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Do NOT blinding cloud Hellbats!

Forum Index > SC2 General
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Tighter
Profile Joined February 2013
Germany5 Posts
Last Edited: 2013-04-02 13:28:17
April 02 2013 04:25 GMT
#1
Hi!

Just a nice fact I just found out!

If you have 14 lings VS 2 hellbats without any upgrades and group both tight together and then attack each other without any micro in the unit tester. Result: The lings will kill the hellbats leaving 6-8 lings.

If I do the same with the hellbats under a blinding cloud sometimes both hellbats stay alive while all lings die. Sometimes lings win with 1 or 2 left!

Why? Because the attack radius is 2 and the FIRST flame does only hit the first row of lings without blinding cloud.
With blindingcloud the first flame almost kills 6 lings.



*UPDATE*

While the thread-title is a little provocative, I want to sum up the thread to actually get the point on what this is about:
Actually its not so much about blinding cloud as the exact scenario with slow lings (T1) vs hellbats under a blinding cloud (T3) will rarely happen. BUT the finding leads to the question on how to use hellbats in an efficient way. For any scenario like in video where units run to the hellbats and try to attack them it is better (for the hellbats) to let them come near before the first attack, as this one hits MORE untis before cooldown. In a late game scenario with different unit compositions it might not be so crucial, but in other scenarios like a hellbat/marine all-in it might be the win to micro hellbats to be more efficient. So it might be better to move them in melee range and then attack rather than just a-moving. But be aware that roaches etc might kite them.


Cheers
Tight
ACe - Aachen eSport http://www.clans.de/ace
unifo
Profile Joined September 2009
Canada65 Posts
April 02 2013 04:30 GMT
#2
This is quite interesting indeed. You might want to consider making a video to show this fact to make this more believable.
None
Tighter
Profile Joined February 2013
Germany5 Posts
Last Edited: 2013-04-02 04:34:55
April 02 2013 04:33 GMT
#3
I will do it later (need to get the capture tool running again .,.)and edit my first post. Kind of crazy, but logical if you think of... more lings are in the 2-range if they attack when they are under the blinding cloud and less lings are in the range if they attack already when the first ling is in the radius (and the other behind it).
But it might depend on the engagement and formation of the lings, too... I will play around a little more..
ACe - Aachen eSport http://www.clans.de/ace
latan
Profile Joined July 2010
740 Posts
April 02 2013 04:36 GMT
#4
doesn't make sense to me, probably a bug. is the hellbat attack instant?
Xylocaine
Profile Joined November 2010
France56 Posts
April 02 2013 04:37 GMT
#5
How bout using blinding cloud but putting a (couple) ling(s) in front? (just like for when you go against mines, or against potential banes up a ramp)
TerranosaurusWrecks
Profile Blog Joined December 2011
Canada187 Posts
April 02 2013 04:39 GMT
#6
i'm guessing this has something to do with where the zerglings stack in relation to where the first few hellbat shots are as not all 14 zerglings can get a perfect surround on both hellbats.

but hey mb it is a bug, would love to see a video.
¯\_(ツ)_/¯ "Like you can train a n00b, but they will just be a trained n00b."
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 02 2013 04:41 GMT
#7
Interesting, but seemingly situational, as one would imagine that if there's more than a single file row of hellbats, then it would be beneficial as the back row does not attack, correct?
ETisME
Profile Blog Joined April 2011
12371 Posts
April 02 2013 04:41 GMT
#8
so it's because the lings are more clumped up after hellbats are under the cloud
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Demonhunter04
Profile Joined July 2011
1530 Posts
April 02 2013 04:44 GMT
#9
This does make sense. Thanks for the info.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
Steel
Profile Blog Joined April 2010
Japan2283 Posts
April 02 2013 04:46 GMT
#10
On April 02 2013 13:39 TerranosaurusWrecks wrote:
i'm guessing this has something to do with where the zerglings stack in relation to where the first few hellbat shots are as not all 14 zerglings can get a perfect surround on both hellbats.


exactly. it's analogous to a tank shot hitting the edge of a roach ball, versus hitting the center.
Try another route paperboy.
Gfire
Profile Joined March 2011
United States1699 Posts
April 02 2013 04:48 GMT
#11
Of course when firing at max range the hellbat splash won't be hitting as many lings as possible... Enough so that apparently being at melee range is better against lings even though you're supposed to have a range advantage, meaning shots fired before lings get in range. But closing the range faster may actually allow you to deal more splash damage, before the lings spread out to surround I guess.

But with micro I suppose the player can get their units to do this even if you don't blinding cloud. I've though of move commanding closer to something with a longer range like roaches, so maximize splash, but I wouldn't have expected it to be beneficial against lings. Probably zealots as well.
all's fair in love and melodies
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 02 2013 04:49 GMT
#12
Thanks for the info. I think there are various situations where you should cast blinding cloud on hellbats and various situations where you shouldn't. I think it would be a good test to see what happens when you cast blinding cloud on say 6-8 hellbats. The hellbats in the back won't be able to shoot until they get surrounded by lings, so things might be different.
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
April 02 2013 04:53 GMT
#13
[image loading]

the farther the wave is, the less it's hit by attack radius
im not sure about damage calculation but the same might apply
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2013-04-02 04:57:06
April 02 2013 04:56 GMT
#14
On April 02 2013 13:48 Gfire wrote:
Of course when firing at max range the hellbat splash won't be hitting as many lings as possible... Enough so that apparently being at melee range is better against lings even though you're supposed to have a range advantage, meaning shots fired before lings get in range. But closing the range faster may actually allow you to deal more splash damage, before the lings spread out to surround I guess.

But with micro I suppose the player can get their units to do this even if you don't blinding cloud. I've though of move commanding closer to something with a longer range like roaches, so maximize splash, but I wouldn't have expected it to be beneficial against lings. Probably zealots as well.

What you said is true, but you make it sound like this was obvious to everyone with the bolded sentence. I don't think and overly large amount of people considered this with the use of blinding cloud initially though.

It makes complete sense, but I personally never realized that blinding cloud would make this happen despite complete understanding how the attack and blinding cloud work. Kind of neat. Still going to be very rare that you're making lings vs a player with hellbats in his army though
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Xylocaine
Profile Joined November 2010
France56 Posts
Last Edited: 2013-04-02 05:02:13
April 02 2013 05:01 GMT
#15
On April 02 2013 13:53 Arceus wrote:
[image loading]

the farther the wave is, the less it's hit by attack radius
im not sure about damage calculation but the same might apply


Haha looks like we did the same mad Paint paintings at the same time.
[image loading]
Gfire
Profile Joined March 2011
United States1699 Posts
April 02 2013 05:03 GMT
#16
On April 02 2013 13:56 Grobyc wrote:
Show nested quote +
On April 02 2013 13:48 Gfire wrote:
Of course when firing at max range the hellbat splash won't be hitting as many lings as possible... Enough so that apparently being at melee range is better against lings even though you're supposed to have a range advantage, meaning shots fired before lings get in range. But closing the range faster may actually allow you to deal more splash damage, before the lings spread out to surround I guess.

But with micro I suppose the player can get their units to do this even if you don't blinding cloud. I've though of move commanding closer to something with a longer range like roaches, so maximize splash, but I wouldn't have expected it to be beneficial against lings. Probably zealots as well.

What you said is true, but you make it sound like this was obvious to everyone with the bolded sentence. I don't think and overly large amount of people considered this with the use of blinding cloud initially though.

It makes complete sense, but I personally never realized that blinding cloud would make this happen despite complete understanding how the attack and blinding cloud work. Kind of neat. Still going to be very rare that you're making lings vs a player with hellbats in his army though

Ah, sorry, that was not my intention. I'm in the same boat as you... I hadn't thought of how it would play out either. My phrasing was poor.
all's fair in love and melodies
Tighter
Profile Joined February 2013
Germany5 Posts
April 02 2013 05:08 GMT
#17
Alright I made a video: http://www.youtube.com/watch?v=syAAARp4hgI
ACe - Aachen eSport http://www.clans.de/ace
bittman
Profile Joined February 2011
Australia8759 Posts
April 02 2013 05:13 GMT
#18
Wow how interesting, thanks for the find.
Mvp - Leenock - Dongraegu - MC - Gumiho - Keen - Polt - Squirtle - Jjakji - Genius - Seed - Life - sC - Dream || LG-IM - MVP - FXO
Gfire
Profile Joined March 2011
United States1699 Posts
April 02 2013 05:13 GMT
#19
Thanks, the video is a lot more helpful than those drawings.

It really does look like the big difference is with the first shot... It's quite significant. They do very little in the first shot without blinding cloud. I wonder how easy it would be to move command to get them to delay their first shot all the time.
all's fair in love and melodies
Delphiki
Profile Joined October 2012
Philippines1955 Posts
April 02 2013 05:19 GMT
#20
On April 02 2013 14:01 Xylocaine wrote:
Show nested quote +
On April 02 2013 13:53 Arceus wrote:
[image loading]

the farther the wave is, the less it's hit by attack radius
im not sure about damage calculation but the same might apply


Haha looks like we did the same mad Paint paintings at the same time.
[image loading]

WTF IS THIS REPRODUCTION CLASS?
Bwaaaa
Profile Joined September 2011
Australia969 Posts
April 02 2013 05:23 GMT
#21
Is this a belated april fools and the hellbats in the second video are just 3-3 compared to when they have no upgrades without blinding cloud? I am sorry if my accusations are incorrect but I find it hard to believe this at this time of the year.
Maghetti
Profile Joined May 2008
United States2429 Posts
April 02 2013 05:28 GMT
#22
This could be a new type of hellbat micro to allow them to get a little closer before firing to do more damage.
ChristianS
Profile Blog Joined March 2011
United States3187 Posts
Last Edited: 2013-04-02 05:29:35
April 02 2013 05:29 GMT
#23
From the other side of things, then, might it be beneficial to move-command hellbats until lings have a surround?
Edit: Woah, ninja'd.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
LazinCajun
Profile Joined July 2011
United States294 Posts
April 02 2013 05:33 GMT
#24
On April 02 2013 13:36 latan wrote:
doesn't make sense to me, probably a bug. is the hellbat attack instant?


Basically, with blinding cloud on, the hellbats are being forced to wait to fire until the lings are close. When the lings are close, the first shot hits ALL THE LINGS (tm). This actually makes the lings die faster.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 02 2013 05:36 GMT
#25
ALL THE LINGS
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Cyro
Profile Blog Joined June 2011
United Kingdom20284 Posts
April 02 2013 05:41 GMT
#26
You can reproduce this easily by holding fire until things close from the maximum range (where the attack would only hit the first few) and waiting for them to get closer before attacking, so you can hit more with the first attack, like the vid shows it actually helps a lot more than attacking early to start cooldown earlier.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ALPINA
Profile Joined May 2010
3791 Posts
April 02 2013 05:43 GMT
#27
On April 02 2013 13:36 latan wrote:
doesn't make sense to me, probably a bug. is the hellbat attack instant?


it's logical. With BC they start attacking later which means lings are closer and more are hit.

Very nice find OP. BC is not only useless vs. hellbats but it' even worse lol.
You should never underestimate the predictability of stupidity
RiceAgainst
Profile Blog Joined November 2011
United States1849 Posts
April 02 2013 05:50 GMT
#28
Ah, video and pics help so much, I was confused why at first, but I believed it anyways. Now I know why I'm believing. Theoretically and small-expiremenentally it seems correct, but we'll have to see in games. i.e., use Take Command feature and don't use it/use it.
MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
April 02 2013 05:51 GMT
#29
Thanks for this... this is great knowledge to have !
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
April 02 2013 05:59 GMT
#30
the title of this thread is way misleading

the only reason it works like this is because its amove, if you micro'd the hellbats not to fire until the lings were close and clumped, it would be the same thing
iMrising
Profile Blog Joined March 2012
United States1099 Posts
April 02 2013 06:00 GMT
#31
I think blizz might have not intended this .-.
$O$ | soO
TerranosaurusWrecks
Profile Blog Joined December 2011
Canada187 Posts
April 02 2013 06:09 GMT
#32
wow, i'm actually a little surprised, but this is a great piece of knowledge to be found!

I mean you probably won't have that many zerglings attacking hellbats while you are using blinding cloud, but you never know when this could come in handy, it probably isn't the way blizzard intended but i don't think that it is worth patching. you aren't going to waste blinding cloud on hellbats anyway, and even if you do then it's only a little extra damage as it will only effect the first wave of zerglings.

anyways, still a good find
¯\_(ツ)_/¯ "Like you can train a n00b, but they will just be a trained n00b."
Sikly
Profile Joined June 2011
United States413 Posts
April 02 2013 06:15 GMT
#33
In theory, move command micro is pretty essential for hellbats early. This is quite the significant difference, and early game is probably worth the extra effort to do.
Latham
Profile Blog Joined May 2007
9560 Posts
April 02 2013 06:16 GMT
#34
On April 02 2013 15:00 iMrising wrote:
I think blizz might have not intended this .-.


A unit that was specifically designed to help terran m&m compositions in melee range, becomes more effective when it's range get further reduced to true melee? Who would have thought....
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
April 02 2013 06:17 GMT
#35
So is this a bug?
Play your best
Cyro
Profile Blog Joined June 2011
United Kingdom20284 Posts
April 02 2013 06:21 GMT
#36
On April 02 2013 15:17 FakeDeath wrote:
So is this a bug?


No, it's a result of slow rate of fire and attacks being more effective when targets are given more time to approach so that more of them are in the splash radius. It's exactly the same with regular hellions just less prominent
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
April 02 2013 06:25 GMT
#37
On April 02 2013 15:17 FakeDeath wrote:
So is this a bug?


It's just an after affect of how the Hellbat animation works. This also means that you need to be moving forward with the Hellbats to maximize DPS as a Terran player instead of being content with an attack command.

Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
April 02 2013 06:30 GMT
#38
same effect on archon?
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
April 02 2013 06:31 GMT
#39
I approve of this. Should teach terrans to hold fire with hellbats until lings are close.
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
ALPINA
Profile Joined May 2010
3791 Posts
April 02 2013 06:32 GMT
#40
You should test vs. speedlings, i won't what difference it would make. Think it would be much less significant.
You should never underestimate the predictability of stupidity
babysimba
Profile Joined November 2010
10466 Posts
April 02 2013 06:32 GMT
#41
Maybe someone would like to do some extra tests with a mixed unit composition. Now we know hellbats can kill lings more efficient if they are at the frontline under blinding cloud, but what happens if they are stucked behind marines, marauders?

It is difficult to constantly place them in the front row, maybe that will further differentiate the best from the better players. Also it might add another tactical aspect where backstabbing with lings become much more efficient.
Deleted User 137586
Profile Joined January 2011
7859 Posts
April 02 2013 06:42 GMT
#42
Nice find, and as others have said. Makes me rather think about move-command micro to increase hellbat damage.
Cry 'havoc' and let slip the dogs of war
Jacmert
Profile Blog Joined October 2011
Canada1709 Posts
April 02 2013 06:42 GMT
#43
On April 02 2013 14:29 ChristianS wrote:
From the other side of things, then, might it be beneficial to move-command hellbats until lings have a surround?
Edit: Woah, ninja'd.

Yes, I had this exact thought, too.
Plat Support Main #believe
dynwar7
Profile Joined May 2011
1983 Posts
April 02 2013 06:56 GMT
#44
very interesting this is lol
Regarding the imbalance, hilarious to see Zergs defending themselves....
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 02 2013 06:58 GMT
#45
On April 02 2013 14:59 darkscream wrote:
the title of this thread is way misleading

the only reason it works like this is because its amove, if you micro'd the hellbats not to fire until the lings were close and clumped, it would be the same thing

What's so misleading about it? It says not to blinding cloud hellbats and the explanation/video show why; seems pretty straightforward to me.

Yeah Terran can mitigate it (to a pretty large degree probably) but it's an increase in required unit control for him and you save energy on your vipers so it seems like a informative piece of information to share.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
ALPINA
Profile Joined May 2010
3791 Posts
April 02 2013 06:59 GMT
#46
On April 02 2013 15:42 Ghanburighan wrote:
Nice find, and as others have said. Makes me rather think about move-command micro to increase hellbat damage.


Not really viable, because:

1. Speedlings =/= slowlings. Trying to "micro" will probably lead to even less damage done.
2. Speedling on creep will come so fast that you won't even be able to blink.

You should never underestimate the predictability of stupidity
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
April 02 2013 07:03 GMT
#47
On April 02 2013 15:58 Grobyc wrote:
What's so misleading about it?


it's a-move vs a-move. which doesn't/shouldn't ever happen.

The terran could force this without blinding cloud by not firing with the hellbats until the correct time.

The zerg could still use blindling cloud and actually split his units up instead of blobbing them.

The title of the post is DO NOT USE BLINDING CLOUD AGAINST HELLBATS. It's misleading because it should actually be "do not a-move lings into hellbats in a blinding cloud"..
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
April 02 2013 07:07 GMT
#48
Does this mean you should put hellbats on hold position or somehow get them to delay their attack until lings are closer?
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
opterown *
Profile Blog Joined August 2011
Australia54784 Posts
April 02 2013 07:11 GMT
#49
On April 02 2013 16:03 darkscream wrote:
Show nested quote +
On April 02 2013 15:58 Grobyc wrote:
What's so misleading about it?


it's a-move vs a-move. which doesn't/shouldn't ever happen.

The terran could force this without blinding cloud by not firing with the hellbats until the correct time.

The zerg could still use blindling cloud and actually split his units up instead of blobbing them.

The title of the post is DO NOT USE BLINDING CLOUD AGAINST HELLBATS. It's misleading because it should actually be "do not a-move lings into hellbats in a blinding cloud"..

i think you'll find a-move vs. a-move happens quite a lot!
ModeratorRetired LR Bonjwa
TL+ Member
ChristianS
Profile Blog Joined March 2011
United States3187 Posts
April 02 2013 07:13 GMT
#50
On April 02 2013 16:07 Aerisky wrote:
Does this mean you should put hellbats on hold position or somehow get them to delay their attack until lings are closer?

Hold position wouldn't delay anything. Hold positioned units still attack as soon as something comes into range (except workers and such). Move command, though!
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
thezanursic
Profile Blog Joined July 2011
5478 Posts
April 02 2013 07:21 GMT
#51
On April 02 2013 14:01 Xylocaine wrote:
Show nested quote +
On April 02 2013 13:53 Arceus wrote:
[image loading]

the farther the wave is, the less it's hit by attack radius
im not sure about damage calculation but the same might apply


Haha looks like we did the same mad Paint paintings at the same time.
[image loading]

Makes perfect sense!
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Ketch
Profile Joined October 2010
Netherlands7285 Posts
April 02 2013 07:29 GMT
#52
Why is this test with vipers and slow lings? If I have vipers out, I'd probably have ling speed as well. What is the result of the test with speedlings?
nucleo
Profile Joined February 2011
292 Posts
April 02 2013 07:31 GMT
#53
Nice find! makes since tho as this is what will also happen irl if we had to go to war against the zerg (:
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
April 02 2013 07:36 GMT
#54
It makes perfect sense. Think BW lurkers and why stop spamming lurkers was so useful. If you wait so that the splash will hit more units, of course more will die faster.
MHT
Profile Joined August 2010
Sweden1026 Posts
Last Edited: 2013-04-02 07:46:22
April 02 2013 07:37 GMT
#55
Sweet I can micro hellbats now! Should also be the same thing with hellions right?
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 02 2013 07:46 GMT
#56
On April 02 2013 16:03 darkscream wrote:
Show nested quote +
On April 02 2013 15:58 Grobyc wrote:
What's so misleading about it?


it's a-move vs a-move. which doesn't/shouldn't ever happen.

The terran could force this without blinding cloud by not firing with the hellbats until the correct time.

The zerg could still use blindling cloud and actually split his units up instead of blobbing them.

The title of the post is DO NOT USE BLINDING CLOUD AGAINST HELLBATS. It's misleading because it should actually be "do not a-move lings into hellbats in a blinding cloud"..

Title says don't blinding cloud vs hellbats which is indeed more effective in the majority of situations, likely vs other zerg units as well as the splash damage hits them more as well. Yeah it leaves some information out, details go in the OP. It's honestly not as misleading as you make it seem. I could easily point out half a dozen current threads that have less detailed titles. Meh.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
meijin
Profile Joined October 2010
United States141 Posts
April 02 2013 07:58 GMT
#57
when are you actually going to blinding cloud 2 hellbats vs 14 lings? i'd like to see this with 10+ of them vs 50+ lings or something. the power of blinding cloud is that units in the middle of the death ball do nothing.
wwJd)El_Mojjo
Profile Blog Joined September 2009
Sweden173 Posts
April 02 2013 08:07 GMT
#58
I tested a lot of different late game scenarios with this idea and it doesn't seem to matter when you have normal circumstances (lings with speed etc). I didn't get the move command into attack command with hellbats to work either.

Still a nice find, but at least in my experience it won't affect normal game play.
Gc.El_Mojjo
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 02 2013 08:08 GMT
#59
This is just a specific case where waiting to fire the first shot with the hellbats is better which blinding cloud causes to happen.
I doubt this is really the case with much bigger numbers or if the zerg micro's a bit more.

It would be interesting to see if this also happens with roaches. Even more so if it might be beneficial to move command your hellbats slightly into the enemy before attacking to get better surface area.
ZenithM
Profile Joined February 2011
France15952 Posts
April 02 2013 08:08 GMT
#60
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.
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.
bongling
Profile Joined March 2013
41 Posts
April 09 2013 01:22 GMT
#81
noob question, what are you using in the video to test this? i wanna mess around with it, thanks
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