Do you know what the difference is? The difference is:
A) Immortals aren’t getting a split attack, they’re getting an attack speed nerf that’s actually closer to 10%, not 15% (and yes, I agree that this nerf is unwarranted). You’re proposing a nerf that is not only significantly greater than 15%, but will actively prevent the marauder from doing its job in the first place.
B) Immortals do 50 damage to armour at base. They don’t care anywhere nearly as much about armour as a split attack marauder does. But for arguments sake, lets imagine that we split this into 2 attacks instead of the 1 attack that the immortal does. Immortals would go from doing 50-7=43 damage to ultras, to doing 50-(7x2)= 36 damage to ultras at base. That’s a 28% decrease in damage output just by splitting the attack; and for marauders it’s much more significant because they don’t scale as well as immortals do.
Both the immortal and the marauder would effectively be gutted in their role against the Ultralisk specifically. The immortal wouldn’t care as much about getting a split attack against other units because it’s damage output is so high, and is vastly greater than the Marauder’s is. The marauder cares a lot more.
I genuinely can’t tell if you’re joking or if you’re actually this thick. This is an argument that’s literally already been answered by Terranic earlier in the thread:
This is faster than a liberator can re-siege (2.89 seconds), so liberators won’t get any shots off if you’re trying to unsiege and re-siege your liberators. This isn’t a skill issue, this is a “You’re being an idiot” issue.
And again, you’re also attempting to do all of that while Kiting, splitting, sniping and focus firing with your bio/tanks simultaneously while the zerg has to do… what, exactly? throw out a blinding cloud or a fungal and then not care about the rest of the engagement. At this stage of the game, they’re not doing much else in terms of the engagement, so you’re actively making an already difficult engagement even more difficult while simultaneously lowering the already minimal requirements for Zerg in what they have to do - which are already being lowered even further with the Ultralisk pathing changes in the PTR.
“Rules for thee and not for me!” - Terran is already the most micro heavy race. You want to make the most micro heavy race even more micro heavy race while removing what little micro there is for Zerg.
Welcome to reality DankTemplar, there’s a reason you’re being treated with scorn. Wake up and smell the sh!t you’re spouting.
That you can’t see the relationship between the nerf and the marauder’s ability to do it’s job as a stop-gap then that says a lot.
At +3 marauders do 26 damage currently. 7 armour ultras make marauders do 19 damage. Marauders would instead do 12 damage per attack against the Ultralisk. That’s a 37% damage reduction at maximum upgrades. while not quite halving the damage, you’ve completely screwed the Marauder’s ability to act as a stop-gap vs Ultralisks because they literally can’t buy enough time since they can’t kill ultras fast enough that you can actually get out the defenses and the units necessary to do so.
I’m sorry, what? Literally every game we see that’s not turtle-mech - which we already know is a garbage playstyle and is almost never seen at pro level - in TvX is about Terran being aggressive, baring defending specific timing attacks. The Terran is always the one being aggressive, because that’s how they play and how they’re designed. The onus is literally always on the Terran to be aggressive, to slow down their opponent or kill their opponent before they can get out of control.
How delusional are you to think otherwise?