• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:57
CEST 19:57
KST 02:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !16Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results MaNa leaves Team Liquid
Tourneys
GSL Code S Season 1 (2026) $5,000 WardiTV Spring Championship 2026 Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune Mutation # 524 Death and Taxes
Brood War
General
Lights Ro.8 Review (asl s21) ASL21 General Discussion 25 Years Since Brood War Patch 1.08 vespene.gg — BW replays in browser BW General Discussion
Tourneys
[ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne ZeroSpace Megathread War of Dots, 2026 minimalst RTS Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Why RTS gamers make better f…
gosubay
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1874 users

Where did all of the terrans go? - Page 90

Forum Index > SC2 General
Post a Reply
Prev 1 88 89 90 91 92 202 Next
IMoperator
Profile Joined October 2011
4476 Posts
March 19 2012 05:57 GMT
#1781
On March 19 2012 14:52 TG Manny wrote:
I have been responding in here too and I want to play MY race easier and see more Terrans on the non-korean pro scene.]


Most of us here don't want the race easier. We like having to micro well to win, because when we do win it feels that much better. We just want P/Z to have to micro more than they currently need to. That's all. It feels like the Terran is the one doing all the work in TvP especially, and the protoss just needs to defend and get on 3 base and then just roll you with superior units.
RedBack
Profile Joined March 2011
Australia102 Posts
March 19 2012 06:00 GMT
#1782
On March 19 2012 14:22 darkscream wrote:
Show nested quote +
On March 19 2012 14:12 magnaflow wrote:
Stephano just said on SOTG that ghosts are terrible now, and when a zerg arm,y has BL/Infestor a terran player cannot engage the zerg army. That makes 2 of the 3 matchups that a terran player has to avoid the opposing race army.


welcome to how zerg played for the first year of the game

metagame shifts, they're a bitch sometimes




Yeah ghosts getting nerfed to hell was quite an unfortunate metagame shift o_O
Bagi
Profile Joined August 2010
Germany6799 Posts
March 19 2012 06:04 GMT
#1783
On March 19 2012 14:22 darkscream wrote:
Show nested quote +
On March 19 2012 14:12 magnaflow wrote:
Stephano just said on SOTG that ghosts are terrible now, and when a zerg arm,y has BL/Infestor a terran player cannot engage the zerg army. That makes 2 of the 3 matchups that a terran player has to avoid the opposing race army.


welcome to how zerg played for the first year of the game

metagame shifts, they're a bitch sometimes

You mean the time when zerg was considered underpowered?
anApple
Profile Joined November 2011
Singapore275 Posts
March 19 2012 06:08 GMT
#1784
Just thinking about HoTS..... Going to be fun microing away from burrow-charge ultras and vipers.
huehuehue
Bagi
Profile Joined August 2010
Germany6799 Posts
March 19 2012 06:14 GMT
#1785
On March 19 2012 15:08 CeroFail wrote:
Just thinking about HoTS..... Going to be fun microing away from burrow-charge ultras and vipers.

I wouldn't worry about it. If those changes actually happen, terran units will have to be buffed so that they can go toe-to-toe against ultras.

Its literally impossible to micro away from them, so it might actually make it easier for terran.
Jinks28
Profile Joined February 2012
5 Posts
Last Edited: 2012-03-19 06:24:42
March 19 2012 06:22 GMT
#1786
On March 19 2012 12:53 YyapSsap wrote:


Its also interesting to point out there T is the only race to become the reactionary race end game. There is never a situation where the opposing T players force P or even Z to switch techs (since they pretty much use up the whole tech unlike the P due to upgrades and time taken to invest into it).



I agree 100%, in TvP and late game TvZ, its up to the terran player to adjust his army composition to cater to what the other race is doing. It's frustrating to never have the upper hand or be able to catch my opponent off guard. If terran doesn't have the hard counter to their units, it's gg. There's never a situation where P or Z says "oh shit now he's got ___ i have to produce ___ or im gonna die." Outside of meching vs zerg, let me know if im wrong here, but what adjustments do other races have to make to their army in the mid-late game against a terran?

The reason i have a problem with the snipe nerf, is that its just so easy for a zerg to make the tech switch from BL to ultra, and there is not one T unit left that effectively counters both. broodlings and ultras even work off the same upgrades. and against protoss, i've had to come to the understanding that no matter what if we're over that 15 mark, i need both vikings and ghosts. But either way, i have no way of forcing their hand, and they will do what they want without having to worry about what im making.
Deleted User 137586
Profile Joined January 2011
7859 Posts
March 19 2012 11:00 GMT
#1787
There was a post several pages back comparing the rationale for nerfing ghosts (they countered two different tech paths of Z) to the role of HT's.

Let's count the things HT's counter:

1) Battlecruisers (fb)
2) Thor (fb)
3) Medivac (fb)
4) Bio (s)
5) dropped units (s)
6) raven (fb)
7) banshee (fb)
8) economy (s scv)
9) vikings (s)
10) ghost (fb)

What this tells us is that the HT counters 3 different play-styles of a T. It counters bio-based play due to storms and fb on medivac/ghost. It counters harass because medivacs, banshees and dropped units can be dealt with using HT. And HT counters mech because they can fb thors and BC, and storm vikings (fb on ravens helps too). On top of this role, they are an awesome harass unit as an unscouted HT or two warped onto a high-ground (Xel'naga/Shakuras thirds are good examples) will decimate your scv line in its entirety without giving you a chance to react. So a logical response would be to ask whether this versatility ought to be in one unit, considering it wasn't supposed to be in the ghost.

Cry 'havoc' and let slip the dogs of war
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 19 2012 11:10 GMT
#1788
On March 19 2012 20:00 Ghanburighan wrote:
There was a post several pages back comparing the rationale for nerfing ghosts (they countered two different tech paths of Z) to the role of HT's.

Let's count the things HT's counter:

1) Battlecruisers (fb)
2) Thor (fb)
3) Medivac (fb)
4) Bio (s)
5) dropped units (s)
6) raven (fb)
7) banshee (fb)
8) economy (s scv)
9) vikings (s)
10) ghost (fb)

What this tells us is that the HT counters 3 different play-styles of a T. It counters bio-based play due to storms and fb on medivac/ghost. It counters harass because medivacs, banshees and dropped units can be dealt with using HT. And HT counters mech because they can fb thors and BC, and storm vikings (fb on ravens helps too). On top of this role, they are an awesome harass unit as an unscouted HT or two warped onto a high-ground (Xel'naga/Shakuras thirds are good examples) will decimate your scv line in its entirety without giving you a chance to react. So a logical response would be to ask whether this versatility ought to be in one unit, considering it wasn't supposed to be in the ghost.



Counter is a strong word. Effective against is better, since they have the ability to do those things. And the marine is effective against all of the same units, with the exception of the thor.

I have said before that I would have no problem with removing energy from the banshee and raven. Cloak could be on a timer with a solid cool down and the raven could be ammo based. The thor would need a bit more work, because without energy, it can become the two base all-in unit of glory.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Deleted User 137586
Profile Joined January 2011
7859 Posts
March 19 2012 11:24 GMT
#1789
On March 19 2012 20:10 Plansix wrote:
Show nested quote +
On March 19 2012 20:00 Ghanburighan wrote:
There was a post several pages back comparing the rationale for nerfing ghosts (they countered two different tech paths of Z) to the role of HT's.

Let's count the things HT's counter:

1) Battlecruisers (fb)
2) Thor (fb)
3) Medivac (fb)
4) Bio (s)
5) dropped units (s)
6) raven (fb)
7) banshee (fb)
8) economy (s scv)
9) vikings (s)
10) ghost (fb)

What this tells us is that the HT counters 3 different play-styles of a T. It counters bio-based play due to storms and fb on medivac/ghost. It counters harass because medivacs, banshees and dropped units can be dealt with using HT. And HT counters mech because they can fb thors and BC, and storm vikings (fb on ravens helps too). On top of this role, they are an awesome harass unit as an unscouted HT or two warped onto a high-ground (Xel'naga/Shakuras thirds are good examples) will decimate your scv line in its entirety without giving you a chance to react. So a logical response would be to ask whether this versatility ought to be in one unit, considering it wasn't supposed to be in the ghost.



Counter is a strong word. Effective against is better, since they have the ability to do those things. And the marine is effective against all of the same units, with the exception of the thor.

I have said before that I would have no problem with removing energy from the banshee and raven. Cloak could be on a timer with a solid cool down and the raven could be ammo based. The thor would need a bit more work, because without energy, it can become the two base all-in unit of glory.


Yeah, I agree with that counter is a strong word. I actually like the HT v Ghost micro battles, and it can go either way most of the time. I'm actually thinking that an interesting solution might be in giving P an air-alternative. Currently, flying units aren't used by P against T (with the exception of Nony with his Phoenix) but voids should be the counter to Thor and BC (there is even an element of micro involved in the Thor v void ray battles as Thor splash is good against voids if clumped up but voids win easily if that mistake isn't made).

What do you mean by ammo-based ravens? Do you mean like the Nuke that you need to build a seeker missile before launching it?


Cry 'havoc' and let slip the dogs of war
how
Profile Blog Joined January 2011
United States538 Posts
March 19 2012 11:27 GMT
#1790
Terran in a deceiving race. Peoples thoughts on Terran has change drastically time and time again, they have many powerful units, but many of their units are also easily countered. Many people who do not play Terran think their mechanics are so easy, you can drop multiple mules at once, no injects, scans let you see cloak pretty easily, etc. but I would say their mechanics are as hard as Zerg's. They will always have 4 production buildings which should always have units coming out of them, they need to know whether to put a reactor or a tech lab on each building. Plus, they simply have the most buildings. For the begging of the game, it isn't a big deal, but in end game scenarios, it becomes one. Your units are easily countered, but each unit can aptly deal with certain units quiet well. I would argue that Protoss needs to be the most aware of their unit comp, but Terrans need to do that as well. I am by no means a pro or analyst, but their have been many games where it looks like a Terran would have won a deciding battle if they had just 3 more vikings instead of medivacs, or if 20 of those marines were marauders.

Terran has multiple learning curves. When you pass one hurdle, you may go up two leagues, so it does not surprise me that certain levels have less T's than others.
http://twitter.com/howsc
ChaosTerran
Profile Joined August 2011
Austria844 Posts
March 19 2012 11:31 GMT
#1791
On March 19 2012 20:24 Ghanburighan wrote:
Show nested quote +
On March 19 2012 20:10 Plansix wrote:
On March 19 2012 20:00 Ghanburighan wrote:
There was a post several pages back comparing the rationale for nerfing ghosts (they countered two different tech paths of Z) to the role of HT's.

Let's count the things HT's counter:

1) Battlecruisers (fb)
2) Thor (fb)
3) Medivac (fb)
4) Bio (s)
5) dropped units (s)
6) raven (fb)
7) banshee (fb)
8) economy (s scv)
9) vikings (s)
10) ghost (fb)

What this tells us is that the HT counters 3 different play-styles of a T. It counters bio-based play due to storms and fb on medivac/ghost. It counters harass because medivacs, banshees and dropped units can be dealt with using HT. And HT counters mech because they can fb thors and BC, and storm vikings (fb on ravens helps too). On top of this role, they are an awesome harass unit as an unscouted HT or two warped onto a high-ground (Xel'naga/Shakuras thirds are good examples) will decimate your scv line in its entirety without giving you a chance to react. So a logical response would be to ask whether this versatility ought to be in one unit, considering it wasn't supposed to be in the ghost.



Counter is a strong word. Effective against is better, since they have the ability to do those things. And the marine is effective against all of the same units, with the exception of the thor.

I have said before that I would have no problem with removing energy from the banshee and raven. Cloak could be on a timer with a solid cool down and the raven could be ammo based. The thor would need a bit more work, because without energy, it can become the two base all-in unit of glory.


Yeah, I agree with that counter is a strong word. I actually like the HT v Ghost micro battles, and it can go either way most of the time. I'm actually thinking that an interesting solution might be in giving P an air-alternative. Currently, flying units aren't used by P against T (with the exception of Nony with his Phoenix) but voids should be the counter to Thor and BC (there is even an element of micro involved in the Thor v void ray battles as Thor splash is good against voids if clumped up but voids win easily if that mistake isn't made).

What do you mean by ammo-based ravens? Do you mean like the Nuke that you need to build a seeker missile before launching it?




So we fix TvP lategame by giving protoss more options. Well, how did I never think of that? That's absolutely brilliant!
Deleted User 137586
Profile Joined January 2011
7859 Posts
March 19 2012 11:33 GMT
#1792
On March 19 2012 20:31 ChaosTerran wrote:
Show nested quote +
On March 19 2012 20:24 Ghanburighan wrote:
On March 19 2012 20:10 Plansix wrote:
On March 19 2012 20:00 Ghanburighan wrote:
There was a post several pages back comparing the rationale for nerfing ghosts (they countered two different tech paths of Z) to the role of HT's.

Let's count the things HT's counter:

1) Battlecruisers (fb)
2) Thor (fb)
3) Medivac (fb)
4) Bio (s)
5) dropped units (s)
6) raven (fb)
7) banshee (fb)
8) economy (s scv)
9) vikings (s)
10) ghost (fb)

What this tells us is that the HT counters 3 different play-styles of a T. It counters bio-based play due to storms and fb on medivac/ghost. It counters harass because medivacs, banshees and dropped units can be dealt with using HT. And HT counters mech because they can fb thors and BC, and storm vikings (fb on ravens helps too). On top of this role, they are an awesome harass unit as an unscouted HT or two warped onto a high-ground (Xel'naga/Shakuras thirds are good examples) will decimate your scv line in its entirety without giving you a chance to react. So a logical response would be to ask whether this versatility ought to be in one unit, considering it wasn't supposed to be in the ghost.



Counter is a strong word. Effective against is better, since they have the ability to do those things. And the marine is effective against all of the same units, with the exception of the thor.

I have said before that I would have no problem with removing energy from the banshee and raven. Cloak could be on a timer with a solid cool down and the raven could be ammo based. The thor would need a bit more work, because without energy, it can become the two base all-in unit of glory.


Yeah, I agree with that counter is a strong word. I actually like the HT v Ghost micro battles, and it can go either way most of the time. I'm actually thinking that an interesting solution might be in giving P an air-alternative. Currently, flying units aren't used by P against T (with the exception of Nony with his Phoenix) but voids should be the counter to Thor and BC (there is even an element of micro involved in the Thor v void ray battles as Thor splash is good against voids if clumped up but voids win easily if that mistake isn't made).

What do you mean by ammo-based ravens? Do you mean like the Nuke that you need to build a seeker missile before launching it?




So we fix TvP lategame by giving protoss more options. Well, how did I never think of that? That's absolutely brilliant!


Err.. I was being unclear. There would need to be compensation for taking away the mech counter role from HT, and I think P air could be that option.
Cry 'havoc' and let slip the dogs of war
ChaosTerran
Profile Joined August 2011
Austria844 Posts
March 19 2012 11:42 GMT
#1793
On March 19 2012 20:33 Ghanburighan wrote:
Show nested quote +
On March 19 2012 20:31 ChaosTerran wrote:
On March 19 2012 20:24 Ghanburighan wrote:
On March 19 2012 20:10 Plansix wrote:
On March 19 2012 20:00 Ghanburighan wrote:
There was a post several pages back comparing the rationale for nerfing ghosts (they countered two different tech paths of Z) to the role of HT's.

Let's count the things HT's counter:

1) Battlecruisers (fb)
2) Thor (fb)
3) Medivac (fb)
4) Bio (s)
5) dropped units (s)
6) raven (fb)
7) banshee (fb)
8) economy (s scv)
9) vikings (s)
10) ghost (fb)

What this tells us is that the HT counters 3 different play-styles of a T. It counters bio-based play due to storms and fb on medivac/ghost. It counters harass because medivacs, banshees and dropped units can be dealt with using HT. And HT counters mech because they can fb thors and BC, and storm vikings (fb on ravens helps too). On top of this role, they are an awesome harass unit as an unscouted HT or two warped onto a high-ground (Xel'naga/Shakuras thirds are good examples) will decimate your scv line in its entirety without giving you a chance to react. So a logical response would be to ask whether this versatility ought to be in one unit, considering it wasn't supposed to be in the ghost.



Counter is a strong word. Effective against is better, since they have the ability to do those things. And the marine is effective against all of the same units, with the exception of the thor.

I have said before that I would have no problem with removing energy from the banshee and raven. Cloak could be on a timer with a solid cool down and the raven could be ammo based. The thor would need a bit more work, because without energy, it can become the two base all-in unit of glory.


Yeah, I agree with that counter is a strong word. I actually like the HT v Ghost micro battles, and it can go either way most of the time. I'm actually thinking that an interesting solution might be in giving P an air-alternative. Currently, flying units aren't used by P against T (with the exception of Nony with his Phoenix) but voids should be the counter to Thor and BC (there is even an element of micro involved in the Thor v void ray battles as Thor splash is good against voids if clumped up but voids win easily if that mistake isn't made).

What do you mean by ammo-based ravens? Do you mean like the Nuke that you need to build a seeker missile before launching it?




So we fix TvP lategame by giving protoss more options. Well, how did I never think of that? That's absolutely brilliant!


Err.. I was being unclear. There would need to be compensation for taking away the mech counter role from HT, and I think P air could be that option.

Protoss air counters mech just fine already. Phoenix/carrier is actually unbeatable with pure vikings and a bunch of thors. It's an impossible fight to win. Void rays destroy thors, phoenixes can lift tanks. And by simply removing thor energy and BC energy you still dont fix the problem with chargelots and immortals who both absolutely destroy mech.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
March 19 2012 11:43 GMT
#1794
On March 19 2012 20:33 Ghanburighan wrote:
Show nested quote +
On March 19 2012 20:31 ChaosTerran wrote:
On March 19 2012 20:24 Ghanburighan wrote:
On March 19 2012 20:10 Plansix wrote:
On March 19 2012 20:00 Ghanburighan wrote:
There was a post several pages back comparing the rationale for nerfing ghosts (they countered two different tech paths of Z) to the role of HT's.

Let's count the things HT's counter:

1) Battlecruisers (fb)
2) Thor (fb)
3) Medivac (fb)
4) Bio (s)
5) dropped units (s)
6) raven (fb)
7) banshee (fb)
8) economy (s scv)
9) vikings (s)
10) ghost (fb)

What this tells us is that the HT counters 3 different play-styles of a T. It counters bio-based play due to storms and fb on medivac/ghost. It counters harass because medivacs, banshees and dropped units can be dealt with using HT. And HT counters mech because they can fb thors and BC, and storm vikings (fb on ravens helps too). On top of this role, they are an awesome harass unit as an unscouted HT or two warped onto a high-ground (Xel'naga/Shakuras thirds are good examples) will decimate your scv line in its entirety without giving you a chance to react. So a logical response would be to ask whether this versatility ought to be in one unit, considering it wasn't supposed to be in the ghost.



Counter is a strong word. Effective against is better, since they have the ability to do those things. And the marine is effective against all of the same units, with the exception of the thor.

I have said before that I would have no problem with removing energy from the banshee and raven. Cloak could be on a timer with a solid cool down and the raven could be ammo based. The thor would need a bit more work, because without energy, it can become the two base all-in unit of glory.


Yeah, I agree with that counter is a strong word. I actually like the HT v Ghost micro battles, and it can go either way most of the time. I'm actually thinking that an interesting solution might be in giving P an air-alternative. Currently, flying units aren't used by P against T (with the exception of Nony with his Phoenix) but voids should be the counter to Thor and BC (there is even an element of micro involved in the Thor v void ray battles as Thor splash is good against voids if clumped up but voids win easily if that mistake isn't made).

What do you mean by ammo-based ravens? Do you mean like the Nuke that you need to build a seeker missile before launching it?




So we fix TvP lategame by giving protoss more options. Well, how did I never think of that? That's absolutely brilliant!


Err.. I was being unclear. There would need to be compensation for taking away the mech counter role from HT, and I think P air could be that option.


Wait what? Because there clearly aren't enough units that have "mech counter" role in Protoss arsenal? (cought, Immortal, Chargelot, Blink, Voidray, ... cought)
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
March 19 2012 11:55 GMT
#1795
Feedback only damages biological units and just removes energy from the mechanical ones. Problem solved.
AxionSteel
Profile Joined January 2011
United States7754 Posts
Last Edited: 2012-03-19 11:59:46
March 19 2012 11:56 GMT
#1796
I Feel like all three terran matchups are incredibly stressful, at least for me. Everyone has already outlined how difficult tvp is, even for most professional terrans, but for me It's probably my best matchup, I feel like a lot of the problems I had in the matchup were psychological, you see them get their big a-move deathball and freak out and think how the fuck can I win, but now I try to remain as calm as possible, have worked on my ghost/late game play and stuff and it's starting to work pretty well for me. It's still very stressful though.
TvZ is also very stressful. If you're caught out of position vs the uber fast swarm, you die. Then there's all the micro you need to do to win engagements, the macro and multitasking etc (olften all at the same time), it's a very tough matchup, but once again it's really rewarding if you win it, I wouldn't change it in a second.

TvT is probably the most difficult of all especially if it's a long game involving a lot of tanks. It's very tactical and just very difficult.

I've fleetingly thought about changing to protoss, but I don't want to give up, and I like terran too much. I don't want it dumbed down either, I love seeing the top Korean Terrans maximise the potential out of the race, and do the stuff most of us mortals can't get anywhere near doing.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
March 19 2012 12:06 GMT
#1797
On March 19 2012 20:56 AxionSteel wrote:
I Feel like all three terran matchups are incredibly stressful, at least for me. Everyone has already outlined how difficult tvp is, even for most professional terrans, but for me It's probably my best matchup, I feel like a lot of the problems I had in the matchup were psychological, you see them get their big a-move deathball and freak out and think how the fuck can I win, but now I try to remain as calm as possible, have worked on my ghost/late game play and stuff and it's starting to work pretty well for me. It's still very stressful though.
TvZ is also very stressful. If you're caught out of position vs the uber fast swarm, you die. Then there's all the micro you need to do to win engagements, the macro and multitasking etc (olften all at the same time), it's a very tough matchup, but once again it's really rewarding if you win it, I wouldn't change it in a second.

TvT is probably the most difficult of all especially if it's a long game involving a lot of tanks. It's very tactical and just very difficult.

I've fleetingly thought about changing to protoss, but I don't want to give up, and I like terran too much. I don't want it dumbed down either, I love seeing the top Korean Terrans maximise the potential out of the race, and do the stuff most of us mortals can't get anywhere near doing.


I can only suggest to you to check Lyyna's replays he posted in the thread "How to mech TvP". If you really feel stressed playing terran, you don't like to play against clock, go check those replays and see how you can play terran. He absolutely destroys your basic "John Brown" that just sits there waiting for 200/200 and 1a for the win..
Gumbotwins
Profile Joined October 2011
Netherlands256 Posts
March 19 2012 12:25 GMT
#1798
I think the best thing they can do without breaking any meta game stats, is to nerf Storm radius. couse it is an insanely whide radius. and maybe reduce storm damage slightly. Couse 1 good storm is can basicly be a game changer. Why not make it 2 storms? with a slightly reduced damage ouput?
Polt, MMA, MVP. Terran triforce!
Bjoernzor
Profile Joined August 2011
Sweden159 Posts
March 19 2012 12:28 GMT
#1799

At least for me, the problem lies mostly in ZvT late game (as i always mech vs P :3) It seems like i have to make vikings from 6 starports just to get smashed 5 minutes later by a bunch of ultras. Zerg can simply switch one unit in their composition (BL for ultra) and it stays just as effective. (BL/infestor/ling or ultra/infestor/ling) and there can also come a point where he has so many well upgraded corruptors and BLs that you basically have to max on only viking/thor which gets rolled by whatever remax the zerg chooses.
Vs protoss i think simply removing the thor/BC energy and possibly have a late game upgrade for hellions (battle hellion-ish or just a +1 armor) would allow mech to be super-viable. Just EMP those immortals and his entire army melts :D
"There is nothing cooler than being passionate about the things you love" - Day9
Afterstar
Profile Joined November 2010
67 Posts
March 19 2012 12:29 GMT
#1800
On March 19 2012 20:55 Thrombozyt wrote:
Feedback only damages biological units and just removes energy from the mechanical ones. Problem solved.

This.
Don't cry because it's over,smile because it happened.
Prev 1 88 89 90 91 92 202 Next
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#52
RotterdaM848
TKL 685
IndyStarCraft 160
SteadfastSC153
BRAT_OK 89
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 848
TKL 685
mouzHeroMarine 442
MaxPax 250
IndyStarCraft 160
SteadfastSC 153
BRAT_OK 89
UpATreeSC 85
ProTech56
elazer 33
MindelVK 23
StarCraft: Brood War
Sea 4751
Britney 1843
BeSt 277
Hyuk 187
Rush 110
Dewaltoss 98
scan(afreeca) 58
Hyun 52
910 27
Aegong 26
[ Show more ]
Rock 17
GoRush 15
Dota 2
qojqva2427
monkeys_forever380
Counter-Strike
pashabiceps1808
Heroes of the Storm
Liquid`Hasu4
Other Games
Grubby6155
Liquid`RaSZi1834
B2W.Neo852
Hui .181
KnowMe176
C9.Mang0136
Trikslyr60
Organizations
Counter-Strike
PGL1632
StarCraft: Brood War
lovetv 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 82
• Reevou 3
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• HerbMon 40
• Michael_bg 10
• FirePhoenix3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV565
Other Games
• imaqtpie1390
• Shiphtur292
Upcoming Events
Replay Cast
6h 3m
The PondCast
16h 3m
Kung Fu Cup
17h 3m
WardiTV Qualifier
20h 3m
GSL
1d 15h
Cure vs sOs
SHIN vs ByuN
Replay Cast
2 days
GSL
2 days
Classic vs Solar
GuMiho vs Zoun
WardiTV Spring Champion…
2 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
[ Show More ]
WardiTV Spring Champion…
3 days
Replay Cast
4 days
RSL Revival
4 days
Classic vs SHIN
Rogue vs Bunny
BSL
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
Flash vs Soma
RSL Revival
5 days
BSL
6 days
Patches Events
6 days
Universe Titan Cup
6 days
Rogue vs Percival
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
2026 GSL S1
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
SCTL 2026 Spring
RSL Revival: Season 5
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.