Put the Marauder attack back to 2x instead of 1

Lmao. So the terran is required to transition out of bio in the late game basically. Because ghosts can’t sustain trades like that indefinitely and have other jobs they need to be doing too.

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Not really and you should know this. You’re not keeping up, you’re ignoring points I make and are relying on hyperbolic statements.

Discussion over. I don’t engage with bad faith crap like this.

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When your points are wrong from the get go, expanding on them does not make them stronger. Your whole argument is basically “Marauder OP, nerf plox” and that is deserving of, frankly, even less respect than its been given.

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According to who are they wrong? YOU? Get lost.

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According to who are they right? YOU?

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And how often have I been right about sc2 over the years? A non negligible amount. Well past broken clock is right twice a day territory.

I supported my thesis, drew a line between the corresponding relationships that the Marauder and higher tech armor units have and even outlined the situations where this change would be the most impactful (low count marauder pushes).

That’s more than you or anyone else can say.

Last I checked, Ultralisks still had significantly more than 1 armor, and I am not certain that the nerf was even justified against units with 1 base armor.

Generally speaking, anti-armor units don’t work well with split attacks. Each projectile would require very high damage to balance out the target’s potential armor, and 10 damage isn’t enough for that.

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You forgot the actual “supporting my claim with data” part thats pretty important there. “Marauder OP, nerf plox” is only a compelling argument if the marauder is in fact OP, and you have done less than nothing to demonstrate that, and further have failed to demonstrate that a damage nerf is the correct response to timing attacks.

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Yes but the point of the Marauder isn’t to counter the Ultralisk.

You have Liberators and Ghosts if you’re facing down enough Ultralisks that it’s a concern.

If you didn’t make enough of those two units then you use marauders and hold on tight until you do have the correct units in play. It’s called not scouting your opponent properly and being put into panic mode by a late game tech surprise.

No? The point of the marauder is literally specifically to kill armored targets, especially with high health. That’s its entire job.

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As Kelthar said, the Marauder’s job is to counter armored units. Against Ultralisks, Marauders work if they can kite or if they out-supply the Zerg army, and they fail if they cannot.

Except that your nerf would make Marauders useless against every Zerg unit except Roaches. Marauders couldn’t even serve as a transition to something else.

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It’s job is intermediate anti armor. Jesus Christ. That’s why there’s multiple tiers of units and why some of them have overlap.

What do you transition to with the barracks after the marauder for anti-armor then? And if you say the ghost, you automatically get a 0.

This take lacks nuance and understanding of tiered units. No, the Marauder’s job is not to counter T3 armored units. It’s why you need a buttload of them to do it vs a comparatively smaller amount of other more suited units.

Starcraft does not have a T3 > T2 > T1 system. Battlecruisers are not an intrinsically better unit to make than marines.

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Again, this is not WarCraft II.

While there are multiple units with some overlap, they are not direct counterparts or replacements. You are basically just advocating for a unit to be nerfed to uselessness, and since Marauders are not a good scouting/harassment unit like Reapers or Hellions, Terran would just skip them.

StarCraft II does not have a “tier” system. The only race that even partially functions that way is Zerg, and it is still misleading.

For example, Ultralisks are not a replacement for Zerglings. They just force a different response from the opponent.

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Depends on the anti armor needed. Do I need lots of anti armor and have a ton of tech rax? I’m going to keep making Marauders.

Do I need hard hitting anti armor? Libs can cover that more effectively if I have the production for it.

Same with Ghosts, though they’re more situationally anti armor and only really come into the equation with Ultralisks.

Or maybe I need anti armor with AoE? Then I’m gonna need tanks.

I can keep going but this is my point, the Marauder is anti armor but it’s job isn’t to kill all armored because they’re cheap and a tier 1 unit. It’s job is to kill tier 1 and tier 2 armored units while helping out vs tier 3 armored units, bar massing so many marauders that it doesn’t matter anymore.

That wouldn’t happen. You’re just being hyperbolic and silly.

You seem to have mistaken terran for zerg, able to tech switch on a dime and adjust their production accordingly. If I have a bunch of barracks and they start deploying armored units, I have the marauder, period.

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No, you just are getting sloppy and stupid. You need to go away because you’re screwing up so badly that I’ve put you on ignore for a day.