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On June 10 2013 03:41 chaosfreak11 wrote: Why not just make hellbats unproduceble from the factory? That way the transformation upgrade may be remotely useful.
This.
Also i think they need to reduce hellbats damage against light (or change radius for splash damage). It is a bit awkward to see that they can be cost efficient even if you drop it over 50 lings.
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according to OP, making it so that 4 or 8 hellbat will fit into meviac can fix the problem maybe?
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if they get nerfed i would be happy about that
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On June 10 2013 03:49 1MaSsan wrote: according to OP, making it so that 4 or 8 hellbat will fit into meviac can fix the problem maybe?
That doesn't seem remotely like what OP said. It does seem like changing it so that it takes the same amount of time to get 2 hellbats out as it does to get 8 marines might be able to fix it though.
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In general I don't have a problem with the hellbats. They have a good damage output, but are pretty immobile. The main problem is: They are biological and can be healed by speed medivacs.
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I just love it how Zergs and Protosses try to sneak in Hellbatnerfs and pretend to care about TvT. Just admit that you don't give a shit and are only looking for an easier time in your MU.
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On June 10 2013 03:49 1MaSsan wrote: according to OP, making it so that 4 or 8 hellbat will fit into meviac can fix the problem maybe?
Or make it so that you can only fit one marine in the medivac. Boom! Instant max damage! XD
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When people start to learn how to react and scout hellbats will be no problem. Hellbat drops are strong in TvT because of Terran not having good static defense, warp-in capabilities, fast units on creep + Overlords.
Terrans are figuring this out though so nothing needs to happen imo.
Also on a side note, I rarely use hellbat drops myself but I'm pretty good at defending them.
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I just think that tyres for shoulder pads looks ridicuous. That is all...
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I think hellbats need a bit of a buff. Give them blue flame upgrade or let them combine with tanks so that we have tanks that shoot fiery cannonballs.
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The 1st match of sOs vs INnoVation during recent WCS finals shows exactly how Hellbat's efficiency can be abused. + Show Spoiler +Even though sOs defends perfectly killing every drop and losing up to 2 probes each time, INnoVation gets to outmacro sOs and few minutes later he comes to sOs's base and simply kills him outright.
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On June 10 2013 03:59 Snoodles wrote: I think hellbats need a bit of a buff. Give them blue flame upgrade or let them combine with tanks so that we have tanks that shoot fiery cannonballs.
you're ridiculous
Hellbats need to be able to burrow and have tissue regeneration much more. You have to follow the lore.
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On June 10 2013 03:52 Greenei wrote: I just love it how Zergs and Protosses try to sneak in Hellbatnerfs and pretend to care about TvT. Just admit that you don't give a shit and are only looking for an easier time in your MU.
I think someone hellbat drops in every game and is mad.
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On June 10 2013 04:04 neoghaleon55 wrote:Show nested quote +On June 10 2013 03:59 Snoodles wrote: I think hellbats need a bit of a buff. Give them blue flame upgrade or let them combine with tanks so that we have tanks that shoot fiery cannonballs. you're ridiculous Hellbats need to be able to burrow and have tissue regeneration much more. You have to follow the lore.
Shovel mounted on one paw, flame thrower on the other. Would make for an awesome looking miner-badass
On June 10 2013 03:52 mongoose22 wrote:Show nested quote +On June 10 2013 03:49 1MaSsan wrote: according to OP, making it so that 4 or 8 hellbat will fit into meviac can fix the problem maybe? Or make it so that you can only fit one marine in the medivac. Boom! Instant max damage! XD
But to make the mega-marine that only can fit 1-per-medevac, you must combine 8 regular marines Power-Rangers style. Takes 5 seconds and units are immobile during animation, which is to balance it out ofc
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Best Terran in the world wins WCS and this thread has to pop up. Did everyone forget Code S last week and how soulkey easily shut down hellbat drops?
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I can only really offer my own experience in ZvT.
When I first started facing, it was ridiculously strong. Now after some time I have become much better at dealing with it, it's still strong, but not in a way that it stands out from other things that you can face in this mu. So from my perspective, as time has passed they have become easier to deal with, so maybe they will be less strong in the future? Only time will tell.
Maybe the same is happening in TvT, I have no idea, but logic would dictate that they will become easier to deal with over time.
I say we wait some more time and if it's still by far the best strat in TvT then maybe it's time to mix it up.
At least it isn't as stupid as muta wars were in ZvZ -_-;;
But to be honest, my general stand on balance right now is that the game is almost perfect so I'm quite opposed to any changes right now..
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^ this.
And basically how everyone was crying when alive got ez'd by innovation lool
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On June 10 2013 04:02 Nah wrote:The 1st match of sOs vs INnoVation during recent WCS finals shows exactly how Hellbat's efficiency can be abused. + Show Spoiler +Even though sOs defends perfectly killing every drop and losing up to 2 probes each time, INnoVation gets to outmacro sOs and few minutes later he comes to sOs's base and simply kills him outright. I assume you're talking about game 2.
+ Show Spoiler +sOs also lost his main nexus to a bio drop a couple minutes before the final attack. His decision making and army positioning weren't as good as they could have been in the final engagement.
He didn't really seem to over-invest in defense (only about 1 cannon at each, a few observers in key positions), and lost fewer than 15 workers overall.
I don't believe hellbats can be directly blamed for that loss, aside to mental factor of needing to defend from something that could decimate your mineral line.
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On June 10 2013 04:05 FallDownMarigold wrote:Show nested quote +On June 10 2013 04:04 neoghaleon55 wrote:On June 10 2013 03:59 Snoodles wrote: I think hellbats need a bit of a buff. Give them blue flame upgrade or let them combine with tanks so that we have tanks that shoot fiery cannonballs. you're ridiculous Hellbats need to be able to burrow and have tissue regeneration much more. You have to follow the lore. Shovel mounted on one paw, flame thrower on the other. Would make for an awesome looking miner-badass Show nested quote +On June 10 2013 03:52 mongoose22 wrote:On June 10 2013 03:49 1MaSsan wrote: according to OP, making it so that 4 or 8 hellbat will fit into meviac can fix the problem maybe? Or make it so that you can only fit one marine in the medivac. Boom! Instant max damage! XD But to make the mega-marine that only can fit 1-per-medevac, you must combine 8 regular marines Power-Rangers style. Takes 5 seconds and units are immobile during animation, which is to balance it out ofc
And then bring in a second medivac containing the two combined tanks that form the mega-marine's mega-machine gun.
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Also, I feel like people are whining about hellbat drops and neglecting the true problem with Terran, one that is going to become more and more obvious as every ZvT becomes a differently timed roach/bane allin...
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