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Marine Arena is an UMS where you have constantly spawning units that is under your control created by Crayon and updated on EU by Kiwa. You play in teams of 2 or 4 trying to take out the opponent. Their forum is at http://marinearena.tk/ .
For each unit that you kill you get minerals that you can use to buy mercenaries, heroes or upgrades of various kinds. Since there are a lot of different things you can do with the money I felt like discussing what works and what doesn't might be a good idea.
A standard strategy in faster mode might be to buy the mercenary Marauder and get stim. That way you have two ranged units that both can use stim. You then upgrade your marines and at some stage that depends on the opponents you upgrade the marauders to the next half tier.
There are of course many more details to that strategy that varies depending on the game flow and what your end goal is.
What are your favourite strategies and how do you feel most countered and weak?
Do keep in mind that the EU and US versions have minor differences so please state in which version you use it (most often it will work in both with some alterations). For example the Phoenix can't attack ground units without lifting them in the US version. In the EU version they can attack ground units, meaning they can be used to snipe mercenary compounds.
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i cant believe this thread hasn't received more activity 
what i like to do is start with zerglings and burrow ambush the enemies with stim marines as well. then i'll move to cracklings with the two upgrades for the lings and i tend to rape everyone. works pretty well if you know how to split micro
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I've only played this game once, and I'm probably really bad, but I managed to win by going mass roach and those things that you upgrade the roaches to (beetles, if I remember correctly?).
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what i do is go warp zealots, and upgrade marine range
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What I like to do is get Zealots + Charge ASAP. Then get Stalkers when I can, and then rape all tier 1 units. Usually I don't upgrade the Stalkers to their Lance or Shock counterparts, to counter Armored units. Get them to +9 or +10 attack and then start upgrading my marines attack and health
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On February 21 2011 15:06 NguN wrote: What I like to do is get Zealots + Charge ASAP. Then get Stalkers when I can, and then rape all tier 1 units. Usually I don't upgrade the Stalkers to their Lance or Shock counterparts, to counter Armored units. Get them to +9 or +10 attack and then start upgrading my marines attack and health
Do you get blnk on your stalkers?
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Blink zealots + anything, just won a game doing that with my partner who went stalkers
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woah blink zealots? that would be amazing
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I start out with Temple Zealots beefed up with attack (they're basically immortals that can charge >: D = awesome) and attack speed from the upgrades station in the middle of the map. They rape EVERYTHING.
After I've got an attack boost of around +20 - +30, I'll change to Shock Lance Stalkers.
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i tend to not know what to do, because i get allies who never talk. whenever i'm in a team game, right after 'gg gl hf', i ask in team chat about a plan. no response.. so i just wing it
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Well, this is the best UMS for me in Europe server. I played It like 90 times, and won about 80% of my games.
Marine Arena is not as simple as most of the people wrote here. Going zealots with charge isn't always the best option. I usually open with Speed Lings/Stim Marines and burrow mine lings all across the mid area, to get absolute map control. Chargelots are only better at really big numbers, or fighting on chokes, like the mid area, so its obvious what you need to do with Speed Lings/ Marines - flank enemy armies as much as possible, and fight inside mid area, where your lings will have a wider area to surround your enemies units. The most awesome thing about Speedlings is that you can easily hunt down the retreating forces of your opponents, may it be stimmed marines or chargelots .And don't forget to use Guardian Shield in mid, if it has energy, because most of the player do forget.
When I get my first 750 minerals, I usually go for Jim Raynor marines. They are the strongest late game units in high numbers (before nerfs, Tychius Marines was the best unit whole game long, hands down). After this, it will be really tough to deal with Blink Zealots, so be very careful at engagements and don't sacrifice your whole armies for nothing. Jim Raynor marines already shine when they have 6 Attack Upgrades, and when you get their range up to 7, they become a serious problem for your enemies. Another question, is what mercenaries you should get. I was going for Biological focused Marauders most of the time, but they seem to choke against Lance stalkers, who are pretty good against both, Marines and Biological focused Marauders. So now, most of the time, I stick with Goliaths. They are awesome. Not only they do amazing DPS on ground, they totally shut down air shenanigans. If there is no air play by your enemies, you could try to get temple zealots with charge. They are a serious meat for your upgraded marines. You will simply send your zealots, stim marines, run as close as possible while zealots are tanking, and press the glorious A button. As I told, this works if there is no air play, or you are not playing against really skilled players, who will get ghosts to EMP your Temple Zealots, and make them literally worthless. So, Goliaths looks like a more solid option. Also, hybrid reavers seems to be a good option, when your enemies doesn't boost their attack damage for marines/mercenaries and they have both blink/temple zealots with marines. When Reavers hit 5 Armor, it will take infinitive marines to kill them.
About Tychius Marines, they are still awesome. If most of your enemies are going speedlings/cracklings/zealots/Temple zealots/Blink zealots and they upgrade additional marine spawn rate, Tychius marines are a lot better option than Jim Raynor marines, you don't even need to worry about blink zealots because of their splash. But the fact remains, that Tychius marines in high numbers, will lose to Jim Raynors marines of equal size, so I prefer Jim Raynor marines. Also, Tychius marines attack damage raises the least from all marines, so if your opponent is going for Reavers with armor upgrades, you will get a serious shut down. (This can even happen with Hybrid Destroyers/Lance Stalkers/Firebats).
The big difference between Jim Raynor and Tychius marines is that Tychius marines are always in front of your army, due to low range. Upgraded Marines are your glass cannons, this is why you are forced to get melee units if you are going for Tychius marines. As the armies numbers grows, the melee units gets more and more ineffective, which won't even be compensated by Tychius marines splash damage. Meanwhile Jim Raynor marines have range of 7 - the longest range of all mercenaries. They will always be behind Goliaths/Hybrind reavers/Lance Stalker and etc.
Also, its good for your team, if one of you start with speedlings/Marines and other with Ghost. So you wouldn't need to worry about DT/HT/Infestors/Hydras, becase one snipe may totally ruin your opponents game.
If one of your enemies was massing mutas/voidrays from the 10 minutes mark, Thor is a good investment. Two volleys of his AA will earn you like 2k minerals in seconds, if the opponent doesn't notice it. And even if it dies, it costs only 375 minerals to revive it. Also, Thor is good at defending your mercenary production facility for air shenanigans.
If you are really far ahead, and all three teams are trying to kill you, there are lots of way to stop it : 1) Bunkers with space upgrade and five armor upgrades, which almost denies marines damage. 2) Tanks. Three siege tanks at your base can cause some serious damage to attacker. Most of the time, when I'm alone in my team (which happens damn a lot) I tend to do these both things, and add mothership with PF and upgrade turret's/PF's attack range. While PF attack range is not as important as Turrets (which will deny any air units assaults against your production facility) it can also help.
Also, I never get armor upgrades for my units, unless I see at least one opponent who doesn't upgrades his marines attack damage (and I still upgrade armor only five times for marines).
And don't make stupid decisions like fighting with the strongest opponent, not only it won't be as cost effective as fighting a dude with 100 kills, but you will also feed him more. I hope this helps.
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Its been a long time since someone has added but since MA2 I still up and running strong as one of the top played games, I figured I would give me input (In hopes to spark conversation about questions, comments, and helpful hints o improve.
My favorite strategy I think it strait snipers. High income is always the favored setting so everyone starts with 500 Minerals.
I simply upgrade my merc (snipers) two times, then from then on I use a combination of snipers and marines to fight/ micro my way to the top. Sniper's are powerful shot's but weak bodies, so I keep my distance from all opposing enemies. I use a hit run method and carefully work my way up one upgrade at a time (strait weapons).
Once I have my 6 upgrades I increase my merc production and cancel marine spawn. From here on out it's strait snipers. After this I upgrade to stronger sniper's and get my 3 boost's upgrade with is 3x300 minerals. Increases them all around. From there I sometimes use prone and sometimes don't.
I only buy phoenix if it is absolutely necessary and if I do I upgrade him as much as I can. He cant gravity anyone except commando/ Spec. Believe it or not stronger sniper's can take out any merc or marine if your fast enough. This game is all about controlling the map and timing.
There is no other map that will improve your micro and use of terrain than this map. I highly enjoy it.
Thank you for reading and God Bless you, whoever you are.
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Hey guys just to let you know the original site has moved to www.themarinearena.com and the older site is now www.marinearena.info
Hope this helps anyone looking to view the forums and get feedback on upcoming balancing and reach out to the community!
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