09-05-2010, 05:02 PM
#31
09-05-2010, 06:32 PM
#32
09-06-2010, 04:00 PM
#33
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.
09-06-2010, 04:25 PM
#34
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.
09-07-2010, 12:22 AM
#35
How bout removing the Armored-Attribute for Massive units. I see the word massive as nothing more than an extra crutch.
09-07-2010, 04:46 AM
#36
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 sucksHow bout removing the Armored-Attribute for Massive units. I see the word massive as nothing more than an extra crutch.
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.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
09-07-2010, 12:32 PM
#37
I really think we just need to lower the Marauders damage. Even if its just its just the attack speed.
09-07-2010, 03:14 PM
#38
Take off stim? They don't have it in the campaign and they do just fine.
09-07-2010, 09:06 PM
#39
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.
09-08-2010, 12:00 AM
#40
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.