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Blizz discussing Hellbats taking 4 cargo spaces - Page 4

Forum Index > StarCraft 2 HotS
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Rabiator
Profile Joined March 2010
Germany3948 Posts
February 11 2013 19:28 GMT
#61
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.
If you cant say what you're meaning, you can never mean what you're saying.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
February 11 2013 19:32 GMT
#62
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.

The units are not to scale. Hellions are cars/buggies, yet the cockpit could not logically fit a driver which is about the size of a civilian from the campaign. Now think of how big a transformer is compared to a guy in a big suit. I think that it's a heck of a lot bigger, while in Hellion mode it packs in more easily since it's relatively sleek and flat in comparison.
This is my signature. There are many like it, but this one is mine.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 11 2013 19:35 GMT
#63
It seems really contrived for hellbats to take up as much cargo as a siege tank, when hellions are only half that. I find it odd they don't add an upgrade for the medivac speed boost ability, it would add a fair bit of delay to this tactic. Maybe they feel terran already has too many upgrades, they also removed the siege upgrade.
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.
Prog455
Profile Joined April 2012
Denmark970 Posts
February 11 2013 19:37 GMT
#64
On February 12 2013 03:52 SgtCoDFish wrote:
Show nested quote +
On February 12 2013 03:51 leova wrote:
On February 12 2013 02:36 Dingodile wrote:
larvas and eggs should be immune vs fire attacks. They die almost as drones.

agreed, Huskystarcraft actually had some commentary on this in one of his recent videos. 3-attack Hellbats will 1-shot Larva, and I'd assume 2-shot them without upgrades.

considering the extremely tight cluster that mineral lines, drones, larva, and hellbats tend to be in, this is WAY too strong against Zerg opponents, as it not only kills their UNITS, but also their PRODUCTION capabilities...


Zerg already has a pretty fantastic counter to getting larvae sniped; it's called macro


I think you are asking too much from Zerg players.

Jokes aside, i really don't think that this is the right way to go. One of the things that keeps the game entertaining is how a buff/nerf might change the game aside from the primary reason for the change. Admittetly the Queen range buff did not recieved much love from the community, but it did change Zerg much more than anybody would have expected, and it is stuff like that, that keeps the game from getting stale.

I really hope that Blizzard would refrain from patching units in a way, that will only change a very specific strategy.
Sissors
Profile Joined March 2012
1395 Posts
February 11 2013 19:38 GMT
#65
Bad idea imo, it just makes it more confusing, especially for new players. Find another way to balance it, if they have to switch medivac speed boost to the medivac upgrade.
Koesader
Profile Joined April 2012
Netherlands424 Posts
February 11 2013 19:39 GMT
#66
The Zerg player had roaches in 1 single ball and moved to defend vs. each dropship coming into multiple locations. Against this type of Zerg defense, just the normal Marine drops would have done just as much damage.

Burn
Liquid'TaeJa - Grubby - MVPMarineKing - Liquid'Ret - AxCranK - RedBull.Bomber ~~~ Are You Ready For Bombing?
Tsubbi
Profile Joined September 2010
Germany7996 Posts
February 11 2013 19:40 GMT
#67
while not nearly as bad as the warhound, i think the numbers on hellbat are just flat out overtuned for a reactorable 100 mineral unit

when i saw they removed blueflame in one of the latest patches and buffed the normal damage of the hellbat above blueflame level i was just puzzled and still am
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 11 2013 19:41 GMT
#68
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???
I have the Honor to be your Obedient Servant, P.6
TL+ Member
TeslasPigeon
Profile Joined March 2012
464 Posts
February 11 2013 19:44 GMT
#69
I rather have them changing medivac boost, or whatever you call it. Have it take up energy when you use it like cloak or have it cost 25 energy for 5 seconds of boost with cooldown. The way it is now it makes drops very unpredictable. There is also no trade off for speed, you can be fast with drops and heal units. Players should be able to make a choice: do I want to use speed and throw off my opponent or do I want to do a sustained attack and heal units. You shouldn't be able to do both with one medivac
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
February 11 2013 19:44 GMT
#70
Okay, is it just me or does the hellbat make no sense whatsoever?
I mean, it is a unit which is weaker but more mobile in its mech and armored form, and sturdier but less mobile in its bio form. And now it's even supposed to be bigger in its bio form than in its mech form...
I cannot be the only one who is seriously bugged because of this...? <.<
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
February 11 2013 19:44 GMT
#71
On February 12 2013 04:39 Koesader wrote:
Show nested quote +
The Zerg player had roaches in 1 single ball and moved to defend vs. each dropship coming into multiple locations. Against this type of Zerg defense, just the normal Marine drops would have done just as much damage.

Burn


Oh yeah, can anyone hazard a guess to who the Zerg was?
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
February 11 2013 19:49 GMT
#72
On February 12 2013 04:39 Koesader wrote:
Show nested quote +
The Zerg player had roaches in 1 single ball and moved to defend vs. each dropship coming into multiple locations. Against this type of Zerg defense, just the normal Marine drops would have done just as much damage.

Burn


Burn, maybe, true, most definitely.
In Somnis Veritas
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 11 2013 19:52 GMT
#73
On February 12 2013 04:44 JustPassingBy wrote:
Okay, is it just me or does the hellbat make no sense whatsoever?
I mean, it is a unit which is weaker but more mobile in its mech and armored form, and sturdier but less mobile in its bio form. And now it's even supposed to be bigger in its bio form than in its mech form...
I cannot be the only one who is seriously bugged because of this...? <.<


I as really focused on the fact it was an awesome, trasnforming, flame shooting robot/car, but that is just me. All the "bio/mech" arguments are just for people focused what unit tags it has.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Bagi
Profile Joined August 2010
Germany6799 Posts
February 11 2013 20:03 GMT
#74
On February 12 2013 04:44 JustPassingBy wrote:
Okay, is it just me or does the hellbat make no sense whatsoever?
I mean, it is a unit which is weaker but more mobile in its mech and armored form, and sturdier but less mobile in its bio form. And now it's even supposed to be bigger in its bio form than in its mech form...
I cannot be the only one who is seriously bugged because of this...? <.<

Gameplay and balance comes before logic.

Why don't battlecruisers take up the whole screen? How can tiny marines shoot them down? It doesn't need to make sense.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2013-02-11 20:08:55
February 11 2013 20:05 GMT
#75
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 you seriously trying to imply that four stimmed marauders in a medivac is remotely overpowered? Because you are comparing it to the Hellbats, in the context of them possibly being overpowered. Also 8 marines and 4 marauders ( regardless of upgrades ) both tear down buildings quite quickly, and there is no significant difference between their DPS against buildings (unless perhaps you're looking at TvP super late game where protoss has +3 shields).

Also that's not logic, a person in a power suit is as big as a person in a vehicle? They might be close, but there's no "logic", it's all up to the lore. Units aren't their realistic size in the game either.

Every post you post just seems to be you hating on everything they do. You're criticizing how they're adding "special solutions" ? So you don't want them to fix the game? Assuming you think BW is better in design than SC2, you do realize that not everything made sense in BW either? A zealot took 2 cargo spaces while a vulture also took 2. I'm pretty sure a vulture is bigger than a zealot. I guess since the cargo space isn't exactly realistic nor proportional, they used bad "special solutions" to balance BW.

Edit: Even better examples by Plansix regarding size of units.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Inex
Profile Joined October 2010
Bulgaria443 Posts
February 11 2013 20:09 GMT
#76
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.


Now that's a bit of an overstatement, don't you think? It's true that Hellbats are an essential addition to a meching terran, BUT as the game progresses hellbats became ''cheaper'', in a sense that mass MULES and reactors make them quite dispensable. Terran can lose a BIG chunk of his/hers mech army and still set up a decent defensive line, in time to remax. For their price, Hellbats are damn good. If I were Blizz I'd ask gas for the Hellions/Hellbats and maybe nerf the gas price for other mech unit - widow mine/tank.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
February 11 2013 20:26 GMT
#77
On February 12 2013 04:41 Plansix wrote:

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


Because the colossus is transformed into pure energy and transported that way, afaik.
I love.
FLuE
Profile Joined September 2010
United States1012 Posts
February 11 2013 20:32 GMT
#78
These drops melt workers pretty fast, and with the boost sometimes it is hard to react fast enough even if you see it comes to get the workers moved out of the way.

However, I don't want them nerfing this type of play, it is fun to watch and fun to execute.

Perhaps there is a way that the shot cycle from the hellbat can be delayed when the unit is initially dropped. It seems like they shoot almost instantly once unloaded and that is the moment where an extra second to a good player paying attention can help the drop do less damage, but as it stands now even if you are paying attention it still isn't enough time to react.

If they change the load capacity then I think nobody messes with the drops anymore and you've removed something from the game that is new and interesting.

Terran needs things that make the race fun to play and are strong, but they always seem to miss the mark going either to strong or to weak.
a3den
Profile Joined April 2012
704 Posts
February 11 2013 20:34 GMT
#79
Blizz is being diplomatic with terrans, but this will not be enough.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 11 2013 20:38 GMT
#80
On February 12 2013 05:26 AdrianHealey wrote:
Show nested quote +
On February 12 2013 04:41 Plansix wrote:

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


Because the colossus is transformed into pure energy and transported that way, afaik.


I am going to call BS on that whole thing and say it is a product of poor design. Then, I am going to use words like fluid, elegant, sensible, logical and majestic to describe the way it was done in BW(ignoring the fact that BW had no colossi and it has nothing to do with the topic). I will then claim that BW had better ways to solve the problems, even though the same stupid crap was in BW too. Then, I will make some more vague statements about positional game play followed by defenders advantage. I will then close my argument by saying Blizzard is clueless, while providing not a single fact to back up any of my claims.

I feel that statement should prove you wrong in every way. I mean, we are talking about a magic, flying space umbrella that can carry people in some from of magic thought web. So why should I have to use evidence to back up any of my claims, since it is a powered by dreams and rainbows?

That’s right, they travel through space as wishes and happy thoughts and you guys complain that the Hellbat takes up more room when it is a robot.
I have the Honor to be your Obedient Servant, P.6
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