@Googlefrog the Mk2 of the siege tank (aka SC2 siege tank) does outrange the stinger by 30 elmos.
also you need to take into account that they outnamber us vastly, so one commander will often have to fight 5 enemies, with flea rush being able to kill maybe one before mariens are sent to all the mineral lines.
but even with 1v5 it should still be balanced
A few advantages and disadvantageous we have over each race:
Terran:
disadvantages:
1. marines can shut down fleas
2. siege tanks barely outrange stingers
3. stim can be hard to counter
4. ghosts are a nightmare, and our antinukes may not be able to intercept their nuke
5. BCs can tacjump onto inportant structure
6. sensor towers
7. ground-based mech is a strong lategame
8. scans
advantages:
1. the staionary nature of siege tanks make them suseptable to our arty
2. MMM can't be pulled off as our AA is godly
3. BCs would die quickly
4. Large reliance on gas and MULEs means they cannot take heavy advantage of reclaim
5. Planetary fortress is kinda strong
Zerg:
disadvantages:
1. roachs have heavy armor and will be esp. strong against high-rof units
2. infestors allow zerg to have access to their allies' race's tech
3. the swarm host can outrange even some arty
4. creep slows out units down hard and gives vision. tumors are hard to dislodge
5. zerg late-game isn't that air heavy
6. nydus
advantages:
1. stardust shuts down lings hard
2. banes are sh*T against our heavies
3. lack of AA.
4. their supply flies
5. none of that classic zerg rush since comm
Protoss:
disadvantages:
1. observer is cloaked
2. DT is similar to scythe
3. warpgates can diliver crap to anywhere in the psi field
4. halluncinations
advantages:
1. DT cant attack army units
2. basiclly all protoss cheese isn't viable due to comm(cannon rush) and aa(proxy stargate)
3. protoss late-game is air-heavy(carrier, tempest, yo mammaship and colossi are all suseptable to artemis)
4. their shields are melted by status effects