Article View: alt.games.starcraft
Article #290961Re: A real thread about Terran.
From: ihatespamandyoumustremov... MuuM...
Date: Thu, 01 Jun 2006 14:09
Date: Thu, 01 Jun 2006 14:09
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7598 bytes
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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Path: mbox-mo1.pugleaf.net!g2news2.google.com!news1.google.com!news2.google.com!news.germany.com!newsfeed1.funet.fi!newsfeeds.funet.fi!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: <44pt72t2j456hp4klbllsnebrcvn0j8io8@4ax.com> References: <1149142097.847182.196300@j55g2000cwa.googlegroups.com> X-Newsreader: Forte Agent 1.8/32.553 MIME-Version: 1.0 Lines: 134 Date: Thu, 01 Jun 2006 17:09:02 +0300 NNTP-Posting-Host: 85.156.165.147 X-Complaints-To: newsm...@saunalahti.com X-Trace: reader1.news.jippii.net 1149170728 85.156.165.147 (Thu, 01 Jun 2006 17:05:28 EEST) NNTP-Posting-Date: Thu, 01 Jun 2006 17:05:28 EEST Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit