Article View: alt.games.starcraft
Article #290957Re: A real thread about Terran.
From: ihatespamandyoumustremov... MuuM...
Date: Mon, 05 Jun 2006 01:29
Date: Mon, 05 Jun 2006 01:29
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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!!!!: >This I'm not too sure about. IMO it is very hard to get Terran's >rolling, and when they do, it still isn't all that fast. I never claimed they were fast - In fact, if you read my message, my major complain was how I'm unable relatively unable compete with the slowness of terran in situations that require your units to be fast somewhere totally else than where they are. With the "rolling" I was referring to the fact that bar tricky unit maneuvering and lot's of resources, it's /very/ hard for Toss to challenge a leap-frogging terran ground army head on. It's a suicide run, lest you have a chance for flanking or some more special crap at your disposal. >Take Tanks for >example, when not in siege mode, their damage is not great (nor is their >firing speed). Unsieged tanks match goons one on one pretty well, so they're hardly weak. It's just that they're a lot more expensive and also far more effective in siege mode, so you can't really use them most of the time in the same manner. >Goliaths AI and pathing is crap (and coupled >with their large size, they are ripped up by explosive attacks. However >their anti-air is well worth considering). > Goliath pathing is a factor on cliff-heavy maps and against an opponent who has a clue on how to use his air units effectively, but open ground they're gods.I still say you should despite that rely on gols mostly for AA, but as said earlier, a handful of wraiths to chase down stray or half-dead retreats can come in handy - Just don't throw them down into the main fray and expect them to live through it. >Agreed. IMO, Zerg is best early game, Protoss in mid and Terran >(assuming a skilled player) near the end. > I wouldn't really agree with that, and what the respective power peak will be is going to heavily depend on what race your opponent is, as well as the map being played - More over, its a more quickly and often shifting thing and trying to break it down into just the 3 major tech periods is simplifying things to the point where it's questionable if they hold any truth in them. >If you're focusing on defense (and not to worried about attacking) you will >want your marines in a bunker Marines in bunker are a waste of 100 minerals and slow your tech if you're doing a wallin, and against zerg you can just pull 1-2 SCV(s) off minerals to the choke and achieve almost the same effect. On maps with ramps the only place I tend to bunker is the peon line, and even only then if I'm expecting Muta or some form of drops from the enemy. And that bunker you're not going to need until early mid-game at the earliest. >So true. One thing to consider is that Gas is the only truely unlimited >resource on any map (even when depleted, they still give gas). > But since the rate of aquisition is so slow, that is by large irrelevant as long as there's still minable gas mines on the map, so it really only becomes a factor into the game when playing extremely resource-limited maps. >> 1) They're large in size, so they take virtually full damage from >> anything that can shoot at them >> >Correction, they are not large. IIRC the manual says they are small, >although they may well have been patched up to medium (marines are >small, hydra's, zealots & Protoss Scouts are medium and dragoons are large). > I don't know what the manual says since I've misplaced it somewhere ages ago, but I suggest you check your facts - Wraiths are large, and have always been large ever since version 1.00. You can check that by actually going into the game and shooting at them with an explosive attack, or just go the unit statistic's section on Blizz SCC (http://www.battle.net/scc/terran/ustats.shtml). Also, Zealots are small and scouts are large. Only medium-sized air unit is the Corsair. >> 2) Their attack is explosive, so they only does half damage to Zerg >> Muta & scourage. >> >I agree. IMO Muta's generally suck (isn't their attack explosive as >well?) and sourage die on attack, so I don't use them all that much. > Muta do normal damage. They wouldn't be even half as threatening if they'd do explosive damage. >Wraiths are great for hit and runs (sure vultures are faster, but they >can't attack air, nor go over cliffs) and large air units. They are even >better if the enemy is stupid enough not to detect them. > Wraiths are great for hit & runs - If you're chasing air targets.
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Path: mbox-mo1.pugleaf.net!g2news2.google.com!news2.google.com!news.germany.com!feeder2.news.jippii.net!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: <ssv6821ou0k5fladd6t7367r5j55t2fn1h@4ax.com> References: <1149142097.847182.196300@j55g2000cwa.googlegroups.com> <448116a4$1@clear.net.nz> <j2o382dv3r4937qtc5bp4l8lj52srm6s98@4ax.com> <44837a3b$1@clear.net.nz> X-Newsreader: Forte Agent 1.8/32.553 MIME-Version: 1.0 Lines: 102 Date: Mon, 05 Jun 2006 04:29:30 +0300 NNTP-Posting-Host: 85.156.165.147 X-Complaints-To: newsm...@saunalahti.com X-Trace: reader1.news.jippii.net 1149470755 85.156.165.147 (Mon, 05 Jun 2006 04:25:55 EEST) NNTP-Posting-Date: Mon, 05 Jun 2006 04:25:55 EEST Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit