Because they tank baneling hits. Not because they are roughly 2 marines.
And I didn't say anyone focused down marines. I'm saying that you can't assume the marauders will tank all the damage before the marines do. And yes, the extra range implies that the marauders will usually stand behind the marines in a battle. Which makes it even less likely that you will benefit from their HP.
You seem to simply forget that the marauder is more than twice as costly as a marine in your ramblings.
100 minerals is more than twice as costly as 50 minerals? Is it because you're factoring in the 25 gas? You do realize minerals are far more important than gas to terrans in TvZ right? Well I'm done "arguing" with you anyways and am beginning to think you're just a troll (lol arguing over the word optimal two pages back).
Bottom line: you get it because it makes use of the tech lab, adds diversity to your composition, and kills more than one marine would if you were producing a marine from that tech lab barracks instead. Also helps deal with roach busts far better.
Marauders are only used against armored units, they suck vs light, tank absolutely no damage because of their extra range. Thats why u rarely see them in tvt past early game, nor do u see them vs any non ultra army.
When attacking rocks that are blocking a passageway (e.g. rocks between natural and third on entombed valley and metropolis) with zerglings (or any melee units) be sure to right click the rocks then shift click a move command a spot on the other side of the rocks and then shift right click back on to the rocks. This way any excess units that are not attacking the rocks from the first side due to no surface area remaining will automatically attack the rocks from the other side killing them twice as fast.
On July 21 2012 11:47 X3GoldDot wrote: Marauders are only used against armored units, they suck vs light, tank absolutely no damage because of their extra range. Thats why u rarely see them in tvt past early game, nor do u see them vs any non ultra army.
Lol ok. Maybe you can explain why Polt, MKP, MMA, and basically all other korean terrans constantly produce marauders from their tech lab barracks as soon as they get the tech lab in TvZ.
On July 21 2012 11:47 X3GoldDot wrote: Marauders are only used against armored units, they suck vs light, tank absolutely no damage because of their extra range. Thats why u rarely see them in tvt past early game, nor do u see them vs any non ultra army.
Lol ok. Maybe you can explain why Polt, MKP, MMA, and basically all other korean terrans constantly produce marauders from their tech lab barracks as soon as they get the tech lab in TvZ.
Care to tell me why MVP doesn't? It's a preference. 2 Marines have a higher DPS vs Light then a marauder does. Some people prefer marauders and some don't. I personally play bio in TvZ and use marauders, but I know a lot of pro players such as MVP and other hardcore marine-tank players don't use marauders purely because in a Marine-Tank composition if your getitng things like double ups you don't have the gas to do that and make marauders and tanks.
On July 21 2012 11:47 X3GoldDot wrote: Marauders are only used against armored units, they suck vs light, tank absolutely no damage because of their extra range. Thats why u rarely see them in tvt past early game, nor do u see them vs any non ultra army.
Lol ok. Maybe you can explain why Polt, MKP, MMA, and basically all other korean terrans constantly produce marauders from their tech lab barracks as soon as they get the tech lab in TvZ.
its because they dont do that. seriously they might throw in a few marauders here and there but they dont constantly produce marauder. well if they do MMM style they will include marauders because of (for the third time) BANELINGS, but i think youll notice that marine tank is normally just marines and tanks. also notice how in TVT you never see anyone go marine/marauder tank vs marine tank, because maruaders just aren't as good at marines
Provide me one recent replay of a good korean terran not using marauders in TvZ from their techlab rax and I'll believe you.
I can provide replays supporting what I've said if you'd like.
Also stop talking about TvT, we're talking about TvZ, and btw tank+marauder was the standard in early GSL days of TvT. It isn't anymore because marines scale better and are more cost effiicent in larger numbers.
okay well watch GSTL right now, Polt has made 1 marauder (to be safe against roaches) but I am almost sure he won't just make marauders constantly out of his techlab barracks, as you suggest he would
update: notice how he waited until 4 command centers and 6 gas to start producing marauders again. I think this shows how the gas income IS really important in the early/mid-game, and that players use them situationally, seeing how he only began producing when: speedbanes were needed to be tanked, infestors needed to be sniped, and tech builkdings needed to be sniped
Would you like to tell me how many tanks were made in those games? You can see it in the count. YOU MAKE MARAUDERS INSTEAD OF TANKS. THEY FILL SIMILAR ROLES. You don't see anyone who goes 2fact tank go marauders.
Would you like to tell me how many tanks were made in those games? You can see it in the count. YOU MAKE MARAUDERS INSTEAD OF TANKS. THEY FILL SIMILAR ROLES. You don't see anyone who goes 2fact tank go marauders.
oh I made 1 marauder out of the 1barracks that has a techlab I guess I cant afford tanks or medivacs or upgrades now because 1 techlab barracks constantly pumping marauders requires four fully saturated geysers.
On July 20 2012 08:54 Millet wrote: 611. Some approximate pool timings and an easy to memorize "rule": Pool ; Time 6 pool; 0.40 7 Pool; 0.50 9 pool; 1.10 10 pool; 1.20 14 pool; 2.00
That's not quite accurate. If you see a pool start at exactly 2:00, it's a 15 pool.
Yeah, you're right. I've compiled a simple list of most common pools. and that 14 pool was preceeded by a gas (which is quite common), so naturally you'll have to look for the gas aswell. Anyway, these are approximate timings like I said. I wanted to supply newer players with a graspable "rule" and some esay to remember timings. If you see a pool around these timings, you can get a feel for what kind of pool and agression the player will make.
Would you like to tell me how many tanks were made in those games? You can see it in the count. YOU MAKE MARAUDERS INSTEAD OF TANKS. THEY FILL SIMILAR ROLES. You don't see anyone who goes 2fact tank go marauders.
oh I made 1 marauder out of the 1barracks that has a techlab I guess I cant afford tanks or medivacs or upgrades now because 1 techlab barracks constantly pumping marauders requires four fully saturated geysers.
/sarcasm
It takes 30 seconds, taking 25 gas. That's 50 gas a minute, which assuming you are going 2fact tank you actually can't afford. You can barely afford upgrades going 2fact tank >_>. Also, tell me, what reason do I want marauders if I have lots of tanks? Neither shoot up, both are good against banelings and infestors, both have high damage against armored. If you make a marauder as soon as you get a techlab on your rax, I can show many links that you don't do that because you delay your medivacs, because a factory costs 100 gas, so does a Starport, and if you reccomend building marauders as soon as you get a techlab your stim is going to be slightly late, your starport is going to be late, so your push willl be late, so Zerg/Protoss/Other Terran will have more stuff.
Also, fun fact. One marine has a higher DPS vs Light then 1 marauder.
On July 21 2012 11:15 rd wrote: Ctrl+F'ed 'shift' and didn't find anything related, so...
613. Faster way to move workers into geysers while transferring to a new base: With all of the probes being transferred selected, send them to a geyser, shift click 3 probes out of the group, repeat for second geyser, then send them all to mine.
Awesome. This will make dealing with harass so much easier.
On July 21 2012 19:30 AceLight wrote: It takes 30 seconds, taking 25 gas. That's 50 gas a minute, which assuming you are going 2fact tank you actually can't afford. You can barely afford upgrades going 2fact tank >_>. Also, tell me, what reason do I want marauders if I have lots of tanks? Neither shoot up, both are good against banelings and infestors, both have high damage against armored. If you make a marauder as soon as you get a techlab on your rax, I can show many links that you don't do that because you delay your medivacs, because a factory costs 100 gas, so does a Starport, and if you reccomend building marauders as soon as you get a techlab your stim is going to be slightly late, your starport is going to be late, so your push willl be late, so Zerg/Protoss/Other Terran will have more stuff.
Also, fun fact. One marine has a higher DPS vs Light then 1 marauder.
1 marauder will do more overall damage to any unit, except for air units. We've already gone over this. Yes please show me some pro korean terran replays of someone not utilizing their techlab to the full extent. I've already shown you tons of mine proving my point, I can even provide more.
so you are just going to ignore the game I showed you to prove how pros actually use maruaders??
ok Im done arguing with you so Im just going to write a new tip
the original tip:
TvZ, build marauders out of your barracks that has a techlab upgrading stim/cs. The reason for this is 1 marauder is roughly equal to 2ish marines, so it's better to build a marauder to fully utilize the techlab and add more diversity to your composition. Building a marine out of a barracks with a techlab is like building a medivac out of a starport with a techlab.
New tip TvZ, Blindly build 1 marauder from your 1st techlab barracks to ensure survival against roaches. once you have established your third base, consider adding marauders to your army composition. There are 2 reasons for this 1.marauders are alrge and have 135 HP, making them more resistant to banelings. 2. maruaders do extra damage vs armored, making them ideal for smiping infestors, ultras, and buildings. marauder drops are a common way to snipe important tech buildings like Greater spires and Hives.
Since this debate is getting circular and is ultimately a waste of time, I'll let other people decide which tip is best
On July 22 2012 03:50 strobeLite wrote: I'm not sure if I read over it, but I'm pretty there's no warning when your DT's one shot something like a worker.
This was the case in BW, but in SC2 you'll get "your scv are under attack" message.
On July 21 2012 19:30 AceLight wrote: It takes 30 seconds, taking 25 gas. That's 50 gas a minute, which assuming you are going 2fact tank you actually can't afford. You can barely afford upgrades going 2fact tank >_>. Also, tell me, what reason do I want marauders if I have lots of tanks? Neither shoot up, both are good against banelings and infestors, both have high damage against armored. If you make a marauder as soon as you get a techlab on your rax, I can show many links that you don't do that because you delay your medivacs, because a factory costs 100 gas, so does a Starport, and if you reccomend building marauders as soon as you get a techlab your stim is going to be slightly late, your starport is going to be late, so your push willl be late, so Zerg/Protoss/Other Terran will have more stuff.
Also, fun fact. One marine has a higher DPS vs Light then 1 marauder.
1 marauder will do more overall damage to any unit, except for air units. We've already gone over this. Yes please show me some pro korean terran replays of someone not utilizing their techlab to the full extent. I've already shown you tons of mine proving my point, I can even provide more.
That was just me looking at the first 2 TvZ's I found on Huskys youtube channel.