In Starcraft II, Terran is OP in comparison to the other two races.

Thank you, Con, for your case. I will begin with the nearly-insurmountable MMM combo/Reaper eco-harass: Con suggests that "simple scouting" will solve the problem entirely. The fact is that, even with an Overlord or "well-placed" Pylon nearby, it is near impossible to see an incoming Medivac, especially since SC II lacks a feature to alert an incoming enemy unit. The same goes for Reapers. What makes both of them so devastating? MMM includes Medivacs, which can HEAL stim. It is very hard to take out a MMM combo without a large army w/ AA support (to kill the Medivacs). By the time the Protoss or the Zerg army arrives, all the workers on the mineral line are dead, and the CC or Hatch badly damaged. If the MMM manages to pull out beforehand, it can wreak havoc onto another base/expand/teammate's base. As well, Reapers are deadly due to the mind game of SC 2. Once 3 or 4 Reapers take out the mineral line, the other player is already psychologically discouraged and distressed, with their eco damaged. The fact that Terran has already two eco-damage units is a significant factor in its OP-ness. Not to mention that fast-moving Helions can do considerable harass as well. Scouting does not do much, especially when Medivacs and Reapers can easily take less obvious routes. Now, onto Tanks. Siege Tanks, again, have a splash damage of 50 to all units, regardless of size. 10-20 Tanks can basically take out literally all Zerg ground units (one-shot K.O. for Lings and Banelings). In a Marine + Tank combo, even if the Zerg player tries to take out the Rines w/ Banelings, they are destroyed by the Tanks' long-range fire long before they even come close. Mutalisks may be used, but 2-3 Thor backup + Marines can easily eliminate them (remember, Thor is the ultimate counter to all light-armored Air units like Mutas). Broodlords may be a good idea, but they cost 250 Minerals and 250 Gas. Thors, or even Vikings (150 Minerals and 75 Gas, and can attack both Air and Ground) can eliminate Brood Lords. I have found that teching to BL's in large amounts is too costly to be effectively pursued until the late game. For Protoss, all they can do on ground is Blink Stalkers and Chargelots. Again, 20 Tanks do an aggregate sum of 1000 damage over a splash area, enough to kill a horde of a ground Protoss army. Marines effectively counter Stalkers and Chargelots. Unless the Protoss can pump out large amounts of carriers in mid-game (where Tanks are most frequently used) - which is pretty much impossible and foolhardy - Tanks are unbeatable. The Con suggests "warping in" units near the Siege Tank. Again, with the cooldown of the Warpgate, I doubt that there will be enough time to warp in a large army unnoticed (again, as the Con suggests, simple scouting will do the trick!) I'd like to add on a new point: Planetary Fortress! 40 Splash damage on all ground units, with multiple SCVs constantly repairing it? This combo makes it almost impossible to capture an expand WITHOUT a significantly large amount of army or air. However, for the other two races, no such expo-defending option is given. Even with 20 Lings, the P.F. takes out 5 at a time with one-shot kills. I await Con's response, and urge the peanut gallery's concord that Terran is indeed OP in comparison to the other two races. Thank you.