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Where did all of the terrans go? - Page 165

Forum Index > SC2 General
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DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-03-30 08:58:13
March 30 2012 08:57 GMT
#3281
On March 30 2012 17:21 Noocta wrote:
But on the other hand, Terran don't need to came back to his base EVER once he made enough supply depots. Zerg has creep and inject to worry about ( yeah I know, creep spreading isn't something people worry about during battles, but we'd get there eventually ), Protoss need to get his camera on a pylon and can't chronoboost from a distance either.


False. A Terran is pretty much in base his for half of a given game because a typical game requires Terran to make 20-30 structures. Additionally you don't have to inject during battles, and you can inject before and after without missing a beat as a typical SC2 battle is 5-15 seconds.

Now that this myth is dispelled the battle essentially comes down to what wTeffecT explained:

+ Show Spoiler +
On March 30 2012 12:13 wTeffecT wrote:
You want 'deep analysis' - here it is. ZvT, Ling Bling Muta vs. Marine Medivac Tank.

Terran has to:
- Siege/Unsiege tanks in a spread line heading away from the point of engagement, to make sure they don't all die in the first 5 seconds.
- Focus fire blings with tanks.
- Spread marines (As above) to keep them away from blings, whilst keeping them close enough to tanks to prevent sniping from the mutas.
- Stim marines in groups to be efficent, otherwise a group stim.
- Keep Medivacs back away from mutas.

Zerg has to:
- A move.
- Target Marines with blings.
- Target tanks with mutas.

Add infestors and ghosts, you can include fungals and EMPs, which balance.

It's pretty obvious who has it harder.

Noocta
Profile Joined June 2010
France12578 Posts
March 30 2012 09:05 GMT
#3282
On March 30 2012 17:57 DemigodcelpH wrote:
Show nested quote +
On March 30 2012 17:21 Noocta wrote:
But on the other hand, Terran don't need to came back to his base EVER once he made enough supply depots. Zerg has creep and inject to worry about ( yeah I know, creep spreading isn't something people worry about during battles, but we'd get there eventually ), Protoss need to get his camera on a pylon and can't chronoboost from a distance either.


False. A Terran is pretty much in base his for half of a given game because a typical game requires Terran to make 20-30 structures. Additionally you don't have to inject during battles, and you can inject before and after without missing a beat as a typical SC2 battle is 5-15 seconds.

Now that this myth is dispelled the battle essentially comes down to what wTeffecT explained:

+ Show Spoiler +
On March 30 2012 12:13 wTeffecT wrote:
You want 'deep analysis' - here it is. ZvT, Ling Bling Muta vs. Marine Medivac Tank.

Terran has to:
- Siege/Unsiege tanks in a spread line heading away from the point of engagement, to make sure they don't all die in the first 5 seconds.
- Focus fire blings with tanks.
- Spread marines (As above) to keep them away from blings, whilst keeping them close enough to tanks to prevent sniping from the mutas.
- Stim marines in groups to be efficent, otherwise a group stim.
- Keep Medivacs back away from mutas.

Zerg has to:
- A move.
- Target Marines with blings.
- Target tanks with mutas.

Add infestors and ghosts, you can include fungals and EMPs, which balance.

It's pretty obvious who has it harder.



You build your production facilities mostly in the early game and early midgame..
Don't tell me coming back to add 3raxes ( and perhaps a second factory ) when you take the third is time consuming.
I played both Zerg and Terran, and you definitly can watch over your army a lot more as Terran than as Zerg. ( and you have too, so it balance things )
" I'm not gonna fight you. I'm gonna kick your ass ! "
Tomtaietot
Profile Joined July 2010
Romania57 Posts
March 30 2012 09:18 GMT
#3283
Hello guys! I know patch 1.4.3 is finilizing and on the way, so time has come to start thinking about some ideas for next patch.

Since we all know Terran is wastly OP and played only by people who cannot micro or macro, and need some easy race to start with; i think it would be time to address that issuse in patch 1.4.4. Instead of just talking crap, I have been creativ and come up with some good ideas that might actually help to finally turn off those that still persist to play as terrans:

1) Terrans buildings should start burning 2 minutes after completition. It should require at least 4 scv or 1 mule to keep it constantly live. That should probably made up for all those mules terrans can summon out of pure energy from their orbitals.

2) Terrans buildings should explode 2½ minutes after completition. We all know terran buildings cost so little and take so short time to build so they really need to be build all over again to make the game balanced. Possibly they should cause splash damage to nearby units and buildings too.

3) Ghosts are too OP. Their cloak should only work while there are no following units near by: a) zerg units b) protos units. As soon as any of above mention units come in radius of 10 or so, ghosts cloack should reveal.

4) Terran units has too many hp. Just like buildings they shoul start to die off slowly 2 minutes after completition. Every unit should have private medivac to heal it and keep it alive.

5) Terran units should explode of after 2½ minutes after they come out on the field. That would prevent terrans from mass marines, marrauders or massing any other units in the game which we all know is bad for the balance in the game. Possibly they should also cause splash damage to nearby units.

6) Zerg and protos units need definitely some beef up. The best thing would be to make them cause damage by just being in certain radius of terran units. Say radius of 20 or 30 should be suitable so that they don't have to reveal themselves to terran player all the time.

7) Marrauders are way too OP; they should be allowed to exist only 1 at a time, and they should possibly not be able to shoot ground units. Make them shoot only att ships and other naval units.

8) Tanks are way too mobile in sc2. Tanks should possible have ability to only siege at one spot and never unsiege and move again. It might also be idea to make siege/unsiege energy based, with energy slowly filling up, say as it does fo BCs. That might help balance by preventing massing tanks, which we all know is way too OP for terrans.

9) Banshees can take too many hits. They should die of only 2 hits by a stalker. Zerglings should also be able to jump and attack banshees. After all they do look like small frogs.

9) Colossus really needs ability to attack vikings. How many time it happened that protos builds a colossus, or even worse, mass colossie and than loose them to vikings? Sometimes it even lead to a game loss for protoss which is really imbalance in game. I think there should be a spell that kill one viking at a time. That way toss player can just press button to kill offending viking. There should also be an upgrade for the spell that beefs up that spell to kill say 3 vkinings at a time.

I think that might add some balance and make this game even more fun to play that it is now. Feel free to come with more wonderfull ideas

May force be with you all (but not you terran players) !
http://eu.battle.net/sc2/en/profile/323212/1/Tom/
one-one-one
Profile Joined November 2011
Sweden551 Posts
March 30 2012 09:24 GMT
#3284
On March 30 2012 18:18 Tomtaietot wrote:
Hello guys! I know patch 1.4.3 is finilizing and on the way, so time has come to start thinking about some ideas for next patch.

Since we all know Terran is wastly OP and played only by people who cannot micro or macro, and need some easy race to start with; i think it would be time to address that issuse in patch 1.4.4. Instead of just talking crap, I have been creativ and come up with some good ideas that might actually help to finally turn off those that still persist to play as terrans:

1) Terrans buildings should start burning 2 minutes after completition. It should require at least 4 scv or 1 mule to keep it constantly live. That should probably made up for all those mules terrans can summon out of pure energy from their orbitals.

2) Terrans buildings should explode 2½ minutes after completition. We all know terran buildings cost so little and take so short time to build so they really need to be build all over again to make the game balanced. Possibly they should cause splash damage to nearby units and buildings too.

3) Ghosts are too OP. Their cloak should only work while there are no following units near by: a) zerg units b) protos units. As soon as any of above mention units come in radius of 10 or so, ghosts cloack should reveal.

4) Terran units has too many hp. Just like buildings they shoul start to die off slowly 2 minutes after completition. Every unit should have private medivac to heal it and keep it alive.

5) Terran units should explode of after 2½ minutes after they come out on the field. That would prevent terrans from mass marines, marrauders or massing any other units in the game which we all know is bad for the balance in the game. Possibly they should also cause splash damage to nearby units.

6) Zerg and protos units need definitely some beef up. The best thing would be to make them cause damage by just being in certain radius of terran units. Say radius of 20 or 30 should be suitable so that they don't have to reveal themselves to terran player all the time.

7) Marrauders are way too OP; they should be allowed to exist only 1 at a time, and they should possibly not be able to shoot ground units. Make them shoot only att ships and other naval units.

8) Tanks are way too mobile in sc2. Tanks should possible have ability to only siege at one spot and never unsiege and move again. It might also be idea to make siege/unsiege energy based, with energy slowly filling up, say as it does fo BCs. That might help balance by preventing massing tanks, which we all know is way too OP for terrans.

9) Banshees can take too many hits. They should die of only 2 hits by a stalker. Zerglings should also be able to jump and attack banshees. After all they do look like small frogs.

9) Colossus really needs ability to attack vikings. How many time it happened that protos builds a colossus, or even worse, mass colossie and than loose them to vikings? Sometimes it even lead to a game loss for protoss which is really imbalance in game. I think there should be a spell that kill one viking at a time. That way toss player can just press button to kill offending viking. There should also be an upgrade for the spell that beefs up that spell to kill say 3 vkinings at a time.

I think that might add some balance and make this game even more fun to play that it is now. Feel free to come with more wonderfull ideas

May force be with you all (but not you terran players) !


This actually looks like a normal Blizzard patch.

You overdid it a bit though...

Blizzard would only have three of those changes in a single patch.
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
karpo
Profile Joined October 2010
Sweden1998 Posts
March 30 2012 09:29 GMT
#3285
Warning! Thread is reaching Bnet forum levels. Evacuate! Evacuate!
shizna
Profile Joined April 2011
United Kingdom803 Posts
March 30 2012 09:39 GMT
#3286
boring.

someone wake me up when terran get buffed, i don't have the energy to play anymore.
iNViCiOUZ
Profile Joined January 2011
Germany364 Posts
March 30 2012 10:08 GMT
#3287
Damit, seems that I picked the wrong time to switch to terran : (
ProxySilmaril
Profile Joined June 2011
81 Posts
March 30 2012 10:27 GMT
#3288
Better question: where did all the protoss go?? I switched from Toss to Zerg and now the most time i face Zergs and terran. And I recognized that not only Terran is OP in TvP they are also OP in TvZ. They can win easily 2 base when a Zerg is 4 base and has the map control. And no I a am not a noob, I am Master with my Protoss account! And when I look MLG and GSL I can see how easily Terran can defeat good players like DRG, Nestea, MC etc.and I see they struggle with the same issues like me.
Problem is: It doesnt matter how much Terran get nerfed, with good Micro/ Macro they are still IMBA. Its the Unitcomposition like the mass Bio + Medivac and the ability to mass fast, cheap and effective counterunits like the Viking. For example after Terran scout Colossus or Broodlords they have their nice reactor to mass viking and in a short time the expensive units from Toss and Zerg are worthless!

User was warned for this post
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 30 2012 10:34 GMT
#3289
On March 30 2012 18:29 karpo wrote:
Warning! Thread is reaching Bnet forum levels. Evacuate! Evacuate!

Danger Will Robinson! Danger!!!!!
I have the Honor to be your Obedient Servant, P.6
TL+ Member
jax1
Profile Joined March 2012
Sweden35 Posts
March 30 2012 12:44 GMT
#3290
Is this thread never gonna die?
Azalie
Profile Joined May 2010
New Zealand117 Posts
March 30 2012 12:50 GMT
#3291
On March 30 2012 21:44 jax1 wrote:
Is this thread never gonna die?

That would require them locking this thread, otherwise people will just come in to complain about terran Op or terran Up and blame everything other then themselves for their loss's and feel better about it.

Otherwise known as people, forums and the internet lol.
TurboMaN
Profile Joined October 2005
Germany925 Posts
March 30 2012 13:34 GMT
#3292
On March 30 2012 19:27 ProxySilmaril wrote:
Better question: where did all the protoss go?? I switched from Toss to Zerg and now the most time i face Zergs and terran. And I recognized that not only Terran is OP in TvP they are also OP in TvZ. They can win easily 2 base when a Zerg is 4 base and has the map control. And no I a am not a noob, I am Master with my Protoss account! And when I look MLG and GSL I can see how easily Terran can defeat good players like DRG, Nestea, MC etc.and I see they struggle with the same issues like me.


It's because MKP played that tourney better than the rest! It's always about skill and momentum in this game. You talk like every MLG Winner is a Terran. One sided view.
Superneenja
Profile Joined December 2010
United States154 Posts
March 30 2012 13:53 GMT
#3293
On March 30 2012 19:27 ProxySilmaril wrote:
Better question: where did all the protoss go?? I switched from Toss to Zerg and now the most time i face Zergs and terran. And I recognized that not only Terran is OP in TvP they are also OP in TvZ. They can win easily 2 base when a Zerg is 4 base and has the map control. And no I a am not a noob, I am Master with my Protoss account! And when I look MLG and GSL I can see how easily Terran can defeat good players like DRG, Nestea, MC etc.and I see they struggle with the same issues like me.
Problem is: It doesnt matter how much Terran get nerfed, with good Micro/ Macro they are still IMBA. Its the Unitcomposition like the mass Bio + Medivac and the ability to mass fast, cheap and effective counterunits like the Viking. For example after Terran scout Colossus or Broodlords they have their nice reactor to mass viking and in a short time the expensive units from Toss and Zerg are worthless!


You can spot the people who've never played Terran so easily!... Get to masters as T and then I won't consider you a noob.
Treehead
Profile Blog Joined November 2010
999 Posts
March 30 2012 13:57 GMT
#3294
On March 30 2012 22:34 TurboMaN wrote:
You talk like every MLG Winner is a Terran. One sided view.


I want you to look at this page and tell me what you see. I see an awful lot of blue in the "winner" column.

http://wiki.teamliquid.net/starcraft2/Premier_Tournaments

I've said it before, and I'll say it again. If you feel like the strategy the pros are playing in TvP is too APM intensive for you - find another strategy. Terran has more options than the ones the pros use most commonly - even in high masters. If you're below masters, a lot of microless strategies will work just fine a lot of the time. Look at Lynna's mech thread - he made the strategy because he feels like he's "slow" in the APM department, and is still playing in high masters against pros and semipros. If you don't want to learn stutter stepping/splitting bio (which certainly can be APM intensive), then play something different.
ZenithM
Profile Joined February 2011
France15952 Posts
March 30 2012 14:01 GMT
#3295
People are exaggerating the difference in difficulty between races. If you're Master with one race, you can probably be master with another after a little while...
I was diamond with Protoss, and when I switched to Terran, I didn't drop in ranking and my winrate actually improved with Terran (from 70% with P to 80+% with T). Now it's not Master, so I can't really say, but people have been talking about Terrans having difficulties in diamond too. I think there is really not much difference in skill requirement in diamond.
LGAthena
Profile Joined March 2012
United States5 Posts
March 30 2012 14:38 GMT
#3296
On March 11 2012 11:17 SafeAsCheese wrote:
A lot of people generally agree that terran is harder to play at lower leagues and it tends to make more people play zerg, at least on NA ladder.

Plat/diamond/masters is a lot of ZvZ.

lol no its the other way around terran is harder to play at higher leagues easier to play at lower leagues zergs is easier to play at lower leagues and harder to play at higher leagues
"I'm High Diamond Terran level"
Holytornados
Profile Joined November 2011
United States1022 Posts
March 30 2012 15:33 GMT
#3297
On March 30 2012 18:05 Noocta wrote:
Show nested quote +
On March 30 2012 17:57 DemigodcelpH wrote:
On March 30 2012 17:21 Noocta wrote:
But on the other hand, Terran don't need to came back to his base EVER once he made enough supply depots. Zerg has creep and inject to worry about ( yeah I know, creep spreading isn't something people worry about during battles, but we'd get there eventually ), Protoss need to get his camera on a pylon and can't chronoboost from a distance either.


False. A Terran is pretty much in base his for half of a given game because a typical game requires Terran to make 20-30 structures. Additionally you don't have to inject during battles, and you can inject before and after without missing a beat as a typical SC2 battle is 5-15 seconds.

Now that this myth is dispelled the battle essentially comes down to what wTeffecT explained:

+ Show Spoiler +
On March 30 2012 12:13 wTeffecT wrote:
You want 'deep analysis' - here it is. ZvT, Ling Bling Muta vs. Marine Medivac Tank.

Terran has to:
- Siege/Unsiege tanks in a spread line heading away from the point of engagement, to make sure they don't all die in the first 5 seconds.
- Focus fire blings with tanks.
- Spread marines (As above) to keep them away from blings, whilst keeping them close enough to tanks to prevent sniping from the mutas.
- Stim marines in groups to be efficent, otherwise a group stim.
- Keep Medivacs back away from mutas.

Zerg has to:
- A move.
- Target Marines with blings.
- Target tanks with mutas.

Add infestors and ghosts, you can include fungals and EMPs, which balance.

It's pretty obvious who has it harder.



You build your production facilities mostly in the early game and early midgame..
Don't tell me coming back to add 3raxes ( and perhaps a second factory ) when you take the third is time consuming.
I played both Zerg and Terran, and you definitly can watch over your army a lot more as Terran than as Zerg. ( and you have too, so it balance things )


Late game revolves a lot around coming back to build more and more production to prepare after an army trade. Terran needs to be building structures throughout the whole game to be prepared for the zerg remaxing after an army trade.
CLG/Liquid ~~ youtube.com/reddedgaming
XquisiteWretch
Profile Joined March 2012
United States77 Posts
March 30 2012 16:40 GMT
#3298
On March 30 2012 19:27 ProxySilmaril wrote:
Better question: where did all the protoss go?? I switched from Toss to Zerg and now the most time i face Zergs and terran. And I recognized that not only Terran is OP in TvP they are also OP in TvZ. They can win easily 2 base when a Zerg is 4 base and has the map control. And no I a am not a noob, I am Master with my Protoss account! And when I look MLG and GSL I can see how easily Terran can defeat good players like DRG, Nestea, MC etc.and I see they struggle with the same issues like me.
Problem is: It doesnt matter how much Terran get nerfed, with good Micro/ Macro they are still IMBA. Its the Unitcomposition like the mass Bio + Medivac and the ability to mass fast, cheap and effective counterunits like the Viking. For example after Terran scout Colossus or Broodlords they have their nice reactor to mass viking and in a short time the expensive units from Toss and Zerg are worthless!


Stupidest shit I have ever read, look at sc2ranks, terran is the least populated race in every level EXCEPT bronze, which is probably where you are so no wonder you think that. At diamond/platinum it is something like 24% terran to 38% zerg, do a little research before you post retard
Live free or die
XquisiteWretch
Profile Joined March 2012
United States77 Posts
March 30 2012 16:48 GMT
#3299
On March 30 2012 23:38 LGAthena wrote:
Show nested quote +
On March 11 2012 11:17 SafeAsCheese wrote:
A lot of people generally agree that terran is harder to play at lower leagues and it tends to make more people play zerg, at least on NA ladder.

Plat/diamond/masters is a lot of ZvZ.

lol no its the other way around terran is harder to play at higher leagues easier to play at lower leagues zergs is easier to play at lower leagues and harder to play at higher leagues


what you meant to say is, "zerg is easier tp play." fixed
Live free or die
ProxySilmaril
Profile Joined June 2011
81 Posts
March 30 2012 16:53 GMT
#3300
Plz read all before calling me Bronze or retard...
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BLAST Open Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
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