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The issue is that terran can pump them like theres no tomorrow! Like, Terrans have twice the size of an army that Protoss's have, but its all marauders.. Which marauders pretty much counter EVERY protoss ground unit before collosus. Immortals are actually quite worthless vs them, as im finding out now (well I quit ladder tonight til patch, its too lame).. I would have a very fast/versatile immortals/stalkers/sentry army and lose to pure marauder, cause he is just pumping out of 3rax so fast, way faster than I can keep up my immortal count, which are nessisary for dealing damage to marauders as Stalkers/sentries dont damage them at all. Zealots are too slow and just get owned, even tho zeals are suppose to be their counter. Once terran gets EMP, its not even a challenge anymore.
If they make the cost significantly more, and take away how high of damage they do, it'll work it balanced. Right now the only reason terrans do anything other than Marauder is to stop air. Its gotten to that point.
The worst part is, If you try to tech as protoss or zerg, into some air unit or some high up spellcaster (HT/infestors), then any smart terran will just kill you before you even get there because they are so cheap they can be pumped from 3rax almost instantly.
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On April 04 2010 19:19 AcrossFiveJulys wrote:Show nested quote +On April 04 2010 19:07 lew wrote: Make terran mech more usefull and I agree with a marauders nerf. If you give terran now a marrauder nerf without buffing the mech, then there is not much left for terrans, think about that. I agree with this. If maruaders were nerfed, TvP/TvZ would become hopeless. I think it's true that maruaders are too good compared to other terran units. I also agree that maruaders are ridiculously strong against any heavy ground unit, and are a little too useful in the first few minutes of the game against zealots. However, (in tvp) after an immortal is out marauders are essentially countered. The real problem for me is that nothing seems viable in TvP besides mass bio, and then you end up in stupid ghost vs temp fights. It would make sense to me to do something like making slow effect an upgrade, but buffing mech. This would make maruaders just as useful in the long run, but make them not overpowered in the early game, and simultaneously allow for more terran army diversity in the form of more mech usage.
I also agree. I feel like TvP and TvZ is already hopeless, at least for lower level players that don't have the APM/skill to deal with a fast baneling bust or a fast immortal push. When I play TvP, I honestly wish I really could mech instead of getting massive amounts of marauders. But that's just NOT realistic. 1 Immortal > 5 siege tanks, EZPZ.
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On April 05 2010 12:46 Rothbardian wrote:Show nested quote +On April 05 2010 12:39 Half wrote:On April 05 2010 12:31 xnub wrote:On April 05 2010 10:27 Koffiegast wrote:
I stick to the usual supposed nerf for marauder, remove stim. Stim is really the only thing that makes them too extreme. Again does not fix the problem they still have no counter and would kill end game fights for terran. Just need to make the units that are made to counter them counter them make them immune to there slow win. easy simple. The unit is overpowered, let just make a ridiculous counter is how we got into this predicament in the first place. How would it kill end game fights as terran? Removing stim imo would be a great fix. Marauders need stim to remain competitive in DPS. Their role as slowing and help marines versus armored is great. By reducing their damage, marines would have to be made to support them. This both gives the build a "skillcounter" through AoE damage and balances out marauders so they're not as ridiculous. A slight hp nerf would be cool too, the idea of a golaith HP t1 terran infantry unit is kind of dumb. 3/3 Roach with Hive upgrade is ridiculous. Beyond ridiculous. Play Sauron Zerg with Roach its unbelievable....
Yeah, but thats ridiculously lategame. And it doesn't work nearly as well anymore, they nerfed the HP regen thing. It's not that late-game. 20 minutes isn't that 'late'. Yeah, they nerfed the Hive regen, but it's still really good.
Well the fact that upgraded, roaches beat a unit which does as much DPS to it as a carrier for 100/25 kinda supports my point.
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On April 05 2010 11:33 Teejing wrote: I would like to see following changes:
marauders armor type become bio and armored
I think those changes would improve almost every matchups. The Marauder is already biological and armored...
EDIT: I think that the Marauder is overshadowing the Marine in terms of DPS. Once that a Marauder is stimmed, it just dishes out a lot of damage when it should just be created to complement your Marines with the slow support. In my opinion, decreasing its overall DPS will cure the problem. This is through: a) Decreasing attack speed. b) Decreasing attack damage.
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sc2 needs to be complately reworked the game should be about skill and intelligence, not the consistent massing of one unitand/or the existance of hard counters the game should have a LOT mor soft counters and no hard counters(with a few exceptions like dts and other desperation/cheese units)
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On April 05 2010 12:51 lolaloc wrote:Show nested quote +On April 05 2010 11:33 Teejing wrote: I would like to see following changes:
marauders armor type become bio and armored
I think those changes would improve almost every matchups. The Marauder is already biological and armored... EDIT: I think that the Marauder is overshadowing the Marine in terms of DPS. Once that a Marauder is stimmed, it just dishes out a lot of damage when it should just be created to complement your Marines with the slow support. In my opinion, decreasing its overall DPS will cure the problem. This is through: a) Decreasing attack speed. b) Decreasing attack damage.
Rine do more dps on None armored targets like it should then marauders .... When marauder stim and rine stim still the same thing rine does more dps.
Decreasing the attack speed and dmg would do nothing to fix the problem where Marauders are mass cause they can kite the units that counter them. Changing these things would do nothing to fix that.
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Let me explain something about "Hardcounters". I'm tempted to make a new thread, nobody seems to get it.
SC2 is not about hardcounters any more then SC1 was. The metagame is still volatile, a formulaic build is still being developed, so your going to see a lot of fights ending because of "hardcounters".
Was MM hardcountered by storms and reavers in SC1? You betcha. Thats an entire tech option/alternative, hardcountered by 1/2 units.
Their isn't even a definable difference between a hardcounter and a normal counter. Only counter and softcounter. No hardcounters.
Counters encourage things. The hardcounter to mass light units is aoe, so it encourages AoE. Is this a good thing? Many would say yes, yes is agreeable.
That is all they do. Bios hardcounter encourages mech. etc etc. They shape the metagame, and through feedback and patching, the game itself.
What do roaches encourage? A lot of things, outlined in my post, and most of them aren't good by any stretch of the imagination.
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On April 05 2010 12:39 Half wrote:Show nested quote +On April 05 2010 12:31 xnub wrote:On April 05 2010 10:27 Koffiegast wrote:
I stick to the usual supposed nerf for marauder, remove stim. Stim is really the only thing that makes them too extreme. Again does not fix the problem they still have no counter and would kill end game fights for terran. Just need to make the units that are made to counter them counter them make them immune to there slow win. easy simple. The unit is overpowered, let just make a ridiculous counter is how we got into this predicament in the first place. How would it kill end game fights as terran? Removing stim imo would be a great fix. Marauders need stim to remain competitive in DPS. Their role as slowing and help marines versus armored is great. By reducing their damage, marines would have to be made to support them. This both gives the build a "skillcounter" through AoE damage and balances out marauders so they're not as ridiculous. A slight hp nerf would be cool too, the idea of a golaith HP t1 terran infantry unit is kind of dumb. Show nested quote + 3/3 Roach with Hive upgrade is ridiculous. Beyond ridiculous. Play Sauron Zerg with Roach its unbelievable....
Yeah, but thats ridiculously lategame. And it doesn't work nearly as well anymore, they nerfed the HP regen thing.
It would kill its dps way to much and it would cause stimed packs of MM to split up cause pathing issuse. As it is right now only reason you don't see the mixing of Marines and marauders right is cause the marauders have no counter early game the ones that are made by blizzard to counter them zerglings and zealots are kited due to the slow. So why make marines when there is no counter to the marauders ?
As it stances right now rines do more dmg VS light targets stimed and unstimed then marauders. As soon as you make the Zealots and zerglings a threat to them no more kiting and you will need the rines in background to deal the dmg to kill off the threat.
Also this would not even fix the problem you would still get terran 3 raxing and spaming marauder so what if they do not have stim. Still no counter coming early game any zealot made is a waste and stalkers are weak to marauders. Way to not even solve the problem lol
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On April 05 2010 13:12 xnub wrote: Marauders are mass cause they can kite the units that counter them. Changing these things would do nothing to fix that. I see. So that's why people have been throwing around "Remove stim" in this thread. Decreasing the attack range suddenly popped into my head since it would reduce their capability to kite units effectively.
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On April 05 2010 12:38 Rothbardian wrote:Show nested quote +On April 05 2010 12:26 xnub wrote:On April 05 2010 09:56 Rothbardian wrote: As I said before, if you nerf Marauders, you better buff Tanks, or nerf Roaches and Immortals. Along with that, I would like the Thor's 250MM cannons increased to range 7, so as enough to counter Immortals (somewhat), and allow for Collo micro to take them down.
My hypothetical patch for Terran:
Marauder -
• HP reduced by 10 • Price increased to 30 Gas from 25 Gas • Tech Lab build time increased to 30 seconds • Base Armor 0
Marine -
• Changed build time from 25 seconds to 20 seconds
Crucio Siege Tank -
• HP increased by 10 • Armor increased by 1 • Build time reduced to 45 seconds • Gas cost reduced to 100 • Unsiege Damage changed from 15+10 Armored, Attack: Normal, to 15, Attack: Fast • Siege and Unsiege animations changed from 4 seconds to 3 seconds • Supply cost changed from 3 to 2
Thor -
• 250 MM Cannon ability range increased to 7
Reactor -
• Time to build decreased to 40 seconds
Supply Drop -
• Mechanic changed from 50 Energy +8 Supply to 30 Energy, +6 Supply, +1 Armor, +50 HP
Hellion -
• Mineral price reduced to 80 • Fixed Animation so as to allow 'Vulture' Micro
Mule -
• Mechanic changed from 50 Energy 90 Seconds, to 25 Energy, 30 Seconds
Banshee -
• Damage changed from 12x2 to 10x2 • HP reduced from 140 to 125
Viking -
• Base Armor changed from 0 to 1 • Flying to Ground Animation changed from 3 seconds to 1 second • Mineral Price changed from 150 to 125
Misc -
• Engineering Bay can now lift off • SCV HP increased to 50 • Bunkers base load increased to 5 • Bunkers HP increased to 450 from 400 • Ghost Academy moved to Tier 2 • EMP Radius now 1.5 • Ghost HP reduced to 65 from 100 • Ghost price reduced from 150 Mineral 150 Gas to 125 Mineral 100 Gas • Reaper scrapped • Factory price changed from 150 Gas to 100 Gas • New Highground Mechanic: Units on low ground now have sight of high ground units. High Ground advantage: Units on low ground damage reduced by 30%.
That sums up about the gist of balance changes needed to Terran to make both bio and mech available. Does not change the Fact Marauders are OP due to them being good VS there counter Zealots and Zerglings Think 25 is better then 20 before it was way to many rines if they unnerf the reactor and nerf the maraudar should work out good Hard to buff the tank when it is allready very stronge support unit. problem with mech is not the tank or the hellion its the thor being so shitty as a front line unit to be the meat to back them up. WTB cobra back. Gimick that would be used vs colo only. But thor is a shiity unit anyways and should just be removed go go cobra. Or if it stays better to just increase its normal range not its worthless spell. Ya should be change back to what it was or lower. 2 nerfs to marins was way to much and discourages unit mix. When also nerfing medvac,viks and hellion timing hars psuh w/e. would not make a differnce still would not be used and any bust would still get thro and be little more then a gimick. not going to use it early when you can allready hold everything with a few scv's and you would have to give up a mule. allready cheap and good for most part and i don't get the fix Animation thing its allready easy to macro /shrug no idea what it means. Why change mule when it works good as it is ? Nerf to banshess dmg ummm y ? Not OP and very easy to counter. HP change in last patch i would revert but see why they did it now that fix defence AA rape them quick. and for the misc you want to make it so terran can turtle more easy .... ya not needed. You want to scrap reapers y ? god harsment unit not op easy to counter good for late game scouting and messing with expansions etc. Then you want to nerf the ghost to hell y. When marauder is fixed we will need it. allready in late game its a tiny bit in favor of the toss. Like i said most this stuff just cause other problems or just pointless. You didn't even fix the problem with marauder what this thread is all about. Could you please be more lucid in your next post. Tanks, are not supposed to be a support unit, they are supposed to be the main Mech unit. Hellions are supposed to be the 'meat' unit to tanks, like the Vulture was in SC I. As for the Thor ability, it rocks Immortals. The blizz team said they made tanks to be more of a support unit. thats why it kinda fits that role in sc2 more than the main muscle in the terran army. who are you to say what it should or should not be?
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On April 05 2010 13:26 lolaloc wrote:Show nested quote +On April 05 2010 13:12 xnub wrote: Marauders are mass cause they can kite the units that counter them. Changing these things would do nothing to fix that. I see. So that's why people have been throwing around "Remove stim" in this thread. Decreasing the attack range suddenly popped into my head since it would reduce their capability to kite units effectively.
can kite a zealot from 2 feet away doesn't matter what range you make it.
Really its very easy fix i don't know why people can't see it. Make them immune to slow terrans will be force to get a mix of marines to deal with the zealots/lingz early game problem solved.
No more marauder spam and you get units that counter them early game and late game.
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On April 05 2010 12:38 Rothbardian wrote:
Could you please be more lucid in your next post. Tanks, are not supposed to be a support unit, they are supposed to be the main Mech unit. Hellions are supposed to be the 'meat' unit to tanks, like the Vulture was in SC I. As for the Thor ability, it rocks Immortals.
Also nerfing Marauder HP and Armor, and increasing price + time to get is a huge help to Protoss, and with Mech buff, would be a more viable route against Roach (I would assume they will nerf the Roach in accordance). You want to know the best counter to Marauders? Mass Roaches.
Thing is Vulture with micro were good vs everything and could be the meat. hellions can't be the meat cause they suck vs roachs or stalkers even with micro. they can just ignore them and go right for tanks cause they do no dmg . Anything light and your fine. Other then that what meat ?
Also the Vulture was the main mech unit in SC. You could say it turns around late game and the tank becomes the main part of mech. because you can get massive amounts of tanks to blow shit up before it gets close just like it is now in SC2. Then if any air comes in you have many Goliaths to scare them off a fast long range AA unit that can be used at the front.
Tanks are 100 % a support unit untill you get so many they rock shit on the ground before they even get close. tanks can't stand alone. Support
Mass roachs counter marauders yaaaa no other way around. Nerfing the hp and armor and w/e else still does not fix the problem. Marauders kiteing the units that are made to counter them early game because of the slow. Then only thing left early game being the stalker, what the marauder is made to counter is the problem.
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On April 05 2010 13:28 Chen wrote:Show nested quote +On April 05 2010 12:38 Rothbardian wrote:On April 05 2010 12:26 xnub wrote:On April 05 2010 09:56 Rothbardian wrote: As I said before, if you nerf Marauders, you better buff Tanks, or nerf Roaches and Immortals. Along with that, I would like the Thor's 250MM cannons increased to range 7, so as enough to counter Immortals (somewhat), and allow for Collo micro to take them down.
My hypothetical patch for Terran:
Marauder -
• HP reduced by 10 • Price increased to 30 Gas from 25 Gas • Tech Lab build time increased to 30 seconds • Base Armor 0
Marine -
• Changed build time from 25 seconds to 20 seconds
Crucio Siege Tank -
• HP increased by 10 • Armor increased by 1 • Build time reduced to 45 seconds • Gas cost reduced to 100 • Unsiege Damage changed from 15+10 Armored, Attack: Normal, to 15, Attack: Fast • Siege and Unsiege animations changed from 4 seconds to 3 seconds • Supply cost changed from 3 to 2
Thor -
• 250 MM Cannon ability range increased to 7
Reactor -
• Time to build decreased to 40 seconds
Supply Drop -
• Mechanic changed from 50 Energy +8 Supply to 30 Energy, +6 Supply, +1 Armor, +50 HP
Hellion -
• Mineral price reduced to 80 • Fixed Animation so as to allow 'Vulture' Micro
Mule -
• Mechanic changed from 50 Energy 90 Seconds, to 25 Energy, 30 Seconds
Banshee -
• Damage changed from 12x2 to 10x2 • HP reduced from 140 to 125
Viking -
• Base Armor changed from 0 to 1 • Flying to Ground Animation changed from 3 seconds to 1 second • Mineral Price changed from 150 to 125
Misc -
• Engineering Bay can now lift off • SCV HP increased to 50 • Bunkers base load increased to 5 • Bunkers HP increased to 450 from 400 • Ghost Academy moved to Tier 2 • EMP Radius now 1.5 • Ghost HP reduced to 65 from 100 • Ghost price reduced from 150 Mineral 150 Gas to 125 Mineral 100 Gas • Reaper scrapped • Factory price changed from 150 Gas to 100 Gas • New Highground Mechanic: Units on low ground now have sight of high ground units. High Ground advantage: Units on low ground damage reduced by 30%.
That sums up about the gist of balance changes needed to Terran to make both bio and mech available. Does not change the Fact Marauders are OP due to them being good VS there counter Zealots and Zerglings Think 25 is better then 20 before it was way to many rines if they unnerf the reactor and nerf the maraudar should work out good Hard to buff the tank when it is allready very stronge support unit. problem with mech is not the tank or the hellion its the thor being so shitty as a front line unit to be the meat to back them up. WTB cobra back. Gimick that would be used vs colo only. But thor is a shiity unit anyways and should just be removed go go cobra. Or if it stays better to just increase its normal range not its worthless spell. Ya should be change back to what it was or lower. 2 nerfs to marins was way to much and discourages unit mix. When also nerfing medvac,viks and hellion timing hars psuh w/e. would not make a differnce still would not be used and any bust would still get thro and be little more then a gimick. not going to use it early when you can allready hold everything with a few scv's and you would have to give up a mule. allready cheap and good for most part and i don't get the fix Animation thing its allready easy to macro /shrug no idea what it means. Why change mule when it works good as it is ? Nerf to banshess dmg ummm y ? Not OP and very easy to counter. HP change in last patch i would revert but see why they did it now that fix defence AA rape them quick. and for the misc you want to make it so terran can turtle more easy .... ya not needed. You want to scrap reapers y ? god harsment unit not op easy to counter good for late game scouting and messing with expansions etc. Then you want to nerf the ghost to hell y. When marauder is fixed we will need it. allready in late game its a tiny bit in favor of the toss. Like i said most this stuff just cause other problems or just pointless. You didn't even fix the problem with marauder what this thread is all about. Could you please be more lucid in your next post. Tanks, are not supposed to be a support unit, they are supposed to be the main Mech unit. Hellions are supposed to be the 'meat' unit to tanks, like the Vulture was in SC I. As for the Thor ability, it rocks Immortals. The blizz team said they made tanks to be more of a support unit. thats why it kinda fits that role in sc2 more than the main muscle in the terran army. who are you to say what it should or should not be?
For a unit that kills off your units more than the enemies via splash, it shouldn't be a support unit, because it doesn't fit that role. You don't see the Colossus splashing its own units, or Ultra's do you? Tank/Bio vs melee is bad, and you are better off just going straight bio. Besides, Tanks just make your army immobile, and in SC II that is very bad. If you are going to be Immobile you better be packing a punch, and tanks as support do not fill that, especially against Protoss, and even moreso against Zerg.
I wonder why we hardly see tanks.... :: rollseyes ::
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On April 04 2010 19:07 lew wrote: Make terran mech more usefull and I agree with a marauders nerf. If you give terran now a marrauder nerf without buffing the mech, then there is not much left for terrans, think about that. The reason why Mech units are used less than they should is that Marauders are too good to pass up on. For 100/25 you get a small and mobile unit which has only 25 hp less than a tank AND which has a slowing effect on enemy units AND which does bonus damage to armored (BUILDINGS). Thus it is very easy to get a super tough "dense ball of damage" to wreck an enemies base with. Ultralisks are fast at demolishing buildings too, but they are Tier 3.
- The damage seems a little high, but Blizzard seems to reevaluate the bonus damage system anyways, so I would expect a change here.
- The slowing is fine if you get rid of the "mass Marauders" (otherwise it would only be a tougher Marine that doesnt shoot air).
- The hit points are too high, thus removing the need to get any mech units at all (brilliantly shown by the lack of Medivacs to heal the Marauders in many Terran armies). No SC1 Terran would simply mass Marines and Firebats and head out to destroy an enemies base ... without taking a few Medics as well.
Personally I would simply increase the build time for Marauders (currently only 5 seconds slower than the Marine after their build time got increased) and lower their hp by 25. That way they would still have a lot more hp compared to Marines, but you couldnt mass them that easily. Another way of nerfing Marauders is to make them move slow themselves (carrying a heavy rocket launcher should never leave you that mobile) thus making it easier to avoid them and it would be necessary to have Marines as well to catch up with those fleeing enemies the Marauder slowed. A rather drastic change would be removing Stimpack from Marauders, but Stimpack Marauders are really what makes them go "over the top" IMO.
Another reason for getting Marauders exclusively is the lack of attacking air units for at least a Protoss enemy. The Phoenix is nifty, but it is underused due to the necessary micro to deal any damage to ground units. Its damage is pretty low as well, because you need masses to do anything reasonably well. Lifting up Marauders or Roaches with a Phoenix and killing them that way would be a viable option if those two ground unit werent armored units and the Phoenix did 5+5 vs light damage. Changing that to a flat 10 damage would make it much more viable.
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On April 05 2010 13:54 Rothbardian wrote:Show nested quote +On April 05 2010 13:28 Chen wrote:On April 05 2010 12:38 Rothbardian wrote:On April 05 2010 12:26 xnub wrote:On April 05 2010 09:56 Rothbardian wrote: As I said before, if you nerf Marauders, you better buff Tanks, or nerf Roaches and Immortals. Along with that, I would like the Thor's 250MM cannons increased to range 7, so as enough to counter Immortals (somewhat), and allow for Collo micro to take them down.
My hypothetical patch for Terran:
Marauder -
• HP reduced by 10 • Price increased to 30 Gas from 25 Gas • Tech Lab build time increased to 30 seconds • Base Armor 0
Marine -
• Changed build time from 25 seconds to 20 seconds
Crucio Siege Tank -
• HP increased by 10 • Armor increased by 1 • Build time reduced to 45 seconds • Gas cost reduced to 100 • Unsiege Damage changed from 15+10 Armored, Attack: Normal, to 15, Attack: Fast • Siege and Unsiege animations changed from 4 seconds to 3 seconds • Supply cost changed from 3 to 2
Thor -
• 250 MM Cannon ability range increased to 7
Reactor -
• Time to build decreased to 40 seconds
Supply Drop -
• Mechanic changed from 50 Energy +8 Supply to 30 Energy, +6 Supply, +1 Armor, +50 HP
Hellion -
• Mineral price reduced to 80 • Fixed Animation so as to allow 'Vulture' Micro
Mule -
• Mechanic changed from 50 Energy 90 Seconds, to 25 Energy, 30 Seconds
Banshee -
• Damage changed from 12x2 to 10x2 • HP reduced from 140 to 125
Viking -
• Base Armor changed from 0 to 1 • Flying to Ground Animation changed from 3 seconds to 1 second • Mineral Price changed from 150 to 125
Misc -
• Engineering Bay can now lift off • SCV HP increased to 50 • Bunkers base load increased to 5 • Bunkers HP increased to 450 from 400 • Ghost Academy moved to Tier 2 • EMP Radius now 1.5 • Ghost HP reduced to 65 from 100 • Ghost price reduced from 150 Mineral 150 Gas to 125 Mineral 100 Gas • Reaper scrapped • Factory price changed from 150 Gas to 100 Gas • New Highground Mechanic: Units on low ground now have sight of high ground units. High Ground advantage: Units on low ground damage reduced by 30%.
That sums up about the gist of balance changes needed to Terran to make both bio and mech available. Does not change the Fact Marauders are OP due to them being good VS there counter Zealots and Zerglings Think 25 is better then 20 before it was way to many rines if they unnerf the reactor and nerf the maraudar should work out good Hard to buff the tank when it is allready very stronge support unit. problem with mech is not the tank or the hellion its the thor being so shitty as a front line unit to be the meat to back them up. WTB cobra back. Gimick that would be used vs colo only. But thor is a shiity unit anyways and should just be removed go go cobra. Or if it stays better to just increase its normal range not its worthless spell. Ya should be change back to what it was or lower. 2 nerfs to marins was way to much and discourages unit mix. When also nerfing medvac,viks and hellion timing hars psuh w/e. would not make a differnce still would not be used and any bust would still get thro and be little more then a gimick. not going to use it early when you can allready hold everything with a few scv's and you would have to give up a mule. allready cheap and good for most part and i don't get the fix Animation thing its allready easy to macro /shrug no idea what it means. Why change mule when it works good as it is ? Nerf to banshess dmg ummm y ? Not OP and very easy to counter. HP change in last patch i would revert but see why they did it now that fix defence AA rape them quick. and for the misc you want to make it so terran can turtle more easy .... ya not needed. You want to scrap reapers y ? god harsment unit not op easy to counter good for late game scouting and messing with expansions etc. Then you want to nerf the ghost to hell y. When marauder is fixed we will need it. allready in late game its a tiny bit in favor of the toss. Like i said most this stuff just cause other problems or just pointless. You didn't even fix the problem with marauder what this thread is all about. Could you please be more lucid in your next post. Tanks, are not supposed to be a support unit, they are supposed to be the main Mech unit. Hellions are supposed to be the 'meat' unit to tanks, like the Vulture was in SC I. As for the Thor ability, it rocks Immortals. The blizz team said they made tanks to be more of a support unit. thats why it kinda fits that role in sc2 more than the main muscle in the terran army. who are you to say what it should or should not be? For a unit that kills off your units more than the enemies via splash, it shouldn't be a support unit, because it doesn't fit that role. You don't see the Colossus splashing its own units, or Ultra's do you? Tank/Bio vs melee is bad, and you are better off just going straight bio. Besides, Tanks just make your army immobile, and in SC II that is very bad. If you are going to be Immobile you better be packing a punch, and tanks as support do not fill that, especially against Protoss, and even moreso against Zerg. I wonder why we hardly see tanks.... :: rollseyes ::
/shrug its there weakness just like colo get raped by shit that hits air only or air. All support has there weakness in some way.
Also you still see many people use tanks and bio you just need micro the tank to shoot back and in big battles they are 10000x worth it. Also rine + tanks is a good zerg strat. Not to mention they rape hydras when hydras are super stronge vs bio with a roachs meat shield.
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On April 05 2010 14:13 Rabiator wrote:Show nested quote +On April 04 2010 19:07 lew wrote: Make terran mech more usefull and I agree with a marauders nerf. If you give terran now a marrauder nerf without buffing the mech, then there is not much left for terrans, think about that. The reason why Mech units are used less than they should is that Marauders are too good to pass up on. For 100/25 you get a small and mobile unit which has only 25 hp less than a tank AND which has a slowing effect on enemy units AND which does bonus damage to armored (BUILDINGS). Thus it is very easy to get a super tough "dense ball of damage" to wreck an enemies base with. Ultralisks are fast at demolishing buildings too, but they are Tier 3. - The damage seems a little high, but Blizzard seems to reevaluate the bonus damage system anyways, so I would expect a change here.
- The slowing is fine if you get rid of the "mass Marauders" (otherwise it would only be a tougher Marine that doesnt shoot air).
- The hit points are too high, thus removing the need to get any mech units at all (brilliantly shown by the lack of Medivacs to heal the Marauders in many Terran armies). No SC1 Terran would simply mass Marines and Firebats and head out to destroy an enemies base ... without taking a few Medics as well.
Personally I would simply increase the build time for Marauders (currently only 5 seconds slower than the Marine after their build time got increased) and lower their hp by 25. That way they would still have a lot more hp compared to Marines, but you couldnt mass them that easily. Another way of nerfing Marauders is to make them move slow themselves (carrying a heavy rocket launcher should never leave you that mobile) thus making it easier to avoid them and it would be necessary to have Marines as well to catch up with those fleeing enemies the Marauder slowed. Another reason for getting Marauders exclusively is the lack of attacking air units for at least a Protoss enemy. The Phoenix is nifty, but it is underused due to the necessary micro to deal any damage to ground units. Its damage is pretty low as well, because you need masses to do anything reasonably well. Lifting up Marauders or Roaches with a Phoenix and killing them that way would be a viable option if those two ground unit werent armored units and the Phoenix did 5+5 vs light damage. Changing that to a flat 10 damage would make it much more viable.
Again this would not fix the problem with marauders. You people seem not to read or understand the problem with them. Also i don't know but i see tanks used ALOT they are the only part of mech that is in the right spot right now. TvT thats like all you build is tanks cause they rape MM to bits. TvZ crazy good for killing those hydras that rape your MM. Only toss you can't go mech cause immortals rape anything mech.
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On April 05 2010 14:23 xnub wrote: Only toss you can't go mech cause immortals rape anything mech. Ummm ... Ghost?
On April 05 2010 14:23 xnub wrote: Also i don't know but i see tanks used ALOT they are the only part of mech that is in the right spot right now. TvT thats like all you build is tanks cause they rape MM to bits. Funny how I hardly ever see that in TvT in the replays I watch. Most is Marauders and sometimes only Marauders.
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On April 05 2010 13:54 Rothbardian wrote: Besides, Tanks just make your army immobile, and in SC II that is very bad. If you are going to be Immobile you better be packing a punch, and tanks as support do not fill that, especially against Protoss, and even moreso against Zerg. IMO the "SC2 requires mobility" comes more from the expectations of the players (who like charging in and busting stuff too much it seems) than from failures of the game. People simply havent gotten into the habit of playing a long containment game.
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Simple solution seems to be nerfing the immortal's damage bonus while nerfing the marauder and the roach in tandem so that things aren't left off-balance even more-so than they already are. Then-again, i'm not so sure roaches would run away with the show if they got the lightest hits from the nerf-bat. Roaches have recieved a few small nerfs and seems to be managable now without marauders and immortals (though in both situations it's certainly easier to use those units). I think some of the immortal-fear is a little hyperbolic, but i don't really find immortals to be the only toss answer to mech, just a really good one.
Everyone should check out the othe thread about these three units, it's got a lot more discussion and less racial bickering.
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We all know what the issue is, it's the dam slow it's too good, too fast, too easily. The fact that they can stim just makes it worse, any time when you have a slow with no reproductions in fact alot of benefits as the marauder isn't bad dps it has a auto slow in it's attack i'm surprised no one though that would be a bad idea in sc2. I mean it's one thing to have a slow as a cast but to have it as the attack on a unit that can do dmg and can gain bonus speed to run away and kite is just all bad.
stim need to be removed like the op suggested or the slow time needs to be shorted or the slow needs to be reworked to not affect some units preferably all units that aren't armored imo making marauders more of counter armor like the tank not really an all purpose unit. or making the slow a research at teir 2 or increase the cost of marauders, which i find the most interesting a little more gas or something and it could open up terrans to using tanks a bit more as the cost benefit would be smaller using mass marauders. or just get rid of the slow and really rework murderers
that's all i can think of so far.
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