Medic + Dropship = Medivac

Discussion in 'Terran' started by Psionicz, Jun 30, 2008.

?

Would you rather...

  1. Medic loaded in Dropship = Medivac

    8 vote(s)
    40.0%
  2. Medics and no Medivacs

    3 vote(s)
    15.0%
  3. Medivac and no Medics

    8 vote(s)
    40.0%
  4. Tier 1 Medivac

    1 vote(s)
    5.0%

Medic + Dropship = Medivac

Discussion in 'Terran' started by Psionicz, Jun 30, 2008.

  1. Psionicz

    Psionicz New Member

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    We all know Marauders don't suffice for the Medic's position, less micro possibilities etc. I won't go into that.

    We also know Terran needs Medics in their original place, but Medivac seems like a unit which they deserve. So why not bring the mechanic where units can use abilities inside a Bunker and add it to the Dropship, meaning you load a Medic inside a Dropship which allows it to heal from the Dropship, the range would have to decrease, IMO, for lore and balance sake.

    With this same mechanic, furrer said they should allow Ghosts to snipe from Dropships and I agree. It adds a whole new dynamic aspect to the Terran infantry and we all know dynamics are good without being to complex, and that is exactly what this idea is, simple and effective which we know Blizzard strive for that kind of thing in Sc.

    Being able to use abilities from a Dropship can be abused tho, so you can only use non-passive abilities such as Heal and Snipe, because having 8 stimmed Marines shooting from a Dropship seems very overpowering and kinda overlaps with the Banshee.
     
  2. Kaaraa

    Kaaraa Space Junkie

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    I'm with you on Medics being brought back, But I propose a slight tweak to your idea. Instead of loading in Medics and all the sudden having a Dropship that can heal, you take X number of medics and combine them with the dropship, a process that takes time (5-10 seconds, maybe less) and leaves you with a Medivac Dropship, similar to an Archon morph, but with the possibility of being reversible.
     
  3. Jacob

    Jacob Guest

    Hi everyone, I'm new in the forum and I personally have some idea about this topic:

    Just bring back the medic to save our marine at the early of the game. In fact, we don't need a mechanical unit that can heal our soldiers (from the sky above them!?), remember that if your healing unit is mechanical, they can not heal each other and you need a SCV to repair them in the battlefield!? And, a flying object like a dropship is always a highly attractive target of any base-defensive building such as Missile turret or Phase cannon and any air-to-air combat unit like Viking (in aircraft mode) or Phoenix, your healing units will be quickly destroyed and leave your marines vulnerable. So "medivac dropship" is not necessary in this way. Just leave the dropship as it original purpose: transport our soldiers.
     
    Last edited by a moderator: Jun 30, 2008
  4. ItzaHexGor

    ItzaHexGor Active Member

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    We do? Personally, although I definitely want the Medic to make a return, I'd much rather have Marauders. The one problem with them at the moment, or at least the last time I heard, is that their attack isn't an area of effect attack.

    Personally, I don't think all active abilities should be usable from Dropships, as then you'd get D8 fly-by's and even things like people Nuking from them, which wouldn't go down well at all.

    By the way, thanks for the mention. I really appreciate it.
     
  5. Psionicz

    Psionicz New Member

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    Is this what you're screaming for? :]
    Nuking from a Dropship seems less overpowered than the normal way, as you're not cloaked. Anti-air is also strong, so you know...

    Btw, Marauders are too slow and cost too much to be very useful, they didn't even slow some Zerglings down enough as they still caught up with and kill the Marines and Marauders.
     
  6. ItzaHexGor

    ItzaHexGor Active Member

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    It's not physically Nuking from the Dropship that's the problem, but with a couple of Dropships spread around the outskirts of their base, when combined with the possibility that the Nuke is being launched by a Cloaked Ghost, then the chances of finding and taking out the Ghost are drastically reduced.

    Marauders would only be too slow or cost to much if they were made to be too slow or cost too much. It's called balance. It could be argued that the Medic heals too slow to be an effective healer, but would would be done to fix that? Increase their rate of healing. The same goes for the Marauder. Also, what video was that in?
     
  7. furrer

    furrer New Member

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    I think if the medic comes back (and I really wish that), one unit from the barracks will be cut (blizzard, not me), and that must be the reaper, especially if we will have those imba dropships (an idea that i fell in love with). So the units left will be marines + medics + marauders (that should have AoE slow). But what abbilities should be used inside this dropship?

    Snipe, Cloak, Marauders AoE slow (could be really cool, slowing dropship), Heal, and the rest of the medic skills. Remember, all these abbilities can only be used on units outside of the dropship.
    The affect of the dropships healing will not increase even if more medics join the dropship, so one medic is enought (suits good, did you ever raid with more than one medic).

    What do you think about this concep?

    IHG. I think the video he refers to is those 3 games I watched live (the last game, T v Z).
     
  8. ItzaHexGor

    ItzaHexGor Active Member

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    Reapers do not have to remain as a Barracks unit and could easily be moved to the Merc Haven again. After all, they are tier two, and as far as I'm aware, the Marine, Maruader and Medic, provided it returns, are all tier one. Then again, the Ghost could be moved to its own building as well, leaving the Reaper to remain in the Barracks. Either way, one returning units doesn't mean that another has to be cut. I've heard Terran have less units overall to begin with.

    Marauders are designed for Ground-to-Ground, and their slowing ability only effects biological units, so wouldn't be able to be used from inside a Dropship. Cloak would be an interesting one to implement while being transported as it would allow the Dropship to drop Cloaked units, rather than having to drop them, then Cloak them. The affect of the Dropship's healing should definitely increase with more Medics, and those Medics should be able to target a number of units, just as though they were in amongst the Marines, etc.

    If in the video the Maruaders had the single target slowing effect, then that's why there was a problem with them. Unless they're going to be massed and automatically spread fire, they need an area of effect attack.
     
  9. furrer

    furrer New Member

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    Yeah, but then cut from the barracks, after all its a main producing building, like the factory. Its not like the merc heaven is a building you will have a lot of.

    And many people that have played SC2 says the reaper isnt very good, especially not with the medivac dropship.

    IHG the "only one medic" is for balance, as I/we (psi) wants the dropship to have a longer healing range (3 - 5), so we need to balance it on that way. Else you would have all you medics in your dropship, and no micro would be needed to win a battle (becasue you will not need to bring them near your units). And IHG, how often did you have more than one medic in a dropship? A raiding party often consists of: 1 firebat, 1 medic and 6 marines.

    Yeah, they really need an AoE attack.
     
  10. ItzaHexGor

    ItzaHexGor Active Member

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    The fact that the Barracks is a main producing building is irrelevant. You don't need a lot of Merc Havens, nor would you need a lot of Ghost Academies as copious amounts of Repears and Ghosts are not needed. Both units would easily fit in with being produced by their own building, Ghosts having to be specially trained and equipped, and Reapers being recruited in groups.

    The last I heard, the Reapers were a fine tactic. It was true that at first they weren't useful, even with the Medivac Dropship, but more recent reports have led be to believe that Blizzard has fixed this problem, making them a very viable option.

    The range of healing from inside the Dropship would have to be increased, as otherwise it would have to fly directly over the units it wishes to heal each time, but if it was restricted to healing one unit at a time at the exact same rate, it would again be useless. You would need as many Dropships as Medics in order to be effective on raids, etc, which would just get too costly. Having all Medics in a single Dropship is suicide. If that Dropship gets knocked out of the sky, then the backbone of that attack force has instantly been obliterated. If you supposedly never have any more than a single Medic in a Dropship at one time, why would you even need to limit it? Besides, that raiding party only applies to StarCraft1, as in StarCraft2 it's much more dynamic with several units not even needing to use transports, allowing for a more Medics to assist the party.
     
  11. furrer

    furrer New Member

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    Ok, IHG, its just what Ive read says that the medivac dropship made them unusefull. Becasue if you dont limit it it will be OP I think. The range increase really makes medics 2x so good, and in midgame when you have an ok amount of marines, and the enemy doesnt have much air, its hard to take the dropship out (if you just gorund push), if you just have an ok micro.

    I just want the medivac to be a choice when you raid, and nothing more. So its just like getting the medic back, just with another choice to have a better raid.

    IHG still from paper form I cant see how the reaper can be usefull, at least not in builds when you need a dropship to have healing for you marines. We know from scbw that marines were first really usefull with medics (stim packs), so a medivac dropship is really needed in this build.

    And how can the reapers then be usefull? Yeah you can harass with them, but doesnt the dropship + marines enable the same?
     
  12. ItzaHexGor

    ItzaHexGor Active Member

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    Why do you assume that increasing the range of the Medics while inside the Dropship would immediately result in them being overpowered? The range doesn't have to be increased to the stage where it becomes overpowered, but they would still have to have a range as they're all healing from the same point. Just as any ranged unit's range is balanced, the Medics would as well.

    How is it not a choice if more than one Medic can heal from inside a Dropship at once? There's still the choice as to whether you want to spread them out with the rest of your force, keep them focused, whether you need them or whether it would be a hindrance, whether you'll take the risk of loading more Medics into the Dropship, or whether you'll have one Medic in each one. How does increasing the number capable of healing in each ship eliminate choice?

    Paper doesn't prove much. Roaches look extremely overpowered on paper, but looking at them in-game, they're extremely fragile.The fact is that Reapers have more health than Marines, about the same Ground-to-Ground damage capabilities, D8 Charges and can jump cliffs. They're not meant to be used like Marine drops in StarCraft:BroodWar, as they're meant to be hit-and-runners, not stand-and-fighters.

    Reapers can deal much more burst damage than a Marines drop would ever be able to, especially against structures, so Marines would not be able to do the same and require a lot more work to pull off than Reapers. Also if bases are guarded heavily with Anti-Air defences, Reapers can slip the net. Reapers can also ambush and surround attack parties while your main army continues to fight, which wouldn't be doable with Marine drops.
     
  13. furrer

    furrer New Member

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    See IHG:

    If you make a marine choose between two options dealing 100 dmg or 10 dmg, then everyone would make them with 100 right? So increasing the number of things can eliminate viable choices (Everyone would just mass marines).

    Build perhaps you are right in the fact that its not balanced, but we need to see it in the game first (because you said: Paper doesnt prove much). And IHG, many have said (gosugamers are one of them), that roaches were OP ingame early game, so you are not right there.

    Again, the paper of the reapers seems briliant, but I want to see some games were they have been used effective, because I havent seen any of those yet. We can discuss this to midnight, but as you said: Paper doesnt prove much :D

    And Remember, Dont worry Be happy
     
  14. Psionicz

    Psionicz New Member

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    -Burns furrer to ashes with my awesome Jackal micro-

    How dare you propose to get rid of the Reaper, its one of the best new Terran units, its just pure sexiness. Imagine the micro possibilities.

    Lol and I just thought I'd say paper rules the world, secondary that is hehe
     
  15. ItzaHexGor

    ItzaHexGor Active Member

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    What has the Marine analogy got to do with anything?

    We don't need to see it's balanced in-game, only Blizzard needs to be concerned with that. We have next to nothing to do with anything apart from maybe models. Balance is all up to them and we'll see it's balanced when it comes out, as they're not going to release an unbalanced game, so what have we got to do with that? Things like the Medic's ranged from within a Dropship are easily able to be balanced, just as any ranged unit has their range balanced.

    When did I say Roaches weren't powerful? They're definitely powerful, but they're definitely fragile.
     
  16. furrer

    furrer New Member

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    Ok, just my missunderstanding of fragile, what does it mean then?
     
  17. Psionicz

    Psionicz New Member

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    Marines have always been fragile. Zerglings are also quite fragile now, and that aspect of being fragile has increased with the Zealots on steroids.
     
  18. furrer

    furrer New Member

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    That making OP strategies results in everyone choosing these.
     
  19. ItzaHexGor

    ItzaHexGor Active Member

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    Fragile just means they can be taken out quickly. Roaches are definitely fragile as although they have a fast regeneration rate, they have low health, meaning they can be taken out near-instantly with little micro, giving them no time to make use of their regeneration.

    What makes the concept of having multiple Medics healing from a Dropship overpowered? It's exactly the same as having the exact same number of Medics bunched around the same Marines. The healing capabilities aren't changed and although they're airborne, there's enough Anti-Air defence, especially considering that they'd collectively have less total health.
     
  20. furrer

    furrer New Member

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    The range IHG, but you are probably right, its not so OP as I thought. But as I posted in an other topic: We shouldnt be discussing balance, but cool ideas. I think we are focusing too much on balance, "we" / blizzard can always balance in BETA. Balancing now just hinders good ideas.