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[D] Terran Medic Speed Upgrade - Page 2

Forum Index > StarCraft 2 HotS
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SolidMoose
Profile Joined June 2011
United States1240 Posts
Last Edited: 2012-12-26 20:45:12
December 26 2012 20:44 GMT
#21
Well there is a choice. Do you activate it going in for the biggest surprise/fly past turrets, but then risk not being able to get away? Or do you do a normal drop which will be easier to react to/defend against but leave yourself an escape option.
aksfjh
Profile Joined November 2010
United States4853 Posts
December 26 2012 23:23 GMT
#22
I agree with the posts saying that it doesn't necessarily have to have a drawback. Charge and blink both don't have any direct drawbacks while having possibly greater impact.

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
Profile Joined July 2011
Norway15 Posts
December 27 2012 01:06 GMT
#23
soooo what is the drawback of blink?
Zahir
Profile Joined March 2012
United States947 Posts
December 27 2012 02:37 GMT
#24
I just think the ability is too one dimensional... You click a button to go faster. Linear boost that always helps (although there is strategy in deciding when to use it)... Blink can backfire. You can blink into traps or into waiting infestor/other scary unit, and have no way of getting out... With a simple speed boost you always have time to turn around. With blink you can also go up cliffs, get directly under brood lords, and micro back injured stalkers during a battle... Medivac boost just lets you move faster and drop more.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 27 2012 02:57 GMT
#25
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.

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
Profile Joined November 2010
Australia241 Posts
December 27 2012 03:18 GMT
#26
I was trying to think if medevacs would be used still if they didn't heal and just moved faster and I reckon they would. Terran would probably not use them after doing some harassing though (and this already happens with non bio drops).
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.
KEKEKE
SolidHaze
Profile Joined December 2012
Canada44 Posts
December 27 2012 03:51 GMT
#27
As players are getting better and better late game drops are nine times out of ten not coming home. (unless it's tactfully timed and smartly played. It's understandable that Blizzard will introduce an ability and make it as accessible as possible so players will learn to utilize it. However the ability should really only be needed in the late game as opposed to the mid game where keeping a medivac full of marines is crucial yet still manageable. I've seen a lot of games that are won by killing off a medivac full of marines and maybe blizzard didn't want this though who knows?
Excelsior!
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 27 2012 04:03 GMT
#28
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 -_-
Sup
Glowinglight
Profile Joined August 2010
United States76 Posts
December 27 2012 04:41 GMT
#29
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
Profile Joined July 2011
Canada1024 Posts
December 27 2012 04:56 GMT
#30
It's pretty awesome. Doesn't need to be nerfed balance-wise.

Belha
Profile Joined December 2010
Italy2850 Posts
December 27 2012 05:13 GMT
#31
I like it, but it need to be rebalanced. Considerable longer cooldown should be the choice.
Chicken gank op
bLo0d
Profile Joined June 2011
58 Posts
December 27 2012 05:22 GMT
#32
Since other races are also getting more options via new units, Terran is instead mostly just getting improvements to existing units. With the muta speed buff, this medivac speed boost is almost necessary to keep drops relevant vs muta play. Also with the new viability of air Protoss, drops would be discouraged without this buff. It seems it is needed to keep up with the other races new options. Just my opinion.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 27 2012 05:51 GMT
#33
Some good discussion coming from this thread! Keep it up.
Administrator~ Spirit will set you free ~
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 27 2012 05:51 GMT
#34
I don't like it. It looks hella cheesy. And there is no risk in using the ability, that's probably my biggest issue. Can we get something like a defense matrix spell? You get a shield to protect your medivacs from defense. The payoff is a cost in energy.
starleague forever
mudkipkilla
Profile Joined January 2012
31 Posts
December 27 2012 07:08 GMT
#35
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
Profile Blog Joined July 2009
United States10324 Posts
December 27 2012 08:31 GMT
#36
like others said, would be more fun if it was more of a choice instead of a "remember to do this every 20 seconds" kind of thing

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)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Project_R
Profile Joined October 2012
3 Posts
December 27 2012 09:22 GMT
#37
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.
aksfjh
Profile Joined November 2010
United States4853 Posts
December 27 2012 09:24 GMT
#38
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
Profile Blog Joined July 2008
United States93 Posts
Last Edited: 2012-12-27 19:23:59
December 27 2012 19:22 GMT
#39
I think that the boost should be handled in one of two ways:

-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.
www.mondaynightcrew.com
jumai
Profile Joined July 2011
Canada115 Posts
December 28 2012 17:42 GMT
#40
On December 27 2012 10:06 OyvN wrote:
soooo what is the drawback of blink?


Um... stalkers themselves, lol.
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