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Starcraft 2 shouldn't have medics

Forum Index > SC2 General
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1 2 3 4 5 7 8 9 Next All
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2007-07-06 10:58:02
July 06 2007 10:56 GMT
#1
I was thinking about what we've seen so far for Terran and we've seen reapers and marines but so far not medics. That doesn't mean they aren't in but I actually think it would be a good idea to leave them out. Medics were mainly added to help Terran against Zerg, but they aren't actually very interesting - they're basically like a walking permanent buff for marines and don't do much by themselves, and they even take a major decision away by making it so that stimpack should always be on in combat rather than only using it when it's most effective. They can add some cute micro here and there and you have to make sure to keep the right med-rine balance, but overall I think the make the game less interesting rather than more. If TvZ can be balanced by other means in SC2, such as the marine shield upgrade and new, currently unknown, T units, I think leaving medics out would be a wise choice.

I don't really expect this though since Blizzard has been pretty conservative so far in keeping in every major P unit or a close analogue.
istealhotelsoap
Profile Joined February 2007
United States514 Posts
July 06 2007 11:01 GMT
#2
mm... starcraft wouldn't feel right without medics
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-07-06 11:12:02
July 06 2007 11:08 GMT
#3
Wow, medics are one of the coolest units to me - the marine medic micro is probably the most fun aspect of terran.

Having all your medics form a wall against melee attackers = awesome. Not to mention I really loved their, rarely used, spells. Vulture+flare was something I liked using back when I played TvP :}
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
HypersonicEspo
Profile Joined August 2005
United States74 Posts
July 06 2007 11:17 GMT
#4
starcraft without m&m micro is blasphemy
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2007-07-06 11:24:47
July 06 2007 11:20 GMT
#5
I dunno, I don't play T but even pros don't seem to specially micro the actual medics that much most of the time. It's more like marine micro with the medics along for the ride. It's not like having them is a major bad thing, I just think taking them out could make room for something else and give the T infantry a different dynamic.

I don't think the fact that something is useful under certain circumstances is sufficient reason to include it - they could replace it with something that would be interesting more often.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 06 2007 11:23 GMT
#6
I'm pretty sure the pros always use them to wall their marines off from ultralisks late game :O
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
July 06 2007 11:23 GMT
#7
I like medics more than reapers..
Do you really want chat rooms?
HaXxorIzed
Profile Blog Joined June 2007
Australia8434 Posts
Last Edited: 2007-07-06 11:32:16
July 06 2007 11:25 GMT
#8
FBH uses restoration as a counter to plague and you're hoping less than a fortnight later to take it away? : p
http://steamcommunity.com/id/HaXxorIzed
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2007-07-06 11:28:53
July 06 2007 11:26 GMT
#9
On July 06 2007 20:23 FrozenArbiter wrote:
I'm pretty sure the pros always use them to wall their marines off from ultralisks late game :O

I'm pretty sure they don't "always" do it. I've seen it but it hardly seems universal, especially with large numbers of M&M. Besides, that kind of little fiddly thing isn't a good reason to keep a unit that only exists to buff another one, imo. I'm sure whatever replaced it would have it's own micro as well as doing something in it's own right. For all the whining about turning SC2 into WC3 this would actually be a step in the opposite direction.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 06 2007 11:29 GMT
#10
I don't understand your last argument at all. But I'm biased because medic marine micro (the small scale one, running marines around medics, blocking units with them etc) is one of my favorite things.

As for FBH and his plague counter.. It's a pretty obvious counter, honestly ;p You saying that reminds me of these two replays from 2002-2003 of Blackman vs Aquarius, awesome games on LT full of BCs and plague and shit, I think he used restore too. Anyway, it's an obvious counter.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2007-07-06 11:40:17
July 06 2007 11:32 GMT
#11
On July 06 2007 20:29 FrozenArbiter wrote:
I don't understand your last argument at all.

I'm saying medics are one of the more (retrospectively) "Warcraft 3ish" units in BW, because they're pure buff units which is more of a WC3ish type thing. That's not inherently bad, I was just pointing it out. I'm sure that even if they did remove medics there would still be plenty of infantry micro going on, especially if they make T infantry more viable vs. P (which they are probably planning to given the introduction of Immortals).

At any rate having medics definitely makes stim a much less exciting ability than it could be. If you can't easily heal, using stim becomes a real commitment. In terms of watching pro-games, it would be like "holy crap, he used stim, gogogo, don't waste it". As opposed to "ok, battle started, stim noise plays once again, marines attack at 'normal' (ie fast) speed".
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
July 06 2007 11:37 GMT
#12
Ya, and it's not really even a "counter" to plauge. It's only viable when the map is really low on resources(which is the only time youd ever go bcs). Otherwse it's not really practical.
Being healthy, it has been said, really consists of having the same disease as everybody else.
funkie
Profile Blog Joined November 2005
Venezuela9374 Posts
July 06 2007 11:40 GMT
#13
All the sex pictures that we all have made through the years of StarCraft have been some random unit and a medic.

Taking them out, is like taking out porn. IT IS NOT COOL.

<3 Medics. bye.

Plus, what FrozenArbiter said is true, marine medic is one of the most fun micro parts of the game :D!
CJ Entusman #6! · Strength is the basis of athletic ability. -Rippetoe /* http://j.mp/TL-App <- TL iPhone App 2.0! */
gravity
Profile Joined March 2004
Australia1847 Posts
July 06 2007 11:42 GMT
#14
On July 06 2007 20:40 funKie wrote:
All the sex pictures that we all have made through the years of StarCraft have been some random unit and a medic.

Taking them out, is like taking out porn. IT IS NOT COOL.

<3 Medics. bye.

That won't matter when they're replaced with the the new Terran HBWG* units.




*Hot Babes With Guns
useLess
Profile Blog Joined January 2004
United States4781 Posts
July 06 2007 12:20 GMT
#15
Yeah, like one Firebat + medics for 40+ kills? imba! Take both units out.
Moonlight Shadow
FatRine
Profile Joined May 2007
406 Posts
July 06 2007 12:37 GMT
#16
marine+medic is a very cool combination that shouldn't be removed, it's one of the things that makes terran what it is imo..
Morzas
Profile Joined August 2005
United States387 Posts
July 06 2007 13:15 GMT
#17
Storyline-wise they'll probably be gone because the UED probably took their ladies with them when they ran away like pussies.
What has four wheels and flies? Stephen Hawking on LSD!
ShcShc
Profile Joined October 2006
Canada912 Posts
July 06 2007 13:22 GMT
#18
On July 06 2007 21:37 FatRine wrote:
marine+medic is a very cool combination that shouldn't be removed, it's one of the things that makes terran what it is imo..


yeah.. the T feeling wouldn't be the same..
I wouldn't mind if they were slightly modified but ... it's just not right to not have them.
God DAJNFBGHSfIDSHUKLFHSGUIO! -Jinro
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
July 06 2007 13:29 GMT
#19
On July 06 2007 19:56 gravity wrote:
I was thinking about what we've seen so far for Terran and we've seen reapers and marines but so far not medics. That doesn't mean they aren't in but I actually think it would be a good idea to leave them out. Medics were mainly added to help Terran against Zerg, but they aren't actually very interesting - they're basically like a walking permanent buff for marines and don't do much by themselves, and they even take a major decision away by making it so that stimpack should always be on in combat rather than only using it when it's most effective. They can add some cute micro here and there and you have to make sure to keep the right med-rine balance, but overall I think the make the game less interesting rather than more. If TvZ can be balanced by other means in SC2, such as the marine shield upgrade and new, currently unknown, T units, I think leaving medics out would be a wise choice.

I don't really expect this though since Blizzard has been pretty conservative so far in keeping in every major P unit or a close analogue.


Mmm no. Before medics, TvZ was a straight macro fest because marines were basically throw away units. Once the BW introduced medics there all sorts of different ways you could play because a group of marines and a couple of medics was actually a formidable force early on the in game. Also, have you ever dropped a group of 8 marines and no medics into a Zerg base? They just don't do that much damage unless you totally caught the Zerg with his pants down. With medics you can stim and run around, since this is much more dangerous than without medics, making drops actually viable even with a sunken colony defending the min line.
My psychiatrist says I have deep-seated Ragneuroses :(
vicml21
Profile Joined May 2007
Canada165 Posts
July 06 2007 13:36 GMT
#20
I hope they dont remove medics either. I think they add much longevity to marines, and allow for more interesting strategies. Stim wont be the same, and with shield upgrades to HP, Marines are going to be a force to be reckoned with. Starcraft wouldnt feel right without them, and I would rather medics have new abilities or an entire overhaul than have them removed from the game completely.
"Meow" - Probe
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