Re: So... Starcraft 2?
They're the best tier one unit, hands down, but once you're into tier two and three you need units that specialize. Marines don't specialize in anything, and lose their luster.
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So... Starcraft 2?
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Re: So... Starcraft 2?
10 more HP for a 40 HP unit is pretty significant.
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Re: So... Starcraft 2?
You still need Marines to deal with air though, and they're quite beefy if you research shields.Originally posted by Aeni View PostMarauders gain access to stim and with concussive shot and the fact they out range marines makes them better.
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Re: So... Starcraft 2?
I'll ante up and put down a bunch of high templars to your marauders.Originally posted by MrMageo View PostFirst time I see a stalker and collosi with my op scan Ill just mass marauders + vikings and counter you =)
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Marauders gain access to stim and with concussive shot and the fact they out range marines makes them better.Originally posted by Lmnop View PostA marauder is 100 minerals and 25 gas. 2 marines is only 100 minerals. Both combinations costs 2 supply. And yet, the marines have better DPS, even against armored targets. With the modified clumping of SC2, their "critical mass effect" is crazy. Obviously, marauders are still fucking potent. Just worth noting that marines are no pushover.
---------- Post added at 10:41 AM ---------- Previous post was at 10:40 AM ----------
Well I've been hearing zerg players pissing and moaning about being under powered especially against terrans and that they aren't able to stop the reaper cheese rush.
[nomedia="http://www.youtube.com/watch?v=lgcfjTONnho&hd=1"]YouTube- THE BEST ANTI CHEESE EVER! StarCraft 2[/nomedia]
That was a damn good game.
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Re: So... Starcraft 2?
A marauder is 100 minerals and 25 gas. 2 marines is only 100 minerals. Both combinations costs 2 supply. And yet, the marines have better DPS, even against armored targets. With the modified clumping of SC2, their "critical mass effect" is crazy. Obviously, marauders are still fucking potent. Just worth noting that marines are no pushover.
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Re: So... Starcraft 2?
Useful, yes, effective, not really. It's the Marauders that make the bioball combination successful, because they can steamroll most ground units and roll through static defenses with little problem. With Medivacs, Marines are more effective, but they're still not that great.
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Re: So... Starcraft 2?
They are useful against just about every unit though and cost effective. Thats why I like them, they are strong anti air for the most part, and strong against things like immortals. But like all tech 1 units, their usefulness only goes so far.
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Re: So... Starcraft 2?
Marines aren't nearly as great as people claim. I'm not sure why people love them so much.
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Re: So... Starcraft 2?
First time I see a stalker and collosi with my op scan Ill just mass marauders + vikings and counter you =)
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Re: So... Starcraft 2?
When I notice they got 4-6 rax up, I go Colossi with Thermal Lance and go massive Blink Stalkers. They get bowled over in a few seconds then just march on down to their base and trash it.Originally posted by Ufgt View PostMMM ball is the most aggravating thing to fight against as Toss. My god.
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Some White-ra footage ... Husky needs sleep :p
YouTube - HuskyStarcraft's Channel
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Re: So... Starcraft 2?
MMMG beats Psi Storm. WTFFFFFFFFFFF. God, I hate terran. I'll just stick with all in DT warp drop and if that fails... quit. LOL.
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Re: So... Starcraft 2?
MMM ball is the most aggravating thing to fight against as Toss. My god.
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Re: So... Starcraft 2?
Almost every map I've encountered has some form of choke point. If you want my advice, try to be a little crafty.
1. Build some tech buildings away from your core buildings (maybe somewhere out of the normal places you'd find them) If they're terran and scan, they can't scan continuously if they're using the same energy for their mules.
2. Get some harassment going if frontal assault isn't doing anything or if you're constantly under seige. Depending on your race, there's varying ways of doing this. I sometimes find a group (3 blink stalkers) as 'toss pretty good from the back side of their base, kill a few workers and then blink back off the cliff. You'll need sight to make this work, but if you got scanners, that will work as well.
3. Build your barracks at the choke points. Speeds up getting your attack units faster.
4. If you're toss, cannon rush one of them and make sure your partner defends your choke point. It will force them to tech to air to get out or make them waste a lot of time dealing with it and you can stop a fast expand (do this against zerg, it's very devastating)
5. You guys should download a speed test map which will allow you to hone your build times. Try to get things out fast and just keep doing it.
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