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Active: 2010 users

Marauders: why the dev team makes no sense. - Page 2

Blogs > Wr3k
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SirNeb
Profile Blog Joined April 2008
United States243 Posts
May 17 2010 04:19 GMT
#21
I don't like marauders either. Basically terran units used to be like paper, just dies in like 1 hit by everything in BW. But that becomes a huge balance problem when you have units like Colossus and storms that can essentially destroy about infinitely number of marines w/o taking any casualties.

Terran used to rely on position a lot where they can't move around the map easily. Now they have their own version of something that can run around the map taking lots of units. Essentially it really is a lazy way to balance the game. If all races have a core unit you can get to somewhat easily, balance won't be broken easily.

It kind of kills some of the uniqueness of the races since terran used to be very immobile and relied on siege tanks to set up positions. SC2, terran just run around with their high hps units and duke it out whenever u see the enemy.
deth
Profile Blog Joined August 2009
Australia1757 Posts
May 17 2010 04:20 GMT
#22
I think there is a fundamental flaw in the design of the marauder and roach, they are much too bread-and-butter with no really discernible function or role in the game other than YO MAKE THIS UNIT TO WIN!

I'd love to see those units changed in some way that diversified army composition.
omgCRAZY
Profile Blog Joined January 2010
Canada551 Posts
May 17 2010 04:32 GMT
#23
On May 17 2010 13:20 dethrawr wrote:
I think there is a fundamental flaw in the design of the marauder and roach, they are much too bread-and-butter with no really discernible function or role in the game other than YO MAKE THIS UNIT TO WIN!

I'd love to see those units changed in some way that diversified army composition.


The Roach with the change in supply I feel was a perfect fit, now roaches aren't made en masse anymore but could still be useful in that they can take a fair amount of hits and I feel the burrow mechanic could still be used more effectively than it usually has been.

The Mauraders I feel need a nerf in such a way that also making a mass of them and not much else will be less beneficial. I like how the Maurader is but I do feel it needs to be made more difficult or punished if made all by itself more. I do not believe though that a supply increase is the answer as it was for the roach, not really sure how they could nerf the Mauraders without overnerfing them.

Maybe a slight HP decrease? Like 1 less hit from unit X or something?

A slightly slower attack speed?

Movement speed decrease?
THIS NEEDS FACE!
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