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Hellbats Review - Page 13

Forum Index > SC2 General
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Prev 1 11 12 13 14 15 33 Next All
Nacl(Draq)
Profile Joined February 2011
United States302 Posts
June 09 2013 21:00 GMT
#241
It's a mineral only unit that does splash damage has over 100 hp and can wreck a mineral line in 3 flame bursts. Terran always has a ton of gas to spend on medivacs because of their low gas costing units and not needing to tech insanely high to get to their high damage units. That is just how terran plays.

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
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2013-06-09 21:04:39
June 09 2013 21:02 GMT
#242
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.
Romanes eunt domus
UPro-BW
Profile Joined September 2012
81 Posts
June 09 2013 21:06 GMT
#243
hellbat is not a terran unit, and anyone who opens with hellbat drop has no self respect
"3t4t5t6v7v8v9v" - iloveoov
Big G
Profile Joined April 2011
Italy835 Posts
June 09 2013 21:06 GMT
#244
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
Profile Joined March 2011
United Kingdom973 Posts
June 09 2013 21:07 GMT
#245
I'm surprised by how overwhelmingly this is in favour of yes. I mean, I can understand it being yes favoured. Hellbats are pretty strong in their current incarnation and the combined force of zerg and protoss voters made a 'yes' outcome pretty likely. But the votes would indicate that terrans too think the hellbat needs looking at.

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
Profile Blog Joined September 2011
Korea (South)358 Posts
June 09 2013 21:08 GMT
#246
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
Profile Blog Joined April 2010
Germany1010 Posts
June 09 2013 21:09 GMT
#247
I don't think getting rid of the healing is going to fix anything in TvT but will be a big nerf in TvP and TvZ where straight up fighting with hellbats and medivacs is much more important. Maybe the turret needs a buff specifically against medivacs :p.
I want to be with those who share secret things or else alone.
TheDwf
Profile Joined November 2011
France19747 Posts
June 09 2013 21:09 GMT
#248
On June 10 2013 06:06 Big G wrote:
Show nested quote +
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.

Which isn't a problem since Roaches exist.
Chrono000
Profile Blog Joined September 2011
Korea (South)358 Posts
June 09 2013 21:11 GMT
#249
On June 10 2013 03:24 Emzeeshady wrote:
Show nested quote +
On June 10 2013 03:22 Fig wrote:
One Baneling explodes to do 35 splash damage to light
One Hellbat does 30 splash damage to light each attack

Wow -_-

and banes cost gas



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
Profile Blog Joined February 2008
Finland2818 Posts
June 09 2013 21:12 GMT
#250
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.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
June 09 2013 21:13 GMT
#251
On June 10 2013 06:11 Chrono000 wrote:
Show nested quote +
On June 10 2013 03:24 Emzeeshady wrote:
On June 10 2013 03:22 Fig wrote:
One Baneling explodes to do 35 splash damage to light
One Hellbat does 30 splash damage to light each attack

Wow -_-

and banes cost gas



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
Profile Joined April 2011
Italy835 Posts
June 09 2013 21:14 GMT
#252
On June 10 2013 06:09 TheDwf wrote:
Show nested quote +
On June 10 2013 06:06 Big G wrote:
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.

Which isn't a problem since Roaches exist.

That's why I said that it MAY be a problem, design-wise, like every other hard counter in the game.
DasHawk
Profile Joined August 2010
Denmark362 Posts
June 09 2013 21:15 GMT
#253
On June 10 2013 05:55 TheDwf wrote:
Show nested quote +
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.

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
Profile Joined November 2011
United States308 Posts
Last Edited: 2013-06-09 21:21:58
June 09 2013 21:15 GMT
#254
I thought the TvT's were the most exciting of the tournament, and I still think TvT is the best match to watch. If not, then TvZ.

.......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
Profile Blog Joined July 2011
3815 Posts
June 09 2013 21:16 GMT
#255
I have no idea how to fix it without screwing up lategame TvP and certain parts of TvZ, but TvT right now is utterly boring to watch, and the emphasis on mech right now is just absurd. I'm sorry, but mech is only entertaining in small doses. If I wanted to see 4 hour turtle fests to play out three games, I'd watch Avilo's stream, not the WCS. In my opinion, the strength of Hellbat openings almost forces Terran players to favour mech (especially on certain maps) which really just makes what was once the best mirror a super drawn out game of turrets and Ravens and all this other boring stuff that grows old really fast.
DasHawk
Profile Joined August 2010
Denmark362 Posts
June 09 2013 21:16 GMT
#256
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 Cause its the absolute worst idea in the thread...
LoLoWy
Profile Joined June 2012
Switzerland4 Posts
June 09 2013 21:18 GMT
#257
The blue flame upgrade could affect positively the hellbat too. The basic damage of the hellbat would be lower, and would increase to its current point when blue flame upgrade is done. This is just making the hellbat rush a little bit more costly so it comes with higher risk. Because right now i feel like you can't get behind with that strat, even if you do no damage.
govie
Profile Blog Joined November 2012
9334 Posts
June 09 2013 21:21 GMT
#258
I agree with what XenoRC said. Hellbat is fine and the speedvacs too. Its the combo that is hard to handle. The slow movementspeed that the hellbat has is compensated.

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
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
Last Edited: 2013-06-09 21:33:37
June 09 2013 21:22 GMT
#259
Make them not healable by default. Then make the heal upgrade cost like 50/50 and take a lot of time like warpgate research. Insane early drops solved.

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).
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
EvanC
Profile Joined January 2012
Canada130 Posts
June 09 2013 21:23 GMT
#260
Just a thought from TvP only. Hellbats were supposed to make mech viable. They didn't. Instead, they made bio more powerful. That's not something that needed to be done.

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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