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.
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.
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.
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.
In other words, we have team of SCVs that follow your forces around on the battlefield. That was what I said.
bond-o perhaps. They fix any wounds then apply a sealing compound to suit breaches And please people try to stay on topic
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.
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.
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.
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.
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.
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.
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.
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.
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.