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David Kim comments on Hellbat drops - Page 20

Forum Index > SC2 General
934 CommentsPost a Reply
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Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
June 11 2013 17:53 GMT
#381
I don't understand why people DON'T build AA defences at their borders past 10min or when they make a push to fend off possible Hellbat drops!

It's not a game design problem, it's a player problem.


The earliest hellbat drop I remember is at the 7:30min mark.
Cauterize the area
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2013-06-11 17:57:59
June 11 2013 17:55 GMT
#382
On June 12 2013 02:53 Hattori_Hanzo wrote:
I don't understand why people DON'T build AA defences at their borders past 10min or when they make a push to fend off possible Hellbat drops!

It's not a game design problem, it's a player problem.


The earliest hellbat drop I remember is at the 7:30min mark.


you realize that Terran doesn't care if they lose the drop as long as it does provide the neccessary damage, which is one of the drops problem. Look at SoS vs. Innovation Game 1 and say that again.

No strategy in SC2 should be risk free and have some drawback when it miserably. Else it will makes for very bad gaming experiance.
Bagi
Profile Joined August 2010
Germany6799 Posts
June 11 2013 17:55 GMT
#383
On June 12 2013 02:22 MrGh0st wrote:
Can someone just tell me "You're an idiot" if I am, but am I insane for thinking that a fucking MECHANICAL ground unit made from a FACTORY should not be BIOLOGICAL.

I guess David Kim could say "There's a dude inside the Hellbat"...

Then by this logic I suppose Thors will be Biological/heal-able by Medivacs soon enough...

How much sense does it make for dudes in huge power armor to get "healed" anyway? Wouldn't the "healing" make more sense if it just repaired the armor?
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
June 11 2013 17:57 GMT
#384
On June 12 2013 02:30 MrGh0st wrote:
Show nested quote +
On June 12 2013 02:26 gobbledydook wrote:
On June 12 2013 02:22 MrGh0st wrote:
Can someone just tell me "You're an idiot" if I am, but am I insane for thinking that a fucking MECHANICAL ground unit made from a FACTORY should not be BIOLOGICAL.

I guess David Kim could say "There's a dude inside the Hellbat"...

Then by this logic I suppose Thors will be Biological/heal-able by Medivacs soon enough...


How is a guy in a welding suit both biological and mechanical then? maybe you want to tell me?


By that logic, the Thor is just a guy in a really big welding suit.

Hey! Maybe they'll make Thors Biological in the next patch



And marauders should be mechanical by that definition...
You make no sense.

FYI: May I remind everyone that in WoL, BIO-FU*KING-STEEL WAS INVENTED, so by LORE, medivacs are be able to heal mechanical units already!
Cauterize the area
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
June 11 2013 17:58 GMT
#385
On June 12 2013 02:55 Bagi wrote:
Show nested quote +
On June 12 2013 02:22 MrGh0st wrote:
Can someone just tell me "You're an idiot" if I am, but am I insane for thinking that a fucking MECHANICAL ground unit made from a FACTORY should not be BIOLOGICAL.

I guess David Kim could say "There's a dude inside the Hellbat"...

Then by this logic I suppose Thors will be Biological/heal-able by Medivacs soon enough...

How much sense does it make for dudes in huge power armor to get "healed" anyway? Wouldn't the "healing" make more sense if it just repaired the armor?


Technically, isn't a medivac beam just a bunch of nanobots? If they can be programmed to heal wounds they can probably be programmed to repair armor
"See you space cowboy"
Elldar
Profile Joined July 2010
Sweden287 Posts
Last Edited: 2013-06-11 18:02:36
June 11 2013 18:00 GMT
#386
On June 12 2013 02:19 Big J wrote:
Show nested quote +
On June 12 2013 02:02 DustbinBieber wrote:
On June 12 2013 01:32 Big J wrote:
On June 12 2013 01:27 DustbinBieber wrote:
On June 12 2013 00:15 scypio wrote:
On June 12 2013 00:05 DustbinBieber wrote:
On June 11 2013 18:07 scypio wrote:
On June 11 2013 17:47 doffe wrote:
On June 11 2013 17:43 scypio wrote:
On June 11 2013 17:33 Rabiator wrote:
[quote]
I guess you dont like to watch games and are only interested in the results then? Personally I am more a "the way you get there is the most important bit" kind of guy and winning through mainly Hellbat drops is more boring than a long drawn out game with strategic positions held, threatened and overrun ... you know, games which require STRATEGY to win. Hellbats dont give that same level of excitement+ Show Spoiler +
and in a sense they are like premature ejaculation ... the game is over far too quickly
.


I watch the games and I'd like them to get better. Having this kind of stats however makes me think that "hey, let's nerf Terran" approach is not the way to go, as the results are way to close for that.

And every "solution" to this problem is essentially a terran nerf, whereas the results show that it would be unreasonable.


The results doesn't show anything of the sort. They don't in any way show that a small tweek to make early hellbat drops weaker would lower the terran winratios. Again, ZvP winratios where close to 50% in WoL and noone could ever claim that infestor BL didn't need nerfs.

And whatever blizzard decides the tweaks should be small, messing around to much is never a good thing


I disagree. Balance is based purely on numbers and game quality is based on everything else.

Fast tech into harassment builds have a very small timing windows in TvZ and TvP, you need to do damage with your high tech units (read: hellbats) before the tech/eco or both kick in for the opponent. Making even a small adjustment will have major impact on size of these timing windows.

Probably Terran could survive without such builds in TvP/TvZ but I enjoy the variety.


What a disgraceful thing to say.


I don't get it... so do you think that a game with 50% winrates for every race and equal distribution among top tournament participants/winners may be imbalanced? What the hell...

It may be dull / boring / coinflippy and it may be unwatchable. But none of these things affect balance. Balance is pure numbers.


Anyone who's done a little math knows that leaving things to chance always more or less ends up with a 50/50 situation.
Try flipping a coin constantly during two straight hours, you'll end up with a surprisingly close number of heads and tails.


yeah, that's why we call coinflipping a balanced game (50:50).
But leaving everything to chance does not lead to balanced games usually. Try this game: roll a die, by 1 you win, by 2-6 you lose. We left it to chance. It's not balanced.

What's your point?


Read the entire conversation, I was trying to say that a 50/50 winrate doesn't necessarily prove balance, and that balance shouldn't be defined by such a thing.
SC2 is very volatile and as a consequence enjoys very balanced-looking winrates, but it still has huge design flaws and relies a lot on luck, sometimes more than it relies on skill.
BW wasn't volatile at all and had, at some points, some horrid looking winrates (below 30%), it's still widely is considered to be the most balanced RTS game that's ever existed.

Winrates aren't balance. Design, gameplay elegance and skill-rewarding mechanics are.


No, that's not balance. Balance is balance. Design is design.
That's why we distinguish those terms to begin with.
50:50 is balanced


50:50 just mean that out of 100 hundred games both race got 50 wins. That does not say anything about which players who played against eachother or what type of strategy that was used. Even the skill of the players are really disambigious. 50:50 is really just a number with weak correlation to balance. Since balance has to be defined as when two equally skilled players meet then they have same chance of winning ,e.i., 50:50. With ladder two equally skilled player will rarely meet eachother even at the end of the season considering how much time both has spent playing so the overall mmr will be shifted where the one with more time spent more time playing will have a more accurate mmr then the others.
Even in GSL and proleague there is hard to define skill of the players. Some is better then other, players like innovation, soulkey, sOs will be bound for a good placement purely because of their skill. But players like DonRaeGU, Teaja, Maru are by all means good but not someones I would see as GSL champions. So if Soulkey only meet terrans with various "skill" in a tournament and goes through all then that would give terran a pretty shitty winratio against zerg. But is it because Soulkey plays zerg or is it because he is soulkey and cut through his opponent like butter that been in the sun to long? The clear answer must be that he is that skilled. Just as an example as easily been Innovation cutting through some zergs. This clearly implies that winratio is not a solid correlation with balance since it does not take into account the skill parameter.

With that said the win ratio can be used as an indicator but even that does not say much what the problem is or if it is a problem. Maybe there is some strategy aspects that does not been figured out or such that is the core problem and not a balance factor.

Or is TvT fine since I promise you that terran will win 50:50 in that match-up.
------------------------------------
On topic I really like the hellbat drop plays but I think the dropper has a significant upperhand over the defender. Since the booster give such mobility makes it harder for the defender.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
June 11 2013 18:01 GMT
#387
On June 12 2013 02:55 freetgy wrote:
Show nested quote +
On June 12 2013 02:53 Hattori_Hanzo wrote:
I don't understand why people DON'T build AA defences at their borders past 10min or when they make a push to fend off possible Hellbat drops!

It's not a game design problem, it's a player problem.


The earliest hellbat drop I remember is at the 7:30min mark.


you realize that Terran doesn't care if they lose the drop as long as it does provide the neccessary damage, which is one of the drops problem. Look at SoS vs. Innovation Game 1 and say that again.

No strategy in SC2 should be risk free and have some drawback when it miserably. Else it will makes for very bad gaming experiance.


Then IMHO, Blizzard should BUFF the AA not nerf the hellbat. Straight up combat-wise, hellbats are pretty underwhelming with their slow movement and bulky hull size of 4.
Cauterize the area
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
June 11 2013 18:04 GMT
#388
On June 12 2013 02:55 freetgy wrote:
Show nested quote +
On June 12 2013 02:53 Hattori_Hanzo wrote:
I don't understand why people DON'T build AA defences at their borders past 10min or when they make a push to fend off possible Hellbat drops!

It's not a game design problem, it's a player problem.


The earliest hellbat drop I remember is at the 7:30min mark.


you realize that Terran doesn't care if they lose the drop as long as it does provide the neccessary damage, which is one of the drops problem. Look at SoS vs. Innovation Game 1 and say that again.

No strategy in SC2 should be risk free and have some drawback when it miserably. Else it will makes for very bad gaming experiance.


He used zealots to defend...

That's like saying upgraded baneling drops need to be nerfed because overlords only cost 100m and banelings move too fast to kite.
Cauterize the area
stratmatt
Profile Joined April 2011
United States913 Posts
June 11 2013 18:05 GMT
#389
I dunno bout you guys, but ive found that marines can stop helion drops as long as you split them properly when engaging...i dont ever do hellbat drops myself but i dont find them very hard to hold off anyway.
NuKE[vZ]
Profile Joined July 2012
United States249 Posts
June 11 2013 18:07 GMT
#390
If it's executed properly and depending on if your opponent is fast expanding it's insanely fast...

I'm no pro but I am definitely mid level(High diamond) and some guys I play that execute it properly rape me everytime... marines get roasted and so do the scvs it's insanely hard... you can get a few mines out at your mineral line but the hellbat has incredible armor and top that with the health regeneration from the medivac it's almost impossible to hold.
superpanda27
Profile Blog Joined October 2012
111 Posts
Last Edited: 2013-06-11 18:15:01
June 11 2013 18:13 GMT
#391
On June 12 2013 02:25 ImperialFist wrote:
I have never lost to hellbat drops ever, sure it's harder in TvT but there is absolutley no problem to defend it if you prepare, late game zerg and protoss can easily deal with hellbats, terran who lack solid static defence need senstor towers and strategically placed upgraded turrets to deal with it, which actually isn't hard to set up.



It's the efficiency of the hellbat + the medivac boost that is the problem. Because the medivac can fly by and take 1-2 less shots of a single base defense due to the boost and still be able to drop the hellbat on a mineral, is kind of crazy. Then couple that with the burst damage. You don't automatically lose to a hellbat drop, they just do their damage no matter what. They force base defenses early in the game hurting economy, force loss of mining time, and have the ability to destroy worker lines in a couple of seconds.

You can prepare all you want, but it takes one solid hellbat drop to put a player significantly behind in economy while terran does not risk falling far behind doing the drop. You can react faster to the other drops and they don't destroy mineral lines in 1-2 volleys.

Hellbat drops compared to other types of drops cost very little to Terran players (all include medivac cost):

2 hellbat drop 300 minerals 100 gas
8 marine drop 500 minerals 100 gas
4 marine 2 widowmine 450 minerals 150 gas
4 marine 2 marauder 500 minerals 150 gas
4 marauder 500 minerals 150 gas
4 hellions 500 minerals 100 gas
BisuDagger
Profile Blog Joined October 2009
Bisutopia19386 Posts
June 11 2013 18:13 GMT
#392
On June 12 2013 01:52 BisuDagger wrote:
Here's a new idea.

Hellbats start off with single target damage but after an upgrade, (with or without armory debatable) then it can have splash damage again.

Did my idea make to much sense to be commented on because it clearly solves the issue without involving the Pre igniter upgrade. And adding a new upgrade to the tech lab is fine because siege mode was removed from the list. Using the Pre igniter upgrade to balance damage still benefits terran as now they also have blue flame hellions on the field, where as a separate makes choosing a tech path more involved.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
bananafone
Profile Joined October 2011
68 Posts
June 11 2013 18:17 GMT
#393
The problem with hellbats is medivacs.
GinDo
Profile Blog Joined September 2010
3327 Posts
June 11 2013 18:19 GMT
#394
On June 12 2013 03:05 stratmatt wrote:
I dunno bout you guys, but ive found that marines can stop helion drops as long as you split them properly when engaging...i dont ever do hellbat drops myself but i dont find them very hard to hold off anyway.


I don't find it that hard to hold off as long as I can dodge the initial burst dmg. I think that is the main issue, and the pre-ignighter will fix the chance of Hellbats ending a game very early on.

After the early game, if you lose to Hellbat drops its completely your fault. Kind of like not catching the banling/storm drop.

However as a Terran I still find it a little silly that Hellbats have so much HP. I play both Terran and Zerg. Even though at a point it gets hard to get into the Zerg base with a Hellbat Drop. I also know that once your in, Zerg has to really commit to getting you out of there.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 11 2013 18:27 GMT
#395
On June 12 2013 02:45 superpanda27 wrote:
Show nested quote +
On June 11 2013 18:49 Sapphire.lux wrote:
How about an upgrade requirement for medivac boost instead?


So require tech lab to research the medivac boost upgrade?

Don't know. All i know is that mech DOES NOT need any nerfs at this point.
Head Coach Park: "They should buff tanks!"
scypio
Profile Joined December 2011
Poland2127 Posts
Last Edited: 2013-06-11 18:31:07
June 11 2013 18:30 GMT
#396
On June 12 2013 03:00 Elldar wrote:
50:50 just mean that out of 100 hundred games both race got 50 wins. That does not say anything about which players who played against eachother or what type of strategy that was used. Even the skill of the players are really disambigious. 50:50 is really just a number with weak correlation to balance. Since balance has to be defined as when two equally skilled players meet then they have same chance of winning ,e.i., 50:50. With ladder two equally skilled player will rarely meet eachother even at the end of the season considering how much time both has spent playing so the overall mmr will be shifted where the one with more time spent more time playing will have a more accurate mmr then the others.


There is one skill that counts in starcraft - winning. Therefore balancing the number around number of victories for each race at the very top level seems solid to me.

Otherwise you would need a set of judges watching every game and giving each player points for their skillful actions. This is pushing SC2 towards figure ice-skating.

If you are not playing to win but to display your figure ice-skating, pardon me, starcraft 2 gosu skills then do not talk about the balance. Yesterday I played viking only vs elite zerg AI and I won. I feel that if took way more skill than doing so with mech or 4M. Now should I play viking-only TvZ on ladder and claim other races imba every time I lose? I don't think so.

The player pool and number of premier tournaments/year is large enough to make the stats matter. Winning is the only skill that must be taken into consideration when talking about balance.

The metagame, compositions, entertainment value, "gosu" skill, macrocraft, NR15 and wellcome to hellbats is something else. Maybe they should be addressed sooner or later but they are not balance.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
June 11 2013 18:33 GMT
#397
well all m going to say is that terran drop play (essential to the race) is way to easy to execute full stop. As a zerg i caught the drop coming in, rallied most of my army to my min main/nat and 3rd min lines and watched as he blind dropped the units, of course it failed due to my scout BUT this carried on all game, marines are no problem, its the hellbats which totally runi my economy while they can cc up mule up and still build workers nonstop and mass turtle. If i want to bust that i have to make sure it works and ill lose my oneshot punch banes . . .and this is the issue, more hellbats dropped, more marines moving in around all the drones have to waste on stat defense . . i cant re make drones as he is still producing, still rallying and still sending in super efficient waves of armies. this is the whole face of this when the game gets out of control and from streams i watch and my own games its hopeless to come back if this non stop aggression continues. quite simply when the hellbats start they do far FAR too much damage as a harrass strat, as what the good terrans do is drop, roast, pick up and then drop on the fleeing drones, more roast, lose the medivac at this time but who givesa a fuck about the cost of 2 meds and 4 hellbats, he would have got a good 3rd of my drone count if i am the least little bit sloppy, all through shift click drop. Instant (now force me to all in)results
blastyblast21
Profile Joined January 2013
United States61 Posts
June 11 2013 18:34 GMT
#398
knowing david kim he is going to just buff toss and say screw balancing the hellbat
blastyblast21
Profile Joined January 2013
United States61 Posts
June 11 2013 18:40 GMT
#399
all zergs need is one spore and one spine. All toss needs is one cannon or photon overcharge. All Terran needs is a bunker and missile turret. I dont see the big deal people just need to be good at the game and learn how to deal with them. people should be nerfing toss, make them have skill to play.
Big J
Profile Joined March 2011
Austria16289 Posts
June 11 2013 18:42 GMT
#400
On June 12 2013 03:00 Elldar wrote:
Show nested quote +
On June 12 2013 02:19 Big J wrote:
On June 12 2013 02:02 DustbinBieber wrote:
On June 12 2013 01:32 Big J wrote:
On June 12 2013 01:27 DustbinBieber wrote:
On June 12 2013 00:15 scypio wrote:
On June 12 2013 00:05 DustbinBieber wrote:
On June 11 2013 18:07 scypio wrote:
On June 11 2013 17:47 doffe wrote:
On June 11 2013 17:43 scypio wrote:
[quote]

I watch the games and I'd like them to get better. Having this kind of stats however makes me think that "hey, let's nerf Terran" approach is not the way to go, as the results are way to close for that.

And every "solution" to this problem is essentially a terran nerf, whereas the results show that it would be unreasonable.


The results doesn't show anything of the sort. They don't in any way show that a small tweek to make early hellbat drops weaker would lower the terran winratios. Again, ZvP winratios where close to 50% in WoL and noone could ever claim that infestor BL didn't need nerfs.

And whatever blizzard decides the tweaks should be small, messing around to much is never a good thing


I disagree. Balance is based purely on numbers and game quality is based on everything else.

Fast tech into harassment builds have a very small timing windows in TvZ and TvP, you need to do damage with your high tech units (read: hellbats) before the tech/eco or both kick in for the opponent. Making even a small adjustment will have major impact on size of these timing windows.

Probably Terran could survive without such builds in TvP/TvZ but I enjoy the variety.


What a disgraceful thing to say.


I don't get it... so do you think that a game with 50% winrates for every race and equal distribution among top tournament participants/winners may be imbalanced? What the hell...

It may be dull / boring / coinflippy and it may be unwatchable. But none of these things affect balance. Balance is pure numbers.


Anyone who's done a little math knows that leaving things to chance always more or less ends up with a 50/50 situation.
Try flipping a coin constantly during two straight hours, you'll end up with a surprisingly close number of heads and tails.


yeah, that's why we call coinflipping a balanced game (50:50).
But leaving everything to chance does not lead to balanced games usually. Try this game: roll a die, by 1 you win, by 2-6 you lose. We left it to chance. It's not balanced.

What's your point?


Read the entire conversation, I was trying to say that a 50/50 winrate doesn't necessarily prove balance, and that balance shouldn't be defined by such a thing.
SC2 is very volatile and as a consequence enjoys very balanced-looking winrates, but it still has huge design flaws and relies a lot on luck, sometimes more than it relies on skill.
BW wasn't volatile at all and had, at some points, some horrid looking winrates (below 30%), it's still widely is considered to be the most balanced RTS game that's ever existed.

Winrates aren't balance. Design, gameplay elegance and skill-rewarding mechanics are.


No, that's not balance. Balance is balance. Design is design.
That's why we distinguish those terms to begin with.
50:50 is balanced


50:50 just mean that out of 100 hundred games both race got 50 wins. That does not say anything about which players who played against eachother or what type of strategy that was used. Even the skill of the players are really disambigious. 50:50 is really just a number with weak correlation to balance. Since balance has to be defined as when two equally skilled players meet then they have same chance of winning ,e.i., 50:50. With ladder two equally skilled player will rarely meet eachother even at the end of the season considering how much time both has spent playing so the overall mmr will be shifted where the one with more time spent more time playing will have a more accurate mmr then the others.
Even in GSL and proleague there is hard to define skill of the players. Some is better then other, players like innovation, soulkey, sOs will be bound for a good placement purely because of their skill. But players like DonRaeGU, Teaja, Maru are by all means good but not someones I would see as GSL champions. So if Soulkey only meet terrans with various "skill" in a tournament and goes through all then that would give terran a pretty shitty winratio against zerg. But is it because Soulkey plays zerg or is it because he is soulkey and cut through his opponent like butter that been in the sun to long? The clear answer must be that he is that skilled. Just as an example as easily been Innovation cutting through some zergs. This clearly implies that winratio is not a solid correlation with balance since it does not take into account the skill parameter.

With that said the win ratio can be used as an indicator but even that does not say much what the problem is or if it is a problem. Maybe there is some strategy aspects that does not been figured out or such that is the core problem and not a balance factor.

Or is TvT fine since I promise you that terran will win 50:50 in that match-up.
------------------------------------
On topic I really like the hellbat drop plays but I think the dropper has a significant upperhand over the defender. Since the booster give such mobility makes it harder for the defender.


Yeah, that's why we watch the winrates at the highest level. Because then 50:50 means that the best players of race X wins 50 of 100 games against the best players of race Y.
But yeah, we can't determine whether the best of race X are actually way worse than the best of race Y - which starts by defining "skill" in a game where various situations/races etc. require different kinds of skills...
But you are probably right, time to nerf T/P to the ground It just happens so that the top 10.000 Zerg players are so vastly better than their Terran/Protoss counterparts and this balances out with Zerg being completly underpowered... lol

And yeah, TvT is fine balancewise. But the viewing experience is pretty bad a lot of times.
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