How to buff the terran race – my afterthoughts about starcraft 2

Hello world. I would like to share my thoughts about SC2 and its balance issues. Firstly, I would like to point that I play StarCraft since 2000, and since then, I track the SC eSport scene quite meticulously.

In my opinion, it’s really important to stress that SC1 is quite different from SC2. In the first part of this epic series, the 3 races were quite similar when it comes to game mechanics, but the variety of strategies for each race was something which differentiated them greatly. The stereotypes that the zergs were just massing units, the terrans were campers and the protosses have to be creative (especially in PvZ) were just the tip of the iceberg. The most important thing in SC1 was to control small groups of your units and simultaneously to maintain a production, which was the greatest challenge in SC1.

The SC2 came with big differences to each race.
Zergs obtained creep and larva injections which made this race even more expansive. This characteristic is also justified by the capability to play combos like Nydus + Swarm Hosts, which actually produce free units and give precious seconds and to replenish or advance creep even more. And that’s fine. This is the essence of the swarm.
Protosses obtained Warp Gates and Warp Prims which made this race even more daring. Mass recalls also create opportunities to sacrifice sure footing for devastating strikes. And that’s fine. This is the essence of the combat.

When it comes to terrans, it is not so visible for me which aspects of this race were elevated. I would say that the transition from Medics to Medivacs made terrans more mobile. But it’s not a big deal for me. The more important aspect which is crucial to understand terrans characteristics is how SC2 changed compared to SC1. As I said, SC1 was about management of small groups of units and maintaining a production simultaneously, whereas production in SC2 is quite trivial but the management of small groups of units is still challenging, especially those with casting capabilities. The keystrokes and clicks spent on production in SC1 were delegated to actions on the battlefield in SC2. And this conclusion creates the important context for evaluation of terran race. The terran race doesn’t have any area of effect spells (well there is EMP, but it is only against Protoss and shield regenerate quite fast). And that’s fine. Terrans have to learn the art of contain.

Unfortunately, the art of contain is connected with complex game mechanics and requires great care of your units. It is important to repair Banshees, Medivacs and now also Battlecruisers. If you play battle mech, Cyclones repairs also wouldn’t go amiss. Dropping mules to repair them is easy, but honestly, it is great cost even when you do this far away from your base. In my opinion, the only viable choice is sending SCVs, but it requires additional attention, complicating terran control even more.

Currently, there are few incentives to build Raven. Auto-turret is only for harassment (and it is quite irritating that this spell has so small casting range. Had it been some upgrade to improve this spell, maybe it would find some interesting applications in the late game, but OK I can digest the current state of Auto-turret spell). Interference matrix is only viable for the mid-game period, in situations where armies are quite small and it is super effective to turn off a couple of enemy Tanks or Colossi. Anti-Armor Missile is in my opinion, the greatly designed concept, supporting my theory that terrans have to contain enemies and elaborate on the conditions to conduct a battle, but it is not something which is worth 100m/200g, knowing that it will require additional clicks and keystrokes to use it. As I said terran mechanics is super complex and using Raven definitely requires additional dexterity. And therefore I propose to add one more ability – healing of mechanics units. I am aware, that there was the period when Repair Drone was present as Raven’s spell, but it was when there was kind of hybrid of Anti-Armor Missle and Seeker Missile (so if one made a Raven, he would rather use it to deal splash damage from this unit). But as I said, Seeker Missiles did not suit Terran characteristic so let’s forget about this spell.

To sum up, to change the state, being that so few Terrans advance at the top tournaments, buff for Terran is necessary. This buff should not touch things like StimPack (it just adding a couple of nasty timings to strategy pool, which are obviously not spectacular) and should not address issues of splash damage (this will erode the fundamental philosophy of playing terrans), but it should address the mechanics of playing the terran race. My proposal is to add a kind of healing of mechanical units - e.g. ability like nano-healing or repair drones (e.g. to Raven, to activate this unit), which should be easy to use and support the Terran strategies based on containing the opponent.

Notice that I’m not a native english speaker. If you don’t understand part of my utterance, ask for an elaboration. I will gladly respond.

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I like you approach to the balance discussion and taking race design into account. Althouth I am afraid that I disagree on needing to buff terran at the moment (until the balance patch settles a bit more I would like to exert some caution), if it had to be buffed I like your approach to do it.
The raven has had a repair drone spell for a while, but it was pulled back. Right now I’m a bit busy, but later on once I composed my thoughts and taken the design of the race and its core concepts into mind, I’ll give a more detailed response.

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I like your analysis but I didn’t get the link between containing the enemy and repairing mech. Do you intend when you’re sieging positions?

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Well, let’s start with tvz:
Cloak Banshee opening is quite common but the real map control can be gained by investing in Hyperflight Rotors and this is additional 150/150. Having 2-3 banshees for the whole game can really help with contain, but this will surely require many repairs. Notice that upgraded Banshees are faster than Observers and Overseers so you have some chances to save them as protosses do with oracles.

The same is true with double Medivac harrasment. Usually, both of them are fully loaded but because of repetitive raids they are usually heavy damaged and it is quite common that players lose those Medivacs full of infantry with just one shot. It is usually a terrible moment for terrans, but can be avoided if consistent repairs between next raids take place.

The last example which comes to my mind relates to both tvz and tvp matchups. Containing players requires a lot of movement and poking with the enemy army. This inevitably means some damage to your units. Both protoss and zerg do have some form of free regeneration. Terrans have repair but as I said it not only requires minerals and gas (that’s fine) but also precious clicks and keystrokes and this is a problem - additional jobs to super congested stack of terran control.

Battlecruiser repairs are the easiest because they are easy to target and they fly or even can Tactical Jump to base full of SCVs, but it is not the case with Cyclones, Tanks, and Thors.

Well, I hope I clarified my thoughts a little bit.

You can’t see where terran was elevated? Really? Then the discussion is entirely pointless.

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Ok, got it.
In my own opinion, repair drone is good as an “emergency tool kit” during fights. If you want to repair units between fights, you can put some scvs following your army in repair mode, unless its a flying squad.

Raven once had Repair Drone on Patch 4.0.0, added on November 14, 2017 which replaced Auto Turret. However, it lived only about 2 month, and the Auto Turret was replaced back on Patch 4.1.4, January 29, 2018.

They don’t need one.

A change is needed, but not necessary a buff.

/end thread

So, on how to say sharpen the terran feel and make it more noticeable, I’ve thought about it but I’m afraid I can’t come up with ideas that would be focused on sharpening the design of the race and that would actually be, well, good ideas. I simply have not been interested the race enough to have fully understood its design concepts.

If I had to propose something, maybe elongating the tech tree a bit and in exchange giving it slightly more flexibility could be nice, like say (this for concept) making say cyclones require an engineering bay or similar but giving them an upgrade in said e-bay that they can be built without a reactor or something of the sorts. That way you could specialize in different parts of the tech tree but once decided for some tech, pump the units out faster.

I don’t know, just a wild idea I guess. I tried hard but didn’t come up with good ideas. I liked the spirit of the post and that is why I tried to contribute, though :slight_smile:

Dis guy wants a healbuff for mech XDD

So he can just forever afk in his base hiding behind 10 tanks that nothing can break.

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Talking about buffing Terran right now is ridiculous… If anything right now it’s Protoss that should be looked at.

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Dude. the stim change was huge

You did talk about buffing the Raven which only the most toxic of idiots wouldn’t admit is a pretty pointless unit, but you can’t buff that unit without nerfing something else.

Well, I would like to add some new thoughts for my thread based on my observations during WCS Fall.

The big issue is, of course, late-game ZvT.

The first series I would like to mention is the one between Serral vs HeroMarine.
The first game was extremely spectacular, (bio-ball versus ling-bane-ultra). Funny staff was that HM got a lot of Medivacs (as casters pointed, but in my opinion that wasn’t problem at all because it simply pays off to have a lot of them), but as game went on longer and longer he started to lose them because he simply didn’t repair them and small damage accumulated - the pace of game was crazy and surely even HR will not spend time on repairing the Medivacs manually in such a game.
The second game was also brilliant. As Boordlords came into play, HR transitioned to mass Thors (he got 10-12 of them) but this investment didn’t pay off because Serral simply outmaneuvered him with his Broodlords. As the game went on longer and longer the number of Broodlords started to grow (up to 18 or 20 I think) and number of Thors was stagnant (still 8-10) simply because, whenever HR tried to get into a position, he immediately lost 1-2 Thors or get some serious damage, which without repair simply meant that he had a lot of Thors with less than 50% of HP. Well in final moments of the game Serral got 18 or 20 BL so it was 1 volley to kill Thor so it was obvious that game is lost for Terran player. Note that BL were constantly healed by Serral (with Queens) and it was something which allowed him to accumulate a lot of BL and win the game.
Also there were infestors and some successful takeovers :D, but don’t get me wrong I DO NOT want to nerf BL or Infestors.

The second series is Special versus Reynor. Special used strategies based on Battlecruisers, and the same, the repairs were performed, but simply it steal attention from Terran player and means less time for harrasment and creep denial. There was even the moment when Reynor took his Corruptors and brazenly flew into Special’s base to hunt for Battlecruisers, which have just Tac-Jumped and returned from harrasment. It was ridiculous.

My conclusion is as follows, Terran need additional repair ability, not from mules not from SCVs, it must be some kind of spell e.g. via Raven, who will be able to repair mechanical units. Whether it will cost minerals and gas or simply energy like in Medivacs is a matter of balance adjusting. But this ability is simply required to save keystrokes and clicks for Terran players, and reduce the dreadful consequences of the ACCUMULATION of DAMAGE on costly Terran units.

PS.
I know that repair drone was available in Raven previously, but in my opinion, that was a mistake to drop this concept and not find the solution on how to encourage players to use it. I’m not sure, but the repair drone ability was present when there was Seeker Missle with splash damage spell, so it is obvious that Terrans prefered to deal splash damage rather than to spend energy on repairs. Now Ravens do not have SM and I do not demand to bring it back (more on this issue in initial post of this thread).

Hello! Casual wood league terran here who’s been around the sc universe since the beginnings and mainly an active viewer…

You speak about balance but I feel your ideas revolves more around design. So I feel its more of an end of year design change than an early season fix…

I like your thinking process and conclusion and I’d like to add more to it.

I’m not a big fan of repair drones as I feel it removes utility from the tools terran already have in regards to repairing. You were talking about design sc1 versus sc2 and terran new toys are mainly around orbital support, and my thought is that we don’t exploit the concept enough.

Also, to give more orbital support tools, the raven could be more of a orbital field support specialist. If the raven provides a repair ability it could be via calling some orbital support scv/mule like to help repair. AAM could even be stronger but slower to come from orbit while allowing enemy to dodge (Just an example)

I’m not saying these should be implemented, just pointing out that we should be focussing on the tools at hand and maybe improving what we already have, just a little :upside_down_face:

In conclusion:

  • We need more orbital support tools, maybe via a caster (raven?)
  • Repairing should come with units that already repair.

EDIT: Rephrasing a little as I am not a native english speaker :slight_smile:

Instead of providing more healing capability to terran units, why not instead provide improved army reinforcement? Tossers warp in units, zergies can nydus or take control of enemy units, and zergies can remax effortlessly and ezpzly, but terran…?

How about giving CC ability to call in unit drops at specified locations, at the loss of energy, provided unit production buildings are present and intact? Marines/Marauders/Ghosts called down via drop pods for example. As it is now, medivacs transport said units or said units walk to battle. :thinking:

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Seems like a better version of warp gate… orbital should remain about support and not reinforcement. This is taking over one of protoss ability…

so you want to throw the “asymmetric but balanced” philosophy out the window, and instead just give the racial advantages of other races to Terran so that Terran has everything?

you might as well bring back the seeker missile while youre at it

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I really like the idea of being able to make scvs while converting to orbital commands… that would fix a lot with a pretty small change

Terran is in a fine state for now it’s :100: L2P issue

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Well, I don’t think so. Serral said after last WCS tricky thing (pros are good players but not neccessary talkative folks) that if zerg plays perfectly then zerg should win in late game TvZ. I don’t want to say what Serral had in mind exactly when saying that thing but for sure it is indicating some bias.

Special and HM lost to Reynor and Serral, respectively, 1-3 ! And I simply make a bet, that on Blizzcon to come, both zergs will dominate despite the fact, that korean terrans will join the arena.