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TvP Marauder Cheese - Page 4

Forum Index > StarCraft 2 Strategy
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discordfighting
Profile Joined February 2010
United States39 Posts
April 02 2010 01:52 GMT
#61
I love how almost every single topic since the beta opened has been about "unit a hard counters unit b and is hard countered by unit c." I wish Day9 were here to drop the knowledge.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
April 02 2010 01:52 GMT
#62
I haven't experienced this push yet, but I can imagine that it would be powerful.

If they nerf maurds they need to only nerf them so they are affected early game. I think if the slow ability just required a research at the tech lab and costs 100/100 or 75/75 (either be cheep, take a long time, or a compromise) that should stop the early maurd push from being too powerful since zealots would actually be useful vs them.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
hellitsaboutme
Profile Joined March 2010
Singapore118 Posts
April 02 2010 01:56 GMT
#63
Honestly, I didn't like maradeurs from the first day I saw them. I was thinking why would the put such great unit to low tech and make it cheap. Switching maradeurs with helions would've make more sense.

Maradeurs>Immortals. Terran gets four maradeurs to the cost of one Immortal.
If there is EMP then Maradeurs>>>>>>Immortal.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-02 01:59:17
April 02 2010 01:57 GMT
#64
Nerfing the slow, or turning it into tech, is a horrible, horrible idea. It would make Banelings way, way too good against Terrans. There'd be a massive window of opportunity before you got the upgrade where they could just steamroll over you.

Reducing Marauder damage vs Light units a little would be a great solution, I think. Make it so, if they want to spam that one unit, they have to kite Zealots across the entire map while Stalkers/Sentries/Immortals plod along at a snail's pace taking the odd pot-shot, making them a horrible, horrible choice. Right now they just kill them too damn quick, particularly when Stims enters the field, never giving the Protoss' ranged units a chance to cause any casualties.

Once that happens, Terrans will depend on Marines more, to take on those Zealots and won't have as many Marauders to decimate the remainder of the Protoss' army once the Zealots are dead. When all Zealots are dead and he has nothing but Immortals, Stalkers and Sentries versus a bunch of Marauders left...good luck. Cut down the number of Marauders, up the number of Marines they need to pull off this tactic (which is what they SHOULD be doing anyway) and things get more sensible.

I'd really like to see them do something with the Reaper, too. So we can see some more interesting T1/1.5 battles between all 3 options of each race. Not just 1 from Zerg, 1 from Terran and 3 from Protoss.
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
Last Edited: 2010-04-02 01:58:22
April 02 2010 01:57 GMT
#65
On April 02 2010 10:44 Slick348 wrote:
Show nested quote +
On April 02 2010 10:32 Sunyveil wrote:
On April 02 2010 08:53 Slick348 wrote:
There's honestly no reason for Mauraders to have the ability to slow down enemy units when there
1. Ranged units
2. Powerful units
3. Stimmed units (and can be healed by Medics)
4. Overpowered units

They honestly need to take that ability off, they gave it to them for no reason at all. Roaches atleast have to attack supper close but mauraders destroy roaches since their armored plus they slow down enemy units, it's ridiculous.

Mauraders counter
Zealots(even if they have charge)
Stalkers
Archons
Colossus
Not too sure about Sentries but people always mix up Mauraders with Marines so destroys them either way
HighTemps move slow enough already, one shot from Maurader and their already dead even if you have units to try to back up your high temps. High Temps is practically a waste to build since they're useless with EMP(overpowered cast) hitting them.

Protoss needs something that can do splash damage to take out large armies. All they have is the colossus which can easily be countered because there's so many ways since they can be attacked by air and ground units. Where's the reaver? Archon's splash damage?(which I'd rather have splash damage than a bonus increase). They nerfed Protoss so much it's ridiculous. I want somebody to show me a PVT match where Protoss wins because every time i see a PVT my bets are always on Terran. Remember PROS

P.S. Be free to disagree with me because i have many more things to say about terran being overpowered. And please back your statements up

need an ice pack? You sound really butthurt.

People really need to stop complaining and start coming up with ideas of how to play the system, not on how to redesign it.


One of the things I'm talking about, come up with things to back up your statement and not just say stupid and pointless things like "sound's like you need an ice pack", grow up... Sometimes there has to be some changes if things are clearly unbalanced. If there's a counter it must be a hella hard to counter it with the terran barely even trying, things like someone trying extremely hard comparing for someone doing something extremely easy counts in the balance section as well just in case you didn't know.

This is a strategy forum. Despite all your complaining, you fail to offer any ideas or strategy to try to combat the marauders. They may be strong, but so are zealots in SC1. Are Zealots strong? Sure. We see them in every matchup. But they're not considered 'overpowered' because people have come up with ideas to combat them.

As for the Marauder deal, how about trying early harass builds? Air units? Colossi? Until Blizzard patches the game, there's nothing you can do but brainstorm ideas that might work.

On April 02 2010 10:52 discordfighting wrote:
I love how almost every single topic since the beta opened has been about "unit a hard counters unit b and is hard countered by unit c." I wish Day9 were here to drop the knowledge.


Me too. What a god among mortals.
Peaked at C- on ICCUP and proud of it! @Sunyveil
Tor
Profile Joined March 2008
Canada231 Posts
April 02 2010 01:58 GMT
#66
It seems like lowering the cooldown of the zealots charge ability would solve alot of issues with mass marauders mid game. I've noticed zealots get the charge in grab a couple hits and then are left in the dust. A 5 second cooldown would allow zealots to put alot more pressure on marauders and make the zealot vs marauder dynamic a bit more favorable towards zealots the way it's supposed to be. Terran do need the slow mechanic as tier 1 to apply pressure effectively and to survive early cheese so buffing charge (the ability that APPEARS to be made to counter marauders) would make a lot of sense.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
April 02 2010 02:01 GMT
#67
I just watched the reps. The protoss in them are terrible and don't really show a good example of games. I want to see some plat reps
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 02 2010 02:03 GMT
#68
On April 02 2010 10:52 discordfighting wrote:
I love how almost every single topic since the beta opened has been about "unit a hard counters unit b and is hard countered by unit c." I wish Day9 were here to drop the knowledge.


The problem is not hard counters related. The problem is that there's no better option than mass maras, no better option than making roaches, and no better option than making immortals, even vs their supposed hard counters. What we're looking for is a way to make marauders not the most overwhelmingly best choice, a choice so strong you can make them vs ANY protoss army and still be ok, even zealot/templar. It takes a lot of time to finally crumble to a protoss who makes the perfect army to fight you. Right now the marauder is totally the dragoon of sc2. It's stupid strong vs everything, BUT it's far better because you have stim and medivac healing, and slowing attack. If the dragoon was so strong you couldn't not make them in BW, marauders are so strong you can't even think about making anything else. That's the problem.
Half man, half bear, half pig.
discordfighting
Profile Joined February 2010
United States39 Posts
April 02 2010 02:12 GMT
#69
On April 02 2010 11:03 Floophead_III wrote:
Show nested quote +
On April 02 2010 10:52 discordfighting wrote:
I love how almost every single topic since the beta opened has been about "unit a hard counters unit b and is hard countered by unit c." I wish Day9 were here to drop the knowledge.


The problem is not hard counters related. The problem is that there's no better option than mass maras, no better option than making roaches, and no better option than making immortals, even vs their supposed hard counters. What we're looking for is a way to make marauders not the most overwhelmingly best choice, a choice so strong you can make them vs ANY protoss army and still be ok, even zealot/templar. It takes a lot of time to finally crumble to a protoss who makes the perfect army to fight you. Right now the marauder is totally the dragoon of sc2. It's stupid strong vs everything, BUT it's far better because you have stim and medivac healing, and slowing attack. If the dragoon was so strong you couldn't not make them in BW, marauders are so strong you can't even think about making anything else. That's the problem.


Oh no, I wasn't suggesting the root of the problem was hard counter related, but more that much on the conversation on this thread (and the strategy forums in general) is broken down to "hardcounter" this and "oh em eph gee imba" that.
L0thar
Profile Blog Joined September 2007
987 Posts
April 02 2010 02:29 GMT
#70
On April 02 2010 10:22 Slick348 wrote:
Show nested quote +
On April 02 2010 10:13 ploy wrote:
It's surprising to me how many people are willing to jump on the OP bandwagon even though, unless I'm mistaken, the last PlayXP tournament had many terran losing to protoss players (and no terran players in the final 4 I believe?)

There must be a way to hold them off other than complaining about them.


I don't have a beta key, although I've had experience in SC1 and a lot of balancing experience in many other games. But from what i've seen, Terran has been winning all TVP and I'm talking about pro matches, not just your casual SC2 players. The reason for terran probably losing to protoss players is probably because there's way more protoss players than terran and well the terran either slipped up very bad/trying something new or there were no good Terran players at the time lol.


Could you possibly be even more arrogant? You have zero experience with actually playing SC2, yet you easily discredit recent results from PlayXP (where participate very good players) basically just by "The terrans there were bad lolz".

You ask other people for proofs of their claims, yet your only arguments are "I have seen some stuff".

Seriously what the fuck?

I won't even comment about marauders (im)balance, because I know there are many more competent people than me, but I have to say something.
sikatrix
Profile Joined March 2010
Canada172 Posts
April 02 2010 02:36 GMT
#71
do we whine about the immortal slow in here too? or where. I also believe 90% of the toss saying marauders are op have never built a sentry.
Bibdy
Profile Joined March 2010
United States3481 Posts
April 02 2010 02:37 GMT
#72
On April 02 2010 11:36 sikatrix wrote:
do we whine about the immortal slow in here too? or where. I also believe 90% of the toss saying marauders are op have never built a sentry.


The Immortal what?
Trowabarton756
Profile Blog Joined May 2008
United States870 Posts
April 02 2010 02:55 GMT
#73
On April 02 2010 10:23 nujgnoy wrote:

Also, the difference 1~2 colossi and immortals make is so much greater than the difference 1~2 tanks/medivacs/vikings make. Colossus hard counters bio with proper micro and immortals provide a timing attack opportunity for FEing terrans because it melts everything armored like the bunker. Sieged tanks can't be microed and without the ramp advantage they're not that difficult to kill. Vikings exist only to take down colossi, and they take heavy fire from stalkers.

This is what I've experienced in plat TvP since the beta. But for all I know I might be wrong. I'll actually try mid/lategame focusing on mass marauder myself and see how it fares up in platinum TvP. Right now I highly doubt that this would favor the terran vs a standard though.



...right cause the vikings range is only 9(default value) and stalkers are range 6, you're just doing it wrong.
http://www.teamliquid.net/video/streams/Trowabarton756
hellitsaboutme
Profile Joined March 2010
Singapore118 Posts
April 02 2010 03:05 GMT
#74
I'm sure maradeurs will be nerfed and some other thing will be buffed in coming patches.

It's too obvious that massed maradeurs make games monotonous and boring, which is not what Blizzard wants.

RatherGood
Profile Joined March 2010
Canada147 Posts
April 02 2010 03:16 GMT
#75
As someone mentioned, Marauders are really the staple of an early Terran army. The last patch really solidified this because it's really impossible to get out a large number of early marines. Your only options are Reapers or Marauders if you want a faster, early assault.
RatherGood
Profile Joined March 2010
Canada147 Posts
April 02 2010 03:18 GMT
#76
On April 02 2010 12:05 hellitsaboutme wrote:
I'm sure maradeurs will be nerfed and some other thing will be buffed in coming patches.

It's too obvious that massed maradeurs make games monotonous and boring, which is not what Blizzard wants.



I agree, it is boring. The game needs diversity. I can't see them nerfing Marauders though because they already did a substantial nerf to Marines. Marauder are the only solid unit you can really mass early on.
KungKras
Profile Joined August 2008
Sweden484 Posts
April 02 2010 03:21 GMT
#77
On April 02 2010 10:32 Sunyveil wrote:
Show nested quote +
On April 02 2010 08:53 Slick348 wrote:
There's honestly no reason for Mauraders to have the ability to slow down enemy units when there
1. Ranged units
2. Powerful units
3. Stimmed units (and can be healed by Medics)
4. Overpowered units

They honestly need to take that ability off, they gave it to them for no reason at all. Roaches atleast have to attack supper close but mauraders destroy roaches since their armored plus they slow down enemy units, it's ridiculous.

Mauraders counter
Zealots(even if they have charge)
Stalkers
Archons
Colossus
Not too sure about Sentries but people always mix up Mauraders with Marines so destroys them either way
HighTemps move slow enough already, one shot from Maurader and their already dead even if you have units to try to back up your high temps. High Temps is practically a waste to build since they're useless with EMP(overpowered cast) hitting them.

Protoss needs something that can do splash damage to take out large armies. All they have is the colossus which can easily be countered because there's so many ways since they can be attacked by air and ground units. Where's the reaver? Archon's splash damage?(which I'd rather have splash damage than a bonus increase). They nerfed Protoss so much it's ridiculous. I want somebody to show me a PVT match where Protoss wins because every time i see a PVT my bets are always on Terran. Remember PROS

P.S. Be free to disagree with me because i have many more things to say about terran being overpowered. And please back your statements up

need an ice pack? You sound really butthurt.

People really need to stop complaining and start coming up with ideas of how to play the system, not on how to redesign it.


Becasue that's what beta testing is all about.

Learning to play the system...
"When life gives me lemons, I go look for oranges"
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 02 2010 03:23 GMT
#78
Once zealots get charge the game becomes much more even. The problem is early game before zealots even have charge. It's just ridiculously stupid how hard it is to kill pure marauders. Even if Protoss makes sentries and does really well with force fields, most of the maps have such wide chokes at the natural that it's dam hard to get enough force fields out in order to stop them from kiting. Keep in mind that you not only need sentries to force field you also need the gas for Immortals or stalkers if you're really hurting for gas in order to even damage the marauders.

A good player will not let his marauders take a single dam hit in early game PvT.
nujgnoy
Profile Joined December 2009
United States204 Posts
Last Edited: 2010-04-02 03:29:44
April 02 2010 03:29 GMT
#79
On April 02 2010 11:55 Trowabarton756 wrote:
Show nested quote +
On April 02 2010 10:23 nujgnoy wrote:

Also, the difference 1~2 colossi and immortals make is so much greater than the difference 1~2 tanks/medivacs/vikings make. Colossus hard counters bio with proper micro and immortals provide a timing attack opportunity for FEing terrans because it melts everything armored like the bunker. Sieged tanks can't be microed and without the ramp advantage they're not that difficult to kill. Vikings exist only to take down colossi, and they take heavy fire from stalkers.

This is what I've experienced in plat TvP since the beta. But for all I know I might be wrong. I'll actually try mid/lategame focusing on mass marauder myself and see how it fares up in platinum TvP. Right now I highly doubt that this would favor the terran vs a standard though.



...right cause the vikings range is only 9(default value) and stalkers are range 6, you're just doing it wrong.




In a p unit formation, colossi are in the back or in the middle. Zealots and stalkers are in the front. You simply have to back off your colos, and if the vikings follow the colossi, stalkers between the two units can attack them.

By "you're just doing it wrong" logic, once sieged tanks come out, every P and Z would have to go air because sieged tanks outrange all ground units.
Reuental
Profile Joined July 2009
United States457 Posts
April 02 2010 03:48 GMT
#80
On April 02 2010 10:52 discordfighting wrote:
I love how almost every single topic since the beta opened has been about "unit a hard counters unit b and is hard countered by unit c." I wish Day9 were here to drop the knowledge.


This times infinity. I think that the phrase 'hard counter' should be temporarily banned on teamliquid until people stop using it excessively and using it too describe any situation that a unit beats another unit. I know what I just said is impossible but it really is ridiculous.

I am now going to describe Starcraft 1s unit interactions with the current lingo that is used in the SC2 beta forums.

Defiler hard counters bio.
Tanks hard counter Hydralisks.
Goliaths hard counter Mutalisks.
Vessals hard counter Defilers.
Zealots hard counter tanks.
Goons hard counter Vultures.
Archons hard counter mutalisks.
Lurkers hard counter Zealots.

What I just said sounds totally ridiculous right? I think we seriously need to correct how we describe things here because certain phrases such as 'hard counter' over simplify things WAY too much and in the end it will be harder to really discuss strategy if we use phrases that are so black and white.

I'll probably get flamed for this but whatever.
I'm a Crab made of men.
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