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. Ych

    Ych New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    Man, you are very good at confincing people Remy. I don't know what to say, but I'm falling for the Terrans yet again. I think you told me few weeks ago that I am most suitable for Terrans and I agree too. Terrans in SC2 can do the hit and run harrasement with their new toys (Reapers, Banshees). Terrans also are the best at 1 shot momentum (which is what I'm best with in SC1).

    Although IMO, Terrans aren't as cool as the Protoss or the Zergs in terms of their theme, they do have my favorite units like the Siege Tanks and BattleCruisers. So yea, I think whatever race I choose to stick with in SC2 and truely master, I think in the long run, I will be the best with Terrans because I am best with the 1 shot momentum thingy. :)
     
  2. Remy

    Remy New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    One thing I would like to say about the Protoss is that with the removal of the reaver, Protoss has lost one of their power drop options, and it's the "one-two popp-able" one at that. Protoss still has hi-temp psi storm for power dropping, but you can't really play the one-two popping game with hi-temps, and it is possible to minimize the effectiveness of psi storms and thus, the drop itself, with good micro. With the addition of everything else this might not be a huge issue, but nonetheless, it's something to consider.

    With the pattern of patching key race weaknesses, and considering the weaknesses of Zerg from SC1, I think we could have an idea of what to expect for the general direction that Blizzard might be taking with the Zerg. I think poor caster/special ability lineup and a complete lack of true cloak options are the most likely areas to receive attention. After all, it's very unlikely for Blizzard to give big boosts to Zerg units' HP and armor in general, as that is one of the defining characteristics of the Zerg. I can only wonder what is to be done with Zerg. Man, I just can't wait to see the Zerg in SC2.
     
  3. GrahamTastic

    GrahamTastic Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    ...But it's a medic.

    And yes, the Terrans now seem a lot more offensive, what with the Reapers (a harasser's dream) and the new Siege Tanks and the Thor. Playing them should prove to be different than before.
     
  4. Remy

    Remy New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    Ych9 changes his avatar quite often, many of them Zerg themed though.
     
  5. Ych

    Ych New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    I change my avatar very often because I always change between races.

    By the way, I have just found out that none of my good friends are using Protoss. Most of them are actually Zerg and Terran users. And my brother is going to be a Terran user which I just found out today. Screw it, I'm actually going for the Protoss in SC2 just so I can be different from them. :p. I have made up my mind and it is going to be very very hard to change it unless Zergs in SC2 turns out to be a killer. Then, I might actually think about it. :p

    Remy, although the Protoss has lost one of its power drops, I think they have another drop ability that could make up for it in SC2. The one I'm refering to is the Dark Templar drop or Warp-ins. You can warp-in (drop) some Dark Templars into enemies base. With the new flexiability of the Dark Templar having the ability to merge into Twilight Archons, I believe it would also cause a lot of damage. Drop (Warp) Dark Templars in enemies base and start attacking and when the enemy reacts, go and hide and merge into Twilight Archons. You can also merge into Twilight Archons when your Dark Templars are heavily damaged because Twilight Archons are mostly shield and merging them when only result in a very small amount of lost HP. I think there are a lot of possibility for the Twilight Archons if Blizzard intends on not changing its mechanics.

    So I think that the new flexiability of the Twilight Archons could prove to be very useful and infact, replace the Reaver drops.
     
  6. BirdofPrey

    BirdofPrey New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    Terran's streangth lies in the fact that a good mix of units can take on so many mixes of enemy units buth their weakness is the fact that most Terran units suck when not mixed with another type.

    Hmm DT drop never though of that. I wonder if there will be a collosus drop.

    Also what is your avatar
     
  7. Ych

    Ych New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    There won't be a collossus drop because they can't be transported because of their size. But they don't need to be transported because they can walk up cliffs. You can just harrass enemy worker lines, and when the enemy calls for reinforcements, you can just walk up the cliff and take off.

    DT drop existed way back in SC1. But in SC2, it will be much more effective because of their ability to merge into Twilight Archons. Dark Templars can also take advantage of the Warp-in technology making them extremely deadly in the hands of a skilled player.

    My avatar is actually a Blizzard art from BlizzCon. I have no idea what it is but I think it is some sort of soaped up Zealots.
     
  8. BirdofPrey

    BirdofPrey New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    Well they need to do something with the colossus because if it won't fit in transports then the lack of mobility will cripple its use on island maps
     
  9. Ych

    Ych New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    I agree on that one. This is something I have been puzzled about. Thors could still work on island maps because they are built by SCV's. You can drop a SCV on another island and build a Thor there.

    But for the Collossus, this is not the case because they aren't as flexable as the Thors when it comes to building them. Collossus will be rendered useless on island maps IMO. Blizzard should really look into this because Collossus are such a cool unit and shouldn't be rendered useless on island maps.

    Unless, the Collossus are allowed to walk on Water. This would increase their flexability. But then, what about the maps with empty spaces between grounds? That would result in the same problem. :-\
     
  10. BirdofPrey

    BirdofPrey New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    I know. They said the phase prism was basically a crystal computer so they should use spanning where the colossus takes up two prisms and is lost if one of those prisms is lost

    Edit: fat fingers
     
  11. Imagine.

    Imagine. New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    My eyes! Informative and very well made posts, though I do not get the part where you say:
    They do not have the cloak ability at all, and if they do (under the Arbiter's cloaking field) they move and attack just like they normally would.

    Good job on the analysis though. :thumbup:
     
  12. Remy

    Remy New Member

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    Re: Terran strength (based on SC1, pro/con analysis of all races)

    Zerg has burrow.  It is the same thing as immobile cloak(think shadowmeld).  All Zerg ground units with the exception of the ultralisk has the ability to burrow for ambushing or hiding.  And lurker is the one unit that can attack while burrowed, requiring detection for countering it just like the cloak mechanic, but it can not move while burrowed thus, is not full-time cloak.

    EDIT:  Anyone know how to make tables?  I would like to fix up the damage chart in the opening post with proper alignment if possible.  Feel free to school my ass on tablecraft.

    EDIT: Thanks to ImaGiNe. I got to fix up the damage chart with proper table code.