• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:28
CEST 20:28
KST 03:28
  • 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
Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure4Code S RO8 Preview: Classic, Reynor, Maru, GuMiho2Code S RO8 Preview: ByuN, Rogue, herO, Cure4[ASL19] Ro4 Preview: Storied Rivals7Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12
Community News
Code S Season 1 - RO8 Group B Results (2025)3[BSL 2v2] ProLeague Season 3 - Friday 21:00 CET6herO & Cure GSL RO8 Interviews: "I also think that all the practice I put in when Protoss wasn’t doing as well is paying off"0Code S Season 1 - herO & Cure advance to RO4 (2025)0Dark to begin military service on May 13th (2025)21
StarCraft 2
General
Code S Season 1 - RO8 Group B Results (2025) 2024/25 Off-Season Roster Moves Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure Code S RO8 Preview: Classic, Reynor, Maru, GuMiho Code S RO8 Preview: ByuN, Rogue, herO, Cure
Tourneys
[GSL 2025] Code S:Season 1 - RO8 - Group B [GSL 2025] Code S Season 1 - RO4 and Grand Finals SOOP Starcraft Global #20 RSL: Revival, a new crowdfunded tournament series SEL Code A [MMR-capped] (SC: Evo)
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise
Brood War
General
BW General Discussion BGH auto balance -> http://bghmmr.eu/ ASL 19 Tickets for foreigners Recent recommended BW games Battlenet Game Lobby Simulator
Tourneys
[ASL19] Semifinal B [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET [ASL19] Ro8 Day 4 [Megathread] Daily Proleagues
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Beyond All Reason Stormgate/Frost Giant Megathread Grand Theft Auto VI Nintendo Switch Thread What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
UK Politics Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread Elon Musk's lies, propaganda, etc. Ask and answer stupid questions here!
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
ASL S19 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 15198 users

Blue flame hellion analysis - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
Tomfour
Profile Joined September 2010
United States173 Posts
August 25 2011 15:40 GMT
#81
Didn't read your post, except for the first few lines, and since I know we are talking about pre-nerf hellions all I would like to say is this.

A complete monkey could be as effective with this unit as Flash, can't wait to see the nerf.

User was warned for this post
spbelky
Profile Blog Joined October 2010
United States623 Posts
Last Edited: 2011-08-25 15:52:18
August 25 2011 15:49 GMT
#82
On August 25 2011 15:22 avilo wrote:
+ Show Spoiler +
They need to rethink this and go back to their philosophy of "wait and see" of what players come up with. Hellions already are pretty effectively dealt with by good sim city and awareness...

It's sort of like nerfing marines because an "8 marine drop with stim is too powerful..." yes it is if you weren't prepared or they all landed and started taking out scvs...

Blizzard jumping the gun over 1 tournament, you can still bio TvT, you just can't play it stupidly like everyone does right now where they run into a tank line and then go, "oh bio doesn't work." You're supposed to leverage BCS/banshees with bio vs mech to create holes and force unsieges.

If the patch goes through, we'll start to see more maraudercraft in TvT...which leads back to mass marines/tank to beat that...etc.


I'm not even really worried about mech TvT so much as mech possibilities going bye bye in TvP/TvZ related to using hellions. Blue flame will not be as attractive an upgrade if it takes 3 shots to kill probes/drones...as that was the entire point of the upgrade.

And if they're going to keep it that +1 weapon hellions + blueflame can 2 shot workers and such...maybe they should lower gas cost of the armory so it's not 100 gas...one of the most difficult parts of trying to go mech TvP/TvZ is not the actual unit control, but trying to allocate all your gas to units + upgrades which is very, very difficult since armories cost 100 vespene gas, wheres engineering bays are only minerals, forges are only minerals, and evolution chambers are only minerals...factories all cost 100 gas...barracks are only minerals and gateways are only minerals...why is the armory 150/100? If they are going to nerf mech and keep it insanely difficult to do in TvP/TvZ they should consider making armories cheaper gas wise, more like 150/50.


I absolutely agree, going mech is 100% about gas allocation, and trying to upgrade mech units is incredible hard, 100gas per armory is just so darn expensive, 50gas or even 75gas for an armoy makes more sense to me. However, I do have to critique your post about evolution chambers/forges. If you want an in depth analysis of upgrade costs, you have to take in to account everything.

(ignoring actual cost of individual upgrades)
Terran Bio, 1-1 (0 gas engy bay) 2-2 (100 gas armory) 3-3 (100 gas armory)
Terran Mech 1-1 (100gas armory, but if you want to upgrade 2 things at a time, 200gas for 2 armories =\
Protoss Ground, 1-1 (0 gas forge) 2-2 (100gas twilight council) 3-3 (100gas twilight)
Protoss Air, 1-1 (0 gas cyber) 2-2 (150gasfleet beacon) 3-3 (150gas beacon)
Zerg Ground 1-1 (0 gas evo) 2-2 (100gas lair) 2-2 (250gas lair+hive)
Zerg Air, Really odd to analyze if you look at the gas cost of Spire, Lair, Hive, Greater Spire...

I dunno, I think the problem with pure mech builds is that you need effective mineral dumps because your core army is so gas heavy. You have a few choices of how to use those minerals: marines, hellions, turrets, command centers. Marines are pretty bad unless you upgrade them, but that severely cuts in to your mech gas. Hellions are alright, but they're pretty bad against anything non light or air. And then turrets and CCs force you to play suuuper duper passive.

I'm also going to address something before it comes up, because I know someone is going to be a smartass.... unupgraded marines are GREAT in the early game. They do however SUCK in the mid/late game.
Theovide
Profile Joined September 2010
Sweden914 Posts
Last Edited: 2011-08-25 16:03:27
August 25 2011 15:52 GMT
#83
On August 25 2011 14:30 movac wrote:
I'd like to add that hellions get +1 damage but also +1 to light, giving them +2 damage vs light units. With 1 attack upgrade, they will deal 21 damage vs light, even with an armor upgrade from the opposing side they will still deal 20 damage which is sufficient to kill a probe or drone in 2 shots.

Wont the regen of the drone mean that they'll need 3 shots to kill a drone? (Unless it's 2 helions who shots simultaneously).


Either way I love this change, even as a terran player. Starcraft 2 is and should be a game of poking and prodding to get an advantage, meanwhile blueflame helions where more like hitting people with a big fucking hammer. (I'm thinking of ogres from WoW yelling MEEEEE SMAAAAAAASH). Ie either you miss, or you hit and totally destroy everything.

Though I think that it would have been okay to simply reduce their damage vs workers also, but I guess blizzard doesn't work that way anymore. (I didn't play a lot of BW, but I've understood it so that some units simply did extra damage/lower damage vs some specific other units, unrelated to armor types or whatever, and that would do aswell, without nerfing the helions in actualy fights, which I don't think anyone felt neccesarry).
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
August 25 2011 15:57 GMT
#84
This change atleast gives the defender a bit more leeway, I'm sorry but 2 BFH in your base at any point in the game could spell doom. I rather people have to drop 3 or 4 and be better at lining shots up.

BFH still have decent power(especially with upgrades), but they aren't going to be wheels of destruction no matter what, and this risk vs reward is balanced more with this change.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Theovide
Profile Joined September 2010
Sweden914 Posts
August 25 2011 16:01 GMT
#85
On August 26 2011 00:49 spbelky wrote:
Show nested quote +
On August 25 2011 15:22 avilo wrote:
+ Show Spoiler +
They need to rethink this and go back to their philosophy of "wait and see" of what players come up with. Hellions already are pretty effectively dealt with by good sim city and awareness...

It's sort of like nerfing marines because an "8 marine drop with stim is too powerful..." yes it is if you weren't prepared or they all landed and started taking out scvs...

Blizzard jumping the gun over 1 tournament, you can still bio TvT, you just can't play it stupidly like everyone does right now where they run into a tank line and then go, "oh bio doesn't work." You're supposed to leverage BCS/banshees with bio vs mech to create holes and force unsieges.

If the patch goes through, we'll start to see more maraudercraft in TvT...which leads back to mass marines/tank to beat that...etc.


I'm not even really worried about mech TvT so much as mech possibilities going bye bye in TvP/TvZ related to using hellions. Blue flame will not be as attractive an upgrade if it takes 3 shots to kill probes/drones...as that was the entire point of the upgrade.

And if they're going to keep it that +1 weapon hellions + blueflame can 2 shot workers and such...maybe they should lower gas cost of the armory so it's not 100 gas...one of the most difficult parts of trying to go mech TvP/TvZ is not the actual unit control, but trying to allocate all your gas to units + upgrades which is very, very difficult since armories cost 100 vespene gas, wheres engineering bays are only minerals, forges are only minerals, and evolution chambers are only minerals...factories all cost 100 gas...barracks are only minerals and gateways are only minerals...why is the armory 150/100? If they are going to nerf mech and keep it insanely difficult to do in TvP/TvZ they should consider making armories cheaper gas wise, more like 150/50.


I absolutely agree, going mech is 100% about gas allocation, and trying to upgrade mech units is incredible hard, 100gas per armory is just so darn expensive, 50gas or even 75gas for an armoy makes more sense to me. However, I do have to critique your post about evolution chambers/forges. If you want an in depth analysis of upgrade costs, you have to take in to account everything.

(ignoring actual cost of individual upgrades)
Terran Bio, 1-1 (0 gas engy bay) 2-2 (100 gas armory) 3-3 (100 gas armory)
Terran Mech 1-1 (100gas armory, but if you want to upgrade 2 things at a time, 200gas for 2 armories =\
Protoss Ground, 1-1 (0 gas forge) 2-2 (100gas twilight council) 3-3 (100gas twilight)
Protoss Air, 1-1 (0 gas cyber) 2-2 (150gasfleet beacon) 3-3 (150gas beacon)
Zerg Ground 1-1 (0 gas evo) 2-2 (100gas lair) 2-2 (250gas lair+hive)
Zerg Air, Really odd to analyze if you look at the gas cost of Spire, Lair, Hive, Greater Spire...

I dunno, I think the problem with pure mech builds is that you need effective mineral dumps because your core army is so gas heavy. You have a few choices of how to use those minerals: marines, hellions, turrets, command centers. Marines are pretty bad unless you upgrade them, but that severely cuts in to your mech gas. Hellions are alright, but they're pretty bad against anything non light or air. And then turrets and CCs force you to play suuuper duper passive.

I'm also going to address something before it comes up, because I know someone is going to be a smartass.... unupgraded marines are GREAT in the early game. They do however SUCK in the mid/late game.


There is something lacking with your anlysis aswell though, most of the requirements for higher uppgrades for Z and P are you gonna want to have anyway for other purposes. (Also you don't need greater spire for 3/3 air I think, just hive? I'm not really sure as most of the time you'll get greater spire asap when you get hive either way.) At least the zerg ones, it's not like you are getting lair to get 2-2, most players even get lair before 1-1 is finished. But you are not getting a second armory for anything but just mass mech or mass air uppgrades. (And when you go bio you wont want that armory at all except for the greater uppgrades out of the enginering bay).

Thus as T it's an investment solely to attain the possibility to invest more in uppgrades, compared to the PZ requirements that simply also yield the possibility to uppgrade more.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-08-25 16:36:40
August 25 2011 16:32 GMT
#86
On August 26 2011 01:01 Theovide wrote:
Show nested quote +
On August 26 2011 00:49 spbelky wrote:
On August 25 2011 15:22 avilo wrote:
+ Show Spoiler +
They need to rethink this and go back to their philosophy of "wait and see" of what players come up with. Hellions already are pretty effectively dealt with by good sim city and awareness...

It's sort of like nerfing marines because an "8 marine drop with stim is too powerful..." yes it is if you weren't prepared or they all landed and started taking out scvs...

Blizzard jumping the gun over 1 tournament, you can still bio TvT, you just can't play it stupidly like everyone does right now where they run into a tank line and then go, "oh bio doesn't work." You're supposed to leverage BCS/banshees with bio vs mech to create holes and force unsieges.

If the patch goes through, we'll start to see more maraudercraft in TvT...which leads back to mass marines/tank to beat that...etc.


I'm not even really worried about mech TvT so much as mech possibilities going bye bye in TvP/TvZ related to using hellions. Blue flame will not be as attractive an upgrade if it takes 3 shots to kill probes/drones...as that was the entire point of the upgrade.

And if they're going to keep it that +1 weapon hellions + blueflame can 2 shot workers and such...maybe they should lower gas cost of the armory so it's not 100 gas...one of the most difficult parts of trying to go mech TvP/TvZ is not the actual unit control, but trying to allocate all your gas to units + upgrades which is very, very difficult since armories cost 100 vespene gas, wheres engineering bays are only minerals, forges are only minerals, and evolution chambers are only minerals...factories all cost 100 gas...barracks are only minerals and gateways are only minerals...why is the armory 150/100? If they are going to nerf mech and keep it insanely difficult to do in TvP/TvZ they should consider making armories cheaper gas wise, more like 150/50.


I absolutely agree, going mech is 100% about gas allocation, and trying to upgrade mech units is incredible hard, 100gas per armory is just so darn expensive, 50gas or even 75gas for an armoy makes more sense to me. However, I do have to critique your post about evolution chambers/forges. If you want an in depth analysis of upgrade costs, you have to take in to account everything.

(ignoring actual cost of individual upgrades)
Terran Bio, 1-1 (0 gas engy bay) 2-2 (100 gas armory) 3-3 (100 gas armory)
Terran Mech 1-1 (100gas armory, but if you want to upgrade 2 things at a time, 200gas for 2 armories =\
Protoss Ground, 1-1 (0 gas forge) 2-2 (100gas twilight council) 3-3 (100gas twilight)
Protoss Air, 1-1 (0 gas cyber) 2-2 (150gasfleet beacon) 3-3 (150gas beacon)
Zerg Ground 1-1 (0 gas evo) 2-2 (100gas lair) 2-2 (250gas lair+hive)
Zerg Air, Really odd to analyze if you look at the gas cost of Spire, Lair, Hive, Greater Spire...

I dunno, I think the problem with pure mech builds is that you need effective mineral dumps because your core army is so gas heavy. You have a few choices of how to use those minerals: marines, hellions, turrets, command centers. Marines are pretty bad unless you upgrade them, but that severely cuts in to your mech gas. Hellions are alright, but they're pretty bad against anything non light or air. And then turrets and CCs force you to play suuuper duper passive.

I'm also going to address something before it comes up, because I know someone is going to be a smartass.... unupgraded marines are GREAT in the early game. They do however SUCK in the mid/late game.


There is something lacking with your anlysis aswell though, most of the requirements for higher uppgrades for Z and P are you gonna want to have anyway for other purposes. (Also you don't need greater spire for 3/3 air I think, just hive? I'm not really sure as most of the time you'll get greater spire asap when you get hive either way.) At least the zerg ones, it's not like you are getting lair to get 2-2, most players even get lair before 1-1 is finished. But you are not getting a second armory for anything but just mass mech or mass air uppgrades. (And when you go bio you wont want that armory at all except for the greater uppgrades out of the enginering bay).

Thus as T it's an investment solely to attain the possibility to invest more in uppgrades, compared to the PZ requirements that simply also yield the possibility to uppgrade more.


You try comparing a SECOND armory to getting a hive... really?

If I want to upgrade my mutalisks to 2/2 in a timely manner, I have to get 2 spires. That's another 200/200+drone for nothing but upgrades.

Stop doing round-about comparisons to make your QQ sound valid.
As it turns out, marines don't actually cost any money -Jinro
I)etox
Profile Joined April 2011
1240 Posts
August 25 2011 16:47 GMT
#87
On August 26 2011 00:40 Tomfour wrote:
Didn't read your post, except for the first few lines, and since I know we are talking about pre-nerf hellions all I would like to say is this.

A complete monkey could be as effective with this unit as Flash, can't wait to see the nerf.


Why would you comment on the OP without reading the entire post? And then just dismiss the entire thing with "hrllions r OP lulz"*

*paraphrased
kidd
Profile Blog Joined November 2002
United States2848 Posts
Last Edited: 2011-08-25 17:02:53
August 25 2011 17:01 GMT
#88
Blue flame hellions were straight too strong for their cost. That's all this nerf is for. They are still strong, you just need 3 of them to destroy workers (or +1) instead of 2 which isn't that big of a deal and they will still be very effective against light as well as for buffering damage for more costly units. I understand the argument in that the upgrade is now pointless, but it really isn't. In larger numbers, bfh is still much better than red flames. The T whining is killing me. Terran has always been really strong and people are figuring out ways to make them even stronger by utilizing every unit, they needed to be worked a bit.
Hi
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
August 25 2011 17:03 GMT
#89
I would want to see them make up for the nerf with something like.

+2(+3 vs light) So that they would do 10 damage to units that aren't light with the upgrade.

Seems more fair ^^.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Karnac
Profile Joined May 2011
Canada16 Posts
Last Edited: 2011-08-25 17:36:14
August 25 2011 17:21 GMT
#90
Helion shots Vs Light units (without attack or armour upgrades)

Red Flame 14 dmg / Blue Flame 24 dmg / Blue flame 1.4 proposed change 19 dmg

SCV 4/2/3 Change +1
Drone 3/2/3 Change +1
Probe 3/2/ 3 Change +1

Marine 4/2/3 Change +1
Marine w/sheild 4/3/3 Change 0
Reaper 4/3/3 Change 0
Helion 7/4/5 Change +1

Larva 7/2/3 Change +1
Zerglings 3 /2/2 Change 0
Hydralisk 6/4/5 Change +1

Zealot 12/7/9 Change +2
Sentry 6/4 /5 Change +1
High Templar 6/4/5 Change +1
Dark Templar 9/6/7 Change+1

- Helions worker Harrassing has been nerfed giving all races 1 attack cycle longer to react. (also makes quick blue flame pointless as red kills equally fast)

- BFH nerf is a massive buff for protoss gateway units as it effects helions vs every single toss light unit.

- BFH are still as effective in lategame combat engagements vs Terran and Zerg as reapers and hydralisks dont typically square off against mech (or Terran for that matter)

(maybe this is a hint for the gas floating Bio users to get reapers in the army to deal with upgraded Zealots?)
Aoi_10
Profile Joined October 2010
United States155 Posts
August 25 2011 17:46 GMT
#91
On August 26 2011 02:21 Karnac wrote:
- BFH are still as effective in lategame combat engagements vs Terran and Zerg as reapers and hydralisks dont typically square off against mech (or Terran for that matter)


Unfortunately, that's not the case, since in most late-game TvT situations where you have BFHs, the other person will have both stim and combat shields for their marines, meaning you're going to have to burn through 45hp, which now will take 3, rather than 2, shots.
Karnac
Profile Joined May 2011
Canada16 Posts
Last Edited: 2011-08-25 18:01:16
August 25 2011 17:57 GMT
#92
On August 26 2011 02:46 Aoi_10 wrote:
Show nested quote +
On August 26 2011 02:21 Karnac wrote:
- BFH are still as effective in lategame combat engagements vs Terran and Zerg as reapers and hydralisks dont typically square off against mech (or Terran for that matter)


Unfortunately, that's not the case, since in most late-game TvT situations where you have BFHs, the other person will have both stim and combat shields for their marines, meaning you're going to have to burn through 45hp, which now will take 3, rather than 2, shots.


You obviously mis-understood or didnt read my post.

A combat Shield Marine has 55 hp
Red flame takes 4 hits to kill
Current Blue Flame takes 3 hits to kill
With the damage reduction it will still take 3 hits to kill a marine with shield.

AKA the patch makes no difference vs combat shield marines.
The only difference is VS un-shielded marines, a late game rarity.
Aoi_10
Profile Joined October 2010
United States155 Posts
August 25 2011 18:14 GMT
#93
On August 26 2011 02:57 Karnac wrote:
Show nested quote +
On August 26 2011 02:46 Aoi_10 wrote:
On August 26 2011 02:21 Karnac wrote:
- BFH are still as effective in lategame combat engagements vs Terran and Zerg as reapers and hydralisks dont typically square off against mech (or Terran for that matter)


Unfortunately, that's not the case, since in most late-game TvT situations where you have BFHs, the other person will have both stim and combat shields for their marines, meaning you're going to have to burn through 45hp, which now will take 3, rather than 2, shots.


You obviously mis-understood or didnt read my post.

A combat Shield Marine has 55 hp
Red flame takes 4 hits to kill
Current Blue Flame takes 3 hits to kill
With the damage reduction it will still take 3 hits to kill a marine with shield.

AKA the patch makes no difference vs combat shield marines.
The only difference is VS un-shielded marines, a late game rarity.


I read it - scout's honor. My point is that late-game, you're facing shielded marines _who have stimmed_, bringing their hp back down to 45, at which point, you're back (in the current version, but not under the proposed change) in 2-shot territory.
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 18:17 GMT
#94
On August 26 2011 02:03 Zorgaz wrote:
I would want to see them make up for the nerf with something like.

+2(+3 vs light) So that they would do 10 damage to units that aren't light with the upgrade.

Seems more fair ^^.


My idea exactly.
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 18:18 GMT
#95
On August 26 2011 02:57 Karnac wrote:
Show nested quote +
On August 26 2011 02:46 Aoi_10 wrote:
On August 26 2011 02:21 Karnac wrote:
- BFH are still as effective in lategame combat engagements vs Terran and Zerg as reapers and hydralisks dont typically square off against mech (or Terran for that matter)


Unfortunately, that's not the case, since in most late-game TvT situations where you have BFHs, the other person will have both stim and combat shields for their marines, meaning you're going to have to burn through 45hp, which now will take 3, rather than 2, shots.


You obviously mis-understood or didnt read my post.

A combat Shield Marine has 55 hp
Red flame takes 4 hits to kill
Current Blue Flame takes 3 hits to kill
With the damage reduction it will still take 3 hits to kill a marine with shield.

AKA the patch makes no difference vs combat shield marines.
The only difference is VS un-shielded marines, a late game rarity.


There's one thing you didn't account for its called Medivacs . Helions will be significantly worse vs Marines ( fine with me though ) .
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
August 25 2011 18:21 GMT
#96
Wait, wouldn't it take 3 shots to kill a drone? 20+20=40 but drones will regenerate 1hp so 3? Guess it doesn't make sense to get early blue flame now..
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Karnac
Profile Joined May 2011
Canada16 Posts
August 25 2011 18:41 GMT
#97
On August 26 2011 03:14 Aoi_10 wrote:
Show nested quote +
On August 26 2011 02:57 Karnac wrote:
On August 26 2011 02:46 Aoi_10 wrote:
On August 26 2011 02:21 Karnac wrote:
- BFH are still as effective in lategame combat engagements vs Terran and Zerg as reapers and hydralisks dont typically square off against mech (or Terran for that matter)


Unfortunately, that's not the case, since in most late-game TvT situations where you have BFHs, the other person will have both stim and combat shields for their marines, meaning you're going to have to burn through 45hp, which now will take 3, rather than 2, shots.


You obviously mis-understood or didnt read my post.

A combat Shield Marine has 55 hp
Red flame takes 4 hits to kill
Current Blue Flame takes 3 hits to kill
With the damage reduction it will still take 3 hits to kill a marine with shield.

AKA the patch makes no difference vs combat shield marines.
The only difference is VS un-shielded marines, a late game rarity.


I read it - scout's honor. My point is that late-game, you're facing shielded marines _who have stimmed_, bringing their hp back down to 45, at which point, you're back (in the current version, but not under the proposed change) in 2-shot territory.


Ah Touche.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-08-25 18:51:52
August 25 2011 18:47 GMT
#98
On August 25 2011 15:26 Like a Boss wrote:
Terrans usually drop 4 blue flame hellions... it is still 1 shot.


With that logic they might as well be dropping red flames.

On August 26 2011 03:41 Karnac wrote:
Show nested quote +
On August 26 2011 03:14 Aoi_10 wrote:
On August 26 2011 02:57 Karnac wrote:
On August 26 2011 02:46 Aoi_10 wrote:
On August 26 2011 02:21 Karnac wrote:
- BFH are still as effective in lategame combat engagements vs Terran and Zerg as reapers and hydralisks dont typically square off against mech (or Terran for that matter)


Unfortunately, that's not the case, since in most late-game TvT situations where you have BFHs, the other person will have both stim and combat shields for their marines, meaning you're going to have to burn through 45hp, which now will take 3, rather than 2, shots.


You obviously mis-understood or didnt read my post.

A combat Shield Marine has 55 hp
Red flame takes 4 hits to kill
Current Blue Flame takes 3 hits to kill
With the damage reduction it will still take 3 hits to kill a marine with shield.

AKA the patch makes no difference vs combat shield marines.
The only difference is VS un-shielded marines, a late game rarity.


I read it - scout's honor. My point is that late-game, you're facing shielded marines _who have stimmed_, bringing their hp back down to 45, at which point, you're back (in the current version, but not under the proposed change) in 2-shot territory.


Ah Touche.



Somewhat, it's ignoring the fact medivacs will be healing and usually you stim before any shots get off.
GhostFall
Profile Blog Joined March 2010
United States830 Posts
August 26 2011 08:08 GMT
#99
You know I never understood all the hellion hate it gets.

Compared to the vulture, hellions are nothing. They are literally a godsend to me. So I dont know why they would nerf it.

When I'm terran, as good as blue flame is for killing workers, I still rather have vultures.
Major
Profile Blog Joined May 2010
Mexico539 Posts
August 26 2011 08:35 GMT
#100
hopefully this patch dosent go live, i mean they could make workers diff type so they take 3 shot by bfh thats not the big deal the real big deal is tvt gonna go back to tank - marine which is really boring and easy too do , make 3 reactor barrack 1 techlab 2 fact 1 reactor port off 2base and if ur op dosent do that u just roll em over

and if ud ont believe me go look at my tvt winratio i know what im talking about T.T sad panda
Progamer
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 32m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 194
IndyStarCraft 109
ZombieGrub67
MindelVK 35
UpATreeSC 31
StarCraft: Brood War
Shuttle 1816
Bisu 1619
Dewaltoss 152
soO 33
Sexy 22
Dota 2
Gorgc8654
Counter-Strike
Stewie2K862
Foxcn610
flusha447
FunKaTv 48
Super Smash Bros
Mew2King477
Heroes of the Storm
Liquid`Hasu273
Khaldor208
Other Games
tarik_tv21188
B2W.Neo949
FrodaN896
Beastyqt679
crisheroes238
Hui .166
KnowMe104
BRAT_OK 89
QueenE79
Trikslyr55
Organizations
StarCraft 2
WardiTV1151
ESL.tv114
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 72
• davetesta23
• Adnapsc2 13
• Kozan
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV442
• Ler115
League of Legends
• Nemesis4020
• TFBlade920
Other Games
• imaqtpie984
Upcoming Events
BSL 2v2 ProLeague S3
32m
OSC
5h 32m
Korean StarCraft League
8h 32m
RSL Revival
15h 32m
SOOP Global
20h 32m
Spirit vs SKillous
YoungYakov vs ShowTime
SOOP
23h 2m
HeRoMaRinE vs Astrea
BSL Season 20
23h 32m
UltrA vs Radley
spx vs RaNgeD
Online Event
1d 9h
Clem vs ShoWTimE
herO vs MaxPax
Sparkling Tuna Cup
1d 15h
WardiTV Invitational
1d 16h
Percival vs TriGGeR
ByuN vs Solar
Clem vs Spirit
MaxPax vs Jumy
[ Show More ]
BSL Season 20
1d 20h
TerrOr vs HBO
Tarson vs Spine
RSL Revival
1d 22h
BSL Season 20
1d 23h
MadiNho vs dxtr13
Gypsy vs Dark
Wardi Open
2 days
Monday Night Weeklies
2 days
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
Replay Cast
5 days
Road to EWC
6 days
Liquipedia Results

Completed

Proleague 2025-05-14
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
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 © 2025 TLnet. All Rights Reserved.