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Thread: Armored attribute needs to be removed

  1. #31
    Briggs's Avatar Junior Member
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    Jul 2010
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    Default Re: Armored attribute needs to be removed

    Quote Originally Posted by DemolitionSquid View Post
    Its the cost for sheer power I think. Lets compare it to Protoss' "equivalent" unit.

    Marauder
    100/25
    125 HP
    10+10

    Stalker
    125/50
    160 HP
    10+4

    We understand that the Stalker has shields and hits air so its cost increases for that versatility. This is, however, meaningless in the early game. First off, early game when these two units come out there isn't any air, so that advantage is null. Secondly, with the 50/50 saved by building two Marauders compared to 2 Stalkers, the Terran player can research Concussive Shells. This means the Stalkers can't run away from the engagement so their shield recharge can never come into effect. One Marauder beats one Stalker, always.

    Lets not even mention the uselessness of Zealots. Until Blink or Charge is researched, Marauders rule the field.
    Kind of makes me glad I switched to zerg recently, Marauders can't hit the food supply and if you're resourceful enough you can break the ramp block and bust into the mineral line, killing off the rest of the marauder income while teching to mass roaches.

    Life is NOT a privilege, it is NOT a right, it is a pleasure,..Live it.

  2. #32
    McTwist's Avatar Junior Member
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    Default Re: Armored attribute needs to be removed

    Quote Originally Posted by senervo View Post
    then again... feedbacking full medivacs is, oh so satisfying...
    ...

  3. #33

    Default Re: Armored attribute needs to be removed

    Quote Originally Posted by Drake Clawfang View Post
    Question - what about Marauders is the main problem with them? The stims, the cost, the HP, the attack power? I agree they're too strong, but what aspect of it makes them this way above the rest?
    It's really a combination of factors. The unit is slower than the Marine as a disadvantage, but that's defeated by slow, that makes all enemy units unable to catch them. And, really, this kind of ability shouldn't be automatic as long as the unit is attacking. It completely kills any micro you could attempt. When did you see a spellcaster with that attack power and HP, anyways? The Protoss spellcasters have a crappy HP in contrast to the Marauder and Ghost.

    I would change EMP for Slow with a big AoE, and the Marauder be stripped of it. They hardly need something like that to survive.

  4. #34

    Default Re: Armored attribute needs to be removed

    Blizzard should just make SC2 modifiable already so people can make their own ladders with their own balance changes, stats, etc. That way, we could have several hundreds ladders with 1-2 people in each of them to make those players happy. :/

    EDIT - And to the poster above, marauders are a touchy subject because of their hit points. It's pretty damn obvious when you think about it. Anybody could adjust the costs and build times while lowering a unit's hit points. It's not very difficult, but it's a touchy subject.
    Last edited by Asfastasican; 09-06-2010 at 06:07 PM.

  5. #35

    Default Re: Armored attribute needs to be removed

    How bout removing the Armored-Attribute for Massive units. I see the word massive as nothing more than an extra crutch.

  6. #36

    Default Re: Armored attribute needs to be removed

    How bout removing the Armored-Attribute for Massive units. I see the word massive as nothing more than an extra crutch.
    Yeah, it's totally a crutch. Not being able to be Graviton Beamed, and being able to smash through Force Fields just by walking into them. Yeah, that just sucks

    As for the idea itself, it makes no real sense. It seems to me that all of this "remove the Armored attribute" stuff comes directly from "I don't want it to die to Stimmed Marauders". Well, maybe that's the problem, and not the attribute itself.
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  7. #37

    Default Re: Armored attribute needs to be removed

    I really think we just need to lower the Marauders damage. Even if its just its just the attack speed.

  8. #38
    McTwist's Avatar Junior Member
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    Default Re: Armored attribute needs to be removed

    Take off stim? They don't have it in the campaign and they do just fine.

  9. #39

    Default Re: Armored attribute needs to be removed

    So it all just boils down to marauders. I say keep stim on the marauders but don't give them the attack speed increase.

    Also reduce their health to 100.

  10. #40

    Default Re: Armored attribute needs to be removed

    I'm starting to think Marauders are fine the way they are - no offense to the nay-sayers...

    The reason is that Terran have no real answer to units like Ultras or mass roach, or even banelings without marauder DPS.

    In TvP, they may be slightly OP, but Protoss lately have been able to adapt their unit compositions and builds to counter marauders pretty well. So much so that they aren't the real issue anymore; PvT is more about who has the better econ and macro while not dying or losing important tech or econ or production facilities to harass by Banshee or marauder/marine drops.

    If Blizzard changes Marauders right now, they will break TvZ as all Terrans will die to any roach/baneling play (which is pretty damn effective right now), and in TvP, they will just get steam-rolled by mass stalkers from 4 gates.

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