• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:58
CET 09:58
KST 17:58
  • 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
TL.net Map Contest #21: Winners5Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!27$5,000+ WardiTV 2025 Championship5[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
Starcraft, SC2, HoTS, WC3, returning to Blizzcon! TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Is Filagra Double 200mg Safe For Everyone? Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1657 users

Should Buildings be Armored? - Page 6

Forum Index > Closed
Post a Reply
Prev 1 4 5 6 7 8 16 Next All
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
September 10 2010 21:35 GMT
#101
On September 11 2010 06:13 ltortoise wrote: Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...


Because if you go for a quick banshee i insta-lose because I won't have sight

If I get an observer and then void rays you'll either make a viking and then my void ray is useless for half the cost and on a structure you wanted anyway or you'll do some sort of infantry push and I'll lose because you have a ton more units than I do.

Getting every tech structure early on just isn't viable. When you have a solid tech tree and you can hop add-ons around for minimal costs you can afford to do such things. Protoss doesn't have that option. If I go for a robo and stargate, my army will be less than yours and if we're on equal food I already have to out-micro you to win a fight...If I'm short units on top of that I'm really screwed.

Late game air is pretty useless versus Terran. Vikings kill many times their cost without trying and you'll have a starport anyways so I'll be hard countered in a matter of moments.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-10 21:45:43
September 10 2010 21:42 GMT
#102
On September 11 2010 06:22 ltortoise wrote:
Show nested quote +
On September 11 2010 06:20 Jameser wrote:
On September 11 2010 06:18 ltortoise wrote:
On September 11 2010 06:16 Jameser wrote:
On September 11 2010 06:13 ltortoise wrote:
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)


...? Stargate is also easier to get to, and phoenix have many uses, such as countering ALL Terran air if massed (due to their incredibly high hp and fantastic speed).

I don't understand your points.

I don't even know why I expect more than low silver leaguers on TL anymore... sigh...

anyway marauders feel too much like wc3 units (very strong and focused on a certain damage type)


What kind of post is this? Now you are insulting my skill? Well, I'm not silver league. Want to play some time? PM me.


Every time I've gone Void Ray harass, they lived and I brought them along for the main fight, they died in a split second to Stimmed Marine fire and the Viking(s) they originally built to drive off my harass (otherwise I would have kept harassing).

They have a range of 6, must accelerate and have a move speed of 2.25, which means they drop STUPID-fast to focus-fire from Marines and Vikings.

They don't work against Protoss or Zerg for exactly the same reason. They're big, slow, obvious and the acceleration rate and dependence on being ignored for 6 straight seconds just gets them killed.

They're not something you send into a straight-up battle unless the fight ended and he's got little to no AA left.

They're something you use to harass with or send in after Psi Storm does its job.

Now, when OUR Banshee harassment ending unit (Phoenix) drives you off and you thus bring it along with the main blob, has a range of 9, which wouldn't put it within direct fire of a deadly ball of GtA fire, we'll be all giddly with anticipation of the battle itself.
ltortoise
Profile Joined August 2010
633 Posts
Last Edited: 2010-09-10 21:42:58
September 10 2010 21:42 GMT
#103
On September 11 2010 06:35 Blitzkrieg0 wrote:
Because if you go for a quick banshee i insta-lose because I won't have sight


Do we really need to play the rock-paper-scissors game? Every build has a counter. Why would it be different for void rays?

On September 11 2010 06:35 Blitzkrieg0 wrote:
If I get an observer and then void rays you'll either make a viking and then my void ray is useless for half the cost and on a structure you wanted anyway or you'll do some sort of infantry push and I'll lose because you have a ton more units than I do.


I generally FE vs toss, so no, I can't just "make a viking." And if I do an infantry push, why couldn't you just forcefield your ramp while massing and messing with my economy with your void ray? This is stupid. I can't do everything all at once.

On September 11 2010 06:35 Blitzkrieg0 wrote:Getting every tech structure early on just isn't viable. When you have a solid tech tree and you can hop add-ons around for minimal costs you can afford to do such things. Protoss doesn't have that option. If I go for a robo and stargate, my army will be less than yours and if we're on equal food I already have to out-micro you to win a fight...If I'm short units on top of that I'm really screwed.


I never said you have to "get every tech structure." Not once. Where did I say that?
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 21:46 GMT
#104
On September 11 2010 06:42 Bibdy wrote:
Show nested quote +
On September 11 2010 06:22 ltortoise wrote:
On September 11 2010 06:20 Jameser wrote:
On September 11 2010 06:18 ltortoise wrote:
On September 11 2010 06:16 Jameser wrote:
On September 11 2010 06:13 ltortoise wrote:
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)


...? Stargate is also easier to get to, and phoenix have many uses, such as countering ALL Terran air if massed (due to their incredibly high hp and fantastic speed).

I don't understand your points.

I don't even know why I expect more than low silver leaguers on TL anymore... sigh...

anyway marauders feel too much like wc3 units (very strong and focused on a certain damage type)


What kind of post is this? Now you are insulting my skill? Well, I'm not silver league. Want to play some time? PM me.


Every time I've gone Void Ray harass, they lived and I brought them along for the main fight, they died in a split second to Stimmed Marine fire and the Viking(s) they originally built to drive off my harass (otherwise I would have kept harassing).

They have a range of 6, must accelerate and have a move speed of 2.25, which means they drop STUPID-fast to focus-fire from Marines and Vikings.

They don't work against Protoss or Zerg for exactly the same reason. They're big, slow, obvious and the acceleration rate and dependence on being ignored for 6 straight seconds just gets them killed.

They're not something you send into a straight-up battle unless the fight ended and he's got little to no AA left.


Banshees also have low hp, and a range of 6. They seem to work just fine, despite stalkers being around capable of focus firing. Maybe that's because when I do this, I actually use my ground army as a meat shield for my banshees?

The only reply I have for you is that You're Doing It Wrong.
Bibdy
Profile Joined March 2010
United States3481 Posts
September 10 2010 21:48 GMT
#105
On September 11 2010 06:46 ltortoise wrote:
Show nested quote +
On September 11 2010 06:42 Bibdy wrote:
On September 11 2010 06:22 ltortoise wrote:
On September 11 2010 06:20 Jameser wrote:
On September 11 2010 06:18 ltortoise wrote:
On September 11 2010 06:16 Jameser wrote:
On September 11 2010 06:13 ltortoise wrote:
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)


...? Stargate is also easier to get to, and phoenix have many uses, such as countering ALL Terran air if massed (due to their incredibly high hp and fantastic speed).

I don't understand your points.

I don't even know why I expect more than low silver leaguers on TL anymore... sigh...

anyway marauders feel too much like wc3 units (very strong and focused on a certain damage type)


What kind of post is this? Now you are insulting my skill? Well, I'm not silver league. Want to play some time? PM me.


Every time I've gone Void Ray harass, they lived and I brought them along for the main fight, they died in a split second to Stimmed Marine fire and the Viking(s) they originally built to drive off my harass (otherwise I would have kept harassing).

They have a range of 6, must accelerate and have a move speed of 2.25, which means they drop STUPID-fast to focus-fire from Marines and Vikings.

They don't work against Protoss or Zerg for exactly the same reason. They're big, slow, obvious and the acceleration rate and dependence on being ignored for 6 straight seconds just gets them killed.

They're not something you send into a straight-up battle unless the fight ended and he's got little to no AA left.


Banshees also have low hp, and a range of 6. They seem to work just fine, despite stalkers being around capable of focus firing. Maybe that's because when I do this, I actually use my ground army as a meat shield for my banshees?

The only reply I have for you is that You're Doing It Wrong.


Oh yes, sorry. Should be making my Zealots throw their Psi-Blades up in the air to bring them down.

Play Protoss and try it. Then you'll understand.
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 21:52 GMT
#106
On September 11 2010 06:48 Bibdy wrote:
Show nested quote +
On September 11 2010 06:46 ltortoise wrote:
On September 11 2010 06:42 Bibdy wrote:
On September 11 2010 06:22 ltortoise wrote:
On September 11 2010 06:20 Jameser wrote:
On September 11 2010 06:18 ltortoise wrote:
On September 11 2010 06:16 Jameser wrote:
On September 11 2010 06:13 ltortoise wrote:
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
[quote]

It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)


...? Stargate is also easier to get to, and phoenix have many uses, such as countering ALL Terran air if massed (due to their incredibly high hp and fantastic speed).

I don't understand your points.

I don't even know why I expect more than low silver leaguers on TL anymore... sigh...

anyway marauders feel too much like wc3 units (very strong and focused on a certain damage type)


What kind of post is this? Now you are insulting my skill? Well, I'm not silver league. Want to play some time? PM me.


Every time I've gone Void Ray harass, they lived and I brought them along for the main fight, they died in a split second to Stimmed Marine fire and the Viking(s) they originally built to drive off my harass (otherwise I would have kept harassing).

They have a range of 6, must accelerate and have a move speed of 2.25, which means they drop STUPID-fast to focus-fire from Marines and Vikings.

They don't work against Protoss or Zerg for exactly the same reason. They're big, slow, obvious and the acceleration rate and dependence on being ignored for 6 straight seconds just gets them killed.

They're not something you send into a straight-up battle unless the fight ended and he's got little to no AA left.


Banshees also have low hp, and a range of 6. They seem to work just fine, despite stalkers being around capable of focus firing. Maybe that's because when I do this, I actually use my ground army as a meat shield for my banshees?

The only reply I have for you is that You're Doing It Wrong.


Oh yes, sorry. Should be making my Zealots throw their Psi-Blades up in the air to bring them down.

Play Protoss and try it. Then you'll understand.


It's been done to me. That's all I really want to say about the topic. Void rays are a wonderful unit and can be used just fine as part of your main army, as long as you engage in the correct spots and in the correct fashion. People who throw their units away as "simply harassment units" are pretty much stupid, IMO.

Same with reapers. You can write them off as "just a harassment unit" and suicide them to free up supply, but in the end you're better off keeping them and adding them to your army, and microing them. I have won many games in the mid game with marauder/marine/reaper composition. The reapers do an excellent job of raping zerglings.
OTIX
Profile Joined July 2010
Sweden491 Posts
September 10 2010 21:53 GMT
#107
For comparison here are some dps numbers against a 1 armour building:

Stimmed Marauder: 19
Stimmed Marine: 8.71
Sieged Tank: 16.33
Thor: 45.31

Zergling: 5.75
Roach: 7.5
Hydralisk: 13.25
Ultralisk: 44.4 (post-patch: 39.49)

Stalker: 9.03
Dark Templar: 25.97
Immortal: 33.79

Marauders and Marines are clear outliers, though 2 Marines are not better than a Marauder unless you have +2. We can see that 10 Roaches kill buildings slower than 4 Marauders. An Immortal is clearly worse (and much more expensive) than 2 Marauders and an Ultra or a Thor are only slightly better. A DT is a little better than one Marauder but costs more than twice as much. Hydras are greatly outclassed. Zerglings have very high dps for their cost but they are obviously limited by the attack surface.

4 Marauders can kill a Hatchery in roughly 12 real seconds (about one full stim). 8 Marines are almost as fast but quite fragile in comparison and take longer to unload. If Marauders did not have any bonus damage against buildings they would be in line with the more expensive Stalkers and still significantly better than Roaches.

Unfortunately making buildings unarmoured would affect many other units, especially Immortals, and an exception only for Marauders would be an inelegant and strange solution. Perhaps the ability to snipe buildings will simply be a part of the overall balance of the Terran race down the line.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-10 21:59:16
September 10 2010 21:55 GMT
#108
Well then somebody doesn't produce themselves very many Marines.

Here's a fun bit of math:

Terran army with 12 Marines (that's not a lot): Total anti-air DPS capability = 6/0.8608 * 12 = 84 DPS, without Stim

Protoss army with 8 Stalkers (that's a lot): Total anti-air DPS capability (assuming shooting Banshees) = 10/1.44 * 8 =~ 56 DPS

Who's air units do you think are going to drop first?

I'm not discrediting them on the basis of the math alone. Experience has taught me that well enough. The math just supports my very well-earned pre-conceived notion.

Pretending like I'm dismissing it as just a harassment unit without having tried it as anything else is really just pretty downright hilarious.
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 21:57 GMT
#109
On September 11 2010 06:55 Bibdy wrote:
Well then somebody doesn't produce themselves very many Marines.

Here's a fun bit of math:

Terran army with 12 Marines (that's not a lot): Total anti-air DPS capability = 6/0.8608 * 12 = 84 DPS, without Stim

Protoss army with 8 Stalkers (that's a lot): Total anti-air DPS capability (assuming shooting Banshees) = 10/1.44 * 8 =~ 56 DPS

Who's air units do you think are going to drop first?


Marines only have a range of 5. If you aren't abusing that little fact, You're Doing It Wrong. You are engaging in the wrong spots and in the wrong fashion. There's no reason at all to let 12 marines get in range of a single air unit. Ever.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-10 22:01:17
September 10 2010 22:00 GMT
#110
On September 11 2010 06:57 ltortoise wrote:
Show nested quote +
On September 11 2010 06:55 Bibdy wrote:
Well then somebody doesn't produce themselves very many Marines.

Here's a fun bit of math:

Terran army with 12 Marines (that's not a lot): Total anti-air DPS capability = 6/0.8608 * 12 = 84 DPS, without Stim

Protoss army with 8 Stalkers (that's a lot): Total anti-air DPS capability (assuming shooting Banshees) = 10/1.44 * 8 =~ 56 DPS

Who's air units do you think are going to drop first?


Marines only have a range of 5. If you aren't abusing that little fact, You're Doing It Wrong. You are engaging in the wrong spots and in the wrong fashion. There's no reason at all to let 12 marines get in range of a single air unit. Ever.


Except when they've both got a move speed of 2.25, the air unit has to accelerate and the ground guys have got this little movement speed boosting ability.

Let me guess, I'm supposed to keep my Void Ray at full Charge and doing tons of damage while using it as bait all at the same time, yes?

Let's not forget the Vikings you originally made to drive away my Void Rays from harassment in the first place, either.
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 22:02 GMT
#111
On September 11 2010 07:00 Bibdy wrote:
Show nested quote +
On September 11 2010 06:57 ltortoise wrote:
On September 11 2010 06:55 Bibdy wrote:
Well then somebody doesn't produce themselves very many Marines.

Here's a fun bit of math:

Terran army with 12 Marines (that's not a lot): Total anti-air DPS capability = 6/0.8608 * 12 = 84 DPS, without Stim

Protoss army with 8 Stalkers (that's a lot): Total anti-air DPS capability (assuming shooting Banshees) = 10/1.44 * 8 =~ 56 DPS

Who's air units do you think are going to drop first?


Marines only have a range of 5. If you aren't abusing that little fact, You're Doing It Wrong. You are engaging in the wrong spots and in the wrong fashion. There's no reason at all to let 12 marines get in range of a single air unit. Ever.


Except when they've both got a move speed of 2.25, the air unit has to accelerate and the ground guys have got this little movement speed boosting ability.

Let me guess, I'm supposed to keep my Void Ray at full Charge and doing tons of damage while using it as bait all at the same time, yes?

Let's not forget the Vikings you originally made to drive away my Void Rays from harassment in the first place, either.


...Or just put the Zealots in front as a shield? What am I supposed to do, target fire your void ray into a wall of zealots as all my anti-air gets instantly slaughtered? You can easily create a huge negative incentive for me to attack the void(s).
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-10 22:14:03
September 10 2010 22:09 GMT
#112
On September 11 2010 07:02 ltortoise wrote:
Show nested quote +
On September 11 2010 07:00 Bibdy wrote:
On September 11 2010 06:57 ltortoise wrote:
On September 11 2010 06:55 Bibdy wrote:
Well then somebody doesn't produce themselves very many Marines.

Here's a fun bit of math:

Terran army with 12 Marines (that's not a lot): Total anti-air DPS capability = 6/0.8608 * 12 = 84 DPS, without Stim

Protoss army with 8 Stalkers (that's a lot): Total anti-air DPS capability (assuming shooting Banshees) = 10/1.44 * 8 =~ 56 DPS

Who's air units do you think are going to drop first?


Marines only have a range of 5. If you aren't abusing that little fact, You're Doing It Wrong. You are engaging in the wrong spots and in the wrong fashion. There's no reason at all to let 12 marines get in range of a single air unit. Ever.


Except when they've both got a move speed of 2.25, the air unit has to accelerate and the ground guys have got this little movement speed boosting ability.

Let me guess, I'm supposed to keep my Void Ray at full Charge and doing tons of damage while using it as bait all at the same time, yes?

Let's not forget the Vikings you originally made to drive away my Void Rays from harassment in the first place, either.


...Or just put the Zealots in front as a shield? What am I supposed to do, target fire your void ray into a wall of zealots as all my anti-air gets instantly slaughtered? You can easily create a huge negative incentive for me to attack the void(s).


Okay, let's break it down: You WILL have Vikings at this point. Guaranteed.

If you don't have Vikings at this point I'll just do what any good player does when they see their opponent massing tons of GtA units and building static defenses does: spam more air units and maintain complete air control. Marines can't be everywhere at once so if you depend on them and Missile Turrets entirely for your anti-air pleasure I'm eventually going to find a nice little cubby-hole to charge off of and then its pretty much over. You need something like 8 Marines per fully Charged Void Ray to bring it down, and if I don't like my odds, I'll just fly off and find another.

So, have we established you'll have Vikings? Yes? Okay. Ergo, your Vikings can be nailing the Void Ray(s) from complete safety above the Marine ball, meaning you get the first and continuous shots through the entire battle. The moment I approach with the Void Rays to do anything useful and start charging up on something, they get splattered by Marine fire.

So, am I to bait your Vikings to chase, with their superior range and gun them down with Stalkers and Zealots first, take out your Marines and Vikings, THEN send the Void Rays in? YES! Hence my original point that I can't use these things until you're out of AA, whether its through Collossi, Psi Storm or just raw ass kickery from Zealots and Stalkers, they're just crap.

ONLY if you're skimping on the Marines (e.g. I'm harassing with Stalkers a lot at the start of the match, forcing you to make lots of Marauders) and haven't got any Vikings can I make anything out of a Void Ray in a straight-up battle.
Toxigen
Profile Joined July 2010
United States390 Posts
Last Edited: 2010-09-10 22:14:46
September 10 2010 22:09 GMT
#113
I'd be more in support of creating a new armor type. Call it "Building." Stuff that's supposed to do heavier damage to buildings can have bonuses against that armor type, kinda like banelings do.

Base defenses are fine to stay as "armored," especially since from a logic standpoint it makes total sense (you're going to put "armor" on a bunker or photon cannon). That way immortals and marauders can still do what they're supposed to do, but shouldn't be able to get in a transport and snipe off a tech building in 0 seconds flat.

As for Ultras, the headbutt attack frontloads more damage but it's less DPS (if that makes sense).

Furthermore, the headbutt doesn't splash, so clumped buildings take way less damage than they would otherwise. It's kinda why Blizzard is removing the headbutt, so I guess the point is moot.
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 10 2010 22:17 GMT
#114
You realize that only marauders cause this problem because they have stim. The issue is marauders having stim, not buildings being armored. Tanks, immos, stalkers, ultras, they all are fine.
Half man, half bear, half pig.
Antares777
Profile Joined June 2010
United States1971 Posts
September 10 2010 22:28 GMT
#115
Marauders should do +8 vs armored, not +10 vs armored. Problem solved... I hope.
OTIX
Profile Joined July 2010
Sweden491 Posts
September 10 2010 22:51 GMT
#116
On September 11 2010 07:28 Antares777 wrote:
Marauders should do +8 vs armored, not +10 vs armored. Problem solved... I hope.

That's a really bad fix as it would noticably affect their combat strength but only slightly impact their ability to snipe buildings. Changing how stim works would fall into the same category. I think a big part of the reason why Marauders are designed the way they are is to make them semi-viable against Tank/Viking. So any potential change to Marauders should be something that does not affect their ability to kill sieged tanks. In fact I think Blizzard would like Marauders to be even stronger against Tanks if possible without unbalancing the unit elsewhere.
blastedt
Profile Joined April 2010
United States29 Posts
Last Edited: 2010-09-10 23:03:29
September 10 2010 23:03 GMT
#117
How about this:
Marauders now have to headbutt buildings. This does 7 damage to the buildings and has a period of three seconds in between attacks. Each headbutt has a chance to push their head back into their suit, blinding them for thirty seconds. Blinded marauders fire randomly towards anything that sounds like an enemy. This includes your own units in TvT. A viable strategy may be to building a CC outside your opponent's expansion to blind all your marauders then use the higher DPS from shells to bring down the nexus quickly (if they hear the probes and fire in their general direction and hit the nexus).

(This is a joke. Please don't hurt me.)
Bibdy
Profile Joined March 2010
United States3481 Posts
September 10 2010 23:12 GMT
#118
On September 11 2010 07:51 OTIX wrote:
Show nested quote +
On September 11 2010 07:28 Antares777 wrote:
Marauders should do +8 vs armored, not +10 vs armored. Problem solved... I hope.

That's a really bad fix as it would noticably affect their combat strength but only slightly impact their ability to snipe buildings. Changing how stim works would fall into the same category. I think a big part of the reason why Marauders are designed the way they are is to make them semi-viable against Tank/Viking. So any potential change to Marauders should be something that does not affect their ability to kill sieged tanks. In fact I think Blizzard would like Marauders to be even stronger against Tanks if possible without unbalancing the unit elsewhere.


So, why don't they change Tanks to do 35 +15 vs. Light? I don't get why Tanks need to be good against Armoured, not Light. Why aren't tanks in normal mode a counter to Sieged Tanks?
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
September 10 2010 23:20 GMT
#119
On September 11 2010 06:22 ltortoise wrote:
Show nested quote +
On September 11 2010 06:20 Jameser wrote:
On September 11 2010 06:18 ltortoise wrote:
On September 11 2010 06:16 Jameser wrote:
On September 11 2010 06:13 ltortoise wrote:
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)


...? Stargate is also easier to get to, and phoenix have many uses, such as countering ALL Terran air if massed (due to their incredibly high hp and fantastic speed).

I don't understand your points.

I don't even know why I expect more than low silver leaguers on TL anymore... sigh...

anyway marauders feel too much like wc3 units (very strong and focused on a certain damage type)


What kind of post is this? Now you are insulting my skill? Well, I'm not silver league. Want to play some time? PM me.


yoyoyo chill out.

Here's some more math, but I'm not gonna use any numbers.

Marauders + Medivacs = good army

void rays + speed = basically a waste of money.

void rays by themselves + player perseverence = easy kills to vikings and huge investment for Protoss

You can't harass Terran very well as Protoss at all, the reason it's tough is marine/maruader drops kill stalkers pretty badly in small numbers while 6 stimmed marines and a viking can kill 2 void rays. So as Protoss you actually need a pretty large army in your main to stop drops, which means if you are on the other side of the map, with good micro Terran can kill your nexus a good portion of the time.

I'm not saying it's broken, but this is why some rude people are calling you a newbie and why this thread of was started in the first place (OP lost to a bunch of people Marauder dropping and wanted to see if other people were also having trouble)
My. Copy. Is. Here.
Hikari
Profile Blog Joined May 2010
1914 Posts
Last Edited: 2010-09-10 23:28:53
September 10 2010 23:26 GMT
#120
On September 11 2010 08:03 blastedt wrote:
How about this:
Marauders now have to headbutt buildings. This does 7 damage to the buildings and has a period of three seconds in between attacks. Each headbutt has a chance to push their head back into their suit, blinding them for thirty seconds. Blinded marauders fire randomly towards anything that sounds like an enemy. This includes your own units in TvT. A viable strategy may be to building a CC outside your opponent's expansion to blind all your marauders then use the higher DPS from shells to bring down the nexus quickly (if they hear the probes and fire in their general direction and hit the nexus).

(This is a joke. Please don't hurt me.)




Very funny :p
Sounds a lot like ultralisk :p

Voidrays, esp if they enter battle fully charged, is a good addition to your army *esp* in combination with FF.

Voidrays can also be used to harass expo/give map control/make your opponent "waste" resources in AA which might otherwise be not very useful beside to take out a few VRs.
Prev 1 4 5 6 7 8 16 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 2m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 147
StarCraft: Brood War
Calm 8391
TY 533
BeSt 382
Zeus 346
PianO 283
Tasteless 263
Soma 251
Jaedong 249
Leta 156
soO 91
[ Show more ]
sorry 30
yabsab 15
Bale 10
Noble 5
Dota 2
Gorgc4354
KheZu127
League of Legends
JimRising 515
Reynor83
Counter-Strike
fl0m1633
taco 48
Other Games
summit1g13984
ceh9338
XaKoH 74
NeuroSwarm65
NotJumperer16
crisheroes2
Organizations
Other Games
gamesdonequick587
Counter-Strike
PGL107
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 15
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• iopq 0
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3411
• Stunt703
Upcoming Events
OSC
3h 2m
LAN Event
6h 2m
Lambo vs Harstem
FuturE vs Maplez
Scarlett vs FoxeR
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
Korean StarCraft League
18h 2m
CranKy Ducklings
1d 1h
LAN Event
1d 6h
IPSL
1d 9h
dxtr13 vs OldBoy
Napoleon vs Doodle
BSL 21
1d 11h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 14h
Sparkling Tuna Cup
2 days
WardiTV Korean Royale
2 days
[ Show More ]
LAN Event
2 days
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
3 days
Wardi Open
3 days
WardiTV Korean Royale
4 days
Replay Cast
5 days
Kung Fu Cup
5 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
6 days
RSL Revival
6 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.