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.
Starcraft 2 shouldn't have medics
Forum Index > SC2 General |
gravity
Australia1778 Posts
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
United States514 Posts
| ||
![]()
Liquid`Jinro
Sweden33719 Posts
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 :} | ||
HypersonicEspo
United States74 Posts
| ||
gravity
Australia1778 Posts
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
Sweden33719 Posts
| ||
fight_or_flight
United States3988 Posts
| ||
HaXxorIzed
Australia8434 Posts
| ||
gravity
Australia1778 Posts
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
Sweden33719 Posts
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. | ||
gravity
Australia1778 Posts
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
United States10657 Posts
| ||
funkie
Venezuela9374 Posts
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! | ||
gravity
Australia1778 Posts
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
United States4781 Posts
| ||
FatRine
406 Posts
| ||
Morzas
United States387 Posts
| ||
ShcShc
Canada912 Posts
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. | ||
A3iL3r0n
United States2196 Posts
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. | ||
vicml21
Canada165 Posts
| ||
Ych9
Canada39 Posts
We will just have to wait and see. | ||
TheFoReveRwaR
United States10657 Posts
| ||
Brutalisk
794 Posts
Another indicator of SC2 not having medics may be the shield upgrade for the marines, which increases their health, this is probably the replacement for medics. I also don't like that once T builds a few medics, stimming is abused permanently. No fight without multiple stims. Stimming should be a tactical choice, and not simply always be used because medics allow it. Of course, in SC, it's pretty much balanced this way, but in SC2, without medics, you should have to decide if it's worth the risk or not, as it was intended, to add a little tactical depth. | ||
Wizard
Poland5055 Posts
| ||
Ace
United States16096 Posts
| ||
quasi -QS-
United States109 Posts
| ||
il0seonpurpose
Korea (South)5638 Posts
| ||
FatRine
406 Posts
| ||
Tetsuo_AKIRA
United States38 Posts
But I don't see how they can let the other races have some kind of regen (health over time for zerg, shields toss) and deny Terran anything. I guess you could argue SCVs repairing is the answer to that. I'll be interested to see what happens.. | ||
FroZZoR
China925 Posts
they don't really do anything other than balance the game, and could be replaced by a unit that actually fights | ||
HaXxorIzed
Australia8434 Posts
| ||
EviLMonkey
United States147 Posts
| ||
Gokey
United States2722 Posts
| ||
Jayson X
Switzerland2431 Posts
I personaly love them. Those countless boxer & nada micro videos allways get me hyped. But now we have shields and jumping marines with dual guns and shit so i guess it will be a mixup between sc and dawn of war where you harass with the jumping unit and go to battle with a marine army. Beware tough zerg! If terrans have no medics and this shield upgrade, expect something even more forward than mms. goddamnit...show us terran units allready!!!! | ||
Seelys
France104 Posts
So far we have seen the shield for survavibility, and maybe this will make marines a weapon of choice in the TvT and TvP matchups. And the reapers for mobility. Terran could maintain a way to repair/heal infantry in a different manner | ||
SuperJongMan
Jamaica11586 Posts
Cuz if they do, I am becoming T user asap. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 06 2007 20:32 gravity wrote: 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". Marines without stim are super boring, it's a good thing they are stimmed all the time + medics DO run out. Without medics you'd never have seen the kind of amazing scenes as Boxer vs blackman or boxer vs yellow (on gaema) where a small group of marines just live forever cause of the medics and the micro. On July 07 2007 01:16 FroZZoR wrote: medics fucking suck they don't really do anything other than balance the game, and could be replaced by a unit that actually fights Froz, wtf? You actually enjoy using marines that are not stimmed? I sure as hell don't, it's like moving a fucking slug in comparision, without medics it would just be completely.. meh :[ Boring as hell imo. | ||
Patriot.dlk
Sweden5462 Posts
Not having stim and having marines was not to exiting to watch at all, "will he stim or will he not" I mean the style of the battle was the judge of that=p committed fights and yes stim otherwise no | ||
ZaplinG
United States3818 Posts
| ||
Klockan3
Sweden2866 Posts
Out of combat heal means that you can use stim in battles, but not all of the time and at a cost. And as many have said, medics are just a bandaid to fix terrans earlygame and general lack of open combat strength. Lastly mnm is extremely strong when microed, while theyre pretty weak when not, wich is the main reason blizzard wont have them in the same form again. Basic units shouldnt be micro heavy units, if we follow blizzards own philosophy, the later in the game you get the harder the micro should get also meaning that a new player should be able to hold of a pro the first minutes since the game is easy then, but the longer it takes the more obvious the skill difference gets. (With micro heavy, then i mean that the difference between not microing and microing is extreme, like for casters) I suppose defilers are just buff units for zerglings and should be taken out too? If defilers were tier 1, cheap and autocasted miniswarms on zerglings and ultras only then you could have a point. As it is now defilers arent frontline units, they are easily killed for their cost, theyre hightier and have expensive but gamechanging spells, just like a caster should be. If we upped the price and tech on medics, made all of its spells much more powerfull, removed autocast on heal but made it aoe and it heals infantry to full for maybe 75 mana, made blind aoe, and made restore aoe, then i could see the unit staying as a caster unit, but in the current form as moving wall addons to marines they are quite dumb and makes the marines counter to many things. | ||
Mutaahh
Netherlands859 Posts
FEAR THE SWARM | ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 07 2007 08:42 Klockan3 wrote: There will most likely be some way to heal your marines, but i would not count on a strong combat heal like medics will be in the game, especially now that marines is stronger than before wich means that they wont necesarily need medics to be viable. Out of combat heal means that you can use stim in battles, but not all of the time and at a cost. And as many have said, medics are just a bandaid to fix terrans earlygame and general lack of open combat strength. Lastly mnm is extremely strong when microed, while theyre pretty weak when not, wich is the main reason blizzard wont have them in the same form again. Basic units shouldnt be micro heavy units, if we follow blizzards own philosophy, the later in the game you get the harder the micro should get also meaning that a new player should be able to hold of a pro the first minutes since the game is easy then, but the longer it takes the more obvious the skill difference gets. This is COMPLETE and UTTER bullshit, if I'm 10 times better than my opponent he should die to my first attack, not artifically live on because there's no micro.. (With micro heavy, then i mean that the difference between not microing and microing is extreme, like for casters) If defilers were tier 1, cheap and autocasted miniswarms on zerglings and ultras only then you could have a point. As it is now defilers arent frontline units, they are easily killed for their cost, theyre hightier and have expensive but gamechanging spells, just like a caster should be. If we upped the price and tech on medics, made all of its spells much more powerfull, removed autocast on heal but made it aoe and it heals infantry to full for maybe 75 mana, made blind aoe, and made restore aoe, then i could see the unit staying as a caster unit, but in the current form as moving wall addons to marines they are quite dumb and makes the marines counter to many things. It makes the marines the backbone of TvZ, nothing else -_- Remove dragoons = fine. Make the siege tank barely useable vs the new goons due to some strange shield = fine. Remove arbiter = fine. Remove medic = NOT FINE. | ||
Klockan3
Sweden2866 Posts
On July 07 2007 09:41 FrozenArbiter wrote: This is COMPLETE and UTTER bullshit, if I'm 10 times better than my opponent he should die to my first attack, not artifically live on because there's no micro.. Tell that to zerg and toss players, who have low micro starting units. It makes the marines the backbone of TvZ, nothing else -_- Remove dragoons = fine. Make the siege tank barely useable vs the new goons due to some strange shield = fine. Remove arbiter = fine. Remove medic = NOT FINE. Why not? Just beacuse you play terran and is in love with the medic that creates warcraft like micro? | ||
A3iL3r0n
United States2196 Posts
[QUOTE]On July 07 2007 09:41 FrozenArbiter wrote: [QUOTE]On July 07 2007 08:42 Klockan3 wrote: There will most likely be some way to heal your marines, but i would not count on a strong combat heal like medics will be in the game, especially now that marines is stronger than before wich means that they wont necesarily need medics to be viable. Out of combat heal means that you can use stim in battles, but not all of the time and at a cost. And as many have said, medics are just a bandaid to fix terrans earlygame and general lack of open combat strength. Lastly mnm is extremely strong when microed, while theyre pretty weak when not, wich is the main reason blizzard wont have them in the same form again. Basic units shouldnt be micro heavy units, if we follow blizzards own philosophy, the later in the game you get the harder the micro should get also meaning that a new player should be able to hold of a pro the first minutes since the game is easy then, but the longer it takes the more obvious the skill difference gets. [/QUOTE] This is COMPLETE and UTTER bullshit, if I'm 10 times better than my opponent he should die to my first attack, not artifically live on because there's no micro.. [/QUOTE] Tell that to zerg and toss players, who have low micro starting units. [QUOTE] Why not? Just beacuse you play terran and is in love with the medic that creates warcraft like micro?[/QUOTE] Have you ever played BW? The Zerg and Protoss both have early counters for Terran MM. One of them makes sunkens. The other one has the threat of oh let's see, DT, Reaver, HT, or good micro with ranged goons. FA plays Toss btw. | ||
QuanticHawk
United States32036 Posts
On July 07 2007 10:06 Klockan3 wrote: Tell that to zerg and toss players, who have low micro starting units. Why not? Just beacuse you play terran and is in love with the medic that creates warcraft like micro? if ls was still around, this would probably be in the running for stupid post of the week | ||
[X]Ken~D
377 Posts
The marine and medic pair is one of it. That combo has a great feel where are soon as you see danger, stim then run away or the timing on running medics first then marines right after to fight sunken lines. SC1 would more feel WC3-ish if high HP unit like Protoss has them where people just "watch" zealot & medic do their stuff. Though I haven't played SC2, but from what I've seen so far, it doesn't look like it has any new units that can match the rush feeling of the using the marine and medic pair. | ||
Klockan3
Sweden2866 Posts
On July 07 2007 10:14 A3iL3r0n wrote: Have you ever played BW? The Zerg and Protoss both have early counters for Terran MM. One of them makes sunkens. The other one has the threat of oh let's see, DT, Reaver, HT, or good micro with ranged goons. FA plays Toss btw. I never said that the other had no counters to mnm, just that their basic troops didnt have nearly the same micro curve as mnm. A person 10 times better will not beat the other with the first wave as long as he has a viable BO, but he will beat him very soon anyway eventhough not instantly when they meet like this person seems to want it to be. During the first attack your opponents army will be much bigger just beacuse your units need to move to him when his units arrive instantly, and also he can defend himself with his workers. There is micro even if you remove the medics, zerglings got micro, hydras got micro, goond got micro, zealots got micro. However, they dont got nearly as much micro as the mnm, wich is an anomality in the game, and wich is why Blizzard probably will remove the medic we have today and instead make something different. if ls was still around, this would probably be in the running for stupid post of the week. Why, beacuse the poster above you missunderstood my post? SC1 would more feel WC3-ish if high HP unit like Protoss has them where people just "watch" zealot & medic do their stuff. Now you dont understand either, marine and medics micro works under the same premises as the whole micro system in warcraft 3. Its based around moving units that are focused, while shooting with units that are not focused, and trying to block of enemy units etc. It doesnt matter that mnm dies fast and kills fast, they work exactly the same as wc3 micro but a bit faster, although in wc3 every unit in the whole game works like this, its like having 4 teams full of different mnm combos. I mean, dont anyone here even understand why WC3 is the second biggest competetive rts in the world, and is the biggest competetive rts outside of korea? | ||
![]()
Liquid`Jinro
Sweden33719 Posts
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. | ||
Klockan3
Sweden2866 Posts
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) 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. | ||
Equinox_kr
United States7395 Posts
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 When I played the last Terran Brood War mission a week back, I had to just wall off all my Tanks + rines with Medics because that hero Ultra would rape my rines with one hit T_T But yeah, M&M is synonymous (did I spell this right -_-) with SC ![]() | ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 07 2007 10:59 Klockan3 wrote: 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) Where does it say marines have to be low micro? They are low micro units until you tech and get medics/stim, then they become high micro units. I like it this way and would be sad to see it changed. I don't want marines that can be used in every single matchup (well they should be useable like they are now but not the way, say, dragoons are), I like the way they are the main army in TvZ, part of an optional strategy TvP and barely ever used TvT. Marine/Medic control is easily in the top 3 most fun and impressive things in SC and taking it out makes absolutely no sense :/ If I seem hostile it's I really don't want to see one of the things about SC I enjoy the most, disappear in sc2. | ||
Equinox_kr
United States7395 Posts
[QUOTE]On July 07 2007 10:06 Klockan3 wrote: [QUOTE]On July 07 2007 09:41 FrozenArbiter wrote: [QUOTE]On July 07 2007 08:42 Klockan3 wrote: There will most likely be some way to heal your marines, but i would not count on a strong combat heal like medics will be in the game, especially now that marines is stronger than before wich means that they wont necesarily need medics to be viable. Out of combat heal means that you can use stim in battles, but not all of the time and at a cost. And as many have said, medics are just a bandaid to fix terrans earlygame and general lack of open combat strength. Lastly mnm is extremely strong when microed, while theyre pretty weak when not, wich is the main reason blizzard wont have them in the same form again. Basic units shouldnt be micro heavy units, if we follow blizzards own philosophy, the later in the game you get the harder the micro should get also meaning that a new player should be able to hold of a pro the first minutes since the game is easy then, but the longer it takes the more obvious the skill difference gets. [/QUOTE] This is COMPLETE and UTTER bullshit, if I\'m 10 times better than my opponent he should die to my first attack, not artifically live on because there\'s no micro.. [/QUOTE] Tell that to zerg and toss players, who have low micro starting units. [QUOTE] Why not? Just beacuse you play terran and is in love with the medic that creates warcraft like micro?[/QUOTE] Have you ever played BW? The Zerg and Protoss both have early counters for Terran MM. One of them makes sunkens. The other one has the threat of oh let\'s see, DT, Reaver, HT, or good micro with ranged goons. FA plays Toss btw.[/QUOTE] I was just about to say look at his post count. -_- | ||
Klockan3
Sweden2866 Posts
On July 07 2007 11:05 FrozenArbiter wrote: Where does it say marines have to be low micro? They are low micro units until you tech and get medics/stim, then they become high micro units. I like it this way and would be sad to see it changed. I don't want marines that can be used in every single matchup (well they should be useable like they are now but not the way, say, dragoons are), I like the way they are the main army in TvZ, part of an optional strategy TvP and barely ever used TvT. Marine/Medic control is easily in the top 3 most fun and impressive things in SC and taking it out makes absolutely no sense :/ But the stim/medic comes at the same tech as the other races second unit, aka its not late at all. And i dont say that the medic have to be removed, just that i think that the possibility is high due to its role as a bandaid to terrans earlygame being redundant with new gameplay additions. | ||
Klockan3
Sweden2866 Posts
| ||
Tusk
Canada427 Posts
On July 07 2007 11:13 Klockan3 wrote: But the stim/medic comes at the same tech as the other races second unit, aka its not late at all. And i dont say that the medic have to be removed, just that i think that the possibility is high due to its role as a bandaid to terrans earlygame being redundant with new gameplay additions. Zomg, i just joined, and therefore i have no experience at all and you all other know much more just beacuse you have posted more things than me! And anyhow, your postcount aint that high either. Well, post count helps know what race FA plays. Don't be rude sir. | ||
Klockan3
Sweden2866 Posts
On July 07 2007 11:22 Tusk wrote: Well, post count helps know what race FA plays. Don't be rude sir. Ah sorry, i totally missunderstood his intent. | ||
lololol
5198 Posts
| ||
FatRine
406 Posts
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 | ||
lololol
5198 Posts
On July 07 2007 15:20 FatRine wrote: 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). | ||
Blacklizard
United States1194 Posts
On July 06 2007 22:29 A3iL3r0n wrote: 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. | ||
TheFoReveRwaR
United States10657 Posts
On July 07 2007 10:59 Klockan3 wrote: 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) 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. | ||
Frits
11782 Posts
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
United States1615 Posts
![]() | ||
Jyvblamo
Canada13788 Posts
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
11782 Posts
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. Good point. ![]() Also I didn't consider the shield upgrade yet, which improves the overall hitpoints of marines. | ||
minus_human
4784 Posts
| ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 07 2007 16:28 lololol wrote: 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. 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: 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) 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: 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.. | ||
prOxi.swAMi
Australia3091 Posts
![]() | ||
FatRine
406 Posts
| ||
InfeSteD
United States4658 Posts
![]() | ||
lololol
5198 Posts
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! | ||
MyLostTemple
![]()
United States2921 Posts
| ||
ThoRk
Argentina78 Posts
| ||
paper
13196 Posts
On July 07 2007 22:27 lololol wrote: 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 | ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 07 2007 22:27 lololol wrote: 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 ..). | ||
lololol
5198 Posts
On July 08 2007 04:42 FrozenArbiter wrote: 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. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
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.. | ||
lololol
5198 Posts
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. | ||
Blacklizard
United States1194 Posts
"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
United States775 Posts
so turn it off | ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 08 2007 08:05 lololol wrote: 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. Ok, I'm gonna make state this as simply as humanly possible: Having stimpacks on autocast, regardless of wether you can turn it on or off, wether it activates when 1 zergling comes into your field of vision or 50, would suck. No, no, wait. Stimpack on autocast = bad. I don't care how you want to implement it, I don't want to even have to think about it. Why would you want to have stimpack on autocast!? Stimpack is fine the way it is, don't fucking mess with the stimpacks. They can remove every god damn unit in the game, just keep the marines, the medics, and the lurkers - and keep them the same as in sc1, I'll be happy --; Obvious exaggeration above but not by as much as one would think.. Here's what you wrote at first: 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). 1) Yes, you need it every battle, so when you get plagued, or your medics run out of mana, you are shit out of luck! It's a fun, unique ability that adds a shitload of life to an otherwise dull unit, being able to use it often - but not all the time - is FUN. 2) No, medics do run out, if you spam it without thinking, it's bad. Look, I apoligize for the tone, it's stupid to get upset over this (by me), but if there's one thing I don't want, it's stimpack on autocast -- Btw, I haven't played warcraft 3 in a long time, but I'm almost certain the Orc Trolls (the spearthrowers I think they were?) had a stim like ability, that would increase their rate of fire and lower their armor for X duration, now, I'm 99% certain that this wasn't autocast, so I doubt something like stimpacks will be. | ||
lololol
5198 Posts
On July 08 2007 11:54 FrozenArbiter wrote: Ok, I'm gonna make state this as simply as humanly possible: Having stimpacks on autocast, regardless of wether you can turn it on or off, wether it activates when 1 zergling comes into your field of vision or 50, would suck. No, no, wait. Stimpack on autocast = bad. I don't care how you want to implement it, I don't want to even have to think about it. Why would you want to have stimpack on autocast!? Stimpack is fine the way it is, don't fucking mess with the stimpacks. They can remove every god damn unit in the game, just keep the marines, the medics, and the lurkers - and keep them the same as in sc1, I'll be happy --; Obvious exaggeration above but not by as much as one would think.. Here's what you wrote at first: 1) Yes, you need it every battle, so when you get plagued, or your medics run out of mana, you are shit out of luck! It's a fun, unique ability that adds a shitload of life to an otherwise dull unit, being able to use it often - but not all the time - is FUN. 2) No, medics do run out, if you spam it without thinking, it's bad. Look, I apoligize for the tone, it's stupid to get upset over this (by me), but if there's one thing I don't want, it's stimpack on autocast -- I want dragoons in sc2, too ![]() | ||
![]()
Liquid`Jinro
Sweden33719 Posts
| ||
FatRine
406 Posts
| ||
lololol
5198 Posts
On July 08 2007 13:19 FrozenArbiter wrote: I wouldn't mind dragoons in SC2, but in my mind, as long as the stalker and the immortal can fire a similiar distance, I won't miss it toooooo badly >< I want a BIG ENERGY BALL, not some crappy blasters or lasers and the dragoons design was cool with the 360 degree of firing/moving. On July 08 2007 14:22 FatRine wrote: anyone who think stimpack should be auto cast in any shape or form should be pooped upon i think So you want someone to replace you? | ||
Klockan3
Sweden2866 Posts
On July 07 2007 17:38 TheFoReveRwaR wrote: How will removing the medic "reduce micro" for marines? What exactly is a "low micro" unit? A unit that dont rely totally on being microed. For example, a zergling works best when it goes to the enemy and hits them, all the micro used is when you either need to avoid enemies to harras, or when they kite your zerglings you need to focus on the ones that are standing still. However, marines with medics arent at all like that. Medics makes marine micro much more powerfull by allowing hurt units to be healed extremely fast at the same time as allowing constant stimming. For example, 5 marines vs 10 zerglings, the marines can stim and kite etc, but winning that battle without losses is impossible, while instead with 3 marines and 2 medics vs 10 zerglings its possible to win without losing a single unit eventhough its hard to pull of. With micro heavy i dont mean how much you can possible micro the unit(Every unit can be microed to impossible degrees), but instead how big the difference between microing and not microing is(Wich vary greatly between different units) Also How will removing the medic "reduce micro" for marines? Ask all of the "Save the medic" whiner in this thread. Klockan3 I predict you won't last long here. Beacuse you cant even comprehend my posts, or even the general understanding and opinions on this topic from most posters even on this forum? Even if we removed medics marines would be more micro heavy than its counterparts due to stim, but marine micro wouldnt make such a big difference as it does now, wich is why a lot of persons are unhappy since they want high rewarding micro. PS. i never said that the game should be balanced for noobs, read before you post you ignorant wanna be pro player. However the amounth of micro required to play the races shouldnt vary greatly in any parts of the game, you cant say that a micro heavy start is a trait fit for terran or any race really. This can be seen like only introducing smartcast and mult building select to zerg, wich would lessen the micro load on zerg players a ton making the games micro requirement hugely imbalanced factionvise. Sure its just a small thing and i understand why people want to keep it, but that doesnt mean that i dont understand the complications such a feature adds to the game overall. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
PS. i never said that the game should be balanced for noobs, read before you post you ignorant wanna be pro player. However the amounth of micro required to play the races shouldnt vary greatly in any parts of the game, you cant say that a micro heavy start is a trait fit for terran or any race really. This can be seen like only introducing smartcast and mult building select to zerg, wich would lessen the micro load on zerg players a ton making the games micro requirement hugely imbalanced factionvise. I disagree with this part strongly, having the factions play differently (and therefore require different skillsets) is a perfectly fine part of the game and, indeed, one of the reasons why the races in SC are so diverse. As for your comments on zergling micro, ehm, properly microed zerglings will - by far - out perform zerglings that just 'get to the enemy and hit them'. Also, the marines start out the same as zealots and zerglings - no abilities, relatively weak, but then you tech and they turn into this different units once you get your academy, at which point the zerg player will have other units available to him (as will the protoss). The dragoon starts off being almost useless, but is transformed into a strong fighter with the range upgrade, much like the marine. Yes, once you get to academy tech the marine becomes the backbone for terran in TvZ and its potential goes far up, but why is this bad? By that time zerg is nearing mutalisk or lurker tech, units with very similiar potential for micro (mutas) and destruction (both). The races just play differently, that's all, and I cannot for the life of me see the problem with this. Zerglings, once you reach hive and 3-3 upgrades vs Toss, go from being relatively worthless to being some of the most cost effective units in the game.. Is this bad as well? You don't even need to invest a substantial amount of micro into them to achieve this at this point. | ||
afg-warrior
Afghanistan328 Posts
medics stay... i like medics but something definitely needs to be done to add more depth... if they are taken out, i wont mind as long as there is some way to heal them during battle...if there is a shield battery like building which has aoe heal, it would be ok but it wouldnt be the same.... everyone saw, witnessed and acknowledged how useless and stupid marines were as a choice in vanilla...zerg would rape them and so would protoss....they just werent very reliable and required too much baby sitting....it was also dumb how the base units of each race counters the marine... medics was what added more depth to infantry...i gurantee u, if marines are in anyway shape or form as viable as starcraft vanilla, terrans would spam the mech builds or something against every race... if it is absolutely essential to take them out, give terrans a mid-game unit that is some mechanical APC/Tank that heals infantry in aoe.....thats if its a must otherwise, id just lower the heal rate of medics cuz of the increased HP, and maybe the cost and for the stupid storyline argument, im sure the terrans would start training their own medics cuz of how efficient they were when the UED used them | ||
Klockan3
Sweden2866 Posts
On July 08 2007 15:07 FrozenArbiter wrote: I disagree with this part strongly, having the factions play differently (and therefore require different skillsets) is a perfectly fine part of the game and, indeed, one of the reasons why the races in SC are so diverse. Well, yeah oppinions differ ofc. As for your comments on zergling micro, ehm, properly microed zerglings will - by far - out perform zerglings that just 'get to the enemy and hit them'. Yeah, but thats on an entirely other scale, and is usually to counter your opponents micro, while marine micro is to counter your opponents inherently stronger units and also have a much looser cap in terms of how effectively you can use them. Replacing the medic with a hp uppgrade will make the marines work a bit more in line with every other unit but still being weak in the begining, and the healing could come from another unit with a weaker version as the post above me says. Also Boxer micro isnt what made starcraft popular, such things came first after it got popular and also people that dont play starcraft dont understand how hard those things are to do anyway. But anyhow discussing this is kinda moot since its all about opinions. Imo starcraft 2 dont need medics, and probably will be better wo them, and in many others opinion starcraft 2 will be a flop if medics aint in it. However, no matter if they put medics in sc2 or not, it will be the biggest rts of its time since it will take people from both sc and wc3, even if not all sc purists will follow.(Eventhough if the crowd leaves sc, then the pro scene have to go to since they are dependant on the casual players, and we can be sure that atleast the non asian players will go to it) | ||
![]()
Liquid`Jinro
Sweden33719 Posts
Replacing the medic with a hp uppgrade will make the marines work a bit more in line with every other unit but still being weak in the begining, and the healing could come from another unit with a weaker version as the post above me says. Which goes completely against blizzards stated goal of further diversifying the races! This being said, I don't think it will ruin the game to remove the medics, but it would most certainly be a strange choice.. Yes, starcraft became popular before Boxer and his marine micro, but it REALLY boomed - e-sports wise - once his reign started. Was it all because he could micro marines like a superhuman being? Of course not, but I'm pretty sure his marine micro was one of the things that made him famous and made people go 'wow'. You don't need to know much about SC to recognize how amazing it is when a small group of marines wreak complete havoc in a zerg base ![]() Removing the possiblity of this happening in a sequel would, imo, be a strange choice indeed. | ||
TheFoReveRwaR
United States10657 Posts
![]() | ||
Morzas
United States387 Posts
On July 08 2007 14:22 FatRine wrote: anyone who think stimpack should be auto cast in any shape or form should be pooped upon i think qft | ||
Doctorasul
Romania1145 Posts
That way you would have your cute micro to have fun with and we would get a new interesting unit instead of the medic. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
+ Removing medics would still turn marines into a run of the mill unit, weak and without longevity. | ||
joeki
Sweden292 Posts
On July 08 2007 16:04 FrozenArbiter wrote:Removing the possiblity of this happening in a sequel would, imo, be a strange choice indeed. M&M in BW rocked. It could kill a far superior army of lurklings with correct micro and it looked great. One of the coolest things in BW no doubt. BW would suck without M&M. I don't see how you automatically assume it will be the same in SC2 though. Seriously, we have over 10 new units only for protoss so far? It will be a different game. Understand that M&M are great in BW, but not automatically great for SC2. How do you know medics will fit in SC2? Healing is something BW lacks right now and I imagine we will se new stuff that will fit in more than medics. How do you know Marines with shield on-off button won't be as enjoyable to watch? (And yes that was an example, I have no clue if shields can be turned off manually.) You said medics, marines and lurkers are the trademark of Starcraft. I agree. You could take any random 3 units from BW and you would get the same support from me and other hardcore bw-fans and you know it. All units in BW made BW superior to any other game. But this is a new game. A sequel, but still a new game. We will get other awesome micro moves hopefully. Just because you can't imagine something more starcraftish than M&M, doesn't mean it doesn't exist. | ||
fight_or_flight
United States3988 Posts
I do think stim should take 15 damage instead of 10 though, or there should be some type of minor adjustment like that, but not completely take out the stim/marine/medic system. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 08 2007 17:20 joeki wrote: M&M in BW rocked. It could kill a far superior army of lurklings with correct micro and it looked great. One of the coolest things in BW no doubt. BW would suck without M&M. I don't see how you automatically assume it will be the same in SC2 though. Seriously, we have over 10 new units only for protoss so far? It will be a different game. Understand that M&M are great in BW, but not automatically great for SC2. How do you know medics will fit in SC2? Healing is something BW lacks right now and I imagine we will se new stuff that will fit in more than medics. How do you know Marines with shield on-off button won't be as enjoyable to watch? (And yes that was an example, I have no clue if shields can be turned off manually.) You said medics, marines and lurkers are the trademark of Starcraft. I agree. You could take any random 3 units from BW and you would get the same support from me and other hardcore bw-fans and you know it. All units in BW made BW superior to any other game. But this is a new game. A sequel, but still a new game. We will get other awesome micro moves hopefully. Just because you can't imagine something more starcraftish than M&M, doesn't mean it doesn't exist. The marine shield upgrade adds HP, no abilities (Q&A 5). Yes, it's a new game, but I think it would be folish to remove everything that worked in BW/was popular in BW. | ||
FatRine
406 Posts
![]() | ||
Sadist
United States7205 Posts
| ||
fight_or_flight
United States3988 Posts
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. | ||
Sadist
United States7205 Posts
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 | ||
![]()
Liquid`Jinro
Sweden33719 Posts
On Showdown. From 1999. ;p Hardly fair to call him a newer player! On July 08 2007 19:22 fight_or_flight wrote: 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) | ||
MoNKeYSpanKeR
United States2869 Posts
I rest my case. | ||
NaDazpwnz3r
United States111 Posts
btw, the 1st part in the vid above w/ nada was awesome | ||
FroZZoR
China925 Posts
| ||
Blacklizard
United States1194 Posts
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
Ireland23335 Posts
Stimmed rines are great. | ||
DTDominion
United States2148 Posts
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
Sweden292 Posts
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
Sweden33719 Posts
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 ![]() 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. | ||
joeki
Sweden292 Posts
![]() 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
Sweden33719 Posts
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. | ||
fight_or_flight
United States3988 Posts
| ||
Blacklizard
United States1194 Posts
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
United States32036 Posts
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 =] | ||
Blacklizard
United States1194 Posts
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
Australia1778 Posts
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
United States1381 Posts
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 | ||
AcrossFiveJulys
United States3612 Posts
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
United States2196 Posts
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. | ||
DTDominion
United States2148 Posts
On July 09 2007 10:21 joeki wrote: 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. You'd not only hear this, but you'd hear even more of it. Obviously any unit going kinda sucks, but there are definitely more than a few which cannot be removed without making StarCraft II no longer a sequel to the original: SCV/Drone/Probe Marine Medic Ghost (maybe) Tank Wraith (maybe) Dropship Battlecruiser Overlord Zergling Hydralisk Mutalisk Scourge (I personally don't care, but I know it's arguable) Lurker Defiler Ultralisk Guardian (maybe) Zealot High Templar Dark Templar Reaver Observer (unless someone thinks of something better) Corsair (arguable) Carrier Arbiter (the "Star Relic" is a pathetic attempt at replacing it) Archon "Wow, that's sure a lot of units that you think could never be taken out of StarCraft II" Maybe trying to improve upon the best game ever is a waste of time? -_- | ||
lololol
5198 Posts
On July 09 2007 20:53 A3iL3r0n wrote: 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. Unit combos and strats are not gonna be the same as in sc2, if terran needs medics in sc1 this does NOT mean shit in sc2, they can simply take out medics and stim(or change it significantly) and it will be fine. Stim's flaw is obvious, but adding meds and stim, simply because one's concept sucks without the other is a bit pointless ![]() | ||
4valor
Australia10 Posts
On that note, I also hope they remember to reduce the rate of fire for missle turrets... gg | ||
joeki
Sweden292 Posts
On July 10 2007 03:48 DTDominion wrote: Maybe trying to improve upon the best game ever is a waste of time? -_- Well, that's exactly my point. Their job is not to improve Brood War. Their job is to make Starcraft 2. A new game. Try to understand the difference. Your comment really fits in everything I wrote in my own thread. Your thinking about SC2 will make you disappointed no matter what. | ||
DTDominion
United States2148 Posts
On July 10 2007 10:05 joeki wrote: Well, that's exactly my point. Their job is not to improve Brood War. Their job is to make Starcraft 2. A new game. Try to understand the difference. Your comment really fits in everything I wrote in my own thread. Your thinking about SC2 will make you disappointed no matter what. StarCraft II has to be a sequel to the original StarCraft. Part of making a sequel is improving upon weaknesses in the original game, of which StarCraft has legendarily few. Because of this in order to be a new game, StarCraft II has to mainly focus on being different from the first game, as you said. The problem is that for the most part, the different ideas being introduced for SC II are inferior to their counterparts in the original game. You can tell me I'll be disappointed no matter what, but I can just as easily and just as validly say a successful sequel to StarCraft is almost impossible no matter what. | ||
estebannam
United States187 Posts
| ||
omgbnetsux
United States3749 Posts
| ||
lololol
5198 Posts
On July 10 2007 14:33 omgbnetsux wrote: I have an idea- How about medics that can go back in time to heal units, thus preventing death?! Cool idea, make your own thread about it! | ||
joeki
Sweden292 Posts
On July 10 2007 14:27 DTDominion wrote: StarCraft II has to be a sequel to the original StarCraft. Part of making a sequel is improving upon weaknesses in the original game, of which StarCraft has legendarily few. Because of this in order to be a new game, StarCraft II has to mainly focus on being different from the first game, as you said. The problem is that for the most part, the different ideas being introduced for SC II are inferior to their counterparts in the original game. You can tell me I'll be disappointed no matter what, but I can just as easily and just as validly say a successful sequel to StarCraft is almost impossible no matter what. Well then I think we are pretty similar. At least to that sense that we believe a sequel to Starcraft will not be better than the original. I also agree that it is almost impossible to make a better game than BW. The difference between us then are that you seem to think every excellent thing in BW should be implented to SC2 as well because that will make SC2 excellent too. I believe that is completely impossible. Even if we implent ONLY the 3D-engine the game would change completely. Microing M&Ms would be completely different. Then add only one single unit for each race. Then add different map-stuff like 2-level cliffs and yellow minerals. It would change the whole thing. If we want M&M to be as powerful as they were in BW with the proper micro we would have to duplicate everything from BW. The medics themselves doesn't make Marines powerful automatically. It's the zerglings bad AI, it's the time it takes for a lurker to burrow, it's ramps and cliffs... I could go on forever. There are so many factors you seem to ignore and/or not think of. If you see the video where zealots with charge upgrade attacks marines you see that the AI is great. They don't attack in a line and get stuck, they automatically surrounds the marines instantly. Then some might say "well then take away the good AI then". Ok, but the charge ability will still own. "Take away the charge ability". Ok, but the 3D makes the marines awkward and messy to control. "Take away the 3D." If we discuss like that, in the end we end up with the best game ever, sure. But we already have it. So what I'm trying to say is that, while it may sound easy to just implent the stuff that made BW good, into a game which will be released 10 years later, it's almost impossible. I realize this thread is about the medic and I got a little carried away, but we this argument all the time. "It worked in BW, which is the best game in the world. It can't go wrong in SC2." But it can and probably will if they would think like that. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
| ||
XDawn
Canada4040 Posts
Like I said, Story ![]() | ||
FieryBalrog
United States1381 Posts
On July 09 2007 20:53 A3iL3r0n wrote: 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. This is Starcraft 2, not Starcraft. They can change things, they don't need to keep stim the same, or medics the same, in order to keep the matchup balanced. I'm not advocating taking out or changing medics from BW, I know that. But it doesn't change the fact that currently stim is not designed as well as it could be. Its become a perma-buff whereas the whole concept is that its supposed to be a tradeoff. I'd also like to see more variety on the terran end in TvZ in Starcraft 2.... | ||
![]()
Liquid`Drone
Norway28585 Posts
look at pretty much every science fiction movie created that is how terran works. zerg is supposed to be the best race for aggression and raiding shiznits and just swarming over things cause thats what aliens that look like zerg do protoss is all high techy, meaning they can destroy lots of stuff with few casualities, but also that they have less terran has a lot of stuff that dies easily, but then some hero comes out and saves the day the 24 m&m that died vs 4 lurk fit in the first group the 8 m&m that killed an expansion, 12 drones, then defiler mound and spawning pool, are the heroes. while m&m in starcraft at times is "too" powerful because when someone microes them absolutely perfectly, they can slaughter way, way more than their cost, nobody seems to mention the times where 50 marines and medics face 24 hydra and 12 lurks and end up killing 3 lurks and 10 hydras before they're all dead. i hope they keep it like this. but if the medic is removed, there must be a reason for it; marines need to be more manueverable and tougher than they currently are, as to be able to live longer and have more potential than a group of marines in vanilla has (which is close to 0 against anything other than smaller numbers of zerglings, peons and buildings that do not fire) , and they must have some kind of natural healing. perhaps kind of a natural healing slightly slower than that of zerg units, or bunkers slightly increasing heal time (to perhaps that of zerg units, or slightly faster. ) I could definitely see this working out though, compare it to having 60 hp marines where putting them in a bunker would heal them (maybe even the bunker could have mana like shield batteries, meaning you could instantly heal like 4-5 marines from 0 hp with 1 bunker. this would be a bit too similar to batteries for my liking, but in principle marines could be dropped somewhere, fight, fuck shiz up and go back home after a successful mission, then be healed, or even heal themselves if stationed somewhere long enough. there needs to be some method of healing and preferably one unique to the race, but it should be possible to give a real starcraftesque feel even without medics. every terran unit needs to be repairable somehow though, that's part of terran. zerg needs to heal slowly without any external healing sources because individual units are inherently worthless to zerg, and toss needs something similar to batteries because individual survival is also part of protoss. | ||
FatRine
406 Posts
| ||
aseq
Netherlands3972 Posts
On July 09 2007 20:53 A3iL3r0n wrote: 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. There is a counter to zerg running away in vanilla SC. It is stimming only 2-3 of your marines, they won't be able to tell the difference. Only when you see the zerg really engage (you have superior range so you are usually able to tell) you stim everyone. But i agree that the mu isn't too balanced. Ultra's weren't so much the problem, they had no ups, but mutaling was way too strong. edit: Oh and i can see Terran work without medics. I'm sure they'll find a way to make it still work (perhaps an inverse stimpack, refill life 3 times per marine, but takes 5 seconds to do so?). The thing i'm afraid of is that they will balance the game with the expansion, having designed the units all along, but leaving them out at first. Balance has been far better in blizzard expansions than in first releases (like TFT is much better than RoC also, the entire damage modifiers changed). This means we will have to wait another year for that perfect game^^. | ||
![]()
Liquid`Drone
Norway28585 Posts
however I also think it's kind of good. allows them to develop the expansion pack with the intention on improving everything that has shown itself as flawed through 1 year of gaming. it's like a beta test gone grand fucking scale, which eventually allows them to create better games than any other company. | ||
fight_or_flight
United States3988 Posts
On July 11 2007 09:29 Liquid`Drone wrote: i also think this is very likely :p however I also think it's kind of good. allows them to develop the expansion pack with the intention on improving everything that has shown itself as flawed through 1 year of gaming. it's like a beta test gone grand fucking scale, which eventually allows them to create better games than any other company. I agree, an expansion is better for everybody. Blizz makes more money, and we get a more balanced game. It really gives them time to work on things while we still get to play the game. | ||
Jathin
United States3505 Posts
| ||
XDawn
Canada4040 Posts
http://pc.ign.com/articles/803/803899p1.html | ||
DeCoup
Australia1933 Posts
On July 06 2007 21:20 useless wrote: Yeah, like one Firebat + medics for 40+ kills? imba! Take both units out. SC1 is the most well balanced rts in existence. Nothing is imba. | ||
Blacklizard
United States1194 Posts
On July 10 2007 20:50 FatRine wrote: I wouldn't be suprised if they removed Stimpack just cause it's a soldier taking a performance enchanching drug. They can turn it into "barrel melt mode" where they just shoot faster for a period of time, but not too long for fear of melting their gun barrels. You've seen the clips of the guy who caught his AK-47 on fire, right? And if they didn't run faster, it would also be easier to balance (given SC:BW units). However, if the soul hunter guys stay, it may look like they may leave really powerful mnm and put actual early game counters in for the other races. Wonder if lurkers will be before lair.... | ||
![]()
Liquid`Jinro
Sweden33719 Posts
| ||
Morzas
United States387 Posts
![]() | ||
caution.slip
United States775 Posts
i always thought of it as the suit just went crazy and the marine inside the suit got worn down and thus lost life | ||
fight_or_flight
United States3988 Posts
On July 13 2007 11:50 caution.slip wrote: interestingstimpacks dont even make sense, its the suit that does all the moving anyways i always thought of it as the suit just went crazy and the marine inside the suit got worn down and thus lost life | ||
oshibori_probe
United States2932 Posts
Now that would make the game great. | ||
Mammoth
United Kingdom49 Posts
| ||
Blacklizard
United States1194 Posts
On July 13 2007 04:58 FrozenArbiter wrote: Come on, no way they are removing stim packs. Marines not running fast would be boring, and the whole 'staaaa-yeah' is iconic. Yeah, it'll stay. =] Just babbling about what ifs. The "staaaa-yeah" thing had me rolling the very first time I heard it. Too perfect. | ||
paper
13196 Posts
On July 13 2007 11:50 caution.slip wrote: stimpacks dont even make sense, its the suit that does all the moving anyways i always thought of it as the suit just went crazy and the marine inside the suit got worn down and thus lost life the suit just amplifies whatever the guy inside does o__O if he runs faster, the suit follows suit (pun ;D) and he attacks faster because he triggers the gun faster (or so i remember from some old text) | ||
Andaroo
Canada70 Posts
| ||
lololol
5198 Posts
| ||
Mammoth
United Kingdom49 Posts
[edit] Come to think of it, with the better interface of SC2, shield batteries could auto-regen any units near them, which would certainly make them more useful. | ||
lololol
5198 Posts
On July 14 2007 07:53 Mammoth wrote: The shield battery might be more useful now with the phase prism's abilities. You could warp in a few batteries quite easily (without needing a pylon), and along with a few phase cannons it could provide a useful outpost near an enemy base. [edit] Come to think of it, with the better interface of SC2, shield batteries could auto-regen any units near them, which would certainly make them more useful. You could make such an outpost even now with the old fashioned pylon, which is cheaper than the prism and has more hp/shields. | ||
Mammoth
United Kingdom49 Posts
| ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 14 2007 01:14 lololol wrote: Medical buildings are generally bad idea, just look at the shield battery ^^ It's good on paper, but it's used like never. I use it quite often, I hope it comes back AND I hope there's no autocast on it. | ||
lololol
5198 Posts
On July 14 2007 08:31 Mammoth wrote: True, but shuttling a probe and building a pylon takes more time than flying a phase prism over and deploying the psi field, so the phase prism can really speed up the process, allowing you to build phase cannons immediately. Also, the phase prism will most likely act as a shuttle too, allowing you to instantly warp a probe to the place you want to build your outpost. It will obviously be faster, but the problem is that forward outposts do not fit with the game pace, constantly changing contested areas, agressive play, and the likes, so it's not feasible in BW, but if it's buffed offensively in SC2, then it can become like offensive hatching in ZvP, which I doubt someone wants in SC2 ![]() On July 14 2007 08:44 FrozenArbiter wrote: I use it quite often, I hope it comes back AND I hope there's no autocast on it. The problem is, that you can have only of the two ![]() | ||
Mammoth
United Kingdom49 Posts
| ||
![]()
Liquid`Jinro
Sweden33719 Posts
On July 14 2007 09:10 lololol wrote: It will obviously be faster, but the problem is that forward outposts do not fit with the game pace, constantly changing contested areas, agressive play, and the likes, so it's not feasible in BW, but if it's buffed offensively in SC2, then it can become like offensive hatching in ZvP, which I doubt someone wants in SC2 ![]() The problem is, that you can have only of the two ![]() Why? Auto-cast on that type of building would be retarded, you want to target the units about to die or expensive units (archons, reavers) not have it wasted on a zealot being attacked by 1 zergling (for the most part) ;p | ||
lololol
5198 Posts
On July 14 2007 09:28 Mammoth wrote: Fair point. But couldn't you use an outpost to contain an opponent? Warp in some cannons below the enemy's ramp and prevent them getting out? But the feasibilty of such things are generally bad for gameplay and often make the game boring and stagnant, it's just gay massing defensive structures right next to your enemy(if they are a few, they won't make that much of a difference anyway). For example, in wc3 offensive towering is wayyy too feasible and usually creates astoundingly bad games and the only good ones are where the other player manages to break out of the countainment. On July 14 2007 09:34 FrozenArbiter wrote: Why? Auto-cast on that type of building would be retarded, you want to target the units about to die or expensive units (archons, reavers) not have it wasted on a zealot being attacked by 1 zergling (for the most part) ;p If you use the same logic then no spell in wc3 should be auto cast, too ^_^ Batteries can recharge multiple units at once, so it's not a problem and if you want to preserve energy you turn the autocast off. Also, it's better to constatnly recharge the zealot while he's taking damage, and not only when he's about to die, because you can preserve his precious hp, having a bunch of full shield and 1 life zealots is worse than having them with no shields and lots of life. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
| ||
Funchucks
Canada2113 Posts
On July 14 2007 09:39 lololol wrote: But the feasibilty of such things are generally bad for gameplay and often make the game boring and stagnant, it's just gay massing defensive structures right next to your enemy(if they are a few, they won't make that much of a difference anyway). For example, in wc3 offensive towering is wayyy too feasible and usually creates astoundingly bad games and the only good ones are where the other player manages to break out of the countainment. The IGN interview worried me. The Blizzard rep seemed enthusiastic about the potential of phase cannons for offensive purposes. Imagine building a chain of pylons, moving all of your cannons up to the front, then warping in another pylon within their protected zone, then moving them all forward again. It's a cannon push without building wasted cannons. Ew. Add the Phase Prism for Double Ew. I am starting to wonder whether the whole PC Gamer thing was a red herring. They've got the Soul Hunter, which most people hate (and even I think is kind of ugly and badly named), the Phase Cannon, which seems tailor-made for cannon rushing, and the Tempest - a Carrier (possibly the most abused and infamous unit in Starcraft) that throws "Shurikens" and would be basically invincible to Goliaths. The design quality seems way inferior to the stuff in the announcement demo. Maybe they're just giving us stupid crap to bitch about that they've already decided to drop, so we can feel like they're responding to community pressure, when they're just finishing off the game as they intended all along. | ||
DTDominion
United States2148 Posts
On July 14 2007 16:03 Funchucks wrote: The IGN interview worried me. The Blizzard rep seemed enthusiastic about the potential of phase cannons for offensive purposes. Imagine building a chain of pylons, moving all of your cannons up to the front, then warping in another pylon within their protected zone, then moving them all forward again. It's a cannon push without building wasted cannons. Ew. Add the Phase Prism for Double Ew. This is actually a sweet idea if it's balanced well. It sucks to see the shuttle go, but if the phase prism can open up new possibilities which are equally interesting I'm all for it. The Protoss Shuttle isn't synonymous with StarCraft the way the Terran Dropship is. I play Terran though so I might be biased. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
| ||
DTDominion
United States2148 Posts
On July 14 2007 17:34 FrozenArbiter wrote: Well the phase prism works as a shuttle as well, it's basically a shuttle+pylon, so I mean the shuttle is for all intents and purposes still in the game. Oh the phase prism physically carries units too? Sweet, yet hopefully not overpowered. The teleportation should be a higher level upgrade or something. Doesn't this marginalize Arbiters though? (I'm still hoping they get rid of the Star Relic) | ||
![]()
Liquid`Jinro
Sweden33719 Posts
So it's a late-gameish upgrade to your gateways I think, early game seems to be about the regular shuttle. If you watch the original gameplay video you'll see the first 12 zealots arrive in phase prisms. | ||
Funchucks
Canada2113 Posts
On July 14 2007 17:20 DTDominion wrote: This is actually a sweet idea if it's balanced well. It sucks to see the shuttle go, but if the phase prism can open up new possibilities which are equally interesting I'm all for it. The Protoss Shuttle isn't synonymous with StarCraft the way the Terran Dropship is. I play Terran though so I might be biased. Don't get me wrong, I love the Phase Prism for fast expanding, warp-in, and patching up a damaged base (and it's behavior as a simple shuttle)... just not its potential for helping with offensive cannon tactics, especially combined with the phase cannon. I hate defensive buildings. One of the best features of Starcraft is that there is only one tier of defensive building, they're hard to use offensively, and they become near-irrelevant in the late game. Even so, there are still cannon rushes and bunker rushes, and still games that end in a stalemate because Protoss doesn't have a good way to eliminate cannons from the air without taking any losses. There's nothing cheesier than a cannon rush, and nothing lamer than a defensive stalemate. A Blizzard rep being enthusiastic about more options with defensive structures doesn't make me happy. Protoss are getting the Phase Prism. The Zerg are getting the Nydus Worm. I wonder if the Terrans are getting a beachhead option too. I'd kind of like to see them stuck with the old trusty dropship, but I'm also curious about what the Blizzard guys might have cooked up. It would be kind of neat if they differentiated the races by keeping the Phase Prism slow and fragile, so Protoss has to use warp-in type forward-outpost tactics and it couldn't realistically drop bases with the prism, and by dumping the overlord carry capability, so the unit transport capabilities for each race had a completely different dynamic. | ||
![]()
Liquid`Jinro
Sweden33719 Posts
Protoss do have a great way of removing cannons from the air btw, carriers absolutely destroy them, the problem PvP is when there's a bunch of arbiters, cannons AND dark archons so you can't attack without getting MCed and stasised. | ||
Jyvblamo
Canada13788 Posts
On July 14 2007 17:54 Funchucks wrote: Protoss are getting the Phase Prism. The Zerg are getting the Nydus Worm. I wonder if the Terrans are getting a beachhead option too. I'd kind of like to see them stuck with the old trusty dropship, but I'm also curious about what the Blizzard guys might have cooked up. Maybe the Terran tanks will actually tank damage in SC2. | ||
| ||