Death_Kitty, "Here is my analysis: keep hawk how it is, and it will remain useless."
I suggest you give a talk to either Toveena or iForce. They are both more experienced USA players than me and im pretty sure they would agree that insta-painter would be broken. That idea was also suggested long time ago during beta - you can guess what was Speeder's response.
This might sound stupid, but the way to greatly reduce Harbinger's damage output in your base are... 1 cell defensive structures. Harbinger is never accurate, it will target anything in designated area - with impact damage being biggest, the more defenses you have in base, bigger the cahnce that harbinger shots will land on them, lwoering damage on your buildings. Also, adding such things like SODAR array in Foehn's bases, if you are SC then Malver/Oxidizer, Gehenna's out of range to make harbinger splitshot at them, HQ can deploy collosi which are super effective vs such units, Sensor towers in Soviet bases also works on aerial units. Allies can deploy either Skyrays, Aeroblazes and Thors to deal with it. Just dont attack it with blobs and keep the spread on your defenses.
How to properly use Marauders btw? And how to stop Tyrant blobs popping out of the ground here and then there?
Marauders are perfect Hit'n'Run units. Their speed and damage output makes them perfect miner harrasers, and even in head on combat they are quite efficient against enemy tanks. Their range is also superior.
About Tyrants, detectors and defenses in base. People who played against me know that way too well that. They are not that strong in HP, but catching enemy off guard may result in endgame result screen very easily. Against SC, defenses in base is a must have.
Another thing: I agree with Solais. People need time to figure out the counters, because right now we are at beginning of 3.0 where everyone yelled "Nuwa/Wolfhound spam is OP, unbeatable, fucking balance, 1/10, suck a dick devs" kind of rage, which was solved weeks later, when people figured out a proper counters.