핵심내용만 뽑았습니다. 원본 함께 기재했습니다.
1. Zerg can't kite or get the first shot off on something with 13 range. I'm not saying change the siege tanks, I'm saying this needs to be taken into consideration when people theorycraft. The first volley means a lot.
1. 저그는 테란의 사정거리 13인 공성모드 전차때문에 선빵을 날릴 수 가 없다.
2. Zerg can never engage the terran in a straight-up fight on their own terms. Basically, zerg has to catch the tanks unsieged, which is obviously difficult because you don't know when he's unsieged. And if he tank-leaps (not jumping tanks of course, but using the bounding overwatch tactic, where one fire-team suppresses and the other fire-team advances), you’re screwed.
2. 저그는 테란과의 전면전투에서 절대 유리하게 싸울수가 없다. 즉 공성전차가 공성모드가 아닐때를
노려야 하는데 이건 상식적으로 너무 어렵다. 언제 풀질 누가아나? 야금야금 조여오면 넌 바보된다.
3. Zerg can't break a choke and punish the terran for turtling, because siege tanks destroy everything in a choke.
3. 저그는 테란의 터틀링(터렛+벙커+공성전차) 조이기를 뚫을수가 없다.
4. Roaches are supposed to eat tank fire, but they're not really any good at it. Just because they're better than hydras at it doesn't mean they're good, it means hydras are horrible and roaches are mediocre.
4. 바퀴가 공성전차의 화력을 맞아주긴한다. 근데 별로 좋진 않다. 왜냐면 단지 히드라보다
더 맞아준다는거일뿐 바퀴가 왕창 좋다는거를 뜻하는건 아니다.
그것은 즉 히드라는 탱크에 상병신이지만 바퀴는 보통병신이다.
5. Terran have more units than zerg. This means exponentially more variety. Give zerg some more units. In terms of kickassery, I personally want to see a zerg siege unit inspired by a centipede. That would be so sick. I don't know how it would work in terms of balance or gameplay, I'm just saying that would be really cool. And I like to keep the Blizz artists on their toes. But in all seriousness: more units please. I don’t want to get to the next expansion pack and see Terran and Protoss get sweet new units and then Zerg to get the same number of new units so that they’re still behind, that would be cruel.
5. 테란이 저그보다 유닛 종류가 더 많다. 즉 전략의 유동성도 더 많다. 저그에게 유닛을 좀더 달라.
......중략..... 확장팩에서 토스나 테란의 신유닛이 저그보다 더 쌔끈하다면 정말 끔찍할꺼다.
6. Zerg doesn't have a ranged anti-armor unit. Just give it to them. It doesn't need to be anything cool like the Lurker (I don’t actually think they would be actually that good against tanks: play out a battle in your head and you’ll see what I mean. Not even considering that terran can just scan and bam! you’re dead), just make it a simple ranged unit with some +dmg vs armored. Every other race has them. Terran have Marauder and Siege Tank (they’re actually quite awesome against armored units in the unsieged mode) and Protoss have Stalker and Immortal. Zerg don't have anything except the Ultralisk which, obviously, loses somewhere between 80% and 100% of its health BEFORE IT CAN LAND A HIT. Plus, the ultras splash dmg is 33%. If anything, throw a bone to the melee unit and give it 100% splash while giving ranged siege tank 33% splash.
6. 저그는 중갑 추뎀 유닛이 없다. 럴커까진 아니고 그냥 단순한 중갑 추뎀 데미지의 유닛만 있었으면 한다.
테란이나 토스처럼 말이다. 저그가 가진건 울레기인데 사실 울레기는 가서 때리기도 전에 죽어대기 쉽상이고
정작 가서 때려도 스플래쉬 데미지는 33%뿐이다. 장거리 공격수 공성전차도 33%인데, 밀리유닛은 울레기는
100%의 스플래쉬 데미지 정도는 줘야된다.(이부분 맞나요?)
7. People always say, "Having trouble with mechballs? Just don't let them get there." Well obviously, I don't think any zergs are actively trying to let Terran get there. But also, the very nature of of this statement (the only way to beat something is to not let it reach that point) means that the speaker is passively acknowledging that yes, you can't beat a mechball, the only way to win is to prevent it from forming. This is clearly not right, because when a zerg gets 200/200, they can be handily defeated. Terran doesn't have to worry about them reaching that point, because they can defeat it easily even if that point is reached. Does anyone else see this? As long as the terran has invested in siege tanks, he will win the 200/200 battle every time. This is wrong. There should be no certainties in StarCraft.
7. 사람들이 항상 말하길 "테란이 메카닉 하게 걍 냅두냐? 냅두지 말라" 이런다. 근데 사실 메카닉은
도중에 견제도 힘들고 기다렸다가 200싸움을 하는건 더 병신짓일 수 있다. 테란은 오히려 200싸움을 반긴다.
테란은 200싸움을 항상 이길 수 있다. 이건 정말 잘못된 일이다.
8. Zerg can't scout due to wall-ins. Terran can scout whenever he wants early-game because zerg can't walloff, and later he can scan whenever he's feeling a little bit worried. Knowledge is power. 'Nuff said.
8. 저그는 초반 테란기지를 정찰하기 쉽지않다. 반면 테란은 언제나 저그기지를 정찰하기 쉽다.
저그는 심시티도 안되고 설령 게임이 중반 이후로 가더라도 스캔한번 뿌리면 된다.
정찰은 곧 힘이다. 더이상 말 안한다.
9. People always say that zerg need to harass. I don't see them saying that terran needs to harass. I guess what they mean is that for a zerg to be on equal footing with a terran, the zerg needs to constantly harass in intellgent ways that will take the terran offguard, while the terran can just HURR DURR MAKE MORE FACTORY UNITS. Obviously, this harassment takes a lot of APM, while the HURR DURR MAKE MORE FACTORY UNITS doesn't. So people are basically saying, for a zerg player to be even on the same level in terms of chances of winning as the terran, the zerg needs to be mechanically, technically, and strategically stronger by several orders of magnitude. How does that make sense? Is terran the easy-win race and zerg is only available to pros with superb micro and macro? Do you really want to see everybody in the bronze, silver, and gold leagues play as terran or protoss? Can you imagine how amazingly boring that would be, if all the zerg players suddenly realized, Wow, if I'm this good as zerg, imagine how good I'll be as terran or protoss?
9. 사람들이 또 말하길 저그는 항상 끊임없이 찌르고 견제해야 한다고 한다. 그렇게 해야만
그나마 게임이 된다. 근데 테란은 그럴필요가 없다.
저그가 테란이랑 자원을 같이 먹었을때는 저그는 테란의 빈곳을 끊임없이 찔러야 한다. 끊임없이..!!
근데 테란은 그럴필요 없다. 걍 팩토리 늘리고 유닛찍고 하면된다.
일반적으로 같은 실력의 유저라면 저그가 테란을 이기기가 쉽지 않다.
저그는 테란보다 기계적이고 기술적이고 또 전략적인 컨트롤과 양을 필요로 한다. 뭐 이따구야??
테란이 저그 이기는데 마이크로 컨트롤이 필요한가? 매크로가 필요한가? ...이하 생략.
후다닥 날림번역했습니다. 왜냐하면 혼자보기 아까운 좋은 글이기 때문입니다.
북미유저들을 좀 낮추어 보는 경향이 저에게 있었는데 이 글을 쓴 북미 저그유저는 나름 개념차군요.
정말 객관적입니다. 저는 랜덤유저기도 하고 저그유저기도 한데 저그는 200판 넘게 했지만 테란은 20판도
안했지만 테란으로 할 때 더 마음이 편해집니다. 저그로 할땐 항상 대가리에 핏줄서면서 겜합니다.