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Terran

Introduction

The Terrans are relative newcomers to the Koprulu sector. They are the descendents of a disastrous colonization expedition launched from Earth centuries ago, its human cargo made up of dissidents and malcontents the government deemed expendable. The survivors of the expedition established three colonies that became the basis for the major power blocs in terran space: the Confederacy, the Kel-Morian Combine, and the Umojan Protectorate. The corrupt Confederacy was overthrown by terrorist and revolutionary Arcturus Mengsk during the chaos of the zerg invasion. Now the Terran Dominion has emerged from the ashes of the old Confederacy as the dominant power, ruled by none other than Emperor Arcturus I.

Forced to adapt to the harsh existence on the mostly lifeless worlds of the sector, the terrans are masters of survival. With neither the advanced technology of the protoss nor the natural prowess of the zerg to rely on, the terran military forces consist of a varied mix of units. From basic but effective infantry like the marines to heavily armed battlecruisers, terran units rely on solid armor, plentiful firepower, and strength in numbers to hold the line. Terrans excel in defensive situations where their bunkers and siege tanks really shine.

Strengths

  • Mobility and good defense
  • Structures can be built anywhere
  • Buildings can lift off the ground
  • Can call destructive Nuclear missles
  • Vehicles and buildings can be repaired
  • Supply Depots can submerge under ground
  • Heavily armored and strong siege capabilities

Weaknesses

  • Require micromanagement of units
  • Buildings burn to the ground if low health
  • Bunkers provide good defense but cost much man power and resources

Units

Videos

Discussion

regulator_mk Icon

Posted Jul 05 2010

Quote

Which means even if the Tech Lab of Barracks has different upgrades and Tech Lab of Factory has different upgrades, they still can be switched????? :blink:

Yeah. Obviously you can only upgrade the things relating to the currently attached building. The main application of this is pre-building add-ons for faster tech to tech-lab-requiring units, but you could possibly find some good ways to do some interesting tech switches.

Saint Sanity Icon

Posted Jul 05 2010

View PostGTXInsane, on 04 July 2010 - 03:24 PM, said:

All add-ons can be used by all production buildings. So a reactor/tech lab can be used by the 3 production buildings.

Which means even if the Tech Lab of Barracks has different upgrades and Tech Lab of Factory has different upgrades, they still can be switched????? :blink:
That's sound interesting I'm really awed from reading that
Thanks for the info :)

GTXInsane Icon

Posted Jul 04 2010
All add-ons can be used by all production buildings. So a reactor/tech lab can be used by the 3 production buildings.

Saint Sanity Icon

Posted Jul 04 2010

View Postregulator_mk, on 04 July 2010 - 01:03 AM, said:

One of the really nice things about the reactor is being able to switch it to different buildings. You can do things like using it for mass marines early, then switching it to a starport for mass vikings. Or you can pre-build it on a barracks while your factory is building to get double hellion production really quickly.

I'm never been a Terran expert even in SC1 days so forgive me if I say this:
REACTORS CAN BE SWITCHED??? :blink:

Wow, that's really amazing never knew about that
Thanks for the info... I'll try to come up with a combo with that one :D

Shuu-nii Icon

Posted Jul 04 2010
Mike believe me, when I'm doing the hit-and-run strat, my defense is also picking up.

I ... don't know how I do it though, if you're talking about probable mess-ups. I mean, there's no perfect strat is there?

Oh, played a Protoss game today, 2v2.

Immortal and Stalker mass ftw

regulator_mk Icon

Posted Jul 04 2010

Quote

I dunno but I think the only use of Reactor is if I want to rush or just want to create many Marines instantly for the Bunkers

One of the really nice things about the reactor is being able to switch it to different buildings. You can do things like using it for mass marines early, then switching it to a starport for mass vikings. Or you can pre-build it on a barracks while your factory is building to get double hellion production really quickly.

mikelorus Icon

Posted Jul 03 2010
It is kind of hard to do both. The only thing in common is that both builds utilize an early refinery, but your income will be severely damaged if you decide to straight tech to get some hellions AND reapers out. You have to do a lot of damage to make up for that, but at that time the opponent is very likely to have lots of lings/possible roaches out, plus their queen, plus possible spine crawlers, plus a scout on your base. I would advise doing only one.

I would be careful about using cruisers against Zerg. They can easily spot if out if they are good, and corruptors own BCs very hard.

Shuu-nii Icon

Posted Jul 03 2010
At least I'm glad you tried it :D

Saint Sanity Icon

Posted Jul 03 2010
I tried your suggestion of doing Hellion and Reaper combo
I did better using pure army of Reapers done having a combo of Hellion and Reaper
So I guess using Hellions is still one of my least concern still if not against any ZERG race
Since harassing using pure Reaper is I find better due to they can go through cliffs and deals great damage against structures

Shuu-nii Icon

Posted Jul 03 2010
Well the Hellion harass is just for annoying and distracting. The Reapers is what gets the job done.

Oh and I don't mass nukes and several Tier 3s at once. It may be only 3 Cruisers and 1 Thor, A Nuke and 7 Vikings ... works like that. The rest of the Tier 1 and 2 defend the base, and I let them out once the preparations are done.

But if I go pure Tier 3, it's because I got the trusty Protoss to defend me.

GTXInsane Icon

Posted Jul 03 2010
They get raped by anything tougher than a marine or a zergling though, or anything that isn't melee of range. Reaper harass is easier to pull of as well compared to hellion harass, after you do one of those, you either tech into marine or mech.

Plus, massing tier 3 units + nukes in your base means your producing barely anything as an army, a good sized army can take you down before you can say, "Nuclear Launch Detected".

Shuu-nii Icon

Posted Jul 03 2010
Hellions and Reapers are a good combo. Hit and run against the enemy economy. And good map vision too.

Trust me. While you're massing Bcruisers and Tanks and Thors and Nukes inside your main base you're dealing damage against the enemy.

No downsides I say.

Saint Sanity Icon

Posted Jul 03 2010
I only make Hellions when I'm up against ZERG
But if other races I rarely use Hellion even if they have fast mobility
My reason for having 3 Starports is I usually to do 2 Vikings and 1 Banshee with them and of course lastly if everything is not going smoothly then 3 BC it is

mikelorus Icon

Posted Jul 03 2010
You rarely need that many starports unless it is very late and you are going BCs. Just get one with a reactor and another with a tech lab or something like that and you should have a sufficient air force if you keep your macro up.

Also, consider reactors on factories for hellions if you are going full mech.

Saint Sanity Icon

Posted Jul 03 2010

View Postmikelorus, on 02 July 2010 - 08:59 PM, said:

If you are going infantry then 2 ebays isn't such a bad idea.

I always do 2 EBays and sometimes 2 Armories or 4 Armories when I'm planning on using Ground and Air vehicles to finish the map but most of the time I really use infantries

View Postmikelorus, on 02 July 2010 - 08:59 PM, said:

Terran may have a lot more upgrades, but they also have the most flexibility over their army choices, meaning you can mass starports, factories, or raxes and still do decently. If you try to do that with the other races you will fail.

I usually do 3 Factories with Tech Lab and 3 Starports for massing units
I'll admit that's one of the things I do like about TERRAN, flexibility of army choices

View Postmikelorus, on 02 July 2010 - 08:59 PM, said:

Also, hydras are amazing against vikings, if those were phoenix or mutas the same thing would've happened.

Really? :blink:
I never tried squaring off Hydras and Mutas yet

View Postmikelorus, on 02 July 2010 - 08:59 PM, said:

ebays

I'll be honest, I laughed a little at this one :D

View PostGTXInsane, on 02 July 2010 - 09:16 PM, said:

Vikings suck against anything that's not in the air.

Another thing what I don't like about Viking is they take awhile when transforming

View PostGTXInsane, on 02 July 2010 - 09:16 PM, said:

Terran might be a turtle race, but at the rate they acquire both mineral and units [asses anyone?] they can sometimes surprise you and churn out a quick thor or 2 and take your whole army out with it.

True the MULE is super excellent in gathering minerals and that is another thing what I like on TERRAN

GTXInsane Icon

Posted Jul 03 2010
Vikings suck against anything that's not in the air.

Terran might be a turtle race, but at the rate they acquire both mineral and units [asses anyone?] they can sometimes surprise you and churn out a quick thor or 2 and take your whole army out with it.

mikelorus Icon

Posted Jul 03 2010
If you are going infantry then 2 ebays isn't such a bad idea. Terran may have a lot more upgrades, but they also have the most flexibility over their army choices, meaning you can mass starports, factories, or raxes and still do decently. If you try to do that with the other races you will fail.

Also, hydras are amazing against vikings, if those were phoenix or mutas the same thing would've happened.

Saint Sanity Icon

Posted Jul 03 2010
That is another thing I don't like on TERRAN... turtling
If I will do as what as you said then that would take a lot of time
And the opponent will surely notice it sooner or later then he will just find a weak spot and defeat me there

The only good thing on turtling is I can build many powerful and useful units without the worry of being interrupted
But of course, that is not 100% sure because you never know what kind of players you are up against

Shuu-nii Icon

Posted Jul 03 2010
Terran is good at turtling. So I guess you have to stick it out.

I mean, if you have to build a bunker, 2 turrets, and a siegetank every 5 meters of starcraft land, then why not, if it assures victory

Saint Sanity Icon

Posted Jul 03 2010
One of things what I really don't like about the TERRAN is their upgrades :angry:
To upgrade the Infantry Units you need to build an Engineering Bay
But when you like at Engineering Bay. you see that it has other useful upgrades as well like the increase of Bunker capacity and also increase armor of structures and the increase range of some of the turrets.
Due to that sometimes I have to create 2 Engineering Bays because of the need to improve the infantries and some of the iimportant upgrades

Then we have the Armory, why is it that they have Ground Vehicular Upgrade and Air Vehicular Upgrade?
Why not just have both of them, that's one thing I really hate about the TERRAN even in SC1 days
I mean the PROTOSS has both so why not them as well

On the Add-Ons you get to choose to make either a Tech Lab or Reactor
I dunno but I think the only use of Reactor is if I want to rush or just want to create many Marines instantly for the Bunkers

Some of the structures has upgrades to certain units
I mean what the hell... I think TERRAN is the only race filled with many upgrades

What really irritates me the most in TERRAN is their hit points
Recently I just finished playing SC2 using TERRAN
I was careless and didn't saw that I there is a swarm of Hydras in one of the locations of the map
And my Vikings where damage pretty badly because of my carelessness, yeah and one of them died
Being careless in using PROTOSS and ZERG I can handle
But being careless using TERRAN almost cost me the set of Vikings I recently just made

From SC1 days I already knew I can't use TERRAN properly
Its a bit sad that the SC2 will start with TERRAN in campaign
I'm guessing I'm gonna have a hard time playing this one out <_<

mikelorus Icon

Posted May 26 2010
I've only used supplies once when I was getting rushed hard in the beginning. Mules and scans are just so much more valuable, so long as you stay on top of your supply.

regulator_mk Icon

Posted May 26 2010
So what's with calldown supplies? When is it useful?

Compared to telling an SCV to build a depot, and getting a mule instead:
Supplies: get +8 food instantly, save ~125 minerals or something from the SCV not having to build it (build cost and mining time)
Mule: have to wait 30 seconds for the 8 food, but you get +270 minerals from the mule.

So basically, there are 30 seconds during which you have an advantage with supplies. Unless its really critical to do something in those 30 seconds, mule seems better. So when do these critical timings occur? Ever?

regulator_mk Icon

Posted May 12 2010
Why do so few terran players use sensor towers? They seem incredibly useful. Sure they cost 100 gas, but so does an observer. If you can deny observers ever coming in to see your base, it seems it would be well worth it.

Nalygos Icon

Posted Jan 04 2010
Yea those reaper dude are by far my favorite new terran units.

Zenetar Icon

Posted Nov 14 2009

Quote

vulture things which I forget the name of

hellions.

mikelorus Icon

Posted Nov 13 2009
Good to see that M&M are still in SCII, now what's left is to see if they are still viable against Zerg. Reapers look fun, as do those...vulture things which I forget the name of. Putting splash damage on a vulture is a recipe for imbaness against drones/probes.

FatalError Icon

Posted Nov 13 2009
Discuss Terran here