Article View: alt.games.starcraft
Article #290955Re: A real thread about Terran.
From: ihatespamandyoumustremov... MuuM...
Date: Sat, 03 Jun 2006 20:15
Date: Sat, 03 Jun 2006 20:15
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6628 bytes
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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Path: mbox-mo1.pugleaf.net!g2news2.google.com!news4.google.com!news.glorb.com!feeder1.news.jippii.net!reader1.news.jippii.net!53ab2750!not-for-mail From: ihatespamandyoumustremov...@mbnet.fi (MuuMiMan) Newsgroups: alt.games.starcraft Subject: Re: A real thread about Terran. Keywords: w00tw00t X-Word: gh3y X-Number: 1337 X-Useless-header: Yes X-Home: alt.fan.adjective-army, alt.games.starcraft Sender: MuuMi Organization: MuuMiLaakso®© Message-ID: <j2o382dv3r4937qtc5bp4l8lj52srm6s98@4ax.com> References: <1149142097.847182.196300@j55g2000cwa.googlegroups.com> <448116a4$1@clear.net.nz> X-Newsreader: Forte Agent 1.8/32.553 MIME-Version: 1.0 Lines: 117 Date: Sat, 03 Jun 2006 23:15:54 +0300 NNTP-Posting-Host: 85.156.165.147 X-Complaints-To: newsm...@saunalahti.com X-Trace: reader1.news.jippii.net 1149365540 85.156.165.147 (Sat, 03 Jun 2006 23:12:20 EEST) NNTP-Posting-Date: Sat, 03 Jun 2006 23:12:20 EEST Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit