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Hellbats Review - Page 22

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kolz
Profile Joined October 2010
New Zealand16 Posts
June 10 2013 05:47 GMT
#421
Just sitting like two hellbats with your tanks seems to make it impossible to drop marines on tank positions if their antiair is out of position, kind of lame that a fairly cool tactic is just gone from tvt because of some a-move unit.
tahts halo, dont worry
ETisME
Profile Blog Joined April 2011
12364 Posts
June 10 2013 05:53 GMT
#422
On June 10 2013 14:40 AnomalySC2 wrote:
Show nested quote +
On June 10 2013 14:18 ETisME wrote:
On June 10 2013 13:59 AnomalySC2 wrote:
On June 10 2013 13:55 ETisME wrote:
On June 10 2013 13:49 AnomalySC2 wrote:
On June 10 2013 13:46 Phoenix2003 wrote:
^^Well, I was wrong.(about your response being a good one) This is why you and fellow Ts fail. The key phrase" if you're not prepared" doesn't hold water since hellbat drops are guaranteed to do damage no matter what. Sorry, Try again. Now re-read my post again.


So you think no matter what you do it's not possible to come out ahead vs a hellbat opener?

-_-

have you completely skipped OP's post???

I will just list two here for you:
We don't want to see hellbat drops 99% of the TvT
why we are seeing it so often is because the cost of defense and the reward is much better than other aggressive build
"A Hellbat drop requires much more defensive investment than any other harassment units in the game."

Some people want a more balanced viable multiple strategy in a matchup, not just one single dominating aggression build.



It will balance itself out naturally. You're new to metagames and trends or something? For instance, you can absolutely outplay a hellbat opener with a solid banshee build. There are many other options undiscovered, I'm sure....

If Blizzard steps in and starts nerfing whatever is currently the trend for the metagame then we will get a worse game in the long run. The final era of WoL was a complete mess for that exact reason.

according to game theory, the option with the lowest risk and high reward will always be the dominating strategy.
And I am glad that you have figured out in order to outplay a hellbat drop player, you must go for banshee openi

Most of the metagame in WoL was aided by Blizzard patches, fixes and map changes, other than hellion opening in TvZ.
some examples:
Double forge -> cheaper upgrade
Infestor ling -> infestor change
Mass ghost in Late game TvZ -> gone after snipe patch
6 queens opening -> queen range buff which led to a quicker 3rd with 4 queens instead

The final era of WoL was a mess when Blizzard didn't fix infestor broodlords


Infestor Broodlord only came about because of the constant nerfing (and in some cases buffing ^_^). It's a never ending road if they start going down it. One nerf will lead to the next, so on and so forth.

then this is the perfect example on why the game cannot balance itself naturally.
Infestors broodlords were a problem and even with all the nerf it is still an issue. Imagine if Blizzard didn't even patch anything.

Hellbats used to take up just 1 cargo space in the beta, would the game balance itself as well?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
dreamsmasher
Profile Joined November 2010
816 Posts
June 10 2013 05:57 GMT
#423
hellbats are like fuckin zombies, don't get touched.
Decendos
Profile Joined August 2011
Germany1338 Posts
June 10 2013 06:05 GMT
#424
the real problem with hellbat is pretty much only their high burst damage which makes 2 hellbats oneshot a workerline. so why not make them shoot faster but lower their damage so in the end its the same DPS but the defender has a bit more time to react since the first shot wont instakill everything while they stay as good in a direct fight.
CHOMPMannER
Profile Joined September 2011
Canada175 Posts
June 10 2013 06:05 GMT
#425
Nerf Speed Boost, shouldn't be a spammable ability. It is being used to get into a base quickly or escape with ease. There should be more of a choice on when you should use it.
http://www.ipstarcraft.com/ --iPCHOMP
Zambrah
Profile Blog Joined June 2011
United States7288 Posts
June 10 2013 06:11 GMT
#426
On June 10 2013 15:05 CHOMPMannER wrote:
Nerf Speed Boost, shouldn't be a spammable ability. It is being used to get into a base quickly or escape with ease. There should be more of a choice on when you should use it.


Or if it should be spammable, it should have some negative effect. Nice risk/reward to punish people who overuse and reward those who use it smartly.

This game needs more incentive to play smartly. :-D
Incremental change is the Democrat version of Trickle Down economics.
Greenei
Profile Joined November 2011
Germany1754 Posts
June 10 2013 06:12 GMT
#427
On June 10 2013 07:49 Seiniyta wrote:
Just add an upgrade to the Command Center which makes SCV's 50% more resiliant against fire attacks. 50 minerals/ 50 gas.


Yeah I like it, because it doesn't mess with other MUs in which Hellbats are NOT broken.
IMBA IMBA IMBA IMBA IMBA IMBA
asdfOu
Profile Joined August 2011
United States2089 Posts
June 10 2013 06:16 GMT
#428
On June 10 2013 14:44 Sky0 wrote:
Easiest fix in the game. Just make it so they cant be picked up by medivacs

lol, thors can be picked up but not hell bats?
rip prime
mythandier
Profile Joined January 2011
United States828 Posts
June 10 2013 06:18 GMT
#429
On June 10 2013 15:11 Zambrah wrote:
Show nested quote +
On June 10 2013 15:05 CHOMPMannER wrote:
Nerf Speed Boost, shouldn't be a spammable ability. It is being used to get into a base quickly or escape with ease. There should be more of a choice on when you should use it.


Or if it should be spammable, it should have some negative effect. Nice risk/reward to punish people who overuse and reward those who use it smartly.

This game needs more incentive to play smartly. :-D


I agree completely. Speaking of which...Medivac Speed Boost Community PTR
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2013-06-10 06:23:43
June 10 2013 06:20 GMT
#430
So many people that either are not very good at the game or simply don't try to understand what the problems are. I really cannot stand balance whines on lower-levels (lower levels = below proleague and competetive tournament play and I don't talk about clan setup-amateur tournaments).

If people tell me they are losing to me on ladder because of imbalance, I can point out that you could put every Protoss or Zerg from the proleague against me and he would rip my heart out, eat it and shit it into my body again. Its just plain stupid. They are losing because they are reacting terrible and do horrible mistakes.

Now for the matter itself. I think hellbats can be countered by Zerg pretty well. The question is, does the counter of hellbats (roach/banes) set you back in that game by such a margin, that it is imbalanced? In bigger fights I would say Zerg can deal with them pretty efficiently.

Now for TvP where I think a 'real' issue takes place. Protoss got better in HotS, a lot. Especially against Terran. They got more allins, have more chance to scout and pressure with the MSC and their defence due to photon overcharge is a lot better. If you are not excellent with bio and drops, you will not touch a Protoss on some maps right now. Hellbat drops take place earlier than bio drops as you would need stim + combatshields and you also (as pointed out by op) only need to drop 2 units to deal damage.

Protoss has to respond and even a photon overcharge will not shoot down hellbats quickly (or the medivac) so ideally you either drop, shoot and fly away when photon overcharge came as respond and as long as you don't lose your drop, its a win to you. Most Protoss would react with 1-2 cannons. That is not a proper response. Well it is - but it will put you behind. Terran can get a 3rd cc with hellbat drop expansions easily and add barracks and ebay or double ebay even. Good Protoss can and will react with an earlier 3rd base to hellbat pressure. When you drop hellbats you constantly spend 300/100 (1 medivac, 2 hellbats) and you get your bio running a bit slower. That means you cannot pressure as fast. Lots of stalkers are a good option (twilight tech, hero style) with a faster 3rd to deny hellbats and get your economy running.

While I would say, the hellbat might be a tad too strong, I don't see Terrans winning on it in TvP and TvZ on the highest level. There are games that were decided by it, but if you put 8 marines stimmed into a Zerg or Protoss economy, they will shred your shit just as fast and can decide a game. I think Blizzard should give it a bit more time (remember, blueflame hellions got nerfed, but people began to figure them out, walling, sim city etc) and it will be just like that with hellbats. Spores / Turret in Economy or cannon is a good timer for it, so he cannot stay there... Give it time :x

PS: Yes I'm Terran, I would not cry if its nerfed, I simply don't think the time is here yet.
Edit: Right when I posted it, SoulKey got raped by Cure with Hellbats even though he didn't play his best. In my face :[
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Suohhen
Profile Joined November 2011
United States59 Posts
June 10 2013 06:20 GMT
#431
On June 10 2013 15:05 Decendos wrote:
the real problem with hellbat is pretty much only their high burst damage which makes 2 hellbats oneshot a workerline. so why not make them shoot faster but lower their damage so in the end its the same DPS but the defender has a bit more time to react since the first shot wont instakill everything while they stay as good in a direct fight.


I agree, the issue with a lot of these new units such as hellbats and oracles is that they roast worker lines so fast without giving the defender any real option of microing against them except pulling away all their workers which is a very costly move in itself and often not much of a choice itself with the medivac boost. They were quick to nerf the oracle even though Protoss is looking weak, and yet the only change made to hellbats has been the medivac space nerf which was as obvious of a change as anyone could imagine. They really need to start thinking about making some units weaker against workers because watching these constant drops is getting dizzying. I don't care if someone has great multitask, this game is supposed to be about more than that and this shit is getting annoying.
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
June 10 2013 06:23 GMT
#432
I'll record results of games with Hellbats in this thread:

ZvT:
Cure 1-0 Soulkey SPL
Moderator
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
June 10 2013 06:24 GMT
#433
On June 10 2013 15:23 stuchiu wrote:
I'll record results of games with Hellbats in this thread:

ZvT:
Cure 1-0 Soulkey SPL


I know its a joke but you know... you can record results of games with scvs in it and it would look the same for that game. :x
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
ETisME
Profile Blog Joined April 2011
12364 Posts
June 10 2013 06:24 GMT
#434
On June 10 2013 15:20 Type|NarutO wrote:
So many people that either are not very good at the game or simply don't try to understand what the problems are. I really cannot stand balance whines on lower-levels (lower levels = below proleague and competetive tournament play and I don't talk about clan setup-amateur tournaments).

If people tell me they are losing to me on ladder because of imbalance, I can point out that you could put every Protoss or Zerg from the proleague against me and he would rip my heart out, eat it and shit it into my body again. Its just plain stupid. They are losing because they are reacting terrible and do horrible mistakes.

Now for the matter itself. I think hellbats can be countered by Zerg pretty well. The question is, does the counter of hellbats (roach/banes) set you back in that game by such a margin, that it is imbalanced? In bigger fights I would say Zerg can deal with them pretty efficiently.

Now for TvP where I think a 'real' issue takes place. Protoss got better in HotS, a lot. Especially against Terran. They got more allins, have more chance to scout and pressure with the MSC and their defence due to photon overcharge is a lot better. If you are not excellent with bio and drops, you will not touch a Protoss on some maps right now. Hellbat drops take place earlier than bio drops as you would need stim + combatshields and you also (as pointed out by op) only need to drop 2 units to deal damage.

Protoss has to respond and even a photon overcharge will not shoot down hellbats quickly (or the medivac) so ideally you either drop, shoot and fly away when photon overcharge came as respond and as long as you don't lose your drop, its a win to you. Most Protoss would react with 1-2 cannons. That is not a proper response. Well it is - but it will put you behind. Terran can get a 3rd cc with hellbat drop expansions easily and add barracks and ebay or double ebay even. Good Protoss can and will react with an earlier 3rd base to hellbat pressure. When you drop hellbats you constantly spend 300/100 (1 medivac, 2 hellbats) and you get your bio running a bit slower. That means you cannot pressure as fast. Lots of stalkers are a good option (twilight tech, hero style) with a faster 3rd to deny hellbats and get your economy running.

While I would say, the hellbat might be a tad too strong, I don't see Terrans winning on it in TvP and TvZ on the highest level. There are games that were decided by it, but if you put 8 marines stimmed into a Zerg or Protoss economy, they will shred your shit just as fast and can decide a game. I think Blizzard should give it a bit more time (remember, blueflame hellions got nerfed, but people began to figure them out, walling, sim city etc) and it will be just like that with hellbats. Spores / Turret in Economy or cannon is a good timer for it, so he cannot stay there... Give it time :x

PS: Yes I'm Terran, I would not cry if its nerfed, I simply don't think the time is here yet.

the OP has posted a long ass post about hellbat drops in TvT and not other matchups.
this whole thread is about hellbat drops in TvT.

You really should read the thread again.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Olli
Profile Blog Joined February 2012
Austria24417 Posts
June 10 2013 06:26 GMT
#435
I think the hellbat is one of the only cases where I'd tune down the unit instead of buffing something else to make up for it. The reason why is that you can currently not do much wrong if you go hellbats no matter what the situation. You don't have to include them but there's really no reason not to. Couple that with their low cost and how unforgiving they can be for the opponent, I'd really like a small nerf to them that makes them something you choose moreso than just including them because why not.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Decendos
Profile Joined August 2011
Germany1338 Posts
June 10 2013 06:27 GMT
#436
On June 10 2013 15:20 Type|NarutO wrote:
So many people that either are not very good at the game or simply don't try to understand what the problems are. I really cannot stand balance whines on lower-levels (lower levels = below proleague and competetive tournament play and I don't talk about clan setup-amateur tournaments).

If people tell me they are losing to me on ladder because of imbalance, I can point out that you could put every Protoss or Zerg from the proleague against me and he would rip my heart out, eat it and shit it into my body again. Its just plain stupid. They are losing because they are reacting terrible and do horrible mistakes.

Now for the matter itself. I think hellbats can be countered by Zerg pretty well. The question is, does the counter of hellbats (roach/banes) set you back in that game by such a margin, that it is imbalanced? In bigger fights I would say Zerg can deal with them pretty efficiently.

Now for TvP where I think a 'real' issue takes place. Protoss got better in HotS, a lot. Especially against Terran. They got more allins, have more chance to scout and pressure with the MSC and their defence due to photon overcharge is a lot better. If you are not excellent with bio and drops, you will not touch a Protoss on some maps right now. Hellbat drops take place earlier than bio drops as you would need stim + combatshields and you also (as pointed out by op) only need to drop 2 units to deal damage.

Protoss has to respond and even a photon overcharge will not shoot down hellbats quickly (or the medivac) so ideally you either drop, shoot and fly away when photon overcharge came as respond and as long as you don't lose your drop, its a win to you. Most Protoss would react with 1-2 cannons. That is not a proper response. Well it is - but it will put you behind. Terran can get a 3rd cc with hellbat drop expansions easily and add barracks and ebay or double ebay even. Good Protoss can and will react with an earlier 3rd base to hellbat pressure. When you drop hellbats you constantly spend 300/100 (1 medivac, 2 hellbats) and you get your bio running a bit slower. That means you cannot pressure as fast. Lots of stalkers are a good option (twilight tech, hero style) with a faster 3rd to deny hellbats and get your economy running.

While I would say, the hellbat might be a tad too strong, I don't see Terrans winning on it in TvP and TvZ on the highest level. There are games that were decided by it, but if you put 8 marines stimmed into a Zerg or Protoss economy, they will shred your shit just as fast and can decide a game. I think Blizzard should give it a bit more time (remember, blueflame hellions got nerfed, but people began to figure them out, walling, sim city etc) and it will be just like that with hellbats. Spores / Turret in Economy or cannon is a good timer for it, so he cannot stay there... Give it time :x

PS: Yes I'm Terran, I would not cry if its nerfed, I simply don't think the time is here yet.
Edit: Right when I posted it, SoulKey got raped by Cure with Hellbats even though he didn't play his best. In my face :[


the thing is: vs marine drops you can micro, pull worker and its a 500/100 investment which in case the opponent reacts fast loses 0 worker while with hellbats and good afterburner micro its hard to no kill some worker and force a lot of lost mining time. its pretty counterintuitive that you drop hellbats INTO static defense (you will lose medivac but kill worker + lost mining time if you move into static). they need to keep hellbat drops at a strong state but right now its just way too effective for how early it comes in the game.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
June 10 2013 06:30 GMT
#437
On June 10 2013 14:44 Sky0 wrote:
Easiest fix in the game. Just make it so they cant be picked up by medivacs

The main problem is the initial burst damage that allows them to man handle worker lines. Another problem is the fact they cant easily die. Their dps vs light should go down alittle so that it will match exactly as the hellion (But different attack speeds). This way hellbats stay true to their "tank" role. And since hellbat dps being same as hellion doesnt mean they cant destory mineral lines.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
June 10 2013 06:31 GMT
#438
On June 10 2013 15:27 Decendos wrote:
Show nested quote +
On June 10 2013 15:20 Type|NarutO wrote:
So many people that either are not very good at the game or simply don't try to understand what the problems are. I really cannot stand balance whines on lower-levels (lower levels = below proleague and competetive tournament play and I don't talk about clan setup-amateur tournaments).

If people tell me they are losing to me on ladder because of imbalance, I can point out that you could put every Protoss or Zerg from the proleague against me and he would rip my heart out, eat it and shit it into my body again. Its just plain stupid. They are losing because they are reacting terrible and do horrible mistakes.

Now for the matter itself. I think hellbats can be countered by Zerg pretty well. The question is, does the counter of hellbats (roach/banes) set you back in that game by such a margin, that it is imbalanced? In bigger fights I would say Zerg can deal with them pretty efficiently.

Now for TvP where I think a 'real' issue takes place. Protoss got better in HotS, a lot. Especially against Terran. They got more allins, have more chance to scout and pressure with the MSC and their defence due to photon overcharge is a lot better. If you are not excellent with bio and drops, you will not touch a Protoss on some maps right now. Hellbat drops take place earlier than bio drops as you would need stim + combatshields and you also (as pointed out by op) only need to drop 2 units to deal damage.

Protoss has to respond and even a photon overcharge will not shoot down hellbats quickly (or the medivac) so ideally you either drop, shoot and fly away when photon overcharge came as respond and as long as you don't lose your drop, its a win to you. Most Protoss would react with 1-2 cannons. That is not a proper response. Well it is - but it will put you behind. Terran can get a 3rd cc with hellbat drop expansions easily and add barracks and ebay or double ebay even. Good Protoss can and will react with an earlier 3rd base to hellbat pressure. When you drop hellbats you constantly spend 300/100 (1 medivac, 2 hellbats) and you get your bio running a bit slower. That means you cannot pressure as fast. Lots of stalkers are a good option (twilight tech, hero style) with a faster 3rd to deny hellbats and get your economy running.

While I would say, the hellbat might be a tad too strong, I don't see Terrans winning on it in TvP and TvZ on the highest level. There are games that were decided by it, but if you put 8 marines stimmed into a Zerg or Protoss economy, they will shred your shit just as fast and can decide a game. I think Blizzard should give it a bit more time (remember, blueflame hellions got nerfed, but people began to figure them out, walling, sim city etc) and it will be just like that with hellbats. Spores / Turret in Economy or cannon is a good timer for it, so he cannot stay there... Give it time :x

PS: Yes I'm Terran, I would not cry if its nerfed, I simply don't think the time is here yet.
Edit: Right when I posted it, SoulKey got raped by Cure with Hellbats even though he didn't play his best. In my face :[


the thing is: vs marine drops you can micro, pull worker and its a 500/100 investment which in case the opponent reacts fast loses 0 worker while with hellbats and good afterburner micro its hard to no kill some worker and force a lot of lost mining time. its pretty counterintuitive that you drop hellbats INTO static defense (you will lose medivac but kill worker + lost mining time if you move into static). they need to keep hellbat drops at a strong state but right now its just way too effective for how early it comes in the game.


Dropping hellbats into static defence with proper reaction from Protoss (lets put TvP here) will make you lose the game in the end. Yes Protoss does lose mining time, but your medivac is crucial. Usually TvP builds are with an unreactored starport for the early drops, can be done with too, but losing medivacs constantly would be very bad. So in theory and very good reaction, Protoss should not lose a lot of probes. Yes afterburner can give them trouble, but you got the observer for spotting as well. You KNOW that its coming.

If it deals damage ALWAYS even if Protoss knows and is prepared, thats an issue, but thats not the case. As soon as you have stalkers in place Terran would need to sacrifice and commit to either a bigger drop or stop the harassment and simply force you into defensive state. What do Protoss players do right now? No stargate? No phoenix? 2 Phoenix shut down drops immediately. Even 1 does or at least always costs the Terran 100/100. Yes stargate + phoenix is an investment, but so are 2 forges +1+1 at 6 minute mark.

I simply disagree with people saying all builds are figured out and there is no chance to defend it in any cost-efficient or efficient way.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Channel56k
Profile Joined June 2010
United States413 Posts
June 10 2013 06:34 GMT
#439
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.

I honestly feel like you shoulda been temp-banned for that post, but it's not my call to make.

There is no reference in the OP that states this is only concerning TvT matchup, in fact, one of the issues is that it concerns EVERY matchup. WIth 6000+ posts under your belt, id expect you to be a little less oblivious and a bit more respectful.
"Do yourself a favor, and don't listen to me."
FinalForm
Profile Joined August 2010
United States450 Posts
Last Edited: 2013-06-10 06:40:43
June 10 2013 06:38 GMT
#440
so like, you put a picture in the OP to make this a legit "review"? what makes this different than any other generic balance whine post?

ofc inno wins WCS, i knew the whiners would come out fast
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