• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:12
CEST 10:12
KST 17:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners6Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)6[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th153Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
High level ptr replays? where can I find them? StarCraft II 5.0.16 PTR Patch Notes may 26th Team Liquid Map Contest #22: Results and Winners TL Poll: How do you feel about the 5.0.16 PTR balance changes? TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Douyu Cup 2026: $20,000 Legends Event (June 26-28) Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
Dubai Escorts [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
[BSL22] Non-Korean Championship from 13 to 28 June BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser The Korean Terminology Thread Data needed
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 2024 - 2026 Football Thread NBA General Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7449 users

[M] Medivac Speed Boost Community PTR

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
mythandier
Profile Joined January 2011
United States828 Posts
Last Edited: 2013-06-10 14:48:49
June 10 2013 05:41 GMT
#1
Given the large public hullabaloo over Hellbats and Medivac Ignite Afterburners (Hellbats Review Thread after the results of WCS (and every other TvT played in the last few months) I've gone ahead and modified a melee map on Neo Planet S LE to test some ideas.

The map can be found in the Americas Server Arcade by searching for Medivac Speed Boost or by the full name Medivac Speed Boost Community PTR. You'll see an icon that looks like this:

+ Show Spoiler +
[image loading]


I wanted to do something a little more original than requiring energy or requiring an additional upgrade. So, using the philosophy that DK and Co. have supposedly moved toward (small changes) the first iteration of the map contains the following modification:

- Medivacs now have a small drawback after using Ignite Afterburners

- After the duration of the speed boost (8 seconds), the Medivac's engines have to recharge and movement speed is temporarily slowed to 1.4062 (~44% reduction)

- The detrimental effect lasts 2 seconds after which normal flight (2.5 movement speed) is restored

This should in effect still incentivize utilizing afterburners to get out of tight spots with drops and would also discourage abusing the boost too much offensively.

On the other hand, you could still use it to drop hellbats onto armies as is currently done but once they're dropped the medivacs are sitting ducks.

I've tested it a bit and you can still cross long distances faster by using the afterburner, even taking the temporary speed decrease into account...just not as much as before. In addition, timing the boost is more critical when dropping over turrets as the speed decrease means 1 turret can easily take you out if you boost too soon.

Please post replays and feedback in this thread.

I look forward to some constructive criticism based on actual gameplay.

Cheers.

[image loading]
Credit to ~ZergRex for the pic.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 10 2013 06:21 GMT
#2
4 seconds is too long for such a severe speed penalty, imo. Maybe like 2 seconds.
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
June 10 2013 07:17 GMT
#3
Rather than an instant speed reduction from blazing-fast to slow-as-dirt, I think deceleration would be the cleanest way to execute this.

It allows the Terran player to observe that his Medivac is becoming vulnerable and act accordingly, thus rewarding attentiveness to their drops and encouraging micro while they're paying the additional attention.

Should make for a good PTR, I'm curious to see how this will affect... well, every Terran matchup, lol.
Incremental change is the Democrat version of Trickle Down economics.
Fatam
Profile Joined June 2012
1986 Posts
June 10 2013 07:19 GMT
#4
I think it's an interesting idea. The exact # of seconds or severity of deceleration can of course be changed, but the core idea is pretty cool I think. It makes the boosts more meaningful and requires the user to have some skill, rather than just brainlessly using the ability whenever it's off cooldown like most terrans do at the moment.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
June 10 2013 10:01 GMT
#5
I personally like that there are no penalties for using spare APM on abilities, it's helping to raise the skill bar and making the tournaments more interesting. The last thing we want are turtle fests.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
synd
Profile Joined July 2011
Bulgaria586 Posts
June 10 2013 12:25 GMT
#6
I'm glad that the community started making their own PTRs.
We shouldn't rely on Blizzard all the time, since they're busy doing nothing.
Evangelist
Profile Blog Joined June 2011
1246 Posts
June 10 2013 13:25 GMT
#7
Ah yes, let's guarantee a medivac kill for any flying unit whatsoever.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-06-10 14:26:20
June 10 2013 14:25 GMT
#8
--- Nuked ---
mythandier
Profile Joined January 2011
United States828 Posts
Last Edited: 2013-06-10 14:47:15
June 10 2013 14:46 GMT
#9
Thanks for the feedback so far. I've changed the slow duration to 2 seconds. We'll see how that goes for now. Keep in mind that the reduction in speed is actually less than concussive shell slow effect (yes, I realize that doesn't effect air units, I'm just trying to provide some perspective).

I'd also appreciate anyone who posts replays here of non-ai games (or PM me the link if you like).
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-06-10 15:17:13
June 10 2013 15:16 GMT
#10
you dont really need a -speed penalty. all the units youd normally use to snipe medivacs are faster already, muta, phoenix, stalker, etc. and static turrets do a good job of killing them in their normal speed anyways
starleague forever
eXePensai
Profile Joined July 2011
Canada56 Posts
June 10 2013 15:21 GMT
#11
On June 10 2013 23:25 Sated wrote:
Show nested quote +
On June 10 2013 22:25 Evangelist wrote:
Ah yes, let's guarantee a medivac kill for any flying unit whatsoever.

Sounds like Terran will have to think about how to use drops/engage with their army properly instead of using Ignite Afterburners as an, "Oh shit I fucked up!" button...

I like the idea, but 4 seconds seems a little bit much.

Well since we are talking about "I fucked up" buttons, why don't we point our fingers at recall =D
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 10 2013 15:49 GMT
#12
Recall has given protoss the ability to engage in the early game at all. Gateway units are so gimpy and so expensive that if you lose a handful of sentries/stalkers before 8:00, you're pretty much dead. It also has the interesting choice of using energy that would otherwise be used for a nexus cannon. This is a very significant trade off and therefore an interesting choice.
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
June 10 2013 16:05 GMT
#13
On June 11 2013 00:49 RFDaemoniac wrote:
Recall has given protoss the ability to engage in the early game at all. Gateway units are so gimpy and so expensive that if you lose a handful of sentries/stalkers before 8:00, you're pretty much dead. It also has the interesting choice of using energy that would otherwise be used for a nexus cannon. This is a very significant trade off and therefore an interesting choice.


How are you ever going to lose a "handful of sentries/stalkers" if you don't have any units from going MSC --> 2x Forge Robo off 1 gate.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 10 2013 16:52 GMT
#14
That is one specific build that abuses a timing that zergs are weak to when they take a fast 3rd, not a general use of the MSC as an "I fucked up" button. Perhaps zergs need to be a little safer before taking a third now?
synd
Profile Joined July 2011
Bulgaria586 Posts
June 10 2013 19:54 GMT
#15
On June 11 2013 01:05 Nightsz wrote:
Show nested quote +
On June 11 2013 00:49 RFDaemoniac wrote:
Recall has given protoss the ability to engage in the early game at all. Gateway units are so gimpy and so expensive that if you lose a handful of sentries/stalkers before 8:00, you're pretty much dead. It also has the interesting choice of using energy that would otherwise be used for a nexus cannon. This is a very significant trade off and therefore an interesting choice.


How are you ever going to lose a "handful of sentries/stalkers" if you don't have any units from going MSC --> 2x Forge Robo off 1 gate.

If you allow this to happen, you just deserve the loss anyway.
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
June 10 2013 20:51 GMT
#16
Unfortunately I don't think I can do any testing (I don't own HotS, :-P) and I've never used the Map Editor so I don't understand its limitations, but is deceleration a possibility for this ability or does it have to be a flat movement speed decrease?

To me it seems very clunky to go from just Fast to Really Slow while also limiting the parameters of time with regards to the slow effect.

I think deceleration will allow for more maneuverability with deciding appropriate values of speed to hit that sweet spot.

Plus what my last post said about it, yada yada. :-P
Incremental change is the Democrat version of Trickle Down economics.
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
June 10 2013 23:08 GMT
#17
...It's been more than a month since the MLG where people started thinking that "afterburners might be abusive" - we're at a historical low of Terrans in GSL and winrates are overall even, I don't think afterburners needs to be tweaked. It was just something that people needed to get used to dealing with, and they have.
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
Jaded.
Profile Joined June 2013
United States125 Posts
Last Edited: 2013-06-11 00:24:54
June 11 2013 00:24 GMT
#18
While this is an interesting idea I'd still support a cooldown increase over a slowdown afterwards. Also since stimmed units are faster than medivacs players often use the boosters to get away with their ground army, this might screw that up a bit.

I was thinking about maybe a reduction in healing after using the boosters instead. This promotes using it to get away instead of spamming it. Obviously not a huge reduction but something like 30-40% so while you CAN boost past static defense but your drop will be less effective. This would also help with the hellbat drops.
The absence of evidence is not the evidence of absence. What I'm saying is that there are known knowns and there are known unknowns but there's also unknown unknowns, things that we don't know that we don't know
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
Last Edited: 2013-06-11 09:27:45
June 11 2013 09:27 GMT
#19
On June 10 2013 23:25 Sated wrote:
Show nested quote +
On June 10 2013 22:25 Evangelist wrote:
Ah yes, let's guarantee a medivac kill for any flying unit whatsoever.

Sounds like Terran will have to think about how to use drops/engage with their army properly instead of using Ignite Afterburners as an, "Oh shit I fucked up!" button...

I like the idea, but 4 seconds seems a little bit much.


Are you serious? It's commonly accepted that T has the hardest late game army to control o.0
11/5/14 CATACLYSM | The South West's worst Falco main
vaderseven
Profile Joined September 2008
United States2556 Posts
Last Edited: 2013-06-11 15:24:29
June 11 2013 15:23 GMT
#20
The problem with your solution is that it helps tvt and hurts the balance of pvt and zvt. Standard 4m vs zerg and bio vs protoss would require an additional change in order to keep them at current balance. A change specifically to hellbat damage at the timing that a first helbat drop hits is more desireable as this effects tvt standard play but not pvt or zvt. David Kim's fix is a lot easier to do to a professional esport for this reason. The less matchups effected by a single change, the better for everyone involved with a career in playing.

Not a bad idea overall it just changes every T matchup in a way that would require significant reworking of play by players and possibly hurt balance in two matchups while fixing one.
SsDrKosS
Profile Joined March 2013
330 Posts
June 12 2013 02:07 GMT
#21
Wow! Good thread! I hope Blizzard will see this post!
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 1h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech89
StarCraft: Brood War
Mind 533
Leta 264
Zeus 168
JYJ 81
Dewaltoss 64
soO 40
ajuk12(nOOB) 12
NotJumperer 5
League of Legends
JimRising 581
Counter-Strike
Stewie2K1224
Super Smash Bros
Mew2King127
Other Games
XaKoH 262
RuFF_SC260
Organizations
Other Games
gamesdonequick712
BasetradeTV138
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH239
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1552
Upcoming Events
CranKy Ducklings
1h 48m
uThermal 2v2 Circuit
6h 48m
BSL22 NKC (BSL vs China)
10h 48m
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
1d 1h
uThermal 2v2 Circuit
1d 6h
BSL22 NKC (BSL vs China)
1d 10h
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
2 days
OSC
2 days
Replay Cast
4 days
The PondCast
5 days
[ Show More ]
Replay Cast
5 days
OSC
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Acropolis #4 - GSB
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.