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[D] Hellions - The future of TvP. - Page 3

Forum Index > StarCraft 2 Strategy
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kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2011-02-15 18:35:16
February 15 2011 18:33 GMT
#41
Look at how GoOdy plays TvP - IMHO the best way to play TvP so you don't just loose in the lategame. He also uses a lot of Hellions, which is great, cuz nowadays, Protoss don't know how to SimCity anymore, like in the BW-days and there are so many openings for Hellions to just rape Probes.

Also, they are great to pick off Zealots/HT's.

When I was playing T back in the Beta and early release, I was always Meching against Protoss and Hellions helped me alot to gain Mapcontrol, harrass, scout etc. Besides, they are the only Mineral-sink for a Meching Terran.

Also, as a little Gimmick, they can help defend against DT's by attacking one of you're Units and use the Splash to DMG the DT. Got me at least one win I can remember on the Ladder. ^^'
https://soundcloud.com/thesamplethief
Lurk
Profile Joined December 2010
Germany359 Posts
February 15 2011 18:39 GMT
#42
On February 16 2011 03:12 Alejandrisha wrote:
yeah kcdc terrans don't like when you tell them that anything but mass bio and medivacs or banshee all ins are viable. like when you tell them thors are good in the mid-late game mixed in with your bio..
nothing new xD


The reason most terrans don't use factory units is pretty simple. While hellions/tanks/thors are really good units versus protoss, they aren't really compatible with bio. Simply stated: bio only works with bio and mech only works with mech. There are of course exceptions to this rule, it may, for example, be beneficial to mix in some hellions or tanks into your bioball. As a main army component, however, it won't work.

Why ?

Well, first there is upgrades, bio and mech both need a completely different set of upgrades. Next, there is production facilities. Having an only Barracks or Factory composition allows for much more flexibility in army composition. Need more marines ? No problem, those techlab rax can also build marines. Factories can't.

And lastly, and most importantly, there is mobility. Apart from the early game, bio only works because of their mobility. Being able to kite zealots and dodge storms is the only thing that keeps bio viable in the lategame. If you have an immobile component in your army, say tanks or thors, you lose that advantage. Having to fall back to dodge a storm or kite zealots instantly results in the immobile part of your army being left behind.

While in theory, hellion/bio might work, i've never really seen it work.

TL;DR: Bio works only with Bio, Mech only with Mech. Bio is stronger early game, so most terrans start bio and cannot transition, so you mostly see bio.
NoDDiE
Profile Joined November 2006
Poland170 Posts
February 15 2011 18:54 GMT
#43
Hellion bio is VERY strong for fast timed mmm stimpush.
idea is that you need fact to get port, and unless you want to use it to scout//make addons it wont have much to do. thats why making 3-4-5 hellions can help a lot.
usually it happens when i try to make one base attack after initial pressure. then p focus on def - get exe and immortall//sentry, try to get colo. and thats best time to attack 3 medivac 5 hellion bunsh of mm is DEADLY at that point. and in micro battles those few hellions help a lot - you can snipe some sentry, force making ff before main engagment, slip 2 hellions into mineral line to distract.
and in the main battle they are DEADLY vs zealots. so usually its better to get them since your fact wont have much alternative...
One for the money , two for the show , straight to hell is where i go
Whitewing
Profile Joined October 2010
United States7483 Posts
February 15 2011 19:00 GMT
#44
OP: please use the word "are" instead of just using the letter 'r' and use the word "you" instead of using the letter 'u'. It becomes much more readable. Contrary to what you might find elsewhere on the internet, it's not actually a good idea to replace the words with just one letter.

That said, Hellions can be very strong in TvP if used properly. Combined with harass potential, they are fantastic to mix in against a zealot/high templar mix late game. Hellions are so fast that you can easily run around sniping high templars and demolishing zealots. Against a deathball, they can defeat the zealots, but they typically have more stalkers in them due to having to deal with vikings to protect the colossi. Thus, hellions aren't quite so strong here.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2011-02-15 19:09:53
February 15 2011 19:03 GMT
#45
I would bet money that 1-3 months down the road hellions are going to be a staple in every matchup, not just for drops, but as a part of army compositions. They are easily the most underused unit the game, probably mostly in TvP at the moment.

In TvP they seem to synergize well with thors/tanks and ghosts, but I haven't worked the composition enough to know for sure. The theorycraft basis of this is that the main threats to thors and tanks (chargelots and immortals) are handled by hellions and ghosts respectively, and the rest falls into place, but it's a bit of a challenge to get this running effectively.
vileEchoic -- clanvile.com
Bagi
Profile Joined August 2010
Germany6799 Posts
February 15 2011 19:13 GMT
#46
If big maps are truly the future trend, hellions are going to be devastating in all matchups. They are just so damn fast, people will be able to do amazing stuff with them.

I think the flamethrower AOE could be a little shorter but also wider: this would weaken the effect of hellion harass on workers, as workers tend to clump in straight lines. It would also make them more effective when engaging in an army vs army situation, especially when tanking masses of light units. Right now I feel like their harass is a little too good yet they feel kinda inefficient in bigger fights.
underdawg
Profile Joined January 2011
United States399 Posts
February 15 2011 21:25 GMT
#47
Around how many hellions are we talking about to start making them work against anything armored?
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 15 2011 21:39 GMT
#48
just don't reactor your factorys hehe or you will end up with a hellion army heh. Hellions are really cool to absorb anti armor shots like immortals or tanks (so your anti armor stuff can do its work unharmed, just like the old bw days just without spidermines). People that use them in the same group as their other army will most likely fail with hellions, but if you have them at the right position their totally evil (behind your army against lings, at the side for your army against zealots marines and hydras) Chargelots are evil as you don't really get the chance for nice shots, but at the same time you can abuse the autocast by lurring them with a hellion into a doom roaster heh.
gejfsyd
Profile Joined September 2009
Poland156 Posts
February 15 2011 21:46 GMT
#49
helions are awsome in tvp. They are best harrasers and are great at kiting zealots/sniping templars+they cost 0 gas which is always good
gejfsyd
Profile Joined September 2009
Poland156 Posts
February 15 2011 21:47 GMT
#50
Also i think that in high numbers they can even compete with stalkers but im not sure
Lurk
Profile Joined December 2010
Germany359 Posts
February 15 2011 21:47 GMT
#51
A quick unit tester did reveal astonishing information :O

Hellions needed to kill X Stalkers with respective unit costs:

3 - 1 (300 vs 175)
4 - 2 (400 vs 350)
6 - 3 (600 vs 525)
7 - 4 (700 vs 700) !
8 - 5 (800 vs 875)
9 - 6 (900 vs 1050)
...
14 - 10 (1400 vs 1750)

So actually, more than 7 hellions are cost effective vs stalkers. This is not taking into account micro though - which can obviously work both ways.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 15 2011 22:01 GMT
#52
On February 16 2011 03:39 Lurk wrote:
Show nested quote +
On February 16 2011 03:12 Alejandrisha wrote:
yeah kcdc terrans don't like when you tell them that anything but mass bio and medivacs or banshee all ins are viable. like when you tell them thors are good in the mid-late game mixed in with your bio..
nothing new xD


The reason most terrans don't use factory units is pretty simple. While hellions/tanks/thors are really good units versus protoss, they aren't really compatible with bio. Simply stated: bio only works with bio and mech only works with mech. There are of course exceptions to this rule, it may, for example, be beneficial to mix in some hellions or tanks into your bioball. As a main army component, however, it won't work.

Why ?

Well, first there is upgrades, bio and mech both need a completely different set of upgrades. Next, there is production facilities. Having an only Barracks or Factory composition allows for much more flexibility in army composition. Need more marines ? No problem, those techlab rax can also build marines. Factories can't.

And lastly, and most importantly, there is mobility. Apart from the early game, bio only works because of their mobility. Being able to kite zealots and dodge storms is the only thing that keeps bio viable in the lategame. If you have an immobile component in your army, say tanks or thors, you lose that advantage. Having to fall back to dodge a storm or kite zealots instantly results in the immobile part of your army being left behind.

While in theory, hellion/bio might work, i've never really seen it work.

TL;DR: Bio works only with Bio, Mech only with Mech. Bio is stronger early game, so most terrans start bio and cannot transition, so you mostly see bio.


Mmmm....hellions are really fast bro. You might not want to mix hellions into your bio because they require separate upgrades, but mobility isn't an issue. Ignitor hellions supplement a marauder ball in a similar way that marines would--they provide DPS vs light which marauders lack. There are some critical differences tho--marines hit air and can be healed by medivacs, while hellions are better in harass, don't get half of their DPS soaked up by guardian shield+armor upgrades, and are much stronger against high templar. IMO, after P has storm+amulet, T should try to replace as much of their marine composition with hellions as possible.
desRow
Profile Blog Joined May 2009
Canada2654 Posts
February 15 2011 22:02 GMT
#53
Hellions r so good... good point op
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
nalgene
Profile Joined October 2010
Canada2153 Posts
February 15 2011 22:02 GMT
#54
is that the overall cost? it'd be like 1250 minerals for stalkers

They're great for taking down shields from immortals/ doing AoE damage on zealots/stalkers/sentries/DTs/HTs and preventing people from using probes to defend all-in with a mix of marauders/marines ( probes die instantly to the AoE )
kind of unfortunate that you can't stop the auto cast on them other than the direction they're facing
you can add tanks ( AoE )
If only they would add Ion thruster upgrade with spidermines...
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Lurk
Profile Joined December 2010
Germany359 Posts
Last Edited: 2011-02-15 22:17:27
February 15 2011 22:15 GMT
#55
On February 16 2011 07:01 kcdc wrote:Mmmm....hellions are really fast bro. You might not want to mix hellions into your bio because they require separate upgrades, but mobility isn't an issue. Ignitor hellions supplement a marauder ball in a similar way that marines would--they provide DPS vs light which marauders lack. There are some critical differences tho--marines hit air and can be healed by medivacs, while hellions are better in harass, don't get half of their DPS soaked up by guardian shield+armor upgrades, and are much stronger against high templar. IMO, after P has storm+amulet, T should try to replace as much of their marine composition with hellions as possible.


I specifically excluded hellion/bio from the "not compatible" list. As i said it should theoretically be possible, but i've never gotten it to work/ seen a good replay featuring it.

Edit: I'm not talking openers here but mid-/ lategame compositions. Obviously a lot of stuff works early game that doesn't anymore when toss has 2+ base with coll/templar.
dohgg
Profile Joined February 2011
310 Posts
Last Edited: 2011-02-15 22:53:16
February 15 2011 22:50 GMT
#56
On February 16 2011 06:47 Lurk wrote:
A quick unit tester did reveal astonishing information :O

Hellions needed to kill X Stalkers with respective unit costs:

3 - 1 (300 vs 175)
4 - 2 (400 vs 350)
6 - 3 (600 vs 525)
7 - 4 (700 vs 700) !
8 - 5 (800 vs 875)
9 - 6 (900 vs 1050)
...
14 - 10 (1400 vs 1750)

So actually, more than 7 hellions are cost effective vs stalkers. This is not taking into account micro though - which can obviously work both ways.


I am amazed :D...

Have always considered hellions as those "speical" unit on my hotkey to do poking and choose enagment with only light unit, seems like i better cut marines entirely and spend all my spare minerals on hellions. considering they are viable in big numbers vs any gateway unit... if 14 hellions wins 10 stalkers, what would be the results after these stalkers will be EMPed?
dohgg
Profile Joined February 2011
310 Posts
February 15 2011 23:01 GMT
#57
When we think about? and after i got amused by the fact the 7 hellions r cost effective vs stalkers:

Whats the real strength of Prottos army?
Their "ball"
Their unity
Their clamp up of strong units on few crowding "pixels"

Which means - The more terran get AOE damage, the better he'll deal with toss.

Lets look on AOE damage by terran
1. Seige tanks
2. Thors vs air
3. Ghost EMP
and now, as we see:
4. Hellions on +7 count r also viable.

You just make your puzzle ...
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
February 15 2011 23:25 GMT
#58
On February 16 2011 01:37 SiegeFlank wrote:
I've been having a great amount of success on the ladder with mech vs Protoss. Hellions are a very important unit to keep producing as they have a lot of roles. They're great at scouting ahead so that you can determine how slowly you need to be leapfrogging your tanks, they're excellent at harassing expos (which is key because a good protoss knows to aggressively expand against the immobile mech army), and they make a great buffer zone for your tanks. Hellions will shred apart any and all zealots the protoss throws at you, and your tanks can have free shots over the rest of the protoss army as they try to break through the hellion buffer.


+1. Just like how vultures played the role of being the meat shield/buffer to the tank line, hellions play the same role. I guess the pre ginitor upgrade sort of acts as the replacement for the mine AOE dmg, but still Id take mines over that.

Also people who are trying to mech will realise that upgrading both weps/armor as fast as you can makes a worlds difference. 3-3 mech is quite scary, i mean a single hellion is doing what, 8+6+10+4+4+4 = 36 dmg to light units..
danielsan
Profile Joined December 2010
Romania399 Posts
February 16 2011 09:16 GMT
#59
On February 16 2011 06:47 Lurk wrote:
A quick unit tester did reveal astonishing information :O

Hellions needed to kill X Stalkers with respective unit costs:

3 - 1 (300 vs 175)
4 - 2 (400 vs 350)
6 - 3 (600 vs 525)
7 - 4 (700 vs 700) !
8 - 5 (800 vs 875)
9 - 6 (900 vs 1050)
...
14 - 10 (1400 vs 1750)

So actually, more than 7 hellions are cost effective vs stalkers. This is not taking into account micro though - which can obviously work both ways.

unless you intentionally position stalkers to receive full aoe dmg, that's not possbile
valheru
Profile Joined January 2011
Australia966 Posts
February 16 2011 09:33 GMT
#60
Yeah Hellions are damn good at killing light units.
In TvT I use iEchoic (god bless that awesome bastard for ending the chess game from hell)
In TvZ I use standard marine tank but I can see the use of hellions
in TvP I use a Marauder/Hellion/Viking/Ghost/Medivac mix and hellions kill the shit out of sentries, zealots and HTs.
I don't know if this is a good idea but I've been toying with it.
You have your army as above, and sac the hellions to kill the HTs/Sentries + ambient splash damage, so then it's gateway+collosus you have to kill with MM and Ghost Viking which you should win since there are no FFs.
It's kinda like an expensive EMP that hit's everything, I'm not sure if it's cost effective though.
I reject your reality and substitute my own
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