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Hellbats Review - Page 28

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contaminant.237
Profile Joined June 2011
Canada13 Posts
June 10 2013 14:20 GMT
#541
Remove the Light property from workers and give them untyped armor, like Queens.
Godly
Profile Joined June 2013
United States1 Post
June 10 2013 14:21 GMT
#542
I agree with everything that was said about the TvT hellbat drops. I was getting annoyed watching it happen over and over again during the Innovation and MVP match.
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 10 2013 14:22 GMT
#543
On June 10 2013 23:07 Vanadiel wrote:
Show nested quote +
On June 10 2013 22:57 Big J wrote:
On June 10 2013 22:53 Vanadiel wrote:
On June 10 2013 22:03 MorroW wrote:
+ Show Spoiler +
On June 10 2013 02:41 MorroW wrote:
would i be totally crazy to suggest they buff the turret instead of nerfing hellbats?

looks like my attempt to have terran buffed while leaving hellbats alone failed

hellbat drop is pretty much better than the other harassing techniques, does that mean its op?
the hellbat drops seem abit ridiculous when you compare it to other things.
oracle is just as devastating to an undefended base and comes even earlier in the game, however a single turret/queen/spore/pfnexus shuts it down for the most part

storm drop can do just as much damage if they dont pull the workers, however is alot deeper in the tech tree and you invest alot, lose that warp prism and your fucked.

baneling drop same thing, late into the game, not as much investment as the storm drop however its very slow and easier to react to


i think these are the most similar harassing techniques to the hellbat drop, but all of them have have clear weaknesses why we dont really see it as such a problem.
but in the end, something has to be stronger and things work in different ways. doesnt necessarily mean its too strong.

hellbat drop in tvz and tvp is not straight up overpowered
in tvp i sometimes win on the first hellbat drop alone (it goes in and kills like 10 workers, the medivac gets away and the hellbats left to die)
in tvz it sometimes snowballs into me getting too big of an advantage that i end up too far ahead and can steamroll.
but in most cases against equally good players hellbat drops do not end games like this, usually it gets me even footing with my opponent, its not really a go-to build as much as "another build" to use sometimes. there are risks involved rushing hellbat drops against protoss and zerg as well that should be considered when talking about this.



It is true, that's why it's less a problem because once mutalisk are out, you can shut down HB drop and before that you can defend without too much of a loss. However, the problem I see with it is that even when you have a perfect defense and shut down every drops without losing anything, you're not that much ahead. I understand that HB drops slow down upgrades and your economy and I'm not minimizing this investment, but down the road if your HB drop is perfectly defended you only lose 200 minerals, and even if no worker are killed by the drop, it takes only 18 secondes of drone not mining minerals to compensate the cost of two hellbat.

Anyway as a zerg player, my complain about Hellbat is mostly that it has ruined what was the best mirror match up to watch in WoL.



Which basically just means that hellbat drops are more or less a standard build. It usually doesn't fall behind against most things, but may straight up win sometimes. Which is not different to a 6queen build in TvZ, which may straight up win against an overagressive Terran and break even in most other cases.
And still, even if it doesn't fall behind greatly, I think winning after perfectly defending hellbat drops is still a better situation, than not allinning against a 3CC double ebay.



Well, then the question is to ask wether it is normal if it's a standard. it's seems to me, from my understanding of the game, that it's a build that either win you the game right when it's done, put you way ahead when it's done or, worst case scenario, a little bit behind and then the game continue. Proxy 2 rax, proxy reaper, good old 2 factory blue flame hellion and so on are all build that can also finish the game, but they are more risks involved to do it, defending them put you ahead, the ratio between reward/risk seems too big for the HB drop compared to other build.

the difference is hellbat drop pretty much goes down to skill and your opponent being good at the game while a 2rax proxi is more of a flat out coinflip that loses or wins depending on your opponents build.

nexus=>stargate oracle can win you games if your opponent doesnt have 6 marines in position in the right location or doesnt have missile turrets up just like a hellbat drop can win the game. arriving with mutas without defenses can win you the game aswell. all of these things doesnt have to deal damage if you do them macro-oriented after expanding while doing them on 1base (or 2base muta) means you need to do serious damage.
starcraft 2 is just a game where you can lose just like that if your not good enough, these things doesnt have to kill you - but they can. its heavy blow harassment that are macro oriented. an oracle helps you in the macro game alot, so does a medivac and hellbats and so does mutalisks.

a cloak banshee or dark templar rush or nydus networks are more in the category of allin because they are outside of the tools you want to have in the standard game
Progamerpls no copy pasterino
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
June 10 2013 14:31 GMT
#544
I agree with most of what has been said about the unit. This has been an issue since beta, that they tried to resolve by limiting it to 2 hellbats per medivac. However, it just isn't enough, I think. The 2 big issues, from my perspective are:

1. The cost effectiveness and potential risk/reward payoff everyone is talking about. It is just almost always a good gamble to risk 200 minerals for the chance to basically win the game. Even if nothing happens, what did you really lose?

2. The hellbat, stat-wise, is sort of an uber unit right now. Its original design was sold as a cheap unit for terran mech that could absorb damage for the more expensive units (tanks/thors), as well as deal with very zealot heavy play against protoss (which tended to destroy mech pretty easily in WoL). That is why it was given biological, so medivacs could heal it while it "tanked" damage for the... tanks. Then people realized if you put them in a medivac (esp back when you could fit 4 in), it became an insta-win if the opponent wasn't watching their mineral line. Its sort of "accidentally" the best harass unit terran has now (and they have amazing harass units). Now, I have no problem with units being used outside of their "intended" role, but they can't be amazing at everything; that just isn't balanced. Right now the hellbat is that tanky front line unit for mech, but it also just happens to outshine basically every other harassment option in the game as well. That is too strong of a unit.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
June 10 2013 14:42 GMT
#545
On June 10 2013 23:06 Sated wrote:
Show nested quote +
On June 10 2013 22:30 Targe wrote:
On June 10 2013 22:06 Sated wrote:
On June 10 2013 22:03 MorroW wrote:
conclusion
i think the game is fine at this point, every matchup players are learning how to deal with them better and better. strong harassing tools is interesting and everyone likes it, thats why blizzard is pushing it

27 page thread with tonnes of players saying they don't like it.

"Everyone likes it".

>_>

EDIT:

On June 10 2013 22:06 Sissors wrote:
On June 10 2013 21:58 Sated wrote:
On June 10 2013 21:00 TheDwf wrote:
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.

Removal of the unit would also be an ideal solution.

Tanks don't need a solid buffer, they just need a buffer. Hellions serve this purpose just fine

Yes that is shown by the popularity of mech in WoL. Even despite the number of anti mech boosts toss got, mech is still seen more in HotS. But sure go ahead, just remove the hellbat. And also the new toss/zerg units please.

In WoL, Mech was perfectly viable in both TvZ and TvT. The only place where it wasn't viable was in TvP. Guess what? It still isn't as viable as Bio in TvP.


This thread of whining low skilled players != the opinion of pro gamers.

Morrow is obviously referring to top level players.

I didn't realise that the OED changed the meaning of "everyone". Sorry.


As a pro player he is obviously going be talking about the peers he plays with/against, other pro players.

Not that other levels of player won't improve at stopping them.
11/5/14 CATACLYSM | The South West's worst Falco main
willstertben
Profile Joined May 2013
427 Posts
June 10 2013 14:52 GMT
#546
why do terrans have this notion that all styles of play that they fancy to do should be viable in all matchups?

Eviscerador
Profile Joined October 2011
Spain286 Posts
June 10 2013 14:52 GMT
#547
Everyone miss the Reaver.

Blizzard make something similar to reaver micro control with the hellbats medevac micro.

Everyone complains.

Fuck logic.

PS: As a zerg, a single spore and a spine & queen per mineral line is enough for deterrent hellbats drops. Good ovie positioning and just retreat the drones. Clean the mess (the medivac will die with the spore) and keep mining.
A victorious warrior wins first, then goes to war. A defeated warrior goes to war and then seeks to win.
Rossbacher
Profile Joined April 2011
28 Posts
June 10 2013 14:59 GMT
#548
I think the power of the hellbat harassment comes more from the speedboost medivac then from the hellbat itself. As said before, hellbats are slow, it's really hard to get them into a good position. But when you can put them into a super fast medivac, the potential drop micro becomes really scary. Therefore I would lean towards a changing the medivac rather than the hellbat. I think significantly reducing the hitpoints of the medivac might be an option. That would be a reasonable trade-off to the higher speed medivacs gained in HOTS. Opinions on that?
Shibunbundit
Profile Joined May 2011
Bulgaria22 Posts
June 10 2013 15:01 GMT
#549
Well, I am gold/platinum terran player and I haven't lost a game to hellbat drops.
And yes, I won some games with this strat.I don't think whinning about hellbat drops OP is an adequate thing to do.You just have to play more (get better).Even progamers do NOT know/play the game at its potential.In the begining of HotS I was thinking that Hellbats are too slow to be used effectively along with my bio play, so I thought terrans should pick up hellbats into medivacs and use their burners (so hellbats becomes really fast) and you can deploy them in the right position in the begininig of an engagement. So the more micro, the more effectivness you get.And in recent weeks we/I saw some top tier terrans exploit this.I personally think that the game is quite interesting this way and there's no need of changes neither buff, nor nerf.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 10 2013 15:06 GMT
#550
On June 10 2013 23:52 Eviscerador wrote:
Everyone miss the Reaver.

Blizzard make something similar to reaver micro control with the hellbats medevac micro.

Everyone complains.

Fuck logic.

PS: As a zerg, a single spore and a spine & queen per mineral line is enough for deterrent hellbats drops. Good ovie positioning and just retreat the drones. Clean the mess (the medivac will die with the spore) and keep mining.


To be fair, a lot of people asking for the Reaver to be brought back didn't really know what they were asking for. That thing would make the Hellbat easy to stop. Reavers wouldn't even need to go into the mineral line. It would be like a widow mine that could fire from farther away without burrowing and did more damage.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2013-06-10 15:19:18
June 10 2013 15:19 GMT
#551
Didn't Reavers in BW require two hits to kill workers? That by itself would mitigate the damage extensively as neither the Reaver nor the prism/shuttle would be able to run the fleeing workers down after the first shot.
Sated
Profile Blog Joined March 2011
England4983 Posts
June 10 2013 15:21 GMT
#552
--- Nuked ---
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 10 2013 15:23 GMT
#553
On June 11 2013 00:19 Xequecal wrote:
Didn't Reavers in BW require two hits to kill workers? That by itself would mitigate the damage extensively as neither the Reaver nor the prism/shuttle would be able to run the fleeing workers down after the first shot.

It could one a shot a blob of works if they were close enough together. It could also shoot glitter if it bugged out. The Reaver was a harsh mistress.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Sated
Profile Blog Joined March 2011
England4983 Posts
June 10 2013 15:24 GMT
#554
--- Nuked ---
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
June 10 2013 15:26 GMT
#555
On June 11 2013 00:24 Sated wrote:
Show nested quote +
On June 11 2013 00:23 Plansix wrote:
On June 11 2013 00:19 Xequecal wrote:
Didn't Reavers in BW require two hits to kill workers? That by itself would mitigate the damage extensively as neither the Reaver nor the prism/shuttle would be able to run the fleeing workers down after the first shot.

It could one a shot a blob of works if they were close enough together. It could also shoot glitter if it bugged out. The Reaver was a harsh mistress.

You probably have to take into account the fact that workers were far harder to run away in BW. In any case, the Reaver worked more like a Widow Mine drop than a Hellbat drop, right..?


The damage was widow mine-like, but the micro was similar to hellbats, drop, pick up, reposition, drop, pick up, etc.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
June 10 2013 15:30 GMT
#556
On June 11 2013 00:26 Daswollvieh wrote:
Show nested quote +
On June 11 2013 00:24 Sated wrote:
On June 11 2013 00:23 Plansix wrote:
On June 11 2013 00:19 Xequecal wrote:
Didn't Reavers in BW require two hits to kill workers? That by itself would mitigate the damage extensively as neither the Reaver nor the prism/shuttle would be able to run the fleeing workers down after the first shot.

It could one a shot a blob of works if they were close enough together. It could also shoot glitter if it bugged out. The Reaver was a harsh mistress.

You probably have to take into account the fact that workers were far harder to run away in BW. In any case, the Reaver worked more like a Widow Mine drop than a Hellbat drop, right..?


The damage was widow mine-like, but the micro was similar to hellbats, drop, pick up, reposition, drop, pick up, etc.


I'm not gonna enter the debate because it's pointless, but if you want to compare units from differents games, might as well think about the unit walk speed, building time, costs, tech, AI...
Revolutionist fan
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 10 2013 15:32 GMT
#557
On June 11 2013 00:26 Daswollvieh wrote:
Show nested quote +
On June 11 2013 00:24 Sated wrote:
On June 11 2013 00:23 Plansix wrote:
On June 11 2013 00:19 Xequecal wrote:
Didn't Reavers in BW require two hits to kill workers? That by itself would mitigate the damage extensively as neither the Reaver nor the prism/shuttle would be able to run the fleeing workers down after the first shot.

It could one a shot a blob of works if they were close enough together. It could also shoot glitter if it bugged out. The Reaver was a harsh mistress.

You probably have to take into account the fact that workers were far harder to run away in BW. In any case, the Reaver worked more like a Widow Mine drop than a Hellbat drop, right..?


The damage was widow mine-like, but the micro was similar to hellbats, drop, pick up, reposition, drop, pick up, etc.


And the Reaver did 100 Splash Damage and workers had similar health to what they do in SC2. The amount of damage one could do was life ruining. I never player BW at any reasonable level at all, but I did know that reavers drops were the thing of nightmares. Speed shuttles moved at warp speed across your 640x480 display and dropped a tiny hate cannon down in your base.

In many ways, hellbat drops look tame compared to that.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
June 10 2013 15:32 GMT
#558
Remove the +light bonus until blue flame is upgraded.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
June 10 2013 15:34 GMT
#559
On June 11 2013 00:01 Shibunbundit wrote:
Well, I am gold/platinum terran player and I haven't lost a game to hellbat drops.
And yes, I won some games with this strat.I don't think whinning about hellbat drops OP is an adequate thing to do.You just have to play more (get better).Even progamers do NOT know/play the game at its potential.In the begining of HotS I was thinking that Hellbats are too slow to be used effectively along with my bio play, so I thought terrans should pick up hellbats into medivacs and use their burners (so hellbats becomes really fast) and you can deploy them in the right position in the begininig of an engagement. So the more micro, the more effectivness you get.And in recent weeks we/I saw some top tier terrans exploit this.I personally think that the game is quite interesting this way and there's no need of changes neither buff, nor nerf.


If you're a beginner, you don't have much room to say "I can deal with it just fine. The pros need to get better"
aka Siyko
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 10 2013 15:36 GMT
#560
On June 11 2013 00:34 fdsdfg wrote:
Show nested quote +
On June 11 2013 00:01 Shibunbundit wrote:
Well, I am gold/platinum terran player and I haven't lost a game to hellbat drops.
And yes, I won some games with this strat.I don't think whinning about hellbat drops OP is an adequate thing to do.You just have to play more (get better).Even progamers do NOT know/play the game at its potential.In the begining of HotS I was thinking that Hellbats are too slow to be used effectively along with my bio play, so I thought terrans should pick up hellbats into medivacs and use their burners (so hellbats becomes really fast) and you can deploy them in the right position in the begininig of an engagement. So the more micro, the more effectivness you get.And in recent weeks we/I saw some top tier terrans exploit this.I personally think that the game is quite interesting this way and there's no need of changes neither buff, nor nerf.


If you're a beginner, you don't have much room to say "I can deal with it just fine. The pros need to get better"


No, he is saying, "I deal with it fine and pros seem to have it in hand too. People who are whining might want to look at their own play."
I have the Honor to be your Obedient Servant, P.6
TL+ Member
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