Giving the Protoss Healing - Page 3
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Equaoh
Canada427 Posts
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DeCoup
Australia1933 Posts
On May 07 2009 15:04 Equaoh wrote: What with argus link, shield batteries and healing Protoss armies are just going to be one invincible unit. There's no shield batteries in SC2 | ||
dirtnap
United States20 Posts
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PobTheCad
Australia893 Posts
there needs to be certain difference between the races imo | ||
-orb-
United States5770 Posts
On May 07 2009 12:09 Archerofaiur wrote:Me and my fleet of 3 hp carriers will ride off into the distance... Right... ride off into the distance. Then come back and you'll have what, 250 hp back again? | ||
Tritanis
Poland344 Posts
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lololol
5198 Posts
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Liquid`Jinro
Sweden33719 Posts
On May 07 2009 12:21 Zato-1 wrote: According to the most updated info source I know, the Carrier has 250 HP in SC2 and the Colossus has 200 HP. Under that definition of units 'with a lot of HP', you should also include the Immortal (200 HP) and the Mothership (400 HP). Totally forgot about the mothership ![]() | ||
o3.power91
Bahrain5288 Posts
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Zato-1
Chile4253 Posts
On May 07 2009 15:26 dirtnap wrote: thread maker obviously plays protoss and isn't concerned with balance in sc2. he just wants to see toss get as buffed as possible. This doesn't make much sense. SC2 has been developed from the very start with the intent of making it an e-sport; balance between the races in competitive play is pretty much an axiom for this game. Giving Protoss healing would *not* make them unbalanced in the long term, because you can make them worse at something else to compensate, or make Terran and Zerg stronger in some way to compensate. First consider how Protoss would heal: You can make it make it expensive. Give the Nullifier a healing spell that is more inefficient than the Medics' heal, so you'd have to make a bunch of nullifiers if you want to heal all of your units back up after a big battle, for instance. Archerofaiur says it would make it more fun to play Protoss if you could heal their units. I take him at his word and understand where he's coming from; I certainly wouldn't mind if Protoss had healing, and know people in RL who would be overjoyed if this happened, simply because seeing that HP bar almost depleted and knowing it can never go back up makes it kind of sad for the race lore-wise; you might've won the battle, but most of those who fought in it either died or received serious wounds from which they can never recover. Man, but I'm surprised at how much hate is getting thrown around this idea ![]() | ||
Yenzilla
Canada84 Posts
On May 07 2009 12:21 Zato-1 wrote: According to the most updated info source I know, the Carrier has 250 HP in SC2 and the Colossus has 200 HP. Under that definition of units 'with a lot of HP', you should also include the Immortal (200 HP) and the Mothership (400 HP). Which still leaves all high HP protoss units under the category of mechanical. Would be sort of pointless to give the race healing abilities to use on high templar, no? As an alternative, you might want to try to get repair taken away from the Terrans. "It's not like marines use them." | ||
theqat
United States2856 Posts
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Kim_Hyun_Han
706 Posts
star2 units already have a freakin much hp | ||
Zurles
United Kingdom1659 Posts
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Zato-1
Chile4253 Posts
On May 08 2009 00:40 Yenzilla wrote: Which still leaves all high HP protoss units under the category of mechanical. Would be sort of pointless to give the race healing abilities to use on high templar, no? As an alternative, you might want to try to get repair taken away from the Terrans. "It's not like marines use them." Ok, let's say the High Templar gets Hallucination back, and you give the Nullifier the following ability: Reconstruct (can be auto-cast) Energy cost: 1 per 1 HP healed Range: 2 Targets: Mechanical, biological Compare it with the Medic's heal from SC1 now: Medic costs 50min 25gas 1 supply, Nullifier costs 50min 100 gas 2 supply Medic heals 2 HP per 1 energy, Nullifier heals 1 HP per 1 energy Medic heals ground biological units, Nullifier heals biological, mechanical, ground and air units In other words the Nullifier costs twice as much and is half as efficient, take however many resources the Terran spends in medics in SC1 and multiply that times four to see how much the Protoss needs to spend to keep all his units healed up. It's a huge expense, and probably isn't worth it to heal all your army with it; you'll save it for your more expensive and slow to produce units such as the Colossus and the Carrier. | ||
paper
13196 Posts
i dont know why everyone is in an uproar over protoss having healing considering only a biological few would receive it (a la terran) unless you consider some other unit to repair mechanicals. and you can make lore fit anything holy shit. here, have some purple crystals that heal your wounds. | ||
Yenzilla
Canada84 Posts
Not entirely sold on the balance of it, though. While the rate of healing might be lower, I'd settle for a heal-all over the medic any day, simply because of the fact that it would heal all. I mean, while medics were balanced by an extreme lack of flexibility (no functional use in anything other than infantry armies, really), this ability would find practical applications in just about any build, in any match (with varying levels of use, of course, depending on price). Of course, I don't get why one doesn't just stick to wanting shield battery (or equivalent function) back, aside from maybe nitpicking about how 14/100hp is a shitty number (I will admit, it is). It would certainly help maintain racial diversity, while having roughly the same effect on gameplay. | ||
Unentschieden
Germany1471 Posts
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jeppew
Sweden471 Posts
On May 08 2009 03:10 Unentschieden wrote: Apart from the definite no from Blizzard to Protoss healing - what would be introduced as balancing factor? Protoss have the highest staying power (HP+Shield) because part of it is irrecoverable. Terrans got the best recovery method because their units are Glasscannons. reduced hp i guess, and frankly i would rather have high hp units and not being able to heal them. especially because terran can already heal/repair their units. | ||
Krikkitone
United States1451 Posts
eg. to heal a Zealot, you need a Gateway, 100 minerals, an extra damage dealing unit, and it takes ~20-30 sec. 1. do suffiient damaage to your already damaged zealot to engage the emergency teleport home 2. use the Gateway+100 minerals to teleport him back to the battle field The real problem is Plague.... and hopefully if Blizzard goes with this "Disease" it will not have the same problem. | ||
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