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Unread Sun, 19th-Feb-2012, 11:43 PM BnetId: MrHobo.516  Race: Location: United States  Total Posts Made: 10 # 1
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If you realize a terran is turtling up and going for a ridiculous build like this, best thing to do is try drop harrassing/pushing consistently while taking expos. That way, his production and economy will (hopefully) be much weaker than he had anticipated and he won't have nearly as much as he wanted (ghosts + nukes = a lot of gas). If you don't kill him with dropping, you'll cripple him enough to overrun him with your own army (ultras + infestors can be the most effective unit composition against this scenario).
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Unread Mon, 20th-Feb-2012, 7:40 AM BnetId: Omny.250  BattleTag: Omny#6646  Race: Location: Adelaide, Australia  Total Posts Made: 34 # 2
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Firstly, i know im a platinum scrub that hasnt even been playing much for the last month or so.

But im tending to ask why is it that terran puts up with an obvious flaw in production capabilities (vs hatching from larvae and warpins) but isnt allowed to eventually gain an advantage through the use of mass mule late-game (after killing off SCVs). It seems like there are quite a few instances where im told, as a terran that "You simply cant let X or Y get to that position, or its over". Why is it always Imba when Zerg or Protoss are put in the same position.

Another situation im seeing is with the mutalisk vs photon cannon debate, i notice some toss saying that cannons dont work vs large amounts of mutas unless in large numbers. Thats something terrans have been dealing with forever, and missile turrets dont even double as ground defence. We (terrans) sometimes have to literally spam missile turrets over our econ and production buildings, and when we get a runby or bust they are just useless fodder to be destroyed unlike cannons.

Anyway, i realise i play neither protoss or zerg so i dont really have enough solid understanding of the situation, but thats just my opinion.
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Unread Mon, 20th-Feb-2012, 10:43 AM Who's Who:   BnetId: TtPiG.473  Race: Location: Sydney, Australia  Total Posts Made: 1,221 # 3
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Quote:
Originally Posted by Omny View Post
Firstly, i know im a platinum scrub that hasnt even been playing much for the last month or so.

But im tending to ask why is it that terran puts up with an obvious flaw in production capabilities (vs hatching from larvae and warpins) but isnt allowed to eventually gain an advantage through the use of mass mule late-game (after killing off SCVs). It seems like there are quite a few instances where im told, as a terran that "You simply cant let X or Y get to that position, or its over". Why is it always Imba when Zerg or Protoss are put in the same position.

Another situation im seeing is with the mutalisk vs photon cannon debate, i notice some toss saying that cannons dont work vs large amounts of mutas unless in large numbers. Thats something terrans have been dealing with forever, and missile turrets dont even double as ground defence. We (terrans) sometimes have to literally spam missile turrets over our econ and production buildings, and when we get a runby or bust they are just useless fodder to be destroyed unlike cannons.

Anyway, i realise i play neither protoss or zerg so i dont really have enough solid understanding of the situation, but thats just my opinion.
The issue really comes back to the fact that with zerg or protoss neither can get such amazing defensive, long-range units so easily. Seige-tanks are incredibly cheap and low on the tech tree for the amount of defense they give. That combined with bunkers and an arsenal that is entirely ranged (no melee units for terran) and you get a team which you can't attack into if they position correctly (assuming they use tanks).

So the issue becomes the use of planetary fortresses and orbital commands. Against a Protoss or a Zerg you can limit their bases much easier when they are behind, but a Terran can often walk his way to new bases and set up impregnable walls of defense. He then drops 50 mules on this base and can mine it's resources in a matter of ~5minutes.

So the issue is you get a race with the best defense who can expand slowly and steadily (just like in broodwar), except that now they have planetary fortresses to make some bases impossible to break if supported, and mules so that they only need to hold 1-2 fresh mineral bases on the map to keep up with their opponent.

Now surely their must be ways to harass, get them out of position etc etc. Sure there are... but the problem lies in the fact that you can't really hit them where it hurts. With a Toss or a Zerg to really hurt them you kill workers, these exposed weak lil dudes that die incredibly easily. Now I'm not talking about the fact SCV's have 5hp more, I'm talking about the fact that at a certain point in the game their workers don't matter very much. Their REAL workers are stored as ethereal energy withing 1500hp metal vaults that can liftoff at command to save themselves. So the only real way to kill a Terran workers and inflict massive damage when he is pulled out of position is to kill BUILDINGS. Which let me tell you, takes a SHITLOAD of DPS. IF you're using 3/4 of your army to get him out of position the 1/4 which would decimate toss or zerg mineral lines just tickles a terran base.

In broodwar no matter how late if the T didn't have perfect defense then reavers would start dropping into mineral lines and massacring his economy. That's right, a single unit in a dropship. When the day comes we can significantly hurt a T economy in lategame without hacking through multiple CC's then people will stop complaining.

In summary, WAH WAH QQ I play zerg. lol.
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