Quote:
Originally Posted by JStunna
I don't think I've ever played against a z player that knew how to micro. I think T requires the most though tbh, with units like reapers, banshees, tanks (positioning), marines & marauders, all of which are made better with good micro.
*coughmicrowarsplatinumcough*
TBH In a real game I'd say zerg requires the least micro control in battles to be effective. Terran has to usually manage stim and siege (+tank positioning is huge) while toss has forcefields, blink, storm, colossi etc to manage. Zerg doesn't usually have that tank/colo type heavy hitter unit unless you have ultras on the field, and no real casters to manage unless you get infestors. On the other hand zerg macro is a little bit trickier than the other two races, since your limiting factor (beyond resources) is larva. While T+P can constantly build probes/scvs from nexus/cc, you will have to choose whether that larva becomes a drone or a combat unit. If you go too drone heavy early you're short on army and die a fiery death in <10 minutes. Too heavy on the army and you're short on economy and die a fiery death in 11 minutes.
For a beginner I'd recommend terran simply because they're human-like, and the tech tree is a little easier to understand. Barracks train combat troops...Factories manufacture machines...Starports make things that fly! vs wtf is a hydralisk and wat is a stalker. Toss and terran both have a simply executed strategy for beginners that will give you a chance to be successful and slowly master the finer aspects of gameplay: the 4gate for protoss and the 3rax for terran.
gl with whatever you choose.