On March 31 2010 03:08 Zato-1 wrote:
There is room for both harassment and big battles in Starcraft. However, you can tell which units are meant for harassment (e.g. Hellions, Reapers, DTs) and which are meant for fighting it out (e.g. tanks, immortals). Some units are somewhere in between (Stalkers), but with the Marauder being the core unit of the Terran ground army, the fact that the optimal way to fight with it is to hit-and-run, makes the optimal rules of engagement for the Terran army to be hit and run. Guerrilla warfare is fine, I just don't think it should be such a core part of using the Marauder unit.
There is room for both harassment and big battles in Starcraft. However, you can tell which units are meant for harassment (e.g. Hellions, Reapers, DTs) and which are meant for fighting it out (e.g. tanks, immortals). Some units are somewhere in between (Stalkers), but with the Marauder being the core unit of the Terran ground army, the fact that the optimal way to fight with it is to hit-and-run, makes the optimal rules of engagement for the Terran army to be hit and run. Guerrilla warfare is fine, I just don't think it should be such a core part of using the Marauder unit.
SC2 is NOT about big battles and no micro- otherwise top pros wouldnt bother with 300apm when you could do the same thing with 60apm.
Digression:
IDK how i feel about saying Marauders are best at hit and run. They do pretty good at holding their ground, and even better at dropping buildings. Sure hit and run with stim is how you play them correctly, but they aren't incapable of stand-up fights. Thats what makes them such a feared unit. I believe the probelm isnt with the marauders, but the players playaing against them have no idea what to do about them yet. They haven't figure out that Zelots cant fight marauders(with stim) and ever hit them (without charge), stalkers shouldnt be engaging them either really (without blink). Zerglings are OK vs them (as long as they have speed), and roaches might as well just kill themselves (unless they have burrow). Notice anything about those comparisons? They all involve an upgrade. Maraduers are good without stim, but are untouchable with stim. Zelots cant fight marauders without charge, but with charge they chew them up. Without blink no stalker would ever leave a fight with a marauder alive, but with blink they just teleport to safety. What I'm geting at is that the balance between units, and the play style of the units, revolves around both the unit and their upgrades. You can hit and run with stalkers in the exact same manner you do with marauders, as long as they have blink, and you have some micro skills