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Active: 1443 users

Should Buildings be Armored? - Page 16

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Darpa
Profile Blog Joined March 2010
Canada4413 Posts
September 12 2010 16:51 GMT
#301
They are never going to take stim away from marauders.... but I like the idea of only having base defense as armored. Although it does make immortals pretty retarded against BD
"losers always whine about their best, Winners go home and fuck the prom queen"
Lucius2
Profile Joined June 2010
Germany548 Posts
September 12 2010 16:54 GMT
#302
+1 for stim removal
Malabyte
Profile Joined August 2010
Norway75 Posts
September 12 2010 17:10 GMT
#303
How about just giving buildings more hit points? It sort of goes against all logic to make buildings unarmored. A building is armored by design, ok not heavily armored though but still.
"I came, I saw and I got the heck outta there."
Ciddass
Profile Joined April 2010
Germany149 Posts
September 12 2010 17:15 GMT
#304
bratok vs sen on LT a few minutes ago on go4sc2 was a great example of the strength of 2 medivacs dropping each 4 marauders at 2 different locations. it`s too freakin easy, simple and effective. this just hurts.
Kazang
Profile Joined August 2010
578 Posts
September 12 2010 17:19 GMT
#305
On September 12 2010 21:10 kyarisan wrote:
Stimmed Marauders
A lot of people are tossing out numbers and figures for comparison, but I thought it might be helpful to have a short little video showing both Stalkers and Marauders dealing damage to a CC/Nex.



Test 1:
6 Stalkers snipe a CC
6 Marauders snipe a Nex

Test 2:
12 Stalkers snipe a CC
6 stimmed Marauders snipe a Nex

Test 3 (more like a demonstration):
6 stimmed Marauders dropped near a templar archives, gunning for the building only while there are 6 Stalkers beside it

I don't know for sure what should be done about the Marauder if anything, but I figured it would be easier to understand if people just saw it, I dunno.


Lol what are you trying to prove with this?

Stalkers are a medium damage unit with high hp, high mobility and the ability to hit air.
Compare Zealots, zerglings, immortals or any high dps unit against maraduers.
400 minerals of adrenal gland zerglings kill a nexus, nearly 50% faster than 400/100 of marauders.

Why don't you test how fast those marauders kill a lifted CC compared to the stalkers?


Also what map are you using to do that test?
pzea469
Profile Blog Joined September 2008
United States1520 Posts
September 12 2010 17:28 GMT
#306
I think the whole armor system should be reworked. Maybe not the system itself but what units benefit from it and which don't. I just think its dumb that basically every armored unit has attack bonus vs armored(maybe im wrong but it seems that way). And yeah, buildings shouldn't go down that fast.
Kill the Deathball
Tiax;mous
Profile Blog Joined July 2010
669 Posts
Last Edited: 2010-09-12 17:37:22
September 12 2010 17:30 GMT
#307
Ok since everyone giving it a shot , let me try this ;
( my first ever , "Let's balance the million dollar game in a week , horraaaay!" attempt , go easy on me )

Don't nerf marauders , or maybe just this little touch ;

1) Make Concussive Shells and Stimpack , mutually exclusive ( means Marauders losing concussive shells while stimmed ).

So that chasing&killing units will require slightly more micro ( Stim half , C.Shell with others ). This is just to balance , micro requirements of stalker/roach/marauders. It's hardly a nerf , you won't even notice the difference if you micro well after all. Also giving Toss/Zerg player a chance to run away if terran players is slacking.

2) Medivac drops requires research and/or medivac slows down when it's loaded.

Make research cheap but takes a little while. Again it's not to nerf drops. If you want drop harass , you can get it easily ( it should be cheap ) ; but you can't just go "Oh i think i'll just snipe his nexus" @ 30min without any investment ( even a little ) and pull it off instantly

Every unit in dropship slows it down a little. ( Like %2 for every unit inside ) Just to add a risk factor in it. If you want to snipe a nexus , you'll have to take a slightly bigger risk now. Also gives good&fast defender an opportunity to defend. ( 2 stalker behind the base or a phoenix patrolling )
Again with good micro and a good drop plan , terran player should be ok.

My 2 bronze cents...
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2010-09-12 17:40:48
September 12 2010 17:40 GMT
#308
This thread is utter garbage. Too many people throwing their opinion and not enough reading being done. There are so few people who actually know what they are talking about in this thread that it hurts. Take this discussion to the bnet forums because I'm sick of seeing it around here.
Administrator~ Spirit will set you free ~
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