QUOTE(LegacyWeapon @ Jan 6 2005, 05:13 PM)
The "strategy" that Blizzard wanted was
Zerg was mostly mass
Terran was mostly power and spells (strategy)
Protoss is a mix of the 2
Of course some players don't play this way, this is how they meant it to be.
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That's so general...
Terran is usually considered 'unbalanced'. The best players in B.net are terran players (not all). Here's why:
Terran, when given enough micro-management*, can wreck harvoc. Their abilities are the most devasting during a battle. Unlike the zerg and protoss ones, which are mostly support type spells. Here's a list of terran spells:
Repair--yes this is one of the most darned annoying ability. With good control, a couple SCV mixed in an assault can make the army last THRICE as long. No joke.
Stim--This spell doubles the fire rate of units. With stim on, units loose a little bit of their life, but deal double damage. However, with heal, who cares of the puny little bit of health?
Heal--rigged, as people say. Healing is just like the ability repair. Although it cost energy, I've seen a squad of marines mixed with medics wiping out 6 Carriers with ease.
Blind--this is not always useful, but against those 'virus'** type players, it's a nightmare.
Cloak--really annoying. Imagine in the middle of game a group of units pop up in your base and start wracking harvoc in your base. You ordered your troops there and they disappeared all of a sudden, killing them before detected.
Lockdown--rigged, as people say. Not only it wipes out a unit from the field temporary, the low mp cost allows it to be casted twice! With a squad of ghosts, all mechanicals are dead.
Nuclear Strike--self explainatory...
Defensive Matrix--This can be useful in many situations. The low mp cost allows multiple units to be 'godly' for quite a while. Combine with Nuclear Strike and it's evil. (units under Defensive Matrix has 255 armor unless overwhelmed, as I observed)
EMP shockwave--rigged. A pain in the a__ for protoss. Especially when you have a couple archon, you'll be greately annoyed.
Irritate--rigged. Funny units attacked by this spell won't raise any alert. I was slaughtered by this spell once when I'm a newb. Deplated my resourse line completely without me noticing at all.
Yamato Cannon--250 damage, ignores all armor. What else do you want? This ability is just like 10 Battle Cruiser shots combined into one, taking only the time of 3 shots to fire.
Seige Mode--Yes, it's a spell even you don't think so. If a tank is supreme, then a seiged tank is godly.
Spider Mine--Another ability of evil. 3 vultures equpped with spider mines can completely destroy a line of workers(provided if any melee units chase after them) Don't believe me? Try!
The rest of the spells are not that powerful, but some upgrades still need to be looked upon:
U238 shells--this doubles the marine range. Which means it allows the marine to have an extra shot before upgraded.
Thrusters--this makes the vultures really a vulture. When your cousin is annoyed by vultures on the beach, you can be greately annoyed by vultures in SC.
Note that terrans has at least 13 spells that can make a direct impact on the battle field, let's look at the other race:
Zerg:
spells that can make a direct impact on the battle field:
Dark Swarm--nulled by firebats. All terran builds massive firebats versus zerg
Plague--nulled by restoration/repair. But sometimes effective if u use it at the right place.
Burrow--good for ambushes, but with the massive Science Vessels floating around, I doubt.
Spawn Brooding--perhpas the most damagins zerg spell. All time useful when destroying small squad of tanks.
Only 4 spells, which are waaay too little compared with a terran.
Protoss:
spells that can make a direct impact on the battle field:
Maelstorm--good spell. Perhaps one of the best spell in the game. This spell is for the infantries, and when a terran uses infantries, you're guarenteed a whole crap load of them. That's when this spell comes in.
Mind Control--BEST SPELL IN SC! But, this costs 150 mp so it's really scarce. A science vessel can simply screw you up.
Feed back--good spell, instant kill for many spell casters. But against a terran...I've never seen any terran unit keeping full mana with 2 seconds of battle.
Psi storm--second best spell in SC. This spell can diss out heavy damage against Battle Cruiser, and with 2 of them, no BC can survive( provided you storm on right spot)
Archon Meld--this spell doesn't sound, but if you merge 2 templar in the middle of the field, it can draw a lot of attention. Most players will focus their fire on it, allowing you to do some other evil cult.
Distrubtion Web--great spell, nulls a lot of attack. But against the massive number of terrans, this spell is only effective for a while.
6 spells. Am I missing any? I'm not an expert protoss...
Now on units:
Zerg has zergling
Terran has firebats, vultures and marine mass
Zerg has hydralisk mass
Terran has M&M, Tanks in seige mode
Zerg has Guardian
Terran has Valkyrie
Zerg has Lurkers
Terran has Irritate from Science Vessel
Zerg has Scourges
They can't get through terran's marine mass
Zerg has Devourvers
Terrans doesn't care about them
Protoss has shields
EMP.
Protoss has zealots
5 maine kills 2 zealot
Protoss has Dragoons
Tanks. lockdown.
Protoss has Reavers
Tanks.
Protoss has Archons
Tanks. EMP.
Protoss has Dark Archon
EMP.
Protos has Carriers
lockdown.
Protoss has Arabiter
lockdown.
Protoss has Scout
lockdown.
Protoss has Corsair
lockdown. EMP.
Protoss has Psi Storm
Irritate. EMP.
Protoss has a long history
Terran has a hotty called Jim