terran only has turrets for anti air, and bunkers. Bunkers are limited in use because it can only house 4 marines, which is ineffective vs both Zerg and Protoss at holding bases. As such, Terran MUST leave clumps of units to defend, or keep tabs on enemy movement at all times to avoid being ran over and counter attacked. Because of Terran army immobility, counter attacks are also a lot more harmful.

So Protoss in PvZ has to leave behind big chunks of army and build tons of static defense and even then has a horrible time trying to stop drops or defiler pushes. Why is this worse for Terran? As you yourself mentioned in the last point, Terran tends to have fewer expansions than Z or P--so having to leave some army behind sometimes hurts them less than the other races. Not to mention that you're leaving out spider mines and sieged tanks here, which are better at holding a position than any standard static defense and, in the case of mines at least, still don't cost any supply.


In short, I think you're mostly looking at the game like someone who has only ever played Terran: you know everything that's difficult as terran, but are completely ignoring everything difficult about the other two races, even when it's the same thing. Some of what you're saying may be true, but you're carefully avoiding mentioning anything that acknowledges the strengths of Terran relative to the other races. The fact is that there are tradeoffs between the three races and, despite the wannabe martyrs, terran seems to have gotten a pretty good deal given their championship records.
krooked
Profile Joined May 2011
376 Posts
July 26 2021 20:23 GMT
#116
On July 27 2021 03:07 QOGQOG wrote:
Show nested quote +
On July 26 2021 17:12 krooked wrote:
Reasons Terran is more difficult than Protoss or Zerg:

Is this an Artosis smurf account?

No, and your attempt at ridicule is honestly just embarrasing.

Show nested quote +
On July 26 2021 17:12 krooked wrote:
1. Importance of scouting

Terran needs to scout both in TvZ and TvP to a much larger degree than their opponents. Not only does P and Z have a wide variety of viable cheese builds, but even in standard play, Terran needs to constantly be on the lookout for what playstyle the opponent is doing.

Examples of this:

TvZ: Terran MUST know whether Z is doing hatch or pool first, whether they are saving larva or not, whether they are going fast lair or getting speed. Not having this information is potentially game losing.

Later, Terran MUST know whether Z is going mutas or lurkers, keep constant track of Z bases and dronecount, whether quick hive or greater spire. Any of these not being picked up on and responded correctly to will end in game loss. For instance, unscouted greater spire with guardian cliff abuse will result in a swift loss. Unscouted and unpunished 4th base will result in a game loss.

This requires frequent scanning, and knowledge of the specific response to each situation, for instance wraith production vs guardians, ramp block vs pool first, bunkers and turrets vs lurker bust, turrets vs mutas. Just holding a lurker bust isn't enough - Terran must know the exact follow up, or they lose to defilers in their nat.

Zerg, on the other hand, essentially only needs to know whether or not Terran is going bio or mech, which is extremely telegraphed.

TvP:

Protoss has a wide variety of playstyles. Reaver play, goon pressure, fast arbs, fast carriers, aggressive expanding etc - Terran needs to be constantly on the lookout for what P is doing, or it will be potentially game losing. Protoss doesn't need to worry about fast BCs, or any particular cheese play that requires a very specific response from P. In fact, most Terran cheeses are laughably weak.

Any build that requires P or Z to scout what T is doing is completely outside of the meta - Terran must play predictibly to be competitive.

The result of this is that both P and Z can grow very accustomed to what a standard ZvT or PvT will look like from their perspective, while T must continually evolve specific knowledge about how to play each style of Z and P, such as lurker/defiler, crazy zerg, low econ aggressive play, greedy passive play etc. Protoss knows that Terran MUST get into tank/vult/gol/vessels every single game.

Zerg needs to know a lot more than just "bio vs mech." That's ridiculous. They need to first watch out for an early stim timing and then know what you're doing to fight mutas (vessels, mass turret, Valkyrie, etc.). For protoss, figuring out when terran is going to push and whether they're going into wraiths (to counter shuttles or carriers) or the standard science vessels is very important. And neither Z or P get the ability to scout instantly at any location like terran does.

This just isn't the case though, is it. Zerg can easily adapt to the push as it happens (MM push out, place sunkens, see valks, transition out of mutas / build scourge etc). There is no reason for zerg to proactively scout this out - which is why zerg generally don't mind if they can't get vision of T base.

Going wraith as a replacement for vessels isn't a thing. The fact that T has scan and the other races doesn't isn't relevant.


Show nested quote +
On July 26 2021 17:12 krooked wrote:
2. Issues with buildings/sim city:

Terran must have knowledge about how to sim city their base for each map and each spawn location. Having the wrong sim city can mean losing the game to muta harass, not being able to macro, have units get stuck, or losing the game to recalls etc.

Further, factories and starport has add ons, making sim citying even more difficult. Supply depots are massive, adding to the difficulty. SCVs has to work on the buildings, blocking new buildings. Just the fact that things needs to be sim citied creates difficulties, like things not building because another SCV or unit popping out blocks whatever needs to be built, resulting in it not building.

Because of Terran unit weakness early on, sim city is also a prerequisite to not simply losing to the most low effort offense from Z or P. Anti zealot wall with rax and depot, anti ling wall and bunker to not die to even the intitial lings from regular 12H vs 1raxFE play etc. All of this not only requires specific knowledge on how to do it, but also requires a lot of APM and attention, which makes every other action harder.

Whereas Protoss has to memorize walls for every position on every map because of how little building positions matter to them?

Nobody is saying Protoss and Zerg aren't doing anything. Both races sim city to differing degrees. The point is that sim city is more important for Terran, which it obviously is.

Show nested quote +
On July 26 2021 17:12 krooked wrote:
3. Immobile armies/Difficulty of micro:

Both TvP and TvZ, Terran armies are in essence immobile, for different reasons.

In TvP, the Terran army is immobile simply because of siege tanks, and the importance of having the perfect fight to even be able to have a chance at winning the game down the line. As a result, Terran cannot readily attack or capitalize on an advantage in TvP. Protoss can easily out-expand Terran unpunished, and Terran cannot do the same. Not only does it take time to siege/unsiege, but because of the importance of a good fight, Terran army needs to crawl slowly forward, constantly keeping tabs on the Protoss army.

In TvZ, the Terran army is immobile in a different way - firstly, because of the difficulty of moving the sheer numbers of marine/medics around the map. Secondly, because marines needs to be stimmed to be effective, and the dangers of running into lurkers or defilers means that actually moving the army around the map is extremely difficult and APM intensive, taking attention away from the already difficult macro. Terran has to constantly babysit its army to avoid simply losing the game in seconds. Typical example is lurkers running into terran army while terran isn't paying attention - instant game loss. Terran has no such tricks against P or Z.

Meanwhile, Zerg and Protoss generally can a-move to a much larger degree. This can never be done with Terran.

You're keeping your marine medic force immobile in TvZ? I think I'm starting to understand why you find T so hard. Let's try rewriting it this way:
Show nested quote +

In PvT, the Protoss army is immobile in a different way - firstly, because zealots and dragoons can't simply be set up in static positions like tanks, resulting in the difficulty of moving the sheer numbers of zealot/dragoons around the map. Secondly, because zealots needs to be spread and sent in in front of other units to be effective, and the dangers of running into tank fire or spider mines means that actually moving the army around the map is extremely difficult and APM intensive, taking attention away from the already difficult macro. Protoss has to constantly babysit its army to avoid simply losing the game in seconds. Typical example is dragoons running into mines while protoss isn't paying attention - instant game loss. Protoss has no such tricks against T or Z.

Isn't that a little ridiculous? It's just describing a fast, mobile army vs a slow, immobile, but more powerful one. Exactly like TvZ in mid- lategame.

The difference here is that what you are typing is just gibberish - moving P army around because of mines isn't hard. You simply a-move with an observer.

You seem very interested in trying to attack me as a player. I don't see the point. The entire point is that the army is immobile because it is so difficult to control it - which is an issue because being active and mobile is a prerequisite for winning the matchup.


Show nested quote +
On July 26 2021 17:12 krooked wrote:
4. Importance of upgrades:

Both in TvP and TvZ, upgrades are everything for Terran. The game simply isn't winnable without upgrades. Terran against Crazy Zerg must have upgrades quick enough - ebays literally cannot be resting, or the game will be lost. Every build must revolve around getting quick upgrades, or the game cannot be won. This also involves that any build that isn't fast upgrade economical play is essentially a cheese build. This contributes to Terrans being very predictable in standard play.

I applaud your effort to make it sound like Terran having the best scaling upgrades in the game is a weakness.

It is a weakness, because it is harder to MUST keep on top of upgrades to be competitive, than for that to not be a necessity. This should be painfully obvious. If Terran didn't have such great upgrade scaling, the game would be broken beyond belief.

Show nested quote +
On July 26 2021 17:12 krooked wrote:
5. Importance of taking initiative, despite how difficult it is as Terran:

Terran is on a clock both vs Zerg and Protoss. Terran MUST stop Zerg economic growth, or Terran cannot win. This forces Terran to constantly be threatening Zerg and forcing Zerg to build units, sunkens and ultimately Terran must kill the Zerg economy or contain it, or else Terran will lose. Zerg on the other hand is happy to let Terran expand freely, as long as Zerg too can expland freely.

In TvP, it is a bit better for Terran because the mech army out scales in a straight up fight, but if the Protoss economy gets too big, Terran runs into a problem of having to move too far away from its production to secure bases, while unable to threaten Protoss in a similar way, resulting in Protoss having an economy so big it can take bad trades until Protoss wins a war of attrition.

Taking initiative requires intimate knowledge of timings, what the opponent can have at any given time, how the opponent plays etc. Protoss and Zerg can have much more passive relationship to such timings and go unpunished.

If you are playing any race in any matchup, you're going to need to put some checks on your opponent's growth. I'm not sure why you feel that this is peculiar to terran or why doing so is harder than, say, a PvZ. And, if we just use your own ideas, it's a lot more of a necessity for Protoss than Terran in PvT: because you're going to get outscaled, you must get ahead economically, both in defending your own expansions and shutting down those of Terran.

For TvZ, Zerg is perfectly happy with 5base vs 5base. In TvP, it will never happen - in fact even in TvZ it basically cannot happen because of Terrans lack of possibility to defend such expands.

Show nested quote +
On July 26 2021 17:12 krooked wrote:
6. Lack of static defence:

Zerg has spore colonies and sunken colonies, Protoss has photo cannons - fast to make, simple and effective static defence. Meanwhile, Terran only has turrets for anti air, and bunkers. Bunkers are limited in use because it can only house 4 marines, which is ineffective vs both Zerg and Protoss at holding bases. As such, Terran MUST leave clumps of units to defend, or keep tabs on enemy movement at all times to avoid being ran over and counter attacked. Because of Terran army immobility, counter attacks are also a lot more harmful.

So Protoss in PvZ has to leave behind big chunks of army and build tons of static defense and even then has a horrible time trying to stop drops or defiler pushes. Why is this worse for Terran? As you yourself mentioned in the last point, Terran tends to have fewer expansions than Z or P--so having to leave some army behind sometimes hurts them less than the other races. Not to mention that you're leaving out spider mines and sieged tanks here, which are better at holding a position than any standard static defense and, in the case of mines at least, still don't cost any supply.

Terran has these issues in both matchups. Protoss has that issue only in one. This isn't comparing matchups to matchups, it is comparing the overall difficulty of each race.


In short, I think you're mostly looking at the game like someone who has only ever played Terran: you know everything that's difficult as terran, but are completely ignoring everything difficult about the other two races, even when it's the same thing. Some of what you're saying may be true, but you're carefully avoiding mentioning anything that acknowledges the strengths of Terran relative to the other races. The fact is that there are tradeoffs between the three races and, despite the wannabe martyrs, terran seems to have gotten a pretty good deal given their championship records.

Firstly, again you're very focused about who I am as a player. It simply isn't relevant.

As usual, the discussion always ends up in laughable whataboutism. Nobody can bring up any issues with one race, because someone else will counter with "oh yeah, well another issue exists for another race!". Take the points I am making, and refute them. Don't deflect them and bring up issues that other races have - we all know there are challenges with playing brood war in general, and each race has its individual challenges. I have brought up why Terran is harder than the other races. You have done absolutely nothing to refute those points.


QOGQOG
Profile Joined July 2019
834 Posts
Last Edited: 2021-07-26 21:05:17
July 26 2021 21:04 GMT
#117
On July 27 2021 05:23 krooked wrote:
Firstly, again you're very focused about who I am as a player. It simply isn't relevant.

As usual, the discussion always ends up in laughable whataboutism. Nobody can bring up any issues with one race, because someone else will counter with "oh yeah, well another issue exists for another race!". Take the points I am making, and refute them. Don't deflect them and bring up issues that other races have - we all know there are challenges with playing brood war in general, and each race has its individual challenges. I have brought up why Terran is harder than the other races. You have done absolutely nothing to refute those points.



I'm not going to do another detailed response since when I did a point-by-point rebuttal, you claimed I did nothing to refute you while also making really bad attempts to address those very refutations (Scans "aren't relevant" to discussions of how difficult/necessary scouting is for Terran? Really?) and I don't want to waste more time. I don't really care who you are as a player; my main point is simply that you are myopically focused on difficulties for Terran and totally ignore the difficulties for other races. I assumed this was because you mostly played Terran, but I could be wrong about that.

Are my counterexamples whataboutism?

Whataboutism is when something irrelevant is brought up in a discussion, generally in an attempt to make someone look bad or change the topic. But if you're arguing about which race is the most difficult, then difficulties other races face are very relevant. Terran doesn't exist in a vacuum, so its strengths and weaknesses have to be compared to those of other races if you want to argue that Terran has it the hardest. You seem to acknowledge this in what I've quoted but then just sort of brush it aside between sentences, going from "everyone has challenges" to "Terran's are the hardest," something you've done very little to argue for specifically because you aren't making fair comparisons between races and throw a fit when I try to. Instead, you listed some specific challenges you think are hardest for Terran. You could be right (you're not, as I already pointed out) on every one of these points and it wouldn't matter precisely because you aren't giving the same hyper sympathetic view to other races and considering their challenges.

So, to be clear: Yeah, some things are hard for Terran. They are as hard or harder for other races in some cases, as I've already discussed in depth, and as you belatedly seem to acknowledge. Some things, yeah, are probably hardest for Terran. But since you're just listing challenges for Terran and then going "ah, and see, these add up to more than the challenges for other races" without mentioning much of anything about those other races (in particular completely skipping the PvZ matchup) there are no grounds for comparison and thus no conclusion can be drawn. It's not deflecting to say that rather than just give us the most martyr-y summary of Terran you need to talk about other races and other matchups. It's what you have to do to make the point you're trying to make.
krooked
Profile Joined May 2011
376 Posts
July 26 2021 21:19 GMT
#118
1. No, that is not what whataboutism is. Whataboutism is when you point at another issue instead of dealing with the one at hand. Example: Sim city is very hard for terran, you say "ok, but what about sim city for Protoss?" - this doesn't address whether or not Terran sim city is more or less difficult, it simply points to Protoss sim city also being difficult.

2. Scans aren't relevant because it is a method of scouting, which all races have. The distinction isn't which scouting METHOD is most effective (Terran does indeed have the best scouting method), but what scouting is NEEDED to play the game competitively.

3. To argue whether one race challenge is "harder" than another is impossible, because I could name countless of things making terran harder, and you would simply point to an issue that is hard for another race, for instance: "Controlling MM lategame vs Zerg is extremely hard, and harder than playing ZvT" - you answer "but mutas are also hard, so its equal" - no, this isn't true. Yes, controlling mutas is hard, but it is not as hard as controlling 5 control groups of MM, in the context of the matchup. There is no way to "prove" something is harder than another thing. If you insist that you believe it is equally hard to sim city as Protoss as is Terran, then there is no reaching through to you.

4. There is no impotus on me to list every challenge that exist for each and every race, and create a comprehensive thesis on the difficulty of each race in relation to each other. I present issues which is evidently harder for Terran. If you refuse to see that this is the case, then there is nothing I can do. Its like explaining why 2+2 = 4 and you denying that it is so.
QOGQOG
Profile Joined July 2019
834 Posts
Last Edited: 2021-07-26 21:59:14
July 26 2021 21:59 GMT
#119
On July 27 2021 05:23 krooked wrote:
I have brought up why Terran is harder than the other races.

On July 27 2021 06:19 krooked wrote:
There is no impotus on me to list every challenge that exist for each and every race, and create a comprehensive thesis on the difficulty of each race in relation to each other.

Your honor, I rest my case.
TMNT
Profile Joined January 2021
2813 Posts
July 26 2021 22:55 GMT
#120
Lol this kind of debate literally just happened 2 pages before between me and another guy, and of course plenty other times in the past 20 years.

Some guys would make a list of all the hard things Terran has to do, and then claim them harder/hardest, without ever accounting for what Protoss and Zerg have to do.

Or sometimes they did account for, but with completely false information. For example, I find the bit about scouting the most amusing. Terran is the race with the most and the strongest timings in the game, yet somehow he makes it out that P and Z don't need scout as much as Terran. Ever heard of a thing called 5 Fact bro?

Prev 1 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 139
ProTech74
StarCraft: Brood War
Sea 1402
actioN 610
Zeus 358
Stork 289
Leta 192
Rush 69
Hyun 62
Dewaltoss 59
Aegong 47
Mind 37
[ Show more ]
sSak 29
Noble 21
Dota 2
BananaSlamJamma156
League of Legends
JimRising 495
Counter-Strike
Stewie2K482
olofmeister460
shoxiejesuss313
allub203
Other Games
ceh9422
C9.Mang0313
XaKoH 168
NeuroSwarm67
Mew2King39
Happy17
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH223
• LUISG 24
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1281
• HappyZerGling127
Upcoming Events
Afreeca Starleague
1h 33m
Snow vs Sharp
Jaedong vs Mini
Wardi Open
2h 33m
OSC
15h 33m
Sparkling Tuna Cup
1d 1h
Afreeca Starleague
1d 1h
Light vs Speed
Larva vs Soma
PiGosaur Monday
1d 15h
LiuLi Cup
2 days
RSL Revival
3 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
3 days
RSL Revival
4 days
Zoun vs Classic
[ Show More ]
Korean StarCraft League
4 days
RSL Revival
5 days
[BSL 2025] Weekly
5 days
BSL Team Wars
5 days
RSL Revival
6 days
Online Event
6 days
Liquipedia Results

Completed

BSL 20 Team Wars
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.