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Why the Terran problems are not an imbalance issue - Page 20

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Reason.SC2
Profile Joined April 2010
Canada1047 Posts
September 10 2010 19:27 GMT
#381
I think the biggest issue is that Terran just has so many options combined with the super easy mass tech lab / reactor swaps makes it very hard to prepare.

The whole point that 2 rax with 1 tech lab 1 reactor can quickly turn into a banshee/hellion timing attach then back to mass marine with tanks then to viking/marauder... Unless you have an observer or a changeling constantly keeping an eye on Terran's structures (something that a good T will never allow), you're pretty in the dark even with sacrificing an ovie or phoenix relatively frequently for intel.
dexus
Profile Joined June 2010
Canada32 Posts
September 10 2010 19:43 GMT
#382
As a Protoss player. You can easily abuse a Terran player using sensor towers.

Think about hallucination and how useful it would be in this case. In the late game if you have 6-7 sentries and created a somewhat medium sized hallucinated army. You could easily pull the Terran player out of position and hit him with your main army once he shifts over to defend your hallucinated attack.

Very underused in my opinion.

I do however agree with the tech lab related points mentioned.
Antares777
Profile Joined June 2010
United States1971 Posts
September 10 2010 19:43 GMT
#383
I approve of this message. Especially the repairing SCVs getting a higher priority. Otherwise, I think the Maruaders attack should be +8 to armor instead of +10.
Onioncookie
Profile Joined May 2010
Germany624 Posts
September 10 2010 19:53 GMT
#384
I agree with everything :D

Medivac ist just insane ... i always thaught that ... they get it for free ... iam scared if i play against T ... they can open with everything and have all options kinda ...


Also Medivac + Marauder drop @ expansion is way to strong i think ... Marauders will kill ur hatch before u get there ... even if u get there u still have disatvantage as Z if he drops behind the mineral line ... u wont reach his units due to bad pathing or way to small passage to units ...
PulseSUI
Profile Joined August 2010
Switzerland305 Posts
September 10 2010 19:56 GMT
#385

Very underused in my opinion.


i tried that multiple times.
the terran normaly just scaned it, seen that is was just hallucinations, ignored it, then went in for the kill because my sentrys where out of energy and because i had so many sentrys, i had less HT's.

good on paper, hardly works ingame.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-09-10 19:58:17
September 10 2010 19:57 GMT
#386
On September 11 2010 04:17 arsenic wrote:
Does no one else think that the reason Terran is so strong is just because of how strong and cost effective their units are?


actually....no

I'm a protoss-player and think each unit by itself is fine (with the exception of marauder-building-damage); it's the easy accessability to everything that creates the problem - there's basicly no useful upgrade that need NOT be researched in the tech-lab (healing, EMP...even no research needed; but in "itself" these things are fine)
"You see....YOU SEE..." © 2010 Sen
torm3ntin
Profile Joined October 2009
Brazil2534 Posts
September 10 2010 19:59 GMT
#387
All i can say is you did a great job over here. Medivacs paying for upgrades make the mechanics interesting. Even if its a cheaper upgrade it will require some micro to trade tech labs and do it happen and it will delay a bit the drops.

The priority on SCVs is also great.

I hope blizz pay attention to this topic.
Grubby and Ret fan, but a TERRAN player :D
Myown
Profile Joined June 2010
Canada8 Posts
Last Edited: 2010-09-10 20:10:33
September 10 2010 20:02 GMT
#388
4 marauders drop + stim can kill a nexus in about 15-20 seconds, it costs 600/200, there is almost nothing you can do against that, 1 cannon, 1 sunken isnt enough it will only take them +/- 7 more sec .. and if your units are not in the area, its useless to think about stopping this..there are no other drops that are that cost effective, related to the topic, since their drops and marauders are core units for terran

Btw i find that thread rlly pertinent
theDragoon
Profile Joined June 2010
Canada307 Posts
September 10 2010 20:19 GMT
#389
totally agree with this. I've always thought it was the terran mechanics that make them "overpowered". another thing is scan and mules. kill off all the terrans scvs and they just drop a bunch of mules and still have the same or even higher income than you.

In BW the addon for scan can be easily sniped, can't really do that with a 1500hp orbital command.

On_Slaught
Profile Joined August 2008
United States12190 Posts
September 10 2010 20:23 GMT
#390
1. Do we really need another thread like this? We should just make a single SUPER "terran OP" thread and make it a bannable offense to talk about it anywhere but there.

2. No mention of PF? Fail.
LokitAK
Profile Blog Joined March 2010
Japan90 Posts
September 10 2010 20:54 GMT
#391
On September 11 2010 05:23 On_Slaught wrote:
1. Do we really need another thread like this? We should just make a single SUPER "terran OP" thread and make it a bannable offense to talk about it anywhere but there.

2. No mention of PF? Fail.


I read this thread completely differently. I don't think he was saying Terran is overpowered or imbalanced, but rather it is simply too easy to effectively utilize everything. His suggestions are more about making the race harder to play, so that a professional gamer might still be able to play the same way, but it will be a lot harder to do so, and a tad more stressful.
gospelwut
Profile Joined April 2010
United States52 Posts
September 10 2010 21:00 GMT
#392
I really like an idea that has been brought up before -- make the sensor towers sweep like a radar. Of course, this would be on the minimap for the opponent as well. This would at least let them close some distance before being spotted.
AlexCMoi
Profile Joined July 2008
Canada69 Posts
September 10 2010 21:11 GMT
#393
Terran is harder to scout ? Well let see, in tvz at the top level the terran cannot scout a zerg properly because the zerg always have map control using mutalisks. The zerg can see every move from the terran because of the overloads and the creeps spread everywhere. The overseer can be usefull too. Also, it's easy for the zerg to see the exact build and mix of units the terran has with the mutalisks and adapt to what his the best.. like if the terran has 3 racks with a reactor 1 with tech lab and 1 factory... zerg know its going to be marines + tanks... and gonna make banlings lings with infestor especialy if there are no medivac.And don't tell me, Terran could switch tech and go marauder + thors or anything crazy...this mix isn't good at all. In fact, there's isnt many good build against a zerg middle and late game except tanks + marine + medivacs. On the other side, the terran cannot scout any good zerg since he cannot go out of his base until he reach a good amounts of tanks to kills the banlings. Terran has scans yes, but scans have a cost too and it's hard to scans the hidden spire of a zerg... so in fact the terran will go turrets without knowing if mutal are coming or not.

I don't want to argue every others points in this thread or in any other threads about terran. All I can say is that there are so many gamers here that can't win like they want at this game so they cry about how the other races are easy to play, or imbalanced they are etc. I don't think anyone playing sc2 can say any race is overpowered right now or easier to play.. im pretty sure everyone complaining here arent in the top 200 diamond or anything and that you didnt played every race at high level. If someone in here can reach the top 1 of the server with random than maybe he has the right to talk about good balance change.

ensis
Profile Joined May 2010
Germany340 Posts
September 10 2010 21:23 GMT
#394
On September 11 2010 05:54 LokitAK wrote:
Show nested quote +
On September 11 2010 05:23 On_Slaught wrote:
1. Do we really need another thread like this? We should just make a single SUPER "terran OP" thread and make it a bannable offense to talk about it anywhere but there.

2. No mention of PF? Fail.


I read this thread completely differently. I don't think he was saying Terran is overpowered or imbalanced, but rather it is simply too easy to effectively utilize everything. His suggestions are more about making the race harder to play, so that a professional gamer might still be able to play the same way, but it will be a lot harder to do so, and a tad more stressful.


damn you genius^^
its not imbalanced or overpowered, its just too strong and easy to use.
no offense^^

this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
rezoacken
Profile Joined April 2010
Canada2719 Posts
September 10 2010 21:46 GMT
#395
My main concern is what you talked about in #1. Terran have a far too easy tech tree, they don't really make that much choice in it. Zerg has more optional buildings during its tech and getting to the max tier takes ages, Protoss has 3 different tech routes and each one take more time than Terran to reach BC.

For me this gives Terran far too much flexibility when it comes to what opener and 1base push they can do.
The main issue seems to be for both protoss and zerg the fact Terran has so many options and for me it comes from there. I would either like a cost or time increase of tech lab, some more expensive upgrades or maybe some additional techbuilding like a third adon for a specific type of unit.

I'm okay with medivacs, its strong and the main issue is not drops but marauder damage against buildings, against armored its fine but they should make something against buildings.

About sensor tower, just decrease the range a little.

Auto repair is fine, but I like the idea of making repairing scv high priority target. But n the other hand a good player should be able to kill them manually and Im not sure about the automatic targetting idea.

Btw, not all of these need to happen but I think a few small tweaks are necessary and see how it goes from there.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
Last Edited: 2010-09-10 21:54:59
September 10 2010 21:53 GMT
#396
this thread has clearly deteriorated into a huge clusterfuck, with 20% actually commenting on the op, 20% feeling the need to chime in with 198263123 other perceived imbalances despite the fact that they obviously know abso-fucking-lutely nothing about this game, 20% going off tangent on god richard dawkins knows what, 20% citing some statistics without having any remote knowledge on what statistics actually are, and 20% of I dunno. yes these numbers are 100% scientifically proven and this thread is now closed. move along
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