Marine Arena
BEFORE YOU POST A COMMENT, PLEASE READ!
The only versions that I support, and that are regularly updated are: US Gateway version 1.0.0 (Published by Me and updated weekly) EU Gateway version (Published by MasterKiwa and updated every 1-2 weeks)
v0.9.9 is the old beta version and is no longer being updated.
The EU version has some minor differences since I've allowed Kiwa to edit and add to the map if he chooses to, but the core of the game between the versions is roughly the same.
Any other version not published by us, and on different gateways, is a stolen map, likely bugged, imbalanced, and completely unsupported by me. Anyone posting feedback on these versions are wasting their time since I dont care about the problems in those versions, talk to the guy who stole and edited my map without my permission.
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Marine Arena Official Thread - Starcraft 2 Map Development Forums:
Marine Arena Official Forums:
Complete Changelog
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Marine Arena (EUROPE) Official Thread - Starcraft 2 (EU) Map Development Forums:
Please use one of the above links or the comments section below to post comments, feedback, suggestions, and find information about Marine Arena!
Thanks, Crayon.934
The nydas suggestion has come up a few times and I dont think I will be adding it.
Possibly there will be squads of units that can be called into play like the merc marines. Possible protoss unit calls could be warping in, and zerg could be nydas-ing in. If this will come, it wont come till later.
U can change the stalker bounty by going to mid to the bottom upgrade building and there will be a thing where u get to buy used parts for the stalker. This allow u to lower the stalker bounty. so grow up. And cryon. u are doing a great job. been playing this like 24/7. I wish u could add a mode where u could put in nyduse and player could pop troops out of nowhere. and the other player could use it too. plz give this some thought.
welcome to 1 percent of players maddblight. stalkers are a joke to everyone else. high bounty, except they shit all over everything and have splash, a needed ability on a ranged hero i might add. saw a player today with mutas 10 upgrades in all get wiped out by untouched base grade stalkers. oh but they counter em cause they are stalkers! yah 750g mercs should counter 2k mercs, especially with such a tech difference. i wish there was a stat for most picked mercs, lancers would be at the top by such a ridiculous margin. or even replays available on a global basis to watch the games with all the lancers running around blinking with spalsh dmg shitting on everythign, even things that supposed to be counters like cracklings. Also, if blinking away in order to turn around, let off a barrage of armor ignoring attacks with splash and wiping out the front wave, rinse repeat, is considered such advance micro that they deserve to win...well then gg. They also have a bounty lowering skill along with other stuff in mid, another lol needed thing. Oh the only disadvantage? Lets get rid of that real quick. Lastly, they are pretty easy to mass. Fast spawn rate with strong survivability.
i disagree that lancers are strongest merc. i play everyday win some lose some. all depends on player. so far i find reavers unstoppable with marine combo. mutas are up there too but once again depends on players skill. the reason i say lancers are weak is because of the high bounty they give. i rate units at the cost to build merc and kills they produce per spawn. so far reavers are good to me cause they dont die ez...with the right upgrades ofcourse. u figure it out before u agree with me.
Nah, clearly I do very much enjoy your map, otherwise I wouldn't be here bitching. Yes, lancers are bugged, unless you intended for them to have armor pen? Also, I used to play this map a long time ago, at that point lancers were ridiculous. Came back a bit later, new version, lancers still ridiculous. Stop for a while, came back again, v1.0, lancers still, you guessed it, ridiculous, and ignore armor pen. I just don't see why you don't replace them with something less gay.
@marinearena
Umm, yeah I have other things I do in my life, I cant always be working on marine arena.
I only do updates on the weekends, I'm sorry that this is inconvenient for you, if you dont like it, you can go play something else.
v1.0 wasnt even ready for public release yet, but since everyone asked me to keep it up, I kept it up. You dont have to play it if you hate the fact that is isnt even done yet so much.
I am fully aware that lancers are the strongest merc in the map, there is no bug for them, thats just currently how they are. They havent been OP for many versions now, since the last time I edited them was last week, the last update I did. Again, if you dont appreciate my hard work I've put into this map, and dont like that I can only update it weekly, go play something else.
Are you ever going to fix this damn map seriously? The lancer bug is really cool, how many versions have they been OP for now? Now we casually ignore armor on them. Take them outta the game, you clearly don't know how to balance/make them work.
There are plenty of teched marine counters, you should come to the forums and ask some of the people there for all kinds of teched marine counters. I know a few, such as psi storm, splash maraiders, fungal growth - but the guys at the forums play this map so much they on top of pretty much every strategy.
The reason why v1.0 is different than v0.9.9 is actually because all units that had splash in 0.9.9 had their damage stack with their splash, and they ignored armor. 0.9.9 was balanced to this, however, having them ignore armor and do extra splash has to be fixed because it was unfair that some units could ignore armor and pretty much made the armor upgrades pointless. Fixing this requires v1.0 to be completely rebalanced.
I should also mention that none of you were suppose to know about v1.0. I had only released it for a weekend, so that me and my beta testers could thoroughly test it. Blizzard reset the popularity list on the day I was planning on taking the map down, and after only a few hours, v1.0 had thousands playing it every hour, I couldnt just take it back down after that. This was also why I had put on the loading screen that people arent suppose to be playing v1.0, that 0.9.9 strategies wont carry over, and "Version 1.0 In Progress", because v1.0 is still a work in progress.
Archon, with upgrades. Ripping waves of marines apart with 25 upgrades in weapon, 125 hp, 13 armor, all range and speed up grades. Scanner for ghost, 2 shots it. 2 Saviors couldnt even kill it
I've won tons and tons of games, since beta. This is pretty much the only game I play on SC2 right now, just because it is so awesome. However, since 1.0 I feel a strange difference and added difficulty to the game. What I mean by that is, choosing anything other than stalkers or teching rines seems almost effortless.
This is because, more and more people are realizing that teched marines are the most powerful. So almost every game, If I don't tech rines/lings/stalkers I'm going to lose.
Now before you blast me, hear me out. I still play the game, and I still play different ways, such as heroes/different mercs/ dicking around etc. And I still love it. I just know there is a big difference in 1.0 and it just doesn't feel right.
I'll start with the biggest problem I have with the game right now. Sudden death. This isn't because I hate having my shit destroyed and I love massing, it's because it's not that fair. Aside from the fact that it destroys shit at random (I've had heroes stay, and merc buildings disappear/mercs disappear and heroes stay etc) On the many occasions I decide not to noob out and tech marines for ez mode win so I can look good on the scoreboard, most of my losses come from sudden death. Let's say you aren't bad and have mercs that counter teched marines decently (which nothing does, not even firebats). Nothing spawns fast enough for you to defend, they will just send wave after wave after wave and eventually overwhelm you, and that's just marines. They most likely have mercs as well. Void rays, mutas, firebats, any other merc will not spawn fast enough and/or be strong enough to withstand teched rines or teched rines + merc after sudden death destruction. And if you went a hero tech, well good luck with that. Teched rines are instant win against someone who teched a hero. It's not just teched rines either, it's anything. Sudden death is instant lose for someone who teched a decent hero. Takes them 3 + minutes to get it back out and by that time they are done.
Jesus, wall of text.
I used to do all kinds of crazy shit/fun shit in 0.9. I could win all different ways and would fight lots of different setups. HK heroes were fun as fuck to use, i LOVED the infestor, HT was decent, helions were amazing to use, I also loved teching rines which seemed a lot less OP than they do now.
Now , everyone does the same thing. I have noobs walking all over me because they instant tech rines and occasionally get a lucky feed while I get roflstomped by instant zerglings/zealots. It seems too "luck of the draw" now, and everyone is doing the same thing. I'll stop now since this is a lot to read, I'll try to make it easier to read next time
Slasher.652
Thanks for the fast response Crayon! I love your game it's amazing, and the support/advice you offer is great too.
HTs are very easy to trap and kill, and spending that much money on psi storm upgrades means you should've spent the 250 to buy a ghost, or stalkers with blink, or trapped it and bought some merc marines when it tried to run.
Base storm can only really damage marines/zerglings, any high health/shield mercs that are big in size (stalker is the best) wont really be affected much by the storm.
Some of my beta testers determined the DPS per upgrade, stalker is the 2nd best behind marine, next is zealot, zergling, and maraider when fighting armored units (not counting its splash damage). Air units werent counted since its hard to determine their damage since mutas have bounce and void rays have charge. I know by a fact (since i made them) void rays get the highest DPS per upgrade when including their 2nd and 3rd charges. Fully charged teched void rays will eat a command center in a second.
So ultimately the best counter to stalker is, marine, and thats how its always been. Teched Maraiders, since they're cheaper and spawn faster are pretty much par with teched stalkers. Zealots are the best early game merc and can steamroll the whole map if entirely invested in within the first 20-30 minutes. You can try countering stalkers with void rays, but you'd have to micro them well and space them out, since stalkers do have a small splash.
Most heros are useless in this game except high templar and archon. I wouldn't they are weak early in the game, but most of them soon become useless and have trouble even getting back their original costs. And late game heros such as brutalisk are just jokes. Meanwhile I think HT and archon are too strong. For HT, maybe increase the CD of storm and boost its movement speed a littlebit. Archons are not unstoppable and I don't think they are too strong for ultimate hero. But they just appear too early in the game. Make the cost of morphing at least 3000+. Queen infestor does not worth its cost. It's not absolutly useless, but hell, it costs almost as much as an archon! Aside from all that, I also think stalkers and tech marines are OP, may be reduce their spam rate a little? if you tune down the overall spam rate in game, it might also solve the underpowered hero problem. And yes, I have played squad mode, I see only archons and spectres
High Templars are also ludicrous, it one shots entire waves, quickly giving a lead of insane proportions. Saw someone today hit 6k kills while everyone else was in the 500s. Super early game. He went around one shotting everyones waves of marines/mercs
The stalkers still seem too faceroll/op. Numerous games I see people just mass stalkers with some basic upgrades including health weapons, and it is unstoppable. They cleave through absolutely everything. The money you can get into your marines at this point in the game is nowhere near enough to stand toe to toe with them, and then as they accumulate more money from this, it gets even more unbalanced.
That ability wasnt working properly and was removed shortly after I created it.
I have been recently microing spectres, very effective but despite what it says about being a "hero detector" it cannot detect invisible heroes. Please fix.
Yes theres a problem with that. If I give it the observatory flag, it'll give the extended vision but wont be commandable for playing king of the arena.
i think someone already said this but your xel naga towers dont work....they work every other game or something
Because I've allowed kiwa to make changes to it, and he doesnt update it as often as me since he'd have to redo all his changes each time I send him an update.
Queenfestor is actually very good in my version, and used by certain players quite effectively.
Goliaths were a new merc I added to v1.0 a few weeks ago, along with Reavers and Destroyers, and various upgrades/abilities for them. Also Firebats.