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Balance Update #15 - February 22, 2013 - Page 19

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.
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
February 25 2013 11:30 GMT
#361
On February 25 2013 20:09 Rider517 wrote:
bio/tag switch is weird and inelegant, the research requires too much, no one we will research it, better invest in something else


Mech players will research it. It's really useful for mech to have.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2013-02-25 11:31:20
February 25 2013 11:30 GMT
#362
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.

Dustin Browder must think that terran players are uniformly 12 year old Transformer 2 fanboys.

Remove the transform, imo. Then all the rules for the unit can make sense again.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
February 25 2013 11:34 GMT
#363
Removing the transformation basically is a massive nerf to mech. You don't want either hellbats or hellions, the thing that makes them useful is you can transform to take map control and then transform again when you need them in a fight.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Rider517
Profile Joined June 2011
70 Posts
February 25 2013 11:38 GMT
#364
i wonder why they didn't "wait and see" as they often said about changing something... now that more progamers are playing hots why not wait and see if they find an answer to this problem about hellion/bats

oh yeah, it's because is terran stuff, let's nerf it asap
Evangelist
Profile Blog Joined June 2011
1246 Posts
February 25 2013 11:53 GMT
#365
On February 25 2013 14:13 avilo wrote:
Show nested quote +
On February 25 2013 12:16 DeCoup wrote:
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.


No, Avilo. Siege was removed because mech was basically defenseless early game against Toss pushes and has always been defenseless against said pushes. Removing siege means heavy siege tank defenses now work.
Evangelist
Profile Blog Joined June 2011
1246 Posts
February 25 2013 11:58 GMT
#366
On February 24 2013 17:33 aksfjh wrote:
Show nested quote +
On February 24 2013 15:48 BoggieMan wrote:
On February 23 2013 09:54 Zelniq wrote:
On February 23 2013 09:53 Everlong wrote:
Also, Are they only watching TvZ for the first 10 minuts games?

...


Yeah what about maxed terran mech or air armies, or sky toss? :/


If protoss and terran lategame gets too strong, it will kinda turn zerg completely upside down, considering how they used to play in wol with turtle with infestors into unstopable hive army.

But i guess having a bad lategame isen't going to make your race underpowered.
Terrans never really used lategame oriented play in wol (even though terran air could be really good) and still had around 50% win (sometimes less, sometimes more) most of the time in tvp and tvz.

They had a 50% winrate until the queen buff. When forced to go to the late game almost every game, GSL winrates dropped to the low 40s and mid 30s. There's a lot of Zerg talk that sounds like "ZOMG Terran air is SOOOOOO strong! Just max 200 on ravens, BCs, and vikings!" But it doesn't seem to work all too well at the pro level, otherwise we would see Terran do it to overcome their now abysmal chances in the matchup.

In contrast, even when ZvT didn't revolve around infestors, there wasn't a real need to adapt to the infestor playstyle. GSL winrates for Zerg were still pretty solid, with the occasional dip here and there.

I just don't buy that Terrans are somehow ignoring this supposed blatant lategame army strength while having extremely dismal numbers. Doesn't add up.


Terran air is insanely strong but the transition to terran air is incredibly hard. Considering it is by far the hardest transition to pull off, it probably deserves to be the flat out strongest army in the game.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
February 25 2013 12:28 GMT
#367
On February 25 2013 20:53 Evangelist wrote:
Show nested quote +
On February 25 2013 14:13 avilo wrote:
On February 25 2013 12:16 DeCoup wrote:
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.


No, Avilo. Siege was removed because mech was basically defenseless early game against Toss pushes and has always been defenseless against said pushes. Removing siege means heavy siege tank defenses now work.

Defenseless against pushes with the MSC. In WOL, you can open mech very safe (Goody has been doing it for years).
Head Coach Park: "They should buff tanks!"
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
February 25 2013 14:08 GMT
#368
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.


I completely agree with this.
I'm all in favor of 'ugly' fixes if it improves gameplay drastically and is just needed to get an unit to work. For example the biological tag was a really ugly fix but I could sort of get behind it as they wanted to give medivacs a role in mech play which is not really possible in other ways except other ugly stuff like giving them repair drones.
They've gone completely too far with ugly fixes for the hellbat though. In the meantime any chance they had for getting mech to work in TvP, which seemed to have been the entire goal of hots changes for T, are gone again.

Blizzard design is completely oblivious and should have been sacked long ago, HotS hardly changes the game for the better..
Rider517
Profile Joined June 2011
70 Posts
February 25 2013 14:17 GMT
#369
i agree, it looks like they hate simple adjustments and favor weird/gimmicky stuff to make things work in a strange way
Rabiator
Profile Joined March 2010
Germany3948 Posts
February 25 2013 16:06 GMT
#370
On February 25 2013 23:08 Markwerf wrote:
In the meantime any chance they had for getting mech to work in TvP, which seemed to have been the entire goal of hots changes for T, are gone again.

The problem with this is that there are two "schools of thought" as to what "mech" actually means.

One part of the community - mostly made up of new Starcraft players / fans - is happy with the term describing any unit from the factory, but the other part of the community - mostly those who actually played / watched Brood War - think that it describes a playstyle which bases itself around the immobility of the Siege Tank.

There are pros and cons for each of these two ways, but I certainly belong in the second group because I feel the Siege Tank needs to have an army built around it due to its unique immobility and weaknesses. When it comes to "making mech viable in TvP" Blizzard certainly follows the first path, because they did nothing to make the Siege Tank with its pitiful damage potential more viable and focused fully on the two new units. Even though the Battle Hellions could be used as meatshields they dont synergize particularly well with the Siege Tank (due to the immobility of the BH and lack of AA capability) and the Widow Mine doesnt synergize at all with any other unit. The mine is great to block / guard / early assault on its own, but thats about it. Especially with the current boosts to Protoss air some improved mech anti-air capabilities would be great for Terrans.

----

I think it is high time to make a poll here on TL about what mech actually means, because it leads to too many "heated arguments" and will never be resolved otherwise. After that poll discussions should be a lot clearer ...
If you cant say what you're meaning, you can never mean what you're saying.
Rider517
Profile Joined June 2011
70 Posts
February 25 2013 16:13 GMT
#371
maybe we should wonder what actually mech is...for blizzard. they clearly stated that they don't want a factory-only composition so, imo, there is no mech to look for, only a more mixed bio-mech
nomyx
Profile Joined June 2012
United States2205 Posts
February 25 2013 16:14 GMT
#372
I would love a siege tank buff myself (2 supply please) but it's too late into the beta for blizzard to do any drastic changes. I wish this wasn't the case, but they put all their eggs into one basket (new units instead of buffing siege tank).

If we do get a siege tank buff, it'll be in around 3 years with legacy of the void.
ZenithM
Profile Joined February 2011
France15952 Posts
February 25 2013 16:18 GMT
#373
On February 25 2013 19:54 Qikz wrote:
I'm not so much talking about you, but I've noticed constantly for weeks now people are claiming it's illogical :p

Yep, I wonder why that is too, I had the same "lore explanation" as you in mind and it doesn't bother me at all :D
Topin
Profile Blog Joined December 2010
Peru10116 Posts
February 25 2013 17:18 GMT
#374

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.



i wonder where is the philosophy " easy for new players" in this unit. so much variables in one unit is dumb.
i would define my style between a mix of ByuN, Maru and MKP
ledarsi
Profile Joined September 2010
United States475 Posts
Last Edited: 2013-02-25 19:19:02
February 25 2013 19:03 GMT
#375
Here is what I propose for the Hellbat using minimal changes.

Make the Hellbat be produced by the Barracks as a completely separate unit from the Hellion, no transformation possible. Requires a tech lab. Remove Mechanical tag, make it fill 2 cargo size like a Marauder, and give it Stimpack. It is now a Firebat. Change armor type from Light to Armored and give it 1 base armor. Reduce its damage to something like 15 (+10 Light) with blue flame increasing its damage to 15 (+15 Light). If the unit is too strong with those numbers, reduce its damage. Terran would then have an Armored unit that does bonus damage to Light, which currently does not exist.

Terran now has two completely separate units; the Hellbat is an Armored Barracks unit that is Biological, and the Hellion is a Light Factory unit that is Mechanical. Thematically, they both have a fire-based attack, signifying it does bonus damage to Light armor. Blue flame applies to both with the same effect.

I don't really like it but it's a correction I could live with. Give me unlimited license to change the game and I can come up with a much better solution than this involving the Hellbat becoming the first Factory unit which morphs into a reworked Hellion that can't be independently produced (morph analogous to Ion Thruster upgrade for Vulture), a new Goliath-Warhound, a Thor rework, siege tank buff, widow mine tweak, and maybe even a Viking rework using Transformation Servos (hellion and viking affected) and changed ground mode.
"First decide who you would be, then do what you must do."
Scrubwave
Profile Joined July 2010
Poland1786 Posts
February 25 2013 20:45 GMT
#376
--- Nuked ---
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 25 2013 20:49 GMT
#377
On February 25 2013 20:53 Evangelist wrote:
Show nested quote +
On February 25 2013 14:13 avilo wrote:
On February 25 2013 12:16 DeCoup wrote:
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.


No, Avilo. Siege was removed because mech was basically defenseless early game against Toss pushes and has always been defenseless against said pushes. Removing siege means heavy siege tank defenses now work.


It was removed to help mech tvp viability due to the mothership core allowing previous all-ins to be more powerful (blink stalker all-in) vs Terran. Also to help Terran "open" mech in general. Terran was never "defenseless" against early game toss pushes, you just had to make the right number of bunkers vs all-ins in wings of liberty.
Sup
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 25 2013 20:52 GMT
#378
On February 26 2013 02:18 Topin 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.



i wonder where is the philosophy " easy for new players" in this unit. so much variables in one unit is dumb.


The widow mine doesn't transform.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 25 2013 21:01 GMT
#379
On February 26 2013 04:03 ledarsi wrote:
Here is what I propose for the Hellbat using minimal changes.

Make the Hellbat be produced by the Barracks as a completely separate unit from the Hellion, no transformation possible. Requires a tech lab. Remove Mechanical tag, make it fill 2 cargo size like a Marauder, and give it Stimpack. It is now a Firebat. Change armor type from Light to Armored and give it 1 base armor. Reduce its damage to something like 15 (+10 Light) with blue flame increasing its damage to 15 (+15 Light). If the unit is too strong with those numbers, reduce its damage. Terran would then have an Armored unit that does bonus damage to Light, which currently does not exist.

Terran now has two completely separate units; the Hellbat is an Armored Barracks unit that is Biological, and the Hellion is a Light Factory unit that is Mechanical. Thematically, they both have a fire-based attack, signifying it does bonus damage to Light armor. Blue flame applies to both with the same effect.

The problem I see with this is that bio is buffed and mech drastically nerfed, since mech would lose it's essential tanking unit. Hellbats are still at their strongest when you make them in combination with mech due to shared upgrades, so having a cheap yet strong mech unit strongly promotes more people to go mech. After all one of their major goals for this expansion was to encourage more mech play from terrans.
ledarsi
Profile Joined September 2010
United States475 Posts
February 25 2013 21:54 GMT
#380
Hellbats are already Biological, and they certainly don't play like mech should. The only thing moving it to the Barracks does is restore the natural order.

Encouraging the current Hellbat is encouraging more bio play- not mech.
"First decide who you would be, then do what you must do."
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