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David Kim comments on Hellbat drops - Page 4

Forum Index > SC2 General
934 CommentsPost a Reply
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imJealous
Profile Joined July 2010
United States1382 Posts
June 11 2013 03:44 GMT
#61
Hmmm I would much prefer to see the healing taken away. I feel like if they make their base damage weaker until upgraded we just won't see the unit used any more.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
June 11 2013 03:45 GMT
#62
--- Nuked ---
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 11 2013 03:47 GMT
#63
I really don't want them nerfed, it will just mean everyone will stop using hellbats to harass. If anything, just buff the stuff around them or give them subtle nerfs. Longer unload times or a delay in firing the first shot.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
doffe
Profile Joined June 2010
Sweden636 Posts
June 11 2013 03:50 GMT
#64
Alright.. cant you just have speedbost require an upgrade? I don't think it should cost energy, atleast not alot. Maybe increase the cooldown?. You can even consider having the speedbost work similarly as a stimpack. the medivac takes damage due to the excessive speed =). It's not even illogical! :D

Aslong as they don't mess with hellbats as an option lategame vs P. I really want to see the rebirth of mech proper and I think hellbats is one of the few things thats keeping mech out of the grave now.. even if its rarely used it still can work alot better now then in WoL.

The_Darkness
Profile Joined December 2011
United States910 Posts
June 11 2013 03:52 GMT
#65
On June 11 2013 10:52 SoOJuuu wrote:
took them long enough to figuire it out.
sigh
better late then never.


What a silly view. What were they supposed to figure out? They need to see how the best players in the world utilize and fare against a strategy, not what random GM players in NA or EU (or god forbid even below that level) think about a unit or strategy or how they employ it. Hellbat drops did not see heavy usage in the first couple months in Proleague. Now they are an absolute staple of the top Terran Proleague players and thus now is the time to take a look at the data, watch the games and see what happens. Or do you think Blizzard should have realized it was a "problem" because lots of hellbats were used in your diamond / masters / GM level games on the EU / NA server and people whined about it on TL? Give me a break.
To be is to be the value of a bound variable.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2013-06-11 03:58:28
June 11 2013 03:54 GMT
#66
they won't nerf hellbats, just a generic comments until rest of the community stop bitching when korean pros show you how to deal with them.

Remember the medivac and mines outburst earlier on? exactly the same thing as back then. Blizzard have learned from WoL that if you take away too many harass options for Terran, you will get a very stale meta game very quickly in all TvX matchups.

If anything changes, it would be something like marauders now deal bonus dmg to mechanical so they would be even the scale in bio vs mech in TvT
usethis2
Profile Joined December 2010
2164 Posts
June 11 2013 03:55 GMT
#67
It feels quite wrong when I see;

- spotted medivacs speeding up in instead of turning around
- medivacs ignore static defenses
- medivacs hop around enemy main and natural in plain sight, despite units chasing them
sM.Zik
Profile Joined June 2011
Canada2553 Posts
June 11 2013 03:56 GMT
#68
On June 11 2013 11:08 shin_toss wrote:
remove the heal?

tho personally I think its not too imba for PvT or PvZ. Idk I maybe wrong


How would Hellbats be imba for PvZ? Please elaborate, im curious..
Jaedong Fighting! | youtube.com/ZikGaming
negativedge
Profile Joined December 2011
4279 Posts
June 11 2013 03:57 GMT
#69
putting the damage on blue flame makes sense. the medivac healing is dumb, but I also don't really think it's the problem except maybe against zerg. in early TvT hellbat drops are worth it even if you just dump them and fly away without healing at all. they just kill workers too fast.
MrMedic
Profile Joined November 2010
Canada452 Posts
June 11 2013 03:57 GMT
#70
This took a long enough time T_T
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2013-06-11 04:00:06
June 11 2013 03:59 GMT
#71
remove bio? healing seems over the top
small skirmishes, healing is a huge deal. hellion can or something can try to kite it but with healing, that makes it moot.
age: 84 | location: california | sex: 잘함
Ansinjunger
Profile Joined November 2010
United States2451 Posts
Last Edited: 2013-06-11 04:01:54
June 11 2013 03:59 GMT
#72
Okay, this sounds like a change in the right direction. How about also making Hellbats non-biological until researching the Transformation Servos upgrade, or tie it to something like Combat Shields?
Polygamy
Profile Joined January 2010
Austria1114 Posts
June 11 2013 04:01 GMT
#73
just make it so they can't be healed.
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
Last Edited: 2013-06-11 04:07:56
June 11 2013 04:02 GMT
#74
I think the 2 main problems with Hellbats is the timing and cost.

First, what is the point of the servos upgrade, if you can get the hellbat right off the bat? Plus, early Hellbats close the option of utilizing hellions in ANY way

Second, it is the cheapest Terran drop ever, meaning that you won't lose much if your drop fails!

Fully loaded hellbat drop: 300 mins and 100 gas.

Hell, even a 8 marine drop is more expensive (500 minerals and 100 gas).

Solution: Make Hellbat into a good mid-late unit while slightly increased build time and cost but with potentially better unit stats
Seed's # 1 fan!!! #ForVengeance
gobbledydook
Profile Joined October 2012
Australia2605 Posts
June 11 2013 04:02 GMT
#75
On June 11 2013 12:44 TXRaunchy wrote:
hell bat so already op. make it the size of a tank where its 1 per medivac. or add some gas on that hoe and needing a tech lab to build.


you know 2 tanks fit in a medivac right?
and adding gas on hellbats makes no sense, the hellion is just the same vehicle as the hellbat and the hellion costs no gas to build.
I am a dirty Protoss bullshit abuser
Voodoo[z]
Profile Joined August 2011
United States14 Posts
June 11 2013 04:03 GMT
#76
I agree with those saying just remove the heal. I really don't understand why they were ever heal-able to begin with...
ooDi
Profile Blog Joined August 2010
Canada170 Posts
June 11 2013 04:03 GMT
#77
they're saying that hellbat looks too strong in tvt (so i'm assuming it is balanced in other matches). However, nerfing it so that you need the inferno upgrades will nerf the already-balanced matchups..
"Believe you can and you're halfway there." @UR_ooDi www.twitch.tv/ooDi_sc
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2013-06-11 04:04:09
June 11 2013 04:03 GMT
#78
On June 11 2013 12:55 usethis2 wrote:
It feels quite wrong when I see;

- spotted medivacs speeding up in instead of turning around
- medivacs ignore static defenses
- medivacs hop around enemy main and natural in plain sight, despite units chasing them

I'm Terran and I kind of agree with that: it doesn't seem like you should be allowed to do all of what you do with a medivac currently (regardless of all balance concerns).
Still very fun to use though ;D
doffe
Profile Joined June 2010
Sweden636 Posts
June 11 2013 04:03 GMT
#79
maybe make medivacs healing hellbats an upgrade? either from techlab fact or starport. I think that would let Terrans who plan to go HBs lategame to still do but make the dropping alot less forgiving.
ooDi
Profile Blog Joined August 2010
Canada170 Posts
June 11 2013 04:04 GMT
#80
On June 11 2013 13:03 Voodoo[z] wrote:
I agree with those saying just remove the heal. I really don't understand why they were ever heal-able to begin with...

They are heal-able because blizzard wanted to see hellbats in action with the bio ball (especially in tvp). period.
"Believe you can and you're halfway there." @UR_ooDi www.twitch.tv/ooDi_sc
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