The medics are being looked over because Dustin Browder said that them not being able to follow reapers over cliffs was a problem.
[D] Medic Replaced by Medivac Dropship - Page 8
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Meh
Sweden458 Posts
The medics are being looked over because Dustin Browder said that them not being able to follow reapers over cliffs was a problem. | ||
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KwarK
United States41973 Posts
On March 13 2008 11:41 Zelniq wrote: I always thought the Zerg were the most awesome because they don't need any cowardly weapons or technology like the terrans and protoss do to kick ass. They just fucking evolve their ownselves to beat the shit out of you with just their bodies. Like animals. Or like the phrase "fight like a man" (referring to using your fists rather than a gun/etc). What's with all this "toss is the manly race" when they would be garbage without their aritificial shields, robotic technology, and magic. Although magic is cool so that's ok. Looks like SC2 is not going to change any of this. They shape their dormant mental abilities into psionic blades which they wield in close combat. That's better than fighting just with your own bodies. It's charging at a zerg army knowing you are armed only with your own mind. They sacrifice themselves to create beings of pure energy for war and when you kill them they get right back up and come back at you in cyborg bodies. The zerg are just organic robots. The protoss are men. | ||
dcttr66
United States555 Posts
On March 13 2008 12:08 Meh wrote: I... Are you quoting yourself? The medics are being looked over because Dustin Browder said that them not being able to follow reapers over cliffs was a problem. yeah that's true but they said they wanted to change the medic anyway so they thought of using the reaper as an excuse. at any rate i fail to see where they say that the flying medic is actually going to be a dropship, and lots of people seem to think that. oh i see it, it is at the beginning where he calls it a medivac dropship. well, yeah, that idea is stupid. you can't just pick up units in a drop ship and transport them and have them healed. i mean what happened to medics healing from inside a bunker? can medivac dropships go in bunkers now? well they did implement that idea and were saying it was a strong bunker push. maybe they thought to get rid of it. maybe they should just execute the medic along with the disappearance of the UED and be done with it. i guess they can always bring back the UED in the sc2 expansion and then have the medics return. But i can see why they would want a different kind of medic because maybe the UED isn't going to come back. and Medics were from the UED. actually on second thought infantry getting healed on a medivac dropship isn't a bad idea. yeah, i guess you could do it that way. but then fighting units wouldn't get healed by the ship right? oh it's so confusing. I mean I guess they could do both, but it sounds weird. Maybe Fighting Infantry in sc2 won't get healed. I guess that wouldn't be so bad. actually i always thought it was unrealistic, how is a medic supposed to heal a marine's wounds through his suit? and while he's shooting up some zerg? never seemed realistic. they only sold it by saying, well guys, with medics on the team the marines survive on the battlefield longer. so on the dropship, conceptually the infantry take off their suits and medics there heal them, then they put their suits back on. so maybe they can't hop back out until they're healed all the way. | ||
Unentschieden
Germany1471 Posts
Reapers are ONE reason for the experiment but not the only one. Barracs were getting a bit crowded (Marines, Medics, Reapers, Marauders, Ghosts) Medics give a Pack of Marines added survivability no matter what (don´t even mentioning attacking them first-remember Medicwalls, but I´ll explain it if needed). The dropship was boring. Intentional issues include: Medvacs can´t heal each other, they can be seperated from the Marines (chased away with ATA), they support all infantry equally even though differently (who ever got a Medic to heal a Ghost?). Edit: Also it returns the survivability vs. firepower question to stimpacks earlygame and during pod drops (medics might get in but medevacs certainly won´t) that vanished in BW thanks to the medic - in what kinds of engagement DIDN´T stimpacks get used thanks to medics? | ||
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Liquid`Jinro
Sweden33719 Posts
7 marines/1 medic created some of the most epic micro sequences in SC history, yet the game is still balanced. Why anyone would feel the need to remove this is beyond me. The medivac just seems so boring to me, I don't want to have an annoying clumsy air unit hovering around my marines... | ||
Unentschieden
Germany1471 Posts
The issue isn´t 7 marines 1 medic - medics can heal each other, that is the issue. Before marine oneshotting Medics simply act as HP regenerators - "sniping" them didn´t really help since they themselves enjoyed the same (actually a bit more) HP advantage as the Marines - leading to medic walls. Inended was that the Marines take hits for the Medics and not the other way around. | ||
SkyTheUnknown
Germany2065 Posts
Of course Blizz will have some hard work to make Marine&Medic balanced, if they are reimplenmenting them. | ||
Frits
11782 Posts
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Zelniq
United States7166 Posts
OR make it so medics that are busy healing someone cannot themselves be healed by another medic | ||
Meh
Sweden458 Posts
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Blacklizard
United States1194 Posts
On March 13 2008 09:27 Meh wrote: At first glance the corruptor wasn't very impressive, it seemed like a big brain with some tentacles sticking out of it, and gosh darnit Blizzard sure seem obsessed with tentacles nowadays. But my real concern about them is their speed. In the small vid where they infested two BC and a bunch of vikings, they were very, very slow. And I'm wondering how their tentacle-tail will look when they turn sharply. 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). I always thought the Zerg were cool as well. The only things that were gross in SC/BW to me were queens, and they redid them already in a much better way. But the tentacles look cool to me. The only thing grossing me out now is the Infester. It really needs to be more like the old Defiler. | ||
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Liquid`Jinro
Sweden33719 Posts
On March 14 2008 05:15 Zelniq wrote: then couldnt they just change medics so they cant heal each other? even though it doesnt make logical sense, wouldnt this solve the problem? perhaps let them be repairable by SCVs. They could change the art of their suits to give them a much more technologically advanced, robotic-suit or something.. although I like their current look.. it'd help to explain the change. although we still want them to be built from a barracks..so...i dunno OR make it so medics that are busy healing someone cannot themselves be healed by another medic Or leave the medics as they were since it's not imbalanced in BW and shouldn't be imbalanced in SC2.. And if it is, they can just make the heal less effective by increasing the mana cost, decreasing the medics total mana or making it heal less. | ||
darktreb
United States3016 Posts
Solution: Bitch and moan about every idea you don't like incessantly I don't like this idea, but honestly, relax guys. | ||
Meh
Sweden458 Posts
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maybenexttime
Poland5424 Posts
I know this is an old topic but I didn't want to make a new one about the medivac. I was thinking about the reason for exchanging medics for medivacs - the fact reapers were left behind with no healing. Here's the deal, why do they need healing in the first place? Harass units are supposed to jump in, kill (some) workers and GTFO. Now comes the fact that reapers are probably only useful with stimpack goin' on, which reduces their HP greatly (they also have only 50 HP). How about bringing back medics (medivacs, just like medics, render reapers useless because marines are simply the better option, as Blizzard had stated in their reasoning) and giving reapers the +10 HP upgrade (the visual aspect doesn't really matter - it may be a shield, it may be whatever looks good) instead of giving it to marines. Not only would we have M&M back - we'd have viable reapers without the need to get starport, with a simple upgrade at the tech lab. What do you guys think? | ||
MrRammstein
Poland339 Posts
On July 04 2008 23:13 maybenexttime wrote: This is MaybeNextTime's brother. I know this is an old topic but I didn't want to make a new one about the medivac. I was thinking about the reason for exchanging medics for medivacs - the fact reapers were left behind with no healing. Here's the deal, why do they need healing in the first place? Harass units are supposed to jump in, kill (some) workers and GTFO. Now comes the fact that reapers are probably only useful with stimpack goin' on, which reduces their HP greatly (they also have only 50 HP). True about them being raider units but could someone confirm this because last time I read about Reapers with Stim was on sc2blog were they said Reapers had no Stim... but that was some time ago like month or 2 How about bringing back medics (medivacs, just like medics, render reapers useless because marines are simply the better option, as Blizzard had stated in their reasoning) and giving reapers the +10 HP upgrade (the visual aspect doesn't really matter - it may be a shield, it may be whatever looks good) instead of giving it to marines. Not only would we have M&M back - we'd have viable reapers without the need to get starport, with a simple upgrade at the tech lab. What do you guys think? The problem is Blizzard never stated that Dustin Browder's posts Karune's posts Found something interesting about Reapers tho. Karune answered question about units' sight over cliff (at 6/11/2008 ;P): "(...) there are more units that are able to give you sight in those situations (Reapers, Medivac Dropships, Colossi, Banshees, Sensor Towers (to let you know units are on cliffs), Overseers, as well as older units including Observers, Terran's Scan, and others). And I can remember very well Cavez defending Reapers as more efficient units to raid as they can start dealing damage faster than normal drop of Marines; be it: 1) D-8 explosive Charges (remember those have 30s cooldown, once again mentioned here) 2) Bonus vs light units not mentioned here tho... maybe Stim alone is better? 3) Marines being unloaded between 1second pauses, when Reapers during that time already do damage | ||
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