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On April 07 2010 00:22 suejak wrote:Show nested quote +On April 07 2010 00:19 Spaylz wrote:On April 07 2010 00:18 slimshady wrote: Actually, I like this idea: the zealot's charge being immune to the marauder's slow effect. It still wouldn't solve the early game issue. Charge is a long upgrade to get... I mean, if they get lots of marauders early, you'll just have to dodge and weave with your zealot worker harass or focus on defense until you get charge. Sounds like standard strategy-game fare to me...
making them just straight immune to slow is the way to go. Melee units are trained for melee they don't slow down when attacking rawr lol
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On April 07 2010 04:51 RPGabe wrote:Would reducing Marauder range to 4 (instead of 6) solve some of these issues? - This would make it much more difficult for them to kite Roaches.
- They'd have to run forward to fight immortals and colossus, which would endanger them significantly.
- They would become less effective against Hydras, Tanks and Thors.
- They would tank better for Marines (by naturally moving in front of them)
- They could still kite Zealots, but Stalkers could now kite them potentially.
- Focus fire would be tough for large groups because they wouldn't all be able to easily reach the same target.
Remember what changing goons from 4 range to 6 did? Let's do it in reverse.
I totally like that Idea. Especially Stalkers could really need a bit of an edge against Marauders and if you had to micro them correctly, that would also mean that skill matters more than just massing Units.
It would also fit the Marauders from what they look like and how much life they have to get more into the midst of a fight rather than having a ridiculously high range.
It would also be easier to not just be eaten alive by stimmed marauders pinning your Units down and an EMP demolishing the Shields of everything.
Really - one of the best ideas about the Marauders I've read so far!
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On April 07 2010 02:34 Daerthalus wrote: Without going full circle again, I think that Terran players are simply spoiled. You get a unit you can mass all game long, that barely requires any micro vs protoss ground units, and that can be healed and stimmed. I don't blame you, If zerg or protoss had a unit like that, we'd build nothing else either. The end result is that you narrow your strategic vision to why build A,B or C when D is always better. Maybe A,B, and C are all balanced units and combined with E and F you'd have a very good army, BUT nooo...D (aka Marauders) are limiting your vision you never get to thinking about E and F cuz the thought process never gets past USE D.
You want a Bio tanking unit, that also harasses, kites, slows and blows up buildings. Make a choice. Get a slowing unit for support, or a tanking unit to tank and beat on armor.
100 HP is still more than 2x a Marine, 8+12 Damage is the same dps vs armored as before, and u still have slow to kite banelings, zealots and other units around. 125 HP, 10+10, but no slow...u end up with a Bigger Badder Marine that hit armored unit hard but that loses to cheap masses of units.
I for one am not against Terran receiving other buffs or undoing some marine/reactor nerfs should a Marauder nerf take place, but we shouldn't assume that is it absolutely required.
2 marines dps is greater on armor and light then 1 maruder stimmed or unstimmed
and alot better vs light.
http://spreadsheets.google.com/pub?key=t8Z5bsJL0-2LyqHW1DWUAYA&output=html
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On April 07 2010 04:50 Plexa wrote: Outside of hard Marauder rushes, I'm starting to think there isn't a problem at all here. There's enough stuff for Protoss to fight semi-evenly against Terran thanks to feedback and whatnot.
100% agree thats why think best way is just to remove the slow on the zealots and zerglings really don't want to fuck with the late mid game when its so close to good.
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On April 07 2010 01:57 MorroW wrote:Show nested quote +On April 06 2010 22:41 Plexa wrote:On April 06 2010 22:34 Zato-1 wrote:On April 06 2010 18:16 Plexa wrote: Okay, after much discussion I feel that the only issue with Marauders is the strength they offer so early on in the game. Specifically, Marauder rushes and what not. On April 06 2010 20:09 MorroW wrote: why do u want the marauder to be the core unit of terran and not the marine?
ur killing every single rush possibility of the terran by doing this, marine bunker rush? yea right like thats gonna happen when bunks r 30 and rines r 25 I feel this is an interesting point there should be more discussion about- after all, you'll never be able to agree on fixes for the Marauder if you can't first agree on what's the problem with the Marauder (if any). Do Terrans have the capacity to be the aggressors most of the time in TvP? Are Protoss just as capable of putting the pressure on Terrans, or maybe even more so? Let's try to figure this out constructively. Early pressure tactics mentioned so far include: PvT: + Show Spoiler +- Proxy gates - Cannon rushes - Early Void Rays - Proxy DTs - Other ground unit combos (gateway units + immortals) TvP: + Show Spoiler +- Reaper rush - Marauder rush - Proxy barracks - Bunker rush - Early banshees - Drops Just as important as the number of ways you can put early pressure on your opponent is, how effective are these strats? If we can get a good grasp on how strong P early pressure is compared to T early pressure, we can get past the first hurdle, namely: agree on what the problem is. Excellent post. I'll try redirect the thread in this direction. great pos except its not true -drops? ive never seen any terran ever going fast drop against toss, why would u do it? how can this be effective. scratch this off the list because fast drop by terran is just as likely and just as effective as a fast drop by toss (which ive seen alot more of) bunker rush? same here, ive never seen a bunker rush. a bunker takes 30 seconds to make and scvs got 45 hp. even if bunker rush was possible it would include in the proxi rax so it wouldnt qualify as 2 so in effective rushes (that qualify imo) PvT: + Show Spoiler +- Proxy gates - Cannon rushes - Early Void Rays - Proxy DTs - Other ground unit combos (gateway units + immortals) TvP: + Show Spoiler +- Reaper rush - Marauder rush - Proxy barracks - Early banshees if u remove academy PvT: + Show Spoiler +- Proxy gates - Cannon rushes - Early Void Rays - Proxy DTs - Other ground unit combos (gateway units + immortals) TvP: + Show Spoiler +- Proxy barracks - Early banshees and this is my point Show nested quote +On April 06 2010 23:06 Tyrran wrote:On April 06 2010 22:41 Plexa wrote:On April 06 2010 22:34 Zato-1 wrote:On April 06 2010 18:16 Plexa wrote: Okay, after much discussion I feel that the only issue with Marauders is the strength they offer so early on in the game. Specifically, Marauder rushes and what not. On April 06 2010 20:09 MorroW wrote: why do u want the marauder to be the core unit of terran and not the marine?
ur killing every single rush possibility of the terran by doing this, marine bunker rush? yea right like thats gonna happen when bunks r 30 and rines r 25 I feel this is an interesting point there should be more discussion about- after all, you'll never be able to agree on fixes for the Marauder if you can't first agree on what's the problem with the Marauder (if any). Do Terrans have the capacity to be the aggressors most of the time in TvP? Are Protoss just as capable of putting the pressure on Terrans, or maybe even more so? Let's try to figure this out constructively. Early pressure tactics mentioned so far include: PvT: + Show Spoiler +- Proxy gates - Cannon rushes - Early Void Rays - Proxy DTs - Other ground unit combos (gateway units + immortals) TvP: + Show Spoiler +- Reaper rush - Marauder rush - Proxy barracks - Bunker rush - Early banshees - Drops Just as important as the number of ways you can put early pressure on your opponent is, how effective are these strats? If we can get a good grasp on how strong P early pressure is compared to T early pressure, we can get past the first hurdle, namely: agree on what the problem is. Excellent post. I'll try redirect the thread in this direction. Once again, as a Z player, i will give my insigth on the ZvT matchup. Before anyone ask, I am a ~1150 platinum player. Not a great player, but not a bad one either. In the beginning of the beta, every one thougth that Marine > Hydra > Marauders > Roaches > Marines.This led to great mixed armies as each player tried to have the perfect mix of hydra/roaches and marines. However, nowadays, more and more people realizes that Marauders = Hydras. SO there is basically no need for marines anymore until mutas ( wich cant be rushed or the marauder push will just rape the Z , plus mutas does very little damage to marauders so they will deal a LOT of damage before deing) I have nothing against Marauder being core of the T army. But my current concern is that the marauder makes the marines useless. This is somewhat true in ZvT, and seems to be even more of a concern in ZvP ( but i will let TvPs expert confirm this.). tl:dr : Marauder strength makes the marine useless. totally agree. this is the problem i have with marauders, ever since patch 6 they took the thunder away from the marines totally Show nested quote +On April 07 2010 00:18 slimshady wrote:Actually, I like this idea: the zealot's charge being immune to the marauder's slow effect. Zealots won't be so useless vs marauders.  the problem is whenever marauders get charged they can just back for 2-3 seconds and zealot wont get an attack off and they r back to square 1. zealots themselves cant touch the marauders in a battle like this without flank or high numbers that causes ai issues to the marauders, the charge doesnt do squat even if it wasnt slowed
A couple things you mention here bring up a relevant note:
I often employ a quick drop/stim strategy on Desert Oasis (though I dislike the map in general), and I find it to be quite effective. I agree that on most maps, this type of thing isn't really that effective. At the very least, on Oasis it keeps the toss occupied while I expand, and the rush distance is so long that even if you lose most of your force you'll have macroed enough by the time the toss army gets to you.
I ended up in such a situation, against Plexa of all people, in a ladder match yesterday, and early zealot charge was actually the deciding factor in him holding off my drop. If he had gone Immortal heavy, the game probably would have been over. Zealots just take so little damage from Marauders, and are very effective as long as you have units that can take shots at the Marauders while they micro away.
Overall on this issue, I think the only problem really is the early game. When it gets to late game, PvT is largely balanced (though small micro mistakes on either side can be game-ending). The issue for Terran is that if you nerf Marauders (even by just requiring another building for them), something has to be done to help out Terran early on. Marines and SCVs have already taken huge hits, and it's difficult enough to micro off early pressure with them now.
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On April 07 2010 04:51 RPGabe wrote:Would reducing Marauder range to 4 (instead of 6) solve some of these issues? - This would make it much more difficult for them to kite Roaches.
- They'd have to run forward to fight immortals and colossus, which would endanger them significantly.
- They would become less effective against Hydras, Tanks and Thors.
- They would tank better for Marines (by naturally moving in front of them)
- They could still kite Zealots, but Stalkers could now kite them potentially.
- Focus fire would be tough for large groups because they wouldn't all be able to easily reach the same target.
Remember what changing goons from 4 range to 6 did? Let's do it in reverse.
you could never kill a colos for 1 lol hydra/roachs combo would rape use even harder lol
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On April 07 2010 05:02 Killmour wrote:Show nested quote +On April 07 2010 04:52 xnub wrote:On April 06 2010 21:10 suejak wrote: So what's the problem again? Problem is early game. Marauders are slowing and kiteing the early game counter to them around zergling and zealots. All the other units that can be made early game the marauder is made to counter like it should. Mid and late game are fine and really close to balance in alot of areas Sorta, I've been playing a bunch of random lately and when I random Terran If I don't try out some wild build I just make 3 rax with lab and rally to the enemy base and do stupidly well. I think the real issue is its a hard counter unit with a micro ability that removes the counters from it. It has both systems, the hard counter and the micro counter. No other unit really does that. It would be great if more units had a micro able ability that made them counter things instead of just + damage to whatever. The big problem is you cant have both, and to be honest the micro on marauders is not very apm heavy anyway, you click a few times and you've snared every unit in the front line, blocking everything behind it, then you snare the ones that move around, and they block the ones that are no longer snared now.
yep thats the problem melee units immune to slow go go they train for in close fighting they never slow down RAWR
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2 marines dps is greater on armor and light then 1 maruder stimmed or unstimmed and alot better vs light.
First of all you can't really say that with certainty. Marine DPS is heavily affected by the ARMOR value of their target. 3 units with 20DPS compared to 10 units with 6. Sure vs 0 armor they are equal but vs 2 armor your 3@20 units deal 54 DPS and your 10@6 deal 40 DPS.
Peoples issues with Marine's are not their DPS vs armored or light vs Marauders. The issue is the Marauders can kite many units while still dealing good damage. Fast attack speed does much less for your dps when you're moving compared to slow attack speed.
Example: Shoots 1/s does 10 damage vs shoots 1/2s deals 20 damage. Same DPS but if u move for 1s every 2 seconds. Your 1/s units deal 10/3s and ur 2s unit deals 20/3s. See the difference. The extra dps the marine have would be lost when you micro them away from incoming melee units. And most people would rather face 5 zealots with 4 Marauders than with 10 Marines, since you lose ZERO Marauders to Zealots, but you'd lose some marines.
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Good to see this discussion is back on track. I think the ideas of range reduction and/or having the slow effect as an upgrade are probably the best options. The upgradeable slow is actually an even better option I believe, because it can be made to require a factory to upgrade. This will push Marauders to tier 2, and will give the other races the time-frame needed to produce a counter if they scout the Marauders.
I also have an alternate option involving re-working the armor types and have started a discussion here. Please feel free to add some suggestions.
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On April 07 2010 05:17 Daerthalus wrote:Show nested quote +2 marines dps is greater on armor and light then 1 maruder stimmed or unstimmed and alot better vs light. First of all you can't really say that with certainty. Marine DPS is heavily affected by the ARMOR value of their target. 3 units with 20DPS compared to 10 units with 6. Sure vs 0 armor they are equal but vs 2 armor your 3@20 units deal 54 DPS and your 10@6 deal 40 DPS. Peoples issues with Marine's are not their DPS vs armored or light vs Marauders. The issue is the Marauders can kite many units while still dealing good damage. Fast attack speed does much less for your dps when you're moving compared to slow attack speed. Example: Shoots 1/s does 10 damage vs shoots 1/2s deals 20 damage. Same DPS but if u move for 1s every 2 seconds. Your 1/s units deal 10/3s and ur 2s unit deals 20/3s. See the difference. The extra dps the marine have would be lost when you micro them away from incoming melee units. And most people would rather face 5 zealots with 4 Marauders than with 10 Marines, since you lose ZERO Marauders to Zealots, but you'd lose some marines.
thats the problem Marauders VS melee units they kite them to death with no dmg taken even tho the melee units are made to be the counter of them thats why i have said x10000 times in this threat to make zealots/zerglings immune to slow or just all melee units. omg the marauders now have a unit that counters them early game.
Need to go back to the mix of MM to deal with the early melee units marauders as the meat shiled with mearins to do the dmg.
Also you did not read the spread sheet marauders don't have a dps of 20 nore marines of 6. Also yes armor does come into play but as they get upgrades you get upgrades. Also its only the roachs that effects it with its 2 armor early game. So marine marauder is floped around there. As it should be they are made to be the dmg vs armored /shrug
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I just played a mid plat toss, I randomed terran I just made 4 rax and spammed the D key. He had no chance, he only made zealots and immortals and still lost. He rushed charge, and it did not make a bit of difference.
Maybe the snare should only snare armored units? If it becomes an upgrade, it still creates a kite fest of melee units. And honestly, once you have enough marauders you can one shot immortals and other counters anyway.
The hard counter system just seems like it makes things more difficult to balance, not less.
Why can't each races tank unit just have lots of hp/armor and have low damage. instead of all doing huge damage to each other.
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^Because this is starcraft, and when you introduce 'tank' units, like in Wc3, the game play slows down.
I think both the Marauder and the Roach need to have their counters softened. By doing this:
-The Roach becomes more viable as a harassment unit, giving you more purpose to utilize its burrow-movement abilities, as opposed to it just being an A-Move-GG unit. Now this unit can be used as a means of worker harassment and ambushing, as opposed to it being your necessary I.W.I.N unit; this will now give hydralisks, zerglings, banelings, and mutalisks a more definitive role in the Zerg arsenal.
-The Marauder will exist for the purpose of its slow effect alone, as opposed to it existing currently for the sole purpose of it countering Roaches and Stalkers. You remove the need to have it for its terrible, terrible damage, and instead have it FOR the slow effect. With its role no longer being to PEW PEW everything, its now no longer a necessity to have, and instead fits in as a support-dps unit, providing decent damage, and a helpful slow effect. The slow effect should also be an auto-cast spell, and instead of costing mana, will have 3-5 second cooldown.
We need to change the roles of both these units, and then we will change the boring dynamics of Terran and Zerg game play.
Go play some games with your friends, and make a rule; "No marauders or roaches"; the game is instantly more fun and dynamic to play.
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On April 07 2010 05:41 FREEloss_ca wrote: ^Because this is starcraft, and when you introduce 'tank' units, like in Wc3, the game play slows down.
I think both the Marauder and the Roach need to have their counters softened. By doing this:
-The Roach becomes more viable as a harassment unit, giving you more purpose to utilize its burrow-movement abilities, as opposed to it just being an A-Move-GG unit. Now this unit can be used as a means of worker harassment and ambushing, as opposed to it being your necessary I.W.I.N unit; this will now give hydralisks, zerglings, banelings, and mutalisks a more definitive role in the Zerg arsenal.
-The Marauder will exist for the purpose of its slow effect alone, as opposed to it existing currently for the sole purpose of it countering Roaches and Stalkers. You remove the need to have it for its terrible, terrible damage, and instead have it FOR the slow effect. With its role no longer being to PEW PEW everything, its now no longer a necessity to have, and instead fits in as a support-dps unit, providing decent damage, and a helpful slow effect.
We need to change the roles of both these units, and then we will change the boring dynamics of Terran and Zerg game play.
I Don't find terran play boring at all have lots of things you can do for many Different thing that come at you ...
Zerg i can see as boreing but terran not even close
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Nahh, just make charge zealots and speedlings immune to slow. Problem solved.
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I just wish they could come out and say what their plan is on the whole thing. If things stay the way they are things will be pretty boring. It will be possible to not mass a-move those units, but it won't be nearly as viable.
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On April 07 2010 05:49 Killmour wrote: I just wish they could come out and say what their plan is on the whole thing. If things stay the way they are things will be pretty boring. It will be possible to not mass a-move those units, but it won't be nearly as viable.
As the Roach and Marauder situation stands now, it CANNOT go live IMO. It needs to be fixed. It's going to be bad for the game, especially at high level competitive play.
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On April 07 2010 05:48 suejak wrote: Nahh, just make charge zealots and speedlings immune to slow. Problem solved.
Does not fix the early game for toss does for zerg makes it fine. But ya toss still will ahve the same problem they allready go right for speed somtimes they can't get it intime before they get overrun by marauders. This is why i say just make them plain immune to slow all melee units or just the 2 tier 1 units.
You could say make the charge upgrade faster or somthing but hard to make it super fast were it is and also it really does make them much stronge vs rines to so ya don't need that till mid/late game. Don't want to make the zealots to stronge
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On April 07 2010 05:51 FREEloss_ca wrote:Show nested quote +On April 07 2010 05:49 Killmour wrote: I just wish they could come out and say what their plan is on the whole thing. If things stay the way they are things will be pretty boring. It will be possible to not mass a-move those units, but it won't be nearly as viable. As the Roach and Marauder situation stands now, it CANNOT go live IMO. It needs to be fixed. It's going to be bad for the game, especially at high level competitive play.
high lvl players are doing fine ... only thing that is messing with them seems to be the early marauder cheese.
Also ZvZ is boring tho kill ultra bring back lurker /shrug lol joking short of : P
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On April 07 2010 05:07 xnub wrote:Show nested quote +On April 07 2010 02:34 Daerthalus wrote: Without going full circle again, I think that Terran players are simply spoiled. You get a unit you can mass all game long, that barely requires any micro vs protoss ground units, and that can be healed and stimmed. I don't blame you, If zerg or protoss had a unit like that, we'd build nothing else either. The end result is that you narrow your strategic vision to why build A,B or C when D is always better. Maybe A,B, and C are all balanced units and combined with E and F you'd have a very good army, BUT nooo...D (aka Marauders) are limiting your vision you never get to thinking about E and F cuz the thought process never gets past USE D.
You want a Bio tanking unit, that also harasses, kites, slows and blows up buildings. Make a choice. Get a slowing unit for support, or a tanking unit to tank and beat on armor.
100 HP is still more than 2x a Marine, 8+12 Damage is the same dps vs armored as before, and u still have slow to kite banelings, zealots and other units around. 125 HP, 10+10, but no slow...u end up with a Bigger Badder Marine that hit armored unit hard but that loses to cheap masses of units.
I for one am not against Terran receiving other buffs or undoing some marine/reactor nerfs should a Marauder nerf take place, but we shouldn't assume that is it absolutely required.
2 marines dps is greater on armor and light then 1 maruder stimmed or unstimmed and alot better vs light. http://spreadsheets.google.com/pub?key=t8Z5bsJL0-2LyqHW1DWUAYA&output=html That's incorrect. According to that chart a marauder stimmed deals 29.99 dps to armored targets whereas 2 rines deal 21 dps.
The fact that a rine will die after 35-45 damage will also pre-emptively cut down on their dps because a marauder's dps output remains at maximum for quite a bit longer.
So: Stimmed dps:
10 - Marauder v Light 20 - Rines vs anything 30 - Marauder v armored.
This is discounting armor, of course, which is fairly important. Rines at equal mineral cost take twice the hit from armor that marauders do because of their larger numbers.
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On April 07 2010 05:52 xnub wrote:Show nested quote +On April 07 2010 05:48 suejak wrote: Nahh, just make charge zealots and speedlings immune to slow. Problem solved. Does not fix the early game for toss does for zerg makes it fine. But ya toss still will ahve the same problem they allready go right for speed somtimes they can't get it intime before they get overrun by marauders. This is why i say just make them plain immune to slow all melee units or just the 2 tier 1 units. You could say make the charge upgrade faster or somthing but hard to make it super fast were it is and also it really does make them much stronge vs rines to so ya don't need that till mid/late game. Don't want to make the zealots to stronge Is there really no way for protoss to just play defensive against marauders until charge comes out? Maybe a little cannon/sentry action?
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