Siege tanks are overpowered in TvZ

siege tanks on their own aren’t much of a threat or a problem.
they are available Very early into the game, requiring only a factory with tech lab.
most terran players will add atleast one siege tank to their defences even if they aren’t planning on using mech - or providing any upgrades for the tank.
a lone siege tank is just that effective - and will typically earn back at least 10x its value (on a bad day)

once they transition into siege mode they have the longest range in the game and provide tremendous splash damage. siege tanks will typically be positioned behind terran supply walls, a planetary fortress - or behind walls of hellbats, thors, marines & medivacs.

this strategy is effectively rendering nearly all zerg ground forces to be useless.
because zerg forces have such low health, low range - and naturally travel in such large numbers - these siege tank hits are absolutely catastrophic.

roaches, ravagers, hydra, zergling, baneling are all units that require large numbers to perform well or over power the opponent, however siege tanks are providing so many free splash kills from outside of zerg’s range, that using troops like these just results in as many dead zerg as you throw at the siege tank.

since siege tank are so easily available - and are a part of nearly every terran build order, zerg needs to accept that his ground units are Never going to be able to push into terran siege tanks -and must find another solution.

However the problem, is there is no real solution. Infestors & ravagers are outranged by siege tanks forcing zerg to make some kind of sacrrifice in order to successfully perform an ability. This leaves swarm hosts as the only true unit suited to fighting siege tanks. however swarm hosts require so much supply to be effective you are forced to devote a huge portion of your army into killing what could only be 1 unupgraded siege tank.

vipers & Broodlords would be a better option, but since they are an extremely late game unit this isn’t an option for dealing with a lone siege tank behind a wall in the early game.

the biggest weakness with siegetanks is air units - but terrans basic marines provide Anti air. Mutalisks, locust swarms, vipers & brood lords can all be potentially faught off by what will be an army of marines & thors.
marines & thors counter mutalisks so badly that zerg MUST keep mutalisks away at all times, making it Essential to misdirect the terran opponent in order to get any damage done.

comparing siege tanks directly to lurkers - siege tanks are available much faster & are less expensive - siege tanks are available without specifically focusing on any army composition - lurkers require you to go off specifically into lurker tech.
siege tanks require no specific upgrades. lurkers have 2 specific upgrades to increase range and burrow speed in order to even begin to compete with siege tanks.

lurkers have less range, and cannot attack when unburrowed.
siege tanks have more range, and can attack when unsieged.
every zerg ground unit can burrow.
terran has orbital scans nearly by default to always provide detection.
zerg needs to specifically decide to create overseers in order to gain detection.

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terran detection is also “undeniable” - all other forms of scouting or detection can be shut down, killed, or faught off.
terran orbital scans are undeniable by the opponent. there is no way to stop terran from scanning a location.

Overseers & observers can be killed or prevented from detecting a location. this is not an option vs terran. orbital command centers are providing undeniable detection to any given area - rendering the main advantage to lurkers (stealth) almost inefective throughout all stages of the game.
both protoss & zerg are required to -specifically - decide to create an oberseer or observer, this can be forgotten or neglected. however terran, does not specifically need to even think about detection.

orbital command provides Mules as well as undeniable scans across the map. they are essential for any Terran, regardless if they expect to deal with stealth or not. forgetting to make an orbital command is more like zerg not making a queen, or protoss not using his chronoboosts.

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Viper doesn’t have to be “extreme late game”, you can get it at 6 minutes in. Who cares if T can wall in early? You can just go mass roach and troll till your Hive tech Vipers kill him.

Also, let’s not forget Infestor, which has burrow, what do you expect, a million scans?

due to the range advantage, T can play very passively. and thanks to tools like medi-boost(no upgrade) or BC-tp (no upgrade), T can skip the def of and force active play from the opponent.

sure? because then you’ve skipped a lot of tec.

I expect at least 2-3 scans which is more than enough for any engagement, and the longer the engagement the more available scans.
the fact that you are constantly forced to “just sit back” because you are otherwise unable to do anything - is exactly what is making terran siege tanks so overpowered.

because terran isn’t building toward siege tank - they aren’t being upgraded - he is in the back making cruisers, or marines, or even worse - thors which means the tanks really are getting upgrades now simultaneously.

I would propose that tanks should need a range upgrade, or an upgrade to enter siege mode to limit tanks specifically to - mech centered builds or builds planning to run lots of siege tanks.

sure, a tank could be added with marines, or as a static defence - but it shouldn’t be capable of rendering out entire supply’s worth of roaches.
it shouldn’t be forcing zerg to build up into hive tech and begin figuring how spell casters work -

to take down a unit that is available in early game with a factory & tech lab. requires no upgrades, at 0/0 comes out the gate and renders ALL ground forces completely useless?

it can deal heavy damage to buildings, clean out groups of units with splash damage, from off screen. without any upgrades. upgrades.
at what point would you start to think something is op?