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Thread: who (p) vs shy (t) exhibition match

  1. #141

    Default Re: who (p) vs shy (t) exhibition match

    The ability is inconsistent in the context of units that have the ability.

    If the Marauders get a movement-only ability, then it should not be called Stim. In effect, it would be a different ability because the mechanics are different from Stim, no matter how similar they are. You would only use the ability to keep up with your marines, run away, or chase an enemy. Having no combat-enhancing effect makes this a much more defense-oriented ability than offense.
    Last edited by Triceron; 07-26-2009 at 05:20 AM.

  2. #142

    Default Re: who (p) vs shy (t) exhibition match

    Lowering the attack rate/damage should be fine. It's that what makes the unit too damaging for it's tier.

    Raising the unit cost would be weird for that tier.

    Since we are looking this unit, i have to say that i think it doesn't work as a combo with the Marine. Every time i seen this unit built, the Marine wasn't built at the same time, and i can see clearly why that happends: the Marauder is self-sufficient, as it packs a serious punch vs Armored, and apparently slows all units a big deal, allowing it to be effective vs the other units. Not been able to attack air isn't an issue in this tier at all.

    If Blizzard wants this to be a unit combo, every of the units should have a weakness that is minimized by the correct use of the combo.

    There are serious issues that must be resolved in this tier, like: the Marines alone can already melt Zerglings without Marauder support, which would be still more overkill. Well, that would be ok, probably, if not by the issue that they can also kill Roaches effectively because of their high damage/time output, i'm not sure what happends with the Hydras, however. Slowing-down is better against melee.

    In TvP, the Marines alone will be ripped apart by Zealots, the Marauders would slow them down, and cause their downfall. That works. However, what has the Protoss to counter that combo? The Stalkers and Immortals are uttery ripped apart by the Marauders, not to talk about the Marauder+Marine combo, which also can stop the Zealots.

    I think that's why the Zerg are still suffering big modifications in their tech tree, and the Stalker and Marauder got recently modified, but i think they need to continue working on that. Before beta launches, the complete tier 1 must at least be roughly balanced, as it's decisive for perceived balance, and the game as a whole.

  3. #143

    Default Re: who (p) vs shy (t) exhibition match

    Zealots with charge and the latest change to Stalker damage (higher base, no bonus to armored) should be better marine/marauder counters. The Nullifier could probably be tweaked to help against M&M as well, since force fields aren't ideal against ranged units. I sorta hoped for Protoss to get some slow-effect ability like what the old Stasis Orb had, something to let zealots and stalkers chase down stragglers.

  4. #144

    Default Re: who (p) vs shy (t) exhibition match

    The Nullifier could probably be tweaked to help against M&M as well, since force fields aren't ideal against ranged units.
    Hallucinate still works. If half of your Zealots are fake, not only will the fake ones absorb fire, but they'll let you produce more Stalkers while appearing to have a larger army.
    "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

  5. #145

    Default Re: who (p) vs shy (t) exhibition match

    Quote Originally Posted by Norfindel View Post
    Lowering the attack rate/damage should be fine. It's that what makes the unit too damaging for it's tier.

    Raising the unit cost would be weird for that tier.

    Since we are looking this unit, i have to say that i think it doesn't work as a combo with the Marine. Every time i seen this unit built, the Marine wasn't built at the same time, and i can see clearly why that happends: the Marauder is self-sufficient, as it packs a serious punch vs Armored, and apparently slows all units a big deal, allowing it to be effective vs the other units. Not been able to attack air isn't an issue in this tier at all.

    If Blizzard wants this to be a unit combo, every of the units should have a weakness that is minimized by the correct use of the combo.

    There are serious issues that must be resolved in this tier, like: the Marines alone can already melt Zerglings without Marauder support, which would be still more overkill. Well, that would be ok, probably, if not by the issue that they can also kill Roaches effectively because of their high damage/time output, i'm not sure what happends with the Hydras, however. Slowing-down is better against melee.

    In TvP, the Marines alone will be ripped apart by Zealots, the Marauders would slow them down, and cause their downfall. That works. However, what has the Protoss to counter that combo? The Stalkers and Immortals are uttery ripped apart by the Marauders, not to talk about the Marauder+Marine combo, which also can stop the Zealots.

    I think that's why the Zerg are still suffering big modifications in their tech tree, and the Stalker and Marauder got recently modified, but i think they need to continue working on that. Before beta launches, the complete tier 1 must at least be roughly balanced, as it's decisive for perceived balance, and the game as a whole.
    I have to agree with the majority of this post. Tier 1 is not as balanced as it good be at this phase in development. M&M's are extremely potent.

  6. #146
    Pandonetho's Avatar SC:L Addict
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    Default Re: who (p) vs shy (t) exhibition match

    M&M's are extremely potent.
    Why claim balance issues when we've hardly even ever seen M&M (I assume you mean marines and marauders) used? Besides like, 3 videos total?

  7. #147
    Amph's Avatar Junior Member
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    Default Re: who (p) vs shy (t) exhibition match

    rofl m&m is not even remotely imbalanced, there is always psi storm, plus colossi...

  8. #148

    Default Re: who (p) vs shy (t) exhibition match

    Quote Originally Posted by Amph View Post
    rofl m&m is not even remotely imbalanced, there is always psi storm, plus colossi...
    Colossi won't do too well against Marauders, unless they out-range them. And if the M&M has ghost support, Psi Storm won't work as well either.

    I doubt M&M is that overpowered. I mean I'm sure a zealot/immortal or zealot/colossus mix will do pretty well against them... just 'saying. It's all too possible.

  9. #149

    Default Re: who (p) vs shy (t) exhibition match

    Colossi won't do too well against Marauders, unless they out-range them.
    Which they do. And if that doesn't work, there's always a cliff handy.

    And if the M&M has ghost support, Psi Storm won't work as well either.
    Please. Stick them in Warp Prisms and use them like Reavers if you must. Dodging EMP/Snipe isn't the most difficult job in the world.
    "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

  10. #150
    Operatoring's Avatar Junior Member
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    Default Re: who (p) vs shy (t) exhibition match

    Marauders seem like they own P.

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