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by gearvOsh, Level 15
Last updated at April 7, 2008, 4:47 pm
So during the initial Zerg release a few weeks ago, we heard of this new unit, the Medivac Dropship. For anyone who doesn't know, the Medivac works exactly like the original Terran dropship but is also accompanied with the Medic healing abilities (this also cuts the Medic from the infantry). First off id like to say, this is a horrible idea and the worse suggestion Blizzard has given the Terran... their reasoning for this change?

Because the Medics have no way to keep up with Reapers if Reapers traverse a terrain. Is blizzard really serious with that? Just because one unit is able to traverse a different path in which the Medics cant follow, they cut the Medic and bring in this Medivac. Lets also point out how flawed this theory is:

- Firstly all low tier units will be without any healing or support till late game when you can produce a Medivac
- The Medivac is produced from the Starport
- The Medivac will cost a lot more resources
- It can only heal 1 unit at a time... one unit!
- The Medivac can be corrupted... and now your only unit for healing is disabled
- Why have the Medivac follow the Reapers, when you could just load the ship with marines instead?

What is this? You pay way too much for this unit and then it can only heal 1 unit at a time, how will this help an army of 50+ Marines and Marauders... Blizzard please tell me. Bring back the Medic, buff the Reaper, give the Reaper the Flare ability and perhaps a new ability for the Medic (below).

Suggested Medic ability: Healing Charge
The Medic places a charged pack upon the Reapers suit which automatically heals the Reaper for +10 hp every 2 seconds. Can heal a max of 100 hit points and lasts until the pack is completely used; so if the Reaper is full health, the pack will stay on him till he loses hit points and re-heals them.

Now the Reapers can go off, do their little own raiding business and not have to worry about the Medic. I was extremely disgusted to see the Medivac still in the latest build. Blizzard please use your heads, if not hire me to throw some ideas.

End Rant.
     
15 comments
Stryider
Stryider Apr 7, 2008 at 4:54 pm
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It seems like the trade offs for removing the Medic and giving the Medivac instead are next to none.  Perhaps they were trying to reduce the power of the medic? lol
gearvOsh
gearvOsh Apr 7, 2008 at 5:12 pm
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It doesnt make sense. By making the Medivac to follow the Reapers... why not just put marines in the Medivac and transport them instead, seeing as how they are stronger.
Stryider
Stryider Apr 7, 2008 at 5:41 pm
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The biggest problem, I think, is that they made the Medivac only able to heal 1 unit at a time.  I'd venture to say this is an indirect nerf to Marines as well.
Question Mayn
Question Mayn Apr 7, 2008 at 5:47 pm
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Personally I think this is a good idea, it really balances early game ZvT. It also opens up a lot more options for late game TvZ.  Instead of having to deal with the huge amount of micro/macro it takes to use a large m&m build late game vs z you can have quick drops/harassments on z's expac's.
gearvOsh
gearvOsh Apr 7, 2008 at 6:10 pm
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That would also be a discouragement, lowering the micro of your units.
Question Mayn
Question Mayn Apr 7, 2008 at 6:15 pm
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Well hey, if you still want to go with the whole "mass M&Medivac Dropships -> control the middle" style of play be my guest, i'm just saying the medivac dropships will probably allow for stronger harass drops against zerg late game.
Stryider
Stryider Apr 7, 2008 at 6:18 pm
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But doesn't it create a problem in the short game?  I admit I haven't played a whole lot of Starcraft as of late but I must say that this seems to hurt the short game much more than it helps the long game in my opinion.  It also seemingly lowers the skillcap in terms of micro.
Charlie
Charlie Apr 7, 2008 at 7:05 pm
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So really, how much different is 8 marines + medivac vs 7 marines + medic + dropship? There aren't too many scenarios in Starcraft where that one marine will make the difference (in fact, there are times you might even be worse off, as the medic "blockade" can kill a ton of zerglings if the zerg isn't paying attention).
gearvOsh
gearvOsh Apr 7, 2008 at 7:34 pm
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Why throw the dropship in the equation? So answer me this.

Whats the difference between 5 marines + 2 medics vs 7 marines early game. It makes enough difference vs zealots and zerglings.
Charlie
Charlie Apr 8, 2008 at 10:33 am
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My comment was directed towards Question Mayn, and his idea of using the Medivac for harassment.
PyT-FaLL
PyT-FaLL Apr 7, 2008 at 6:17 pm
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vOsh, good on you for writing this, I was thinkin the exact same thing. Medivac ship is useless if they don't change it so the damn thing can heal more than one unit at a time. As it is you don't neccessarily have to have a unit following the Reapers to heal them...there's pros and cons for every unit...maybe the reapers should be it's a pain in the ass to heal them cause they are hopping all over the place.

Bring back the original medic damnit! haha
gearvOsh
gearvOsh Apr 7, 2008 at 6:52 pm
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Added two more bullet points... to try and kill this unit.
Lipton
Lipton Apr 8, 2008 at 3:26 am
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I don't like the Medic being replaced by the MediVac for 1 big reason... why should the Reapers get healed when they are on their raids? They are suppose to be hit & run type units, not jumping Marines. They should do their job, rush in hit weaker units and jump out, if some get jacked up so be it. They should get healed when they get back to the back lines.
insanet
insanet May 12, 2009 at 5:09 pm
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and also (from the history background point of view)  the medivac technology doesnt make sense for terrans, humans healed from the distance? wtf? , that sounds like what the protoss could be able to do, but not terrans.
leet_panda
leet_panda May 12, 2009 at 8:09 pm
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why dont they just give the skills of the reaper to the medic...
so the medic can also move over clifs and **** too..that way u can have medics anywhere.
the medivac sounds really dumb...espicially since it can only heal one unit.  
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