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Hellbats Review - Page 20

Forum Index > SC2 General
Post a Reply
Prev 1 18 19 20 21 22 33 Next All
Brett
Profile Blog Joined October 2002
Australia3820 Posts
June 10 2013 03:26 GMT
#381
I think the problem is hellbat drops. Specifically the fact that medivacs give the hellbats near guaranteed access to the mineral line. The terran employing the drops is dumping predominantly minerals for guaranteed damage to the opponent's economy. You force the player to run all their workers, while also potentially forcing static defence, killing workers, or some combination of the three. The time spent not mining alone, because of live hellbats near your mineral line and geysers, is potentially enough to balance the cost (since hellbats are tanky and being healed by the unit that ferried them there, they do not die in a second or two). People comparing hellbat drops to reaver drops really didn't understand BW at all.

I don't think that hellbats are a problem as part of the general army composition. Nor do I consider medivac boosters a problem either. It is the interaction between the two, particularly at earlier sections of the game where investment in static defence has a higher opportunity cost. And I think that is where any fix needs to be targeted; somehow impacting on the combination of the two units.

TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 10 2013 03:35 GMT
#382
On June 10 2013 12:26 Brett wrote:
I think the problem is hellbat drops. Specifically the fact that medivacs give the hellbats near guaranteed access to the mineral line. The terran employing the drops is dumping predominantly minerals for guaranteed damage to the opponent's economy. You force the player to run all their workers, while also potentially forcing static defence, killing workers, or some combination of the three. The time spent not mining alone, because of live hellbats near your mineral line and geysers, is potentially enough to balance the cost (since hellbats are tanky and being healed by the unit that ferried them there, they do not die in a second or two). People comparing hellbat drops to reaver drops really didn't understand BW at all.

I don't think that hellbats are a problem as part of the general army composition. Nor do I consider medivac boosters a problem either. It is the interaction between the two, particularly at earlier sections of the game where investment in static defence has a higher opportunity cost. And I think that is where any fix needs to be targeted; somehow impacting on the combination of the two units.


I generally agree with this. If you see it coming and react perfectly in the early game, they will still get to your workers unless you pull them before the medivac gets there and you hide them.
NDDseer
Profile Blog Joined April 2011
Australia204 Posts
June 10 2013 03:35 GMT
#383
Remove the biological tag so medivacs can't heal them.

They stay a potent threat and promote harassment, multipronged style play but don't need a disproportionately large amount of defensive units/anti-micro to kill them.

Problem solved.
[On balance, and qq about cheese] "Sure some strategies might be easier to execute, but you can do them too - you have the same tools as your opponent, including your race selection." - Pokebunny
cullam
Profile Joined October 2010
United States20 Posts
June 10 2013 03:36 GMT
#384
i'm not naive enough to comment on the balance of the unit. all i know is that hellbat drops vs hellbat drops is annoying, frustrating, and boring to watch
Rainbow Cuddles
Profile Blog Joined June 2011
United States486 Posts
June 10 2013 03:40 GMT
#385
The hellbat just doesn't make sense to me. I know there are 'meta' units in the game, but given how strong it is it should only fit into certain roles I think.

I think the damage is fine but maybe lower it's attack speed or make it only loadable as a hellion. The harass is too good.
kwantumszuperpozishn
Profile Joined August 2012
125 Posts
June 10 2013 03:45 GMT
#386
My recommendations:
1. 125 minerals, 25 gas (it has to have gas, right?)
2. Same HP as hellion
3. repair only, no heal

Done. HoTS is not perfect!
WhalesFromSpace
Profile Joined March 2012
390 Posts
June 10 2013 03:48 GMT
#387
As a terran playing lots of bio in TvT, I feel the utility is there to deal with hellbat based compositions and the drop play.
Nihility
peidongyang
Profile Joined January 2009
Canada2084 Posts
Last Edited: 2013-06-10 03:49:56
June 10 2013 03:48 GMT
#388
-they could make medivac healing on hellbats an inexpensive but relatively long tech lab upgrade edit: what i mean by this is like 50/50 cost, bout same time as combat shields
-they could make turbovacing cost 25 energy Kappa (could be an upgrade on tech lab starport again 50/50, same time as combat shields which would remove this cost)

then again im not even gm and these suggestions and better ones have already been suggested so meh

so, i know im gonna get a lot of flame for this and i'm not going to justify why but instead of storm doing 80 over 4 seconds, i honestly think it should do 50 over 2 seconds, then 3 over 2 seconds. it honestly just feels more right oo
the throws never bothered me anyway
Savant
Profile Blog Joined October 2009
United States379 Posts
June 10 2013 03:49 GMT
#389
Removing heal removes incentive to mix in hellbats with the Terran army, which presumably was Blizzard's whole purpose for putting them in the game. They'll become a gimmicky harass-only unit like the banshee. I'm as clueless as everyone else, but the only solution I can think of is to nerf medivac boost making it easier to kill the whole drop if it isn't microed properly.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 10 2013 03:52 GMT
#390
On June 10 2013 12:45 kwantumszuperpozishn wrote:
My recommendations:
1. 125 minerals, 25 gas (it has to have gas, right?)
2. Same HP as hellion
3. repair only, no heal

Done. HoTS is not perfect!

So... you want a slower shorter range hellion for more? That wont fly... it would make it pretty worthless outside of maybe a single early drop or something.
saddaromma
Profile Joined April 2013
1129 Posts
June 10 2013 03:53 GMT
#391
I can't still understand how in the earth blizzard came up with hellbat and warhound. The most boring one-dimensional units which you could possibly ask for. Are they so much deep in creativity crysis?

Also, terrans already were doing lots of drops, whereas P and Z hardly did any harass besides some run-bys. So they decide to give more drop-harass options to terran. Can't find any logic behind this. Sure they gave oracle to protoss, but they made it cheese unit rather than strategic.

I really question current dev.team's ability to maintain and grow SC2.
denzelz
Profile Blog Joined November 2009
United States604 Posts
Last Edited: 2013-06-10 04:14:41
June 10 2013 04:14 GMT
#392
As a spectator, I don't like to see Hellbats used so much in TvT. TvT used to be the most vibrant match up, with a variety of relatively viable openings like banshee, hellion, hellion drop, mine drop, 15 cc, etc. Each of these builds had a certain level of risk attached, but none of them gets roflstomped out right by any ONE build.

Hellbat openings changed the entire dynamic by making EVERY OTHER OPENING not viable anymore. Every time MVP opened with something different than Hellbats, he was way behind and had to catch up in the mid game.

That's just insane.
Serpico
Profile Joined May 2010
4285 Posts
Last Edited: 2013-06-10 04:16:14
June 10 2013 04:15 GMT
#393
On June 10 2013 12:53 saddaromma wrote:
I can't still understand how in the earth blizzard came up with hellbat and warhound. The most boring one-dimensional units which you could possibly ask for. Are they so much deep in creativity crysis?

Also, terrans already were doing lots of drops, whereas P and Z hardly did any harass besides some run-bys. So they decide to give more drop-harass options to terran. Can't find any logic behind this. Sure they gave oracle to protoss, but they made it cheese unit rather than strategic.

I really question current dev.team's ability to maintain and grow SC2.


The problem is they want to do everything new and not use brood war units in expansions. They're limiting their pool of potential units to round out the game because they keep wanting to have "their units" in the game.
Phoenix2003
Profile Joined August 2012
126 Posts
June 10 2013 04:19 GMT
#394
On June 10 2013 12:53 saddaromma wrote:
I can't still understand how in the earth blizzard came up with hellbat and warhound. The most boring one-dimensional units which you could possibly ask for. Are they so much deep in creativity crysis?

Also, terrans already were doing lots of drops, whereas P and Z hardly did any harass besides some run-bys. So they decide to give more drop-harass options to terran. Can't find any logic behind this. Sure they gave oracle to protoss, but they made it cheese unit rather than strategic.

I really question current dev.team's ability to maintain and grow SC2.



Blizzard's love for terran is soooooooo strong.
_Search_
Profile Joined February 2011
Canada180 Posts
June 10 2013 04:21 GMT
#395
Here's my solution. I thought of it about a month ago.

Hellions cost 100 minerals. Hellbats cost 100/50.

Servo upgrade stays the same.

This way players who like mass Hellbats can research the upgrade and have Hellbats for no gas cost while people who only want to build 6-8 for drops can spend the gas.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
Last Edited: 2013-06-10 04:22:53
June 10 2013 04:21 GMT
#396
To open with hellbat drops requires a significant investment on the aggressor's side, I think it's fair that if you aren't somewhat prepared for it then you will take a lot of damage. It's not like Terran is the only race with some extremely powerful options, all the races have some scary stuff up their sleeves in HoTS.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 10 2013 04:28 GMT
#397
On June 10 2013 13:21 _Search_ wrote:
Here's my solution. I thought of it about a month ago.

Hellions cost 100 minerals. Hellbats cost 100/50.

Servo upgrade stays the same.

This way players who like mass Hellbats can research the upgrade and have Hellbats for no gas cost while people who only want to build 6-8 for drops can spend the gas.

I like this actually.
On June 10 2013 13:21 AnomalySC2 wrote:
To open with hellbat drops requires a significant investment on the aggressor's side, I think it's fair that if you aren't somewhat prepared for it then you will take a lot of damage. It's not like Terran is the only race with some extremely powerful options, all the races have some scary stuff up their sleeves in HoTS.

It does? Or is this like the same significant investment that happens in ZvZ when they open muta (pre spore buff)?
saddaromma
Profile Joined April 2013
1129 Posts
June 10 2013 04:28 GMT
#398
On June 10 2013 13:21 AnomalySC2 wrote:
To open with hellbat drops requires a significant investment on the aggressor's side, I think it's fair that if you aren't somewhat prepared for it then you will take a lot of damage. It's not like Terran is the only race with some extremely powerful options, all the races have some scary stuff up their sleeves in HoTS.


Yeah, but thread is about TvT.
Phoenix2003
Profile Joined August 2012
126 Posts
Last Edited: 2013-06-10 04:36:55
June 10 2013 04:36 GMT
#399
On June 10 2013 13:21 AnomalySC2 wrote:
To open with hellbat drops requires a significant investment on the aggressor's side, I think it's fair that if you aren't somewhat prepared for it then you will take a lot of damage. It's not like Terran is the only race with some extremely powerful options, all the races have some scary stuff up their sleeves in HoTS.



Wait, what? What extremely powerful harassment options do P has I wonder? That's not nullified by a single missile turret, by the way. Something's that's guaranteed to do damage to terran no matter what the preparation, like winbat drops.

This ought to be good.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
Last Edited: 2013-06-10 04:42:41
June 10 2013 04:39 GMT
#400
On June 10 2013 13:28 saddaromma wrote:
Show nested quote +
On June 10 2013 13:21 AnomalySC2 wrote:
To open with hellbat drops requires a significant investment on the aggressor's side, I think it's fair that if you aren't somewhat prepared for it then you will take a lot of damage. It's not like Terran is the only race with some extremely powerful options, all the races have some scary stuff up their sleeves in HoTS.


Yeah, but thread is about TvT.


Yeah and removing hellbats as an opener in TvT just lowers the overall intensity of the match up no? It IS possible to shut it down btw, you need good map awareness and an idea of what exactly he is opening with (you know, the strategy aspect of the game :D).



On June 10 2013 13:36 Phoenix2003 wrote:
Show nested quote +
On June 10 2013 13:21 AnomalySC2 wrote:
To open with hellbat drops requires a significant investment on the aggressor's side, I think it's fair that if you aren't somewhat prepared for it then you will take a lot of damage. It's not like Terran is the only race with some extremely powerful options, all the races have some scary stuff up their sleeves in HoTS.



Wait, what? What extremely powerful harassment options do P has I wonder? That's not nullified by a single missile turret, by the way. Something's that's guaranteed to do damage to terran no matter what the preparation, like winbat drops.

This ought to be good.


Oracle openers are just as devastating if you aren't prepared for it. Just one example....yes even one missile turret doesn't stop oracle builds if you have good decision making and micro.
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