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Medics

Discussion in 'Terran' started by 10-Neon, Jun 7, 2007.

Medics

Discussion in 'Terran' started by 10-Neon, Jun 7, 2007.

  1. Indigent

    Indigent New Member

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    I can make them hot.
    *Sets someone on fire and rights SCV on there forehead
    Stop squirming!
    And I like the fact that medics auto heal. SCVs auto repair would be wierd. You make a viking walk near the comand center with 1hp off and all the SCVs swarm the viking and don't go back to work.
     
  2. Seradin

    Seradin New Member

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    lol yeah, automatic SCV repairing would be a pain, its like automatic probe building xD
     
  3. Indigent

    Indigent New Member

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    You need more minerals.You need more minerals.You need more minerals.You need more minerals.
    Oh man.
    Cancel build. Cancel build. Cancel build. Cancel build. Cancel build.
     
  4. Seradin

    Seradin New Member

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    then you end up sending your probes on a suicide mission because you hate them

    and then you die.
     
  5. Indigent

    Indigent New Member

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    Lol. Trades 2 probes for a zealot.
     
  6. Gasmaskguy

    Gasmaskguy New Member

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    O maybe you should have switched off the mining SCV:s auto repair? :D
     
  7. EonMaster

    EonMaster Eeveelution Master

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    That would be an interesting idea gmg. But I still don't think that SCVs need auto-repair. The medic should be the only auto-casting unit since they would be hard to micro on the battle field.

    Having auto-repairing SCVs would only cause problems for the terrans, especially in expansions were many units could be damaged from raids.
     
  8. Seradin

    Seradin New Member

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    well if your really lazy, have a repair team of SCV's waiting, and then turn on Auto Repair for those SCV's and put them by your force.
     
  9. Indigent

    Indigent New Member

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    In other words, we have team of SCVs that follow your forces around on the battlefield. That was what I said. :D
     
  10. BirdofPrey

    BirdofPrey New Member

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    bond-o perhaps.

    They fix any wounds then apply a sealing compound to suit breaches




    And please people try to stay on topic
     
  11. EonMaster

    EonMaster Eeveelution Master

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    Who here does like the medic's new healing sound effect?

    I think it's ok, but it could be much better. Also, I don't think she should be able to heal units as fast as in sc1. M&M were too hard to beat. Since they always had more than one medic, even targeting the medic was futile since they would heal each other. Plus, if some firebats were used, only large armies could fight them off.
     
  12. Indigent

    Indigent New Member

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    That is why there are mass zealots and zerglings to counter marines and medics. Why would you send a zealot alone to kill a dozen marines and medics in the first place.
    I liked the medics old noise.
     
  13. EonMaster

    EonMaster Eeveelution Master

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    Mass lings were useless against M&M with firebat support. Medics could heal the marines faster than lings could damage him. Even with sunkern colonies support my lings would be reduced to nothing in seconds. I find the M&M the hardest thing to counter in sc1 simply because of the medic's insane healing rate.
     
  14. Indigent

    Indigent New Member

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    Well, you don't want to make it heal any slower, because the marines could die in seconds, zerglings attack very fast, and marines are already gaining 1 health per second. Even reducing it it 1 health per two seconds will cause your marines to die.
     
  15. ZeR[g]LiNg

    ZeR[g]LiNg New Member

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    1 health per two seconds? That's a fourth of teh old one... I'd say 3 health per 2 seconds would be good. Or maybe make it cost 2 energy, but let the Medics have twice the energy capacity. This way, they won't be able to heal on the spot if they're out of energy, but if they're full, it'd be the same.
     
  16. Wlck742

    Wlck742 New Member

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    I don't see a good reason to decrease the healing rate. Mass lings were useless against M&Ms because that's what they were made for. If you have a unit attack its direct counter of course they're going to be obliterated. That's why you used hydras/lurkers, guardians, etc. to kill M&Ms.
     
  17. Indigent

    Indigent New Member

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    Medics never heal when out of energy, they have the animation but that is it.
     
  18. SwimSwam

    SwimSwam New Member

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    hhm thats because priests do attack on wc3, so they stay behind attacking if you press CTRL GRP + A, and heal when nessesary, but medics dont have an attack (priest have, a very weak one but they do), so if you send your marines, 1a 2a, and the group 3 is medics, you just cant, coz they will just walk to that zone, best you can do is move the medics pretty close to your marines

    dark swarm


    Merged posts. Please read the forum rules and do not double post.
     
  19. EonMaster

    EonMaster Eeveelution Master

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    Dark swarm is a tier 4 ability. Even a good zerg player wouldn't have defilers yet if the terran player is doing M&M, which is tier 2.

    I've tried getting defilers that early, but it just doesn't happen unless your opponent doesn't really know what he is doing.
     
  20. furrer

    furrer New Member

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    Isn't MM tier 1,5? And of course the dark swarm is meant for lategame, earlier you have sunkens, zerglings and mutas; that's more then enough to hold a push off.