1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Medivac Energy to Healing Ratio

Discussion in 'Terran' started by necromas, Apr 18, 2009.

Medivac Energy to Healing Ratio

Discussion in 'Terran' started by necromas, Apr 18, 2009.

  1. Gardian_Defender

    Gardian_Defender New Member

    Joined:
    Nov 30, 2008
    Messages:
    691
    Likes received:
    1
    Trophy points:
    0
    From:
    Oregon_USA
  2. cautionmike_190

    cautionmike_190 New Member

    Joined:
    Mar 23, 2009
    Messages:
    380
    Likes received:
    2
    Trophy points:
    0
    From:
    Philippines
    i mean its much better to have a platoon medic and a flying medievac
     
  3. Gardian_Defender

    Gardian_Defender New Member

    Joined:
    Nov 30, 2008
    Messages:
    691
    Likes received:
    1
    Trophy points:
    0
    From:
    Oregon_USA
    Oh, but then they would overlap, plus the normal medic would only be useful for early game.
     
  4. cautionmike_190

    cautionmike_190 New Member

    Joined:
    Mar 23, 2009
    Messages:
    380
    Likes received:
    2
    Trophy points:
    0
    From:
    Philippines
    humm your`e right.. i agree
     
  5. Ex-Marine

    Ex-Marine New Member

    Joined:
    Jan 12, 2010
    Messages:
    37
    Likes received:
    0
    Trophy points:
    0
    From:
    P.A.
    Idea:
    Units heal while flying in the medivac, causing it to heal more units, but use more energy. The medivac flies away for a short time, then back with the units at full health.
     
  6. asdf

    asdf New Member

    Joined:
    Jun 21, 2009
    Messages:
    1,004
    Likes received:
    6
    Trophy points:
    0
    here's another idea: the medivac should have a second mode. terrans are known for their transforming units already.

    air mode: standard dropship + beam healing that costs energy.
    land mode: immobile, essentially a temporary field hospital. healing takes no energy. allows the medivac to continue healing while recharging, sacrificing its movement/transport capabilities.

    when it lands, it automatically unloads all its cargo.
     
  7. aem1

    aem1 New Member

    Joined:
    Jul 21, 2008
    Messages:
    263
    Likes received:
    1
    Trophy points:
    0
    From:
    Cali
    maybe just bring back the original medic but with cliff jump ability, maybe
     
  8. Ex-Marine

    Ex-Marine New Member

    Joined:
    Jan 12, 2010
    Messages:
    37
    Likes received:
    0
    Trophy points:
    0
    From:
    P.A.
    Yes but then It could land, heal up units with no cost, then turn back into air mode and keep a-flyin'. There wouldn't really be a use for the air mode healing.
     
  9. necromas

    necromas New Member

    Joined:
    Apr 14, 2009
    Messages:
    292
    Likes received:
    1
    Trophy points:
    0
    From:
    Minneapolis, MN
    For the record, it's 1e for 3hp in the current beta and it heals pretty fast.

    Also relevant is that marauders can stim pack and it costs them 20 health.

    A few medivacs won't make a huge difference in a large battle, but they work well with fast skirmishes using stimpacks to win quickly and then the medivacs can heal everyone up before the next fight. But you can't really replicate the old M&M balls where the whole ball could heal itself in a few seconds if it had enough energy left.

    And of course they're still perfectly fine dropships too.

    Seems good to me.
     
    Last edited: Feb 22, 2010