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Improve the Medivac Dropship Healing Ability
Yes
65% 70 Votes
No
35% 38 Votes
Total Votes: 108
 

Improve the Medivac Dropship Healing Ability

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Cerabrate

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Jul 20th 2008, 1:44am
Some ideas on Improving the Medivac Dropship Healing Ability:
1.The medic was originally a ground unit that was replaced by the Medivac Dropship (which is an air unit). It can only heal ground organic units like its previous incarnation. But what if you are playing with a Zerg ally and you want to heal its air units as well, since they are organic. Should the Medivac Dropship be able to heal all types of organic units, no matter if they are Ground or Air.
2.Give the medevic the stim pack ability:
Cost: 50 energy and 25% of the unit hitpints it is cast on. The same as the normal stim pack but the medevic cast it on organic units, with this ability you stim pack allied zerg units like mutalisk or protoss units like dark templars, this ability will very useful if you have an allied zerg or protoss.
3.(by Illidan Stormage)The Medivac will have a slower rate of AoE healing than a fast rate of single target healing...i mean it's not like u r gonna build as many medivacs as u did with medics (for obvious reasons) so i think the compensation should be AoE healing even if at the price of slowing the healing rate a little, the medivac would automatically deploy a number of drones (flying around it), the exact number is up to balance ofc and each drone would work on healing a unit and even follow it within a particular range of the medivac (provided ur medivac isnt moving). Also maybe infantry inside could heal faster than those outside healed by drones.

SPAMER101

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Jul 20th 2008, 1:06am
That would make some interesting game play.

Z player:Oh Noes A shiz load of vikings!! what ever should i do?!
T ally:HERE I COMES WITH MAH MARINEZ!! AND DROPZIPZ


Mutalisks Healers=Pwnage.

Lt-Danilo

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Jul 20th 2008, 3:16am
Actually,the zerg don't need a healer unit like you said,because they are auto healing them selfs,all zerg units.As for the Terran air units,i think the scv is doing the job pretty fine
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Cerabrate

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Jul 20th 2008, 4:26am
Lt-Danilo said...
Actually,the zerg don't need a healer unit like you said,because they are auto healing them selfs,all zerg units.

What I said is: should the Medivac Dropship heal air organic units like mutalisks but it could be other air units like critters that fly.

Lt-Danilo said...
As for the Terran air units,i think the scv is doing the job pretty fine

I said: the Medivac Dropship should heal organic air units (not mechanical air units) not repair them, it will be funny if a SCV repairs a mutalisk.

Lt-Danilo

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Jul 20th 2008, 4:30am
I guess my bad(and is this double posting,i never got what that was lol)?
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GarmGarf

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Jul 20th 2008, 4:32am
If it were up to me, the Terrans wouldn't be able to heal allied Zerg or Protoss biological units at all.

Why? Well, those two races already have their own unique means of health regeneration, and the fact that Terran Medics could heal their biological ground units was a fluke in the original StarCraft, in my opinion.

All three races have their health regeneration advantages and disadvantages, and the fact that Medics could heal Zerg and Protoss biological ground units just negated their disadvantage, corrupting balance, in my opinion.


Protoss: regenerates a portion of the health of all units and structures all the time, at a reasonable pace.

- Advantage: happens all the time, and is free, and shield batteries can be used to get a quick
replenishment of health (but only for units).
- Disadvantage: only regenerates a portion of the health of units/structures. If that portion is depleted, then further damage dealt will be non-heal able.


Zerg: regenerates all of the health of all units and structures all the time, at a slow pace.

- Advantage: happens all the time, and is free.
- Disadvantage: regenerates slowly.


Terran: if abilities are cast, resources/energy may be used to rapidly heal units/structures.

- Advantage: units/structures are rapidly healed.
- Disadvantage: healing costs energy/resources, and the time of a unit (Medic/SCV).


Now, throw in the Medic into this equation, and what happens to the Protoss disadvantage? It gets negated for ground biological units. And guess what happens to the Zerg disadvantage? It gets negated for ground biological units as well.

And now are you asking for this to happen with air...?

(I hope that you can see my point.)

---------------------------------------------------------------------------------------------------------------------

Edit: oh yeah, and here are some lore reasons:

- The Protoss are too proud to accept the medical assistance that the Terrans may give them. Protoss are honorable; every scar and wound on their bodies is a mark of what they did to defend Aiur.

- The Zerg's genetics are so messed up with regards to the Teran's understanding, that Terran medical aid may actually harm the Zerg, or have some unforeseen side effects.
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Cerabrate

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Jul 20th 2008, 6:22am
Ok, I agree with you and you said:
GarmGarf said...
- The Zerg's genetics are so messed up with regards to the Teran's understanding, that Terran medical aid may actually harm the Zerg, or have some unforeseen side effects.

Maybe the Medivac Dropship heal ability should damage the zerg instead of healing them?

GarmGarf

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Jul 20th 2008, 8:04am
Cerabrate said...
Maybe the Medivac Dropship heal ability should damage the zerg instead of healing them?


Maybe, but if we are looking at this proposal from the lore angle, then it would be true that the reason why the Terrans can't heal Zerg units is because they won't attempt to heal them out of uncertainty of the consequences. And thus, the same reason why they won't attempt to heal allied Zerg units would be the same reason why they wouldn't attempt to harm unfriendly ones. They would have no idea what would happen; the Zerg could grow larger, be healed, be harmed or even explode killing everyone. So, the Medics/Medivac would have orders to not target Zerg, friend or foe.

Now, if we were to look at this proposal from the game play angle, well it would simply be imbalanced, or at least a tactic only usable verses the Zerg.
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Cerabrate

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Jul 23rd 2008, 7:53am
Maybe give the medevic the stim pack ability:
Cost: 50 energy and 25% of the unit hitpints it is cast on. The same as the normal stim pack but the medevic cast it on organic units, with this ability you stim pack allied zerg units like mutalisk or protoss units like dark templars, this ability will very useful if you have an allied zerg or protoss. What do you think?

GarmGarf

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Jul 23rd 2008, 7:19am
Cerabrate said...
Maybe give the medevic the stim pack ability:
Cost: 50 energy and 10 hitpints of the unit it is cast on. The same as the normal stim pack but the medevic cast it on organic units, with this ability you stim pack allied zerg units like mutalisk or protoss units like dark templars, this ability will very useful if you have an allied zerg or protoss. What do you think?


That's actually not a bad idea, but it has much imbalance potential, because stimming Ultralisks would just be way too overpowered, as 10 health is nothing for an Ultralisk, yet the attack rate increase is everything.
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