• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:58
CET 02:58
KST 10:58
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Clem wins HomeStory Cup 284HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
Clem wins HomeStory Cup 28 HomeStory Cup 28 - Info & Preview Stellar Fest "01" Jersey Charity Auction StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win
Tourneys
$5,000 WardiTV Winter Championship 2026 HomeStory Cup 28 RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
[ASL21] Potential Map Candidates Can someone share very abbreviated BW cliffnotes? 2024 BoxeR's birthday message Liquipedia.net NEEDS editors for Brood War BSL Season 21 - Complete Results
Tourneys
Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1 The Casual Games of the Week Thread
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile Mobile Legends: Bang Bang
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI YouTube Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Quickbooks Payroll Service Official Guide Quickbooks Customer Service Official Guide
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1359 users

Should Buildings be Armored? - Page 4

Forum Index > Closed
Post a Reply
Prev 1 2 3 4 5 6 14 15 16 Next All
L0thar
Profile Blog Joined September 2007
987 Posts
August 15 2010 03:24 GMT
#61
This thread turned into marauder whinefest really fast lol. If somebody drops 2 dropships full of units in your base, well, expect some damage. If terran doesn't quickly respond to void rays, his buildings are fucked too. Don' fix what ain't broken.
0mar
Profile Joined February 2010
United States567 Posts
August 15 2010 04:44 GMT
#62
armored subtype is the biggest nerf any unit can receive.
Spaceninja
Profile Joined April 2010
United States211 Posts
August 15 2010 04:58 GMT
#63
I hate when marauder drops snipe a spawning pool and a queen... it only takes a few seconds to kill it.
Haters Gonna Hate.
Alphaes
Profile Joined April 2010
United States651 Posts
Last Edited: 2010-08-15 05:04:13
August 15 2010 05:03 GMT
#64
Don't 2 marines out-DPS one marauder (against armored, even)? Do people just prefer Marauders drop-snipes for their enhanced survivability?
What this
kidcrash
Profile Joined September 2009
United States623 Posts
September 10 2010 20:01 GMT
#65
Just bumping this thread to revisit the idea of buildings having their own armor type. I just really hate how fast buildings are destroyed. The only exception should be static defense. What does everyone else think?
pechkin
Profile Joined August 2010
158 Posts
September 10 2010 20:19 GMT
#66
they should be armored, the problem is in marauders with stim, not in buildings.
Make stim for marauders only movespeed bonus so they can chase stimmed marines and support them, but only support, not wtfpwn.
SpaceAnt
Profile Joined August 2010
Spain64 Posts
September 10 2010 20:25 GMT
#67
While i understand the "problem with marauders" + Show Spoiler +
for instance i see lots of korean players getting their nexi raped by marauder drops and other unnoticed incursions without being able to stop it no mather how many units they move there really, unless they somehow predicted the drop/attack
, i think that making buildings non armored would make them harder to kill (obviously) and the game would be much more stale, as ppl would really not see very profitable risking any backdooring under small timing windows as the % chance of succeeding and getting away with few losses would drop shitloads .

So for overall keeping the game interesting i think non-armored buildings won't do it sry.

Btw this not only affects marauders, a few ultras seem pretty much the best way to beat a planetary fortress supported with missile turrets for zerg, and voidrais can also destroy expansions in no time and get away.
Ezareth
Profile Joined August 2010
United States60 Posts
September 10 2010 20:29 GMT
#68
Void Rays, Seige units tanks etc should be doing the damage they do.

The real problem appears to need an adjustment, maybe more base damage and less +armored damage? I dont know.

Either way removing armor from buildings makes immortals and voidrays much weaker, not to mention stalkers.
Hope is the Denial of Reality
Tiax;mous
Profile Blog Joined July 2010
669 Posts
Last Edited: 2010-09-10 20:43:32
September 10 2010 20:35 GMT
#69
On August 15 2010 14:03 Alphaes wrote:
Don't 2 marines out-DPS one marauder (against armored, even)? Do people just prefer Marauders drop-snipes for their enhanced survivability?

I don't know the exact numbers but as far as i remember against armored units ; 2 marines do just a little lower dps ( higher or lower , i'm pretty sure it's very close tho ) .
The problem is ; even if 2 marines do more damage , you got limited space in those medivacs. And without a doubt , 8 stimmed marauders ( 2 medivac ) do much more damage than 8 stimmed marines. ( my bad , it's obviously wrong )
Just add marauders an extra attack type against buildings ( like ultra's current attack ) that does 10 dmg ( normal marauder damage ).
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 20:37 GMT
#70
Why the hell are marauders the unit of choice to discuss, here? Two marines do more dps than a single marauder to a building, in addition to being smaller so you can pack more of them around the buildings.

I suppose when it comes down to it, a marine firing looks less dramatic than a Marauder shooting a giant white chunk, so perhaps this is a main factor.

Starting to think this might be a bad idea, as the units tat would get hit the absolute most would be (in no particular order):

Roach. Good luck busting down the walls after a nerf like this!
Immortals.
Void rays (very significant, but I wouldn't mind )
Siege tanks
Ultralisks...
etc.

Pretty big blanket nerf to a LOT of different units. I agree that buildings fall perhaps too quickly for my tastes, but I think this change would significantly nerf a pretty arbitrary set of units. You could achieve the same result by just being a bit more thoughtful about what you change. Perhaps all buildings need is simply more hp.

Marl
Profile Joined January 2010
United States694 Posts
September 10 2010 20:39 GMT
#71
No buildings should be armored IMO. Long before Polt sniped 3 Nexuses in 5 minutes, I always thought marauders and other +armor atk bonus units were too fast at killing buildings. However, I do agree with reapers and maybe some other specialized units having their +building atk bonus. Units you put in your general army though should not be so fast at taking out buildings.
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
Last Edited: 2010-09-10 20:42:01
September 10 2010 20:40 GMT
#72
I personally have not had a problem with marauder drops as zerg, probably due to great creep spread and good overlord placement. But as protoss, I feel it's a huge problem, as late game mnm terran just abuses every opening at once, whittles down your tech, expands + pushes, snipes your expo, and rapes you late game because of how abusive and efficient marauders are. Warp prisms are a good tactic to achieve near the same, but they are paper planes and easily scouted and not nearly as effective. I just think removing stim from marauders would fix the ridiculous efficiency, maybe just for in house testing. Perhaps this is too far. I really do think a beta starcraft 2 server would be a great implementation. Where blizzard can just throw in balance changes and see how the population responds to it.
Proud member of the LGA-1366 Core-i7 4Ghz Club
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 20:40 GMT
#73
On September 11 2010 05:35 Tiax;mous wrote:
Show nested quote +
On August 15 2010 14:03 Alphaes wrote:
Don't 2 marines out-DPS one marauder (against armored, even)? Do people just prefer Marauders drop-snipes for their enhanced survivability?

I don't know the exact numbers but as far as i remember against armored units ; 2 marines do just a little lower dps ( higher or lower , i'm pretty sure it's very close tho ) .
The problem is ; even if 2 marines do more damage , you got limited space in those medivacs. And without a doubt , 8 stimmed marauders ( 2 medivac ) do much more damage than 8 stimmed marines.
Just add marauders an extra attack type against buildings ( like ultra's current attack ) that does 10 dmg ( normal marauder damage ).



What the hell are you babbling about? A marine takes up one slot, and a marauder takes up two.

And two marines do MORE damage to armored units, not less. Although if the unit has a lot of armor, it can tilt in favor of the marauder, but only if the marines don't have +attack.
Tiax;mous
Profile Blog Joined July 2010
669 Posts
September 10 2010 20:42 GMT
#74
On September 11 2010 05:40 ltortoise wrote:
Show nested quote +
On September 11 2010 05:35 Tiax;mous wrote:
On August 15 2010 14:03 Alphaes wrote:
Don't 2 marines out-DPS one marauder (against armored, even)? Do people just prefer Marauders drop-snipes for their enhanced survivability?

I don't know the exact numbers but as far as i remember against armored units ; 2 marines do just a little lower dps ( higher or lower , i'm pretty sure it's very close tho ) .
The problem is ; even if 2 marines do more damage , you got limited space in those medivacs. And without a doubt , 8 stimmed marauders ( 2 medivac ) do much more damage than 8 stimmed marines.
Just add marauders an extra attack type against buildings ( like ultra's current attack ) that does 10 dmg ( normal marauder damage ).



What the hell are you babbling about? A marine takes up one slot, and a marauder takes up two.


Oh right , damn i shouldn't post sleepless. Apologies about that train wreck...
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-09-10 20:46:49
September 10 2010 20:45 GMT
#75
NO.

and static defense is bad enough - why the hell should it be armored? I don't understand Blizzards reasoning behind that...

ppl who voted for option1 r clearly noobs in my book.
https://soundcloud.com/thesamplethief
sixghost
Profile Blog Joined November 2007
United States2096 Posts
September 10 2010 20:47 GMT
#76
On August 14 2010 05:08 NuKedUFirst wrote:
In my opinion keep as is, why change things for the sake of changing there is no "real" problem about it. OH immortals and stalkers killing your buildings fast? Kill them instead. Buildings are really going to matter whether armored or not unless you are bronze and just go cannons, etc. Most players that know how to play wont have to worry about it anyways as 98% of their income will be for units so I don't think a change is needed.

Except when T drops 4 marauders in my main and kills an expensive tech building in roughly 6 seconds.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
September 10 2010 20:47 GMT
#77
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.
My. Copy. Is. Here.
Karl Maka
Profile Joined September 2010
Canada55 Posts
September 10 2010 20:52 GMT
#78
i personally see no prob with keeping iot as is imho
AY YA NE GE SI DOI BAO
Kazang
Profile Joined August 2010
578 Posts
September 10 2010 20:53 GMT
#79
Marauders killing buildings super fast is a bit of a problem, but they don't kill them that much faster than other units that are good at that, such as DT, immortals, ultralisks, tanks, banelings, mutalisk, banshee, etc.

In general I think any unit sniping off really key buildings like a Nexus (which has a major disadvantage over a Hatch/CC in that it can't be healed or repaired) is not a good thing.
Personally I would boost the HP of a CC/nexus/hatch to prevent nuking the building before you can react. But leaving regular structures still vulnerable to anti building attacks.
Sniping a CC to end the game is just a cheap strategy and is insanely easy to do.

It takes 10 seconds for 8 marauders or 4 immortals to drop a CC, those 4 immortals have more combined HP than the building and the hardened shield on top of that, unless you already have a force ready to kill that drop pretty much instantly they can easily drop the building before you can kill them.
Balancing around straight up predicting the drop is pushing things a bit, people are not clairvoyant after all.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-10 20:56:48
September 10 2010 20:54 GMT
#80
Yeah, they shouldn't be armoured. Units that should be doing bonus damage to buildings should use 'STRUCTURE' for their modifier e.g. Banelings, Immortals, Siege Tanks. Presumably those three units are meant to be the main building-busters.

It takes 10 seconds for 8 marauders or 4 immortals to drop a CC, those 4 immortals have more combined HP than the building and the hardened shield on top of that, unless you already have a force ready to kill that drop pretty much instantly they can easily drop the building before you can kill them.


No building is as important as the CC or Nexus, and there's two pretty important differences between them. A Nexus can't fly or be repaired.
Prev 1 2 3 4 5 6 14 15 16 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Rongyi Cup S3 - Playoffs Day 3
CranKy Ducklings149
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft457
JimRising 241
RuFF_SC2 173
UpATreeSC 96
Vindicta 20
StarCraft: Brood War
Artosis 653
Shuttle 277
Hyuk 64
NaDa 46
Dota 2
monkeys_forever661
League of Legends
C9.Mang0293
Cuddl3bear7
Counter-Strike
taco 487
Foxcn263
Super Smash Bros
hungrybox329
Mew2King150
AZ_Axe128
Other Games
summit1g7528
tarik_tv2571
Day[9].tv891
ToD160
Maynarde136
ViBE89
Livibee33
Organizations
Other Games
gamesdonequick1842
BasetradeTV1617
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 75
• davetesta23
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22296
League of Legends
• Doublelift4347
• Scarra1680
Other Games
• Day9tv891
Upcoming Events
Big Brain Bouts
15h 2m
goblin vs Kelazhur
TriGGeR vs Krystianer
Replay Cast
22h 2m
RongYI Cup
1d 9h
herO vs Maru
Replay Cast
1d 22h
uThermal 2v2 Circuit
2 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-02-04
HSC XXVIII
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Escore Tournament S1: W7
Rongyi Cup S3
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.