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Next Balance Patch: Reinstating Transform Up.4 HB

Forum Index > StarCraft 2 HotS
Post a Reply
1 2 3 4 5 11 12 13 Next All
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2013-02-21 18:35:29
February 21 2013 18:18 GMT
#1
http://us.battle.net/sc2/en/forum/topic/7923874068

"Now that the highest skilled pro players have been playing the beta for a few weeks, we've been gathering pro level ladder data, pro feedback, as well as watching all the HotS tournaments/show matches that have been going on.

Out of everything we're seeing and hearing from pro players, we think the most important issue we need to deal with rather quickly is early game ZvT.

The biggest issue in the ZvT early game at the highest pro level seems to be the mass Hellion contain leading into the various potential mass Hellbat combinations right when the Armory comes into play. The time between Terran gaining full map control and then converting all their map control units into straight up power units looks to be too narrow.

Even without this threat, Terran has plenty of early game strategies to utilize vs. Zerg. We're most likely going to add the Hellion to Hellbat transformation upgrade back to the Factory Tech lab with an Armory requirement. This will give Zerg more time to scout and prep against possible Hellbat based attacks when they see lots of Hellions in play."

I agree with this change although I am a terran player. i play zerg as well, and feel that the battle hellions were coming out too early for their base strength. It's not in effect yet, but what are your thoughtS?

FOR REFERENCE:


think its this: SCUpgrade/Transformation Servos

in which case it would be 100/100 and 110 second research

110 seconds is the same length as Combat Shields
Tsubbi
Profile Joined September 2010
Germany7996 Posts
February 21 2013 18:22 GMT
#2
as someone whos been f5'ing reddit and tl for a week to finally get a balance update i must say this is a reasonable change, dont think its enough though yet
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2013-02-21 18:24:39
February 21 2013 18:22 GMT
#3
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
c0sm0naut
Profile Joined April 2011
United States1229 Posts
February 21 2013 18:25 GMT
#4
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost
sage_francis
Profile Joined December 2006
France1823 Posts
February 21 2013 18:26 GMT
#5
here we go
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 18:27 GMT
#6
On February 22 2013 03:25 c0sm0naut wrote:
Show nested quote +
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost


You should include that in the OP for people to reference, since I don't even remember what it was. Still sounds like a good fix to a rising problem.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
archonOOid
Profile Blog Joined March 2011
1983 Posts
February 21 2013 18:28 GMT
#7
how about those afterburners! The hellbats nerf are ok but the medivac speedboost time cut by 50%.
I'm Quotable (IQ)
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2013-02-21 18:32:46
February 21 2013 18:29 GMT
#8
On February 22 2013 03:27 Plansix wrote:
Show nested quote +
On February 22 2013 03:25 c0sm0naut wrote:
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost


You should include that in the OP for people to reference, since I don't even remember what it was. Still sounds like a good fix to a rising problem.

I don't remember either, haha. Will be happy to if some shows me the numbers

Edit: and yes I agree. I think tvt will benefit the most however
ant-1
Profile Blog Joined November 2010
Canada149 Posts
February 21 2013 18:32 GMT
#9
But T will still be able to produce hellbats with an armory, right? Well they'll just rush to armory faster.
The Days Run Away Like Wild Horses Over the Hills
Tsubbi
Profile Joined September 2010
Germany7996 Posts
February 21 2013 18:32 GMT
#10
think its this: http://wiki.teamliquid.net/starcraft2/SCUpgrade/Transformation_Servos

in which case it would be 100/100 and 110 second research
mYiKane
Profile Blog Joined March 2011
Canada1772 Posts
February 21 2013 18:33 GMT
#11
next fix widow mines.
Prime Directive
Profile Joined December 2011
United States186 Posts
February 21 2013 18:34 GMT
#12
Sounds reasonable to me. I like that getting the upgrade is a semi-commitment to mech play. At least for the early game, since it requires a factory to be attached to a tech lab for that period of time.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 18:35 GMT
#13
On February 22 2013 03:29 c0sm0naut wrote:
Show nested quote +
On February 22 2013 03:27 Plansix wrote:
On February 22 2013 03:25 c0sm0naut wrote:
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost


You should include that in the OP for people to reference, since I don't even remember what it was. Still sounds like a good fix to a rising problem.

I don't remember either, haha. Will be happy to if some shows me the numbers

Edit: and yes I agree. I think tvt will benefit the most however


It was called Transformation Servos and the cost was 100/100 with an easy to remember 110 build time. I am sure someone will have a problem with it, but Hellbats are pretty awesome.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MstrJinbo
Profile Joined March 2011
United States1251 Posts
February 21 2013 18:37 GMT
#14
On February 22 2013 03:32 Tsubbi wrote:
think its this: http://wiki.teamliquid.net/starcraft2/SCUpgrade/Transformation_Servos

in which case it would be 100/100 and 110 second research


For reference metabolic boost is also 110 seconds I think.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 18:40 GMT
#15
On February 22 2013 03:37 MstrJinbo wrote:
Show nested quote +
On February 22 2013 03:32 Tsubbi wrote:
think its this: http://wiki.teamliquid.net/starcraft2/SCUpgrade/Transformation_Servos

in which case it would be 100/100 and 110 second research


For reference metabolic boost is also 110 seconds I think.


You are correct sir, the speedy zergling agrees. FYI, combat shield, also 110 Blizseconds to become real.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Whitewing
Profile Joined October 2010
United States7483 Posts
February 21 2013 18:41 GMT
#16
This feel like a good change, Hellbats are such a ridiculously powerful modification to hellions to not require an actual upgrade, and this is a good way to weaken early timings without nerfing them at all in the mid game or end game.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
ShamW0W
Profile Joined March 2010
160 Posts
February 21 2013 18:42 GMT
#17
Definitely a good start.

I worry, as the metagame continues to evolve, that both Hellbats and Widow Mines, when incorporated with a bio ball, become too efficient against all Zerg early and mid-game options. Roach/Hydra seems to be the most effective answer so hopefully a lesser threat of Hellbat all-ins can allow Zerg players to set up an economy to properly support Roach/Hydra.

Still hoping for a Hydra boost at some point, +1 range ftw.
Half-Man Half-Amazing
shindigs
Profile Blog Joined May 2009
United States4795 Posts
February 21 2013 18:43 GMT
#18
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD
Photographer@shindags || twitch.tv/shindigs
Rokevo
Profile Joined September 2009
Finland1033 Posts
February 21 2013 18:45 GMT
#19
Good to see they are making reasonable adjustments, instead of nuking the unit into oblivion in a single patch.
Tsubbi
Profile Joined September 2010
Germany7996 Posts
Last Edited: 2013-02-21 18:45:28
February 21 2013 18:45 GMT
#20
On February 22 2013 03:43 shindigs wrote:
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD


i hope they reintroduce siege tech as well, it creates so many tense timing situations in tvz as well as tvt and it never achieved what it was supposed to, which was make mech more viable in tvp
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