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So i had this idea last night while i was going to sleep that Hellbats should be able to go into bunkers. Do i think this change would bring a huge change to the meta-game? No.
Then why would i like to see it? To be honest because I've always liked Mech-play and i feel SC2 still lacks the ability to leave a small group of fortified units to defend a base cost efficient.
Protoss has photon cannons, Zerg has Spores and Spines and Terrans have bunkers, turrets. Bunkers need units loaded into them to do damage and therefore require marines/marauders/ghost/reapers.
If you play bio that's fine, but playing mech, bunkers are kinda useless since you don't want to have to build un-upgraded bio units. Hellbats are ''Biological'' but they are mech unit and would be a much better candidate for the job.
Wouldn't it make sense to make them able to go into bunkers, so that mech players has a unit that scales with their upgrades that can be used in their static defenses?
I know Terran has PF's that work for both bio and mech. But they have quite a long build-time and they are big and clunky and hard to fit in on some maps.
Anyways for all the zerg buddies out there that fear hellbat bunker rushes, relax, with the new upgrade requirement for hell-bats they come out so late that it wouldn't be a problem.
So how would it work? Well since Hellbats are about the same size as a marauder, I'd say you could fit 2 into a regular bunker and 3 in a bunker with the neosteel upgrade.
Maybe Hellbats in bunkers infront of Siegelines can make mech a tiny bit better at defending expansions?
As the bunker gives +1 range, a hellbat in a bunker would have the range of 3. It doesn't give a large area coverage, but it would be great in chokes.
Anyway, what do you guys think? Anyone else then me that would like to see it?
Poll: Would you like to see Hellbats able to enter bunkers?No, that seems stupid! (45) 52% Yes, would love it! (20) 23% I don't see why not. (19) 22% Couldn't care less (3) 3% 87 total votes Your vote: Would you like to see Hellbats able to enter bunkers? (Vote): Yes, would love it! (Vote): I don't see why not. (Vote): Couldn't care less (Vote): No, that seems stupid!
Edit: Please write a comment after you have voted to explain your thoughts.
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make sense. would bump up pvt mech play ratio
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well u could leave 2 tanks to defend which is roughly the same as a bunker
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When they were first changed to bio in beta weren't they allowed to enter bunkers and then that change was reverted?
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I suppose it's an interesting idea.. but in regards to balance I think it'd be a bit OP. The early game tactics with people rushing Hell-Bats + bunker harass against P or Z?
not sure.
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Fitting 1 in a bunker would be almost pointless imo, you'd be better to get a nicer concave. Taking 2 spaces in a bunker is strange due to their size in a medivac relative to other bio.
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Why the hell not, you can already heal them with the medivac and repair them with SCV's at the same time, might just as well make the unit totally broken logic wise and let it enter bunkers as well.
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On March 27 2013 21:13 Badfatpanda wrote: When they were first changed to bio in beta weren't they allowed to enter bunkers and then that change was reverted?
Never heard of it. Then again Hellbats didn't require a upgrade back then so i suppose it would have been stronger early game.
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Mech is very gas heavy, meaning you can invest in the mineral heavy defensive structure: planetary fortress. Even if you could put your hellbats into bunkers, it takes away from your army, meanwhile a PF does not. I think a PF would be preferred even though you could put hellbats into bunkers.
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On March 27 2013 21:15 FirstGear wrote: Fitting 1 in a bunker would be almost pointless imo, you'd be better to get a nicer concave. Taking 2 spaces in a bunker is strange due to their size in a medivac relative to other bio. Yeah it's size in the medivac is strange.. It was just for balancing reasons.
On March 27 2013 21:15 Integra wrote: Why the hell not, you can already heal them with the medivac and repair them with SCV's at the same time, might just as well make the unit totally broken logic wise and let it enter bunkers as well.
It's logic is already broken, SC2 breaks alot of logic. Don't see why them entering bunkers would be illogical.
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Bad troll is bad, i really hope this isn't a serious suggestion.
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On March 27 2013 21:13 Badfatpanda wrote: When they were first changed to bio in beta weren't they allowed to enter bunkers and then that change was reverted?
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On March 27 2013 21:19 MidgetHumper wrote: Bad troll is bad, i really hope this isn't a serious suggestion.
Agreed
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On March 27 2013 21:21 baldgye wrote:Show nested quote +On March 27 2013 21:19 MidgetHumper wrote: Bad troll is bad, i really hope this isn't a serious suggestion. Agreed
Well it is, don't see what's so strange about it.
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Why not I guess, they're bio units after all. Then again, I don't understand why Hellions can magically become biological in the first place.
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I honestly don't think Hellbats should be "Biological" in the first place. That being said, I don't see why they shouldn't be able to go into bunkers seeing as every other terran bio unit can.
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Why build a flimsy bunker in a choke if you can lock it off with 1k+ hp buildings that can lift and block of somewhere else and place a tank behind. Against Zerg though it might actually be helpful defensively as PFs and Tanks don't exist anymore after Hive is done. Offensive doesn't work that well as the build time is pretty long and you don't get alot of hp per second building.
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And while we're at it let's give them stim and salvage too, poor terrans, worst winrate in SC history.
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Aotearoa39261 Posts
This thread is more suited for bnet than tl.net.
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