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Terran is good for air you can mass battleships and wraiths to devastate your opponent if its fully upgraded fleet _________________ [img:400:140:a13d904028]http://i140.photobucket.com/albums/r8/bigdave_89/Created%20Banners/Dark_Magician_Girl_Sig2.jpg[/img:a13d904028]
I'm playing this the most right now.
I really like playing with terrans because the other two races just have too many negative effects and the positive bonuses doesn't really help much, except maybe the protoss' shield.
I'm playing this the most right now.
I really like playing with terrans because the other two races just have too many negative effects and the positive bonuses doesn't really help much, except maybe the protoss' shield.
I agree with you, but the thing I don't like about terran is their defense. They don't have any ground defense where they don't have to use soldiers to man them. This is a major weakness in my eyes, as it's very expensive and if it's a big map and you have many camps, you can't attack with a big army, 'cause of the pop cap. _________________ "It is also paradox that the earth moves round the sun, and that water consists of two highly inflammable gases. Scientific truth is always paradox, if judged by every-day experience, which catches only the delusive appearance of things."
-Karl Marx
screw the toss!!! i hate toss... well since i've played with them for a long ass time... tired of them.. terrans rock the most and i would say the hardest 2 use cuz it req so much micro
well from wat i see from the past WCG terrens seems to best amount koren (slayer bosser)
if u r going heavy metal u can get long range ground attack (seige tank) with mine (vulture) this basically cover any zergling or zealot that come in for close range.
together with 1 or 2 grp of medic n marine ur air def would have been well covered even when they die they can be replenish quickly
well i disagree wif fenix a bunker with 3 marine n a firebat with a few scv repairing when under attack rocks!!!
the problem with protoss (proton cannon 150 mineral) zerg (sunken colone 75 +50=125 mineral) is that they cant be repair n they can be taken out quickly with siege tanks [/quote]
well i disagree wif fenix a bunker with 3 marine n a firebat with a few scv repairing when under attack rocks!!!
Let's calculate a bit. Let's say we are playing a big map and are late game. You will probably need at least 3 or 4 bunkers and 1 or 2 siege tanks per camp to effectively defend it (though this is still quite weak). If we say 3 bunkers, then you will need 3 X 4 = 12 soldiers. And if you only have 1 siege tank per camp then that's 12 + 2 = 14 pop (a siege tank uses 2, right?). If you have, let's say, 8 camps, then you have 14 X 8 = 112 pop. On top of this, you will have workers (SCVs) to repair, gather ressources and build. These are maybe 20 in total (not much..), so together that is 112 + 20 = 132 pop. The pop cap is stuck at 200 so that means your biggest attack can be of only 200 - 132 = 68 pop.
krypton wrote:
the problem with protoss (proton cannon 150 mineral) zerg (sunken colone 75 +50=125 mineral) is that they cant be repair n they can be taken out quickly with siege tanks
The same goes for terran bunkers (100 + 50 per marine = 300 mineral). And not only siege tanks can take out defenses quickly or defend your camp against outsiders on foot, so can reavers (Protoss) and guardians (Zerg). I can't really remember the different prices here, but guardians are my personal favorite, mainly because they fly. _________________ "It is also paradox that the earth moves round the sun, and that water consists of two highly inflammable gases. Scientific truth is always paradox, if judged by every-day experience, which catches only the delusive appearance of things."
-Karl Marx
fenix i thought u died during broodwar, y r u talking again
well i dont really see players in WCG guarding their expension but rather keep ur opponent in constant check. using miner, mine(vulture), scanner, observer(sight-9 to 11)
for zerg u need creep to create any building n for protoss u need pylon
for defending a choke point that is important (my point of view)
seige tank in seige mode - (range - 12) (cant move) (early tech)
reaver - (range - deal huge amount of splash damage (it rocks) but slow (early tech)
guardian - (range - it is slow n costly (late tech)
for a average player jumping to guardian it really must be a late game.
till the end it is all about wat tech u r going for and also there is always a counter for each tech
fenix i thought u died during broodwar, y r u talking again
Hehe, you know I can't stop ^^
krypton wrote:
well i dont really see players in WCG guarding their expension but rather keep ur opponent in constant check. using miner, mine(vulture), scanner, observer(sight-9 to 11)
What is WCG?
And yep, keeping an opponent in check is vital, but when playing against multiple enemies/enemies on an equal level as yourself, this can be quite difficult.
krypton wrote:
for zerg u need creep to create any building n for protoss u need pylon
for defending a choke point that is important (my point of view)
Defending choke points is vital, and this is where zerg are falling behind. Their best way of defending choke points would probably be to bury some zerglings, though if the enemy have someone who can see invisible/buried enemies (can't remember what it's called) with him they're dead before you even get a change to unbury your men.
krypton wrote:
seige tank in seige mode - (range - 12) (cant move) (early tech)
reaver - (range - deal huge amount of splash damage (it rocks) but slow (early tech)
guardian - (range - it is slow n costly (late tech)
yeah, some numbers... But you forget something important: siege tanks in siege mode close up weakness, reavers need to create the ammo itself (sometimes quite annoying), and guardians ability to fly (well it flies all the time..)
A siege tank or reaver can't do any damage guardians. Guardians may be the most costly of these dudes, but then again. If I remember correctly it's quite cheap in minerals, but costly in gas (both a blessing and a curse) compared to the other 2. Their ability to fly makes them excellent in attacking the enemy from the sides or rear.
krypton wrote:
for a average player jumping to guardian it really must be a late game.
They're later than tanks and reavers yep, but not that late.. You can get them quite quickly.
krypton wrote:
till the end it is all about wat tech u r going for and also there is always a counter for each tech
Agree. Each race has its weaknesses and strenghts. _________________ "It is also paradox that the earth moves round the sun, and that water consists of two highly inflammable gases. Scientific truth is always paradox, if judged by every-day experience, which catches only the delusive appearance of things."
-Karl Marx
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