Pros and Cons of Terran - Page 2
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Gullis
Sweden740 Posts
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Phaenoman
568 Posts
On September 28 2015 15:20 iMrising wrote: This is completely subjective...I play protoss and I feel I die to a lot of stupid unforgiving things like widow mines or having lings snuck into my base. If a subjectivty was to be subjective, wouldn't it mean the main thought was objective? What if a subjectivity was to be objective, then wouldn't the main thought be subjective? | ||
nanaoei
3358 Posts
On September 28 2015 18:52 Gullis wrote: Hmm I would say that terran is the least flexible in terms of units compositions :p you either go mech or bio and there is no switching between in a game. you'll see it in TvT where you keep most of your units or use them to some effect but essentially lose them so you can transition from bio>mech>air. it's quite common in that matchup actually. let's list the units used to good effect: banshee, vikings, ravens, widow mine, medivac, marines, tanks, marauders, and eventually battlecruisers and ghosts if it gets late enough. that's 10 units that have good synergy with each other and appear in a TvT game at some point (less the bcs and ghosts). of course, this is the preferred playstyle of most terrans for the mirror matchup. you're correct that many less units are used normally vs P or vs Z. it depends solely on the strategy for each map and what the players have prepared. but generally, the slower the game is, the more versatility terran has and can work with. you guys have very different views on each race and rightfully so because each person has preferred builds that they stick to. somebody in this thread said free scouting via scans. I've always felt this was partially true. let's reword this, you get spot-scouting that lets you quickly reveal an area of the map with energy that has been built up essentially for free over time. this is not a strength or anything like that, it's just a feature of the race that is quite handy for new and advanced players alike. you do not lose 270 minerals for opting out of a mule. you are getting accelerated mining for a short while which quickly depletes your resources and affords you more interesting or stronger timings. please dont' forget that marine & marauder & medivac are fun to use! they take up very little space and get great surface area in an engagement very quickly. you won't get this feeling in any other RTS quite the same. | ||
nanaoei
3358 Posts
On September 28 2015 19:04 Phaenoman wrote: If a subjectivty was to be subjective, wouldn't it mean the main thought was objective? What if a subjectivity was to be objective, then wouldn't the main thought be subjective? alright meme-raptor | ||
varsovie
Canada326 Posts
Terran probably has the hardest mechanical requirements of all three races, although I'd agree that marines are the most effective a-moving tier 1 unit, therefor Terran can seems strong in low leagues. I do think that with their pro-cons Terran armies have the more to gain from perfect multitask and micro, even mech, and that's not something you can juice out of 'em when newby. Pros Flexible race, can move around their buildings as they please and quickly change unit composition if need be Terrans can't just plow down 1 building and change unit comp. They go bio or mech (very rarely both or even bio-tank) then are most probably stuck in this path. Their tech units always have a trade-off either in gas or production time (i.e. you can't make medevac AND Vikings from 1 starport, and probably can't afford 2) Can lift off buildings and hide them as well as repair them to keep them alive, this is a lifesaver at times Lift-off is probably one of the most underused Terran ability apart from the fact add-on switch are integral part of nearly every Terran BO. Even in pro-play we rarely see a rax made simply to scout an high-ground/front of mech lines, often forget to lift damaged CC against ground attack only armies and never seems to think they can wall-off vs Z early game all-ins by bunching their greedy 3rd CC and late prod buildings on their ramp. Although when we see it we're all in awe, same for when they cheese by flying out a building or get a rax out of a protoss contain and afford a couple of WM to counter instead of fast medevac. I'll go back ot repairs latter. The easiest race to start off as, build orders are straightforward and easy, allowing new players to get a hang of certain mechanics such as macro without having to worry so much about build orders Same as point 1, marines seems stronk. But since most BO requires a degree of harass/multitask or greed and good micro while switching add-ons. I'd also say that appart from PvP, Terran in general is the most punished by macro mistakes like floating minerals and supply blocking since they then have a big delay in production cycles. Not counting the fact that some Terrans macro cost/opportunity aren't very obvious for newbies (like the extra building costs intrinsic from the fact you build potentially worker slower than other races, build more buildings than Z and take more worker time to do so than P). Free scouting with Orbital Command Scans By free you mean CC (small but real investment and some could even say choice because of PF's power) energy (time constraint) that could also be used for MULES (270 to 240 minerals in few seconds, AKA 4.3 extra SCVs in continuously casted on top of optimal saturation) or SuperDuperDepots (which can insta save you from supply block and literally give and extra 100 permanent minerals and about 20 temporary). And while doing "scan scounting" then you risk to miss hidden buildings, can't really use it to scout proxy, loose the energy that could be used to defend vs cloacked harass (roaches, banshee, DTs) or clear creep. Very powerful defensive power, Siege Tanks and Missile Turrets provide protection for your bases and workers That is true, long range siege units, good sim-city, bunkers/turrets/PF, defensive units that sometime can't be dealt with (banshee, WM) means that when well prepared Terran can be very strong defensively. On the other hand Terran is probably even stronger withering down enemy comp and harassing workers. And they have nearly NIL defencive options if they're out of position or too slow to defend themselves since they don't have teleport or insta prod. (Hint : Just hotkey your depot wall and hit it when minimap looks bleak) Cons Terran buildings can burn down, this is a counter to the fact that buildings can lift off and be repaired Burning down is a nice thing that only ever comes to play for scouting building, very early game harass and maybe basetrades. The DPS and threshold is simply too low to have a significant impact. The power of mass repaire on the other hand, although can leave your workers exposed, can also act as a huge multiplier to defencive power and save your important tech from being sniped. Special mention to a single Turret being able to fend-off twenty time it's cost in mineral (and gas) of mutalisk when repaired. Production is generally much slower than other races, units must be queued up in order to build, unlike Protoss with Warp Gates or Zerg with Larvae It's not much slower than "delayed" by the fact you can't bank production cycles, they can't be instant and units have to walk over, Terran production outputs can reach formidable level. Terran units don't really have a specialization, they are faster than the Protoss armies, but not as durable, and are more durable than the Zerg but much slower It's all depend on the composition. You can't out-speed a blick stalker army except via medevac boost or stim spam. Lets see who from bio and roach all-in is more "durable" ![]() Terran players will usually hunker down in a small area of the map to capitalize on their defensive power, but this means your opponent can easily out macro you by expanding constantly Only turtle mech does that, you can out-expand but since it's SC2 and not BW the gains from doing so are marginal at best. You can't "zerg rush" mech armies with zealot drops anymore or fight it cost effectively with few well placed defiler abilities. Nukes can deal a ton of damage to your opponent, but are very hard to use correctly Trolololololo, Trololo lolo lolo lo... They're nice to see when we see them though. If anyone thinks I have missed something or some of my info is incorrect and misleading, then please let me know so I can fix it, I am always looking for feedback so please comment away, if this gets popular enough then maybe I can start working on Zerg and Protoss editions Please don't miss-inform anyone of Z and P, we do appreciate the effort, but it takes way more than that to be of value. Since it's the internet you're way more likely to get demolished for any mistake there is, even if it's just a typo. -Error40432 Indeed | ||
TheWinks
United States572 Posts
On September 28 2015 12:45 pure.Wasted wrote: Holy shit, it's that bad again? What's killing them this time? Maps. | ||
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