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Article #290955

Re: A real thread about Terran.

#290955
From: ihatespamandyoumustremov... MuuM...
Date: Sat, 03 Jun 2006 20:15
115 lines
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IN TEH PALECE KNOWEN AS alt.games.starcraft, TEH FAGGORTER Marsh_lion
<marsh...@SPAMparadise.net.nz> DUMPED HIS GHEYE SHIET ON MY COMPUTAR
SCREEN!!!!:

>If you take "peak of power" terran battle cruisers, Science vessels (for
>EMP shockwave) and Lockdown, Protoss are dead withing a short space of
>time (this is assuming an expert at micromanagement). 

Peak of Power any race kills any race if all factors are in their
favor, however such an utopia never happens during games, don't you
agree? There's no "survive to this point, build this-and-this, and you
will have won" -condition that exists.
Since the terran army tends to be such a steamroller when it gets
moving, the goal of Toss in PvT games is to stall and contain that
steamroller from never getting the chance to start, rather than trying
to directly challenge it with force. Bar some lucky cheesing or super
player abilities, Toss will usually not beat equal resource terran -
Thus the long-term goal of Protoss is to keep a constantly superior
economy machine rolling, while Terran's goal is to stall that
machinery to the best of their ability until they're given the chance
to crack out of their shell.

Also, the relative peak of power for the races really is a variable
factor depending on lot's of things - That is to say, the end of the
Tech tree may be the peak of power for Race Z against Race Y, but not
for Race X against Race Z, who might have comparatively better odds at
fighting during the mid-game.


>Maybe you and your
>friends you learn how to micromanage effectively
>
>From the look of the post, if they have trouble with zealot or
Zergling cheese, they need to work on game basics first before
worrying about micro. Well, micro is important in countering rush
cheese, but if he has trouble handling 8-zealot swarms, his main
problems doubly lie elsewhere than his unit management.

But yeah, terran require a good deal of attention to be remotely
effective - Or rather, if you don't pay attention, they're very easy
to kill off. Less forgiving than the other two races, I guess, but
that really depends on the situation.

People should start with Protoss and learn first the game basics and
mechanics with them, since they really need to worry much less about
precise unit management than the other two race in general. 

Well, at the average player level...

>By far is Marines and medics, afterall, a marine and a medic can take
>out a zerg sunken colony (assuming a medic has the appropriate energy
>reserves). Also, the first 2 buildings a terran should build (other than
>a CC & supply depots), are a barracks and academy (exactly what you need
>for marines and medics). As mentioned though, it's a starting mechanism.
>Protoss reavers or devourers (backed up by almost any other zerg unit)
>will rip through them in no time.
>
Protoss basic infantry (goons and Zeals) in general will rip through
terran infantry in small numbers quite well, even with medics on
terran side.
However, most toss that know something will go fast core and goons
immediately when they know the enemy is terran, expecting him to go
straight factory, so sometimes you can catch them off guard with just
a plain old M&M cheese.

>As for the rest of the game, it really depends on what your opponent is
>doing. For protoss, the obvious choice is Science vessels for EMP and
>ghosts for lockdown.

No, the obvious long-term goal is to have dozen factories chewing out
crap non-stop. Same for Zerg, except replace factories with barracks.

It's the decisions you need to make and paths to take in order to get
to that point that decide your fate.
 You can't have or do everything, but need to choose to build /and/
use the right stuff at the right time - and in the right manner. That
is the challenge of the game. You want Gols? Hope you can survive with
a smaller tank presence then. SV and Ghosts? Sure they're nice, but
they eat up a fuckton of gas - Can you afford that?, and if so, will
it still be worth the investment, or would that gas be better put into
just more combat troops? Kill his expansion or go save your own from
his attack? etc


> as well
>managed wraiths can make short work of the zergs best air units (as can
>protoss scouts).

Wraiths are the most horrible air unit in the game, bar the Protoss
Scout (WTF double armor penalty attack on a unit that does explosive
damage and costs half a bazillion of cash?).

1) They're large in size, so they take virtually full damage from
anything that can shoot at them 

2) Their attack is explosive, so they only does half damage to Zerg
Muta  & scourage.

3) They cost more than mutas, yet A) aren't really any more durable,
in fact, they're way more fragile due to fact 1 B) They suck at
fighting muta head-on, See fact 2. C) Again, they're horribly crap
against anything on ground that shoots back.

The only saving grace of the Wraith is their cloak ability, which
isn't of much use once Zerg get the OL speed upgrade. Vs Toss it
sometimes useful to get a few since a lot of people who go (quick)
carrier tend to completely ignore the robotics tech tree...

Most of the time it's just better just make more M&Ms with the money
instead  - Sure they may not be as mobile as wraiths, but 1) They deal
more damage 2) They can take more damage 3) unlike wraiths, they don't
suck ass against anything that can attack them back.
Get one to kill stray overlords early mid-game or a few to chase down
retreating guardians above cliffs perhaps, but other than that, don't
bother.
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From: ihatespamandyoumustremov...@mbnet.fi (MuuMiMan)
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Subject: Re: A real thread about Terran.
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