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+ Show Spoiler +On July 25 2010 09:14 Creation85 wrote:Show nested quote +On July 25 2010 09:08 Tabbris wrote:On July 25 2010 08:59 hadoken5 wrote:On July 25 2010 08:45 Tabbris wrote:On July 25 2010 08:42 hadoken5 wrote:
Terran
Strengths -Easiest race to play -Teching is extremely straightforward, no tech decisions need to be made, you WILL get a Barracks, you WILL get a factory, you WILL get a starport, tier 3 is really the only time you have to make decisions -Units are not too expensive and not too cheap, allowing for a nicely sized army -Siege tanks -Possible strongest tier 1 composition -Best race to turtle with. -Flying buildings allow for scouting, lifting buildings when attacked by ground only units. -Most of all, it is familiar, Terran is pretty much you get in other RTS games, and plus they are HUMAN so stuff they have is understandable
Weaknesses -Immobile army is punished when there are undefended expansions as your army will take a long time to get there. And for this reason makes expanding difficult. -Siege tanks must not be attacked while unsieged, or else they are pretty useless. -Usually has the worst map control as it's siege tanks are vulnerable when unsieging and moving to another area to capture a position
Your not bias. Terran defieantly isnt the easiest to play :/. That goes to protoss my friend. Also your baseing most of your strengths and weakness on if they are going mech. So im guessing zerg player? No I play random, and I say Terran because: A) Terran is the most played race in the Beta, this number will increase when the game comes out because every person I asked about Starcraft outside of the SC community (about 15), they have all said that they will be playing Terran. Pretty much proves that in THEIR opinion, the new player, the one this mostly revolves around, have said that Terran is the easiest because it is the most familiar, and they don't even consider playing the other races, or bother to learn them. B) It is the most linear race. You WILL build a barracks, you need that to build a Factory. You WILL build a factory (usually) you will need that for a starport. So what I pretty much mean is that you will pretty much instantly (and inevitably) have every unit available for a tier by simply building two buildings (all ground tier 2 units come from a factory, all air tier 2 units come from a starport). It is the most diverse race, and you can quickly respond to whatever your opponent is making as you already have every unit available. 1.First i like to know where you got those stats. With the terran being the most played race 2. I got many people saying they play protoss cause its easy? Who wins the argument? 3.Point B. Yes i agree its easy to tech as terran. And terran do seem to only have to build a few of one unit to completly counter another. So yes i agree to this point. I blame the addition of the reactor Show nested quote +Not sure why people still think protoss is the easiest race to play- just an old stereotype from BW days I guess? The race has completely changed and is much more difficult, imo, in sc2. Im mainly a protoss/zerg player and no protoss is defiantly not hard. They have by far the easiest time macroing. And microing isnt to difficult either compared to the other races Okay, didn't know you were basing this off your personal opinion. carry on i guess
Its been said by multple people that its the easiest. Example-Idra, Artosis. I gave them as examples b/c u seem to agree on the mech is op debate
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Personally, I think the easiest race for me to use is T.. Personal preference must play a large role in which race is "easiest".
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On July 25 2010 09:02 Jerubaal wrote: It kind of bothers me that the Protoss Air to Air capabilities are so weak. Neither the Phoenix nor the Void Ray can stand up to Vikings. Phoenicoi will fare decently against Mutalisks but aren't as cost effective and can't contribute to the main army as well.
Some other thoughts: -Zerg has the biggest risk/reward economy; it's a little more complicated but its potential is huge. -Zerg has no mega ability or unit; Terran has nuke and Protoss have mother ship
Might add some more later. Sorry for random thoughts. :p
Phoenixes can beat viking 1v1 or in equal masses. If they are outnumbered, they can easily retreat. Their speed is the fastest of all air units. Their graviton beam is priceless when it comes to harassing. When on the battle field, Phoenixes can lift up sieged tanks for zealots to get under and easily kill them. They can chase down medivacs and kill Queens.
As for mega units, Zerg is seen as the easily mass army race. It's mega weapons come in the form of being able to build several ultralisks or Brood Lords. Sure Terrans can build BCs, and Protoss can build a Mothership, but how scary is it that you're laughing at the 20 corrupter only army while you have like 10 siege tanks and 20 marauders one moment, and seeing 10 brood lords chasing you're ass in 30 seconds.
Strengths
-Mobile, cheap, low tier units allow for big armies quicky. -Fast production rate -Cheaper expansions -Cheap and accessible detection(overseer) -Speedlings can quickly harass an open expo, or can catch your opponent off guard (unsieged tanks) -Portable defensive units -Creep speeds up units and can block opponent's expansion attempt or at least delay it
Weaknesses
-Finding the time to drone and produce assault and defence units can sometimes be tricky. -Units are generally weak in low numbers -A different building for nearly every unit contributes heavily to Zerg's inflexibility. -Weak against mech in general. Other races have ranged units that are hard counters or just hard to reach (stalker, immortal, colossi ball or siege tanks, thor and hellion) -Usually requires highest APM of the three races and is usually said to be the hardest to play -Overlords can be easily picked off by vikings and phoenixes -Sometimes the only way to scout is to suicide an Overlord -Proxy strategies, or hiding tech is difficult.
Another strength that zerg's has is the ability to reinforce its army quickly and easily. If you have a 200/200 army and save some resources, you can reproduce all units lost faster than a Terran or Protoss if you've been injecting larva well. Zerg's also have great map control with cheap zerglings at watchtowers and mutas for harass.
As for your weaknesses, some I disagree with. Different tech buildings for zerg's make it so different units can be made in mass when you're opponent least expects it. You can build roach hydra armies early, and then mass zerglings and ultralisks quickly after. A terran can't switch from bio to mech that quickly nor can a Protoss switch from mass voids to mass colosi easily.
I want to see some facts and evidence to show that Zergs usually require the highest APM to play.
Overlords can get picked off easily but they provide valuable creep and the ability to drop units into someone's base. I don't see my supply depots giving my army fast moving speed. Not to mention overlords and run away in some case where as pylons and depots don't move....sadly 
Sacing an overlord is just a lost of 100 minerals which is not a lot since gas is the more valuable resource to zergs from what I hear, might be wrong. Overseers and changelings are great scouts too. I doubt i'll notice a stray marine or zealot moving through my base when I'm microing and macroing.
As for you're
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Protoss: Powerful early game pressure Strong Timing Pushes Powerful Spells Powerful Late game unit Slow to expand Lots of Timing pushes against Lack of Versatility in non gateway paths Best when two paths are taken. templar + robo, Robo + Stargate, stargate + templar Weakness to EMP (all units) Reliance on support units and specialty upgrades.
Terran: Can sacrifice raw power for mobility or vice versa. Strong harrassment capabilities Easy detection Ability to wall easily. Air superiority Vulnerable to harrassment. Difficult to use both tech trees. Relatively weak casters. Powerful mid game units.
Zerg Easy to Expand Strong economy Weak to early harrassment Difficult to defend against air. Reliant on creep spreading. Ability have surges of units. Have to manage Larva carefully. Powerful late game units. Able to destroy buildings easily. Can interfere with enemy easily. Able to shift tech patterns easily. Weak units overall. Good scouting opportunities Can only scout in windows. Unforgiving of mistakes. Lack of an easily massable 1 food unit results in either specialized smaller armies or large vulnerable ones.
This is all in my opinion. I'm a zerg player. and better able to see their weaknesses and strengths which is why more is listed there.
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lol T is so easy mode right now its laughable... they don't have to make any tough decisions when it comes to their army comp, they have one army, and it destroys almost everything when played properly.
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On July 25 2010 09:46 mesohawny wrote: lol T is so easy mode right now its laughable... they don't have to make any tough decisions when it comes to their army comp, they have one army, and it destroys almost everything when played properly.
I don't know about all that.. I think IF there are any imbalances they're slight, wouldn't call any race "Easy Mode"
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