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Blizz discussing Hellbats taking 4 cargo spaces - Page 16

Forum Index > StarCraft 2 HotS
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EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
February 12 2013 21:53 GMT
#301
i don't understand all the terrans complaining about tvt, i 1 rax expo and can hold the drop easily. Just make cc in your main and make marines non stop and get a tank asap. A lot of the time they cant even get in your base if you have your marines positioned correctly.
savior did nothing wrong
Fencar
Profile Blog Joined August 2011
United States2694 Posts
February 12 2013 22:09 GMT
#302
On February 13 2013 06:53 EleanorRIgby wrote:
i don't understand all the terrans complaining about tvt, i 1 rax expo and can hold the drop easily. Just make cc in your main and make marines non stop and get a tank asap. A lot of the time they cant even get in your base if you have your marines positioned correctly.

How does a Tank help against a drop that drops right on top of your workers?
This is my signature. There are many like it, but this one is mine.
SolidMoose
Profile Joined June 2011
United States1240 Posts
February 12 2013 22:12 GMT
#303
The whole point of not nerfing medivac speed is to not screw all of the other balances up. I'd rather they just do the cargo nerf then decide to nerf everything involving a mediva. It's ONE all in that honestly isn't as bad as people make it out to be. It's the same thing with the previous reapers. I had no problem holding it with a few marauders, but it got re-nerfed to being useless. No one bothered to really look for solutions with specific timings, rather than just random timings for defenses.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 12 2013 22:16 GMT
#304
It's still beta, we don't know how the game will develop, it makes no sense to have these changes addressing really specific situations just yet.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
February 12 2013 22:28 GMT
#305
pros that I've seen use mines, use them kinda weird, putting them at the edges (and seperate them), when you need 2 to kill the medivac
Twitter: @zhurai | Site: http://zhurai.com
Maesy
Profile Joined November 2011
United States1444 Posts
February 12 2013 22:41 GMT
#306
On February 13 2013 07:09 Fencar wrote:
Show nested quote +
On February 13 2013 06:53 EleanorRIgby wrote:
i don't understand all the terrans complaining about tvt, i 1 rax expo and can hold the drop easily. Just make cc in your main and make marines non stop and get a tank asap. A lot of the time they cant even get in your base if you have your marines positioned correctly.

How does a Tank help against a drop that drops right on top of your workers?


Additional splash damage to your workers from your own tank mixed with hellbat splash is the obvious solution. Just add more chaos.
Official Nathanias Fanclub Manager! http://www.teamliquid.net/forum/viewmessage.php?topic_id=401880
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2013-02-12 23:28:37
February 12 2013 23:24 GMT
#307
On February 12 2013 03:12 Everlong wrote:
Show nested quote +
On February 12 2013 03:06 Traceback wrote:
On February 12 2013 03:02 Everlong wrote:
On February 12 2013 02:48 Fencar wrote:
On February 12 2013 02:45 Zelniq wrote:
My problem with hellbats has never been the drops, though I do think the medivacs coming with the boost by default is a little much (as many have suggested, an upgrade makes more sense).

I just think any unit that hard counters another one is poor design.

It'd be different if there was micro that you could do to reduce the effectiveness (like marines vs banelings, split vs clumped).. but there's nothing like that for lings vs hellbats unfortunately, they just get dominated incredibly hard. At least with blue-flame hellions, if you surrounded them you could kill them all, though still lose more in Units Lost tab, because their HP wasn't that high and their splash isn't as effective vs a ling surround.

It's similar to how hydras vs colossus function..due to the way the colossus attack is designed, unit-splitting micro is ineffective, they're going to die no matter what you do. I much prefer the other directional line-attack, that lurkers had in BW. There if you A-moved your marines would all get melted as they run in, but if you split them up it drastically improved their effectiveness.

A year ago, I'd really been hoping they'd rework the colossus in HotS. IMO it's the unit that holds back the Protoss matchups the most (once the colossus/army count gets high enough, it all but forces all races to go air, making the matchups very 1-dimensional and stale).

I think that the biggest reason this is true is because of their large health pool, which I touch on in the post I mentioned in the OP. It lets Hellbats stay alive for so long that they just keep on firing versus the Zerglings even though they are doing tons of damage, it just isn't enough especially with Medivacs healing them.


Hellbats are specifically designed for TvP mech. If you touch Hellbat as it is even slightly, it will ruin any attempt to mech TvP forever (Blizzard will not buff tank, period). I see in TvZ they hard counter lings, but you should not rely on lings TvZ against a mech players at all. I haven't seen them in not mech compositions I believe. For standard WoL TvZ you only do this Hellbat drop and this might get nerfed.

So yeah, in HotS, your lings are less effective, but we gained whole new perspective in TvP. Not to mention, there is now similarly hard counter to Tanks as Immortal in Viper. I don't complain, it makes for beautiful interesting and action-packed game.


The problem is, the helibat isn't even a true mech unit. It's just a firebat that comes out of the factory. Without the tank being buffed mech play really isn't happening. Instead of marine tank, it's just firebat tank. Different units, same army, still not mech.


I've seen recently TheStC playing some beautiful TvP BW-style mech with careful mine usage, tanks, hellbats and viking/raven support.. It was surprisingy effective and entertaingin, go check his vods on twitch. Also, Tank currently is in a good position relatively. Of course there are hard counters for both races avaiable, but it's not like Immortal has range 10 and Viper's Blinding Cloud takes 1hour to wear off. Widow Mines in it's current state are very effective against Protoss even later in the game, there are some devastating pushes you can do. For me, the real issue in TvP is Protoss air. Hopefully they are going to lower their damage, increase supply, or lesser their health, they are just pain to deal with.
I still don't understand the fascination people have with "mech". hellbats seem ridiculously strong, and so they're going to nerf one aspect of them that doesn't really make sense (cargo size, but only when transformed) on a unit that already has some weird/bad design associated with it (Medivac healing when transformed, hard counter to light). whole situation seems ugly. Why not just wait to balance them and nerf something that makes sense (Medivac healing, upgrade to transform, etc).
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Whitewing
Profile Joined October 2010
United States7483 Posts
February 13 2013 01:08 GMT
#308
On February 13 2013 06:53 EleanorRIgby wrote:
i don't understand all the terrans complaining about tvt, i 1 rax expo and can hold the drop easily. Just make cc in your main and make marines non stop and get a tank asap. A lot of the time they cant even get in your base if you have your marines positioned correctly.


It's because they are greedy and move out to the low ground immediately and can't handle defending both locations.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2013-02-13 04:36:35
February 13 2013 02:09 GMT
#309
On February 12 2013 04:16 Fragile51 wrote:
Show nested quote +
On February 12 2013 04:14 Stow.Wif wrote:
I'd prefer that simply hellbat cannot enter a medivac at all. Whenever you try they transform into hellion first before loading. Would make more sense for me.


Yeah, that'd be a terrible idea. How would it make sense when a thor can enter a medivac but a hellbat can't?


Lore reasons aren't equated in gameplay. Also almost nothing is to scale in game. Kerrigan is shown to be huge in gameplay (bigger than tanks and as big as a Thor) but obviously in cutscenes, she's just the size of any human. (Blizzard themselves said they only made Kerrigan big to make it easier to differentiate her from other units and most stuff aren't to scale in gameplay)

Plus you can't load a MULE (which is smaller than a Thor and a tank) in a Medivac at all, so they can do the same with Hellbats.

On February 12 2013 05:47 Whitewing wrote:
Show nested quote +
On February 12 2013 04:41 Plansix wrote:
On February 12 2013 04:28 Rabiator wrote:
Logically these "bio-mech" units should be roughly the size of Marauders (maybe a tiny bit larger) and consequently Marauders should be 4 slots as well then? A fully loaded Medivac of stimmed Marauders can tear down buildings pretty fast, so why didnt they adjust that when they had the chance? "Fixing" the Battle Hellion this way is completely ridiculous but demonstrates once again how they add "special solutions" just to get their crappy design working instead of fixing the basic flaws of the design first. So sad.


Are we really arguing that the Marauders and Hellbats look about the same size compared to the size of the medivac? This is how you have decided you frame your latest “flawed design” post. The Thor is the size of the factory and looks like a bloated suitcase under the medivac. How does it carry 2 tanks, when they are large than the medivac? And more importantly….

…how the fuck does a colossi fit into the flying glass umbrella???


Well, the warp prism deconstructs units it is carrying into atomic memory and then reconstructs them, so a colossus isn't a problem. (that's the lore anyway). On the other hand, why can't it carry 30 colossi or 100 zealots? =p



The funny thing is if you have Zerg, NP a Protoss or Terran (or both at the same time), you can load a Colussus in an Overlord or even a Medivac. (You can't NP a Colossus and load it, you have to NP a probe, then build a Colossus, then finally load it into your overlord or if you have also NP Terran units, load it into a Medivac).

Blizzard could make it so Medivac and Overlords can't load Colossus if they wanted to (they could add a Validator that excludes Colossus, similar to how only Terran bio units can go inside a Bunker)... but since they didn't (and you can load a giant Colossus, bigger than a Thor, inside a Medivac), that means Hellbats can totally take up 4 spaces instead of 2 !

Yep, you can load a Colussus in a Medivac if you wanted to (though in 1v1 cases, this is impossible unless KeSPA decides to add "fun" maps with neutral SCVs and Probes for the Zerg to NP, like in some maps in BW where they added a Neutral Command Center so you can infest the CC and use Infested Terrans against Protoss or Zerg).

Anyway the point is, arguing over scaling and trying to apply it into gameplay scenarios is pointless since nothing is really to scale (in actual lore).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
frostalgia
Profile Joined March 2011
United States178 Posts
February 13 2013 04:12 GMT
#310
It won't change the Hellbat Drop timing, just get a Reactor ahead of time and hit with double the healing rate.

Instead, why not make Hellbats transform into Hellions first before loading into Medivacs?
we are all but shadows in the void
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 13 2013 04:20 GMT
#311
On February 13 2013 13:12 frostalgia wrote:
It won't change the Hellbat Drop timing, just get a Reactor ahead of time and hit with double the healing rate.

Instead, why not make Hellbats transform into Hellions first before loading into Medivacs?

In your solution only hellions can enter medivacs and only hellbats can be healed by medivacs. That is a very ugly solution imo.
If adding a reactor and second medivac does not effect the drop timing then Terrans would be doing that now for the double healing. This change will effect the timing, which will result in the victim having more defense up by the time it arrives and/or the attacker having slightly worse econ due to the additional gas mining/investement cost.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2013-02-13 09:35:43
February 13 2013 09:34 GMT
#312
I would prefer if they fixed the hellbat stats instead of this. The hellbat will probably still turn out to be too strong in direct engagements. I also think that the medivac speed should not be an upgrade because if you look at WOL I think you can see that drop play has been really useless for a very long time especially against Zerg. The Speed boost makes drop play a lot less risky because it enables you to retreat and that's something that terran definitely needed. Probably the cool down should be a bit longer though.
I want to be with those who share secret things or else alone.
Sissors
Profile Joined March 2012
1395 Posts
February 13 2013 10:34 GMT
#313
On February 13 2013 18:34 Baum wrote:
I would prefer if they fixed the hellbat stats instead of this.

Imo an easy one would be nerfing its bonus vs light and re-adding blue flame upgrade to affect hellbat. Then they toast workers alot slower, and in early game allow lings to be a bit more useful when they are used, but not upset balance late game.
Drake
Profile Joined October 2010
Germany6146 Posts
February 13 2013 10:46 GMT
#314
i would say, make them not getting healed would be fine
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Freeborn
Profile Joined July 2010
Germany421 Posts
February 13 2013 10:48 GMT
#315
- make medivac speed boost cost 15 - 25 energy

- remove hellbat damage vs light and return it when blue flame has been researched

Solved.
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
February 13 2013 10:51 GMT
#316
On February 13 2013 19:48 Freeborn wrote:
- make medivac speed boost cost 15 - 25 energy

- remove hellbat damage vs light and return it when blue flame has been researched

Solved.


That could actually work really well. Especially the needing blue flame.

I mean I get blue flame for proper hellion hurass anyways, but it'd force you to get an upgrade before the drops were super powerful.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Rabiator
Profile Joined March 2010
Germany3948 Posts
February 13 2013 11:04 GMT
#317
On February 13 2013 07:09 Fencar wrote:
Show nested quote +
On February 13 2013 06:53 EleanorRIgby wrote:
i don't understand all the terrans complaining about tvt, i 1 rax expo and can hold the drop easily. Just make cc in your main and make marines non stop and get a tank asap. A lot of the time they cant even get in your base if you have your marines positioned correctly.

How does a Tank help against a drop that drops right on top of your workers?

How does "a Tank" help against anything? Sure you could siege it up and hit stuff (including your workers) from afar, but no one would go for workers when they could drop right onto a single defenseless sieged tank ...

Spamming Marines is much better at defending against a drop ... unless the opponent also assaults your front at the same time. Building a single bunker close to the mineral line would probably help immensely, but dont forget to put at least one Marine inside or else the windows are not lit up and the enemy can see the bluff. Since you can sell the bunker later on and four Marines arent that much to pull away from your fighting force it should be a reasonable enough defense for critical times.
If you cant say what you're meaning, you can never mean what you're saying.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 13 2013 11:06 GMT
#318
Making hellbats require blueflame would pretty much mean they wouldn't be used against Z/P as a support unit for bio any more. Having to switch your addons around and researching a 150/150 upgrade while building one at a time pretty much means you are better off just building more bio instead. At least your bio will be upgraded and microable.

The part I love about the current hellbat is that you can just slap a reactor on your idle factory and start producing good support units for your army. Take that away and the unit becomes too inconvenient unless you are going mech with multiple factories.
ZenithM
Profile Joined February 2011
France15952 Posts
February 13 2013 11:08 GMT
#319
On February 13 2013 13:12 frostalgia wrote:
It won't change the Hellbat Drop timing, just get a Reactor ahead of time and hit with double the healing rate.

Instead, why not make Hellbats transform into Hellions first before loading into Medivacs?

lolwut?
No, the one base hellbat drop can't afford reactored medivacs and hit at the same timing...
When I do the gas first build, I can actually barely afford all that shit, the drop is pretty all in.
DeCoup
Profile Joined September 2006
Australia1933 Posts
Last Edited: 2013-02-13 11:47:14
February 13 2013 11:43 GMT
#320
On February 13 2013 20:08 ZenithM wrote:
Show nested quote +
On February 13 2013 13:12 frostalgia wrote:
It won't change the Hellbat Drop timing, just get a Reactor ahead of time and hit with double the healing rate.

Instead, why not make Hellbats transform into Hellions first before loading into Medivacs?

lolwut?
No, the one base hellbat drop can't afford reactored medivacs and hit at the same timing...
When I do the gas first build, I can actually barely afford all that shit, the drop is pretty all in.

Everything you said is true except the part about it being all in. The build has constant scv production, gets you a lot of useful infrastructure and because of the 111 allows you to follow up with a wide range of compositions. You can also follow up with a second CC/orbital straight after the last hellion is in production and be fairly safe against counters with a bunker and your initial few marines.
Edit: Making marines and mines behind the attack to follow up the CC can hold most comps and is quite gas light. You can use the excess gas for either upgrades or a couple of starport units to help hold counters or apply followup pressure to secure your expo.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
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