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The Problem with Marines - Page 8

Forum Index > SC2 General
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Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
Last Edited: 2010-12-07 16:28:24
December 07 2010 16:27 GMT
#141
Marines are stron but really they're the only unit Terrans have IMO. Terrans lategame strength has always been tanks; the best scaling unit in the game. But they've been nerfed REALLy hard ATM. Due to the fact blizzard gave zealots charge and hydras no speed making travel times significantly longer within tank range. TvP wise tanks could be used if there was a better way to deal with zealots. Marauders don't do shit, hellions are nice but they cost more and lack the minefield of the vultures which is really what made them useful in so many situations. Another issue is blink, he'll zealots don't need spewed THAT bad when stalkers can blink into your tank line.
Dota 3hard5me
TheDrill
Profile Joined February 2010
Russian Federation145 Posts
December 07 2010 16:34 GMT
#142
On December 07 2010 22:48 red_hq wrote:
Doesn't this same argument apply to stalkers?

They are the worst scaling unit in the game, toss' only AA outside of Stargate, and the core of every toss army. Have you ever tried going zealot sentry into templar as toss? Zerg just goes ROFL mutas and Terran ROFL bancheese. One on one Roaches/Marauder rapes stalker. This same argument can be applied to every race that they have their own core unit.

Stalkers are the weakest unit in the game on their own, this is part of the reason why zerg is doing so well against protoss. Stalkers aren't really the core of any protoss army though, realistically. Zealots are far better tanks and immortals/colossi/templar are far better damage dealers. Marines are the core of the terran army and have no analog. Zerg can just make roaches nowadays. They are the SC1's dragoon.
TERRAN MAROIDER RAGE
ppshchik
Profile Joined September 2010
United States862 Posts
Last Edited: 2010-12-07 16:38:12
December 07 2010 16:37 GMT
#143
Marine is overpowred in SC2 because of mules. you have SCV's to tank whilst marines do DPS'es, with mules the Terran can afford to trade workers against Zerg and still maintain a huge economic advantage. Also unlike Roach rushes Marines can also beat any tier 2 air units since they attack air.

Marine SCV is less overpowered in Broodwar since they didn't have mules and any dead SCV can basically spell the end to the Terran economy whilst the Zerg just LOL at the Terran with well timed sunkens.
Legends never die... they end up working in McDonalds.
lowercase
Profile Joined September 2010
Canada1047 Posts
December 07 2010 16:38 GMT
#144
The big problem I see is that the Terran basic unit, the marine, is ranged, while the zergling and the zealot are not. With a bit of micro, marines can dominate these two units.

Solution? Make the attack animation for the marine a bit slower, and with a warm-up motion. The DPS should NOT CHANGE AT ALL, but attack animation should not be 'cancellable,' which allows for an almost 'attack while moving' ability.

But imho, I don't think marines are all that bad. The marine/scv all-in is just that; hold it off, and you've probably won the game.
That is not dead which can eternal lie...
Dystisis
Profile Joined May 2010
Norway713 Posts
December 07 2010 16:44 GMT
#145
On December 08 2010 01:34 TheDrill wrote:
Show nested quote +
On December 07 2010 22:48 red_hq wrote:
Doesn't this same argument apply to stalkers?

They are the worst scaling unit in the game, toss' only AA outside of Stargate, and the core of every toss army. Have you ever tried going zealot sentry into templar as toss? Zerg just goes ROFL mutas and Terran ROFL bancheese. One on one Roaches/Marauder rapes stalker. This same argument can be applied to every race that they have their own core unit.

Stalkers are the weakest unit in the game on their own, this is part of the reason why zerg is doing so well against protoss. Stalkers aren't really the core of any protoss army though, realistically. Zealots are far better tanks and immortals/colossi/templar are far better damage dealers. Marines are the core of the terran army and have no analog. Zerg can just make roaches nowadays. They are the SC1's dragoon.

Except that in most cases, Stalkers in fact are the core of the Protoss army, only perhaps challenged by the Colossus. The reasons are a few:
They can shoot up, unlike f.ex. Immortals.
They have decent range, which makes them not feel as useless as f.ex. Zealots in larger confrontations.

Like the Dragoon in BW, the Stalker is the most allround unit of the Protoss arsenal. Yet, as you said, it is not very good.
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
December 07 2010 16:52 GMT
#146
I really dont see a problem with the mariens being nessasary. They are the center unit in the most popular builds but not all. Like you said they are not OP there are counters from every race and they are implimented and in turn change the unit composition of the terran. If every terran player was playing like foxer then your point would be overwhelmingly true but we are seeing all kinds of play and stratagies that do not revolve around the marien. you cant get by in any race without a few of the basic units at least. it would be concerning if you could.
BW pros training sc2 is like kiss making a dub step album.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 07 2010 16:52 GMT
#147
Marines are very versatile, and they have a very high 'dps density' which someone did a long writeup of. Basically it means that critical mass is better for marines than other units because they are such small units (and ranged). It's why 4 roaches beat 8 marines, but 50 marines beat 25 roaches.

Good analysis by OP. It's true that you need to invest a LOT if you want the same functionality of the Marine without the vulnerability of such a low HP unit.
aka Siyko
MegaTerran
Profile Joined September 2010
214 Posts
Last Edited: 2010-12-07 16:53:39
December 07 2010 16:53 GMT
#148
terran has no anti-air so he has to use marines. in sc1 he had goliaphs and valkiries.
SheaR619
Profile Joined October 2010
United States2399 Posts
December 07 2010 16:53 GMT
#149
Terran been nerf enough as it is and with the patch even more nerf. Marine were always made to be powerful in large number but weak in low number. I think it is perfectly balance as it is. No one will have the potential to micro marine to their fullest potential anyways and it makes the game more dynamic that the power of the marines depends on the person that uses them. Such as MarineKing who uses them exceptionally well while most player can not use them to his extent. Also, marine are one of the few unit that when microed, are very visually appealing.
I may not be the best, but i will be some day...
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
December 07 2010 16:58 GMT
#150
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.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Proto_Protoss
Profile Joined September 2010
United States495 Posts
Last Edited: 2010-12-07 17:08:20
December 07 2010 17:05 GMT
#151
Personally im in favor of reducing their range to 5 and making it a factory upgrade (Reapers speed) to increase range of marine like in BW. But unlike BW we dont have units like Lurkers and reavers which absolutley RAPE marines. Collosus does well but marauders blah blah blah Banelings micro micro micro blah blah blah....You get the point. But its difficult to balance marines out they arent powerful in small numbers buts its not difficult to get them massed up with Reactors honestly Reactors are my only problem its basically 50/50 to create another barracks just for marines. in BW if someone wanted to mass marines they would have to invest in more Rax at 150 so if your mass marines didnt work out well. Firebats are not going to save you like Marauders. so basically with Reactors investing into marines is not so detrimental to the economy like a 150 rax. then deciding your going to go Mech instead. Reactors ok well just swap out Rax reactor for Starports now 2x vikings. But from the game developer stand point we know the purpose of Reactors/Techlabs is to allow easy tech switches. So with out making SC2 into BW i wouldn't know how to change the power of marines. Basically we just have to deal with them because they will probably never be changed.
"Our greatest glory is not in never falling, but in getting up everytime we do." - Confucius
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 07 2010 17:12 GMT
#152
Marines are fine. But it's sorta surprising reading here that people think TvT is mass marine, or that even TvP is mass marine...it clearly is not. TvZ is where marines form the base of your army now...and what's wrong with that?

in SC1, TvZ was marine/medic + vessel/tanks, it's similar in SC2. And then SC1 TvP was entirely mech, whereas SC2 TvP is marauder/viking/ghost with marines as well.

TvT SC2...you can literally do wtf you want as long as you execute it well. There's like 500 different things that own mass marine TvT. Where are people and OP getting that mass marine is prevalent TvT / TvP?
Sup
Penecks
Profile Joined August 2010
United States600 Posts
December 07 2010 17:20 GMT
#153
If baneling speed upgrade didn't require the lair, I don't think I would ever complain about marines again.
straight poppin
DminusTerran
Profile Joined April 2010
Canada1337 Posts
December 07 2010 17:24 GMT
#154
On December 08 2010 02:05 Proto_Protoss wrote:
Personally im in favor of reducing their range to 5 and making it a factory upgrade (Reapers speed) to increase range of marine like in BW. But unlike BW we dont have units like Lurkers and reavers which absolutley RAPE marines. Collosus does well but marauders blah blah blah Banelings micro micro micro blah blah blah....You get the point. But its difficult to balance marines out they arent powerful in small numbers buts its not difficult to get them massed up with Reactors honestly Reactors are my only problem its basically 50/50 to create another barracks just for marines. in BW if someone wanted to mass marines they would have to invest in more Rax at 150 so if your mass marines didnt work out well. Firebats are not going to save you like Marauders. so basically with Reactors investing into marines is not so detrimental to the economy like a 150 rax. then deciding your going to go Mech instead. Reactors ok well just swap out Rax reactor for Starports now 2x vikings. But from the game developer stand point we know the purpose of Reactors/Techlabs is to allow easy tech switches. So with out making SC2 into BW i wouldn't know how to change the power of marines. Basically we just have to deal with them because they will probably never be changed.


Marines are 5 range, did you mean reducing it to 4?
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
December 07 2010 17:25 GMT
#155
people have said it before but my only problem with marines is their attack animation. their attack animation literally takes no time at all which allows for the possibility of INSANE MICRO, something that no other unit in the game have. all other units in the game have cooldowns on their attack animations so u can't fucking stutter step them with instant attacks over and over. give marines a delay in their attack animation but keep their damage the same. this will make marines harder to micro, and it will especially help with the ridiculous cheese rushes we see of marine + scv.
ltortoise
Profile Joined August 2010
633 Posts
Last Edited: 2010-12-07 17:26:59
December 07 2010 17:26 GMT
#156
On December 08 2010 02:25 travis wrote:
people have said it before but my only problem with marines is their attack animation. their attack animation literally takes no time at all which allows for the possibility of INSANE MICRO, something that no other unit in the game have. all other units in the game have cooldowns on their attack animations so u can't fucking stutter step them with instant attacks over and over. give marines a delay in their attack animation but keep their damage the same. this will make marines harder to micro, and it will especially help with the ridiculous cheese rushes we see of marine + scv.


If anything I'd prefer other units in the game had their attack animation cooldowns removed (or shortened) rather than one added to marines.

Nerfing micro seems horrible to me.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2010-12-07 17:32:06
December 07 2010 17:28 GMT
#157
On December 08 2010 02:26 ltortoise wrote:
Show nested quote +
On December 08 2010 02:25 travis wrote:
people have said it before but my only problem with marines is their attack animation. their attack animation literally takes no time at all which allows for the possibility of INSANE MICRO, something that no other unit in the game have. all other units in the game have cooldowns on their attack animations so u can't fucking stutter step them with instant attacks over and over. give marines a delay in their attack animation but keep their damage the same. this will make marines harder to micro, and it will especially help with the ridiculous cheese rushes we see of marine + scv.


If anything I'd prefer other units in the game had their attack animation cooldowns removed (or shortened) rather than one added to marines.

Nerfing micro seems horrible to me.


that's not nerfing micro, that's making it more difficult
every unit in sc:bw had cooldowns on their animations. they simply made it WAY EASIER with the marine in sc2. it takes more skill to micro other units.

the reason ranged units shouldn't be thaaat easy to micro is that it gives ridiculous advantages vs melee units, and it just so happens that T starts with ranged units but P and Z start with melee units.
tGhOeOoDry
Profile Joined August 2010
United States48 Posts
December 07 2010 17:30 GMT
#158
The original post concedes that Marines aren't OP. That makes this entire thread wildly premature.

What we are talking about here isn't the game, it's the metagame. Terran players are having the most success with early attacks and and often failing in the lategame. The armchair analysis of the original post seems well-thought out, but it assumes that Terran players won't figure out new late game strategies in the future; I do not believe that is an appropriate assumption.

The best players in the world see this same issue with their armies and are working up solutions for it. Once the best Zerg and Protoss players figure out the early Marine all-ins it will accelerate the process. Eventually, players better than myself will figure out Terran late game. If, in a couple months, they don't, then we will know that there is an actual gameplay problem. As it is, these early marine pushes are an annoying metagame trend that will get figured out and moved beyond like others before it.
ChaosWielder
Profile Blog Joined April 2010
United States166 Posts
December 07 2010 17:34 GMT
#159
On December 08 2010 02:26 ltortoise wrote:
Show nested quote +
On December 08 2010 02:25 travis wrote:
people have said it before but my only problem with marines is their attack animation. their attack animation literally takes no time at all which allows for the possibility of INSANE MICRO, something that no other unit in the game have. all other units in the game have cooldowns on their attack animations so u can't fucking stutter step them with instant attacks over and over. give marines a delay in their attack animation but keep their damage the same. this will make marines harder to micro, and it will especially help with the ridiculous cheese rushes we see of marine + scv.


If anything I'd prefer other units in the game had their attack animation cooldowns removed (or shortened) rather than one added to marines.

Nerfing micro seems horrible to me.


It's also worth noting that the animation for the marine is outrageous beyond compare. I mean, the gun is still firing even when he's walking away. If Blizz wants marines to behave like this, and that's a contestable point, they should at least make the gun stop firing. It looks sloppy from a viewer's perspective.
scDeluX
Profile Blog Joined October 2007
Canada1341 Posts
December 07 2010 17:36 GMT
#160
Its true that marine are the core of almost every unit mix in any matchup. However, as Travis stated, the only problem seems their atk animation, it's way too easy to micro and with stim, it deal huge dps.
Brood War is forever
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