Mobility:
Zerg: Creep (If the terran allows the creep to spread that much without killing it), Nydus (If they choose to use that amount of money and if the terran doesn't know how to get sight of his base)
Protoss: Warp in anywhere on map (provided they use 100 or more minerals for a proxy pylon or two that most probably will die)
Terran: Stim (unstimmed is still as fast as a zealot), medivacs, and don't make me start on blueflame hellions.
Fast army regeneration:
Zerg: Larvae buildup (Unable to make drones while making army)
Protoss: Warp in + Chronoboost (If they overcommit to gateway, they lose to bio, hence, lower number of gateways compared to rax which also means, slower army replenish)
Terran: Make rax, make more max, mule, make more rax.
Super Strong Units
Protoss: Colossi, templar
Zerg: Ultras, Brood lords
Terran: Who needs it when you have a specific counter to w/e the super strong units are? (Colossi/BL > Vikings, Ultra > Marauder, Templar > Ghost)
Unit Balls
Of all the races, the terran mech is by far the STRONGEST ball, and since terrans can lift off, counterattacking isn't an option.
Before you call any other races OP, think of the benefits that only terrans have ^^
Last edited by cure; Fri, 25th-Mar-2011 at 1:28 PM.
Terran: Stim (unstimmed is still as fast as a zealot), medivacs, and don't make me start on blueflame hellions.
1. Hellions (and reapers which are never used) are the only fast terran units. If you contrast this to other races, they units in general are more fast than terran units are in general. This does not mean there aren't exceptions, it means overall terran units are slower.
2. Last time I checked neither protoss nor zerg lose HP to move.
3. Mech can't stim.
Quote:
Originally Posted by Kaz
Terran: Make rax, make more max, mule, make more rax.
1. Rax units still build at normal speed
2. Relies on high income as opposed to simply being able to rebuild army quick from existing infrastructure, thus this has an added cost of infrastructure + having to defend it.
3. Rax units only.
Quote:
Originally Posted by Kaz
Terran: Who needs it when you have a specific counter to w/e the super strong units are? (Colossi/BL > Vikings, Ultra > Marauder, Templar > Ghost)
Best be troll'n.
Quote:
Originally Posted by Kaz
Of all the races, the terran mech is by far the STRONGEST ball, and since terrans can lift off, counterattacking isn't an option.
When in defensive posture, it will defend one tiny portion of the map well. How this is relevant to the rest of the game, I am unsure.
Quote:
Originally Posted by Kaz
Before you call any other races OP, think of the benefits that only terrans have ^^
I didn't, Mvp did. I'm simply re-iterating in detail why he thinks so. Further so, this is not so much about race balance as the game not being balanced for bigger maps.
Last edited by Starcraftmazter; Fri, 25th-Mar-2011 at 4:24 PM.
1. Hellions (and reapers which are never used) are the only fast terran units. If you contrast this to other races, they units in general are more fast than terran units are in general. This does not mean there aren't exceptions, it means overall terran units are slower.
2. Last time I checked neither protoss nor zerg lose HP to move.
3. Mech can't stim.
1. I don't know what you're playing but i'm sure hellions and reapers are used alot.
2. Terrans don't lose HP to move either.
3. Nobody said mech can stim.
Quote:
Originally Posted by Starcraftmazter
1. Rax units still build at normal speed
2. Relies on high income as opposed to simply being able to rebuild army quick from existing infrastructure, thus this has an added cost of infrastructure + having to defend it.
3. Rax units only.
1. Nobody said they don't build at normal speed.
2. You have mules, and you can use the buildings as a wall, you have reactors.
3. Rax units only ?! So warpgates can actually make colossi ?
[/quote]
Quote:
Originally Posted by Starcraftmazter
When in defensive posture, it will defend one tiny portion of the map well. How this is relevant to the rest of the game, I am unsure.
Nobody asked you to turtle for the whole game with your army bro.
Lastly, i'm pretty sure that if a zerg loses his army, he gets his hatches stomped, and he loses his production. Also, as his army is coming from different hatches, you can pretty much catch bits and pieces of his army here and there. For Protoss, it's pretty much GG if he loses the main ball. For terran however, there still is a chance to win.
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