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[D] Marauders - Page 4

Forum Index > SC2 General
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cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-04 12:11:00
April 04 2010 12:09 GMT
#61
I like the idea of making the slow effect a research at the tech lab.
It is not enough to conquer; one must learn to seduce.
OHtRUe
Profile Blog Joined March 2010
United States283 Posts
April 04 2010 12:09 GMT
#62
Just get rid of the slow all together no upgrade its a stupid idea anyway. A Slow Support unit should get a slow not a fast infantry. Maybe siege tank in siege mode have a slow? That would suppport mech.. Make marauders build time to 35, make reactor and tech lab share 35 second build times.
lol.Froste
Profile Joined January 2010
United States112 Posts
April 04 2010 12:11 GMT
#63
On April 04 2010 20:54 mgj wrote:
Really interresting discussion. However i would appriciate if people were actually discussing the topic.

Show nested quote +
On April 04 2010 19:12 bLah. wrote:
or just try playing terran, get into plat div and play vs tosses and you'll see that we don't really have easymode there.


Grats, you are in platinium league. Who isn't? Someone please ban this idiot. He is not interrested in a discussion, he just want to use his rating as an argument. Thats some kind of professional retardation or something.


lol way to overreact

imo this is similar to the immortals not too long ago.
basically terrans were having a huge problem with immortal rushes. protoss would just rush for immortals and kill the terran.
it was out of this that the marauder and marine combo began to shine.

now protoss is having problems with marauders. instead of trying to play the game and come up with a creative solution they scream imbalance.
you silly protosses have gotten so used to simply A-moving your armys you have forgotten how to be creative!

immortals are still extremely powerful. they do 50 damage FIFTY DAMAGE vs armored units. why arent you using them? because ghosts are EMPing your shields.

high templars have an ability to kill a ghost instantly most of the time, its called feedback. SO why not get stalkers for your armys bulk, backedup by imortals which are backed up by HTs. why not throw in some DTs too. and while your at it you can get blink! and blink onto highground! while storming and using feedback.

i know targeting those ghosts is hard but your costing the terran 150/150. it isnt going to be easy.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-04 12:14:47
April 04 2010 12:11 GMT
#64
getting rid of slow altogether would probably mean rebalancing TvZ and PvT entirely. It will probably never happen. Anyway, the slow effect makes things interesting, and I don't mind it.. I just don't like the mass marauder approach to T.. it seems kinda boring. Moving the slow to tech lab would encourage different openings.
It is not enough to conquer; one must learn to seduce.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-04 12:13:54
April 04 2010 12:12 GMT
#65
3 steps:
increase build time for maruder
decrease build time for marine
decrease build time for reactors

and now ppl use marines again, yay

but in the reality i dont think this is gonna change xd

i hope they nerf maruder in some way anyway, its beating up more than it was supposed to, just like the hydra is xd

i think OP could add some kind of poll of our options of fixing this issue
Progamerpls no copy pasterino
IdrA
Profile Blog Joined July 2004
United States11541 Posts
April 04 2010 12:14 GMT
#66
the fix to marines and reactors was necessary, they should nerf marauders and buff mech.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
GoDannY
Profile Joined August 2006
Germany442 Posts
April 04 2010 12:16 GMT
#67
As a protoss player I have to say I often argued to completely remove the slow effect since it gives Terran a HUGE advantage in the early TvP. However, to be serious, I LOVE the idea to make "slowdown" researchable - it woudln't affect the main advantage (for instance vs banelings) but would solve that marauder-only-cheese rush issue.
Team LifeStyle - it's more than a game
goswser
Profile Blog Joined May 2009
United States3548 Posts
Last Edited: 2010-04-04 12:16:58
April 04 2010 12:16 GMT
#68
I think they should make the slow not affect lings/lots and remove stim from working on marauders, and they would be balanced, and still useful.

Edit: You should make a poll in the op
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
April 04 2010 12:17 GMT
#69
On April 04 2010 21:14 IdrA wrote:
the fix to marines and reactors was necessary, they should nerf marauders and buff mech.


I know you know what you're talking about Idra, but the only problem I see, is if they buff mech and nerf marine/marauder too much It'll make marine marauder useless in any matchup bar TvZ again (which personally I don't want to happen), is that something you'd like to see, or are you enjoying the mobility of Terran this time around?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-04 12:18:42
April 04 2010 12:17 GMT
#70
blizzard usually doesn't go for complicated solutions with contrived rules imposed onto the gameplay. meaning the zealot / zergling immunity is sort of absurd.
It is not enough to conquer; one must learn to seduce.
DeMusliM
Profile Joined February 2010
United Kingdom401 Posts
April 04 2010 12:18 GMT
#71
I personally think they need to Nerf immortals if they nerf marauders, would open up alot of options including mech play.
I also believe that warpgates are still too dominant, one of the reasons the fe 3 rax opening is so popular is to defend against this push, as teching routes, or simply 3 rax pushes often get repelled and then outteched by the P and countered easily. - I would personally like some drawback on the warpgate function as right now - the only drawback is you can't queue units, which is no big deal - but for 50/50 you can send units from countless gateways to alotta places - i think a nice, but not too unrealistic option would be making units warpgated cost a small fee, maybe 10% extra of the unit cost, or 10/10 mins/gas, just so you don't ALWAYS resort to having warpgates, like their should be advantages/disadvantages to having them.
Vlare
Profile Blog Joined March 2010
748 Posts
April 04 2010 12:21 GMT
#72
While I do agree that marauders are very powerful, I feel that a proper use of Sentry/Stalker/Zealot can do just fine against them. I also feel that comparing units 1:1 is silly because the game is not designed to have 3 races that mirror one another and the units just have different skins. Everything has it's strengths and weaknesses.

Marauders get 3shotted by immortals, making them an excellent counter. And don't say "Oh the terran are rushing me every game" because you can build a canon and defend with what little of an army you have. Perhaps an early Zealot push before he gets his techlab up. There are endless discussions to be had but you must consider the grand scheme of things.

As many people have pointed out, without marauders, terran would be missing a huge functionality in its army. It's possible that the damage or hp may need a tweaking, but the unit by itself, in my opinion is fine.

In regards to the clip with the ultralisks, what you are not considering is the medivacs. You can't say that 5 marauder > 5 ultra and ultra's cost x amount more because you're not factoring in the price of the 3/3 upgrades, stims, or medivacs. Not only this, he lost the game O_o which seems counter-intuitive to the point we're trying to discuss here because even with the "super awesome" marauders he was still not able to compete.
Mass zerglings doesnt fail
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
April 04 2010 12:22 GMT
#73
Marauders are awful, the unit ruins terran as much as it ruins terran match ups. You can't build anything but marauders and expect to win consistently. It's sad to say but I'm really burned out on SC2 already
cartoon]x
Profile Joined March 2010
United States606 Posts
April 04 2010 12:27 GMT
#74
yeah it would be nice to see mech get buffed.
It is not enough to conquer; one must learn to seduce.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
April 04 2010 12:28 GMT
#75
On April 04 2010 21:17 Qikz wrote:
Show nested quote +
On April 04 2010 21:14 IdrA wrote:
the fix to marines and reactors was necessary, they should nerf marauders and buff mech.


I know you know what you're talking about Idra, but the only problem I see, is if they buff mech and nerf marine/marauder too much It'll make marine marauder useless in any matchup bar TvZ again (which personally I don't want to happen), is that something you'd like to see, or are you enjoying the mobility of Terran this time around?

obviously if they nerf it too much it will be useless, thats true of anything. the whole point of testing and patching is to fine tune things, right now mm is obviously a far better choice than mech. if you're aiming for diversity, and they are, that means you nerf mm and buff mech till theyre equally strong choices.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
lol.Froste
Profile Joined January 2010
United States112 Posts
April 04 2010 12:30 GMT
#76
honestly i dont understand why marauders should get stim.

SERIOUSLY i picture a fat ass black guy sweating his ass off in a huge fuckn metal suit trying to waddle around the battle field.

when they stim and just sprint around it just seems so ridiculous

pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 04 2010 12:31 GMT
#77
Also lower their speed, they move too fast for being so slow and bulky looking
Kill the Deathball
DeMusliM
Profile Joined February 2010
United Kingdom401 Posts
April 04 2010 12:32 GMT
#78
actually just to point out something - if immortals get 1 damage upgrade, they 2shot stimmed marauders, pretty cute! =]

cartoon]x
Profile Joined March 2010
United States606 Posts
April 04 2010 12:34 GMT
#79
Take away the marauders gun and replace it with a can of silly string, take away their armor and have them run around naked, let them keep stim, dress them up in pink bunny ears
It is not enough to conquer; one must learn to seduce.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-04-04 12:37:24
April 04 2010 12:35 GMT
#80
Another possible idea was to reduce the role of the Marauder to a support unit ala the Dryad in War3. Me and mani discussed this idea last night as we got Proxygate/Marauder cheesed a few games in a row. Simply put, if the Marauder was designed to supplement an army rather than be the core of it (like sentries are for Protoss at the moment) then we feel that Terran would become a more interesting race in general and able to exploit all the cool shit like nukes, mech, ravens and whatnot.

.... No, then terran would die horribly.

If you are going to do ANYTHING to marauders, something else about terran would have to change (i.e reactors would have to not take five years to build, or you'd have to give us back spider mines or something).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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