• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:05
CEST 00:05
KST 07:05
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced11Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid21
StarCraft 2
General
MaNa leaves Team Liquid 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Weekly Cups (April 6-12): herO doubles, "Villains" prevail Oliveira Would Have Returned If EWC Continued
Tourneys
GSL CK: More events planned pending crowdfunding 2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea ASL21 General Discussion Pros React To: Tulbo in Ro.16 Group A Data needed
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro16 Group A [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2342 users

Designated Balance Discussion Thread - Page 523

Forum Index > SC2 General
Post a Reply
Prev 1 521 522 523 524 525 1266 Next
Fig
Profile Joined March 2010
United States1324 Posts
June 09 2013 22:25 GMT
#10441
On June 10 2013 07:17 Chaggi wrote:
Show nested quote +
On June 10 2013 07:15 Fig wrote:
On June 10 2013 07:13 Chaggi wrote:
On June 10 2013 07:05 Fig wrote:
On June 10 2013 07:03 TheDwf wrote:
On June 10 2013 06:59 Fig wrote:
And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

Exactly why are Probes stationary in your described scenario? Do Hellbats have a passive AoE rooting ability?

Well considering Medivacs move faster than probes, you shouldn't be missing with your Hellbats. Just pick em up and move em over the running probes.

Banelings don't have a passive AoE rooting ability either, but they can still cause massive damage if they get a few hits in.


Then split your workers like what every race that faces Banelings has to do to take minimal damage. Not only are Hellbats super slow, as long as the medivacs are dead, your workers can always outrun a Hellbat

And yes that is the best solution. But if even the best pro players in the world can't do this in time, there may be something wrong with the effectiveness. (MVP ending up with 9 SCVs for example)


Did you even watch the games? MVP ending up with 9 SCVs in Game 2 and Game 5 was either a result of MVP losing to a Marine/Hellion elevator (game 2), or in game 5, literally running SCVs into Hellbats. He never tried to split for whatever reason. You're not facing Innovation, and I doubt anyone you face will have Hellbat drops that effective. You don't need to worry about it.

You can't use the "you're not going to be facing a pro" reasoning here.

First of all, that logic is flawed from the start because I myself am not at the skill level of a pro either, so both the drop effectiveness and my defense of the drop will be at a lower, but still equal, level.

Second I already mentioned I don't care about what happens at my skill level. I care about the game as a spectator. And if the best pro players have that much trouble with such low cost Hellbat drops, then that is worrisome to me wanting to see interesting games.
Can't elope with my cantaloupe
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 22:29 GMT
#10442
On June 10 2013 07:20 Fig wrote:
Show nested quote +
On June 10 2013 07:16 Chaggi wrote:
On June 10 2013 07:11 Fig wrote:
On June 10 2013 07:07 iky43210 wrote:
On June 10 2013 06:59 Fig wrote:
On June 10 2013 06:19 iky43210 wrote:
On June 10 2013 05:30 sibs wrote:
On June 10 2013 04:56 iky43210 wrote:
On June 09 2013 20:34 Usernameffs wrote:
On June 09 2013 20:29 Magbane wrote:
[quote]
marine

Hellbat 100 minerals, marines are good but not that good.

marines is still used just about 90% of the time in TvP and TvZ through all phase of the game, while we're lucky to see 15% usage for hellbats in those matchup, and they are only used as a temporary harass mid game.


As terran's get more used to hellbats they'll start using them more and more, we've seen incredibly abusive styles from MVP and Innovation with hellbats, they will surely going to be getting more use, since they already get far more use than 15% from inno/mvp.

The unit is simply too good IMO, when your 0/0 mineral unit can wreck the other 2 races 3/3 mineral units on actual combat its a little bit silly to not use it.

speculation is not useful for discussions, and thus far hellbat are made in minimal qualities and most often none in TvZ and TvP. Stalkers and planetary nexus are plenty enough to defend hellbat drops, and so are queens.

Right now hellbats are mostly treated like reapers or banshees in TvZ and TvP. Harass units to control ppl from playing too greedy. Honestly the only reason hellbat should be nerfed is for TvT. Any other matchup the problem lies with you

Hellbats were just shown to be far and away the best harass terran has, as evidenced by a TvT between arguably the two best terran players.

Why would terrans not switch to using Hellbats for their harass in other matchups too? 8 Marines or some kind of marine/marauder mix are both much less effective than something that costs half as much. Hellbats, without being healed, take 7 shots from the nexus cannon to die. Effectively 9 seconds, for each Hellbat. You know the poor DPS of Stalkers already (20 seconds for one to kill a Hellbat).

And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

I don't care about the balance at my level, but I'm not going to be surprised when Hellbats become so prevalent in any pro terran game that Blizzard has to do something.

because in other matchups mech don't work so your hellbats eventually fade into not being so useful (no upgrades), while in TvT you continue on with mech

Did you know marines do 1.5 times the dps of roaches while only cost 1/2 the price?

On the contrary. As you might have seen from the Finals yesterday, Innovation starting adding in Hellbats after the 10 minute mark. Rather than fading, Hellbat use was growing brighter (get it?). And because they don't get upgrades, it makes sense to use them earlier when they are facing unupgraded units on the other side. That is my reasoning.


Hellbat/Marauder may direct counter Marauder/Hellbat/Medivac, which is what Forgg and Innovation used this tournament against Protoss, but it's not even close to being unbeatable, considering sOs beat Forgg by using mass amounts of archons, less storms and more feedbacks Forgg lost, despite having substantial momentum throughout the entire game. At worst, it means Protoss needs a different type of army composition, which Terrans have to do all the time. There's no problem.

Exactly, a different army comp is what is needed. But I don't think that mentioning the one game sOs won vs this style is helpful as a guide here, since it's the one game the Forgg forgot to make ghosts, which would wreck those archons. But who knows, maybe it's give and take and we will see perfecting of compositions on both sides. I hope it turns out well.


It's very possible it'll be like that, I'm also curious what would happen if ghosts were thrown into the composition as well, but I personally think it'd be fine, just more feedbacks/snipe wars would happen. We don't have enough data to conclude that Hellbats are OP, and 1 tournament certainty isn't enough. I think they do warrant a taking a look at though, mostly because one unit is so effective and can fill so many different holes within a Terran army. I think defending actual Hellbat drops will just be practice, similar to how Protoss learned to defend the roach max timing
Fig
Profile Joined March 2010
United States1324 Posts
June 09 2013 22:30 GMT
#10443
On June 10 2013 07:20 TheDwf wrote:
Show nested quote +
On June 10 2013 07:13 Fig wrote:
On June 10 2013 07:11 TheDwf wrote:
On June 10 2013 07:05 Fig wrote:
On June 10 2013 07:03 TheDwf wrote:
On June 10 2013 06:59 Fig wrote:
And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

Exactly why are Probes stationary in your described scenario? Do Hellbats have a passive AoE rooting ability?

Well considering Medivacs move faster than probes, you shouldn't be missing with your Hellbats. Just pick em up and move em over the running probes.

Banelings don't have a passive AoE rooting ability either, but they can still cause massive damage if they get a few hits in.

What happens when you "just" pick them up and move them over the running Probes is that Hellbats auto-attack the Nexus (or whichever closer target is firing at them), so by the time you have issued the attack order after landing them most Probes are still fleeing out of range. Banelings can catch up workers to some extent, not Hellbats once Afterburners is over, and you use Afterburners first to land in the mineral line (where a Cannon or units should be awaiting you, triggering the auto-focus from Hellbats and forcing active micro if you want to kill Probes), so your hypothetic scenario doesn't work like that in reality.

Yeah hypotheses never work perfectly, but defending a Hellbat drop is much harder than pulling it off, so there would usually be chances to get those few game-changing hits off unless the opponent is expecting you to attack there.

No, defending a Hellbat drop in PvT is trivial with Observers to see them coming from afar, Cannon in mineral line + PO to quickly dispose of the Medivac and warp-ins to help if you're somehow out of position (warp-ins can even block Hellbats' path to prevent them from reaching Probes). Not to mention Phoenixes can completely block Hellbats if you opened Stargate.

Well I think "trivial" is a little much. Contrary to popular belief, protoss is not as easy as it seems at the pro level, which is what we are talking about here.

But I would like to agree that I think Stargate openings have interesting potential, with Oracles to pin terran in the base and Phoenixes to shut down drops. I've been thinking about it a lot, and one WCS game even began that way, making it look promising before the toss lost. So it's still yet to be seen whether Stargate can be a stable opening in PvT. I'm hoping someone figures it out because it's very fun to watch.
Can't elope with my cantaloupe
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 22:31 GMT
#10444
On June 10 2013 07:25 Fig wrote:
Show nested quote +
On June 10 2013 07:17 Chaggi wrote:
On June 10 2013 07:15 Fig wrote:
On June 10 2013 07:13 Chaggi wrote:
On June 10 2013 07:05 Fig wrote:
On June 10 2013 07:03 TheDwf wrote:
On June 10 2013 06:59 Fig wrote:
And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

Exactly why are Probes stationary in your described scenario? Do Hellbats have a passive AoE rooting ability?

Well considering Medivacs move faster than probes, you shouldn't be missing with your Hellbats. Just pick em up and move em over the running probes.

Banelings don't have a passive AoE rooting ability either, but they can still cause massive damage if they get a few hits in.


Then split your workers like what every race that faces Banelings has to do to take minimal damage. Not only are Hellbats super slow, as long as the medivacs are dead, your workers can always outrun a Hellbat

And yes that is the best solution. But if even the best pro players in the world can't do this in time, there may be something wrong with the effectiveness. (MVP ending up with 9 SCVs for example)


Did you even watch the games? MVP ending up with 9 SCVs in Game 2 and Game 5 was either a result of MVP losing to a Marine/Hellion elevator (game 2), or in game 5, literally running SCVs into Hellbats. He never tried to split for whatever reason. You're not facing Innovation, and I doubt anyone you face will have Hellbat drops that effective. You don't need to worry about it.

You can't use the "you're not going to be facing a pro" reasoning here.

First of all, that logic is flawed from the start because I myself am not at the skill level of a pro either, so both the drop effectiveness and my defense of the drop will be at a lower, but still equal, level.

Second I already mentioned I don't care about what happens at my skill level. I care about the game as a spectator. And if the best pro players have that much trouble with such low cost Hellbat drops, then that is worrisome to me wanting to see interesting games.


The point of that was not to point out your weakness per say, but to point out that defending a Hellbat drop, while annoying as hell, doesn't require pro mechanics or skills to defend. It honestly is very easy past a certain point in the game for TvT, and a bit less greedy play from Protoss and Zerg. People just need to understand how it works
Fig
Profile Joined March 2010
United States1324 Posts
June 09 2013 22:32 GMT
#10445
On June 10 2013 07:29 Chaggi wrote:
Show nested quote +
On June 10 2013 07:20 Fig wrote:
On June 10 2013 07:16 Chaggi wrote:
On June 10 2013 07:11 Fig wrote:
On June 10 2013 07:07 iky43210 wrote:
On June 10 2013 06:59 Fig wrote:
On June 10 2013 06:19 iky43210 wrote:
On June 10 2013 05:30 sibs wrote:
On June 10 2013 04:56 iky43210 wrote:
On June 09 2013 20:34 Usernameffs wrote:
[quote]
Hellbat 100 minerals, marines are good but not that good.

marines is still used just about 90% of the time in TvP and TvZ through all phase of the game, while we're lucky to see 15% usage for hellbats in those matchup, and they are only used as a temporary harass mid game.


As terran's get more used to hellbats they'll start using them more and more, we've seen incredibly abusive styles from MVP and Innovation with hellbats, they will surely going to be getting more use, since they already get far more use than 15% from inno/mvp.

The unit is simply too good IMO, when your 0/0 mineral unit can wreck the other 2 races 3/3 mineral units on actual combat its a little bit silly to not use it.

speculation is not useful for discussions, and thus far hellbat are made in minimal qualities and most often none in TvZ and TvP. Stalkers and planetary nexus are plenty enough to defend hellbat drops, and so are queens.

Right now hellbats are mostly treated like reapers or banshees in TvZ and TvP. Harass units to control ppl from playing too greedy. Honestly the only reason hellbat should be nerfed is for TvT. Any other matchup the problem lies with you

Hellbats were just shown to be far and away the best harass terran has, as evidenced by a TvT between arguably the two best terran players.

Why would terrans not switch to using Hellbats for their harass in other matchups too? 8 Marines or some kind of marine/marauder mix are both much less effective than something that costs half as much. Hellbats, without being healed, take 7 shots from the nexus cannon to die. Effectively 9 seconds, for each Hellbat. You know the poor DPS of Stalkers already (20 seconds for one to kill a Hellbat).

And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

I don't care about the balance at my level, but I'm not going to be surprised when Hellbats become so prevalent in any pro terran game that Blizzard has to do something.

because in other matchups mech don't work so your hellbats eventually fade into not being so useful (no upgrades), while in TvT you continue on with mech

Did you know marines do 1.5 times the dps of roaches while only cost 1/2 the price?

On the contrary. As you might have seen from the Finals yesterday, Innovation starting adding in Hellbats after the 10 minute mark. Rather than fading, Hellbat use was growing brighter (get it?). And because they don't get upgrades, it makes sense to use them earlier when they are facing unupgraded units on the other side. That is my reasoning.


Hellbat/Marauder may direct counter Marauder/Hellbat/Medivac, which is what Forgg and Innovation used this tournament against Protoss, but it's not even close to being unbeatable, considering sOs beat Forgg by using mass amounts of archons, less storms and more feedbacks Forgg lost, despite having substantial momentum throughout the entire game. At worst, it means Protoss needs a different type of army composition, which Terrans have to do all the time. There's no problem.

Exactly, a different army comp is what is needed. But I don't think that mentioning the one game sOs won vs this style is helpful as a guide here, since it's the one game the Forgg forgot to make ghosts, which would wreck those archons. But who knows, maybe it's give and take and we will see perfecting of compositions on both sides. I hope it turns out well.


It's very possible it'll be like that, I'm also curious what would happen if ghosts were thrown into the composition as well, but I personally think it'd be fine, just more feedbacks/snipe wars would happen. We don't have enough data to conclude that Hellbats are OP, and 1 tournament certainty isn't enough. I think they do warrant a taking a look at though, mostly because one unit is so effective and can fill so many different holes within a Terran army. I think defending actual Hellbat drops will just be practice, similar to how Protoss learned to defend the roach max timing

True, it could turn out to just make Protosses much more adept at defending, which I would welcome as well. But I wouldn't want it to make the game too passive with a toss just hunkering down to defend everything till lategame.
Can't elope with my cantaloupe
Fig
Profile Joined March 2010
United States1324 Posts
June 09 2013 22:34 GMT
#10446
On June 10 2013 07:31 Chaggi wrote:
Show nested quote +
On June 10 2013 07:25 Fig wrote:
On June 10 2013 07:17 Chaggi wrote:
On June 10 2013 07:15 Fig wrote:
On June 10 2013 07:13 Chaggi wrote:
On June 10 2013 07:05 Fig wrote:
On June 10 2013 07:03 TheDwf wrote:
On June 10 2013 06:59 Fig wrote:
And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

Exactly why are Probes stationary in your described scenario? Do Hellbats have a passive AoE rooting ability?

Well considering Medivacs move faster than probes, you shouldn't be missing with your Hellbats. Just pick em up and move em over the running probes.

Banelings don't have a passive AoE rooting ability either, but they can still cause massive damage if they get a few hits in.


Then split your workers like what every race that faces Banelings has to do to take minimal damage. Not only are Hellbats super slow, as long as the medivacs are dead, your workers can always outrun a Hellbat

And yes that is the best solution. But if even the best pro players in the world can't do this in time, there may be something wrong with the effectiveness. (MVP ending up with 9 SCVs for example)


Did you even watch the games? MVP ending up with 9 SCVs in Game 2 and Game 5 was either a result of MVP losing to a Marine/Hellion elevator (game 2), or in game 5, literally running SCVs into Hellbats. He never tried to split for whatever reason. You're not facing Innovation, and I doubt anyone you face will have Hellbat drops that effective. You don't need to worry about it.

You can't use the "you're not going to be facing a pro" reasoning here.

First of all, that logic is flawed from the start because I myself am not at the skill level of a pro either, so both the drop effectiveness and my defense of the drop will be at a lower, but still equal, level.

Second I already mentioned I don't care about what happens at my skill level. I care about the game as a spectator. And if the best pro players have that much trouble with such low cost Hellbat drops, then that is worrisome to me wanting to see interesting games.


The point of that was not to point out your weakness per say, but to point out that defending a Hellbat drop, while annoying as hell, doesn't require pro mechanics or skills to defend. It honestly is very easy past a certain point in the game for TvT, and a bit less greedy play from Protoss and Zerg. People just need to understand how it works

Ok I see what you mean. And I agree =)
Can't elope with my cantaloupe
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2013 22:34 GMT
#10447
On June 10 2013 07:32 Fig wrote:
Show nested quote +
On June 10 2013 07:29 Chaggi wrote:
On June 10 2013 07:20 Fig wrote:
On June 10 2013 07:16 Chaggi wrote:
On June 10 2013 07:11 Fig wrote:
On June 10 2013 07:07 iky43210 wrote:
On June 10 2013 06:59 Fig wrote:
On June 10 2013 06:19 iky43210 wrote:
On June 10 2013 05:30 sibs wrote:
On June 10 2013 04:56 iky43210 wrote:
[quote]
marines is still used just about 90% of the time in TvP and TvZ through all phase of the game, while we're lucky to see 15% usage for hellbats in those matchup, and they are only used as a temporary harass mid game.


As terran's get more used to hellbats they'll start using them more and more, we've seen incredibly abusive styles from MVP and Innovation with hellbats, they will surely going to be getting more use, since they already get far more use than 15% from inno/mvp.

The unit is simply too good IMO, when your 0/0 mineral unit can wreck the other 2 races 3/3 mineral units on actual combat its a little bit silly to not use it.

speculation is not useful for discussions, and thus far hellbat are made in minimal qualities and most often none in TvZ and TvP. Stalkers and planetary nexus are plenty enough to defend hellbat drops, and so are queens.

Right now hellbats are mostly treated like reapers or banshees in TvZ and TvP. Harass units to control ppl from playing too greedy. Honestly the only reason hellbat should be nerfed is for TvT. Any other matchup the problem lies with you

Hellbats were just shown to be far and away the best harass terran has, as evidenced by a TvT between arguably the two best terran players.

Why would terrans not switch to using Hellbats for their harass in other matchups too? 8 Marines or some kind of marine/marauder mix are both much less effective than something that costs half as much. Hellbats, without being healed, take 7 shots from the nexus cannon to die. Effectively 9 seconds, for each Hellbat. You know the poor DPS of Stalkers already (20 seconds for one to kill a Hellbat).

And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

I don't care about the balance at my level, but I'm not going to be surprised when Hellbats become so prevalent in any pro terran game that Blizzard has to do something.

because in other matchups mech don't work so your hellbats eventually fade into not being so useful (no upgrades), while in TvT you continue on with mech

Did you know marines do 1.5 times the dps of roaches while only cost 1/2 the price?

On the contrary. As you might have seen from the Finals yesterday, Innovation starting adding in Hellbats after the 10 minute mark. Rather than fading, Hellbat use was growing brighter (get it?). And because they don't get upgrades, it makes sense to use them earlier when they are facing unupgraded units on the other side. That is my reasoning.


Hellbat/Marauder may direct counter Marauder/Hellbat/Medivac, which is what Forgg and Innovation used this tournament against Protoss, but it's not even close to being unbeatable, considering sOs beat Forgg by using mass amounts of archons, less storms and more feedbacks Forgg lost, despite having substantial momentum throughout the entire game. At worst, it means Protoss needs a different type of army composition, which Terrans have to do all the time. There's no problem.

Exactly, a different army comp is what is needed. But I don't think that mentioning the one game sOs won vs this style is helpful as a guide here, since it's the one game the Forgg forgot to make ghosts, which would wreck those archons. But who knows, maybe it's give and take and we will see perfecting of compositions on both sides. I hope it turns out well.


It's very possible it'll be like that, I'm also curious what would happen if ghosts were thrown into the composition as well, but I personally think it'd be fine, just more feedbacks/snipe wars would happen. We don't have enough data to conclude that Hellbats are OP, and 1 tournament certainty isn't enough. I think they do warrant a taking a look at though, mostly because one unit is so effective and can fill so many different holes within a Terran army. I think defending actual Hellbat drops will just be practice, similar to how Protoss learned to defend the roach max timing

True, it could turn out to just make Protosses much more adept at defending, which I would welcome as well. But I wouldn't want it to make the game too passive with a toss just hunkering down to defend everything till lategame.


I really wish that Protoss were more aggressive with WP play, especially in the mid game where a WP w/ DT's could absolutely wreck a production line. Now that the tech isn't too expensive, I think Protoss players are just too used to the traditional ways of playing defensive and breaking out (flow of the game).
Fig
Profile Joined March 2010
United States1324 Posts
June 09 2013 22:37 GMT
#10448
On June 10 2013 07:34 Chaggi wrote:
Show nested quote +
On June 10 2013 07:32 Fig wrote:
On June 10 2013 07:29 Chaggi wrote:
On June 10 2013 07:20 Fig wrote:
On June 10 2013 07:16 Chaggi wrote:
On June 10 2013 07:11 Fig wrote:
On June 10 2013 07:07 iky43210 wrote:
On June 10 2013 06:59 Fig wrote:
On June 10 2013 06:19 iky43210 wrote:
On June 10 2013 05:30 sibs wrote:
[quote]

As terran's get more used to hellbats they'll start using them more and more, we've seen incredibly abusive styles from MVP and Innovation with hellbats, they will surely going to be getting more use, since they already get far more use than 15% from inno/mvp.

The unit is simply too good IMO, when your 0/0 mineral unit can wreck the other 2 races 3/3 mineral units on actual combat its a little bit silly to not use it.

speculation is not useful for discussions, and thus far hellbat are made in minimal qualities and most often none in TvZ and TvP. Stalkers and planetary nexus are plenty enough to defend hellbat drops, and so are queens.

Right now hellbats are mostly treated like reapers or banshees in TvZ and TvP. Harass units to control ppl from playing too greedy. Honestly the only reason hellbat should be nerfed is for TvT. Any other matchup the problem lies with you

Hellbats were just shown to be far and away the best harass terran has, as evidenced by a TvT between arguably the two best terran players.

Why would terrans not switch to using Hellbats for their harass in other matchups too? 8 Marines or some kind of marine/marauder mix are both much less effective than something that costs half as much. Hellbats, without being healed, take 7 shots from the nexus cannon to die. Effectively 9 seconds, for each Hellbat. You know the poor DPS of Stalkers already (20 seconds for one to kill a Hellbat).

And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

I don't care about the balance at my level, but I'm not going to be surprised when Hellbats become so prevalent in any pro terran game that Blizzard has to do something.

because in other matchups mech don't work so your hellbats eventually fade into not being so useful (no upgrades), while in TvT you continue on with mech

Did you know marines do 1.5 times the dps of roaches while only cost 1/2 the price?

On the contrary. As you might have seen from the Finals yesterday, Innovation starting adding in Hellbats after the 10 minute mark. Rather than fading, Hellbat use was growing brighter (get it?). And because they don't get upgrades, it makes sense to use them earlier when they are facing unupgraded units on the other side. That is my reasoning.


Hellbat/Marauder may direct counter Marauder/Hellbat/Medivac, which is what Forgg and Innovation used this tournament against Protoss, but it's not even close to being unbeatable, considering sOs beat Forgg by using mass amounts of archons, less storms and more feedbacks Forgg lost, despite having substantial momentum throughout the entire game. At worst, it means Protoss needs a different type of army composition, which Terrans have to do all the time. There's no problem.

Exactly, a different army comp is what is needed. But I don't think that mentioning the one game sOs won vs this style is helpful as a guide here, since it's the one game the Forgg forgot to make ghosts, which would wreck those archons. But who knows, maybe it's give and take and we will see perfecting of compositions on both sides. I hope it turns out well.


It's very possible it'll be like that, I'm also curious what would happen if ghosts were thrown into the composition as well, but I personally think it'd be fine, just more feedbacks/snipe wars would happen. We don't have enough data to conclude that Hellbats are OP, and 1 tournament certainty isn't enough. I think they do warrant a taking a look at though, mostly because one unit is so effective and can fill so many different holes within a Terran army. I think defending actual Hellbat drops will just be practice, similar to how Protoss learned to defend the roach max timing

True, it could turn out to just make Protosses much more adept at defending, which I would welcome as well. But I wouldn't want it to make the game too passive with a toss just hunkering down to defend everything till lategame.


I really wish that Protoss were more aggressive with WP play, especially in the mid game where a WP w/ DT's could absolutely wreck a production line. Now that the tech isn't too expensive, I think Protoss players are just too used to the traditional ways of playing defensive and breaking out (flow of the game).

Haha, well maybe they are waiting for Blizzard to go through with that speed buff for the WP before they all reveal their plans.
Can't elope with my cantaloupe
learning88
Profile Joined April 2005
United States160 Posts
June 09 2013 22:47 GMT
#10449
Just wondering, so the spore crawler change to make it do 45 to biological air was changed a while ago. Why hasn't been any ideas to give that to the hydralisk? Like to do more damage to biological air units since people complain about spores make it more turtley. Not saying they should implement this but I'm just wondering why people haven't suggested it.
TheDwf
Profile Joined November 2011
France19747 Posts
June 09 2013 22:50 GMT
#10450
On June 10 2013 07:30 Fig wrote:
Well I think "trivial" is a little much. Contrary to popular belief, protoss is not as easy as it seems at the pro level, which is what we are talking about here.

Well, just watch + Show Spoiler [WCS global finals] +
Bogus vs sOs, Whirlwind, from the WCS global finals series. He lost like only 6 Probes to 4 different Hellbats drops attempts.
Pros (should) have the necessary minimap awareness and reflexes to use Protoss' defensive tools to negate econ damage.

But I would like to agree that I think Stargate openings have interesting potential, with Oracles to pin terran in the base and Phoenixes to shut down drops. I've been thinking about it a lot, and one WCS game even began that way, making it look promising before the toss lost. So it's still yet to be seen whether Stargate can be a stable opening in PvT. I'm hoping someone figures it out because it's very fun to watch.

Stargate openings are quite common in PvT. People like sOs, Rain, Sage, Creator use them (some from time to time, some more frequently). NaNiwa and MaNa used them too on some of my ladder games against them. Even if your Oracle is shut down by Turrets, well first you forced Turrets and you can still be annoying outside of Turrets' range, second you can salvage it by using Revelation on the Medivac push and being active on the map to spot Terran's army, third it virtually forces Terran to make his third inbase (while he would prefer to build on the spot). It also provides detection and can deal lot of damage if Terran doesn't have defence for some reason.
Cloak
Profile Joined October 2009
United States816 Posts
June 10 2013 00:18 GMT
#10451
On June 10 2013 07:34 Chaggi wrote:
Show nested quote +
On June 10 2013 07:32 Fig wrote:
On June 10 2013 07:29 Chaggi wrote:
On June 10 2013 07:20 Fig wrote:
On June 10 2013 07:16 Chaggi wrote:
On June 10 2013 07:11 Fig wrote:
On June 10 2013 07:07 iky43210 wrote:
On June 10 2013 06:59 Fig wrote:
On June 10 2013 06:19 iky43210 wrote:
On June 10 2013 05:30 sibs wrote:
[quote]

As terran's get more used to hellbats they'll start using them more and more, we've seen incredibly abusive styles from MVP and Innovation with hellbats, they will surely going to be getting more use, since they already get far more use than 15% from inno/mvp.

The unit is simply too good IMO, when your 0/0 mineral unit can wreck the other 2 races 3/3 mineral units on actual combat its a little bit silly to not use it.

speculation is not useful for discussions, and thus far hellbat are made in minimal qualities and most often none in TvZ and TvP. Stalkers and planetary nexus are plenty enough to defend hellbat drops, and so are queens.

Right now hellbats are mostly treated like reapers or banshees in TvZ and TvP. Harass units to control ppl from playing too greedy. Honestly the only reason hellbat should be nerfed is for TvT. Any other matchup the problem lies with you

Hellbats were just shown to be far and away the best harass terran has, as evidenced by a TvT between arguably the two best terran players.

Why would terrans not switch to using Hellbats for their harass in other matchups too? 8 Marines or some kind of marine/marauder mix are both much less effective than something that costs half as much. Hellbats, without being healed, take 7 shots from the nexus cannon to die. Effectively 9 seconds, for each Hellbat. You know the poor DPS of Stalkers already (20 seconds for one to kill a Hellbat).

And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

I don't care about the balance at my level, but I'm not going to be surprised when Hellbats become so prevalent in any pro terran game that Blizzard has to do something.

because in other matchups mech don't work so your hellbats eventually fade into not being so useful (no upgrades), while in TvT you continue on with mech

Did you know marines do 1.5 times the dps of roaches while only cost 1/2 the price?

On the contrary. As you might have seen from the Finals yesterday, Innovation starting adding in Hellbats after the 10 minute mark. Rather than fading, Hellbat use was growing brighter (get it?). And because they don't get upgrades, it makes sense to use them earlier when they are facing unupgraded units on the other side. That is my reasoning.


Hellbat/Marauder may direct counter Marauder/Hellbat/Medivac, which is what Forgg and Innovation used this tournament against Protoss, but it's not even close to being unbeatable, considering sOs beat Forgg by using mass amounts of archons, less storms and more feedbacks Forgg lost, despite having substantial momentum throughout the entire game. At worst, it means Protoss needs a different type of army composition, which Terrans have to do all the time. There's no problem.

Exactly, a different army comp is what is needed. But I don't think that mentioning the one game sOs won vs this style is helpful as a guide here, since it's the one game the Forgg forgot to make ghosts, which would wreck those archons. But who knows, maybe it's give and take and we will see perfecting of compositions on both sides. I hope it turns out well.


It's very possible it'll be like that, I'm also curious what would happen if ghosts were thrown into the composition as well, but I personally think it'd be fine, just more feedbacks/snipe wars would happen. We don't have enough data to conclude that Hellbats are OP, and 1 tournament certainty isn't enough. I think they do warrant a taking a look at though, mostly because one unit is so effective and can fill so many different holes within a Terran army. I think defending actual Hellbat drops will just be practice, similar to how Protoss learned to defend the roach max timing

True, it could turn out to just make Protosses much more adept at defending, which I would welcome as well. But I wouldn't want it to make the game too passive with a toss just hunkering down to defend everything till lategame.


I really wish that Protoss were more aggressive with WP play, especially in the mid game where a WP w/ DT's could absolutely wreck a production line. Now that the tech isn't too expensive, I think Protoss players are just too used to the traditional ways of playing defensive and breaking out (flow of the game).


It's just not that rewarding. There's nothing you can really stuff into a Warp Prism that screams danger. The best scenario is usually 2 Templars but I can't remember the last time a major game hinged on a Storm Drop, and when it was attempted, it was 3-5 workers killed, because it requires the worker to sit in Storm for quite awhile. Blow 150-300 gas for that level of kill? Or blow 100-200 minerals as a Helbat for that level of kill? And it still can fight afterward. Zealots are okay at killing structures, but no more or less than any other basic unit in the game, which isn't saying much.
The more you know, the less you understand.
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 10 2013 03:26 GMT
#10452
On June 10 2013 07:47 learning88 wrote:
Just wondering, so the spore crawler change to make it do 45 to biological air was changed a while ago. Why hasn't been any ideas to give that to the hydralisk? Like to do more damage to biological air units since people complain about spores make it more turtley. Not saying they should implement this but I'm just wondering why people haven't suggested it.

Simple ... such a change affects more than just Mutalisks ... and that is bad, because then you have to change Corruptors, Broodlords, Overseers as well. Hydralisks are only bad against Mutalisks because the Mutalisks are so damn fast and can evade any ground based AA fire easily; they had their speed increased to 4 after all to "compensate" for the Medivac speed boost. Neither of the speed buffs are good and they should all be removed ... but then the Blizzard devs would look stupid, because the Medivac boost is one of the goodies Terrans got in HotS. So they need to introduce stupid "specific damage boosts" to fix the problem they created ...
If you cant say what you're meaning, you can never mean what you're saying.
ETisME
Profile Blog Joined April 2011
12703 Posts
June 10 2013 04:33 GMT
#10453
On June 10 2013 12:26 Rabiator wrote:
Show nested quote +
On June 10 2013 07:47 learning88 wrote:
Just wondering, so the spore crawler change to make it do 45 to biological air was changed a while ago. Why hasn't been any ideas to give that to the hydralisk? Like to do more damage to biological air units since people complain about spores make it more turtley. Not saying they should implement this but I'm just wondering why people haven't suggested it.

Simple ... such a change affects more than just Mutalisks ... and that is bad, because then you have to change Corruptors, Broodlords, Overseers as well. Hydralisks are only bad against Mutalisks because the Mutalisks are so damn fast and can evade any ground based AA fire easily; they had their speed increased to 4 after all to "compensate" for the Medivac speed boost. Neither of the speed buffs are good and they should all be removed ... but then the Blizzard devs would look stupid, because the Medivac boost is one of the goodies Terrans got in HotS. So they need to introduce stupid "specific damage boosts" to fix the problem they created ...

it's not all this complicated.
There is no Biological Air armor type, increasing hydralisk damage against bio would mean it will be buff'd against every single kind of biological unit
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 10 2013 04:49 GMT
#10454
On June 10 2013 13:33 ETisME wrote:
Show nested quote +
On June 10 2013 12:26 Rabiator wrote:
On June 10 2013 07:47 learning88 wrote:
Just wondering, so the spore crawler change to make it do 45 to biological air was changed a while ago. Why hasn't been any ideas to give that to the hydralisk? Like to do more damage to biological air units since people complain about spores make it more turtley. Not saying they should implement this but I'm just wondering why people haven't suggested it.

Simple ... such a change affects more than just Mutalisks ... and that is bad, because then you have to change Corruptors, Broodlords, Overseers as well. Hydralisks are only bad against Mutalisks because the Mutalisks are so damn fast and can evade any ground based AA fire easily; they had their speed increased to 4 after all to "compensate" for the Medivac speed boost. Neither of the speed buffs are good and they should all be removed ... but then the Blizzard devs would look stupid, because the Medivac boost is one of the goodies Terrans got in HotS. So they need to introduce stupid "specific damage boosts" to fix the problem they created ...

it's not all this complicated.
There is no Biological Air armor type, increasing hydralisk damage against bio would mean it will be buff'd against every single kind of biological unit

Obviously they would have to split up the Hydralisk attack into an air one and a ground one, but - as I failed to mention - it would be a terrible terrible change to the game, but at least it would be consistent with the other stupid balance changes (to save their faces).
If you cant say what you're meaning, you can never mean what you're saying.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 10 2013 08:24 GMT
#10455
On June 10 2013 09:18 Cloak wrote:
Show nested quote +
On June 10 2013 07:34 Chaggi wrote:
On June 10 2013 07:32 Fig wrote:
On June 10 2013 07:29 Chaggi wrote:
On June 10 2013 07:20 Fig wrote:
On June 10 2013 07:16 Chaggi wrote:
On June 10 2013 07:11 Fig wrote:
On June 10 2013 07:07 iky43210 wrote:
On June 10 2013 06:59 Fig wrote:
On June 10 2013 06:19 iky43210 wrote:
[quote]
speculation is not useful for discussions, and thus far hellbat are made in minimal qualities and most often none in TvZ and TvP. Stalkers and planetary nexus are plenty enough to defend hellbat drops, and so are queens.

Right now hellbats are mostly treated like reapers or banshees in TvZ and TvP. Harass units to control ppl from playing too greedy. Honestly the only reason hellbat should be nerfed is for TvT. Any other matchup the problem lies with you

Hellbats were just shown to be far and away the best harass terran has, as evidenced by a TvT between arguably the two best terran players.

Why would terrans not switch to using Hellbats for their harass in other matchups too? 8 Marines or some kind of marine/marauder mix are both much less effective than something that costs half as much. Hellbats, without being healed, take 7 shots from the nexus cannon to die. Effectively 9 seconds, for each Hellbat. You know the poor DPS of Stalkers already (20 seconds for one to kill a Hellbat).

And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

I don't care about the balance at my level, but I'm not going to be surprised when Hellbats become so prevalent in any pro terran game that Blizzard has to do something.

because in other matchups mech don't work so your hellbats eventually fade into not being so useful (no upgrades), while in TvT you continue on with mech

Did you know marines do 1.5 times the dps of roaches while only cost 1/2 the price?

On the contrary. As you might have seen from the Finals yesterday, Innovation starting adding in Hellbats after the 10 minute mark. Rather than fading, Hellbat use was growing brighter (get it?). And because they don't get upgrades, it makes sense to use them earlier when they are facing unupgraded units on the other side. That is my reasoning.


Hellbat/Marauder may direct counter Marauder/Hellbat/Medivac, which is what Forgg and Innovation used this tournament against Protoss, but it's not even close to being unbeatable, considering sOs beat Forgg by using mass amounts of archons, less storms and more feedbacks Forgg lost, despite having substantial momentum throughout the entire game. At worst, it means Protoss needs a different type of army composition, which Terrans have to do all the time. There's no problem.

Exactly, a different army comp is what is needed. But I don't think that mentioning the one game sOs won vs this style is helpful as a guide here, since it's the one game the Forgg forgot to make ghosts, which would wreck those archons. But who knows, maybe it's give and take and we will see perfecting of compositions on both sides. I hope it turns out well.


It's very possible it'll be like that, I'm also curious what would happen if ghosts were thrown into the composition as well, but I personally think it'd be fine, just more feedbacks/snipe wars would happen. We don't have enough data to conclude that Hellbats are OP, and 1 tournament certainty isn't enough. I think they do warrant a taking a look at though, mostly because one unit is so effective and can fill so many different holes within a Terran army. I think defending actual Hellbat drops will just be practice, similar to how Protoss learned to defend the roach max timing

True, it could turn out to just make Protosses much more adept at defending, which I would welcome as well. But I wouldn't want it to make the game too passive with a toss just hunkering down to defend everything till lategame.


I really wish that Protoss were more aggressive with WP play, especially in the mid game where a WP w/ DT's could absolutely wreck a production line. Now that the tech isn't too expensive, I think Protoss players are just too used to the traditional ways of playing defensive and breaking out (flow of the game).


It's just not that rewarding. There's nothing you can really stuff into a Warp Prism that screams danger. The best scenario is usually 2 Templars but I can't remember the last time a major game hinged on a Storm Drop, and when it was attempted, it was 3-5 workers killed, because it requires the worker to sit in Storm for quite awhile. Blow 150-300 gas for that level of kill? Or blow 100-200 minerals as a Helbat for that level of kill? And it still can fight afterward. Zealots are okay at killing structures, but no more or less than any other basic unit in the game, which isn't saying much.


Or drop 2 DT's into production line, 2 DT's split between 3rd/4th/natural and once my entire army has moved out of position, go in and crush a base easily

Terrans have to handle it somehow or just all in, it's the same idea if a Terran drops when Toss is at 200/200 and Terran does multipronged drops and aggression.

Except we don't have a Nexus cannon or cannons that cost no supply
Mortal
Profile Blog Joined November 2010
2943 Posts
June 10 2013 08:28 GMT
#10456
My only issue with hellbats isn't their balance, it's how goddamn boring they are. I just neither like watching or playing hellbat vs. hellbat. It's like how PvP was in Wings. War of the worlds every game. I have no honest opinion how you fix them without fucking up every other matchup, but I grow tired of them in TvT.
The universe created an audience for itself.
Sissors
Profile Joined March 2012
1395 Posts
June 10 2013 09:20 GMT
#10457
On June 10 2013 09:18 Cloak wrote:
Show nested quote +
On June 10 2013 07:34 Chaggi wrote:
On June 10 2013 07:32 Fig wrote:
On June 10 2013 07:29 Chaggi wrote:
On June 10 2013 07:20 Fig wrote:
On June 10 2013 07:16 Chaggi wrote:
On June 10 2013 07:11 Fig wrote:
On June 10 2013 07:07 iky43210 wrote:
On June 10 2013 06:59 Fig wrote:
On June 10 2013 06:19 iky43210 wrote:
[quote]
speculation is not useful for discussions, and thus far hellbat are made in minimal qualities and most often none in TvZ and TvP. Stalkers and planetary nexus are plenty enough to defend hellbat drops, and so are queens.

Right now hellbats are mostly treated like reapers or banshees in TvZ and TvP. Harass units to control ppl from playing too greedy. Honestly the only reason hellbat should be nerfed is for TvT. Any other matchup the problem lies with you

Hellbats were just shown to be far and away the best harass terran has, as evidenced by a TvT between arguably the two best terran players.

Why would terrans not switch to using Hellbats for their harass in other matchups too? 8 Marines or some kind of marine/marauder mix are both much less effective than something that costs half as much. Hellbats, without being healed, take 7 shots from the nexus cannon to die. Effectively 9 seconds, for each Hellbat. You know the poor DPS of Stalkers already (20 seconds for one to kill a Hellbat).

And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

I don't care about the balance at my level, but I'm not going to be surprised when Hellbats become so prevalent in any pro terran game that Blizzard has to do something.

because in other matchups mech don't work so your hellbats eventually fade into not being so useful (no upgrades), while in TvT you continue on with mech

Did you know marines do 1.5 times the dps of roaches while only cost 1/2 the price?

On the contrary. As you might have seen from the Finals yesterday, Innovation starting adding in Hellbats after the 10 minute mark. Rather than fading, Hellbat use was growing brighter (get it?). And because they don't get upgrades, it makes sense to use them earlier when they are facing unupgraded units on the other side. That is my reasoning.


Hellbat/Marauder may direct counter Marauder/Hellbat/Medivac, which is what Forgg and Innovation used this tournament against Protoss, but it's not even close to being unbeatable, considering sOs beat Forgg by using mass amounts of archons, less storms and more feedbacks Forgg lost, despite having substantial momentum throughout the entire game. At worst, it means Protoss needs a different type of army composition, which Terrans have to do all the time. There's no problem.

Exactly, a different army comp is what is needed. But I don't think that mentioning the one game sOs won vs this style is helpful as a guide here, since it's the one game the Forgg forgot to make ghosts, which would wreck those archons. But who knows, maybe it's give and take and we will see perfecting of compositions on both sides. I hope it turns out well.


It's very possible it'll be like that, I'm also curious what would happen if ghosts were thrown into the composition as well, but I personally think it'd be fine, just more feedbacks/snipe wars would happen. We don't have enough data to conclude that Hellbats are OP, and 1 tournament certainty isn't enough. I think they do warrant a taking a look at though, mostly because one unit is so effective and can fill so many different holes within a Terran army. I think defending actual Hellbat drops will just be practice, similar to how Protoss learned to defend the roach max timing

True, it could turn out to just make Protosses much more adept at defending, which I would welcome as well. But I wouldn't want it to make the game too passive with a toss just hunkering down to defend everything till lategame.


I really wish that Protoss were more aggressive with WP play, especially in the mid game where a WP w/ DT's could absolutely wreck a production line. Now that the tech isn't too expensive, I think Protoss players are just too used to the traditional ways of playing defensive and breaking out (flow of the game).


It's just not that rewarding. There's nothing you can really stuff into a Warp Prism that screams danger.

4 sentries. Or 2 sentries + immortal. That will be really much more dangerous with warp prism speed boost (it might even be too dangerous). Considering next it switches to its other mode, and starts warping in units.
Sabu113
Profile Blog Joined August 2009
United States11078 Posts
June 10 2013 09:25 GMT
#10458
On June 10 2013 07:29 Chaggi wrote:
Show nested quote +
On June 10 2013 07:20 Fig wrote:
On June 10 2013 07:16 Chaggi wrote:
On June 10 2013 07:11 Fig wrote:
On June 10 2013 07:07 iky43210 wrote:
On June 10 2013 06:59 Fig wrote:
On June 10 2013 06:19 iky43210 wrote:
On June 10 2013 05:30 sibs wrote:
On June 10 2013 04:56 iky43210 wrote:
On June 09 2013 20:34 Usernameffs wrote:
[quote]
Hellbat 100 minerals, marines are good but not that good.

marines is still used just about 90% of the time in TvP and TvZ through all phase of the game, while we're lucky to see 15% usage for hellbats in those matchup, and they are only used as a temporary harass mid game.


As terran's get more used to hellbats they'll start using them more and more, we've seen incredibly abusive styles from MVP and Innovation with hellbats, they will surely going to be getting more use, since they already get far more use than 15% from inno/mvp.

The unit is simply too good IMO, when your 0/0 mineral unit can wreck the other 2 races 3/3 mineral units on actual combat its a little bit silly to not use it.

speculation is not useful for discussions, and thus far hellbat are made in minimal qualities and most often none in TvZ and TvP. Stalkers and planetary nexus are plenty enough to defend hellbat drops, and so are queens.

Right now hellbats are mostly treated like reapers or banshees in TvZ and TvP. Harass units to control ppl from playing too greedy. Honestly the only reason hellbat should be nerfed is for TvT. Any other matchup the problem lies with you

Hellbats were just shown to be far and away the best harass terran has, as evidenced by a TvT between arguably the two best terran players.

Why would terrans not switch to using Hellbats for their harass in other matchups too? 8 Marines or some kind of marine/marauder mix are both much less effective than something that costs half as much. Hellbats, without being healed, take 7 shots from the nexus cannon to die. Effectively 9 seconds, for each Hellbat. You know the poor DPS of Stalkers already (20 seconds for one to kill a Hellbat).

And you do know that each Hellbat shot is nearly the damage equivalent of a Baneling detonation right? That's a lot of Baneling hits before they die. If you think Stalkers and the nexus cannon are going to prevent a hellbat drop from being cost efficient, you severely underestimate them.

I don't care about the balance at my level, but I'm not going to be surprised when Hellbats become so prevalent in any pro terran game that Blizzard has to do something.

because in other matchups mech don't work so your hellbats eventually fade into not being so useful (no upgrades), while in TvT you continue on with mech

Did you know marines do 1.5 times the dps of roaches while only cost 1/2 the price?

On the contrary. As you might have seen from the Finals yesterday, Innovation starting adding in Hellbats after the 10 minute mark. Rather than fading, Hellbat use was growing brighter (get it?). And because they don't get upgrades, it makes sense to use them earlier when they are facing unupgraded units on the other side. That is my reasoning.


Hellbat/Marauder may direct counter Marauder/Hellbat/Medivac, which is what Forgg and Innovation used this tournament against Protoss, but it's not even close to being unbeatable, considering sOs beat Forgg by using mass amounts of archons, less storms and more feedbacks Forgg lost, despite having substantial momentum throughout the entire game. At worst, it means Protoss needs a different type of army composition, which Terrans have to do all the time. There's no problem.

Exactly, a different army comp is what is needed. But I don't think that mentioning the one game sOs won vs this style is helpful as a guide here, since it's the one game the Forgg forgot to make ghosts, which would wreck those archons. But who knows, maybe it's give and take and we will see perfecting of compositions on both sides. I hope it turns out well.


It's very possible it'll be like that, I'm also curious what would happen if ghosts were thrown into the composition as well, but I personally think it'd be fine, just more feedbacks/snipe wars would happen. We don't have enough data to conclude that Hellbats are OP, and 1 tournament certainty isn't enough. I think they do warrant a taking a look at though, mostly because one unit is so effective and can fill so many different holes within a Terran army. I think defending actual Hellbat drops will just be practice, similar to how Protoss learned to defend the roach max timing


1 Tournament?...
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-06-10 09:48:40
June 10 2013 09:46 GMT
#10459
On June 10 2013 12:26 Rabiator wrote:
Show nested quote +
On June 10 2013 07:47 learning88 wrote:
Just wondering, so the spore crawler change to make it do 45 to biological air was changed a while ago. Why hasn't been any ideas to give that to the hydralisk? Like to do more damage to biological air units since people complain about spores make it more turtley. Not saying they should implement this but I'm just wondering why people haven't suggested it.

Mutalisks are so damn fast and can evade any ground based AA fire easily; they had their speed increased to 4 after all to "compensate" for the Medivac speed boost. ...


They had their speed increased because they wanted to see more mutalisk play and harass

---------

About the hellbat drop discussion, no one has talked about the mineral mining lost when workers are pulled, i have not
done any calculation

What this mean is the one doing the hellbat drop, its very unlikely he "lose" on it, he usually "gain", sounds very unfair to me
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-06-10 09:55:37
June 10 2013 09:55 GMT
#10460
On June 10 2013 18:46 Foxxan wrote:
Show nested quote +
On June 10 2013 12:26 Rabiator wrote:
On June 10 2013 07:47 learning88 wrote:
Just wondering, so the spore crawler change to make it do 45 to biological air was changed a while ago. Why hasn't been any ideas to give that to the hydralisk? Like to do more damage to biological air units since people complain about spores make it more turtley. Not saying they should implement this but I'm just wondering why people haven't suggested it.

Mutalisks are so damn fast and can evade any ground based AA fire easily; they had their speed increased to 4 after all to "compensate" for the Medivac speed boost. ...

About the hellbat drop discussion, no one has talked about the mineral mining lost when workers are pulled, i have not
done any calculation

What this mean is the one doing the hellbat drop, its very unlikely he "lose" on it, he usually "gain", sounds very unfair to me

90% of every hellbat discussion is about that. Let me summarise the answer:

1. Early game hellbat drops there is a good chance you have to pull workers. But you cannot say that if the medivac gets away he only lost 200 minerals: He got early gas, he got a quick armory, etc. His build was optimized for fast hellbat drops, that means he has less income than if he went for a pure macro opening.

2. Later in the game you shouldn't need to pull your workers often.
Prev 1 521 522 523 524 525 1266 Next
Please log in or register to reply.
Live Events Refresh
Patches Events
22:00
5.4k Patch Clash #16
Liquipedia
BSL
19:00
RO32 Group C
UltrA vs KwarK
Gosudark vs cavapoo
dxtr13 vs HBO
Doodle vs Razz
ZZZero.O222
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 342
ROOTCatZ 86
StarCraft: Brood War
Britney 12273
ZZZero.O 222
NaDa 10
Dota 2
monkeys_forever443
LuMiX1
League of Legends
JimRising 343
goblin13
Counter-Strike
fl0m2097
byalli399
Heroes of the Storm
Khaldor262
Other Games
gofns12689
summit1g9935
tarik_tv6770
Grubby3386
FrodaN953
hungrybox638
KnowMe175
ViBE67
Mew2King46
Trikslyr42
Organizations
Other Games
gamesdonequick1037
BasetradeTV266
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• StrangeGG 82
• Hupsaiya 73
• musti20045 41
• Adnapsc2 23
• IndyKCrew
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 31
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Noizen40
League of Legends
• Doublelift3439
• TFBlade1770
Other Games
• imaqtpie1080
• Scarra567
• Shiphtur230
• tFFMrPink 14
Upcoming Events
Sparkling Tuna Cup
11h 55m
WardiTV Map Contest Tou…
12h 55m
Ladder Legends
16h 55m
IPSL
17h 55m
JDConan vs TBD
Aegong vs rasowy
BSL
20h 55m
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
CranKy Ducklings
1d 1h
Replay Cast
1d 10h
Wardi Open
1d 11h
Afreeca Starleague
1d 11h
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
1d 17h
[ Show More ]
RSL Revival
2 days
Afreeca Starleague
2 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
2 days
RSL Revival
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
WardiTV Map Contest Tou…
4 days
Replay Cast
5 days
Escore
5 days
RSL Revival
5 days
WardiTV Map Contest Tou…
6 days
Ladder Legends
6 days
uThermal 2v2 Circuit
6 days
BSL
6 days
Liquipedia Results

Completed

Escore Tournament S2: W3
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.