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[D] Terran, TvP and game-design - Page 22

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Everlong
Profile Joined April 2010
Czech Republic1973 Posts
October 03 2011 13:17 GMT
#421
Yes the problem here is that this is really Predy's subjective point of view. I would also love tanks to be used by korean progamers so we get somewhat similar TvP feeling like we are used to from BW. God, I would pay them just to use them. But it's really their choice in the end.. So many new gamers enjoy playing with bioballs. How can you not like them.. If this is required for Starcraft to be mainstream or just a Dustin Browder's dream becoming true, no one knows..
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
October 03 2011 13:24 GMT
#422
Well, I think mech in pvt would be extremely boring to watch because the defenders advantage is so huge for t. There isn't any reason for Protoss to attack before they have a billion warp gates and mass econ, so it will just be big blob vs big blob only now with tanks.
Valor is a poor substitute for numbers.
Fushin
Profile Joined June 2010
France193 Posts
October 03 2011 13:27 GMT
#423
Can't argue with OP, MMM is just an annoying unit composition with little deviations (aside from vikings and/or ghosts) And at the same time, the colossus is indeed pretty boring.

I think that the MMM being so efficient from early to late game, makes it useless for the terran to switch into something else. I don't think the tanks are too weak (though arguably they are too hard countered by the immortals), but MMM is just so efficient, so easy to play, MMM drops are deadly, MMM ball is fast and deadly while always regenerating, and a terran has no difficulty countering the P's counter to MMM, Vikings are very good against colossus, and ghosts are just better on all levels that high templars.
So right now, except if someone comes up with a brilliant idea, i don't see the match up changing anytime soon. And the only way to change it, is to nerf MMM in mid/late game while buffing slightly tank play.
Dezire
Profile Joined December 2010
Netherlands640 Posts
October 03 2011 13:29 GMT
#424
On October 03 2011 18:21 PredY wrote:
+ Show Spoiler +
On October 03 2011 07:26 Dezire wrote:
Oke i disagree with this one so hard.

First half of you're story is based on your poor opinion on marauders, and that youre facorite BW units cant be used (tank) which makes this 'complaining' about the matchup not based on facts but on your own opinion.

about ur warpgates, you might have a point there, heck i'd like as a protoss myself if i could make units as 'easy' as a terran can so i can focus more on the battle instead of having to look awway to warp in and keep my macro up.

but the micropart? you cannot be serious. first you are saying that its so awesome to micro against banes and fungles in tvz. but seriously you could do the same ammount of micro against storms as puma did amazingly here @ 26:05 or lifting up your units in ur medivacs to avoid FF's as select showcased in a match i cant remember on tal d'arim altar. or MKP in a match i can't remember either on crevasse where he one shotted units with marauders so they go slowed and couldnt get away.

about the micro in a general battle, well just read what thorzain said, seems pretty intense to me tbh.

and again the unitcomposition is biased by your opinion of not liking MM but using the argument "its basicly mmm viking ghost all the time" doesn't make much sens to me either as each matchup has a standard composition, that you dont like this one isnt the games fault.


well there's micro and i acknowledged that later on in the thread. you know i like going bio early on because it's safe and it can do alot of damage, pin P back to his base because of fear of the drops. early bio battles are pretty cool. but give me an option to transition out of it. add variety to that matchup so that you can do both bio or biomech builds.


oke i think that is a good point, would indeed be more interesting.
BoxeR, HuK, IdrA, Minigun, MVP <3
TurtlePerson2
Profile Joined October 2010
United States218 Posts
October 03 2011 13:32 GMT
#425
I think that the problem is space control. Every race has its units which restrict the movement of other units. For Zerg it's the infestor, for Protoss it's the sentry, and for Terran it's the siege tank. You'll note that the siege tank doesn't control space as directly as those other two. You'll also note that each of those units is used in every match up, except for the siege tank in TvP. Terran has no way to control or restrict the movement of his opponent in TvP.

Blizzard has balanced the game based around the idea that Terran should be unable to control space (without really understanding it), which has led to a relatively fair (by win percentages) TvP, but it hasn't led to an interesting match up.
torturis exuvias eunt
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2011-10-03 15:36:09
October 03 2011 13:33 GMT
#426
On October 03 2011 22:15 sluggaslamoo wrote:
Show nested quote +
On October 03 2011 22:01 Hattori_Hanzo wrote:
To everyone that says "it's broke let's fix it" are ignoring the fundamental problem that the lead designer has already declared that Terran bio-balls vs Protoss are his choice for the state of the game.

Until he or his mind is changed, this is what'll be.

Everything in lore and ingame match, the state of the game as a result of the R&D from each races experience warring with the other two races:

- Protoss believes that tanks are OP and activate their ancient siege weapons, the colossi and rediscover the warp gate technology to level their mobility with the Terran and Zerg

- Terran believe that Zealots are imba and develop the hellion to deal with their numbers and economise ghost development (lowered cost) to neutralise their shield advantage and HT.

- Zerg believe that marine and BC are OP and hence evolve the baneling (roach too) and corruptor/BL in response.


I like the backstory, it makes sense, its the main reason why I'm in the "TvP is fine with bio-balls" camp.


Yeah except the lore is flat-out retarded and doesn't follow from original Starcraft lore at all.

Protoss just unlocking their ancient weapons is such a lame plot device. For one the theme for their weapons was that they were unweildy but powerful, cmon swords against guns, micro-manufacturing plants converted to create WMD's, resurrected units that ooze blue goo. This is because Protoss was never really a gung-ho galactic superpower like Terran, instead they united and highly valued peace. This is why the mothership and colossus sound so stupid, they were technologically advanced, but not in the same way as War of the Worlds.

Terran reverts from jet hover-bikes with 3 mini-nukes to flaming go-karts, and at the same time up the cost.

Although 2 scourge can do 220 flat damage combined for 75/25, for some reason a baneling for the same price can only do 20+15 damage? Huh?



I followed the 10 years worth of books (their synopsis) and no, it's not retarded if you've been following the plot.

Well... shooting flame probably destabilises the hovering, so it's back to wheels and wheels cost money.

Because one is capable of sub-light speeds and the other... rolls really fast. Doing the math (velocity/impact/kinetic energy + acid splash etc), its not hard to figure out why they'd do so much damage. Although, if scourges did learn to target ground units that'll be cool. (bye bye Thor)
Cauterize the area
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2011-10-03 13:49:16
October 03 2011 13:33 GMT
#427
I agree with the OP. Every TvP feels the same. It's just stale... dull... boring. Almost always it seems like it's just a turtlefest into a large army, and then one battle decides who wins or who loses (though from all the pro games I've seen P v. anything is like this). No fancy micro tricks, and many units for both races just don't seem to be viable at all. You also have terribly boring units like the marauder and the colossus (WHY did they replace the reaver with the colossus?) being staples in the matchup. Just boring all around.

On October 01 2011 06:42 GinDo wrote:
That Idea about having to crush zerg before the 10 min mark is total b.s. Its a fib told by qqers. Terran can hold their own against Zerg in a long macro game. That is until BL infestor comes out. Then its gg. But thats around the 25 min mark.


Ghosts. The solution to TvZ endgame.

On October 01 2011 08:20 Heavenly wrote:
Show nested quote +
On October 01 2011 08:07 Fission wrote:
I'd really like to see a way to incorporate tanks into TvP. The problem is that pretty much every single toss unit is designed to be a counter to tanks, some more than others. I can't really forsee tvp moving away from pure bio tbh.

Basically, a tank heavy composition could beat, in theory, the standard "deathball" stalker/collo/immortal w/e if you had good upgrades, emps, and ravens to PDD or HSM. The problem is fighting mass chargelot. Tanks are just irredeemably bad against chargelots. Maybe a slow, slow push with +armor upgrade bunkers and banshees to force stalkers?


uh...hellions? The basic mech unit that you can pump out of a factory two at a time with a reactor?


Hellions are surprisingly awful against chargelots.
wheelchairs
Profile Joined February 2010
United States145 Posts
Last Edited: 2011-10-03 13:47:16
October 03 2011 13:46 GMT
#428
**imagining bw style mech w/ the cost of vultures being 75 minerals w/ mules+reactors, and the laying of mines w/ the shift+click mechanic. that would be fun i must admit
jeffvip
Profile Joined June 2011
211 Posts
October 03 2011 13:49 GMT
#429
On October 03 2011 22:09 Big J wrote:
Show nested quote +
On October 03 2011 21:55 jeffvip wrote:
I agree with the thread starter and almost every comment here. Thanks god some1 address this issue.
TvZ n TvP is broken if you ask me. The only MU worthy to play now is TvT. Since the blue flame hellion nerf, Terran player would like to go for bio only. What the hell? That is so non-Terranish. The happy time of full mech just come and go in a short 1 month time. I'm pretty disappointed with how TvZ,TvP and TvT is evolving.



Wtf... In TvZ we see Koreans go for Full Mech styles for the first time now... TvZ has never been as Mech heavy as it is right now!
In TvT we still see mostly mech (and a lot of airmech right now), but biomech and bio are at least available as openings right now.

Also neither TvP nor TvZ are broken right now. Slightly Terranfavored, yes. But thats just a phase of the metagame. CreatorPrime's build is catching on, and if PvZ ever stabilzes, both P and Z will have more solid players in Code S.

I really dont get those posts who want every Terran to play Mech-only in every MU.

Also I would like to add, that Zerg doesn't feel zergish at all. In every novel and every mission, Zerg is controlling whole planets. Why doesn't every game start with creep all over the map? Completly unzergish...


Simple, that's the reason why player choose Terran instead of Protoss or Zerg. If I want mobility I'll prefer playing as Zerg & to play as Protoss if I like high tech unit. Terran literary means dirty, slow, heavy metal, strong fire power and space control.
Marine is Terran strongest unit but it might be Terran's biggest weakness. Bcos of Marine so OP, other Terran unit regrettably have to be weak..
Anachromy
Profile Blog Joined September 2010
United States194 Posts
October 03 2011 13:52 GMT
#430
Personally, I've been caught off guard by unsieged tanks a few times. they do a LOT of damage fast to stalkers in particular. they're DPS is a lot better than they lead on.

mixing 2 or 3 in with your first 10 min timing push can be brutal. I have seen demuslim do this on many occasions.
Darkwinja
Profile Joined February 2011
8 Posts
October 03 2011 14:05 GMT
#431
The heavy bio play is starting to be figured out by high level toss. There is a new style of uber fast upgrading, so that toss can trade and out produce terran. Check out creator.prime and MVPgenius in the gstl matches from this month.

I think this will eventually lead to a shift in the TvP metagame. I'd like to see a more air-mech oriented style w/ a heavy focus on ravens.
Big J
Profile Joined March 2011
Austria16289 Posts
October 03 2011 14:10 GMT
#432
On October 03 2011 22:49 jeffvip wrote:
Show nested quote +
On October 03 2011 22:09 Big J wrote:
On October 03 2011 21:55 jeffvip wrote:
I agree with the thread starter and almost every comment here. Thanks god some1 address this issue.
TvZ n TvP is broken if you ask me. The only MU worthy to play now is TvT. Since the blue flame hellion nerf, Terran player would like to go for bio only. What the hell? That is so non-Terranish. The happy time of full mech just come and go in a short 1 month time. I'm pretty disappointed with how TvZ,TvP and TvT is evolving.



Wtf... In TvZ we see Koreans go for Full Mech styles for the first time now... TvZ has never been as Mech heavy as it is right now!
In TvT we still see mostly mech (and a lot of airmech right now), but biomech and bio are at least available as openings right now.

Also neither TvP nor TvZ are broken right now. Slightly Terranfavored, yes. But thats just a phase of the metagame. CreatorPrime's build is catching on, and if PvZ ever stabilzes, both P and Z will have more solid players in Code S.

I really dont get those posts who want every Terran to play Mech-only in every MU.

Also I would like to add, that Zerg doesn't feel zergish at all. In every novel and every mission, Zerg is controlling whole planets. Why doesn't every game start with creep all over the map? Completly unzergish...


Simple, that's the reason why player choose Terran instead of Protoss or Zerg. If I want mobility I'll prefer playing as Zerg & to play as Protoss if I like high tech unit. Terran literary means dirty, slow, heavy metal, strong fire power and space control.



no, I disagree. It never was that way.
SK Terran, Tank/Marine/Medic combos... that's all part of broodwar.
Lurkers, dark swarms controlled space for Zerg in broodwar.
Shuttles, Science Vessels, Drops, Corsair, Vulture... you name the mobility of Terran and Protoss in broodwar.

People choose Terran out of various reasons. One might be MechPlay. Another one might be MMM. Another one drop. Another one the general feeling of fighting for mankind. Another one because of all races it felt best for them to play Terran.
Fides
Profile Joined September 2011
United States23 Posts
October 03 2011 14:12 GMT
#433
this shit makes me giggle @ the terran fanboys

User was temp banned for this post.
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
October 03 2011 14:18 GMT
#434
On October 03 2011 23:12 Fides wrote:
this shit makes me giggle @ the terran fanboys

I know you've got 5 posts and all that, but you do realize this thread is by pro players saying that Terran bio is too strong and as a result has by design limited the match-up?
@DBWiggin, SC2 ref
razy
Profile Joined February 2010
Russian Federation899 Posts
Last Edited: 2011-10-03 15:27:37
October 03 2011 15:24 GMT
#435
On October 03 2011 22:33 Hattori_Hanzo wrote:
Show nested quote +
On October 03 2011 22:15 sluggaslamoo wrote:
On October 03 2011 22:01 Hattori_Hanzo wrote:
To everyone that says "it's broke let's fix it" are ignoring the fundamental problem that the lead designer has already declared that Terran bio-balls vs Protoss are his choice for the state of the game.

Until he or his mind is changed, this is what'll be.

Everything in lore and ingame match, the state of the game as a result of the R&D from each races experience warring with the other two races:

- Protoss believes that tanks are OP and activate their ancient siege weapons, the colossi and rediscover the warp gate technology to level their mobility with the Terran and Zerg

- Terran believe that Zealots are imba and develop the hellion to deal with their numbers and economise ghost development (lowered cost) to neutralise their shield advantage and HT.

- Zerg believe that marine and BC are OP and hence evolve the baneling (roach too) and corruptor/BL in response.


I like the backstory, it makes sense, its the main reason why I'm in the "TvP is fine with bio-balls" camp.


Yeah except the lore is flat-out retarded and doesn't follow from original Starcraft lore at all.

Protoss just unlocking their ancient weapons is such a lame plot device. For one the theme for their weapons was that they were unweildy but powerful, cmon swords against guns, micro-manufacturing plants converted to create WMD's, resurrected units that ooze blue goo. This is because Protoss was never really a gung-ho galactic superpower like Terran, instead they united and highly valued peace. This is why the mothership and colossus sound so stupid, they were technologically advanced, but not in the same way as War of the Worlds.

Terran reverts from jet hover-bikes with 3 mini-nukes to flaming go-karts, and at the same time up the cost.

Although 2 scourge can do 220 flat damage combined for 75/25, for some reason a baneling for the same price can only do 20+15 damage? Huh?



I followed the 10 years worth of books (their synopsis) and no, it's not retarded if you've been following the plot.

Well... shooting flame probably destabilises the hovering, so it's back to wheels and wheels cost money.

Because one is capable of sub-light speeds and the other... rolls. Do the math (velocity/impact etc) , its not hard to figure out. Although, if scourges did learn to target ground units that'll be cool. (bye bye Thor)


egh, zergs should've better realised that tanks and vultures are OP rather than BCs lol
aslo terran having problem with zealot is OMG :D i'd put carrier there instead for sure

also i've never seen hellions consistently being used in TvP to deal with the zealots anyways, don't u think that it sounds a bit of a selfpwn? ^^
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2011-10-03 15:56:32
October 03 2011 15:55 GMT
#436
On October 04 2011 00:24 razy wrote:
Show nested quote +
On October 03 2011 22:33 Hattori_Hanzo wrote:
On October 03 2011 22:15 sluggaslamoo wrote:
On October 03 2011 22:01 Hattori_Hanzo wrote:
To everyone that says "it's broke let's fix it" are ignoring the fundamental problem that the lead designer has already declared that Terran bio-balls vs Protoss are his choice for the state of the game.

Until he or his mind is changed, this is what'll be.

Everything in lore and ingame match, the state of the game as a result of the R&D from each races experience warring with the other two races:

- Protoss believes that tanks are OP and activate their ancient siege weapons, the colossi and rediscover the warp gate technology to level their mobility with the Terran and Zerg

- Terran believe that Zealots are imba and develop the hellion to deal with their numbers and economise ghost development (lowered cost) to neutralise their shield advantage and HT.

- Zerg believe that marine and BC are OP and hence evolve the baneling (roach too) and corruptor/BL in response.


I like the backstory, it makes sense, its the main reason why I'm in the "TvP is fine with bio-balls" camp.


Yeah except the lore is flat-out retarded and doesn't follow from original Starcraft lore at all.

Protoss just unlocking their ancient weapons is such a lame plot device. For one the theme for their weapons was that they were unweildy but powerful, cmon swords against guns, micro-manufacturing plants converted to create WMD's, resurrected units that ooze blue goo. This is because Protoss was never really a gung-ho galactic superpower like Terran, instead they united and highly valued peace. This is why the mothership and colossus sound so stupid, they were technologically advanced, but not in the same way as War of the Worlds.

Terran reverts from jet hover-bikes with 3 mini-nukes to flaming go-karts, and at the same time up the cost.

Although 2 scourge can do 220 flat damage combined for 75/25, for some reason a baneling for the same price can only do 20+15 damage? Huh?



I followed the 10 years worth of books (their synopsis) and no, it's not retarded if you've been following the plot.

Well... shooting flame probably destabilises the hovering, so it's back to wheels and wheels cost money.

Because one is capable of sub-light speeds and the other... rolls. Do the math (velocity/impact etc) , its not hard to figure out. Although, if scourges did learn to target ground units that'll be cool. (bye bye Thor)


egh, zergs should've better realised that tanks and vultures are OP rather than BCs lol
aslo terran having problem with zealot is OMG :D i'd put carrier there instead for sure

also i've never seen hellions consistently being used in TvP to deal with the zealots anyways, don't u think that it sounds a bit of a selfpwn? ^^


Actually they did, hence they evolved wings to help run faster, theoretically overcoming the slow rate of fire (slow targeting) of the previous generation of siege tank and vulture.

Well, I'm quoting from memory and zealots are treated like walking tanks lore wise.

As for hellions not being used in TvP,
1) Thor/hellion was used very often in beta until their nerfs where they fell by the wayside compared to the bio heavy builds we see today.
2) as other posters have already mentioned, MMMG is much more efficient in despatching chargelots than hellions can past 3 on 3 base.
3) Hellion pretty much came out of nowhere lorewise.
Cauterize the area
Deadpoetic0077
Profile Joined September 2010
United States63 Posts
October 03 2011 15:55 GMT
#437
I think a lot of you are missing the OP's point. Hes talking about how stale the MU has become and how P has a lot more options. Chargelot/archon timing, gateway colossi, gateway void ray timing, gateway immortal, gateway HT/DT>archon are all viable in some sense vs T. Terran HAS to go bio with ghosts or vikings. That's the way 95% of TvP's go. the other 5% is banshees sometimes, simply because theyre so good against stalkers/ and can do some good damage to colossi. but even if you get banshees, one observer and half of why the banshee was good is gone, or a HT feedback and half of your HP is gone. Personally, I LOVE going bio. I just like the way it works. But without being able to adapt or have any variation whatsoever is somewhat lame cause its so limiting.
Failure is only an opportunity to learn
BADSMCGEE
Profile Joined March 2010
United States94 Posts
October 03 2011 16:12 GMT
#438
predy, heaven forbid you should have to scout and counter an INCREDIBLY expensive tech choice that takes multiple minutes to begin paying for itself...Not to mention BOTH of which are not even choices from toss perspective...after 6 medivacs hit the field you NEED AOE. so NOT having ghosts AND vikings is just mind-numbing. Consider all of the aggressive options that terran has that are low risk but potentially yield game ending results if the toss doesn't scout and split and defend against them perfectly. how severe of a mistake do you feel like you need to make to lose the game?
jrdn
Profile Joined September 2010
United States132 Posts
October 03 2011 16:12 GMT
#439
+ Show Spoiler +
On October 04 2011 00:55 Deadpoetic0077 wrote:
I think a lot of you are missing the OP's point. Hes talking about how stale the MU has become and how P has a lot more options. Chargelot/archon timing, gateway colossi, gateway void ray timing, gateway immortal, gateway HT/DT>archon are all viable in some sense vs T. Terran HAS to go bio with ghosts or vikings. That's the way 95% of TvP's go. the other 5% is banshees sometimes, simply because theyre so good against stalkers/ and can do some good damage to colossi. but even if you get banshees, one observer and half of why the banshee was good is gone, or a HT feedback and half of your HP is gone. Personally, I LOVE going bio. I just like the way it works. But without being able to adapt or have any variation whatsoever is somewhat lame cause its so limiting.


High Diamond Terran here, I personally have been having success with hellion based builds (either straight mech or sky terran with a hellion base). Siege tanks also are strong in TvP, but in a different way than against the squishy races. Don't expect their units to evaporate, plan for that, and you'll be fine.

It seems difficult to complain about bio TvP when most people don't seem to be attempting anything else. Terran brothers, if you seek mech then develop it. If you seek the skies, take them. For those who prefer bio but are bored, use reapers mid-late game (they are wonderful).
“The sole purpose of an opening is to achieve a playable midgame”
nath
Profile Blog Joined May 2010
United States1788 Posts
October 03 2011 16:23 GMT
#440
koreans understand that its not the unit composition but how you use it. therefore bio can be fun as hell and not stale to play depending on how you like to play (multitask-heavy, upgrade-heavy, greedy, allin, etc)
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
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