• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:41
CEST 10:41
KST 17:41
  • 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
[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
StarCraft Human 'N' AI League Bot on ladder an AI researcher's take on the ladder bot BW General Discussion BSL Season 23
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27!
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11863 users

The Problem with Marines - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 24 25 26 Next All
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
December 07 2010 08:28 GMT
#21
Marines are sick-good all game long. It's just that every race has splash/AOE effects that will eventually overcome mass marine, so they have to take a supporting role lategame for your gas units. (Unless you can destroy that AOE before it slaughters your marines, of course.)

It would be nice if marines started with 40 hit points and only got 55 after Combat Shields, but w/e.
My strategy is to fork people.
eth3n
Profile Joined August 2010
718 Posts
December 07 2010 08:30 GMT
#22
On December 07 2010 17:26 Santi wrote:
are you serious? can we stop the "THE PROBLEM WITH" Threads. Is so annoying
You know how easy it is for a zerg to mass lings or for a protoss to mass zealots?

lol?
Idra Potter: I don't use avada kedavra because i have self-respect.
SonicBoom
Profile Joined September 2010
United States20 Posts
December 07 2010 08:32 GMT
#23
On December 07 2010 17:11 imBLIND wrote:
It's too damn good in the early game and it's not nearly good enough in the late game.


If marines (and scvs) are too strong against zerg early game, the way to fix that is to buff spine crawlers somehow (cheaper and decrease build time imo).

Marines are great for harassment late game. They're mainly vulnerable to splash damage, as they should be. The marine doesn't need to be stronger
¯\_(ツ)_/¯ ლ(ಠ益ಠლ) (╯°□°)╯︵ ┻━┻
Grack
Profile Joined October 2010
51 Posts
December 07 2010 08:33 GMT
#24
colo/tank/benelings this units counter marines no need for ty.
eoLithic
Profile Joined July 2010
Norway221 Posts
December 07 2010 08:34 GMT
#25
Managed to stop myself from flaming the poster since I`m so tired of these threads, but got some suggestions for solutions VS zerg anyways.

I would reduce the cooldown of creep spread, reduce the build-time for queens as well as reduce the research time for zergling speed.
"You`re a pro or you`re a noob...that`s life"
Fa1nT
Profile Joined September 2010
United States3423 Posts
December 07 2010 08:35 GMT
#26
On December 07 2010 17:28 Consolidate wrote:
Increase unit size.



This is interesting. less clumpage and more surface area would drastically effect marines.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-12-07 08:39:20
December 07 2010 08:36 GMT
#27
On December 07 2010 17:32 SonicBoom wrote:
Show nested quote +
On December 07 2010 17:11 imBLIND wrote:
It's too damn good in the early game and it's not nearly good enough in the late game.


If marines (and scvs) are too strong against zerg early game, the way to fix that is to buff spine crawlers somehow (cheaper and decrease build time imo).

Marines are great for harassment late game. They're mainly vulnerable to splash damage, as they should be. The marine doesn't need to be stronger


Not really, spines are already insanely good vs marines. Spines aren't the issue. Unless you're suggesting a build time decrease. Which I'd be open to. Anything else is just a nogo.


On December 07 2010 17:35 Fa1nT wrote:
Show nested quote +
On December 07 2010 17:28 Consolidate wrote:
Increase unit size.



This is interesting. less clumpage and more surface area would drastically effect marines.


Same concept as the difference between how hydras and stalkers end up fighting, I'd imagine. There was some youtube video that shows one hydra vs one stalker (hydra doesn't have range, stalker doesn't have blink) and the two are A moved towards each other, they actually kill each other on the same volley. Of course, hydras will prob have range before stalkers have blink, but the point is that mass hydra > mass stalker nonetheless because of unit size.

At the same time, it'd make banelings also a slightly worse counter to marines, which I'm actually all for.

I would like to see this. Have it so marines to clump as tight EVER SO SLIGHTLY.

On December 07 2010 17:36 bokeevboke wrote:
Marines are ok (maybe quite too strong in some situations). But if you think they are OP then try microing them against banelings or storm.

However some interesting facts:
BW Marine 40HP 6 damage - SC2 Marine 45 HP 6 damage.
BW Zealot 160HP 16 damage - SC2 Zealot 150 HP 2x8 damage (which is bad against armor upgrades)
Zergling unchanged.

No you can see why zealots suck against marines.


Zealots were 2x8 dmg in bw too fyi.
nka203
Profile Joined May 2010
United States102 Posts
December 07 2010 08:36 GMT
#28
I think marines are fine as is.... stalkers, zealots, or cannons can deal with early marines and mid-late you have colossi or HTs to deal with them. Ya sure if u wana talk about cost-for cost but 1 stalker can take out several marines no problem.. and move faster. tvz you have a combination of roaches lings and banes which can deal with marines.

siege tanks and positioning? didn't blizzard nerf tanks just to avoid that "static defense" you're talking about? so 2 terrans don't sit for hours waiting for another to attack first?
i love cake
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
Last Edited: 2010-12-07 08:42:25
December 07 2010 08:36 GMT
#29
Marines are ok (maybe quite too strong in some situations). But if you think they are OP then try microing them against banelings or storm.

However some interesting facts:
BW Marine 40HP 6 damage - SC2 Marine 45 HP 6 damage.
BW Zealot 160HP 16 damage - SC2 Zealot 150 HP 2x8 damage (which is bad against armor upgrades)
Zergling unchanged.

Now you can see why zealots suck against marines.
Its grack
sixghost
Profile Blog Joined November 2007
United States2096 Posts
December 07 2010 08:37 GMT
#30
On December 07 2010 17:36 FabledIntegral wrote:
Show nested quote +
On December 07 2010 17:32 SonicBoom wrote:
On December 07 2010 17:11 imBLIND wrote:
It's too damn good in the early game and it's not nearly good enough in the late game.


If marines (and scvs) are too strong against zerg early game, the way to fix that is to buff spine crawlers somehow (cheaper and decrease build time imo).

Marines are great for harassment late game. They're mainly vulnerable to splash damage, as they should be. The marine doesn't need to be stronger


Not really, spines are already insanely good vs marines. Spines aren't the issue. Unless you're suggesting a build time decrease. Which I'd be open to. Anything else is just a nogo.

I really disagree with this. If spines were stronger against marines I don't think zergs would be having these problems with T.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
iopq
Profile Blog Joined March 2009
United States1181 Posts
Last Edited: 2010-12-07 08:39:36
December 07 2010 08:39 GMT
#31
On December 07 2010 17:36 bokeevboke wrote:
Marines are ok (maybe quite too strong in some situations). But if you think they are OP then try microing them against banelings or storm.

However some interesting facts:
BW Marine 40HP 6 damage - SC2 Marine 45 HP 6 damage.
BW Zealot 160HP 16 damage - SC2 Zealot 150 HP 2x8 damage (which is bad against armor upgrades)
Zergling unchanged.

No you can see why zealots suck against marines.

afaik zealots did 2x8 in BW as well which is why zerg keeping up with armor upgrades could still let zerglings survive two shots from zealots
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 07 2010 08:39 GMT
#32
On December 07 2010 17:39 iopq wrote:
Show nested quote +
On December 07 2010 17:36 bokeevboke wrote:
Marines are ok (maybe quite too strong in some situations). But if you think they are OP then try microing them against banelings or storm.

However some interesting facts:
BW Marine 40HP 6 damage - SC2 Marine 45 HP 6 damage.
BW Zealot 160HP 16 damage - SC2 Zealot 150 HP 2x8 damage (which is bad against armor upgrades)
Zergling unchanged.

No you can see why zealots suck against marines.

afaik zealots did 2x8 in BW as well


They did. Which si why they sucked vs 5 armored ultras.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
Last Edited: 2010-12-07 08:46:48
December 07 2010 08:39 GMT
#33
On December 07 2010 17:17 SuperBigFoot wrote:
Banelings work really well against mass marines. You should try them.


Micro works really well against banelings. You should try it.
On December 07 2010 17:19 Durn wrote:
Show nested quote +
On December 07 2010 17:15 Zerokaiser wrote:
I nicer approach would be to make maps where Zerg can get a spine crawler up before a 2rax all-in.

I think the map pool is more at fault than the marine. It's a fantastic unit, but let's get some bigger maps before we start fucking with the foundation of the terran arsenal.


This. I think Blizzard needs to look at the core of the game first which is the maps.

Think about when a commentator begins the game. They don't straight up say "well marines counter zerglings pretty well so it'll be gg eventually." Most (decent) ones begin with analyzing positions on the map and there are few circumstances where Zerg is truly safe from the power of the marine. However IN THOSE FEW SITUATIONS, the marine's effectiveness is nothing due to Zerg's abiliity to defend so well.
Thusly, the problem is not necesarily the unit, but rather the situations the unit is in.


The map pool does have an impact on the effectiveness of the marine, but that's dependent, not independent of the balance between units. You can't go around changing dependent variables like the map pool and expect to standardize all the maps. We need to change the source of the problem before we start touching the maps, because I don't want to play on the same maps just to have a balanced game.

God damn. Lemme clear stuff up.

1. I play Terran
2. Fact: Marines are too strong in the early game and not strong enough in the late game due to higher tech units
3. Another fact: You absolutely need marines in any Terran matchup or else you're gonna die to hordes of T1 units or air units, both of which are extremely common.
4. To avoid dealing with the late game problem of "I need marines, but they die too easily," players are overproducing them, scv+marine rush in the early game, or trying to find an alternative which doesn't always work.
5. I'm not whining, I'm not proposing radical balance changes; I'm just fucking talking about the marine.
im deaf
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-12-07 08:46:06
December 07 2010 08:42 GMT
#34
On December 07 2010 17:37 sixghost wrote:
Show nested quote +
On December 07 2010 17:36 FabledIntegral wrote:
On December 07 2010 17:32 SonicBoom wrote:
On December 07 2010 17:11 imBLIND wrote:
It's too damn good in the early game and it's not nearly good enough in the late game.


If marines (and scvs) are too strong against zerg early game, the way to fix that is to buff spine crawlers somehow (cheaper and decrease build time imo).

Marines are great for harassment late game. They're mainly vulnerable to splash damage, as they should be. The marine doesn't need to be stronger


Not really, spines are already insanely good vs marines. Spines aren't the issue. Unless you're suggesting a build time decrease. Which I'd be open to. Anything else is just a nogo.

I really disagree with this. If spines were stronger against marines I don't think zergs would be having these problems with T.


How would you suggest that we make spines even STRONGER than they are when they already hard counter marines? They two-shot marines, while reducing marine attack from 6 to 4, aka 33%. At the same time they outrange marines so marines can't even poke in.

What do you possibly suggest? Things are different once stim comes out (and does combat shields make a dif?) but that's not the issue I believe concerning the all-ins. Unles you're talking about midgame, which if so I apologize I misinterpreted, since mass marine midgame is also incredibly predominant.

PS. To OP's response above, I think templar taking out marines how they do is utterly retarded. People complain about how gas heavy templar is, which is irrelevant when they are pretty much only pumping out templar/zealots. When you have 6 gas, making a decent number of templar is no problem when the rest of your army is chargelots! I feel like carpet storming just ruins the game in some parts, and I thought that when I was Z as well. No skill required there really. Think storm majorly needs to be altered.

EDIT: No idea how it'd be altered though to keep a balanced perspective and keep it strong .
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2010-12-07 08:45:43
December 07 2010 08:43 GMT
#35
Everything about these cheeses would be solved if Zerg could:

- Salvage Spines like those dirty Terrans(Except Jinro <3)
- Structure spawned creep damaged enemy workers over time (4-5dps)
- Blizzard realise zerg has fundamental problems at several points in the game.
ddrddrddrddr
Profile Joined August 2010
1344 Posts
December 07 2010 08:45 GMT
#36
How about allowing hatchery to spread creep before it's finished building? I don't see how that would be abused.
OmniEulogy
Profile Blog Joined July 2010
Canada6600 Posts
December 07 2010 08:45 GMT
#37
Storm and or Collosus are surprisingly effective, especially when you use observers properly to scout the map and have the macro/micro to keep your army up. if I can do it with 50-70~ average apm I'm sure the T I'll be beating with 150~ can find some way around this dreaded problem.

I said and/OR for the haters and trolls ^^. lol
LiquidDota Staff
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 07 2010 08:47 GMT
#38
On December 07 2010 17:45 ddrddrddrddr wrote:
How about allowing hatchery to spread creep before it's finished building? I don't see how that would be abused.


It was abused in beta by make hatch --> cancel --> build spines in enemy base.
positron.
Profile Joined May 2010
634 Posts
December 07 2010 08:47 GMT
#39
In TvZ the map pool has got to be balanced first. We can't fix the roof while the base is in tatter. If we leave the maps as they are then you are trying to balance two variables at once. Isn't the biggest complain the marines get there so fast Z can't get their defense up in time? If you nerf marines now then when the maps get bigger we would need to do some more adjustments.
nalgene
Profile Joined October 2010
Canada2153 Posts
December 07 2010 08:47 GMT
#40
He's using marines ( only minerals with exceptions to upgrades and other tech buildings )
to trade for gas units
he'll eventually just make the zerg lose through insufficient gas units later into the game when they lose hydras/banelings/mutas/roaches/

why they took away this useful unit in favour of a unit that seems good in turtle situations...


they already nerfed stim from 100% to 50% when they made sc2...? and went from 0.625 and 0.3125 to 0.86 and 0.57
but they did so by adding 15 more hp to them

Marines can hit air/ground/moves quite fast and only cost minerals where as
tanks/thors/banshees/vikings/ravens/bcs all move kind of slow and cost a lot of gas

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 )
Prev 1 2 3 4 5 24 25 26 Next All
Please log in or register to reply.
Live Events Refresh
GSL
08:00
2026 GSTL: Grand Finals
RotterdaM355
CranKy Ducklings SOOP151
SHIN 114
GSL EN (SOOP)0
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 355
SHIN 114
LamboSC2 63
Rex 20
StarCraft: Brood War
Britney 2623
actioN 1355
ggaemo 964
Stork 393
Barracks 381
BeSt 310
PianO 153
Mong 67
Bale 25
Sharp 17
[ Show more ]
ZergMaN 11
EffOrt 10
Dota 2
Gorgc3043
NeuroSwarm198
League of Legends
JimRising 479
Heroes of the Storm
Trikslyr70
Other Games
Livibee156
Sick148
ArmadaUGS97
Organizations
Dota 2
PGL Dota 2 - Main Stream13000
Other Games
gamesdonequick601
StarCraft: Brood War
Afreeca ASL 313
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH179
• Adnapsc2 9
• Letter146
• LUISG 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Yamato Cup
6h 20m
BSL Open Qualifier
10h 20m
BSL Open Qualifier
10h 20m
OSC
14h 20m
Replay Cast
15h 20m
Afreeca Starleague
1d 1h
Soma vs Jaedong
WardiTV Weekly
1d 2h
Monday Night Weeklies
1d 7h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Leta vs Soulkey
[ Show More ]
PiGosaur Cup
2 days
Kung Fu Cup
3 days
The PondCast
4 days
Replay Cast
4 days
CranKy Ducklings
6 days
Online Event
6 days
FEL
6 days
BSL: Ladder Tournament
6 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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.