[D] Marauders - Page 19
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De4ngus
United States6533 Posts
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Railz
United States1449 Posts
On April 05 2010 16:43 LunarC wrote: 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. | ||
LunarC
United States1186 Posts
On April 05 2010 17:25 Railz wrote: 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. | ||
Kylig
Sweden41 Posts
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. | ||
Qikz
United Kingdom12022 Posts
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? | ||
ooni
Australia1498 Posts
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. | ||
De4ngus
United States6533 Posts
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. | ||
MuffinDude
United States3837 Posts
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. | ||
ZenDeX
Philippines2916 Posts
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Paladia
802 Posts
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. | ||
lololol
5198 Posts
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> | ||
bLah.
Croatia497 Posts
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
Australia722 Posts
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. | ||
NarutO
Germany18839 Posts
On April 05 2010 18 begin_of_the_skype_highlighting 05 2010 18 end_of_the_skype_highlighting:09 ooni wrote: 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-_- | ||
hellitsaboutme
Singapore118 Posts
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
Poland277 Posts
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). | ||
NonFactor
Sweden698 Posts
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
902 Posts
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MorroW
Sweden3522 Posts
+ 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 | ||
DeCoup
Australia1933 Posts
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. | ||
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