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[D] Medic Replaced by Medivac Dropship - Page 2

Forum Index > SC2 General
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clazziquai
Profile Blog Joined October 2007
6685 Posts
March 11 2008 23:19 GMT
#21
This makes me want to play less of SC2 now..wow..
#1 Sea.Really Fan / #1 Nesh Fan / Terran Forever~
Phyre
Profile Blog Joined December 2006
United States1288 Posts
March 11 2008 23:36 GMT
#22
Hmmm... he mentions he wants to make it a larger flying unit in order to make it an easier target? Well let's examine this in a few matchups:

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.
"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
Crazyeyes
Profile Blog Joined March 2008
Canada1342 Posts
March 11 2008 23:42 GMT
#23
I love the jetpack idea ^^

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.
WeeEEeeEEEeeEEEeeeEEee!!
naventus
Profile Blog Joined February 2004
United States1338 Posts
March 11 2008 23:43 GMT
#24
What a fucking dumb idea.

Do people not use Vultures because they can't heal?

To be perfectly honest, Browder is full of shit.
hmm.
Malambis
Profile Joined August 2007
United States20 Posts
March 11 2008 23:47 GMT
#25
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.
parkin
Profile Blog Joined July 2007
1090 Posts
Last Edited: 2008-03-11 23:58:52
March 11 2008 23:54 GMT
#26
i dont like the idea of flying medics.

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.
mostly harmless
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
March 12 2008 00:00 GMT
#27
Yea, I don't think this idea is going to fly (pardon the pun).
Do you really want chat rooms?
grobo
Profile Blog Joined February 2007
Japan6199 Posts
March 12 2008 00:01 GMT
#28
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.
We make signature, then defense it.
Manifesto7
Profile Blog Joined November 2002
Osaka27174 Posts
March 12 2008 00:05 GMT
#29
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.
ModeratorGodfather
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 12 2008 00:08 GMT
#30
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.
I serve my houseguests slices of butter.
aeronexus
Profile Joined June 2007
United States392 Posts
March 12 2008 00:09 GMT
#31
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 (and yeah, I think this flying medic idea is retarded)
10 points!
Meta
Profile Blog Joined June 2003
United States6228 Posts
March 12 2008 00:12 GMT
#32
Problem:
Medic can't keep up with reapers because they jump over things:
Solution:
Medic + Jetpack
good vibes only
ulszz
Profile Blog Joined June 2007
Jamaica1787 Posts
March 12 2008 00:13 GMT
#33
so stupid, this reminds me exactly of WoW when I played it. something not used? NP nerf the shit out of something else or remove it completely.
everliving, everfaithful, eversure
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
March 12 2008 00:14 GMT
#34
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).
Do you really want chat rooms?
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 12 2008 00:18 GMT
#35
I'm not really a fan of medics. Marines were fun in the original Starcraft as these expendable units that just died in swarms (unless they were in bunkers)

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.
I serve my houseguests slices of butter.
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
March 12 2008 00:19 GMT
#36
I think scv's used to be able to repair marines, but they removed it with a patch.
Do you really want chat rooms?
Zanric
Profile Joined July 2007
United States66 Posts
March 12 2008 00:19 GMT
#37
On March 12 2008 08:14 Bockit wrote:
Show nested quote +
Dustin Browder Lead Designer - Starcraft II posted:
Question: Reapers are fun and powerful but they are rarely built. Why?

blah blah


And for the solution they come up with?

Show nested quote +
Dustin Browder Lead Designer - Starcraft II posted:
... a FLYING Medic...


what?





QFT
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 12 2008 00:26 GMT
#38
Mani always bringing me back to reality. He's right Blizzard can and will handle it.
ModeratorBlame yourself or God
Cygnus
Profile Joined February 2004
United States853 Posts
March 12 2008 00:31 GMT
#39
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
Profile Joined June 2007
Canada2113 Posts
March 12 2008 00:34 GMT
#40
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)
I serve my houseguests slices of butter.
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