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The Problem with Marines - Page 2

Forum Index > SC2 General
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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 States1139 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 )
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