Each race PROS and CONS! Terran, Zerg, Protoss!

Ultralisks? You mean the expensive T3 units that are supposed to be super tanks but instead get mowed down by lower tier Terran and Protoss units?

Hey these are actually good suggestions to add. I will add some of them soon.

EDIT: Done.

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terran gets 6 supply cringe planes at 5:30 (2 of them even)

how about we give zerg brood lords at 6:30 good meme overall saying full stall sucks and zerg has no cons

zerg is perfect but maybe you just suck at turtling and building missile turrets and planetaries and orbitals and missile turrets and planetaries and cringe tanks

this is an insane meme:
con: has larvae as one more resource to worry about

maybe if ur bronze? how is larva a con not a pro?

macro mechanics are now cons, is spreading creep a con as well

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Just my two cents from someone who plays all 3 races. I can confirm that Zerg is WAY more gas intensive than Protoss and Terran (Terran being the one that requires the least gas in general). It isn’t rare for me to be on 3-4 bases as Zerg and have to take 2 extra bases only for the gas. This never happened to me as the other races.

The only units Zerg has that don’t drain all of your gas are Zerglings and Roaches (even Roaches still cost some but the cost is low). If you’re vs Terran bio, you need to invest a lot of gas into banelings. If you get mutas, it takes up all of your gas and you can barely get anything else than lings and a few banelings until you can bank some. Air is super expansive on gas, Ravagers cost a lot of gas each as well, ultras cost a ton, casters, etc.

In comparison, when I play as Terran, I’ll make a few medivacs early game (6-8) and have a bunch of marines. It doesn’t cost a lot of gas (same as if I only built 6-8 mutas) and gives a very solid army vs most things. If I lose the fight, I can often retreat most of the medivacs and I don’t even have to rebuild them with extra gas. That allows me to spend my gas on other support units (tanks, vikings, etc.).

Protoss cost quite a bit of gas but the ratio of minerals/gas still remains fair in general unless you want to go heavy into archons (which you sometimes do if your army costs a lot of minerals and you have a lot of extra gas).

Both Protoss and Zerg need to invest in units that cost a lot of gas only to counter marines+medivacs backup (you need a lot of banelings or lurkers, infestors, high templars, collosi, disruptors, etc.).

As for Terran bio having low hp, it’s true but it’s also true that they’re basically immortal if you don’t have enough AOE units to deal with them (and stimmed marines are also some of the highest dmg units in the game). With Terran bio, it’s either it all dies in 1-2 sec to AOEs or it doesn’t die at all. I’ve had a Zerg run into my marines+medivacs+tanks with his entire army yesterday. We both were maxed out. He was bad and didn’t make banelings. He lost his entire army of lings/roaches/hydras/corruptors, all I lost were 5 marines (and it was probably because of my own siege tanks).

I do wish Terran Mech was a bit more mobile or could synergize better with bio though. It often feels like Terran has to go one or the other while Protoss and Zerg can do more unit mixes that synergize fine together. Having to always repair Mech also is very annoying.

Well, Terran hold their ground very good. If Zerg or Protoss A-move into your position, it is certain that you hold at least 15% winning chance while they are burning their units.

Be expansive and spreading infrastructure are what define Zerg Warfare style and because of that reason they are stuck with multiple bases to defend combine with their Sh*t-tier Static buildings you can be assured that if T or P go full Warp Drive, Zerg is destined to GG.

well i would say until late game zerg need less gas since you can go onto 3bases without need a lot gas queens and zerglings defend very well

while Protoss needs from the start a lot of gas and it keeps extending
when you are able to safe your high tech units as toss
and spam zealots and adepts as meat shield you need ofcourse a lot less gas
but tech switches makes your gas depend high tech most of the time weak since they are specific roles for them

but yes zerg can need more gas than protoss but just if going into really long games

You just feel that way because you take bad fights and want to replenish all your army in seconds just as fast as any zerg do.

You super greedy zergs only get one gas and stop mining after researching ling speed and ov speed, do you know how much storm costs? Do you know how much a sentry costs? Each immortal costs 4 roaches in gas, you just need to bank gas for your roach-hydras then gglords, a archon costs 300 in gas and a mothership costs 400. Toss is so expensive in the lategame that they cannot afford to get cost ineffective trades unless it’s freeing up suply.

Yes I know the cost of gas for Protoss units because I play Protoss as much as I play Zerg. When playing Protoss, late game I often end up with too much gas and I can dump it on archons and that’s with only being on 3-4 bases.

It’s true that early game, Protoss might require more (but Zealots are more efficient early-mid game, rather trash late game aside from harassing expansions once the Terran or Zerg has units to easily counter them). I often go air (many carriers) vs Zerg and that type of army costs way more minerals than gas. When I go robo with colosi/stalkers/immortals and such, it still doesn’t cost more gas. The only army composition I can think of that would be that expansive on gas would be if you’re going something like stalkers+robo and trying to add a lot of archons AND high templars to the mix. Archons aren’t that effective vs large bio balls (especially if the enemy has ghosts) and not that great vs zerg either aside from fighting mutas/lings/corruptors so I don’t see why you would want to build a lot of them on top of many templars.

You wrote that Immortal costs 4x as much as a roach for gas… but my point is that 4-5 immortals is the same cost as 4-5 mutas. Adding 4-5 immortals to your army has a much bigger impact on a team fight than 4-5 mutas that will barely make a difference. You say storms are expansive (150 gas for a templar). Yet, you can cast more than 1 storm with that templar if his mana allows it. That same templar can also survive more than 1 fight and keep on casting more storms OR merge with an other templar that is also out of mana and create an archon (for free according to your logic because you said you paid the templar only for 1 storm). Compare this to 6 banelings for the same gas cost. Once the banelings have attacked (or been blown up trying to reach their target), they’re gone and you need to remake them if you need to AOE again.

The only zerg units that are truly cost effective when it comes to gas are broodlords and infestors (swarm hosts or vipers depends on the situations) and that is very late game and infestors only start paying for themselves over a long period of time (I’m not trying to defend infestors here, I personally never liked them).

Finally, when you say Immortals cost a lot of gas, they cost 275minerals, 100 gas. That’s roughly the ratio for most Protoss units at the exception of archons. That’s what I mean by them not needing more gas than Zerg, their minerals and gas ratio is often roughly even or costs more minerals than gas if you go something like carrier heavy composition. You need to buy a few gas expansive units to complement your army and you’re fine. Zerg’s almost entire armies are built off many cost inefficient units that cost gas and many of these units cost quite a bit of gas and you need to have a lot more than 4-6 of them for that unit type to make a difference in team fights (unlike collosi, sentries, immortals, etc.).

There are zero cons of playing protoss. also, many units from terran cost more than protoss units.

The Photon Cannon’s attack speed didn’t change.

The shield and health upgrades were necessary to make Photon Cannons useful with the improved path-finding.

The Missile Turret’s attack speed hasn’t changed either. Most of the Missile Turret’s improvements are worth less than the cost increase; the one exception being that Missile Turrets no longer deal half damage to light units (which was a stupid limitation in the first place).

Zerg static defense is mobile and costs 50 minerals less than the SC1 variety. That more than makes up for the differences.

You mean by anti-armor units like Marauders, Cyclones, and Immortals, by very powerful zone control units like Siege-mode Tanks and Liberators, or by 3 casts of the easily-canceled Snipe spell that was specifically reworked to deal with them?

Talking about “tiers” as the end all be all is idiotic. It makes as much sense as expecting Medivacs (T3) to kill Zealots.