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[D] Terran Medic Speed Upgrade - Page 5

Forum Index > StarCraft 2 HotS
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Hider
Profile Blog Joined May 2010
Denmark9366 Posts
December 29 2012 18:08 GMT
#81
I think the speedbost is an extremely interestng ability. From a design point of view its absolutely fantastic as it speeds up the action --> incentivize multitasking which is always exciting from a player pov. Increasing the cooldown or making the ability cost energy however is a bad choice. Terrans are still goanna use the speed thng to esquape but now they won't use it to get from A to B quicker. This reduces the speed of the game and has no other postivie side effects. The fact that terrans now have a choice to make isn't goanna make games more interesting. Instead we are just goanna see less multitasking unfortunately. If the medivac turns out to be imbalanced the speed of the unit should be reduced instead.

From a design pov we want to see as much mutltiasking as possible and players with great mechanics should be rewarded. The current version of the speed medi rewards fast players. GIving it a cooldown will just make games more boring unfrotunately.
Sadist
Profile Blog Joined October 2002
United States7215 Posts
December 29 2012 18:43 GMT
#82
On December 30 2012 02:28 Thieving Magpie wrote:
Show nested quote +
On December 29 2012 16:40 Sadist wrote:
On December 29 2012 16:37 DuaneDibly wrote:
Yeah i like the ability costing energy, make it a baseline ability but make speed boost cost about 75 energy, needs to be some sort of trade off for using it.



wheres the tradeoff for warpgate/blink?




Okay, I'm a bit tired of these types of comments.

Blink is not a straight up upgrade tactically, but a necessary upgrade to give back the tactical advantage the Stalker used to have during the early stages of the game.

Pre-Metabolic Boost and Pre-Conc Shell stalker pokes and stalker patrols keeps watchtowers and map presence to a minimum. It outranges everything and outruns everything. Then, once Zerg gets speed or Terran gets Stim/Conc, the stalker loses the advantage it had and becomes a sub-par ranged unit. Forcefields becomes the main form of field presence that Protoss has preventing both frontal assaults and threatening siege breaks.

We enter the midgame and blink becomes available. Once blink is researched, Stalkers once again gain back the advantage they previously had. It cost both minerals and gas to get as well as needs the research time to get. But more importantly, it's an ability to return the Stalker back to its initial position during the early game of a mobile field harasser.

More importantly, it's an ability that specifically allows stalkers to fight against the upgrades that previously crippled it. Speed, Conc, Stime, etc... go from being direct counters to Stalkers into soft counters at best. (assuming good Stalker control)

The medivac speed upgrade does not give it the ability to do anything different. It only improves drop play whether it is getting to a drop location faster or whether it is escaping faster. It's not like the boost now allows drop play to be possible or the boost allows you to circumvent defenses previously effective versus drop play. Nor does it allow the medivac to do cool shit. It's a cooldown spell much like corrupt.

I don't think it's an OP spell, if they buffed it I'd be even fine with it. I just want a better, more flexible implementation of the spell.

For example, imagine if it costs energy to boost, but didn't have a cooldown. Sure, boosting it around a lot would make it seem unstoppable--but you won't be able to heal your marines. But suddenly mech drops become something actually interesting. Doing thor harass akin to reaver strikes and being able to escape due to constant speed boosting? Hellion drops having a different flavor compared to bio drops since bio drops needs the energy to heal units you can be more liberal with your energy uses when doing hellion drops, you can use it to "counter" feedback defenses, allow your army to be more mobile as you use fast medivacs to actually ferry your troops around the map since it will be faster than walking so long as you micro.

The point is not about nerfing it, I don't think it's too powerful at all. The point is that it would be more interesting if it was flexible and provided choice. Right now its really only useful for drops. That's it. Because its a cooldown you really can only afford to use it at "the right time" and the only time that is present is when you're doing drops. But what if we made it more powerful while giving it a drawback? Suddenly we can start using the ability to more aggressively, more often, and there will suddenly be a big difference between people who knows how to manage their medivacs versus those who simply spam the cooldown/burn the energy.

But it doesn't even have to cost energy! The cooldown could be longer, but give it something other than a speedboost (someone suggested instant unload similar to the bunker dropping the entire squad out at once instead of one at a time) to increase DPS upon arrival. Suddenly there is a tactical choice between using the boost early (DPS) or for using the boost later (escaping)

You could double the speed boost increase but force a full stop as the engine is taxed too much, in which case you need to accelerate again.

You could simply improve the current speedboost to give more incentive to use it early so that when people use it to escape it is a choice they make. Like, imagine if the speedboost also gave a temporary armor boost? That way people don't simply turn it on when dropping/retreating but also during engagements when they notice stalkers focus firing the medivacs.

There's a lot of ways to buff/change/nerf the ability until it gets exciting. The point should not be about nerfing/buffing it but the point should be to find a way to make it allow for interesting play.




This same argument can be applied to stalkers and blink. And you didnt address warpgate at all.

Now with the speedboost medivacs are no longer instantly owned by blink stalkers and can actually get away from engagements.

Do you see what I did there? Stop trying to rape everything terran without seeing that your argument is flawed and the same thing could be said about other units in the game.
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
Anomi
Profile Joined October 2011
Sweden149 Posts
Last Edited: 2012-12-29 20:00:23
December 29 2012 19:57 GMT
#83
On December 30 2012 03:43 Sadist wrote:
Show nested quote +
On December 30 2012 02:28 Thieving Magpie wrote:
On December 29 2012 16:40 Sadist wrote:
On December 29 2012 16:37 DuaneDibly wrote:
Yeah i like the ability costing energy, make it a baseline ability but make speed boost cost about 75 energy, needs to be some sort of trade off for using it.



wheres the tradeoff for warpgate/blink?




Okay, I'm a bit tired of these types of comments.

Blink is not a straight up upgrade tactically, but a necessary upgrade to give back the tactical advantage the Stalker used to have during the early stages of the game.

Pre-Metabolic Boost and Pre-Conc Shell stalker pokes and stalker patrols keeps watchtowers and map presence to a minimum. It outranges everything and outruns everything. Then, once Zerg gets speed or Terran gets Stim/Conc, the stalker loses the advantage it had and becomes a sub-par ranged unit. Forcefields becomes the main form of field presence that Protoss has preventing both frontal assaults and threatening siege breaks.

We enter the midgame and blink becomes available. Once blink is researched, Stalkers once again gain back the advantage they previously had. It cost both minerals and gas to get as well as needs the research time to get. But more importantly, it's an ability to return the Stalker back to its initial position during the early game of a mobile field harasser.

More importantly, it's an ability that specifically allows stalkers to fight against the upgrades that previously crippled it. Speed, Conc, Stime, etc... go from being direct counters to Stalkers into soft counters at best. (assuming good Stalker control)

The medivac speed upgrade does not give it the ability to do anything different. It only improves drop play whether it is getting to a drop location faster or whether it is escaping faster. It's not like the boost now allows drop play to be possible or the boost allows you to circumvent defenses previously effective versus drop play. Nor does it allow the medivac to do cool shit. It's a cooldown spell much like corrupt.

I don't think it's an OP spell, if they buffed it I'd be even fine with it. I just want a better, more flexible implementation of the spell.

For example, imagine if it costs energy to boost, but didn't have a cooldown. Sure, boosting it around a lot would make it seem unstoppable--but you won't be able to heal your marines. But suddenly mech drops become something actually interesting. Doing thor harass akin to reaver strikes and being able to escape due to constant speed boosting? Hellion drops having a different flavor compared to bio drops since bio drops needs the energy to heal units you can be more liberal with your energy uses when doing hellion drops, you can use it to "counter" feedback defenses, allow your army to be more mobile as you use fast medivacs to actually ferry your troops around the map since it will be faster than walking so long as you micro.

The point is not about nerfing it, I don't think it's too powerful at all. The point is that it would be more interesting if it was flexible and provided choice. Right now its really only useful for drops. That's it. Because its a cooldown you really can only afford to use it at "the right time" and the only time that is present is when you're doing drops. But what if we made it more powerful while giving it a drawback? Suddenly we can start using the ability to more aggressively, more often, and there will suddenly be a big difference between people who knows how to manage their medivacs versus those who simply spam the cooldown/burn the energy.

But it doesn't even have to cost energy! The cooldown could be longer, but give it something other than a speedboost (someone suggested instant unload similar to the bunker dropping the entire squad out at once instead of one at a time) to increase DPS upon arrival. Suddenly there is a tactical choice between using the boost early (DPS) or for using the boost later (escaping)

You could double the speed boost increase but force a full stop as the engine is taxed too much, in which case you need to accelerate again.

You could simply improve the current speedboost to give more incentive to use it early so that when people use it to escape it is a choice they make. Like, imagine if the speedboost also gave a temporary armor boost? That way people don't simply turn it on when dropping/retreating but also during engagements when they notice stalkers focus firing the medivacs.

There's a lot of ways to buff/change/nerf the ability until it gets exciting. The point should not be about nerfing/buffing it but the point should be to find a way to make it allow for interesting play.




This same argument can be applied to stalkers and blink. And you didnt address warpgate at all.

Now with the speedboost medivacs are no longer instantly owned by blink stalkers and can actually get away from engagements.

Do you see what I did there? Stop trying to rape everything terran without seeing that your argument is flawed and the same thing could be said about other units in the game.


to be honest the only thing you can see is someone made random comeback without saying anything at all . . Maybe u should try to say how the same thing can be said by stalkers and why warp gate is important to mention. It’s pretty clear from your post that you are ether too lazy or unable to adress the points he brought up in his post and believe somehow that you counterd his arguments by being funny with words.

Next time u should read the psot carefully if u dont want to sound like an idot since he acctuallay says "The point is not about nerfing it, I don't think it's too powerful at all. The point is that it would be more interesting if it was flexible and provided choice." If this isn’t clear enough he isn’t talking about removing the ability but adding something to make it more interesting.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
December 29 2012 20:02 GMT
#84
On December 30 2012 03:43 Sadist wrote:
Show nested quote +
On December 30 2012 02:28 Thieving Magpie wrote:
On December 29 2012 16:40 Sadist wrote:
On December 29 2012 16:37 DuaneDibly wrote:
Yeah i like the ability costing energy, make it a baseline ability but make speed boost cost about 75 energy, needs to be some sort of trade off for using it.



wheres the tradeoff for warpgate/blink?




Okay, I'm a bit tired of these types of comments.

Blink is not a straight up upgrade tactically, but a necessary upgrade to give back the tactical advantage the Stalker used to have during the early stages of the game.

Pre-Metabolic Boost and Pre-Conc Shell stalker pokes and stalker patrols keeps watchtowers and map presence to a minimum. It outranges everything and outruns everything. Then, once Zerg gets speed or Terran gets Stim/Conc, the stalker loses the advantage it had and becomes a sub-par ranged unit. Forcefields becomes the main form of field presence that Protoss has preventing both frontal assaults and threatening siege breaks.

We enter the midgame and blink becomes available. Once blink is researched, Stalkers once again gain back the advantage they previously had. It cost both minerals and gas to get as well as needs the research time to get. But more importantly, it's an ability to return the Stalker back to its initial position during the early game of a mobile field harasser.

More importantly, it's an ability that specifically allows stalkers to fight against the upgrades that previously crippled it. Speed, Conc, Stime, etc... go from being direct counters to Stalkers into soft counters at best. (assuming good Stalker control)

The medivac speed upgrade does not give it the ability to do anything different. It only improves drop play whether it is getting to a drop location faster or whether it is escaping faster. It's not like the boost now allows drop play to be possible or the boost allows you to circumvent defenses previously effective versus drop play. Nor does it allow the medivac to do cool shit. It's a cooldown spell much like corrupt.

I don't think it's an OP spell, if they buffed it I'd be even fine with it. I just want a better, more flexible implementation of the spell.

For example, imagine if it costs energy to boost, but didn't have a cooldown. Sure, boosting it around a lot would make it seem unstoppable--but you won't be able to heal your marines. But suddenly mech drops become something actually interesting. Doing thor harass akin to reaver strikes and being able to escape due to constant speed boosting? Hellion drops having a different flavor compared to bio drops since bio drops needs the energy to heal units you can be more liberal with your energy uses when doing hellion drops, you can use it to "counter" feedback defenses, allow your army to be more mobile as you use fast medivacs to actually ferry your troops around the map since it will be faster than walking so long as you micro.

The point is not about nerfing it, I don't think it's too powerful at all. The point is that it would be more interesting if it was flexible and provided choice. Right now its really only useful for drops. That's it. Because its a cooldown you really can only afford to use it at "the right time" and the only time that is present is when you're doing drops. But what if we made it more powerful while giving it a drawback? Suddenly we can start using the ability to more aggressively, more often, and there will suddenly be a big difference between people who knows how to manage their medivacs versus those who simply spam the cooldown/burn the energy.

But it doesn't even have to cost energy! The cooldown could be longer, but give it something other than a speedboost (someone suggested instant unload similar to the bunker dropping the entire squad out at once instead of one at a time) to increase DPS upon arrival. Suddenly there is a tactical choice between using the boost early (DPS) or for using the boost later (escaping)

You could double the speed boost increase but force a full stop as the engine is taxed too much, in which case you need to accelerate again.

You could simply improve the current speedboost to give more incentive to use it early so that when people use it to escape it is a choice they make. Like, imagine if the speedboost also gave a temporary armor boost? That way people don't simply turn it on when dropping/retreating but also during engagements when they notice stalkers focus firing the medivacs.

There's a lot of ways to buff/change/nerf the ability until it gets exciting. The point should not be about nerfing/buffing it but the point should be to find a way to make it allow for interesting play.




This same argument can be applied to stalkers and blink. And you didnt address warpgate at all.

Now with the speedboost medivacs are no longer instantly owned by blink stalkers and can actually get away from engagements.

Do you see what I did there? Stop trying to rape everything terran without seeing that your argument is flawed and the same thing could be said about other units in the game.


Blink *is* something different. Stalkers can now circumvent terrain. The drawback is that if they circumvent terrain at the wrong time, they can't run away because of the cooldown. The fact that they can do other things is what makes blink interesting. While it is possible to use blink get past cliffs, walls, gaps, etc... you can also use it out in the open to snipe/retreat, you can also use it to improve unit retention during engagements, etc...

Medivac with a speed boost merely is the medivac doing what it already does, but faster. Blink actually changes the whole dynamic of how the unit is. The goal is not to find a nerf, nor is it to find a buff--the goal is to have an ability that actually changes how the unit is played.

Warp Gate, for example, speeds up unit production and allows for dynamic unit placement. It has the huge drawback of you having to actually fix your screen at the location of production every time you use it.

It's not like Terran or Zerg where they can tap a hotkey, makes some units and go on their merry way. And it's not like BW macro where you go back to the same location over and over to re-click the same buildings over and over. You literally have to move your screen to different parts of the map depending on what is needed, why it's needed, and when it is needed. The unit production system is literally changed both thematically, mechanically, and physically. The execution of unit production changes, the whole concept of unit production changes.

Do you know why metabolic boost gives a flat speed upgrade and not a temporary speed upgrade? Because needing to push a button to run faster is not the most exciting ability in the world. Sure stim is used for the 50% run speed all the time--but do you think people would praise it so much if it didn't come with a 50% attack speed increase as well?

If what you want is more power then sure, buff the ever living crap out of the speed boost upgrade--but give it something else other than moving faster. I made multiple suggestions that ranged from nerfing it to buffing it, increasing its speed, giving it additional properties, giving it drawbacks, everything. I don't actually care whether or not its too strong or too weak. I care if it is boring or not. If buffing it makes it less boring--then buff it. If nerfing it makes it less boring, then nerf it.

It is already a highly mobile unit. Making mobiler does not make it more dynamic. Blink gives stalkers a completely new way to play, speed boost does not. Blink allows stalkers to actually go face to face with units that are supposed to kill it and through blink micro overcome the odds. Speed boost allows a drop harass unit to... drop harass more?

Does Terran as a race need a buff to make the matchups more even--sure. But we're not here to talk about the metagame, we're here to talk about a unit ability. One that is on the right track, but needs just a little bit more tweaking to make it actually interesting.
Hark, what baseball through yonder window breaks?
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2012-12-29 20:05:36
December 29 2012 20:03 GMT
#85
On December 30 2012 03:43 Sadist wrote:

This same argument can be applied to stalkers and blink. And you didnt address warpgate at all.

Now with the speedboost medivacs are no longer instantly owned by blink stalkers and can actually get away from engagements.

Do you see what I did there? Stop trying to rape everything terran without seeing that your argument is flawed and the same thing could be said about other units in the game.


guess which race over 2/3rds of this player base doesn't play?
they will be "raped" and the argument isn't "flawed" to the majority of players. to the majority of players, the new medivacs are annoying and powerful, and require a lot more conscious thought to deal with, which is kind of why i "know" they will be nerfed as you say. once you give a year or two of easy games vs T to the other races they are going to cry endlessly
about having to position units intelligently and defend drops.

before this change, protoss only had to defend one build from terran. assuming you 9pylon scout, there is no other build that is viable. that build is a 1rax fe > 10 minute stim, 2 medivacs and + 1 attack push. it always hits at the same time every game, and every other pressure build is not truly viable if your opponent just played standard(look at the success rates of 1 base all ins in tvp recently)

now they have, the possibility of this drop. the possibiliity of some kind of drop + speedy get away before they have enough dps to burst down the medivac. perhaps the biggest thing now however, is that protoss can no longer get an extreme lead by having collosus ready for this medivac push. now with the speed boost it is always possible to counter drop. this means that crushing a medivac drop with collosus stalker, and then warping in nothing but stalkers with blink and winning 90% of your games in a counter attack will not happen anymore because of the threat of a counter drop.


against zerg, before this change there was a lot of variance in the matchup but ultimately pretty much the same compositions, however against mutalisk play, even if you notice where they are you still cant counter drop. with overlords everywhere, they wills top harassing to come clean it up. with the new speed boost, zergs have to actually be using their mutalisks to defend drops and will have to leran to watch/use the minimap. they can counter drop you so fast that I think this change's biggest effect is that zergs can no longer drone nonstop while making mutas/infestors. if these drops come in and unload, even if yo uhave 20 mutalisks, if you didn't premake lings for banelings you'll probably lose a lot of shit unnecessarily, etc.

i play as random, i'm just letting you know you should start practicing builds that dont center around the medivac, beause it will be nerfed strongly before this game is released. if it isn't, koreans are going to rebreak the game for terran again
Sadist
Profile Blog Joined October 2002
United States7215 Posts
December 29 2012 20:07 GMT
#86
On December 30 2012 04:57 Anomi wrote:
Show nested quote +
On December 30 2012 03:43 Sadist wrote:
On December 30 2012 02:28 Thieving Magpie wrote:
On December 29 2012 16:40 Sadist wrote:
On December 29 2012 16:37 DuaneDibly wrote:
Yeah i like the ability costing energy, make it a baseline ability but make speed boost cost about 75 energy, needs to be some sort of trade off for using it.



wheres the tradeoff for warpgate/blink?




Okay, I'm a bit tired of these types of comments.

Blink is not a straight up upgrade tactically, but a necessary upgrade to give back the tactical advantage the Stalker used to have during the early stages of the game.

Pre-Metabolic Boost and Pre-Conc Shell stalker pokes and stalker patrols keeps watchtowers and map presence to a minimum. It outranges everything and outruns everything. Then, once Zerg gets speed or Terran gets Stim/Conc, the stalker loses the advantage it had and becomes a sub-par ranged unit. Forcefields becomes the main form of field presence that Protoss has preventing both frontal assaults and threatening siege breaks.

We enter the midgame and blink becomes available. Once blink is researched, Stalkers once again gain back the advantage they previously had. It cost both minerals and gas to get as well as needs the research time to get. But more importantly, it's an ability to return the Stalker back to its initial position during the early game of a mobile field harasser.

More importantly, it's an ability that specifically allows stalkers to fight against the upgrades that previously crippled it. Speed, Conc, Stime, etc... go from being direct counters to Stalkers into soft counters at best. (assuming good Stalker control)

The medivac speed upgrade does not give it the ability to do anything different. It only improves drop play whether it is getting to a drop location faster or whether it is escaping faster. It's not like the boost now allows drop play to be possible or the boost allows you to circumvent defenses previously effective versus drop play. Nor does it allow the medivac to do cool shit. It's a cooldown spell much like corrupt.

I don't think it's an OP spell, if they buffed it I'd be even fine with it. I just want a better, more flexible implementation of the spell.

For example, imagine if it costs energy to boost, but didn't have a cooldown. Sure, boosting it around a lot would make it seem unstoppable--but you won't be able to heal your marines. But suddenly mech drops become something actually interesting. Doing thor harass akin to reaver strikes and being able to escape due to constant speed boosting? Hellion drops having a different flavor compared to bio drops since bio drops needs the energy to heal units you can be more liberal with your energy uses when doing hellion drops, you can use it to "counter" feedback defenses, allow your army to be more mobile as you use fast medivacs to actually ferry your troops around the map since it will be faster than walking so long as you micro.

The point is not about nerfing it, I don't think it's too powerful at all. The point is that it would be more interesting if it was flexible and provided choice. Right now its really only useful for drops. That's it. Because its a cooldown you really can only afford to use it at "the right time" and the only time that is present is when you're doing drops. But what if we made it more powerful while giving it a drawback? Suddenly we can start using the ability to more aggressively, more often, and there will suddenly be a big difference between people who knows how to manage their medivacs versus those who simply spam the cooldown/burn the energy.

But it doesn't even have to cost energy! The cooldown could be longer, but give it something other than a speedboost (someone suggested instant unload similar to the bunker dropping the entire squad out at once instead of one at a time) to increase DPS upon arrival. Suddenly there is a tactical choice between using the boost early (DPS) or for using the boost later (escaping)

You could double the speed boost increase but force a full stop as the engine is taxed too much, in which case you need to accelerate again.

You could simply improve the current speedboost to give more incentive to use it early so that when people use it to escape it is a choice they make. Like, imagine if the speedboost also gave a temporary armor boost? That way people don't simply turn it on when dropping/retreating but also during engagements when they notice stalkers focus firing the medivacs.

There's a lot of ways to buff/change/nerf the ability until it gets exciting. The point should not be about nerfing/buffing it but the point should be to find a way to make it allow for interesting play.




This same argument can be applied to stalkers and blink. And you didnt address warpgate at all.

Now with the speedboost medivacs are no longer instantly owned by blink stalkers and can actually get away from engagements.

Do you see what I did there? Stop trying to rape everything terran without seeing that your argument is flawed and the same thing could be said about other units in the game.


to be honest the only thing you can see is someone made random comeback without saying anything at all . . Maybe u should try to say how the same thing can be said by stalkers and why warp gate is important to mention. It’s pretty clear from your post that you are ether too lazy or unable to adress the points he brought up in his post and believe somehow that you counterd his arguments by being funny with words.

Next time u should read the psot carefully if u dont want to sound like an idot since he acctuallay says "The point is not about nerfing it, I don't think it's too powerful at all. The point is that it would be more interesting if it was flexible and provided choice." If this isn’t clear enough he isn’t talking about removing the ability but adding something to make it more interesting.



Get over yourself. How come we don't do the same thing to warpgate and blink? Add a drawback to medivac speed boost when you add a drawback to those abilities. Then I woulnd't have an issue with it. Im sick of people being hypocritical as terran receives nerfbat after nerfbat.
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
December 29 2012 21:07 GMT
#87
On December 30 2012 05:07 Sadist wrote:
Show nested quote +
On December 30 2012 04:57 Anomi wrote:
On December 30 2012 03:43 Sadist wrote:
On December 30 2012 02:28 Thieving Magpie wrote:
On December 29 2012 16:40 Sadist wrote:
On December 29 2012 16:37 DuaneDibly wrote:
Yeah i like the ability costing energy, make it a baseline ability but make speed boost cost about 75 energy, needs to be some sort of trade off for using it.



wheres the tradeoff for warpgate/blink?




Okay, I'm a bit tired of these types of comments.

Blink is not a straight up upgrade tactically, but a necessary upgrade to give back the tactical advantage the Stalker used to have during the early stages of the game.

Pre-Metabolic Boost and Pre-Conc Shell stalker pokes and stalker patrols keeps watchtowers and map presence to a minimum. It outranges everything and outruns everything. Then, once Zerg gets speed or Terran gets Stim/Conc, the stalker loses the advantage it had and becomes a sub-par ranged unit. Forcefields becomes the main form of field presence that Protoss has preventing both frontal assaults and threatening siege breaks.

We enter the midgame and blink becomes available. Once blink is researched, Stalkers once again gain back the advantage they previously had. It cost both minerals and gas to get as well as needs the research time to get. But more importantly, it's an ability to return the Stalker back to its initial position during the early game of a mobile field harasser.

More importantly, it's an ability that specifically allows stalkers to fight against the upgrades that previously crippled it. Speed, Conc, Stime, etc... go from being direct counters to Stalkers into soft counters at best. (assuming good Stalker control)

The medivac speed upgrade does not give it the ability to do anything different. It only improves drop play whether it is getting to a drop location faster or whether it is escaping faster. It's not like the boost now allows drop play to be possible or the boost allows you to circumvent defenses previously effective versus drop play. Nor does it allow the medivac to do cool shit. It's a cooldown spell much like corrupt.

I don't think it's an OP spell, if they buffed it I'd be even fine with it. I just want a better, more flexible implementation of the spell.

For example, imagine if it costs energy to boost, but didn't have a cooldown. Sure, boosting it around a lot would make it seem unstoppable--but you won't be able to heal your marines. But suddenly mech drops become something actually interesting. Doing thor harass akin to reaver strikes and being able to escape due to constant speed boosting? Hellion drops having a different flavor compared to bio drops since bio drops needs the energy to heal units you can be more liberal with your energy uses when doing hellion drops, you can use it to "counter" feedback defenses, allow your army to be more mobile as you use fast medivacs to actually ferry your troops around the map since it will be faster than walking so long as you micro.

The point is not about nerfing it, I don't think it's too powerful at all. The point is that it would be more interesting if it was flexible and provided choice. Right now its really only useful for drops. That's it. Because its a cooldown you really can only afford to use it at "the right time" and the only time that is present is when you're doing drops. But what if we made it more powerful while giving it a drawback? Suddenly we can start using the ability to more aggressively, more often, and there will suddenly be a big difference between people who knows how to manage their medivacs versus those who simply spam the cooldown/burn the energy.

But it doesn't even have to cost energy! The cooldown could be longer, but give it something other than a speedboost (someone suggested instant unload similar to the bunker dropping the entire squad out at once instead of one at a time) to increase DPS upon arrival. Suddenly there is a tactical choice between using the boost early (DPS) or for using the boost later (escaping)

You could double the speed boost increase but force a full stop as the engine is taxed too much, in which case you need to accelerate again.

You could simply improve the current speedboost to give more incentive to use it early so that when people use it to escape it is a choice they make. Like, imagine if the speedboost also gave a temporary armor boost? That way people don't simply turn it on when dropping/retreating but also during engagements when they notice stalkers focus firing the medivacs.

There's a lot of ways to buff/change/nerf the ability until it gets exciting. The point should not be about nerfing/buffing it but the point should be to find a way to make it allow for interesting play.




This same argument can be applied to stalkers and blink. And you didnt address warpgate at all.

Now with the speedboost medivacs are no longer instantly owned by blink stalkers and can actually get away from engagements.

Do you see what I did there? Stop trying to rape everything terran without seeing that your argument is flawed and the same thing could be said about other units in the game.


to be honest the only thing you can see is someone made random comeback without saying anything at all . . Maybe u should try to say how the same thing can be said by stalkers and why warp gate is important to mention. It’s pretty clear from your post that you are ether too lazy or unable to adress the points he brought up in his post and believe somehow that you counterd his arguments by being funny with words.

Next time u should read the psot carefully if u dont want to sound like an idot since he acctuallay says "The point is not about nerfing it, I don't think it's too powerful at all. The point is that it would be more interesting if it was flexible and provided choice." If this isn’t clear enough he isn’t talking about removing the ability but adding something to make it more interesting.



Get over yourself. How come we don't do the same thing to warpgate and blink? Add a drawback to medivac speed boost when you add a drawback to those abilities. Then I woulnd't have an issue with it. Im sick of people being hypocritical as terran receives nerfbat after nerfbat.


Let me quote myself to just show you what I literally said.

There's a lot of ways to buff/change/nerf the ability until it gets exciting. The point should not be about nerfing/buffing it but the point should be to find a way to make it allow for interesting play.

Hark, what baseball through yonder window breaks?
RaXCitY
Profile Joined June 2012
United States37 Posts
December 29 2012 21:32 GMT
#88
The speed boost is good leave it alone. every other race has INSTANT reinforce. Anything that brings terran troops to the front sooner including making it like warpgate and speed on creep+insta remax is only fair.
Terran NO-p
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2012-12-30 00:30:28
December 30 2012 00:21 GMT
#89
I have an idea: Why dont we turn the medivac into another spellcaster for terran?
Protoss and Zerg both received a new spellcaster for HOTS so why not give one to terran as well.

Possible Spells:
-Restoration: for 75 energy remove any harmful effects (snare/stun/slow/dot) in a 2 radius and render units immune to these effects for the next 5 seconds (opposite of fungal lol)
-Emergency Flares: For 25 energy drop a flare, giving 10 range vision of the position there for 25 seconds
-Triage Center: For 100 energy, create a small healing station that slowly heals all units in a 2 radius at 2 hp/sec. Lasts 90 seconds.
[url]http://i.imgur.com/lw2yN.jpg[/url]
Zahir
Profile Joined March 2012
United States947 Posts
December 30 2012 00:36 GMT
#90
On December 30 2012 09:21 Loccstana wrote:
I have an idea: Why dont we turn the medivac into another spellcaster for terran?
Protoss and Zerg both received a new spellcaster for HOTS so why not give one to terran as well.

Possible Spells:
-Restoration: for 75 energy remove any harmful effects (snare/stun/slow/dot) in a 2 radius and render units immune to these effects for the next 5 seconds (opposite of fungal lol)
-Emergency Flares: For 25 energy drop a flare, giving 10 range vision of the position there for 25 seconds
-Triage Center: For 100 energy, create a small healing station that slowly heals all units in a 2 radius at 2 hp/sec. Lasts 90 seconds.


That would be retardedly fun and broken. They should implement zany spells on medivacs posthaste.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
MateShade
Profile Joined July 2011
Australia736 Posts
December 30 2012 01:22 GMT
#91
i pronounce thee megavacs
Cloudshade
Profile Joined October 2010
91 Posts
January 03 2013 20:30 GMT
#92
So I just faced up against those medivacs lol...something I noticed...you can't defend them like you would in WoL anymore...you either need phoenix...OR you need a decent amount of units (can't only be stalkers anymore because they don't snipe the medivacs down fast enough before everything is unloaded even IF you have blink) I think toss has to learn how to deal with it in different ways than in WoL cuz it's a lot stronger with any kinda drop (ESPECIALLY DOOM DROPS)
TheSwagger
Profile Joined June 2012
United States92 Posts
January 04 2013 00:51 GMT
#93
I don't think the "sense of choice" is really that important here. Blizzard decided that Terran's gameplay is heavily involved with drop play - arguably more than the other two races - and gave them an inherent advantage to make that come to fruition. Why do people pessimistically search out faults in design? In the old days, it was what it was and you had to fucking deal with it. Sometimes when in the beta process they let you "have at it" and depending on its success or failure overall, determine what needs improved if anything needs improved at all. Just like all of the other god awful Terran nerfs us T players get to enjoy right now. At this current moment in time, yes (in my opinion), Terran is at the mercy of a lot of nerfs. That isnt to say in the future they dont try buffing Terran spells again. Ride it out people.... If its not broke dont fix it.
The pessimist complains about the wind; the optimist expects it to change; the realist adjusts the sails.
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