On July 01 2013 05:32 Polygamy wrote: Why is it that so many Terran think that the Hellbat is only imb in tvt but not the other match ups? I really don't understand?
Because it's true? We don't see Terran domination at the highest levels and we also don't see them use Hellbats nearly every game like in TvT. It's just one viable strat, not the only viable strat.
Flash and Innovation looking unstoppable isn't domination at the highest level?
Flash hasn't even made it past the ro16 code S yet (guess premier league now). Innovation looked unstoppable but don't forget he did lose to soulkey in the finals of season 1.
On July 01 2013 05:32 Polygamy wrote: Why is it that so many Terran think that the Hellbat is only imb in tvt but not the other match ups? I really don't understand?
Because it's true? We don't see Terran domination at the highest levels and we also don't see them use Hellbats nearly every game like in TvT. It's just one viable strat, not the only viable strat.
Flash and Innovation looking unstoppable isn't domination at the highest level?
domination would mean that a lot of terrans finish very high in every tournament. That there are some exceptional players for the race doesn't make a domination. That what we had back in the 2nd half of 2011 can be called domination of terran.
On July 01 2013 05:32 Polygamy wrote: Why is it that so many Terran think that the Hellbat is only imb in tvt but not the other match ups? I really don't understand?
Because it's true? We don't see Terran domination at the highest levels and we also don't see them use Hellbats nearly every game like in TvT. It's just one viable strat, not the only viable strat.
Flash and Innovation looking unstoppable isn't domination at the highest level?
domination would mean that a lot of terrans finish very high in every tournament. That there are some exceptional players for the race doesn't make a domination. That what we had back in the 2nd half of 2011 can be called domination of terran.
Well 7 out of 8 terrans made it into the OSL ro16, and it took the best protoss in the world to ensure it's not 8 out of 8.
On July 01 2013 05:32 Polygamy wrote: Why is it that so many Terran think that the Hellbat is only imb in tvt but not the other match ups? I really don't understand?
Because it's true? We don't see Terran domination at the highest levels and we also don't see them use Hellbats nearly every game like in TvT. It's just one viable strat, not the only viable strat.
Flash and Innovation looking unstoppable isn't domination at the highest level?
domination would mean that a lot of terrans finish very high in every tournament. That there are some exceptional players for the race doesn't make a domination. That what we had back in the 2nd half of 2011 can be called domination of terran.
I think the problem caused by hellbat drop is not with the overall winrate, but 'domination by hellbat drops esp TvT'
I mean in many matchups, everyone does hellbat drops... of course the other ppl try to manage the damage and catch up eventually. How many times did you not see hellbat drops?
I. E. Hellbat drops everywhere (because of extreme cost-effectiveness). That is the problem.
On July 01 2013 05:32 Polygamy wrote: Why is it that so many Terran think that the Hellbat is only imb in tvt but not the other match ups? I really don't understand?
Because it's true? We don't see Terran domination at the highest levels and we also don't see them use Hellbats nearly every game like in TvT. It's just one viable strat, not the only viable strat.
Flash and Innovation looking unstoppable isn't domination at the highest level?
domination would mean that a lot of terrans finish very high in every tournament. That there are some exceptional players for the race doesn't make a domination. That what we had back in the 2nd half of 2011 can be called domination of terran.
I think the problem caused by hellbat drop is not with the overall winrate, but 'domination by hellbat drops esp TvT'
I mean in many matchups, everyone does hellbat drops... of course the other ppl try to manage the damage and catch up eventually. How many times did you not see hellbat drops?
I. E. Hellbat drops everywhere (because of extreme cost-effectiveness). That is the problem.
A Terran mining off two fully saturated bases has no excuse to not have decent turret cover past 15 min. Srsly guise, Srsly
On June 30 2013 22:06 Reborn8u wrote: Also, I don't see how anyone can call a terran greedy for building a 3rd cc in base, when his zerg opponent is already droning a 3rd, or a protoss on 2 bases is already producing tier 3 tech (colossus or storm), yet we hear this called "greedy" all the time.
Wait what? Safely teching up to what Protoss needs in order to secure a third without dying horribly is playing greedy? You can't get a third before then without taking a huge risk.
If you don't have that splash you die horribly to just about anything if they decide to punish it...
On June 30 2013 22:06 Reborn8u wrote: Also, I don't see how anyone can call a terran greedy for building a 3rd cc in base, when his zerg opponent is already droning a 3rd, or a protoss on 2 bases is already producing tier 3 tech (colossus or storm), yet we hear this called "greedy" all the time.
Wait what? Safely teching up to what Protoss needs in order to secure a third without dying horribly is playing greedy? You can't get a third before then without taking a huge risk.
If you don't have that splash you die horribly to just about anything if they decide to punish it...
Voidray-based Stargate play seems to do the job as well, but that is besides the point. Especially in the current map pool Protoss have a hard time taking a third if the Zerg does not want to allow for it. Staying on low tech units to have enough army to expand and then being forced to trade inefficient against a Zerg that already has a third up does not really work out. Maybe it is greedy to tech on two bases, but there seems to be no alternative for taking a third.
On July 01 2013 05:32 Polygamy wrote: Why is it that so many Terran think that the Hellbat is only imb in tvt but not the other match ups? I really don't understand?
Because it's true? We don't see Terran domination at the highest levels and we also don't see them use Hellbats nearly every game like in TvT. It's just one viable strat, not the only viable strat.
Flash and Innovation looking unstoppable isn't domination at the highest level?
domination would mean that a lot of terrans finish very high in every tournament. That there are some exceptional players for the race doesn't make a domination. That what we had back in the 2nd half of 2011 can be called domination of terran.
Well 7 out of 8 terrans made it into the OSL ro16, and it took the best protoss in the world to ensure it's not 8 out of 8.
Honestly though I would say Maru was only surprise of the terrans to make Ro16. I would also accept Supernova as a light surprise but I figured it would be Parting and any of the 3 to make it out of that group (BO1 is weird).
Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
On July 02 2013 03:14 QQKachoo wrote: Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
Let's be fair, however - it's also true that a Zerg or Protoss player can be behind and just keep attempting Baneling/Muta plays (burrowed Baneling mines, Mutalisk run-bys into expansion) or Templar storms (zoning with Psionic Storm), and all it takes is one good hit from that to put them right back in it (see every comeback PvT game ever, Symbol v Bomber for Baneling mines, etc.). Any time you have a high-damage unit in a good place, there's a potential for a face-wrecking amount of disruption to your opponent that can give you an edge - that's why Colossi are great defensive AND offensive tools in PvT, that's why Storm is super hard to play against, and that's why the new HotS Mutalisks are incredibly annoying to try and move out against.
I think we've probably gotten a bit caught up in bandwagon effects with Hellbats. Everyone and their mother started to get Hellbat dropped, and it wasn't a good feeling to lose to it, so now there's no verbal defense to any proposition that doesn't involved heavily nerfing them. For the record, I think there could be tweaks to them, but I don't believe they're anywhere near as overpowered as the vast majority of casual players seem to think they are.
On July 02 2013 03:14 QQKachoo wrote: Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
Let's be fair, however - it's also true that a Zerg or Protoss player can be behind and just keep attempting Baneling/Muta plays (burrowed Baneling mines, Mutalisk run-bys into expansion) or Templar storms (zoning with Psionic Storm), and all it takes is one good hit from that to put them right back in it (see every comeback PvT game ever, Symbol v Bomber for Baneling mines, etc.). Any time you have a high-damage unit in a good place, there's a potential for a face-wrecking amount of disruption to your opponent that can give you an edge - that's why Colossi are great defensive AND offensive tools in PvT, that's why Storm is super hard to play against, and that's why the new HotS Mutalisks are incredibly annoying to try and move out against.
I think we've probably gotten a bit caught up in bandwagon effects with Hellbats. Everyone and their mother started to get Hellbat dropped, and it wasn't a good feeling to lose to it, so now there's no verbal defense to any proposition that doesn't involved heavily nerfing them. For the record, I think there could be tweaks to them, but I don't believe they're anywhere near as overpowered as the vast majority of casual players seem to think they are.
I think they need to have the bio tag removed. Maybe the damage changed to have full damage with blue flame upgrade but I am not sure about that. But overall I think the bio tag needs to be removed.
On July 02 2013 03:14 QQKachoo wrote: Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
Let's be fair, however - it's also true that a Zerg or Protoss player can be behind and just keep attempting Baneling/Muta plays (burrowed Baneling mines, Mutalisk run-bys into expansion) or Templar storms (zoning with Psionic Storm), and all it takes is one good hit from that to put them right back in it (see every comeback PvT game ever, Symbol v Bomber for Baneling mines, etc.). Any time you have a high-damage unit in a good place, there's a potential for a face-wrecking amount of disruption to your opponent that can give you an edge - that's why Colossi are great defensive AND offensive tools in PvT, that's why Storm is super hard to play against, and that's why the new HotS Mutalisks are incredibly annoying to try and move out against.
I think we've probably gotten a bit caught up in bandwagon effects with Hellbats. Everyone and their mother started to get Hellbat dropped, and it wasn't a good feeling to lose to it, so now there's no verbal defense to any proposition that doesn't involved heavily nerfing them. For the record, I think there could be tweaks to them, but I don't believe they're anywhere near as overpowered as the vast majority of casual players seem to think they are.
I think they need to have the bio tag removed. Maybe the damage changed to have full damage with blue flame upgrade but I am not sure about that. But overall I think the bio tag needs to be removed.
They are super late firebats which trade stim for higher HP and flexibility (transformers). Will we see pros in the future utilizing this flexibility?
On July 02 2013 03:14 QQKachoo wrote: Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
Let's be fair, however - it's also true that a Zerg or Protoss player can be behind and just keep attempting Baneling/Muta plays (burrowed Baneling mines, Mutalisk run-bys into expansion) or Templar storms (zoning with Psionic Storm), and all it takes is one good hit from that to put them right back in it (see every comeback PvT game ever, Symbol v Bomber for Baneling mines, etc.). Any time you have a high-damage unit in a good place, there's a potential for a face-wrecking amount of disruption to your opponent that can give you an edge - that's why Colossi are great defensive AND offensive tools in PvT, that's why Storm is super hard to play against, and that's why the new HotS Mutalisks are incredibly annoying to try and move out against.
I think we've probably gotten a bit caught up in bandwagon effects with Hellbats. Everyone and their mother started to get Hellbat dropped, and it wasn't a good feeling to lose to it, so now there's no verbal defense to any proposition that doesn't involved heavily nerfing them. For the record, I think there could be tweaks to them, but I don't believe they're anywhere near as overpowered as the vast majority of casual players seem to think they are.
Comparing those things just doesn´t work. None of those are as cheap and fast as hellbat drops. None of them can cripple yo eco in the early game and basically lose you the game. The problem is that there is not much of a commitment for terran to something that can totally destroy the other player. Early game aggro banelings on the other hand are a huge commitment as you need them a lot so you even have a chance to reach the terran´s economy.
On July 02 2013 03:14 QQKachoo wrote: Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
Let's be fair, however - it's also true that a Zerg or Protoss player can be behind and just keep attempting Baneling/Muta plays (burrowed Baneling mines, Mutalisk run-bys into expansion) or Templar storms (zoning with Psionic Storm), and all it takes is one good hit from that to put them right back in it (see every comeback PvT game ever, Symbol v Bomber for Baneling mines, etc.). Any time you have a high-damage unit in a good place, there's a potential for a face-wrecking amount of disruption to your opponent that can give you an edge - that's why Colossi are great defensive AND offensive tools in PvT, that's why Storm is super hard to play against, and that's why the new HotS Mutalisks are incredibly annoying to try and move out against.
Bad comparisons.
1) Baneling mines may have that instant burst but they don't have the mobility / durability of hellbats. Furthermore, Terrans usually scan typical baneling mine spots even if they aren't looking for baneling mines because Terrans like to scan ahead of their army to find zerg army => they will usually find baneling mines.
2) "Mutalisk runbys" are incredibly risky against Terran (mines) and are easily countered vs Protoss who go phoenix.
3) Mutalisks, baneling mines, and high templar all require a lot of tech and come very late in the game. Hellbats drops can be a very safe opening build.
4) Baneling mines and high templar typically only deal damage to the army. Losing half your army in the mid game is not as devastating as losing 10 workers in the early game.
I think we've probably gotten a bit caught up in bandwagon effects with Hellbats. Everyone and their mother started to get Hellbat dropped, and it wasn't a good feeling to lose to it, so now there's no verbal defense to any proposition that doesn't involved heavily nerfing them. For the record, I think there could be tweaks to them, but I don't believe they're anywhere near as overpowered as the vast majority of casual players seem to think they are.
Okay but pro terran players believe they are imbalanced.
Protoss can't really start storm dropping to kill scv's and drones to come back or whatever because if you are behind you just don't have the economy to afford that. Storm drops are a huge investment, while hellbat drops aren't, so that's also an incorrect comparison.
On July 02 2013 03:14 QQKachoo wrote: Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
Let's be fair, however - it's also true that a Zerg or Protoss player can be behind and just keep attempting Baneling/Muta plays (burrowed Baneling mines, Mutalisk run-bys into expansion) or Templar storms (zoning with Psionic Storm), and all it takes is one good hit from that to put them right back in it (see every comeback PvT game ever, Symbol v Bomber for Baneling mines, etc.). Any time you have a high-damage unit in a good place, there's a potential for a face-wrecking amount of disruption to your opponent that can give you an edge - that's why Colossi are great defensive AND offensive tools in PvT, that's why Storm is super hard to play against, and that's why the new HotS Mutalisks are incredibly annoying to try and move out against.
Bad comparisons.
1) Baneling mines may have that instant burst but they don't have the mobility / durability of hellbats. Furthermore, Terrans usually scan typical baneling mine spots even if they aren't looking for baneling mines because Terrans like to scan ahead of their army to find zerg army => they will usually find baneling mines.
2) "Mutalisk runbys" are incredibly risky against Terran (mines) and are easily countered vs Protoss who go phoenix.
3) Mutalisks, baneling mines, and high templar all require a lot of tech and come very late in the game. Hellbats drops can be a very safe opening build.
4) Baneling mines and high templar typically only deal damage to the army. Losing half your army in the mid game is not as devastating as losing 10 workers in the early game.
I think we've probably gotten a bit caught up in bandwagon effects with Hellbats. Everyone and their mother started to get Hellbat dropped, and it wasn't a good feeling to lose to it, so now there's no verbal defense to any proposition that doesn't involved heavily nerfing them. For the record, I think there could be tweaks to them, but I don't believe they're anywhere near as overpowered as the vast majority of casual players seem to think they are.
Okay but pro terran players believe they are imbalanced.
About 2), 3) and 4)...
2) It's not that risky vs terran. You can visually see the burrowed mine. If mines didn't leave visual cues then it would be incredibly risky but right now if you have good vision, you can keep your mutalisk harass force alive.
3) Mutalisks are mid game unit, they typically come in mid game. Same for templar tech outside of TvP because potential mine drop forces protoss to either go robo or stargate for detection, which delays templar tech.
4) Can you show us a replay where the defending player made resonable precautions vs hellbat drop and still lost 10 workers in the early game? It delays mining and can nab 2 ~ 4 workers but 10 workers killed in the early game sounds like the defender didn't really bother defending.
Edit: But to be fair the original comparison to baneling mines and storm is indeed bit off because whatever the reasons are, those two haven't seen much use in killing the economy. Maybe with warp prism speed buff, storm drop with zealot warp in harass may become a thing now but they aren't part of the meta yet so the comparison is indeed bit off.
On July 02 2013 03:14 QQKachoo wrote: Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
Let's be fair, however - it's also true that a Zerg or Protoss player can be behind and just keep attempting Baneling/Muta plays (burrowed Baneling mines, Mutalisk run-bys into expansion) or Templar storms (zoning with Psionic Storm), and all it takes is one good hit from that to put them right back in it (see every comeback PvT game ever, Symbol v Bomber for Baneling mines, etc.). Any time you have a high-damage unit in a good place, there's a potential for a face-wrecking amount of disruption to your opponent that can give you an edge - that's why Colossi are great defensive AND offensive tools in PvT, that's why Storm is super hard to play against, and that's why the new HotS Mutalisks are incredibly annoying to try and move out against.
Bad comparisons.
1) Baneling mines may have that instant burst but they don't have the mobility / durability of hellbats. Furthermore, Terrans usually scan typical baneling mine spots even if they aren't looking for baneling mines because Terrans like to scan ahead of their army to find zerg army => they will usually find baneling mines.
2) "Mutalisk runbys" are incredibly risky against Terran (mines) and are easily countered vs Protoss who go phoenix.
3) Mutalisks, baneling mines, and high templar all require a lot of tech and come very late in the game. Hellbats drops can be a very safe opening build.
4) Baneling mines and high templar typically only deal damage to the army. Losing half your army in the mid game is not as devastating as losing 10 workers in the early game.
I think we've probably gotten a bit caught up in bandwagon effects with Hellbats. Everyone and their mother started to get Hellbat dropped, and it wasn't a good feeling to lose to it, so now there's no verbal defense to any proposition that doesn't involved heavily nerfing them. For the record, I think there could be tweaks to them, but I don't believe they're anywhere near as overpowered as the vast majority of casual players seem to think they are.
Okay but pro terran players believe they are imbalanced.
About 2), 3) and 4)...
2) It's not that risky vs terran. You can visually see the burrowed mine. If mines didn't leave visual cues then it would be incredibly risky but right now if you have good vision, you can keep your mutalisk harass force alive.
3) Mutalisks are mid game unit, they typically come in mid game. Same for templar tech outside of TvP because potential mine drop forces protoss to either go robo or stargate for detection, which delays templar tech.
4) Can you show us a replay where the defending player made resonable precautions vs hellbat drop and still lost 10 workers in the early game? It delays mining and can nab 2 ~ 4 workers but 10 workers killed in the early game sounds like the defender didn't really bother defending.
Edit: But to be fair the original comparison to baneling mines and storm is indeed bit off because whatever the reasons are, those two haven't seen much use in killing the economy. Maybe with warp prism speed buff, storm drop with zealot warp in harass may become a thing now but they aren't part of the meta yet so the comparison is indeed bit off.
You seem to think mines are easily spotted and that the player will focus only on that 100% of the time while moving their mutalisk army. You also do not calculate lost mining time which always happens. Even with all precautions you still need to pull your workers every time early in the game, and if the opponent is good he can still do damage to you then and/or just evacuate and try later. Not saying anything to either side but you need to calculate everything into your argument to make it objective.
First of all... Yes, if we look at the hellbat drops as an harass opening, from a damage output perspective - its pretty awesome, but as i said, there are many other damage output opening, that have way greater potential such as 4 hellions drops, or blue flame hellions drops, and even cloak banshees in certain situations are also have greater harass potential.
So why we still see the Terrans favoring hellbat drops? the reason lies not on the harass potential but on the speed and cost effiencey vs the defence cost and speed.
On July 02 2013 03:14 QQKachoo wrote: Hellbat drops are making meta pretty stale atm. I mean it isn't near as stale as it was when it was zerg turtling to blord infestor but it is pretty boring to go "well the terran is going to hellbat drop". The opening is too common now. Also I find it really dumb when you see a Terran behind and they just keep hellbat dropping and then one drop is super successful and the terran is back in the game.
Let's be fair, however - it's also true that a Zerg or Protoss player can be behind and just keep attempting Baneling/Muta plays (burrowed Baneling mines, Mutalisk run-bys into expansion) or Templar storms (zoning with Psionic Storm), and all it takes is one good hit from that to put them right back in it (see every comeback PvT game ever, Symbol v Bomber for Baneling mines, etc.). Any time you have a high-damage unit in a good place, there's a potential for a face-wrecking amount of disruption to your opponent that can give you an edge - that's why Colossi are great defensive AND offensive tools in PvT, that's why Storm is super hard to play against, and that's why the new HotS Mutalisks are incredibly annoying to try and move out against.
I think we've probably gotten a bit caught up in bandwagon effects with Hellbats. Everyone and their mother started to get Hellbat dropped, and it wasn't a good feeling to lose to it, so now there's no verbal defense to any proposition that doesn't involved heavily nerfing them. For the record, I think there could be tweaks to them, but I don't believe they're anywhere near as overpowered as the vast majority of casual players seem to think they are.
I think they need to have the bio tag removed. Maybe the damage changed to have full damage with blue flame upgrade but I am not sure about that. But overall I think the bio tag needs to be removed.
That's why I brought up someone's idea that although Hellbat comes purely mech but transformation servo gives bio tag. (giving more options!)
But Let's all wait and see what would blizzard will do.
On July 01 2013 05:32 Polygamy wrote: Why is it that so many Terran think that the Hellbat is only imb in tvt but not the other match ups? I really don't understand?
Because it's true? We don't see Terran domination at the highest levels and we also don't see them use Hellbats nearly every game like in TvT. It's just one viable strat, not the only viable strat.
Flash and Innovation looking unstoppable isn't domination at the highest level?
domination would mean that a lot of terrans finish very high in every tournament. That there are some exceptional players for the race doesn't make a domination. That what we had back in the 2nd half of 2011 can be called domination of terran.
I think the problem caused by hellbat drop is not with the overall winrate, but 'domination by hellbat drops esp TvT'
I mean in many matchups, everyone does hellbat drops... of course the other ppl try to manage the damage and catch up eventually. How many times did you not see hellbat drops?
I. E. Hellbat drops everywhere (because of extreme cost-effectiveness). That is the problem.
A Terran mining off two fully saturated bases has no excuse to not have decent turret cover past 15 min. Srsly guise, Srsly