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This has been on my mind for quite some time. The cup cracked last night when I lost 3 PvTs in a row by some 200 lower rating Terran players. This is me after the last match...
![[image loading]](http://img833.imageshack.us/img833/221/facepalmk.jpg) facepalm
I couldn't handle the losses anymore so I decided to take a shower.... that's when I cracked... and as my tears were being washed away by the hot water, I decided to make this blog.
Diablo isn't Blizzard's most evil and destructive creation anymore; the Marauder stims, laughs and takes down Diablo faster than a Nexus and I swear I can feel his troll banana grin under the high-tech helmet.
The more I play SC2 the more I'm blown away with trying to figure out what was in Dustin Browder's head when he created this heartbreaking unit.
![[image loading]](http://img27.imageshack.us/img27/2527/dustin2v.jpg) I'm so fucking creative
The most ridiculously strong unit ever created in the Starcraft universe was released upon us about 6 months ago during beta. This high hitpoint, low build time, high damage, cheap, easy to get, slowing little fuck owes hundreds of dollars for smashed keyboards and mice to gamers around the world. Someone once said that the Holy Trinity of Starcraft2 is Marauder-Immortal-Roach. If that's the case then guess who is God.
![[image loading]](http://img841.imageshack.us/img841/5584/trinity.jpg) Roach Holy Mary and her Immortal son
Our hopes that Dustin would admit his huge mistake and and try to teach his spoiled bastard son some manners, were crushed when Terran infantry got even more buffed in patch 13. The reason of the buff made it even harder to swallow. "we wanted them to feel more dangerous" Blizzard states. A black sense of humor? or the thoughts of a mid bronze player? We'll never know.
But this is OK. I can live with it, the developers are casual nice guys who want to have fun and enjoy their work. They have the right to do as they wish and I bet that when they watch Gomtv's GSL and see 4 marauders taking down 2 Nexi they will smile proudly with a huge sense of accomplishment.
However there is a knife that rips my nerd heart to pieces. And that is the community's overall stance on this matter. I mean, is it OK for Tasteless and Artosis to watch Marauder abuse and call it "hey what a nice strategy". You guys are my heroes, why are you trying to create a fog that hides the sad abusive truth?
Is it OK for Day[9] not only to never mention how blatantly and disgustingly overpowered this unit is, but even try to give an serious analysis on how to see it coming? That doesn't even make sense coming from my huge mancrush... Is it ok to give advice to the poor players who complain on the forums? "Hey submit a replay" or "you were late with your zealot legs" or "you suck cause they don't shoot air".
Marauders smash faces from bronze to 2k Korean diamond yet everything is "OK".
All those things make me want to weep, alone, on an empty beach, on a rainy day.
We all know it - but we don't talk about it. But when our glances meet under the moonlight you can feel the guilt and hear cries of a truth trying to be put to silence.
TLDR: Marauders are so IMBALANCED that they make grown men weep and lie to each other about it.
   
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Yes Blizzards goal is accomplished, they are scary.
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Pretty much. Increase their build time slightly and nerf their hitpoints to the campaign total (100!) and they'd probably be fine. I can't count the number of times half a dozen marauders survive with 10-20 and just wreck everything after the medivacs heal them up. I once thought I had won a game in that exact same situation, then realized wait a second.. I can't beat his army on even food or even come close, and I just suicided my only chance to win this game because I had just come out ahead in a battle and thought I was in the clear to roll over him... adsfasd
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C'mon, cheer up mate! You don't have to cry. No, in fact - you should be happy that Firebears are that strong!
You have a dream - the dream to destroy every single Firebear in Battlenet! You are with your back against the wall, it's just you and the Terrans! You were given command of the all-mighty Protoss! You were given the trust of his manliness Reach! You've got Immortals - immortal units, holy cow! You can even warp the Immortals in! You are one awesome Protoss! You'll take on the challenge!
Now go out there, my son and rip them apart! Be happy that the Firebears are that strong, because it gives you a goal in life! It's the voice of Him (i.e. Reach, not the Firebear!): He's giving you a mission - NO, even more: A trial! But you'll succeed and spread the word of manliness all around the world!
+ Show Spoiler +Just find your way to beat these nasty Firebears. Yes, they can get scary, I know, I know. Why not take a look at the less used units in the game? Maybe you'll find a way to tech successful abd fast to Carriers! And all of a sudden, the Firebears won't be your problem any more. The Vikings will! + Show Spoiler +Nah, seriously. Man up and find a solution! The game is not imbalanced, you're just not good enough.
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Stand strong, brother.
I'm sure a few years from now Blizzard will realise how ridiculous it is for every terran unit to be stronger and cheaper than any unit for the other races, and I'm sure they'll realise that it makes no sense for all the terran tech to cost third of the amount every tech pattern protoss has (making everything cheap enough to be produced off 1 base viably), and I'm sure they'll realise that having the strongest and most cost effective unit composition (to the point you can never engage it head-on without tier 3 in fact) be tier 1 and also become one of the most mobile unit compositions come tier 2 (don't you love it when you fast expand and terran drops in your main and pushes your nat, and you need your entire army to handle either one of those armies even though you've been on 2 base for a while already?).
Run-on sentences are imbalanced.
At least fast colossus without range into expansion into ht's still works sometimes, because that forces the terran to expand and most 1000 rating diamond terrans have the mechanics of a gold level zerg.
edit: oh and flanking a bioball is damn near worthless because it's never "out of position", marauders move to the outer rim automatically and marines form the middle (the opposite is true for zealot/stalker by the way, probably has to do with unit collision sizes?). And you can't poke at it with anything because it's faster than everything with stim. And it has slow. And marauders have the same range as everything else on the ground. And it's being healed so what's the use anyway. And the best anti-air unit in the game is a part of it.
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Very little in SC2 is new, most things are simply units reskinned and put to other races i.e. Raven.
Imo the Raven having Point Defence Drone is the single worst change from SC1->SC2 as it just makes the whole design of terran and zerg broken beyond belief.
If you look at a run down of the units you'll see how little has changed and how buff 'some' races(P&T) have become. From SC1 => SC2
Terran Gains:
Firebat/Vulture -> Hellion (increased move speed and super harass with aoe) Defiler/Science Vessel -> Raven (Range Damage immunity spell from defiler, detection, harrass, aoe bombs) Wraith -> Banshee (super attack and harass minus anti air) Wraith/Valkyrie -> Viking (super attack range, good dmg, fast tech route, ground harass) Medic/Dropship / Medivac (all in one dropship + medic nuff said) Expansions -> Mules (greatest economy of any race ever) Science Vessel -> Ghost (Instant emp on a ground healable cloakable unit) Archon -> Thor (Aoe AA with super range, anti tank, repairable tank)
Planetary Fortress (Self defending nearly immortal Aoe dmg dealing expo) Marauder (Stimmed ranged chase down massable cheap tanks) Reaper (Super harasser and building killer)
All of these are improvements compared to SC1 except for vulture mine loss.
Looking at the other races you can see they have either been stripped of some of there uniqueness and flavour and especially zerg have been just reskinned and made harder to play in every area.
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I feel the pain man, ultra dens and spires getting sniped before even your slings on creep get there gets old pretty fast =(
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Germany / USA16648 Posts
I'm not a fan of complaining about imbalance, but the Marauder combination of stim, tons of HP & sick damage against buildings is worth tweaking. I don't think anything should deal bonus damage against buildings tbh
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On September 09 2010 23:12 Carnac wrote: I'm not a fan of complaining about imbalance, but the Marauder combination of stim, tons of HP & sick damage against buildings is worth tweaking. I don't think anything should deal bonus damage against buildings tbh
Removing the armored status of any none-defence buildings has been suggested as the solution to the marauder problem for a long while on this forum. It does hit some other units as well, but not terribly so.
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You have a dream - the dream to destroy every single Firebear in Battlenet! You are with your back against the wall, it's just you and the Terrans! You were given command of the all-mighty Protoss! You were given the trust of his manliness Reach! You've got Immortals - immortal units, holy cow! You can even warp the Immortals in! You are one awesome Protoss! You'll take on the challenge!
This poem touched the bottom of my heart and transformed hate and rage into will and commitment.
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i'm amazed that no terran kid as posted "lolz u have invulnerable zealots omfg freewin marauders to weak" :D
the issue i see with nerfing marauders is, that terran mirror will degenerate to tank/viking only. nowadays one can occasionally see one go for mass marauders and just suprise-attack the tank guy when he's unsieged and wins. with a marauder nerf that probably wouldn't be possible anymore.
but for the sake of the other two races: DO IT OMGF!
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On September 09 2010 23:12 Carnac wrote: I'm not a fan of complaining about imbalance, but the Marauder combination of stim, tons of HP & sick damage against buildings is worth tweaking. I don't think anything should deal bonus damage against buildings tbh How about banelings?
The obvious solution is to just make structures not "armoured". Would make void rays less rape vs bases too.
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I don't understand why immortals and roaches were toned down but marauders were not :/
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I love nothing more than the sound of punisher grenades .The projectil also looks great and the M.itself moves well/ the control feels better than for many other units. Marauder= awesome awesome unit, GJ Blizzard^^ I also love both upgrades. Imho Blizzard did a good job in general with upgrades for t1 units which are all useful and add to the gameplay (Charge, blink, stim, concussion shells, speed). fyi i mainly play zerg.
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I do feel that the marauder needs to be tweaked from what I've seen. They certainly have a lot of hp for a T1 unit, but in contrast to the zealot that also has a lot of hp, they are quickly built. Putting that together with easily obtainable T1 upgrades (stim + concussive shells), and they certainly seem to be a lot harder to deal with early on.
And I'm not sure if this is right, but strictly speaking PvT, here's the trend I've been noticing from what I've seen. again, this may be wrong: in BW, there was a unit counter system that made sense as the units were massed (zealots > tanks > goons > vultures > zealots) but in SC2, i don't really see the same thing. its something like: zealots > marines > stalkers < marauders <?> zealots
note: this is still talking about in mass. Not like 200/200 mass but relative army size mass. In order to make this balanced, you need to include the immortals, which is a T2 unit, and not nearly as easily massed as zealots or stalkers. Luckily you don't need as many immortals to deal with the marauders, but then your opponent can switch to marines, making your immortals almost useless.
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I think marauders are fine. the only thing they need to fix is their insane dps vs buildings.
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