[D] Terran Medic Speed Upgrade - Page 2
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SolidMoose
United States1240 Posts
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aksfjh
United States4853 Posts
About the only things I would consider if a nerf HAD to be done would be a toggle between heal and speed OR speed boost doesn't allow energy regeneration. I feel an actual energy cost would put too many drops in a "can't escape" situation due to healing energy drain or reactive feedback. | ||
OyvN
Norway15 Posts
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Zahir
United States947 Posts
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FeyFey
Germany10114 Posts
Even if some people think this ability isn't complex enough. They could have reverted their speed nerf from earlier days, to make Medivacs stronger again. But chosen an ability to reward active control. I think it is a good way of doing it. (makes dropping in multiple locations a bit harder, which was the cause for the speed nerf in the first place) The cooldown will probably end up that way, so that you decide if you use it to rush in or to retreat. Energy based restriction would just transfer the decision from when to use, to do I need the energy in the near future. Imo cooldown is the better way to do it. Energy based would probably turn into dash dash dash and do damage and get out safely and then turtle mode until the energy is back. | ||
zergrushkekeke
Australia241 Posts
It's a bit sad how poor zerg drops are compared to the other races, it makes me think that is why they are not seen often, and when they are seen it's only for doom drops. The overlord is bad because it is slower 0.586 or 1.88 vs 2.5, and because it has no offensive synergy with dropping units somewhere. Protoss can warp in, Terran can heal and now vrroooom around the place. I want overlords that are somehow viable for harassment in the same time window hellion drops are, but it will always cost too much and come out too late as it stands. | ||
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SolidHaze
Canada44 Posts
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avilo
United States4100 Posts
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Glowinglight
United States76 Posts
On December 27 2012 11:57 FeyFey wrote: Made it cooldown for testing purpose most likely. They were probably scared about this ability being unused as Medivacs run dry if you play aggressive. . Maybe make it delay energy regeneration then? | ||
Empirimancer
Canada1024 Posts
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Belha
Italy2850 Posts
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bLo0d
58 Posts
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Plexa
Aotearoa39261 Posts
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a176
Canada6688 Posts
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mudkipkilla
31 Posts
On December 27 2012 13:03 avilo wrote: I take back all I said. If they are going to make Terrans play essentially wings of liberty vs P/Z + new units, then leave medivac speed boost how it is. At this point, Terran has nothing, so they need all they can get -_- As it is, I think that I agree with the fact that boost should have a drawback, but Terran needs buffs in other ways. I would really like a way to strengthen a "hybrid" mech/bio composition other than tank/marine. Currently, the HOTS Terran changes effect Mech more, but mech is weak, Bio/mech suffers from bad upgrade scaling leaving MMM bio as still the clear choice in most matchups. Back to the point, I think it would make for a more exciting game if the Medivac was tweaked more. Its exciting to play and watch a game where there are many active abilities, especially when those active abilities have drawbacks or tradeoffs. | ||
Yoshi Kirishima
United States10324 Posts
also it feels that bio doom drops are very strong against mech players (though that's largely also just because the hots maps have huge airspace making it very hard to turret your bases to stop the drops, even if you have 50 or more for your main and nat) | ||
Project_R
3 Posts
So, I hope people aren't blindly looking at this as if it's a simple buff because it's not. It's a useful ability in the late game, but the cost increase is a nerf during the mid game when the upgrade isn't there yet, unless Terrans are going to start rushing to fusion core. Just thought I would point that out. | ||
aksfjh
United States4853 Posts
On December 27 2012 18:22 Project_R wrote: If you all think about it actually... this upgrade is a nerf to medivacs mid game and a buff to medivacs late game because the medivac now costs 150/150 throughout the game. The upgrade doesn't come into affect until you upgrade it AND that upgrade requires the fusion core. So, I hope people aren't blindly looking at this as if it's a simple buff because it's not. It's a useful ability in the late game, but the cost increase is a nerf during the mid game when the upgrade isn't there yet, unless Terrans are going to start rushing to fusion core. Just thought I would point that out. The medivac is still 100/100. It's the reactor upgrade that costs 150/150. | ||
mnc dover
United States93 Posts
-cost 25 mana to cast -slow the Medivac down during cooldown Option 1 is easy to understand (spend mana get spell) but does become useless if playing overly aggressive or being on the receiving end of mass AoE spells for healing. Option 2 would keep the spell the way it is now (useable whenever) except that during the cooldown period the Medivac would move at half its normal speed (visually shown by sparks emitting from the engines). There's a big drawback to consider and doesn't cost mana. Sure you got into their base, but good luck escaping if an army shows up and surprises you. | ||
jumai
Canada115 Posts
On December 27 2012 10:06 OyvN wrote: soooo what is the drawback of blink? Um... stalkers themselves, lol. | ||
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