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Beta Balance Update #14 - Page 13

Forum Index > StarCraft 2 HotS
454 CommentsPost a Reply
Prev 1 11 12 13 14 15 23 Next All
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
February 14 2013 08:03 GMT
#241
On February 14 2013 08:31 Nerevar wrote:
Terran

Hellbat
-The cargo space required to transport a Hellbat has been increased from 2 to 4.


1) good, blizz, good, now hots is 100% balanced
2) i always wonder how incredibly fast they nerf terrans and how they give us 2-3 months for changed for zerg or protoss.
samurai80
Profile Joined November 2011
Japan4225 Posts
February 14 2013 08:05 GMT
#242
Awesome update !
CloudMage
Profile Joined June 2011
Canada221 Posts
February 14 2013 08:17 GMT
#243
Good change for sure.
HuK <3 WhiteRa <3 Grubby <3 TLO <3 Day[9] <3
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-02-14 09:03:36
February 14 2013 09:02 GMT
#244
CAUSE and EFFECT

Starting point:
Zerg have a pretty powerful and easy to use combo with their Broodlord-Infestor combination. Terran basically have one choice to battle this - with a decent chance of success - and that is the "dont let them get there" strategy. This is sad, because there should be a battle of equal forces where the more skilled player wins in an army vs. army battle. A direct confrontation only has a slim chance of success due to the overwhelming productivity of Zerg, which can whittle down Terran forces that arent as easily reproduced.

Their solution to this is to give Terrans even more "dont let them get there"-power by adding a speed boost to Medivacs and letting Battle Hellions be healed by those same Medivacs. Obviously players are using this tactic and it gives terrans a pretty strong harrassment capability with even fewer units than a Medivac filled with Marines. Consequently you can do "drop micro" like they used to in that other game with that Protoss unit. It turns out to be powerful and since players cant be expected to build turrets / spore crawlers / photon cannons to cover the potential entry points into their bases they cleverly decide to just reduce the number of Battle Hellions carried by a Medivac.

Sooo ... Blizzard is going down the "dont let them get there" path once again as their countermeasure because they have made the game so unstable that they have no clue how to create a unit which allows Terrans to fight this rather strong Broodlord-Infestor combo. Consequently we will have more "dominance of timings" (which is terrible) where players rush for "tactic X" to abuse their momentary lead in power ... so sad.

-----

The real culprit isnt the Battle Hellion but rather the speed boost to the Medivacs AND the healing for the Battle Hellions. This increases longevity of an already tough unit AND neutralizes the main weakness of it (sluggish movement). There is a roleplaying game - Champions - where you can get "bonus points" at character creation if you take disadvantages and they have a maxim: "A disadvantage which isnt a disadvantage isnt a disadvantage (and thus worth no points)". Blizzard should really keep this in mind when designing their units, because anything that clearly neutralizes a disadvantage will boost the power of that unit considerably ... and part of that power is justified by that disadvantage.

Really terrible change, but it is only one among many terrible design / balancing decisions, so no biggie ...
If you cant say what you're meaning, you can never mean what you're saying.
Torticoli
Profile Joined June 2011
15 Posts
February 14 2013 09:05 GMT
#245
That's a clever way to try and fix the Hellbat problem. Let's see how it turns out.
KumihO.
Profile Joined December 2012
United States55 Posts
February 14 2013 09:26 GMT
#246
Well this is a well needed change. I think still being able to drop four hellions in a good thing to keep. It does give the opponent more time to react.
RubixRambo
Profile Joined September 2012
United States9 Posts
February 14 2013 09:35 GMT
#247
I would like to address the Terrans that pointed out the fact that this nerff came fast. It did, now this isn't a game changing nerff, it forces terrans to either use one medvac and just have less hellbats, or use two medvacs. Using two medvacs makes the cost effectiveness of these drops go down because of the extra 100 100 that is put into the drop (obviously). But this nerff doesn't make the hellbat any less cost-effective of a unit. Honestly, I feel that blizzard is just trying to silence the horde of people complaining about the hellbat. Just keep in mind that the hellbat is still the same drone roasting, sexy, firery, wanabee firebat, unit it was before this patch.
"Two things are infinite. The universe and human stupidity... and I'm not so sure about the universe." -Albert Einstein-
jackasc
Profile Joined August 2011
Sweden8 Posts
February 14 2013 09:39 GMT
#248
This isn't a very elegant solution. They should remove battle hellion heal which already isn't an elegant feature anyway. Balance should come with consistency. Medivac healing stuff from factory. That is not consistent. Any transport ship can take four two-supply-units, except battle hellions. That is not consistent. Not elegant solution at all.

On a sidenote: the Sporecrawler getting + to bio isn't elegant either.
Patate
Profile Joined January 2011
Canada441 Posts
February 14 2013 09:42 GMT
#249
On February 14 2013 18:39 jackasc wrote:
This isn't a very elegant solution. They should remove battle hellion heal which already isn't an elegant feature anyway. Balance should come with consistency. Medivac healing stuff from factory. That is not consistent. Any transport ship can take four two-supply-units, except battle hellions. That is not consistent. Not elegant solution at all.

On a sidenote: the Sporecrawler getting + to bio isn't elegant either.


What's wrong with spore crawler + damage to bio?

It makes sense.. at least.

Hellbats being biological is the dumbest shit however. It's not as if it's gonna be used in TvP with bio anyways.
Dead game.
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2013-02-14 09:43:42
February 14 2013 09:42 GMT
#250
I think it's a reasonable change. I've seen it takes way too long for Protoss to get rid of those Hellbats in the mineral line, even when being there already with units. They just are too tanky and 4 of them just shred a mineral line. So despite all the people bashing on this change I think it's for the better. Efficient worker harassers should generally be fragile otherwise they become a problem, which was proven by Hellbat drops I'd say. They are not fragile in the slightest but just rape workers.

On February 14 2013 18:39 jackasc wrote:
[...]

Hellbats being biological is the dumbest shit however. It's not as if it's gonna be used in TvP with bio anyways.

You may want to check out MKP vs Seed, MKP used Hellbats together with Bio and it worked really well vs Chargelots.
MidgetHumper
Profile Joined January 2011
United Kingdom280 Posts
Last Edited: 2013-02-14 09:52:27
February 14 2013 09:44 GMT
#251
Oh so, how about this.. REMOVE Medivac speed boost.. it is a broken mechanic. Replace it with giving battlecruisers ability to teleport short distances.. Like hyperspace or some shit.. Battlecruisers are only viable in late game TvT and this is sad. with HYPERAWESOMEGOSUx2BOOST. (upgradable from the fusion core and costs 100 energy) This way Terrans actually have a reason to look forward to the late game in all matchups instead of feeling the need to cheese every goddamn match.

/rant.

This started off as a troll post but after some thought this is not a bad idea.. David, I know your reading this, sort it out son!


Edit: Battlecruisers are slow as hell and in TvT/Z/P there biggest weakness is that everyunit that can shoot them is also able to chase them down.. With this upgrade they can atleast escape back to the turtle homeland that is the terran base.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284255#1
Olli
Profile Blog Joined February 2012
Austria24417 Posts
February 14 2013 10:07 GMT
#252
Can't hurt. Would still like medivac speed boost to be an upgrade though. As it is it encourages nothing but headbashing
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Deleted User 261926
Profile Joined April 2012
960 Posts
February 14 2013 10:13 GMT
#253
On February 14 2013 18:02 Rabiator wrote:
CAUSE and EFFECT

Starting point:
Zerg have a pretty powerful and easy to use combo with their Broodlord-Infestor combination. Terran basically have one choice to battle this - with a decent chance of success - and that is the "dont let them get there" strategy. This is sad, because there should be a battle of equal forces where the more skilled player wins in an army vs. army battle. A direct confrontation only has a slim chance of success due to the overwhelming productivity of Zerg, which can whittle down Terran forces that arent as easily reproduced.

Their solution to this is to give Terrans even more "dont let them get there"-power by adding a speed boost to Medivacs and letting Battle Hellions be healed by those same Medivacs. Obviously players are using this tactic and it gives terrans a pretty strong harrassment capability with even fewer units than a Medivac filled with Marines. Consequently you can do "drop micro" like they used to in that other game with that Protoss unit. It turns out to be powerful and since players cant be expected to build turrets / spore crawlers / photon cannons to cover the potential entry points into their bases they cleverly decide to just reduce the number of Battle Hellions carried by a Medivac.

Sooo ... Blizzard is going down the "dont let them get there" path once again as their countermeasure because they have made the game so unstable that they have no clue how to create a unit which allows Terrans to fight this rather strong Broodlord-Infestor combo. Consequently we will have more "dominance of timings" (which is terrible) where players rush for "tactic X" to abuse their momentary lead in power ... so sad.

-----

The real culprit isnt the Battle Hellion but rather the speed boost to the Medivacs AND the healing for the Battle Hellions. This increases longevity of an already tough unit AND neutralizes the main weakness of it (sluggish movement). There is a roleplaying game - Champions - where you can get "bonus points" at character creation if you take disadvantages and they have a maxim: "A disadvantage which isnt a disadvantage isnt a disadvantage (and thus worth no points)". Blizzard should really keep this in mind when designing their units, because anything that clearly neutralizes a disadvantage will boost the power of that unit considerably ... and part of that power is justified by that disadvantage.

Really terrible change, but it is only one among many terrible design / balancing decisions, so no biggie ...


Sorry but you do not realize that a medivac doesn't get hurt by spores(unless you put 10 in your base in which case you lost the game) since he moves so fast. It was clearly imbalanced because fleeing with your drones was not even enough. Also T still can use hellbats in direct fights (they aren't even bad vs roaches) or simply go mine+bio to contain zerg. There are many ways to prevent Z from getting to the WoL deathball. Not to mention thors are now better vs broodlords. You act like every Z/P (or T who is defending battle hellion drops) is stupid by saying "since players cant be expected to build turrets / spore crawlers / photon cannons to cover the potential entry points". Yesterday I've seen a game of Dragon vs DRG. Dragon went for double hellbat drop and drg had 3 queens and like 7-8 roaches to face that. The queens were in beautiful position and sniper the medivacs pretty quickly but still his army got destroyed and even lost some workers before fending off the drop completely.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
February 14 2013 10:24 GMT
#254
My lore idea for the bio-tag is:
Originally Conceived by The mad genius mechanic, Hanzo Ottowa, Hellions are field rigged with SCV frame technology using their protective underbelly originally designed to protect the driver from flying debris in high speed off-road travel as a shield.

The obvious drawback is that the hellbat is now a giant SCV with shields for arms.
Not that it's a bad thing if the bad guys are charging winged zerglings out for your blood.
Cauterize the area
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2013-02-14 10:29:23
February 14 2013 10:28 GMT
#255
Well, just the first of many terran nerfs to come.....

EDIT: Eh btw, that was a reasonably fast nerf for terran! I wonder if they would do the same just as quickly to Z or P...hm.....
Regarding the imbalance, hilarious to see Zergs defending themselves....
Olli
Profile Blog Joined February 2012
Austria24417 Posts
February 14 2013 10:31 GMT
#256
On February 14 2013 19:28 dynwar7 wrote:
Well, just the first of many terran nerfs to come.....

EDIT: Eh btw, that was a reasonably fast nerf for terran! I wonder if they would do the same just as quickly to Z or P...hm.....


They insta nerfed Oracles.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
MtlGuitarist97
Profile Blog Joined July 2011
United States1539 Posts
February 14 2013 11:29 GMT
#257
On February 14 2013 19:28 dynwar7 wrote:
Well, just the first of many terran nerfs to come.....

EDIT: Eh btw, that was a reasonably fast nerf for terran! I wonder if they would do the same just as quickly to Z or P...hm.....


I don't really care, hellbat drops were ruining TvT and TvT is my favorite matchup.
Lorch
Profile Joined June 2011
Germany3683 Posts
February 14 2013 12:01 GMT
#258
So we can't have decent units like the defiller because spells like dark swarm are too complicated, but a unit that becomes biological, can't go into bunkers, can be healed and repaired, doesn't get a different visual from blue flame and magically takes up double the space in a medivac is cool?

It's so sad to see them "fix" their broken design, I love how they developed the warhound for 2 years, scraped it after community morons (who most of didn't even have a beta key) whined for a week, yet they keep trying to make their stupid hellbat design work...
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 14 2013 12:04 GMT
#259
On February 14 2013 21:01 Lorch wrote:
So we can't have decent units like the defiller because spells like dark swarm are too complicated, but a unit that becomes biological, can't go into bunkers, can be healed and repaired, doesn't get a different visual from blue flame and magically takes up double the space in a medivac is cool?

It's so sad to see them "fix" their broken design, I love how they developed the warhound for 2 years, scraped it after community morons (who most of didn't even have a beta key) whined for a week, yet they keep trying to make their stupid hellbat design work...

blueflame does not change its damage. Which us why it does not go blue.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Lorch
Profile Joined June 2011
Germany3683 Posts
February 14 2013 12:07 GMT
#260
On February 14 2013 21:04 DeCoup wrote:
Show nested quote +
On February 14 2013 21:01 Lorch wrote:
So we can't have decent units like the defiller because spells like dark swarm are too complicated, but a unit that becomes biological, can't go into bunkers, can be healed and repaired, doesn't get a different visual from blue flame and magically takes up double the space in a medivac is cool?

It's so sad to see them "fix" their broken design, I love how they developed the warhound for 2 years, scraped it after community morons (who most of didn't even have a beta key) whined for a week, yet they keep trying to make their stupid hellbat design work...

blueflame does not change its damage. Which us why it does not go blue.


Which makes sense how? Does the flame magically become worse as it transforms? Hellbat is probably the most complicated unit in the history of starcraft.
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