Is Terran to remain the lowest played race? - Page 16
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Ryze
Canada234 Posts
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mau5mat
Northern Ireland461 Posts
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BlessedHammers
Canada19 Posts
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BurningRanger
Germany303 Posts
On January 22 2013 10:45 ohampatu wrote: I also disagree with your entire protoss paragraph, to a point where I dont think you played them near enough to even judge them. Protoss is the one race that can't engage without commiting. How do you justify saying protoss can do this? The entire design of the MSC is to promote playing without having to commit, because currently you can not engage either a Terran or Zerg without committing, haven't you ever heard of Concussive or Fungal? You also type out like Protoss can move out in the early game. Protoss is not good unless your all-in'ing, or going up to 3 bases and turtling. I just dont get the whole 'protoss dictates all engagements'. Its competely false. Imho Protoss can commit more easily than Terran, because they can get out of an engagement more easily. Forcefields can be used to keep the Terran (or Zerg) from chasing. Terran can only slow chasing units down with Concussive Shells and, if Zealots have charge, even that doesn't work anymore. Even more important is though, that a retreating Protoss usually gets to keep the high value units, mainly the Colossi. They just lose the easily replaceable WG units, usually even just the only mineral costing Zealots, because those are closest to the opponent and slowest to retreat, but then still quite beefy. Just HTs/Archons are harder to retreat, because they're slow, but still you have Forcefields and Zealots as buffer. A retreating Terran will usually use Stim to get away, which leaves behind the high-value units, Ghosts, Medivacs and Vikings. The stimmed Bio then is also overall damaged because of Stim and with most Medivacs chased down and destroyed you can't even heal them up that fast. So in comparison Terran keeps his cheap stuff (damaged) having to rebuild the costly hightech units, while Protoss keeps the hightech units just needing to rebuild the cheap stuff. Protoss can imo more easily commit, because they don't have to fear the need to retreat. If Terran commits, he needs to be sure that he can win this, because there usually is no retreat. You'd be damaged so heavily that you won't survive an immediate attack. On January 22 2013 10:45 ohampatu wrote: Blizzard is also working extremely hard to make mech work in the beta, a complaint you randomly through in there. Although I do find it extremely funny that Terran wants every tech option available in all races, yet you guys are perfectly fine with Protoss being Linear, forced into Robo, and having to open very specific openings just to survive. Terrans have the most versatiliy and you act like they have the least. You also dont act like Terran dictate the pace of most games, they may not in TvZ but in TvP the game generally is protoss trying to counter whatever they scout with their obs. We have to react to you generally, then you react to us, and it goes back and forth. Thats how rts's work lol. Imo Blizzard is not working hard on making Mech work as I already stated in my last post. They rather seem to be pushing Bio even more. And it's not that Terrans want every tech option available, but atleast a choice. Protoss are not forced in to Robo. They can still work without Colossi and use Storm only. It may be a little less effective, but on the Terran side Medivacs are a must and so are Vikings, if Colossi are on the field. Ghosts are a must, if HTs are there. A Protoss doesn't have to react with HTs, if Ghosts are on the field. Yes, Protoss needs AoE, but atleast can choose between 2 or use both. Also, please explain how Protoss have to react to what Terrans do. If a Terran were to go Mech or Sky, yes. But that's more comparable to a Terran having to react on a Protoss going Sky. You have to react to early all-in or macro, but all races have to. Overall, if the Terran goes Bio, you don't have to react to specific things, but just build your Colossi-WG deathball. A Terran has to react though to what AoE unit Protoss comes up with. Just building Vikings blindly, when there are no Colossi, loses you the game. No Vikings, but Ghosts, when there are no HTs but Colossi, and you're screwed. | ||
Scootaloo
655 Posts
On January 22 2013 19:00 BurningRanger wrote: Imho Protoss can commit more easily than Terran, because they can get out of an engagement more easily. Forcefields can be used to keep the Terran (or Zerg) from chasing. Terran can only slow chasing units down with Concussive Shells and, if Zealots have charge, even that doesn't work anymore. Even more important is though, that a retreating Protoss usually gets to keep the high value units, mainly the Colossi. They just lose the easily replaceable WG units, usually even just the only mineral costing Zealots, because those are closest to the opponent and slowest to retreat, but then still quite beefy. Just HTs/Archons are harder to retreat, because they're slow, but still you have Forcefields and Zealots as buffer. A retreating Terran will usually use Stim to get away, which leaves behind the high-value units, Ghosts, Medivacs and Vikings. The stimmed Bio then is also overall damaged because of Stim and with most Medivacs chased down and destroyed you can't even heal them up that fast. So in comparison Terran keeps his cheap stuff (damaged) having to rebuild the costly hightech units, while Protoss keeps the hightech units just needing to rebuild the cheap stuff. Protoss can imo more easily commit, because they don't have to fear the need to retreat. If Terran commits, he needs to be sure that he can win this, because there usually is no retreat. You'd be damaged so heavily that you won't survive an immediate attack. Imo Blizzard is not working hard on making Mech work as I already stated in my last post. They rather seem to be pushing Bio even more. And it's not that Terrans want every tech option available, but atleast a choice. Protoss are not forced in to Robo. They can still work without Colossi and use Storm only. It may be a little less effective, but on the Terran side Medivacs are a must and so are Vikings, if Colossi are on the field. Ghosts are a must, if HTs are there. A Protoss doesn't have to react with HTs, if Ghosts are on the field. Yes, Protoss needs AoE, but atleast can choose between 2 or use both. Also, please explain how Protoss have to react to what Terrans do. If a Terran were to go Mech or Sky, yes. But that's more comparable to a Terran having to react on a Protoss going Sky. You have to react to early all-in or macro, but all races have to. Overall, if the Terran goes Bio, you don't have to react to specific things, but just build your Colossi-WG deathball. A Terran has to react though to what AoE unit Protoss comes up with. Just building Vikings blindly, when there are no Colossi, loses you the game. No Vikings, but Ghosts, when there are no HTs but Colossi, and you're screwed. Seems like you need to learn a couple things about Protoss. Protoss is by far the worst race for retreating in WoL, it's a matter of either forcefielding off (if you still have forcefields after the engagement) some small choke or losing your sentries and any other slow spellcasters, did you forget terran can stim and that ghosts are faster then HT's and Sentries? Zealots are faster then HT's and sentries, I really don't get what made you think otherwsie. Something you might have missed about protoss is that they rely heavily on gas, when you're killing sentries and HT's, you're basically destroying lost tech potential, and as you might know, units with mana tend to be important to keep alive. For toss, every composition apart from mass b stalkers is bad at retreating, for terran it's everything but MMM, this whole "woe me terran" attitude is just sad when they've done so well in the past, I suppose it's nice to see that when the going gets tough, everyone balance whines, even the race that has been doing fantastic for the most part of WoL. Also, I think you misunderstand why protoss needs robo, remember we don't have scans? Protoss instinctively have learned to go for robo because otherwise you can just auto lose if the terran goes banshees. And your counter list is a bit strange, terran needs vikings when toss goes collosi, not vice versa, ghosts counter HT, not vice versa, also, terran has 3 AOE's, tank, ghost and hunter seeker, so please don't whine about protoss having too much AOE with 2 units, only difference is we need it more, otherwise bio > protoss. You don't seem to realize that collosi or HT's are Protoss reaction to Bio, which you then have to counter. To be honest it just sounds like you badly need to play some protoss, you'd know this shit if you did. And on building blindly, prolly a bad idea, how about you scout or scan so you don't have to build blindly? | ||
aaycumi
England265 Posts
Specifically, if Zerg does a roach, etc. bust, I die, but if I don't open 3 OC I'm behind. Players who see this kind of huge learning curves and give up or change race were the same when Terran was more dominating against Protoss and everyone changed races to Terran, cause people though T was OP. Before Zerg starting playing with 3 hatch opening against T & P, were also saying that Zerg was under powered. And surprise lots of race changing and off racing. No sympathy personally; hitting a wall with your main race, and off-racing is just going to make you a worst player. | ||
slwen
Australia37 Posts
On January 22 2013 20:26 Scootaloo wrote: For reasons he pointed out MMM is pretty bad at retreating because unless you stim colossus and stalkers get free shots off the whole time. If you stim, you then leave behind your high value units such as ghosts and medivacs - thus retreating for terran can be really rough.For toss, every composition apart from mass b stalkers is bad at retreating, for terran it's everything but MMM, Protoss is also hard, but he makes a good point, forcefields and faster units allow you to get away with only sentries and templar being left behind. Even then templar can also use storms to ward back forces that intend on chasing (assuming they have energy remaining). Obviously retreating is not a good thing for any race but imo Protoss has more tools to defend themselves and minimize losses during a retreat than Terran in a typical scenario. If we want to get really silly we can bring up mass recall as well - but that's used, like, never... this whole "woe me terran" attitude is just sad when they've done so well in the past, I suppose it's nice to see that when the going gets tough, everyone balance whines, even the race that has been doing fantastic for the most part of WoL. What does the past matter in this conversation? Also, I think you misunderstand why protoss needs robo, remember we don't have scans? Totally right, but I think he was talking more in terms of composition, i.e. you're not forced to open with colossus or immortals - but they are a good option. At the end of the day who cares though, it would be great if both Terran and Protoss had more composition options... And your counter list is a bit strange, terran needs vikings when toss goes collosi, not vice versa, ghosts counter HT, not vice versa, also, terran has 3 AOE's, tank, ghost and hunter seeker, so please don't whine about protoss having too much AOE with 2 units, only difference is we need it more, otherwise bio > protoss. You don't seem to realize that collosi or HT's are Protoss reaction to Bio, which you then have to counter. 2 of those terran AOE units are almost never used in TvP outside of allins - and almost never used together. Hell, seeker missle is rarely used in any of the match-ups. Meanwhile storm and colossus are completely standard in 99% of PvT games. Not a fair comparison. Also there are other AOE units. Ghost is technically AOE, as is the Archon. | ||
BurningRanger
Germany303 Posts
On January 22 2013 20:26 Scootaloo wrote:+ Show Spoiler + On January 22 2013 19:00 BurningRanger wrote: Imho Protoss can commit more easily than Terran, because they can get out of an engagement more easily. Forcefields can be used to keep the Terran (or Zerg) from chasing. Terran can only slow chasing units down with Concussive Shells and, if Zealots have charge, even that doesn't work anymore. Even more important is though, that a retreating Protoss usually gets to keep the high value units, mainly the Colossi. They just lose the easily replaceable WG units, usually even just the only mineral costing Zealots, because those are closest to the opponent and slowest to retreat, but then still quite beefy. Just HTs/Archons are harder to retreat, because they're slow, but still you have Forcefields and Zealots as buffer. A retreating Terran will usually use Stim to get away, which leaves behind the high-value units, Ghosts, Medivacs and Vikings. The stimmed Bio then is also overall damaged because of Stim and with most Medivacs chased down and destroyed you can't even heal them up that fast. So in comparison Terran keeps his cheap stuff (damaged) having to rebuild the costly hightech units, while Protoss keeps the hightech units just needing to rebuild the cheap stuff. Protoss can imo more easily commit, because they don't have to fear the need to retreat. If Terran commits, he needs to be sure that he can win this, because there usually is no retreat. You'd be damaged so heavily that you won't survive an immediate attack. Imo Blizzard is not working hard on making Mech work as I already stated in my last post. They rather seem to be pushing Bio even more. And it's not that Terrans want every tech option available, but atleast a choice. Protoss are not forced in to Robo. They can still work without Colossi and use Storm only. It may be a little less effective, but on the Terran side Medivacs are a must and so are Vikings, if Colossi are on the field. Ghosts are a must, if HTs are there. A Protoss doesn't have to react with HTs, if Ghosts are on the field. Yes, Protoss needs AoE, but atleast can choose between 2 or use both. Also, please explain how Protoss have to react to what Terrans do. If a Terran were to go Mech or Sky, yes. But that's more comparable to a Terran having to react on a Protoss going Sky. You have to react to early all-in or macro, but all races have to. Overall, if the Terran goes Bio, you don't have to react to specific things, but just build your Colossi-WG deathball. A Terran has to react though to what AoE unit Protoss comes up with. Just building Vikings blindly, when there are no Colossi, loses you the game. No Vikings, but Ghosts, when there are no HTs but Colossi, and you're screwed. Seems like you need to learn a couple things about Protoss. Protoss is by far the worst race for retreating in WoL, it's a matter of either forcefielding off (if you still have forcefields after the engagement) some small choke or losing your sentries and any other slow spellcasters, did you forget terran can stim and that ghosts are faster then HT's and Sentries? Zealots are faster then HT's and sentries, I really don't get what made you think otherwsie. Something you might have missed about protoss is that they rely heavily on gas, when you're killing sentries and HT's, you're basically destroying lost tech potential, and as you might know, units with mana tend to be important to keep alive. For toss, every composition apart from mass b stalkers is bad at retreating, for terran it's everything but MMM, this whole "woe me terran" attitude is just sad when they've done so well in the past, I suppose it's nice to see that when the going gets tough, everyone balance whines, even the race that has been doing fantastic for the most part of WoL. Also, I think you misunderstand why protoss needs robo, remember we don't have scans? Protoss instinctively have learned to go for robo because otherwise you can just auto lose if the terran goes banshees. And your counter list is a bit strange, terran needs vikings when toss goes collosi, not vice versa, ghosts counter HT, not vice versa, also, terran has 3 AOE's, tank, ghost and hunter seeker, so please don't whine about protoss having too much AOE with 2 units, only difference is we need it more, otherwise bio > protoss. You don't seem to realize that collosi or HT's are Protoss reaction to Bio, which you then have to counter. To be honest it just sounds like you badly need to play some protoss, you'd know this shit if you did. And on building blindly, prolly a bad idea, how about you scout or scan so you don't have to build blindly? Firstly, yes I know that HTs and Sentries are slower than Bio and the own other WG units (I had stated that for HTs atleast above already), but... as spellcasters they are usually not very close to the front. When hunting down a retreating Protoss army, you have to work through the Zealots first, because they were closest to the front. And then there are still Forcefields to block followers. Terrans don't have anything to block followers, not even beefy ground units like Zealots that can easily be left behind. You're not forced to have a Robo. You can just as well use Cannons, like Terrans may use Turrets against cloaked units. And you can also Storm cloaked units. About the counters, I guess you just misread. I am stating that Terrans have to build Vikings, if Colossi get on the field, not vice versa. Ghosts must be built, when Protoss goes HT, not vice versa. The point is that these are specific units that are needed... no choice. On Protoss side then... I know they need AoE against Bio... but not a specific unit... they can choose which. And yes, building Vikings or Ghosts blindly is a bad idea, because they're specific counters. I said that too. Protoss can quite much blindly build Colossi and HTs though, when they know that Terran goes Bio. Then yes, Terran has 3 AoE... on the paper. There's a reason why Tanks and HSM are rarely seen in TvP. Their splash is laughable and in case of the tank it hurts your own units probably more than the opponent's. Even more importantly, look at the sizes of units. Protoss units are quite bulky, which counters splash by itself. AoE damage doesn't hit as many units. Terran Bio is rather small and therefor comes in tighter packs making splash damage against them very effective. That's also why Terrans who can split very good are so popular. In TvZ Tanks and HSM are more useful, because Zerg ground units (except Ultra) are smaller, making Tanksplash effective again, and the HSM being useful against tightly packed, slow Air units like stacked BLs or Corruptors. | ||
Scootaloo
655 Posts
Also, if terrans would pay some more attention to ghost micro they would have them at the back as well, but as they have an auto attack laziness sets in and it's the protoss fault for microing their HT's, not to mention that they can cloak, I guess killing observers is a no-go at your level of play? And using forcefield for retreat is only viable if you have energy and a lucky choke, 2 contingencies is pretty bad. Also, bringing mass recall into this is stupid as we're discussing WoL, any theorycrafting on HotS tactics is pointless as they are underdeveloped and in Beta. And the point I made about terran balance whining as well is just simply a reflection on the scene having believed terrans where just better players for a long time, while it has been adequately proven now it's just a matter of balancing with metagame development. I really don't know why you even start about AOE, lopsided races have to have different tactics, let me try to explain the matchup for you a bit better, protoss tends to use expensive unit's with a good amount of hit/shieldpoints, terran on the other hand uses cheap crap for most of the matchup that is very susceptible to AOE attacks to compensate for it's incredibly high DPS. Terran doesn't need AOE in TvP because protoss lack the cannon fodder unit's that they're usually good at. As such, any discussion whining about terran not having good enough AOE is mostly a problem of trying to use a tactic in the matchup that is not supposed to work. Also, EMP is much better then you seem to think, at least against protoss, but obviously not as good as AOE vs terran because AOE is literally the bioball weakness. Oh, and you realize the reason protoss go blindly for collosus is because terrans go blindly for bio? This is all metagame development that happened a long time ago and you probably forgot, but again, play some protoss, it'll really help clear up some of the weird ideas that you seem to have. Just humor me and don't go for AOE in PvT, see what happens. | ||
graNite
Germany4434 Posts
On January 22 2013 22:45 Scootaloo wrote: Ah I think I understand what you mean, when protoss loses high value units on the retreat it's ok, but when terran loses medi's and ghosts it's a massive problem because you only play terran, right? Because HTs and Sentrys are in the back, Protoss only leaves Zealots behind, the high-hp unit that can take many terran shots. HTs and Sentrys also prevent the Terran from followingn by using Forcefield or Storm. If you lose your ghosts before they EMP the templar, you lose. If you lose your Vikings before they shoot down all Colossi, you lose. If you lose all your Medivacs, it's not that critical, but it is also very hard because you cant kite any more. On January 22 2013 22:45 Scootaloo wrote: Also, if terrans would pay some more attention to ghost micro they would have them at the back as well If you have ghosts at the back, you can not reach the HTs. The thing you dont see is that you have to EMP the HTs, so a special unit, as a Terran player, but as Protoss you can storm everythingn Terran has and it will do damage. Moreover, the ghosts have to do 2 snipes to kill a HT, but a HT only needs to make one feedback to kill a ghost. On January 22 2013 22:45 Scootaloo wrote: And using forcefield for retreat is only viable if you have energy and a lucky choke, 2 contingencies is pretty bad. If you have no energy, every unit is useless, that is how the game works, this argument is invalid. I could say: "Stimming is only possible if I have more thatn 10 hp left, that is a huge disadvantage and sometimes I can not stim to retreat." The thing with the choke depends on the time in the game, but if you have 4 forcefields you can even run away from a terran player from the middle of Antiga. On January 22 2013 22:45 Scootaloo wrote: I really don't know why you even start about AOE, lopsided races have to have different tactics, let me try to explain the matchup for you a bit better, protoss tends to use expensive unit's with a good amount of hit/shieldpoints, terran on the other hand uses cheap crap for most of the matchup that is very susceptible to AOE attacks to compensate for it's incredibly high DPS. Terran doesn't need AOE in TvP because protoss lack the cannon fodder unit's that they're usually good at. As such, any discussion whining about terran not having good enough AOE is mostly a problem of trying to use a tactic in the matchup that is not supposed to work. So you say you need AOE against a huge amount of high DPS, cheap units? What about mass Zealots then. What AOE does Terran have against them? | ||
SCG.StatiC
South Africa33 Posts
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Sif_
Brazil3106 Posts
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Rassy
Netherlands2308 Posts
are verry effective at lower lvls (and thats the complaint here, terran beeing to weak at lower lvls) If you make 3 rax marine/marauder and attack you kill more then 50% of the toss and zergs you meet. | ||
Coffeeling
Finland250 Posts
On January 22 2013 23:01 graNite wrote: + Show Spoiler + On January 22 2013 22:45 Scootaloo wrote: Ah I think I understand what you mean, when protoss loses high value units on the retreat it's ok, but when terran loses medi's and ghosts it's a massive problem because you only play terran, right? Because HTs and Sentrys are in the back, Protoss only leaves Zealots behind, the high-hp unit that can take many terran shots. HTs and Sentrys also prevent the Terran from followingn by using Forcefield or Storm. If you lose your ghosts before they EMP the templar, you lose. If you lose your Vikings before they shoot down all Colossi, you lose. If you lose all your Medivacs, it's not that critical, but it is also very hard because you cant kite any more. On January 22 2013 22:45 Scootaloo wrote: Also, if terrans would pay some more attention to ghost micro they would have them at the back as well If you have ghosts at the back, you can not reach the HTs. The thing you dont see is that you have to EMP the HTs, so a special unit, as a Terran player, but as Protoss you can storm everythingn Terran has and it will do damage. Moreover, the ghosts have to do 2 snipes to kill a HT, but a HT only needs to make one feedback to kill a ghost. On January 22 2013 22:45 Scootaloo wrote: And using forcefield for retreat is only viable if you have energy and a lucky choke, 2 contingencies is pretty bad. If you have no energy, every unit is useless, that is how the game works, this argument is invalid. I could say: "Stimming is only possible if I have more thatn 10 hp left, that is a huge disadvantage and sometimes I can not stim to retreat." The thing with the choke depends on the time in the game, but if you have 4 forcefields you can even run away from a terran player from the middle of Antiga. On January 22 2013 22:45 Scootaloo wrote: I really don't know why you even start about AOE, lopsided races have to have different tactics, let me try to explain the matchup for you a bit better, protoss tends to use expensive unit's with a good amount of hit/shieldpoints, terran on the other hand uses cheap crap for most of the matchup that is very susceptible to AOE attacks to compensate for it's incredibly high DPS. Terran doesn't need AOE in TvP because protoss lack the cannon fodder unit's that they're usually good at. As such, any discussion whining about terran not having good enough AOE is mostly a problem of trying to use a tactic in the matchup that is not supposed to work. So you say you need AOE against a huge amount of high DPS, cheap units? What about mass Zealots then. What AOE does Terran have against them? Also worthwhile to note that Templar/Colossi do damage no matter what - Ghosts have to EMP before the Toss army's shields are gone. | ||
graNite
Germany4434 Posts
On January 22 2013 23:13 Rassy wrote: Terran is the hardest race to play by far, but to compensate it also has a few realy easy builds and playstyles wich are verry effective at lower lvls (and thats the complaint here, terran beeing to weak at lower lvls) If you make 3 rax marine/marauder and attack you kill more then 50% of the toss and zergs you meet. What is lower levels? To me, Terran was hardest to play in Masters, because you can not just win win MMM anymore. You have to have tanks or ghosts/vikings, and that is where macro gets really hard. Up to that point, macroing pure MMM is very easy in my opinion and Terran has the easiest macro management. | ||
ZergCacique
United States28 Posts
User was warned for this post | ||
Coffeeling
Finland250 Posts
On January 22 2013 23:17 ZergCacique wrote: bawww terran tooo hard can't handle other races A most excellent contribution, my friend. Would you like to offer other amazing insights? | ||
murkk
Canada154 Posts
In terms of the average gamer, SC2 isn't designed for the regular gamer. Maps, interface, usability, units and balance are tweaked in respect to the top 100 players in the world. No point in debating what's easier or more fun as an average player. The ladder supposedly works so you'll always hit a 50-50 split no matter your skill level, race played, etc (unless you're bottom 100 or top 100). Terran is boring if you play like you're trying to make the next MLG. | ||
Scootaloo
655 Posts
On January 22 2013 23:01 graNite wrote: Because HTs and Sentrys are in the back, Protoss only leaves Zealots behind, the high-hp unit that can take many terran shots. HTs and Sentrys also prevent the Terran from followingn by using Forcefield or Storm. If you lose your ghosts before they EMP the templar, you lose. If you lose your Vikings before they shoot down all Colossi, you lose. If you lose all your Medivacs, it's not that critical, but it is also very hard because you cant kite any more. Ah yes, all those times I see pro's losing sentries, templars and such on the retreat are just tricks of the light then? One of the main reasons this happens is because by the time you know you need to retreat, you tend to be out of mana, you people just randomly assume toss has tons of mana left AFTER the engagement, they arn't medivacs you know. If you have ghosts at the back, you can not reach the HTs. The thing you dont see is that you have to EMP the HTs, so a special unit, as a Terran player, but as Protoss you can storm everythingn Terran has and it will do damage. Moreover, the ghosts have to do 2 snipes to kill a HT, but a HT only needs to make one feedback to kill a ghost. Feedback, range 9 EMP, range 10 Can you be more wrong? Not to mention that you only have to EMP a HT cluster once, HT's have to feedback every single Ghost, who, by the way, can also cloak, also, if your only solution for stopping storm is snipe you're clearly not understanding how ghosts work, and feedback hardly ever outright kills a ghost. If you have no energy, every unit is useless, that is how the game works, this argument is invalid. I could say: "Stimming is only possible if I have more thatn 10 hp left, that is a huge disadvantage and sometimes I can not stim to retreat." The thing with the choke depends on the time in the game, but if you have 4 forcefields you can even run away from a terran player from the middle of Antiga. You seem to miss the point, units tend to be out of mana at the end of the battle, hence these storms and forcefields you speak of rarely happen for full on retreats. Not to mention that Terran really only uses a single spellcaster (and sloppily I might add). So you say you need AOE against a huge amount of high DPS, cheap units? What about mass Zealots then. What AOE does Terran have against them? Hellions, tanks, especially strong if you EMP them. At least try to think yourself please. And as I said before, Terran really doesn't need much AOE in TvP because single target attackers just tend to be stronger. | ||
SiroKO
France721 Posts
My Protoss 2cents is that using Terran was always tough, but MVP as well as many other successful top terrans encouraged the casuals to stick with their race. Now that Terran is still as hard but also unsuccessful in all competitive tournaments (including a continuously declining GSL player count), the race becomes highly unattractive from a casual point of view. | ||
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