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Hellbats Review - Page 15

Forum Index > SC2 General
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Prev 1 13 14 15 16 17 33 Next All
Elldar
Profile Joined July 2010
Sweden287 Posts
June 09 2013 22:06 GMT
#281
Imo, the overall problem is the overwhelming mobility of the booster that makes drops early game so hard to stop and prevent taking damage. Personally the hellbats is kind of okay unit, still silly that it get healed but I could live with that. Nerfing the booster of the medivac seem more logical to me as that is the main issue, imo. So I would suggest to lower the duration of the booster and not change the hellbat.
oogieogie
Profile Joined June 2011
United States3657 Posts
Last Edited: 2013-06-09 22:09:47
June 09 2013 22:07 GMT
#282
On June 10 2013 06:56 TheDwf wrote:
Show nested quote +
On June 10 2013 06:53 oogieogie wrote:
On June 10 2013 06:22 quirinus wrote:
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).

they would still be insanely cost efficient when they get the upgrade though which is one of the main problems with hellbats.

I still think the best action would be make hellbats not be able to be healed by medivacs, and make them cost at least 25-50 gas.

Why not lower their damage too, the unit still seems viable with your two suggested nerfs (which is obviously a major drawback).

nvm not reading what you say right, but lol i dont want to completely gut them which you think i do. Also increasing cost has to happen somewhere imo since they are so cost efficient, and i dont really think a mineral cost increase is a big deal unless it goes to 175/200 minerals per hellbat.
Scones
Profile Joined June 2012
Wales99 Posts
Last Edited: 2013-06-09 22:12:01
June 09 2013 22:10 GMT
#283
As a Zerg player Id rather be hellbat dropped than marine/marauder dropped. You can put a spine and spore up and defend it easy
TheDwf
Profile Joined November 2011
France19747 Posts
June 09 2013 22:13 GMT
#284
On June 10 2013 07:07 oogieogie wrote:
Show nested quote +
On June 10 2013 06:56 TheDwf wrote:
On June 10 2013 06:53 oogieogie wrote:
On June 10 2013 06:22 quirinus wrote:
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).

they would still be insanely cost efficient when they get the upgrade though which is one of the main problems with hellbats.

I still think the best action would be make hellbats not be able to be healed by medivacs, and make them cost at least 25-50 gas.

Why not lower their damage too, the unit still seems viable with your two suggested nerfs (which is obviously a major drawback).

nvm not reading what you say right, but lol i dont want to completely gut them which you think i do. Also increasing cost has to happen somewhere imo since they are so cost efficient, and i dont really think a mineral cost increase is a big deal unless it goes to 175/200 minerals per hellbat.

No Terran would ever pay 100/50 for a Hellbat which can't be healed.
dvorakftw
Profile Blog Joined November 2011
681 Posts
June 09 2013 22:16 GMT
#285
I'd like to see a test map to see high level games with no healing.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
June 09 2013 22:18 GMT
#286
On June 10 2013 01:37 TheSayo182 wrote:
the biggest shame is that it doesn't require gas, how can a car who spit fire run without gas?

its the future of fuel efficiency
KazmA
Profile Joined August 2011
United States117 Posts
June 09 2013 22:19 GMT
#287
I know whats really on all of our minds. We all know that there's only one thing that can truly bring balance to the game and its name is the Warhound. I know David Kim is just too shy to bring it up but I think if we really could show our support to him of how much we really want this fantastic unit back then maybe there is chance that this game could be saved.
"I intend to live forever, or die trying"- Groucho Marks
oogieogie
Profile Joined June 2011
United States3657 Posts
June 09 2013 22:21 GMT
#288
On June 10 2013 07:13 TheDwf wrote:
Show nested quote +
On June 10 2013 07:07 oogieogie wrote:
On June 10 2013 06:56 TheDwf wrote:
On June 10 2013 06:53 oogieogie wrote:
On June 10 2013 06:22 quirinus wrote:
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).

they would still be insanely cost efficient when they get the upgrade though which is one of the main problems with hellbats.

I still think the best action would be make hellbats not be able to be healed by medivacs, and make them cost at least 25-50 gas.

Why not lower their damage too, the unit still seems viable with your two suggested nerfs (which is obviously a major drawback).

nvm not reading what you say right, but lol i dont want to completely gut them which you think i do. Also increasing cost has to happen somewhere imo since they are so cost efficient, and i dont really think a mineral cost increase is a big deal unless it goes to 175/200 minerals per hellbat.

No Terran would ever pay 100/50 for a Hellbat which can't be healed.

if it can still outright win them the game from a drop then we would still see early timings although a little later.
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
June 09 2013 22:21 GMT
#289
On June 10 2013 06:38 TheDwf wrote:
Show nested quote +
On June 10 2013 06:35 Freeborn wrote:
The hellbat is stupid in every mu as far as I can tell. Zerg players need to go roaches just to be able to not die to the drops

So? Certain techs force certain answers units-wise, where is the problem exactly? It's not like defensive Roaches force Zerg to play Roaches/Hydras afterwards...

mutas force me to go anti air, so unfair
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
YeahMan
Profile Joined March 2013
United States7 Posts
June 09 2013 22:31 GMT
#290
I never like the idea of nerfing something. Instead I think Blizzard should look at buffing protoss to deal with the Hellbats more efficiently or a way to make dropping hellbats a risk for Terran early on. Not only this but somehow find a way to make mech viable versus toss (or at least top level) The reason why I say this is b.c I think if we nerf them we will just see the same old bio every game or possibly bio mech mix in that's become popular lately.
"If you always say no, you will never say yes"
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 09 2013 22:31 GMT
#291
On June 10 2013 07:02 Pr0wler wrote:
The problem with Hellbat drops is that they do damage in 90% of the time. As long as the medivac drops them on the ground its guaranteed damage. The way that Innovation is doing it is really funny too... He just sends one drop after another and is not even trying to hide them. After the initial drops every single medivac is sent through the middle of the map... and he never stops. Its like conveyer of doom.
If you ask me(just an opinion of a humble protoss player) the hellbat has 2 problems:
1)Too much HP(with heal on top of that)
2)Too much damage
One of these should go.
At the end of the day David Kim knows best, so I'm not worried


So you say that the problem is that it's too strong as a harass unit. Then you proceed to nerf it, so it's useless in an army. Why not change the cargo space to 5? That would make it a much weaker harass unit, but still a unit that is decent in an army.
greenknight999
Profile Joined January 2012
69 Posts
Last Edited: 2013-06-09 22:35:35
June 09 2013 22:34 GMT
#292
Hellbats require tech lab, this slows down early game production of hellbats and prevents the stream of hellbats in medivacs flying to the enemy base.

If you want reactor'd hellbats you have to get the upgrade to transform hellions, so in mid game the tech lab req doesnt affect anything. Just make the upgrade research time reasonably long and from the armory.

when compared to p v p or z v z, hellbats in t v t are not that broken.
SSVnormandy
Profile Joined July 2012
France392 Posts
June 09 2013 22:38 GMT
#293
the problem in TvT is the hellbat everywhere. Seriously look at MVP vs Innovation the two best terran. What they just did was hellbat drop and to defend hellbat drop they use..... defensive Hellbat drop WTF!!!!!! Seriously this TvT is a total nonsense right now it's like there is 3 units in the MU : hellbat medivac and vikings to shoot at hellbat drops. and the worst in this it promotes the mech vs mech which is one of the most boring thing to watch.
Battlecruisers.... Just Battlecruisers...
OGzan
Profile Blog Joined June 2008
United States289 Posts
June 09 2013 22:38 GMT
#294
just make it so the hellbat takes up 5/6 slots instead of 4.
(Zan) :: http://www.twitch.tv/byzantiumsc :: Terran Player currently teamless ::
FeUerFlieGe
Profile Joined April 2011
United States1193 Posts
June 09 2013 22:40 GMT
#295
On June 10 2013 02:04 HomeWorld wrote:
Strictly speaking about TvT and hellbat drops, the most skilled player wins, also, as a spectator I find it very entertaining.
So, for the sake of balance with the other races let's just not nerf the hellbat, not yet (maybe in Legacy of Void)


Yes, it may be entertaining for some people, but not for the players. I can see it now... all the Terrans who have to deal with hellbats are slowly dying from it. All while we watch in joy at their agony. They are slaves to the viewer, much like actors in a circus.
To unpathed waters, undreamed shores. - Shakespeare
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
June 09 2013 22:43 GMT
#296
it should cost 25 gas, problem solved.
johnny123
Profile Joined February 2012
521 Posts
June 09 2013 22:45 GMT
#297
stop asking for nerfs you circle jerk flavor of the week scrubba dub dubs. LAWL
Favorite players,Stephano/MVP/Nestea/Gumiho/Life/Jaedong/MMA
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
June 09 2013 22:49 GMT
#298
Just add an upgrade to the Command Center which makes SCV's 50% more resiliant against fire attacks. 50 minerals/ 50 gas.
Pokemon Master
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
June 09 2013 22:49 GMT
#299
--- Nuked ---
Deleted User 26513
Profile Joined February 2007
2376 Posts
June 09 2013 22:50 GMT
#300
On June 10 2013 07:31 Snowbear wrote:
Show nested quote +
On June 10 2013 07:02 Pr0wler wrote:
The problem with Hellbat drops is that they do damage in 90% of the time. As long as the medivac drops them on the ground its guaranteed damage. The way that Innovation is doing it is really funny too... He just sends one drop after another and is not even trying to hide them. After the initial drops every single medivac is sent through the middle of the map... and he never stops. Its like conveyer of doom.
If you ask me(just an opinion of a humble protoss player) the hellbat has 2 problems:
1)Too much HP(with heal on top of that)
2)Too much damage
One of these should go.
At the end of the day David Kim knows best, so I'm not worried


So you say that the problem is that it's too strong as a harass unit. Then you proceed to nerf it, so it's useless in an army. Why not change the cargo space to 5? That would make it a much weaker harass unit, but still a unit that is decent in an army.

Or why not make it so it kills workers in 3 shots, or just dies faster ? That rewards the players that can react faster to the drop and punishes the ones that are slow.
I never said that the only problem I see is the harass aspect.
5 cargo space is just dumb... It kills this tactical move entirely, kills the hellbat drops on tanks in mech vs mech/mech-bio, kills hellbat drops on top of swarm hosts etc etc.
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