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Beta Balance Update #14 - Page 18

Forum Index > StarCraft 2 HotS
454 CommentsPost a Reply
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ProfessionalNoob
Profile Joined October 2012
United States75 Posts
February 14 2013 19:49 GMT
#341
Honestly, I do like the hellbat design, however they're making so many weird ass workarounds rather than actually fixing the problems with the unit itself.

I mean cmon, a hellion can now somehow change into a biological unit which magically now takes up twice the space in a medivac?

I think the hellbat needs to be just
-Same space in medivacs as it used to be
-Not biological
-Upgrade to transform researched from armory
willoc
Profile Joined February 2011
Canada1530 Posts
February 14 2013 19:58 GMT
#342
On February 15 2013 04:44 MstrJinbo wrote:
Show nested quote +
On February 15 2013 04:36 mynameisgreat11 wrote:
On February 15 2013 02:16 Hattori_Hanzo wrote:
On February 15 2013 02:05 Protosnake wrote:
On February 15 2013 01:20 Hattori_Hanzo wrote:
Terran is starting to become the skinny kid who fought off a bully and his gang and got suspended for self-defense...
GG Zerg and Protoss your whin... Er "prayers" to the nerf gods have been answered.


It's still the most OP race on Hots, you're embarrassing yourself


Only because Zerg stick to WoL BOs, such as mass 3/3 ling/infestor into a minefield.
If you get ROFLSTOMPED, you deserved it, no different than Chinese Kung fu sword masters charging a Gatling gun pill box.
Study history my friend, within WW2 alone, the sub machine gun was invented and deployed so successfully US soldiers discarded their Lee Enfield rifles as the soonest opportunity. Calvary became obsolete, massive losses to the nations that fielded them (Marxist Russia), and so on.

In war, innovate or die. Terrans have been embracing their new units, can the same be said for Zerg and Protoss players?



I wouldn't usually post such a snarky comment, but you set yourself up so well by insisting that he 'study history my friend'.

Lee Enfield rifles were British, not US issue. US was the m1 Garand.

Submachine guns were invented in WW1. http://en.wikipedia.org/wiki/Submachine_gun

Calvary is a Christian religious site. Cavalry is what you meant, and it was obsolete long before WW2.


If you're going to be a smartass, it helps to make sure that easy checkable facts are correct.


M1 Garrand was still widely used in the Korean War and remained in use in the 60s.


M1 Garrand is the bees knees.
Be bold and mighty forces will come to your aid!
aksfjh
Profile Joined November 2010
United States4853 Posts
February 14 2013 20:12 GMT
#343
On February 15 2013 03:52 Grumbels wrote:
Show nested quote +
On February 15 2013 03:43 SheaR619 wrote:
On February 15 2013 03:01 Protosnake wrote:
On February 15 2013 02:45 Snusmumriken wrote:
On February 15 2013 02:37 Protosnake wrote:
1 year to nerf BFH and bunker
2 year to nerf Snipe


by that logic, 3 years to nerf infested terrans... You cant assume something is overpowered throughout its existence, things that werent overpowered in the beginning may become so after time as the players learn to utilize it in more optimal ways, sometimes in conjunction with a new patch.


Infested terran were the result of an infestor buff mid-wol. Players didnt learn to utlize it, blizzard just buffed it.

Bunkers and multirax opening on the other hand were overpowered and massively used until it got severely nerfed. Which took time. Same for snipe. Same for BFH.

Terran aren't "discriminated" or something, reading that is embarrassing.


Your right about the blue flame hellion but not about the snipe. Snipe was nerf rather fast compare to the other stuff. I think MVP first display the power of snipe at GSL Metalopolis where he split map and mass ghost. It only lasted like 2 months then it got nerfed. Blue flame hellion on the other hand did take ages for it to get nerfed.

There was a trend of about a month of blue flame hellion use that was unprecedented, Blizzard was reasonably quick in nerfing it.

There was an MLG where (SlayerS) Terrans used a BFH/marine drop in TvZ. Top Zergs began learning how to defend against it and TvT was still being played either bio or mech, then it was nerfed.

The MLG tournament happened on July 29-31, the PTR was announced sometime around August 25. Less than 1 month before a response. Testing went on about a month before it was applied.
Protosnake
Profile Joined September 2011
France295 Posts
February 14 2013 20:53 GMT
#344
On February 15 2013 05:12 aksfjh wrote:
Show nested quote +
On February 15 2013 03:52 Grumbels wrote:
On February 15 2013 03:43 SheaR619 wrote:
On February 15 2013 03:01 Protosnake wrote:
On February 15 2013 02:45 Snusmumriken wrote:
On February 15 2013 02:37 Protosnake wrote:
1 year to nerf BFH and bunker
2 year to nerf Snipe


by that logic, 3 years to nerf infested terrans... You cant assume something is overpowered throughout its existence, things that werent overpowered in the beginning may become so after time as the players learn to utilize it in more optimal ways, sometimes in conjunction with a new patch.


Infested terran were the result of an infestor buff mid-wol. Players didnt learn to utlize it, blizzard just buffed it.

Bunkers and multirax opening on the other hand were overpowered and massively used until it got severely nerfed. Which took time. Same for snipe. Same for BFH.

Terran aren't "discriminated" or something, reading that is embarrassing.


Your right about the blue flame hellion but not about the snipe. Snipe was nerf rather fast compare to the other stuff. I think MVP first display the power of snipe at GSL Metalopolis where he split map and mass ghost. It only lasted like 2 months then it got nerfed. Blue flame hellion on the other hand did take ages for it to get nerfed.

There was a trend of about a month of blue flame hellion use that was unprecedented, Blizzard was reasonably quick in nerfing it.

There was an MLG where (SlayerS) Terrans used a BFH/marine drop in TvZ. Top Zergs began learning how to defend against it and TvT was still being played either bio or mech, then it was nerfed.

The MLG tournament happened on July 29-31, the PTR was announced sometime around August 25. Less than 1 month before a response. Testing went on about a month before it was applied.


Not really, every single TvX matchup was BFH spam until it got nerfed, which is why the nerf was so fast
One of the biggest reason terran get some stuff nerfed very fast is because it usually completely break one or every matchups
GinDo
Profile Blog Joined September 2010
3327 Posts
February 14 2013 21:06 GMT
#345
On February 15 2013 05:12 aksfjh wrote:
Show nested quote +
On February 15 2013 03:52 Grumbels wrote:
On February 15 2013 03:43 SheaR619 wrote:
On February 15 2013 03:01 Protosnake wrote:
On February 15 2013 02:45 Snusmumriken wrote:
On February 15 2013 02:37 Protosnake wrote:
1 year to nerf BFH and bunker
2 year to nerf Snipe


by that logic, 3 years to nerf infested terrans... You cant assume something is overpowered throughout its existence, things that werent overpowered in the beginning may become so after time as the players learn to utilize it in more optimal ways, sometimes in conjunction with a new patch.


Infested terran were the result of an infestor buff mid-wol. Players didnt learn to utlize it, blizzard just buffed it.

Bunkers and multirax opening on the other hand were overpowered and massively used until it got severely nerfed. Which took time. Same for snipe. Same for BFH.

Terran aren't "discriminated" or something, reading that is embarrassing.


Your right about the blue flame hellion but not about the snipe. Snipe was nerf rather fast compare to the other stuff. I think MVP first display the power of snipe at GSL Metalopolis where he split map and mass ghost. It only lasted like 2 months then it got nerfed. Blue flame hellion on the other hand did take ages for it to get nerfed.

There was a trend of about a month of blue flame hellion use that was unprecedented, Blizzard was reasonably quick in nerfing it.

There was an MLG where (SlayerS) Terrans used a BFH/marine drop in TvZ. Top Zergs began learning how to defend against it and TvT was still being played either bio or mech, then it was nerfed.

The MLG tournament happened on July 29-31, the PTR was announced sometime around August 25. Less than 1 month before a response. Testing went on about a month before it was applied.


That was such a sweet GSL. And then Blizzard crapped all over SC2. It seems that everytime Terran makes a build that forces roaches, Blizzard brings out the nerf hammer.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
TommyP
Profile Joined December 2011
United States6231 Posts
February 14 2013 23:03 GMT
#346
On February 15 2013 02:16 Hattori_Hanzo wrote:
Show nested quote +
On February 15 2013 02:05 Protosnake wrote:
On February 15 2013 01:20 Hattori_Hanzo wrote:
Terran is starting to become the skinny kid who fought off a bully and his gang and got suspended for self-defense...
GG Zerg and Protoss your whin... Er "prayers" to the nerf gods have been answered.


It's still the most OP race on Hots, you're embarrassing yourself


Only because Zerg stick to WoL BOs


thats because essentially nothing of zerg has changed until lair except burrow at hatchery and drones going to the mineral patches automatically.
#TheOneTrueDong
ArcticFox
Profile Joined February 2011
United States1092 Posts
February 14 2013 23:23 GMT
#347
On February 15 2013 08:03 TommyP wrote:
Show nested quote +
On February 15 2013 02:16 Hattori_Hanzo wrote:
On February 15 2013 02:05 Protosnake wrote:
On February 15 2013 01:20 Hattori_Hanzo wrote:
Terran is starting to become the skinny kid who fought off a bully and his gang and got suspended for self-defense...
GG Zerg and Protoss your whin... Er "prayers" to the nerf gods have been answered.


It's still the most OP race on Hots, you're embarrassing yourself


Only because Zerg stick to WoL BOs


thats because essentially nothing of zerg has changed until lair except burrow at hatchery and drones going to the mineral patches automatically.

Nothing for zerg changed *except* these new threats that slow down Zerg economy. To expect to use the exact same builds as before when there are new early game threats is a little ridiculous. What's the point of even playing the expansion then?

If we keep nerfing early game play, we'll end up in the same situation where we are in Wings -- where standard play is 2-3 bases before even really engaging anyone. Great for highlight reels and "zomg eSports" but further stagnates play, especially if they're going to keep pounding the asymmetric design angle.

Early game plays should be repellable if you're ready (scouted or blind countered), but should do damage if you're not. "Standard play" should not be safe against all possible early game attacks. The game shouldn't be nerfed to the point where if you're caught off-guard by an early play, you still end up even or only slightly behind. Otherwise, we should just start games with 2 saturated bases and play from there, skip the first 5 minutes or so of boring crap.
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2013-02-14 23:29:22
February 14 2013 23:28 GMT
#348
This is not even a change, hellbats in general are to strong. So now people will have to press a button before attacking?? All people need to do is drop 4 hellions at a location in the players base where they can't been seen and just transform them to 4 hellbats. I don't Know the thought process behind this when david kim/DB made this change.

Won't balance a thing imo.
Remember our motto: We ain't got it.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
Last Edited: 2013-02-14 23:34:23
February 14 2013 23:33 GMT
#349
On February 15 2013 08:28 LingBlingBling wrote:
This is not even a change, hellbats in general are to strong. So now people will have to press a button before attacking?? All people need to do is drop 4 hellions at a location in the players base where they can't been seen and just transform them to 4 hellbats. I don't Know the thought process behind this when david kim/DB made this change.

Won't balance a thing imo.


You realise that the hellion takes 5 seconds to transform right?

If you don't have enough units to kill atleast 3 if not all of them in 5 seconds you're playing greedy and deserve to take damage from hurass.

Also you can run your workers away in that time too.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Donger
Profile Joined October 2009
United States147 Posts
February 14 2013 23:47 GMT
#350
On February 15 2013 08:28 LingBlingBling wrote:
This is not even a change, hellbats in general are to strong. So now people will have to press a button before attacking?? All people need to do is drop 4 hellions at a location in the players base where they can't been seen and just transform them to 4 hellbats. I don't Know the thought process behind this when david kim/DB made this change.

Won't balance a thing imo.


I haven't played a Zerg that did not have full vision of their base by the 7:30 mark.
snively
Profile Blog Joined August 2011
United States1159 Posts
February 14 2013 23:49 GMT
#351
AW YEAHHH so happy
My religion is Starcraft
SolarJto
Profile Blog Joined April 2011
United States260 Posts
February 15 2013 00:52 GMT
#352
Terran will now send 2 medivacs now with 4 hellbats? :D It couldn't hurt to do so ^^
-University of New Mexico CSL Coordinator-
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2013-02-15 01:00:43
February 15 2013 00:59 GMT
#353
On February 15 2013 08:33 Qikz wrote:
Show nested quote +
On February 15 2013 08:28 LingBlingBling wrote:
This is not even a change, hellbats in general are to strong. So now people will have to press a button before attacking?? All people need to do is drop 4 hellions at a location in the players base where they can't been seen and just transform them to 4 hellbats. I don't Know the thought process behind this when david kim/DB made this change.

Won't balance a thing imo.


You realise that the hellion takes 5 seconds to transform right?

If you don't have enough units to kill atleast 3 if not all of them in 5 seconds you're playing greedy and deserve to take damage from hurass.

Also you can run your workers away in that time too.



It takes a sec less then viking going air to ground. It's not that slow, and hell bat drops can hit sooner then the 7 30 mark off 1 base.....

And the drop it's self was not the issue, The issue was the hellbat is to strong for the cost, even on the recent state of the game, all 3 eg players agreed this change is stupid/useless does nothing to solve the problem. and 2 bats with 2 helbats with medivac heal is still stupid strong.

Running workers away from hellbats does nothing, If you play at a lvl top master/gm on Beta you would understand even with a perfect worker split, the hellbats will trade very well vs anything u throw at it, even roaches. for only the small cost of min and a fast making armory.....
Remember our motto: We ain't got it.
sMiViRUS
Profile Joined February 2013
United States2 Posts
February 15 2013 02:35 GMT
#354
I think this is a step in the right direction. I still don't think it makes sense for them to be considered bio, but 2 per ship instead of 4 is definitely easier to deal with.
4sddddddddddddddddddddddddddddddddddddddd
abei1234
Profile Joined June 2011
United States89 Posts
February 15 2013 05:11 GMT
#355
This entire thread is a response to "Hellbat DROPS". Nobody is complaining about hellbats doing sick damage when elsewhere on the battlefield (and yes, they do do sick damage).
Blizzard agreed that hellbat DROPS were too strong, because the combination of hellbats with medivacs is too powerful, so they adjusted the cargo space from 2 to 4.
Reasons for it being too strong:
1) Biological Tag allows them to be healed by medivacs. 2) They do 30 damage to light units. 3) They do conical splash damage. 4) They cost only 100 minerals. 5) Teching to 1/1/1 with Armory is not going to ruin the rest of your build.
6) Anything else I may have left out.

Since this #14 Patch (cargo space), resourceful terrans can ideally work around this limitation simply by making a 2nd medivac out of a reactor to compensate for the increased cargo.
While this "Cargo Space" tag modified a tag on the hellbat unit, what this change actually affects is the MEDIVAC!!! (mind-blown!). Taking a step back, we can see that the MEDIVAC (not the hellbat) is the unit of concern here.

I would like to see 2 polls created on this subject. First poll being:

A) Hellbat drops were perfect, even before this patch.
B) Due to this patch, everything has been fixed.
C) This patch helps, but more changes are needed.
D) This patch changes nothing.

Second poll being: If you responded C or D - what ELSE would you like to see done ?

A) Hellbats unable to be healed by medivac - Bio tag removed. (Beta Balance Patch #3 reversed)
B) Hellion into Hellbat transformation researched at the Armory. (Beta Balance Patch #7 reversed)
C) Hellbats damage reduced from 18 + 12 to light to its previously 10 + 9 to light. (Beta Balance Patch #11 reversed)
D) Hellbats cost increased from mineral only to X amount of gas cost (never tested before)
E) Medivac speed boost would require using energy (never tested before)
F) Medivac speed boost researched at Starport Techlab (never tested before)
G) Medivacs unable to drop while speed boosting (never tested before)
H) Medivac speed boost completely removed from game (Beta Balance Patch #8 reversed)

Now that I have enlightened you, please lets help get the following information back to blizzard:

- This patch has taken a step in the right direction but did not hit the mark and left many people questioning their logic.
- The medivac is the unit that needed to be modified due to its overwhelmingly strong synergy with the hellbat
- Consider my options above on changes to the medivac that say (never tested before) since nearly everything about the hellbat has already been tried in previous patches.

My best recommendation for Blizzard is to implement all 3 options E, F & G.
E) Medivac speed boost would require using energy
F) Medivac speed boost researched at Starport Techlab
G) Medivacs unable to drop while speed boosting

But I will settle for any one of the three.

Please, your responses to my comment will be appreciated as I will check back here since this is a subject close to my heart.
TL;DR: The medivac is the unit that needs a change, due to the synergy it has with the hellbat, not the hellbat itself.
abei1234
ETisME
Profile Blog Joined April 2011
12680 Posts
February 15 2013 05:26 GMT
#356
On February 15 2013 06:06 GinDo wrote:
Show nested quote +
On February 15 2013 05:12 aksfjh wrote:
On February 15 2013 03:52 Grumbels wrote:
On February 15 2013 03:43 SheaR619 wrote:
On February 15 2013 03:01 Protosnake wrote:
On February 15 2013 02:45 Snusmumriken wrote:
On February 15 2013 02:37 Protosnake wrote:
1 year to nerf BFH and bunker
2 year to nerf Snipe


by that logic, 3 years to nerf infested terrans... You cant assume something is overpowered throughout its existence, things that werent overpowered in the beginning may become so after time as the players learn to utilize it in more optimal ways, sometimes in conjunction with a new patch.


Infested terran were the result of an infestor buff mid-wol. Players didnt learn to utlize it, blizzard just buffed it.

Bunkers and multirax opening on the other hand were overpowered and massively used until it got severely nerfed. Which took time. Same for snipe. Same for BFH.

Terran aren't "discriminated" or something, reading that is embarrassing.


Your right about the blue flame hellion but not about the snipe. Snipe was nerf rather fast compare to the other stuff. I think MVP first display the power of snipe at GSL Metalopolis where he split map and mass ghost. It only lasted like 2 months then it got nerfed. Blue flame hellion on the other hand did take ages for it to get nerfed.

There was a trend of about a month of blue flame hellion use that was unprecedented, Blizzard was reasonably quick in nerfing it.

There was an MLG where (SlayerS) Terrans used a BFH/marine drop in TvZ. Top Zergs began learning how to defend against it and TvT was still being played either bio or mech, then it was nerfed.

The MLG tournament happened on July 29-31, the PTR was announced sometime around August 25. Less than 1 month before a response. Testing went on about a month before it was applied.


That was such a sweet GSL. And then Blizzard crapped all over SC2. It seems that everytime Terran makes a build that forces roaches, Blizzard brings out the nerf hammer.

that gsl was also full of all ins.
I think DRG did a roach baneling 'timing attack' almost in all games.

That gsl was only good because MMA was nice enough not to use ghosts so that zerg T3 actually had a chance.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
OceanFlex
Profile Joined September 2012
United States3 Posts
February 15 2013 05:44 GMT
#357
On February 15 2013 14:11 abei1234 wrote:
- This patch has taken a step in the right direction but did not hit the mark and left many people questioning their logic.
- The medivac is the unit that needed to be modified due to its overwhelmingly strong synergy with the hellbat
- Consider my options above on changes to the medivac that say (never tested before) since nearly everything about the hellbat has already been tried in previous patches.

E) Medivac speed boost would require using energy
F) Medivac speed boost researched at Starport Techlab
G) Medivacs unable to drop while speed boosting


I think that F is a step too far. E would be ok, so long as it is a minor amount of energy (<25, but the cool-down would need to be lowered if the energy cost is anything above 10). G makes perfect sense. It is a very "small" change and makes PERFECT sense on the lore side.
I am.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-15 06:12:08
February 15 2013 06:06 GMT
#358
On February 15 2013 06:06 GinDo wrote: It seems that everytime Terran makes a build that forces roaches, Blizzard brings out the nerf hammer.


Very illogical statement. HotS in general favors Roach openers in ZvT...

On February 15 2013 14:44 OceanFlex wrote:
Show nested quote +
On February 15 2013 14:11 abei1234 wrote:
- This patch has taken a step in the right direction but did not hit the mark and left many people questioning their logic.
- The medivac is the unit that needed to be modified due to its overwhelmingly strong synergy with the hellbat
- Consider my options above on changes to the medivac that say (never tested before) since nearly everything about the hellbat has already been tried in previous patches.

E) Medivac speed boost would require using energy
F) Medivac speed boost researched at Starport Techlab
G) Medivacs unable to drop while speed boosting


I think that F is a step too far. E would be ok, so long as it is a minor amount of energy (<25, but the cool-down would need to be lowered if the energy cost is anything above 10). G makes perfect sense. It is a very "small" change and makes PERFECT sense on the lore side.


But that would completely kill hellbat/medivac micro. That type of play is healthy for the game, it's good that units can make up for each others weaknesses if microed correctly. It just needs to be balanced so that it comes at a timing that's so random to stop.

Which is why the nerf they did is perfect.

Common sense... if the problem is only with hellbat/medivacs you shouldn't nerf Medivacs in either of the ways listed, because that would hurt medivac play with other units too much.

I'm a Zerg player, but I think it's completely messed up that people want to completely remove the Medivac/Hellbat synergy. Don't completely remove it, just balance it. And honestly, right now it seems to be in a good place. It's not super random to defend against and comes at the same time as the early aggression of the other races (slightly after 7mins for 4 hellbats).
Don.681
Profile Joined September 2010
Philippines189 Posts
Last Edited: 2013-02-15 07:39:34
February 15 2013 07:37 GMT
#359
On February 15 2013 14:11 abei1234 wrote:
This entire thread is a response to "Hellbat DROPS". Nobody is complaining about hellbats doing sick damage when elsewhere on the battlefield (and yes, they do do sick damage).
Blizzard agreed that hellbat DROPS were too strong, because the combination of hellbats with medivacs is too powerful, so they adjusted the cargo space from 2 to 4.
Reasons for it being too strong:
1) Biological Tag allows them to be healed by medivacs. 2) They do 30 damage to light units. 3) They do conical splash damage. 4) They cost only 100 minerals. 5) Teching to 1/1/1 with Armory is not going to ruin the rest of your build.
6) Anything else I may have left out.

Since this #14 Patch (cargo space), resourceful terrans can ideally work around this limitation simply by making a 2nd medivac out of a reactor to compensate for the increased cargo.
While this "Cargo Space" tag modified a tag on the hellbat unit, what this change actually affects is the MEDIVAC!!! (mind-blown!). Taking a step back, we can see that the MEDIVAC (not the hellbat) is the unit of concern here.

I would like to see 2 polls created on this subject. First poll being:

A) Hellbat drops were perfect, even before this patch.
B) Due to this patch, everything has been fixed.
C) This patch helps, but more changes are needed.
D) This patch changes nothing.

Second poll being: If you responded C or D - what ELSE would you like to see done ?

A) Hellbats unable to be healed by medivac - Bio tag removed. (Beta Balance Patch #3 reversed)
B) Hellion into Hellbat transformation researched at the Armory. (Beta Balance Patch #7 reversed)
C) Hellbats damage reduced from 18 + 12 to light to its previously 10 + 9 to light. (Beta Balance Patch #11 reversed)
D) Hellbats cost increased from mineral only to X amount of gas cost (never tested before)
E) Medivac speed boost would require using energy (never tested before)
F) Medivac speed boost researched at Starport Techlab (never tested before)
G) Medivacs unable to drop while speed boosting (never tested before)
H) Medivac speed boost completely removed from game (Beta Balance Patch #8 reversed)

Now that I have enlightened you, please lets help get the following information back to blizzard:

- This patch has taken a step in the right direction but did not hit the mark and left many people questioning their logic.
- The medivac is the unit that needed to be modified due to its overwhelmingly strong synergy with the hellbat
- Consider my options above on changes to the medivac that say (never tested before) since nearly everything about the hellbat has already been tried in previous patches.

My best recommendation for Blizzard is to implement all 3 options E, F & G.
E) Medivac speed boost would require using energy
F) Medivac speed boost researched at Starport Techlab
G) Medivacs unable to drop while speed boosting

But I will settle for any one of the three.

Please, your responses to my comment will be appreciated as I will check back here since this is a subject close to my heart.
TL;DR: The medivac is the unit that needs a change, due to the synergy it has with the hellbat, not the hellbat itself.


Dude, you should post this as a separate thread as this will be ignored in this thread when it's no longer in the latest page.

In fact, you should make a thread like this for every problem currently being faced on a per-unit basis. I like how you stated what has been tried and what has never been tried before.

Start a new thread, this is heaps better than the OP of this thread. Its like: "Okay Blizzard just changed the Hellbat, go at it."

So now we got people going at it with no direction.
Spyridon
Profile Joined April 2010
United States997 Posts
February 15 2013 07:49 GMT
#360
On February 15 2013 16:37 Don.681 wrote:
Show nested quote +
On February 15 2013 14:11 abei1234 wrote:
This entire thread is a response to "Hellbat DROPS". Nobody is complaining about hellbats doing sick damage when elsewhere on the battlefield (and yes, they do do sick damage).
Blizzard agreed that hellbat DROPS were too strong, because the combination of hellbats with medivacs is too powerful, so they adjusted the cargo space from 2 to 4.
Reasons for it being too strong:
1) Biological Tag allows them to be healed by medivacs. 2) They do 30 damage to light units. 3) They do conical splash damage. 4) They cost only 100 minerals. 5) Teching to 1/1/1 with Armory is not going to ruin the rest of your build.
6) Anything else I may have left out.

Since this #14 Patch (cargo space), resourceful terrans can ideally work around this limitation simply by making a 2nd medivac out of a reactor to compensate for the increased cargo.
While this "Cargo Space" tag modified a tag on the hellbat unit, what this change actually affects is the MEDIVAC!!! (mind-blown!). Taking a step back, we can see that the MEDIVAC (not the hellbat) is the unit of concern here.

I would like to see 2 polls created on this subject. First poll being:

A) Hellbat drops were perfect, even before this patch.
B) Due to this patch, everything has been fixed.
C) This patch helps, but more changes are needed.
D) This patch changes nothing.

Second poll being: If you responded C or D - what ELSE would you like to see done ?

A) Hellbats unable to be healed by medivac - Bio tag removed. (Beta Balance Patch #3 reversed)
B) Hellion into Hellbat transformation researched at the Armory. (Beta Balance Patch #7 reversed)
C) Hellbats damage reduced from 18 + 12 to light to its previously 10 + 9 to light. (Beta Balance Patch #11 reversed)
D) Hellbats cost increased from mineral only to X amount of gas cost (never tested before)
E) Medivac speed boost would require using energy (never tested before)
F) Medivac speed boost researched at Starport Techlab (never tested before)
G) Medivacs unable to drop while speed boosting (never tested before)
H) Medivac speed boost completely removed from game (Beta Balance Patch #8 reversed)

Now that I have enlightened you, please lets help get the following information back to blizzard:

- This patch has taken a step in the right direction but did not hit the mark and left many people questioning their logic.
- The medivac is the unit that needed to be modified due to its overwhelmingly strong synergy with the hellbat
- Consider my options above on changes to the medivac that say (never tested before) since nearly everything about the hellbat has already been tried in previous patches.

My best recommendation for Blizzard is to implement all 3 options E, F & G.
E) Medivac speed boost would require using energy
F) Medivac speed boost researched at Starport Techlab
G) Medivacs unable to drop while speed boosting

But I will settle for any one of the three.

Please, your responses to my comment will be appreciated as I will check back here since this is a subject close to my heart.
TL;DR: The medivac is the unit that needs a change, due to the synergy it has with the hellbat, not the hellbat itself.


Dude, you should post this as a separate thread as this will be ignored in this thread when it's no longer in the latest page.

In fact, you should make a thread like this for every problem currently being faced on a per-unit basis. I like how you stated what has been tried and what has never been tried before.

Start a new thread, this is heaps better than the OP of this thread. Its like: "Okay Blizzard just changed the Hellbat, go at it."

So now we got people going at it with no direction.


They already nerfed the synergy between the two... Apparently people want to completely take the synergy and remove the usefulness of Hellbats completely.

Makes me glad I don't play Terran.
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