Why Terran is easier to play than any other army

and why the current balance changes don’t support how Terran was intended to be played.

Terran has become overpowered since the recent changes to thors, and the older changes to battle cruisers.

the army as a whole is easier to play than any other army, due to severe balance differences between Terran, and any other army.
the current play style allows Terran players to win without playing towards the original strengths offered by the Terran race.

their army has become a basic jack of all trades army, that can adjust to either match the unit production of Zerg, or create bigger stronger units to go up against Protoss.
Zerg vs Terran is where this becomes most relevant, but it can also relate when dealing with Terran vs Protoss.
as it stands, Terran is the only army who can viably win games, defend against nearly anything, and cause a game ending threat using nothing but basic marines.
the Terran army has simply become too Powerfull, because Terran players have become frustrated with the number of troops available to Zerg, and the brute strength of Protoss forces. Terran generally believe themselves to have weaker troop selections all around, and feel as if they need more reliable troops that can match the strength of the Protoss, or the numbers of the Zerg.
this mentality immediately causes the misconception that Terran forces are supposed to be therefore “somewhat in between” being able to outproduce Protoss, while offering stronger units than Zerg.

to better look at the imbalances within Terran, it is better to look at whats going on within Protoss and Zerg.

Two sides of a coin- Protoss and Zerg

             Zerg

in what seems to be a case of balance, Zerg relies on having more numbers than the opponent.
Zerg wins battles by positioning its units well, and implementing tactics to mislead the opponent into engaging pointless fights, while positioning his forces to surround his opponent, or attack at undefended positions. this pairs with the fact that Zerg units move and produce extremely fast, and move even quicker on the creep.

unlike Terran, Zerg gives up many of the units that can fight alone or disrupt the enemy economy. (until things like mutalisks, ventral sacs, or nydus worms become available) instead, the Zerg player concentrates on keeping a large army, while maintaining a strong economy.

If a Zerg player was fighting off the creep, keeping his army all in one place, or fighting within a “single-file choke-point”, it would be considered bad play, and would mean the Zerg player is not using all the tools he has available at his disposal, and is not playing towards the strengths of his given race.

Protoss

On the contrary, Protoss relies on having fewer, more powerful troops than the opponent, and has access to units early on that are resilient, and can benefit each other by fighting alongside one another.
Protoss buildings can restore shields, and using a combination of powerful troops, unit synergy, and static base defenses, Protoss can attempt to keep their forces alive indefinitely while defending their nexus and batteries.

like Zerg, Protoss doesn’t gain much access to many disruption type units until later into the game (namely when adepts, phoenix, oracles, or warp prisms become available) like Zerg, Protoss players concentrate on keeping a strong economy, while maintaining a powerful army.

if a Protoss player was fighting off of his own power zones, splitting up his forces, or fighting out in open an area, it would be considered bad play, and would mean the Protoss player is not using all the tools he has available at his disposal, and is not playing towards the strengths of his given race.

The Black Sheep - Terran

Unlike Protoss and Zerg, Terran relies on disrupting the enemy, scouting, and adjusting itself to any given situation.
the army has access to multiple disruption type units like ghosts, reapers, cyclones, banshees, or battle cruisers that function well as lone units outside of the main army.
these units rely on their ability to position themselves tactically, to deal more damage to a larger force than the initial cost of the Terran unit.

Terran forces are fully adept at manipulating attack range, vision, and height advantages by using cliffs, ledges, and the natural terrain to their advantage, creating walls, overlapping fields of fire, or positions that allow long range units to engage enemies outside the targets attack range.

Terran units themselves are neither powerful, nor high in number, and rely on military tactics to perform well.

Terran gain access to a scan feature that cannot be avoided by any means besides destroying the Terran’s orbital command location.
this allows them to reliably scout the enemy consistently throughout the entire game, and use this ability to scout ahead for disruption type units like reapers, hellions, battle cruisers, or medivacs loaded with marines, tanks, or thors.

Terran players are able to build anywhere on the map, allowing them to easily set up walls or defensive parameters.
although Terran don’t necessarily receive any bonuses from being within their own base location, this is outweighed by the fact that Terran players have access to multiple units that can bunker down in any given location, allowing them to set up static defense positions anywhere on the map using liberators, siege tanks, or widow mines, while being able to build bunkers and missile turrets to support these at any location.

Terran buildings are also able to lift off, re position, raise, and lower, allowing Terran even more versatility in where and when he can build on the map.
this allows Terran to keep his buildings protected almost indefinitely, and allows him to immediately establish static defenses at a given location, before anything else has been built, or otherwise telegraphed that the Terran plans to fortify the said location.
this allows a strategic Terran to set up fully defended expansions without ever exposing his main army, risking a command center, or even sending an scv along the road.

a Terran player keeping his main army outside his own defensive positions, would be considered bad play.
a Terran player being attacked on the road, in the middle of re positioning, should be considered bad play.
a Terran player failing to scout an oncoming army before engaging, should be considered bad play.
attacking an enemy head on before scouting or establishing defensive parameters, should be considered bad play,
for a Terran player to be sending SCVs along the road to construct risky expansions before Terran has established defensive structures,
should be bad play, and would mean the Terran player is not using all the tools he has available at his disposal.
for a Terran player to be able train and upgrade his entire army before scouting the opponents tech paths/ army composition, should be considered bad play, and shows that the Terran player is not using all the tools he has at his disposal.
a Terran player failing to scout, adjust, and counter the opponents army composition, based on what units he expects to be up against, and still winning, is bad play, and would mean the Terran player does not need to use all the tools he has available at his disposal.

all of this can be translated into, if a Protoss player wasn’t using batteries, it’s considered bad play.
a Zerg player not using queens is considered bad play.
a Protoss player not using chrono boost is really bad play, a Zerg player not spreading creep is pretty bad play, not using larva injections… that’s really bad play.

we all need to use the tools we have available or fall behind. Terran remains the only race that can objectively ignore its racial benefits in order to mimic any other races level of production, opting to take reactors, extra supplies and mules, over orbital scans because the Terran army has the ability to simply out produce or over power whatever race it comes up against if opting for mules or extra supplies over orbital scans.

Terran are also the only race who are able to ease up on ground defenses by using a planetary fortresses, making them the only race able to defend expansions reliably for 150/150 against anything other than air. when you consider how much you would be putting into pylons, batteries, and cannons, vs queens, spores or spine crawlers, the value of a planetary fortress and a few missile turrets is absolutely insane.

where i feel like the current balance towards Terran is broken, is in the thought that Terran “should be able to keep up with Zerg and Protoss’ economy.”
this isn’t fair, considering Terran has the strongest available options for establishing well defended expansions, it makes sense that they would need to take a little longer, before instantly setting up unbreachable defensive positions.
the benefit of creating a command center within your own base, then lifting it off into position, is often overlooked. this tactic alone can deny the threat of zerglings scouting for un-built bases. as zerg, we can attack at a nexus, or a hatchery as its being built, this isn’t the case with a command center built within a Terrans main base, then attempting to lift off and land.
Terran also has the ability to relocate its cleared out expansions by lifting off command centers to reuse them at another location. the massive late game economical advantages here are completely overlooked by the fact that Terran has an early game disadvantage when establishing its natural.
the resources saved when making a planetary fortress, or lifting off orbital commands need to be accounted for.
coupled with the fact that Terran has been offered units and abilities from the start of the game to scout and slow his opponents economy down, and THIS is how Terran is supposed to be keeping up with the economy of protoss and zerg.
terran have, in every department, more cost effecient methods for defending or attacking, that can cost the opponent over 10x the value of the unit in question.
this is a factor that transitions all the way from planetary fortresses, to reapers, siegetanks, all the way across the board to battle cruisers and ghosts.
coupled with the inherit ability to reliably scout and scan, the Terran player should always be at least one step ahead of his opponent, allowing him to make cost effecient decision that will benefit him from every point in the game, based on the fact that HE CAN SEE WHAT HIS OPPONENT IS DOING.
the entire army is based on, theoretically, being able to bite off way more than it should have been able to chew.
to give a race like that a giant mouth to go with it, just doesnt make any sense, when Protoss and Zerg can’t even hope to keep up with these value stealing units (like Widowmines for example)

these Terran units are, as the race implies, better used by the means of stealth, cunning, observation, as well as understanding your opponent.
it makes sense to me that this entire style of play would generally be harder, as it relies on constantly out witting and being a step ahead of your opponent.
terran offers a low risk, high reward style of play, coupled with great static defences and the best scouting options in the game. this style of makes Terran completely unique among the three races, and I think the mindset that Terran forces should also to be able to keep up with Zerg/Protoss forces in head on collisions in open engagements, or that the Raw Terran economy needs to be able to keep up, I think is a flawed mindset, and it really needs to change.

13 Likes

Lmao, Terran is op ok, why has the last 2 years been nothing but Zerg winning everything? SC2 is becoming boring to watch because every tournament you know the outcome, a ZvZ to see which Zerg is better at ZvZ.

5 Likes

Another post from the Silver Zerg whiner.

15 Likes

Besides some few misconceptions he really has a point.

Overall his analysis is correct we can say.

7 Likes

Jesus Christ, not this BS again. And people claim that Terrans are whiners.

Some posters really ought to look at themselves in the mirror. Dalai, you better take note of this.

9 Likes

The players aren’t good enough

1 Like

Yeah OP! You should be a diamond 3 whiner like Miro.

3 Likes

the concept of Zerg being OP absolutely baffles me considering it is an army constantly on the aggression.

this style of play is, all around, harder to pull off.
it involves always being aware of the forces your about to go up against, strategically placing your forces to have them engage opponents correctly, managing to walk away from every situation without having lost your entire army, and having these units in position while simultaneously defending your own base.

it makes sense that Zerg, while using all of these factors and playing its army to its absolute limit, can systematically take down almost any given defenses, while intercepting enemy forces and keeping their own bases safe.
but to say that its easy, is absolutely crazy.

this style of play involves running multiple sides of the map, managing units a billion units, while producing more, teching up, upgrading, attacking, defending, while still managing to inject your hatcheries with larva just to keep the production steady.
yes, it makes sense, that if we can do all of that, we can get through Terran static defenses and basic marines.

what doesn’t make sense is that while doing all of that flawlessly, a Terran player is able to literally hover his camera over his 1-2-3 base locations, while he safely builds and stores up as many units as he can, while he mines out all his resources to the absolute brim and then makes a slow transition into a 4th or 5th base.

then that same terran player can turn around after being attacked unaware, and loose virtually no troops, and say “oh, that’s all you had?” then waltz into the enemy base with an army twice the size of Russia and win the game.
it makes a lot of sense to me that the guy sitting in his base setting up static defenses within the base might get messed right up by a guy scanning him, scouting him, and systematically planning how to take down his static defenses.

where the balance is really broken is that Terran is not forced to actually scout for impending attacks, or attempt to initiate preemptive strikes despite having a million options to scout, and units that can position and re-position at will anywhere on the map, Terran is able to basically just sit and bunker down like a turtle the whole game, and hope that Zerg fly’s into him enough times.

i would assume in a game like this, the guy turtling loses everytime if the guy attacking knows how to attack.
i would assume that the guy turtling can only win by stepping up his game and establishing his defenses in a pattern specific to the predicted attack based on

  1. the hundreds of scouting options available to Terran
  2. the fact that Zerg has to do that in order to make a successful attack, or risk loosing to a Terran counter attack.

this is why i’m saying Terran is simply, as it stands, easier, than any other race. and this all draws from the frustration Terran players have about actually needing to incorporate any form of tactics into their game play besides turtle bulk up and build units.

That’s a stretch.

No one ever claimed that Zerg is easy to play, but your claim that Terran is easy to play and that all you need to do is hover your camera over 1-2-3 base locations and “safely builds” as well as other claims proves that you absolutely know nothing about how Terran plays.

6 Likes

it is true though, concidering terran can win games after failing virtually every single distruption style attack, and still managing to just simply out produce the zerg by sitting in a 3 base Operation while applying pressure to a 4th, then have absolutely no idea an attack came or was coming untill the A.I literally ends up saying “our forces have engaged the enemy” in whatever fancy american way the marine wants to say it.

by that time iv watched replays of terran hover over to the location after 4-5 second delays, see that nothing got through, and go back to their business.

the level of auto pilot that a terran can play on is just insane, considering to make any form of a dent in the opponent, zerg has to put his heart soul mind, blood sweat and tears into the approach.
to defend himself against anything he needs to be literally a step ahead of the opponent, know whats coming, where, and when and even after doing all that might still loose say 3 corruptors vs a single cruiser.
the balance is insane considering the cruiser can waltz in take down 10x its value, + the 3 corruptors of equal value, and teleport home all within a nice slow 10-20 seconds for the Terran player to react to.
the unit can already attack land and air, teleport across the map, how is it taking on equal points worth of devoted air units on top of that too?

2 Likes

Go play Terran and see if you can actually auto pilot and turtle to win, and if it’s as easy as you think it is. I’ll await your entry into Grand Master League and hope to see you on the pro scene soon.

Also, the Battlecruiser is 400 minerals and 300 gas, so forgive me if I don’t take you seriously when you claim that it waltzes in and takes down 10 times its value. I have never seen a single Battlecruiser kill 4,000 minerals and 3,000 gas worth of units before.

6 Likes

Last year you could say Zerg was too strong among the top pros but you definitely couldn’t in 2018. And if you’re talking about the foreign scene the Terrans definitely aren’t good enough, and patches really won’t change that.

1 Like

I am not saying Zerg is too strong. I just think the Terran pros are good (especially the Korean ones). And I was just making fun of your name, actually. It’s a stretch, get it?

Never mind. Sorry.

6 Likes

Lol. That’s rich coming from you.

you guys are pathetic
yea on your rank its useless to whine,and terrans probably just a move you,but tell me what else do you do as zerg xddddd? a move your lings from 2 whole sides for an amazing flank? wowwww skill

1 Like

I’m seeing a lot of Terran players responding saying i don’t know what i’m talking about, and dropping their rank in order to justify the lack of point they are making.
I am articulating a fair and valid point that is acknowledging the issues currently in play, and it sounds like your all getting salty cause i just called you out on being able to auto pilot terran, and anyone trying to say you cant just auto pilot terran while, setting static defences, tanks, thors, and making sure to mass marines, vs an opponent at about the same lvl of skill, is just straight up lying.

the amount of times iv absolutely decimated an entire Terran
army only to have 45 marines walk into my base and end the game, is just ridiculous. as a whole the units offered even allow them to be autopiloted.
marines remain the only basic unit in the game capable of both AA and AG, while also being the only long range basic unit.
tanks can shoot while transitioning unlike lurkers,
thors can fire on ground and air at a ridiculous range, while being able to fight archons and ultralisks 1v1 and provide aoe AA? and a reliable T3 ground unit? can you imagine if archons had that range? or if ultralisks could shoot into the air?
fun fact, a single thor can actually 1v1 an ultralisk, then immediatly 1v1 an archon after

even the general line up of terran the terran army composition basically backs itself up. while marines are countered by banelings, marauders come from the same building, and end up being a great counter to banelings.
while tanks are weak to mutalisks and fliers, the same factory can be making thors, which directly counter mutalisks and are now able to fight broodlords at an equal range.

the army as a whole is actually just idiot proof, even if you never scouted the enemy army, or took into concideration what your opponent was using, with a decent terran army composition Terran can literally deal with absolutely any threat it may come across, after the fact of discovering what that army may be.

the is so far from the truth when it comes to zerg or protoss.
a fight between an army of broodlords and an army of stalkers, collossus, immortals, and archons, would just be considered gg due to failure to scout as protoss.
the same is far from the truth when it comes to an army of siege tanks, marines, widows and thors as it would just be unreasonable to assume the Terran forces shouldn’t have any chance vs the wrong army if they didn’t scout and chose units that would benifit them against the current opponent (so of coarse, as an answer we need to match the range of thors to brood lords, so Terran can still have a chance even after not scouting or caring about the enemy army composition…despite being the race strongest suited to scouting and having determined the enemies army composition before hand)

despite it is both common and viable for terran players to launch attacks on areas without even scanning or scouting them out.
i have seen terran players simply select a unit, toss them in a medivac, give the medivac an order to move, shift comand to turn, and drop off, in locations still covered by the fog of war because the terran simply knows that "this is where the enemy mineral line “should be”
for all of these style of attacks to be thwarted and denied, and terran still to match the econemy of whichever opponenet he is up against, is crazy, and it allows players to be half assing their race, due to its overpowered nature coupled with its access to troops that are way to effecient to be not only mass produced, but able to deal with situations the units was never intended to be able to deal with.

3 Likes

While your ideas on game design are interesting your conclusions are just false, first of all you have to establish a base, what skill level are you talking about? plat,diamond or are you talking about pro play?

There are builds you can auto pilot with all the races, i am a toss main and i can pretty safely auto pilot while i have an oracle to keep tabs on what the zerg is building with 3-4 bases immortal/archon/zealot.

Zergs can auto pilot zvp with hydra/lurker/bane/viper

Terrans can auto pilot with their MMMM and adding thors or ghost as needed

To conclude assuming you are not talking about the pro level, terran might throw a million drops at you and do minimal dmg but the true dmg in our level is failing to keep up with your macro while you defend said harass, forgetting upgrades delaying expos etc.

7 Likes

you cant auto pilot with banes at all seeing as they die vs anything not intended to be their target, or by being ran up on by the enemy.
you cant auto pilot with vipers because these are units that require abilities, if you attack move your army one time all your vipers will be killed almost instantly.

my reasoning being why you cannot auto pilot protoss the way you are descibing is because of the imminent threat of an opponent using an army of brood lords, carriers, or battle cruisers.
this is contrary to terran who can, while playing an army of siegetanks marines and thors, similar to the one you described above with protoss (also similar to the one i described further above also with protoss)

thors are actually able to reasonably defeat that army of broodlords, carriers, or battlecruisers, by being able to actually match the range of broodlords carriers or tempests, disableing their ability to hover over no stand zones where things like stalkers and marines couldnt reach.
this is an ability that is for some reason not offered to the low range archons, who couldn’t hope to compete in a battle like this.

to have auto piloted that protoss army could result in an immediate defeat due to failure to having scouted your opponents army.

this is never the case for terran who is always adaptable to any situation, despite having more scout and scan options than anyone else in game.

2 Likes

to go further, that same terran army will never experience this problem, as virtually every unit has the option to attack both land, and air, besides i believe, hellbats, marauders, siege tanks, and banshees.
otherwise every unit in the entire army is able to attack both land and air, or transition in some way to better deal with the opponent at hand. ( example vikings, may not be able to shoot land and air, but can transition between land or air modes)

1 Like

this is where i believe the balance truely stands, in that the race given the most available options to scout the enemy forces, has the least actual value towards actually understanding what the enemies army actually is.
this is honestly encouraging bad play from terran players, and this is not only unnecessary, but is one of the many reasons terran is simply easier to play than other races, as it gives them unique racial abillities that they dont actually need to use.
again, if a zerg player was failing to spread creep or inject larva, this would be absolutely catastrophic, and completely decimate the zergs “strong econemy” this is a function we have to use, in order to play our race effectively, and if we do not use these abilties as zerg, our race falls short compaired to the other two races.

failure to scout is not even an issue for a terran player, despite being one of its races strongest advantages. for a terran player to have HAD to created his army based on the enemy army he is currently seeing, would balance his econemy in that he is building exactly what he needs to fight what he is going to be fighting.
for terran to maintain the ability to reliably scout and scan all throughout the game, and not even need to use this ability without having it impact them, is a little ridiculous.
as it stands, scanning is almost like an extra cherry on top, where you “can also take a look” rather than being something that “you really need to do consistently” as is the case for both protoss chrono boosts, and queen larva injections.

2 Likes