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[D] Hellions - The future of TvP. - Page 4

Forum Index > StarCraft 2 Strategy
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Macido
Profile Joined January 2011
Canada2 Posts
February 16 2011 14:09 GMT
#61
I can see the viability of hellion harassment, esp. with blue flame.
But as a protoss who religiously scouts the Terran front at start for techlab/marauder.
As soon as i see marines/lack of decent armour defence, i'll be knocking on the front door with first zelot/ chorono stalkers.. and terran won't have an answer yet. Hellion as an open'er vs P may never be as useful as it is against terran or zerg vs. a decent scout and early aggression.
The real enemy is laughing all the way to the bank
statikg
Profile Joined May 2010
Canada930 Posts
February 16 2011 15:21 GMT
#62
Haha, I made a very similar statement on here a few months ago. It really didn't catch on but maybe people are a little more accepting of hellions now.

The idea is that because tanks are weak against zealots the hellions deal with them and then the tanks can deal with everything else and that you also gain the other advantages of having hellions around.

The problems are that its always more difficult to win playing with a highly immobile army, its also problematic that you have no air defence and can easily get owned by a few void rays if you don't reallllly stay on top of your scouting.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 16 2011 15:52 GMT
#63
On February 16 2011 18:16 danielsan wrote:
Show nested quote +
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


You're underestimating how crappy stalkers are. They do 7 DPS to light and cost 175 resources. For comparison, 2 probes do 6.7 DPS and costs 100 resources. Don't take me wrong--with better health, movement and range, stalkers are better combat units than probes. But when there's any basis for comparison, you know that stalkers really do crap damage to light.
Lurk
Profile Joined December 2010
Germany359 Posts
Last Edited: 2011-02-16 17:06:17
February 16 2011 17:04 GMT
#64
On February 16 2011 18:16 danielsan wrote:
Show nested quote +
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


I positioned the stalkers as a ball and attack-moved the hellions into it, choosing one of the stalkers in the back of the ball as target. Any positioning of the stalkers in a line would result in even more splash damage. The only thing you could do to prevent splash is splitting the stalker 1 for 1 but then some would be out of range ...

Be my guest to confirm or disprove the above results.

Also, what kcdc said ... A Stalker almost costs as much as two hellions (if you value gas more call it even) and barely survives an encounter with 2 hellions. And in that scenario, there's zero splash damage involved.
SecretA5DC
Profile Joined December 2010
Korea (South)225 Posts
February 16 2011 17:12 GMT
#65
Interesting...
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