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Developers Update : Heart of the Swarm - Page 88

Forum Index > SC2 General
1844 CommentsPost a Reply
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di3alot
Profile Joined December 2011
172 Posts
April 19 2012 08:25 GMT
#1741
On April 19 2012 17:09 HeroMystic wrote:
Show nested quote +
On April 19 2012 07:23 oxxo wrote:
On April 19 2012 07:07 Falling wrote:
On April 19 2012 04:23 wankey wrote:
My problem with marauders is that they are a bit too good at everything they do. IMO, a good nerf to them is basically make their regular damage 5, and their + armored damage to +15 so at the end of the day, they still do the same 20 to armored but only 5 to regular, meaning you need marines in your bioball to keep up the DPS.

Also, buildings should have armored affix removed from them, and only defensive / offensive buildings should have armored + hatcheries. Production buildings and research buildings shouldn't be armored.

IMO, they really need to do something about the colossus. I feel like the design for that unit is basically nill. There is no micro for that unit, and there really isn't much gameplay other than fast clicking a-move or orb walking it.

Honestly the Marauder could just go. What is it really? A Marine that's bigger and tankier. It's not an exciting unit and it's far too good at sniping higher tech stuff because it can shrug off damage. Plus concussion is a passive upgrade that prevents micro and without the Terran player having to do anything.

I've heard it argued that even if Blizzard wanted to, a unit like the Lurker couldn't exist in SC2 because of the Maurader. Stim, tank the damage and snipe. Probably that's why they're going for the swarm lord because the only thing that prevents the snipe is throwing a whole bunch of garbage in front so you can't get to it similar to the Broodlord.

Losing the marauder might create a hole in the terran army, but it's a hole that can then be filled by something more interesting.


Marauder, immortal, and roach shouldn't have made it out of beta. It seems like they were just kept in because Browder thought they were 'cool' units.


The Roach is fine I'd say, and as a Terran I'd be fine without the Marauder, but Immortal is just a horribly designed unit that was specifically meant to take out Tanks. There's literally no other reason why that unit was created.


actually the immortal was designed to be a tanking unit "range 5 front row"
and because of the high dps in sc2 this never happend
so now its just a burst unit that does shit vs light units and rapes armored units
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
April 19 2012 08:31 GMT
#1742
On April 19 2012 17:25 di3alot wrote:
Show nested quote +
On April 19 2012 17:09 HeroMystic wrote:
On April 19 2012 07:23 oxxo wrote:
On April 19 2012 07:07 Falling wrote:
On April 19 2012 04:23 wankey wrote:
My problem with marauders is that they are a bit too good at everything they do. IMO, a good nerf to them is basically make their regular damage 5, and their + armored damage to +15 so at the end of the day, they still do the same 20 to armored but only 5 to regular, meaning you need marines in your bioball to keep up the DPS.

Also, buildings should have armored affix removed from them, and only defensive / offensive buildings should have armored + hatcheries. Production buildings and research buildings shouldn't be armored.

IMO, they really need to do something about the colossus. I feel like the design for that unit is basically nill. There is no micro for that unit, and there really isn't much gameplay other than fast clicking a-move or orb walking it.

Honestly the Marauder could just go. What is it really? A Marine that's bigger and tankier. It's not an exciting unit and it's far too good at sniping higher tech stuff because it can shrug off damage. Plus concussion is a passive upgrade that prevents micro and without the Terran player having to do anything.

I've heard it argued that even if Blizzard wanted to, a unit like the Lurker couldn't exist in SC2 because of the Maurader. Stim, tank the damage and snipe. Probably that's why they're going for the swarm lord because the only thing that prevents the snipe is throwing a whole bunch of garbage in front so you can't get to it similar to the Broodlord.

Losing the marauder might create a hole in the terran army, but it's a hole that can then be filled by something more interesting.


Marauder, immortal, and roach shouldn't have made it out of beta. It seems like they were just kept in because Browder thought they were 'cool' units.


The Roach is fine I'd say, and as a Terran I'd be fine without the Marauder, but Immortal is just a horribly designed unit that was specifically meant to take out Tanks. There's literally no other reason why that unit was created.


actually the immortal was designed to be a tanking unit "range 5 front row"
and because of the high dps in sc2 this never happend
so now its just a burst unit that does shit vs light units and rapes armored units


I as Protoss personally am quite fond on the Inmortal. It just feels good to use. I do want maybe something added to the inmortal through an upgrade. Like a rapid fire that does faster damage but disables the shields so they're more vunerable.
Pokemon Master
Haze.884
Profile Joined July 2011
New Zealand192 Posts
April 19 2012 08:36 GMT
#1743
I really want marauders and collosus to be gone at hots...

those 2 units create really boring match ups -.-
a
Don.681
Profile Joined September 2010
Philippines189 Posts
April 19 2012 08:51 GMT
#1744
On April 19 2012 17:31 Seiniyta wrote:
Show nested quote +
On April 19 2012 17:25 di3alot wrote:
On April 19 2012 17:09 HeroMystic wrote:
On April 19 2012 07:23 oxxo wrote:
On April 19 2012 07:07 Falling wrote:
On April 19 2012 04:23 wankey wrote:
My problem with marauders is that they are a bit too good at everything they do. IMO, a good nerf to them is basically make their regular damage 5, and their + armored damage to +15 so at the end of the day, they still do the same 20 to armored but only 5 to regular, meaning you need marines in your bioball to keep up the DPS.

Also, buildings should have armored affix removed from them, and only defensive / offensive buildings should have armored + hatcheries. Production buildings and research buildings shouldn't be armored.

IMO, they really need to do something about the colossus. I feel like the design for that unit is basically nill. There is no micro for that unit, and there really isn't much gameplay other than fast clicking a-move or orb walking it.

Honestly the Marauder could just go. What is it really? A Marine that's bigger and tankier. It's not an exciting unit and it's far too good at sniping higher tech stuff because it can shrug off damage. Plus concussion is a passive upgrade that prevents micro and without the Terran player having to do anything.

I've heard it argued that even if Blizzard wanted to, a unit like the Lurker couldn't exist in SC2 because of the Maurader. Stim, tank the damage and snipe. Probably that's why they're going for the swarm lord because the only thing that prevents the snipe is throwing a whole bunch of garbage in front so you can't get to it similar to the Broodlord.

Losing the marauder might create a hole in the terran army, but it's a hole that can then be filled by something more interesting.


Marauder, immortal, and roach shouldn't have made it out of beta. It seems like they were just kept in because Browder thought they were 'cool' units.


The Roach is fine I'd say, and as a Terran I'd be fine without the Marauder, but Immortal is just a horribly designed unit that was specifically meant to take out Tanks. There's literally no other reason why that unit was created.


actually the immortal was designed to be a tanking unit "range 5 front row"
and because of the high dps in sc2 this never happend
so now its just a burst unit that does shit vs light units and rapes armored units


I as Protoss personally am quite fond on the Inmortal. It just feels good to use. I do want maybe something added to the inmortal through an upgrade. Like a rapid fire that does faster damage but disables the shields so they're more vunerable.


They would be even better to use if they had the same move speed as stalkers.
Big J
Profile Joined March 2011
Austria16289 Posts
April 19 2012 08:53 GMT
#1745
On April 19 2012 17:25 di3alot wrote:
Show nested quote +
On April 19 2012 17:09 HeroMystic wrote:
On April 19 2012 07:23 oxxo wrote:
On April 19 2012 07:07 Falling wrote:
On April 19 2012 04:23 wankey wrote:
My problem with marauders is that they are a bit too good at everything they do. IMO, a good nerf to them is basically make their regular damage 5, and their + armored damage to +15 so at the end of the day, they still do the same 20 to armored but only 5 to regular, meaning you need marines in your bioball to keep up the DPS.

Also, buildings should have armored affix removed from them, and only defensive / offensive buildings should have armored + hatcheries. Production buildings and research buildings shouldn't be armored.

IMO, they really need to do something about the colossus. I feel like the design for that unit is basically nill. There is no micro for that unit, and there really isn't much gameplay other than fast clicking a-move or orb walking it.

Honestly the Marauder could just go. What is it really? A Marine that's bigger and tankier. It's not an exciting unit and it's far too good at sniping higher tech stuff because it can shrug off damage. Plus concussion is a passive upgrade that prevents micro and without the Terran player having to do anything.

I've heard it argued that even if Blizzard wanted to, a unit like the Lurker couldn't exist in SC2 because of the Maurader. Stim, tank the damage and snipe. Probably that's why they're going for the swarm lord because the only thing that prevents the snipe is throwing a whole bunch of garbage in front so you can't get to it similar to the Broodlord.

Losing the marauder might create a hole in the terran army, but it's a hole that can then be filled by something more interesting.


Marauder, immortal, and roach shouldn't have made it out of beta. It seems like they were just kept in because Browder thought they were 'cool' units.


The Roach is fine I'd say, and as a Terran I'd be fine without the Marauder, but Immortal is just a horribly designed unit that was specifically meant to take out Tanks. There's literally no other reason why that unit was created.


actually the immortal was designed to be a tanking unit "range 5 front row"
and because of the high dps in sc2 this never happend
so now its just a burst unit that does shit vs light units and rapes armored units


Actually, this is exactly what it does right now, only from a range of 6. If it wasn't for hardened shields, the Immortal would be a pretty bad unit vs units like tanks (-80% damage), roaches (-37,5% damage), Thors (-66,6% damage), Marauders (-50% damage) and probably even Colossi (-33,3%damage).
Yeah, there is probably too much emphasis on the burst damage and it might have been better if they had designed the Immortal kind of like 25+15 or 30+10, but I don't think this matters too much, as their antiarmored damage would still rock pretty hard. Also it still does decently costwise against a couple of light units when they are left on their own against immortals (hellions, hydralisks, ghosts, sentries).
Right now, I'm rather of the opinion that the Immortal is one of those units that is just too good for it's costs with too little drawbacks, but the small production capabilities of robos make this bareable. But the outcome is, that instead of the intented role as a frontline dragoon, the immortal has become a unit that is always worth protecting it, but never appears in the amounts it was intended to be played (-->designed as a gateway unit).
FeyFey
Profile Joined September 2010
Germany10114 Posts
April 19 2012 08:55 GMT
#1746
The immortal is a pretty cool design. But Terran factory units have no fast attack at all only the thors soft conters the immortal with a spell.
Also his high hp and the +1 armor, create a little to much micro needed. Shields must be cracked by high attack speed units while their hull takes almost no damage if under guardian shield influence. Basically you have to target and untarget fire the immortal twice as terran, otherwise the immortals will tank way to much damage. Banshee being an exception with her mutliple hits, being really effective against immortals.
Wish they would have made the viking ground not armored, it would become a really nice tank for mech, but as armored units, landing ontop of terran or toss with anti armored ground units is plain suicide.
The Hellion does a good job at tanking too though, especially if you use them like the vulture, but unlike the vulture, a clicking them to tank is suicide. Well a clicking into aoe units is always a strange thing to do.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-04-19 12:14:17
April 19 2012 12:11 GMT
#1747
On April 19 2012 17:36 Haze.884 wrote:
I really want marauders and collosus to be gone at hots...

those 2 units create really boring match ups -.-


add roach to this

3 boring units that ruin the game for me

"The Two Others Dragons"(Roach and Marauders), Colossus.
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
Last Edited: 2012-04-19 12:22:50
April 19 2012 12:20 GMT
#1748
The roach with burrowing movement is good, I don't think the Roach needs to go. The Marauder ehh, either they remove it's concussive shells and give it something more interesting. (maybe a concussive missle which has a 3 range where there's some aoe slowing going on, but like storm you could slow yourself if you miss) Or just replace it altogether.

The collossus either needs to go, or I want a abilty where it can detach the head and crash like a giant baneling againt air units causing massive air AOE splash damage that kills muta's.
Pokemon Master
HeroMystic
Profile Joined March 2011
United States1217 Posts
April 19 2012 12:57 GMT
#1749
On April 19 2012 17:53 Big J wrote:
Show nested quote +
On April 19 2012 17:25 di3alot wrote:
On April 19 2012 17:09 HeroMystic wrote:
On April 19 2012 07:23 oxxo wrote:
On April 19 2012 07:07 Falling wrote:
On April 19 2012 04:23 wankey wrote:
My problem with marauders is that they are a bit too good at everything they do. IMO, a good nerf to them is basically make their regular damage 5, and their + armored damage to +15 so at the end of the day, they still do the same 20 to armored but only 5 to regular, meaning you need marines in your bioball to keep up the DPS.

Also, buildings should have armored affix removed from them, and only defensive / offensive buildings should have armored + hatcheries. Production buildings and research buildings shouldn't be armored.

IMO, they really need to do something about the colossus. I feel like the design for that unit is basically nill. There is no micro for that unit, and there really isn't much gameplay other than fast clicking a-move or orb walking it.

Honestly the Marauder could just go. What is it really? A Marine that's bigger and tankier. It's not an exciting unit and it's far too good at sniping higher tech stuff because it can shrug off damage. Plus concussion is a passive upgrade that prevents micro and without the Terran player having to do anything.

I've heard it argued that even if Blizzard wanted to, a unit like the Lurker couldn't exist in SC2 because of the Maurader. Stim, tank the damage and snipe. Probably that's why they're going for the swarm lord because the only thing that prevents the snipe is throwing a whole bunch of garbage in front so you can't get to it similar to the Broodlord.

Losing the marauder might create a hole in the terran army, but it's a hole that can then be filled by something more interesting.


Marauder, immortal, and roach shouldn't have made it out of beta. It seems like they were just kept in because Browder thought they were 'cool' units.


The Roach is fine I'd say, and as a Terran I'd be fine without the Marauder, but Immortal is just a horribly designed unit that was specifically meant to take out Tanks. There's literally no other reason why that unit was created.


actually the immortal was designed to be a tanking unit "range 5 front row"
and because of the high dps in sc2 this never happend
so now its just a burst unit that does shit vs light units and rapes armored units


Actually, this is exactly what it does right now, only from a range of 6. If it wasn't for hardened shields, the Immortal would be a pretty bad unit vs units like tanks (-80% damage), roaches (-37,5% damage), Thors (-66,6% damage), Marauders (-50% damage) and probably even Colossi (-33,3%damage).
Yeah, there is probably too much emphasis on the burst damage and it might have been better if they had designed the Immortal kind of like 25+15 or 30+10, but I don't think this matters too much, as their antiarmored damage would still rock pretty hard. Also it still does decently costwise against a couple of light units when they are left on their own against immortals (hellions, hydralisks, ghosts, sentries).
Right now, I'm rather of the opinion that the Immortal is one of those units that is just too good for it's costs with too little drawbacks, but the small production capabilities of robos make this bareable. But the outcome is, that instead of the intented role as a frontline dragoon, the immortal has become a unit that is always worth protecting it, but never appears in the amounts it was intended to be played (-->designed as a gateway unit).


The problem with the Immortal is it's use is extremely specific. Disregarding what Blizzard wanted to do with the Immortal, it's greatest strength is handling powerful burst damage. This only comes from Tanks(Terran) and Banelings(Zerg), but who in the world would use Banelings against Immortals anyway? Even without hardened shields it's cost inefficient.

So the Immortal's hardened shields really only matter against tanks, and even then, ever since the Tank damage nerf, Zealots are a far more cost efficient unit to tank damage, especially once they get Charge, and when combined with Zealots and Stalkers, all that really matters is that +30 damage to armored. The Immortal would be better if there were still Vultures from BW, so the Immortal's shields can just walk through a minefield like it was going on a picnic.

If there was a light-armored DPS Mech unit, Mech would be able to be played very well, but then that'd make the Immortal's worth that much lower.
Belha
Profile Joined December 2010
Italy2850 Posts
April 19 2012 13:26 GMT
#1750
On April 19 2012 17:36 Haze.884 wrote:
I really want marauders and collosus to be gone at hots...

those 2 units create really boring match ups -.-


And roach. With those 3 out, it will be a much more sicker game. All 3 1a stupid units.
Chicken gank op
Big J
Profile Joined March 2011
Austria16289 Posts
April 19 2012 13:45 GMT
#1751
On April 19 2012 21:57 HeroMystic wrote:
Show nested quote +
On April 19 2012 17:53 Big J wrote:
On April 19 2012 17:25 di3alot wrote:
On April 19 2012 17:09 HeroMystic wrote:
On April 19 2012 07:23 oxxo wrote:
On April 19 2012 07:07 Falling wrote:
On April 19 2012 04:23 wankey wrote:
My problem with marauders is that they are a bit too good at everything they do. IMO, a good nerf to them is basically make their regular damage 5, and their + armored damage to +15 so at the end of the day, they still do the same 20 to armored but only 5 to regular, meaning you need marines in your bioball to keep up the DPS.

Also, buildings should have armored affix removed from them, and only defensive / offensive buildings should have armored + hatcheries. Production buildings and research buildings shouldn't be armored.

IMO, they really need to do something about the colossus. I feel like the design for that unit is basically nill. There is no micro for that unit, and there really isn't much gameplay other than fast clicking a-move or orb walking it.

Honestly the Marauder could just go. What is it really? A Marine that's bigger and tankier. It's not an exciting unit and it's far too good at sniping higher tech stuff because it can shrug off damage. Plus concussion is a passive upgrade that prevents micro and without the Terran player having to do anything.

I've heard it argued that even if Blizzard wanted to, a unit like the Lurker couldn't exist in SC2 because of the Maurader. Stim, tank the damage and snipe. Probably that's why they're going for the swarm lord because the only thing that prevents the snipe is throwing a whole bunch of garbage in front so you can't get to it similar to the Broodlord.

Losing the marauder might create a hole in the terran army, but it's a hole that can then be filled by something more interesting.


Marauder, immortal, and roach shouldn't have made it out of beta. It seems like they were just kept in because Browder thought they were 'cool' units.


The Roach is fine I'd say, and as a Terran I'd be fine without the Marauder, but Immortal is just a horribly designed unit that was specifically meant to take out Tanks. There's literally no other reason why that unit was created.


actually the immortal was designed to be a tanking unit "range 5 front row"
and because of the high dps in sc2 this never happend
so now its just a burst unit that does shit vs light units and rapes armored units


Actually, this is exactly what it does right now, only from a range of 6. If it wasn't for hardened shields, the Immortal would be a pretty bad unit vs units like tanks (-80% damage), roaches (-37,5% damage), Thors (-66,6% damage), Marauders (-50% damage) and probably even Colossi (-33,3%damage).
Yeah, there is probably too much emphasis on the burst damage and it might have been better if they had designed the Immortal kind of like 25+15 or 30+10, but I don't think this matters too much, as their antiarmored damage would still rock pretty hard. Also it still does decently costwise against a couple of light units when they are left on their own against immortals (hellions, hydralisks, ghosts, sentries).
Right now, I'm rather of the opinion that the Immortal is one of those units that is just too good for it's costs with too little drawbacks, but the small production capabilities of robos make this bareable. But the outcome is, that instead of the intented role as a frontline dragoon, the immortal has become a unit that is always worth protecting it, but never appears in the amounts it was intended to be played (-->designed as a gateway unit).


The problem with the Immortal is it's use is extremely specific. Disregarding what Blizzard wanted to do with the Immortal, it's greatest strength is handling powerful burst damage. This only comes from Tanks(Terran) and Banelings(Zerg), but who in the world would use Banelings against Immortals anyway? Even without hardened shields it's cost inefficient.

So the Immortal's hardened shields really only matter against tanks, and even then, ever since the Tank damage nerf, Zealots are a far more cost efficient unit to tank damage, especially once they get Charge, and when combined with Zealots and Stalkers, all that really matters is that +30 damage to armored. The Immortal would be better if there were still Vultures from BW, so the Immortal's shields can just walk through a minefield like it was going on a picnic.

If there was a light-armored DPS Mech unit, Mech would be able to be played very well, but then that'd make the Immortal's worth that much lower.


Maybe I'm wrong and people will just laugh about armor upgrades one day in the future, but right now people invest a ton of money and time in the game to get a 1 damage reduction on their units. The Immortal has a 6damage reduction vs roaches (as an example) on its first 100HP. I can't see how this is not a crucial ability.
Of course it's not "hey look, I'm invincible", but it's 60damage that is being blocked. Even if the Immortal only had 20+2 damage (so all it's stats would be basically 2*stalker), it would still be much better to get an immortal vs roaches, than two stalkers. Of course the damage of a unit is a key stat, but hardened shields are really good against most things as well.
HeroMystic
Profile Joined March 2011
United States1217 Posts
April 19 2012 14:24 GMT
#1752
On April 19 2012 22:45 Big J wrote:
Show nested quote +
On April 19 2012 21:57 HeroMystic wrote:
On April 19 2012 17:53 Big J wrote:
On April 19 2012 17:25 di3alot wrote:
On April 19 2012 17:09 HeroMystic wrote:
On April 19 2012 07:23 oxxo wrote:
On April 19 2012 07:07 Falling wrote:
On April 19 2012 04:23 wankey wrote:
My problem with marauders is that they are a bit too good at everything they do. IMO, a good nerf to them is basically make their regular damage 5, and their + armored damage to +15 so at the end of the day, they still do the same 20 to armored but only 5 to regular, meaning you need marines in your bioball to keep up the DPS.

Also, buildings should have armored affix removed from them, and only defensive / offensive buildings should have armored + hatcheries. Production buildings and research buildings shouldn't be armored.

IMO, they really need to do something about the colossus. I feel like the design for that unit is basically nill. There is no micro for that unit, and there really isn't much gameplay other than fast clicking a-move or orb walking it.

Honestly the Marauder could just go. What is it really? A Marine that's bigger and tankier. It's not an exciting unit and it's far too good at sniping higher tech stuff because it can shrug off damage. Plus concussion is a passive upgrade that prevents micro and without the Terran player having to do anything.

I've heard it argued that even if Blizzard wanted to, a unit like the Lurker couldn't exist in SC2 because of the Maurader. Stim, tank the damage and snipe. Probably that's why they're going for the swarm lord because the only thing that prevents the snipe is throwing a whole bunch of garbage in front so you can't get to it similar to the Broodlord.

Losing the marauder might create a hole in the terran army, but it's a hole that can then be filled by something more interesting.


Marauder, immortal, and roach shouldn't have made it out of beta. It seems like they were just kept in because Browder thought they were 'cool' units.


The Roach is fine I'd say, and as a Terran I'd be fine without the Marauder, but Immortal is just a horribly designed unit that was specifically meant to take out Tanks. There's literally no other reason why that unit was created.


actually the immortal was designed to be a tanking unit "range 5 front row"
and because of the high dps in sc2 this never happend
so now its just a burst unit that does shit vs light units and rapes armored units


Actually, this is exactly what it does right now, only from a range of 6. If it wasn't for hardened shields, the Immortal would be a pretty bad unit vs units like tanks (-80% damage), roaches (-37,5% damage), Thors (-66,6% damage), Marauders (-50% damage) and probably even Colossi (-33,3%damage).
Yeah, there is probably too much emphasis on the burst damage and it might have been better if they had designed the Immortal kind of like 25+15 or 30+10, but I don't think this matters too much, as their antiarmored damage would still rock pretty hard. Also it still does decently costwise against a couple of light units when they are left on their own against immortals (hellions, hydralisks, ghosts, sentries).
Right now, I'm rather of the opinion that the Immortal is one of those units that is just too good for it's costs with too little drawbacks, but the small production capabilities of robos make this bareable. But the outcome is, that instead of the intented role as a frontline dragoon, the immortal has become a unit that is always worth protecting it, but never appears in the amounts it was intended to be played (-->designed as a gateway unit).


The problem with the Immortal is it's use is extremely specific. Disregarding what Blizzard wanted to do with the Immortal, it's greatest strength is handling powerful burst damage. This only comes from Tanks(Terran) and Banelings(Zerg), but who in the world would use Banelings against Immortals anyway? Even without hardened shields it's cost inefficient.

So the Immortal's hardened shields really only matter against tanks, and even then, ever since the Tank damage nerf, Zealots are a far more cost efficient unit to tank damage, especially once they get Charge, and when combined with Zealots and Stalkers, all that really matters is that +30 damage to armored. The Immortal would be better if there were still Vultures from BW, so the Immortal's shields can just walk through a minefield like it was going on a picnic.

If there was a light-armored DPS Mech unit, Mech would be able to be played very well, but then that'd make the Immortal's worth that much lower.


Maybe I'm wrong and people will just laugh about armor upgrades one day in the future, but right now people invest a ton of money and time in the game to get a 1 damage reduction on their units. The Immortal has a 6damage reduction vs roaches (as an example) on its first 100HP. I can't see how this is not a crucial ability.
Of course it's not "hey look, I'm invincible", but it's 60damage that is being blocked. Even if the Immortal only had 20+2 damage (so all it's stats would be basically 2*stalker), it would still be much better to get an immortal vs roaches, than two stalkers. Of course the damage of a unit is a key stat, but hardened shields are really good against most things as well.


You're right, but your example is too situational as well. When Protoss is going up against roaches, at the beginning of the game, the Immortal's hardened shields is favorable, but at the same time it doesn't make up for the fact that the Immortal cannot be massed, which is very unlike Stalkers -and- Zealots.

Not only can the Immortal not be warped in via Gateway, but Zealots are actually stronger tanks if only because they can be massed, but it's not only that. It's also because they're good tanks on almost anything that isn't powerful vs Light units (Hellions, Banelings), and they get the strongest benefit out of Sentry's guardian shield. In the mid game the Immortal's hardened shield stops to matter because there's simply too many roaches for it to really matter, not to mention the Hydras as well (which nullifies Zealots pretty hard as well). At that point Range(Colossus) and mobility(Stalker) matters more, which is something the Immortal lacks.
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
April 19 2012 14:27 GMT
#1753
On April 19 2012 17:25 di3alot wrote:
Show nested quote +
On April 19 2012 17:09 HeroMystic wrote:
On April 19 2012 07:23 oxxo wrote:
On April 19 2012 07:07 Falling wrote:
On April 19 2012 04:23 wankey wrote:
My problem with marauders is that they are a bit too good at everything they do. IMO, a good nerf to them is basically make their regular damage 5, and their + armored damage to +15 so at the end of the day, they still do the same 20 to armored but only 5 to regular, meaning you need marines in your bioball to keep up the DPS.

Also, buildings should have armored affix removed from them, and only defensive / offensive buildings should have armored + hatcheries. Production buildings and research buildings shouldn't be armored.

IMO, they really need to do something about the colossus. I feel like the design for that unit is basically nill. There is no micro for that unit, and there really isn't much gameplay other than fast clicking a-move or orb walking it.

Honestly the Marauder could just go. What is it really? A Marine that's bigger and tankier. It's not an exciting unit and it's far too good at sniping higher tech stuff because it can shrug off damage. Plus concussion is a passive upgrade that prevents micro and without the Terran player having to do anything.

I've heard it argued that even if Blizzard wanted to, a unit like the Lurker couldn't exist in SC2 because of the Maurader. Stim, tank the damage and snipe. Probably that's why they're going for the swarm lord because the only thing that prevents the snipe is throwing a whole bunch of garbage in front so you can't get to it similar to the Broodlord.

Losing the marauder might create a hole in the terran army, but it's a hole that can then be filled by something more interesting.


Marauder, immortal, and roach shouldn't have made it out of beta. It seems like they were just kept in because Browder thought they were 'cool' units.


The Roach is fine I'd say, and as a Terran I'd be fine without the Marauder, but Immortal is just a horribly designed unit that was specifically meant to take out Tanks. There's literally no other reason why that unit was created.


actually the immortal was designed to be a tanking unit "range 5 front row"
and because of the high dps in sc2 this never happend
so now its just a burst unit that does shit vs light units and rapes armored units


They are not shit vs. light units. They are essentially two Stalkers in one unit (but slower and can't shot air obviously). Even against light they got the same dps like two Stalkers and have nearly as many HP/shields. Most of the time with all things considered you do want two Stalkers instead of one Immortal against light, but they are not to bad either!
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2012-04-19 14:28:27
April 19 2012 14:27 GMT
#1754
On April 19 2012 21:11 Garmer wrote:
Show nested quote +
On April 19 2012 17:36 Haze.884 wrote:
I really want marauders and collosus to be gone at hots...

those 2 units create really boring match ups -.-


add roach to this

3 boring units that ruin the game for me

"The Two Others Dragons"(Roach and Marauders), Colossus.

I agree the roach is meh in it's current state, but that burrow regen/move is cool. I'd axe marauders, colossus, and then make roaches one supply again and adjust stats accordingly. Zerg needs more quantity of units in their army (besides lings). This would help that. I would also eliminate combat shield. Marines need a weakness. Their dps and mobility is good enough.
The_DarkAngelz
Profile Joined April 2010
Brazil221 Posts
April 19 2012 14:45 GMT
#1755
On April 19 2012 23:27 0neder wrote:
Show nested quote +
On April 19 2012 21:11 Garmer wrote:
On April 19 2012 17:36 Haze.884 wrote:
I really want marauders and collosus to be gone at hots...

those 2 units create really boring match ups -.-


add roach to this

3 boring units that ruin the game for me

"The Two Others Dragons"(Roach and Marauders), Colossus.

I agree the roach is meh in it's current state, but that burrow regen/move is cool. I'd axe marauders, colossus, and then make roaches one supply again and adjust stats accordingly. Zerg needs more quantity of units in their army (besides lings). This would help that. I would also eliminate combat shield. Marines need a weakness. Their dps and mobility is good enough.


Omg you'd ruin all game !
wtf?


One thing that blizz has to focus is diminish the game's current DPS, if the dps were lower the game'd be more fun(adding more room for micro)...that's all.
The_DarkAngelz
Profile Joined April 2010
Brazil221 Posts
Last Edited: 2012-04-19 14:47:02
April 19 2012 14:46 GMT
#1756
Can u realize micro intensive play in late game battles? it'd be epic to watch good players microing hard !

edit: today its almost positioning and attack move with some skills...boring !
bhfberserk
Profile Joined August 2011
Canada390 Posts
April 19 2012 14:53 GMT
#1757
I hope blizz really over haul the entire SC2. From DPS, strats, everything. so that there is more micro play. instead of deathball strategy.
RinconH
Profile Joined April 2010
United States512 Posts
April 19 2012 14:53 GMT
#1758
I'd love to see the marauder removed.

Infantry should be light, mobile, output high damage but be weak (like marines).

Maurader can tank too much.

Terran should get an AOE infantry unit and then something from the factory to replace the marauder as a damage tanker.

I'd also like Collosi to be changed... it is too mobile for the damage it does. Maybe it has to "set up" and has a siege like quality.

I also agree that it'd be cool if the roach was taken down to 1 supply and made less powerful so zerg could be more "swarmy". IMO Zerg should be about ambushes and flanks.

My #1 change I'd like to see is an upgrade for Zerglings that allows them to "run down" cliff faces for high ground ambushes.
The_DarkAngelz
Profile Joined April 2010
Brazil221 Posts
April 19 2012 14:55 GMT
#1759
On April 19 2012 23:53 bhfberserk wrote:
I hope blizz really over haul the entire SC2. From DPS, strats, everything. so that there is more micro play. instead of deathball strategy.

Oh yea...u got the message !
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
April 19 2012 14:56 GMT
#1760
On April 19 2012 23:53 bhfberserk wrote:
I hope blizz really over haul the entire SC2. From DPS, strats, everything. so that there is more micro play. instead of deathball strategy.


They won't. They will just add a few cool looking units and cross their fingers I think.
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