It's a strong unit that probably needs a gas cost increase. Currently I can do a hellbat drop in plat/diamond and win the game as long as I don't get dropped myself.
Hellbats Review - Page 13
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Nacl(Draq)
United States302 Posts
It's a strong unit that probably needs a gas cost increase. Currently I can do a hellbat drop in plat/diamond and win the game as long as I don't get dropped myself. | ||
BobMcJohnson
France2916 Posts
On June 10 2013 05:54 Kid-Fox wrote: Prolly the healing at least should be removed. I hear a hellbat healed by a medivac can solo a tank? That's pretty wack Well if it's healed by a medivac it's not solo. Hellbat+Medivac is 200/100 4supply, Tank is 150/125 3 supply, and unsieged tanks are not the way they are supposed to be used anyways, so seems it seems more than fine to me. | ||
UPro-BW
81 Posts
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Big G
Italy835 Posts
On June 10 2013 05:50 SheaR619 wrote: It should jsut not get healed...I think that is the main problem with them and why the drop is so powerful. Take away the heal and it not as bad anymore. I don't think that's the core problem in TvT though, medivacs often die to a turret while dropping but the hellbats still manage to kill a ton of workers if the opponent doesn't react quickly. It may be a problem in TvZ, since with proper positioning between mineral fields you just can't kill a hellbat with lings until the medivac run out of energy. Anyway, I don't like the general concept of terrible terrible damage. In non-pro games it is just frustrating, a couple of seconds too late and you don't even know what has just killed your entire mineral line. Again, just make it so a +1 weapons upgrade or blue flame is needed to 2-shot workers, so that a hellbat drop comes later in the game and it's a bigger commitment. The base damage may remain as it is, I like when hellbat drops are used to disrupt siege tank lines (which ironically was the purpose of the Warhound!). | ||
Absentia
United Kingdom973 Posts
Personally I love the unit as it is currently. Early game TvT is a bit rough but hellbats seem to have made mech so much stronger. TvP and TvZ they don't seem too bad and they've given mid/late game terran an (overdue) buff. Obviously i'm in the minority, though. | ||
Chrono000
Korea (South)358 Posts
On June 10 2013 03:17 -Kaiser- wrote: Disable medivac boost when medivacs are carrying mechanical units. Done. All it affects is hellbat drops (and thor/hellion drops, hurhur), medivacs can still boost after dropping their cargo, etc. Lore is ez. Mechanical shit too heavy for medivacs to boost. It also gives players a strategic choice between faster drops with marines/marauders and more potent drops with hellbats. damn i like this one. | ||
Baum
Germany1010 Posts
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TheDwf
France19747 Posts
On June 10 2013 06:06 Big G wrote: I don't think that's the core problem in TvT though, medivacs often die to a turret while dropping but the hellbats still manage to kill a ton of workers if the opponent doesn't react quickly. It may be a problem in TvZ, since with proper positioning between mineral fields you just can't kill a hellbat with lings until the medivac run out of energy. Which isn't a problem since Roaches exist. | ||
Chrono000
Korea (South)358 Posts
man thats a good comparison. the banling dies whilst the hellbat can continue attacking. things are not adding up yo. dont even need to be good at maths. | ||
Too_MuchZerg
Finland2818 Posts
1. 5% chance that enemy ranged hit insta kills Hellbat AND 2. kills one air unit nearby randomly AND 3. make it global cooldown to avoid mass vaporize of medivacs. | ||
iky43210
United States2099 Posts
On June 10 2013 06:11 Chrono000 wrote: man thats a good comparison. the banling dies whilst the hellbat can continue attacking. things are not adding up yo. dont even need to be good at maths. different races are different, or do you want to compare roaches with marines now? | ||
Big G
Italy835 Posts
That's why I said that it MAY be a problem, design-wise, like every other hard counter in the game. | ||
DasHawk
Denmark362 Posts
On June 10 2013 05:55 TheDwf wrote: The heal is needed in bio TvP to handle swarms of Zealots with superior upgrades coming from unpunishable super fast forges. I agree with both of you, thats why i think they should make it an upgrade. To discurage drops a bit, or at least make it harder unless you get the upgrade. And if you get it, it takes more damage for it to pay off. And give longer time until healable hellbats would hit the field. But still making hellbats viable against toss, i dont think getting the upgrade would be that big of a deal. If you are planning to have a hellbat composition against toss. I would be really curius how this would play out, and if it would discurage helion drops a little / make them less effective. And if people would actualy get the upgrade, if they just planned on dropping them and not actualy using them in army much. Not sure how long the upgrade should take, or the cost, but maybe like 150/150 or 100/100. You could also combine the upgrade with the transformation upgrade (which we arent seeing alot). That would maybe make it a little more bang for the buck, and we would see more helion transformation hopefully. I would like to see more of it... | ||
unteqair
United States308 Posts
.......Come on, this isn't about TvT, but nice try Protoss fans. It would be better to talk about how Protoss could be changed, because they are always the ones so boring to watch with the need to turtle or all-in. | ||
Shiori
3815 Posts
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DasHawk
Denmark362 Posts
On June 10 2013 06:12 Too_MuchZerg wrote: More radical solution for Hellbat drop issue. 1. 5% chance that enemy ranged hit insta kills Hellbat AND 2. kills one air unit nearby randomly AND 3. make it global cooldown to avoid mass vaporize of medivacs. Really hope this is a joke ![]() | ||
LoLoWy
Switzerland4 Posts
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govie
9334 Posts
So in general, the hellbat is louzy unit. The speedvac is not a problem, its the compensated movementspeed of hellbats. Fix the combo, fix the world my man ![]() | ||
quirinus
Croatia2489 Posts
Name the upgrade something like "Nano-translucent Armor", researched at a barracks tech lab, needs armory (and/or maybe e-bay). Would make it harder to get early while going bio, since you need stim/combat shields/concussive from the same barracks tech labs, but is easy when going mech since you don't need the baracks tech labs for anything - thus favoring mech openings when going hellbats (like it is supposed to be). | ||
EvanC
Canada130 Posts
If Hellbats don't serve their purpose of making Mech better TvP, they don't really have a place in the game. If Mech still isn't viable TvP, and Hellbats only make Bio better... Blizzard definitely needs to take a look. I have had some suggestions before. These include: 1. A gas cost to make 2. Standard Helion damage (before blue flame). The benefit of transforming is more health and a wider spread of damage (still great against lings). Blue flame gives them the same damage against light as Blue Flame on helions. 3. Stop Medivacs from healing them! Put a clock on the Hellbats at least... when you damage them it means something. What do you guys think? | ||
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