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David Kim comments on Hellbat drops - Page 5

Forum Index > SC2 General
934 CommentsPost a Reply
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Tictock
Profile Blog Joined September 2010
United States6052 Posts
June 11 2013 04:05 GMT
#81
On June 11 2013 12:06 LTY wrote:
god people complain too much man


I'd like to complain about people who complain about people complaining...

On Topic: Seems to me the Pre-Ignitor change is the way to go. A small HP nerf sounds good, but I feel that would make Hellbats pretty obsolete in large scale engagements. It seems pretty unanimous that Hellbats are only potentially OP in their drop potential so I fully expect whatever change Blizz makes to reflect that.
I can take that responsibility.
Waxangel
Profile Blog Joined September 2002
United States33671 Posts
June 11 2013 04:05 GMT
#82
fix the medivac, not the hellbat

harassment has become so easy it's no longer impressive
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 11 2013 04:07 GMT
#83
On June 11 2013 13:05 Waxangel wrote:
fix the medivac, not the hellbat

harassment has become so easy it's no longer impressive


I always thought they should change the turn radius on the medivac when it boosted. Just change the way in controls so it can't stop on a dime and zip in every direction. Hell, phoenixes are harder to control than a boosted medivac.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
negativedge
Profile Joined December 2011
4279 Posts
June 11 2013 04:10 GMT
#84
On June 11 2013 13:07 Plansix wrote:
Show nested quote +
On June 11 2013 13:05 Waxangel wrote:
fix the medivac, not the hellbat

harassment has become so easy it's no longer impressive


I always thought they should change the turn radius on the medivac when it boosted. Just change the way in controls so it can't stop on a dime and zip in every direction. Hell, phoenixes are harder to control than a boosted medivac.


maybe make the boost like a dash, locking you in your current direction for its duration. wouldn't solve all the problems, but it would at least prevent medivacs from being invincible
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 11 2013 04:10 GMT
#85
On June 11 2013 12:25 magnaflow wrote:
Show nested quote +
On June 11 2013 12:22 Rabiator wrote:
David Kim
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..

He forgot a really important part ... totally boring to watch and impossible to follow for an observer if you have several of them going on at the same time in TvT.



Please, If a player can control several drops at once, an observer should have 0 problems keeping track of them.

Oh come on ... a progamer has a much easier time jumping to spot A and do something and then jumping to spots B, C and D in about a second than an observer has to "find out what happens there on the screen". Just watch TLO play and you will see that it is hard to follow his gameplan for the spots he checks (about three per second).
If you cant say what you're meaning, you can never mean what you're saying.
BrassMonkey27
Profile Joined May 2011
Canada616 Posts
June 11 2013 04:10 GMT
#86
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.



Only form of harassment? What about hellions, widow mines, banshees or even ravens?
HoneyBadger.784 Diamond KR "A great deal of intelligence can be invested in ignorance when the need for illusion is deep."
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
June 11 2013 04:14 GMT
#87
On June 11 2013 13:10 negativedge wrote:
Show nested quote +
On June 11 2013 13:07 Plansix wrote:
On June 11 2013 13:05 Waxangel wrote:
fix the medivac, not the hellbat

harassment has become so easy it's no longer impressive


I always thought they should change the turn radius on the medivac when it boosted. Just change the way in controls so it can't stop on a dime and zip in every direction. Hell, phoenixes are harder to control than a boosted medivac.


maybe make the boost like a dash, locking you in your current direction for its duration. wouldn't solve all the problems, but it would at least prevent medivacs from being invincible


It would look so stupid when a Terran player dashes his medevac against the bounds of a map, lol.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-06-11 04:17:26
June 11 2013 04:15 GMT
#88
On June 11 2013 12:33 Thrillz wrote:
Show nested quote +
On June 11 2013 12:29 Rabiator wrote:
On June 11 2013 12:22 GhostOwl wrote:
Problem is hellbat AND hellbatdrops.

Make speedvac cost 100 energy to use its boost

Require hellbat to be produced from hellion transformation only. The process costs 50 gas or 25 mineral/25 gas.
This should fix the "too early" problem. The transformation process should take as long as the current building time for hellbat.

Remove bio tag from hellbat

Leave hellion alone

That should be very reasonable

No ... they wont ever nerf their speed boost that way ... their baby (which should be removed altogether). The only sensible way is to slow down early Hellbat production by requiring a tech lab to make them. You can only build one of them that way and it will add another minute or so to the time when a first double Hellbat drop will show up.

That would totally undo the whole thing which Blizzard tried to implement with HotS ... more aggression and more drops ... so I could also imagine some really stupid solutions - as they did for the 'ZvZ Mutalisk problem' - coming from them instead.


That's not the sensible way at all, the most sensible has already been stated by DK, nerf damage and give BF back. Your solution not only nerfs them, but almost kills HB drops all-together while making Mech even worst then it already is,

Mech is a slow strategy, so you dont require lots of Hellbats at the start. To produce enough of them simply build Hellions (they can be built two at a time) and transform them after getting that upgrade.

Hellbat drops will not be dead, because the Medivac will still have the speed boost and players are notoriously anti-static-defense ... so there will still be a good chance to use it, although not as early as now. You also need to take good care of your first two Hellbats, because they arent reproduced easily.

-----


If the Medivac speed boost gets nerfed they need to reduce the speed of Mutalisks as well. Personally I am all for taking out the turbo boost and taking out the buffs which Mutalisks got.
If you cant say what you're meaning, you can never mean what you're saying.
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
June 11 2013 04:16 GMT
#89
On June 11 2013 12:54 iky43210 wrote:
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


Something is very wrong if you have to rely on Terran to provide exciting, harass intensive games...I don't think they'd adjust marauder v. mechanical...think of the repercussions in TvP.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
desertfrog817
Profile Joined June 2013
United States16 Posts
June 11 2013 04:18 GMT
#90
I would say make it really crappy unit at the beggining then add tech upgrades like stim , blue flame , too really make it good toward the end game scenario or require the hellbat to have transformation then reduce the cargo space on medivac to two slot once again, but I really just don't like mirror matches on any race, nerfing a unit like hellbat just b/c of tvt is bad b/c what is really paid attention is tvp tvz zvp nerfing a unit just b/c of a mirror match and making it balance could ruin the other 2 matches of terran, also here a link to why tvp tvz zvp is paid attention to more then mirror matches http://i.imgur.com/WL094Y4.png or just look up in "This Week in Starcraft 2: June 1 - 7" article and it well also give you the link to the proof what is paid attention more too.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
June 11 2013 04:19 GMT
#91
Ah, tying some of their damage into the igniter upgrade could be a very interesting solution. They should try a test map for it
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 11 2013 04:21 GMT
#92
On June 11 2013 13:16 Qwyn wrote:
Show nested quote +
On June 11 2013 12:54 iky43210 wrote:
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


Something is very wrong if you have to rely on Terran to provide exciting, harass intensive games...I don't think they'd adjust marauder v. mechanical...think of the repercussions in TvP.

I have to agree with you there, but that POV of the community is something which Blizzard has trained their SC2 customers to expect ... fast and full of action. The only way is "up" and so they are adding in speed for harrassment units and harrassment carriers like the Medivac, Warp Prism and the Mutalisk. They simply do not understand that this is TOO MUCH and that games will be decided by a coinflip ... or rather by who can scout his enemy first / better and make the harrassment drops to annihilate the opposing economy before it is done to himself.
If you cant say what you're meaning, you can never mean what you're saying.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
June 11 2013 04:23 GMT
#93
On June 11 2013 13:16 Qwyn wrote:
Show nested quote +
On June 11 2013 12:54 iky43210 wrote:
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


Something is very wrong if you have to rely on Terran to provide exciting, harass intensive games...I don't think they'd adjust marauder v. mechanical...think of the repercussions in TvP.


well, its just how Terran is designed. They have weaker T3 units and rely on harasses and pressure to keep up the equilibrium.

Hoodlum
Profile Blog Joined December 2010
United States350 Posts
June 11 2013 04:23 GMT
#94
On June 11 2013 13:07 Plansix wrote:
Show nested quote +
On June 11 2013 13:05 Waxangel wrote:
fix the medivac, not the hellbat

harassment has become so easy it's no longer impressive


I always thought they should change the turn radius on the medivac when it boosted. Just change the way in controls so it can't stop on a dime and zip in every direction. Hell, phoenixes are harder to control than a boosted medivac.


As a terran I just LOVE the medivac. But objectively speaking, it may be a bit much. I feel a lot less risk in doing drops because I know in most situations I will be able to pick something off and escape with little loss. I still think that the hellbat needs an early game fix though. Someone in here said that late game they are too strong but you know what I hate late game... DT's and zealots in my main, I'm just saying that we all have our FU late game harrass but noone really has early game harrass as cheap and effective as hellbats.
xO gaming owner
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
June 11 2013 04:40 GMT
#95
Specially on TvT? WTH really didn't you guys watch how MVP dealt with those hellbat drops, helions out micro hellbats and shit
Be kind whenever possible. It is always possible.
BoggieMan
Profile Blog Joined August 2011
520 Posts
Last Edited: 2013-06-11 04:47:10
June 11 2013 04:44 GMT
#96
On June 11 2013 13:05 Waxangel wrote:
fix the medivac, not the hellbat

harassment has become so easy it's no longer impressive

Yeah! i definetly agree.
As a mech-player the biggest adaption i have made when changing over to hots, is looking at the minimap all the time in tvt, and placing marines around the edges of the map alot more than i used to to be able to spot drops, also i kinda make sensors every tvt that goes to 3+ bases.

Turrets don't help you at all, unless you make A TON of them... i miss the range of bw turrets.

On June 11 2013 13:40 never_Nal wrote:
Specially on TvT? WTH really didn't you guys watch how MVP dealt with those hellbat drops, helions out micro hellbats and shit


yeah, but you are kinda forced into specific openings just by the threath of hellbat drops.
1 rax cc into 3 rax isen't viable anymore, and everyone gets quick starports to make vikings early before they make any number of medivacs with bio builds...
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
June 11 2013 04:45 GMT
#97
On June 11 2013 13:23 iky43210 wrote:
Show nested quote +
On June 11 2013 13:16 Qwyn wrote:
On June 11 2013 12:54 iky43210 wrote:
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


Something is very wrong if you have to rely on Terran to provide exciting, harass intensive games...I don't think they'd adjust marauder v. mechanical...think of the repercussions in TvP.


well, its just how Terran is designed. They have weaker T3 units and rely on harasses and pressure to keep up the equilibrium.



I said "rely on Terran," not "If Terran has to rely on," lol. What I'm saying is that something is WRONG with the MU if Terran is the only race capable of consistently providing entertaining, harass intensive games. It means that the other races lack aggressive potential and are pidgeonholed into defending until the Terran aggression dwindles or they can hit a timing.

I mean, I'm primarily speaking from a Z perspective here.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
GhostOwl
Profile Blog Joined July 2011
766 Posts
June 11 2013 04:53 GMT
#98
On June 11 2013 13:15 Rabiator wrote:
Show nested quote +
On June 11 2013 12:33 Thrillz wrote:
On June 11 2013 12:29 Rabiator wrote:
On June 11 2013 12:22 GhostOwl wrote:
Problem is hellbat AND hellbatdrops.

Make speedvac cost 100 energy to use its boost

Require hellbat to be produced from hellion transformation only. The process costs 50 gas or 25 mineral/25 gas.
This should fix the "too early" problem. The transformation process should take as long as the current building time for hellbat.

Remove bio tag from hellbat

Leave hellion alone

That should be very reasonable

No ... they wont ever nerf their speed boost that way ... their baby (which should be removed altogether). The only sensible way is to slow down early Hellbat production by requiring a tech lab to make them. You can only build one of them that way and it will add another minute or so to the time when a first double Hellbat drop will show up.

That would totally undo the whole thing which Blizzard tried to implement with HotS ... more aggression and more drops ... so I could also imagine some really stupid solutions - as they did for the 'ZvZ Mutalisk problem' - coming from them instead.


That's not the sensible way at all, the most sensible has already been stated by DK, nerf damage and give BF back. Your solution not only nerfs them, but almost kills HB drops all-together while making Mech even worst then it already is,

Mech is a slow strategy, so you dont require lots of Hellbats at the start. To produce enough of them simply build Hellions (they can be built two at a time) and transform them after getting that upgrade.

Hellbat drops will not be dead, because the Medivac will still have the speed boost and players are notoriously anti-static-defense ... so there will still be a good chance to use it, although not as early as now. You also need to take good care of your first two Hellbats, because they arent reproduced easily.

-----


If the Medivac speed boost gets nerfed they need to reduce the speed of Mutalisks as well. Personally I am all for taking out the turbo boost and taking out the buffs which Mutalisks got.


Except mutalisk harrassment is a costly investment with high risk, high reward, while hellbat drops are low cost ,high reward. Please dont have the -"dont nerf my race bro" attitude..we're trying to make the game for all of us by making it fair and balanced.
You KNOW hellbats are a problem when even Terran players are complaining its ruining TvT, which is a red flag saying its even worse for other races.
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
June 11 2013 04:54 GMT
#99
The big problem is the goddamn medivac boost...fix that then we can talk about the hellbat.
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
havok55
Profile Joined May 2013
United States276 Posts
June 11 2013 04:54 GMT
#100
On June 11 2013 11:19 snakeeyez wrote:
I think innovation did hellbat drops every single match in tvt. The metagame is all about HPM for hellbats per minute.


Nope Innovation went hellions into bio game 2, Mvp was the one who tried hellbat drops and was denied multiple times.
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