• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:49
CET 22:49
KST 06:49
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)8Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/ I would like to say something about StarCraft BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Mechabellum Beyond All Reason Stormgate/Frost Giant Megathread Awesome Games Done Quick 2026! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3020 users

The Problem with Marines - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 26 Next All
terranghost
Profile Joined May 2010
United States980 Posts
December 09 2010 06:22 GMT
#321
On December 09 2010 15:10 Radio.active wrote:
The only buff on the marines were a +5 health upgrade. In starcraft 1, you could actually just go medic marine against zerg, You could almost get away with it in tvp, but psistorm and reavers shut that down pretty easy.


Even dragoons were cost effective by a long shot asuming you had the range upgrade
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
itsMAHVELbaybee
Profile Joined October 2008
292 Posts
December 09 2010 06:29 GMT
#322
Ghostmech is a joke. Meching in general is a huge joke.

If 200/200 mech can't kill the opponent theres no point in using it, ever.

Granted you win the first fight with your 200/200 mech army, you're only kidding yourself. Zerg and protoss both have the capabilities to reproduce their damaged armies way faster than you can reinforce out your 5-6 factories in one round of larva and their 10+ warpgates.

This is given you actually managed to survive long enough to get to 200/200. Which, by then, the opponent has probably taken more than 60% of the map while you turtle away. While you have to do cute hellion harass and drops just to keep up. The worst part is, you HAVE to harass, which if it fails to be cost effective you're only lowering your army count while the opponent is still 30 food ahead of you or even more.

Trust me, I've tried it in the beginning. Ghostmech seemed like a style that would suit me and I dodged marauders with a passion.

Terran need the marauder. Terran need the marine.
I am boss. -Minami-ke
Kvz
Profile Joined March 2010
United States463 Posts
December 09 2010 06:32 GMT
#323
On December 09 2010 15:10 Radio.active wrote:
The only buff on the marines were a +5 health upgrade. In starcraft 1, you could actually just go medic marine against zerg, You could almost get away with it in tvp, but psistorm and reavers shut that down pretty easy. as a protoss, i've never had a problem with mass marine, its really easy to deal with with mass colossus. in TvT i think that the more tanks the better, and as zerg... spread your creep and speed banelings will be as fast as hellions, not to mention fungal is nice... easier said than done, zerg in general through out stacraft and sc2 has always had problems with just medic marines.

I don't think marines need to be nerfed, 1 unmicroed zergling will beat 1 unmicroed marine in a fight.


first of all thats not true that one ling beats one marine. second of all its flawed logic as sc2 doesnt work that way.

thirdly marines received a significant dps upgrade from sc1 to sc2 as well as natural range given to them instead of a range upgrade. there's also combat shields. i dont get the point of your post it seems on uninformed.
NrG.Kvz
DonKey_
Profile Joined May 2010
Liechtenstein1356 Posts
December 09 2010 06:38 GMT
#324
On December 09 2010 15:32 Kvz wrote:
Show nested quote +
On December 09 2010 15:10 Radio.active wrote:
The only buff on the marines were a +5 health upgrade. In starcraft 1, you could actually just go medic marine against zerg, You could almost get away with it in tvp, but psistorm and reavers shut that down pretty easy. as a protoss, i've never had a problem with mass marine, its really easy to deal with with mass colossus. in TvT i think that the more tanks the better, and as zerg... spread your creep and speed banelings will be as fast as hellions, not to mention fungal is nice... easier said than done, zerg in general through out stacraft and sc2 has always had problems with just medic marines.

I don't think marines need to be nerfed, 1 unmicroed zergling will beat 1 unmicroed marine in a fight.


first of all thats not true that one ling beats one marine. second of all its flawed logic as sc2 doesnt work that way.

thirdly marines received a significant dps upgrade from sc1 to sc2 as well as natural range given to them instead of a range upgrade. there's also combat shields. i dont get the point of your post it seems on uninformed.

It's also flawed logic to compare BW marines to SC2 marines, two entirely different games that do not translate units, because gameplay is drastically different..
`Oh, you can't help that,' said the Cat: `we're all mad here. I'm mad. You're mad.'
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
Last Edited: 2010-12-09 07:12:14
December 09 2010 07:09 GMT
#325
you and I should start a club

edit: after reading your edits, perhaps it should be a club for people who's make posts that people don't actually read
: S
brood war for life, brood war forever
terranghost
Profile Joined May 2010
United States980 Posts
December 09 2010 07:19 GMT
#326
On December 09 2010 15:29 itsMAHVELbaybee wrote:
Ghostmech is a joke. Meching in general is a huge joke.

If 200/200 mech can't kill the opponent theres no point in using it, ever.

Granted you win the first fight with your 200/200 mech army, you're only kidding yourself. Zerg and protoss both have the capabilities to reproduce their damaged armies way faster than you can reinforce out your 5-6 factories in one round of larva and their 10+ warpgates.

This is given you actually managed to survive long enough to get to 200/200. Which, by then, the opponent has probably taken more than 60% of the map while you turtle away. While you have to do cute hellion harass and drops just to keep up. The worst part is, you HAVE to harass, which if it fails to be cost effective you're only lowering your army count while the opponent is still 30 food ahead of you or even more.

Trust me, I've tried it in the beginning. Ghostmech seemed like a style that would suit me and I dodged marauders with a passion.

Terran need the marauder. Terran need the marine.


1. Did you even read the ghost mech thread?
If so why are why even bringing up the zerg? They have nothing to do with this. It is a tvp build.

2. The protoss can outproduce you off a warpgates and then reinforce faster.
This is true for your tanks and thors. However, for your hellions, vikings and banshees this is not the case. Hellions are very fast units (not quite as fast as speed vultures but close enough) and banshee/viking are air unit thus they can get to the battle pretty quick as well. The idea is keeping your tanks/thors alive. As long as your core units are up you can smash the continuous reinforcements from the protoss while your hellion/banshee/vikings continuously stream in due to their speed.

3. Cannot survive a 200 vs 200 battle. I will reprase this to say can not oppose a toss army of equal food. As the strength of the tank only goes up as the as both sides get bigger as there are more things to splash.

http://vodpod.com/watch/3771623-day9-daily-130-day9-vs-jinros-mech

4. The protoss takes the whole map
Remember what I said
On December 09 2010 14:50 terranghost wrote:
true. You do have to rely on alot of harassment to stay even with the toss especially on maps where the third and fourth have significant travel distances. Or when you spawn far positions inching up tanks can take a long time. However, I am simply using it as an example of a build that relies less on marines and more on units that can take the heat later on.

Thus if you are playing really far away from you opponent on a 4p map ghost mech might not be the best thing to go for.
On close position 4p maps and 2p maps you should be at max 2 expos behind as your toss buddy adds more and more expos your opportunities for harassment increase. The more probes you have the less of a force you have.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
SuperBigFoot
Profile Joined July 2010
United States63 Posts
Last Edited: 2010-12-09 07:52:26
December 09 2010 07:46 GMT
#327
On December 08 2010 07:21 dukethegold wrote:
I feel that Terran is too chained to mass bio for TvZ and TvP. Pure Mech is not viable, unlike Brood War due to numerous reasons. The primary reason is of course, the lack of the super cost efficient vulture and its mines. The fact is, Terran is basically stuck on Marine/Marauder as their main damage dealers from the beginning to the end. All the key upgrades for M&M can be obtained very early. From that point on, they do not grow stronger, but only weaker as the other two races go up in tech tree.

I feel that the current TvP is fine. Late game in TvP is manageable for both races, although I do find amulet upgraded HT that can be warped anywhere on the map imba. But TvZ has a huge gaping hole in it. Terran must do early aggression to the point of all in, as fighting against late game Zerg is too scary of an alternative.

Hellion is a poor mimicry of Vulture. Hellion can not perform the bread and butter role of Vulture at all. Tanks are more expensive in SC2 and are actually weaker than their BW counterparts (except when unsieged). Thor is something of a confusion. It is strong enough as a main army damage dealer, yet too slow and too large to be microable. Its range makes it an anti-air specialist. Yet its only usefulness in anti-air is scaring away muta. Thor can't even kill them due to magic box. Thor is absolutely useless against pretty much all other air-units except maybe Banshee.

I want Blizzard to buff Terran Mech somehow. As it stands, Terran's late game system is no better than its early game.




I agree with how you feel about Terran mech and bio. When I play Terran, it just feels like my only option to play against the other two races is bio and I think the problem has to do with the costs of Mech. Mech seems just too expensive to produce and the build time for the units can be extremely long. I think a gas, mineral, and time reduction for the Tank and Thor would help the transition into mech for Terran players into the late game. The problem isn't with the units, it's just not being able to produce enough of them during the late game.
Somnolence
Profile Joined August 2010
Lithuania127 Posts
December 09 2010 11:10 GMT
#328
On December 09 2010 15:03 pwadoc wrote:
I like this idea as well. Maybe an upgrade that lets MULEs harvest gas as well as minerals available in a late-game structure, like the fusion core.


Good idea. Also I think it is fitting for humans to consume and run out of resources faster.
GQz
Profile Joined September 2010
Australia168 Posts
December 09 2010 13:01 GMT
#329
Agree, agree, and definitely agree (to OP...not overpowered... original poster). When I play as terran, the marine ball is just so strong early-mid game. It does have counters, but those can be deterred with micro.
Garmer
Profile Joined October 2010
1286 Posts
December 09 2010 13:42 GMT
#330
just reduce the damn 125 gas for the tank, to 100(like in bw) with this you can have 1/4 more tank in the same time....another note in regard to hellion/vulture comparison, is that the vulture have a fast upgrade, (the mines were updated quickly...), the blue flame require too much time...
bendez
Profile Joined February 2010
Canada283 Posts
December 09 2010 14:00 GMT
#331
I don't find 3/3 marines underpowered at all in late games, so I find your whole "op early game, up late game" point invalid. Your suggestion on thor is too drastic. Beta is over. It's time for minor tweaks, not complete overhaul of the ability. I agree on one thing though, Mules and marines scale too quickly early/mid game. Needs some nerfing.
Hellye
Profile Joined July 2010
Portugal62 Posts
Last Edited: 2010-12-09 15:05:48
December 09 2010 15:04 GMT
#332
no other race has such a versatile and high dps unit. I am not saying this is unfair and op but makes blizzard nerf the other terran units. This single fact is what is driving all non terran players to feel cheated. When we say "terran can just mass tier 1 and win" we are complaining about a design flaw. Really when 1 unit can keep u safe from almost anything the other can throw at you it is an issue because it takes the strain from scouting/creative play and just doesnt make interesting games. This coupled with other terran mechanics (bunker and MULE) that reinforce the mass marines play even more makes playing terran much easier. It isnt OP but it is killing the fun and depth of TvP / TvZ matchups. I would like to see what the expansions will bring but to have to wait 1 year to see terrans use more than just bio in all matchups is pure fail. I play protoss but it feels like the zerg have it worse because they need to play almost perfectly to counter this strat that is so easy to play.
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2010-12-09 16:20:14
December 09 2010 15:37 GMT
#333
Speed vultures > hellions in useful at all points during the game, whereas hellions don't really do much aside from hurting Light Units, and can only attack via some AI that doesn't allow the user to control the energy wave / direction of the attack ( moving a ling in one direction causes the hellion to automatically fire at that unit, but hellions don't have a manual firing ability on them to control the energy wave )

spidermines kept the vultures fairly safe at times and didn't always need to engage an enemy unit directly / could hurt units of all armor types very well of up to 125 damage in a large radius

vultures also only cost 75 as opposed to 100

they also move slower than a Speed zergling whereas the Speed vultures would move faster

http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed

if they brought the vultures and retained the ratio of 1.881 / 1.615 or 1.164 x (4.7 speed zergling without creep ), it'd be pretty good for terran on very big maps ( it'd put the speed vultures to 5.47 which means it could still be patrol microed vs a Speed zergling )

other than marines with stim, nothing can really move out of the terran base without getting swarmed, but if speed vultures were in the game and retained being faster than speed zerglings ( so they could be microed without taking a hit )

toss has no problems vs mass marines as opposed to zergs if the guy using marines has very good micro
could chronoboost armor upgrades out earlier than the marines going 3/3 damage/armor

maps larger than the current maps make going pure mech really hard to move out since they removed spidermines from the game
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
wxwx
Profile Joined May 2010
527 Posts
December 09 2010 15:44 GMT
#334
You're an idiot. Where is the evidence/replays/VODs backing up your claims? I can simply say "I disagree" and we'd have equally convincing arguments.





User was temp banned for this post.
OmegaSyrus
Profile Joined September 2010
Canada46 Posts
December 09 2010 15:49 GMT
#335
I agree, we should go back to complicated, slow, positional games.

This can be fixed easily by bringing 50 base dmg back to the siege tanks. Bam, TvT is back to being great.
Praise the system.
Balor
Profile Joined April 2010
United States147 Posts
December 09 2010 16:08 GMT
#336
IdrA just lost to 2 rax allins twice in a row on his stream.... the second game convinced me that the 2 rax allin is indeed broken. IdrA played the same guy that had just 2 rax'ed, scouted the 2 rax, threw down the earliest possible crawler pulled all his workers and still couldnt stop a bunker going up at his nat, which of course is gg. It was quite appalling. Its no wonder bitbybit made it as far as he did.
Offhand
Profile Joined June 2010
United States1869 Posts
December 09 2010 16:25 GMT
#337
There's a certain balance between how you're supposed to use units as terran. For things like tanks, you're supposed to play conservatively, protecting them and moving to a safer location if you think you're in trouble. For marines, you can zerg it and throw tons at the front lines because A) they do so much damage per cost and B) they're super cheap and massable.

They aren't meant to absorb damage, if they could, they'd be wildly overpowered with the amount of damage they do. I guess the OP wants marines to behave more like zealots, a tank unit with high damage. But this comes with other drawbacks like ground attack only, melee range, and being completely mediocre until charge finishes.
Cheeselicker
Profile Joined September 2010
United Kingdom78 Posts
December 09 2010 16:31 GMT
#338
Give marines the dragoon AI.

Problem solved.
Arkless
Profile Joined April 2010
Canada1547 Posts
December 09 2010 16:42 GMT
#339
Basically, every good player has a core army of t1 (M&M, Stalker/Zeal, Ling/roach) With a dash of tech. So no matter what match up u r playing marine and marauders will always be their, and are by no means op. Ever seen roach bane whipe the floor of your mass marines? Coz I have, and yes I play T. This game is so situational that threads like this are pointless. Marauders are great vs collosi, but if ur marauders get stuck on a ramp bye bye, etc. Yes micro beats banes, but if u miss micro banes roll over ANY terran army. So whats the difference? If u go just mass marines in TVP and he doesnt get 2 collosi or 1 HT then he deserves to lose. The same can be said if he goes mass zeal and I dont get marauders
http://www.mixcloud.com/Arkless/ http://www.soundcloud.com/Arkless
FlamingTurd
Profile Joined April 2010
United States1059 Posts
December 09 2010 17:01 GMT
#340
Honestly at this point I'm so sick of watching pro Zerg players get defeated SOOO badly by marine rushes or MMM balls. Most of the time it's like Zerg throws their entire armies at it and the Terran still has like half their army left over. This is repeatedly happening over and over. This is typically after the Zerg scouts the Terran coming anyway. Blizzard has had so much time to fix this issue and Terran has been ahead in every single freakin stat since the game has been released... Seems that Zerg has to play absolutely perfectly to win while Terran can make so many mistakes and still have a chance. Something has got to give. Blizzard is back to their nerfing Zerg days after all this Zerg defeat once again.
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
Prev 1 15 16 17 18 19 26 Next All
Please log in or register to reply.
Live Events Refresh
BSL
20:00
S21 Non-Korean Championship
ZZZero.O301
LiquipediaDiscussion
AI Arena Tournament
20:00
Swiss - Round 1
Laughngamez YouTube
PSISTORM Gaming Misc
16:55
FSL s9 Code A & S Championship
Liquipedia
Big Gabe XPERIONCRAFT
13:00
#3
RotterdaM3892
IndyStarCraft 362
mouzHeroMarine172
Belair 62
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 3892
IndyStarCraft 362
PiGStarcraft351
mouzHeroMarine 172
Nathanias 57
StarCraft: Brood War
Shuttle 664
ZZZero.O 301
Dota 2
Pyrionflax245
LuMiX1
Counter-Strike
fl0m5630
summit1g4564
Super Smash Bros
hungrybox538
Mew2King60
Heroes of the Storm
Liquid`Hasu675
Other Games
FrodaN4652
Grubby4237
tarik_tv2437
Beastyqt747
B2W.Neo211
KnowMe205
ToD194
QueenE80
Organizations
Other Games
gamesdonequick58456
StarCraft 2
ComeBackTV 1171
Other Games
BasetradeTV32
StarCraft 2
angryscii 24
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• printf 33
• davetesta23
• Adnapsc2 8
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 21
• 80smullet 20
• FirePhoenix11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21631
League of Legends
• Doublelift4407
Other Games
• imaqtpie2237
• tFFMrPink 9
Upcoming Events
WardiTV Invitational
15h 11m
ByuN vs Percival
Percival vs Rogue
Percival vs Classic
ByuN vs Classic
ByuN vs Rogue
Classic vs Rogue
IPSL
22h 11m
DragOn vs Sziky
Replay Cast
1d 11h
Wardi Open
1d 14h
Monday Night Weeklies
1d 19h
WardiTV Invitational
2 days
WardiTV Invitational
3 days
The PondCast
4 days
All Star Teams
6 days
INnoVation vs soO
sOs vs Scarlett
CranKy Ducklings
6 days
[ Show More ]
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Escore Tournament S1: W3
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
Proleague 2026-01-10
OSC Championship Season 13
Big Gabe Cup #3
Underdog Cup #3
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.