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[D] Medic Replaced by Medivac Dropship - Page 7
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Rev0lution
United States1805 Posts
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Blacklizard
United States1194 Posts
On March 13 2008 06:37 Vaanelo wrote: the game play is cool, seems abit slower than sc, but the thing i cant get over is the unit design...... the corrupter is just purple tadpole on viagra....... ZZZZTTTT! Don't touch that Corrupter. That and the Ultra don't need one lick of change in visuals. Save the disrespect for the unit that needs it... the poor ugly Infester that took the spot of the much better looking cousin, the Defiler. Give us back the defiler visual design already! | ||
Meh
Sweden458 Posts
Getting back to the tentacles, I'm also worried about Blizz's agenda of making Zerg as icky as possible. There are tentacles sticking out of everything, the Queen extends creep by placing Creep Tumors, the Infestors vomit onto buildings to infest them, I mean... I never considered Zerg disgusting in BW. I considered them to be cool, durable and Starship Troopers like. And the icky also seems artificial. Zerg is they are highly evolved, pure and very purposefully functional. They're not the monster under my bed or the apostles from Berserk (NSFC). | ||
[X]Ken_D
United States4650 Posts
On March 12 2008 08:06 talismania wrote: they could just give medics a jetpack (maybe as upgrade, maybe standard)as well? Hell yeah. You can slip by the opponent's defense before they set it up, create some trouble while you tech to medics then later medics jump pack in. | ||
Southlight
United States11761 Posts
On March 12 2008 08:06 talismania wrote: they could just give medics a jetpack (maybe as upgrade, maybe standard)as well? Morph them into Jetpack Medics. Kekeke. | ||
Meh
Sweden458 Posts
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Caller
Poland8075 Posts
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404.Nintu
Canada1723 Posts
~~~~ I have mixed feelings about the Medivac Dropship. It seems to me that the purpose of a dropship is simply transportation. It's own limitations as a simple conveyance is part of the balance of Terran mobility. A Dropship is a gambit. Filling a Dropship with a handful of units is a dangerous thing, for the Terran, and the opponent. If it is intercepted, your plans can have a very abrupt end. A Dropship has 1 purpose. It could have anything inside, from tanks, to Bio. I feel like the Dropship has enough potential and purpose without it filling a support role as a healing unit. My solution, admittedly, is borrowed from from another user on the forums. I don't remember who, but whatever. But if you really feel the need to replace/remove medics, then I feel like this is a viable solution. What if all Terran Bio units had a MedPack upgrade? A re-usable ability (without autocast!) on a cooldown (30 seconds?). Let's say it heals 30 HP, and a marine has 40. A lazy or busy player could stim, and then instantly medpack so he can attend to base management, whereas a micro oriented player could stim, engage the enemy, and try and medpack as right before they die. Even more intensely, a skilled player could manually select the units being hit, medpack them, and after the battle, move the marines that are cooling down in the back, putting the fresh, ready to med marines in the front. This would take a lot of control, and a lot of practice. It also allows for different skill levels of using the ability. While allowing newer players to still benefit from the ability, experienced players could use it to it's fullest potential. That dynamic of having different levels of using abilities in Starcraft, I believe, has a profound effect on the competitive level. Anyone can Micro mutas, but watching Jaedong do it is a work of art. Same with Nada's rine micro or Bisu's reavers. Unit abilities should have a clear benefit that anyone can use, but also a deep potential that only the greatest players can discover and display. My 2 cents. Edit: Also, if a small animation can indicate medpack usage, seeing a zerglings engage a group of Marines, and seeing the front marines Med in an excellent display of control, it could really add to it as a spectator sport. I can imagine screaming fans and commentators already. It would also add to the dynamic between early game TvZ. Zerglings engage marines at close to a 1:1 ratio before medics/stim. Once medics arrive in BW, the ratio changes drastically, as it would once medpacks were to be upgraded in SC2. (Though I really like this idea, I think a part of me feels like Medics is still the most natural answer to this problem.) | ||
Chau
Canada408 Posts
Seems to me that they're replacing the same niche in the Terren army as the Vultures previously held. Vultures never neded to be healed, simply because they were harassment units. Either they managed to get in and do some damage, or they were found out and chased out/destroyed. If the Reaper really is a fast harassment unit, they wouldn't need to be healed. With speed and a decent attack, they'll fulfill their purpose. | ||
Meh
Sweden458 Posts
On March 13 2008 10:23 Nintu wrote: What if all Terran Bio units had a MedPack upgrade? A re-usable ability (without autocast!) on a cooldown (30 seconds?). Let's say it heals 30 HP, and a marine has 40. A lazy or busy player could stim, and then instantly medpack so he can attend to base management, whereas a micro oriented player could stim, engage the enemy, and try and medpack as right before they die. Even more intensely, a skilled player could manually select the units being hit, medpack them, and after the battle, move the marines that are cooling down in the back, putting the fresh, ready to med marines in the front. Yeah cool, you do that, I'll heal my units with medics without autocast and we'll meet back here at half past impossible. :p That is just waaaaaaaay too micro intensive. Worked in WC3 because the armies were small and the HP was high, won't have a chance of working in SC. | ||
fusionsdf
Canada15390 Posts
On March 13 2008 10:38 Chau wrote: I fail to see why Reapers would need to be healed. Seems to me that they're replacing the same niche in the Terren army as the Vultures previously held. Vultures never neded to be healed, simply because they were harassment units. Either they managed to get in and do some damage, or they were found out and chased out/destroyed. If the Reaper really is a fast harassment unit, they wouldn't need to be healed. With speed and a decent attack, they'll fulfill their purpose. agreed | ||
404.Nintu
Canada1723 Posts
On March 13 2008 10:54 Meh wrote: Yeah cool, you do that, I'll heal my units with medics without autocast and we'll meet back here at half past impossible. :p That is just waaaaaaaay too micro intensive. Worked in WC3 because the armies were small and the HP was high, won't have a chance of working in SC. as I said, I'd rather medics too. Also, it's not meant for vs Reavers or Tanks.. It's meant for vs Rines, lings, hydras, etc.. Also, you don't think SC's micro has evolved over the years? We've seen many displays of micro that has surprised us over the years. I don't think this scenario would necessarily be out of the range of possibility to perform. | ||
Rev0lution
United States1805 Posts
On March 13 2008 10:38 Chau wrote: I fail to see why Reapers would need to be healed. Seems to me that they're replacing the same niche in the Terren army as the Vultures previously held. Vultures never neded to be healed, simply because they were harassment units. Either they managed to get in and do some damage, or they were found out and chased out/destroyed. If the Reaper really is a fast harassment unit, they wouldn't need to be healed. With speed and a decent attack, they'll fulfill their purpose. hmm didnt think of reapers as the replacement for vultures, but yeah harrassment units like reapers dont really need healing, plus their early game harrassment so whatever. | ||
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Zelniq
United States7166 Posts
On March 12 2008 20:55 G.s)NarutO wrote: You are right, but they threw them away because the community stood up and told their opinion about trash units. If we don't do anything they will probably stick with it because they think we like it. GO TO HELL FLYING MEDIC SHIP! I want my medic!!!!! wow.. so you're saying Blizzard [edit]always[/edit] throws units away cus of the community and not because of their own desire to get rid of them? you are so naive | ||
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Liquid`Jinro
Sweden33719 Posts
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dcttr66
United States555 Posts
Possible Solve: Make the healing unit into a larger vehicle that can be effectively targeted" oh i am so in love with this idea. i mean medics were sooooo annoying in broodwar. hard to kill. but like. what about zerg? are they going to counter medics by corrupting them? i guess that'll work better than letting banelings die before being able to reach the marines. then you can heal roaches with medics. yeehaw. anyway, maybe some people already said what i said but i've been reading stuff in forums all day and i'm not going through all those posts right now. anyway besides helping reapers easier it will help ghosts easier too. On March 13 2008 09:27 Meh wrote: Getting back to the tentacles, I'm also worried about Blizz's agenda of making Zerg as icky as possible. There are tentacles sticking out of everything, the Queen extends creep by placing Creep Tumors, the Infestors vomit onto buildings to infest them, I mean... I never considered Zerg disgusting in BW. I considered them to be cool, durable and Starship Troopers like. And the icky also seems artificial. Zerg is they are highly evolved, pure and very purposefully functional. They're not the monster under my bed or the apostles from heh, yeah well a friend of mine thought they were disgusting. i suppose he might puke trying to play starcraft 2 as the zerg. | ||
dcttr66
United States555 Posts
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Zelniq
United States7166 Posts
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Gokey
United States2722 Posts
On March 13 2008 10:38 Chau wrote: I fail to see why Reapers would need to be healed. Seems to me that they're replacing the same niche in the Terren army as the Vultures previously held. Vultures never neded to be healed, simply because they were harassment units. Either they managed to get in and do some damage, or they were found out and chased out/destroyed. If the Reaper really is a fast harassment unit, they wouldn't need to be healed. With speed and a decent attack, they'll fulfill their purpose. my thoughts exactly | ||
dcttr66
United States555 Posts
On March 13 2008 11:26 dcttr66 wrote:wow i was just going through your posts guys and i guess no one is saying what i'm saying. heh heh. why does everyone think they're changing the medic because of the reaper? they said they're changing it because it was too hard to kill. now with mechanical medics you need space construction vehicles to repair them, and you cannot heal them. oh...i get it, those people are not clicking on show spoiler on first post. anyway, i guess i wouldn't mind if it flew, but i wouldn't want them to be fast little she-demons. On March 13 2008 11:26 dcttr66 wrote:but like. what about zerg? are they going to counter medics by corrupting them? i guess that'll work better than letting banelings die before being able to reach the marines. then you can heal roaches with medics. yeehaw. oh snot i just read something on the news about the zerg units at tl.net, at first i was looking at the news on the units at sclegacy. from there is where i got the idea, but tl.net said this: - Rather than destroying it's opponents, it infests them an turns them into a stationary turret-like unit/building, making them fight their own allies.hmmm...sounds interesting. will they have different turret like units for different corrupted units? so many unanswered questions... | ||
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