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Designated Balance Discussion Thread - Page 518

Forum Index > SC2 General
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Magbane
Profile Joined June 2013
Finland95 Posts
June 09 2013 10:30 GMT
#10341
Pull scv's and defend with what? If you dont have sufficient number of units at the time of the drop, you are fucked. One tank makes everything so much easier.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 10:31 GMT
#10342
On June 09 2013 19:30 Snowbear wrote:
Show nested quote +
On June 09 2013 19:25 Magbane wrote:
On June 09 2013 19:23 Chaggi wrote:
On June 09 2013 19:19 Magbane wrote:
1 tank at your base doesnt have any real effect on your army strenght, its incredibly unrealistic to assume that 1 tank at your base would cost you the game because it wasnt with your main army. On the contrary, if you dont have sufficient defence at home you WILL lose.


If you don't react in time. Having tanks at home is huge especially early or mid game when a tank could be 20% of your tank count. You can react, split better or set up better defense like e bunker + turret to deter hellbat drops

If you want to attack very early then its not as good option, but later stages of the game it is very good way to defend.

But even if you were to attack early, one less tank is not neccesarily going to affect much depending of the engagement.

In the later stages you have turrets and reinforcements man ..


No man just put a tank there u don't need it
scypio
Profile Joined December 2011
Poland2127 Posts
June 09 2013 10:32 GMT
#10343
On June 09 2013 19:25 Melliflue wrote:
Show nested quote +
On June 09 2013 19:10 scypio wrote:
On June 09 2013 19:07 willstertben wrote:
On June 09 2013 19:04 plogamer wrote:
On June 09 2013 19:01 willstertben wrote:
On June 09 2013 17:04 Sissors wrote:
Should I make the list which units counter 3-3 banshees?


because a gimmicky harasser air unit countered by 0-0 'anti-air' is totally the same thing as
____3-3 CORE ARMY UNITS_____ getting hard countered by a 100 mineral 2 supply high damage with splash unit.


Core or not, Terrans have no equivalent response to mass chargelots without hellbats.


it's not like hellbats wouldn't still be a good unit if they were weaker.

(a lot weaker please, they're hilariously broken.)


The game is balanced, therefore the hellbats are not broken. You don't like them and want them nerfed - ok, but how should terran deal with P or Z then? Terran representation is at an all-time low for the Code-S already, so that's not like there is a lot of them to spare.

It's 10P 8T 14Z in WCS KR next season. Season 1 was 7P 11T 14Z. It's only an all-time low for Terran because Terran have almost always been over-represented (by which I mean >=1/3 people were Terran).

By the way, the last season of WoL was 5P 13T 14Z (would have been 14T and 13Z but Polt pulled out).

I think Terran in WCS KR was most affected by Koreans leaving for other regions; TaeJa, Ryung, Mvp could all make Code S (I'm not saying that they would be guaranteed to be in Code S but they could qualify). They also have ForGG, MMA, TheSTC gone. Protoss only really lost HerO and MC, in terms of people who could make Code S, and maybe Oz besides.


Code S Season 2 is the first season that has it's setup determined by HotS performance only. And though all these Koreans went to Europe somehow there isn't 15 T in WCS Europe either.

You nerf T - you get less T in WCS it is as simple as that. Terran gimmicks get figured out, people learn how to defend speedvacs/hellbats - the whole race is going downhill already.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Magbane
Profile Joined June 2013
Finland95 Posts
June 09 2013 10:32 GMT
#10344
One tank has advantage of not having to run around like an idiot and potentially losing lots of scvs.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 10:32 GMT
#10345
On June 09 2013 19:30 Magbane wrote:
Pull scv's and defend with what? If you dont have sufficient number of units at the time of the drop, you are fucked. One tank makes everything so much easier.


Defend with units that you're making....
willstertben
Profile Joined May 2013
427 Posts
June 09 2013 10:33 GMT
#10346
On June 09 2013 19:28 Chaggi wrote:
Show nested quote +
On June 09 2013 19:25 Magbane wrote:
On June 09 2013 19:23 Chaggi wrote:
On June 09 2013 19:19 Magbane wrote:
1 tank at your base doesnt have any real effect on your army strenght, its incredibly unrealistic to assume that 1 tank at your base would cost you the game because it wasnt with your main army. On the contrary, if you dont have sufficient defence at home you WILL lose.


If you don't react in time. Having tanks at home is huge especially early or mid game when a tank could be 20% of your tank count. You can react, split better or set up better defense like e bunker + turret to deter hellbat drops

If you want to attack very early then its not as good option, but later stages of the game it is very good way to defend.

But even if you were to attack early, one less tank is not neccesarily going to affect much depending of the engagement.


Or I could react better and pull my SCVs sooner aka play better


yep and lose more mining time so you still take a lot of damage.

THAT is the real problem with hellbat drops. whatever you do to stop it you're STILL going to take huge damage, most of the time way more than terran put in.


it's like the old blue flame helions, which got nerfed. i hope the same thing is going to happen here.
hellbats are way scarier than old blue flames too.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 10:33 GMT
#10347
On June 09 2013 19:32 Magbane wrote:
One tank has advantage of not having to run around like an idiot and potentially losing lots of scvs.


Hellbats aren't random, there's a pretty good idea when a big hit is coming. I can't justify leaving a tank unless my opponent was blindly dropping hellbats into my base without any form of micro or attention.
Magbane
Profile Joined June 2013
Finland95 Posts
Last Edited: 2013-06-09 10:35:58
June 09 2013 10:35 GMT
#10348
You cant know for sure when they are going to send some hellbats around the map during mid game. Also no amount of micro saves hellbats against tanks if tank is surrounded by depot or he just simply retreats and no damage done.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 10:36 GMT
#10349
On June 09 2013 19:35 Magbane wrote:
You cant know for sure when they are going to send some hellbats around the map during mid game. Also no amount of micro saves hellbats against tanks if tank is surrounded by depot.


Ok so what happens when you're on 3 base? Or 4 base? Should I leave 3-4 tanks behind? Come on that just sounds stupid
Magbane
Profile Joined June 2013
Finland95 Posts
June 09 2013 10:37 GMT
#10350
At three bases, are you seriously suggesting that you cant have 3 tanks defending at home?
scypio
Profile Joined December 2011
Poland2127 Posts
June 09 2013 10:38 GMT
#10351
On June 09 2013 19:36 Chaggi wrote:
Show nested quote +
On June 09 2013 19:35 Magbane wrote:
You cant know for sure when they are going to send some hellbats around the map during mid game. Also no amount of micro saves hellbats against tanks if tank is surrounded by depot.


Ok so what happens when you're on 3 base? Or 4 base? Should I leave 3-4 tanks behind? Come on that just sounds stupid


Just start replacing your orbitals with PFs :D
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 10:39 GMT
#10352
On June 09 2013 19:37 Magbane wrote:
At three bases, are you seriously suggesting that you cant have 3 tanks defending at home?


Are you seriously suggesting i purposely weaken large parts of my splash damage because you think reacting and pulling SCVs away is a bad idea?
willstertben
Profile Joined May 2013
427 Posts
June 09 2013 10:40 GMT
#10353
just ignore magbane he clearly doesn't know anything about starcraft.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 10:40 GMT
#10354
On June 09 2013 19:38 scypio wrote:
Show nested quote +
On June 09 2013 19:36 Chaggi wrote:
On June 09 2013 19:35 Magbane wrote:
You cant know for sure when they are going to send some hellbats around the map during mid game. Also no amount of micro saves hellbats against tanks if tank is surrounded by depot.


Ok so what happens when you're on 3 base? Or 4 base? Should I leave 3-4 tanks behind? Come on that just sounds stupid


Just start replacing your orbitals with PFs :D


No orbitals. PF only. Final destination
Magbane
Profile Joined June 2013
Finland95 Posts
June 09 2013 10:41 GMT
#10355
3 is not large part of your total tank count at that point anymore. What the fuck is better option in your opinion? Pull scv for long period of time and wait for some units to come around and probably not even solving the issue since he can just go another base etc.
scypio
Profile Joined December 2011
Poland2127 Posts
June 09 2013 10:43 GMT
#10356
On June 09 2013 19:40 Chaggi wrote:
Show nested quote +
On June 09 2013 19:38 scypio wrote:
On June 09 2013 19:36 Chaggi wrote:
On June 09 2013 19:35 Magbane wrote:
You cant know for sure when they are going to send some hellbats around the map during mid game. Also no amount of micro saves hellbats against tanks if tank is surrounded by depot.


Ok so what happens when you're on 3 base? Or 4 base? Should I leave 3-4 tanks behind? Come on that just sounds stupid


Just start replacing your orbitals with PFs :D


No orbitals. PF only. Final destination


You can keep the orbitals parked nearby and still drop the mules. And a double PF with structure armor and hi-sec auto-tracking deals pretty well with hellbats
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-06-09 10:44:49
June 09 2013 10:44 GMT
#10357
On June 09 2013 19:41 Magbane wrote:
3 is not large part of your total tank count at that point anymore. What the fuck is better option in your opinion? Pull scv for long period of time and wait for some units to come around and probably not even solving the issue since he can just go another base etc.


nerfing hellbats.
eh, im too caught up in a balance discussion again, time to stop.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 10:57 GMT
#10358
On June 09 2013 19:41 Magbane wrote:
3 is not large part of your total tank count at that point anymore. What the fuck is better option in your opinion? Pull scv for long period of time and wait for some units to come around and probably not even solving the issue since he can just go another base etc.


What do you mean 3 is not a large part of your total tank count? If you have 30 tanks, and you leave 3-4 back to defend, that's like 10% of your tanks not doing anything unless they're dropping hellbats into your base. Considering how strong tank splash is, and how much of a cumulative effect it has, I would hate to leave any amount of tanks doing nothing when I do my doom push. This is even worse with Bio, when 3-4 tanks is literally 30-40% of the amount of tanks you have at a given time. If you don't consider that a lot, please give me that much of your paycheck every month. It's not a lot right?

The better option is to either defend with a well placed turret ring + sensor tower, and a turret in your mineral line + maybe a bunker if you're having a lot of trouble defending. If it does get through, you pull your SCVs off the line for a bit, and let the marines take care of it or let any reinforcements that you're constantly making clean up the Hellbat.

Seriously, it's not hard and committing tanks for pure hellbat defense is stupidity. I guess if you don't have the map awareness or speed to realize that you're getting hellbat dropped, this could be the best of any bad options.
Magbane
Profile Joined June 2013
Finland95 Posts
Last Edited: 2013-06-09 11:08:57
June 09 2013 11:06 GMT
#10359
Turrets dont stop hellbats, and with booster you can even take few hits to fly over in many cases. Bunker range is not enough, scv pulling takes away income. Also, if you are gonna make so many turrets he wont get in you already have a lot of resources invested, way more than with one tank at base.

3 tanks is not that much for three base income, and at the stage of the game you already have big army.

I have seen tanks at base for defend in pro games even.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
June 09 2013 11:10 GMT
#10360
On June 09 2013 20:06 Magbane wrote:
Turrets dont stop hellbats, and with booster you can even take few hits to fly over in many cases. Bunker range is not enough, scv pulling takes away income. Also, if you are gonna make so many turrets he wont get in you already have a lot of resources invested, way more than with one tank at base.

3 tanks is not that much for three base income, and at the stage of the game you already have big army.

I have seen tanks at base for defend in pro games even.


I'd rather build more bunkers and/or more turrets.
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