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Hellbats Review - Page 18

Forum Index > SC2 General
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Prev 1 16 17 18 19 20 33 Next All
Lunareste
Profile Joined July 2011
United States3596 Posts
June 10 2013 00:53 GMT
#341
On June 10 2013 09:49 EFermi wrote:
Hellbats are just a horribly designed unit. Terran shouldn't have a cheap tanky close range unit, that on top of everything, does ridiculous amounts of damage.


Yeah I guess we can leave the cheap, extremely tanky close range units with the ability to travel quickly when teched into to Zealots and Roaches.
KT FlaSh FOREVER
32
Profile Joined February 2010
United States163 Posts
June 10 2013 00:59 GMT
#342
As a terran who thinks protoss is a stupid race, I agree hellbats should be nerfed somehow. If it is possible to be efficient against them, it's neither easy nor consistent, and the mind games are playing hell with my thinking. Appreciate that they were not nerfed immediately though.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
June 10 2013 01:01 GMT
#343
Increase Armory build time. Actually that seems like what Blizzard will end up doing.
Hi!
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
Last Edited: 2013-06-10 01:07:09
June 10 2013 01:05 GMT
#344
On June 10 2013 10:01 ooni wrote:
Increase Armory build time. Actually that seems like what Blizzard will end up doing.

Increasing armory build time does nothing to change hellbats. The issue is the unit itself, not the first initial timing of them.

Hellbats are reavers with smaller range, a higher attack speed, healable and a super-speed shuttle while costing only minerals.
aNGryaRchon
Profile Joined August 2012
United States438 Posts
June 10 2013 01:12 GMT
#345
Not only TvT, in TvP especially. Maybe increase the cost to 150?
Power overwhelming!!!
bhfberserk
Profile Joined August 2011
Canada390 Posts
June 10 2013 01:16 GMT
#346
I really hope to see Hellbat been discussed by Terran players on artosis meta. To really see some insights from the pros.

Right now I think the best idea is actually to not allow the medivac to boost while carrying mech units. But this does shut down hellbat drop completely.
or, lower the damage of the hellbat, and increases the splash radius. So that it is still good in battles, but require to drop all 4 hellbats out to deal that insane 2 hits an scv. Also raise the risk of carrying 400 minerals worth of hellbat in one cargo.

I am a terran myself. So this thread is not about balance whine, but more like "is mutas too strong in ZvZ" kind of thing.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
Last Edited: 2013-06-10 01:19:25
June 10 2013 01:18 GMT
#347
On June 10 2013 10:16 bhfberserk wrote:
I really hope to see Hellbat been discussed by Terran players on artosis meta. To really see some insights from the pros.

Right now I think the best idea is actually to not allow the medivac to boost while carrying mech units. But this does shut down hellbat drop completely.
or, lower the damage of the hellbat, and increases the splash radius. So that it is still good in battles, but require to drop all 4 hellbats out to deal that insane 2 hits an scv. Also raise the risk of carrying 400 minerals worth of hellbat in one cargo.

I am a terran myself. So this thread is not about balance whine, but more like "is mutas too strong in ZvZ" kind of thing.

I think theognis already said that the hellbat may need adjusting in a previous episode of meta.

EDIT: I may be wrong and imagining things, but I think I remember this from a few episodes ago.
mykohchoo
Profile Blog Joined December 2012
United States19 Posts
June 10 2013 01:19 GMT
#348
I think they should just make the hellion and hellbat seperate units altogether. no transformation, then they can make it cost more without messing with the hellion
moo
EFermi
Profile Joined May 2011
United States165 Posts
June 10 2013 01:21 GMT
#349
On June 10 2013 09:53 Lunareste wrote:
Show nested quote +
On June 10 2013 09:49 EFermi wrote:
Hellbats are just a horribly designed unit. Terran shouldn't have a cheap tanky close range unit, that on top of everything, does ridiculous amounts of damage.


Yeah I guess we can leave the cheap, extremely tanky close range units with the ability to travel quickly when teched into to Zealots and Roaches.


Except they don't do aoe damage, nor do protoss and zerg have an even cheaper, massable unit that does crazy amounts of DPS and can be microed like a boss.
GO herO, Bunny, JangBi, Savage, BaBy, Pigbaby, StarDust, RoRo, Flying and Soulkey
Riquiz
Profile Joined June 2011
Netherlands402 Posts
June 10 2013 01:25 GMT
#350
I like how the hellbat is so strong, reminds me op reavers somehow.
I hope blizzard does not nerf it to shit.
Caster man does casting on yt/RiquizCasts
Zailemaos
Profile Joined May 2013
United States3 Posts
June 10 2013 01:26 GMT
#351
Does anyone think that giving the hellbat a minor gas cost could balance things out? maybe even have a gas cost for helion transformation itself (Hellbat requires a fuel boost? :D )
FeyFey
Profile Joined September 2010
Germany10114 Posts
June 10 2013 01:30 GMT
#352
On June 10 2013 09:51 CeliosB wrote:
i think they really need to change it back to mech, it would make the drops weaker which is the main problem with them and it would also make mech more viable vs protoss as archons wouldnt do extra damage to them


And how would you address the issue with the Hellbat as a tank vs Protoss then ? As you rightly said Archons would lose their bonus damage against them. Protoss had issues dealing with Hellbats in Bio compositions in the beta, because Zealots and Archons could not engage anymore and the Bio could do what it wanted. That was one reason why the Hellbats got the Bio tag and became pretty useless against Toss.
Afterwards Hellbats got optimized to not rip through lings that hard but do darn well against Zealots.
Removing the Bio tag only would make Hellbats even better against Protoss as the first version before the Bio change.

But if people really think that drops are a problem. It is just dropping Hellbats on top of the opponent, because Hellbats fire almost instantly. They could easily add a crouch animation like with the Thors, which would result in the Hellbats being nearly useless in chasing situations, while still being the unbeatable tanks. Medivac drops would still work but it wouldn't be the drop and pick up instantly anymore, but give a timing to snipe the hellbats.
havok55
Profile Joined May 2013
United States276 Posts
Last Edited: 2013-06-10 01:39:59
June 10 2013 01:30 GMT
#353
The thing about comparing mutas wars to hellbat wars...

Muta vs muta is the the most boring thing to watch next to WOL's roach wars. No one wants to engage and both players just dance around for 5-10 minutes until finally a fight is forced and the winner is instantly decided.

Hellbat vs hellbat is anything but boring. Leave hellbats alone, they make for good TvTs, and are fine in every other matchup.


On June 10 2013 10:30 FeyFey wrote:
But if people really think that drops are a problem. It is just dropping Hellbats on top of the opponent, because Hellbats fire almost instantly. They could easily add a crouch animation like with the Thors, which would result in the Hellbats being nearly useless in chasing situations, while still being the unbeatable tanks.


This sounds like a fair nerf, if needed.
XDEKSDEEXD
Profile Joined June 2013
622 Posts
June 10 2013 01:32 GMT
#354
I think the game is pretty balanced at the moment, why would you say Hellbats need a nerf...? The game is in a decent condition now compared to the last era of WoL, I think even pro gamers say the game is nicely balanced right now
Antylamon
Profile Joined March 2011
United States1981 Posts
June 10 2013 01:35 GMT
#355
On June 10 2013 10:32 ottoottoottootto wrote:
I think the game is pretty balanced at the moment, why would you say Hellbats need a nerf...? The game is in a decent condition now compared to the last era of WoL, I think even pro gamers say the game is nicely balanced right now

Idra said the game is balanced, of all people.

Well, at least in his indirect way. Instead of mass insulting every Terran and Toss unit he's limiting it to Hellbats, from what I've heard.
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
June 10 2013 01:36 GMT
#356
On June 10 2013 10:30 havok55 wrote:
The thing about comparing mutas wars to hellbat wars...

Muta vs muta is the the most boring thing to watch next to WOL's roach wars. No one wants to engage and both players just dance around for 5-10 minutes until finally a fight is forced and the winner is instantly decided.

Hellbat vs hellbat is anything but boring. Leave hellbats alone, they make for good TvTs, and are fine in every other matchup.


fuck this.

hellbat vs hellbat is just stupid. it's throwing medivacs at your opponent and not caring whether you lose them or you get a big hit. both players are put into a situation where they keep doing this until they hit a windfall, and at that point it doesn't matter how many resources they lost.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
bhfberserk
Profile Joined August 2011
Canada390 Posts
June 10 2013 01:37 GMT
#357
On June 10 2013 10:18 TheRabidDeer wrote:
Show nested quote +
On June 10 2013 10:16 bhfberserk wrote:
I really hope to see Hellbat been discussed by Terran players on artosis meta. To really see some insights from the pros.

Right now I think the best idea is actually to not allow the medivac to boost while carrying mech units. But this does shut down hellbat drop completely.
or, lower the damage of the hellbat, and increases the splash radius. So that it is still good in battles, but require to drop all 4 hellbats out to deal that insane 2 hits an scv. Also raise the risk of carrying 400 minerals worth of hellbat in one cargo.

I am a terran myself. So this thread is not about balance whine, but more like "is mutas too strong in ZvZ" kind of thing.

I think theognis already said that the hellbat may need adjusting in a previous episode of meta.

EDIT: I may be wrong and imagining things, but I think I remember this from a few episodes ago.


I don't remember exactly either. But I remember Theognis says that Hellbat is really important in late game against Z and P. If they have high mineral late game, mass re-max zealots/zergling is really hard to deal with. Hellbat really helps Terran in that case. This is a interesting point.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 10 2013 01:41 GMT
#358
On June 10 2013 10:37 bhfberserk wrote:
Show nested quote +
On June 10 2013 10:18 TheRabidDeer wrote:
On June 10 2013 10:16 bhfberserk wrote:
I really hope to see Hellbat been discussed by Terran players on artosis meta. To really see some insights from the pros.

Right now I think the best idea is actually to not allow the medivac to boost while carrying mech units. But this does shut down hellbat drop completely.
or, lower the damage of the hellbat, and increases the splash radius. So that it is still good in battles, but require to drop all 4 hellbats out to deal that insane 2 hits an scv. Also raise the risk of carrying 400 minerals worth of hellbat in one cargo.

I am a terran myself. So this thread is not about balance whine, but more like "is mutas too strong in ZvZ" kind of thing.

I think theognis already said that the hellbat may need adjusting in a previous episode of meta.

EDIT: I may be wrong and imagining things, but I think I remember this from a few episodes ago.


I don't remember exactly either. But I remember Theognis says that Hellbat is really important in late game against Z and P. If they have high mineral late game, mass re-max zealots/zergling is really hard to deal with. Hellbat really helps Terran in that case. This is a interesting point.

That is true as well.

What about adjusting the hellbat in some way such that hellbat drops actually cost something or adjusting their ability to kill workers while changing the zealot to have more shields and less hp so that EMP is more effective against that composition? Maybe instead of 100hp/50 shield 80 hp/70 shield? Or 90 hp/60 shield? This will also effect the midgame as well though as zealots will have less hp to use armor with so it'd be tricky.
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
June 10 2013 01:43 GMT
#359
I don't play much TvT, but hellbats are such a cheap and effective investment to wipe out a mineral line, either another form of drop needs to be buffed, risking messing up the meta game that way, defenses against hell bats needs to be buffed, or hellbats need to be nerfed. Right now they are just so much better than every other form of TvT worker harass.
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
June 10 2013 01:47 GMT
#360
i think every single person in this thread can universally agree that hellbat drops in the early game are just retarded.

whether they're imbalanced in the later stages of the game, or whether the medivac itself is a problem is up for debate, but because it's pretty clear that early game worker massacres are just stupid, they should just require transformation servos for hellbats.

it addresses everything wrong with the earlygame while leaving the other issues alone.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
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