I sorta disagree with things that are said, also each race acts sorta different in different matchups but(btw I'm commenting on pro-level because I watch sc2 more than i play, and only diamond in sc2):
Terran:
Pros: Umm.. I dont believe that MMMs with ghosts can beat anything.. in fact I believe bio terran is one of the worst lategame once z or p gets a sufficient amount of aoe dmg dealers (collosus, ht mainly).
However, terran has the most variety of cost-effective units, from ravens to ghosts to siege tanks and etc. etc.
The pros of a bio is its mobility, not its cost-effectiveness
Siege tanks and marines are prolly the greatest units in the game once is large numbers, esp. siege tanks, in terms of cost-effective wise
MULEs
Cons: Its hard to say what terran's downside is, not because if doesnt have any negatives but the negatives differ on what strat and mu it is
for example, if ur goin bio, ur essentially gainin map control and ability to expand at faster rates, however in late game, tho you have mobility, you are lacking a late game army that can compete with toss or zerg lategame armies. As effective as ghosts/mmm are, they will melt away against a great toss lategame army with minimal losses for the toss (ie look at oGsFin vs ZenexTREME in the latest GSTL), same applies to TvT bio
on the other hand, if ur goin mech, u r very immobile
etc. etc.
Protoss:
Pros: I believe Protoss's greatest pro is that it has warp-ins, which allows for an instant remax in the midst of battle. This also (alongside blink) gives them the best mobility imo. Their units can b very cost effective (though imo not as cost effective as terran) and they have a powerful lategame army consisting of archons, colossus, and hts that do huge aoe dmg
Cons: Toss units are in general more costly and before late game, toss will have a hard time due to the cost-effectiveness of terrans and zergs ability to put on constant pressure. Despite havin perhaps the best defensive building (cannons) I feel like toss has the hardest time to expand
Zerg:
Pros: Macro Macro Macro. Ability to hatch out so many units for a long period of time as long as u can get a sufficient amount of bases and drones. Very mobile, creeps (huge map vision), and arguably the best late game army (can be argued very heavily). Broodlords are perhaps one of the best units in the lategame given enough support (esp infestors), though the use of ghosts have for a while nullified zerg lategames, and archon toilets become too powerful against zerg lategame, i still believe zerg has the best lategame
Cons: Its mechanics of macro can sometimes b its downfall, if u overdrone at certain periods, or make too many units. Depends too much on macro imo because it has weaker, less cost-efficient armies |
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