Should Buildings be Armored? - Page 13
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Philip2110
Scotland798 Posts
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Ayestes
United States106 Posts
The combination of Medivacs being so prevelant in any mid to late game Terran army vs. any non Terran (Vikings are the only things that seem to deter them from being massed) and Marauder damage to Ground Armored Targets while stimmed is what is causing the troubles. It's not a simple problem to solve without overdoing the nerf. Whether it's tinkering with Medivacs, Marauders, or Zerg/Protoss Static/Mobile Anti-Air as the solution I strongly feel that something needs to be done. One or two dropships with Marauders at multiple locations is exceptionally damaging to any buildings. As an aside, one or two Stalkers defending against a dropship of Marauders is pretty much suicide for the Marauders assuming the Terran player can hit Unload within any reasonable amount of time. In fact, defending from 8 Marauders takes a sizable ground army if you wish to avoid any severe losses. | ||
Bibdy
United States3481 Posts
On September 12 2010 02:19 wail wrote: Yep. It's quite funny because even though this game features a lot of Marauder building sniping, HD still cannot manage to catch it all. For example, at about 1:05 mark you see a Terran dropship unload near the 1 o'clock Nexus. At about 1:11 mark you can the Marauders have advanced next to the Nexus. At about 1:18 the Nexus is gone. Meanwhile in the early part of this video Socke is attacking a CC that is flying in to the 5 o'clock position with Stalkers (and Zealots when it lands) for about 15-20 seconds and has it only down to half health before his forces there are wiped out by the main Terran army that walks over to reinforce. The irony is Socke won. Warp-Gate tech allowed him to respond to each drop and despite BratOK's best efforts to drop like an absolute madman, and Socke lost lots of Nexususus, he wasn't able to overcome the destructive power of Psi Storm + Khaydarin amulet coming out of nowhere. I don't think there's any problem with Terrans doing these kinds of drops in the late-game. It makes for a really entertaining game to watch. Its how QUICKLY the Terran can start using such a deadly weapon in a match. | ||
Ciddass
Germany149 Posts
its pure facts. the marauder is by far the fastest "standard" unit except of the immortal (both 15 seconds). 1 medivac with 4 marauders + stim snipes a hatch in 15 seconds. 1 overlord with 4 roaches "snipes" a hatch in 33 seconds. (we`ll ignore lifted CCs ...) 1 warp prism with 4 stalkers "snipes" a hatch in 27 seconds. (without warping in units) 1 warp prism with 4 stalkers snipes a hatch in 18 seconds. (warping in 4 additional stalkers) 4 hydras = 21 seconds 2 immortals = 15 seconds and now imagine defending against this. killing 4 marauders behind mineral line with medivac support in time. killing 4 roaches in front of nexus "in time" (afk toilet). killing 4 stalkers behind mineral line in time. and now defending against 2 dropships ........................... | ||
PulseSUI
Switzerland305 Posts
On September 12 2010 03:03 Bibdy wrote: The irony is Socke won. Warp-Gate tech allowed him to respond to each drop and despite BratOK's best efforts to drop like an absolute madman, and Socke lost lots of Nexususus, he wasn't able to overcome the destructive power of Psi Storm + Khaydarin amulet coming out of nowhere. Socke won because he had 3 times the Mineral and 4 times the Gas income and was trowing money at the problem. BratOK also used a lot of Marines for droping, to witch Socke responded by getting the shield upgrade.. +3 shields do wonders against marines. | ||
quasit
Sweden49 Posts
How is marauders a problem but not a few charged VRs? VRs are better. They can defend themselves against air and also fight while flying. While 8 stimmed marauders and 2 medivacs (6 sec CC/nexus/hatchery destruction) will probably be lost to stalkers/hydralisks or VRs/mutalisks even if they manage to take down the buildings. | ||
VonLego
United States519 Posts
This allows folks not to have have to build a tech lab for medivacs Marauders: Receive 50% run speed bonus of stim and 75% of attack speed bonus of stim. or Marauders: 10+10 armored -> 8+10 armored or Marauders: Concussive shell slow reduced by 30% or on a short cooldown Seem like a reasonable starting point? Drastic changes should be avoided imo. | ||
Half
United States2554 Posts
Are you serious or just trolling us? The Marauder was called IMBA by almost very top-player and still is since day1 of the Beta!... Find me a single quote that is recent as of this patch (last beta patch/retail). Stop talking out of your ass kthx. Seriously, did you read my post at all? - Units had less range, so attacking Sunken Colonies was much harder with Marines than it is now with Marauders. What? Marine six range (with versus marauder six range - There were no Units dealing double DMG or even more against Buildings, or is there a Unit in SC:BW that can snipe Buildings as effective as Reapers or Stimmed-Marauders? Cracklings, which came out on T3 were considered "building annihilators" and they are a joke compared to how fast stimmed marauders take down buildings. Yes there were lolwut? Any unit that deals "explosive" damage dealt double damage against buildings. Units like stimmed marines kill buildings only slightly slower then marauders do. - There were no Units that could hop cliffs and stuff, so static defense in front of your base actually meant that the opposing players had to penetrate this barrier before he could wreak havoc in your base. Thanks to reapers, this isn't the case anymore. Once a gain, a mobility issue. Did you even read my post? - Air-Units that weren't Tier3 had a very short air-to-ground range, so Turrets/Spore Crawlers and Cannons actually could protect your base very well. If you want to defend against Voidrays or banshees with Anti-Air Static defense, you need much more to protect your whole base. Just compare the aior-to-ground range of Wraiths, Scouts and Mutas from SC:BW with Banshees and Voidrays in SC2 - Much bigger range, except the Mutas in SC2. Now compare the range of Anti-Air structures - same range as in SC:BW - there has to be sth. wrong here! Once again, thats exactly what I fucking said, a mobility issue. Static defense is worth nothing in SC2 and sniping buildings is far too easy. Primarily due to mobility. Why are you just parroting my argument back to me as if it were a retort? Nothing until T2 should do additional DMG to buildings Seriously your post doesn't make any sense at all. You listed five issues which I agree with that include an overall increase in unit mobility, then argue that the solution is to nerf unit damage? I think you could remove the armor damage form marauders altogether and boost their base damage to 15... getting pretty sick of all the +damage going around in sc2.. this isn't supposed to be wc4 >.< ...lol. Sc1 had bonus damage too. Its the same fucking thing. Dragoons were 10+10 versus armroed. +5 versus medium. Not really. To do a claim like that he would have to know what does it mean to do "good damage" and "bad damage". People are just sucking up to him, because he put another way of seeing things, but he didn't by any chance show how it is any more valid than marauders doing extra damage to armored and normal to light. Go read his post more carefully and you'll see how he failed to support his argument. Because it doesn't require validation. Perhaps the amount values do, but the general concept of units being statistically stronger against some units then others is a concept very intrinsic to the way Starcraft 2 works. Maybe you could argue Marauders do too much damage against buildings, thats fine, but the idea of bonus damage doesn't need to be justified. | ||
eth3n
718 Posts
On September 12 2010 05:03 Half wrote: The Marauder was called IMBA by almost very top-player and still is since day1 of the Beta!... On September 12 2010 05:03 Half wrote: Find me a single quote that is recent as of this patch (last beta patch/retail). Stop talking out of your ass kthx. http://www.teamliquid.net/forum/viewmessage.php?topic_id=150880¤tpage=5#92 that took me about 30 seconds TLO also mentions medivac needs to be fixed somewhere but I didn't feel like lurking through his posts... | ||
whateversclever
United States197 Posts
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ionlyplayPROtoss
Canada573 Posts
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Chronopolis
Canada1484 Posts
On September 11 2010 22:12 Kazang wrote: Marauders don't do extra damage against armour, they do less damage against light. The spilt damage is a disadvantage, if there were no +damage bonuses they would simply do 20per shot regardless of armour type, which is still less dps than 2 marines. Spilt damage bonuses make units worse against a different type, not better against another. They do 10 damage against light and 20 against armored. What is the difference between: 10 damage (+ 10 against armored) 20 damage (- 10 against light and psionic) NOTHING. And justifiying a unit is not too powerful by comparing it to the marine makes absolutely no sense. Marines have less range, less armor, and are much worse against storm. Spilt damage bonuses make units worse against a different type, not better against another. No they do not, because it would only be worse IN COMPARISON to a maruader than deals 20 damage to everything. And maruader that do 20 damage to everything do not fucking exist. So the modifiers do not "make a unit better or worse", they just define how much damage it does to w/e. On September 12 2010 03:03 Bibdy wrote: The irony is Socke won. Warp-Gate tech allowed him to respond to each drop and despite BratOK's best efforts to drop like an absolute madman, and Socke lost lots of Nexususus, he wasn't able to overcome the destructive power of Psi Storm + Khaydarin amulet coming out of nowhere. I don't think there's any problem with Terrans doing these kinds of drops in the late-game. It makes for a really entertaining game to watch. Its how QUICKLY the Terran can start using such a deadly weapon in a match. It comes down to: Is maruader building kill speed giving terran an edge they shouldn't have? IMHO, yes | ||
kariido
Saudi Arabia179 Posts
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Tinsil
19 Posts
As said by many, I don't have a problem with specialized units doing +dmg to buildings such as banelings, reapers.. but it's pretty stupid stimmed marauders wtfpwn all buildings so quick | ||
Half
United States2554 Posts
On September 12 2010 07:35 eth3n wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=150880¤tpage=5#92 that took me about 30 seconds TLO also mentions medivac needs to be fixed somewhere but I didn't feel like lurking through his posts... looooooools srsly bro? http://www.teamliquid.net/forum/profile.php?user=Liquid`TLO http://www.teamliquid.net/forum/profile.php?user=TLOBrian I'll just leave these links here. I hope you can figure the rest out sir. + Show Spoiler + ![]() | ||
NarutO
Germany18839 Posts
The diversity of TvT would suffer a bit speaking of openings, but if you guys want to change the marauder (change in the way of a nerf) you better bring up some suggestions how to balance TvP, because its not like Terrans go Marauder + Medivac + Ghost (nearly only) because we want to abuse "imbalance" but there's simply no other stuff we can use. Protoss with Warpgates and also Zerg with Nydus or drops are way more mobile than alternatives to Marauders which leads to Terrans playing BIO. Besides that, I think a Protoss that gets untouched to mid or even lategame will crush a Terran. You need to be so good with EMP / spotting HT / the army of Protoss while he will probably have the map split and Pylons + Cannon / Instant Warpin HT on the Xel-Naga towers which especially on LT or Xel Naga leads to massive pain in the ass for terran .. we have to rely on drops because we can't really attack without suffering massive AoE. Also HTs can feedback + storm when you leave them at an expo (kind of like PvZ broodwar where you left 3-5 cannons and 1-2 HTs at your expansion).. Protoss has sooo much potential mid and lategame with great AoE but right now not many players make use of it. Terrans like BRAT_OK and DemusliM really push Terran to the maximum and abuse the early game advantage over the other races but fact is that Terran has barely any alternatives to Marauders in Mid/Late because the alternatives are way more fragile or way less mobile. Thats my opinion and you may or may not agree, but thats pretty much the opinion of lots of players I've talked to, including lots of pros. | ||
R0YAL
United States1768 Posts
On September 12 2010 08:42 G.s)NarutO wrote: I suggested that the drop ability of medivacs needs to be researched , because drop right now kills Protoss in the beginning but isn't needed against Zerg in the very beginning, so it wouldn't change a lot. The diversity of TvT would suffer a bit speaking of openings, but if you guys want to change the marauder (change in the way of a nerf) you better bring up some suggestions how to balance TvP, because its not like Terrans go Marauder + Medivac + Ghost (nearly only) because we want to abuse "imbalance" but there's simply no other stuff we can use. Protoss with Warpgates and also Zerg with Nydus or drops are way more mobile than alternatives to Marauders which leads to Terrans playing BIO. Besides that, I think a Protoss that gets untouched to mid or even lategame will crush a Terran. You need to be so good with EMP / spotting HT / the army of Protoss while he will probably have the map split and Pylons + Cannon / Instant Warpin HT on the Xel-Naga towers which especially on LT or Xel Naga leads to massive pain in the ass for terran .. we have to rely on drops because we can't really attack without suffering massive AoE. Also HTs can feedback + storm when you leave them at an expo (kind of like PvZ broodwar where you left 3-5 cannons and 1-2 HTs at your expansion).. Protoss has sooo much potential mid and lategame with great AoE but right now not many players make use of it. Terrans like BRAT_OK and DemusliM really push Terran to the maximum and abuse the early game advantage over the other races but fact is that Terran has barely any alternatives to Marauders in Mid/Late because the alternatives are way more fragile or way less mobile. Thats my opinion and you may or may not agree, but thats pretty much the opinion of lots of players I've talked to, including lots of pros. I agree but instead of researching drop maybe Medivacs start with half the carrying capacity and you need to research and upgrade to double the capacity to what it currently is. Additionally this upgrade would be on the tech lab of the starport. | ||
eth3n
718 Posts
On September 12 2010 08:34 Half wrote: I hope you can figure the rest out sir. Clearly I don't troll these forums enough to distinguish the fanboys :D just searched TLO and that S/N popped up first ;p | ||
Raiznhell
Canada786 Posts
marauders and void rays should both be nerfed next patch because honestly charged void rays do WAY too much damage to buildings and any general unit except hydras. | ||
Fly[DCT]
Canada38 Posts
At the time people just gave up and played along. | ||
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