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Blizz discussing Hellbats taking 4 cargo spaces - Page 2

Forum Index > StarCraft 2 HotS
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Prev 1 2 3 4 5 16 17 18 Next All
nottapro
Profile Joined August 2012
202 Posts
February 11 2013 18:00 GMT
#21
This is the right type of nerf. Lower the effectiveness and cost of doing hellbat drops while not damaging the unit itself.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 11 2013 18:02 GMT
#22
On February 12 2013 02:48 Fencar wrote:
Show nested quote +
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.
prOpSnuffe
Profile Joined September 2010
Sweden241 Posts
February 11 2013 18:04 GMT
#23
Well said David, a very good suggested change, if they should nerf it.
Best starcraft 2 player of all time? INnoVation
nihlon
Profile Joined April 2010
Sweden5581 Posts
February 11 2013 18:04 GMT
#24
I agree with blizz on this one.
Banelings are too cute to blow up
Traceback
Profile Joined October 2010
United States469 Posts
February 11 2013 18:06 GMT
#25
On February 12 2013 03:02 Everlong wrote:
Show nested quote +
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.
rustypipe
Profile Joined November 2010
Canada206 Posts
February 11 2013 18:06 GMT
#26
On February 12 2013 02:31 BlackPride wrote:
I agree. Blizzard knows better than anybody what to do. Quit whining and begging for nerfs.


False, blizzards track records is atrocious and has getting worse with each passing year. Its like all the smart people left Blizzard or something.... wait pretty sure that's what happened/happening. It took WoL over 3 years to get to the dilapidated state it is in now, D3 was a COMPLETE failure, don't even get me started on WoW.

They are lucky they are the only ones in the game actually doing real RTS games for eSports or people might have an actual option! and go there instead




The beatings will continue until moral improves!
exKid
Profile Blog Joined February 2010
United Kingdom118 Posts
Last Edited: 2013-02-11 18:07:58
February 11 2013 18:07 GMT
#27
Doesn't matter. Please delete.
hangarninetysix
Profile Joined August 2010
263 Posts
February 11 2013 18:09 GMT
#28
Why don't they just take away the biological tag? They're not fast enough to chase down workers in that mode anyway, it's not like they're going to kill much if anything if you pull away when you see it on the mini map. The part that annoys me is the healing.
myRZeth
Profile Joined June 2011
Germany1047 Posts
February 11 2013 18:09 GMT
#29
i think the medivac is the big problem, the speedboost should require an upgrade

why did they buff the medivac, but not the prism and overlords? it s kind of weird
tshi
Profile Joined September 2012
United States2495 Posts
February 11 2013 18:10 GMT
#30
On February 12 2013 02:31 BlackPride wrote:
I agree. Blizzard knows better than anybody what to do. Quit whining and begging for nerfs.

Wrong site, buddy.
scrub - inexperienced player with relatively little skill and excessive arrogance
ACrow
Profile Joined October 2011
Germany6583 Posts
February 11 2013 18:10 GMT
#31
This sounds like a smart change that might actually fix hellbat drops while still keeping them as an option.
I like it and it should quickly be tested in beta. There is not much time left in HotS beta, they need to tune down skytoss a little, have one to two weeks to validate the changes were effective and -while not yet perfect- it might be in good enough state to release.
Get off my lawn, young punks
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2013-02-11 18:12:13
February 11 2013 18:11 GMT
#32
Their approach is interesting to make hellbats cargo 2, that for sure would be quite a big nerf, but medivac speed is still a problem.

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 completely 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 because their HP wasn't that high and their splash isn't as effective vs a ling surround, though still lose more in Units Lost tab.

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).

Don't get me wrong, I'm not saying I don't want to have to make other units besides the zergling vs hellbats. You already want to make other units besides lings vs blue flame hellions for example, it's just at least they have some use vs them on creep. Lings vs hellbats however are almost useless, especially if they have a medivac.


Well said well said.

Why didn't they try reavers instead of boring a-move colossus.. I think their ego is too high to acknowledge that broodwar units are far superior.

And hellbats, agree, are just slow boring unit which nullifies core zerg unit - zergling.
You should never underestimate the predictability of stupidity
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 11 2013 18:12 GMT
#33
On February 12 2013 03:06 Traceback wrote:
Show nested quote +
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.
llIH
Profile Joined June 2011
Norway2147 Posts
February 11 2013 18:13 GMT
#34
I think they should wait and see more before they conclude them being op. It is still very new.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2013-02-11 18:28:53
February 11 2013 18:16 GMT
#35
I love how Dayvie brings up a ZvT... Why not bring up Innovation vs TY, a TvT where Hellbat drops dominated?

Doesn't anyone remember when every Terran built tons of BFH's in TvT and just tried to kill all the other sides workers/Marines? It didn't matter if your first 3 Hellion drop/runbys failed, you only needed the fourth to succeed to win the game. It was the only viable strategy in TvT until BFH's were nerfed. This is almost exactly the same. There is a reason we go to history class in school... people need to learn to see things comparatively to the past.

And that's why Blizzard doesn't need to wait to find out if it is overpowered. Something needs to be done now.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2013-02-11 18:19:51
February 11 2013 18:19 GMT
#36
This is a great change. I posted this idea in a popular Twitch chat yesterday, maybe someone from Blizzard caught wind of it? Hire me Blizzard!
_SilverSurfer_
Profile Joined October 2012
United States41 Posts
February 11 2013 18:22 GMT
#37
I think this change is really cool. I like that Hellbat drops are nerfed, but the change I like more is the fact that Terran's now have the choice of loading up two Hellbats and drop them, or four normal Hellions, transforming them, and harassing like that. It allows for more options for players, and you're faced with the dilemma that if their army comes back and you still have Hellbats, then they all won't fit in the Medivac, forcing the Terran to then make a sacrifice, while simultaneously rewarding the player who is aware enough to see the army coming, transform back into Hellions, and load up.
Electric slide! :D
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 11 2013 18:24 GMT
#38
It is things like these that makes the game fun.
Now you need smart defence to effectively defend against something

More decision, more skill.
Not just drone like a robot, then mass units. That is not skill

So much cry about things like these, this is what strategy is about afterall
Big J
Profile Joined March 2011
Austria16289 Posts
February 11 2013 18:41 GMT
#39
On February 12 2013 03:24 Foxxan wrote:
It is things like these that makes the game fun.
Now you need smart defence to effectively defend against something

More decision, more skill.
Not just drone like a robot, then mass units. That is not skill

So much cry about things like these, this is what strategy is about afterall


yeah. I wish they would just return to 40second warpgate research and 1supply/2armor roaches. So much fun. Opponents had to stop building workers at 10, not just 1rax expand every game. *sarcasm*


On topic. Could be interesting, but looks somewhat weird. Such a cheap unit with 4cargo...
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
February 11 2013 18:41 GMT
#40
I weep; Blizzard releases a perfectly reasonable statement with a perfectly reasonable suggestion and people get mad and one guy even manages to bring some whine about D3 and WoW into it.
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