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David Kim comments on Hellbat drops

Forum Index > SC2 General
934 CommentsPost a Reply
1 2 3 4 5 45 46 47 Next All
Fencar
Profile Blog Joined August 2011
United States1663 Posts
June 11 2013 01:50 GMT
#1
We're looking into it.

Obviously we'd like to see how they turn out in the coming weeks, but initially we're thinking:

1. Too easy to execute
2. Especially in TvT, not a lot of risk to doing them (when you don't lose the Medivac)
3. Might be too early before defenses can be ready

Rather than jumping to conclusions right now, we'll keep a close eye on it and if in fact Hellbat drops do turn out too strong, we'll do something like rolling in some of their damage with the Infernal Pre igniter upgrade.

http://us.battle.net/sc2/en/forum/topic/9280218214?page=1

Personally, I completely agree with their stance.
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This is my signature. There are many like it, but this one is mine.
Eggi
Profile Blog Joined December 2012
475 Posts
June 11 2013 01:52 GMT
#2
took them long enough to figuire it out.
sigh
better late then never.
Kfish
Profile Blog Joined May 2010
Chile282 Posts
June 11 2013 01:54 GMT
#3
Looking forward to changes. I hope they do something since hellbats are the strongest mineral dump in in the game, can be reactored out, healed and come out pretty fast.
Gamegene
Profile Blog Joined June 2011
United States8300 Posts
June 11 2013 01:54 GMT
#4
make them require transformation servos DK.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
jcroisdale
Profile Blog Joined October 2010
United States1540 Posts
June 11 2013 01:56 GMT
#5
Something there not even considering is there late game utility. TvP when the terran goes mech, is so much stronger, because the hellbat is such an efficient harassment unit.

The early game attacks are hard, but late game is just as difficult.
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
KatanaPrime
Profile Joined April 2013
Germany10 Posts
June 11 2013 01:56 GMT
#6
well i dont mind having blueflame hellbats back just for the cool look

but i think it would be the most reasonable change ..glad to hear that they keep their careful balancing politics instead of making radical decisions too soon
FeyFey
Profile Joined September 2010
Germany10106 Posts
June 11 2013 01:57 GMT
#7
too easy to execute hehehe, interesting conclusion wonder what they based this upon. Especially when most people fail defending and doing hellbat drops at the same time.
NrG.NeverExpo
Profile Blog Joined December 2008
Canada2091 Posts
June 11 2013 01:57 GMT
#8
I feel like the most obvious solution would be to just make them un-healable by medivacs, but could be repaired. Adding to the pre igniter seems weird to me. I still feel they would be a viable way to harass and would even be good late game vs zealots if they werent healable, but its the fact that once they do drop they take so damn long to kill that makes them lethal.

Wedging 2-4 hellbats inside mineral lines makes them invincible vs zerglings etc.
TwitteR: @NeverExpo follow me, i'll follow back :)
BEARDiaguz
Profile Blog Joined June 2009
Australia2353 Posts
June 11 2013 01:59 GMT
#9
The issue with hellbats is that when they're in medivacs they're fucking amazing but outside of them less so. They're still good in smaller scale fights against lings and zealots but once the opponent gets enough firepower together they suffer the weakness that all melee units get which is getting annihilated on the way in and this is compounded by being super duper slow.

I'm more for making the unit slightly more stupid and putting a 2-3 second debuff when they exit a medivac that prevents them from shooting. Yea it's really fucking stupid but it fixes the one issue with the unit.
ProgamerAustralian alcohol user follow @iaguzSC2
Champi
Profile Joined March 2010
1422 Posts
June 11 2013 01:59 GMT
#10
im confident they will end up making a change to the hellbat.

it doesnt scream imbalance like the warhound did, but i cant shake the feeling that its not just me who is finding them a little too obnoxious in terms of their efficiency lol
mnck
Profile Joined April 2010
Denmark826 Posts
June 11 2013 02:02 GMT
#11
I like the idea with the pre igniter upgrade. Would also make the upgrade more relevant than it currently is.
@Munck // Proud Member of Bunny's Cheer Squad
Vindicare605
Profile Blog Joined August 2011
United States13409 Posts
June 11 2013 02:03 GMT
#12
On June 11 2013 10:56 jcroisdale wrote:
Something there not even considering is there late game utility. TvP when the terran goes mech, is so much stronger, because the hellbat is such an efficient harassment unit.

The early game attacks are hard, but late game is just as difficult.


It's the ONLY harassment option Mech has at this point. It should be strong.

What's dumb is how strong Helbat drops are as part of bio play especially in the early game. Their late game utility for mech is fine.
@KTVindicare:twitch.tv/ktvindicare youtube.com/ktvindicare Host of the Geeky Bartender podcast.
Zenbrez
Profile Joined June 2012
Canada5957 Posts
June 11 2013 02:07 GMT
#13
On June 11 2013 10:52 SoOJuuu wrote:
took them long enough to figuire it out.
sigh
better late then never.

They watch the same games you do. If they fix shit too soon Oracles, Mines, speedivac and voidray (among other things) would be useless right now. It's smart to wait to see if people find solutions. Sometimes it's laziness and bad work, but I think they're being smart with HOTS.
Refer to my post.
shin_toss
Profile Joined May 2010
Philippines2586 Posts
June 11 2013 02:08 GMT
#14
remove the heal?

tho personally I think its not too imba for PvT or PvZ. Idk I maybe wrong
AKMU / IU
Wildmoon
Profile Joined December 2011
Thailand4164 Posts
June 11 2013 02:10 GMT
#15
I like this.:D
Gahlo
Profile Joined February 2010
United States11941 Posts
June 11 2013 02:11 GMT
#16
On June 11 2013 10:52 SoOJuuu wrote:
took them long enough to figuire it out.
sigh
better late then never.

I think it's fine. It's always good to let a metagame settle and see if the community can solve its own issues. Better than having a company patch the game at such a reactionary pace that it takes the innovation out of its players.
Lobotomist
Profile Joined May 2010
United States1516 Posts
June 11 2013 02:12 GMT
#17
Either remove the heal or make them require the servo upgrade, would be the most "logical" choices, though maybe not the best.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Wildmoon
Profile Joined December 2011
Thailand4164 Posts
June 11 2013 02:13 GMT
#18
On June 11 2013 10:56 jcroisdale wrote:
Something there not even considering is there late game utility. TvP when the terran goes mech, is so much stronger, because the hellbat is such an efficient harassment unit.

The early game attacks are hard, but late game is just as difficult.


I don't think mech in TvP is not in anyway strong in general.
Qwyn
Profile Blog Joined December 2010
United States2773 Posts
June 11 2013 02:15 GMT
#19
On June 11 2013 11:03 Vindicare605 wrote:
Show nested quote +
On June 11 2013 10:56 jcroisdale wrote:
Something there not even considering is there late game utility. TvP when the terran goes mech, is so much stronger, because the hellbat is such an efficient harassment unit.

The early game attacks are hard, but late game is just as difficult.


It's the ONLY harassment option Mech has at this point. It should be strong.

What's dumb is how strong Helbat drops are as part of bio play especially in the early game. Their late game utility for mech is fine.


You know, there are other harassment opportunities for mech too...like in WoL - blue flame hellions (four to a medevac)...and even mines!

A drop does not HAVE to be strong - that should depend on the level of execution of the player dropping. All that should matter is the potential for it to be strong based on execution.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2013-06-11 02:22:41
June 11 2013 02:18 GMT
#20
I think the #3 seems to be the most relevant. It seems like unless you're going with a very unconventional strat (e.g. marine + marauder rush) you just don't have enough stuff to deal with hellbats with standard openings. (they even kill a tank with medivac healing from what I've seen) So it seems like the logical response is going hellbat yourself.

Edit: Then again, the reason why non-hellbat player don't seem to have enough stuff is because hellbats are being healed by medivacs..
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