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Where did all of the terrans go? - Page 147

Forum Index > SC2 General
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Grackula
Profile Joined May 2011
133 Posts
March 26 2012 17:12 GMT
#2921
On March 11 2012 11:19 LaLuSh wrote:
Statement based on a sample size of: 15

->

Probability of thread being closed: 1



Boy that told EVERYONE
whoopadeedoo
Profile Joined June 2010
United States427 Posts
March 26 2012 17:31 GMT
#2922
Terran's late game is lacking. I think after the snipe nerf, a lot of Terrans started to drop out because they did not want to play only <15 min games in every MU. It was already tough against Toss after 20 minutes. I think Terran's late game is now much worse against Z than P; The tournament time-vs-win ratio stats show this.

I get PvZ 62 percent of the time this season ... it's nuts! Z is very difficult for T or P to beat late game (again, the stats show this). But at least P has a late game advantage over T, so it's not as frustrating as what Terran players experience in both their MUs.

Zerg has the most rounded metagame right now (well, except for early game ZvT) and is the most playable and dynamic race. How times have changed since season 1.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
March 26 2012 17:58 GMT
#2923
On March 26 2012 21:33 sleepingdog wrote:
What I hate about this QQ-thread is that terrans constantly make it seem like they have to play so much better in order to stay even. They always negate all those things that make terran easier to play...like:
a) easiest macro-mechanism with mules; build expo, call down all mules that are available; that's it; forget to call down mules? no problem, just call down multiple ones after a while; if you do that with zerg, you just die vs a random timing
b) depot-mechanism + repair: protoss always has to be very careful in PvZ with their walls; you still see runbys all the time; terran can just use a full wall and is unrushable due to repairing scvs
c) planetarys: protoss and zerg never have safe expansions in lategame...ever; terran can establish expansions more easily; all they need is a planetary and maybe some turrets


What I hate about QQ threads is players from one race overvaluing a feature from another race. Hell, take my planetary and shove it up your nexus. Give me photon cannons for it. Or spinecrawler. Or autoturrets that I have to rebuild every 5 minutes with an SCV.

The planetary fortress is good at one thing:
Supporting your army in defense (of an expansion).

I won't deny that the PF is great at holding an expansion - if your army happens to be there or your opponent has no means to kill of the SCVs quickly. If your army is not around and your opponent has two fungals/storms, then most likely your planetary won't break even in terms of resources killed. Unfortunately the PF not only costs a crap ton of resource and takes ages to build and denies you the use of your macro mechanic, the biggest weakness is that you cannot place it where you need it. Any unit with range 4 or better can kill your SCVs and you cannot do shit about it.

Just imagine you couldn't place spines or photon cannons around resources - a field day for any dropping aggressor.

Yes, I play terran and I'm therefore probably biased, but I would happily trade my planetary, my bunkers and my turrets for the option to morph SCVs into spores and spines or photon cannons. Terran has no way to secure the back of a mineral line without supply cost.

Just imagine spines/spores would still cost 1 supply and photon cannons would cost 2 supply. Or imagine that in order to fortify a mineral line, your hatchery could be injected anymore.

How easy terran can establish expansions can be seen in every TvX endgame. Who do you see expanding to far away isolated locations? Zergs first, Protoss second, Terran only in desperation.
Rowrin
Profile Joined September 2011
United States280 Posts
March 26 2012 18:13 GMT
#2924
@throm, as a fellow terran i am complelled to correct your post.

1 build planetary
2. Get range upgrade from eng bay
3. Never worry about that problem again
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
March 26 2012 18:37 GMT
#2925
On March 27 2012 03:13 Rowrin wrote:
@throm, as a fellow terran i am complelled to correct your post.

1 build planetary
2. Get range upgrade from eng bay
3. Never worry about that problem again


A stalker can shoot your SCVs despite range upgrade. SCVs mine 2-3 squares from the PF, the PF range with upgrade is 7, the stalker range is 6.
LavaLava
Profile Joined January 2012
United States235 Posts
Last Edited: 2012-03-26 18:55:16
March 26 2012 18:44 GMT
#2926
On March 26 2012 21:33 sleepingdog wrote:


What I hate about this QQ-thread is that terrans constantly make it seem like they have to play so much better in order to stay even. They always negate all those things that make terran easier to play...like:
a) easiest macro-mechanism with mules; build expo, call down all mules that are available; that's it; forget to call down mules? no problem, just call down multiple ones after a while; if you do that with zerg, you just die vs a random timing
b) depot-mechanism + repair: protoss always has to be very careful in PvZ with their walls; you still see runbys all the time; terran can just use a full wall and is unrushable due to repairing scvs
c) planetarys: protoss and zerg never have safe expansions in lategame...ever; terran can establish expansions more easily; all they need is a planetary and maybe some turrets


What I hate about this QQ is that it's the same rehashed bullshit from the Beta days.

a) The fact that Mules are less of a burden to the player's macro routine than Inject, is completely good design, because Terran players have to spend a lot of time continually placing Supply Depots, which is more of a burden than Overlords. Plus, overlords being late hardly even matters because Larva is preserved. The one hatch-larva you might lose to a supply block is about as bad as forgetting your mule for 15 seconds and not having the minerals you needed. Each race has one thing it has to keep up with and another that it can play a little loose with, but realistically shouldn't. The Mule-Inject-Overlord-Depot-Larva circle makes the whole thing VERY even.

Imagine if Overlords had to be placed, or Supply depots just needed a button press and they'd go wherever. Either one would be totally imbalanced.

b) Liftable supply depots are incredibly necessary because of a few factors: Marines make for a shitty zealot wall, Tech Labs cancel research if you want to lift rax, and Terran units are made of paper so ling runbys are far worse for a Terran. You see a lot more ling runbys vs Protoss but that's okay because Zealots actually beat Lings in a proper melee, while exposed Marines usually die. Supply depots are an absolute lifeline and require a lot of attention. Honestly it's not much less work than hold positioning your Zealot. Saying Terran walls are unrushable is nonsense, especially when walls are quite far away from mineral lines, and you can't just keep a shitload of SCVs there waiting to repair, or you'll die. You can also mineral walk through a zealot but not a supply depot, so if you want to saturate your main and then rally both OCs to your natural you need to constantly watch for lings.

c) I would trade cannons or spines for planetaries any day. They fuck up your economy, cost gas, and aren't even that strong in the late game. To your other point, you obviously haven't played Terran, because establishing bases is a bitch. that's why the game has been balanced with the assumption that Zerg is one base ahead- it's that much easier to defend expansions with speedlings than it is with marines. Both the Orbital and the Planetary upgrades are balance bad-aids.

In conclusion, none of these things actually represent some kind of ease of Terran play.
TumescentPie
Profile Joined November 2011
United States28 Posts
March 26 2012 18:47 GMT
#2927
The lack of supply that goes into late game defense is really annoying, but I don't know that any one piece is 100% responsible for breaking the Terran spirit.

Though two ht at an expo can ruin your day, instant kill on the drop (either through feedback or storm) and if they run out of energy an Archon replaces them.
The same is true at zerg bases, with spine/spores defending and 2-4 banelings sitting around to pop a drop.

Typically you need a pfort a few turrets and a bunker (or two) and a tank (or two).

Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2012-03-26 19:18:19
March 26 2012 19:11 GMT
#2928
On March 27 2012 03:44 LavaLava wrote:
Show nested quote +
On March 26 2012 21:33 sleepingdog wrote:


What I hate about this QQ-thread is that terrans constantly make it seem like they have to play so much better in order to stay even. They always negate all those things that make terran easier to play...like:
a) easiest macro-mechanism with mules; build expo, call down all mules that are available; that's it; forget to call down mules? no problem, just call down multiple ones after a while; if you do that with zerg, you just die vs a random timing
b) depot-mechanism + repair: protoss always has to be very careful in PvZ with their walls; you still see runbys all the time; terran can just use a full wall and is unrushable due to repairing scvs
c) planetarys: protoss and zerg never have safe expansions in lategame...ever; terran can establish expansions more easily; all they need is a planetary and maybe some turrets


What I hate about this QQ is that it's the same rehashed bullshit from the Beta days.

a) The fact that Mules are less of a burden to the player's macro routine than Inject, is completely good design, because Terran players have to spend a lot of time continually placing Supply Depots, which is more of a burden than Overlords. Plus, overlords being late hardly even matters because Larva is preserved. The one hatch-larva you might lose to a supply block is about as bad as forgetting your mule for 15 seconds and not having the minerals you needed. Each race has one thing it has to keep up with and another that it can play a little loose with, but realistically shouldn't. The Mule-Inject-Overlord-Depot-Larva circle makes the whole thing VERY even.

b) Liftable supply depots are incredibly necessary because of a few factors: Marines make for a shitty zealot wall, Tech Labs cancel research if you want to lift rax, and Terran units are made of paper so ling runbys are far worse for a Terran. You see a lot more ling runbys vs Protoss but that's okay because Zealots actually beat Lings in a proper melee, while exposed Marines usually die. Supply depots are an absolute lifeline and require a lot of attention. Honestly it's not much less work than hold positioning your Zealot. Saying Terran walls are unrushable is nonsense, especially when walls are quite far away from mineral lines, and you can't just keep a shitload of SCVs there waiting to repair, or you'll die. You can also mineral walk through a zealot but not a supply depot, so if you want to saturate your main and then rally both OCs to your natural you need to constantly watch for lings.

c) I would trade cannons or spines for planetaries any day. They fuck up your economy, cost gas, and aren't even that strong in the late game. To your other point, you obviously haven't played Terran, because establishing bases is a bitch. that's why the game has been balanced with the assumption that Zerg is one base ahead- it's that much easier to defend expansions with speedlings than it is with marines. Both the Orbital and the Planetary upgrades are balance bad-aids.

In conclusion, none of these things actually represent some kind of ease of Terran play.


I have to disagree with a few things here. As someone who plays both T and Z in mid-master, I'm one of those who thinks Terran's macro mechanics are easier. I'm willing to accept that it might come down to personal preference, or even my own playstyle; but I really do believe it is.

a) Supply placement isn't difficult at all. I can slap down 5 supplies in about as much time as I can build 5 OLs (+/- 0.5 sec maybe). Seriously. Late game, when it doesn't even matter where they go you just grab your control group of workers (I do this, at least) and spam your hotkeys.

I also prefer MULEs to larva inject any day of the week. MULEs have won me more games than injects have, easily. Close game, I have a bunch of OCs and banked energy (like every Terran does - even pros) I drop a billion MULEs and suddenly have more minerals than I know what to do with. I've seen games where pro Terran players (Demuslim comes to mind) drop 13 MULEs at once. Thirteen. That's an obscene amount of income - and this was in a game that was relatively close, so it's not like he had a huge advantage and was just messing around. Inject is great in that it gets you a lot of units but what good are larvae with no minerals? Push comes to shove, I'll take more production buildings and more minerals than fewer production buildings and less minerals. On top of which, calling down MULEs from 7 OCs is so much freaking easier than injecting at 7 hatches (even the fast backspace method can seriously screw up if you are short on energy at one hatch).

Granted, I get the pros and cons here; but again, personal opinion, MULEs are awesome. Huge econ boost, emergency repairs, can't go wrong there.

b) Supply depots that go up and down aren't necessary; but I'm totally indifferent here so "whatever." I didn't even think this was an issue for some people. I will say that Terran walls are hard to take down when taking them down matters (i.e. early game). Late game, if someone is smashing into your main wall with the force required to rip it down fast - you've probably already lost. This is a luxury we Terran players have that we often overlook. So many times when I've played Zerg and lost to a push I've thought "Goddamn, I wish I had that wall" because you know what - it is a huge deterrent. It also has benefits that go far beyond defending - they prevent scouting really, really well.

Sadly, it seems this game was designed to force Terran players into walling.

c) Planetary vs. Spines. Tough one here. We've got salvageable bunkers, PFs, turrets - all of which can be repaired; Zerg has spines, spores, queens - all of which are highly mobile. That in itself seems pretty even to me. There are times when I think spines/spores are awful, weak, and useless; there are other times when I feel the same about turrets and bunkers.

PFs, though. They are awesome when it matters most. Screw late-game discussions - say you just drop an early game expo and you're suddenly being pressured by zeal/ling/infantry/whatever - a PF solves that problem outright. It's a done deal. You have some small army there and a PF? Boom. Your expo is safe. Throw up turrets if necessary but it is essentially safe. If you lose it to a 200/200 Protoss army late game - well yeah, I'd say that's fair. It's supposed to be that way; but when it matters most, the PF is an enormous advantage.

I don't want to sound like I'm arguing here. I think late game Terran got really hard with the ghost nerf, and I think that nerf was completely ridiculous. I mean, they could have handled the ghost vs. BL/Ultra problem so much better than they did; there are many better solutions. Right now when I think about it I feel like it's just absolute idiocy... but I have to say, Terran does have some pretty serious advantages early/mid game that I feel are often overlooked out of sheer frustration toward other issues.

LavaLava
Profile Joined January 2012
United States235 Posts
Last Edited: 2012-03-26 19:12:55
March 26 2012 19:12 GMT
#2929
Maybe if they want to keep the lategame Terran drop style prominent, they could buff it in the mid/late game by making Caduceus Reactor also boost Medivacs to their original speed, which was nerfed during the horror days of tiny maps that could be crossed in 3 seconds. Warp Prisms have an even higher speed upgrade so I think it would be interesting.
TumescentPie
Profile Joined November 2011
United States28 Posts
March 26 2012 19:19 GMT
#2930
On March 27 2012 04:11 Mjolnir wrote:
Show nested quote +
On March 27 2012 03:44 LavaLava wrote:
On March 26 2012 21:33 sleepingdog wrote:


What I hate about this QQ-thread is that terrans constantly make it seem like they have to play so much better in order to stay even. They always negate all those things that make terran easier to play...like:
a) easiest macro-mechanism with mules; build expo, call down all mules that are available; that's it; forget to call down mules? no problem, just call down multiple ones after a while; if you do that with zerg, you just die vs a random timing
b) depot-mechanism + repair: protoss always has to be very careful in PvZ with their walls; you still see runbys all the time; terran can just use a full wall and is unrushable due to repairing scvs
c) planetarys: protoss and zerg never have safe expansions in lategame...ever; terran can establish expansions more easily; all they need is a planetary and maybe some turrets


What I hate about this QQ is that it's the same rehashed bullshit from the Beta days.

a) The fact that Mules are less of a burden to the player's macro routine than Inject, is completely good design, because Terran players have to spend a lot of time continually placing Supply Depots, which is more of a burden than Overlords. Plus, overlords being late hardly even matters because Larva is preserved. The one hatch-larva you might lose to a supply block is about as bad as forgetting your mule for 15 seconds and not having the minerals you needed. Each race has one thing it has to keep up with and another that it can play a little loose with, but realistically shouldn't. The Mule-Inject-Overlord-Depot-Larva circle makes the whole thing VERY even.

b) Liftable supply depots are incredibly necessary because of a few factors: Marines make for a shitty zealot wall, Tech Labs cancel research if you want to lift rax, and Terran units are made of paper so ling runbys are far worse for a Terran. You see a lot more ling runbys vs Protoss but that's okay because Zealots actually beat Lings in a proper melee, while exposed Marines usually die. Supply depots are an absolute lifeline and require a lot of attention. Honestly it's not much less work than hold positioning your Zealot. Saying Terran walls are unrushable is nonsense, especially when walls are quite far away from mineral lines, and you can't just keep a shitload of SCVs there waiting to repair, or you'll die. You can also mineral walk through a zealot but not a supply depot, so if you want to saturate your main and then rally both OCs to your natural you need to constantly watch for lings.

c) I would trade cannons or spines for planetaries any day. They fuck up your economy, cost gas, and aren't even that strong in the late game. To your other point, you obviously haven't played Terran, because establishing bases is a bitch. that's why the game has been balanced with the assumption that Zerg is one base ahead- it's that much easier to defend expansions with speedlings than it is with marines. Both the Orbital and the Planetary upgrades are balance bad-aids.

In conclusion, none of these things actually represent some kind of ease of Terran play.


I have to disagree with a few things here. As someone who plays both T and Z in mid-master, I'm one of those who thinks Terran's macro mechanics are easier. I'm willing to accept that it might come down to personal preference, or even my own playstyle; but I really do believe it is.

a) Supply placement isn't difficult at all. I can slap down 5 supplies in about as much time as I can build 5 OLs (+/- 0.5 sec maybe). Seriously. Late game, when it doesn't even matter where they go you just grab your control group of workers (I do this, at least) and spam your hotkeys.

I also prefer MULEs to larva inject any day of the week. MULEs have won me more games than injects have, easily. Close game, I have a bunch of OCs and banked energy (like every Terran does - even pros) I drop a billion MULEs and suddenly have more minerals than I know what to do with. I've seen games where pro Terran players (Demuslim comes to mind) drop 13 MULEs at once. Thirteen. That's an obscene amount of income - and this was in a game that was relatively close, so it's not like he had a huge advantage and was just messing around. Inject is great in that it gets you a lot of units but what good are larvae with no minerals? Push comes to shove, I'll take more production buildings and more minerals than fewer production buildings and less minerals.

Granted, I get the pros and cons here; but again, personal opinion, MULEs are awesome.

b) Supply depots that go up and down aren't necessary; but I'm totally indifferent here so "whatever." I didn't even think this was an issue for some people. I will say that Terran walls are hard to take down when taking them down matters (i.e. early game). Late game, if someone is smashing into your main wall with the force required to rip it down fast - you've probably already lost. This is a luxury we Terran players have that we often overlook. So many times when I've played Zerg and lost to a push I've thought "Goddamn, I wish I had that wall" because you know what - it is a huge deterrent.

Sadly, it seems this game was designed to force Terran players into walling.

c) Planetary vs. Spines. Tough one here. We've got salvageable bunkers, PFs, turrets - all of which can be repaired; Zerg has spines, spores, queens - all of which are highly mobile. That in itself seems pretty even to me. There are times when I think spines/spores are awful, weak, and useless; there are other times when I feel the same about turrets and bunkers.

PFs, though. They are awesome when it matters most. Screw late-game discussions - you just drop an expo, you're being pressured by zeal/ling/infantry/whatever - a PF solves that problem outright. It's a done deal. You have some small army there and a PF - your expo is safe. Throw turrets if necessary but it is essentially safe. If you lose it to a 200/200 Protoss army late game - well yeah, I'd say that's fair. It's supposed to be that way; but when it matters most, the PF is an enormous advantage.

I don't want to sound like I'm arguing here. I think late game Terran got really hard with the ghost nerf, and I think that nerf was completely ridiculous. I mean, they could have handled the ghost vs. BL/Ultra problem so much better than they did; there are many better solutions. Right now when I think about it I feel like it's just absolute idiocy... but I have to say, Terran does have some pretty serious advantages early/mid game that I feel are often overlooked out of sheer frustration toward other issues.




I think what you miss when we talk about adding supply depots is that this does take away from your income while they are building, which makes them more difficult to build.

One could argue that missing a mule, or banking OC energy could be considered a break down of macro, which would be the same as missing injects and banking queen energy. The benefit for the terran is they can spend that energy for minerals, but are going to be unlikely to benefit from those all of minerals in a short period of time typically they end up over 2k in minerals at that point (which can be a benefit if no one attacks). The zerg however can only use that extra energy for keeping units alive (transfuse) or spreading map control (creep).

As far as Terran repair, all zerg units have heal, which does happen slower, but is free compared to repair which is faster and has a cost.

I am not saying that these things are unbalanced, I am just pointing out differences.

whoopadeedoo
Profile Joined June 2010
United States427 Posts
March 26 2012 20:06 GMT
#2931
On March 27 2012 04:19 TumescentPie wrote:
Show nested quote +
On March 27 2012 04:11 Mjolnir wrote:
On March 27 2012 03:44 LavaLava wrote:
On March 26 2012 21:33 sleepingdog wrote:


What I hate about this QQ-thread is that terrans constantly make it seem like they have to play so much better in order to stay even. They always negate all those things that make terran easier to play...like:
a) easiest macro-mechanism with mules; build expo, call down all mules that are available; that's it; forget to call down mules? no problem, just call down multiple ones after a while; if you do that with zerg, you just die vs a random timing
b) depot-mechanism + repair: protoss always has to be very careful in PvZ with their walls; you still see runbys all the time; terran can just use a full wall and is unrushable due to repairing scvs
c) planetarys: protoss and zerg never have safe expansions in lategame...ever; terran can establish expansions more easily; all they need is a planetary and maybe some turrets


What I hate about this QQ is that it's the same rehashed bullshit from the Beta days.

a) The fact that Mules are less of a burden to the player's macro routine than Inject, is completely good design, because Terran players have to spend a lot of time continually placing Supply Depots, which is more of a burden than Overlords. Plus, overlords being late hardly even matters because Larva is preserved. The one hatch-larva you might lose to a supply block is about as bad as forgetting your mule for 15 seconds and not having the minerals you needed. Each race has one thing it has to keep up with and another that it can play a little loose with, but realistically shouldn't. The Mule-Inject-Overlord-Depot-Larva circle makes the whole thing VERY even.

b) Liftable supply depots are incredibly necessary because of a few factors: Marines make for a shitty zealot wall, Tech Labs cancel research if you want to lift rax, and Terran units are made of paper so ling runbys are far worse for a Terran. You see a lot more ling runbys vs Protoss but that's okay because Zealots actually beat Lings in a proper melee, while exposed Marines usually die. Supply depots are an absolute lifeline and require a lot of attention. Honestly it's not much less work than hold positioning your Zealot. Saying Terran walls are unrushable is nonsense, especially when walls are quite far away from mineral lines, and you can't just keep a shitload of SCVs there waiting to repair, or you'll die. You can also mineral walk through a zealot but not a supply depot, so if you want to saturate your main and then rally both OCs to your natural you need to constantly watch for lings.

c) I would trade cannons or spines for planetaries any day. They fuck up your economy, cost gas, and aren't even that strong in the late game. To your other point, you obviously haven't played Terran, because establishing bases is a bitch. that's why the game has been balanced with the assumption that Zerg is one base ahead- it's that much easier to defend expansions with speedlings than it is with marines. Both the Orbital and the Planetary upgrades are balance bad-aids.

In conclusion, none of these things actually represent some kind of ease of Terran play.


I have to disagree with a few things here. As someone who plays both T and Z in mid-master, I'm one of those who thinks Terran's macro mechanics are easier. I'm willing to accept that it might come down to personal preference, or even my own playstyle; but I really do believe it is.

a) Supply placement isn't difficult at all. I can slap down 5 supplies in about as much time as I can build 5 OLs (+/- 0.5 sec maybe). Seriously. Late game, when it doesn't even matter where they go you just grab your control group of workers (I do this, at least) and spam your hotkeys.

I also prefer MULEs to larva inject any day of the week. MULEs have won me more games than injects have, easily. Close game, I have a bunch of OCs and banked energy (like every Terran does - even pros) I drop a billion MULEs and suddenly have more minerals than I know what to do with. I've seen games where pro Terran players (Demuslim comes to mind) drop 13 MULEs at once. Thirteen. That's an obscene amount of income - and this was in a game that was relatively close, so it's not like he had a huge advantage and was just messing around. Inject is great in that it gets you a lot of units but what good are larvae with no minerals? Push comes to shove, I'll take more production buildings and more minerals than fewer production buildings and less minerals.

Granted, I get the pros and cons here; but again, personal opinion, MULEs are awesome.

b) Supply depots that go up and down aren't necessary; but I'm totally indifferent here so "whatever." I didn't even think this was an issue for some people. I will say that Terran walls are hard to take down when taking them down matters (i.e. early game). Late game, if someone is smashing into your main wall with the force required to rip it down fast - you've probably already lost. This is a luxury we Terran players have that we often overlook. So many times when I've played Zerg and lost to a push I've thought "Goddamn, I wish I had that wall" because you know what - it is a huge deterrent.

Sadly, it seems this game was designed to force Terran players into walling.

c) Planetary vs. Spines. Tough one here. We've got salvageable bunkers, PFs, turrets - all of which can be repaired; Zerg has spines, spores, queens - all of which are highly mobile. That in itself seems pretty even to me. There are times when I think spines/spores are awful, weak, and useless; there are other times when I feel the same about turrets and bunkers.

PFs, though. They are awesome when it matters most. Screw late-game discussions - you just drop an expo, you're being pressured by zeal/ling/infantry/whatever - a PF solves that problem outright. It's a done deal. You have some small army there and a PF - your expo is safe. Throw turrets if necessary but it is essentially safe. If you lose it to a 200/200 Protoss army late game - well yeah, I'd say that's fair. It's supposed to be that way; but when it matters most, the PF is an enormous advantage.

I don't want to sound like I'm arguing here. I think late game Terran got really hard with the ghost nerf, and I think that nerf was completely ridiculous. I mean, they could have handled the ghost vs. BL/Ultra problem so much better than they did; there are many better solutions. Right now when I think about it I feel like it's just absolute idiocy... but I have to say, Terran does have some pretty serious advantages early/mid game that I feel are often overlooked out of sheer frustration toward other issues.




I think what you miss when we talk about adding supply depots is that this does take away from your income while they are building, which makes them more difficult to build.

One could argue that missing a mule, or banking OC energy could be considered a break down of macro, which would be the same as missing injects and banking queen energy. The benefit for the terran is they can spend that energy for minerals, but are going to be unlikely to benefit from those all of minerals in a short period of time typically they end up over 2k in minerals at that point (which can be a benefit if no one attacks). The zerg however can only use that extra energy for keeping units alive (transfuse) or spreading map control (creep).

As far as Terran repair, all zerg units have heal, which does happen slower, but is free compared to repair which is faster and has a cost.

I am not saying that these things are unbalanced, I am just pointing out differences.




OC energy is by far the most forgiving because it can be spent on very useful things in a matter of one second regardless of situation. Forget to mule? Drop two. Or scan (that knowledge is never wasted). Queen and Nexus energy do not stack or have useful all-purpose (only situational) dumps.
NewbieOne
Profile Blog Joined December 2010
Poland560 Posts
Last Edited: 2012-03-26 20:25:18
March 26 2012 20:24 GMT
#2932
Short version after many attempts at writing this post is that from my low league perspective, while TvP/PvT seems balanced on the pro scene, on ladder in the lower leagues where both of you guys already have some mechanics and sense (past bronze but not yet good), Toss just has too many advantageous vs Terran, resulting from a combination of superior ground army power with superior special abilities (along with good mass production capacity and very efficient surveillance to monitor Terran army composition). As a result it feels that Toss can easily hard-counter anything you make, while you need to push yourself to the limits just to avoid dying. I realise that low league Tosses may experience similar feelings to mine when pitched against several Terran playing styles/mindsets.
zEnVy
Profile Joined June 2011
United States446 Posts
Last Edited: 2012-03-26 20:31:52
March 26 2012 20:29 GMT
#2933
As a Terran player, I feel like unless I deal a massive amount of damage to Protoss and Zerg players in the early to mid game there's not much I can do past the 15 minute mark. I'm stuck using the same damn units I was at 8 minutes whilst Zerg and Protoss armies become unstoppable.

The problem is that Terran has to react to units Protoss and Zerg make or we die. There isn't one unit that terran starts making at one point in the game that makes the other races go, oh no, I better get "X" or I die. It's just not there. With Terran, you've got to make Vikings against Colossi or Broodlords or you die, Marauders against Ultralisks or you die, Ghosts (lol) against Infestors and High Templars or you die.

BUT MEHRINES SO GOOD! Except that Infestors, Banelings, Colossi, and Zealots trade very efficiently with them. I feel like everybody got a bunch of cool toys, and Terran got Marines.

P.S: I play all 3 races at a platinum level. Terran is IMO the hardest race to play, especially in the mid to late game.
TumescentPie
Profile Joined November 2011
United States28 Posts
March 26 2012 20:32 GMT
#2934
OC energy is by far the most forgiving because it can be spent on very useful things in a matter of one second regardless of situation. Forget to mule? Drop two. Or scan (that knowledge is never wasted). Queen and Nexus energy do not stack or have useful all-purpose (only situational) dumps.


Nexus energy is always good. Bank chrono boost, use it on any thing you want to produce other than structures actually building, hell you can even use it to regenerate shields faster (on buildings).
tWR
Profile Blog Joined March 2011
Canada138 Posts
March 26 2012 20:39 GMT
#2935
On March 27 2012 05:29 zEnVy wrote:
As a Terran player, I feel like unless I deal a massive amount of damage to Protoss and Zerg players in the early to mid game there's not much I can do past the 15 minute mark. I'm stuck using the same damn units I was at 8 minutes whilst Zerg and Protoss armies become unstoppable.

The problem is that Terran has to react to units Protoss and Zerg make or we die. There isn't one unit that terran starts making at one point in the game that makes the other races go, oh no, I better get "X" or I die. It's just not there. With Terran, you've got to make Vikings against Colossi or Broodlords or you die, Marauders against Ultralisks or you die, Ghosts (lol) against Infestors and High Templars or you die.

BUT MEHRINES SO GOOD! Except that Infestors, Banelings, Colossi, and Zealots trade very efficiently with them. I feel like everybody got a bunch of cool toys, and Terran got Marines.

P.S: I play all 3 races at a platinum level. Terran is IMO the hardest race to play, especially in the mid to late game.


This, I agree with what you're saying and this is how I feel! I think the thing is the next step is to play faster and multitask more but that is something difficult to pinpoint as when you are at that level.
TumescentPie
Profile Joined November 2011
United States28 Posts
March 26 2012 20:39 GMT
#2936
On March 27 2012 05:29 zEnVy wrote:
As a Terran player, I feel like unless I deal a massive amount of damage to Protoss and Zerg players in the early to mid game there's not much I can do past the 15 minute mark. I'm stuck using the same damn units I was at 8 minutes whilst Zerg and Protoss armies become unstoppable.

The problem is that Terran has to react to units Protoss and Zerg make or we die. There isn't one unit that terran starts making at one point in the game that makes the other races go, oh no, I better get "X" or I die. It's just not there. With Terran, you've got to make Vikings against Colossi or Broodlords or you die, Marauders against Ultralisks or you die, Ghosts (lol) against Infestors and High Templars or you die.

BUT MEHRINES SO GOOD! Except that Infestors, Banelings, Colossi, and Zealots trade very efficiently with them. I feel like everybody got a bunch of cool toys, and Terran got Marines.

P.S: I play all 3 races at a platinum level. Terran is IMO the hardest race to play, especially in the mid to late game.



I think that the problem with the way the game is balanced is that Terran units are a little slower to come out, which is why you will see bio armies that are run all game long with no switch. Also, Terran units don't share upgrades like the other races, so you don't see bio to mech or bio to air switches often because the upgrades start all over and it takes a long time to pump those units, but ling to infestor to broodlord all share the upgrades (the broodlords don't get the upgrade, but their projectiles do). And Gateway to robo works the same way, Protoss doesn't get air units often, but they do get immortal/colossi which share the upgrades.

Another problem is that Terran units come out one at a time (or two at a time with reactor) per production facility, which leads to you building an army based on what you assume your opponent is going to make. The opponent can then warp or morph 10-30 units that directly counter what you have instantly. (A small caveat is that protoss does have to have the proper number of gateways to do this, but by only making units in reaction, they hold off on building units and instead make gateways).

It is rough as a Terran because of the amount of knowledge that you have to have, and the decisions that you have to make constantly. If you allow your opponent to see your army and your production facilities 2 minutes or more before you attack, and they can have the proper defense to crush your army and then walk over to your base and kill you.
Big J
Profile Joined March 2011
Austria16289 Posts
March 26 2012 20:55 GMT
#2937
On March 27 2012 05:29 zEnVy wrote:
As a Terran player, I feel like unless I deal a massive amount of damage to Protoss and Zerg players in the early to mid game there's not much I can do past the 15 minute mark. I'm stuck using the same damn units I was at 8 minutes whilst Zerg and Protoss armies become unstoppable.

The problem is that Terran has to react to units Protoss and Zerg make or we die. There isn't one unit that terran starts making at one point in the game that makes the other races go, oh no, I better get "X" or I die. It's just not there. With Terran, you've got to make Vikings against Colossi or Broodlords or you die, Marauders against Ultralisks or you die, Ghosts (lol) against Infestors and High Templars or you die.

BUT MEHRINES SO GOOD! Except that Infestors, Banelings, Colossi, and Zealots trade very efficiently with them. I feel like everybody got a bunch of cool toys, and Terran got Marines.

P.S: I play all 3 races at a platinum level. Terran is IMO the hardest race to play, especially in the mid to late game.


That's not the feeling I have when I play as Zerg against Terran.
I see Tanks and I have to react and I see Medivacs and I know I'm in trouble if I don't get something that can deal with drops efficiently and I see Thors (against Mech) and I know that I have to go Broodlord or just die when he maxes.
Not to mention all the early techs that limit me (and him) to certain styles like banshees(-->get mutalisks or it becomes ridicolously hard) or blueflamers (damn, really shouldn't play my favorite double upgrade ling build here).
All those things scare the shit out of me, but I have become somewhat good at that game, so that I don't straight up die most of the time and I know what I have to get against what he is doing, to give me a chance to win a combat.
whoopadeedoo
Profile Joined June 2010
United States427 Posts
March 26 2012 20:58 GMT
#2938
Let's get one thing straight here, Terran players. Every race has to react or die.

The problem might be that MMM is too good. MMM is pretty much the most univerally useful unit composition in the game, so you guys go nothing but MMM and the other races know this is coming. This is what other races are reacting to (or else we die). As a Toss player, I can tell you that when Terran mixes it up, it presents much more of a challenge for me than if you just went standard bio. Every Terran and their mom goes bio, so everyone knows how to play against it.

Maybe Terran late game units needs a little tweaking. But please stop it with the "Terran has to react or die" BS.
Superneenja
Profile Joined December 2010
United States154 Posts
March 26 2012 21:55 GMT
#2939
On March 27 2012 05:55 Big J wrote:
Show nested quote +
On March 27 2012 05:29 zEnVy wrote:
As a Terran player, I feel like unless I deal a massive amount of damage to Protoss and Zerg players in the early to mid game there's not much I can do past the 15 minute mark. I'm stuck using the same damn units I was at 8 minutes whilst Zerg and Protoss armies become unstoppable.

The problem is that Terran has to react to units Protoss and Zerg make or we die. There isn't one unit that terran starts making at one point in the game that makes the other races go, oh no, I better get "X" or I die. It's just not there. With Terran, you've got to make Vikings against Colossi or Broodlords or you die, Marauders against Ultralisks or you die, Ghosts (lol) against Infestors and High Templars or you die.

BUT MEHRINES SO GOOD! Except that Infestors, Banelings, Colossi, and Zealots trade very efficiently with them. I feel like everybody got a bunch of cool toys, and Terran got Marines.

P.S: I play all 3 races at a platinum level. Terran is IMO the hardest race to play, especially in the mid to late game.


That's not the feeling I have when I play as Zerg against Terran.
I see Tanks and I have to react and I see Medivacs and I know I'm in trouble if I don't get something that can deal with drops efficiently and I see Thors (against Mech) and I know that I have to go Broodlord or just die when he maxes.
Not to mention all the early techs that limit me (and him) to certain styles like banshees(-->get mutalisks or it becomes ridicolously hard) or blueflamers (damn, really shouldn't play my favorite double upgrade ling build here).
All those things scare the shit out of me, but I have become somewhat good at that game, so that I don't straight up die most of the time and I know what I have to get against what he is doing, to give me a chance to win a combat.


First off let me say I haven't played since like season 4(double upgrade zealot/archon/HT made me quit), I was constantly at the top 5/6 in diamond before some nerfs and ended my seasons mid diamond. Now with this most of the units zerg have to get sound like a natural evolution to me, and I feel its easier to deal with tech switches as zerg or protoss, and as stated before T has to build the production building and upgrade buildings. All races have to react, some just have it easier than others.

Towards the end of my playing days I randomed alot, and I found playing Z and P was much easier. I would use my Terran mechanics (randomly spreading out Roaches/Stalkers and things of that sort) and I found out I won a lot more, in fact on my random account I was able to get close to the same ranking in half the games. It could be just me, and my opinion, but have any other Terrans switched and found the other races much easier/forgiving?? I know I have...I'm just curious to see. because we see a few successful T to other race pros but not many X to T pros.
Aquila-
Profile Blog Joined April 2011
516 Posts
March 26 2012 22:10 GMT
#2940
Ironsquid Mvp vs MC, last game. Can anyone tell me why Mvp lost this after winning 2 major engagement an beeing ahead in upgrades all game long? At the last battle MC stormed all of his Zealots twice and still sliced Mvps army that was stuttersptepped over half of the map. Such games and the resulting frustration are the reason Terrans are disappearing...
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