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The Problem with Marines - Page 12

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Zim23
Profile Joined August 2010
United States1681 Posts
Last Edited: 2010-12-08 01:26:37
December 08 2010 01:25 GMT
#221
So from what I understand you are arguing that the marine is very powerful in the early game (agreed) but not powerful in the late game (agreed), and that this is a problem? Why is it a problem? I think the marine's viability is extended greatly by upgrades and medivacs, but in the end it's a T1 unit that doesn't need to be strong in the late game. The reason Terran players aren't comfortable with the late game is more because they haven't unlocked all the nuances and timings of the race.

I guess you want to take away its early game effectiveness and increase its late game power. I could not disagree with this more. I love the idea of something being powerful early on, but we need to transition into something else when this unit becomes less viable. The timings and transitions in this game are what make it interesting and difficult to master. If the marine remains a great unit from early to late game it'll make Terran so one dimensional and boring to watch.
Do an arranged marriage if she's not completely minging, and don't worry about dancing, get a go-kart, cheers.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2010-12-08 01:35:55
December 08 2010 01:34 GMT
#222
People are now referring to the MULE and citing that as a source of imbalance. This is definitely a contributory cause to the marine issue, but it is not the main cause. Zerg and Toss have ways to boost their worker counters rather quickly with chrono and spawn larvae.


I disagree. I think MULEs are fundamental - to the early game problems at least - and I think you're missing a crucial difference: spawn larvae and chronoboost are ways to spend money faster. MULEs are a way to get money faster. Yes, absolutely, P and Z can spend that money on workers and eventually recoup the investment, thus creating the impression of 'balance'. However, things look very different when you consider what happens when money is being spent on units in the early game.

For zerg, using the extra larvae to make units, or using Queen energy to spread creep, is like a Terran using a scan instead of calling down a MULE. It's the same for Protoss using Chronoboost to speed up the production of a combat unit or an upgrade: it puts their economy behind. But a Terran pretty much can't put his economy behind in the very early game. He can't make more SCVs than he already is; MULE money is unit/structure money, pure and simple.

That's why early rushes are so potent, especially vs Zerg: they come at a time where the Terran economy is essentially perfect, yet force the Zerg to deviate from the ideal simply to survive. Even if the initial push fails to win the game, it cannot help but succeed in putting the Zerg behind. The more aggressive the Terran is, the more his perfect economy will continue to outstrip the Zerg's, even if the Zerg defends perfectly. Add to that the fact that marines are generally ready before speed/banelings, and stim is always ready before baneling speed, and you get the current state of TvZ.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Stoned
Profile Joined July 2010
United States69 Posts
December 08 2010 01:42 GMT
#223
maybe people should go into a custom game and see how many marines/scvs get killed when attacking into 2 yes 2 spinecrawlers wait what about 3 spine crawlers OMG maybe if zerg doesnt build more than 3 sets of lings nor their second queen they will have money to put down 2-3 spines at which terran CAN NOT attack into it at that point zerg STOPS building lings, doesnt upgrade speed and instead makes their second queen and ALL drones and go from there

ya i know ideas are everything
Legalize
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
December 08 2010 02:00 GMT
#224
On December 08 2010 10:42 Stoned wrote:
maybe people should go into a custom game and see how many marines/scvs get killed when attacking into 2 yes 2 spinecrawlers wait what about 3 spine crawlers OMG maybe if zerg doesnt build more than 3 sets of lings nor their second queen they will have money to put down 2-3 spines at which terran CAN NOT attack into it at that point zerg STOPS building lings, doesnt upgrade speed and instead makes their second queen and ALL drones and go from there

ya i know ideas are everything


Just to be clear: where are we putting these 2-3 spines?
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
cannavaro
Profile Joined November 2010
Italy86 Posts
Last Edited: 2010-12-08 02:26:51
December 08 2010 02:19 GMT
#225
If the goal was to nerf them for early and buff them for late, the solution for the late could look like zergling attackspeed upgrade, which unlocks at hive only.
However, terran doesn't have such a linear techtree where you could just put it at the end of it, since the terran techtree splits into factory/starport. now comes the problem, should an upgrade this powerful just require an armory? I don't think so, it would somehow need to have the timing of a hive, which is only gotten in the very late game. the only thing that would somehow emulate this would be having it require armory AND fusion core, which then again would be quite silly to upgrade a t1 ground unit, but I can't think of a good way to simulate the role that a hive plays for zerg.
(maybe remove the fusion core from my suggestion, making the upgrade only need armory, but make the upgrade very costly and take a long time to research)

for the nerf, the marine could get like -1 dmg which comes back after researching combat shields, yes makes no sense, but would probably work.
edit: having the oc start with 25 energy could work too, those few seconds in which he cannot yet afford to pull his scvs might make the timing windows slightly more forgiving.
Stoned
Profile Joined July 2010
United States69 Posts
December 08 2010 02:24 GMT
#226
On December 08 2010 11:00 Umpteen wrote:
Show nested quote +
On December 08 2010 10:42 Stoned wrote:
maybe people should go into a custom game and see how many marines/scvs get killed when attacking into 2 yes 2 spinecrawlers wait what about 3 spine crawlers OMG maybe if zerg doesnt build more than 3 sets of lings nor their second queen they will have money to put down 2-3 spines at which terran CAN NOT attack into it at that point zerg STOPS building lings, doesnt upgrade speed and instead makes their second queen and ALL drones and go from there

ya i know ideas are everything


Just to be clear: where are we putting these 2-3 spines?


at your professional map set up choke obviously
they have nice range lets space them out so they cover your crap

Legalize
Hellye
Profile Joined July 2010
Portugal62 Posts
December 08 2010 02:34 GMT
#227
On December 08 2010 09:44 MythicalMage wrote:
Show nested quote +
On December 08 2010 08:53 Hellye wrote:
i really think the balance threads are starting to get old. With that said i completly agree with op when he said terran is forced to depend too much on marines. It is such a good unit and is used in so many roles it is crazy to go anything else. Nevertheless if blizzard really wants to "fix" this it should buff other less used units like battlecruiser, hellions and reapers. I am all for a game where the should be alot of viable options and not a clear dominant one. Even though the game seems kinda "balanced" it should be tweaked to introduce more depth to terran gameplay.

I wouldn't call this a balance thread so much as a game design thread. The issue with the marine stems from poor design. It affects balance sure, but that's not what the OP is about. The discussion on the other hand. . . Well let's put it this way. I could make a thread and say "Dark Templar are good against drones." And people would not only argue it, but turn it into a full blown balance discussion.

i never said it was. I was just stating that people who want to turn this into one shouldnt be welcome to. Furthermore i would like to ask those who are concern about how weak is terran in late game ,because of how weak marines are when higher tech is reached, how is it that junro can still do good against all matchups in a straight up macro game? Dont come to this thread asking for buffs to late marines cause that is ridiculous and is not helping deal with the design flaw it is being discuss.
Elwar
Profile Joined August 2010
953 Posts
December 08 2010 02:40 GMT
#228
I can see the point that is been made in the OP, but I think the main point, been that a terran army without marines is weak, is highly inaccurate.

Terran does have alternative options to the marine once the opponent has teched up to units that counter them. Vikings are the best air anti-air unit in the game, marauders have great DPS, tanks supply huge DPS if positioned properly, thors have amazing DPS, blue-flame hellions have great DPS against light units (ie. the units that give the rest of a mech army trouble), banshees have great DPS etc. There are other options that aren't just 'more marines'. The whole terran army is really versatile and cost-efficient. The ease and usability of MMM has just given Terrans tunnel-vision.

How many times have I seen a terran open MMM and never bother making any additional units even if it goes to late-game? Nearly every single pro-game I watch where the terran opens MMM. You never see a protoss or zerg stay on limited tech past the mid-game if early aggression fails. I don't buy for a second that tech-switching is too costly. Protoss switch from gateways to stargates to robotics to templar and back again all the time.

You don't need to protect or replace the marines DPS dealing ability late-game IMO, at least not until there has been more time to figure out the late-game.
zak
Profile Joined April 2010
Korea (South)1009 Posts
December 08 2010 02:41 GMT
#229
i understand what the op is saying but I still do not mind the marines in the terran battles. every race has a core unit and the marine is just one of them. plus banelings, roaches, collossus, tanks, storms, HSM, etc do well against marines.
You know how to gain a victory, but not use it - maharbal
Ridiculisk
Profile Joined November 2010
Australia191 Posts
December 08 2010 03:44 GMT
#230
I actually agree with the OP.

They're not Overpowered, but the production rate, and available upgrades make them the most versatile tier 1 unit in the game.

Personally I think that Stim and combat shield should be tier 2 upgrades, OR they should cost more. That might shift that early game balance around abit? Alternativly an increase in the build time/cost of Reactors?

This is a hard one to balance. Like you said Marines are important, but they are just too effective early game to be worth 50mins IMO.
TAhackdZ.379 - Sc2sea.com Article Writer
bobcat
Profile Joined May 2010
United States488 Posts
December 08 2010 04:10 GMT
#231
Keeping in mind that marines have range 5, they are going to be doing a lot more damage than zerglings. It should be evidence enough when you see how quickly 15 marines take out 7 zealots versus how long it takes lings. (the marines do it pretty damn fast)

Marines can all shoot while only the front line of lings hit.
Marines can hit before they are in melee range giving them a head start on dps.
They can stim for a 20% damage boost losing considerably less hp than they do damage.
They have an upgrade that improves their raw hp. No other upgrade aside from weapons + gives a unit a raw increase in their ability.

Join a custom game playing as terran and just make mass marines. You will be surprised how long you can survive on marines and good micro. Against toss it's untill they get mass stalker+sentry, or colossi or templar. Against zerg it's fungal + good micro + baneling flanking.

I would wholeheartedly agree with blizzard buffing some of terrans other forms of play and nerfing marines so that T would lose this "I have to all in every single game" mindset and learn how to play a long game.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Blyadischa
Profile Joined April 2010
419 Posts
December 08 2010 04:56 GMT
#232
On December 08 2010 10:25 Zim23 wrote:
So from what I understand you are arguing that the marine is very powerful in the early game (agreed) but not powerful in the late game (agreed), and that this is a problem? Why is it a problem? I think the marine's viability is extended greatly by upgrades and medivacs, but in the end it's a T1 unit that doesn't need to be strong in the late game. The reason Terran players aren't comfortable with the late game is more because they haven't unlocked all the nuances and timings of the race.

I guess you want to take away its early game effectiveness and increase its late game power. I could not disagree with this more. I love the idea of something being powerful early on, but we need to transition into something else when this unit becomes less viable. The timings and transitions in this game are what make it interesting and difficult to master. If the marine remains a great unit from early to late game it'll make Terran so one dimensional and boring to watch.


Read the OP, marines fulfill some roles efficiently until higher tech from opposing player, some of those roles can be fulfilled by higher tech terran units, but not nearly as efficiently. Look at TvP and the terran's options for anti-air. Thors suck, vikings are good, but require you to get an exact amount or else you either lose the game from having not enough anti-ground, or lose the game after landing the vikings because they suck on ground and/or you get overrun in the air field because you lost your vikings just to survive.
Slago
Profile Joined August 2010
Canada726 Posts
December 08 2010 05:00 GMT
#233
I'm a zerg and i even think marine micro against banes is just so sexy, but to me it ain't fair that the effectivness of a unit is based on one players micro ability not both
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
morimacil
Profile Joined March 2010
France921 Posts
December 08 2010 08:43 GMT
#234
On December 08 2010 13:56 Blyadischa wrote:
Read the OP, marines fulfill some roles efficiently until higher tech from opposing player, some of those roles can be fulfilled by higher tech terran units, but not nearly as efficiently. Look at TvP and the terran's options for anti-air. Thors suck, vikings are good, but require you to get an exact amount or else you either lose the game from having not enough anti-ground, or lose the game after landing the vikings because they suck on ground and/or you get overrun in the air field because you lost your vikings just to survive.


Gas is a limited ressource, even in the lategame.
The problem you are describing here is purely hypothetic. In an actual game, your opponent wont be going for mass high templar and void rays, for example. Templars, colossi, banelings, infestors, and so on, are all really gas heavy.
So in an actual game, your opponent who is going for templars to fight off your marines, will likely have something like templar-zealots, that is a lot more common simply due to gas restrictions. and in that case, sure, you run the risk of losing your ultra cheap super efficient anti air marines, but at that point, air control isnt going to be a problem, since if all your opponent's gas is invested in killing your marines, 3 vikings will be enough to guarantee air control.

Your opponent can do a lot of different strategies, but its always important to remember that he cant be doing all of them at the same time.
marines are really good against most air, and the more gas he invests in killing your marines, the less air he has. On the other hand, the more he invests in air, the less gas he has left to kill marines with.
MegaTerran
Profile Joined September 2010
214 Posts
Last Edited: 2010-12-08 09:11:39
December 08 2010 09:10 GMT
#235
On December 08 2010 01:58 ToastieNL wrote:
Show nested quote +
On December 08 2010 01:53 MegaTerran wrote:
terran has no anti-air so he has to use marines. in sc1 he had goliaphs and valkiries.

Terran AA:
Viking, Thor, Raven, Battlecruiser, (Marine), Ghost, Missile Turret (which really rocks)

Protoss AA:
Sentry (lol), Stalker, Phoenix, Void Ray, Carrier, Mothership (note, the last 4 require a no- detection tech path and are all AtA), High Templar

Zerg AA:
Queen, Hydralisk, Mutalisk, Corruptor, Infestor

Protoss and Zerg AA Turrets aren't as effective as the Missile Turret.

Seriously, Terran has a very incredibly strong army when they slowpush with enough Tanks and Thors.


the main thing is that viking is shit. thor is too slow and only good vs light. raven's turret is a joke. battlecruiser - hm.. do terrans have that unit? i'v never seen them ghost - useless. and yes, missle turrets and marines is only good terran's anti air.

while toss has fenixes and stalkers (and psi templars). and zerg has mutas and hydras (and infestors).
Mr_Kzimir
Profile Joined August 2010
France268 Posts
December 08 2010 09:31 GMT
#236
These kind of posts really pisses me off.

Marines are op and should be nerfed ?

FFS do you even realize why they are so good ? Have you watch day9 Funday Monday where marines where completely forbidden ?

Marines is the backbone of your damn terran army , no marines = no cost effective way to spend your minerals , since all your damn unit cost a HELLA LOT OF GAZ and have a ridiculous build time.
"Infantry , it's all about it"
Mahavishnu
Profile Joined August 2010
Canada396 Posts
December 08 2010 09:37 GMT
#237
Stop wanting the game to change just play differently. It's impossible to determine balance with something with so many variables per specific game like starcraft.
everything is gravity
morimacil
Profile Joined March 2010
France921 Posts
December 08 2010 13:31 GMT
#238
On December 08 2010 18:10 MegaTerran wrote:
Show nested quote +
On December 08 2010 01:58 ToastieNL wrote:
On December 08 2010 01:53 MegaTerran wrote:
terran has no anti-air so he has to use marines. in sc1 he had goliaphs and valkiries.

Terran AA:
Viking, Thor, Raven, Battlecruiser, (Marine), Ghost, Missile Turret (which really rocks)

Protoss AA:
Sentry (lol), Stalker, Phoenix, Void Ray, Carrier, Mothership (note, the last 4 require a no- detection tech path and are all AtA), High Templar

Zerg AA:
Queen, Hydralisk, Mutalisk, Corruptor, Infestor

Protoss and Zerg AA Turrets aren't as effective as the Missile Turret.

Seriously, Terran has a very incredibly strong army when they slowpush with enough Tanks and Thors.


the main thing is that viking is shit. thor is too slow and only good vs light. raven's turret is a joke. battlecruiser - hm.. do terrans have that unit? i'v never seen them ghost - useless. and yes, missle turrets and marines is only good terran's anti air.

while toss has fenixes and stalkers (and psi templars). and zerg has mutas and hydras (and infestors).


Well, apparently you have terrible knowledge of the other terran antiair options, so sure, you have to rely on marines more.
For example, ghosts are not useless. They are great against all light units. emp on banshees to prevent cloak and reveal, emp on phoenixes to stop them lifting things up, and remove shields, and snipe on mutas, or broodlords, along with awesome dps on all the light units.
Ghosts are incredibly effective against all light air units.
And vikings are pretty damn good against all armored flyers, except corruptors really.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
December 08 2010 13:37 GMT
#239
On December 08 2010 18:10 MegaTerran wrote:
Show nested quote +
On December 08 2010 01:58 ToastieNL wrote:
On December 08 2010 01:53 MegaTerran wrote:
terran has no anti-air so he has to use marines. in sc1 he had goliaphs and valkiries.

Terran AA:
Viking, Thor, Raven, Battlecruiser, (Marine), Ghost, Missile Turret (which really rocks)

Protoss AA:
Sentry (lol), Stalker, Phoenix, Void Ray, Carrier, Mothership (note, the last 4 require a no- detection tech path and are all AtA), High Templar

Zerg AA:
Queen, Hydralisk, Mutalisk, Corruptor, Infestor

Protoss and Zerg AA Turrets aren't as effective as the Missile Turret.

Seriously, Terran has a very incredibly strong army when they slowpush with enough Tanks and Thors.


the main thing is that viking is shit. thor is too slow and only good vs light. raven's turret is a joke. battlecruiser - hm.. do terrans have that unit? i'v never seen them ghost - useless. and yes, missle turrets and marines is only good terran's anti air.

while toss has fenixes and stalkers (and psi templars). and zerg has mutas and hydras (and infestors).



Lol, you listed hydras up there as a primary anti-air option. So funny.
As it turns out, marines don't actually cost any money -Jinro
Fa1nT
Profile Joined September 2010
United States3423 Posts
December 08 2010 13:42 GMT
#240
He also said vikings are bad. Must be one of those terrans that builds 5 vikings and loses them to a 25 mutalisk ball and ggs :/

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