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On June 11 2014 21:52 The_Red_Viper wrote: The problem isn't that the marine is a solid unit, the problem (if you even can call it that) is that alone by making the heal unit an air one, you have much more dps per area. (and you get the mobility "for free") This with the "gimmicky" of the counters (lets face it, banelings rely on the terran "being bad" and collossi are "easily" countered) Storm is probably the best counter for it, but even then you have to rely on energy and have no auto attack unit.
Obviously this is all part of the clumping in sc2, but this will never change so it is a waste of time to argue about it.
A unit has to be argued in its enviroment and on the engine it is running. It makes no sense at all to talk about SC2 units outside of SC2.
And the problem with the marine counters is not that they are gimmicky - I actually think banelings, even against hellbats, stalkers, roaches, hellions, workers, zerglings, but especially marines make for a very fun unit. It's that they are few and often more powerful for Z and P. Look at the Terran arsenal. On top of the same relations (that Z and P also have and which were named a few posts above) where you may be able to overwhelm marines with non-counters like banshees, reapers, marauders there is a magnitude of reasonable counters in the short and longrun. Tank, hellion, hellbat, mine for the shortrun. Ravens/BCs in the very longrun. And obviously you can fight marines with marines too. You rarely have those P/Z scenarios where you make units against marines, and then regret it because the units become weak over time against bio. Because they just don't become weak against the bio. A hellion is good and stays good vs marines.
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On June 11 2014 22:06 LSN wrote: Surely this can change.
Without the maurauder bio would simply die to splash and this is how it should be.
Banelings can at best trade evenly against bio (the counter) due to their costs and self destruction and the tankyness of maurauders. Marines should just die in open fights when the counters are there and not trade evenly due to support of maurauders and other units. The metagame then would switch away from marines quickly. Due to their strength it would be still worthwhile to mix some in your army for stim drops, bunkers and just some additional dps.
Suddenly we can remove or weaken muta regen, nexus cannon, oracle, banelings, colossi and introduce new cool units to the battlefield.
This will never happen. So why bother discussing it anyway? Without marauders, T would die to lots of compositions right now, you would have to basically remake/tweak so many units... its not worth it. How much would you have to nerf stalkers/roaches/colossi/storm/fungals/oracles to make weaker marines without marauders not enough to defend? What units would be buffed to have something that can work in midgame/lategame in a certain matchup?
Also, you totally forget micro. Marines can fight/trade evenly against banelings if split well enough, but it is not granted. (unless you are Maru ofc)
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On June 11 2014 22:11 19Meavis93 wrote:Show nested quote +On June 11 2014 22:06 LSN wrote: Due to their strength it would be still worthwhile to mix some in your army for stim drops, bunkers and just some additional dps. I don't think this would happen, if marines were that bad I would avoid researching expensive tech for them/make them, and just make mech based units instead.
Well everything is possible when messing around with all units.
I would not straightly nerf marines but increase their attackspeed without stim and decrease their attack speed with stim and remove the maurauder from the early game.
A terran still could decide to either play bio+mech with either bio or mech upgrades and later on focus more on the kind of units that he upgrades, just similar to roach/bane or ling hydra. Marines will always be strong in bunkers or in drops for additional dps e.g. when terran is setting up a mech based siege position that is protected by bunkers, and so on. When the maurauder gets back into the game later on, it would be still viable to switch full bio in lategame as well. 0 gas costs for factories would allow hellbat+marine play or any other mech composition to get much more viable as well.
@gtank
I think it is worth to do major changes. The game is good now, but we can have an excellent one in about 2 years from now with increased popularity if just blizzard goes for it. I would not mind imbalances in the early stages of a complete rebalanced game.
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Northern Ireland23814 Posts
Obviously not going to happen, but the cool thing for me would be for the other races to require similar levels of micro to Bio, with Protoss being less reliant on A-moving Zealots and getting stuff done with their AoE
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On June 11 2014 22:11 Goofinator wrote: I don't believe there are people who are actually complaining about the marine. There is a reason that the marine is a good multi-purpose unit and that is because the way terran's macro works. With terran macro, in order to produce a lot of units at once you need to invest into multiple barracks (unlike zerg who just need to build one building to unlock the ability to produce units) and you need to produce the units ahead of time (unlike protoss who can instantly warp in counter units at the location of their choice for defence or offence). Because of these limiting factors, if marine's and marauders had more limited roles then the terran player would die to a mass of units from zerg (a type of which they can't be certain is coming) or against protoss they would die because protoss would just be able to instantly counter the units they see terran have with warp ins (stalkers for marines and zealots for marauders).
What people also forget is that terran has to invest heavily into infrastructure and upgrades to make bio work. They have to invest in stim, combat shield, concussive shells, a factory and a starport along with add-ons for their production. This is a lot of gas (100, 100, 50, 100, 100 + addons 25, 25, 50, 50 for a 2 lab 1 reactor rax and 1 reactor starport). This is 600 gas that terran need to invest before even considering the cost of marauders (25 gas) or medivacs (100 gas) or infantry upgrades (a further 200 gas). This is why terran is so weak in the early game and another reason they need to have marines and marauders be able to be reasonably strong because otherwise they flat out die to any early pressure from zerg or protoss.
The argument that you should nerf marine and make other units stronger is a bad one because units other than marine/marauder require even more expensive infrastructure to produce in large numbers and would make the early game for terran even more volatile.
Furthermore, bio is actually the most exciting playstyle there is. It requires the most micro and the most multitasking meaning that you see little skirmishes happening all over the map (drops) and you see impressive control in battles (splits, snipes, flanks, pick-ups, baits etc). A nerf to the marine would mean that from a playing and spectating perspective the game would be much less fun and lead to more turtling in order to get the right composition instead of constantly trading with good micro/multitasking in order to get good engagements for the advantage.
So yeah, if you make the marine and marauder weaker so that stuff like collosus, ht's and banelings don't have to be so strong then you have to mess around with the whole production mechanics of all 3 races so that the early game is balanced, which will have huge implications in the late game.
Agree ! Some in here need to realize that a rax with a reactor can only produce marines and is a pretty big investment. On top of that terran has split upgrade paths. Terran is just not as flexible as the other races. Big tech switches will never be the norm with this race.
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Nerfing Bio won't suddenly make Mech better. If the Marauder were weakened/removed then Bio would end up with the same issue that Mech currently faces: dying to counters. Mech in itself isn't terrible but (especially against Protoss) it is a very specialized mix of units that are produced one at a time from one building. Only Hellions and Widow Mines can be produced two at a time but they are not core units. Those core units have to come from Tech-Lab Factories, one at a time.
Unlike Warp-In or Hatcheries, Terran units need to be build all the way from scratch and then move to their destination and the units have their own building from which they can be produced which is further limited by the Add-On.
When you add highly specialized units on top of that (Hellions vs Light, Tanks vs Armored, Thors vs Air) you end up with a one-trick army. A proper Tank/Hellbat force with some support could utterly decimate a Gateway/Robo army but it has no Anti-Air, at all. You'd have to add Vikings and Thors to deal with Air and then you become vulnerable on the ground again.
Whereas a Bio army is flexible enough that it remains a threat against various army compositions (giving you time to tweak your own composition to deal with a new threat), Mech can get caught off guard very easily. Suddenly a few Mutas/Void Rays or Immortal/Roach tech switches pose a far larger threat against a Mech army than it does against a Bio army.
Mech doesn't need to be buffed a ton to fix that, it needs to be changed. (especially the Thor)
Terran can't tech switch like the other two races. Maybe a Tech Reactor could help with this but Terran armies have to shine in multiple ways because we cannot (re)create an army with multiple different units very quickly.
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On June 11 2014 22:55 Thezzy wrote: Nerfing Bio won't suddenly make Mech better. If the Marauder were weakened/removed then Bio would end up with the same issue that Mech currently faces: dying to counters. Mech in itself isn't terrible but (especially against Protoss) it is a very specialized mix of units that are produced one at a time from one building. Only Hellions and Widow Mines can be produced two at a time but they are not core units. Those core units have to come from Tech-Lab Factories, one at a time.
Unlike Warp-In or Hatcheries, Terran units need to be build all the way from scratch and then move to their destination and the units have their own building from which they can be produced which is further limited by the Add-On.
When you add highly specialized units on top of that (Hellions vs Light, Tanks vs Armored, Thors vs Air) you end up with a one-trick army. A proper Tank/Hellbat force with some support could utterly decimate a Gateway/Robo army but it has no Anti-Air, at all.
Whereas a Bio army is flexible enough that it remains a threat against various army compositions (giving you time to tweak your own composition to deal with a new threat), Mech can get caught off guard very easily. Suddenly a few Mutas/Void Rays or Immortal/Roach tech switches pose a far larger threat against a Mech army than it does against a Bio army.
Mech doesn't need to be buffed a ton to fix that, it needs to be changed. (especially the Thor)
You know you want it back:
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As unbalanced as the Warhound was (which was basically a reworked Goliath), it was still a step in the right direction. The Haywire missiles were a great way to deal with Immortals/Archons without being overpowering on its own. If only they balanced the ground attack properly and gave it decent AA attack rather than just removing the whole unit.
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On June 11 2014 22:55 Thezzy wrote: Nerfing Bio won't suddenly make Mech better. If the Marauder were weakened/removed then Bio would end up with the same issue that Mech currently faces: dying to counters. Mech in itself isn't terrible but (especially against Protoss) it is a very specialized mix of units that are produced one at a time from one building. Only Hellions and Widow Mines can be produced two at a time but they are not core units. Those core units have to come from Tech-Lab Factories, one at a time.
Unlike Warp-In or Hatcheries, Terran units need to be build all the way from scratch and then move to their destination and the units have their own building from which they can be produced which is further limited by the Add-On.
When you add highly specialized units on top of that (Hellions vs Light, Tanks vs Armored, Thors vs Air) you end up with a one-trick army. A proper Tank/Hellbat force with some support could utterly decimate a Gateway/Robo army but it has no Anti-Air, at all. You'd have to add Vikings and Thors to deal with Air and then you become vulnerable on the ground again.
Whereas a Bio army is flexible enough that it remains a threat against various army compositions (giving you time to tweak your own composition to deal with a new threat), Mech can get caught off guard very easily. Suddenly a few Mutas/Void Rays or Immortal/Roach tech switches pose a far larger threat against a Mech army than it does against a Bio army.
Mech doesn't need to be buffed a ton to fix that, it needs to be changed. (especially the Thor)
Terran can't tech switch like the other two races. Maybe a Tech Reactor could help with this but Terran armies have to shine in multiple ways because we cannot (re)create an army with multiple different units very quickly.
You totally dont take into account that other units can be rebalanced as well. Keeping bio op is not the only solution to make T a viable race. Especially when counters are being weakened and other units are being removed as well (possibly swarmhosts) most of your points wont stand anymore. Maps can be adapted and mech can get viable next to bio in TvP and TvZ. Probably hosts wont even need a remove anymore when bio is nerfed, colossi are nerfed and therefore hosts can be nerfed as well.
"Whereas a Bio army is flexible enough" bio is the all in one composition with all its extensions like vikings, ghosts or hellbats that actually should not exist to this huge extend (dropping = max mobility, stim = max movement speed, healing, max dps ground, max anti air dps, all coming with it for free). It counters everything and therefore we see everything is solely relying on bio. The dps and mobility of bio is way too high so that the other races need the strong counters to it that for me destroy the general balance of the game. I can rather imagine that mech can become this all in one composition however. Hard to beat but immobile. With late game maurauders an in the beginning where upgrades are not that important yet bio would still be in a decent spot to transition from in the midgame or into in the lategame.
If we want to see more variation in the terran matchups (basically every terran is playing the exact same thing - composition wise - in the long run in any tvp and tvz with only very little variations in timings and order) there is no other way than taking abit of the power off the bio. If you buff mech without nerfing bio at the same time, compositions would get way too strong. The now state is that bio is strong and therefore mech is (and must be) weak.
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While you are correct that other units could be rebalanced (looking mostly at the Thor and the Siege Tank) it doesn't take away the fact that Terran tech paths and transitions are not very smooth when it comes to tech switches. Terran cannot go for Bio in the early game and then *just transition* into Mech. The only possible infrastructure that could possibly support that would be a 1-1-1 which would have very spread out and diminshed unit production capabilities (as you can't build all three at the same time).
Even 'early game Bio' has to work off of more than one Barracks or isn't Bio as you are specifying. Anything more than a single Barracks in a Mech or even Air composition can quickly end up becoming a waste of resources. Not to mention that Terran upgrades are also quite specific for the units they improve. Stim does not help Mech at all and mech upgrades do not mesh well with Bio (Drilling Claws excepted).
Marine/Tank is the only instance of Bio/Mech working but even that is essentially Bio because you get all the Bio tech and upgrades with Tanks for damage support.
Also, Stim and Drops are hardly *free. Even healing is not free. Every Medivac is 100/100 and 2 supply. In many games (especially TvZ) you can see the disastrous effect multiple Stims can have against a Bio army that does not have a fleet of Medivacs hovering over it. Whenever I see a good Zerg or Protoss focus on Medivacs (with Mutas or Stalkers) you often see a yellow/orange Bio army moving across the map. Healing is very powerful I agree, but it isn't free.
Stim also cuts into the Medivacs efficiency by forcing the use of their energy. Whenever Terran engages, 10-20% of the entire Bio army's health is already lost to Stim. In a TvZ game, marines that have 45 health or less will get one shot by Banelings if they Stim again. This means you require both Combat Shields and having your marines at full health to avoid that. Again, each Medivac is 100/100 and 8 marines are also still 400 minerals, which puts a Drop at 500/100 flying in a single unit. They can do a lot of damage for their cost but they are hardly free.
I also want to see Terran have more options in their games. Especially TvP could do with seeing something else other than Bio but the rigid tech path and infrastructure of the Terran race make tech switches and transitions very difficult. I'd much rather see Mech as a viable option and Bio as a viable option rather than forcing Terrans to go from Bio into Mech and having to deal with lost tech and infrastructure.
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On June 11 2014 19:55 -Celestial- wrote:Show nested quote +On June 11 2014 06:13 DinoMight wrote: The one thing I would agree with LSN on is that because bio is so strong, the counters to bio need to be really strong as well. When you consider the INSANE dps of stimmed bio combined with the healing power of Medivacs... the answer from Protoss/Zerg HAS to be some sort of crazy AoE damage.
If stimmed bio wasn't as strong, then Colossus and Storm (and banelings) wouldn't need to do as much damage and armies consisting of more core units/less AoE units would be more viable.
Even in TvT, stimmed bio if it's spread out enough can just run up to and engage siege tanks if they're not properly defended by the other guy's bio or a lot of Hellbats. Funnily enough I posted a long time ago in this thread roughly this and people absolutely threw a fit over it. Which is why I stopped posting, because I'm not here for the entertainment of people who want to scream abuse. In effect my position on Terran is that the race's biggest issue is the Marine. The Marine is incredibly strong a unit and the problem is that Blizzard has balanced Terran around the Marine, making everything around it very weak (you only have to look at the Siege Tank to see that). By weakening the Marine you could probably afford to buff the majority of the Terran arsenal; which would diversify the matchups, make Terran more viable later in the game and reduce the need for masses of Collossi/HTs/etc. But people can't accept that argument, because the Marine is some kind of sacred calf or something.
Mech is already best comp in TvT and very strong in TvZ. How exactly you would be able to buff most of mech arsenal in exchange for marine nerf which no effect on this composition?
Marine was always essential part of most entertaining matchups i sc2 history, knowing how bad turtling mech is from viewer perspective i would be very careful with nerfing marine and buffing other units.
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On June 12 2014 01:30 keglu wrote:Show nested quote +On June 11 2014 19:55 -Celestial- wrote:On June 11 2014 06:13 DinoMight wrote: The one thing I would agree with LSN on is that because bio is so strong, the counters to bio need to be really strong as well. When you consider the INSANE dps of stimmed bio combined with the healing power of Medivacs... the answer from Protoss/Zerg HAS to be some sort of crazy AoE damage.
If stimmed bio wasn't as strong, then Colossus and Storm (and banelings) wouldn't need to do as much damage and armies consisting of more core units/less AoE units would be more viable.
Even in TvT, stimmed bio if it's spread out enough can just run up to and engage siege tanks if they're not properly defended by the other guy's bio or a lot of Hellbats. Funnily enough I posted a long time ago in this thread roughly this and people absolutely threw a fit over it. Which is why I stopped posting, because I'm not here for the entertainment of people who want to scream abuse. In effect my position on Terran is that the race's biggest issue is the Marine. The Marine is incredibly strong a unit and the problem is that Blizzard has balanced Terran around the Marine, making everything around it very weak (you only have to look at the Siege Tank to see that). By weakening the Marine you could probably afford to buff the majority of the Terran arsenal; which would diversify the matchups, make Terran more viable later in the game and reduce the need for masses of Collossi/HTs/etc. But people can't accept that argument, because the Marine is some kind of sacred calf or something. Mech is already best comp in TvT and very strong in TvZ. How exactly you would be able to buff most of mech arsenal in exchange for marine nerf which no effect on this composition? Marine was always essential part of most entertaining matchups i sc2 history, knowing how bad turtling mech is from viewer perspective i would be very careful with nerfing marine and buffing other units.
Woa... Mech, for the first time in Starcraft2's history is being played about as much as Bio in TvT progames. Gun-to-the-head, I'd still guess that the best Terrans like Maru or Taeja might play more Bio than Mech in that MU. And Mech TvZ is probably still a little weaker than bio - which already isn't quite en par with Zerg.
And yeah, apart from the last 1-2hours of Reality vs Soulkey, nearly every Mech vs Zerg game has been more entertaining than an average Bio vs Zerg game of the last 2-3months.
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On June 12 2014 01:42 Big J wrote:Show nested quote +On June 12 2014 01:30 keglu wrote:On June 11 2014 19:55 -Celestial- wrote:On June 11 2014 06:13 DinoMight wrote: The one thing I would agree with LSN on is that because bio is so strong, the counters to bio need to be really strong as well. When you consider the INSANE dps of stimmed bio combined with the healing power of Medivacs... the answer from Protoss/Zerg HAS to be some sort of crazy AoE damage.
If stimmed bio wasn't as strong, then Colossus and Storm (and banelings) wouldn't need to do as much damage and armies consisting of more core units/less AoE units would be more viable.
Even in TvT, stimmed bio if it's spread out enough can just run up to and engage siege tanks if they're not properly defended by the other guy's bio or a lot of Hellbats. Funnily enough I posted a long time ago in this thread roughly this and people absolutely threw a fit over it. Which is why I stopped posting, because I'm not here for the entertainment of people who want to scream abuse. In effect my position on Terran is that the race's biggest issue is the Marine. The Marine is incredibly strong a unit and the problem is that Blizzard has balanced Terran around the Marine, making everything around it very weak (you only have to look at the Siege Tank to see that). By weakening the Marine you could probably afford to buff the majority of the Terran arsenal; which would diversify the matchups, make Terran more viable later in the game and reduce the need for masses of Collossi/HTs/etc. But people can't accept that argument, because the Marine is some kind of sacred calf or something. Mech is already best comp in TvT and very strong in TvZ. How exactly you would be able to buff most of mech arsenal in exchange for marine nerf which no effect on this composition? Marine was always essential part of most entertaining matchups i sc2 history, knowing how bad turtling mech is from viewer perspective i would be very careful with nerfing marine and buffing other units. Woa... Mech, for the first time in Starcraft2's history is being played about as much as Bio in TvT progames. Gun-to-the-head, I'd still guess that the best Terrans like Maru or Taeja might play more Bio than Mech in that MU. And Mech TvZ is probably still a little weaker than bio - which already isn't quite en par with Zerg. And yeah, apart from the last 1-2hours of Reality vs Soulkey, nearly every Mech vs Zerg game has been more entertaining than an average Bio vs Zerg game of the last 2-3months.
So let's say for TvT ot's 50/50. What happens when you nerf marine and buff other units (which i assume means mech unit)? Most mech games to me seems like one push for victory or loss or turtling to ravens. I prefer watchin bio TvZ over both of these. You are right that in last 2-3 months bio games are not that entertaining but for me this is related more to the fact that this is no 50/50 matchup past widow mine nerf.
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Unless you are top masters/GM, you should not be complaining about TvP. IMO you just need to drop better.
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On June 12 2014 01:51 keglu wrote:Show nested quote +On June 12 2014 01:42 Big J wrote:On June 12 2014 01:30 keglu wrote:On June 11 2014 19:55 -Celestial- wrote:On June 11 2014 06:13 DinoMight wrote: The one thing I would agree with LSN on is that because bio is so strong, the counters to bio need to be really strong as well. When you consider the INSANE dps of stimmed bio combined with the healing power of Medivacs... the answer from Protoss/Zerg HAS to be some sort of crazy AoE damage.
If stimmed bio wasn't as strong, then Colossus and Storm (and banelings) wouldn't need to do as much damage and armies consisting of more core units/less AoE units would be more viable.
Even in TvT, stimmed bio if it's spread out enough can just run up to and engage siege tanks if they're not properly defended by the other guy's bio or a lot of Hellbats. Funnily enough I posted a long time ago in this thread roughly this and people absolutely threw a fit over it. Which is why I stopped posting, because I'm not here for the entertainment of people who want to scream abuse. In effect my position on Terran is that the race's biggest issue is the Marine. The Marine is incredibly strong a unit and the problem is that Blizzard has balanced Terran around the Marine, making everything around it very weak (you only have to look at the Siege Tank to see that). By weakening the Marine you could probably afford to buff the majority of the Terran arsenal; which would diversify the matchups, make Terran more viable later in the game and reduce the need for masses of Collossi/HTs/etc. But people can't accept that argument, because the Marine is some kind of sacred calf or something. Mech is already best comp in TvT and very strong in TvZ. How exactly you would be able to buff most of mech arsenal in exchange for marine nerf which no effect on this composition? Marine was always essential part of most entertaining matchups i sc2 history, knowing how bad turtling mech is from viewer perspective i would be very careful with nerfing marine and buffing other units. Woa... Mech, for the first time in Starcraft2's history is being played about as much as Bio in TvT progames. Gun-to-the-head, I'd still guess that the best Terrans like Maru or Taeja might play more Bio than Mech in that MU. And Mech TvZ is probably still a little weaker than bio - which already isn't quite en par with Zerg. And yeah, apart from the last 1-2hours of Reality vs Soulkey, nearly every Mech vs Zerg game has been more entertaining than an average Bio vs Zerg game of the last 2-3months. So let's say for TvT ot's 50/50. What happens when you nerf marine and buff other units (which i assume means mech unit)? Most mech games to me seems like one push for victory or loss or turtling to ravens. I prefer watchin bio TvZ over both of these. You are right that in last 2-3 months bio games are not that entertaining but for me this is related more to the fact that this is no 50/50 matchup past widow mine nerf.
Your assumptions is wrong. Bio should stay viable and would need buffs as well with a marine nerf. You could choose what to buff of the remaining 3bio units: The antisplash, halfdamage vs light-marine The "sacrifice this, it's completely underpowered past 6mins" cliffjumper The superexpensive, EMP shooter with mildly interesting cloak
Bio at this point is a massive exaggeration for the actual playstyle in TvZ. You build marines and medivacs, and mix in the one or other marauder. More in case of ultras or roaches.
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On June 11 2014 22:11 Big J wrote:
Look at the Terran arsenal. On top of the same relations (that Z and P also have and which were named a few posts above) where you may be able to overwhelm marines with non-counters like banshees, reapers, marauders there is a magnitude of reasonable counters in the short and longrun. Tank, hellion, hellbat, mine for the shortrun. Ravens/BCs in the very longrun. And obviously you can fight marines with marines too.
Ravens and BC's do not counter marines. At all.
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On June 12 2014 03:55 Rowrin wrote:Show nested quote +On June 11 2014 22:11 Big J wrote:
Look at the Terran arsenal. On top of the same relations (that Z and P also have and which were named a few posts above) where you may be able to overwhelm marines with non-counters like banshees, reapers, marauders there is a magnitude of reasonable counters in the short and longrun. Tank, hellion, hellbat, mine for the shortrun. Ravens/BCs in the very longrun. And obviously you can fight marines with marines too.
Ravens and BC's do not counter marines. At all. Assuming even upgrades, they do, even with Medivac support.
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Northern Ireland23814 Posts
+3 armour BCs, terrifyingly good vs marine
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Especially with a few tank under them.
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Personally I hate hate HATE turtle matches I enjoyed the fast paced games with BIO but I stopped playing and watching because everything was going to mech and honestly i thought that was a massive step back on making the game dynamic...........
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