• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:47
CEST 01:47
KST 08:47
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #21 - Presented by Monster Energy7uThermal's 2v2 Tour: $15,000 Main Event14Serral wins EWC 202549Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580
Community News
Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments5[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10
StarCraft 2
General
RSL Revival patreon money discussion thread Team Liquid Map Contest #21 - Presented by Monster Energy #1: Maru - Greatest Players of All Time Rogue Talks: "Koreans could dominate again" Weekly Cups (Aug 4-10): MaxPax wins a triple
Tourneys
RSL: Revival, a new crowdfunded tournament series Enki Epic Series #5 - TaeJa vs Classic (SC Evo) Sparkling Tuna Cup - Weekly Open Tournament SEL Masters #5 - Korea vs Russia (SC Evo) ByuN vs TaeJa Bo7 SC Evo Showmatch
Strategy
Custom Maps
External Content
Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather
Brood War
General
New season has just come in ladder StarCraft player reflex TE scores BW General Discussion BSL Polish World Championship 2025 20-21 September BGH Auto Balance -> http://bghmmr.eu/
Tourneys
KCM 2025 Season 3 [Megathread] Daily Proleagues Small VOD Thread 2.0 [ASL20] Online Qualifiers Day 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread The year 2050
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
The Biochemical Cost of Gami…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 723 users

Hellbats Review - Page 25

Forum Index > SC2 General
Post a Reply
Prev 1 23 24 25 26 27 33 Next All
neggro
Profile Joined August 2012
United States591 Posts
June 10 2013 10:34 GMT
#481
What are you saying? Hellbats are the best thing to come out of HoTS so far. We have yet to see the other units in action.
NapkinBox
Profile Blog Joined January 2012
United States314 Posts
Last Edited: 2013-06-10 11:09:07
June 10 2013 11:07 GMT
#482
I don't think removing the bio tag from Hellbats would make any difference outside of engagements.

When a base has proper defense, a hellbat drop will do little to no damage. Most of the time when you see Hellbats take out a large amount of workers it's because there was nothing protecting the base from those drops; it could have been a marine or hellion drop and it would still do alot of damage.
"Who has the best durability feat in all of comic book superheroes?" "Aquaman surviving pop culture."
kaluro
Profile Joined November 2011
Netherlands760 Posts
Last Edited: 2013-06-10 11:23:22
June 10 2013 11:15 GMT
#483
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.


Tell me more on how it's balanced in TvZ, where zergs have no early ranged units to effectively deal with hellbats, whereas protoss has early stalkers/sentries and terran has marines without gimping themselves early game.
If zerg goes early roaches, they are effectively gimping themselves greatly.

and a double/triple hellbat drop from the terran, versus zerg, cuts off _all_ mining, will get a few drone kills and zerg is stuck with speedlings/queens to deal with it. Spines don't nearly work well enough to be effective.

On June 10 2013 20:07 NapkinBox wrote:
I don't think removing the bio tag from Hellbats would make any difference outside of engagements.

When a base has proper defense, a hellbat drop will do little to no damage. Most of the time when you see Hellbats take out a large amount of workers it's because there was nothing protecting the base from those drops; it could have been a marine or hellion drop and it would still do alot of damage.


Hellion and marine drops can be shut down by speedlings, and maybe a spore and a spine, and will only cause minimal annoyance/mining time lost.

Hellbat drops on the other hand, can kill infinite amount of speedlings and queens just slowly scratch them. a properly micro'd medivac can't be taken out by a queen, either. The costs of dealing with it (esp. early game), does not justify the cheapness of such harassive options.

The new crackivacs also make it so they can drop inside the mineral line and not lose their vac at all, because of the superlow spore damage (15 per hit).

Even the absolute professionals continiously die on the ladder because of helbat drops, or do you never watch professional Zerg streams? (I'm only a top 25 master EU myself)

On June 10 2013 18:27 Zarahtra wrote:
As I was quite annoyed with the hellbat at the release of HotS, I'm quite fine with it now. It's just all about defending it well. For terrans that means a WM and a viking or turret. For other races it is even easier, with observer, cannon(s) and warp ins for P and overlords spines and queens.


Spines and queens? am I going to build 3-4 spines at my mineral lines to kill them in a decently quick fashion? And what if they triple/double drop? One queen per base is not going to cut it, and lings just evaporate. If I just use one queen, the mining time lost will be so significant that I'd better tap out immediately.

Also they can just get out of range of the spine and continue to be a nuisance, spines don't have super range and queens aren't significant enough.

Or imagine building early game static defense, followed by no drops at all :O! Imagine how far you'd be behind then. They dont have to drop, when going hellbats sadly.
www.twitch.tv/kaluroo - 720p60fps - Remember the name! - Don't do your best, do whatever it takes.
Sated
Profile Blog Joined March 2011
England4983 Posts
June 10 2013 11:25 GMT
#484
--- Nuked ---
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
June 10 2013 11:25 GMT
#485
After watching innovation just endlessly rallying Hellbat-vacs to the enemies base, regardless of faction or map, it does get a little tiring. Not saying hes a bad player, but it's just really predictable.

Even if you know its coming its so effective it need a huge defense. Innovation himself even expends a full bunker on each mineral line just to counter it. Needing a bunker in your mineral line is a little OTT.
If you are not supporting K-Pop you are hurting E-Sports.
Dvriel
Profile Joined November 2011
607 Posts
June 10 2013 11:30 GMT
#486
On June 10 2013 20:25 Nekovivie wrote:
After watching innovation just endlessly rallying Hellbat-vacs to the enemies base, regardless of faction or map, it does get a little tiring. Not saying hes a bad player, but it's just really predictable.

Even if you know its coming its so effective it need a huge defense. Innovation himself even expends a full bunker on each mineral line just to counter it. Needing a bunker in your mineral line is a little OTT.


And as you can see EVEN the bunker cant prevent 6 hellbats to masacre your mineral line in 2 sec...
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
June 10 2013 11:36 GMT
#487
In TvT Hellbats are fine. The match up is balanced so why change it?

No changes required for the following reasons:-

Terran has the best units in the game to stop Hellbat drops:-

Turrets - Build more of them
Marines - Range 5 Unit v range 2 unit = win learn to micro please
Tanks - Try Building them?
Widow Mines - Pretty Good Unit with very high front loaded damage
Bunkers - Put your marines in these things
Marauders - Not the best but they do the job. Range 6
Banshees - Hellbats cant shoot up
Planetary Fortress - More than capable of killing Hellbats

The problem is not Hellbats - Its unskilled Terran Players who are used to :-

1 Not scouting
2 Getting free wins against other races using the same units who have far less options to stop these drops
3 Used to not defending their bases. Learn to pull SCV's and learn to micro units to defend

This is a learn to play issue simple as that.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
June 10 2013 11:37 GMT
#488
On June 10 2013 20:30 Dvriel wrote:
Show nested quote +
On June 10 2013 20:25 Nekovivie wrote:
After watching innovation just endlessly rallying Hellbat-vacs to the enemies base, regardless of faction or map, it does get a little tiring. Not saying hes a bad player, but it's just really predictable.

Even if you know its coming its so effective it need a huge defense. Innovation himself even expends a full bunker on each mineral line just to counter it. Needing a bunker in your mineral line is a little OTT.


And as you can see EVEN the bunker cant prevent 6 hellbats to masacre your mineral line in 2 sec...

I'd hope that 18 supply(or 900/300) would win/deal dmg against 4(or 300/0). There are so many people that just seem to want to go back to the old WoL-yawnfest where no aggression is possible before 3 bases.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2013-06-10 11:41:58
June 10 2013 11:40 GMT
#489
On June 10 2013 20:36 Topdoller wrote:
In TvT Hellbats are fine. The match up is balanced so why change it?

No changes required for the following reasons:-

Terran has the best units in the game to stop Hellbat drops:-

Turrets - Build more of them
Marines - Range 5 Unit v range 2 unit = win learn to micro please
Tanks - Try Building them?
Widow Mines - Pretty Good Unit with very high front loaded damage
Bunkers - Put your marines in these things
Marauders - Not the best but they do the job. Range 6
Banshees - Hellbats cant shoot up
Planetary Fortress - More than capable of killing Hellbats

The problem is not Hellbats - Its unskilled Terran Players who are used to :-

1 Not scouting
2 Getting free wins against other races using the same units who have far less options to stop these drops
3 Used to not defending their bases. Learn to pull SCV's and learn to micro units to defend

This is a learn to play issue simple as that.


Yeah, learn to play MVP!

The issue, as mentioned 100 time before is that hellbats produce faster and are cheaper than any of the above option, rendering other builds inferior, hence making the MU stale. I do not care thoug as of now, since in masters you can get away with the stupidest shit, like the things you mentioned above.
But for watching pros, variaty needs to be viable.
Zanzabarr
Profile Joined October 2010
Canada217 Posts
June 10 2013 11:42 GMT
#490
I stated Hellbats were clearly OP like over a month ago, and predicted the prevalence of Hellbat drops in every matchup due to their ridiculous cost efficiency. Not really surprised to see it coming to fruition.
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
June 10 2013 11:44 GMT
#491
On June 10 2013 20:36 Topdoller wrote:
In TvT Hellbats are fine. The match up is balanced so why change it?

No changes required for the following reasons:-

Terran has the best units in the game to stop Hellbat drops:-

Turrets - Build more of them
Marines - Range 5 Unit v range 2 unit = win learn to micro please
Tanks - Try Building them?
Widow Mines - Pretty Good Unit with very high front loaded damage
Bunkers - Put your marines in these things
Marauders - Not the best but they do the job. Range 6
Banshees - Hellbats cant shoot up
Planetary Fortress - More than capable of killing Hellbats

The problem is not Hellbats - Its unskilled Terran Players who are used to :-

1 Not scouting
2 Getting free wins against other races using the same units who have far less options to stop these drops
3 Used to not defending their bases. Learn to pull SCV's and learn to micro units to defend

This is a learn to play issue simple as that.


I'm sure Mvp losing all his workers in multiple games qualifies him as an 'unskilled terran'

Hellbats are expendable, your mineral line isn't. They kill too quickly, and as aforementioned, coupled with medivac boost, often means they get out with no damage..
If you are not supporting K-Pop you are hurting E-Sports.
Dvriel
Profile Joined November 2011
607 Posts
June 10 2013 11:45 GMT
#492
On June 10 2013 20:36 Topdoller wrote:
In TvT Hellbats are fine. The match up is balanced so why change it?

No changes required for the following reasons:-

Terran has the best units in the game to stop Hellbat drops:-

Turrets - Build more of them
Marines - Range 5 Unit v range 2 unit = win learn to micro please
Tanks - Try Building them?
Widow Mines - Pretty Good Unit with very high front loaded damage
Bunkers - Put your marines in these things
Marauders - Not the best but they do the job. Range 6
Banshees - Hellbats cant shoot up
Planetary Fortress - More than capable of killing Hellbats

The problem is not Hellbats - Its unskilled Terran Players who are used to :-

1 Not scouting
2 Getting free wins against other races using the same units who have far less options to stop these drops
3 Used to not defending their bases. Learn to pull SCV's and learn to micro units to defend

This is a learn to play issue simple as that.


L2p is not the issue. If you see the two best Terrans in the world going only this stuff and losing to it, its because they need to learn??? A turret cant stop 6 or 10 hellbats to kill all your mineral line.Mvp will drop on your MMM or tanks and will still be able to kill them without losign much.Bunkers do not prevent this as well.Banshees?? GL killing healed hellbats in lees tan 2 sec,before all your SCVs die.PF? Come on...build it in your main or natural and HF winning the game hehe
tsango
Profile Joined July 2011
Australia214 Posts
June 10 2013 11:48 GMT
#493
IMO, leave the health the same for the hellbat as the hellion and keep it mechanical, Give it a beefier armour profile (say +2) in the hellbat form and maybe slightly tone back the bonus dmg against light by ~3dmg so its 18(+9 light).

They're definitely too strong in the current meta game, if they werent you'd see more variety in TvT openings. Theres no need to ask pro terrans what they're opinion is - we've seen them play, if they didnt think it was that good you'd see a lot more variety in their play.
If you dont like something, then that should be reason enough to try and change it
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 10 2013 11:52 GMT
#494
On June 10 2013 20:15 kaluro 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.


Tell me more on how it's balanced in TvZ, where zergs have no early ranged units to effectively deal with hellbats, whereas protoss has early stalkers/sentries and terran has marines without gimping themselves early game.
If zerg goes early roaches, they are effectively gimping themselves greatly.

and a double/triple hellbat drop from the terran, versus zerg, cuts off _all_ mining, will get a few drone kills and zerg is stuck with speedlings/queens to deal with it. Spines don't nearly work well enough to be effective.

Show nested quote +
On June 10 2013 20:07 NapkinBox wrote:
I don't think removing the bio tag from Hellbats would make any difference outside of engagements.

When a base has proper defense, a hellbat drop will do little to no damage. Most of the time when you see Hellbats take out a large amount of workers it's because there was nothing protecting the base from those drops; it could have been a marine or hellion drop and it would still do alot of damage.


Hellion and marine drops can be shut down by speedlings, and maybe a spore and a spine, and will only cause minimal annoyance/mining time lost.

Hellbat drops on the other hand, can kill infinite amount of speedlings and queens just slowly scratch them. a properly micro'd medivac can't be taken out by a queen, either. The costs of dealing with it (esp. early game), does not justify the cheapness of such harassive options.

The new crackivacs also make it so they can drop inside the mineral line and not lose their vac at all, because of the superlow spore damage (15 per hit).

Even the absolute professionals continiously die on the ladder because of helbat drops, or do you never watch professional Zerg streams? (I'm only a top 25 master EU myself)

Show nested quote +
On June 10 2013 18:27 Zarahtra wrote:
As I was quite annoyed with the hellbat at the release of HotS, I'm quite fine with it now. It's just all about defending it well. For terrans that means a WM and a viking or turret. For other races it is even easier, with observer, cannon(s) and warp ins for P and overlords spines and queens.


Spines and queens? am I going to build 3-4 spines at my mineral lines to kill them in a decently quick fashion? And what if they triple/double drop? One queen per base is not going to cut it, and lings just evaporate. If I just use one queen, the mining time lost will be so significant that I'd better tap out immediately.

Also they can just get out of range of the spine and continue to be a nuisance, spines don't have super range and queens aren't significant enough.

Or imagine building early game static defense, followed by no drops at all :O! Imagine how far you'd be behind then. They dont have to drop, when going hellbats sadly.


So your post makes it sound that hellbats are too hard to stop in ZvT. Please explain to me:
- why we see zergs winning tournaments. Every Z should lose to terrans using the hellbat drop.
- why we see no terran ladder domination
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
June 10 2013 12:00 GMT
#495
On June 10 2013 20:45 Dvriel wrote:
Show nested quote +
On June 10 2013 20:36 Topdoller wrote:
In TvT Hellbats are fine. The match up is balanced so why change it?

No changes required for the following reasons:-

Terran has the best units in the game to stop Hellbat drops:-

Turrets - Build more of them
Marines - Range 5 Unit v range 2 unit = win learn to micro please
Tanks - Try Building them?
Widow Mines - Pretty Good Unit with very high front loaded damage
Bunkers - Put your marines in these things
Marauders - Not the best but they do the job. Range 6
Banshees - Hellbats cant shoot up
Planetary Fortress - More than capable of killing Hellbats

The problem is not Hellbats - Its unskilled Terran Players who are used to :-

1 Not scouting
2 Getting free wins against other races using the same units who have far less options to stop these drops
3 Used to not defending their bases. Learn to pull SCV's and learn to micro units to defend

This is a learn to play issue simple as that.


L2p is not the issue. If you see the two best Terrans in the world going only this stuff and losing to it, its because they need to learn??? A turret cant stop 6 or 10 hellbats to kill all your mineral line.Mvp will drop on your MMM or tanks and will still be able to kill them without losign much.Bunkers do not prevent this as well.Banshees?? GL killing healed hellbats in lees tan 2 sec,before all your SCVs die.PF? Come on...build it in your main or natural and HF winning the game hehe



That was one set of game. The Pros will adapt and counter. Give it 2 - 6 months.

This post by the OP is a balance whine.
TheDwf
Profile Joined November 2011
France19747 Posts
June 10 2013 12:00 GMT
#496
On June 10 2013 20:15 kaluro wrote:
Tell me more on how it's balanced in TvZ, where zergs have no early ranged units to effectively deal with hellbats, whereas protoss has early stalkers/sentries and terran has marines without gimping themselves early game.

If zerg goes early roaches, they are effectively gimping themselves greatly.

Aren't we done with this mythical 2011 argument that "Roaches kill Zerg's economy" or something? How about you watch pro ZvT and see Zergs are absolutely fine economy-wise even when they concede a few defensive Roaches? Bogus vs Soulkey, Bel'shir Vestige, Code S finals: 77 drones vs 61 SCVs at 11'. Bogus vs Soulkey, Daybreak, Code S finals: 70 drones vs 55 SCVs at 11'10. Give us a break with your "early Roaches are so painful".

On June 10 2013 20:25 Sated wrote:
They should have the same stats as Hellions. The only difference between the two should be movement speed and the method of AoE used.

Yeah, Terran would totally use a 90 hp 2 range 2.25 movespeed unit so that 90% of them evaporate before even connecting. Some of the nerf suggestions here are truly hilarious, might as well ask the removal of the unit. Please remember that mech needs a solid buffer in front of Tanks.
GhostOwl
Profile Blog Joined July 2011
766 Posts
June 10 2013 12:08 GMT
#497
On June 10 2013 15:12 Greenei wrote:
Show nested quote +
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.


What the? Biased much?
Dvriel
Profile Joined November 2011
607 Posts
June 10 2013 12:10 GMT
#498
On June 10 2013 21:00 TheDwf wrote:
Show nested quote +
On June 10 2013 20:15 kaluro wrote:
Tell me more on how it's balanced in TvZ, where zergs have no early ranged units to effectively deal with hellbats, whereas protoss has early stalkers/sentries and terran has marines without gimping themselves early game.

If zerg goes early roaches, they are effectively gimping themselves greatly.

Aren't we done with this mythical 2011 argument that "Roaches kill Zerg's economy" or something? How about you watch pro ZvT and see Zergs are absolutely fine economy-wise even when they concede a few defensive Roaches? Bogus vs Soulkey, Bel'shir Vestige, Code S finals: 77 drones vs 61 SCVs at 11'. Bogus vs Soulkey, Daybreak, Code S finals: 70 drones vs 55 SCVs at 11'10. Give us a break with your "early Roaches are so painful".

Show nested quote +
On June 10 2013 20:25 Sated wrote:
They should have the same stats as Hellions. The only difference between the two should be movement speed and the method of AoE used.

Yeah, Terran would totally use a 90 hp 2 range 2.25 movespeed unit so that 90% of them evaporate before even connecting. Some of the nerf suggestions here are truly hilarious, might as well ask the removal of the unit. Please remember that mech needs a solid buffer in front of Tanks.



So,what about more HP but less damage? 150 HP and less damage than BFH? This still will make TvP mech possible(I am one of the meching in TvP and without the hellbat buffer I am dead),because we can still use widow mines with the upgrade to harass and believe me,they are even better than hellbats with the 1sec burrow.Will be the next upgrade to disappear...
binski
Profile Joined December 2010
United States225 Posts
June 10 2013 12:15 GMT
#499
On June 10 2013 20:36 Topdoller wrote:
In TvT Hellbats are fine. The match up is balanced so why change it?

No changes required for the following reasons:-

Terran has the best units in the game to stop Hellbat drops:-

Turrets - Build more of them
Marines - Range 5 Unit v range 2 unit = win learn to micro please
Tanks - Try Building them?
Widow Mines - Pretty Good Unit with very high front loaded damage
Bunkers - Put your marines in these things
Marauders - Not the best but they do the job. Range 6
Banshees - Hellbats cant shoot up
Planetary Fortress - More than capable of killing Hellbats

The problem is not Hellbats - Its unskilled Terran Players who are used to :-

1 Not scouting
2 Getting free wins against other races using the same units who have far less options to stop these drops
3 Used to not defending their bases. Learn to pull SCV's and learn to micro units to defend

This is a learn to play issue simple as that.



simple as that, case closed guys

This man knows more from watching pro streams an hour a day than most korean terrans who train over 10+ hours per day
SCguineapig
Profile Blog Joined January 2013
Netherlands289 Posts
June 10 2013 12:16 GMT
#500
On June 10 2013 01:44 NadaSound wrote:
It think the hellbat is fine, but the healing by the medivac is the true problem. They are not so bad when there is no medivac around.



this can work but you have to remember that even then the drops in the mineral line are still really annoying. i would like to see this though because it is bullshit that a unit out of the factory can be biological. then i want to see my collosus becoming biological too so it can be healed in teamgames.
broodwar wasn't perfect
Prev 1 23 24 25 26 27 33 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 144
NeuroSwarm 104
ForJumy 54
CosmosSc2 51
StarCraft: Brood War
Britney 19444
ggaemo 61
Stormgate
UpATreeSC190
Dota 2
syndereN792
Counter-Strike
fl0m985
Other Games
summit1g6094
tarik_tv2777
Day[9].tv1320
shahzam772
C9.Mang0663
ViBE188
Organizations
Other Games
BasetradeTV39
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• davetesta51
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 40
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift5167
Other Games
• imaqtpie1844
• Day9tv1320
• Scarra1301
Upcoming Events
Replay Cast
14m
LiuLi Cup
11h 14m
Online Event
15h 14m
BSL Team Wars
19h 14m
Team Hawk vs Team Sziky
Online Event
1d 11h
SC Evo League
1d 12h
Online Event
1d 13h
uThermal 2v2 Circuit
1d 15h
CSO Contender
1d 17h
[BSL 2025] Weekly
1d 18h
[ Show More ]
Sparkling Tuna Cup
2 days
WardiTV Summer Champion…
2 days
SC Evo League
2 days
uThermal 2v2 Circuit
2 days
BSL Team Wars
2 days
Team Dewalt vs Team Bonyth
Afreeca Starleague
3 days
Sharp vs Ample
Larva vs Stork
Wardi Open
3 days
RotterdaM Event
3 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
4 days
PiGosaur Monday
5 days
Afreeca Starleague
5 days
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
5 days
Replay Cast
6 days
The PondCast
6 days
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

Proleague 2025-08-13
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 1
ASL Season 20
CSLAN 3
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.