• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:49
CEST 00:49
KST 07:49
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?81Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? ASL22 General Discussion Gypsy to Korea [Personal Project Share] Terran Defense v0.60 BW General Discussion
Tourneys
Brood War in Budapest ! WORTEX 2026 BW Finals KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Odyssey Mineral Stack Saturation Replay Review Process - What do you do? Game Theory for Starcraft Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7316 users

The Warhound: Did We Make a Mistake? - Page 15

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 13 14 15 16 17 19 Next All
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
Last Edited: 2013-01-21 21:42:01
January 21 2013 21:41 GMT
#281
Why did they change warhounds role at the first place? it was meant to be a renamed goliath and it would have solved all the issues
Scrubwave
Profile Joined July 2010
Poland1786 Posts
Last Edited: 2013-01-21 21:55:53
January 21 2013 21:53 GMT
#282
--- Nuked ---
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
January 21 2013 22:02 GMT
#283
Originally thor was going to be turned into a mothership-like capital unit.
Serpico
Profile Joined May 2010
4285 Posts
January 21 2013 22:04 GMT
#284
On January 22 2013 06:41 Mongolbonjwa wrote:
Why did they change warhounds role at the first place? it was meant to be a renamed goliath and it would have solved all the issues

Giving a nod to BW is banned at neo blizzard.
Xor.
Profile Joined September 2012
24 Posts
January 22 2013 00:03 GMT
#285
hated the warhound. best decision ever to cut it.
"Louis Armstrong, Charlie Parker." -- Miles Davis summarizing the history of jazz
TeslasPigeon
Profile Joined March 2012
464 Posts
January 22 2013 00:14 GMT
#286
Oh course removing the warhound was a huge mistake, they never even considered changing the stats or role of the unit. Nope, let's just toss it because the community whined so much. The unit was intended to be a re skinned goliath, which is what Terran desperately need to make mech more viable against Toss. Instead of being given a chance to be reworked into that role, they completely remove the unit from the game.

The only odd thing about the whole debacle is that Blizzard was willing to take out a unit during beta because of community outrage, yet when the same community is outraged about lack of a true high ground advantage or introducing a scaled economy they do nothing. Truly odd.
Scrubwave
Profile Joined July 2010
Poland1786 Posts
January 22 2013 00:33 GMT
#287
--- Nuked ---
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2013-01-22 01:30:51
January 22 2013 01:26 GMT
#288
On January 22 2013 09:14 TeslasPigeon wrote:
Oh course removing the warhound was a huge mistake, they never even considered changing the stats or role of the unit. Nope, let's just toss it because the community whined so much. The unit was intended to be a re skinned goliath, which is what Terran desperately need to make mech more viable against Toss. Instead of being given a chance to be reworked into that role, they completely remove the unit from the game.

The only odd thing about the whole debacle is that Blizzard was willing to take out a unit during beta because of community outrage, yet when the same community is outraged about lack of a true high ground advantage or introducing a scaled economy they do nothing. Truly odd.


I've posted this before, but it keeps coming up.

1. Having a goliath does not make mech viable against Protoss. There is still no vulture, which was the powerhouse mech unit in BW against Protoss. Once again, in BW vultures beat every Protoss ground unit except the dragoon. (which itself was only a very soft vulture counter) It was the vulture that made mech so good against Protoss in BW, not the tank or the goliath. The BW tank is significantly weaker than the SC2 tank, it just had the godlike vultures supporting it.

2. A reactorable ranged unit from the Factory that does decent damage to armored units breaks TvP entirely, period. Make a bunch of marines + that unit, pull all your workers, go kill yourself a Protoss. There isn't jack shit he can do about it since the worker swarm will trap his zealots and stalkers have no DPS.

Worker-pull allins against P are balanced by two-things: Stalker kiting and Terran's inefficient early game production. The Warhound eliminates both those drawbacks which makes the allins unstoppable.

Doc Brawler
Profile Joined November 2011
United States260 Posts
January 22 2013 02:28 GMT
#289
New hellbat replaces warhound. Sort of...
The new Hellbat, with its ridiculous damage is a great "addition" to the traditional SC2 mech army. It's basically a crazy strong pseudo-bio unit that supports tanks. T mech players can now multi-pronged harass with hellbat drops, just like a bio player would, and snipe tech structures or DECIMATE mineral lines. Plus their new damage, makes them great in straight up fights and helps deal with the dreaded immortal. Think about it: hellbats can be REACTORED and do almost their full damage to immortals, with a decently fast fire rate, and they are not considered armored. These things are definitely the missing link to mech TvP IMO.
However, just like any T army vs protoss, a healthy balance in needed. Think of how good mass charge-lot archon does against marauder heavy compositions, or how colo armies will shread bio balls without vikings.

Ravens can be slowly accrued over the corse of a game to deal with literally any protoss unit composition, especially sky toss.
I am become Death, the Destroyer of Worlds
pmp10
Profile Joined April 2012
3399 Posts
January 22 2013 03:19 GMT
#290
On January 22 2013 11:28 Doc Brawler wrote:
New hellbat replaces warhound. Sort of...
The new Hellbat, with its ridiculous damage is a great "addition" to the traditional SC2 mech army. It's basically a crazy strong pseudo-bio unit that supports tanks. T mech players can now multi-pronged harass with hellbat drops, just like a bio player would, and snipe tech structures or DECIMATE mineral lines. Plus their new damage, makes them great in straight up fights and helps deal with the dreaded immortal. Think about it: hellbats can be REACTORED and do almost their full damage to immortals, with a decently fast fire rate, and they are not considered armored. These things are definitely the missing link to mech TvP IMO.
However, just like any T army vs protoss, a healthy balance in needed. Think of how good mass charge-lot archon does against marauder heavy compositions, or how colo armies will shread bio balls without vikings.

Ravens can be slowly accrued over the corse of a game to deal with literally any protoss unit composition, especially sky toss.

Hellbat cannot replace warhound as it has no mechanical damage bonus or anti-immortal special ability.
If anything hellbats will prove much more problematic to zergs that to protoss and the same holds true for nearly every other mech buff introduced so far. That's why if mech TvP is to work at pro-level a specific counter to protoss units is absolutely necessary.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 22 2013 05:36 GMT
#291
On January 22 2013 12:19 pmp10 wrote:
Show nested quote +
On January 22 2013 11:28 Doc Brawler wrote:
New hellbat replaces warhound. Sort of...
The new Hellbat, with its ridiculous damage is a great "addition" to the traditional SC2 mech army. It's basically a crazy strong pseudo-bio unit that supports tanks. T mech players can now multi-pronged harass with hellbat drops, just like a bio player would, and snipe tech structures or DECIMATE mineral lines. Plus their new damage, makes them great in straight up fights and helps deal with the dreaded immortal. Think about it: hellbats can be REACTORED and do almost their full damage to immortals, with a decently fast fire rate, and they are not considered armored. These things are definitely the missing link to mech TvP IMO.
However, just like any T army vs protoss, a healthy balance in needed. Think of how good mass charge-lot archon does against marauder heavy compositions, or how colo armies will shread bio balls without vikings.

Ravens can be slowly accrued over the corse of a game to deal with literally any protoss unit composition, especially sky toss.

Hellbat cannot replace warhound as it has no mechanical damage bonus or anti-immortal special ability.
If anything hellbats will prove much more problematic to zergs that to protoss and the same holds true for nearly every other mech buff introduced so far. That's why if mech TvP is to work at pro-level a specific counter to protoss units is absolutely necessary.


Hellbats actually fill the exact role that warhounds were meant to fill in terms of game design: mech's biggest problem was mobility in the midgame and being able to trade cost efficiently with protoss unit. The new hellbat solves both these problems by not only allowing smaller mech armies to step out onto the map without fear of losing their tank count and losing the game but also allowing mech to apply moderate pressure instead of having to count on massive worker kills from hellions/banshees in order to just stay even economically. It's a huge upgrade and it fills the role of the warhound quite well.

They should never create an "anti-mech" unit...there just doesn't seem to be a good niche in SC2 for such a unit.

I do, however, agree that the new hellbats are hella strong against zerg. I've been playing zerg recently, and the marine/hellbat pressure that's really common right now is really hard to deal with. Hellion/marauder all-ins are even harder to hold.
StrategyAllyssa Grey <3<3
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-01-22 07:13:04
January 22 2013 07:10 GMT
#292
On January 22 2013 14:36 SC2John wrote:
Show nested quote +
On January 22 2013 12:19 pmp10 wrote:
On January 22 2013 11:28 Doc Brawler wrote:
New hellbat replaces warhound. Sort of...
The new Hellbat, with its ridiculous damage is a great "addition" to the traditional SC2 mech army. It's basically a crazy strong pseudo-bio unit that supports tanks. T mech players can now multi-pronged harass with hellbat drops, just like a bio player would, and snipe tech structures or DECIMATE mineral lines. Plus their new damage, makes them great in straight up fights and helps deal with the dreaded immortal. Think about it: hellbats can be REACTORED and do almost their full damage to immortals, with a decently fast fire rate, and they are not considered armored. These things are definitely the missing link to mech TvP IMO.
However, just like any T army vs protoss, a healthy balance in needed. Think of how good mass charge-lot archon does against marauder heavy compositions, or how colo armies will shread bio balls without vikings.

Ravens can be slowly accrued over the corse of a game to deal with literally any protoss unit composition, especially sky toss.

Hellbat cannot replace warhound as it has no mechanical damage bonus or anti-immortal special ability.
If anything hellbats will prove much more problematic to zergs that to protoss and the same holds true for nearly every other mech buff introduced so far. That's why if mech TvP is to work at pro-level a specific counter to protoss units is absolutely necessary.


Hellbats actually fill the exact role that warhounds were meant to fill in terms of game design: mech's biggest problem was mobility in the midgame and being able to trade cost efficiently with protoss unit. The new hellbat solves both these problems by not only allowing smaller mech armies to step out onto the map without fear of losing their tank count and losing the game but also allowing mech to apply moderate pressure instead of having to count on massive worker kills from hellions/banshees in order to just stay even economically. It's a huge upgrade and it fills the role of the warhound quite well.

They should never create an "anti-mech" unit...there just doesn't seem to be a good niche in SC2 for such a unit.

I do, however, agree that the new hellbats are hella strong against zerg. I've been playing zerg recently, and the marine/hellbat pressure that's really common right now is really hard to deal with. Hellion/marauder all-ins are even harder to hold.

The transformation is so slow that it undos all the mobility you might think you gain. Its the same for Vikings. Without the transformation you simply have Hellions and nothing new OR some slow lumbering heaps of metal with short range fire.
If you cant say what you're meaning, you can never mean what you're saying.
drkcid
Profile Joined October 2012
Spain196 Posts
January 22 2013 09:07 GMT
#293
On January 22 2013 16:10 Rabiator wrote:
The transformation is so slow that it undos all the mobility you might think you gain. Its the same for Vikings. Without the transformation you simply have Hellions and nothing new OR some slow lumbering heaps of metal with short range fire.


This. Thats why vikings almost never used to attack ground. By the time they have transformed, the workers have flee or the enemy units deals a lot of damage.

T needs a mech, small (like a landed viking or battle helion), low-medium dps, can use reactor, ranged unit that soft-counter inmortals (ignores hardened shield) and shoots air. This way T can focus fire inmortals while battlehelions are used as a meat shield.

Against air they can provide some defense, so T doesnt need to mass thors against air, with 3-4 thors suported with this ranged unit.

This way you can choose to skip barracks against P and use factory and starport.

BTW a stupid question: has anybody tried to combine helions, landed vikings and tanks against land P? Sometimes I feel that instead of create new units or buff siege damage we have to explore the possibilities of unsieged tanks and vikings.
Just for fun
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-01-22 10:51:37
January 22 2013 10:51 GMT
#294
On January 22 2013 18:07 drkcid wrote:
Show nested quote +
On January 22 2013 16:10 Rabiator wrote:
The transformation is so slow that it undos all the mobility you might think you gain. Its the same for Vikings. Without the transformation you simply have Hellions and nothing new OR some slow lumbering heaps of metal with short range fire.


This. Thats why vikings almost never used to attack ground. By the time they have transformed, the workers have flee or the enemy units deals a lot of damage.

T needs a mech, small (like a landed viking or battle helion), low-medium dps, can use reactor, ranged unit that soft-counter inmortals (ignores hardened shield) and shoots air. This way T can focus fire inmortals while battlehelions are used as a meat shield.

Against air they can provide some defense, so T doesnt need to mass thors against air, with 3-4 thors suported with this ranged unit.

This way you can choose to skip barracks against P and use factory and starport.

BTW a stupid question: has anybody tried to combine helions, landed vikings and tanks against land P? Sometimes I feel that instead of create new units or buff siege damage we have to explore the possibilities of unsieged tanks and vikings.

Landed Vikings is a nice idea, but their mobility (repositioning in a battle) is terrible AND you need to research a separate offensive upgrade to keep them efficient enough later in the game. They are simply boring and inefficient and not at all like a Robotech fighter plane ... (they lack the hybrid mode anyways). Now if they gave the Viking a limited number of charges of rockets (smaller versions of the Seeker Missile in its current form) which they could unleash in every form and against any target they might become actually cool, but as long as they stick to this "mono-targeting-concept" (exclusively air or ground only) with the slow transformation they will be terrible. At least they should be moving already / still while transforming, so they could have a chance to escape when they are on the ground, but as immobile as they are now they are really bad.

[image loading]
If you cant say what you're meaning, you can never mean what you're saying.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
January 22 2013 11:12 GMT
#295
On January 22 2013 10:26 Xequecal wrote:
1. Having a goliath does not make mech viable against Protoss. There is still no vulture, which was the powerhouse mech unit in BW against Protoss. Once again, in BW vultures beat every Protoss ground unit except the dragoon. (which itself was only a very soft vulture counter) It was the vulture that made mech so good against Protoss in BW, not the tank or the goliath. The BW tank is significantly weaker than the SC2 tank, it just had the godlike vultures supporting it.

2. A reactorable ranged unit from the Factory that does decent damage to armored units breaks TvP entirely, period. Make a bunch of marines + that unit, pull all your workers, go kill yourself a Protoss. There isn't jack shit he can do about it since the worker swarm will trap his zealots and stalkers have no DPS.

Worker-pull allins against P are balanced by two-things: Stalker kiting and Terran's inefficient early game production. The Warhound eliminates both those drawbacks which makes the allins unstoppable.


Um BW tanks being significantly weaker than the SC2 tank?? Thats simply false. I think its been explained a million times why they are significantly stronger than SC2 tanks. Not only in terms of cost/supply but the damage it dealt. The advantages of smart fire don't really come into play when the BW counterpart will simply brute force its way out of the overkill syndrome.

Vultures were just a part of what made mech worked in BW, not the thing that made it possible. Its the synergy between the fast moving vulture + map control via spidermines backed up by the firepower of the tanks + zone controls supported by possibly the best GtA unit in the game against possible air threats.
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
January 22 2013 12:07 GMT
#296
Biggest issue in tvp is how to deal with air units efficiently, not mobility because that is just matter of smart play.

But there is problems too if blizzard did bring goliath back, because then terran would easily get that superior battlecruiser, viking, banshee, raven, tank mixture that would be broken in the game as it is. Goliath would be the answer for pure mech builds that lack good anti-air and this way it makes reaching that end game composition very viable option.
DeCoup
Profile Joined September 2006
Australia1933 Posts
January 22 2013 12:15 GMT
#297
On January 22 2013 16:10 Rabiator wrote:
Show nested quote +
On January 22 2013 14:36 SC2John wrote:
On January 22 2013 12:19 pmp10 wrote:
On January 22 2013 11:28 Doc Brawler wrote:
New hellbat replaces warhound. Sort of...
The new Hellbat, with its ridiculous damage is a great "addition" to the traditional SC2 mech army. It's basically a crazy strong pseudo-bio unit that supports tanks. T mech players can now multi-pronged harass with hellbat drops, just like a bio player would, and snipe tech structures or DECIMATE mineral lines. Plus their new damage, makes them great in straight up fights and helps deal with the dreaded immortal. Think about it: hellbats can be REACTORED and do almost their full damage to immortals, with a decently fast fire rate, and they are not considered armored. These things are definitely the missing link to mech TvP IMO.
However, just like any T army vs protoss, a healthy balance in needed. Think of how good mass charge-lot archon does against marauder heavy compositions, or how colo armies will shread bio balls without vikings.

Ravens can be slowly accrued over the corse of a game to deal with literally any protoss unit composition, especially sky toss.

Hellbat cannot replace warhound as it has no mechanical damage bonus or anti-immortal special ability.
If anything hellbats will prove much more problematic to zergs that to protoss and the same holds true for nearly every other mech buff introduced so far. That's why if mech TvP is to work at pro-level a specific counter to protoss units is absolutely necessary.


Hellbats actually fill the exact role that warhounds were meant to fill in terms of game design: mech's biggest problem was mobility in the midgame and being able to trade cost efficiently with protoss unit. The new hellbat solves both these problems by not only allowing smaller mech armies to step out onto the map without fear of losing their tank count and losing the game but also allowing mech to apply moderate pressure instead of having to count on massive worker kills from hellions/banshees in order to just stay even economically. It's a huge upgrade and it fills the role of the warhound quite well.

They should never create an "anti-mech" unit...there just doesn't seem to be a good niche in SC2 for such a unit.

I do, however, agree that the new hellbats are hella strong against zerg. I've been playing zerg recently, and the marine/hellbat pressure that's really common right now is really hard to deal with. Hellion/marauder all-ins are even harder to hold.

The transformation is so slow that it undos all the mobility you might think you gain. Its the same for Vikings. Without the transformation you simply have Hellions and nothing new OR some slow lumbering heaps of metal with short range fire.

I disagree. Firstly hellbats are still created in hellion form, so reinforcement is very fast for a unit of its speed. Reinforcement and mobility may not be exactly the same thing, but it allows you to be more agressive with your force knowing you have such a quick reinforcement which indirectly allows you to move more quickly across the map. This also means that when an engagement is not going well and you decide to retreat your tanks, additional hellions/hellbats can be there more quickly to help defend their retreat further decreasing the chance of tank losses.

Secondly small packs of hellbats can be transformed back into hellions to perform counter attacks into additional bases mineral lines (or rallied to those locations from the factory while they are still in hellion form). And no they don't loose this mobility because of transformation times. The 4 (if you stay in hellion form for drone harass) to 8 (if you transform back into hellbat after travel) seconds of transformation time cuts 20-30 seconds off some paths. That is substantial.

And thirdly medivacs both heal and transport hellbats, so small drop detachements have a lot of mobility even in hellbat form via medivacs.

To me this new mech seems to have a lot more mobility. Not to the hellbat/tank core itself, but in other forms.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
HowardRoark
Profile Blog Joined February 2010
1146 Posts
January 22 2013 13:03 GMT
#298
Just give us vultures back instead.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
January 22 2013 14:08 GMT
#299
I just feel so powerless against toss. They have AOE everywhere, especially late game with archon/collosus/storm. I feel like I can never win, ever. Even when I do when an engagement a huge zealot warp in will happen somewhere on the map. Mind you, I'm not a pro player by any means.

At least with the Warhound in play we Terrans could have a way to combat the archon/collosus more effective.
TL+ Member
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2013-01-22 15:15:12
January 22 2013 15:14 GMT
#300
On January 22 2013 11:28 Doc Brawler wrote:
New hellbat replaces warhound. Sort of...
The new Hellbat, with its ridiculous damage is a great "addition" to the traditional SC2 mech army. It's basically a crazy strong pseudo-bio unit that supports tanks. T mech players can now multi-pronged harass with hellbat drops, just like a bio player would, and snipe tech structures or DECIMATE mineral lines. Plus their new damage, makes them great in straight up fights and helps deal with the dreaded immortal. Think about it: hellbats can be REACTORED and do almost their full damage to immortals, with a decently fast fire rate, and they are not considered armored. These things are definitely the missing link to mech TvP IMO.
However, just like any T army vs protoss, a healthy balance in needed. Think of how good mass charge-lot archon does against marauder heavy compositions, or how colo armies will shread bio balls without vikings.

Ravens can be slowly accrued over the corse of a game to deal with literally any protoss unit composition, especially sky toss.


The Hellbat with it's pathetic range and slow moving speed is only useful against melee units anything else should never get hit by a Hellbat. They're incredibly easy to just outmaneuver.
Prev 1 13 14 15 16 17 19 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 11h 11m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Liquid`TLO 167
JuggernautJason118
StarCraft: Brood War
Hyuk 230
White-Ra 193
Horang2 171
NaDa 19
Dota 2
syndereN541
NeuroSwarm119
LuMiX1
League of Legends
Doublelift4742
JimRising 498
Counter-Strike
minikerr41
Heroes of the Storm
Khaldor231
Other Games
gofns26004
summit1g8219
fl0m1145
PiGStarcraft398
KnowMe170
XaKoH 160
Mew2King46
Trikslyr44
ViBE30
Nina27
Organizations
Other Games
gamesdonequick1856
BasetradeTV96
angryscii14
[ Show 15 non-featured ]
StarCraft 2
• RyuSc2 53
• musti20045 22
• Adnapsc2 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki33
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22010
Other Games
• imaqtpie1099
• Shiphtur162
Upcoming Events
Sparkling Tuna Cup
11h 11m
OSC
13h 11m
Shopify Rebellion Sundays
16h 11m
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
17h 11m
OSC
1d 1h
Afreeca Starleague
1d 11h
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
1d 12h
Monday Night Weeklies
1d 17h
Afreeca Starleague
2 days
Leta vs ggaemo
Jaedong vs Queen
GSL
2 days
[ Show More ]
PiGosaur Cup
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
Escore
5 days
IntoTheTV X SOOP
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.