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

  1. #51

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

    Quote Originally Posted by Lupino View Post
    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.
    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
    Last edited by warrior6; 07-24-2009 at 12:03 PM.

  2. #52
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    Default Re: who (p) vs shy (t) exhibition match

    http://www.gosugamers.net/warcraft/gosubet/56400

    the match results
    re-consider what is OP

  3. #53

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

    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.

  4. #54

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

    Quote Originally Posted by warrior6 View Post
    umm i never said an auto-firing grenade launcher is not feasible.
    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!

    As far as Marauders using stimpacks, I couldn't care less. If removing stims from them helps the game, that's fine by me.
    Superior capability in language does not necessarily equate to superior intelligence...but it certainly doesn't help your argument if you sound stupid.

  5. #55

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

    Quote Originally Posted by sandwich_bird View Post
    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...
    All the features/problems you described all rest on the units' stats rather than its attack attributes. Hence why I suggested its stats be tweaked rather than arbitrarily removing its one unique feature.

  6. #56

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

    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.

  7. #57

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

    Quote Originally Posted by DemolitionSquid View Post
    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.
    Pretty much this, I also think that the slow effect should not stack but it probably doesn't already.

  8. #58

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

    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.

  9. #59
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    Default Re: who (p) vs shy (t) exhibition match


  10. #60

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

    Quote Originally Posted by Perfecttear View Post
    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.
    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.

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