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Starcraft 2 shouldn't have medics - Page 4

Forum Index > SC2 General
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TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2007-07-07 09:02:05
July 07 2007 08:38 GMT
#61
On July 07 2007 10:59 Klockan3 wrote:
Show nested quote +
On July 07 2007 10:47 FrozenArbiter wrote:
I play protoss. If I'm 10 times better than my opponent he dies in my first attack.

Then why are you acting so stupid about the medic subject?

Removing the medic will only reduce the micro for marines to the level of the micro for zealots and goons. I nowere talk about removing micro for lowtier units totally, just that lowtier units should generally be lowmicro units such as those of toss/zerg.(Yes they are low micro units compared to templars/other casters, drops and so on)

Show nested quote +
The fact that the marine micro is unique from the other units is good, it's not supposed to be uniform across the board, different races have different amounts of micro at different phases.

No, the races should be diverse, but the skill requirement for all of them must be the same or they become unalanced. Having one side with micro heavy starting units is bound to create imbalance in either lowend or highend games.(But in starcraft it didnt matter in lowend, since all lowend players played money maps were terran can turtle)

There is a few things you cant add for diversity really, and with a real ladder they need to have the game quite balanced for all skill levels, but ofcourse highest level comes first.

Klockan3 I predict you won't last long here. How will removing the medic "reduce micro" for marines? What exactly is a "low micro" unit? Cause microing zealots properly against zerglings takes a lot more clicks and actions than for example: Storming. Also you act as if good zerg and protoss arent microing their units CONSTANTLY in early game battles. Guess what? They are. Its pretty clear you're a horrible brood war player from your posts. Also It's incredibly stupid to try to balance the game for low and high end play...lmao. Are you kidding? That's like saying just because some newbie can't stop muta harass then mutas should be weakened? Good developers balance the game according to the current best skill level, which will evolve over time, just like brood war. Can you imagine what a horrible game brood war would be if it was balanced to be newbie friendly? Hey I have a great idea, lets make the fastest possible game speed slowest! Then even horrible players could play well! You sir..are a moron.
Being healthy, it has been said, really consists of having the same disease as everybody else.
Frits
Profile Joined March 2003
11782 Posts
July 07 2007 08:50 GMT
#62
I doubt they'll actually leave medics out but anyways. If they choose to do so I'd be pretty disappointed, instead of having a few marine groups you'd have to make a shitload and they'd be worthless after stimming 3 times. I don't think they'd be very viable anymore as units later game.

Also in the hands of a very good player a m&m group can last forever while without medics they'd be useless after a few stims, which closes a gap between skilled and lesser players. Not a good thing imo.
CapO
Profile Blog Joined March 2007
United States1615 Posts
July 07 2007 09:00 GMT
#63
without medics, ezier micro
SNSD fan
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
July 07 2007 09:04 GMT
#64
On July 07 2007 17:50 Frits wrote:
I doubt they'll actually leave medics out but anyways. If they choose to do so I'd be pretty disappointed, instead of having a few marine groups you'd have to make a shitload and they'd be worthless after stimming 3 times. I don't think they'd be very viable anymore as units later game.

Also in the hands of a very good player a m&m group can last forever while without medics they'd be useless after a few stims, which closes a gap between skilled and lesser players. Not a good thing imo.


Who says stim packs will be in SC2?
Frits
Profile Joined March 2003
11782 Posts
Last Edited: 2007-07-07 09:11:10
July 07 2007 09:06 GMT
#65
On July 07 2007 18:00 CapO wrote:
without medics, ezier micro


Not really easier, it would just mean that your marines would become useless very fast and you'll have to make much more in the long run. Or just go for a much different approach that we're used to. Either way the micro itself wouldn't be changed, if anything harder because you'd keep having to replace more units then you're used to and find a use for near dead rines.

On July 07 2007 18:04 Jyvblamo wrote:
Show nested quote +
On July 07 2007 17:50 Frits wrote:
I doubt they'll actually leave medics out but anyways. If they choose to do so I'd be pretty disappointed, instead of having a few marine groups you'd have to make a shitload and they'd be worthless after stimming 3 times. I don't think they'd be very viable anymore as units later game.

Also in the hands of a very good player a m&m group can last forever while without medics they'd be useless after a few stims, which closes a gap between skilled and lesser players. Not a good thing imo.


Who says stim packs will be in SC2?


Good point. I keep forgetting that it's gonna be an entirely different game and it's hard to get used to that idea because we all love the current brood war so much.

Also I didn't consider the shield upgrade yet, which improves the overall hitpoints of marines.
minus_human
Profile Blog Joined November 2006
4784 Posts
July 07 2007 09:08 GMT
#66
yes it should!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-07-07 09:30:59
July 07 2007 09:16 GMT
#67
On July 07 2007 16:28 lololol wrote:
Show nested quote +
On July 07 2007 15:20 FatRine wrote:
On July 07 2007 15:11 lololol wrote:
Who the hell said stimpack is going to be in SC2 at all???


HOW CANT IT BE?!?!

it defines the marines, which defines the terran race. The sound.. oh the sound... it's one of the greatest feelings to stim your marines

yum yum


There weren't any stimpacked marines in the demo!1! I'm wondering how didn't half the forum conclude there won't be stimpack, when there was topics like there won't be any supply depots and crap like that, just because there were none in the demo.

Btw, I wouldn't mind if there was no stimpack, without medics the enemy just runs and you waste hp and you still need it every battle to be more effective and with medics you just spam it(such a spell would be autocast in w3).

Auto-cast stim? That would.. suuuuuuuuuuuuuuuuuuuuuuuuuck. I mean seriously, enemy runs in 1 zergling, all your marines stim.
Enemy runs in another zergling.

-_-
No thank you.

On July 07 2007 18:04 Jyvblamo wrote:
Show nested quote +
On July 07 2007 17:50 Frits wrote:
I doubt they'll actually leave medics out but anyways. If they choose to do so I'd be pretty disappointed, instead of having a few marine groups you'd have to make a shitload and they'd be worthless after stimming 3 times. I don't think they'd be very viable anymore as units later game.

Also in the hands of a very good player a m&m group can last forever while without medics they'd be useless after a few stims, which closes a gap between skilled and lesser players. Not a good thing imo.


Who says stim packs will be in SC2?

Can you get much more terran than stimpacks? I dont think so, I doubt blizzard will remove such a unique ability

On July 07 2007 10:59 Klockan3 wrote:
Show nested quote +
On July 07 2007 10:47 FrozenArbiter wrote:
I play protoss. If I'm 10 times better than my opponent he dies in my first attack.

Then why are you acting so stupid about the medic subject?

Removing the medic will only reduce the micro for marines to the level of the micro for zealots and goons. I nowere talk about removing micro for lowtier units totally, just that lowtier units should generally be lowmicro units such as those of toss/zerg.(Yes they are low micro units compared to templars/other casters, drops and so on)

Show nested quote +
The fact that the marine micro is unique from the other units is good, it's not supposed to be uniform across the board, different races have different amounts of micro at different phases.

No, the races should be diverse, but the skill requirement for all of them must be the same or they become unalanced. Having one side with micro heavy starting units is bound to create imbalance in either lowend or highend games.(But in starcraft it didnt matter in lowend, since all lowend players played money maps were terran can turtle)

There is a few things you cant add for diversity really, and with a real ladder they need to have the game quite balanced for all skill levels, but ofcourse highest level comes first.

Already replied to the first half of this on page 3, but part 2 was edited so I'll reply to it here:
I don't see anything bad with the terran marines having more micro to them than the other races, who cares that you need to be a better player to use them effectively than you do dragoons or zerglings - the different races require different skillsets, and it changes as the game progresses.

On July 07 2007 17:02 Blacklizard wrote:
Show nested quote +
On July 06 2007 22:29 A3iL3r0n wrote:
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.


I could be convinced that medics should stay out of SC2. Some things I like about them, some things I dislike.

I\'d be willing to say the medic+marine drop vs Zerg is borderline broken in BW. I guess it depends on the map, but even if the zerg is way ahead, it\'s hard to spare lurkers for every expansion just to stop that marine drop. And it\'s often hard to intercept with scourge (again, depends on map). And like you say, sunkens dont really do much vs them. Well, I\'m fairly sure that\'s why they already have dropships in SC2 set to 4 marines max. That is probably much closer to the damage potential of other race drops/cost/effort. Somebody is going to say High Temp drops are too good. High templar drops are pretty darn good, but those are low count, high cost units with mana... not the same thing as MnM that you have been producing since the second minute of the game. Also, High Temps can\'t take out towers or other buildings in a blink of an eye. And look at the cost... those gas costs alone distinctly limit the timing of high templar drops.

I think if Mutas or the threat of mutas weren\'t so powerful, T would really be too good against Z just due to medics.

The idea of medics and marines countering certain zerg units in SC1 is very nice, but I don\'t like the snowball effect if terran gets a small advantage. Basically, if you see terran get a tiny advantage on zerg, it could be game in the next moment. I think if you see Zerg get a tiny advantage on terran, zerg may win 10 minutes later if he doesnt make any mistakes or get dropped on.

Seriously, watch the pro games and watch for that flip when terran wins a battle that looks like a minor win, and next thing you know Zerg can\'t defend the push and boom, gg. I think one big reason Savior is so good against terran is he knows when the avoid a bad fight.

And look at when a zerg has obviously defeated a terran\'s defense and starts making his way into his nat. Nine times out of ten the game is still close to 50/50 outcome... and if the zerg presses too far at the wrong time he will lose.

Funny thing is, the same thing happens with P v T in early or mid game. Maybe late game too. Terran is the race of 2nd chances/9 lives due to superior defense, siege tanks (anti-static d), and snowball effect. Z and P have to stay ahead on money to win. It\'s this desperate need to stay ahead in money that drives pros like Stork to die b/c he FE\'s three times in a row to an aggressive terran. I wonder what ppl would say if it were Terran who always had to stay 1 or 2 expos ahead of the other races to win. Would it still be fair? Would people learn new builds that would \"work\" in those circumstances- impossible to answer b/c Terran would have to be vastly different, but just think about what if.

Now don\'t get me wrong... the balance is very close between all the races in BW. But the more I watch the pros, the more things become clear about that Terran snowball effect and the 9 lives opportunities. This has got to be one of the reasons why so many pros gravitate toward terran.

Personally I haven't seen nearly as many effective marine medic drops ever since the mutalisk+drone stack was discovered..

As for why so many players pick terran, I'm pretty certain it's just because of BoxeR, nada etc, just too popular. And when it comes to terran players and their 9 (million) lives, yes, I agree, but it obviously works, or the stats wouldn't be so amazingly close PvT and ZvT in professional games, it's more or less completely map dependant if any race has an advantage..
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
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
July 07 2007 09:54 GMT
#68
I love medics. They stay please
Oh no
FatRine
Profile Joined May 2007
406 Posts
July 07 2007 10:24 GMT
#69
i have a sexual attraction for medics and i think that is good enough a reason to keep them in the game
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
July 07 2007 11:17 GMT
#70
w/e
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-07-07 13:28:46
July 07 2007 13:27 GMT
#71
On July 07 2007 18:16 FrozenArbiter wrote:
Auto-cast stim? That would.. suuuuuuuuuuuuuuuuuuuuuuuuuck. I mean seriously, enemy runs in 1 zergling, all your marines stim.
Enemy runs in another zergling.

-_-
No thank you.


Wow, you're going to lose like 30 medic energy, because a few marines stimmed, how crippling! If he sacrifices his whole army that way each time waiting for stim to wear off he'll be able to suck your medics dry in only 10 minutes!!!1! Actually I have a better idea for the autocast implementation -> it will stim as long as marines have more than 10 hp no matter are there enemies around or not!
I'll call Nada.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
July 07 2007 13:38 GMT
#72
of course they're not going to remove medics. i can't even imagine blizzard ever removing medics from the starcraft universe.
Follow me on twitter: CallMeTasteless
ThoRk
Profile Joined May 2007
Argentina78 Posts
July 07 2007 13:42 GMT
#73
why? they weren't in sc in first place.
Fast ultra pwns.
paper
Profile Blog Joined September 2004
13196 Posts
July 07 2007 14:45 GMT
#74
On July 07 2007 22:27 lololol wrote:
Show nested quote +
On July 07 2007 18:16 FrozenArbiter wrote:
Auto-cast stim? That would.. suuuuuuuuuuuuuuuuuuuuuuuuuck. I mean seriously, enemy runs in 1 zergling, all your marines stim.
Enemy runs in another zergling.

-_-
No thank you.


Wow, you're going to lose like 30 medic energy, because a few marines stimmed, how crippling! If he sacrifices his whole army that way each time waiting for stim to wear off he'll be able to suck your medics dry in only 10 minutes!!!1! Actually I have a better idea for the autocast implementation -> it will stim as long as marines have more than 10 hp no matter are there enemies around or not!


are you serious? you know how crippling it is early game? >__>
i can stay in some bases forever only until my medics run dry
Hates Fun🤔
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 07 2007 19:42 GMT
#75
On July 07 2007 22:27 lololol wrote:
Show nested quote +
On July 07 2007 18:16 FrozenArbiter wrote:
Auto-cast stim? That would.. suuuuuuuuuuuuuuuuuuuuuuuuuck. I mean seriously, enemy runs in 1 zergling, all your marines stim.
Enemy runs in another zergling.

-_-
No thank you.


Wow, you're going to lose like 30 medic energy, because a few marines stimmed, how crippling! If he sacrifices his whole army that way each time waiting for stim to wear off he'll be able to suck your medics dry in only 10 minutes!!!1! Actually I have a better idea for the autocast implementation -> it will stim as long as marines have more than 10 hp no matter are there enemies around or not!

Lol have you ever played terran? Medics run out waaaaay faster than you think (not if they have like 200 mana of course but most of the time you dont have 200 mana medics ..).
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
lololol
Profile Joined February 2006
5198 Posts
July 07 2007 22:38 GMT
#76
On July 08 2007 04:42 FrozenArbiter wrote:
Show nested quote +
On July 07 2007 22:27 lololol wrote:
On July 07 2007 18:16 FrozenArbiter wrote:
Auto-cast stim? That would.. suuuuuuuuuuuuuuuuuuuuuuuuuck. I mean seriously, enemy runs in 1 zergling, all your marines stim.
Enemy runs in another zergling.

-_-
No thank you.


Wow, you're going to lose like 30 medic energy, because a few marines stimmed, how crippling! If he sacrifices his whole army that way each time waiting for stim to wear off he'll be able to suck your medics dry in only 10 minutes!!!1! Actually I have a better idea for the autocast implementation -> it will stim as long as marines have more than 10 hp no matter are there enemies around or not!

Lol have you ever played terran? Medics run out waaaaay faster than you think (not if they have like 200 mana of course but most of the time you dont have 200 mana medics ..).


I'm just curious how can you not get it... why the hell would we need to discuss an absolutely idiotic implementation of the autocast? Simply because you can think up some dumb flaw does not mean it's gonna have it, but actually it means exactly the opposite, even the computer ai in bw doesn't stim against a single zergling, not to mention it dies in 6 hits, so even with a bad implementation and in the worst case at most 6 marines will stim and that is if they aren't already stimmed and you left the stimpack on autocast.
I'll call Nada.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-07-07 22:42:54
July 07 2007 22:39 GMT
#77
STIMPACK ON AUTOCAST = COMPLETELY FUCKING RETARDED.
END OF DISCUSSION.

And I'm serious too. I wouldn't play a game where stimpack was on fucking autocast, god damn. Why don't we have templars automatically storming things next.

There are even times when you don't want to stim your marines (marine medic vs dragoons, you often don't want to stim cause then the marines die to the goon attacks) and with autocast this would be impossible. And what kind of fucked up criteria for the autocast would you use then?

"If enemy >3 use stimpack"? What I don't get is why you'd ever even consider having stimpack on autocast..
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
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-07-07 23:36:03
July 07 2007 23:05 GMT
#78
NO! NO! NO! NO! IT'S GONNA BE LIKE THAT:
YOU CANT TURN IT OFF
IT ACTIVATES NO MATTER ARE THERE ENEMIES AROUND OR NOT
IT CAN AND WILL AUTOMATICALLY KILL YOUR RINES
ACTUALLY IF YOU CAN THINK UP AN ABSOLUTELY IDIOTIC WAY TO IMPLEMENT IT, IT'S GONNA BE LIKE THAT FOR FUCKING SURE!

Seriously, fucking read what I posted and stop acting like the most retarded thing you can come up with is gonna be implemented, instead of the best one they thought of. Not to mention there may be no stimpack in sc2, since it's dull and there's no thought or strategy or aiming needed in using it, if it's going to be in sc2, it will probably work in a different way, that actually requires strategy to use or it will be passive/autocast.
I'll call Nada.
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 07 2007 23:30 GMT
#79
FA wrote:
"Can you get much more terran than stimpacks? I dont think so, I doubt blizzard will remove such a unique ability"

I can't argue with that. I hope stimpacks stay... and wasn't there the hint of stimpacks in the cinematic trailer with the marine being built? Yeah, they'll be in there... gotta be.

I like stimpacks, and I like medics healing them... but I think medics (if in the game) should just heal slower in SC2 to make it a little easier to deal with for the enemy so they aren't 100% hard counters to tons of units.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 08 2007 00:38 GMT
#80
you know in war3 all autocast abilities can be toggled on or off

so turn it off
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