APM burden is not the end all be all when it comes to managing units. It matters, but it’s not the only thing that brings results.
You’ve misunderstood what I said and missed the point. Oracles, Banshees and Mutalisks are not units you take direct fights with regardless of their stats. They each have to avoid fighting specific unit types and focus on vulnerable targets. Screw your balance/design whining to justify your bias.
They can provided they have a positional advantage or any advantage that built up throughout the game. I’m not saying they’re a-move units per say, it might’ve been my fault for being vague here but I was sure it was implied about having to micro units or they die.
Even if this is the case, such is life. Zerg may be more stressed to do it but Terran also can’t really just move carelessly or wait until they’re under attack to set up their three siege units. I’m not sure about Protoss, they’re the least fun to play so I haven’t experience with it let alone watch Protoss enough to have an idea.
They cost around the same per supply and generally low in health because they’re easily replaced in masses because of how Larvae works. Being fragile is just part of the price balance. If they were any tankier they’d be broken because it’d be exponentially harder to fight a second wave of Zerg with Larvae.
You put too much faith in Medivacs, they don’t out-heal high burst damage or very fast DPS. This is one reason I know you don’t play Terran let alone pay attention. Medivacs help but not that much. Stim speed boost doesn’t make them less fragile, Stim costing HP makes them more fragile.
Replacing the units fewer at a time is the same as being harder to replace. Parade pushing also only works when the Terran’s push was successful enough and they’re trying to end the game.
You misunderstood the context again. And once again I thought it was obvious yet you manage to miss the point despite it being said, at least during HOTS or WOL when I cared about tournaments, nobody can push onto creep because it lets Zerg take favorable positions allowing them to defend for as long as they can provided the right circumstances.
Pretty sure turtling is staying in your base, not necessarily using walls everywhere being a strict meaning to the term. A Zerg who sticks to their bases and hardly attacks until they’re on the tech they want and have a bank to sustain multiple attacks is just as bad as a T or P hiding behind walls for just as long. I’m guessing you’re relatively new around here.
This is a common excuse, if it’s not “you aren’t GM” then it’s “you aren’t GSL”. You use league as an excuse when the subject (Macro requirements) is purely subjective. Being GM has nothing to do with whether or not a routine is more or less difficult. You’re using the league card as an excuse to discredit peoples’ experience when the whole bit is subjective. If this was about balance or design then league would matter, but it’s about neither. Each race has an equal amount of routine to their respective macro.
You seem to be ignoring this to be in favor of your own personal beliefs, no matter how flawed they are. Which is no surprise given the content of your entire thread being biased against Terran. Probably because you suck at playing Terran and have a mental block that doesn’t help.
Not really, still. They’ve got to manage Templar for the most part then tell Disruptors to attack a particular location, Blink Stalkers. It’s about on the same level as having to manage Vipers and Infestors with an army; Or Ghosts, Liberators, Mines, Ravens and/or Tanks. But as far as actually managing their units, each race has to do this particular type of micro. The point is that they’re all on equal ground depending on the builds they go with.
Trying to separate these things only because some are casting units while others are ability is just being selective. As far as balance and design is concerned, you should probably just not talk about it at all.