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	<title>Comments on: Q&amp;A 28: Marauders Explained, AntiGrav, Thor Changed Again</title>
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	<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>By: Lonewolf</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-4586</link>
		<dc:creator>Lonewolf</dc:creator>
		<pubDate>Mon, 09 Jun 2008 20:50:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-4586</guid>
		<description>a friend of mine had a very good question thats the moderaters of the forums would not answer maby you know, will the thors be able to be picked up in the drop ship or esle what would be the point of having thors on island maps?

thx</description>
		<content:encoded><![CDATA[<p>a friend of mine had a very good question thats the moderaters of the forums would not answer maby you know, will the thors be able to be picked up in the drop ship or esle what would be the point of having thors on island maps?</p>
<p>thx</p>
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		<title>By: thehumanelement</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-3324</link>
		<dc:creator>thehumanelement</dc:creator>
		<pubDate>Wed, 21 May 2008 11:18:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-3324</guid>
		<description>@Joe - “Hmm, why not just let the game have all the fun? I’ll sit and watch.”

Damn good point there :), I didn&#039;t think of that! Having it as an option against only particular types of attacks would make it a different ability, which would be unnecessary and make the game more complicated!</description>
		<content:encoded><![CDATA[<p>@Joe &#8211; “Hmm, why not just let the game have all the fun? I’ll sit and watch.”</p>
<p>Damn good point there <img src='http://www.sc2blog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> , I didn&#8217;t think of that! Having it as an option against only particular types of attacks would make it a different ability, which would be unnecessary and make the game more complicated!</p>
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		<title>By: Joe</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-3298</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Wed, 21 May 2008 03:46:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-3298</guid>
		<description>@thehumanelement - &quot;Could Blink be made to auto-cast?&quot;

Hmm, why not just let the game have all the fun? I&#039;ll sit and watch.</description>
		<content:encoded><![CDATA[<p>@thehumanelement &#8211; &#8220;Could Blink be made to auto-cast?&#8221;</p>
<p>Hmm, why not just let the game have all the fun? I&#8217;ll sit and watch.</p>
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		<title>By: thehumanelement</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-3202</link>
		<dc:creator>thehumanelement</dc:creator>
		<pubDate>Mon, 19 May 2008 20:12:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-3202</guid>
		<description>I hope Zerg buildings decay when they&#039;re in the air, like they do when they&#039;re not on the creep now. Otherwise this will be a bug and an interesting tactic.

Unfortunately Marauders don&#039;t replace the ability of Terran infantry to defend a bunker very well against mass spammage of Zealots, Firebats are great at that because all the bunched up Zealots take cross-fired splash damage from every Firebat. With the Marauders&#039; movement rate slowing ability, when defending a bunker the Terrans will just get a couple more shots in as the Zealots advance. Hopefully this will come out in the wash, as it were.

Also, what does a Marauder look like? I can&#039;t make it out from the pictures! Anyone post a link?

Could Blink be made to auto-cast? Then it could be used to dodge attacks like incoming siege-moded tank fire.</description>
		<content:encoded><![CDATA[<p>I hope Zerg buildings decay when they&#8217;re in the air, like they do when they&#8217;re not on the creep now. Otherwise this will be a bug and an interesting tactic.</p>
<p>Unfortunately Marauders don&#8217;t replace the ability of Terran infantry to defend a bunker very well against mass spammage of Zealots, Firebats are great at that because all the bunched up Zealots take cross-fired splash damage from every Firebat. With the Marauders&#8217; movement rate slowing ability, when defending a bunker the Terrans will just get a couple more shots in as the Zealots advance. Hopefully this will come out in the wash, as it were.</p>
<p>Also, what does a Marauder look like? I can&#8217;t make it out from the pictures! Anyone post a link?</p>
<p>Could Blink be made to auto-cast? Then it could be used to dodge attacks like incoming siege-moded tank fire.</p>
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		<title>By: Tim the guy</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2709</link>
		<dc:creator>Tim the guy</dc:creator>
		<pubDate>Sun, 30 Mar 2008 19:06:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2709</guid>
		<description>i agree with #18 the terrian seem to be weeker and weeker after the unvailing of the zerg and the nullifer, what i really am saying is concerning the terrans is &quot;WHERE&quot;S THE BEEF?!&quot; or am i just being stupid...
and concering the triple M combo, i agree that it seems too powerful but it would be helpful against the roach and the swarm.</description>
		<content:encoded><![CDATA[<p>i agree with #18 the terrian seem to be weeker and weeker after the unvailing of the zerg and the nullifer, what i really am saying is concerning the terrans is &#8220;WHERE&#8221;S THE BEEF?!&#8221; or am i just being stupid&#8230;<br />
and concering the triple M combo, i agree that it seems too powerful but it would be helpful against the roach and the swarm.</p>
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		<title>By: Chaoswotn</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2294</link>
		<dc:creator>Chaoswotn</dc:creator>
		<pubDate>Sun, 24 Feb 2008 11:16:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2294</guid>
		<description>Well, the nutering of thor is very disapointing, I was looking foward to having a terran unit that could get into a slug fest with the Arcons and Ultras. Also the thor with its bombardment ability finally give the terrans an offensive weapon in witch to drive a spear into the heart of the enemy. instead of having to STOP deploy The undeploy move an so forth. Terrans need an offensive ground unit period</description>
		<content:encoded><![CDATA[<p>Well, the nutering of thor is very disapointing, I was looking foward to having a terran unit that could get into a slug fest with the Arcons and Ultras. Also the thor with its bombardment ability finally give the terrans an offensive weapon in witch to drive a spear into the heart of the enemy. instead of having to STOP deploy The undeploy move an so forth. Terrans need an offensive ground unit period</p>
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		<title>By: warlock0402</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2166</link>
		<dc:creator>warlock0402</dc:creator>
		<pubDate>Wed, 06 Feb 2008 13:22:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2166</guid>
		<description>I guess... after the Anti-Grav fades out,  will the lifted units and/or buildings take damage for hitting the ground??</description>
		<content:encoded><![CDATA[<p>I guess&#8230; after the Anti-Grav fades out,  will the lifted units and/or buildings take damage for hitting the ground??</p>
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		<title>By: Dill</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2165</link>
		<dc:creator>Dill</dc:creator>
		<pubDate>Wed, 06 Feb 2008 04:21:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2165</guid>
		<description>This is some neat information to continue tiding us over to the zerg, though.

On Marauders, I wonder how quickly they attack, and how long the slow works, as well.  (What this really means is &quot;I wonder how many will be needed per marine/per enemy unit to keep them slowed enough to make a big effect.&quot;)  I&#039;m also wondering whether the &quot;biological unit&quot; description really means &quot;small biological unit&quot;, since if the zerg get any big units it, as usual, wouldn&#039;t make sense for some grenades to stop a huge ultralisk type creature, or even a lurker sized one.</description>
		<content:encoded><![CDATA[<p>This is some neat information to continue tiding us over to the zerg, though.</p>
<p>On Marauders, I wonder how quickly they attack, and how long the slow works, as well.  (What this really means is &#8220;I wonder how many will be needed per marine/per enemy unit to keep them slowed enough to make a big effect.&#8221;)  I&#8217;m also wondering whether the &#8220;biological unit&#8221; description really means &#8220;small biological unit&#8221;, since if the zerg get any big units it, as usual, wouldn&#8217;t make sense for some grenades to stop a huge ultralisk type creature, or even a lurker sized one.</p>
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		<title>By: Lonia</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2160</link>
		<dc:creator>Lonia</dc:creator>
		<pubDate>Wed, 06 Feb 2008 00:43:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2160</guid>
		<description>why would you want to cast that speel on already lifted buildings!
Use it when it&#039;s going to come down.
The spell is to clear the path for zealots and other ground attack units.

Darktemplar+this spell would be a good combo.</description>
		<content:encoded><![CDATA[<p>why would you want to cast that speel on already lifted buildings!<br />
Use it when it&#8217;s going to come down.<br />
The spell is to clear the path for zealots and other ground attack units.</p>
<p>Darktemplar+this spell would be a good combo.</p>
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		<title>By: WayneInc</title>
		<link>http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2159</link>
		<dc:creator>WayneInc</dc:creator>
		<pubDate>Tue, 05 Feb 2008 16:20:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2008/02/04/qa-28-marauders-explained-antigrav-thor-changed-again/#comment-2159</guid>
		<description>Okay nice idea this anti-grav spell but some of the terran structures already CAN fly :D 
so the next questions would be:
What does happen to the lifted structure/unit? What are they and what arent they able to do?

-----
my live for the swarm. but where is it? :(</description>
		<content:encoded><![CDATA[<p>Okay nice idea this anti-grav spell but some of the terran structures already CAN fly <img src='http://www.sc2blog.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
so the next questions would be:<br />
What does happen to the lifted structure/unit? What are they and what arent they able to do?</p>
<p>&#8212;&#8211;<br />
my live for the swarm. but where is it? <img src='http://www.sc2blog.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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