Medics are cheaper and available earlier in the campaign than the medivac dropship. Medics are better able to keep formation with infantry, but are in turn more vulnerable to attack. Medics have a higher priority in StarCraft II than in StarCraft and are more likely to be targeted.
Medics heal targets 25% faster and use 33% less energy per heal.
The stabilizer medpack is a new generation of medical nanobot that heals targets more efficiently and can be injected at faster rates. Show your marines that you truly care by outfitting your medics with stabilizer medpacks today!
Storing medpacks has traditionally required the advanced facilities of the tech lab. Remedius Medical Systems now offers a storage facility that can be housed in the barracks itself, eliminating the need for the tech lab when training and outfitting medics.
Armor upgrades increase health of affected units by 5% per level.
We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more efficiently than traditional armor plating, and it better preserves the life of our units. Now each of the armor upgrades in the armory and engineering bay increases unit life by 5% in addition to increasing armor.
Increase starting energy of all units by 100. Increase maximum energy of all units by 100.
This reactor has a larger energy reserve on startup and can hold a much larger charge. Now our specialist units can use their abilities the moment they hit the battlefield, and they can store more energy when idle for long periods of time. All "Specialists units" use energy: such as the medic, ghost, spectre, thor, wraith, banshee, raven, science vessel and battlecruiser.
The following section contains information from a previous version of StarCraft II which is no longer valid.
Early concept art for the medic depicts it equipped with a rear-mounted energy shield generator, along with a bayonet in place of its usual shield.
When developing StarCraft II, Dustin Browder and David Kim wanted to go somewhere else for the terran healing role. While medics were powerful, there wasn't a lot of counterplay for the unit. Even in moderate skill levels, even picking off a single medic was difficult for players. Furthermore, medics in the original game encouraged a passive playstyle for terrans; a faction that already excelled in static defense due to their bunkers and siege tanks.
In early builds, the medic was available in multiplayer before being replaced by the medivac dropship by March 2008. The medics could not jump and made reapers much less useful.
The medic's abilities remained largely the same as in StarCraft. Medics were produced from barracks with attached tech labs. The medic's campaign-only upgrades would make them overpowered in multiplayer. Development footage from 2007-2009 shows medics and medivacs using unused Heal sounds from StarCraft before eventually gaining a healing laser animation.
Per the development of StarCraft II, it was decided that if a unit was being brought back from the original, something else had to be cut. In the context of that conversation, a developer pointed out that all the medic really did in the original was heal. Someone else followed up with how the dropship only transported units. David Kim had what he described as a "eureka moment" and thought about combining the two. The dropship was good for harassment in StarCraft multiplayer matches, and in that tactic, players always paired marines with medics. Thus, why not combine the units? Furthermore, the medivac would allow opponents to "read" the terran player better in multiplayer, since the dropship was more distinct than an infantry unit. Furthermore, the medivac would encourage terran players to play more aggressively.
In initial development, Campbell returned to voice the medic. However, as she was replaced with Tricia Helfer as Kerrigan, she has expressed doubt as to whether the current lines are her own (at least in terms of delivery). Julie Nathanson said that she recorded lines for the Medic.
The grenade launcher ability had been changed to reveal an area rather than blind a target unit. It required 100 minerals and gas and 70 seconds of research time, cost 50 energy to use, and lasted 10 seconds. The flare did not act as a detector, but it did reveal terrain over cliffs (spotting for siege tank attacks).