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 Unidimensional In PvT Matchup, Not a balance whine thread!

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TSjeffvip
post Oct 3 2011, 10:11 PM, updated 15y ago

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QUOTE
Hey,

in this thread i'd like to share my views on the terran matchups, especially Terran vs Protoss. Everything i will be talking about is just my oppinion and i'm open to discussion.

(Excuse me if the english is not perfect)

1 Introduction, StarCraft 2 philosophy?

First off, i'd like to mention that i'm not gonna talk about balance. The purpose of this thread is to discuss the state of Terran, especially TvP matchup game-design and gameplay wise.

I believe blizzards intended to make sc2 a fast paced game, which means they wanted to make low tier units useful, Marine+Marauder being the prime example of that. It means that there's rarely a passage in the game where nothing is happening (on the pro level). But does this hurt the game? Are low tier units too strong?

Also it seems blizzard wants to make as many units viable as possible in all matchups so they can have variety in the gameplay. In BW, that was not the case, as marines were almost useless in both TvT and TvP besides couple timing attacks (f.e. Deep6). I believe sc2 TvP has the similar issue, but i'll get to that later.


2 Terran in SC2

This thread is a result of my frustration with TvP. I used to play BroodWar where Terran was often the one who would defend and expand with a lot of harassment (TvP, TvT), or would go for timing attacks to gain the upper hand (TvZ). Terran was strong in both midgame and lategame thanks to wide range of units. I believe the same cannot be said about terran in SC2. In my oppinion, terran in sc2 is the strongest in early and midgame due to strong low tier units (marines+marauders) and also thanks to MULEs, which allow you to run low on SCVs and focus on making more units. In result, terran allins are very powerful.

3 Terran matchups and variety

3.1 TvT and TvZ

Current TvT and TvZ looks good to me. In both matchups there's a wide range of strategies that are viable. Bio+mech and Pure mech being the most popular. Both macro games and 2base timing attacks can be seen. In TvT there's a lot of tank positioning, controling ground and eventually switching to powerful air units (+ nukes). In TvZ, using marines early on to pressure zerg, then switching to either mech or marine tank compositions, with ghosts (and quite possibly ravens) as the ultimate tech vs T3
zerg units. Again, a lot of tanks positioning go gain ground and using the map to your advantage as much as possible. TvZ is also very micro intensive, as not paying an attention for a second can cause all your marines to blow up to couple of banelings.

From spectator point of view, both TvT and TvZ are quite exciting i think, especially TvZ, because TvT can be a bit dull sometimes (mech vs mech).

I'd consider TvZ the closest to BW TvZ as it's very micro intensive, requires a lot of multitasking and there are strong timing attacks and precise scouting is required. Good control (micro marines and target firing with tanks) can win you games which is for me one of the most important factors in the game. TvT, especially mech vs mech is very close to BW TvT as well.

PS. i make these comparisons because i used to play BW for years and because it was such a great game and i knew i can always improve my timing, my transitioning and my control (micro) it drove me on to practice more and more.

3.2 TvP

Now to the main issue i have with terran in SC2. If we consider korean pros (GSL), unless going for 1-1-1, we see MMM viking ghost for 95% games (a very nice exception being Byun vs OZ from Code A, VOD is free and can be found here). Even then though, it's only a 2base timing attack and cannot be considered as standart TvP build.

I talked about TvZ and TvT. Do you know what those matchups have in common? Tanks. Tanks made BW so awesome. Tanks make TvZ and TvT in SC2 very fun to play/watch. You can control ground, abuse the terrain, siege. They take a lot of skill to play with but the reward is high, but not in TvP. It's quite sad but almost every protoss unit counters them. Do you remember when tanks did 60 damage? Good times. They were actually quite useful back then. Right now, i wanna cry every time i have 20 of them slaughtered in 10 seconds.

I must admit, on some maps, tanks are quite viable. For example, on Shakuras, it's possible to play marine tank with support (ghost/banshee) - an example is a game from Shoutcraft 3 DDE vs Socke (VOD). Unfortunately, on most maps it's suicidide to go anything but bio (f.e. Taldarim). It works well on Shakuras because there's not much room to blink harass and 3base is quite safe, then split map situation favors terran.

So what is the reason TvP is all bio? Marauders and warpgates. It's unfortunate that TvP got screwed because tanks were "too strong" in TvZ and were nerfed. Marauders are much more cost effective vs protoss. Hell i hate them, marauders. Such a boring unit. Even more than collosus. You make marine marauder then switch to marine marauder and in late game transition into marine marauder, errrr wait a minute...there's just no option like in other matchups.Warpgates is in my oppinion the worst game mechanic they could put into the game, but that has been discussed to death. I really DO HOPE they will change it in HoTS, but i don't expect so.

Another issue i have with TvP is there's minimum micro in fights, all you do is make concave before the fight them stim and run in. Cast some emps. Then you watch if you have enough or not. Theres no micro against banelings or infestors like in TvZ. Micro will never save your ass like in TvZ. Good position will never save your ass like in TvT, because you have no tanks, and warpgates are pretty good eh! Nothings angers me more than cutting off protoss expo from his main army and have 20 zealots warped in to my back, same with drops.

How about you having wrong unit composition? He has collosus and you have no vikings? You lose. He has storms and you have no EMPs? You lose. Remember when in BW you had no tanks but you could still kill lurkers with godly micro? Or when you have too many vultures against a lot of dragoons but not enough tanks, you would go in and surround with mines and then 10 goons turned to blue goo? I want THAT!


4 Conclusion

Solution? I don't thing there's any at the moment. Wait for HoTS for a new unit that will complement tanks just like vultures with mines? I don't hold my hopes high. Besides map specific strategies i don't see any solution at the moment, unless some things are adjusted (tanks, warpgate mechanic). Or just korean terrans don't feel like developing any biomech/mech strategies that wouldn't be timing pushes? Btw, i'm aware of people like Goody playing mech in TvP, and i don't know his winrate not any other terran's. But unless we see a terran winnig GSL/MLG/DH with mech in TvP i'd like to focus on koreans as they are clearly the top players currently.

The thing with TvP is that it doesn't feel terran-ish at all, if i wanted to make a lot of T1 units i'd play zerg! I really hate getting slaughtered by high tech protoss lategame army with HTs and Collosus, while i battle them with "awesome" marauders. As i said, TvP is really frustrating for me, making me not wanting to play the game at all, therefore there might be some over-the-top comparisons, hope you understand what i meant and give some feedback.

Thanks for reading!


Teamliquid.net thread url


I know this is a Protoss heavy thread but please be understanding, this is not balance qq thread at all. I decided to bring this msg from teamliquid bcos this quote completely speak my mind. Current macro TvP game is almost 99% MMMGV in Terran composition and the battle will end in 10s after hours of build up. It is so boring. I have 5 opening in TvZ and 3 opening in TvT but TvP is the same as always as 1 year ago. (Many ppl would like to bring up 1-1-1 in TvP but that is just another all-in or timing attack. Same as proxy gate or 6 pool, that doesn't deserve to be mentioned as it did not create any excitement to the game or e-sports at all. So just put 1/1/1 aside 1st). I would like to see Tank heavy utilize in this MU instead of just EMP vs Storm battle.

I will be a happy man if.
- Marauder deleted and Marine nerf abit. (Clump up marine is OP, BW wouldn't have this issue)
- Buff tank damage output or health & easier to reproduce
- Nerf warpgate or delete warpgate once and for all
- Buff stalker a lot (to make it as strong as dragoon, thus holding small number of Sieged Tanks & 1/1/1 all-in shldnt be any problem)
- Immobilize Colossus more but add in range or damage output(instead of a boring deathball, hope Toss will play more positional strategy by using Colossus as space control unit)
- Cancel extra move speed of zerg unit on creep.
- Add space-control unit in zerg army (like lurker in BW) to promote more positional play in zerg game.

evofantasy
post Oct 3 2011, 11:45 PM

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QUOTE(jeffvip @ Oct 3 2011, 10:11 PM)
Teamliquid.net thread url
I know this is a Protoss heavy thread but please be understanding, this is not balance qq thread at all. I decided to bring this msg from teamliquid bcos this quote completely speak my mind. Current macro TvP game is almost 99% MMMGV in Terran composition and the battle will end in 10s after hours of build up. It is so boring. I have 5 opening in TvZ and 3 opening in TvT but TvP is the same as always as 1 year ago. (Many ppl would like to bring up 1-1-1 in TvP but that is just another all-in or timing attack. Same as proxy gate or 6 pool, that doesn't deserve to be mentioned as it did not create any excitement to the game or e-sports at all. So just put 1/1/1 aside 1st). I would like to see Tank heavy utilize in this MU instead of just EMP vs Storm battle.

I will be a happy man if.
- Marauder deleted and Marine nerf abit. (Clump up marine is OP, BW wouldn't have this issue)
- Buff tank damage output or health & easier to reproduce
- Nerf warpgate or delete warpgate once and for all
- Buff stalker a lot (to make it as strong as dragoon, thus holding small number of Sieged Tanks & 1/1/1 all-in shldnt be any problem)
- Immobilize Colossus more but add in range or damage output(instead of a boring deathball, hope Toss will play more positional strategy by using Colossus as space control unit)
- Cancel extra move speed of zerg unit on creep.
- Add space-control unit in zerg army (like lurker in BW) to promote more positional play in zerg game.
*
for ur comment: -
- marauders are fine, jz make the slow to be a decreasing one instead of a flat constant or a cooldown... marauders are not OP at all (though they are a bit too tanky)
- tanks are fine, any more buffs and zergs can go suicide... the main reason for the tank nerf was TvZ and it is justified... dun forget GSL is seeing a lot of tank play especially MKP recently as they are really good vs sentry based unit compo... for me tanks feel too soft especially compared to marauders... they need more armor when sieged maybe but no damage buff... zergs will go kill themselves if the damage is buffed...
- move warpgate over to twillight council, forcefields and charge a research in core and minor buff to stalkers... tat way protoss dun get EZmode early FF the ramp defense or early warpgate breaking the defender's advantage without the ramp
- colossus is fine... the deathball is immobile as hell (recent ZvP have go into basetrade scenario abusing the immobility and EMP marauder medic viking will still beat the deathball apart)
- creep is fine... the main reason for creep is vision over speed... the speed is for defensive purposes...
- space control? tat's what the mobility of zergs are for... likewise infestors (read blizzard's view on infestors released recently especially fungals and infested marines)


Added on October 3, 2011, 11:51 pmbtw if u say TvP is the same? maybe for terrans but PvT have been changing a lot...

there is so many PvT builds out there atm...
look at how it started with colosus based -> the double forge -> 7gate 2 base -> HT based builds (before the KA nerf) -> DT expand -> 1 gate expand -> zeal archon...
not to forget the random 3gate stargate, blink etc...
PvT have been evolving...
and currently PvT is using all of the above builds still in GSL...
recently is tail's 2gate FE version rocking KR server as well and well timed HT rushes...

why terrans been doing MMM or 1-1-1?
it is because those builds are good vs any of the protoss build LOL
even so, u can see so many variants...
1-1-1 have tonne of variants...
likewise MMM based builds have been changing...
recently the 1rax expand version as well as the earlier ghosts builds?

This post has been edited by evofantasy: Oct 3 2011, 11:54 PM
TSjeffvip
post Oct 4 2011, 12:06 AM

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I'm not saying it is not fine. Just that the current set-up is too 1-dimensional. As comparison to bw, tank are immobile, reaver is very un-mobile and lurker is immobile. Colossus are too mobile compare to this 3. Creep is good for vision, adding speed will just promoting zerg to go for counter. Adding lurker to zerg armada can give zerg option to defend at certain position and not to go base trade everytime they feel their army is inferior. Base trade is not the concept of RTS. But I know to make lurker work against Tank, zerg need to have dark-swamp ability. Maybe an-expansion unit for zerg?

I noticed Protoss doing alot of changes but not Terran. So it is boring for Terran player, Terran is just adapting what Protoss is doing. Feel like wanna puke playing TvP. Delete marauder, buff stalker, nerf Colossus movement, buff tank, nerf warp gate(maybe 20 range for the nearest nexus) will bring the end of MMM vs Toss death ball scenario. It is for the better future of e-sports.
evofantasy
post Oct 4 2011, 01:09 AM

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QUOTE(jeffvip @ Oct 4 2011, 12:06 AM)
I'm not saying it is not fine. Just that the current set-up is too 1-dimensional. As comparison to bw, tank are immobile, reaver is very un-mobile and lurker is immobile. Colossus are too mobile compare to this 3. Creep is good for vision, adding speed will just promoting zerg to go for counter. Adding lurker to zerg armada can give zerg option to defend at certain position and not to go base trade everytime they feel their army is inferior. Base trade is not the concept of RTS. But I know to make lurker work against Tank, zerg need to have dark-swamp ability. Maybe an-expansion unit for zerg?

I noticed Protoss doing alot of changes but not Terran. So it is boring for Terran player, Terran is just adapting what Protoss is doing. Feel like wanna puke playing TvP. Delete marauder, buff stalker, nerf Colossus movement, buff tank, nerf warp gate(maybe 20 range for the nearest nexus) will bring the end of MMM vs Toss death ball scenario. It is for the better future of e-sports.
*
it is more like protoss keep adapting to terran while terran keep doing the same ol build which work LOL...
till now protoss haven found a solution to those builds and thus still trying...

and dun u get why tanks are nerfed?
cause zergs are dying to tanks over n over n over again pre-nerf...
tat's the reason why tank's damage to normal is nerfed while most protoss units for the deathball are armored...
doesnt matter if u buff stalkers and tanks because those are armored (which actually make 1-1-1 even stronger LOL) while ZvT is completely unplayable for zerg (imagine tanks 1 shotting blings)...

how can creep help zerg to counter when the creep wont reach the opponent's base is beyond me...

there wont be a dark swarm as PDD is doing that role...
same reason why time bomb was removed from mothership...
blizz wont allow overlapping roles...

the zerg base trade is not because of inferior army...
it is because of the mobility of their units allowing them to base trade faster while putting hatches all over the map as opposed to the immobile protoss deathball (which gets weaker if they are split up)1...
during base trade scenarios, mobility wins u the game...
and base trades should be in RTS...
base trade games are interesting and i am sure many of us recall MKP vs Nada from GSL...

ps: this is not BW... if u wanna play BW go back to BW...

ps2: sc2 is fine... if it is not the future of esport i dun see why are there so many tournaments around the world for it...

This post has been edited by evofantasy: Oct 4 2011, 01:11 AM
SiewKaiz
post Oct 4 2011, 08:23 AM

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remove stim from marauder~ im fine with slow~ and increase the gas for ghost and ghost academy

ghost 200 100?
academy 150 50?
how joke is that?

This post has been edited by SiewKaiz: Oct 4 2011, 03:05 PM
kEazYc
post Oct 4 2011, 11:23 AM

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Make ghost what it supposed to be like in SC1, how can a single human launch EMP in real life?
SiewKaiz
post Oct 4 2011, 11:33 AM

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im find with ghost lockdown instead of EMP
FLampard
post Oct 4 2011, 02:29 PM

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QUOTE(kEazYc @ Oct 4 2011, 11:23 AM)
Make ghost what it supposed to be like in SC1, how can a single human launch EMP in real life?
*
how can a single human fire projectiles in fiction? from his fingers?


Added on October 4, 2011, 2:30 pm
QUOTE(SiewKaiz @ Oct 4 2011, 08:23 AM)
remove stim from marauder~ im fine with slow~ and increase the gas for ghost and ghost academy

ghost 100 100?
academy 150 50?
how joke is that?
*
lol ghost 100 100

now i know why u have problems with terran

This post has been edited by FLampard: Oct 4 2011, 02:36 PM
jayjay
post Oct 4 2011, 02:32 PM

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EMP no longer drains shields
other than that, i am ok with the game

ghost winning archons is just nonsense dry.gif
SUSimacapc
post Oct 4 2011, 02:39 PM

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this thread is a joke. anyone who plays pvt would know that with well-positioned tanks protoss just melt down like cheese in microwave.
Alright, immortals can be useful against tank with the strong shield and all. but are tanks always alone? Ha! barely. They are swarmed with marines (it's a common thing to see around 3 tanks with 20-+ marines) which can kill immortal like a freakin' ant. alright, let's say you shield them with sentries, blink stalkers and non-upgraded zealots with 3 immortals, the terrans would have around 5-6 tanks by then. that's when the immortal shields start to fail. stalks blink in? no problem. stim+marau can chew up the stalkers like papershredder. oh, but if you blink in stalkers the tank will kill their own units! don't kid me. people have hands to control such a simple task. what about if the protoss go for air? what, phoenixes lift? marines can shoot them down like a sitting duck. voidrays? marines or vikings (they ought to have them if you ever changed to colossus) will kill them. chargelots? sure, they work well, but against terrans whos army is entirely based on long ranged units (except for predators, but that's in campaign.) zealots take more fire than damaging them. warp gate is stupid? don't be an idiot. it is known that it takes ages for a single zealot to warp in using a standard gateway. chrono boosts have their own limits, so don't even count them in. my point is, when pvt, terrans have the unfair advantage unless they turtle.
FLampard
post Oct 4 2011, 02:42 PM

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QUOTE(imacapc @ Oct 4 2011, 02:39 PM)
this thread is a joke. anyone who plays pvt would know that with well-positioned tanks protoss just melt down like cheese in microwave.
Alright, immortals can be useful against tank with the strong shield and all. but are tanks always alone? Ha! barely. They are swarmed with marines (it's a common thing to see around 3 tanks with 20-+ marines) which can kill immortal like a freakin' ant. alright, let's say you shield them with sentries, blink stalkers and non-upgraded zealots with 3 immortals, the terrans would have around 5-6 tanks by then. that's when the immortal shields start to fail. stalks blink in? no problem. stim+marau can chew up the stalkers like papershredder. oh, but if you blink in stalkers the tank will kill their own units! don't kid me. people have hands to control such a simple task. what about if the protoss go for air? what, phoenixes lift? marines can shoot them down like a sitting duck. voidrays? marines or vikings (they ought to have them if you ever changed to colossus) will kill them. chargelots? sure, they work well, but against terrans whos army is entirely based on long ranged units (except for predators, but that's in campaign.) zealots take more fire than damaging them. warp gate is stupid? don't be an idiot. it is known that it takes ages for a single zealot to warp in using a standard gateway. chrono boosts have their own limits, so don't even count them in. my point is, when pvt, terrans have the unfair advantage unless they turtle.
*
you forgot to mention the tanks cant move when they are in the so called "OP" mode.

evofantasy
post Oct 4 2011, 02:45 PM

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QUOTE(FLampard @ Oct 4 2011, 02:42 PM)
you forgot to mention the tanks cant move when they are in the so called "OP" mode.
*
l2leapfrog tanks
FLampard
post Oct 4 2011, 02:52 PM

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QUOTE(evofantasy @ Oct 4 2011, 02:45 PM)
l2leapfrog tanks
*
see, thats why i said u pro biggrin.gif biggrin.gif u always know how to counter every tactic. Usually my opponents will hit my deployed tanks first, the other tanks that are not deployed moving ahead doesnt deal dmg, leave alone it has 4 sec cast time. 4 sec is more than enuf to kill a tank, right? You dun even have to kill the marines, the tanks friendly fire will do the work itself.
SUSimacapc
post Oct 4 2011, 03:04 PM

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Smart terrans usually take over the Xel'Naga Watch Towers, if you don't know. Tanks take like 3 seconds to get to siege mode, and usually MMM ball will form a wall in front of the tank to stop any incoming hostile units. I've tried it numerous times, oh yes. Fending off early terran push from the base is a piece of cake. 2 stalkers and a sentry can do the job already lol. but the problem is mid-late game, when all your units fight outside in the open place. Phoenix harassing does not work well against terrans due to their anti air unit is a tier 1 50 minerals the cheapest long ranged unit in the game (except for infested marines, but you get the point.) High templars work well too, but most terran players run off or kill the ht first when they see it with their tanks. Usually i go blink stalk with high templars and sentries for obvious reasons, but it still doesn't work. those mass medivacs, they just don't let the petty little marines go to hell. Marauders also need to be hit with 2 storms consecutively otherwise the vacs will heal them.
SiewKaiz
post Oct 4 2011, 03:06 PM

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QUOTE(FLampard @ Oct 4 2011, 02:29 PM)
lol ghost 100 100

now i know why u have problems with terran
*
sry wrong info~ after all that 100 mineral wont mean much to terrans they have mules to mine xtra mineral
hazairi
post Oct 4 2011, 03:07 PM

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Definitely there will be a slight imbalance between those 3 races.
That's y until now Blizzard is trying hard to make it balance with all the patch updates.
FLampard
post Oct 4 2011, 03:17 PM

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QUOTE(SiewKaiz @ Oct 4 2011, 03:06 PM)
sry wrong info~ after all that 100 mineral wont mean much to terrans they have mules to mine xtra mineral
*
its ok, now i know how much u understand the terran race rclxms.gif



QUOTE(imacapc @ Oct 4 2011, 03:04 PM)
Smart terrans usually take over the Xel'Naga Watch Towers, if you don't know. Tanks take like 3 seconds to get to siege mode, and usually MMM ball will form a wall in front of the tank to stop any incoming hostile units. I've tried it numerous times, oh yes. Fending off early terran push from the base is a piece of cake. 2 stalkers and a sentry can do the job already lol. but the problem is mid-late game, when all your units fight outside in the open place. Phoenix harassing does not work well against terrans due to their anti air unit is a tier 1 50 minerals the cheapest long ranged unit in the game (except for infested marines, but you get the point.) High templars work well too, but most terran players run off or kill the ht first when they see it with their tanks. Usually i go blink stalk with high templars and sentries for obvious reasons, but it still doesn't work. those mass medivacs, they just don't let the petty little marines go to hell. Marauders also need to be hit with 2 storms consecutively otherwise the vacs will heal them.
*
notworthy.gif May the smartest person wins flex.gif

regarding the part here and on top where u mention terran is full range units.

I was wondering do you expect human to go to space and fight with their teeth and nails. LOL
SiewKaiz
post Oct 4 2011, 03:23 PM

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QUOTE(FLampard @ Oct 4 2011, 03:17 PM)
its ok, now i know how much u understand the terran race  rclxms.gif
*
of coz~ i hate terran since i were in silver day
hazairi
post Oct 4 2011, 03:28 PM

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QUOTE(SiewKaiz @ Oct 4 2011, 03:23 PM)
of coz~  i hate terran since i were in silver day
*
try switch to Terran. In a few weeks, i bet u'll be top 10 on SEA's GM league.. LOL
SiewKaiz
post Oct 4 2011, 03:30 PM

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QUOTE(hazairi @ Oct 4 2011, 03:28 PM)
try switch to Terran. In a few weeks, i bet u'll be top 10 on SEA's GM league.. LOL
*
cant~ i alwiz curse terran should cut their d*** when do 1 1 1 when i on koros hse~ i dun wan eat my own curse~ lololol

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