Can kinda agree with you on that, real friendly guy though :D
CHANGE RACE TO TERRAN if you think they are imba. ZvT is totally fine now since the maps are alot bigger. Only on slag pits they are imba. With the rush distance so far, you can defend ANY 1 base play by camping 1 ling outside their base and react the moment they move out and defend it. With smaller maps its impossible to do that.
ZvP is imbalanced because of the deathball. (nuff said).
Thats a very big if
not to mention stimmed marines will rape ling bling in the blink of an eye
Even unstimmed marines if you have 10 or so of them will do little to no damage after baneling bust
The game is just too luck based and every map seems to have something terran can abuse. Alter is said to be zerg favoured but terran can do a steppes style seige of your natural from low ground and not too difficult depending on spawns.
Distance also means if first 2 bases I scout are emtpy I'm not getting into terran base so I will have no idea what he is doing.
Yeah maybe a permanent detector but against dts or a mirror matchup against other terrans just one scan and marines can handle a dt or banshee rush
i personally think that the thing we need to be focusing on is siege tanks, they counter lings banes roaches hydras and infestors, basically all of the zerg land units are all countered by one unit i think that tanks should have a MUCH longer siege time they're siege tanks for a reason you either use them for defense or putting them outside of a base not "oh we're engaging the enemy siege up the tanks and watch them all die in 5 seconds" seriously either increase siege time or decrease blast radius
I partially agree on the repair and the detection part, but other than that its all fine. Maybe the blizzard should remove the auto cast for repair and nerf the scan.
Learn how to counter those. I've been losing every single match to zerg nowadays and I'm trying to find a way to deal with it.
TCPMathmick #341 TCPMathmick
Edited by TCPMathmick on 5/26/11 12:32 AM (PDT)
top pros that agree terran is op and imbalanced .
Form your own opinions. Don't rely on a select few players to take ideas from.
If you struggle with Terran, work to improve, don't complain.
Taken from: http://wiki.teamliquid.net/starcraft2/Zerg_Strategy
Under Macro Mechanics:
Zerg is designed to require a superior economy relative to the opponent. The design of most Zerg units goes hand in hand with this philosophy. Many of them are not as cost-efficient as their Terran and Protoss counterparts, but are rather based around the idea of constant resource and supply trading as well as quick reinforcement.
Magic box micro.
From memory roaches are not the answer to marine/marauder composition.
Try and get to top 1 GM by playing Terran.
If this logic was 100% correct, SEA's top 1 GM would consistantly be Terran.
It definitely is, it is almost impossible to make a game such as this perfectly balanced. To use an example that I've used so many times before, they have still recently released patches for WC3, a game that is eight years old.
In no way am I saying Terran is perfectly balanced, but they are nowhere near as imbalanced as you say they are.
If they are that bad, Blizzard would fix it as soon as possible: How would they make an e-sport without making the three races as close as possible.
So please: stop complaining, as complaining is not the method to improve your game.
If you spent half as much time improving as you were "researching" this, I'd say you probably wouldn't need to complain.
1) I can't scout terran. This just makes their imbalances 3x more ridiculous.
Send a slightly earlier drone lol
Zerg have OV's for a reason too :D
I once thought scouting was hard, then I realised ZOMG OVERSEERS DROP CHANGLINGS!
and then I got out of bronze haha.
2) Blue flame hellions are the fastest, cheapest, and cost no gas splash damage unit in the game.
This maybe true but "1 Spine crawler can fend off infinity hellions" -Day
And that is no joke, basic scouting will see blue flames coming from a distance and will give you time to get a spine or 2 up to defend :)
And in the mid-late game, Roaches outclass hellions easily.
3) Repair is linear, not exponential like in WC3 human repair.
This makes Thor surrounded with SCVs RIDICULOUSLY hard to kill without banelings. Does Zerg or Terran have an equivalent (a ridiculously high dps unit with unlimited HP? I think not)
Ever seen an Ultra with a few queens behind it?
Unlimited hp and a higher dps output.
But you have it right, banelings are excellent against this, then again, vs a Terran as a Zerg, why wouldnt you get a baneling nest?
4) Terran have the most amount of "oh I wasn't prepared - now I win" strategies including:
- Dropship with blue flame hellions
- Blue flame hellions that "accidentally" get into your main base
- Banshee with cloak
- Banshees without cloak
- Thor with a tonne of repairing SCVs
- Blocked ramp with Barracks/Bunker. At least with P you can scout the building pylon. With Terran its just "Oops now I lose because I didn't patrol my SCV."
I think this relates to 1.
If you dont scout, of course you will get bunker rushed easily, of course cloaked banshees will be super effective.
As long as you are scouting, there is nothing that should catch you off guard.
Just leaving a zerling at their base ramp can give you SO much information it is silly good.
Edited by Shortizz on 5/26/11 9:44 PM (PDT)
I dont necessary agree that T is OP or in anyway unplayable as Zerg.
But one thing that REALLY gets on my nerves is their ability to recover so fast from failed attacks. Lets say you are a Terran and you scouted my Roach warren/ Bling Nest with your SCV/Scan. You put up 3 Barracks to form a wall at your Nat(Assuming its Tal Darim or Shakura) and then 2 bunkers behind them. There is no way any zerg with half a brain will push with his 6-8 blings, 10-12 lings and maybe 6-7 roaches(My 715-730 push usually consist of sth like this). You can bust 1 barracks tops, kill 1 bunker/marines in bunker and maybe 1-2 repairing SCV and then lose everything. So zerg backs off, what does the Terran do? LOL salvage bunker and play like nothing happened. What does zerg do? I have a bunch of units but its not enough, and im already behind due to his Mules/My semi all in so ima either make more units and lose or take a risk and macro while hoping his macro is fail.
Now lets switch roles, Zerg scouts a Terran tank/marine coming in at 730(correct me if im wrong). Zerg instinctly make blings and more slings + Cutting drone production, some might even panic and put down more spines which will have 0 kills total assuming ur opponent is not a moron. Terran moves in, Scans and cleared all the creep you painstakely spread with your 150 Minerals investment. Terran sees that Zerg has alot of defence and back off a little bit, LOL SCV BUILD BUNKERS AND TURRETS CONTAIN! Gets a third base(Planetory) which will require zerg to make 19 blings at the cost of 750 minerals and 250 gas to deny. Pretty standard next, poke with ships, tank kills drones and eventually Zerg's Natural. If ur gonna tell me not to use blings to deny 3rd, i hope you can give me a viable suggestion to kill a planetory with 2-3 turrest + repairing SCVs with my Ling Bling Muta army.
Thats a scenario where both races decides to pull back a lil and wait abit more and look how much it hurts zerg compared to Terran.
Now lets do the ''Ill just attack anyways'' scenario.
Zerg sees bunkers behind 3 rax wall and decides ''An all in has no coming back'', pushes out and loses everything to 1 tank and 2 bunkers worth of infantry. Terran continues to mule and produce SCV pulling ahead even more while still having the bulk of his early game units. Terran fully saturates and then moves out either catching a Droning(Need to catch up econ) zerg off guard or Lying siege + bunkers on a low units count zerg with equally low drone count zerg..
Terran pushes out and loses everything. Ill even give u the benefit of saying Zerg still retain a good portion of early game slings after cleaning up the Tank/Marine push. Zerg tries, to counter, LOL RAX + BUNKER WALL in, REPAIR GLOVES ON! Having stopped drone production to produce units to hold the Tank/Marine push, zerg is way behind econs due to mules again. Now at this point of time, many Zerg, bronze - master including myself when i was in diamond often make the mistake of thinking he has won the game after holding the initial marine tank assault. We den make a bunch of blings and send them in with 1 round of slings and proceed to get destroyed by 1-2 tanks + 2 bunkers behind a perfect wall in. Which essentially, loses you the game.
Again, im not saying Terran is unplayable. Ive played some GM terrans with the most amazing infantry micro whom i always type "gg, wp". I dont even mind the fact that once they have a nice spread of marines/Bunkers and siege tanks outside your main, ur not getting out. I blame that on me allowing that to happen. Hell, i dont even mind upgrading speed and STILL losing my OL to scout every 2-3mins. But how is it possible that they can recover SO easily from mistakes, preventing a defeat juz by building placements, Bunkers, Repairs and mules? Every single time i win a big battle against a T, im actually falling behind. I understand that Zerg's strength is to outmacro and shave off his army size slowly by constantly exchanging. Yet Terrans are the one with the most cost effective units(Marine and tanks come farking on) and have the BEST economy with mules.
Yes ive watched Sen destroyed MarineKingPrime on GOM, but i have also watched Sc destroyed Losira by purely producing 16 marines constantly on 2 base against a 3 base zerg with Bling speed.
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