Article View: alt.games.starcraft
Article #290958Re: A real thread about Terran.
From: Marshlion
Date: Tue, 06 Jun 2006 05:53
Date: Tue, 06 Jun 2006 05:53
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7899 bytes
MuuMiMan wrote: > 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. > I misunderstood you there. While there are ways, I've hardly ever put them into practice (although I have used leapfrogging tanks in the past). >> 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. > Not to mention they can't attack air (there are times when I love to mass goons - there is no way that would work with tanks). >> 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. > Golaiths (apart from attacking Air) are basically 2 (dumb) marines squashed together. Their extra durability comes from their extra cost. > >> 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. > Quite right. I just find that it's easy to get somewhere fast as Zerg (generally until good splash comes about - Protoss Reavers do a good job of that), Protoss take me a little longer (and it gives me a chance to enjoy the game more). Terran on the other hand, I can't play all that well, but can appreciate how a good player plays them (and I see that with effective use of Science vessels, and ghosts - all of which are generally found in the late game). >> 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. > As mentioned - it's for defending as opposed to attacking. I don't wall in as a general rule, so find bunkers very handy in making my defenses last until re-enforcements arrive (you mentioned about Terrans movement speed earlier). > >> 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. > Something any player should think about when playing on a familiar map. >>> 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. > I could have sworn otherwise (put a marine and a zealot in a dropship to see what I mean). >> 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. > What's easier to do - Get vultures through a chock point, or get wraiths to avoid a chock point? OK dropships can help vultures, but are easy prey for any anti-air (I'd consider anything else too slow). You've also got to remember, that knowing the map can be a huge advantage. Not only do you have to adjust your tactics for who you are playing against, you have to adjust for the map. A map like bloodbath requires considerably different tactic's to a map like the killing fields. -- Marsh Lion Crazy programmer
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Path: mbox-mo1.pugleaf.net!g2news2.google.com!news4.google.com!border1.nntp.dca.giganews.com!nntp.giganews.com!local01.nntp.dca.giganews.com!nntp.clear.net.nz!news.clear.net.nz.POSTED!not-for-mail NNTP-Posting-Date: Tue, 06 Jun 2006 00:53:23 -0500 Date: Tue, 06 Jun 2006 17:53:40 +1200 From: Marsh_lion <marsh...@SPAMparadise.net.nz> User-Agent: Thunderbird 1.5.0.4 (Windows/20060516) MIME-Version: 1.0 Newsgroups: alt.games.starcraft Subject: Re: A real thread about Terran. References: <1149142097.847182.196300@j55g2000cwa.googlegroups.com> <448116a4$1@clear.net.nz> <j2o382dv3r4937qtc5bp4l8lj52srm6s98@4ax.com> <44837a3b$1@clear.net.nz> <ssv6821ou0k5fladd6t7367r5j55t2fn1h@4ax.com> In-Reply-To: <ssv6821ou0k5fladd6t7367r5j55t2fn1h@4ax.com> X-Original-NNTP-Posting-Host: 203-97-163-23.cable.paradise.net.nz Message-ID: <44851850$1@clear.net.nz> X-Original-Trace: 6 Jun 2006 17:53:20 +1200, 203-97-163-23.cable.paradise.net.nz Organization: CLEAR Net New Zealand http://www.clear.net.nz - Complaints ab...@clear.net.nz Lines: 128 NNTP-Posting-Host: 203.97.37.6 X-Trace: sv3-b4UgovD8XhfZ0Ly1YvLbKaOEf+ZZ+juwr3CYnSdwO1G3UC5NnZvDA4kg6F+2iPQeQ1NKR2TibzuI523!PKW3PM8iwTSxB+6+dZGLPzily75gVpRrMzbGNvESrNwE4FlBOOymvaFZlA== X-Complaints-To: Complaints to ab...@clear.net.nz X-DMCA-Complaints-To: Complaints to ab...@clear.net.nz X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.32 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit