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Article #290961

Re: A real thread about Terran.

#290961
From: ihatespamandyoumustremov... MuuM...
Date: Thu, 01 Jun 2006 14:09
133 lines
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IN TEH PALECE KNOWEN AS alt.games.starcraft, TEH FAGGORTER "Isaac"
<IsaacG...@gmail.com> DUMPED HIS GHEYE SHIET ON MY COMPUTAR
SCREEN!!!!:
>My friends and I are some  of the first players of Starcraft and we
>agree  that Terran got shorthanded. You could argue at "peak of
>power" all races are equal. In fact Zerg might have the upper hand
>since they have a new strong air and ground unit AND still use
>defilers. But at the start of a regular match (4workers 1bulding and
>50min in the bank) you might say, in the time it takes to become
>dangerous, Terran is weak. 1 zergling can kill 2 marines and at the
>time it takes to make that first fighter, zerg already has 6.

Just the same you could say "At the start of the match, Protoss are
weak. 2 Marines and 6 SCVs will easily kill a single zealot + whatever
probes the protoss has". 
There is always a time in the game when some race will have an
advantage over another due to a specific unit mixup, doesn't mean that
it's unbeatable or inbalanced. Just as you complain about 6 lings, a
Zerg player could be equally justified to complain about early M&M+F
cheese.

Just use your head a bit. If you have a choke, you can block it with
1-2 SCVs and place a few marines behind there, and no 6-ling cheese
will be able to harm you. If you don't, just rally the marines to the
mineral line (in case you don't want to use a bunker), and use your
SCVs for help when the lings come. 60 HP is a lot of good shield for
marines, and lings aren't exactly very durable units, so SCVs do hurt
them a good deal already.

>Zealots
>are even worse! In the time it takes to produce eight (assuming you
>know where the enimey's camped) you can tear a few bunkers apart and
>then send a second wave to finish him/her off. 

Again, if there's a choke, no problems, just do a wallin build and
have 2-3 marines on standby behind it. 
If it's an open map (or otherwise prone to easy rushes, like Blood
Bath), sandwich a bunker between buildings so that it can properly
cover your base instead.

Then it's just gogo factory.

>Seige tanks are great
>but one lurker can cripple your worker line. 

So use that comsat and those turrets of yours?

1 tank=oh noes no slow lurkar drop for zurg


>Dark templar are crap if
>you have detectors but how hard is it to shoot down a science facility?
>
I don't know, how easy do you feel it is to shoot something down
covered by an mob of angry Goliaths, Vultures, Tanks, and turrets?

>Ever play Warcraft3? A simple feature in that game could tip the
>balance. If you play against a computer who's terran and you're
>terran or protoss you might hate how fast a ghost can lock down your
>stuff. Warcraft 3 has an "auto cast" feature. Just right click on a
>"spell icon" and the unit will cast the spell automatically.
>Imagine 20 ghosts against... well... anything but infantry or zerg.

It'd be neat, but it'd also require for all the current special
feature attributes to go through a serious re-design, lest it totally
screw with the game balance. 

>But what's the strongest most versatile attack you should start with?
>Infantry w/ firebats and medics? That's worked for me better than
>I'd thought. Tank, valkyrie, science facility combo?

Generally Heavy infantry Vs Zerg, while heavy Factory crap for Toss
and Terran. Fuck Valkyries, they're too expensive and specialized to
be worth investing in 98% of all cases.

With zerg just go hard with the marines and medics (and by god don't
forget the upgrades), add tanks in there in the same proportion as he
uses lurkers himself. SVs and irradiate are a long-term goal,
especially if he goes the mutaling route where you can expect
guardians at some point.

For toss, if you can wallin, it's straight double factory for you,
else wise I guess you need to fudge around with M&Ms before that. I
usually go with 1 tank(to prevent goons from breaking wallin) then 4
vultures and get the mine upgrade first. Place a few a mines at your
choke, run to theirs, do the same, try and see if he's stupid enough
to let you raid his peon line with vultures. Cover up for whatever
tech he goes for - In case of templar, place turrets at appropriate
locations, if it's Robo, make sure you are prepared to handle drops
and shuttle bombs. 
If he has  zeals but no goons around laugh at him and kill them with
hit & runs. Get siege, which after expo to natural, get droships, find
his gay expansion attempt(s) and kill them with Tank & vulture drops.
Repeat. Wait, build up. Expand once more, start pushing out from your
little corner. Make sure to not be caught off-guard by nasty carrier
tech hidden in a wazoo corner somewhere. Start the steamroller. Win
the game (hopefully).

Something like that, I guess;
http://www.zomgwtf.net//VidThingys/SC/BestOf5/Muey-T_Vs_Bod-P_BestOf5_Game5-LostTemple%5bITS_TEH_FINBAL_SHOEDOWNER%5d.avi
(notice how it's always much easier to talk about things? =P)

Oh, and don't forget upgrades. Especially if you see him going
carrier.



For the record, I'll sign to play against you as terran, and you can
do your worst in terms of cheesing - I'm quite confident I'll still be
able to mop the floor with you while using them ;-P

That being said, Terran is my worst race. Not really because of all
the micro (well, it doesn't exactly help either, but...) but because
I've never quite figured out how to do the gay mad expansion game with
them without you already having the map under control. Naturals are
always easy to grab, and I guess Islands too as long as you get away
with setting them up, but with other locations I find myself always
hampered down by the vulnerability of mobile terran. 

Placing a crapload of units to defend your expo is generally a bad
idea since it leaves you wide-open elsewhere and prevents you from
being offensive, but then in the case that your expansion _does_ come
under attack, the you'll never end up getting there in time to save
anything since getting your army there & setting it up and deploying
it takes roughly 3 days, 4 hours and 27 minutes, by which time A) your
expansion is already dead B) Your asstastically weak-while-moving army
gets wisely intercepted/delayed by an enemy pack of goons hovering the
middle of the map.

 Basically, if I only manage to stay even and don't get some sort of
upper hand over my enemy in the first 15-20 minutes, chances are very
high I won't be winning the game when up against someone with half a
clue.
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From: ihatespamandyoumustremov...@mbnet.fi (MuuMiMan)
Newsgroups: alt.games.starcraft
Subject: Re: A real thread about Terran.
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