When will Terran be nerfed?

Discussion in 'StarCraft II Beta' started by 1jklange, May 18, 2010.

When will Terran be nerfed?

Discussion in 'StarCraft II Beta' started by 1jklange, May 18, 2010.

  1. 1jklange

    1jklange Guest

    They are way too powerful. There is no possible way to beat 2 terrans in a 2v2. They cannot be rushed because they can build themselves in in every map and heal the bases while marines are in the background. They get mass guys faster than anyone else. Impossible to sneak behind a Terran because of that sensor that tells if anything comes within a third of the map! Invis guys are no use because they can reveal 4 times in a row. Biggest joke of all are the REAPERS!!! Fast as hell, WAY overpowered and can jump over hills and walls! They are also inexpensive and in a group of 5 or 6 in early game they are deadly. They are way over powered and protected compared to Toss and Zerg.

    By the way, why do overlords still move so slow if they cant even reveal until they are overseers? Pointless to make they so slow and its not even worth scouting with them anymore.
     
  2. MPower

    MPower New Member

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    If they rush you build a queen, cannons or some spores.
    Both should come out before reapers.
    Reapers have what... 45 hp?
    Easy to take down, if terran walls in you expand as zerg, its the best thing to do.
    As protoss, then tech up man.
     
  3. Fenix

    Fenix Moderator

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    I'm a Protoss player, so....

    I've beaten them, and I'm in the bottom 1/5 of the forum as far as skill goes. Reapers are glass cannons just about. Sure, they hit your workers like trucks, but they go down to a few cannon shots. Once you get Stalkers, Reapers are a joke.
    Yeah, sensor towers bug the hell outta me too, but I've found that multi front attacks work rather well. Weakish but large force in front, smaller, but much stronger force waiting behind just out of range of the tower. Send in the big weak force (Bunch of Zealots with some Observers for number fluffing), and move in from behind with stronger ones (Colossi, Void Rays, Carriers if you got 'em). Easy peasy, one two threesy.
    As far as Com-Sat goes, same thing as the first. Make them waste it by attacking them with a single invisible unit.

    As far as Overlords go, Supply Depots and Pylons can't move at all, so....

    EDIT: Also, just read the "They get mass guys faster than anyone else" line... The reactors are pretty nifty, but Zerg can train 3 units at one time from one place, and the Protoss Chrono Boost allows you to field units damn fast as well.
     
    Last edited: May 18, 2010
  4. MPower

    MPower New Member

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    not only that protoss can warp units in :)
    incase emergency its right in their face
     
  5. Fenix

    Fenix Moderator

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    Eh, I find that warp in is very 'meh' in most situations with my play style. It's useful if you have 4+ warpgates, but any less and it's not enough to do much anything except Templars. But yeah, point still stands I guess.
     
  6. Archangel

    Archangel New Member

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    I agree that Terran is OP, but not for the same reason as original poster.

    I find terran in SC2 needing as little micro as possible. MMM is practically attack+move order with really small input needed after that + activate stimpack.

    Protoss to defend against that needs to do tricks, throw force shields, active multiple barriers, blink stalkers, get units out of harms way.

    Zerg needs to again do multiple side attacks, use infestor abilities as best as possible and micro like crazy to beat MMM.

    Later terran gets a invisible ghost with emp that is an area effect and even if he does not use it perfectly it will still instantly affect some units. Feedback on the other hand is much tougher to use and Storm is not what it used to be.

    Then Banshee and Viking. Banshee is extremely powerful unit with cloaking that needs minimal micro. Viking has great range and really good movements speed. It needs some micro sometimes depending on the situation.

    Zerg has Mutas that are not that durable, they are all about microing and getting a shot while moving away.

    Toss same with Phoenix. Voids are a bit more like terran units but they get their own topics a plenty :D

    IN SC1, terran was the side that needed most micro, you really had to learn to use vultures and tanks properly. You could not just attack+move a big group of marines, firebats and medics and hope to survive Storm and Lurkers.

    So my complaint is that Terran is too simple to use, for what they get other two sides need to do extra. It is not balanced.
     
  7. Fenix

    Fenix Moderator

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    Now, see, THIS is a much more convincing argument. The biggest problem comes from the multitude of AoE nerfs from SC1 and cuts from SCII. No longer do we have a large Psi Storm (Seriously, the new one is smaller than the Thor's hitbox) Plague (I'm pretty sure - I don't play much if any Zerg).
     
  8. Archangel

    Archangel New Member

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    if toss and zerg spells were unnerfed the problem would still be there for Terran. Terran needs to be made into a same skill needed side as the other two. No side should have a combination of units that only need attack+move for victory while the other two sides need to run circles to survive (well except tier 3 units, a group of Carriers or BC from SC1 could be used that way and you were mostly sure of victory and I find that OK, there should be a perk to making the toughest bastards a side could offer).

    It is bad gameplay any other way.
     
  9. marinefreak

    marinefreak New Member

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    As a zerg player i actually find MMM quite easy to beat if they don't have solid siege tank support.

    Hydras and baneling/zerglings roll over MMM. If your being beaten by it your using too many roaches. Infestors just make it that much easier as well...especially if you burrow under and MC their siege tanks muhahahahaha.

    Banshees are useless if your using hydras.
     
  10. the8thark

    the8thark New Member

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    Agreed. But on the other hand the Protoss got:

    Immortals - those things can deal heaps of damage + are great against things like seige tanks (thanks to hardened shields). And they attack like a tank too.
    The Collosus - they look weak thanks to the totally vulnrable to air but heck I made 5 of these things and they totally smashed a base with oodles of marines and other units. Those things are just walking death dealers the size of buildings.
    That's a fair trade off for the Psi Storm having a smaller radius.

    **************

    And to comment on the original poster's post:

    I think a few units need balancing for the Terran.

    Banshee - needs a nerf. Somehow. It's just way to powerful in my opinion. Does too much damage I think.

    Hellion - needs a buff. I tried those things against a bunch of zerglings and then against attaching buildings and they just got horribly slaughtered. They do not enough damage and they dei so fast. Mind you their speed is wicked. They seem like the Vulture of SC2. Just like the vulture they are wickedly fast but in battle they suck hard. So for a fast ground based scout they are good. But not good for much else.

    That's about it really.

    For me the Terran are really a hard counter race. Fail to scout and counter with the wrong unit mix and you're GG. The Protoss though for me are much more versitle, their units are good at more then one thing mostly but you the proce you pay for that is the race as a whole needs more micro to be effective. And for the little I've played of the zerg it seems to be a little of both, some hard counter, some micro but above all, they are good at massing units to attack. They strength is numbers and their weakness is weraker units individually. (apart from the roach :) ).
     
  11. Archangel

    Archangel New Member

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    Well I do not know your skill level, but on average MMM beats average zerg. Also a better terran player will go MM+stimpack and slow and rush as soon as those are upgraded. For most zerg and protoss that is GG.
     
  12. MPower

    MPower New Member

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    Well I think in the hands of a VERY SKILLED player terran is very very strong. But to us average joes I feel like the game is pretty good at this point.
    Except Hellions, I feel like they're useless...
    By the time you get hellions you can have 2-4 Reapers flying around that are better/faster because of wall jumps(I could be wrong here)

    I do think the Immortals are wayyy strong... I just played around with protoss vs a easy comp and They do like +56 vs armored? or something of that sort?
     
  13. Archangel

    Archangel New Member

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    I just watched a few high skill TvP games and basically Terran builds through the whole game Marines, Marauders, Medivacs, a few Ghosts and a few Vikings and proceeds to pummel the Toss who tries everything he can think of to stop this. Toss basically built every unit but void rays and mothership.

    And now, some people claim Terran is not OP. And watching it, Toss had to do crazy micro to be able to survive to late game (which helped him none). Terran didn't even bother putting tanks on high areas for hass, he just did it with marauders. Hillarious. Personally I am for nerfing of Marauders (remove stimpack, and make their concussive shells a castable ability and not automatic; maybe even lower their range by 1).

    My micro and macro are not near the level of this protoss player, and terran did not have to do anything special. Most of his micro was cast an EMP or two and sometimes run away from the Storm (most of the times he would ignore it and still win :( )

    For those that do not believe me here you are(there are 3 parts, this is part 1): http://www.youtube.com/watch?v=DGZhKmXjAzo
     
    Last edited: May 18, 2010
  14. mariocatch

    mariocatch Guest

    man... that's just pretty lame.

    Toss has to build so much, micro so much, and the Terran just had to build MMM, and shuttle them around the map until he surrounded the Protoss. That Toss player was pretty skilled as well, and knew exactly what he was doing. Nothing he could do vs the Terran MMM combo. Maybe more Collosi I suppose.
     
  15. Aurora

    Aurora The Defiant

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    If you managed to get a whole group of carriers or bc's in the original game, you had already won in most cases. They took forever to get.

    As for the whole Tarran OP thing: I wouldn't know, since Zerg and Protoss are my preferred races. The lack of micro seems like a solid argument, though. Now don't come saying stuff like: "but you need to perfectly time mules and stuff!", since optimal use of chrono boost and inject larvae requires much more attention from players. Same goes for most other abilities, if what's being posted here is true. :/
     
    Last edited: May 18, 2010
  16. RushSecond

    RushSecond New Member

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    I watched that game. Protoss played REALLY sloppy early on. Lot several units to MM on the high ground while backing away. Didn't get observers, so he got heavily harassed by marauders on the cliff. And then of course there was his most idiotic and amateurish error: NO UPGRADES. THE WHOLE GAME. In the decisive battle near the end, his forces were 0/0/0 against the terran 2/1. That's just unacceptable, he deserved to lose, and it definitely wasn't because terran is overpowered.

    Also, you really think protoss and zerg take more micro? It's not hard for protoss to attack move and spam f+click in a straight line. It's not hard for zerg to attack move and use a few infestor abilities. Both of those "crazy micro" are more than capable of destroying an attack move MM force.
     
    Last edited: May 18, 2010
  17. marinefreak

    marinefreak New Member

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    I hover around rank 6th-1st in gold.

    Well the point he seems to be making is that MMM balls are too easy to control and beat players who are better than them with an attack move even if terran is stimming (well if they aren't its a laugh) just doing this strat isn't that hard to counter as zerg and seems to fit blizz's aim of having a counter as easy as the strat.

    However terran dominate me when they use a good combination of all of their units and harrass me up the wazoo :S.
     
  18. Fenix

    Fenix Moderator

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    I didn't watch the replay.

    Really?

    Upgrade Toss attack one level, just one level, and Zealots will destroy anything early game. 2 levels, and nothing will stand in their way. Upgrade shields, and you just gave all your units an extra 5-15 extra seconds of life.
     
  19. retribution

    retribution New Member

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    colossi, immortals, stalkers HT, sentry (you don't need ALL of these units, colossi/immortals/stalkers will do) - MMM solved. Honestly, I'm tired of people complaining about MMM, it's not imba at all. Feedback the medivacs, storm the hell out of him, guardian shield /forcefield so he can't run and just AoE him with colossi (they eat MMM). If he gets tanks, immortals will kill them, or get phoenix and keep a group nearby, hotkeyed, to grav tanks. vikings? I have no problem vs a reaper rush ... I get a cannon tower or two. If you micro a tiny bit with toss, MMM is easy to beat. I don't play zerg but I hear that the plague AoE + speedlings will destroy MMM. I've played vs T/T in 2s and usually win vs them. As for sensor towers, I've abused them so badly... send him on a wild goose chase by running 4 zealots across the EDGE of his range... keep your main force just outside, but close to his base... wait a few minutes and when you see him on the mini map after hte zealots, move into his base and destroy =]
    ________
    Mazda 727C picture
     
    Last edited: Feb 8, 2011
  20. MeisterX

    MeisterX Hyperion

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    I would like to submit the following video as Exhibit A.

    It will clearly show the ladies and gentlement of the jury how MMM can be easily manhandled by Zerg.

    [youtube]QGINjKNNbDU[/youtube]