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Hellbats Review - Page 16

Forum Index > SC2 General
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sparklyresidue
Profile Joined August 2011
United States5523 Posts
June 09 2013 22:51 GMT
#301
Watching the WCS games this weekend between the creme de la creme in attendance, it still seems like players are getting a hang on dealing with hellbats. I think given a few more months, they will be insanely good, but only if unscouted or something like that. I think they can only continue their reign of terror for so long before people get pretty decent at dealing with them, assuming they know they're coming.
Like Tinkerbelle, I leave behind a sparkly residue.
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2013-06-09 23:04:50
June 09 2013 23:02 GMT
#302
On June 10 2013 05:34 dnld12 wrote:
In PvT i have learned my lesson. When faced with Hell bat drops. 3 cannons in hte mineral line before i even attempt to move out because of these drops.


Yep. That's fine. Do you think terrans get a planetary fortress for fun or what? I hellbat dropped a platinum zerg and his direct response was a spore and one (yes, one) spine crawler. That was enough to completely decimate my drop. I did bits of damage, maybe one or two drones but certainly nowhere near as much as an 8 marine drop.

A single bunker with 4 marines or a turret + whatever units you have handy is enough to kill off any hellbat drop you would care to do. If they are that intent on mass hellbat drops then just overwhelm them with stalkers/roaches/whatever.

People need to stop playing so damn greedy.

What's more, it's not like hellbats and medivacs are free. You kill a medivac with a pair of hellbats, that's 300/100 gone right there. Kill two, that's 600/200. I think that's worth a spore and a spine, don't you?
Ripeace
Profile Joined January 2012
34 Posts
June 09 2013 23:03 GMT
#303
They should definitely take a look at Helbats (especially in TvT), but to be honest I'm more worried about Void Rays in PvZ... Void Rays are kind of silly and they aren't fun to play or to watch at all. It's like watching a bronze league player massing one unit then a moving.
igay
Profile Blog Joined November 2011
Australia1178 Posts
June 09 2013 23:08 GMT
#304
i think it's one of the cases that it's a lot harder to defend the drops then then execute, if your'e not paying attention for 2 seconds you're whole mineral line is gone and as a spectator it's gets a little bit boring when terrans are going hb drops 80 percent of the games
MVP <3 MKP <3 DRG <3
Msr
Profile Joined March 2011
Korea (South)495 Posts
June 09 2013 23:13 GMT
#305
On June 10 2013 08:02 Evangelist wrote:
Show nested quote +
On June 10 2013 05:34 dnld12 wrote:
In PvT i have learned my lesson. When faced with Hell bat drops. 3 cannons in hte mineral line before i even attempt to move out because of these drops.


Yep. That's fine. Do you think terrans get a planetary fortress for fun or what? I hellbat dropped a platinum zerg and his direct response was a spore and one (yes, one) spine crawler. That was enough to completely decimate my drop. I did bits of damage, maybe one or two drones but certainly nowhere near as much as an 8 marine drop.

A single bunker with 4 marines or a turret + whatever units you have handy is enough to kill off any hellbat drop you would care to do. If they are that intent on mass hellbat drops then just overwhelm them with stalkers/roaches/whatever.

People need to stop playing so damn greedy.

What's more, it's not like hellbats and medivacs are free. You kill a medivac with a pair of hellbats, that's 300/100 gone right there. Kill two, that's 600/200. I think that's worth a spore and a spine, don't you?


your in platinum.... I made a na account and 6 drone rushed and won the first 14 games... At that skill level balance does not really matter.

The point is the hellbat is too cost efficient. For 100 minerals they are too good. Skilled players can drop them and then out macro their opponent. Even if you kill 0 workers, they either lost mining time or lost mining time+ invested in static d. With medivac boost it is easy to look away for a second and lose workers. Not to mention they have do well vs units that are supposed to counter them.
Wegandi
Profile Joined March 2011
United States2455 Posts
Last Edited: 2013-06-09 23:15:17
June 09 2013 23:14 GMT
#306
I don't think people are fully utilizing the widow mine which is a great counter to the drops. One viking + one widow mine completely annuls the first drop, and mines are cheap enough and effective enough throughout the game so you are not at a disadvantage building them. Most maps you can pretty accurately determine where their Medi is going to come into your base from.

I do think it is pretty silly from a lore perspective for Medivacs being able to heal hellbats. From a gameplay perspective, it would hurt more in TvZ than in any other MU because they would lose some effectiveness against lings.
Thank you bureaucrats for all your hard work, your commitment to public service and public good is essential to the lives of so many. Also, for Pete's sake can we please get some gun control already, no need for hand guns and assault rifles for the public
sibs
Profile Joined July 2012
635 Posts
June 09 2013 23:16 GMT
#307
On June 10 2013 07:51 sparklyresidue wrote:
Watching the WCS games this weekend between the creme de la creme in attendance, it still seems like players are getting a hang on dealing with hellbats. I think given a few more months, they will be insanely good, but only if unscouted or something like that. I think they can only continue their reign of terror for so long before people get pretty decent at dealing with them, assuming they know they're coming.


I think it's exactly the opposite.

It's more down to terran learning how to implement hellbats on their strategy than people learning how to fight it, see hellbat drops, just the worker mineral pull is already 100-120 mineral damage, you add up occasional worker kills, force of static defense you come to the conclusion why the hell not drop them?

The unit is just so good if you can force engagements with other mineral units, maybe if zealots and zerglings had higher range, but they don't so adding 0/0 hellbats to whatever comp always seems worthwhile, I don't think it's possible to micro around it either.
GhostOwl
Profile Blog Joined July 2011
766 Posts
June 09 2013 23:17 GMT
#308
On June 10 2013 01:54 Hypemeup wrote:
Show nested quote +
On June 10 2013 01:51 Dvriel wrote:
On June 10 2013 01:38 Bagi wrote:
The hellbat whine is a bunch of fucking bullshit. Who cares about TvT anyway? Why would you limit perfectly balanced strategies in other match-ups because you don't exactly like the current TvT metagame?

The problem isn't the hellbat in the first place, it's the medivac booster with its ridiculously short cooldown. Add 5 seconds and hellbat drops lose all their mobility, the end.


LOL. A bunch of Terrans like me DO CARE about TvT. The problema IS the Hellbat. If the Hellbat lands your mineral line go to hell even If the Medivac die.Its the same situation as it once was with the BFHellions.Its just too much damage and its not the unique moment of SC2 history: Does anyone remember the PvP when it was 4gate ONLY??? Who does care about PvP? Well, lot of us. It was disgusting to watch as it was the Final today. Watching the best Terrans in the world beating themselves with hellbat drops...so lame. TvT is a good tactical positioning match.Well, it was BEFORE this Hellbat joke. They need nerf of the damage for sure and not be healed by medivacs.This will make them ALMOST equal as the BFH but they come faster and are cheaper...

We need the change!!!! Please David Kim, come here and see this. You said in SOTG(INcontrol: "are happy with Hellabts?" DK:"yes,..." INcontrol: "WHAT?") that the problema is the medivac,but I think you were pretty wrong and today Mvp and INnovation show it to all the world.


Changing the hellbat without fucking it up for other MUs(TvZ and TvP) where they are fine is a very tricky thing indeed.


Except hellbat is a problem in other MU as well....so yes, hellbat does need to be looked at. Way too cost efficient for what it is
takingbackoj
Profile Joined December 2010
United States684 Posts
June 09 2013 23:17 GMT
#309
Not saying this is the end all be all of the discussion but Demu himself just stated he felt Hellbat drops are too strong. Good to hear from a pro, particularly one of the best Foreign Terrans.
Get the hell outta here Der Beek, your'e ruining my moment.
Wegandi
Profile Joined March 2011
United States2455 Posts
June 09 2013 23:19 GMT
#310
On June 10 2013 08:17 GhostOwl wrote:
Show nested quote +
On June 10 2013 01:54 Hypemeup wrote:
On June 10 2013 01:51 Dvriel wrote:
On June 10 2013 01:38 Bagi wrote:
The hellbat whine is a bunch of fucking bullshit. Who cares about TvT anyway? Why would you limit perfectly balanced strategies in other match-ups because you don't exactly like the current TvT metagame?

The problem isn't the hellbat in the first place, it's the medivac booster with its ridiculously short cooldown. Add 5 seconds and hellbat drops lose all their mobility, the end.


LOL. A bunch of Terrans like me DO CARE about TvT. The problema IS the Hellbat. If the Hellbat lands your mineral line go to hell even If the Medivac die.Its the same situation as it once was with the BFHellions.Its just too much damage and its not the unique moment of SC2 history: Does anyone remember the PvP when it was 4gate ONLY??? Who does care about PvP? Well, lot of us. It was disgusting to watch as it was the Final today. Watching the best Terrans in the world beating themselves with hellbat drops...so lame. TvT is a good tactical positioning match.Well, it was BEFORE this Hellbat joke. They need nerf of the damage for sure and not be healed by medivacs.This will make them ALMOST equal as the BFH but they come faster and are cheaper...

We need the change!!!! Please David Kim, come here and see this. You said in SOTG(INcontrol: "are happy with Hellabts?" DK:"yes,..." INcontrol: "WHAT?") that the problema is the medivac,but I think you were pretty wrong and today Mvp and INnovation show it to all the world.


Changing the hellbat without fucking it up for other MUs(TvZ and TvP) where they are fine is a very tricky thing indeed.


Except hellbat is a problem in other MU as well....so yes, hellbat does need to be looked at. Way too cost efficient for what it is


How is it a problem in other MU's? Terrans are doing very poorly against Z and P.
Thank you bureaucrats for all your hard work, your commitment to public service and public good is essential to the lives of so many. Also, for Pete's sake can we please get some gun control already, no need for hand guns and assault rifles for the public
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
June 09 2013 23:21 GMT
#311
I honestly worry if you nerf the hellbat damage. Mech is bad enough as it is already.

Just nerf medivacs, they're the issue,
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
GhostOwl
Profile Blog Joined July 2011
766 Posts
June 09 2013 23:21 GMT
#312
On June 10 2013 08:02 Evangelist wrote:
Show nested quote +
On June 10 2013 05:34 dnld12 wrote:
In PvT i have learned my lesson. When faced with Hell bat drops. 3 cannons in hte mineral line before i even attempt to move out because of these drops.


Yep. That's fine. Do you think terrans get a planetary fortress for fun or what? I hellbat dropped a platinum zerg and his direct response was a spore and one (yes, one) spine crawler. That was enough to completely decimate my drop. I did bits of damage, maybe one or two drones but certainly nowhere near as much as an 8 marine drop.

A single bunker with 4 marines or a turret + whatever units you have handy is enough to kill off any hellbat drop you would care to do. If they are that intent on mass hellbat drops then just overwhelm them with stalkers/roaches/whatever.

People need to stop playing so damn greedy.

What's more, it's not like hellbats and medivacs are free. You kill a medivac with a pair of hellbats, that's 300/100 gone right there. Kill two, that's 600/200. I think that's worth a spore and a spine, don't you?


Well medivacs are used in main army regardless since they're also healers so u gotta take that out of equation. And you should only factor in 1 drop units, meaning only 2 hellbats (enough to decimate mineral line) so thats only 200 mineral cost.

So its 200 minerals vs cost of spine+crawler+2 drones used to build them. Now we can see what all the fuss is about
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2013-06-09 23:28:04
June 09 2013 23:26 GMT
#313
Is not only TvT.

Just watch Bogus vs sOs, defending those drops (perfectly) cost a lot to sOs, and Bogus got his 3rd very fast and safe while taking a big suply leads (20-30 suply). Hellbats are borderline op in PvT too.
Chicken gank op
Wegandi
Profile Joined March 2011
United States2455 Posts
June 09 2013 23:27 GMT
#314
On June 10 2013 08:21 GhostOwl wrote:
Show nested quote +
On June 10 2013 08:02 Evangelist wrote:
On June 10 2013 05:34 dnld12 wrote:
In PvT i have learned my lesson. When faced with Hell bat drops. 3 cannons in hte mineral line before i even attempt to move out because of these drops.


Yep. That's fine. Do you think terrans get a planetary fortress for fun or what? I hellbat dropped a platinum zerg and his direct response was a spore and one (yes, one) spine crawler. That was enough to completely decimate my drop. I did bits of damage, maybe one or two drones but certainly nowhere near as much as an 8 marine drop.

A single bunker with 4 marines or a turret + whatever units you have handy is enough to kill off any hellbat drop you would care to do. If they are that intent on mass hellbat drops then just overwhelm them with stalkers/roaches/whatever.

People need to stop playing so damn greedy.

What's more, it's not like hellbats and medivacs are free. You kill a medivac with a pair of hellbats, that's 300/100 gone right there. Kill two, that's 600/200. I think that's worth a spore and a spine, don't you?


Well medivacs are used in main army regardless since they're also healers so u gotta take that out of equation. And you should only factor in 1 drop units, meaning only 2 hellbats (enough to decimate mineral line) so thats only 200 mineral cost.

So its 200 minerals vs cost of spine+crawler+2 drones used to build them. Now we can see what all the fuss is about


That must be why Zergs are doing horribly as of late...
Thank you bureaucrats for all your hard work, your commitment to public service and public good is essential to the lives of so many. Also, for Pete's sake can we please get some gun control already, no need for hand guns and assault rifles for the public
.aquila
Profile Joined July 2011
United States68 Posts
June 09 2013 23:35 GMT
#315
i really am not sure why they don't consider some cost to transform, like maybe 25 gas to enable transformation for a hellbat (kinda like baneling) and 50 gas to build directly? something like that could be toyed around with i'm sure
ragingfungus
Profile Joined September 2010
United States271 Posts
Last Edited: 2013-06-09 23:38:33
June 09 2013 23:35 GMT
#316
On June 10 2013 08:19 Wegandi wrote:
Show nested quote +
On June 10 2013 08:17 GhostOwl wrote:
On June 10 2013 01:54 Hypemeup wrote:
On June 10 2013 01:51 Dvriel wrote:
On June 10 2013 01:38 Bagi wrote:
The hellbat whine is a bunch of fucking bullshit. Who cares about TvT anyway? Why would you limit perfectly balanced strategies in other match-ups because you don't exactly like the current TvT metagame?

The problem isn't the hellbat in the first place, it's the medivac booster with its ridiculously short cooldown. Add 5 seconds and hellbat drops lose all their mobility, the end.


LOL. A bunch of Terrans like me DO CARE about TvT. The problema IS the Hellbat. If the Hellbat lands your mineral line go to hell even If the Medivac die.Its the same situation as it once was with the BFHellions.Its just too much damage and its not the unique moment of SC2 history: Does anyone remember the PvP when it was 4gate ONLY??? Who does care about PvP? Well, lot of us. It was disgusting to watch as it was the Final today. Watching the best Terrans in the world beating themselves with hellbat drops...so lame. TvT is a good tactical positioning match.Well, it was BEFORE this Hellbat joke. They need nerf of the damage for sure and not be healed by medivacs.This will make them ALMOST equal as the BFH but they come faster and are cheaper...

We need the change!!!! Please David Kim, come here and see this. You said in SOTG(INcontrol: "are happy with Hellabts?" DK:"yes,..." INcontrol: "WHAT?") that the problema is the medivac,but I think you were pretty wrong and today Mvp and INnovation show it to all the world.


Changing the hellbat without fucking it up for other MUs(TvZ and TvP) where they are fine is a very tricky thing indeed.


Except hellbat is a problem in other MU as well....so yes, hellbat does need to be looked at. Way too cost efficient for what it is


How is it a problem in other MU's? Terrans are doing very poorly against Z and P.


Not that I agree with this statement at all, but it's largely irrelevant. You can have below 50% winrate and still have broken units. If TvX was terran dominating early and X dominating late, but the matchup was 50% all across the board I wouldn't call that balanced. If what you say were true then I believe hellbats still need something done to them and perhaps buff T some other way.
Logic>Everything
Petrone
Profile Joined December 2011
Sweden47 Posts
June 09 2013 23:36 GMT
#317
Why not just nerf damage of the hellbat and make blue flame research boost it to what it is now?
Nu blir vi farliga!
TheDwf
Profile Joined November 2011
France19747 Posts
June 09 2013 23:41 GMT
#318
On June 10 2013 08:26 Belha wrote:
Is not only TvT.

Just watch Bogus vs sOs, defending those drops (perfectly) cost a lot to sOs, and Bogus got his 3rd very fast and safe while taking a big suply leads (20-30 suply). Hellbats are borderline op in PvT too.

Two Cannons = a lot? Terran taking his third before Protoss and being up in supply is nothing new.
geokilla
Profile Joined May 2011
Canada8245 Posts
June 09 2013 23:42 GMT
#319
Lolol just played a couple TvTs. All Hellbat drops. Don't even bother trying to defend. I just went straight for their gut and hope I can do just as much damage, which luckily I did. Hellbats seriously need to be nerfed. I'd like to have the bio tag, and damage vs light nerfed.
Shiori
Profile Blog Joined July 2011
3815 Posts
June 09 2013 23:45 GMT
#320
On June 10 2013 08:41 TheDwf wrote:
Show nested quote +
On June 10 2013 08:26 Belha wrote:
Is not only TvT.

Just watch Bogus vs sOs, defending those drops (perfectly) cost a lot to sOs, and Bogus got his 3rd very fast and safe while taking a big suply leads (20-30 suply). Hellbats are borderline op in PvT too.

Two Cannons = a lot? Terran taking his third before Protoss and being up in supply is nothing new.

Faster third isn't a big deal, but being up 30 supply definitely is, unless the Protoss is going for a Liquid Hero type build.
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