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[D] Medic Replaced by Medivac Dropship

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 7 8 Next All
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2008-03-13 02:27:15
March 11 2008 22:42 GMT
#1
EDIT: Dustin is apparently against this idea but some of the other devs wanted to try it out. Also, they go through a new build every week and as Mani said, if they don't like it they'll just remove it just like they have been for many many units already, which I'm guessing is what will happen. So, no need to freak out.

For those who don't know yet, the current build (about 1 week old) has now removed Medics, and instead added the Medivac Dropship. for more info check the spoiler

+ Show Spoiler [Original Post from Dustin Browder] +

Dustin Browder Lead Designer - Starcraft II posted:
It's the "Medivac Dropship" and it's something we have been playing with for a week or so. If we keep the mechanic, the art will get a going-over.

Here is the thinking:

Question: Reapers are fun and powerful but they are rarely built. Why?
Possible Answer: Since Medics can't keep up with Reapers it's safer and more effective to build more Marines. But a FLYING Medic, now that's something that would be useful with both Marines and Reapers.

Issue: Medics aren't something an enemy player can effectively counter. If you have a bunch of Medics then you are just harder to kill.
Possible Solve: Make the healing unit into a larger vehicle that can be effectively targeted.

There are a ton of issues that might kill this idea. Your heal is now much later in the game, the Terrans are even more air mobile now, etc. So far this one has been somewhat successful in our playtests, but we will see where it ultimately goes. Think about what it will do to and for gameplay and post your thoughts.=)

Remember that what you are hearing about is a "snap shot" of our game. The build that a few folks have had the chance to play was made last Thursday and it has ALREADY changed in a number of key ways (Zerg Base Defenses are no longer 1x1 for instance).

So basically we would love to hear your thoughts, but try not to freak out too much if you see something that bothers you. Things change a lot around here.=)

Source


Dustin Browder posted:
Question: Reapers are fun and powerful but they are rarely built. Why?
Possible Answer: Since Medics can't keep up with Reapers it's safer and more effective to build more Marines. But a FLYING Medic, now that's something that would be useful with both Marines and Reapers.

First of all, this reasoning makes no logical sense whatsoever. If you have to bring the Medivac Dropship to heal your Reapers, why not just unload Medics from the old dropships? And isn't one of the main ideas behind the Reaper is being able to jump into an opponent's base WITHOUT the need of having to dropship units? You might as well just use marines and medics in a dropship rather than reapers + Medivacs, right? I really don't like how they're going about trying to make the Reaper more used, they should work on improving the Reaper rather than removing the Medic, WTF. Besides, hit-and-run raiders shouldn't need Medics with them anyways.

Secondly, you have to have a Starport just to make your new "medics." They cost more as well, have a longer build time, but they are easier to kill? Just the thought of having to have your Dropships chase your Marines around to heal them makes no sense. If I have a dropship I'd much rather be *gasp* using them for Drops! And after I drop I don't want to feel forced to keep them with my dropped marines, I want to run them away and maybe use them for more drops.
And in large battles I need several dropships to heal my units. Costly as it is already, I'd actually need more of them than I'd need medics, since they die faster.
Also I believe dropships still retain that slowwwwww acceleration type movement (they take a while to reach full speed from a motionless state) which could mean they would serve as poor support units for an otherwise very mobile infantry army.

And we lose the 2nd most important role that Medics provide: protecting your units by serving as natural blocks from melee units. I think some do not realize how much they often help in this aspect. The fact that Medics don't attack, so units don't naturally target them makes them even better blocks, and this eliminates a portion of micro/positioning from the game, for both the terran and the player attacking them.

This all seems so very wrong. I really hope Blizzard scraps this idea and returns back to the Medics we all love.
ModeratorBlame yourself or God
tKd_
Profile Joined February 2005
United States2916 Posts
March 11 2008 22:47 GMT
#2
this game is just confusing the heck outta me
happY11
Profile Joined January 2008
Sweden19 Posts
March 11 2008 22:48 GMT
#3
wow i dont like this idea. just make reaper stronger then (give them flamethrowers and higher hp).
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
March 11 2008 22:49 GMT
#4
Have medics able to heal while in dropships for compromise victory.
But why?
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
March 11 2008 22:49 GMT
#5
What the fuck...?
lazymej
Profile Joined February 2006
Canada269 Posts
March 11 2008 22:50 GMT
#6
It seems that they are just complicating the game way too much in some aspects.
^_~
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
March 11 2008 22:56 GMT
#7
Giving dropships heal is not complicating things at all, its making things simpler and with a different twist than before.
B1nary
Profile Blog Joined January 2008
Canada1267 Posts
March 11 2008 22:57 GMT
#8
I don't get it. Is the medivac going to be able to heal units close to it, like the medic, or will infantry have to load up to heal?
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2008-03-11 22:59:25
March 11 2008 22:58 GMT
#9
It really fucking amazes me how they can think to remove the MEDIC in order to solve the problem of players not wanting to get REAPERS. Their "solution" doesn't even fix that anyways.

@ B1nary: I'm assuming they can heal just by being near it.. but a confirmation would be nice.
ModeratorBlame yourself or God
Folca
Profile Blog Joined October 2006
2235 Posts
March 11 2008 23:00 GMT
#10
What the hell
Dea : one time when he was playing vs the comps he asked me "how do I make that flying unit that makes the other stuff invisible" and I reply "ur playing terran zomg"
Nitrogen
Profile Blog Joined February 2008
United States5345 Posts
March 11 2008 23:00 GMT
#11
This is so fucking stupid. I'm so pissed off right now.

I'ma go break something.
UNFUCK YOURSELF
Tiamat
Profile Joined February 2003
United States498 Posts
March 11 2008 23:02 GMT
#12
like i said in my post, the nomad is already a flying healer (for mech units) why would we need another for infantry?

I'll take my medic and her spells thanks!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 11 2008 23:05 GMT
#13
Hate it with a passion.

In fact, I hate anything that replaces the medic and always will
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
talismania
Profile Blog Joined December 2007
United States2364 Posts
March 11 2008 23:06 GMT
#14
they could just give medics a jetpack (maybe as upgrade, maybe standard)as well?
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2008-03-11 23:08:52
March 11 2008 23:06 GMT
#15
Isn't this the second time they tried to remove Medics from the game? (@ initial SC2 announcement I believe they opted to not include medics)

What is their problem with the Medic? I thought everyone loved those chicks. WTF BLIZZ ...just wtf!!!!!


@ talismania:
yes they could, but I think the better solution is just to improve Reapers, or give them some new researchable Upgrade/Ability to improve them late-game if they become useless then.
ModeratorBlame yourself or God
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 11 2008 23:09 GMT
#16
On March 12 2008 08:06 talismania wrote:
they could just give medics a jetpack (maybe as upgrade, maybe standard)as well?

This idea is a hundred times better And it really doesn't affect, significantly, the medics relationship with any other unit.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Nitrogen
Profile Blog Joined February 2008
United States5345 Posts
March 11 2008 23:11 GMT
#17
On March 12 2008 08:09 FrozenArbiter wrote:
Show nested quote +
On March 12 2008 08:06 talismania wrote:
they could just give medics a jetpack (maybe as upgrade, maybe standard)as well?

This idea is a hundred times better And it really doesn't affect, significantly, the medics relationship with any other unit.


That would be fun to play with.

Jump into a zerg's base and optical flare all their overlords, err, whatever the ones that have detectors are called now.
UNFUCK YOURSELF
Bockit
Profile Blog Joined November 2004
Sydney2287 Posts
March 11 2008 23:14 GMT
#18
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?

Dustin Browder Lead Designer - Starcraft II posted:
... a FLYING Medic...


what?


Their are four errors in this sentance.
Tiamat
Profile Joined February 2003
United States498 Posts
March 11 2008 23:15 GMT
#19
nah, they just need to understand the reaper's role and leave the medic alone.

The medic is a support unit, designed to block melee, cast support spells/defensive buffs (like restore) and heal.

The reaper is a base raider, a flanker. I am pretty sure its having trouble fitting both of those roles though, the base raiding part , partly because its mine ability is flawed because it cant do too much base damage else it would be OPed, yet its normal weapon cannot inflict enough damage to buildings or peons or whatever. Then the Terran race as a whole is designed to work better together as a ball of doom instead of flanking.

A good fix would be to make his mine a spider mine, instead of a bomb. Then he can use his jetpack to maneuver around the flank to plant mines and harass expos, (ala a vulture would do nowadays)
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
Last Edited: 2008-03-11 23:20:36
March 11 2008 23:18 GMT
#20
On March 12 2008 08:05 FrozenArbiter wrote:
Hate it with a passion.

In fact, I hate anything that replaces the medic and always will

What about a nurse?

On March 12 2008 08:15 Tiamat wrote:
nah, they just need to understand the reaper's role and leave the medic alone.

Yea, I agree. Thats the whole point of a reaper. They trade versatility for not being able to heal. They would have to make reapers a lot weaker if they could regenerate.
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