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Active: 1450 users

A marauder idea.

Forum Index > Closed
Post a Reply
Herect
Profile Joined January 2012
Brazil216 Posts
Last Edited: 2012-09-27 23:37:25
September 27 2012 23:37 GMT
#1
I think Marauders just need little tweaks to become an awesome unit. They souldn't be a unit to counter armored units, they should be something like a more durable infantry option on Barracks. A more defensive oriented unit instead of a simple counter. Marines already are Glass Cannons when stimming, they kill and are killed so fast. Marauders should be a more conservative unit, a unit with a lot less DPS, but with more battle sustainability.

To do it, consider some changes on its design:

- Remove Stim (just form Marauders)
- Remove Concussive Shells (anti-micro abilty so early on tech tree and hard counter focused).
- Remove bonus against armored (totally hard counter oriented)
- Increase health (and maybe armor).
- Give it a defensive oriented upgrade (counter stim? a ability that buffs health temporaliy decreasing movement speed... or, maybe, spider mines? I can dream =P).

So infantry based armies would have different objectives based on rates of Marauders and Marines. Without Marauders hard countering Gateway armies (the lack of stim and CC decreases MMM effectiveness in this role), Collossus wouldn't be such a obligatory option.
obsid
Profile Joined November 2008
United States389 Posts
September 27 2012 23:47 GMT
#2
So how do the bio terran stop tanks or stalker heavy army?
Edso
Profile Joined June 2010
Canada112 Posts
Last Edited: 2012-09-28 00:30:30
September 28 2012 00:29 GMT
#3
Marauders already play key roles in shutting down most of the silly 1 base plays that can happen in TvT. Also marauders are great for picking off spell casters such as HT and Infestors. Marauders are pretty lack luster in late game TvP, I don't get what you're trying to achieve with this.

Oh yea, and ultras become the definitive counter to terran -.-
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
September 28 2012 00:40 GMT
#4
On September 28 2012 08:37 Herect wrote:
I think Marauders just need little tweaks to become an awesome unit. They souldn't be a unit to counter armored units, they should be something like a more durable infantry option on Barracks. A more defensive oriented unit instead of a simple counter. Marines already are Glass Cannons when stimming, they kill and are killed so fast. Marauders should be a more conservative unit, a unit with a lot less DPS, but with more battle sustainability.

To do it, consider some changes on its design:

- Remove Stim (just form Marauders)
- Remove Concussive Shells (anti-micro abilty so early on tech tree and hard counter focused).
- Remove bonus against armored (totally hard counter oriented)
- Increase health (and maybe armor).
- Give it a defensive oriented upgrade (counter stim? a ability that buffs health temporaliy decreasing movement speed... or, maybe, spider mines? I can dream =P).

So infantry based armies would have different objectives based on rates of Marauders and Marines. Without Marauders hard countering Gateway armies (the lack of stim and CC decreases MMM effectiveness in this role), Collossus wouldn't be such a obligatory option.

marauders are already an awesome unit.
ok
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
September 28 2012 00:41 GMT
#5
On September 28 2012 08:47 obsid wrote:
So how do the bio terran stop tanks or stalker heavy army?

Marines are the answer to both those questions.

About changing the Marauder I don't know it might not see as much use since battle hellions paired with Marines are going to be a great combo.
I am Godzilla You are Japan
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
September 28 2012 00:44 GMT
#6
On September 28 2012 09:41 SigmaoctanusIV wrote:
Show nested quote +
On September 28 2012 08:47 obsid wrote:
So how do the bio terran stop tanks or stalker heavy army?

Marines are the answer to both those questions.

About changing the Marauder I don't know it might not see as much use since battle hellions paired with Marines are going to be a great combo.

marines are terrible vs tanks and stalkers can kite marines all the way up until they get stim. By then toss would have collosus or templar.
ok
GT350
Profile Joined May 2012
United States270 Posts
September 28 2012 03:29 GMT
#7
counter stim? what about medivacs?

and marauders are already way beyond awesome.
Dephy
Profile Joined January 2011
Lithuania163 Posts
Last Edited: 2012-09-28 06:25:10
September 28 2012 06:24 GMT
#8
i agree marauders should be changed. But this isnt it. First of:
If you remove stim, they become immobile, about tank/thor level of immobility.
Giving them minelaying ability would be counter productive for mech, since marauder comes out of rax and not factory.
Marauder dps without bonus to armored and stim would be pathetic, same level as sentry. Terran mid-late game bio armies would also suffer, as there would be no counter for ultra with bio or bio/mech armies for examples.
Basicly playing bio is about being agresive this type of marauder would be totaly useless for bio play.
M.R. McThundercrotch
Profile Joined June 2012
United States265 Posts
September 28 2012 07:10 GMT
#9
On September 28 2012 08:47 obsid wrote:
So how do the bio terran stop tanks or stalker heavy army?


Give the role of anti-armor to the reaper - remove their bonus against light units and allow them to use the D-8 Charge attack against armored units.

Marauder's go in first to tank damage, marines deal general DPS and reapers bounce around focusing on armored units. Could even turn the marauder into the first Terran melee unit by giving them a pneumatic fist attack.

Hahaha, that would be kind of rad.
On June 30 2012 01:42 iNcontroL wrote: Fuck a lot of you. Fuck you forever.
Maginor
Profile Joined May 2010
Norway505 Posts
September 28 2012 07:16 GMT
#10
On September 28 2012 08:37 Herect wrote:
So infantry based armies would have different objectives based on rates of Marauders and Marines. Without Marauders hard countering Gateway armies (the lack of stim and CC decreases MMM effectiveness in this role), Collossus wouldn't be such a obligatory option.


I think that would make colossus even stronger against terran, so it would see more use, not less.
Evangelist
Profile Blog Joined June 2011
1246 Posts
September 28 2012 07:30 GMT
#11
Marauders do not "hard counter" gateway armies. The last time I checked, "gateway army" doesn't mean stalkers. It means zealots, high templar and sentries as well as archons.

They do the job they are intended to - making up for the weakness in marines against high armour armoured units. They don't need changing.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
September 28 2012 08:00 GMT
#12
The HotS beta is not an excuse to start redesigning starcraft on the TL forums. BattleNet forums are your friend for this kind of thing.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
NeWeNiyaLord
Profile Blog Joined September 2010
Norway2474 Posts
September 28 2012 08:21 GMT
#13
I'm sorry, but how do you kite mass Zealot and storm without CS? I mean yeah you could split. But it just makes it alot more difficult
This is where we begin. Show your true self, Battosai.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
September 28 2012 08:36 GMT
#14
On September 28 2012 17:21 NeWeNiyaLord wrote:
I'm sorry, but how do you kite mass Zealot and storm without CS? I mean yeah you could split. But it just makes it alot more difficult


You would have to make them REALLY tanky for all the trade off lower DPS, no stim, no CS.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 28 2012 08:45 GMT
#15
This thread doesn't raise concerns about the metagame and is simply you stating what you think would be cool. Hence, its being closed.
Administrator~ Spirit will set you free ~
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