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Terran for nubs


Wingless
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This is kind of a basic overview of what's strikingly different about Terran in comparison to Starcraft (1). Note that since the game is still in beta, everything here could be invalid in literally seconds. Additions are welcome.

 

  • Command center transformations:
  • Orbital - You can spawn in MULES (temporary fast-mining units) supply drops (drops on an existing depot to permanently boost supplies) and comsat scans for energy. This gives you some insulation against stupid mistakes like SCV underproduction and supply capping yourself, as well as a quick and cheap way to produce.

  • Planetary - Puts a big cannon on the top of your CC. Can't lift off anymore, though.


     

  • Supply depots lower - You can lower supply depots so units can walk over them. This lets you wall off your starting zone ramp ling-tight with a barracks and a few depots without having to blow something up when you want to leave.
     
  • Building attachments - Not really new, but different. Production facilities have the option of reactors to double unit production or a tech lab to research upgrades and build other units. Add-ons are interchangeable between facilities.
     
  • Lift-off only available for production buildings (CC, Rax, Factory and Straport).
     
  • Ghosts are retooled - Ghost facility required to build them out of your rax. Nukes moved to said facility.

  • Tons of new (or renamed) units - Not going to bother listing them right now.

  • Reapers are exceedingly gay for early harassment. Less useful later

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  • Tanks do a lot more damage in tank mode now, better range.
     
  • New Wraith unit "Banshee" can only attack ground unlike the wraith but is a lot more effective then the wraith ever was on ground units, still has cloak.
     
  • Vulture renamed to Hellion (no spider mines now), very fast still and extra damage vs. light. Very good for zerg harass early.
     
  • New building, Sensor Tower: allows you to see radar of any incoming enemy units within 30 range of the tower.

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Ghosts are the most useful unit in TvP because of EMP.

 

Hellions are beast.

 

Banshees need to be buffed so they get +3 armor, Air to Air attacks, and they should spawn with 200/200 energy and cloak needs to be reduced to 50/50 and the actual banshee cost needs to be 100/100.

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Ghosts are the most useful unit in TvP because of EMP.

 

Hellions are beast.

 

Banshees need to be buffed so they get +3 armor, Air to Air attacks, and they should spawn with 200/200 energy and cloak needs to be reduced to 50/50 and the actual banshee cost needs to be 100/100.

 

Agreed on the Banshees. At least to some degree. They're not bad bombing units, but they get owned in the face so hard before they do any actual damage.

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Lol no Banshees are still pretty OP I think. If you have the right unit composition you're set. You can get 2, maybe 3 banshees out before a standard Zerg can begin pumping out mutas. I'm going to try and redo my build where I don't spend the 200/200 to get cloak and start cutting banshees around 4-5. Mech builds are sofakingOP.

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Lol no Banshees are still pretty OP I think. If you have the right unit composition you're set. You can get 2, maybe 3 banshees out before a standard Zerg can begin pumping out mutas. I'm going to try and redo my build where I don't spend the 200/200 to get cloak and start cutting banshees around 4-5. Mech builds are sofakingOP.

 

Marine/Thor/Giant mechanical penis without the lube upgrade.

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Yeah I've played a game where they had 1 banshee sniping my drones as my first few mutas had just started spawning. If you skip the cloak and just get one in a zerg base asap you can fuck them up so bad that when you make your m+m push you win.

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Yeah I've played a game where they had 1 banshee sniping my drones as my first few mutas had just started spawning. If you skip the cloak and just get one in a zerg base asap you can fuck them up so bad that when you make your m+m push you win.

I've made it a point to always always get either hydras or mutas asap. It is very important that YOU have map control.

Get infestors to stop hellions from attacking hydras.

Get mutas to kill siege tanks.

 

And scout scout scout!

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Terran is the best built unit, best for starting player and has a perfect quantity-quality units. Also it is the easiest one to macro and just control.

 

Your previous +1 quality post is now revoked for this stupid shit.

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Terran is the best built unit, best for starting player and has a perfect quantity-quality units. Also it is the easiest one to macro and just control.

 

I would disagree and say the protoss mass stalker/sentry warp is the easiest for a new player. Basically what Jopaa is having fun doing XD

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Protoss is probably the easiest race to pick up. Warp gates allow for sloppy macro, and often times high templars and colossi aren't needed, making micro easier.

 

M+M maximizes effeciency with concussion shell kiting.

Zealot/stalker/sentry only really requires guardian shield turned on and some force fields in random positions.

Most zerg units are simply attack move to victory.

 

Macro intensity:

1. Terran

2. Zerg

3. Protoss

 

Micro intensity:

1. Terran

2. Protoss

3. Zerg

 

Macro importance:

1. Zerg

2. Terran

3. Protoss

 

Micro importance:

n/a. Losing units is bad, mm'kay.

 

My opinions on stuff. I'm kinda skewed against terran because I hate them. Most of the comparisons are very close and come from my naive game sense.

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Protoss is probably the easiest race to pick up. Warp gates allow for sloppy macro, and often times high templars and colossi aren't needed, making micro easier.

 

M+M maximizes effeciency with concussion shell kiting.

Zealot/stalker/sentry only really requires guardian shield turned on and some force fields in random positions.

Most zerg units are simply attack move to victory.

 

Macro intensity:

1. Terran

2. Zerg

3. Protoss

 

Micro intensity:

1. Terran

2. Protoss

3. Zerg

 

Macro importance:

1. Zerg

2. Terran

3. Protoss

 

Micro importance:

n/a. Losing units is bad, mm'kay.

 

My opinions on stuff. I'm kinda skewed against terran because I hate them. Most of the comparisons are very close and come from my naive game sense.

 

At this point, I dig Terran. I end up with some pretty tired fingers, though, and if I don't pound keyboard that hard, I suffer for it.

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I would disagree and say the protoss mass stalker/sentry warp is the easiest for a new player. Basically what Jopaa is having fun doing XD

 

Actually i think protoss is one of the harder ones to micro, even though their beginning units arent to bad. They are more of a quality unit and you have to learn how to use them well, also a lot of their units and special moves require good micro

for ex. blink and forcefields.

 

 

 

 

 

as for terran being the hardest to control, thats BS terran is nowhere as difficult as zerg unless you go mech, if you try to use zerg correctly like position them with roaches in front hydralisks in back, use borrow, control your banelings correctly so they wont blow up on less valuable units and etc.

Edited by Dr.jiggles
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as for terran being the hardest to control, thats BS terran is nowhere as difficult as zerg unless you go mech, if you try to use zerg correctly like position them with roaches in front hydralisks in back, use borrow, control your banelings correctly so they wont blow up on less valuable units and etc.

 

My understanding of micro is reducing damage rather than positioning. Though it probably is micro, I don't really count keeping roaches up front as micro because it just seems so simple and obvious. Zerg doesn't have units that allow it to kite, save infestors which are very rare. Terran and protoss come out with t1 units that allow them to kite very easily: marauders and sentries.

 

Focus firing with a whole control group of units (which very frequently occurs with zerg) wastes shots and decreases damage potential unless you are firing on large targets(thors, collosus, bc). With that, zerg units are better off attack moving. The only case where you're actually controlling the battle is starting and retreating, with infestors only adding the option to kite out of range for hydras.

 

I don't know, my point is easily countered.

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Actually i think protoss is one of the harder ones to micro, even though their beginning units arent to bad. They are more of a quality unit and you have to learn how to use them well, also a lot of their units and special moves require good micro

for ex. blink and forcefields.

 

 

 

 

 

as for terran being the hardest to control, thats BS terran is nowhere as difficult as zerg unless you go mech, if you try to use zerg correctly like position them with roaches in front hydralisks in back, use borrow, control your banelings correctly so they wont blow up on less valuable units and etc.

 

I'm gonna be nice and just tell you no, you're wrong. :stfu:

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