Who makes the patches for this game? They are very bad

Terran is very nerfed, it’s practically impossible to win a game against Zerg and Protoss as a casual player.

I don’t want to ramble too much, I’ll get straight to the point

Against ZERG
Ultralisk, EXTREMELY TOUGH. Bullet sponge in my opinion. They made them cheaper, smaller so they don’t crash into each other (good thing it was reverted), and they nerfed the raven (The only unit that could make it more feasible to beat them)
The Cyclone was also a good counter against Ultralisks, but they decided to “Rebuild” them (Nerf) and now the unit is useless on its own.
Pull out a bunch of cheap Ultralisks and there’s no Terran unit that can counter it. You could think about the ghost, but its damage was lowered from 175>130 and Ohh, right, if the Ultralisk gets too far away it misses the shot.

Now, combine it with Zerglings and other units, it’s unstoppable.
Regarding Zerglings, who was the GENIUS who thought it would be a good idea to make the Hellbat (Unit made to kill Zerglings) not be able to kill Zerglings in one shot??? It makes damage buffs completely unnecessary because why buff its damage if it won’t kill in one shot anyway? This also affects their performance against Protoss, making Zealots more resilient against Terran

Los Merodeadores(Mejora del Hidralisk)
Deberian aumentarle el tiempo de enterrado con y sin la mejora, actualmente jugar con estas unidades es tan facil que no requiere manos, sin embargo no hay counter directo con terran, se pueden usar tanques(si no te los rompe), Libertadores(Si tienes vision) o Atropos(Si tambien tienes vision, o no te los rompen). Es una unidad que no requiere habilidad para usar, pero si para contrarestar. Deberian aumentar el alcance del fantasma para pegarle con el disparo de precision, porque si esta unidad saca su mejora de alcance, es dificil encajarle el disparo sin que te lo interumpan atacandotela.

Protoss
There’s not much to say against Protoss, they were always a difficult race to beat with Terran, but the changes made to make Zerg stronger greatly affected Terran’s performance against Protoss, Cyclones were very useful, but rarely used, and they worked very well, they could lock onto Protoss units and blow them up with their bonus against armor, and having a lot of speed, they were quite feasible for anyone who dared to use them.
Regarding Erebions, they made a big difference against Zealots in big fights, since their damage was reduced. Zealots feel like indestructible tanks.
The Ghost’s EMP upgrade was very useful against Protoss, to make their fight easier, but they had to remove it…

Mothership, I didn’t like the nerf they did at all, even though it made it easier to beat, I miss the days when the Mothership made everyone invisible passively, that ship was impressive, even if it wasn’t very useful as such, it was worth acquiring one, it would be good if they made that ability passive again.

General Changes
Terrans had a lot of mobility removed in the last patches, making the gameplay of Terran the most boring and slow in the game. The speed of the Medivac made it more fun to play Terran, but since they removed its speed upgrade the game is quite slow. Cyclones also made the game faster and weren’t difficult to counter, but they were fun to use and face.

The Widow Mine, who thought it would be a good idea to reduce their burrow speed? The Widow Mine was a feasible solution to counter groups of units and especially to counter the PROTOSS FLEET!!! It was already quite difficult to break, before they had a decent burrow speed, now they slowed it down a lot and if you were already going to lose half of your mines getting close to the ships, now it’s not even an option because you’ll most likely lose all of them… Making the mine a unitable unit against Protoss.

The Raven, I didn’t like the reconstruction they did at all, I’d rather pay full price for all its energy, longer lasting turrets, its interference matrices and ESPECIALLY its ANTI-ARMORING MISSILES. Nerfing it from 3>2 may not be anything, but it did make a difference against resistant units, like Ultralisks, Thors or Colossi.

Planetary Center
Why did they lower the defense??? I would be absolutely sure that the planetary fortress with upgrade had 6 defense. Now I see that it has 4… it’s not much of a difference but for a very weakened Terran it’s a lot.

The balance patches that have been carried out lately have made it more feasible to play with cheese than with a more macro technique.

You made a big point about ultras, first off, they aren’t particularly cheap, but anyways, you have ghosts which are really good against ultras, you also have liberators, which are also a good counter. And cyclones aren’t powerful enough? They’re actually bugged right now, so they’re more powerful than they’re supposed to be, there are so many threads about how cyclones are over powered.
The Widow Mine burrowing slower is a bit annoying, but if it matters that much which how you’re trying to use them, just get the upgrade that makes them burrow faster.

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Would have to agree about Ultra’s, way too tanky, should be around 450 hp, not 550 or whatever it is :slight_smile:

I also agree about the Zealots, I feel like they have had slightly too much HP since forever. Should be 140 (shields + health)

I think (like you said) that they should have realised that nerfing Ghost Snipe and EMP had adverse effects, namely units that were too tanky becoming a real issue.

Even Terrans know that the ghost is OP, and that even the supply increase isn’t wasn’t quite the needed change.

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we need more whining terran players

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Reminds me of sc2’s hayday when Terran players were extremely vocal and obnoxious.

aint it the case since 2010 lmaf