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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. EonMaster

    EonMaster Eeveelution Master

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    Zerglings can't really do anything to an M&M, especially when there are 3+medics for about 10 marines. Sunkerns are the same way. Unless both are together with a considerable number, zerg is going to have major loses and still might not succeed.

    As for mutalisks, I don't usually have the gas production decent enough to produce a lot of mutas to counter.
     
  2. furrer

    furrer New Member

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    Yes therefore Zerg also need a fast expo, and if the Terran make a fast push with 10-12 marines + 3-4 medics, then the Zerg needs 3-4 sunkens with some zerglings. And later when you have mutalisk out (remember sunkens+zerglings dont cost gas, so you should have a good amount of gas stored), you can start to harass, and perhaps take the 3rd expansion for tier 3 and 4.
     
  3. Indigent

    Indigent New Member

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    Oh yeah, mutas can harrass decent until you get defilers.
    Not to mention lurkers.
     
  4. Darktemplar_L

    Darktemplar_L New Member

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    It's true that Optical Flare is almost useless even if you take out a detector. But Restoration is very useful, don't underestimate that ability. It can save your Battlecruiser if it was plagued or locked down. As for heal, yes it gets annoying when one medic has no energy but the one with energy is trying to heal, but all you have to do is take the energyless medic away... I guess you need micro power to do that don't you?
     
  5. Wlck742

    Wlck742 New Member

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    I think what they should do is give the option to turn autoheal on or off, it'll save a whole lot of trouble and it'll be have the same desired effect.
     
  6. furrer

    furrer New Member

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    The "auto" cast abbilites will be the same as in WC3. Se you will be able to turn it on and off. And this will add mo micro IMO.