In-depth Analysis of Protoss, Terran, and Zerg

Discussion in 'StarCraft 2 Strategy Discussion' started by Remy, Aug 18, 2007.

In-depth Analysis of Protoss, Terran, and Zerg

Discussion in 'StarCraft 2 Strategy Discussion' started by Remy, Aug 18, 2007.

  1. Remy

    Remy New Member

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    In the cobra thread, the discussion went way off topic and I brought up the main strength of Terran as being firepower and momentum, while a key weakness being poor mobility of the overall Terran army and Terran play style compared to the other races.

    Here is how I explained Terran momentum:
    Although all of this is my personal analysis of Terran, the "Terran one-shot" isn't something that I came up with personally, it's just a direct and literal translation from the term generally used by Korean SC progame commentators. It isn't the only way to play Terran but rather a key strength as well as a card that is potentially always there and available to be played by Terran. Such as the ability to obtain the powerful science vessel at tier 3. You don't have to get a science vessel, but even before earlier on in any game before tier 3, the potential capability to obtain it still exists.

    Regarding Terran's strength in firepower, although all races have firepower, Terran excel at it. Terran combat units are virtually all ranged units and can work in great synergy to pound on the opposing forces from a distance, and very often from a great distance. I also would not regard melee damage output as "firepower."

    Here is a chart for comparison and anaytical purposes. The first column is the unit name. If the unit has different attacks for air and ground, it is listed separately. The second column is the unit's damage per cooldown per supply, referred to as D/C/F or DCF from here on out. If there are any upgrades effecting damage output that most people get right away anyway, the stats based on the upgrades already researched is used. The third column is the unit's attack range. If the unit has attack range upgrades, stats based on the upgrade already researched is used. The fourth column is the unit's cost in minerals and gas per food. The fifth column is the unit's D/C/F per 100 minerals and per 100 gas, separately.

    Only units obtainable and generally used up to late mid-game is listed, because those are the units played in the majority of the games, and for the majority of the time in those games played. Any upgrade obtainable at tier 3 is not considered, such as the zergling's attack speed upgrade, since that only account for a very small portion of overall play time. Also, all values are only taken to the fourth digit after the decimal point without rounding. I apologize for the fact that I can't really get everything to line up neatly.


    UNIT D/C/F Range Cost / Food DCF / 100 mineral/gas

    PROTOSS

    Zealot0.3636melee50/00.7272/0
    Dragoon0.3333 e662.5/250.5332/1.3332
    Dark Templar0.6666melee62.5/501.0665/1.3332
    Archon0.3752 splash50/1500.75/0.25
    Reaver(upgrade)0.5208 $8 splash50/251.0416/2.0832
    Scout(ground)0.0888491.66/41.660.0968/0.2131
    Scout(air)0.4242 e491.66/41.660.4627/1.0182

    TERRAN

    Marine(stim)0.8550/01.6/0
    Firebat(stim)1.4545 c2 splash50/252.909/5.818
    Vulture0.3333 c537.5/00.8888/0
    Siege Tank(tank)0.4054 e775/500.5405/0.8108
    Siege Tank(sieged)0.4666 e12 spash75/500.6221/0.9332
    Goliath(ground)0.2727550/250.5454/1.0908
    Goliath(air)0.4545 e850/250.909/1.818
    Wraith(ground)0.1333575/500.1777/0.2666
    Wraith(air)0.4545 e575/500.606/0.909

    ZERG

    Zergling1.25melee25/05/0
    Hydralisk0.6666 e575/250.888/2.664
    Mutalisk(ground)0.2166 *350/500.4332/0.4332
    Mutalisk(air)0.2166 *350/500.4332/0.4332
    Lurker0.27026 splash !100/1000.2702/0.2702


    $ On top of the standard damage per cooldown per food, 15 minerals go into each reaver attack.
    * 0.15 - 0.05 - 0.0166
    ! AoE melee
    An "e" after the D/C/F denotes explosive damage(100% to large, 75% to medium, 50% to small).
    A "c" after the D/C/F denotes concussive damage(100% to small, 50% to medium, 25% to large).

    You if take a look and make some comparisons, Terran units while overall very flimsy and easily killed individually, generally have very good damage output even when compared to the Protoss. Reaver appears to be better than siege tanks based on damage output, but you must factor in the fact that every single reaver attack costs an extra 15 minerals as well as the fact that reaver is a 4-food unit, you can't really have too many of them around due to their cost in supply. Thus, the reaver can only be a support unit instead of the backbone role of the siege tank.

    The reaver's poor mobility is also a major drawback. Siege tank is pretty slow on the ground and switching modes can be a hassle as well as take time which translate to requirement of extra micro, but the siege tank's slow ground speed fits in with the rest of the slow moving Terran units and the overall slower pace of Terran play style. However, the reaver is the slowest moving unit in the entire SC1 and can not really be used offensively without pairing up with shuttles, using reavers offensively without always using shuttles for movement would either mean they would be left way behind or the entire Protoss army is slowed to a crawl to match the speed of the slowest unit in the game.

    There are many other factors to consider besides what is presented in this chart. I would consider melee attacks to be inferior to ranged attacks. Ranged attacks have better focus fire potential and as a result, a greater potential benefit from good micro. Ranged attacks can raise the "minimum durability required to be functional"(explained in the "Units that sucked!" thread) for the enemy as well as lower it for yourself against an opposing force that is not equally capable at range, all this done more easily and effectively than melee attacks. Also, simply because ranged attacking units can always attack melee units first and often multiple times before the melee unit can close in to begin attacking. All Terran combat units have ranged attacks, and when together in number and in combination, can amplify the effectiveness of the ranged attacks as well as having the benefit to constantly deal damage from afar.

    The dark templar also appear to have great damage output per cooldown per food, but it has a melee attack and has a relatively low HP pool for a Protoss unit, and thus is not as good as it appear here when detection capabilities are available.

    Zerg units have good damage per cooldown per food, but Zerg units in general are even more flimsy and easily killed individually than Terran units. So simply trading hits without much micro vs Terran would not really work for Zerg. Zerg would lose out on the total firepower to unit durability ratio even with more Zerg units around than Terran in general. Also, the lurker, while being a ranged unit, when used offensively is used like a melee unit. Only the attack itself is ranged, the unit itself behaves like a melee unit when used offesively because it has to charge the enemy and take free hits before it can get into an attacking position. The lurker's attack when dealing with multiple enemy units, also lose maximum attack potential from max range unlike ranged units which is best at maximum range.

    I hope this kind of explains my point on Terran firepower without making it too confusing.

    Now, I did mention that one of the key weaknesses of Terran is their poor overall mobility. However, from what we've seen so far in SC2, Blizzard seems to have addressed this weakness and boosted the Terran mobility in more ways than one. Blizzard seems to have chosen the method of patching the key weaknesses to strengthen each race.

    If you take a close look at SC1 Protoss vs SC2 Protoss, you can spot the same pattern. The primary weakness of Protoss is the lack of flexibility, in the inability to bounce back quickly after minor losses, because Protoss units generally have high resource cost, high cost in food(supply per unit), and long build times. Thus it is hard for Protoss to quickly produce replacement units to comeback and win a losing battle. One other thing is that Protoss did not have a high mobility hit-and-run or base raiding unit at early tier 2/mid-game. Terran had the vulture and Zerg had the mutalisk, Protoss had the scout but it was very inadequate and not cost effective. Blizzard has addressed Protoss's weakness in their lack of flexibility and fast unit production capabilities with the warp-in, and also has given Protoss the stalker as well as the Phoenix for high mobility hit-and-run.

    If Blizzard follows that same pattern, I suspect we can expect the same thing with Zerg.

    This been my humble personal analysis of SC1 Terran and things SC2. I apologize for the length and the messy chart, but for anyone who has read the whole length of it I hope it was at least an enjoyable read. At least it's not as long as "Units that sucked!" :p
     
  2. grrrr...

    grrrr... New Member

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    Re: Terran strength (based on SC1)

    in sc1, terran is more of a defensive race..they kinda "push" their way out and attack .but in sc2 based on the gameplay, theyre more aggressive, it has many fast movin units....speed of the game is a lot faster, i wonder whats zerg gonna be like
     
  3. Remy

    Remy New Member

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    Re: Terran strength (based on SC1)

    This was an analysis of the SC1 races with a list of their pros and cons that I originally posted here http://www.starcraft2forum.org/forums/index.php?topic=1310.msg36269#msg36269 in the "Ideas for new Zerg Mechanics. (Post your theories and ideas)" thread. But since it was kinda off topic there and goes along with this topic better, I'm just posting the exact same thing again here. This is by no means a complete and exhaustive list, it was just whatever that came to my mind at that time.

    === PROTOSS ===

    PROS:

    - Strong individual units. Protoss units can quickly destroy lesser units of the other races, and are tough enough to force their way to targets even under enemy fire. Protoss units are by far the most resilient and durable individually. Skillful micro of Protoss units to preserve them can go a long way.

    - Protoss units all have specific strengths and advantages individually, while almost none that are overspecialized. Protoss units are generally all strong in a specific way with specific uses, almost none are just merely "not too bad all around." Only the scout sucked being impractical.

    - Protoss has the best cloak capabilities with units that are perma-cloaked. Even the mobile detector is perma-cloaked, while the arbiter's cloaking field makes it possible to provide cloaking for any and all Protoss units.

    - Protoss is the most advanced with the most powerful special abilities(spells). Protoss is the only race with three full fledge and complete caster units, there are also arguably no Portoss spell in that isn't quite powerful. The spells of Protoss make it possible to quickly turn the tide of battle against an outnumbering enemy force.

    - Photon cannon is a convenient form of static defense being air and ground defense 2-in1.

    - Protoss has good drop options for burst damage drop strats with both the reaver and the high templar. Reaver drop and hi-temp drop can deal obscene damage as soon as they are dropped, no need to wait until the normal attack of units rack up damage.

    - A strength in tech structure having just about all core ground units produced from the gateway, while all combat air units are built from the stargate. Robotics facility offer a few additional support units.

    - The Protoss's summon method of constructing structures is a great convenience. You can take just one probe to quickly queue up builds then put it right back to resource gathering or scouting immediately without having to wait around for structures to finish building. Also, for beachhead offensive positions or expansion sites, this means that most buildings with similar build times come online all together at once almost simultaneously so if one is done all is done and that position is secure.

    - Protoss is arguably the least micro intensive race to play effectively at higher skill levels.

    CONS:

    - Protoss units are very expensive and have long build times. If Protoss is already losing a fight, especially on home grounds, it is sometimes almost impossible to produce replacement units quickly enough to spring back.

    - Protoss structures require pylon for production and to maintain function. While this allows the Protoss to build any structure at remote locations, such as offensive cannons or beachhead gateways, this is still less convenient and efficient than Terran who can build anything anytime.

    - All Protoss units and structures have a portion of their life pool consisting of Protoss shield. While is allows the Protoss to regenerate any and all shield portion of their lost(damaged) life pool, this is actually a con. All Protoss structures and units take full damage from all attack types for their entire shield portion of life pool. What's worse is that they are all highly susceptible to EMP which means around instant half life for most Protoss, this is bad when it's structures which is a huge amount of instantly lost HP and which are harder to replace due to cost and build time.

    It also means that the non-shield HP portion of their life pool can never be regenerate by any means. Any Protoss unit or structure with damage done to their HP is permanent damaged goods and will stay that way till it is destroyed. This means that enemy assaults that damage the HP of Protoss units/structures have a better chance at completely destroying them in every subsequent assault.

    - Protoss lacks a true high mobility hit-and-run harassment tactical unit. This would be the scout's role, however, due to its cost it is an impractical option.

    === TERRAN ===

    PROS:

    - Terran has very strong defensive capabilities. They can easily block off the choke/ramp to their starting main, or hold a defensive position firmly.

    - Terran has the strongest worker unit. The SCV has 50% more HP than other race workers and has higher damage output. SCV is also the only worker that can repair buildings or mechanical units, SCVs can even repair each other.

    - Terran is the only race that can actively regenerate the HP of any and all of its units and buildings, whether it is back in base on the defensive or on the battle field on the offensive.(I know there is Protoss shield battery but it sucks, thus, no one used it in multiplayer.) Terran is the most versatile in this way as they have active control over unit/building regen and can pull back units just to go back to the fight with full HP, also useful in countering focus fire on specific buildings.

    - Terran has the most accessible, effective, efficient, and powerful ground siege unit, which is also great to use for drop strats. The range and power of the siege tank is obscene, longest normal attack range of all units/buildings in the entire game of SC1.

    - Comsat station's scanner sweep is a very powerful and convenient recon tool. It is usable on any place of the map and is virtually risk free in the process. Also good for on the spot detecting anywhere on the map in a pinch.

    - Although Terran lacks three full-fledged caster units(arguably only medic's heal ability is realistically useful, and ghost is a hybrid caster that's extremely weak combat wise to the point of being close to useless) has extremely powerful abilities that counter each of the other races specifically. EMP is insanely potent and useful against Protoss in all cases, while irradiate is quick death for most things Zerg and their little Zerg buddies around them. Lockdown is also there to counter any enemy mechanical unit that are troublesome on the battle field.

    EMP also serves to quickly deny your Protoss or Terran opponent the ability to cast spells, in turn saving your units from eating them. And irradiate can also be used on Terran's own tanks or goliaths to repel attacks from lesser biological melee unit. Science vessel is IMHO, the best caster unit in the entire game of SC1.

    - Terran can build anything anywhere anytime, without having to first build up a power source. They can erect a bunker or barracks anywhere right away without first building a power source or wait for creep production.

    - Terran army carry immense momentum with the proper unit mix. All the Terran units work in great synergy and as a whole is a mobile fortress and a powerful juggernaut. It is hard to break through and take down a perfectly balanced Terran army played in the hands of a skilled player that has excellent micro.

    - Terran can expand to island expansions easily and early by pre-building expo command centers and lifting off.

    - Having a ranged unit as the basic infantry lets Terran have early anti-air capabilities automatically, and against enemy base with poor layout they can kill workers from behind minerals or enemy structures early on.

    CONS:

    - Terran's offensive rely on the mobility of their ground army, but they also rely on the ground troops for proper base defense. Against opponents who excel at speedy skirmishes from all directions hitting different places quickly one after another, Terran can be held back and their offensive timing delayed. Basically Terran can be thought of as one large unit that has to move out in one piece to attack effectively, but also use the same single large unit for defense. This is exaggerated somewhat to make a point, but it is the truth more or less. Terran is by far the race most reliant on momentum.

    - All Terran biological units are relatively quite flimsy individually. If they are facing enough damage output from the enemy, they can be killed very quickly. Yet they are also generally not as numerous as Zerg units, so it is often impossible just power their way through to the opponent with brute force while under enemy fire.

    - Terran is the race most susceptible to cloak strats. Even with comsat and turrets present, it is sometimes still possible to muscle the cloak strat through by quickly taking them out. Comsat can be tricked to deplete energy needed for scans with skillful micro and turrets can't retaliate against ground making them not much of a threat to ground units.

    - Terran has limited cloak capabilities. They have only a few units, two to be exact, capable of cloaking, and they are both limited to cloaking only while there is sufficient energy available. If energy runs out or if hit with an EMP, the ability to cloak is lost.

    - Terran is arguably the most micro intensive race to play effectively at higher skill levels. Against skilled opponents, it is often impossible to get good results without always having a good mix of many unit types.

    - Terran has some units that are overspecialized which are only useful in specific situation or phases of a game.

    === ZERG ===

    PROS:

    - Starting out with an overlord at the start of a game is a big advantage early on as Zerg has better recon capabilities in the beginning. Zerg arguably has the best overall cloak detection capabilities.

    - Overlord is a great all-in-one unit. Because overlord is the Zerg supply, Zerg is almost always with an abundance of detectors. They can also be easily upgraded universally into unit transports, so you will always have a good number of unit transports available while never having to build one specifically. All overlords being transports also allow Zerg to easily send a good number of decoy(empty) transports to draw enemy fire and ensure drop success, all this without a big strain on resources.

    - Zerg units are comparatively cheap to produce, it is easy to quickly amass a large army of units with Zerg. Even swarms of a single unit type can often provide relatively good results.

    - Zerg has the most streamlined and flexible unit production scheme, producing any and all units from the hatchery. You can just keep constructing a single type of unit production structure but still has the ability to switch to produce any other unit on the fly.

    - Zerg has the best tactical air unit of all races, and the only that can realistically pull off air tech rushes with efficiency and effectiveness. Muta is also the best air unit for early hit-and-run harassment by air, they are also the quickest to obtain among all similar options of all races.

    - Zerg is the most capable at springing back from uphill battles by quickly producing large batches of replacement units. All currently available larvae can be used to replace lost combat units, overlords lost to ovie hunts, or workers lost to assaults on the mineral line, without having to wait for units to be queued one at a time per structure.

    - All Zerg units and structures automatically regenerate 100% of their HP. They are always getting back to new by themselves automatically.

    - Since most Zerg units are cheap and numerous yet have powerful offensive capabilities in number against equal food, it means taking a some losses is no big deal. If you can't kill all the Zerg in sight at once, then there is always some around to chip away at you. And often, you either stop the Zerg offensive completely and swiftly, or you gonna lose to the quick flow of replacement units in waves.

    - Zerg damage output is the most efficient, while at the same time they receive the most "wasted damage" against them. Since Zerg forces are usually greater in number, there are more killing blows dealt against Zerg. More final hits that deal damage to drop that last bit of HP down to zero and kill them. With more killing blows, there is more damage that is wasted. Because on the final hit, chances are the remaining HP won't be exactly equal to the damage a unit can deal in a single attack.

    If a zealot deals the killing blow to a zergling with 1 HP left, then 15 damage is wasted on that final blow, while only 1 damage from that attack was put to real use. That's a 93.75% waste factor in that example. The waste factor is not of the damage but the attack cycle, the zealot wasted 93.75% of it's relatively slow swing. So, not only was there "wasted damage," there is also a "wasted attack" factor.

    In the same way, Zerg deals damage most efficiently. Zerg generally deal damage by fast repititions of low damage attacks, this ensures that each killing blow will have the least amount of wasted damage. By creeping up faster in smaller intervals, there is less chance of waste. Thus, it's highly efficient in the actual usage of the total damage output.

    * There are a great many people who believe Zerg's individually weak units is a weakness, but it really isn't. They fail to realize that baking four(4x) 25-lb jumbo cakes isn't the only way to get you a 100-lbs of cake, baking 100 little 1-pounder baby cakes will get you there just the same. However, if you mess up the fat cakes, you can only replace it at the minimum 25% at a time, you can't do less because there is no smaller interval. But if you mess up some baby cakes you can replace them with greater ease and flexibility, such as just 7% or 13% at a time.

    CONS:

    - Most Zerg units are very flimsy individually, they have lower HP and armor compared to other race units. It is easy to quickly kill Zerg units, often even in just one or two attacks. This also means that Zerg units are generally more susceptible to splash damage and AoE spells. Also, against heavy enemy firepower, lesser Zerg units often have a hard time muscling their way through to reach their targets.

    - Zerg is the only race realistically susceptible to supply rushes(ovie hunting). No other race really has this weakness.

    - Zerg has no power drop options. There is no Zerg drop option that can deal heavy damage in a single hit or spell. This means you'll have to rack damage with unit normal attacks and also means your drop units are under fire full time. Tank and reaver dropping can be one-two popped in and out of transports to get them out of enemy ground fire while waiting for their cooldown, Zerg has no such thing.

    - Zerg drew the short straw on special abilities and has the worst caster lineup. Not only does Zerg just flat out have one less caster than the other races(2 instead of 3), only the defiler is useful and practical enough to use in higher level multiplayer games. Zerg also has no units with single special abilities like corsair(web), vulture(spider mine), or BC(yamato).

    - Zerg has no true full-time cloak unit, no unit can move and attack while fully under the effect of cloak.

    - Zerg has the largest number of useless or impractical or super-suck units out of their lineup.

    - Zerg in extremely micro intensive to play effectively at higher skill levels. Where other races can rely on spells or strength of unit combos, Zerg often has to overcome the opposition relying entirely on quick and skillful micro.

    - Zerg can only build on creep. Zerg has the worst option when it comes to constructing buildings(static defense) at remote locations. Zerg also has no realistic option of blocking off the choke/ramp of their starting main with buildings and static defense.
     
  4. Ych

    Ych New Member

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    Re: Terran strength (based on SC1)

    My god Remy, I don't know what to say. I LOVE YOU. ;D
    After reading all this, it just makes deciding my favorite race to stick with in SC2 that much easier. I will remember to look back to this thread if I am having trouble deciding on what race I should master in SC2. By the way, I think you should sticky this thread somewhere. This post is very resourceful and I'm sure a lot of people will find this thread to be very informative.

    Oh yea, did I mention you just got a :powerup:?
     
  5. SirBaron

    SirBaron New Member

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    Re: Terran strength (based on SC1)

    Judging by your avatar, Ych9, i guess you're a Zergie.
     
  6. Remy

    Remy New Member

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    Re: Terran strength (based on SC1)

    Thank you for your kind words Ych9.  Although I don't fully understand it, I'm glad I got to help you out in some way.  However, I do not wish to sticky my own topic, that's like patting myself on the back, and that is something that I personally feel very uncomfortable doing.  It's a personality thing.

    @ SirBaron, I think he's Terran.  Although to be completely honest, I'm not really sure.
     
  7. SirBaron

    SirBaron New Member

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    Re: Terran strength (based on SC1)

    @Remy: Hehe, i was just judging by the avatar. Heck, at a point i even used Tass as an avatar, even though i've always been a Zergie.
     
  8. capthavic

    capthavic New Member

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    Re: Terran strength (based on SC1)

    I agree with grrrrr, in SC1 the Terrans are geared more toward defence and slow expansion.

    But in SC2 they look much faster and agressive this time around.
     
  9. Fenix

    Fenix Moderator

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    Re: Terran strength (based on SC1)

    It seems they've taken a leaf out of the Zerg book for fast, cheap, and flimsy bio units, while still keeping the muscle of their mechs. Terran always have, are, and always will be the most versatile and moderate race.
     
  10. Protosscommander

    Protosscommander New Member

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    Re: Terran strength (based on SC1)

    Terran Strength based on sc1 is very different, first the one who guides the Terrans now its different, the robotic units the color green!, and also their technology turns to a powerful flexible robotic units machines, like those Vikings..
     
  11. Wlck742

    Wlck742 New Member

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    Re: Terran strength (based on SC1)

    The robotic units the color green? Not sure what you mean there.

    I think the Terrans indeed were best in mid-game to early/mid late game. After that they get overshadowed a little by the Protoss, and before, the Zerg. They had moderately strong units that were moderately powerful. In some cases, very powerful, such as in the siege tank. The Terran mentality is kind of a slow but steady one. Thus the tank push, as others have mentioned. Once the push started, it was very hard to stop, if that wasn't what you expected, and even then it can be pretty hard. I think Remy's metaphor of Terran being just one giant unit is quite accurate. Terrans needed a majority of their units to fight, or they risked losing. They could neither reinforce as quickly with the Zerg, nor were their units as strong as the Protoss. Terrans would be best summarized as a bit of a mix between the Zerg and Protoss with some quirks of their own added in. They had both their strengths and weaknesses, which wasn't a good thing in some cases.

    Hopefully the races will be unique still, even when they have taken strategies from the others. I don't want this to turn into a game with three races that are exactly the same with the only differences being the units and a couple mechanics.
     
  12. Protosscommander

    Protosscommander New Member

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    Re: Terran strength (based on SC1)

    The robotic units the color green!

    the one you first saw in the Terran Demo, the one who guide you to the mission, you must do.
     
  13. Ych

    Ych New Member

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    Re: Terran strength (based on SC1)

    I can help you sticky it if you want Remy :p. You deserve a pat on the back for this thread :). But I know what you mean so I will let you decide on this one.

    To be honest, I think this thread should be renamed to something like a detailed analysis of SC1 races instead of Terran strengths because you listed out all the strengths and weakness for each races. I think it should also go to the strategy section. It is very informative and I really recommend this thread to everyone.

    @SirBaron. I really don't know what race I want to master in SC2. I always switch back and forth.I really can't 100% confirm which race to stick to as of now. Today I may like the Zergs, then Protoss tomorrow, then the follow day, Terrans :-\. But this thread really helped me decide which race I should go for because Remy clearly stated the playstyle of each race and as of now. I'm more of a fast paced rusher and harrasser so I like units that are fast. Zergs really suit that kind of theme. Protoss also suit that theme very well in SC2 because of the Stalkers and Warp-ins. So I'm going to play either the Zergs or the Protoss in SC2. Terran is most likely out of the equation but nothing is confirmed yet for me at the moment.
     
  14. capthavic

    capthavic New Member

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    Re: Terran strength (based on SC1)

    wtf are you saying? Could you plase explain because I can't decipher that mess.
     
  15. GuiMontag

    GuiMontag New Member

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    Re: Terran strength (based on SC1)

    i believe he is talking about the new adjutant for the terrans
     
  16. capthavic

    capthavic New Member

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    Re: Terran strength (based on SC1)

    Really? Props to you if thats right cause that post would make an english teacher cry.

    The adjutant is a cyborg not a robot and didn't look that green to me.
     
  17. burkid

    burkid New Member

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    Re: Terran strength (based on SC1)

    very nice posts remy! i had a bowl of popcorn here for the parts i didnt read in the other threads :p
     
  18. brc9210

    brc9210 New Member

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    Re: Terran strength (based on SC1)

    In sc2 you can harass with Terran. Reapers ftw.
     
  19. TerranGod

    TerranGod New Member

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    Re: Terran strength (based on SC1)

    wow...remy joined not too long ago and has so much power points ><

    anyway good job on the list
    it helped me know what to do when fighting my bro :)

    power +
     
  20. Remy

    Remy New Member

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    Re: Terran strength (based on SC1)

    Indeed. With the addition of reaper, viking, and banshee, Terran gets many realistic options for you to play Terran in a much faster and mobile manner.

    Despite having the vulture, which was the fastest unit in the entire game of SC1 bar none, Terran still had poor mobility and slow pace overall because the rest of Terran was slow and the vulture was just an odd exception. Vulture rush/drop/assault was very potent, but was in no way game ending, it was just one way to tilt the favor in the Terran's direction. But for victory, Terran would rely on the movement of their main ground army more often than not. Wraith is the same way, although a good unit with good mobility and tactical options, is in most cases not a game ending tool.

    But this time around in SC2, Terran has enough options available to them to be used in combination of each other, that can be played in a fast paced style and actually grab the GG from your opponent. Terran mobility just got a huge boost in SC2 even beyond fast moving units, because Terran has already had high mobility units even in SC1, such as buildings lifting off and moving at a much faster speed.

    So Ych9, hate to say this to you but, I think perhaps Terran is still in the race for you even if you're looking for a race that can be played at a fast pace/style. I think in all honesty, Terran would be quite capable of fast paced harassment play styles in SC2. Also, feel free to move my topics around, you don't need my permission, I agree with you that this probably belong in the strategy section.