Well I have been thinking of switching to random so that has got me thinking of the strengths and weaknesses of each race and some general thoughts about how each operates. I had some thoughts that I at least haven't seen presented before or at least in the same way.
So your thoughts on my thoughts ^^
I'm taking the view that every advantage is tempered by some weakness
Zerg:
The advantage for zerg is apart from placing a single tech structure when you want to gain access to new types of units there is basically zero base management for zerg. The zerg player can even build overlords and rally them where he wants using the minimap.
This is tempered by a very unforgiving inject mechanic where every second you are late on an inject does damage. Injects force you to look at your hatches or fiddle with the minimap where a terran or protoss are having to drop pylons, depots production buildings etc. Not to mention creep spread taking more of the zerg player's time.
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Zerg's mass production is a big point of zerg, this is of course tempered by all zerg units being made of paper and/or weak as piss (or mentally retarded :P)
Zerg's production is also tempered by the fact that the zerg player must manage his larvae. Zerg can throw wave after wave after wave of units at an opponent but needs to survive until he has an economy that can support this.
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zerg units are mass units and in terms of individual unit micro zerg is up with protoss as requiring the least. In fact they do require almost no micro should you not have infestors. However this is tempered by the units being made of paper so the zerg player must have lightning reactions as one misclick and all your units die in a second
Protoss:
The protoss has basically the same requirement as terran in terms of base management. In terms of macroing an army up the warp in mechanic allows the protoss to obviously get units extremely quickly wherever he has a pylon. This is tempered by a need to have the camera near enough to a pylon to warp in - usually taking the protoss player's attention away from any battle.
There is also chronoboost which like injects require the protoss to look at which ever building he wants to chrono though I feel chrono is something where every second spent not chronoing is doing significant damage.
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Protoss units are awesome and very powerful. This is tempered by cost and units being quite specialized. Make only zealots then Marauders or Roaches tear them apart. Protoss units have the best abilities in the game (FF and Storm) This is tempered by gas cost delaying any other tech? (not really sure)
Terran:
Terran have the same need for base management as protoss but unlike the protoss this isn't tempered by any additional NEED to take the camera away from the battle. The mule mechanic is very very forgiving as unless your build is so tight that you always have sub 50 minerals well into mid-game then timely mule calldowns aren't required. You will always get your money from the mechanic whether you are a little late or very late. This is not tempered by anything
Scans allow the terran to detect and or scout without losing units. This is tempered by a loss of potential income and the possibility that the scan may miss important tech.
Terran are said to have the strongest defensive capabilities and yet also they need to be aggressive - especially in TvZ. Terran has the most options for openings as they have the initiative. This is tempered by nothing (?)
Terran units are versatile for the most part and quite strong. This is occasionally tempered by a greater need to micro units (marine splitting)
I may be missing something so any thoughts on the strength weakness train of thought?
What did I miss?
I didn't really go into things like zerg's poor - or at least most expensive - scouting not being tempered by anything.
choose zerg. they have infestors. when you fully abuse them, you realise all other spell casters ie. ghost/raven/HT/sentries pale in comparison. And like any game ever, MMORPG.. etc, spells are the best things to use.
ghosts against zerg. till they make infestors 2 snipable, its almost not possible for ghosts to work. unless you of course happen to emp all of them, then yeah you win.
yeah but zerglings and banelings are so cute and awesome
can't turn my back on them :P
And there is absolutely no better feeling that inducing terran rage and cries of zerg being OP
But once I get the balls I will be switching to random I think
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