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Perhaps a simple change to how hardened shield works would be the thing to change about immortals. Just throwing stuff out there but what if they reduced damage over 10 by a percentage, say 50%. This would make them stronger against units that do beween 10 and 20 damage, mainly roaches and hydras. It would still take a sieged tank more then 3 shots to get through the shields, so they would still do great against them I think.
Might be a horrible idea but just a thought.
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The only way to nerf Immortals would be to change the way Hardened Shield works. I'm fairly sure that it would make a pretty good difference if they increased the maximum damage it takes from 10 to 12 or 13.
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Russian Federation85 Posts
I serious don't understand the behavior of people.
"We want to make Tanks better vs P". It's an pretty nice argument, but in the same you refuse to change the diversity... You want to nerf P as exchange for T, claiming this would be necessary to balance the game. Actually it's an simple excuse to keep 1 Unit massed as core and don't be forced like P to have tons of different units at once.
P's HT are nerfed because they were to "powerful" vs the M&M ball, actually just vs Marines. Toss is being pushed to go Robo, because it's simple better to do it right now. Now there is a claim to nerf Toss Robo, so T can go easy mode and without any effort of diversity to Tanks, because if immortals are not a threat anymore there is no need to build counter measures vs them and you can simple go mass.
In the end nothing would change expect the fact that the core unit for T would change.
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On April 05 2010 19:20 bLah. wrote:Show nested quote +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. Dumbass, you just said protoss has to make good unit composition and yet terran can build and win with one unit. Basically that is what this thread all about, terran can win games just by building maradeur, and ppl are saying this is wrong.
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On April 05 2010 20:47 MorroW wrote: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
I don't see any reason of stopping maradeur spam by terran after your suggested changes. Mass maradeur would be even more powerfull after that. Combat abilities of Roach and Immortal will be weakened but maradeur will be even stronger in big battles. The only impact is that small amount of maradeurs will not be that good because of the 'slow' nerf.
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I just played a game where I attacked with 7 stimmed maurauder. My enemy had 1 centry, 2 zealots, 2 immortals and 1 stalker. He didn't lose 1 single unit. All thoses protosses are whining because their race was easy in sc1.
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On April 05 2010 20:47 MorroW wrote: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
I like this! I would nerf the roach's damage instead of its armour though, because the armour is the identity of the roach imo.
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On April 05 2010 21:52 lew wrote: I just played a game where I attacked with 7 stimmed maurauder. My enemy had 1 centry, 2 zealots, 2 immortals and 1 stalker. He didn't lose 1 single unit. All thoses protosses are whining because their race was easy in sc1.
If you didn't even manage to kill a Sentry or a Zealot, you failed. Hard.
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On April 05 2010 21:50 hellitsaboutme wrote:Show nested quote +On April 05 2010 20:47 MorroW wrote: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
I don't see any reason of stopping maradeur spam by terran after your suggested changes. Mass maradeur would be even more powerfull after that. Combat abilities of Roach and Immortal will be weakened but maradeur will be even stronger in big battles. The only impact is that small amount of maradeurs will not be that good because of the 'slow' nerf. u wouldnt be able to mass marauder because of the extra timing. 5 seconds is nothing set in stone but the idea ti increase build time of both marauder and tech lab will make it impossible to fe against toss with pure marauder, would be impossible to survive against toss with pure marauder. this would lead to a weaker later game because u would require more defenses and units in early game to secure ur expo. it would indirectly make the mass marauder alot weaker from top to toe without touching its stats. just look at how bad the marine is now, we can barely build it anymore just because of the time changes, its bigger than most ppl think. not always the answer is to change the dmg or the hp, sometimes its best just to change the build time. starcraft is all about timing and marauder have so little of it that it fits in at any point of the game
what makes the marauder so good isnt because of its high hp, speed or dmg. its so damn good to mass against toss because it takes so low tech, perfect mineral/gas ratio and it takes so little time to build. it should be a strong unit imo, but it shouldnt be the majority of the terran army and most definitely it shouldnt be a unit that does well by itself against almost all units in the game
u might even be right, they might even have to nerf the damage of the marauder. but i think the other changes r more appropriate for a starter and thats why i said i wanted to change the other things rather than its dmg or hp
On April 05 2010 21:52 lew wrote: I just played a game where I attacked with 7 stimmed maurauder. My enemy had 1 centry, 2 zealots, 2 immortals and 1 stalker. He didn't lose 1 single unit. All thoses protosses are whining because their race was easy in sc1. 7 marauder is 700/175 while the toss army u mentioned is 875/350. u should die hard against that, but the fact that u didnt lose 1 single unit just means ur terrible lol, against that u should at least be able to take down 2 zealots and possibly the sentry. and even that speaks for itself how terribly good marauders do on their own, the only unit in that mix it should counter is the stalker and still it can manage to take out a quarter of the force, thats insane
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On April 05 2010 21:52 lew wrote: I just played a game where I attacked with 7 stimmed maurauder. My enemy had 1 centry, 2 zealots, 2 immortals and 1 stalker. He didn't lose 1 single unit. All thoses protosses are whining because their race was easy in sc1. So you threw low-tier unit worth of 700/175 while not microing them at all besides stimming into _mix_ of units including tier2 worth of 875/350 and expected to win? That just speaks volumes about marauder's imbalance.
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The Marauder clearly needs to be nerfed quite a bit, and given a unique purpose in the Terran army aside from countering Roaches. All the hard counters introduced by Dustin Browder are completely nonsensical, and I get the feeling that he still thinks he's working on a Command & Conquer game with these unit designs.
/Agree with OP.
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But what unit do we have to make as a terran? We really got nothing...
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Russian Federation85 Posts
On April 05 2010 22:37 lew wrote: But what unit do we have to make as a terran? We really got nothing...
Another prove that T compares all other T units with Marauder and comes to the result that they are not that cost effective as Marauders, so keep building them instead of unit mix.
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On April 05 2010 22:37 lew wrote: But what unit do we have to make as a terran? We really got nothing...
I disagree. I absolutely love massing up Marines without Medevacs and siege tanks with Raven support. Raven turret harass is absolutely underrated, you can kill 5-6 drones in two seconds. Hellions have the potential to be interesting but die like flies in late game due to critical design flaws in collision sizes in the game.
Some games I'll go mass air and transition into BC's because I have map control with vikings/banshees. There are so many possibilities with Terran. Marauder just makes the games BORING and slightly easier to win.
Remove the three units of imbalance completely, or nerf them.
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On April 05 2010 21:52 lew wrote: I just played a game where I attacked with 7 stimmed maurauder. My enemy had 1 centry, 2 zealots, 2 immortals and 1 stalker. He didn't lose 1 single unit. All thoses protosses are whining because their race was easy in sc1. This is obviously the problem right here. Terrans just massing one unit, as you yourself admit, nowadays they don't even need to bother with other units to win. However, when the opponent skills and bring a fully thought out balanced army of 4 different units with caster support against this 1 terran mass, it's an imbalance? Not only that, the Protoss army costs twice as much. Just those two Immortals alone costs as much as your Marauders. Can you give any valid reason why the Marauders shouldn't instantly lose in that scenario?
Are you so boxed in your mind that you think massing one unit of yours should beat a well balanced army that costs twice as much?
Why didn't you bring any other unit? Why not bring a ghost, that would perfectly counter the sentry and the immortals.
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On April 05 2010 20:47 MorroW wrote: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
I agree with all of this except for the last one. I feel that currently zvz is CLOSE to having both lings and roaches as viable options. Roaches are ahead, but not by very much. If you decrease roach armor that means 33% more damage from lings, which is huge and will heavily shift zvz towards ling vs ling. Roaches would need some compensation to become an ok choice in this case. Roach armor matters most in zvz, less in zvt and zvp because many units but especially Marauders and Immortals deal so much damage per hit that 2 armor barely matters. Reducing Roach damage has the same effect, you can't 2 shot lings anymore if you get +1 ranged. That basically makes it impossible to win with roaches against zerglings. An HP nerf on roaches is the much better choice imo and goes well together with an Immortal bonus damage nerf that would make mech more interesting.
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Just want to tossin my 2 cents, after reading the OP and most of these 20 pages of posts (im tired now), i definatly agree that if you are going to nerf marauder then roaches + immortals need nerfing too. However, i disagree that they all need a nerf. The units are all compleatly reasonable, and nothing stands out as "unplayably overpowered." Sure marauders slow units, but that makes them worse in a stand-up fight. You cant engage the same forces you can on open ground in a tight spot, so they are situationally amazing, and sometimes just OK. THATS GOOD! Make people use their units to max effectiveness. I think protoss needs to learn to use tactics a bit better when fighting marauders. (If i wasn't at work id find a replay). Keep zelots outside view of your ramp on the bottom of your ramp, and when marauders run up the ramp, run the zelots up BEHIND the marauders, and keep the sentries/stalkers on the other side. Without their mobility, Marauders loose a significant portion of their effectiveness.
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On April 05 2010 22:53 Paladia wrote:Show nested quote +On April 05 2010 21:52 lew wrote: I just played a game where I attacked with 7 stimmed maurauder. My enemy had 1 centry, 2 zealots, 2 immortals and 1 stalker. He didn't lose 1 single unit. All thoses protosses are whining because their race was easy in sc1. This is obviously the problem right here. Terrans just massing one unit, as you yourself admit, nowadays they don't even need to bother with other units to win. However, when the opponent skills and bring a fully thought out balanced army of 4 different units with caster support against this 1 terran mass, it's an imbalance? Not only that, the Protoss army costs twice as much. Just those two Immortals alone costs as much as your Marauders. Can you give any valid reason why the Marauders shouldn't instantly lose in that scenario? Are you so boxed in your mind that you think massing one unit of yours should beat a well balanced army that costs twice as much? Why didn't you bring any other unit? Why not bring a ghost, that would perfectly counter the sentry and the immortals.
Uhm actually the fact that he got rocked says its pretty balanced, since the toss didnt lose one unit and his army was only slightly larger and more expensive....
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On April 05 2010 22:22 Sinekyre14 wrote: The Marauder clearly needs to be nerfed quite a bit, and given a unique purpose in the Terran army aside from countering Roaches. All the hard counters introduced by Dustin Browder are completely nonsensical, and I get the feeling that he still thinks he's working on a Command & Conquer game with these unit designs.
/Agree with OP.
/Agree with YOU. ^^'
Dustin should take the Dune-Buggy that is called a Hellion and his hard-counter-system and go back to C&C. xD
No really, that stuff totally annoys me - how the hell did Blizzard think hard-counter-system is a good thing with everybody saying from the start the cornerstone of SC1 is that it has no real hardcounter-system.
I've followed the development of SC1 for years and Blizzard always said that they wouldn't go for the rock-paper-scissor-stuff, so WTF happened with that? We now have Units that deal double and more to certain Unit-types and absorb a huge number of DMG against certain Units - WTF?
really - WTF? ^^'
I mean, sc2 is a great game, but why the hell F it up with sth as stupid as this?
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On April 05 2010 21:52 lew wrote: I just played a game where I attacked with 7 stimmed maurauder. My enemy had 1 centry, 2 zealots, 2 immortals and 1 stalker. He didn't lose 1 single unit. All thoses protosses are whining because their race was easy in sc1. It's actually pretty close in terms of resources.
7 marauders with stim is 850 minerals 325 gas the protoss army in that example is 875 minerals, 350 gas.
of course the toss army requires a robo facility, etc etc. pure army comp wise though, i'd say those two armies are comparable.
i also think 7 stimmed marauders should have killed at least some stuff in that army though. with kiting fallbacks, I could see them killing everything but the immortals
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