This is because P1 medic’s always run out of energies. If we allow medic regeneration rate to scale with their HP this might compensated for it. Sometimes non-P1 medics run out of energy too.
Thoughts?
This is because P1 medic’s always run out of energies. If we allow medic regeneration rate to scale with their HP this might compensated for it. Sometimes non-P1 medics run out of energy too.
Thoughts?
How so?
My first thought on your idea here is “100% HP = maximal energy regen”. This would essentially give them ‘maximal energy regen’ since Medics will heal each other up. Without proper micro, their pace is slower and will group together, thus giving rise to your buff always. Not necessarily a problem, but then why not simply increase their rate. Not that I’m saying a regen buff is needed.
I don’t think that buff is needed mate.
Medics are Costs 75/25 and they have 2 masteries beneficial to them.
Like I said above they aren’t really expensive just spend spend spend spend.
I would also love to have Medics throw Flashbang Grenade as autocasts to reduce long ranged enemies to get zero range for a short period you know for nostalgia sake but yeah, Blizzard have no intention of adding new features on a commander and they already declared that they won’t love Co-op as much as they did.
Too bad, So sad.
How about the Caduceus reactor upgrade from BW?
What I mean is the following:
x: medic hp
f(x): medic energy regeneration rate.
We can have the developer come up with the formula, f(x), IF they are still around.
It’s not a buff. Just modify or add an equation to medic regeneration rate. Making that equation depend on the medic’s HP.
Yes you brought up good points and I do all that.
Often times I find my medics out of energy and have to send them to their deaths to make new ones. I don’t like sending people to their deaths (they got families too).
This is not a bad idea. I’m for any slight boost to their energy pool or energy regeneration.
P1 should just double the healing that Raynor’s bio receives, nothing more. It’s fine if Medics run out of energy now and then, but the rate at which it happens on P1 is insane. Especially before masteries.
If Medics are running low on energy then the logical 2 reasons are:
I would say most fall more into the 2nd problem. Don’t be stim-happy - say no to drugs. Moderation is key.
Cost in P1 is also no different, so I really don’t think energy rate changes is the key point to fix it. Of course, a ton of energy would fix the issue regardless…
Why don’t we just make medic have 200% regen and a 200% energy in P1?
So raynor p1 will double the health, energy and energy regen of bio units
I think that’s simple enough
Whaaaaa … stimming in moderations … ![]()
These could be solutions too.
Any direct buff to the Medics would make them not only better at healing Raynor’s bio, but also his mech units, and also allies. Meanwhile, the prestige is clearly meant to be focused on making his own bio more tanky, without touching anything like their firepower, attack range, movement speed or energy amount.
I wouldn’t be surprised if they intentionally avoided buffing Medic healing for those reasons.
Exactly on point. ![]()
Also, I’d like to highlight that Medic’s capacity/capability to heal doesn’t change in P1. So if you’re finding your army always yellow/red and your medic’s purple bar always empty, then that is a clear imbalance to your personal control and army composition. What I’m saying here is that you, as the player, has total authority in remedy and improving this.
In any other prestige outside of P1, what the above translates to is lots of dead bio that needs replacing. This isn’t comparably possible in P1, as you don’t have extra overflowing minerals. The compensation is obviously their added bulk. The doubled HP in fact translates to more than 2x the cost efficacy. However, (and this is why most more micro/macro heavy Raynor players don’t like P1), the trade off is far more than that as replacement of bio maintains DPS both at a unit count level, as well as mastery buff level that P1 otherwise loses.
Improvements, yes sir Mr Sergeant Whallins!
Normally I would use bio only with p1.
The times when I throw in some mech is when I face certain comps, like liberators, they are good at picking off my bio if there is no air units for them to target. Maybe facing disruptors I supplement with Banshees.
In my experiences I am not with my allies most of the time.
That’s why I suggested a regeneration rate formula based on medic HP. It won’t improve the healing power only energy regeneration.
Higher Starting energy and max energy are good too, which some of you suggested.
What for? The extra HP on P1’s Raynor’s units make them a LOT more cost efficient than they would be normally. Run with fewer Medics or let them run out of energy and then pull them back to replenish.
Whenever I max out with P1 Raynor, I find myself floating tons of money because I take so few casualties I don’t really have much reason to replace them. The only tricky thing about Raynor is getting maxed out in the first place which giving Medics extra energy won’t help with.
How dare u impose your insanely high standards on me! Jk jk
On serious note, yes players can adjust their play style to compensate and I did. I find myself running out of energies in mutations. Regular brutal is pretty easy with P1 Raynor and is my go to CO if I want to relax. Just build structures, train units, send them to fight and don’t let them die too often.
Thing is I want them to keep healing not for the hp healing but for the 25% damage reductions. Yes I can make more of course or send some medics to their deaths and replace them with all the resources I am floating ( Brutal not mutations).
Often times in mutations I find myself short on resources and replacing medics or pulling them back may not be a good idea.
P1 do take longer to max out versus other prestiges. I think you don’t really need to max out with P1 to do decent late game ( brutal). I was ok with 170-180 when games ended on long map (minus the mutations).
Anyways I’ll figure out something. Thanks for your input.
If you’re having medic energy problems then simply creating more medics will solve the issue most of the time, especially if your just doing marine/medic, just don’t go overboard with it. Depending on enemy composition I have somewhere between 12-24 medics at 200 supply. It’s the AoE focused comps (mainly anything to do with reavers, colossus, and siege tanks) is where my medics totals more to the 20+ mark.
You don’t even need to focus on micro as much, though it helps the most, if you utilize a good army composition to counter the enemy. 3-4 firebats will always help especially having more like 6-8 versus baneling comps, or even adding in a few mechs (produce either 6-8 vikings or 4-5 tanks depending on what your against). Best to focus only on bio still until mid game if you go this route and then always keep your mech force behind your bio as best you can.
The biggest factor however is hitting critical mass versus the wave(s) or push you’re facing. The quicker you take down the enemy the less damage you’ll need to heal/sustain. That’s mostly macro/build order focused. Try delaying tech/upgrades in the early game somewhat (though don’t over-delay if that makes any sense) to have an extra handful of marines/medics and of course never delay your expansion/economy.
Not that I really care if p1 is buffed or not but double energy regen and energy are the buff that causes the least problem because the rate it heals is the same, the number of target it can heal at the same time is the same.
It just have more energy and be able to heal more often.
I feel p0 is still superior in healing and repairing in comparison to p1 because not only I can build more medic thank to the mineral cheat but i can also use MULE and SCV to repair building thank to the massively enhanced mineral income.
Again i do not advocate for a buff just saying that double energy and energy regen are the simplest form of buff for medic energy exhaustion as well as causing least effect overall.
Most dedicated heal units have near unlimited energy, or at least other utility.
I don’t see why Raynors medics need to have a limited timed use.
because raynor medics are cheap…for P1 (where you have excess gas) they are basically just 75 minerals.
They may be cheap but you need a small army of them, and you can lose heaps of them as well.
Not as P1 (unless they are getting cloak attacked and stuck healing each other)