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David Kim comments on Hellbat drops - Page 6

Forum Index > SC2 General
934 CommentsPost a Reply
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danbel1005
Profile Joined February 2008
United States1319 Posts
June 11 2013 04:58 GMT
#101
Yo David Kim; medivacs healing hellbats make massive no sense at all, not that hard to think about it, no need to prove how it works and what not, it simply makes no sense.
"EE HAN TIMING" Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.
Falling
Profile Blog Joined June 2009
Canada11465 Posts
Last Edited: 2013-06-11 05:03:51
June 11 2013 05:01 GMT
#102
On June 11 2013 13:21 Rabiator 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.

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.

I'm shooting the breeze, but I don't know if the problem is so much too much harassment so much as units that are passively good at harassment rather than units that can be good at harassment if controlled properly. I was never big fan of the idea of a more tanky, slower version of the hellion that sprays splash damage (and can be healed and therefore is even more tanky.) Rather than tightening up hellion attack-retreat micro.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
MCXD
Profile Blog Joined February 2012
Australia2738 Posts
June 11 2013 05:04 GMT
#103
On June 11 2013 14:01 Falling wrote:
Show nested quote +
On June 11 2013 13:21 Rabiator wrote:
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.

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.

I'm shooting the breeze, but I don't know if the problem is so much too much harassment so much as units that are passively good at harassment rather than units that can be good at harassment if controlled properly. I was never big fan of the idea of a more tanky, slower version of the hellion that sprays splash damage (and can be healed and therefore is more tanky.) Rather than tightening up hellion attack-retreat micro.


I agree with this post pretty much.
ajxPurpleRain
Profile Joined July 2012
United States87 Posts
June 11 2013 05:05 GMT
#104
leave them the same and give us lurkers and reavers! Imba sh1t ftw.

I know this isn't going to happen I admit the Hellbat could be nerfed, but let's just be careful this doesn't turn into Wings of Liberty again. Facing Hellbat drops as a Zerg has given me nightmares, but has also made me a better player.
Only want to see you /dancing in the PurpleRain.
TrollPolice
Profile Joined May 2013
44 Posts
June 11 2013 05:07 GMT
#105
It's blatantly obvious that when one unit dominates an entire matchup, something needs to be done. yawn.
Sein
Profile Blog Joined September 2010
United States1811 Posts
Last Edited: 2013-06-11 05:08:03
June 11 2013 05:07 GMT
#106
Definitely like the idea of drastically nerfing hellbat damage before pre-igniter upgrade. Hope that's the direction that Blizzard decides to take.

I would like to keep the medivac healing in the game (or make that an upgrade) because Terran could use the hellbat/bio synergy against lategame Protoss deathball.
sCnInfinity
Profile Joined March 2013
Germany82 Posts
Last Edited: 2013-06-11 05:13:46
June 11 2013 05:13 GMT
#107
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.


Not Really. Hellbats may be good with bio in the earlier stages but as the game goes on, its just way too difficult to crush a mech player because Hellbats tank so much damage AND they deal a lot of damage. So it could be a good change to make bio a bit stronger in tvt since the maps don't leave much space to like bypass mechplayers or to surround them.
Long live the King Of Wings
Phanekim
Profile Joined April 2003
United States777 Posts
June 11 2013 05:15 GMT
#108
On June 11 2013 11:48 Chewbacca. wrote:
Show nested quote +
On June 11 2013 10:52 SoOJuuu wrote:
took them long enough to figuire it out.
sigh
better late then never.


People bitch when they make changes too quickly instead of letting the game evolve, and then people bitch when they let things play out for a bit.

Blizzard's chances of ever winning in the eyes of the community --> 0


i like this.

i think david kim made right move in waiting right when wcs was over.
i like cheese
DustbinBieber
Profile Joined April 2013
France276 Posts
June 11 2013 05:21 GMT
#109
But, but...
Only Bogus, Flash and MVP get results, all other terrans are worthless competitively :-(
_Search_
Profile Joined February 2011
Canada180 Posts
June 11 2013 05:24 GMT
#110
By the time 2027 rolls around this game might finally be playable.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-06-11 05:27:38
June 11 2013 05:25 GMT
#111
On June 11 2013 13:53 GhostOwl wrote:
Show nested quote +
On June 11 2013 13:15 Rabiator wrote:
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.

Hellbats are a problem .. that much is clear ... but a big part of the problem is the Medivac speed boost, which makes dropping them ridiculously easy and safe. Buffing static AA - like they did for the "ZvZ Mutalisk problem" - isnt the right answer, because it would make bases too safe against drops.

It doesnt matter if Mutalisks are a "costly investment" ... they - the speed and regeneration buffed ones - were turning out to be a big problem in ZvZ and required a "specialised fix". That was a bad solution since it didnt remove the cause of the problem ... so I expect a similarly stupid "solution" for the Hellbat.

Lets just hope they DONT add in the Warp Prism speed buff, because it is right along the same line ...

[image loading]
If you cant say what you're meaning, you can never mean what you're saying.
Klyberess
Profile Joined October 2010
Sweden345 Posts
Last Edited: 2013-06-11 05:27:22
June 11 2013 05:25 GMT
#112
Kim's solution is stupid because it is a significant nerf to bio/hellbat play. Not really worth mixing them in if you need to invest 150/150 extra (plus get a tech-lab fac). I guess Blizzard just loves marine marauder...
EmpireHappy <3 STHack <3 ByunPrime
superpanda27
Profile Blog Joined October 2012
111 Posts
Last Edited: 2013-06-11 05:28:57
June 11 2013 05:27 GMT
#113
I think one of the biggest problems with the hellbat drop itself is not only the hellbat, but the actual medivac. To be more specific it's the medivac boost. It allows for fast drops totally bypassing 1-2 shots from base defenses to drop on top of a mineral line. The boost also allows for hellbats to be hotdropped on groups of clumped workers as well. I still think that the medivac boost should at least cost some energy as well.

Since no one really uses the transformation upgrade for the hellbat/hellion why not make them 2 separate units and make the hellbat cost minerals and gas? Like 150 - 50 or something.

Marine-Marauder-Medivac doesn't use that much gas as Terrans going bio always seems to have too much gas banked up.
Sufinsil
Profile Joined January 2011
United States760 Posts
June 11 2013 05:28 GMT
#114
I would like to see a test map with Afterburner costing energy and Hellbats receiving a slower rate of healing from medivacs.
Klyberess
Profile Joined October 2010
Sweden345 Posts
June 11 2013 05:28 GMT
#115
On June 11 2013 14:27 superpanda27 wrote:
I think one of the biggest problems with the hellbat drop itself is not only the hellbat, but the actual medivac. To be more specific it's the medivac boost. It allows for fast drops totally bypassing 1-2 shots from base defenses to drop on top of a mineral line. The boost also allows for hellbats to be hotdropped on groups of clumped workers as well. I still think that the medivac boost should at least cost some energy as well.

Since no one really uses the transformation upgrade for the hellbat/hellion why not make them 2 separate units and make the hellbat cost minerals and gas? Like 150 - 50 or something.

And we'll never see a hellbat again. I see you favour the Blizzard nerf strategy -- nerf anything slightly too strong to the fucking ground.
EmpireHappy <3 STHack <3 ByunPrime
superpanda27
Profile Blog Joined October 2012
111 Posts
June 11 2013 05:31 GMT
#116
On June 11 2013 14:28 Klyberess wrote:
Show nested quote +
On June 11 2013 14:27 superpanda27 wrote:
I think one of the biggest problems with the hellbat drop itself is not only the hellbat, but the actual medivac. To be more specific it's the medivac boost. It allows for fast drops totally bypassing 1-2 shots from base defenses to drop on top of a mineral line. The boost also allows for hellbats to be hotdropped on groups of clumped workers as well. I still think that the medivac boost should at least cost some energy as well.

Since no one really uses the transformation upgrade for the hellbat/hellion why not make them 2 separate units and make the hellbat cost minerals and gas? Like 150 - 50 or something.

And we'll never see a hellbat again. I see you favour the Blizzard nerf strategy -- nerf anything slightly too strong to the fucking ground.


And hellbats are too efficient anyways, they have to be toned down anyways. What do you suggest they do to the hellbat?
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 11 2013 05:31 GMT
#117
On June 11 2013 14:28 Sufinsil wrote:
I would like to see a test map with Afterburner costing energy and Hellbats receiving a slower rate of healing from medivacs.

That would not stop the early drops ... unless you made it cost 100 energy, at which point it would become pointless.
If you cant say what you're meaning, you can never mean what you're saying.
hitpoint
Profile Joined October 2010
United States1511 Posts
June 11 2013 05:34 GMT
#118
On June 11 2013 14:31 Rabiator wrote:
Show nested quote +
On June 11 2013 14:28 Sufinsil wrote:
I would like to see a test map with Afterburner costing energy and Hellbats receiving a slower rate of healing from medivacs.

That would not stop the early drops ... unless you made it cost 100 energy, at which point it would become pointless.


The point isn't to stop them. Making them more of a risk or harder to use is a fine goal.
It's spelled LOSE not LOOSE.
GudulesmSC2
Profile Joined May 2013
102 Posts
June 11 2013 05:34 GMT
#119
To all the people suggesting that the speedvac should be nerfed/removed, I think that it would become a huge problem for Terrans in big engagements against Zerg. Right now if you lose an engagement against muta ling banes, you can stim your bio and boost your medivacs and hope that the reinforcement will come in time to save what's left of your army.

Without the boost and given how fast mutas are right now, you would automatically lose all your bio (that stays back to protect the medivacs) or lose all your gas investment in an instant. With that kind of risk, you really don't want to risk an engagement that could turn badly, which might lead to a much more cautious and turtle-y style of play for terrans, which is both boring to watch and to play.

I'm not saying that speedvac + hellbats are not a problem, but I think that Blizz should concentrate on nerfing the hellbat and not the medivac.

My 2 cents.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
June 11 2013 05:35 GMT
#120
Sounds like the most elegant solution.
Terran & Potato Salad.
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