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Medivac Healing Rate Upgrade - Why removed? - Page 3

Forum Index > StarCraft 2 HotS
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Zahir
Profile Joined March 2012
United States947 Posts
January 10 2013 21:52 GMT
#41
Problem with this upgrade is it made engagements involving bio super one dimensional, either they apply extreme splash damage and you die or everything they have melts. Forget about roach hydra or gateway units, vs Caduceus bio your only viable strat is collossus/ht/infestor deathball. Essentially reinforcing the hard counter system of sc2 which is already bad and placing too much emphasis on composition and the "one big engagement" rather than micro battles with soft counters. You can't just chip engage, stall out, win with superior micro using weak toss stalkers and shit, etc when the Terran units ade invincible vs non aoe.

Better solution: give Terran some late game stuff that works other than t1 and medivacs with support. Buff mech, make it decimate everything on the ground in late mid game onward when seiged. Make the hellbat not get healed by medivacs and just make it better vs toss somehow. Make mines burrow slower, but shoot faster. Make raven hsm less dumb, have it fly in and stick to a unit and then detonate after a delay. Stuff like that.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
ZeroTalent
Profile Joined December 2010
United States297 Posts
January 10 2013 22:20 GMT
#42
I watched drewbie use imbavacs+hellbats a couple of times on stream. He commented about how they never die :D. The healing speed change really looked like it would help boost T in lategame TvP by reducing P's DPS to compensate for their much higher army HP & armor. But I thought it might have gone too far.

The new hellbat change seems to make chargelots a lot weaker in the lategame, which minimizes the the protoss "oh look, I just slightly lost this fight. Oh look, now I have 24 supply of zealots that wreck the handful of bio units" effect.

I think mass archon is still the counter to pure mech play. But I still think you'll need ghosts in TvP. It's possible bio + hellbats + a handful of hellions to snipe templar can do the trick without ghosts, but it'd be tricky.
Can we get an official definition of "all-in"? Please?
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2013-01-10 22:39:57
January 10 2013 22:36 GMT
#43
Before people were complaining that the hellbat wasn't enough of a new unit and all terran goes for is bio. Now they are specifically trying to encourage hellbat use and give it a role in many different compositions, and you complain how you cant go WOL bio style well enough.

Their goal of making the hellbat a good meatshield is great, its exactly what terran needs in both mech and bio. Their method of giving it the bio tag is inelegant, but if it works, then great.

All you ever do is complain Avilo.
Aveng3r
Profile Joined February 2012
United States2411 Posts
Last Edited: 2013-01-10 23:00:47
January 10 2013 22:59 GMT
#44
On January 10 2013 23:27 avilo wrote:
Show nested quote +
On January 10 2013 23:26 AdrianHealey wrote:
Remember that there is still an upgrade and that upgrade still does add some stuf to your medivacs.


For all intensive purposes the upgrade is now worthless.

For all intents purposes?
and to the guy above me, no.
I carve marble busts of assassinated world leaders - PM for a quote
Killmouse
Profile Joined August 2010
Austria5700 Posts
Last Edited: 2013-01-10 23:56:01
January 10 2013 23:54 GMT
#45
On January 11 2013 03:12 Plansix wrote:
Show nested quote +
On January 11 2013 02:54 Killmouse wrote:
On January 11 2013 02:40 gedatsu wrote:
On January 11 2013 02:35 larse wrote:
Blizzard just can't change things freely like that. If Mech doesn't work, how about make all mech units biological so they can be healed by medivac? Their method is just outright nonsensical.

It's a beta. They are testing things.

they shouldnt change the game so drastic when the launch is in 2 month, u know? time to get the balance right with small changes, to get hots release ready

if the pros always have to create new bos or have to adapt to something new after a huge new patch , they cant play the game properly and find the small(or mayb big? ) balance issues

and btw the medivac upgrade is now even more worse than in WOL cauz its in fusion core and all it does is give +25 startings energy same as in WOL


No it is not the same as in WOL. It increased hitpoints/enegry rate by a crazy amount, so fewer medivacs heal more things.

Also, the WoL beta was the exact same way. They had 6 balance patches two months before release with whole spells being removed and added two months before launch. The game will not be perfect at launch, takes time.

and do u think it was the right way for them to balance that way?

5 rax reaper, always 1 base play, proxy 2 rax, banelingbusts, 4 gate ?

i think this is the wrong approach to balance a game, when the game is released the game should already be roughly balanced

and i dont know what u guys are talkin??

look it says starting energy raised by 25 energy so same as in WOL ...

+ Show Spoiler +
[image loading]


bug or what?
yo
NeWnAr
Profile Joined April 2010
Singapore231 Posts
Last Edited: 2013-01-11 00:10:51
January 11 2013 00:10 GMT
#46
Urm I was just wondering and it hit me:

How is the Hellbat(as a unit on its own) different from the WoL campaign Firebat?
Bonus against Light. Check.
High armour. Check.
High hp. Check.
AoE melee-ranged attack. Check.
Biological(can be healed). Check.


Are we moving backwards now???
Live For the Swarm!
The_Darkness
Profile Joined December 2011
United States910 Posts
January 11 2013 00:45 GMT
#47
On January 10 2013 23:27 avilo wrote:
Show nested quote +
On January 10 2013 23:26 AdrianHealey wrote:
Remember that there is still an upgrade and that upgrade still does add some stuf to your medivacs.


For all intensive purposes the upgrade is now worthless.


It's "intents and purposes", fyi.

I'm guessing everyone will skip getting it once again and that they'll buff it in the next patch because no one is using it.
To be is to be the value of a bound variable.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
January 11 2013 00:55 GMT
#48
--- Nuked ---
Laurens
Profile Joined September 2010
Belgium4553 Posts
January 11 2013 01:00 GMT
#49
another useless upgrade/unit in the terran arsenal

zzz
Laurens
Profile Joined September 2010
Belgium4553 Posts
January 11 2013 01:01 GMT
#50
On January 11 2013 09:10 NeWnAr wrote:
Urm I was just wondering and it hit me:

How is the Hellbat(as a unit on its own) different from the WoL campaign Firebat?
Bonus against Light. Check.
High armour. Check.
High hp. Check.
AoE melee-ranged attack. Check.
Biological(can be healed). Check.


Are we moving backwards now???


Hence the name hellbat and all the hilarity when that was changed.

I can't even remember the previous name :O
battle hellion? battle mode hellion?

whatever >.>
Qubba
Profile Joined January 2013
Sweden1 Post
January 11 2013 01:22 GMT
#51
What i really liked with this upgrade, was the fact that in TvP toss had to make the desicion if storm or feedback would be more appropriate in different fights. Although i agree that it should be toned down a bit.
Schöbenhale
SheaR619
Profile Joined October 2010
United States2399 Posts
January 11 2013 01:24 GMT
#52
On January 11 2013 06:49 yoigen wrote:
To be honest it was too good before the patch, especially against zerg. Now though you are pretty fucked against 35 dmg ultras.


Pretty much stuck going for battle cruiser and yamatoing ultralisk as crazy as that sounds. It might be the only way to deal with any ultralisk composition. Expecially infestor ultralisk.
I may not be the best, but i will be some day...
NeWnAr
Profile Joined April 2010
Singapore231 Posts
January 11 2013 01:59 GMT
#53
On January 11 2013 10:24 SheaR619 wrote:
Show nested quote +
On January 11 2013 06:49 yoigen wrote:
To be honest it was too good before the patch, especially against zerg. Now though you are pretty fucked against 35 dmg ultras.


Pretty much stuck going for battle cruiser and yamatoing ultralisk as crazy as that sounds. It might be the only way to deal with any ultralisk composition. Expecially infestor ultralisk.


Wouldn't infestors just mind control ur BCs?
Live For the Swarm!
SheaR619
Profile Joined October 2010
United States2399 Posts
Last Edited: 2013-01-11 02:04:47
January 11 2013 02:03 GMT
#54
On January 11 2013 10:59 NeWnAr wrote:
Show nested quote +
On January 11 2013 10:24 SheaR619 wrote:
On January 11 2013 06:49 yoigen wrote:
To be honest it was too good before the patch, especially against zerg. Now though you are pretty fucked against 35 dmg ultras.


Pretty much stuck going for battle cruiser and yamatoing ultralisk as crazy as that sounds. It might be the only way to deal with any ultralisk composition. Expecially infestor ultralisk.


Wouldn't infestors just mind control ur BCs?


Pretty hard to mind control BC. Besides, zerg would rather fungal anyways and if it get to the point where he has enough infestor to fungal and Mine control all your bc, then you already lost the game a long time ago. I mean just get a few BC to yamato ultralisk. I saw thorzain do it against Catz. I dont see any better option against ultralisk.
I may not be the best, but i will be some day...
mongoose22
Profile Joined July 2012
174 Posts
January 11 2013 02:16 GMT
#55
On January 11 2013 09:10 NeWnAr wrote:
Urm I was just wondering and it hit me:

How is the Hellbat(as a unit on its own) different from the WoL campaign Firebat?
Bonus against Light. Check.
High armour. Check.
High hp. Check.
AoE melee-ranged attack. Check.
Biological(can be healed). Check.


Are we moving backwards now???


Well, only one of them transforms into a car.

More specifically, the new Hellbat is quite a bit nastier than the campaign Firebat:

Cost: 100/0 vs 100/25
Damage: 18(+12 vs Light) vs 8(+4)
DPS: 9(+6) vs 5.7(+2.9)
HP: 135 vs 100
Armor: 0 vs 1
Range: 2 vs 2

So it's cheaper, does way more damage, has more HP, and is not armored.
Doominator10
Profile Joined August 2012
United States515 Posts
January 11 2013 02:18 GMT
#56
Late game TvP bio was REALLY helped out by this upgrade. If two maxed armies collide in center of map, both can remax, but the difference is terran supply is still being made in the rax while toss supply is already in the field. This helped Terrans keep units alive during big fights, and let them hold long enough for reinforcements to deal with warp-ins.

This upgrade was also a direct response to the fact that ultras deal full damage to all armor types now. +1

I didn't like it at first, since it was immediately available and only helped terran mid-game, where they were already strong. The fusion core attachment I thought was great, as it became specific as a late game buff to bio.

I DONT GIVE A $#@! ABOUT MAKING MEDIVACS WITH MY MECH. They are not dropships, I dont need to or want to build them when I go mech. Diverting gas away from my factories just to make my firebats last a little longer is not incentive enough for me.

If nothing else I would like to see (or at least try) medivacs dual-healing as an upgrade from campaign. Fusion core attachment.

Otherwise, bring back Caduceaus.
Your DOOM has arrived,,,, and is handing out cookies
Sluggy
Profile Joined June 2010
United States128 Posts
January 11 2013 02:48 GMT
#57
On January 11 2013 02:35 larse wrote:
Blizzard just can't change things freely like that. If Mech doesn't work, how about make all mech units biological so they can be healed by medivac? You don't do that. Their method is just outright nonsensical.

Just make hellbat mechanical only. Medivac can still heal marauders and marines in your comp, and hellbat doesn't need to be healed. Why they just don't get it.


Stop rambling, your post is nonsensical.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2013-01-11 03:43:31
January 11 2013 03:39 GMT
#58
I agree that removing Caduceus Reactor was a terrible change. Adding this upgrade was one of the things they got right in the first place.

Terran doesn't need to save 100/100 when getting siege tanks, Terran needs a late-game equalizer. Caduceus medivacs were the only thing keeping 10-range-nearly-insta fungals and the new ultras in check, as well as the protoss death ball. This change was actually brilliantly designed - it went on a core, high-tech unit, required a high-tech structure, which meant that it altered the core Terran composition without buffing the early or midgame.

Removing this upgrade was not a good decision for a design or game balance perspective.

Please stop buffing ravens, I want a strong core lategame composition, not a gimmick-based lategame.
vileEchoic -- clanvile.com
akademikx
Profile Joined November 2012
37 Posts
January 11 2013 03:58 GMT
#59
wait does the upgrade still require a fusion core?
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
Last Edited: 2013-01-11 04:42:19
January 11 2013 04:38 GMT
#60
On January 11 2013 12:58 akademikx wrote:
wait does the upgrade still require a fusion core?


No. Instead of using 3 energy per second, it now uses 1.8 per second. The only thing that got changed was amount of healing which personally I thought was abit imba especially when you needed more dps i.e. a presence of a larger force to take out smaller contingent of a MMM force. The energy cost benefit is still there so it means your medivacs will heal for a longer periods of time.

Correct me if Im wrong..
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