This mod will add new units, upgrades, abilities and bring some changes to existing ones to improve the gameplay and bring more strategy to the game.
|Feb 14 2013, 2:51pm Anchor|
Terran infantry healing is too effective. RavenWolf nerf the speed, but IMO its still unbalanced in 1.6.
Healing time decresed, but I still think its not enough. Especially when Terrans infantry have increased HP (Marine +5, Firebat+10). The medic is designed for combat, so for this purpouse the hp regaining should be fastest, but its ridiculous when few marines with medic help can take down a lot stronger enemy force (or base) and go unscathed. Make simple test: order two marine to shoot each other and heal them with medic. They can shoot each other to infinity!
Compare please this data (healing speed in frames, sec. at normal speed, x~4frames):
vanilla medic_____200/256 11,7 hp/sec__ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
protoss shield reg_ 42/256 2.5 sh/sec____ xxxxxxxxxx
It means you have to divide frames [x/256] by 17,0(6) [1 sec = 15 frames; 256:15 = 17,0(6)] to recieve hp/sec at normal game speed.
What is wrong is that it take lot if time for enemy forces to take down single infantry unit, if its healing by medic. Its especially frustrating when bunch of marines shooting from distance (FB have to come closer, so the medic must follow him and its not working so faultlessly).
*I intentionally don't give any value, because I already discussed it with RavenWolf and I am curious about others opinion about the speed.
P.S. I have wrote the healing speed is fine now. I change my mind. Its way better than before, but its still should be lower.
Increase the range of healing. Yes, even more. +1 Range would be not so OP (it would be Range 3, I think?).
With no faster healing it would not give more advantage for Marines, Ghost, StormRaven and other second-line unit. And more range would improve firebat support-healing and also decrease micro in late game (will be more "standalone").
Edited by: Łagi
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