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[M] Medivac Speed Boost Community PTR

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
mythandier
Profile Joined January 2011
United States828 Posts
Last Edited: 2013-06-10 14:48:49
June 10 2013 05:41 GMT
#1
Given the large public hullabaloo over Hellbats and Medivac Ignite Afterburners (Hellbats Review Thread after the results of WCS (and every other TvT played in the last few months) I've gone ahead and modified a melee map on Neo Planet S LE to test some ideas.

The map can be found in the Americas Server Arcade by searching for Medivac Speed Boost or by the full name Medivac Speed Boost Community PTR. You'll see an icon that looks like this:

+ Show Spoiler +
[image loading]


I wanted to do something a little more original than requiring energy or requiring an additional upgrade. So, using the philosophy that DK and Co. have supposedly moved toward (small changes) the first iteration of the map contains the following modification:

- Medivacs now have a small drawback after using Ignite Afterburners

- After the duration of the speed boost (8 seconds), the Medivac's engines have to recharge and movement speed is temporarily slowed to 1.4062 (~44% reduction)

- The detrimental effect lasts 2 seconds after which normal flight (2.5 movement speed) is restored

This should in effect still incentivize utilizing afterburners to get out of tight spots with drops and would also discourage abusing the boost too much offensively.

On the other hand, you could still use it to drop hellbats onto armies as is currently done but once they're dropped the medivacs are sitting ducks.

I've tested it a bit and you can still cross long distances faster by using the afterburner, even taking the temporary speed decrease into account...just not as much as before. In addition, timing the boost is more critical when dropping over turrets as the speed decrease means 1 turret can easily take you out if you boost too soon.

Please post replays and feedback in this thread.

I look forward to some constructive criticism based on actual gameplay.

Cheers.

[image loading]
Credit to ~ZergRex for the pic.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 10 2013 06:21 GMT
#2
4 seconds is too long for such a severe speed penalty, imo. Maybe like 2 seconds.
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
June 10 2013 07:17 GMT
#3
Rather than an instant speed reduction from blazing-fast to slow-as-dirt, I think deceleration would be the cleanest way to execute this.

It allows the Terran player to observe that his Medivac is becoming vulnerable and act accordingly, thus rewarding attentiveness to their drops and encouraging micro while they're paying the additional attention.

Should make for a good PTR, I'm curious to see how this will affect... well, every Terran matchup, lol.
Incremental change is the Democrat version of Trickle Down economics.
Fatam
Profile Joined June 2012
1986 Posts
June 10 2013 07:19 GMT
#4
I think it's an interesting idea. The exact # of seconds or severity of deceleration can of course be changed, but the core idea is pretty cool I think. It makes the boosts more meaningful and requires the user to have some skill, rather than just brainlessly using the ability whenever it's off cooldown like most terrans do at the moment.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
June 10 2013 10:01 GMT
#5
I personally like that there are no penalties for using spare APM on abilities, it's helping to raise the skill bar and making the tournaments more interesting. The last thing we want are turtle fests.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
synd
Profile Joined July 2011
Bulgaria586 Posts
June 10 2013 12:25 GMT
#6
I'm glad that the community started making their own PTRs.
We shouldn't rely on Blizzard all the time, since they're busy doing nothing.
Evangelist
Profile Blog Joined June 2011
1246 Posts
June 10 2013 13:25 GMT
#7
Ah yes, let's guarantee a medivac kill for any flying unit whatsoever.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-06-10 14:26:20
June 10 2013 14:25 GMT
#8
--- Nuked ---
mythandier
Profile Joined January 2011
United States828 Posts
Last Edited: 2013-06-10 14:47:15
June 10 2013 14:46 GMT
#9
Thanks for the feedback so far. I've changed the slow duration to 2 seconds. We'll see how that goes for now. Keep in mind that the reduction in speed is actually less than concussive shell slow effect (yes, I realize that doesn't effect air units, I'm just trying to provide some perspective).

I'd also appreciate anyone who posts replays here of non-ai games (or PM me the link if you like).
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-06-10 15:17:13
June 10 2013 15:16 GMT
#10
you dont really need a -speed penalty. all the units youd normally use to snipe medivacs are faster already, muta, phoenix, stalker, etc. and static turrets do a good job of killing them in their normal speed anyways
starleague forever
eXePensai
Profile Joined July 2011
Canada56 Posts
June 10 2013 15:21 GMT
#11
On June 10 2013 23:25 Sated wrote:
Show nested quote +
On June 10 2013 22:25 Evangelist wrote:
Ah yes, let's guarantee a medivac kill for any flying unit whatsoever.

Sounds like Terran will have to think about how to use drops/engage with their army properly instead of using Ignite Afterburners as an, "Oh shit I fucked up!" button...

I like the idea, but 4 seconds seems a little bit much.

Well since we are talking about "I fucked up" buttons, why don't we point our fingers at recall =D
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 10 2013 15:49 GMT
#12
Recall has given protoss the ability to engage in the early game at all. Gateway units are so gimpy and so expensive that if you lose a handful of sentries/stalkers before 8:00, you're pretty much dead. It also has the interesting choice of using energy that would otherwise be used for a nexus cannon. This is a very significant trade off and therefore an interesting choice.
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
June 10 2013 16:05 GMT
#13
On June 11 2013 00:49 RFDaemoniac wrote:
Recall has given protoss the ability to engage in the early game at all. Gateway units are so gimpy and so expensive that if you lose a handful of sentries/stalkers before 8:00, you're pretty much dead. It also has the interesting choice of using energy that would otherwise be used for a nexus cannon. This is a very significant trade off and therefore an interesting choice.


How are you ever going to lose a "handful of sentries/stalkers" if you don't have any units from going MSC --> 2x Forge Robo off 1 gate.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 10 2013 16:52 GMT
#14
That is one specific build that abuses a timing that zergs are weak to when they take a fast 3rd, not a general use of the MSC as an "I fucked up" button. Perhaps zergs need to be a little safer before taking a third now?
synd
Profile Joined July 2011
Bulgaria586 Posts
June 10 2013 19:54 GMT
#15
On June 11 2013 01:05 Nightsz wrote:
Show nested quote +
On June 11 2013 00:49 RFDaemoniac wrote:
Recall has given protoss the ability to engage in the early game at all. Gateway units are so gimpy and so expensive that if you lose a handful of sentries/stalkers before 8:00, you're pretty much dead. It also has the interesting choice of using energy that would otherwise be used for a nexus cannon. This is a very significant trade off and therefore an interesting choice.


How are you ever going to lose a "handful of sentries/stalkers" if you don't have any units from going MSC --> 2x Forge Robo off 1 gate.

If you allow this to happen, you just deserve the loss anyway.
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
June 10 2013 20:51 GMT
#16
Unfortunately I don't think I can do any testing (I don't own HotS, :-P) and I've never used the Map Editor so I don't understand its limitations, but is deceleration a possibility for this ability or does it have to be a flat movement speed decrease?

To me it seems very clunky to go from just Fast to Really Slow while also limiting the parameters of time with regards to the slow effect.

I think deceleration will allow for more maneuverability with deciding appropriate values of speed to hit that sweet spot.

Plus what my last post said about it, yada yada. :-P
Incremental change is the Democrat version of Trickle Down economics.
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
June 10 2013 23:08 GMT
#17
...It's been more than a month since the MLG where people started thinking that "afterburners might be abusive" - we're at a historical low of Terrans in GSL and winrates are overall even, I don't think afterburners needs to be tweaked. It was just something that people needed to get used to dealing with, and they have.
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
Jaded.
Profile Joined June 2013
United States125 Posts
Last Edited: 2013-06-11 00:24:54
June 11 2013 00:24 GMT
#18
While this is an interesting idea I'd still support a cooldown increase over a slowdown afterwards. Also since stimmed units are faster than medivacs players often use the boosters to get away with their ground army, this might screw that up a bit.

I was thinking about maybe a reduction in healing after using the boosters instead. This promotes using it to get away instead of spamming it. Obviously not a huge reduction but something like 30-40% so while you CAN boost past static defense but your drop will be less effective. This would also help with the hellbat drops.
The absence of evidence is not the evidence of absence. What I'm saying is that there are known knowns and there are known unknowns but there's also unknown unknowns, things that we don't know that we don't know
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
Last Edited: 2013-06-11 09:27:45
June 11 2013 09:27 GMT
#19
On June 10 2013 23:25 Sated wrote:
Show nested quote +
On June 10 2013 22:25 Evangelist wrote:
Ah yes, let's guarantee a medivac kill for any flying unit whatsoever.

Sounds like Terran will have to think about how to use drops/engage with their army properly instead of using Ignite Afterburners as an, "Oh shit I fucked up!" button...

I like the idea, but 4 seconds seems a little bit much.


Are you serious? It's commonly accepted that T has the hardest late game army to control o.0
11/5/14 CATACLYSM | The South West's worst Falco main
vaderseven
Profile Joined September 2008
United States2556 Posts
Last Edited: 2013-06-11 15:24:29
June 11 2013 15:23 GMT
#20
The problem with your solution is that it helps tvt and hurts the balance of pvt and zvt. Standard 4m vs zerg and bio vs protoss would require an additional change in order to keep them at current balance. A change specifically to hellbat damage at the timing that a first helbat drop hits is more desireable as this effects tvt standard play but not pvt or zvt. David Kim's fix is a lot easier to do to a professional esport for this reason. The less matchups effected by a single change, the better for everyone involved with a career in playing.

Not a bad idea overall it just changes every T matchup in a way that would require significant reworking of play by players and possibly hurt balance in two matchups while fixing one.
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