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[D] Marauders - Page 19

Forum Index > SC2 General
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De4ngus
Profile Blog Joined November 2008
United States6533 Posts
April 05 2010 08:22 GMT
#361
The way I see it, Marauders/Roaches/Immortals are just crazy invasive species that really have no place in this game. Immortals make mech retarded, so Terran is forced to mass marauders, which are good against every single freaking Protoss unit anyway. Roaches are also ridiculous so Terran is forced to mass Marauder vs Zerg too. Then Protoss has to make Immortals to stop Roaches, which makes the game ridiculously stale.
GANDHISAUCE
Railz
Profile Joined July 2008
United States1449 Posts
April 05 2010 08:25 GMT
#362
On April 05 2010 16:43 LunarC wrote:
Show nested quote +
On April 05 2010 16:31 Railz wrote:
I'd be all for getting rid of damage altogether on the marauder, make the slow AoE (Give them another spell, like, gasp spider mine thats upgradeable) and give Terran stronger tanks.

So turn the Marauder into a spellcaster? I hope you're being sarcastic.


Something of the sorts. I'm under no illusion that zerg are in dire need of another offensive spell caster. Yet, as it stands right now, The protoss have essentially 3, Sentries, HTs, Mothership(s). Terran have 2, and we'll say that Zerg have 1 since the Queen is a defensive caster. Making a spell caster out of the Marauder would be similar to the sentry in having an early game caster.
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 05 2010 08:45 GMT
#363
On April 05 2010 17:25 Railz wrote:
Show nested quote +
On April 05 2010 16:43 LunarC wrote:
On April 05 2010 16:31 Railz wrote:
I'd be all for getting rid of damage altogether on the marauder, make the slow AoE (Give them another spell, like, gasp spider mine thats upgradeable) and give Terran stronger tanks.

So turn the Marauder into a spellcaster? I hope you're being sarcastic.


Something of the sorts. I'm under no illusion that zerg are in dire need of another offensive spell caster. Yet, as it stands right now, The protoss have essentially 3, Sentries, HTs, Mothership(s). Terran have 2, and we'll say that Zerg have 1 since the Queen is a defensive caster. Making a spell caster out of the Marauder would be similar to the sentry in having an early game caster.


Except this spellcaster is unwarranted and superfluous. All you're doing is giving Terran Time Bomb from the old Mothership IN COMBINATION with Spider Mines.

Also, mass Time Bomb + couple of Hunter Seeker Missiles + Spider Mines. Think about it.

Worse, it replaces an undoubtedly integral unit in the Terran force.

To reiterate: before you say something, think about it.
REEBUH!!!
Kylig
Profile Joined February 2010
Sweden41 Posts
April 05 2010 09:02 GMT
#364
So zealots hard counters marines early and focuses the T to wall in and bunker if P go fast zealots and that so fine right?

But then T gets a unit that counters zealots and thats ju so overpowered because the P just cant mass 1-2 units and win anylonger... allow me to laugh out LOUD :D

The FACT is P has HARD counters for every single T unit there is!
Colossi>all T bio
Immortal>all T mech
Stalkers/void rays>all T air

So basicly the only choice for a T to win against an equaly skilled P opponent is to go fast marauders and hope then P player is retarded enough not to use any sentrys,'

Sure I think its wrong but the sollution isnt to nerf the marauder, its not actually nerf protoss overall!
Nerf the living shit out of immortals! Remove shield or remove bonus dmg, either you get a durable unit against T mech or the other way you get a glass cannon that can rape all T mech if microed.

Then nerf the colossi to the ground, then we can nerf the marauders because now T can actually use marines and tanks.
Flash - Ah - Savior of the universe
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
April 05 2010 09:05 GMT
#365
I've just suddenly thought, people say it's unfair that marauders and zerglings are not as powerful and find it hard to take out a marauder.

Well, the difference I can see purely off the bat is the marauder costs gas, surely it should be able to stand it's own against a zergling and a zealot?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
ooni
Profile Blog Joined March 2010
Australia1498 Posts
April 05 2010 09:09 GMT
#366
On April 05 2010 18:02 Kylig wrote:
The FACT is P has HARD counters for every single T unit there is!
Colossi>all T bio
Immortal>all T mech
Stalkers/void rays>all T air


Yes on colossi but also psi storm would been acceptable
Def yes on immortals
No on stalkers and void rays. Vikings pwn void rays, and cost to cost Banshee own stalkers
Carriers are true counter to all air units. Even vikings so called counters get decimated by them.
Hi!
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
April 05 2010 09:17 GMT
#367
On April 05 2010 18:02 Kylig wrote:
The FACT is P has HARD counters for every single T unit there is!
Colossi>all T bio
Immortal>all T mech
Stalkers/void rays>all T air

Yes Colossus is good vs bio but ONLY if you have a good ground army composition with it. It's not a problem like with Terran that can just mass 1 all-purpose unit.

Nerfing Protoss completely as you say does NO GOOD. Protoss is doing the worst right now anyway.
GANDHISAUCE
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
April 05 2010 09:18 GMT
#368
On April 05 2010 18:02 Kylig wrote:
So zealots hard counters marines early and focuses the T to wall in and bunker if P go fast zealots and that so fine right?

But then T gets a unit that counters zealots and thats ju so overpowered because the P just cant mass 1-2 units and win anylonger... allow me to laugh out LOUD :D

The FACT is P has HARD counters for every single T unit there is!
Colossi>all T bio
Immortal>all T mech
Stalkers/void rays>all T air

So basicly the only choice for a T to win against an equaly skilled P opponent is to go fast marauders and hope then P player is retarded enough not to use any sentrys,'

Sure I think its wrong but the sollution isnt to nerf the marauder, its not actually nerf protoss overall!
Nerf the living shit out of immortals! Remove shield or remove bonus dmg, either you get a durable unit against T mech or the other way you get a glass cannon that can rape all T mech if microed.

Then nerf the colossi to the ground, then we can nerf the marauders because now T can actually use marines and tanks.

The problem I see with immortals are that they are too high up on the tech tree. Most terrans I've played as protoss abused the timing window where he would have marauders while I haven't gotten my immortals out yet. I personally think that charge should be lower on tech so that zealot can become early counters to marauders.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 05 2010 09:29 GMT
#369
If the Marauder, Immortal and Roach aren't touched in ANY way in the next patch, I'll have the urge to punch the head of the balance team in his face.
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2010-04-05 10:11:24
April 05 2010 10:09 GMT
#370
Any reason why the Marauder easily beats Stalkers in 1v1 (and even more so in bigger fights) when they cost like half of what the Stalker does, yet they can be healed, stimmed, not EMPed and has a passive slow attack?

Don't come with something like "Stalker can attack air so its balanced" since there is never anything the Marauder would ever even want to attack in air in TvP, as the Protoss air is extremely lackluster. So even if they could attack air as well there would be no difference for the balance of the match-up.

As Stalker, Roach and Marauder are way too similar in design I would suggest making the Marauder melee (with some altered stats), that would balance it and make the tier 1.5 more unique.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
lololol
Profile Joined February 2006
5198 Posts
April 05 2010 10:17 GMT
#371
On April 05 2010 15:22 Plexa wrote:
Updated the op with correct chronoboost stats - it's actually far more depressing that I thought!


Marauders build in 30 seconds, not 33 and you're not including warp gate cooldown, while tosses always get warpgates ASAP.

+ Show Spoiler [Marauder/Stalker buildtime/cooldown ta…] +

<InfoArray index="Train4" Time="30">
<Resource index="Minerals" value="100"/>
<Resource index="Vespene" value="25"/>
<Button DefaultButtonFace="Marauder" State="Restricted" Requirements="HaveAttachedTechLab"/>
<Unit value="Marauder"/>
</InfoArray>

<InfoArray index="Train2" Category="Army" Time="5" Unit="Stalker">
<Resource index="Minerals" value="125"/>
<Resource index="Vespene" value="50"/>
<Cooldown Link="WarpGateTrain" Location="Unit" TimeUse="32"/>
<Button DefaultButtonFace="Stalker" State="Restricted" Requirements="HaveCyberneticsCore"/>
</InfoArray>
I'll call Nada.
bLah.
Profile Joined July 2009
Croatia497 Posts
April 05 2010 10:20 GMT
#372
On April 05 2010 19:09 Paladia wrote:
Any reason why the Marauder easily beats Stalkers in 1v1 (and even more so in bigger fights) when they cost like half of what the Stalker does, yet they can be healed, stimmed, not EMPed and has a passive slow attack?

Don't come with something like "Stalker can attack air so its balanced" since there is never anything the Marauder would ever even want to attack in air in TvP, as the Protoss air is extremely lackluster. So even if they could attack air as well there would be no difference for the balance of the match-up.

As Stalker, Roach and Marauder are way too similar in design I would suggest making the Marauder melee (with some altered stats), that would balance it and make the tier 1.5 more unique.


Why should stalkers be counter to marauders? why are you even doing stalkers when you can make immortals?

stalker-roach-marauders are not designed to be great in 1v1
roach has most hp, can be burrowed
marauders can slow
stalkers can shoot air
etc.etc

You NEED other units to make good unit composition, there can never be 1v1 unit balance ffs.
abrasion
Profile Joined April 2010
Australia722 Posts
April 05 2010 11:04 GMT
#373
On April 05 2010 16:29 Daerthalus wrote:

Here's an idea, make it like the Footman Shields in War3. Toggling it should have a 5-10s CD, with it on your Marauders move slow and slow, with it off they move normally, but don't slow. This way you can turn it on to slow incomming enemy units, but you can't getaway once they are on top of you.



Disclaimer:
Low skilled player and my opinion is probably not worth much.

That being said, I really like this dudes suggestion, it seems pretty good to me.
I will agree though that the terran army may need a buff elsewhere to counter this since the Marauder is a very important staple unit.

As a toss player though, I don't want anyone to mess with my immortal, I'd be lost without it.
derpmods
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
April 05 2010 11:12 GMT
#374
On April 05 2010 18 begin_of_the_skype_highlighting              05 2010 18      end_of_the_skype_highlighting:09 ooni wrote:
Show nested quote +
On April 05 2010 18:02 Kylig wrote:
The FACT is P has HARD counters for every single T unit there is!
Colossi>all T bio
Immortal>all T mech
Stalkers/void rays>all T air


Yes on colossi but also psi storm would been acceptable
Def yes on immortals
No on stalkers and void rays. Vikings pwn void rays, and cost to cost Banshee own stalkers
Carriers are true counter to all air units. Even vikings so called counters get decimated by them.


Last time I had 2 vikings against 2 void rays the vikings didn't even last 5 seconds 'TT... IF the void rays attacked something before, they are insane-_-
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
hellitsaboutme
Profile Joined March 2010
Singapore118 Posts
April 05 2010 11:13 GMT
#375
The thing is that maradeurs are so strong that T don't even bother to try other units/strategy.
Thor, Viking, Banshee, Raven are very good units. Compared to voidray, corruptur, phoenix craps.

I think it is clear that terran maradeur imbalanced. Blizs try to buff other terran stuff but it doesn't help stopping maradeur spam :-(
Deimos0
Profile Blog Joined May 2008
Poland277 Posts
April 05 2010 11:31 GMT
#376
Don't be ridiculous - Colossus is high enough in tech tree to be effective unit, although not while fighting alone.

Void Rays may well be killer IF they're charged. But we're not discussing Protoss units, but Marauder which seems to be pain in many players butts. Slow is painful as hell, but without serious changes to other factors, removing or significantly nerfing this ability will probably broke matchups. Changing between slowing missiles with slow moving speed and normal attack with normal speed seems reasonable, but I really don't know if it helps Terran (because it needs eventually to HELP the Terrans get rid of this nasty habit of massing Marauders and actually start using other units).
protect me from what I want
NonFactor
Profile Blog Joined January 2009
Sweden698 Posts
April 05 2010 11:38 GMT
#377
Personally this should happen:

Remove Stim from Marauders

Add stim to Reapers.

It's true that Marauders are a bit too powerful, especially on the 2v2 department.
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
April 05 2010 11:46 GMT
#378
Hey man, can you imagine reapers with upgrade and stim? That would be like a freakin' drug addict on a jet pack, oh wait..
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-05 12:13:09
April 05 2010 11:47 GMT
#379
why tanks shouldnt be buffed to compensate for marauder nerf
+ Show Spoiler +
i think its a bad idea to make tanks better to compensate for a possible marauder nerf. tanks r already insanely good. ive played all my lately tvz with tanks as my core unit and they just rip apart a zerg army, only counter seem to be air once u reach about 16 tanks. even tho tanks r not used in tvp i dont think that is because the actual tanks r too bad, i think its because toss has too many counters against them. charge, blink, immortal shield and extra dmg, hell even phonix counters them in a sense.

all im trying to bring to the table with this post is that if u would nerf the marauder, dont compensate it by making the tank better, its already strong as hell against zerg.

u might say to urself "alright so we give it +vs armored when sieged to make it better vs toss and now z". well this is not sc1, toss doesnt necessarily have more armored force than zerg does. the core meatshield are roaches while toss has zealots, so this would actually make tanks even more t>z than t>p. i think our goal is to make tanks better against toss but at the same time i can tell there is no way u can buff the tank to fix this issue. the only way we can do this is to make toss counters to the tank worse.


this is why immortal, marauder and roach should be nerfed
+ Show Spoiler +

so for example we could start off by making marauders worse, how would that effect tvz? well for a starters roaches would be a slight too strong i think because marauders were the only unit that really countered the roach appropriately and legit. so we would have to nerf the roach now, but i dont know enough about zvp to say if this would be possible. immortals is the first that comes to mind that would become too strong. ive read 95% of this thread and everyone seem to agree that our 3rd step would be to nerf the immortal. and now when the immortal is also nerfed the tank is better in tvp, alot better.

so maybe this is the answer, nerf the trio of the marauder, roach and immortal. its the best answer i can come up with at least, and it seems to be the general opinion by the community of 19 pages here.


and if they would been nerfed what would actually happen
+ Show Spoiler +
1: we would probably see more tanks in tvp
2: massing marauders would be worse in tvp, arguably bad
3: roaches wouldnt control the game so much in the early game like they do now, they also wouldnt control the phase and timings of zvz which also seems to be an issue with them. they would still play a role as a meatshield of zerg but they woulndt be as strong against normal units or as weak against immortal which leads to less hard counters
4: tvt wouldnt change alot, obviously it would make marauders worse but they were already just a boost to the army to slow and attack from behind of ur marine line. it would be fine
5: immortals in pvp would get used less, this is bad but i have almost not seen any pvp at all, i hardly imagine immortals were so popular in that mu in the first place so i guess it would be fine
6: marauders would still be used in tvz to meatshield and counter roach like they are now
7: would encourage terrans to use marines more against zerg and zerg would find it more useful to make ling and baneling again. they have been distant of that lately ever since marines got longer build time

this is why u cant respond a marauder nerf with a removal of stimpack
+ Show Spoiler +

oh and abut the actual nerfs, i wouldnt remove stimpack or remove slow or anything like that. its pretty situational and it would change the effectiveness of marauders worse in different phases of the game.
for example removing stimpack from them would make them totally obsolete in later game, nobody would make them.


and this is why u cant add a slow upgrade for them
+ Show Spoiler +

adding an upgrade for the slow instead of having it by default would just make it worse early game, and discourage defense of marauders or timing attacks in early and early-midgame
the marauder is good in all from early game until late game, so if we would nerf them we would want to do something that effects it all through-out the game.


add 5 seconds to marauder build time
+ Show Spoiler +

the part i dislike most about the marine-marauder comparison right now is that marauders only take 5 more seconds to build than marines, which i think is bogus. the other part that encourages this mass marauder is that reactors take twice as long time as tech labs to build. these r the 2 changes they did in patch 6 i believe and ever since fe tvp with rines doesnt work anymore, fe in tvz is totally impossible. we cant rely on marines in early game anymore, blizzard made a good job at removing them from the early game phase

i would add 5 seconds build time to marauders. it would add a better balance in the time of the units in the rax, the reapers take alot longer time than marauders when they dont cost alot different. marauders cost much more than marines but barely take longer time to build.


decrease the slowing effect
+ Show Spoiler +

the second nerf i would do to the marauders would be to decrease the slow. right now if u have a unit running through the map, a stalker, roach, zea, sentry, you name it man. if u see a marauder u dont have the time to run because the vision is so small while the marauder range is so big that he will get off his first hit. and thats all he need. i think many ppl think its a boring unit because it only needs 1 hit to declare its pray as a dead man. most units can make a run for it, its exciting to see if it can actually get away. a zergling running for his life while stalker run after with micro and blink. but with marauder its just 1 hit then u know its dead, no excitement. we want to nerf the slow enough that units like stalkers can run away from it even under fire, but we dont want to nerf the slow too much that it didnt matter in this scenario. the slow should give us extra 1-3 shots but not slow it until death. i think it gives 50% slow right now, maybe a 33% slow would be better?


immortal +25 vs armored instead of +30
+ Show Spoiler +

the immortal nerf would simply be a less vs armored, instead of +30 vs armored maybe +25. thats a legit and solid change, it doesnt change alot but enough to say its fair.


give roach 1 armor
+ Show Spoiler +

the roach nerf could be as simple as giving it less hp or armor, it already is slow as hell and it already attacks slow with a fairly slow dps. what makes the roach so plain strong is that it has 2 armor, it shuts down damage from marines by 33%, zerglings by 40% and zealots by 25%. it counters low tier units too hard. giving it less hp wouldnt really change this fact so i think the best choice would be to decrease the roach armor by 1
Progamerpls no copy pasterino
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 05 2010 11:57 GMT
#380
Going slightly off-topic... Maybe Blizzards intention is to make the Marauder the main Terran bulk unit. By moving people away from marine as the bread and butter towards the marauder they take take away your ability to attack air with the bulk of your force. This gives the Terrans a feel similar to when the Zerg are focusing primarily on Roaches, and keep just enough Hydras for anti-air. I am not implying that making the Terran and Zerg more alike in this way is a good thing, the idea of making the Marauder the key bio unit is very interesting because of their low gas component. If you are using a more gas intensive build you are forced into using the less ground to ground capable marines. I actually don't mind this idea.

The marauder would still need to be considered balanced of course, and should not be capable of being the soul unit in the Terran force.. But I don't mind the idea of Marauder being designed to be the better choice for ground in general than a marine.

In general with the Marauder, Immortal, Roach. I feel that a slight lowering in damage output might be the best option. And maybe not having buildings are armored... if necessary certain units can have +dmg to structures like the Reaper has... I like the +dmg to heavy element against units, but don't think it is playing nice with structures atm.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
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