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Hellbats Review - Page 9

Forum Index > SC2 General
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Azurues
Profile Joined March 2011
Malaysia5612 Posts
June 09 2013 19:12 GMT
#161
i thought innovation the best abuser of hell bats is also the best counter of hell bats

he puts bunker with 4 marines in every of his mining base and then what happen to the hellbats? nothing

similar to soulkey, he invests on spore and spine on every base before getting drones there.

maybe it's about adapting

but by sheer logic, i really think they should not get medivacs heal that's all
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-06-09 19:12:46
June 09 2013 19:12 GMT
#162
84%
please do it blizzard
WrathOfGlod
Profile Joined February 2011
Israel14 Posts
June 09 2013 19:16 GMT
#163
I think the best nerf to the hellbat/medivac synergy would be to make dropping a hellbat reset its cooldown. That way there would be a 2 second response time to the hellbats where you could run your scvs before they fired. That would roughly put it on par with oracle/ blue flame hellion harrass.
pmp10
Profile Joined April 2012
3374 Posts
Last Edited: 2013-06-09 19:17:56
June 09 2013 19:16 GMT
#164
This has been discussed to death.
No nerf will do but making them 3-shoot workers.
And that would require a DPS nerf of 1/3 and kill mech entirely.
Blizzard messed up with mech and hellbat is the only band-aid that provides a way out.
aRRoSC2
Profile Joined March 2011
Denmark241 Posts
June 09 2013 19:16 GMT
#165
On June 10 2013 01:34 Gladiator6 wrote:
I think they should make it a little bit more expensive than it is now, maybe let it cost 125 minerals? It's quite hard to deal with in late game PvT also when it's included in compositions because of how cheap it is.


that's like one third of a marine

right?
JIJI_
Profile Joined October 2010
United States123 Posts
June 09 2013 19:17 GMT
#166
any straight nerf to the hellbat dmg or health would pretty much make it obsolete to make for your main army.

i mean hell 1 chargelot and 4 lings with surround already kill 1 hellbat.

given the hellbat is pretty much the only real unit terran gets in hots (mine is meh not a true attacking unit imo) it would be a shame for it to be haphazardly nerfed into extinction the way of the WoL reaper or ghost. rather see synergy with the medivac be toned down or boost be toned down instead of making the only new unit we get pretty much made useless.
All hail King IdrA!
Ushi
Profile Joined September 2008
United States21 Posts
June 09 2013 19:17 GMT
#167
Is this really a complaint about a drop that does too much damage? The solution isn't to nerf hellbats but raise the level of play against drops. Sensor towers + vikings + map awareness will put an opponent behind if they decide on this strategy. Widow mines definitely need more exploration as well. If you know hellbats are coming then they should stop working. It is nowhere near an invincible strategy and a competent terran should be able to take an advantage from it. An ounce of prevention is worth a pound of cure.

I do think for some maps where bases have irregularly high surface area for drops to enter, hellbats can definitely feel abusive. I still think hellbats are just one of the many dangerous strats that will just be countered with time and experience. I'd rather see something like cheaper sensor towers to encourage more "defensive" plays in TvT.
Nachtwind
Profile Joined June 2011
Germany1130 Posts
Last Edited: 2013-06-09 19:20:30
June 09 2013 19:17 GMT
#168
On June 10 2013 04:09 Ichabod wrote:
Show nested quote +
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.


You´re wrong

+ Show Spoiler +
It didn´t matter that he lost the nexus. The moment he lost the nexus when you looked at the supply tab innovation was already 30 supply ahead before the nexus died.

The problem all the time, even if you defend the drops, you always lose mining time because you withdraw all the time probes. In a pro vs pro situation this comes then down to a 30 supply lead. I think innovation was even in favor in upgrades and worker when i remember right.

Therefore hellbat drops in this games payed well. I mean just do the math if you withdraw a full saturated base. ~1,1 k per minute per worker everytime for lets say 5-15 (or even more) seconds. Now accumulate the time/mins lost everytime a drop happens and then how tech/supply could have been.
invisible tetris level master
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
June 09 2013 19:18 GMT
#169
I'd trade a hellbat nerf for a tank buff anyday :>
Romanes eunt domus
Big J
Profile Joined March 2011
Austria16289 Posts
June 09 2013 19:19 GMT
#170
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 love how Terrans keep on telling Zergs and Protoss players on how to counter hellbat drops with roaches/stalkers and static D, but somehow similar reactions for a Terran with tanks and bunkers and turrets are out of the question due to the invesment costs and how hellbats dropped on tanks counter them, while somehow Terrans feel like same thing is OK with roaches and stalkers.

But yeah, I think hellbats are fine. They also improved TvT macrogames a lot, where we don't see 20mins of deathball circling until someone fucks up and runs into tanks or forgets to siege anymore. Though the hellbat drop openings into each other are pretty silly...
BamBam
Profile Blog Joined November 2009
745 Posts
June 09 2013 19:19 GMT
#171
On June 10 2013 04:10 Qwyn wrote:
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...

Well what did you think would happen when zergs only real aoe gets nerfed to shit?
"two is way better than twice as one" - artosis
12D3
Profile Joined February 2010
United States39 Posts
June 09 2013 19:20 GMT
#172
--- Nuked ---
Chr15t
Profile Joined March 2011
Denmark1103 Posts
June 09 2013 19:20 GMT
#173
So i've read this elsewhere and wanted to bring it up as a suggestion;

Hellbats require the upgrade to be produced, But the upgrade can now be researched without armory.

This way, you'll have to dedicate time for the factory on the techlab, Slowing down the production. and delaying the timings a bit. It wouldnt change the later game composition in its strength, but rather push it back abit. which i feel is what is needed to deal with the drops
Insanity: doing the same thing over and over again and expecting different results.
chadissilent
Profile Blog Joined September 2010
Canada1187 Posts
June 09 2013 19:23 GMT
#174
Why don't you just restore the blue flame bonus to hellbats? With the blue flame upgrade, they do their current damage. Without it, it requires 3 shots to kill workers. That way they aren't too strong in the early game and retain their position in mid-late game armies. Boom, problem solved.
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
June 09 2013 19:23 GMT
#175
I think you have to be very, VERY careful about nerfing Hellbats. Right now they make early game so exciting to watch, I don't think they need a major nerf, but something minor that makes them easier to counter could be looked at
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
Steel
Profile Blog Joined April 2010
Japan2283 Posts
June 09 2013 19:24 GMT
#176
I think Hellbat drops are a problem in both TvT and ZvT and it's time to do something about it. Last night's TvTs could of been much more entertaining if it wasn't so centered on dropping hellbats. It's interesting once in a while but when it's so strong that it's always used, you know there must be a problem.
Try another route paperboy.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
June 09 2013 19:24 GMT
#177
On June 10 2013 02:30 WeRRa wrote:
Show nested quote +
On June 10 2013 02:09 -Kyo- wrote:
Honestly... hellbat isn't the problem.. it's the fact you can get any harassment into a base nearly 100% of the time with the speed boost on the medivacs. Anyone who says 'protoss learned to deal with medivacs' either does not understand how the metagame has developed or 2. doesn't realize what units actually make up toss forces in the mid game. It's really depressing, but the vocal minority has been driving the balance in SC2 for quite some time, maybe even since the start of WoL. I really, really feel pro players need to be encouraged more to be open minded and share their thoughts on game balance without stepping outside the bounds of reason.

God, is there a reason why you can only balance whine about how protoss is to weak against everything? The only thing wich people complain here about, is that TvT becomes more and more to this 1 unit gimmic match up.


What? Can you find me a post where I 'whine' about balance rather than lay out an explanation and conclusion for why I think it's too strong? And just for the record, I've said many, many times over that I think air toss is still too strong so I don't understand your post very much.

How about instead of trying to attack me look at what I said and provide a reasonable response based on evidence from pro players?

If you look at every match up right now it almost completely revolves around whether the speed medivacs get in or not - regardless of the units; it's not like the problem is exclusive to TvT. Obviously the game will always revolve around drops but the question is if they're too strong or not.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
CR1PPLeR
Profile Joined May 2013
Greece14 Posts
June 09 2013 19:26 GMT
#178
Suggestion: Hellbats require factory with tech lab to be produced.
With this change, hellbats will not be massively produced or you have to upgrade also the transformation servos for the helions in order to produce 2 at a time and transform them to hellbats. So the hellbat drop will not be so forgiving as it is now, as you have to invest either to the servos upgrade or to multiple factories with techlabs.
Nikoras
Profile Blog Joined March 2012
United States115 Posts
June 09 2013 19:29 GMT
#179
Between the massive amount of HP the healing and the way their splash works I'm finding the biggest problem with hell bats is the sheer amount of lost mining time while I'm dealing with the drops. Stalkers take FOREVER to kill them and I need to keep my probes not mining while dealing with them or sustain massive damage. So the terran more than makes up the 200 minerals for the hellbats in the time I'm required to not be mining from that base.
BamBam
Profile Blog Joined November 2009
745 Posts
Last Edited: 2013-06-09 19:32:14
June 09 2013 19:31 GMT
#180
.
"two is way better than twice as one" - artosis
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