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Do NOT blinding cloud Hellbats! - Page 4

Forum Index > SC2 General
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Psychobabas
Profile Blog Joined March 2006
2531 Posts
April 02 2013 08:32 GMT
#61
While this is very interesting, if a Zerg is trying to fight Hellbats with Zerglings he must be doing something very wrong!
Champi
Profile Joined March 2010
1422 Posts
April 02 2013 08:33 GMT
#62
pretty cool find :O
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
April 02 2013 08:38 GMT
#63
On April 02 2013 17:08 ZenithM wrote:
And as a nice Terran gentleman, I can give this piece of pro-advice to my good Zerg fellows:
DO NOT UNDER ANY CIRCUMSTANCES CAST BLINDING CLOUD ON MARINES OR MARAUDERS!
It actually makes them stronger, because it's like they're eating vegetables, and it's actually good for their body. Kind of the same deal with Fungal Growth, by the way.

Don't thank me guys.

Tbh I think zerg should just stop using the ability alltogether, it increases the dps of all units, especially tanks!

On a more serious note, interesting find. Sadly don't think there will be a way to use it practically. I suppose when fighting roaches, this illustrates just how important it is to move the hellbats from 2 range to 1, but then the roaches are normally kiting when hellbats are alive anyway..
MilesTeg
Profile Joined September 2010
France1271 Posts
April 02 2013 09:24 GMT
#64
Any time you test hellbats vs zerglings you're likely to get some strange results. Just a-moving them, sometimes lings actually manage to kill them efficiently, sometimes they don't even get a hit. The funny thing is, the more I try to micro lings the more they die.
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
April 02 2013 09:36 GMT
#65
Test this with speedlings, as someone said, as slowlings vs hellbats is never gonna happen. i suspect the difference becomes pretty minute, as they spread out much quicker.
The world is ending what should we do about it?
schaf
Profile Joined August 2010
Germany1326 Posts
April 02 2013 09:49 GMT
#66
Interesting... so now you know how to micro hellbats more efficiently!
Axiom wins more than it loses. Most viewers don't. - <3 TB
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2013-04-02 10:10:22
April 02 2013 10:08 GMT
#67
So like the guy above me just said... this isn't just about blinding cloud.

People can micro their hellbats to own lings even more [now] by telling the hellbats to move before engaging clumps of zerglings.
On April 02 2013 18:36 Surili wrote:
Test this with speedlings, as someone said, as slowlings vs hellbats is never gonna happen. i suspect the difference becomes pretty minute, as they spread out much quicker.

VERY good point. I didn't bother to watch the video; I kinda assumed the lings would have had speed. Not having speed is just a ridiculously unrealistic scenario (unless you were playing campaign )
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 02 2013 10:12 GMT
#68
The title should be Do not blinding cloud locusts unless you are building anything other than lings.

On Topic: This is an interesting concept. But I guess I'm not surprised no one realized this until now because it only really effects Hellbat vs Lings + Blinding cloud, which is a scenario in which you would not really use a blinding cloud anyway. Even if you had a composition which included lings and other units you would not cast blinding cloud until the lings are dead.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
April 02 2013 10:14 GMT
#69
Nice find, nerf blindcloud too op for terran!
www.twitch.tv/bluquh (PoE, Starbow, HS)
hastur420
Profile Joined March 2013
Belize178 Posts
April 02 2013 10:15 GMT
#70
On April 02 2013 18:36 Surili wrote:
Test this with speedlings, as someone said, as slowlings vs hellbats is never gonna happen. i suspect the difference becomes pretty minute, as they spread out much quicker.


doesn't make much of a difference

the attack damage happens in an instant, it's not a dot, it's a damage-impulse. and the first attack necessarily hits less lings if you don't have blinding cloud, regardless of speed.

anyway if you have a criticall mass of hellbats which is not that many at all they will own an unlimited amount of lings with or without binding cloud;)
AxionSteel
Profile Joined January 2011
United States7754 Posts
April 02 2013 10:15 GMT
#71
On April 02 2013 17:08 ZenithM wrote:
And as a nice Terran gentleman, I can give this piece of pro-advice to my good Zerg fellows:
DO NOT UNDER ANY CIRCUMSTANCES CAST BLINDING CLOUD ON MARINES OR MARAUDERS!
It actually makes them stronger, because it's like they're eating vegetables, and it's actually good for their body. Kind of the same deal with Fungal Growth, by the way.

Don't thank me guys.


Now that you mention it, I've recently discovered similar symptoms on my siege tanks. Blinding cloud makes them 5x stronger and also invisible whilst inside the cloud. I would really discourage the use of this ability against Terran mechanical armies.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
April 02 2013 10:18 GMT
#72
While this is a useful find, it quickly becomes obsolete once you have more hellbats, if there more than 1 rank of hellbats the blinding cloud will stop some of them attacking entirely, which would be much better for the zerg.
Why you'd attack hellbats with lings is beyond me though, those things are crazy good.
VERY FRAGILE, LIKE A BABY PANDA EGG
Tighter
Profile Joined February 2013
Germany5 Posts
April 02 2013 13:24 GMT
#73
So guys thanks for comments, I updated the first post to sum up what we can get out of the finding. Have a great day!
ACe - Aachen eSport http://www.clans.de/ace
kc2siq
Profile Joined April 2012
United States319 Posts
April 02 2013 13:43 GMT
#74
Correct me if I'm wrong, but I think firebats did something similar in BW. At the very least you're suppose to leave your firebats when the lings come running in to the dark swarm.

Then again, haven't played/watched in forever...
Byun, best player in the world!
PVJ
Profile Blog Joined July 2012
Hungary5214 Posts
April 02 2013 14:39 GMT
#75
Someone mentioned that "Blizzard shouldn't patch this out because it doesn't matter that much" or something along these lines.

Now if Blizzard would patch the small extra micro we have been left with that would actually matter a lot.
The heart's eternal vow
NrG.Bamboo
Profile Blog Joined December 2006
United States2756 Posts
Last Edited: 2013-04-02 15:16:16
April 02 2013 15:15 GMT
#76
On April 02 2013 22:43 kc2siq wrote:
Correct me if I'm wrong, but I think firebats did something similar in BW. At the very least you're suppose to leave your firebats when the lings come running in to the dark swarm.

Then again, haven't played/watched in forever...

I don't think they did anything surprising under dark swarm, they just weren't effected due to all of the damage being splash. Swarm simply moved the damage 1 space (hex? some unit of measurement that I am not familiar with) closer to the damage dealer, thus immediate non-splash projectiles (like marine fire) was negated completely, yet tanks were only hindered somewhat, as the point in which the damage is being dealt is moved, but there is still a splash effect. Firebats just kind of blew fire through everything and didn't give a fuck.
I need to protect all your life you can enjoy the vibrant life of your battery
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2013-04-02 15:22:31
April 02 2013 15:21 GMT
#77
On a related note, microing Hellbats to be at melee range when attacking Marines instead of being at 2 range actually lets them trade much better against the Marines. During the beta, I played around in the HotS unit tester and found out that blindly a-moving Hellbats against Marines gave poorer results than if I went for the full Hellbat hug against the Marines.
ㅇㅅㅌㅅ
FromShouri
Profile Blog Joined April 2012
United States862 Posts
April 02 2013 15:23 GMT
#78
On April 03 2013 00:15 NrG.Bamboo wrote:
Show nested quote +
On April 02 2013 22:43 kc2siq wrote:
Correct me if I'm wrong, but I think firebats did something similar in BW. At the very least you're suppose to leave your firebats when the lings come running in to the dark swarm.

Then again, haven't played/watched in forever...

I don't think they did anything surprising under dark swarm, they just weren't effected due to all of the damage being splash. Swarm simply moved the damage 1 space (hex? some unit of measurement that I am not familiar with) closer to the damage dealer, thus immediate non-splash projectiles (like marine fire) was negated completely, yet tanks were only hindered somewhat, as the point in which the damage is being dealt is moved, but there is still a splash effect. Firebats just kind of blew fire through everything and didn't give a fuck.


Nah, siege tanks don't do direct damage, only splash, so if you spread properly tanks are basically negated using dark swarm. The firebat's attack isn't a projectile I think, so he still does his main weapon damage+splash. Just looked it up on liquipedia:

Under Dark Swarm, the projectile is shifted to the side. Therefore, the point of impact is also shifted to the side. Since the point of impact is shifted to the side, units under Dark Swarm are only affected by the splash damage of those units with radial splash. In addition, if a unit is on top of the shifted point of impact, it takes full damage from the attack. Burrowed units do not take damage from radial splash under Dark Swarm. There are a few exceptions to this effect, and they are the: Reaver, Infested Terran, Firebat, and Spider Mine. In the case of these units, they don't have a projectile attack sprite, so their attacks are not shifted at all. The two airborne radial splash damage dealers both do not attack ground, thus they never come into conflict with Dark Swarm.

So in other words Reaver,IT,Firebat, Spider Mine direct attack works,but every other unit, only the splash damage or melee attacks or storm/irradiate/plaguuuuuuuuuu work under dark swarm. Talk about OP =D.
Limited Edition, lets do some simple addition, $50 for a T-Shirt is just some ignorant bitch shit.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
April 02 2013 15:48 GMT
#79
I don't see this ever being a factor in a game, but interesting nontheless.
Refer to my post.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2013-04-03 02:21:58
April 03 2013 02:21 GMT
#80
now that I think about it, it's all because of a hold fire, they are able to save their attack until most of the lings arrive instead of the hellbat shooting ASAP which results in less damage.

Pretty interesting, I don't think this really applies to zerg because they will be using roach/hydra. However, for terran this poses an interesting way to use hellbats in early-mid game TvZ against heavy ling compositions. Is it more efficient to actually let lings get closer before you attack? using movement to hold fire then pressing s when the lings get close enough could potentially lead to more upfront damage.
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