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Beta Balance Update #14 - Page 7

Forum Index > StarCraft 2 HotS
454 CommentsPost a Reply
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LionsFist
Profile Joined April 2010
Australia164 Posts
February 14 2013 01:06 GMT
#121
Why not 2 Hellions + 1 Hellbat? If you drop the hellbat first, it soaks up the damage, while the hellions can chase down and do the damage to the drones.
HeyImFinn
Profile Joined September 2011
United States250 Posts
February 14 2013 01:09 GMT
#122
This game needs more aggression! Hellbat drops are only really a "problem" in TvT, but I'm sure Terrans would figure something out, like they always have.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
February 14 2013 01:13 GMT
#123
On February 14 2013 10:09 IAmMajiC wrote:
This game needs more aggression! Hellbat drops are only really a "problem" in TvT, but I'm sure Terrans would figure something out, like they always have.

Not true.
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
February 14 2013 01:14 GMT
#124
Yay! I'm glad for the change. It's the medivac boost though that's the issue, if they fuck with the hellbat too much things are going to go back to WoL. Fix the boost, that'll largely fix the issue. To those bitching about army comps with hellbats it's not that difficult to figure out as long as you don't lose your economy to the drops, this should help assuage the issue.
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 14 2013 01:17 GMT
#125
Good change but they need to do the same to the oracle. Having something come into your mineral line and burst down 20 workers in less than 2 seconds is terrible for gameplay.
Sup
larse
Profile Blog Joined March 2012
1611 Posts
February 14 2013 01:20 GMT
#126
There are all these weird "rules" of hellbat when it transforms from hellion:

It loses blue flame visually and functionally
It gets a cargo space increase from 2 to 4
It obtains a biological tag,
It receives the ability to be healed by medivac, because of the biological tag
It but can't go into bunkers even though all biological Terran units can get into bunker

All these "rules" just don't seem clean in terms of design and confusing for new players.

There are "hidden rules" in other units as well but so far I think hellbat is the most idiosyncratic unit in the game.
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2013-02-14 01:23:14
February 14 2013 01:20 GMT
#127
the patch will make it easy to play in the next days. People won't expect it that much anymore and then people that already did some neat Hellion/Hellbat drop tricks will kill them even harder. Guess the QQ will increase this week, unless everyone stops doing it now, as only the micro intensive drops will deal damage against decent opponents.

Still think baneling bombs and oracles are worse though. (though baneling bomb tech is damn expensive even against the hellbat tree)
Ben...
Profile Joined January 2011
Canada3485 Posts
February 14 2013 01:20 GMT
#128
Well after winning 7 games in a row as Terran today with those drops I can see why they would do this hahaha. Zergs who open WoL-style just die. Though that might not be a bad thing.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
wUndertUnge
Profile Blog Joined September 2010
United States1125 Posts
February 14 2013 01:24 GMT
#129
On February 14 2013 10:20 larse wrote:
There are all these weird "rules" of hellbat when it transforms from hellion:

It loses blue flame visually and functionally
It gets a cargo space increase from 2 to 4
It obtains a biological tag,
It receives the ability to be healed by medivac, because of the biological tag
It but can't go into bunkers even though all biological Terran units can get into bunker

All these "rules" just don't seem clean in terms of design and confusing for new players.

There are "hidden rules" in other units as well but so far I think hellbat is the most idiosyncratic unit in the game.


Yeah, I hear you. I went crazy when I heard about the bio tag until I saw the portrait and thought of it more as just a dude in a suit like a marine or marauder. Agreed, though, it is a bit strange. Not game killing, but certainly weird.
Clan: QQGC - wundertunge#1850
TL+ Member
BigRedDog
Profile Joined May 2012
461 Posts
February 14 2013 01:25 GMT
#130
it's about time!
Big Red Dog!
Akaann
Profile Joined May 2011
Switzerland82 Posts
February 14 2013 01:27 GMT
#131
that will help a bit. but still the hellbat is much to strong for no gas...
https://www.instagram.com/luke4power/
Pookie Monster
Profile Joined October 2010
United States303 Posts
February 14 2013 01:28 GMT
#132
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.


Exactly Yet another example of a BW unit that was at least as powerful as its SC2 counterpart and everyone though BW was the most well balanced game in the universe. I have a lot of respect for Blizzard that they deal with you whining twerps with such grace.
??
Prevolved
Profile Joined March 2011
United States573 Posts
February 14 2013 01:28 GMT
#133
On February 14 2013 10:20 FeyFey wrote:
the patch will make it easy to play in the next days. People won't expect it that much anymore and then people that already did some neat Hellion/Hellbat drop tricks will kill them even harder. Guess the QQ will increase this week, unless everyone stops doing it now, as only the micro intensive drops will deal damage against decent opponents.

Still think baneling bombs and oracles are worse though. (though baneling bomb tech is damn expensive even against the hellbat tree)

Oracles can be stopped by one missile turret in your mineral line. 4 hellbats, you have to pull all workers, if you don't, all those probes are dead in 2 seconds. plus they either fly in with the medivac speed giving you not as much time, or they escape with it. not sure if worse
Know thyself.
Henk
Profile Joined March 2012
Netherlands578 Posts
February 14 2013 01:31 GMT
#134
On February 14 2013 10:28 Prevolved wrote:
Show nested quote +
On February 14 2013 10:20 FeyFey wrote:
the patch will make it easy to play in the next days. People won't expect it that much anymore and then people that already did some neat Hellion/Hellbat drop tricks will kill them even harder. Guess the QQ will increase this week, unless everyone stops doing it now, as only the micro intensive drops will deal damage against decent opponents.

Still think baneling bombs and oracles are worse though. (though baneling bomb tech is damn expensive even against the hellbat tree)

Oracles can be stopped by one missile turret in your mineral line. 4 hellbats, you have to pull all workers, if you don't, all those probes are dead in 2 seconds. plus they either fly in with the medivac speed giving you not as much time, or they escape with it. not sure if worse


Lol, oracles destroy missile turrets.
ArcticFox
Profile Joined February 2011
United States1092 Posts
February 14 2013 01:31 GMT
#135
On February 14 2013 10:05 Wyrd wrote:
This is solid. Obviously 2 hellbats die quicker than 4 and can't do as much damage. Especially with the anti-hellbat drop meta beginning to develop, such as placing your spine crawlers outside the mineral line so the hellbats' auto-attack forces them away from the drones as dayvie mentioned a bit ago, this might actually be the only nerf they need. Now it's a much more costly investment of 2 medivacs if the terran wants to go for the deadly 4-hellbat drop. Still, a lot of it is going to depend on how quick people can react to a medivac afterburning its way into your mineral line. It's the combination of the two that really bring the whole strategy into question.

That bolded part is what irks me. The metagame on how to defend against them is just starting to develop. It could be that changing hellbat cargo space from 2 to 4 is a necessary change, might even be the correct one. But they weren't left alone long enough to see if people would develop a plan against them -- the second something happens where it's shown to be an extremely strong early game strategy in a major tournament, it's knee-jerk nerfed. Same thing happened to blue flame right after MLG Columbus 2011. Same thing happens to a lot of Terran strategies.

I don't think Blizzard cares about balancing the game, per se. I think they care about having longer games. When something early on causes massive damage (hellbats, reapers, blue flame, 1/1/1, warhounds, blink timings, etc), it's "immediately" (in blizzard time, that means in the ~1 month or less range) nerfed, while if something later in the tech tree seems to be too powerful, they will wait months, if at all, before any changes are made.

This makes it possible for more epic games because of a higher chance for games to go longer, but when your philosophy is based around "asymmetric balance" where Terran is supposed to be the race with the "early game advantage", and you keep only nerfing the early game without examining how these things affect the late game, you end up with...well, to put it bluntly, Wings of Liberty.

Again -- this change might be the right one. But I honestly don't know, because it's just too quick. I don't want all these quick changes to things to happen again, where we end up with another Wings of Liberty balance nightmare, where asymmetric balance basically means "which race will dominate all the tournaments this patch?" I'd much rather see longer gaps between these patches, where the players are given time to come up with clever solutions to problems, and if something actually turns out to be too powerful, *then* the nerfbat can come out.

I just hope for better things for the Heart of the Swarm, but I see the balance team taking the same path that they did with Wings, and it makes me sad.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 14 2013 01:31 GMT
#136
On February 14 2013 10:28 Pookie Monster 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.


Exactly Yet another example of a BW unit that was at least as powerful as its SC2 counterpart and everyone though BW was the most well balanced game in the universe. I have a lot of respect for Blizzard that they deal with you whining twerps with such grace.


Herp derp. Different games. Different engines. Different mechanics. Different units. Everything in BW was overpowered. It was also a bigger gamble. Doing a reaver drop could win or lose you the game. Doing a hellbat drop doesn't hurt the terran too much unless you're doing some 7rr shit from 10 patches ago.

User was warned for herp derp
Pookie Monster
Profile Joined October 2010
United States303 Posts
Last Edited: 2013-02-14 01:38:21
February 14 2013 01:37 GMT
#137
On February 14 2013 10:31 Infernal_dream wrote:
Show nested quote +
On February 14 2013 10:28 Pookie Monster wrote:
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.


Exactly Yet another example of a BW unit that was at least as powerful as its SC2 counterpart and everyone though BW was the most well balanced game in the universe. I have a lot of respect for Blizzard that they deal with you whining twerps with such grace.


Herp derp. Different games. Different engines. Different mechanics. Different units. Everything in BW was overpowered. It was also a bigger gamble. Doing a reaver drop could win or lose you the game. Doing a hellbat drop doesn't hurt the terran too much unless you're doing some 7rr shit from 10 patches ago.


yeah thats why they are nerfing the drop mechanism that much makes sense, people are saying the hellbat itself is too powerful even outside of doing drops because its "only 100 minerals". its also 1/4 the speed of a zergling, cannot shoot up like a marine and has less than half its range, and has 0 passive abilities other than the ability to change into a shittier version of itself. It also requires a structure that costs 100 gas in order to be built, these things aren't coming out of barracks.
??
JacobNX01a
Profile Joined November 2012
United States65 Posts
February 14 2013 01:41 GMT
#138
this still isn't enough, having a mineral only unit that deals that much splash damage and can still be healed by medivacs is just ridiculous
Get outta here S.T.A.L.K.E.R.!!!!!
D_K_night
Profile Joined April 2010
Canada615 Posts
February 14 2013 01:44 GMT
#139
On February 14 2013 10:41 JacobNX01a wrote:
this still isn't enough, having a mineral only unit that deals that much splash damage and can still be healed by medivacs is just ridiculous


it's also a unit which requires the armory to build, which is consistently and constantly ignored.
Canada
Jinky
Profile Joined January 2011
United States64 Posts
Last Edited: 2013-02-14 01:50:07
February 14 2013 01:47 GMT
#140
On February 14 2013 09:10 Dvriel wrote:
Show nested quote +
On February 14 2013 09:06 RubixRambo wrote:
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.


8 mins is "early timing"??? I wroti this 1000 times in other threads and will continue: Terran need Factory,Starport,Medivac and Armory to do this drop.All this costs much more than one Roach Warren and 5 Roaches per base,because this amount of them kils the hellbats easy and fast enough,but really,if you see your enemy going for 8 min heavi bio drop,would you still making only drones??? You probably go for Baneling nest and heavy lings.Spines and spores arent the answer to this drop.


Well, let's look at the numbers and what actually is going on here:

Zerg costs
2 queens (you'll get these anyway, but they still factor in for the necessary larvae to get roaches, and they also help defend)
1 roach warren
10 roaches (5 per base, assuming 2 bases mining at this point in game)
*hidden cost of 11 drones used/lost-- (ie. roach warren uses a drone, 10 roaches that could have been drones)
= 1200 minerals / 250 gas (and 11 drones lost as roaches/warren)

Terran costs
1 factory w/ reactor
1 armory
1 starport
4 hellbats
1 medivac
= 1000 minerals / 450 gas

Most of the Terran expense goes toward infrastructure which will be used immediately for the midgame and also throughout the rest of the game.
Most of the Zerg expense goes into Roaches instead of infrastructure, plus the hidden cost of all the drones that are essentially "pre-killed" (ie. larvae forced to be used on a stupid number of roaches instead of on drones).

So, if the Zerg does this roach defense, it is roughly equal to the Terran cost directly, but the hidden costs are too much: the Terran gets great infrastructure, forces the Zerg to stay at home for quite a while, and the Zerg loses out drastically in infrastructure and economy that it should have been building up more. Meanwhile, as we have seen how the pro games go, the Terran is happily expanding behind this while the Zerg is running around trying to keep its drones alive. If the Zerg survives, he looks up and sees that the Terran is on 3 bases with great infrastructure compared to his own 3 bases with minimal army and not enough drones.

Do the real math before postulating with such conviction.

I think this hellbat nerf is headed in the right direction because it won't require Zerg to have to invest so much in defense against what should essentially be "harass." It might be just enough to do the trick. We'll have to see how it plays out in the high-level games.
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