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Unlisted Patchnote: Hellbat dmg-per-upgr 'fixed' - Page 4

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 All
SoFrOsTy
Profile Joined December 2011
United States525 Posts
February 24 2013 18:55 GMT
#61
I don't think we should worry too much until we see how games play out pro vs pro with the new hellbat upgrade
Julyzerg ftw
starslayer
Profile Joined August 2011
United States696 Posts
February 24 2013 19:31 GMT
#62
yea hopefully we will see what happens in gstl tonight cause i dont think they knew the new patch was in affect on the gom server
i came here to kickass and chew bubblegum and i'm all out of bubble gum
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
February 24 2013 19:34 GMT
#63
gstl has wings of liberty
nomyx
Profile Joined June 2012
United States2205 Posts
February 24 2013 19:35 GMT
#64
On February 25 2013 04:34 Mongolbonjwa wrote:
gstl has wings of liberty


The GSTL is HotS right now, GSL is Wings of Liberty.
Just_a_Moth
Profile Joined March 2012
Canada1970 Posts
February 24 2013 20:24 GMT
#65
They should make the Hellbat upgrade cost 50/50. Then make hellbats cost 100/25. Then hellions will have to pay 25 gas to make their first transformation to Hellbathood, after that they can transform freely. Also, might make sense for the first transformation to last a bit longer so players have time to cancel it if hit it by accident and so don't waste a ton of gas.
TheSwagger
Profile Joined June 2012
United States92 Posts
February 25 2013 05:22 GMT
#66
Theres just too much balance whining about the hellbat, yes its cost effective against light melee units. I would advise against sending your zerglings in to deal with them, just as you probably shouldnt get your marines nice and close to deal with all those banelings on the field. Scout & counter people, come on!
The pessimist complains about the wind; the optimist expects it to change; the realist adjusts the sails.
Just_a_Moth
Profile Joined March 2012
Canada1970 Posts
Last Edited: 2013-02-25 06:00:40
February 25 2013 06:00 GMT
#67
On February 25 2013 14:22 TheSwagger wrote:
Theres just too much balance whining about the hellbat, yes its cost effective against light melee units. I would advise against sending your zerglings in to deal with them, just as you probably shouldnt get your marines nice and close to deal with all those banelings on the field. Scout & counter people, come on!

I guess the difference is marines can still kill banelings and be cost effective with micro. Zerglings on the other hand are never going to be cost effective against Hellbats because to attack them they have to enter the Hellbat's attack range, unlike marines and banelings.
SolidMoose
Profile Joined June 2011
United States1240 Posts
February 25 2013 07:15 GMT
#68
On February 25 2013 15:00 coasts wrote:
Show nested quote +
On February 25 2013 14:22 TheSwagger wrote:
Theres just too much balance whining about the hellbat, yes its cost effective against light melee units. I would advise against sending your zerglings in to deal with them, just as you probably shouldnt get your marines nice and close to deal with all those banelings on the field. Scout & counter people, come on!

I guess the difference is marines can still kill banelings and be cost effective with micro. Zerglings on the other hand are never going to be cost effective against Hellbats because to attack them they have to enter the Hellbat's attack range, unlike marines and banelings.


Zealots aren't going to beat banelings. Hellions aren't going to kill ultras. Broodlords aren't going to kill vikings. Believe it or not, there are simply units that happen to be near useless or unable to attack other units. I would even say zerglings against hellbats aren't as bad as these if engaged in the open. That is how the game works.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2013-02-25 07:25:26
February 25 2013 07:24 GMT
#69
On February 25 2013 15:00 coasts wrote:
Show nested quote +
On February 25 2013 14:22 TheSwagger wrote:
Theres just too much balance whining about the hellbat, yes its cost effective against light melee units. I would advise against sending your zerglings in to deal with them, just as you probably shouldnt get your marines nice and close to deal with all those banelings on the field. Scout & counter people, come on!

I guess the difference is marines can still kill banelings and be cost effective with micro. Zerglings on the other hand are never going to be cost effective against Hellbats because to attack them they have to enter the Hellbat's attack range, unlike marines and banelings.


What about roaches vs hellions? How many pro terrans have lost to 7-10 roach pushes after going hellions? They could have bunkers up and behind depots and they still lose. Some units just get hard countered. Towards the end of WoL, you could see that well micro lings (with some banes to force bio splits) could trade efficiently vs ALL ground terran units. Tanks, which were suppose to be their counters, got 1 shot off before they were surrounded.
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
February 25 2013 08:26 GMT
#70
well we just have terran version of roach
Incredible Miracle
blackbrrd
Profile Joined September 2010
Norway477 Posts
February 25 2013 08:43 GMT
#71
On February 25 2013 16:15 SolidMoose wrote:
Show nested quote +
On February 25 2013 15:00 coasts wrote:
On February 25 2013 14:22 TheSwagger wrote:
Theres just too much balance whining about the hellbat, yes its cost effective against light melee units. I would advise against sending your zerglings in to deal with them, just as you probably shouldnt get your marines nice and close to deal with all those banelings on the field. Scout & counter people, come on!

I guess the difference is marines can still kill banelings and be cost effective with micro. Zerglings on the other hand are never going to be cost effective against Hellbats because to attack them they have to enter the Hellbat's attack range, unlike marines and banelings.


Zealots aren't going to beat banelings. Hellions aren't going to kill ultras. Broodlords aren't going to kill vikings. Believe it or not, there are simply units that happen to be near useless or unable to attack other units. I would even say zerglings against hellbats aren't as bad as these if engaged in the open. That is how the game works.

It takes 4 banelings to kill a zealot, costing 4x25/50 or 100/200, so if you micro enough to let less than 3 zealots get hit by each baneling, it's cost effective.
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2013-02-25 10:02:41
February 25 2013 09:59 GMT
#72
On February 25 2013 17:26 winthrop wrote:
well we just have terran version of roach


Which can transform in a mobile unit, is more supply efficient(hardcounters something), doesn't cost gas and can be healed and speed boosted by a medivac. It's much too versatile for being that strong.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2013-02-25 10:10:43
February 25 2013 10:06 GMT
#73
On February 25 2013 16:24 vthree wrote:
Show nested quote +
On February 25 2013 15:00 coasts wrote:
On February 25 2013 14:22 TheSwagger wrote:
Theres just too much balance whining about the hellbat, yes its cost effective against light melee units. I would advise against sending your zerglings in to deal with them, just as you probably shouldnt get your marines nice and close to deal with all those banelings on the field. Scout & counter people, come on!

I guess the difference is marines can still kill banelings and be cost effective with micro. Zerglings on the other hand are never going to be cost effective against Hellbats because to attack them they have to enter the Hellbat's attack range, unlike marines and banelings.


What about roaches vs hellions? How many pro terrans have lost to 7-10 roach pushes after going hellions? They could have bunkers up and behind depots and they still lose. Some units just get hard countered. Towards the end of WoL, you could see that well micro lings (with some banes to force bio splits) could trade efficiently vs ALL ground terran units. Tanks, which were suppose to be their counters, got 1 shot off before they were surrounded.

That's the problem of 3 CC openings, a strategic problem, not of strategic potential/usage. Roaches are more supply ineffiecient(hard counter nothing/not as much hellbats, like hellbats zerglings) and cost gas.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
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