Page 3 of 6 FirstFirst 12345 ... LastLast
Results 21 to 30 of 59

Thread: Replace the marauders Concussive Shells ability

  1. #21

    Default Re: Replace the marauders Concussive Shells ability

    Quote Originally Posted by DemolitionSquid View Post
    I say they replace Marines because they do everything better than Marines for not enough cost difference. I see MM balls with a 2/7 ratio. Its absurd.
    Well, a ratio like that WOULD be viable against a heavily armored army. I mean there's nothing saying you CAN'T mass marauders in certain games.

    But when mass marauders is almost as VERSATILE as mass marines, then there's a problem I think.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  2. #22
    Junior Member
    Join Date
    Mar 2010
    Posts
    178

    Default Re: Replace the marauders Concussive Shells ability

    I watch atlot of replays and most of the terrans I see do nothing but mass marauders. they do more damage than roaches and stalkers to armored and are cheeper than both. not to mention the slow makes them kite everything with ease. Tank storms and fungal growths because of their high hp and the slow actually stops zealot charge. the mauraders are actually taking away roles from terran mech. why build a tank when you can build twice as many maurauders and benifit from stim and medivacs. I say boost the price or nerf the stats. and fyi the Rax can make marines with out a reactor.

  3. #23

    Default Re: Replace the marauders Concussive Shells ability

    No, the slow promoted using them to compliment marines instead of replacing them, the issue is that they do too much damage in general. Buffing damage and removing slow is literally the exact opposite thing we want to do to marauders right now.

    Quote Originally Posted by whitefire View Post
    I watch atlot of replays and most of the terrans I see do nothing but mass marauders. they do more damage than roaches and stalkers to armored and are cheeper than both. not to mention the slow makes them kite everything with ease. Tank storms and fungal growths because of their high hp and the slow actually stops zealot charge. the mauraders are actually taking away roles from terran mech. why build a tank when you can build twice as many maurauders and benifit from stim and medivacs. I say boost the price or nerf the stats. and fyi the Rax can make marines with out a reactor.
    Correct. In high level games marauders are heavily overused, mainly in PvT. This is because supposedly, their dps should be low enough to encourage mixing in marines. Right now, this is not the case, especially with stim packs.

  4. #24
    Junior Member
    Join Date
    Mar 2010
    Posts
    178

    Default Re: Replace the marauders Concussive Shells ability

    boosting the zealots over all speed and making them immune to the slow while charging would help alot too. The stats definatly need to be nerfed though the stalker is the right balance for a t1.5 unit and the maurader is too strong for its price tag.

  5. #25
    Member
    Join Date
    May 2009
    Posts
    4,102

    Default Re: Replace the marauders Concussive Shells ability

    What if they were to drop the cost of the Marauder by 25 minerals, and drop it to 95 hp?

  6. #26
    Junior Member
    Join Date
    Jun 2009
    Posts
    9

    Default Re: Replace the marauders Concussive Shells ability

    Well if you want to get technical, concussion grenades are anti-personnel. Marauders shouldn't have an armor bonus to their attack. I agree with the posters that want to nerf attack speed. I think that will keep marauders from FEELING weaker, but make them more vulnerable to other units. The high rate of fire of marines is supposed to be the source of their versatility, so there needs to be more of a contrast here.

  7. #27
    Junior Member
    Join Date
    Mar 2010
    Posts
    178

    Default Re: Replace the marauders Concussive Shells ability

    from what I've seen mauraders are pretty cheap but I dont know how much they cost for sure. these ten rax pumping straight marauders is rediculous.

  8. #28

    Default Re: Replace the marauders Concussive Shells ability

    They should drop the Slow effect, and instead make any attack do 1 more damage. That way, coupled with the Marine's fast attack, you do a lot more damage, but isn't too much of a difference with pure Marauders. They could shoot slower, also, i don't know why they need to do that much DPS vs Armored units. They do the same damage than Dragoons did, but faster. Pretty scary.

  9. #29
    Member
    Join Date
    May 2009
    Posts
    4,102

    Default Re: Replace the marauders Concussive Shells ability

    Is the slowing AoE?

  10. #30

    Default Re: Replace the marauders Concussive Shells ability

    Quote Originally Posted by Norfindel View Post
    They should drop the Slow effect, and instead make any attack do 1 more damage.
    No, they definitely should not get rid of the slow. The point of the Marauder is not just to support your marines. It's to act as a substitute meatshield.

    But with 125 HP, they kinda can just do it on their own... they don't really need the slow. Just stick them in front and lings can't even kill your marines.

    So mostly I just think their HP is too high. With stim they can storm dodge. With medivac their effective HP just goes way up.

    Their damage isn't that bad, except against light units, in my opinion anyway.

    Is the slowing AoE?
    No.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

Similar Threads

  1. 2v2 Dual Terr: Marines and Marauders
    By Hydropillow in forum StarCraft Discussion
    Replies: 16
    Last Post: 03-10-2010, 04:44 PM
  2. New Infestor ability.
    By RamiZ in forum StarCraft Discussion
    Replies: 51
    Last Post: 09-05-2009, 09:07 AM
  3. Will StarCraft II replace StarCraft I as the new esport?
    By sandwich_bird in forum StarCraft Discussion
    Replies: 31
    Last Post: 05-21-2009, 12:57 PM
  4. Suggestion: Replace thor with an Anti-Air Siege tank
    By Santrega in forum StarCraft Discussion
    Replies: 66
    Last Post: 05-18-2009, 08:55 PM
  5. Why does every unit need an ability?
    By SCdude in forum StarCraft Discussion
    Replies: 38
    Last Post: 05-12-2009, 09:27 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •