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Marauder vs Firebat

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terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-06-14 19:33:37
June 14 2010 19:22 GMT
#1
The firebat in starcraft 1
The firebat's role in starcraft 1 was early and late support vs melee units. The firebat itself I did not see too many people use. I for one found them extremally useful. They helped versus early lots they were able to do damage to zerglings under dark swarm. All bat bunkers at a choke basically denied lings acess.

The Marauder in starcraft 2
The Marauder seems to have a similar role it has the ability to kite melee units with the slow down although it has a bit more micro involved. It also has the additional damage done to armored units. It can also stand up to psi storm better.

The marine
The marine has an advantage in both sc1 and 2 that their tier 1.5 support unit does not have which is the ability to attack air. The marine in comparison to the fire bat did 4 less damage then the firebat against a single (light amrored) target but the firebat had the advantage of splash damage. So if your opponent went heavy on the light armored ground a couple of bats in the mix was quite helpful. (imo)

When comparing the Marauder with the marine we will use 2 marines as the firebat was 50/25 and the Marauder is 100/25. The marines in comparison with the Marauder do about 4 more damage then the Marauder against armored targets and against light its not even worth talking about.

The issue
(before anyone starts whining about it no I don't turtle up I push out relatively quick and this is a talk about the Marauder vs the firebat so please leave the mech whining for another thread)

Personally I don't use the Marauder very much anyway i prefer to go mech. I forsee something happening eventually when the game gets released as the Marauder will eventually disappear from use as the marines dish out more damage on average.
Granted Marauder dps remains the same over time while the moment one of the rines in the pair die the dps will go down. However you can build rines so much faster they have the ability to attack air. A pair of rines can be built faster then a Marauder (reactor) and you usually have spare minerals anyway (especially with mules)
The point is that you can have way more rines that dish out more dps and it doesn't use any of your valuable vespene your tech lab raxes can build ghosts instead.


Just want to hear peoples thoughts on this. Reducing the Marauder's damage and giving it splash would help this situation but in that case why not just bring back the firebat. Why?!? because this is a new game. I for one am sad that the firebat didnt make a return but there enough returning units already there is no need for it to come back.

So if my fear is accurate that eventually during sc2 upon release that the Marauder will see very limited use. (kiting melee units, stopping retreats and living during psi storm are the only uses I see for it now) What change could we give the unit to not see it disappear from use.

Edit: The point of this thread is simply to see if the Marauder should be changed so it doesn't stop getting used eventually or not.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Meatloaf
Profile Blog Joined May 2010
Spain664 Posts
June 14 2010 19:29 GMT
#2
you are not taking in consideration that against P he can use guardian shield that makes your marines almost useless against zealots , those especcialy will rape the shit out of them.

If you had marauders you could kite the zealots and laugh on the guardian shields.

Marines are the backbone of any terran bio army , but i do not see the marauder as a limited use option , I would agree on the Reaper right now , but not on the marauder as it combines really well with marine and its really useful , against Protoss especially IMHO.
OpRaider
Profile Blog Joined April 2010
United States307 Posts
June 14 2010 19:29 GMT
#3
the marauder fits a completely different role than firebat in mm.

if the enemy is heavy in armored units, your mm group should contain a lot more marauders to do more damage.
if the enemy is heavy in light units, your mm group should still contain some marauders, to tank for your marines.

and as you said, they do slow down enemies, that does help against melee, but its not the melee counter...you need marines to do the damage.

it is what it is -day9 airplane story
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
June 14 2010 19:30 GMT
#4
Not sure what the point of the thread is? You want the firebat back? Or do you think the marauder needs to be changed to be more like the firebat?

While the marauder might be underused, it's only because mech builds and 1/1/1 openings are 'in style' right now.

Marauders are must-have if you go bio, they are one of the most cost-efficient units in the game.

But obviously you aren't going to use marauders when you go mech, because you'll be behind on upgrades. And they aren't really necessary if you go 1/1/1, because you use tanks as your primary anti-armored unit.
next week on Everybody Loves HypnoToad:
Brutus
Profile Joined May 2010
Netherlands284 Posts
June 14 2010 19:31 GMT
#5
I think Terran has enough splash damage as it is. I don't think you should compare firebats with marauders, because imo the helion takes that place.

I think the marauder has enough power as it is. You aren't considering the extra shots it can do before the enemy is close enough ( conc. shells) and because of the slower fire rate it can kite very effectively.
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-14 19:33:03
June 14 2010 19:32 GMT
#6
Hahaha, somebody just watched the Day9 Daily from yesterday.

Dude, just because one guy makes good use of marines and ghosts against Protoss players who NEVER build colossi does NOT mean that the marauder has no use. The marauder is just so much more durable than the marine. It does do a decent amount of damage to armoured units, and its slow ability is so important in so many battles.

So I fear for the fate of your thread.
pro-MoMaN, pro-HuK, pro-Millenium
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 14 2010 19:34 GMT
#7
Wait,You want Marauder buff,right? Good Lord,when TL became BNET forums?
I work alone. // Visit TL Mafia subforum!
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
June 14 2010 19:36 GMT
#8
^^If he had watched it (or at least the whole episode) he would know that marauders are one possible transition from that opening.
There are three types of people in the universe: those who can count, and those who cant.
Yokoblue
Profile Joined March 2010
Canada594 Posts
June 14 2010 19:40 GMT
#9
I dont think you really know the way of playing marauders.

Marauders are used for :
-Tanking the damage : against light and tanking splash or etc coming from helions, tanks and even storms or any splash if you dont have marauders you will get own by helions and storms and tanks... a tank can almost 1 shot kill 4 rine ... have to 3-4 shots marauders... so its really good to tanks. Hydras kill rine prety fast too and marauders arent good vs them... but tank really well.

-Vs Armored : Marine just arent even against stalker - roaches and others armored units. Marauders is there for that.

-Against hard counter to marine : Like i said in the 2 previous point... there is some really good counter against mass rine. Baneling - Helion - Tank - stalkers just to name a few... Marauders are good vs all that.

I really dont think they need splash... since helion got it... if marauders get splash... get the vulture back... and if you got the mara do splash... just rename it firebat... Like you said... thats another game... even if they didnt change it that much regarding the vulture-firebat-mara-helions combo.
Master League playing Protoss and Zerg
Sputty
Profile Joined April 2010
Canada161 Posts
June 14 2010 19:43 GMT
#10
Marauder's main advantage over marines is their ability to easily run and shoot and do their damage in microable bursts unlike marines which need constant fire. They're better at surviving every AOE attack that's good against bio. They may not be as used early on as they used to be but they will not be phased out of terran play
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
June 14 2010 19:44 GMT
#11
I think that it would be more logical to compare the firbat to the hellon, since they are extremely similar.
Cheezy
Profile Joined May 2009
Sweden112 Posts
June 14 2010 19:44 GMT
#12
why are you even comparing the marauder to the firebat?

marauder is fine, and it sure as hell won't "gradually disappear from being used"
HaGuN
Profile Joined April 2010
United States154 Posts
June 14 2010 20:29 GMT
#13
i don't see the marauder not being used in the future as a problem because its a great transition unit in timing attacks, it also can serve as a shield for tanks and marines. we not see as many early marauder builds or mass rauder builds because of enemies learning to scout army comps and reacting with fast air. they were almost always a midgame unit, and preferable to be macroed out in the transition phase to mech.
"Also Zerg has won recently so I don't understand why Zerg is receiving a buff."-BoxeR
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
Last Edited: 2010-06-14 20:34:33
June 14 2010 20:32 GMT
#14
you want marauders to have splash because they aren't used enough. what am i supposed to do here?
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
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