On October 15 2020 03:15 mikedupp wrote: Destiny yesterday went on a mini rant about this exact subject
Destiny probably is the most qualified person to speak about the state of sc2 atm. If he says medivacs are broken, the devs really need to look into it.
Anyhow I watch quite a lot of high level terrans play tournaments and ladder. And nearly every time at some point in the day I hear a terran irritatingly say he cant push or finish the game yet because their medivacs are out of juice basicially calling them useless supply for some time untill they regen again. So I cant really say I feel the ssame way on this subject and a change in this direction will hurt them too much imo.
Overstimming drains the energy heavily and really fast. Don't know what OPs looking at but players who overstim don't bank energy on their medevacs. Also I don't see a good reason to change energy regen when you can simply make the energy bank smaller thus limiting their usage.
In the spoiler is a video of the recent match Cure v Maru with some timestamps + Show Spoiler +
16:30 - 16:40 you can see plenty of medevacs with no energy and Maru isn't exactly known for overstimming. Consider also Maru's playstyle, in the endgame his medevacs has plenty of energy, but he doesn't have that many bio units! (also marines die really fast in TvT )
32:55 - an empty medevac. As was already mentioned - other units take higher priority and stim is quite common... 34:00 - Cure show us a depleted medevac
49:20 - some depleted medevacs
AFter I saw several depleted medevacs in 3 games in a row I stopped the show. In every game there were medevacs without energy. It doesn't seem to me like a big issue.
I think the recharge rate is fine, but starting energy might be a little high. I feel like most people forget medivacs even have energy until there is like a 20 minute back and forth TvZ
Medicacs are core to the whole way bio works they enable Terran to accrue value over time and get efficiency out of their army, since their does not appear to be imbalance regarding them currently I don’t see any reason to change them.
Frequent use of stim does lead to medivac energy exhaustion. One way to manage this is to send exhausted medivacs for a drop and replace them with new ones. We may notice good terran players do this pretty often. I like the idea of afterburner consume energy if other aspects get adjusted accordingly.
As for the situations where there is 1 medivac per marine/Marauder, god forbid the terran's opponent goes medivac hunting instead of whining on TL and begging blizzard to nerf terran without compensation
I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
I would create a building for VCS, Drones and Probes to keep them protected by harrassement and their placement could look like Total Annihilation,.. then the command center (hatchery...) could be reduced to 3x3 and depending his distance from mineral, allow you to build this kind of extractor on mineral fields.
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
And much more for casuals
You do realize bio without the stim is useless after like 4th minute? maybe even sooner. Without the stim you lose DPS and movement speed, you can go directly to Mech which has better both.
But hey, cool, marines will get more hp and nobody will care as bio won't be played at all Medevacs energy issue solved
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
And much more for casuals
You do realize bio without the stim is useless after like 4th minute? maybe even sooner. Without the stim you lose DPS and movement speed, you can go directly to Mech which has better both.
But hey, cool, marines will get more hp and nobody will care as bio won't be played at all Medevacs energy issue solved
If you re questionning a bit, stimpack doesn t really fit to the terran race (generally speaking, in other games so,...who cares ?), which is known for holding position. Of course, it s only something impossible to imagine sc2 without stimpack
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
I would create a building for VCS, Drones and Probes to keep them protected by harrassement and their placement could look like Total Annihilation,.. then the command center (hatchery...) could be reduced to 3x3 and depending his distance from mineral, allow you to build this kind of extractor on mineral fields.
And much more for casuals
So you want a completely different game?
Honestly though, balance feels really good right now (T > Z > P > T, gut feeling, can't do stats cause at work). Really curious what the next patches want to tackle. I would maybe give a small buff to Ultra through the speed upgrad (from 10% to 15% or sth), Mommaship unyankable and maybe a more meaningful spell and a superslight nerf to mines (walking speed, burrow speed or sth)
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
And much more for casuals
You do realize bio without the stim is useless after like 4th minute? maybe even sooner. Without the stim you lose DPS and movement speed, you can go directly to Mech which has better both.
But hey, cool, marines will get more hp and nobody will care as bio won't be played at all Medevacs energy issue solved
If you re questionning a bit, stimpack doesn t really fit to the terran race (generally speaking, in other games so,...who cares ?), which is known for holding position. Of course, it s only something impossible to imagine sc2 without stimpack
It's not about if it fits, Bio without stimpack has 2 major issues 1) much less DPS 2) much less movement speed
#1 means that other armies will walk over bio because bio won't be able to do the damage #2 means that while bio survives longer it will still be a fragile composition and now it will have very hard times kiting or splitting
Your idea would make the bio unplayable. Hey, marines have more hp. So what? Just surround them with speedlings nad a-move banelings. Hey, marines have more hp - interceptors don't care and I want to see you running under them WITHOUT stim and surviving. And how you gonna snipe tanks in TvT without the mobility nor the dps?
Like address the things I posted - the lack of mobility and the lack of dps.
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
And much more for casuals
You do realize bio without the stim is useless after like 4th minute? maybe even sooner. Without the stim you lose DPS and movement speed, you can go directly to Mech which has better both.
But hey, cool, marines will get more hp and nobody will care as bio won't be played at all Medevacs energy issue solved
If you re questionning a bit, stimpack doesn t really fit to the terran race (generally speaking, in other games so,...who cares ?), which is known for holding position. Of course, it s only something impossible to imagine sc2 without stimpack
It's not about if it fits, Bio without stimpack has 2 major issues 1) much less DPS 2) much less movement speed
#1 means that other armies will walk over bio because bio won't be able to do the damage #2 means that while bio survives longer it will still be a fragile composition and now it will have very hard times kiting or splitting
Your idea would make the bio unplayable. Hey, marines have more hp. So what? Just surround them with speedlings nad a-move banelings. Hey, marines have more hp - interceptors don't care and I want to see you running under them WITHOUT stim and surviving. And how you gonna snipe tanks in TvT without the mobility nor the dps?
Like address the things I posted - the lack of mobility and the lack of dps.
You re right, i would be pleased by an entire another game.
But Air units like Carrier or interceptor has to be thought with cautious cause actually it could be really game breaking in a new game mod (cause there s no obstacle and movement unit stacking ??!!!! what s the hell, guy you can t enjoy a "tactical" game when you re hit by a parasitic bomb which ask you to act like if you re resolving a design choice by Blizzard).
I doesn t care about zerglings cause they have "idiot skill" so they move together like a cluster (as many of zerg units in fact excepted of hydralisk maybe) and regarding of tanks, your opinion doesn t matter cause the splash damage will really be weaker (so it s a matter of caracteristic, armor, damage and so...)
I will define Basic units and Advanced units which one can only be created when a special supply count allow it (can be increased with upgrades - Of course a cap level will always exists). Casters, Air units, Colossus, Ultralisks will belong to this category. If you work like that, the balance is really simplier to acheive.
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
And much more for casuals
You do realize bio without the stim is useless after like 4th minute? maybe even sooner. Without the stim you lose DPS and movement speed, you can go directly to Mech which has better both.
But hey, cool, marines will get more hp and nobody will care as bio won't be played at all Medevacs energy issue solved
If you re questionning a bit, stimpack doesn t really fit to the terran race (generally speaking, in other games so,...who cares ?), which is known for holding position. Of course, it s only something impossible to imagine sc2 without stimpack
This is entirely your conception of terran race. No one shares that.
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
And much more for casuals
You do realize bio without the stim is useless after like 4th minute? maybe even sooner. Without the stim you lose DPS and movement speed, you can go directly to Mech which has better both.
But hey, cool, marines will get more hp and nobody will care as bio won't be played at all Medevacs energy issue solved
If you re questionning a bit, stimpack doesn t really fit to the terran race (generally speaking, in other games so,...who cares ?), which is known for holding position. Of course, it s only something impossible to imagine sc2 without stimpack
This is entirely your conception of terran race. No one shares that.
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
And much more for casuals
You do realize bio without the stim is useless after like 4th minute? maybe even sooner. Without the stim you lose DPS and movement speed, you can go directly to Mech which has better both.
But hey, cool, marines will get more hp and nobody will care as bio won't be played at all Medevacs energy issue solved
If you re questionning a bit, stimpack doesn t really fit to the terran race (generally speaking, in other games so,...who cares ?), which is known for holding position. Of course, it s only something impossible to imagine sc2 without stimpack
This is entirely your conception of terran race. No one shares that.
On October 15 2020 19:37 Vision_ wrote: I would like to see a "standing ground" upgrade for Marines instead of stimpack and test it with the new movement implemented by Blizzard (..keeping space between marines bio ball..). The overall speed units and size of the game will be reduced, marauders will perform with concusive shell in a small area, medivacs will heal lesser due to the remove of stimpack but marines would get a little more hit points.
Mines will shot one time and will be placed and linked to a mechwarrior unit (function as broodwar)
Then i ll give Frenzy to the ultralisk, give the nydus network to infestator (with the restoration of infested marines)..
And much more for casuals
You do realize bio without the stim is useless after like 4th minute? maybe even sooner. Without the stim you lose DPS and movement speed, you can go directly to Mech which has better both.
But hey, cool, marines will get more hp and nobody will care as bio won't be played at all Medevacs energy issue solved
If you re questionning a bit, stimpack doesn t really fit to the terran race (generally speaking, in other games so,...who cares ?), which is known for holding position. Of course, it s only something impossible to imagine sc2 without stimpack
It's not about if it fits, Bio without stimpack has 2 major issues 1) much less DPS 2) much less movement speed
#1 means that other armies will walk over bio because bio won't be able to do the damage #2 means that while bio survives longer it will still be a fragile composition and now it will have very hard times kiting or splitting
Your idea would make the bio unplayable. Hey, marines have more hp. So what? Just surround them with speedlings nad a-move banelings. Hey, marines have more hp - interceptors don't care and I want to see you running under them WITHOUT stim and surviving. And how you gonna snipe tanks in TvT without the mobility nor the dps?
Like address the things I posted - the lack of mobility and the lack of dps.
You re right, i would be pleased by an entire another game.
But Air units like Carrier or interceptor has to be thought with cautious cause actually it could be really game breaking in a new game mod (cause there s no obstacle and movement unit stacking ??!!!! what s the hell, guy you can t enjoy a "tactical" game when you re hit by a parasitic bomb which ask you to act like if you re resolving a design choice by Blizzard).
I doesn t care about zerglings cause they have "idiot skill" so they move together like a cluster (as many of zerg units in fact excepted of hydralisk maybe) and regarding of tanks, your opinion doesn t matter cause the splash damage will really be weaker (so it s a matter of caracteristic, armor, damage and so...)
Dont listen to them, your ideas are all amazing. You should contact Blizz and become their main designer !