The trouble with a lower range marauder is it just becomes like a roach with stim then, doesn't it, only better vs armoured and a fair bit worse vs other types?
On July 17 2013 17:11 J wrote:http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955¤tpage=330#6583 but mainlyI don't understand why you think Protoss gateway should be capable of beating a bio mix. Bio play is much more commited: [LIST]
Even more, 2marauders vs 1immortal is the typical 2*(1/2)>1*1 inequation that the whole starcraft design is built upon. 4zerglings beat 1zealot (=same cost)
5marines beat 1dragoon/1 SC2 stalker (=same cost)
2 BW hydralisks/roaches beat 1dragoon/1 SC2 stalker (=same cost)
I think there are good reasons why pure bio play
must beat pure gateway play. Else bio won't even be used as support to mech or played on its own - it would be just straight up inferior to pure mech play.
Generally I don't think gateway only should be an option ever, outside of rushes. It's way too easily combineable with robotics tech, so the question should always be: "can gateway+robo deal with this?".
I didn't say anything about pure gateway beating pure bio.
I talked about cost efficiency.
If Immortals are meant to be good against Marauders, you CANNOT HAVE Marauders being more cost efficient against Immortals, let alone WITHOUT taking stim into account.
150/50 in marauders, without stim, should not beat the intended direct counter unit, the Immortal, which for the most part should be LESS cost efficient than the marauder, just not against other armoured ground units.
Marauder = somewhat specialised in anti-ground, more mobile with stim, really jacks up the DPS with stim
Immortal = really speciailsed in anti-ground, still not stritcly TERRIBLE vs ground but should always be cost inefficient versus things like marines, zerglings, zealots.
- Marines and marauders are/should both be good (cost-efficient) against Stalkers.
- Marines>Immortals
- Zealots>Marines & Marauders with no micro, but micro helps to balance it, at least for marines
- Higher DPS for Terran means generally better for harassment/drop play
- Reapers are/probably should be good against Zealots
Overall, my idea is Bio>pure gateway.
You made some big (+weird) assumptions about what I must be thinking when I expect Immortals to be cost-efficient against the one kind of thing they are meant to be good against and wrote a bunch that's not really related to my actual point, unfortunately. :p
Then there's this:

5marines beat 1dragoon/1 SC2 stalker (=same cost)
2 BW hydralisks/roaches beat 1dragoon/1 SC2 stalker (=same cost)
Neither of those are to do with any "
2×(1/2)>1×1 rule that you claim exists (and maybe it does).
That is simply to do with some units being intended to be cost-efficient against others.
BW Hydralisks, in EQUAL COST are meant to be good against dragoons, but they cost less and are weaker as single units, so you obviously need more. Making more costs more resources, but
because they are cost-efficient against dragoons, you need an overall smaller amount of resources worth of hydralisks to deal with the dragoons.
I don't think that 'rule' exists, I believe it would be more of a trend if anything.
It's more just
"x" amount of unit type #1 intended to be good vs unit type #2 > same resources in unit type #2.And stim costs currently 20hp, just like in SC2. (unless it was changed in some sneaky little patch in the past few days)
http://starbow.wikia.com/wiki/Marauder says it is only 10hp, but maybe that just needs correcting.
I agree with Zaphod that if Marauders are in the game, 10 HP for stim is too cheap. It was always 20 HP in SC2 anyway. Maybe stim only boosted movement for Marauders once upon a time in Starbow?
On July 17 2013 14:31 Xiphias wrote:
Immortals are good vs lurkers without any hardened shield. They do 27 dmg vs armored and have 250 hp. (lurkers needs 10 shots to kill one immortal...)
Hmm, it's still about cost equivalent, I think, if lurkers always hit 2 immortals, which the slow movement speed of immortals helps with, but on the other hand, maybe the range difference between lurkers and immortals isn't enough to actually allow them to regularly hit more than 1.
I'm not sure if the low bonus vs armoured warrants the extra gas cost and -1 range.
As they are, would you prefer just 2 stalkers to 1 Immortal and 1 Zealot?
Side note: Warp Prisms are too fragile.
On July 17 2013 18:40 Hider wrote:
Despite your long post (as if I haven't also done this plenty, or as if that discredits your argument and statistics somehow) - Bio is still underpowered for two reasons;
1) Sentinels give completely map control for protoss vs bio in early midgame, and they syngergize very well with stalkers.
Really? I still need to watch two of the replays Kabel uploaded but Null Ward doesn't seem that strong to me.
The splash is partly mitigated by splitting but more-so by it just not seeming to hit much often.
Set up many and sure, but if you see the Sentinels in time, shouldn't you have medics? Matrix is REALLY good, isn't it? 150 life for 50 energy?
I can see it not working so well if it's much easier to have many Sentinels than enough medics to protect many marines (due to the cooldown of Matrix), I wouldn't have thought it was so much easier though.
If the sheer HP, range and substantial speed advantage of Sentinels over marines is too much, maybe reduce the range of Sentinels to 4, to ensure they can't kite marines? :S Keep in mind Sentinels use 3 supply though.
They can probably barely kite though in which case the HP might be what is too high (IF you're saying Sentinels are just too good against bio even despite Matrix).
If Matrix is actually researched by default (Wiki says it is), it could be made a technology at a tech lab (on barracks obv.) rather than armoury, if the latter idea delays it too much.
Regarding maurauder beating stalker 1on1 (but just barely), IMO that sounds about fine, cus maurauders is really kinda bad vs every other unit.
But in general, bio isn't supposed to be cost effective vs protoss gateway early midgame. Instead, it is suposed to have a mobility advantage and roughly the same amount of units out at the 10-13 min mark or a bit more. Below are the changes I would recommend to get the desired effect;
Stalkers are not a lot better than Marauders vs other units, except they can hit air units. That is one on one, NOT cost for cost.
That means cost for cost, Stalkers ARE much worse vs most units and that doesn't even take stim into account!
Stalkers should be similarly cost efficent before you count stim, or even less cost efficient, but they're so much more expensive, they really should beat a non-stimmed marauder 1 on 1 if marauders only cost 57% of the resourcesor 55% if you count gas as double value (kind of good rule in SC2, but I'm not sure about Starbow).
You can easily make marauders pretty good vs stalkers without needing them that strong (and making them have 4 range just feels like roaches to me personally).
5 range for marines from the start could work but hydralisks only have 4 and might not need to be THAT bad against marines.
- Increase cost of sentinels from 50/100 to 75/100 and possibly compensate it in another way. The current cost of Sentinels provide protoss with a too good gas dumb, which probably will make it so that bio always will have less stuff than the protoss player (since they don't have any early gas dumb).
Making it possible to turn off autocast when you place it in your opponents main will be a buff, and other ways of compensating it for higher mineral cost might not be needed.
No real gas dump yeah, and sound good. ;P
Marines dealing a bit less to light - seems so far from classic marines but I've often considered it might be appropriate, but I wonder if zealots and zerglings might actually be too strong vs marines then, personally.
@ Immortal - Don't think any changes are needed for balance reasons for this unit if the above changes are implemented. However, I belive we could make it work a bit better in terms of game dynamics and rewarding micro by;
1) Reduce starting movement speed from 2.5 to 2.25
2) Increase range from 5 to 6/6.5
3) Give it a late game upgrade which increases it movement speed from 2.25 to 2.75.
Gyaahh, if you make it too slow and long ranged it gets too much like a Warp Prism reliant Reaver and toss already have one of those.
I think Immortals are more intersting as something that walks into detected lurkers and blast them heavily, faring well so long as they don't take too much splash. 6 range I can agree with, but I think the micro for an Immortal should be different to that of a Reaver.
Given the name, at least, they shouldn't just be "kite and die", not that you were saying that, but I believe they should be able to take a beating and easily dish out a lot of damage too, but only to what they're meant to be particularly good against (armoured). The old Hardened Shield is sort of back in the form of a Sentinel's Safeguard.
If you make it slower, you could end up with defensive set-ups of
Safeguard + Warp Prism + Reaver or Immortal going up and down, using it like an elevator, which might be interesting, but I'm not sure it fits the role of the Immortal. *Shrug*
Overall, the more clean solution is to have immortal at gateway as the anti-armored unit. The stalker as the antilight, anti normal unit, and the zealot as the tank. Each unit have a very well defined role. With immo at robo, it will overlap a bit with the sentinel as the anti-marauder unit, and obv. it is dominated by the reaver late game.
Hmm, I see fast zealots as tanks and big damage dealers while stalkers grant more reliable damage output (range, kiting ability, harrassment potential with blink especially) and not "specialists" against non-armoured or armoured, but rather all-rounders like zealots, but for different utility. They synergise well with each other without Stalkers needing to be anti-light.
Currently, I feel like Stalkers might be a little too strong versus light and medium and I think 12 damage would be more appropriate than 14, especially suitable for ensuring they're not too good versus zerglings, marines and hydralisks, all of which are meant to be more cost efficient versus Stalker, but currently it looks like a critical mass of stalkers can really make (too?) good use of the 6 range and 14 damage.
But in TvP I see the fundamental problem as zealots being worse at tanking due to marines dealing full damage and stimmed bio being better at kiting, so protoss players are forced to go immo/stalker vs pure bio, and in those situations they are slightly cost ineffictive (even if matrix isn't used).
Now see this I don't get. I just showed that marauders should be cost efficient VS immortals (similar minerals, but a lot less gas) BEFORE even considering stim.
Without stim, Marauders vs Zealots are worse than Roaches vs Zealots but you're recommending immortals instead of zealots despite that, purely due to kiting, but immortals are too slow to really stop themselves being picked off and either
1 - have only 5 range anyway, like marines with upgrades (or your marines with your suggested 5 initial range)
2 - have more range but are slower, as per your suggestion, likely to slow them down vs the bio, wouldn't it?
If you have Sentinels, you can place Null Wards, which can keep marines at bay to prevent kiting. They can be minor discouragement to forces composed of less fragile units but stronger discouragement to terran committing to a big attack without tanks/matrix/other and to trying to kite zealots etc.
I just don't see why a bio terran couldn't just stim and a-move over a stalker immortal protoss unless
1 - stim lasts an even shorter period of time than it should
2 - terran actually has production issues where, with a good economic set-up, they somehow can't have made enough production facilities in time...but in that case
maybe the/some protoss units might need to take longer.
On July 17 2013 21:32 Hider wrote:
It is weak against anti-armored units (immortal), vs non-armored units and in terms of scaling poorly (due to high supply cost, reavers and tanks). In terms of gameplay dynamic the maurauder has the potential to work very well in Starbow.
EDIT: And I also forgot it has no AA.
Don't worry - This unit has plenty of weakness's.
So untrue.
- Again, Immortals are
inefficient VS marauders.
- High supply cost is only as much of an issue as it is to an SC2 roach, only they can stim and are currently designed to be excessively cost efficient vs stalkers, another 2 supply unit so...NOPE.
Want Marauders in the game to ensure some bio unit deals a lot to Stalkers? - Marines already deal about the same damage to armoured per supply/cost as marauders anywayWant Marauders in the game to ensure Zealots are good against some barracks units? - Can apply the -1 damage nerf vs Light to MarinesWant Marauders in the game to tank more? - Oh, hey! What's this Matrix spell?Bio needs a gas sink/dump? - Medics could cost 50/50 instead of 75/25.Phew! The
EffOrt!.
On July 18 2013 00:04 Hider wrote:
If there is another way to give terran "natural map control" in TvP without any unintended consequences for other matchups (while keeping bio as an inutivie playstyle without high learnings costs for new players) - then Yes, maurauder isn't needed.
But is there? And if that involves protoss getting more zealots, is that even desireable?
Well stimmed Marauders don't even need to aim in order to kite units, while zealots should probably be split a bit against bio so that you can potentially surrounded (with speedy zealots) and reapers can have that area of effect, Molotov Cocktail upgrade to deal a bit of splash vs light to encourage zealots, so I would say zealots and their weakenesses are much more attractive to them game than marauders.
On July 17 2013 23:32 Blizzard Entertainment wrote:
Clearly the immortal/maurauder is the easy solution to creating great gameplay and as I told you previously, we can't expect anyone to like these units
Ha...ha.....SC2 popular opinion is that they improved the game, hey? If you're going to make statements like that and want
simple yes/no answers, I think most would agree that they didn't.