[D] Medic Replaced by Medivac Dropship - Page 2
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clazziquai
6685 Posts
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Phyre
United States1288 Posts
TvT: Marines aren't really used currently and I don't see that changing too much in SC2 given the unit mix thus far. Banshees and tanks both look to eat Marines alive. Making the the medic a flying unit could make it survive longer than a normal medic though considering both banshees and tanks are ground attack only. No Charon upgraded Goliaths either to snipe it even if the medivac was used and a threat. TvP: Again, Marines aren't really used past really early game so by the time you can get this medivac out the P will have Colossi and/or HTs. Flying medivac makes no difference. I suppose it lets you keep your medivacs after your marines get raped by Colossi. TvZ: Ah, the only matchup where this may change anything. Dustin wants to make the medivac MORE vulnerable yet he makes it FLYING? There are no more Scourge flying around to snipe these things and I doubt you want to dive into the Terran marine ball with mutas, corrupters, or *shudder* hydras to snipe it. I can't see much justification for doing this and it seems to make the medivac more difficult to kill overall than the medic which is the opposite of what he intended. | ||
Crazyeyes
Canada1342 Posts
I dont understand how they could do somthing like this, though. They coudl have thought of so much better things; the OP's post of putting medics in a dropship is so simple, yet it provides almost th eexact same thing. Horrible idea. Hopefully they'll change htem back. | ||
naventus
United States1337 Posts
Do people not use Vultures because they can't heal? To be perfectly honest, Browder is full of shit. | ||
Malambis
United States20 Posts
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parkin
1079 Posts
what about medic walls infront of the marines? cant you just counter medics with, storms, lurkers, collosous, cannons, sunkens, and area effect/splash damage? possible jetpack and speed upgrades in the acadamy would be alot more acceptable. | ||
fight_or_flight
United States3988 Posts
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grobo
Japan6199 Posts
On March 12 2008 08:47 Malambis wrote: I like how the Queen has essentially made Reapers useless against Zerg. Seems like the Reaper is just a gimmick unit that was made to counter Immortal shields for that first demo or something. Even now in SC1 there are units that are not used in EVERY matchup. | ||
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Manifesto7
Osaka27118 Posts
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Funchucks
Canada2113 Posts
Instant army, whatever size you like, from one production building, as long as you've got the minerals and supply. But it has to be all reapers. | ||
aeronexus
United States392 Posts
On March 12 2008 09:05 Manifesto7 wrote: You all realize that they have designed, tested, and thrown away 5x the units that will actually appear in the game right? Fucking relax, it is an idea, and it will either fit well into the final product or not. we're just trying to help them see how badly this will fit in ![]() | ||
Meta
United States6225 Posts
Medic can't keep up with reapers because they jump over things: Solution: Medic + Jetpack | ||
ulszz
Jamaica1787 Posts
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fight_or_flight
United States3988 Posts
On March 12 2008 09:08 Funchucks wrote: I think the best way to make reapers more attractive would be to lift limits on hiring them. Instant army, whatever size you like, from one production building, as long as you've got the minerals and supply. But it has to be all reapers. Maybe make a minimum size of like 5 reapers, but they would produce near instantly (a merc would never work alone). | ||
Funchucks
Canada2113 Posts
Anyway, these are power-armor marines. When they get damaged in battle, they don't need medics, they need repairmen. I never saw a reason that SCVs shouldn't repair marines. | ||
fight_or_flight
United States3988 Posts
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Zanric
United States66 Posts
On March 12 2008 08:14 Bockit wrote: And for the solution they come up with? what? QFT | ||
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Zelniq
United States7166 Posts
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Cygnus
United States843 Posts
On March 12 2008 09:12 Meta wrote: Problem: Medic can't keep up with reapers because they jump over things: Solution: Medic + Jetpack Sounds good to me. | ||
Funchucks
Canada2113 Posts
On March 12 2008 09:19 fight_or_flight wrote: I think scv's used to be able to repair marines, but they removed it with a patch. It would be neat if terran units had 2 kinds of hit-points: mech (for the vehicle/suit) and bio (for the pilot/wearer). If either ran out, they would die. There could be some zerg virus/poison attacks that hit the bio directly, or psionic attacks for the same thing, and stims could deplete the bio hp rather than mech. (not going to happen obv., just random musing) | ||
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