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Beta Balance Update #14 - Page 3

Forum Index > StarCraft 2 HotS
454 CommentsPost a Reply
Prev 1 2 3 4 5 21 22 23 Next All
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
February 13 2013 23:55 GMT
#41
HAHAHA
let the terran nerfs begin!
next stop, medivacs!
moo...for DRG
Bagi
Profile Joined August 2010
Germany6799 Posts
February 13 2013 23:56 GMT
#42
On February 14 2013 08:33 GGzerG wrote:
I don't understand so, your supply will go up and down whenever hellions change from hellions to hellbats?

Does your supply go up when you morph lings into banes? They take more room in ovies...
Deleted User 26513
Profile Joined February 2007
2376 Posts
Last Edited: 2013-02-14 00:02:07
February 13 2013 23:57 GMT
#43
David Kim to the community: I'm going to make hellbats take 4 slots in the medivac, what do you think ?
Community : That won't fix much.
David Kim does it anyways.
It is kinda funny if you ask me.
The problem is not that you can drop them 4 at a time. The problem is that they do too much dmg and can survive too much of a beating in the same time.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 13 2013 23:57 GMT
#44
On February 14 2013 08:48 knOxStarcraft wrote:
It's quite amusing that they, and most of you it seems, think that the problem with hellbats is the fact that they can be dropped 4 at a time. The problem is that the hellbats themselves are too powerful; shit changes like these hurt the multitasking options of the terran and still leave the unit being too powerful, which will lead to more all ins.

I remember when marauders were "too powerful." People laughed that Terrans ONLY had to make them to win. 2 years later and they're just part of the army. Moral of the story, nerf the tactic, not the unit.
i)awn
Profile Joined October 2011
United States189 Posts
February 13 2013 23:58 GMT
#45
Well this was expected and kinda the best thing to do now as the beta is closing in a couple of weeks. I don't think we'll be seeing any beta patches after this. Too bad they didn't fix the carrier micro. Still the real tweaks will be coming in post release patches ofc.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 13 2013 23:58 GMT
#46
On February 14 2013 08:57 Pr0wler wrote:
David Kim to the community: I'm going to make hellbats take 4 slots in the medivac, what do you think ?
Community : That won't fix much.
David Kim does it anyways.
It is kinda funny if you ask me.

Community was largely supportive of the change. The people that hated the change wanted the unit removed from the game, more or less.
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
February 14 2013 00:00 GMT
#47
I don't see how this changes much. If I was a smart terran, I would just put 1 hellbat and 2 hellions in the dropship, and then have the huge aoe and dps of the hellbat with the chasing power of the hellion. And if things get sticky I'd just transform the hellions to hellbats and it's the same problem all over again. Or I could move 2 hellions close to or into the enemy base and then transform them into hellbats while the other two hellbats are in the medivac being dropped in the mineral line. Man the the potential for abuse with hellbats is just off the charts lol. I guess what I listed takes a lot of skill, but it's shows how broken the potential of early hellbats are.
Warpish
Profile Joined June 2011
834 Posts
February 14 2013 00:00 GMT
#48
Hellbats, the mechanical unit that can be healed by Medivacs and that occupies variable space.

In the next update, Hellbats will receive bonus damage against biologicall flying units in 4 players maps...
Noocta
Profile Joined June 2010
France12578 Posts
February 14 2013 00:00 GMT
#49
On February 14 2013 08:39 Vinand wrote:
This only is not enough... right at this moment, hellbats are waaayyy too powerful for the 100 minerals that they cost...


Tell that to 3 mines ultra fast 75 mineral vulture.
Being powerfull and cheap is fine for this kind of unit.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Trilandian
Profile Joined March 2011
Israel78 Posts
February 14 2013 00:00 GMT
#50
This... is pants on head retarded.
Give me e-sports or give me death!
TheDougler
Profile Joined April 2010
Canada8306 Posts
February 14 2013 00:01 GMT
#51
On February 14 2013 08:38 awesomoecalypse wrote:
There was already precedent in SC2 for a unit taking up more cargo space than supply--Colossi take up an entire warp prism but just 6 supply.


Even better example is banelings. Half a supply, take up two space. Zerglings take up one space.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
ki11z0ne
Profile Joined January 2011
United States427 Posts
February 14 2013 00:01 GMT
#52
glad to see thing....they still own stalker and every gateway unit lol
SC > halo
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 14 2013 00:02 GMT
#53
On February 14 2013 09:00 Noocta wrote:
Show nested quote +
On February 14 2013 08:39 Vinand wrote:
This only is not enough... right at this moment, hellbats are waaayyy too powerful for the 100 minerals that they cost...


Tell that to 3 mines ultra fast 75 mineral vulture.
Being powerfull and cheap is fine for this kind of unit.


Bad comparison. Hydras and mutas could kill mines easy peasy. Vultures also didn't have AOE damage either.
When I think of something else, something will go here
Bagi
Profile Joined August 2010
Germany6799 Posts
February 14 2013 00:03 GMT
#54
On February 14 2013 08:57 Pr0wler wrote:
David Kim to the community: I'm going to make hellbats take 4 slots in the medivac, what do you think ?
Community : That won't fix much.
David Kim does it anyways.
It is kinda funny if you ask me.
The problem is not that you can drop them 4 at a time. The problem is that they do too much dmg and can survive too much of a beating in the same time.

Could you imagine that the community isn't all-knowing and actually biased as shit?

Remember how marauders were considered the most OP unit in the game? They were never actually nerfed yet they turned out okay. Amazing how that works.
Nazeron
Profile Joined September 2010
Canada1046 Posts
February 14 2013 00:04 GMT
#55
my first thought is that now terrans will make 2 medivacs and drop with 4 hellbats with 2 medivac support which will be even worse to deal with TT
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
Zenbrez
Profile Joined June 2012
Canada5973 Posts
February 14 2013 00:04 GMT
#56
On February 14 2013 08:33 GGzerG wrote:
I don't understand so, your supply will go up and down whenever hellions change from hellions to hellbats?

Think of it this way:

1 zergling is 0.5 supply, but you can only fit 8 into an overlord. While typically you only see 8 supply available in an overlord, it's not the sole reason
Refer to my post.
baldgye
Profile Joined April 2011
United Kingdom1103 Posts
February 14 2013 00:04 GMT
#57
So helbats are still silly strong, but drop's arn't an insta win? ...what?
aksfjh
Profile Joined November 2010
United States4853 Posts
February 14 2013 00:05 GMT
#58
On February 14 2013 09:02 blade55555 wrote:
Show nested quote +
On February 14 2013 09:00 Noocta wrote:
On February 14 2013 08:39 Vinand wrote:
This only is not enough... right at this moment, hellbats are waaayyy too powerful for the 100 minerals that they cost...


Tell that to 3 mines ultra fast 75 mineral vulture.
Being powerfull and cheap is fine for this kind of unit.


Bad comparison. Hydras and mutas could kill mines easy peasy. Vultures also didn't have AOE damage either.

I forgot how powerful hellbats are against units that are faster and can fly. Thanks for reminding me.
RubixRambo
Profile Joined September 2012
United States9 Posts
February 14 2013 00:06 GMT
#59
On February 14 2013 08:44 Dvriel wrote:
REally stupid change!!! After watching everybody not even trying to learn how to defend this,they just change the hellbat in the medivac and feel OK??? Come on,Change infestor took an year and if we talk about Terran its only a week???Why Blizzard,why? So sad...I feel so sorry if even Pros werent trying to defend well,just whining...


First off, it wont change the game that much. It will just prevent some earlier timings that can be extremely cost efficient. Secondly, every Zerg has been trying to figure out how to defend this, because every Terran does it in every ZvT. But without hurting your econ so drastically by throwing down a few spines and spores, there isn't much to be done with an early hellbat drop. Lastly, the infestor nerff came when they could supplement other units in so that the Zerg wouldn't just die. With that said, as a Zerg player I found it really frustrating to have army comps centered around one unit for all match ups.
"Two things are infinite. The universe and human stupidity... and I'm not so sure about the universe." -Albert Einstein-
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
February 14 2013 00:08 GMT
#60
On February 14 2013 09:04 Nazeron wrote:
my first thought is that now terrans will make 2 medivacs and drop with 4 hellbats with 2 medivac support which will be even worse to deal with TT


Better go for 1 hellbat + 2 hellions in the same medivac.
Terran & Potato Salad.
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