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Hellbats Review - Page 3

Forum Index > SC2 General
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75
Profile Joined December 2012
Germany4057 Posts
Last Edited: 2013-06-09 17:17:49
June 09 2013 17:17 GMT
#41
On June 10 2013 02:11 iAmJeffReY wrote:
Lower damage to 16, with +10 to light. No more double shotting workers, now it takes 3 shots. Same vein the blue flame nerf came through, and was widely successful.


yeah. i dont see why this wouldnt work.
yo twitch, as long as I can watch 480p lagfree I'm happy
saddaromma
Profile Joined April 2013
1129 Posts
Last Edited: 2013-06-09 17:18:27
June 09 2013 17:18 GMT
#42
have no idea what to do with hellbat.
but if you want blizzard to look at something, they better look at colossi. That unit is so terrible. Forces protoss to play deathball, gateway units have lackluster damage inspite of it, boring units like viking, corruptor and tempest are introduced to the game for the sake of countering it.

/rant.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
June 09 2013 17:18 GMT
#43
On June 10 2013 01:40 gobbledydook wrote:
Show nested quote +
On June 10 2013 01:37 TheSayo182 wrote:
the biggest shame is that it doesn't require gas, how can a car who spit fire run without gas?

hellions don't require gas and it has never been a problem...

Whoosh.
Refer to my post.
Bagi
Profile Joined August 2010
Germany6799 Posts
June 09 2013 17:18 GMT
#44
On June 10 2013 01:50 Kenitek wrote:
Show nested quote +
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.

who cares about TvT? Then answer me this who cares about ZvZ? Blizzard does.

Blizzard nerfed mutas in a way that only affected ZvZ. How do you suggest we do the same to hellbats?

Hellbats aren't even comparable to mutas, they are mostly an early game harass unit. Mutas were the only thing you would build in a ZvZ after the ling/bling phase.

I play terran and I can accept a relatively chaotic early/midgame that includes hellbat drops. What I can't accept is protoss/zerg players using this as an excuse to whine about hellbats and suggest sweeping nerfs that would make the unit utterly useless.
MassTank
Profile Joined April 2013
Italy21 Posts
June 09 2013 17:18 GMT
#45
I think they would be perfectly balanced if they didnt get healed from mediavacs. They would still be viable but they would get killed easier.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 09 2013 17:19 GMT
#46
As a Terran mech player I agree that Hellbats are almost broken as a worker killer and needs to be nerfed. Remove the bio tag and maybe lower the damage output a little bit.

Then give siege tanks in siege mode increased single target damage or bonus damage vs shields.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
Last Edited: 2013-06-09 17:19:50
June 09 2013 17:19 GMT
#47
The easiest fix would be to just not let you build them and charge a one time gas cost to transform them. That way you have to buy the upgrade, pay say, 50 gas to transform them, and THEN you can drop.

Not letting them heal would probably work too.
Descolada in everything not TL/Starcraft
bGr.MetHiX
Profile Joined February 2011
Bulgaria511 Posts
June 09 2013 17:20 GMT
#48
i see nothing wrong with the hellbats. if u scout them u can stop them. at least from a protoss perspective
Top50 GM EU Protoss from Bulgaria. Streaming with commentary : www.twitch.tv/hwbgmethix
Aquila-
Profile Blog Joined April 2011
516 Posts
June 09 2013 17:20 GMT
#49
Hellbats cant be dropped. Bam problem solved.
forsooth
Profile Joined February 2011
United States3648 Posts
June 09 2013 17:20 GMT
#50
I'd like to see some kind of TvT-specific nerf for hellbats, not really sure how it could be implemented though. The matchup revolves around them far too much right now and has a bad tendency to prevent longer games, which is where all the fun of TvT is.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-06-09 17:24:52
June 09 2013 17:24 GMT
#51
On June 10 2013 02:18 MassTank wrote:
I think they would be perfectly balanced if they didnt get healed from mediavacs. They would still be viable but they would get killed easier.

Remove the biological tag -> hellbats can now tank archons -> colossi are the only protoss unit who can really kill hellbats quickly.

As a terran I would love to see that fix happen, but its not without its problems.
scypio
Profile Joined December 2011
Poland2127 Posts
June 09 2013 17:25 GMT
#52
Let's save TvT and ruin TvZ/TvP... because after 1 season I don't like the TvT meta.

On second thought... let's not do that. That's a retarded idea.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Fig
Profile Joined March 2010
United States1324 Posts
June 09 2013 17:26 GMT
#53
On June 10 2013 02:11 iAmJeffReY wrote:
Lower damage to 16, with +10 to light. No more double shotting workers, now it takes 3 shots. Same vein the blue flame nerf came through, and was widely successful.

You realize this would still 2 shot workers. 26 x 2 = 52. Probes/Drones only have 40 hp and SCVs have 45.

At the moment Hellbats do 30 splash damage to workers each attack. That seems much too high for a 100 mineral unit that can be reactored out and has a lower build time than a zealot.
Can't elope with my cantaloupe
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
June 09 2013 17:26 GMT
#54
--- Nuked ---
Antylamon
Profile Joined March 2011
United States1981 Posts
June 09 2013 17:26 GMT
#55
On June 10 2013 01:51 JIJI_ wrote:
Pretty much Z, P, non-mech T: hellbat is imba

Mech T: hellbat is fine

I play pure bio TvT... Hellbat is fine as long as you can actually look at the minimap. Also, they don't have stim, so they can't catch up to fleeing SCVs.
paddyz
Profile Joined May 2011
Ireland628 Posts
June 09 2013 17:26 GMT
#56
I don't think the hellbat is broken. I wouldn't go out and say its perfect either though. Look at?, sure but I wouldn't pressure them into changing anything too drastically just yet.
Doublemint
Profile Joined July 2011
Austria8538 Posts
June 09 2013 17:27 GMT
#57
On June 10 2013 02:20 bGr.MetHiX wrote:
i see nothing wrong with the hellbats. if u scout them u can stop them. at least from a protoss perspective


I fully agree with that, Hellbats are ok in PvT. TvT however has gradually gotten worse with mass hellbat dropping and that's basically the OPs point.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
June 09 2013 17:27 GMT
#58
--- Nuked ---
Doublemint
Profile Joined July 2011
Austria8538 Posts
June 09 2013 17:29 GMT
#59
On June 10 2013 02:27 Emzeeshady wrote:
Show nested quote +
On June 10 2013 02:24 Bagi wrote:
On June 10 2013 02:18 MassTank wrote:
I think they would be perfectly balanced if they didnt get healed from mediavacs. They would still be viable but they would get killed easier.

Remove the biological tag -> hellbats can now tank archons -> colossi are the only protoss unit who can really kill hellbats quickly.

As a terran I would love to see that fix happen, but its not without its problems.

Hellbats could probably tank Archons better while being healed then not being healed.


Not to forget that immortals would do what they do best - wreck mech units.
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
June 09 2013 17:29 GMT
#60
Hellbat drops are actually very hard to do, it actually requires a sick amount of multitasking and micro and macro to make sure you get the right balance of offense and defence, and separates the good players from the poor. I think hellbat drops are great fun to watch, and there's always an excitement when the drops hit to see how much damage they can do. If anything, it's added more versatility to the matchup, and there is still a large variety in the matchup.
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