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The Bane of Terran: Decision-Making - Page 3

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whaTITdoz
Profile Joined April 2010
United States92 Posts
May 03 2010 15:47 GMT
#41
I really agree with this and I love the decision making Terran has to make. My biggest problem with Terran is that late game we have no way to quickly replenish our armies like Protoss and Zerg. Protoss has warpgaes and Chrono boost while Zerg has infinite larva and can stop up as many as they need, while Terran only has reactors which can only make marines, vikings and hellions or mass production buildings which does not hold up to P/Z and the units take so much longer to make.
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
Last Edited: 2010-05-03 15:52:10
May 03 2010 15:50 GMT
#42
On May 04 2010 00:46 DarkPlasmaBall wrote:
I agree, dkh. Based on the situation, you know what to do. Just like with the Terran. If you're going against cloaked units, you'll want energy for scan. If you need money quickly, then you go MULEs. If you get supply blocked, then you get the instant supply. Easy decisions :-)


True, I mean it's pretty obvious but from a theory point of view you are of course correct. Somehow I just feel like in the actual game (this is very subjective) that with Terran it's harder - it punishes you to no end if you forget to save energy for a scan as cloaked DTs or Banshees can quickly kill you and seal the game for example. With Protoss I feel like (once again, in the mid-to late game) it's just not a big a deal if you get the +3 weapon upgrade at 15:03 or 15:21 (assuming you're not doing a push oriented towards that upgrade) - it probably won't cost you the game.
JohannesH
Profile Joined September 2009
Finland1364 Posts
May 03 2010 15:55 GMT
#43
I didnt know having to make decisions was bad thing
If you have to ask, you don't know.
Triik
Profile Joined January 2010
Canada51 Posts
May 03 2010 15:56 GMT
#44
you cannot associate reactor/tech lab as a macro decision making, since you build tech lab to get to different types of units, your strategy at dictates which addon you are going to build.

Yes queen by default is not a lot of macro decision making but zerg as a race has the highest amount of decision making as a whole. EVERY unit is spawn from lava, so the decision of whether you should drone or build your army directly affects each other. You cancel your unit production you lose the larva.

All the other 2 races can just keep pumping army nonstop.
Terran actually have it the best... mule if you dont have enough minerals, scan if you need, and instant depot if you get supply blocked. Zerg? extra larva useless because not enough minerals, no scan, need time to build an overlord if supply capped. Maybe I haven't seen the best zerg out there, Artosis and idra are the ones I have seen, even they cannot use all the larva constantly.
AppleTart
Profile Blog Joined March 2010
United States1261 Posts
May 03 2010 15:56 GMT
#45
On May 04 2010 00:55 JohannesH wrote:
I didnt know having to make decisions was bad thing


I didn't know Terran in sc2 was the hardest race to play.
always tired -_-
Zoltan
Profile Blog Joined March 2010
United States656 Posts
Last Edited: 2010-05-03 15:58:37
May 03 2010 15:56 GMT
#46
On May 03 2010 23:30 IndecisivePenguin wrote:
Show nested quote +
On May 03 2010 23:24 italiangymnast wrote:
this is a cool observation but dont forget that zerg makes all their units at same place
so its likedo i use larva for army or drones???
its kinda similar and could also be taken into account.


This is a really good point that became forgotten I think. Larva management is the iconic decision-making aspect of playing Zerg, and it's not mastered easily.

For Protoss, I think deciding what units need to be made is pretty important. Terran has many versatile units: the classic marine that is cheap and attacks ground and air, reapers with cliff jumping, vikings can change form, etc. And mauraders can do well to compliment any ground force. Terran focuses more on the macro mechanics than unit choice compared to other races I think. I don't mean to say unit choice isn't important to Terran, I just mean that the macro mechanics become more important.


I think that while macro mechanics are important for terran- really where terran requires the MOST decision making (however, probably no more than the other 2 races) is in the timing which they do everything. I think in the scope of this descussion- terran definatly has the most choices available to them at any given moment. I could make a really strong argument that terran has more to decide at any moment than any other race. As a T player I am constantly asking myself the following 5questions :

1:Do i need more harvesters / will i need a mule keep up with my production?

2:Do i need more factories/rax/ports to keep up with my opponents production?

3:Can i support all my facilities on one base or do i need to expand now?

4:Is my force bigger than my opponents?

5:Is my opponents base vulnerable to a harass attempt?

6:Can i make a successful push now or should i keep turtling?

Most of those questions require the answer to at least one of the other questions in order to be answered- and thats where the macro mechanics come in. To answer question 1- I only need to know my own base; however to determine my own base (to know how many facilities i need) i need to know the answer to question 2: which requries me to scout. If i cant scout using a scv / hellion / viking / marine, im going to need to scan. If i find out i need more facilites, i might need a mule to support them, whichi cannot now drop because i used my energy on a scan. You can follow that same logic knot all the way through all 6 of those questions; and each time you need to make a concious desicion about what the next move is- and your macro mechanics will have a place in all of those decisions.

Does a protoss need to do the same thing with his chrono boost?
Definatly Maybe. I dont play enough protoss to be able to comment accuratly here so im gonna shutup

Does a Zerg need to do the same thing with choosing units and his queen?
With his queen: No! Spawn larva! if im fighting, maybe transfusion a roach to keep it alive. Maybe start my creep tumor... If i dont spawn larva EVERY TIME ITS AVAILABLE- im failing to macro correctly. No decision required.
Build the right type of unit to continue to control the map: Yes, decisions are required here, but for zerg i feel like its just either mass drones or mass (insert highest tech unit available) while expanding en-mass.

In my personal opinion- Zerg needs more macro mechanics because given the amout of larva they have available to them larva managment isnt as difficult as it once was- and their main decision tree boils down to:
Do i mass drones or mass units?
Do i expand again?
Is my opponents base open to muta harass / nydus canal / ovie drop?
Can i push and overwhelm my opponent yet, or should i continue to maintain map control?

Thats 4 main questions instead of 6 (for terran)- and all are answered in the same manner only without the use of their macro mechanics *unless you consider overlord scouting a mechanic.* This to me means there needs to be more energy tension in the queen in order for it to be a better macro mechanic.

Just my 2 cents.
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
May 03 2010 15:58 GMT
#47
On May 04 2010 00:46 AppleTart wrote:
Terrans have 3 options but each of their option does one thing and one thing only... Mule mines minerals and that's all it can do, scan scans and reveals..., and call down makes supply and thats pretty much it.... But chrono and spawn larve may seem simpler because its just one option that costs energy, but deciding what and when to do with each afterward and during is something terran lacks.

Imagine if they made the OC only have one skill, to make a mule. But that mule itself could either build a depot for free or scan somewhere. Then the OC would only have one skill as well but it wouldn't be as simple as just 3 skills vs 1 skill



Thats true for Chronoboost but not for Spawn Larva. The decision making of the what to make with the eventual larva is completly removed from how and when you use Spawn Larva.


Its like saying Proton Charge has decision making because you could decide what to turn the eventual minerals into.


It didnt.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
DarkPlasmaBall
Profile Blog Joined March 2010
United States44243 Posts
May 03 2010 15:58 GMT
#48
dkh,

"True, I mean it's pretty obvious, but from a theory point of view, you are of course correct. Somehow I just, again, feel like, in the actual game (again, this is very subjective) that with Terran it's harder, it punishes you to no end if you forget to save energy for a scan as cloaked DTs or Banshees can quickly kill you and seal the deal. With Protoss I feel like (once again, in the mid-to late game) it's just not a big a deal. If you get the +3 weapon upgrade at 15:03 or 15:21 does not be SUCH a big deal (assuming you're not doing a push oriented towards that upgrade). It probably won't cost you the game."

I see your point, but that's for the really late game (and even then, sometimes you really need to Chrono Boost that new observer if you're getting attacked by a group of cloaked units!). The multiple Chrono Boosts help Protoss over time, especially in the early-to-mid game. Plus, you (Terran) only have yourself to blame if you forget to save energy for a scan, right? You can't blame the Protoss for having (what you call) a less effective ability :-P (A Raven would also help big time against a push with cloaked Banshees or Dark Templar.)
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
AppleTart
Profile Blog Joined March 2010
United States1261 Posts
May 03 2010 16:00 GMT
#49
On May 04 2010 00:58 Archerofaiur wrote:
Show nested quote +
On May 04 2010 00:46 AppleTart wrote:
Terrans have 3 options but each of their option does one thing and one thing only... Mule mines minerals and that's all it can do, scan scans and reveals..., and call down makes supply and thats pretty much it.... But chrono and spawn larve may seem simpler because its just one option that costs energy, but deciding what and when to do with each afterward and during is something terran lacks.

Imagine if they made the OC only have one skill, to make a mule. But that mule itself could either build a depot for free or scan somewhere. Then the OC would only have one skill as well but it wouldn't be as simple as just 3 skills vs 1 skill



Thats true for Chronoboost but not for Spawn Larva. The decision making of the what to make with the eventual larva is completly removed from how and when you use Spawn Larva.


Its like saying Proton Charge has decision making because you could decide what to turn the eventual minerals into.


It didnt.


This post only proves my previous posts about how we can go so deeply or so broadly in terms of choices and decisions. All in all, as far as big decisions go, the OP misses it.

always tired -_-
ccdnl
Profile Joined April 2010
United States611 Posts
May 03 2010 16:01 GMT
#50
Dkh I'm going to go off topic and say that your English is superb. And you spelled "hardly" wrong at end of your post: "(do I scan or do I MULE, do I scan or do I MULE, do I... you know the drill) as, apart from the first minute or two, I hardy believe Terran players", just something I noticed.

As for the your question goes, isn't that decision making universal for every race? You made the little tree diagram showing that Terrans have to decide between reactor/tech lab indicating what they can build/do, but that is the equivalent of a zerg player choosing between rushing to hive to get Hydras or going roach (1st Idra/orb game in HDH#1 Invitational). Also, your reference about Day9 making the wrong decision can happen to all races like a zerg player placing down the wrong production building.

With that sad, I do agree that Terrans have a "thinner" margin of error for macro; precisely as you have mentioned in your post about scanning/muling. As a Terran player I do feel that one decision or the other dictates our future couple of minutes much more than it does than for a Protoss/zerg player. 5 seconds late injecting a larvae, or 7 seconds late chronoboosting a probe production doesn't seem to have the same consequences as 4 seconds late muling/scanning plus deciding which one you will do.

As for your question about how to ease this or if the current situation is fine, I think a good concept would be to increase the "macro decision making" much more significant for the other two races. Instead of the polar concept of making Terrans decision making easier.
civil cervixes || Kang Min Fan || I like TLO, TLO= German, I like Germans..?
DarkPlasmaBall
Profile Blog Joined March 2010
United States44243 Posts
May 03 2010 16:01 GMT
#51
Zoltan,

I like the list of questions you created (the ones that you're constantly asking yourself, as a Terran player), but I would argue that any Protoss or Zerg player can formulate a similar set of questions that are constantly going through THEIR heads as well. Being conscientious of things like macro, micro, scouting, harrassment, and other strategies must *always* be going through a great players' head, regardless of their race.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
[Agony]x90
Profile Blog Joined September 2009
United States853 Posts
May 03 2010 16:13 GMT
#52
I just briefly read through the posts, but i just wanted to throw my two cents in. As a Terran player myself in SC 2, i understand what the OP is talking about, even if i haven't even tried the other two races. I think a good way to look at it, is benefit vs no benefit. When it comes to the mule and the supply drop, there is no question at all that there' a benefit, you'll either get more income or extra supply. However, the tricky thing is what to do with scans. As a heavy 2v2 player, i find more and more that our games rely heavily upon my scans in order to look at their tech, check for bases and possibly prepare for cloaked units. This, however, is NOT the same as chrono boost or the queen's abilities. This is because in the case of the queen or chronoboost, EVERYTIME you cast something, you gain a benefit. No question. Your choice as to what you boost or do with the queen may be absolutely horrid and nearly pointless, but in the case of scan, even a well placed, intentional and perfectly reasonable scan can reveal absolutely nothing. In this case, you lose the resource gain from the MULE or the benefit of not having to build another supply. I've run into plenty of situations where i'm forced to scout by means of my scanner, and in doing so, cripple my economy. On the other hand, my teammate pretty much can just chronoboost any of her buildings without any consequence. In the end, the 25 energy goes to use, whereas my scan could do nothing because i missed my opponents tech buildings or my opponent actually expanded else where (And i have had to drop 3-4 scans at one time due to need for information). Not to mention, scan is double the cost of spawn larva or chronoboost, meaning that if by some god awful occurrence, you manage to mess up using the spell, the amount lost is considerably less than with a bad scan. This is at the small detail i find to be my biggest problem.
JF dodger since 2009
AppleTart
Profile Blog Joined March 2010
United States1261 Posts
Last Edited: 2010-05-03 16:17:00
May 03 2010 16:15 GMT
#53
On May 04 2010 01:13 [Agony]x90 wrote:
I just briefly read through the posts, but i just wanted to throw my two cents in. As a Terran player myself in SC 2, i understand what the OP is talking about, even if i haven't even tried the other two races. I think a good way to look at it, is benefit vs no benefit. When it comes to the mule and the supply drop, there is no question at all that there' a benefit, you'll either get more income or extra supply. However, the tricky thing is what to do with scans. As a heavy 2v2 player, i find more and more that our games rely heavily upon my scans in order to look at their tech, check for bases and possibly prepare for cloaked units. This, however, is NOT the same as chrono boost or the queen's abilities. This is because in the case of the queen or chronoboost, EVERYTIME you cast something, you gain a benefit. No question. Your choice as to what you boost or do with the queen may be absolutely horrid and nearly pointless, but in the case of scan, even a well placed, intentional and perfectly reasonable scan can reveal absolutely nothing. In this case, you lose the resource gain from the MULE or the benefit of not having to build another supply. I've run into plenty of situations where i'm forced to scout by means of my scanner, and in doing so, cripple my economy. On the other hand, my teammate pretty much can just chronoboost any of her buildings without any consequence. In the end, the 25 energy goes to use, whereas my scan could do nothing because i missed my opponents tech buildings or my opponent actually expanded else where (And i have had to drop 3-4 scans at one time due to need for information). Not to mention, scan is double the cost of spawn larva or chronoboost, meaning that if by some god awful occurrence, you manage to mess up using the spell, the amount lost is considerably less than with a bad scan. This is at the small detail i find to be my biggest problem.


Not to be mean but don't speak for other races if you haven't even played them. Other races have their own aspects of the game that require attention. If you played the other two races you would probably be raging about other things which is fine in itself, but if you haven't seriously played the other races then it's really hard to take you seriously
always tired -_-
GreatestThreat
Profile Joined May 2010
United States631 Posts
May 03 2010 16:19 GMT
#54
I don't want to hijack the thread from the discussion of the Terran, but as it has been brought up in practically every post I feel I should offer my thoughts on how to fix the Zerg Queen macro mechanics, as I posted on the Blizzard forums:

Many agree that Inject Larva is not an interesting mechanic since it requires no real decision on the players part on where/when/how to use it, you simply go back to your Queen every 40 seconds or so where she is sitting dutifully beside a hatchery and drop the extra larvae. There aren't any other abilities to compete with it really, as Creep Tumor only needs to be dropped about once and then you can endlessly replicate it.

In an attempt to add tension, decision, and versatility to the Queen, I offer the following solution:

Remove Inject Larvae, replace with Spawn Zerg Strain. This ability allows the Queen to place an egg anywhere on the creep (conveniently using the same animation as plant Creep Tumor) containing one of the following: A drone for 25 energy, a pair of zerglings for 25 energy, an overlord for 50 energy. The units cost no resources other than the energy cost for the ability but still take up control (except of course in the Overlords case). They have the same build time as if the unit were being hatched from a standard larva. Additional zerg strains can be researched for the Queen at the appropriate tech buildings (for example, a 150/150 upgrade at the Hydralisk Den allowing the Queen to lay Hydralisk eggs for 50(?) energy).

This has several repercussions - the zerg player now has options available to them when it comes to using the Queen all throughout the game, scaling through early game opening strategies all the way to late game changing decisions.

For example, when that first Queen spawns after your Pool finishes, are you going for an all-in zergling rush that could use that extra couple of lings? Will you spawn an extra drone for that econ boost? Later on vikings are sniping your overlords and you're currently out of larvae, use your queen to spawn a replacement before that vital push?

How about using an overlord to drop some creep just behind your main force and plopping a couple of Queens there both to help in combat and spawn you some front line reinforcements in the heat of battle? Now the Queens have the option of making a difference on the actual field instead of just sitting in your base, and suddenly new tactical split-second decisions open up - drop a few extra roach eggs or cast transfusion on that proxy spine crawler/infestor/broodlord/ultralisk?

It also leads to new tech choices with the research at each building allowing you to add that particular zerg strain to the Queens repertoire, saving you minerals and gas in the long run while you invest the time and resources now for that option.

Liking it so far? Okay, here's one more ability for Queeny.

Spawn Scourge - Spawns two light, flying suicidal zerg units that deal 30(?) splash damage to enemy flying units. Scourge last 30 seconds. Costs 25 energy, 6 second cooldown.

Many have complained of the lack of Zerg T1 anti-air with the relocation of the hydralisk into Tier 2. This gives Queens a slight edge in being the sole AA defender of your base against an early game void ray rush or what have you by bringing back an old zerg favorite, and also doubles as a potential scout ability mirroring the Orbital Commands scan by giving you a couple of cheap fast flyers that you can throw away at your enemies base similar to a hallucinated pheonix!

Now, the numbers and things of course all need to be balanced as I'm no mathematics professor, but I am convinced the mechanics have ALOT of potential, and are pretty much an all around win-win-win improvement over the current system, both in gameplay depth and interesting applicability.

Comments and critique welcome.



Have at it.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2010-05-03 16:26:48
May 03 2010 16:22 GMT
#55
I have felt that Terrans have a "structural disadvantage" in their unit-building mechanics for quite some time.
  • Zerg only need Larvae, but from those they can build every unit. This may be a disadvantage when it comes to the decision "to Drone or not to Drone?", but it is a huge advantage when you need to switch the style of your army. Zerg simply need ONE Spire to switch from ground to air full force.
  • Protoss are also able to switch their main army style from just the Gateway / Warp Gate, because it is a huge difference if you are fighting a Zealot-, Stalker- or Sentry-heavy army. If Protoss needs anti-air they can produce those from all of their Warp Gates in a matter of seconds. Granted, there are also the Robotics facility, but you only need one (or maybe two) of these to get all the expensive units you want and Chrono boost helps speeding it up anyways. The Stargate is not as necessary as the Starport is for a Terran player, but you dont need many of those either.
  • Terrans are screwed in their ability to switch their army style fast, because they need LOTS of buildings to produce units fast enough for a switch. So if you started with a bio-army it is not easy to suddenly start pumping lots of Vikings to defend against a heavy air army.

There is another structural disadvantage to the Terran army and that is its need to diversify. While a Marauder-heavy army may be successful for quite some time it gets annihilated by Immortals. You are practically forced to get Ghosts to survive and these are somewhat hard to use, because they are fragile, expensive AND require energy to use. Apart from the "general" need for anti-air and detection against cloaking I dont see any other race being forced to get a certain unit as much as the Terrans are. Especially if you try to use mech against Protoss it is a necessity to get Ghosts as well.

So decision making is important, but as Terran you are left with only one decision while the other two races can make lots of decisions (to tech-switch) during the game.
If you cant say what you're meaning, you can never mean what you're saying.
AppleTart
Profile Blog Joined March 2010
United States1261 Posts
May 03 2010 16:25 GMT
#56
On May 04 2010 01:22 Rabiator wrote:
I have felt that Terrans have a "structural disadvantage" in their unit-building mechanics for quite some time.
  • Zerg only need Larvae, but from those they can build every unit. This may be a disadvantage when it comes to the decision "to Drone or not to Drone?", but it is a huge advantage when you need to switch the style of your army. Zerg simply need ONE Spire to switch from ground to air full force.
  • Protoss are also able to switch their main army style from just the Gateway / Warp Gate, because it is a huge difference if you are fighting a Zealot-, Stalker- or Sentry-heavy army. If Protoss needs anti-air they can produce those from all of their Warp Gates in a matter of seconds. Granted, there are also the Robotics facility, but you only need (or maybe two) of these to get all the expensive units you want and Chrono boost helps speeding it up anyways. The Stargate is not as necessary as the Starport is for a Terran player, but you dont need many of those either.
  • Terrans are screwed in their ability to switch their army style fast, because they need LOTS of buildings to produce units fast enough for a switch. So if you started with a bio-army it is not easy to suddenly start pumping lots of Vikings to defend against a heavy air army.

There is another structural disadvantage to the Terran army and that is its need to diversify. While a Marauder-heavy army may be successful for quite some time it gets annihilated by Immortals. You are practically forced to get Ghosts to survive and these are somewhat hard to use, because they are fragile, expensive AND require energy to use. Apart from the "general" need for anti-air and detection against cloaking I dont see any other race being forced to get a certain unit as much as the Terrans are. Especially if you try to use mech against Protoss it is a necessity to get Ghosts as well.


Each race should be advantaged/disadvantaged in certain ways. That's why they are so different. It's not just different units and buildings, but different styles.
Zerg are the most "structurally advantaged" and Terran are the most "structurally disadvantaged" That's how it meant to be. But there really is no blatant imbalance between races. That's because terran have advantages in other ways.
always tired -_-
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2010-05-03 16:29:56
May 03 2010 16:28 GMT
#57
On May 04 2010 01:25 AppleTart wrote:
Show nested quote +
On May 04 2010 01:22 Rabiator wrote:
I have felt that Terrans have a "structural disadvantage" in their unit-building mechanics for quite some time.
  • Zerg only need Larvae, but from those they can build every unit. This may be a disadvantage when it comes to the decision "to Drone or not to Drone?", but it is a huge advantage when you need to switch the style of your army. Zerg simply need ONE Spire to switch from ground to air full force.
  • Protoss are also able to switch their main army style from just the Gateway / Warp Gate, because it is a huge difference if you are fighting a Zealot-, Stalker- or Sentry-heavy army. If Protoss needs anti-air they can produce those from all of their Warp Gates in a matter of seconds. Granted, there are also the Robotics facility, but you only need (or maybe two) of these to get all the expensive units you want and Chrono boost helps speeding it up anyways. The Stargate is not as necessary as the Starport is for a Terran player, but you dont need many of those either.
  • Terrans are screwed in their ability to switch their army style fast, because they need LOTS of buildings to produce units fast enough for a switch. So if you started with a bio-army it is not easy to suddenly start pumping lots of Vikings to defend against a heavy air army.

There is another structural disadvantage to the Terran army and that is its need to diversify. While a Marauder-heavy army may be successful for quite some time it gets annihilated by Immortals. You are practically forced to get Ghosts to survive and these are somewhat hard to use, because they are fragile, expensive AND require energy to use. Apart from the "general" need for anti-air and detection against cloaking I dont see any other race being forced to get a certain unit as much as the Terrans are. Especially if you try to use mech against Protoss it is a necessity to get Ghosts as well.


Each race should be advantaged/disadvantaged in certain ways. That's why they are so different. It's not just different units and buildings, but different styles.
Zerg are the most "structurally advantaged" and Terran are the most "structurally disadvantaged" That's how it meant to be. But there really is no blatant imbalance between races. That's because terran have advantages in other ways.

Which advantages do Terrans have over the other races? Stronger units would be the way to make up for their lack of production flexibility, but thats not really the case. The siege tank is as solid as a piece of butter on a sunny day and even the Thor isnt that much better.
If you cant say what you're meaning, you can never mean what you're saying.
Triik
Profile Joined January 2010
Canada51 Posts
May 03 2010 16:31 GMT
#58
On May 04 2010 01:01 ccdnl wrote:
As a Terran player I do feel that one decision or the other dictates our future couple of minutes much more than it does than for a Protoss/zerg player. 5 seconds late injecting a larvae, or 7 seconds late chronoboosting a probe production doesn't seem to have the same consequences as 4 seconds late muling/scanning plus deciding which one you will do.


Makes no sense, compare to zerg everything an orbital command can do adds EXTRA value to you, mules give you extra minerals, scans allows you to scout less, supply gets you an extra supply depot. Zerg will always be capped in minerals (before saturation, you are probably capped by how much minerals you have, after saturation, you are capped by the amount of mineral patches), Zerg will always have to scout by saccing overlords (which also affects food).

Your only argument comparing zerg vs terran is that orbital command uses 50 energy at a time whereas queens use only 25, so every time you make a decision, it is worth more. But since you are only deciding extra stuff you want rather than what you need, the consequences are in no way as dire as zergs forgetting to spawn larva or droning too much instead of army (especially early game), you can live without a mule or a scan or an extra depot, try telling zergs to live without spawn larva.

if you compare to protoss, Slightly similar, if they double chronoboost duration and double energy, it would be really similar. But again, same theory, minerals mined after saturation = MULES EXTRA MINERALS, same theory for supply.

The only argument here lies in DT harass, which you should have spotted and built turrets or start saving energy early.

So decision making: is using a larva to build an overlord so you can sacrifice one to scout easier than saving energy for a scan? is planning for a new expansion because your current one is saturated and you have no other way to increase your income easier than calling down mules? Is managing your food limit easier when your overlords constantly gets sniped easier than instant 8 food you can call in?

Why do zergs have to fast expand so much to keep up with terrans? because given the same amount of mineral patches, terrans can do so much more with it.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44243 Posts
Last Edited: 2010-05-03 16:36:31
May 03 2010 16:31 GMT
#59
Rabiator,

"Which advantages do Terrans have over the other races?"

They're the humans, and the human race ALWAYS wins in the end of the sci-fi movie...

But how about the fact that they're the only race that can build anywhere they want without immediate restriction (pylon power, creep)? I think that's pretty clutch, to be honest.

And they can wall in much easier than the other two races.

Lift-off is pretty useful too... building a CC/OC in your base and THEN moving it, which let's you be extra safe when expanding.

So... that's... three advantages that Terran has (just off the top of my head)? Each race has advantages and disadvantages.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
ironchef
Profile Blog Joined August 2004
Canada1350 Posts
May 03 2010 16:33 GMT
#60
Decision making is definitely a part of it. I think the issue isn't necessarily more decisions, but everything is tied to heavier(imo) economic consequences. ie the cost of the wrong opener, harass units that dont payoff but had such a large investment , and the cost/time of switching from there in addition to relative lacking in macro.

There's just a certain rigidity to the terran tech and production system. I dont kno if its the main problem, but I feel the issue is partly in the abilities and spells variety. Good use of spells and abilities(forcefield, aoe etc) can equalize a game, (in addition to macroing harder and adjusting strategy). Terran spells seem to be heavily single damage, with the more interesting spells being late or costly (eg ghosts->cloak->nuke).
“Because your own strength is unequal to the task, do not assume that it is beyond the powers of man; but if anything is within the powers and province of man, believe that it is within your own compass also.” - Marcus Aurelius
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