Hellbats Review - Page 15
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							Elldar
							
							
						 
						Sweden287 Posts
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							oogieogie
							
							
						 
						United States3657 Posts
						 On June 10 2013 06:56 TheDwf wrote: 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. | ||
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							Scones
							
							
						 
						Wales99 Posts
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							TheDwf
							
							
						 
						France19747 Posts
						 On June 10 2013 07:07 oogieogie wrote: 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. | ||
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							dvorakftw
							
							
						 
						681 Posts
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							Qntc.YuMe
							
							
						 
						United States792 Posts
						 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 | ||
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							KazmA
							
							
						 
						United States117 Posts
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							oogieogie
							
							
						 
						United States3657 Posts
						 On June 10 2013 07:13 TheDwf wrote: 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. | ||
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							teddyoojo
							
							
						 
						Germany22369 Posts
						 On June 10 2013 06:38 TheDwf wrote: 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 | ||
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							YeahMan
							
							
						 
						United States7 Posts
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							Snowbear
							
							
						 
						Korea (South)1925 Posts
						 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. | ||
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							greenknight999
							
							
						 
						69 Posts
						 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. | ||
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							SSVnormandy
							
							
						 
						France392 Posts
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							OGzan
							
							
						 
						United States289 Posts
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							FeUerFlieGe
							
							
						 
						United States1193 Posts
						 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. | ||
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							jimbob615
							
							
						 
						Uruguay455 Posts
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							johnny123
							
							
						 
						521 Posts
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							Seiniyta
							
							
						 
						Belgium1815 Posts
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							Emzeeshady
							
							
						 
						Canada4203 Posts
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							Deleted User 26513
							
							
						 
						2376 Posts
						 On June 10 2013 07:31 Snowbear wrote: 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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