Does anyone know if it’s a bug that the medics don’t stop once the infantry engages like in the campaign or was this intentional. Cause the medic tends to run into the next AI defensive line all by themselves when the infantry is destroying buildings.
Maybe if your marines are with full health and you a-move or just moved your army to X spot as medics don’t have anyone to heal they will follow their path?
Oooooh boy, did the Nikara-itis spread to Raynor’s Medics too now?
They always do that when you A-move and your other units are full health.
They and other units without an attack or attack-like ability (such as H&H Ravens or Havocs who have no attack but a free autocast ability they will use when they see an enemy) have always kept moving blindly forward if you A-move deep into enemy territory and your other units see something to attack.
I really wish they would give all such units an above-mentioned attack-like ability, even if it does very little, just so you don’t have to keep microing them simply so they don’t wander past your army and die. It’s the same sort of quality of life improvement they’ve made many times before.
My poor Nikara had several close calls in that P&P map I just played. I know it’s my fault for not micro’ing well, but still, dang.
You should not have to micro your healers not running to their own deaths. Support units should never walk past the combat units they should be supporting.
I have literally never experienced something like this with Raynor’s medics. When you fight, you stim, and when you stim, the medics start healing and cannot wonder off. I’m more annoyed when they stay behind healing my co-player’s units instead of moving with my army (when I a-move, which is most of the time).
Why did I remember Medics usually stay behind marine and never wander ahead?
Raynor’s medics do NOT charge because you have a stim pack that damages your army so they always have something to heal. Although if they are all literally charging that is kind of an issue.
The duration of stimpack is 15s, if you have enough Medics, they will finish healing your army of marines in about 10s and proceed to move forward. Unless you build too few Medics then yes, most of the time they will be far behind Marines.
If you’re going pure Bio you could always set all your units on control ground 2, marines in 1, and medics in 3. This way you can always move to a near-battle position with 2, A-set with 1, and just position with 3.
Well, the common 4OC players are making 8~16 units at a time, they take heavy casualties on each fight that they have to use the F2 key to control, as half of the army is going to be replaced every 2 minutes.
Usually this medic charging problem of raynor is counteracted by extra stim since it doesn’t have cooldown, you don’t need to switch control group and it is just a press of a button. It also speeds up the building kill, you should stim and stutter-step forward which will automatically keep the medics to fall behind because they have no stim to boost movement.
You can also make extra number of firebats to protect the medics as their attack range is shorter, and they are perfect counter against ling/bane or adept/archon/dt.
Ah well, I have my F1-F6 keys customized outside of their intended use.
Generally if you are going Orbital Raynor then chances are you are not trying to low APM him. Having said that control in individual groups will ALWAYS have better results than wondering why Blizzard doesn’t hold your hand while you’re clicking 1 button. As with any RTS the more actions you perform the better your results should be. Practice makes perfect.
People tend to figure out their commanders and strats as they play them considerably. But if you just pick random and play Raynor only when you get landed with him what I imagine is ones every 3 days, then sure, you’ll encounter issues.
I do have some unusual builds for raynor on ME/DoN, with firebat medic banshee vikings bc, barely losing any unit at all while stealing all the kills. This compo is totally a-move unfriendly.
Mass OC is only good if you expect your marines to die or mass mines for defense, since raynor tanky units cost gas unlike most other commanders who have mineral dump as tank. If you have an army of better sustain you will not run out of minerals even if you don’t make more OC than bases.
The reason 4OC is often considered the best because it is faster to clear the map with mass marines than everything else and ignore casualties when playing raynor.
Spawn Location On Unit: Something occurred to me. Try summoning 4-5 medics to stay with your main unit. From there on set your barracks to spawn medics on top of your existing medics (I.E. select rally point on one of your medics units) This way as long as you do not press down on that F2 key and use Shift+Click to select your marines, you’ll be fine. This way the extra medics will follow instead of ‘attacking’ or ‘pathing’ to an odd location during battle or before. It’s the method I use. Shift+Click is always more micro friendly than the lazy F2-whole-army key.
Because outside of co-op, medics and medivacs usually spend all their time healing off stimpacks; there’s always something to do rather than derp forward.
But Raynor’s stimpacks do half damage, and Raynor’s medics heal extra fast. Plus you can get mastery to increase their effective healing rate by up to 90% due to multi-target heal. As a result, they heal your whole army and run out of things to heal, and then they derp-move.
That indicates you are getting too many medics:combat units or not stimming enough.
Also proper a-move is always better in small steps… amove slightly into enemy base, not all the way in (and healers then stop to heal themselves if they get stuck.)
Yet that’s not possible. In order to have enough Medics and ensure that they do not run out of energy you require to build a handful of them and with this number of medic they will heal your army in around 10s. Get any less medic and you risk having 10+ medics with 0 energy and they will head straight into the enemy line because they have nothing else to do.
SC1 medic at least will keep healing even if they ran out of energy. SC2 medic don’t.
So we can all agree that two methods are best applied towards controlling medics currently.
- One is using stim packs more actively or more than ones at the initial start so that your Medics can have something to heal instead of derping away due to nothing to heal (Which is a priority over move for their AI).
- And second, Moving bit by bit if you need to move to a new zone as opposed to all at ones. Long stretches of full unit movement will cause your medics to shy away or push through your marine units and be caught out in the open.