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Balance Update #15 - February 22, 2013 - Page 18

Forum Index > SC2 General
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FYI: You can still make hellbats without the upgrade, you just can't transform in and out of them until you get the upgrade.
Jasiwel
Profile Joined June 2012
United States146 Posts
Last Edited: 2013-02-25 04:56:48
February 25 2013 04:54 GMT
#341
Well, from what I'm seeing and deducting, Terran players no longer really have any legitimate room to complain about having units that can't perform well after the midgame. Honestly, the best Terran players are the ones that are either incredibly good at the game itself, are some of the best at micro-management, and can utilize every Terran unit effectively. MVP, Boxer, qxc - These guys are just a few of the best that know how to actually play Terran.

From a Protoss player's perspective, Hellbats finally offer a solid counter to the powerful mid-lategame Zealot-Archon combination we see in WoL. After playing several games against Terran players that actually use Hellbats correctly alongside M/M/M/V, not only does Zealot-Archon fail, but so does the classic Protoss Ground Deathball. With Hellbats in that mix, Protoss literally has to grab Archons, Colossus, and High Templar/Psistorm for that one battle to win a normally favorable engagement at a choke. That's not even mentioning H/M/M/M/V mixed with Mech support or Ravens. I'm not certain about Skytoss against Terran (other than Mass Marine, Viking, and Medivacs being a classic counter still), but all I'm saying now is that Terran players really have NO reason whatsoever to complain about their being inferior lategame now.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 25 2013 05:02 GMT
#342
On February 25 2013 13:54 Jasiwel wrote:
Well, from what I'm seeing and deducting, Terran players no longer really have any legitimate room to complain about having units that can't perform well after the midgame. Honestly, the best Terran players are the ones that are either incredibly good at the game itself, are some of the best at micro-management, and can utilize every Terran unit effectively. MVP, Boxer, qxc - These guys are just a few of the best that know how to actually play Terran.

From a Protoss player's perspective, Hellbats finally offer a solid counter to the powerful mid-lategame Zealot-Archon combination we see in WoL. After playing several games against Terran players that actually use Hellbats correctly alongside M/M/M/V, not only does Zealot-Archon fail, but so does the classic Protoss Ground Deathball. With Hellbats in that mix, Protoss literally has to grab Archons, Colossus, and High Templar/Psistorm for that one battle to win a normally favorable engagement at a choke. That's not even mentioning H/M/M/M/V mixed with Mech support or Ravens. I'm not certain about Skytoss against Terran (other than Mass Marine, Viking, and Medivacs being a classic counter still), but all I'm saying now is that Terran players really have NO reason whatsoever to complain about their being inferior lategame now.


I've had more success just keeping terran on the backfoot. Always having warp prisms/pylons and warpins everywhere. Avoid that big fight. He can't get going if he has to keep pulling his army back.
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 25 2013 05:13 GMT
#343
On February 25 2013 12:16 DeCoup wrote:
Show nested quote +
On February 25 2013 08:51 avilo wrote:
Played many more games this patch, 150/150 and the time investment is way out of line. Even previous siege mode research only costed 100/100.

If they wanted to take this route to nerfing something (that was unnecessary and hurt mech tvp) they need to put it at around 50/50 and make it take about half the amount of time to research.

As it is, the cost is way too high resource-wise, and time wise.

The siege research was removed for the sake of timings not the cost. So when comparing WoL to HoTS your total required research cost for defensive mech has only increased by 50/50 (-100/100+150/150). You then have the option in late game to get the mine upgrade, but I don't really think that upgrade is in the scope of this situation.


Siege was removed because of the mothership core in TvP.
Sup
Jasiwel
Profile Joined June 2012
United States146 Posts
February 25 2013 06:04 GMT
#344
On February 25 2013 14:02 Infernal_dream wrote:
Show nested quote +
On February 25 2013 13:54 Jasiwel wrote:
Well, from what I'm seeing and deducting, Terran players no longer really have any legitimate room to complain about having units that can't perform well after the midgame. Honestly, the best Terran players are the ones that are either incredibly good at the game itself, are some of the best at micro-management, and can utilize every Terran unit effectively. MVP, Boxer, qxc - These guys are just a few of the best that know how to actually play Terran.

From a Protoss player's perspective, Hellbats finally offer a solid counter to the powerful mid-lategame Zealot-Archon combination we see in WoL. After playing several games against Terran players that actually use Hellbats correctly alongside M/M/M/V, not only does Zealot-Archon fail, but so does the classic Protoss Ground Deathball. With Hellbats in that mix, Protoss literally has to grab Archons, Colossus, and High Templar/Psistorm for that one battle to win a normally favorable engagement at a choke. That's not even mentioning H/M/M/M/V mixed with Mech support or Ravens. I'm not certain about Skytoss against Terran (other than Mass Marine, Viking, and Medivacs being a classic counter still), but all I'm saying now is that Terran players really have NO reason whatsoever to complain about their being inferior lategame now.


I've had more success just keeping terran on the backfoot. Always having warp prisms/pylons and warpins everywhere. Avoid that big fight. He can't get going if he has to keep pulling his army back.

I was doing this too with DTs, thinking that I could force the Terran player into a bad situation by forcing him to burn scans (for less Mules) and kill a good bit of SCVs at the same time. I did. He still was able to accumulate an army consisting of H/M/M/M/V with Mech support that was just too much. I had more than 15 Zealots, several Colossus, a couple of Immortals, several Archons attacking, a good group of Stalkers, a few Void Rays, and Sentries for Guardian Shield/FF. I turned my attention away for a second to start Psistorm (or something, might have been an upgrade) and when I looked back my Zealots were liquidated, his tanks were blowing the hell out of everything else, and my Colossus/Archons were JUST finishing his Hellbats. That's not even mentioning that his M/M/M was still there, plus there were no Ghosts. It was engaged at a choke, at my base, with the Nexus using Photon Overcharge. Yeah, not sure how I borked that engagement, or if there is a balance issue. All I know is that Hellbats changed that entire battle.
Novacute
Profile Joined September 2011
Australia313 Posts
Last Edited: 2013-02-25 06:25:20
February 25 2013 06:24 GMT
#345
On February 25 2013 09:46 YarNhoj wrote:
I now just make hellions until armory then switch and make hellbats. I see no reason to ever research the transformation upgrade. Hellions do enough to stop lings and stupidly greedy expansions early game. HellBat drops are now intended to make sure the zerg can't auto remax. 3/3 hellbat drops late game completely decimate. Since you can produce hellbats 2 at a time from the factory there is never a reason to get the upgrade. Why build a hellion and transform it when you can build a hellbat in the same amount of time? I liked the cargo nerf, though I thought it should have been three hellbats not two. I never understood removing the blue flame upgrade...it's the same unit...and I still don't understand the bio tag. The core issue is that the hellbat takes the same amount of time that a hellion does to produce. If hellbats took 5 seconds longer to produce, hellion transform takes ~ 4 seconds, then it would make sense to get the upgrade. You would then be trading speed of having the unit for ~4 seconds of vulnerability. As it stands now I don't see this upgrade ever being used. It's almost like the overlord speed upgrade for zerg. Before lair it's almost never useful to spend the gas on that upgrade. There is almost no advantage to getting it that soon, much like there is almost no advantage to getting the servos.


It's just a very crude fix in an attempt to delay a hellbat timing. This basically reduces the effectiveness of almost all types of early-mid hellbat drops, and if you want to do an early drop, you would have to proxy the factory and the medivac which puts you at a massive disadvantage if it's scouted. Well, i'm happy about this change, but i sincerely hope they don't nerf hellbat's damage/hp, since they're needed for TvP mech.
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 25 2013 06:31 GMT
#346
On February 25 2013 15:24 Novacute wrote:
Show nested quote +
On February 25 2013 09:46 YarNhoj wrote:
I now just make hellions until armory then switch and make hellbats. I see no reason to ever research the transformation upgrade. Hellions do enough to stop lings and stupidly greedy expansions early game. HellBat drops are now intended to make sure the zerg can't auto remax. 3/3 hellbat drops late game completely decimate. Since you can produce hellbats 2 at a time from the factory there is never a reason to get the upgrade. Why build a hellion and transform it when you can build a hellbat in the same amount of time? I liked the cargo nerf, though I thought it should have been three hellbats not two. I never understood removing the blue flame upgrade...it's the same unit...and I still don't understand the bio tag. The core issue is that the hellbat takes the same amount of time that a hellion does to produce. If hellbats took 5 seconds longer to produce, hellion transform takes ~ 4 seconds, then it would make sense to get the upgrade. You would then be trading speed of having the unit for ~4 seconds of vulnerability. As it stands now I don't see this upgrade ever being used. It's almost like the overlord speed upgrade for zerg. Before lair it's almost never useful to spend the gas on that upgrade. There is almost no advantage to getting it that soon, much like there is almost no advantage to getting the servos.


It's just a very crude fix in an attempt to delay a hellbat timing. This basically reduces the effectiveness of almost all types of early-mid hellbat drops, and if you want to do an early drop, you would have to proxy the factory and the medivac which puts you at a massive disadvantage if it's scouted. Well, i'm happy about this change, but i sincerely hope they don't nerf hellbat's damage/hp, since they're needed for TvP mech.

How is it a 'crude fix' when this is how it originally was? They just reverted a previous patch.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Rabiator
Profile Joined March 2010
Germany3948 Posts
February 25 2013 07:05 GMT
#347
On February 25 2013 15:31 DeCoup wrote:
Show nested quote +
On February 25 2013 15:24 Novacute wrote:
On February 25 2013 09:46 YarNhoj wrote:
I now just make hellions until armory then switch and make hellbats. I see no reason to ever research the transformation upgrade. Hellions do enough to stop lings and stupidly greedy expansions early game. HellBat drops are now intended to make sure the zerg can't auto remax. 3/3 hellbat drops late game completely decimate. Since you can produce hellbats 2 at a time from the factory there is never a reason to get the upgrade. Why build a hellion and transform it when you can build a hellbat in the same amount of time? I liked the cargo nerf, though I thought it should have been three hellbats not two. I never understood removing the blue flame upgrade...it's the same unit...and I still don't understand the bio tag. The core issue is that the hellbat takes the same amount of time that a hellion does to produce. If hellbats took 5 seconds longer to produce, hellion transform takes ~ 4 seconds, then it would make sense to get the upgrade. You would then be trading speed of having the unit for ~4 seconds of vulnerability. As it stands now I don't see this upgrade ever being used. It's almost like the overlord speed upgrade for zerg. Before lair it's almost never useful to spend the gas on that upgrade. There is almost no advantage to getting it that soon, much like there is almost no advantage to getting the servos.


It's just a very crude fix in an attempt to delay a hellbat timing. This basically reduces the effectiveness of almost all types of early-mid hellbat drops, and if you want to do an early drop, you would have to proxy the factory and the medivac which puts you at a massive disadvantage if it's scouted. Well, i'm happy about this change, but i sincerely hope they don't nerf hellbat's damage/hp, since they're needed for TvP mech.

How is it a 'crude fix' when this is how it originally was? They just reverted a previous patch.

Maybe because the whole unit (the Battle Hellion) is still too good and they are trying everything to "make it work" despite the bad design? It is still healed by Medivacs, right? I would say this is one of the major reasons why the unit is soo good and yet they havent removed it. Increase cargo space, add the transmutation upgrade, but never remove the healing ...

Feels totally crude.
If you cant say what you're meaning, you can never mean what you're saying.
ledarsi
Profile Joined September 2010
United States475 Posts
Last Edited: 2013-02-25 07:14:45
February 25 2013 07:10 GMT
#348
The hellbat has indeed become a franken-unit. It always was weird, but now it is positively bizarre. Its HP changes when it transforms, and it becomes Biological, and it changes from 2 to 4 cargo size. It can be produced from a factory with an armory tech requirement, but it can be morphed from a hellion with a research from the factory tech lab. Its damage distribution and typing are completely different from the hellion's, and now only the hellion benefits from blue flame.

It's just ugly. I would infinitely prefer a second new and completely discrete unit instead of this transforming nonsense.

I get the impression Browder thinks Terran players loved the "transform-y" part of the Siege Tank, and now we have four units that "transform." The tank, the widow mine, the hellion, and the viking, All of which really need some work. They really just have no idea.
"First decide who you would be, then do what you must do."
Novacute
Profile Joined September 2011
Australia313 Posts
Last Edited: 2013-02-25 07:34:57
February 25 2013 07:34 GMT
#349
On February 25 2013 16:10 ledarsi wrote:
The hellbat has indeed become a franken-unit. It always was weird, but now it is positively bizarre. Its HP changes when it transforms, and it becomes Biological, and it changes from 2 to 4 cargo size. It can be produced from a factory with an armory tech requirement, but it can be morphed from a hellion with a research from the factory tech lab. Its damage distribution and typing are completely different from the hellion's, and now only the hellion benefits from blue flame.

It's just ugly. I would infinitely prefer a second new and completely discrete unit instead of this transforming nonsense.

I get the impression Browder thinks Terran players loved the "transform-y" part of the Siege Tank, and now we have four units that "transform." The tank, the widow mine, the hellion, and the viking, All of which really need some work. They really just have no idea.


Funnily enough, a reworked warhound would have been a better response. I agree that the hellbat is prehaps becoming an awkward unit that's basically a new addition to the whole transformers theme. The patch history for this unit is wonky at best, and no other unit shares this sort of patch change.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-02-25 07:59:13
February 25 2013 07:56 GMT
#350
On February 25 2013 16:10 ledarsi wrote:
The hellbat has indeed become a franken-unit. It always was weird, but now it is positively bizarre. Its HP changes when it transforms, and it becomes Biological, and it changes from 2 to 4 cargo size. It can be produced from a factory with an armory tech requirement, but it can be morphed from a hellion with a research from the factory tech lab. Its damage distribution and typing are completely different from the hellion's, and now only the hellion benefits from blue flame.

It's just ugly. I would infinitely prefer a second new and completely discrete unit instead of this transforming nonsense.

I get the impression Browder thinks Terran players loved the "transform-y" part of the Siege Tank, and now we have four units that "transform." The tank, the widow mine, the hellion, and the viking, All of which really need some work. They really just have no idea.

Thanks for posting this ... after your post it became clearer why the unit is so terrible. The sum of "mutations" really makes it two separate units which magically change into one another instead of two sides of the same coin. It doesnt work from a design point of view, because it doesnt make sense. One thing (like blue flame OR cargo space OR bio/mechanical) being different might be acceptable, but all of them just make it totally ridiculous and artificial.

The only thing which Blizzard thinks about now is "Does it work?" and they totally dont care about "Does it make sense?".

Oh and dont get me started on the name "Hellbat" ... which is completely the opposite of what the unit is.
If you cant say what you're meaning, you can never mean what you're saying.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 25 2013 08:10 GMT
#351
On February 25 2013 16:56 Rabiator wrote:
Show nested quote +
On February 25 2013 16:10 ledarsi wrote:
The hellbat has indeed become a franken-unit. It always was weird, but now it is positively bizarre. Its HP changes when it transforms, and it becomes Biological, and it changes from 2 to 4 cargo size. It can be produced from a factory with an armory tech requirement, but it can be morphed from a hellion with a research from the factory tech lab. Its damage distribution and typing are completely different from the hellion's, and now only the hellion benefits from blue flame.

It's just ugly. I would infinitely prefer a second new and completely discrete unit instead of this transforming nonsense.

I get the impression Browder thinks Terran players loved the "transform-y" part of the Siege Tank, and now we have four units that "transform." The tank, the widow mine, the hellion, and the viking, All of which really need some work. They really just have no idea.

Thanks for posting this ... after your post it became clearer why the unit is so terrible. The sum of "mutations" really makes it two separate units which magically change into one another instead of two sides of the same coin. It doesnt work from a design point of view, because it doesnt make sense. One thing (like blue flame OR cargo space OR bio/mechanical) being different might be acceptable, but all of them just make it totally ridiculous and artificial.

The only thing which Blizzard thinks about now is "Does it work?" and they totally dont care about "Does it make sense?".

Oh and dont get me started on the name "Hellbat" ... which is completely the opposite of what the unit is.


I think they use "hellbat" because it is "hellion" + "firebat" because that is kind of what the unit is. But I agree that it is a mutant unit.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 25 2013 08:30 GMT
#352
On February 25 2013 16:10 ledarsi wrote:
The hellbat has indeed become a franken-unit. It always was weird, but now it is positively bizarre. Its HP changes when it transforms, and it becomes Biological, and it changes from 2 to 4 cargo size. It can be produced from a factory with an armory tech requirement, but it can be morphed from a hellion with a research from the factory tech lab. Its damage distribution and typing are completely different from the hellion's, and now only the hellion benefits from blue flame.

It's just ugly. I would infinitely prefer a second new and completely discrete unit instead of this transforming nonsense.

I get the impression Browder thinks Terran players loved the "transform-y" part of the Siege Tank, and now we have four units that "transform." The tank, the widow mine, the hellion, and the viking, All of which really need some work. They really just have no idea.


Actually, it makes a bit sense right now. Hellbat went through many changes, so people are confused now.

You have Hellion as a fast scout and you have Hellbat as a fighter. You can research upgrade to make them able to transform between each other at Armory tech, which only makes sense, because why would you have mid-late game fighter avaiable in early game.

Now, only thing that is kinda "wrong" is this bio-flag, but I guess Blizzard likes it.

Blue Flame upgrade is pretty useless, because you only want it to kill workers faster. For this purpose, Hellbat drops are probably better. In direct engagements, you always want Hellbats. So I guess, this upgrade can be dismissed.
ZenithM
Profile Joined February 2011
France15952 Posts
February 25 2013 08:34 GMT
#353
On February 25 2013 16:10 ledarsi wrote:
The hellbat has indeed become a franken-unit. It always was weird, but now it is positively bizarre. Its HP changes when it transforms, and it becomes Biological, and it changes from 2 to 4 cargo size. It can be produced from a factory with an armory tech requirement, but it can be morphed from a hellion with a research from the factory tech lab. Its damage distribution and typing are completely different from the hellion's, and now only the hellion benefits from blue flame.

It's just ugly. I would infinitely prefer a second new and completely discrete unit instead of this transforming nonsense.

I get the impression Browder thinks Terran players loved the "transform-y" part of the Siege Tank, and now we have four units that "transform." The tank, the widow mine, the hellion, and the viking, All of which really need some work. They really just have no idea.

Well, it's really not that hard to get, just think of it as a completely separate unit B that can transform back into this unit A. Now as for the lore justifications...

The widow mine doesn't really tranform, it has to burrow to do something, like the swarmhost, or the lurker. The thor, however, does transform as well now :D
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
February 25 2013 10:30 GMT
#354
On February 25 2013 17:30 Everlong wrote:
Show nested quote +
On February 25 2013 16:10 ledarsi wrote:
The hellbat has indeed become a franken-unit. It always was weird, but now it is positively bizarre. Its HP changes when it transforms, and it becomes Biological, and it changes from 2 to 4 cargo size. It can be produced from a factory with an armory tech requirement, but it can be morphed from a hellion with a research from the factory tech lab. Its damage distribution and typing are completely different from the hellion's, and now only the hellion benefits from blue flame.

It's just ugly. I would infinitely prefer a second new and completely discrete unit instead of this transforming nonsense.

I get the impression Browder thinks Terran players loved the "transform-y" part of the Siege Tank, and now we have four units that "transform." The tank, the widow mine, the hellion, and the viking, All of which really need some work. They really just have no idea.


Actually, it makes a bit sense right now. Hellbat went through many changes, so people are confused now.

You have Hellion as a fast scout and you have Hellbat as a fighter. You can research upgrade to make them able to transform between each other at Armory tech, which only makes sense, because why would you have mid-late game fighter avaiable in early game.

Now, only thing that is kinda "wrong" is this bio-flag, but I guess Blizzard likes it.

Blue Flame upgrade is pretty useless, because you only want it to kill workers faster. For this purpose, Hellbat drops are probably better. In direct engagements, you always want Hellbats. So I guess, this upgrade can be dismissed.


I too had my reservations of the bio-flag on hellbat, until my short story and further research.
[image loading]

[image loading]

Now tell me its impossible for mech to have bio-flag. Hellbats are giant SCVs with shields-for-arms and head mounted flame-thrower.
Cauterize the area
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 25 2013 10:44 GMT
#355
On February 25 2013 19:30 Hattori_Hanzo wrote:
Show nested quote +
On February 25 2013 17:30 Everlong wrote:
On February 25 2013 16:10 ledarsi wrote:
The hellbat has indeed become a franken-unit. It always was weird, but now it is positively bizarre. Its HP changes when it transforms, and it becomes Biological, and it changes from 2 to 4 cargo size. It can be produced from a factory with an armory tech requirement, but it can be morphed from a hellion with a research from the factory tech lab. Its damage distribution and typing are completely different from the hellion's, and now only the hellion benefits from blue flame.

It's just ugly. I would infinitely prefer a second new and completely discrete unit instead of this transforming nonsense.

I get the impression Browder thinks Terran players loved the "transform-y" part of the Siege Tank, and now we have four units that "transform." The tank, the widow mine, the hellion, and the viking, All of which really need some work. They really just have no idea.


Actually, it makes a bit sense right now. Hellbat went through many changes, so people are confused now.

You have Hellion as a fast scout and you have Hellbat as a fighter. You can research upgrade to make them able to transform between each other at Armory tech, which only makes sense, because why would you have mid-late game fighter avaiable in early game.

Now, only thing that is kinda "wrong" is this bio-flag, but I guess Blizzard likes it.

Blue Flame upgrade is pretty useless, because you only want it to kill workers faster. For this purpose, Hellbat drops are probably better. In direct engagements, you always want Hellbats. So I guess, this upgrade can be dismissed.


I too had my reservations of the bio-flag on hellbat, until my short story and further research.
[image loading]

[image loading]

Now tell me its impossible for mech to have bio-flag. Hellbats are giant SCVs with shields-for-arms and head mounted flame-thrower.


But why would Hellion then not be flagged as "bio" too?

I guess the second it starts transforming, orbital command calls down guy from space to jump in right when the transofrmation finishes? :D
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
February 25 2013 10:49 GMT
#356
Are people still arguing about this?

If you think about it, when the hellion is in hellion mode, the medivac beam is blocked by the car roof (as the car is completely covering the driver), where as in hellbat mode the armor doesn't entirely cover every part of the drivers body so the medivac beam is able to reach it.

If anything I'm more surprised people are not annoyed with beams coming from the sky magically healing people.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 25 2013 10:52 GMT
#357
Well I was not touching exaclty how logical or illogical it is from lore perspective. But since that guy posted those pictures, well..
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
February 25 2013 10:54 GMT
#358
I'm not so much talking about you, but I've noticed constantly for weeks now people are claiming it's illogical :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Rider517
Profile Joined June 2011
70 Posts
February 25 2013 11:09 GMT
#359
bio/tag switch is weird and inelegant, the research requires too much, no one we will research it, better invest in something else
SirPinky
Profile Joined February 2011
United States525 Posts
Last Edited: 2013-02-25 11:25:35
February 25 2013 11:24 GMT
#360
On February 25 2013 12:07 quebecman77 wrote:
Show nested quote +
On February 23 2013 18:31 avilo wrote:
No Terran player is going to argue btw guys, because this is how it works during beta:

Zerg players die from only building drones and queens, while complaining about anything from Terran on stream.

Blizzard sees this, they also see all the Protoss whining about "widow mine drops."

If any Terran *raises his hand* and is like, "eh...wait what? We're only nerfing Terran stuff that wasn't an issue in the first place?" they get labelled as a "whiner" by the Zerg / Protoss whiners.

All the attention lately is on Terran's only two new units, the hellbat and widow mine, and how they "MUST BE NERFED THEY'RE SO IMBA" after literally 2 weeks of new metagame usage of the hellbat.

Things ignored by the community (possibly blizzard? would hope not) :

-viper blinding cloud radius/duration
-ultra buff vs bio
-oracles vs all races bursting down workers
-tvp early game being a cluster fuck

I cannot wait till people find out about the new Zerg abuse that will be shown soon - mass vipers + mass static defense with traditional broodlords+corruptor+infestor turtle mode.

As well as mass swarmhost + corruptor.

When this strategy comes out soon, it won't be deemed imbalanced (because it's Zerg) - people are instead going to say how fucking innovative it is and golf clap their hands without a second thought because right now whichever part of the community whines the loudest or whichever popular streamers do get the game changed for the worse.

I agreed with a lot of the hellbat nerfs, especially the cargo one. But double and triple nerfing/buffing units is a bit too much. And it historically only happens to Terran. I personally don't care if Terran is nerfed further, nor should any other Terran player. What would be nice though is that they were consistent across all 3 of the races with nerfs/buffs, instead of only nerfing Terran.

If you're going to nerf/buff something of one race, you have to do it across the board and look at all three races and what's possibly too strong or weak. Not to mention you get 10x better PR for it.

And Terrans will continue to not say shit here or anywhere else because of the backlash they get for actually having an opinion.

It would be nice if more Terran players had some balls.


im thinking that because they are less and less terran players curently playing this game also most of the good one are
korean , while they are ALOT of good foreigner pro zerg and protoss , and they never wait for cry nerf at anything and are usualy very vocal .

also at lower level terran kinda look OP more easy ,and also because that the only race who realy need to win early game because the late game realy bad ( so since forever when terran find something or good all in for end the game fast , they never stop ) and it got nerfed . mostly because people think that more op when the build make you loss before the 15 min mark , when something hit at late game they take more time to say that because ''the build op'' and at lower level this never reach this point and most of them dont even know what strong or why they loss or if that fair at this point in the game .

also the fact that many master and higher foreigner terran just stoped this game for exemple i was playing bw for 8 year at a high level and switched to sc2 , but so did about 7-8 people i have know from bw , everyone of them was diamond right when the league have open , and everyone of them got master right when the league got open too , many of them was playing less that 10 hour week , im not saying that for say they are amazing but because all of them KNOW how rts work and when they reply for exemple in a forum they make realy good post who are often taked more seriously , they know what broken .

im saying that because most good foreigner who switched bw to starcraft 2 , most of them droped this game . but you cant say the same from the zerg and protoss in bw , they are often more influential that new rts player who are curently good at starcraft 2 , and many terran who are curently good in starcraft 2 are usualy new rts player who just dont whine because they dont have enough rts background for know if the nerf was fine or what realy wrong with the game .

for exemple the old NTT from bw did try some foreplay into sc2 for end up stoping disgusted . i got gm myself playing after my 8 hour/day job but stoped about 5 months ago , totaly disgusted at the way blizzard balance this title , im saying that because people who are good curently in sc2 are not that much talented at rts
( for exemple many B teamer in bw was top 1-5 in sc2 right away ) but strangely realy amazing broodwar player never did that good in sc2 , these people were far more talented at rts that the b teamer who dominated them in sc2 , i would realy like to know what are the skill required for be sucessful in sc2 .( maybe not playing terran a part of it )

just the fact that many bw b teamer got that good prove something , in about 8 people in my f list
( 4 terran ) ( who could clearly have been pro gamer in sc2 if they wanted ) almost all of them stoped ,my f list was full of amazing player at some point and even 2 of them got gm playing almost never but all of them droped this game at some point .

also the fact you cant just talk about what wrong with the game will never help you guy
''when something was broken in bw everyone was talking or would talk about it ''

you find some strange rules for this sc2 titles with the community who got the name ESPORTS right away that you cant talk about his balance or flaw in balance because people think it should be perfect for some strange reason .

im many website you are banned or flagged right away as whiner when you make a post saying you think the game not totaly balanced and you are labeled right away :
''a balance whiner ''

that a pure childiss dream to hope a game complex like sc2 was balanced right at the releases date
( it got the title esport right away and everyone got say ''stfu about balance whine'' the game perfect )

bw have take year for get the tag esport ( mostly after the team behind the game stoped changing all stuft each week )
then people figured stuft during year for get the balance at the end .

sc2 got changed each week , stuft changed , build changed , unit removed and so on , with a team of monkey for balance it
( blizzard also balance wow and diablo 3 , why you think this team would balance more into a complex rts like sc2 ??? )

im saying that because im realy not taking this game seriously as a rts game sucessor , people should just take this game as a fun litle game in space where you kill monster and be done with it ,




I actually read this whole post and if you can get through the fragmented verbiage (looks like KR to English) it has a lot to say. I believe there are many "A-Teamers" specifically a lot of Terran that picked this game up and can, perhaps, make GM in a week but overall the game is broken. This post does not stem from just beta but also WoL. I'm not picking on one race, although you have a ridiculous amount of Zerg in GM in WoL, but the inherent unit design and composition will not stand the test of time like BW. It's a problem when people like Flash, with continuous training, is now losing to "B-Teamers". This post demonstrates many Koreans are not vocal about imbalance and just end up putting the game down and find something more advantageous and lucrative. This release, espcially, let there be way too much a-move necessary for victory and, frankly, I think Blizzard let whiners nerf one race into oblivion.
How much better to get wisdom than gold; to get insight rather than silver!
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