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Starcraft 2 shouldn't have medics - Page 6

Forum Index > SC2 General
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Sadist
Profile Blog Joined October 2002
United States7219 Posts
Last Edited: 2007-07-08 10:28:39
July 08 2007 10:25 GMT
#101
lol to the guy who said marine medic in a dropship is broken because you have to defend expos with a lurker and a sunken, you can drop 2 lurkers on a mineral line of a terran and it can be pretty much game over early game, dropships are relatively easy to deal with nowadays, and a lurker and 2 sunkens is nothing to pay for all that extra gas you are getting

some of you newer guys are lucky you dont play maps with cliffs anymore, shit used to be gameover when you got cliffed as p vs z or pvst or tvz
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
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-07-08 10:33:48
July 08 2007 10:31 GMT
#102
Sadist, it was Blacklizard who said that. If you read the battlereports on battle.net, you'll find a battlereport of him vs Nova~The~Feared.

On Showdown.

From 1999.

;p
Hardly fair to call him a newer player!

On July 08 2007 19:22 fight_or_flight wrote:
Show nested quote +
On July 08 2007 19:11 Sadist wrote:
if they remove medics that will be homo, unless marines are suddenly better vs zealots and zerglings.

There is also the possibility of male medics.

Naaaaaah, we need the medic voice actress back yo (she did the dryads in war3 too btw).

Maybe we could make the medics male and the marines female, turn terran into a matriarchy :D!!
(JUST KIDDING)
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
MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
Last Edited: 2007-07-08 11:21:15
July 08 2007 11:20 GMT
#103


I rest my case.
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
NaDazpwnz3r
Profile Joined April 2007
United States111 Posts
July 08 2007 13:24 GMT
#104
I CANT LIVE W/OUT MEDICS...i lose enough games w/ em ^^
btw, the 1st part in the vid above w/ nada was awesome
Saber is el pwnz0r in FSN
FroZZoR
Profile Joined October 2002
China925 Posts
July 08 2007 16:07 GMT
#105
sc2 should definitely not have medics if it means not having another cool unit instead
There can be only one
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 09 2007 00:07 GMT
#106
On July 08 2007 19:25 Sadist wrote:
lol to the guy who said marine medic in a dropship is broken because you have to defend expos with a lurker and a sunken, you can drop 2 lurkers on a mineral line of a terran and it can be pretty much game over early game, dropships are relatively easy to deal with nowadays, and a lurker and 2 sunkens is nothing to pay for all that extra gas you are getting

some of you newer guys are lucky you dont play maps with cliffs anymore, shit used to be gameover when you got cliffed as p vs z or pvst or tvz


Well, I did say "borderline broken", and FA made a good point that there have probably been a lot less successful marine drops lately since muta stacking changes the way/time terran can use offensive drops. But, I still stand by the fact that it is really powerful... almost too powerful if not for mutas.

One thing I noticed that I really really like (and could almost be enough to change my opinion), is the way Savior doesn't burrow his lurkers that defend his expos from drops until the marines appear. I love smart micro, and this really helps a lot. Probably old news now, but I just never did it much myself back in the day. I love learning new stuff almost a decade later. =] What a game.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
July 09 2007 00:41 GMT
#107
If you can constantly stim rines without a big loss, fine remove medics. Otherwise, pls no!

Stimmed rines are great.
DTDominion
Profile Joined November 2005
United States2148 Posts
Last Edited: 2007-07-09 18:35:25
July 09 2007 01:10 GMT
#108
It's been hinted at, but not mentioned; if Medics are removed then how do Terran players heal their bio units?

The Medic works because, like Marines, Firebats, SCVs, and Ghosts they are smaller scale maneuverable units. Coming up with an alternative to Medics which works just as suitably would be near impossible, if it's possible at all.

Plus, as FA has explained multiple times, M&M micro is synonymous with StarCraft, as well as being a major part of its appeal. If it's changed beyond minor balance tweaks StarCraft II will not be a true sequel to StarCraft.
joeki
Profile Joined June 2004
Sweden292 Posts
July 09 2007 01:21 GMT
#109
On July 09 2007 10:10 DTDominion wrote:
Plus, as FA has explained multiple times, M&M micro is synonymous with StarCraft, as well as being a major part of its appear. If it's changed beyond minor balance tweaks StarCraft II will not be a true sequel to StarCraft.


Okay, maybe I was wrong in my previous post in this topic. Are really Marines and medics more important to you guys than anything else? It sure seems so here, but I wonder...

Are you really sure you wouldn't say exactly the same thing if tanks didn't get siege mode? If vulture mines was taken away? If ghosts didn't have nukes? And that is just for terran!

I may very well be wrong, but if tanks was changed/deleted I'm pretty sure we would get just as many "tanks in siege mode are synonymous with Starcraft" as we get now with the medics.

And if you plan to respond "ok, tanks AND M&M" then. Try to figure out what units aren't that important to bw. I can't find a single one I want to leave out. From BW that is. I still advice you to see SC2 not as a BroodWar+, but as a new game with starcraft spirit. Otherwise, we will get disappointed no matter what as I wrote in my own thread (which surprisingly got very few responses from the hardcore fans I was refering to that post in this thread).

I want to know how you guys really think that defends medics so much. Tell me what units in BW you don't think fit in...
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-07-09 02:45:41
July 09 2007 01:33 GMT
#110
I wouldn't mind them just carrying over every single terran unit as I think most of them are very unique and work well, meaning there's no reason not to.

That being said:

- I wouldn't be horribly upset about the valkyrie, I liked this unit personally but it's not going to make me cry blood.

For protoss I guess the scout and the corsair, which already have been removed, would be the ones that make sense (and I LOVE corsair/dt so ). I like the arbiter a lot (DUH), but even though I've known it to be removed for a long time now I've never even commented on it, so clearly there must be some kind of difference between the medic and the arbiter.

Marine/medic, vulture/tank.. these things are iconic. The arbiters were great, I love them, use them nearly every PvT, but they weren't iconic units. I haven't seen the star relic up close but from what little I've seen, I like the arbiter better (just as an aside). Corsairs? Again, great unit, but is it really going to kill me if they are removed? No, as long as there's some kind of replacement (the phoenix does fine, I like this unit mostly).

Scout? Uhm, it really wasn't used very much, I still opened with 1 gate scout a lot PvZ instead of 1 gate sair (it's great if your scouting probe sees him making an evolution chamber to defend vs your stargate, instead of a corsair as you are then free to kill drones in his main until he makes a second spore or a hydra den.. but I digress), but it being removed doesn't kill me either.

For zerg.. Queens, I enjoyed using them but mostly because of their speed and novelty I guess them being removed wouldn't make me too upset.

Hydras, lurkers or zerglings = TOUCH THESE AND YOU ARE DEAD :D!! Guardians/devourers, mm, not as important as long as they are adequately replaced.

Now, wasn't the dragoon an iconic unit you'll ask? Yes, yes, it was I'll say, but the replacements for it seem interesting enough to not make me that upset (except the voices.. bring back dragoon voices please, PLEAAAAAAAAAASE).

As long as their replacement for the medic is akin to the Stalker's replacement of the dragoon I wouldn't be too upset, IE I don't care if they call it a "Field Surgeon" and give it fucking rollerblades, just as long as it's still essentially the medic we know and love.

Btw, Joeki, your thread was good, if I didn't already say so.
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
joeki
Profile Joined June 2004
Sweden292 Posts
July 09 2007 02:03 GMT
#111
Thanks FA

You seem to realize SC2 is a new game and just want your favorite units in the game. I can understand that.

You could actually pick units you could live without, and even if they were few (and you seemed to personally love them all :D ) I think you are one of the few hardcore fans that could pick more than 5 units you could take away from the starcraft universe.

In my opinion Dragoon was only iconic because it was used the most. It wasn't really interesting. It was used in all matchups on every map and was perhaps the best unit in the game. I love it for BW, but it would kill me to see dragoons in every protoss game in SC2 too. The replacements looks great. I somehow get the same feeling when I think about tanks and M&M and lurker/ling. I don't want to see exactly the same battles in SC2 so I would personally choose an upgraded Scout before Dragoon and a more useful Ghost before Tank. Or new units.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 09 2007 02:07 GMT
#112
=]
Ah btw, a few additions:
The DA, but I think they've merged the DA and Archon in the twilight archon (just what I think) and we'll have a caster/fighter! I agree with what you say about the dragoon btw, I like the unit but I'm sure I'll like the stalker/immortal too as long as they move nicely.

The tank is too iconic to remove for me tho, it opens up so many interesting possibilties.
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 09 2007 02:23 GMT
#113
I think the importance of the medic is that it differentiates the terran as being human. While marines themselves are not very powerful, humans would naturally go great lengths to preserve human life, hence medics. The zerg don't care about losing thousands of living units in a particular battle, it means nothing to them. And the protoss units are so powerful, they are like warriors that can take care of themselves (support from other warriors is the most important thing). But for the terran, they need men on the ground, and will go to great lengths to protect them.
Do you really want chat rooms?
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 09 2007 02:32 GMT
#114
To MoNKeYSpanKeR :

Yup, that was brutal. 200 mineral vs of terran killed how many drones and zergling?

It is in this example that shows just how powerful a little bit of mnm micro is, and just how far it can go. Sometimes it seems a little unfair.
QuanticHawk
Profile Blog Joined May 2007
United States32051 Posts
July 09 2007 02:43 GMT
#115
On July 09 2007 10:33 FrozenArbiter wrote:
I don't care if they rename it a "Field Surgeon" and give it fucking rollerblades, just as long as it's still essentially the medic we know and love.


hahahah i got a good laugh out of this.

Im in agreement tho, m&m is like a staple of the game.

and i disagree with you on queens and guardians. <3 both of them =]

PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 09 2007 02:45 GMT
#116
On July 09 2007 10:33 FrozenArbiter wrote:


As long as their replacement for the medic is akin to the Stalker's replacement of the dragoon I wouldn't be too upset, IE I don't care if they rename it a "Field Surgeon" and give it fucking rollerblades, just as long as it's still essentially the medic we know and love.



And in response to the quote on medics = human:

Now these posts are swaying me. I think the medic does have to stay in some form or fashion. Why? The biggest reason is that it makes Terran feel very different than zerg/protoss.

Getting down to it, I guess I just hope lurkers counter them a little better in SC2 than they did in SC1 (with the usual mnm micro). At least with proper micro on the zerg side... like maybe if you could aim your lurker shots ahead of where you expected the marines to run, then I'd really not mind the toughness of mnm.
gravity
Profile Joined March 2004
Australia1847 Posts
July 09 2007 05:16 GMT
#117
On July 09 2007 11:03 joeki wrote:
In my opinion Dragoon was only iconic because it was used the most. It wasn't really interesting. It was used in all matchups on every map and was perhaps the best unit in the game.

I'd actually say that Dragoons aren't really that good for their cost and build-time, they just fill a vital role for Protoss.
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
July 09 2007 07:14 GMT
#118
One thing that was brought up as a good point that hasn't really been addressed:

I like medic/marine combo too, but

a) Its a little too obvious and gets used every single zerg matchup, wouldn't it be nice if it Terran had more 'backbone' unit options in this matchup? MnM is used the whole game through all the time.

b) medics remove all the tactical tradeoff of stimming, when it was designed in vanilla SC it wasn't with the view that "hey, feel free to stim any time, all the time". Now I know constantly spamming it nonstop will down your medics energy, but realistically, its constantly on in battle. And as someone said it just makes medics a huge walking permanent buff to marines, good for constant move/attack speed and health regen.

Also, its kind of sad that lurkers, supposedly the mid-game counter, are pretty damn hard to use against properly microed MnM (which becomes a ton easier with constant stim) but can't be microed themselves to much advantage.

For this reason I think TvZ is a little imbalanced at the medium skill levels, Zerg practically needs hive tech to compete with tier 1 terran units and a few tanks. Its not a big deal since its pretty even at the pro level, but it'd be nice if this was addressed also.

Just my $0.02
I will eat you alive
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
July 09 2007 07:24 GMT
#119
On July 08 2007 09:38 caution.slip wrote:
you know in war3 all autocast abilities can be toggled on or off

so turn it off



Saying this is retarded and I'm sick of hearing it. If your opponent is using autocast and you are not, you probably have a disadvantage. Anyone with half a brain will use autocast if it's available. The point is, most people don't want it to be an option at all.
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
Last Edited: 2007-07-09 11:53:57
July 09 2007 11:53 GMT
#120
On July 09 2007 16:14 FieryBalrog wrote:
One thing that was brought up as a good point that hasn't really been addressed:

I like medic/marine combo too, but

a) Its a little too obvious and gets used every single zerg matchup, wouldn't it be nice if it Terran had more 'backbone' unit options in this matchup? MnM is used the whole game through all the time.

b) medics remove all the tactical tradeoff of stimming, when it was designed in vanilla SC it wasn't with the view that "hey, feel free to stim any time, all the time". Now I know constantly spamming it nonstop will down your medics energy, but realistically, its constantly on in battle. And as someone said it just makes medics a huge walking permanent buff to marines, good for constant move/attack speed and health regen.

Also, its kind of sad that lurkers, supposedly the mid-game counter, are pretty damn hard to use against properly microed MnM (which becomes a ton easier with constant stim) but can't be microed themselves to much advantage.

For this reason I think TvZ is a little imbalanced at the medium skill levels, Zerg practically needs hive tech to compete with tier 1 terran units and a few tanks. Its not a big deal since its pretty even at the pro level, but it'd be nice if this was addressed also.

Just my $0.02


To address point B. Without medics, there is a very easy and nearly free counter to stimmed marines. It's called running away. Now the marines are at 75% health and fire normally again when your Zerg army returns. Yeah, that's real fucking fair. Have you ever played TvZ in vanilla SC? It's ridiculous. Muta/Ling rapes you at every turn. Then throw in Ultras and Swarm. Terran needed medics badly. Now, TvZ is one of the most balanced match-ups in BW.
My psychiatrist says I have deep-seated Ragneuroses :(
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