I think it has 125 hp... sad isnt it :(
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Immortals start with Hardened shields. Marauders now deal 10x2 damage that's why hardened shields do not activate when hit by Immortals.
Perhaps the Marauder is its own platform? After all, it's a giant power armor many times the size of its occupant and looks to be fairly stable when stationary.
Are you sure? According to Starcraft Wiki, Marauders deal 10 + 10 vs armored where as Hardened Shields require research at the Cybernetics Core. The citations are dated as 30 May 2009 and 2 June 2009 respectively.
The Protoss player hasnt played SC2 before. He didnt micro his stalkers THAT well, he was late on the obelisk and PC, and he shouldve used zealots to counter the marauders. Although, I wont disagree that the marauders do look OP. They shouldnt be able to slow down units.
Still, atleast I got to see the game again.
I think zealot can deal with those maruauder.
just one match is not OP
That completely destroys the uniqueness and point why Blizzard introduced it in the first place! It was meant as the Marine's natural partner. Any tweaking should be done to its numbers; less damage/bonus, longer cooldown, higher costs, etc. Do not take away its slowing attribute.
Link
You see how fucking huge the Marauder looks compared even to the Marine, who in his suit is more than six feet tall? It's almost as big as the freaking Humvee in the second video from which the guy is going full-auto with his grenade launcher. I suspect if you compared the Marauder to the old Goliath they'd be damn similar in size, and that mech could go all-out with twin 30mm autocannons. And Mack was firing the hand held launcher almost as fast with little to no recoil.
If you think it looks stupid that's your prerogative, but don't pretend it wouldn't be feasible as if you actually know a damn thing about weapons.
They should just remove them. Why make marines now? Marauders are basically stronger marines that can slow down enemies. They do more than twice the damage than marines can, they have more than twice the hp of a marine, they can stim, they have a higher range than a marine, they can be healed by medivac, they can slow down enemies and they only cost 50$ more...
umm i never said an auto-firing grenade launcher is not feasible. i said it looks stupid on the marauder with the way it is right now and possibly quite overpowered. many people agree. i said stimpack should be left to the marine. it would help diversify the roles and make both units more unique.
apparently you have a problem with that.
and just to specify, the marauder animation when he shoots makes it rock back and forth after every shot. it is recoiling. the thor is designed to absorb that recoil as you can tell by the animation of the thor when shooting. the marauder....not so much.
my main gripe with it is that it makes the marauder way too flexible in terms of what it can do and also doesn't look right and is possibly overpowered
http://www.gosugamers.net/warcraft/gosubet/56400
the match results
re-consider what is OP
OK so from the video it looks like the MULE is at half its timed life after 30 seconds in play. So 1 minute total life.
You had a problem with it on account of possible effects of recoil, in other words the feasibility of it firing that fast. The videos handily proved that recoil with a grenade launcher, even one firing at six rounds every three seconds, wouldn't be a problem for an unarmored man, never mind one who would weigh as much as a small vehicle. The fact that you can see it recoil is irrelevant, if it wasn't able to handle it in the first place it'd just tip over instead of, you know, continuing to fire. You also made the idiotic complaint of "zomg C&C!" as if that means something. Oh noes, C&C had tanks! Quick, we must remove the Siege Tank! :rolleyes:
As far as Marauders using stimpacks, I couldn't care less. If removing stims from them helps the game, that's fine by me.
The entire point to the Marauder is to slow incoming enemies for Marines to deal the real damage on, to tank for the Marines, and to provide a bonus vs armored to scale infantry's power throughout the game. The Marauder needs a slower attack, a longer stun, and a bit less damage.
Instead of the 14+6 bonus the marauders has, it should have 10+10, so it's more specialized, and not that good against all ground units, so they can be countered. So you would need them to support by marines.
http://www.youtube.com/watch?v=8B6Wx...eature=related
PvZ
dunno if its old
I would go a step further and change it to 6+14 instead so that there would be even less benefit from going pure Marauder. Also, I think something needs to be done regarding the Marauder vs Immortal match-up. Currently, Marines, Reapers and Ghosts all do well against Immortals. If you add Marauders as well, that's the entire Terran infantry line-up. Meanwhile, Immortals only benefit strongly against Siege Tanks and Thors. That's rather specialized. Perhaps, as suggested, having Marauders deal bigger but slower punches would help resolve this.
sigh
i had a problem with the way it looks when shooting rapid fire in stimpack. the animation looks bad. i dont think marauder should have stimpack, be healable by dropships, do decent base damage, bonus against armoured and slow down biological units. i think the stimpack should be for the marine. it would help diversify the two units and they would compliment eachother better than right now.
the C&C point i made was in its over the top style of gameplay C&C has and the way the marauder shoots when in stimpack looks over the top. its the same with the way the viking talks. "looks like the big boy needs a little training".
The Marauders weren't overpowered in this video, they just outnumbered the Protoss forces every single time.
If they need a 'nerf' they should lower their base damage, and raise their bonus vs. armored targets. Like a few people have said.
The Immortal is all around a pretty strong ground unit...Quote:
Meanwhile, Immortals only benefit strongly against Siege Tanks and Thors.
They shouldn't hard-counter Immortals. They should do well against Immortals until they get Hardened Shields. Those Immortals were also vastly outnumbered by the Marauders.Quote:
Question is, should Marauders hard counter Immortals? As it stands, I can't think of any Protoss ground units that would act as a hard counter against Marauders in return.
A colossus would do well against stimmed Marauders, same with a High Templar. I'm sure the health removal is percentage-based now.
Guys, guys.
Regarding the Marauder. I don't think he's actually shooting that fast.
I'd assume it's to simulate the use of drugs, since they enhance reflexes. There's no other way to show it and it has to have some noticeable gameplay effect and making the marauder have a % to dodge attacks and stuff certainly isn't the right way to go.
I'm talking about realistically.
Why? Hardened Shields only stop 10 attacks. Marauders have (at last info) an x2 attack, so it takes 5 Marauders to punch through.Quote:
They should do well against Immortals until they get Hardened Shields.
No, the problem isn't with the Marauders. The problem is with the incredibly stupid Protoss player. Phoenixes, dumbass, have you heard of them? When your enemy has 0 anti-air, go double-StarGate and get some Phoenixes. Take out his healing (best-case, with the Marauders inside), then anti-grav his Marauders and one-by-one murder them while they can do nothing about it. Then call for some Void Rays, walk into his unprotected base, and carve up every damn thing you see.
Phoenixes, Colossi, High Templar, or just Zealots with Charge. Any of these things could have shut the Terran player down cold.
YouTube again, but better quality:
Part 1:
[youtubehq]5PSgBwMGc58[/youtubehq]
Part 2:
[youtubehq]y53eKEhxAQM[/youtubehq]
It seems game speed has been turned up in this build. It seems so fast compared o to older videos which was only set on fast.
But it's also a pretty expensive unit. Hence, smaller numbers.
Agreed.
Actually, I've noticed that the Terrans have a tendency to amass large armies pretty efficiently (even Tech Lab units like Marauders). This happened in the Battle Reports as well where the Terrans actually outproduced the Zerg! This, I think comes as a result of MULEs/OCs being a tad too good, access to cheap units and low supply requirements.
I cant wait till beta when we can have discussions like this every day :p
Sweet Mama of the Bahamas, all the new death animations and Havok Physics, as well as camera rotation making a return!
-Psi
I'm not sure but I think viking pilot is female...2 female pilot...
Blocking the Ramp Won the Game for the Terran Player. No info for protoss until the observer came out = He went for the wrong tech. Immortals and Stalkers get eaten up by Marauders.
He had plenty of time to switch tech. He already had a Robo facility, so he could have gotten the Null Circuit easily enough. He had a Cybernetics Core, so StarGates were right there. He had a Twilight Council, so the Templar Archives was readily available. He was just stupid, expecting generalist units like Stalkers to go up against specialist units like Marauders.Quote:
No info for protoss until the observer came out = He went for the wrong tech. Immortals and Stalkers get eaten up by Marauders.
What's wrong with a female Banshee?Quote:
Banshee is female too. This is what people get when they dont want female ghosts.
Fits the name.
how can u tell that the viking is female? as far as I could see, the pilot was wearing a helmet completely covering his/her face.
But an self proclaimed queen bitch of the universe wont?
http://farm4.static.flickr.com/3386/...c29abe5f0e.jpg