• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:15
CEST 03:15
KST 10:15
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
ASL21 General Discussion Gypsy to Korea How Can I Add Timer & APM Count? A cwal.gg Extension - Easily keep track of anyone BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8530 users

Opinion on hellbat drop play - Page 14

Forum Index > SC2 General
Post a Reply
Prev 1 12 13 14 15 16 18 Next All
SCguineapig
Profile Blog Joined January 2013
Netherlands289 Posts
July 05 2013 11:57 GMT
#261
i think that if hellbats are made non biological (the fact that they are is a joke on its own) then hellbat drops would be easier to deal with because they cant be healed. if a hellbat is in the mineral line and being healed it is hard to take him down. so making him non biological would be a good step.
broodwar wasn't perfect
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
July 05 2013 12:04 GMT
#262
On July 05 2013 20:57 SCguineapig wrote:
i think that if hellbats are made non biological (the fact that they are is a joke on its own) then hellbat drops would be easier to deal with because they cant be healed. if a hellbat is in the mineral line and being healed it is hard to take him down. so making him non biological would be a good step.


1) Once in their mobile suit, they are no different than SCVS, marauder, firebats and marines.
In fact using this strict definition, only the reaper and civilians can be healed!

2) That's because folks focus on killing the wrong unit. Take out the medivac, and hellbats are range 2 to zealots.
Cauterize the area
Sargatanas
Profile Joined July 2013
Scotland12 Posts
Last Edited: 2013-07-05 12:06:36
July 05 2013 12:04 GMT
#263
I know I don't have a lot of technical input on this, but as a viewer I find TvT less interesting to watch in general with just constant hellbat drops.

Not the best argument I know but from a fan of watching the pros play, it puts me off watching TvT in general because I know it'll happen every single game.

*edit* You're awesome Strelok, keep up the amazing games and good luck this season!.
Avid SC2 watcher, still haven't gotten into playing yet.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
July 05 2013 12:09 GMT
#264
On July 05 2013 21:04 Sargatanas wrote:
I know I don't have a lot of technical input on this, but as a viewer I find TvT less interesting to watch in general with just constant hellbat drops.

Not the best argument I know but from a fan of watching the pros play, it puts me off watching TvT in general because I know it'll happen every single game.

*edit* You're awesome Strelok, keep up the amazing games and good luck this season!.


Just bear with it, eventually once Terrans learn to handle it, they'll eventually taper off, no different than when EVERYONE went BFH and cloaked banshee in WoL
Cauterize the area
Sargatanas
Profile Joined July 2013
Scotland12 Posts
July 05 2013 12:12 GMT
#265
On July 05 2013 21:09 Hattori_Hanzo wrote:
Show nested quote +
On July 05 2013 21:04 Sargatanas wrote:
I know I don't have a lot of technical input on this, but as a viewer I find TvT less interesting to watch in general with just constant hellbat drops.

Not the best argument I know but from a fan of watching the pros play, it puts me off watching TvT in general because I know it'll happen every single game.

*edit* You're awesome Strelok, keep up the amazing games and good luck this season!.


Just bear with it, eventually once Terrans learn to handle it, they'll eventually taper off, no different than when EVERYONE went BFH and cloaked banshee in WoL


I hope you're right mate but it just looks to me that hellbat drops are way stronger than any opener Terran had before so I question if/when an answer will be found.

As I have said though I am hardly tip top technical knowledge so I could be way off the mark.
Avid SC2 watcher, still haven't gotten into playing yet.
Taefox
Profile Joined March 2010
1533 Posts
July 05 2013 12:12 GMT
#266
On July 05 2013 16:36 Hattori_Hanzo wrote:
Wow so much hate...


Since Koreans have ALREADY ADAPTED to deal with MEDIVAC Hellbat, WTF are people still positing here with more and more ridiculous "balancing" solutions to as far as a rollback to WoL features?

Seriously, what is the point of PAYING FOR THE SAME GAME?!
Single Player Campaign? Then why you on this thread?

Agree with this, since Korean does fast cloak banshee or 2/4 mines drop to deal with Hellbat drop in TvT, tons of people here are just whining -_-
@taefoxy
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
July 05 2013 12:19 GMT
#267
On July 05 2013 21:12 Porishan wrote:
Show nested quote +
On July 05 2013 16:36 Hattori_Hanzo wrote:
Wow so much hate...


Since Koreans have ALREADY ADAPTED to deal with MEDIVAC Hellbat, WTF are people still positing here with more and more ridiculous "balancing" solutions to as far as a rollback to WoL features?

Seriously, what is the point of PAYING FOR THE SAME GAME?!
Single Player Campaign? Then why you on this thread?

Agree with this, since Korean does fast cloak banshee or 2/4 mines drop to deal with Hellbat drop in TvT, tons of people here are just whining -_-


And people won't stop until we have the wol terran back. There is protoss turtle, zerg turtle, but terrans don't turtle. People want the wol terran turtle 3 CC only style back asap..
Tsubbi
Profile Joined September 2010
Germany7996 Posts
Last Edited: 2013-07-05 12:34:09
July 05 2013 12:33 GMT
#268
On July 05 2013 17:23 Lumi wrote:
+ Show Spoiler +

Hellbat drops raise the new standard bearer for cost efficiency in harassment as a general practice in this game, for all races, to a really absurd level. Oracles kind of do, as well, but they seem to be okay and have some real backlash as far as their relevance into the late game goes. The cost efficiency of this kind of mineral dumping, derived from the scale of effects (even forcing people to pull away from their mining does, typically, an equivalent if not higher amount of economic damage through delayed mining, than the hellions themselves cost. And this is not to say that, even though the drop is 'shut down' that everything, or anything is even lost.

When you compare the effectiveness, let alone the cost effectiveness, of hellbat drops to other forms of dropping and harassment of peoples mineral lines.. these are the new kid on the block, and by all means they seem to be doing a bang-up job. Short of the constant barrage of games that we as fans of starcraft are regularly experiencing, and have been since the beta - we can think about a few other hallmarks that separate this from most comparable harasses.

1) Scouting hellbat drops and preparing for and otherwise reacting to them seems to achieve less than what takes place when people scout the other forms of mineral line harass, which can actually be shut down. The grace withi which players can scout and shut down other harassments is not merely the product of experience with those circumstances, but rather a plain and pitiful display of how extreme this harass is, and how extreme we have to be, and appear - by contrast to our handling of other harassments, to deal with these. More damage is taken by the harassed, and less is lost by the harassing player.

2) Most mineral line harassments are comprised of units that generally aren't good for later game army compositions. And these units require gas and out of the way tech. Subsequently, the Terran players are happier to throw away hellbats than most players are with any of their worker line harassing units.

3) The apm required to execute vs dealing with hellbat drops is imbalanced. While I agree that this kind of difference is not fundamentally corrosive to the game, or representative of a violation of some axiom of criteria for balance that has to exist - and indeed, there are many examples in the game already where this kind of imbalance is well accepted and not a screaming issue of balance (See: I am clearly not talking about the difference in apm required to use widow mines vs dealing with them) I still think that it is worth taking into account, especially from this lens of comparison to other worker line harassments, which tend to require less apm to deal with.

4) The resources, impact to ones own momentum, that has to be taken in stride to actually be safe against the tested threat of hellbat drops is pretty silly compared to most mineral line harassments at large, and even more so when we consider the investments of resources required (and the blow to momentum) to execute various mineral line harassments, contrasted by the resources committed to a mere hellbat drop. While I might drop spores in every mineral line to shut down, say, banshees, or phoenixes, or oracles; a spore and a spine at each mineral line is a standard and minimal response to ones inclination to actually be safe against one medivac with two hellbats in it. This includes the granted presence of a queen or two. Just look at how obtuse it is to see terrans building a bunker and a turret next to each other in or around their mineral lines, or zergs doing the same with spores and spines. Since when was this how we dealt with harass? Cannons in the mineral line has gone from being a newb cliche to a match-up standard? Having to invest in firm static defenses, rather than what we have always done? I'm fine with change, but this seems pretty obviously silly and it is currently in the air, awaiting changes.

In my opinion, there isn't much left to ask about whether hellbat drops are imbalanced. That question was already answered by Blizzard in their efforts to nerf hellbat drops to the degree that they have. The question, then, became; how should we address this issue? We're experiencing the first iteration, a fairly obvious and simple change. But it is pretty clear to the community, and seemingly, still, to David Kim? That more is to be done. Although, I'll confess - it boggles me that they reference hellbat drops as being problematic to TvT while shirking their presence in the other match-ups entirely. I'm serious, it keeps boggling me, everytime I think of it.

There is a lot of dumb balancing that went on with HotS that we are still sorting out. The new unit designs in general seemed to be geared toward helping the game to appeal as a spectator sport, with the inherent valuation of degrees of diversity in what people are watching. Unfotunately, actual game balance seems to have been overlooked in a lot of areas with HotS. Even hearing Blizzard's recent talk about why they think this or that about certain units or desired changes, they seem to speak at least as much about wanting things to be fun for spectators as they do for actually wanting t he game to be balanced. And never in the same breath. I'm sure Blizzard wants to have a balanced game, but I think they are being pretty derpy about a fair few things in HotS, so it's not quite happening.

It's disappointing when you see them trying out random buffs just for the sake of excitement for spectators (warp prism buff, that's the only reasoning I saw.) It's a marked departure from the reserved, hyper- concerned with only balance approach that we could rely on and appreciate out of Blizzard during WoL. Even if things were turbulent, you didn't have shenannigans like this going on, and they made an effort to help people to feel that they were genuinely concerned about balance, and just wanted to be patient - careful. I really don't experience that attitude with Blizzard anymore. I hear loose imitations of those old doctrines, hushed by the astonishing expressions of making changes to the games balance soley out of concerns that have nothing to do with balance. It's bewildering, really.

What's further disappointing about this is that I don't really believe that anything speedvac related makes the game more interesting. Rather, this has promoted a really boring hyperfocus to defending 1-3 bases. People move out on the map less, it seems. There is a very valid paranoia about drop play, from all races, against Terran. Styles like roach hydra in tvz are largely crippled, short of the highest level of play, by the relative ease of executing speedvac drops (note: much swifter and thus better able to exploit boundaries in terrain than drop play ever was) verse the inherent clunkiness of a ground based army which has no real hope of actually shutting down the drops with a note of permanence. This ruins a sense of gameflow where map control can be vied for, and, subsequently, muta ling baane has become the standard in ZvT, leaving our hopes for roach hydra play as.. well, certainly not the most preferred playstyle, according to all the pro starcraft I've been watching - and I do watch a lot.

There are entirely new standards for the meaning and value of drop play for Terran, in all matches. The impromptu doom drop into the main is always a nice way to change up and exploit the false sense of security that any player has over holding off more routine, smaller scale harassment. As much attention as everyone is paying to handling that, you see it laughed at by these random, oh so swift doom drops that, really, there is no reason for Terran not to be doing. Being able to shut down small scale harass effectively, over a variety of circumstances a nd distractions w ithin the game is one thing. Having random doom drops appear as quickly as this - which is quite easy to pull off, given the advantages that Terrans have in map control, through well-executed harassment w/ speedvacs. It just seems like a really ill-considered change to make, so drastically effecting every match-up, and with noone receiving anything as any kind of counterbalance to it.

But, knowing that Blizzard would like for things to be balanced, this is all, ultimately, just a bunch of contextual contemplation that precedes future moments of enhanced balance, which, all the same, we have to be patient in waiting for. Or, at least, I would advise patience ^^


P.S. - The real problem with is the speed boost on medivacs, and the only thing that really shuts the drops down (See: you still lose more mining than in other worker harasses)is the inability for the medivac to be there anymore, or from your killing it. This is one of many reasons why the idea of "roaches" is a really uninformed guess at a solution. Speedvacs, like many changes to the games balance in HotS, were introduced out of concerns for spectator appeal, at least as much as for balance. By my estimate, which is partially informed by Blizzard's own expressions on their intentions for this general array of hots-specific balance changes since conception to present. For some quick examples of the rush work, the non-sensical details which have been especially overlooked in HotS at large, consider this:

A) Hellbats simply are a mechanical unit. They benefit from mechanical upgrades. The damage they take is decreased based on upgrades to their plating. But their damage can be healed by medivacs, which only heal biological units. This is actually a really embarassing detail, if you're willing to take the game seriously enough and to criticize Blizzard for blatantly shoddy, balance-negligent game design.

B) Widow mines splash damage hits everything, above and below ground, except for other widow mines - whether above or below ground. Nowhere in Starcraft 1 or 2 has a unit had some weird and self-convenient dynamic like this, which defies the consistency of the games physics so sharply. It seems like another glossed over, even unconsidered matter. And the almost complete overshadowing of a staple unit like the Siege Tank by the widow mine, unforeseen, but now as an expressed 'concern'. Siege tanks obsolete? Yeah, that's the degree of silliness Blizzard got involved in with HotS.

P.S. 2 - Making changes to the fundamental, consistent dynamics of the game in ways that Blizzard has will necessarily complicate the task of making maps that are considerate of these unique details, some of which.. shall we say, "fly" at odds with the ways in which things typically work - ways which also need to be addressed in map design? And I love me some mapmakers, but realistically, this doesn't merely replace dynamics but complicates them, and I have never met a map maker that was also a pro-gamer. Truly well-designed maps are hard to come by, and I'm sure that is in part due to the high expertise necessary to do this. Not that Blizzard understands this aspect of their game very well at all, from all the maps we've seen come out of them.


a great post with so many good points, also very well written

really there is nothing i couldnt agree with in there especially liked how you pointed out that blizzards intent to improve gameplay by overbuffing drops is in many ways actually forcing certain boring playstyles, discourages movement on the map, negates positional play and invalidates some playstyles
HanSomPa
Profile Joined December 2012
United States87 Posts
July 05 2013 13:11 GMT
#269
On July 05 2013 21:19 Snowbear wrote:
Show nested quote +
On July 05 2013 21:12 Porishan wrote:
On July 05 2013 16:36 Hattori_Hanzo wrote:
Wow so much hate...


Since Koreans have ALREADY ADAPTED to deal with MEDIVAC Hellbat, WTF are people still positing here with more and more ridiculous "balancing" solutions to as far as a rollback to WoL features?

Seriously, what is the point of PAYING FOR THE SAME GAME?!
Single Player Campaign? Then why you on this thread?

Agree with this, since Korean does fast cloak banshee or 2/4 mines drop to deal with Hellbat drop in TvT, tons of people here are just whining -_-


And people won't stop until we have the wol terran back. There is protoss turtle, zerg turtle, but terrans don't turtle. People want the wol terran turtle 3 CC only style back asap..



Cuz Terran used to be a man race. By God did I love the Zerg and Protoss tears. Honestly, nerf Protoss. The amount of allins they have is mind-fregin-boggling. It's impossible to scout a Protoss 100% and at least 5% of my play is guesswork. Take away the Oracle and I won't do any hellbat drops I promise.
He will win who knows when to fight and when not to fight. He will win who knows how to handle both superior and inferior forces.
qGSkipper
Profile Joined December 2012
United States37 Posts
July 05 2013 17:46 GMT
#270
On July 05 2013 15:50 Liquid`Jinro wrote:
Show nested quote +
On July 05 2013 12:19 KnightwhoSaysNI wrote:
On July 05 2013 12:01 qGSkipper wrote:
My 2 ideas for balance:
1. Make hellbats armored. TvT bio vs mech: Marauders can deal with hellbats appropriately. Initial hellbat drops aren't really the issue, it's the fact that even if you hold them off (as a bio player), you are still behind due to the hellbat being too strong in a mech composition. Pure hellbat would be discouraged in the early game as defense, since hellbats would not defend well against hellbats due to their bonus vs light being irrelevant. Every hellbat drop in a hellbat drop vs hellbat early game would essentially be game ending due to the inability to defend. PvT: Stalkers deal more handily with hellbats with their bonus vs armored. ZvT: Spines deal more handily with hellbats with their bonus vs armored.
Banelings/ hellions wouldn't deal with hellbats as cleanly,though.
2. Go through with the BFH change. Remove the trasformation upgrade to allow Hellions to transform into the weaker early game hellbats. Perhaps would not be as broken as early HOTS because hellbats wouldn't be as strong (vs lings, as this change would most notably affect ZvT)


I'm sorry but nobody wants to open marauders to defend drops of any kind. The armoured change has the effect of making hellbats even more atrocious early game tvt since hellion openers; which are very common for map control and defence are going to be even more terrible to defend dedicated 1 base hellbat builds. Reactor expands with marine/hellion pressure into hellbat drops/mech will still be superior vs dedicated bio builds as mech won't really be in that much weaker of a position in lategame. This makes the build order choices in tvt MUCH more coinflippy.

So to make TVT even more gay your essentially ending it with whoever drops hellbats the fastest since its going to be even more impossible to defend with tech builds..

This makes hellbat marines also incredibly powerful in tvz as hellbats will now tank 7 banes vs 4. I dont think we would ever see any ling bane play from this point forward as it would literally be impossible to deal with that composition efficiently at all.

Make hellbats require the transformation upgrade or blue flame I dont care, but don't make them armored please ><

Edit:
Actually another thought, in mirror hellbat builds not too much would change if people threw a tech lab on the idle rax and started pumping a pair of rauders to defend, maybe there would be additional damage done but I think in non mirror tech builds things would be pretty silly.

... Armored hellbats would kill mech TvT. Marauders would completely slaughter them, I agree that it wouldnt do much to change the early game effectiveness but I think you are completely wrong about the effects armor would have.

It would tanks way better vs hellbats too. Way, way way.


Tanks and marauders, especially marauders, need to do better vs hellbats. In WoL TvT, if tanks were unsieged with hellion support, a mech player would be severely punished. In HoTs, a mech player can siege 1-2 seconds late, or even purposely siege "late", using their hellbats to tank as they advance their tanks during the initial stages of an engagement. I don't know if marauders would destroy hellbats if they were armored, but they definitely need to do better than they currently do. Safe, defensive tank openings would perform more consistently against hellbat drops, which should be the case if you are opening very defensive. Of course, it shouldn't be an auto defense, but it should at least be less coinflippy. Currently, tanks can't really compete with hellbat drops.
I'm just throwing out ideas, I know my suggestion isn't perfect :D.


TA_Protect
Profile Blog Joined March 2011
United States40 Posts
July 05 2013 17:53 GMT
#271
how about make scvs have a +x armor to HELLBATS in general, and maybe the blue flame upgrade can cancel it out so it takes more shots early on but mid to late game can still give the harassment potential in tvt.
Day9 made me do it.
malaan
Profile Joined September 2010
365 Posts
July 05 2013 18:10 GMT
#272
Not sure if anyone suggested this already but:

What if Hellbats required researching rather than armory alone (how siege tanks used to be) once armory is built?

It would delay the drops by 40-60 secs and allow for all races to prepare defences a little better.
KnightwhoSaysNI
Profile Joined August 2010
Canada60 Posts
July 05 2013 18:10 GMT
#273
On July 06 2013 02:46 qGSkipper wrote:
Show nested quote +
On July 05 2013 15:50 Liquid`Jinro wrote:
On July 05 2013 12:19 KnightwhoSaysNI wrote:
On July 05 2013 12:01 qGSkipper wrote:
My 2 ideas for balance:
1. Make hellbats armored. TvT bio vs mech: Marauders can deal with hellbats appropriately. Initial hellbat drops aren't really the issue, it's the fact that even if you hold them off (as a bio player), you are still behind due to the hellbat being too strong in a mech composition. Pure hellbat would be discouraged in the early game as defense, since hellbats would not defend well against hellbats due to their bonus vs light being irrelevant. Every hellbat drop in a hellbat drop vs hellbat early game would essentially be game ending due to the inability to defend. PvT: Stalkers deal more handily with hellbats with their bonus vs armored. ZvT: Spines deal more handily with hellbats with their bonus vs armored.
Banelings/ hellions wouldn't deal with hellbats as cleanly,though.
2. Go through with the BFH change. Remove the trasformation upgrade to allow Hellions to transform into the weaker early game hellbats. Perhaps would not be as broken as early HOTS because hellbats wouldn't be as strong (vs lings, as this change would most notably affect ZvT)


I'm sorry but nobody wants to open marauders to defend drops of any kind. The armoured change has the effect of making hellbats even more atrocious early game tvt since hellion openers; which are very common for map control and defence are going to be even more terrible to defend dedicated 1 base hellbat builds. Reactor expands with marine/hellion pressure into hellbat drops/mech will still be superior vs dedicated bio builds as mech won't really be in that much weaker of a position in lategame. This makes the build order choices in tvt MUCH more coinflippy.

So to make TVT even more gay your essentially ending it with whoever drops hellbats the fastest since its going to be even more impossible to defend with tech builds..

This makes hellbat marines also incredibly powerful in tvz as hellbats will now tank 7 banes vs 4. I dont think we would ever see any ling bane play from this point forward as it would literally be impossible to deal with that composition efficiently at all.

Make hellbats require the transformation upgrade or blue flame I dont care, but don't make them armored please ><

Edit:
Actually another thought, in mirror hellbat builds not too much would change if people threw a tech lab on the idle rax and started pumping a pair of rauders to defend, maybe there would be additional damage done but I think in non mirror tech builds things would be pretty silly.

... Armored hellbats would kill mech TvT. Marauders would completely slaughter them, I agree that it wouldnt do much to change the early game effectiveness but I think you are completely wrong about the effects armor would have.

It would tanks way better vs hellbats too. Way, way way.


Tanks and marauders, especially marauders, need to do better vs hellbats. In WoL TvT, if tanks were unsieged with hellion support, a mech player would be severely punished. In HoTs, a mech player can siege 1-2 seconds late, or even purposely siege "late", using their hellbats to tank as they advance their tanks during the initial stages of an engagement. I don't know if marauders would destroy hellbats if they were armored, but they definitely need to do better than they currently do. Safe, defensive tank openings would perform more consistently against hellbat drops, which should be the case if you are opening very defensive. Of course, it shouldn't be an auto defense, but it should at least be less coinflippy. Currently, tanks can't really compete with hellbat drops.
I'm just throwing out ideas, I know my suggestion isn't perfect :D.




My thinking regarding late game mech would be that hellbats would no longer be the tanking unit for mech based compositions, it would go back to wol style with hellions in front to tank with hellbats still loaded into medivacs. Hellbats would basically die to half as many shots of marauder compositions and would force better mech positional play around maxed pushes which I think would be a good thing, but I dont think that as a late game composition a well played mech would be any worse then it is right now, esp with a raven or two just that the composition would change against pure rauder medivac.

I still dont like having to make tanks in tvt to defend hellbats as you still forfeit map presence and may not even get a window to apply counter pressure if you wanted to depending on the build.

I think later hellbats or a tweak to the hellbat itself is required right now, for what it does in a medivac is basically always a good drop. You kill two scvs, they pull, your hellbats are worth it. If later they make three turrets to force you to commit your medivac, its worth it. The problem is the investment for what it does is still too little for getting an armory and a starport. Its not like hellbats in medivacs are a terrible defensive unit either, as dropped onto armies or seiged tanks they shit all over everything.
Ni!
Sissors
Profile Joined March 2012
1395 Posts
July 05 2013 18:19 GMT
#274
I think for TvT it would be nice to have hellbats armored instead of light. However in TvZ they would suddenly be better against banelings, and in TvP they would be severely nerfed, with stalkers dealing more damage to them, and immortals slaughtering them.
TA_Protect
Profile Blog Joined March 2011
United States40 Posts
July 05 2013 19:14 GMT
#275
On July 06 2013 03:19 Sissors wrote:
I think for TvT it would be nice to have hellbats armored instead of light. However in TvZ they would suddenly be better against banelings, and in TvP they would be severely nerfed, with stalkers dealing more damage to them, and immortals slaughtering them.

what if they were light AND armored!!
Day9 made me do it.
Noocta
Profile Joined June 2010
France12578 Posts
July 05 2013 19:44 GMT
#276
Blizzard need to buff tanks in some significant way already =(
" I'm not gonna fight you. I'm gonna kick your ass ! "
Lumi
Profile Blog Joined August 2009
United States1616 Posts
July 05 2013 19:53 GMT
#277
Also hi Strelok, I would actually like to know if you have any important disagreements with the points I've made on the last page ^^
twitter.com/lumigaming - DongRaeGu is the One True Dong - /r/onetruedong
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
Last Edited: 2013-07-05 19:54:56
July 05 2013 19:54 GMT
#278
Easy fix, remove light tag from scv and hellions.
Vari
Profile Joined September 2010
United States532 Posts
July 05 2013 20:00 GMT
#279
On July 06 2013 02:46 qGSkipper wrote:
Show nested quote +
On July 05 2013 15:50 Liquid`Jinro wrote:
On July 05 2013 12:19 KnightwhoSaysNI wrote:
On July 05 2013 12:01 qGSkipper wrote:
My 2 ideas for balance:
1. Make hellbats armored. TvT bio vs mech: Marauders can deal with hellbats appropriately. Initial hellbat drops aren't really the issue, it's the fact that even if you hold them off (as a bio player), you are still behind due to the hellbat being too strong in a mech composition. Pure hellbat would be discouraged in the early game as defense, since hellbats would not defend well against hellbats due to their bonus vs light being irrelevant. Every hellbat drop in a hellbat drop vs hellbat early game would essentially be game ending due to the inability to defend. PvT: Stalkers deal more handily with hellbats with their bonus vs armored. ZvT: Spines deal more handily with hellbats with their bonus vs armored.
Banelings/ hellions wouldn't deal with hellbats as cleanly,though.
2. Go through with the BFH change. Remove the trasformation upgrade to allow Hellions to transform into the weaker early game hellbats. Perhaps would not be as broken as early HOTS because hellbats wouldn't be as strong (vs lings, as this change would most notably affect ZvT)


I'm sorry but nobody wants to open marauders to defend drops of any kind. The armoured change has the effect of making hellbats even more atrocious early game tvt since hellion openers; which are very common for map control and defence are going to be even more terrible to defend dedicated 1 base hellbat builds. Reactor expands with marine/hellion pressure into hellbat drops/mech will still be superior vs dedicated bio builds as mech won't really be in that much weaker of a position in lategame. This makes the build order choices in tvt MUCH more coinflippy.

So to make TVT even more gay your essentially ending it with whoever drops hellbats the fastest since its going to be even more impossible to defend with tech builds..

This makes hellbat marines also incredibly powerful in tvz as hellbats will now tank 7 banes vs 4. I dont think we would ever see any ling bane play from this point forward as it would literally be impossible to deal with that composition efficiently at all.

Make hellbats require the transformation upgrade or blue flame I dont care, but don't make them armored please ><

Edit:
Actually another thought, in mirror hellbat builds not too much would change if people threw a tech lab on the idle rax and started pumping a pair of rauders to defend, maybe there would be additional damage done but I think in non mirror tech builds things would be pretty silly.

... Armored hellbats would kill mech TvT. Marauders would completely slaughter them, I agree that it wouldnt do much to change the early game effectiveness but I think you are completely wrong about the effects armor would have.

It would tanks way better vs hellbats too. Way, way way.


Tanks and marauders, especially marauders, need to do better vs hellbats. In WoL TvT, if tanks were unsieged with hellion support, a mech player would be severely punished. In HoTs, a mech player can siege 1-2 seconds late, or even purposely siege "late", using their hellbats to tank as they advance their tanks during the initial stages of an engagement. I don't know if marauders would destroy hellbats if they were armored, but they definitely need to do better than they currently do. Safe, defensive tank openings would perform more consistently against hellbat drops, which should be the case if you are opening very defensive. Of course, it shouldn't be an auto defense, but it should at least be less coinflippy. Currently, tanks can't really compete with hellbat drops.
I'm just throwing out ideas, I know my suggestion isn't perfect :D.




marauders are still pretty damn good vs mech, I don't want them any better. you already have advantages, a 1 second late response shouldn't mean a total loss in a head to head engagement, which shouldn't be what the bio player wants anyway.
Stroke Me Lady Fame
scph
Profile Joined June 2010
Korea (South)262 Posts
July 05 2013 20:31 GMT
#280
Don't understand why it's only TvT that people seem to think needs a change with the hellbat. It may be in TvT where it's most obviously seen, but the unit is problematic in all matchups nonetheless. Unit design based on game ending actions + ease of execution is bad for the game. Hellbat play has the potential to end games in all matchups early on is quite high in comparison to other kinds of play from terran, compounded with it's ease of execution and low risk makes it obviously strong, even if the defender knows it's coming. The game ending potential for hellbat + medivac in the earlier stages of the game is large as in zvz baneling wars except it can be done against every race, and can be easily transitioned out of. After this early game, obviously, this potential decreases, just like everything else. The goal isn't to nerf hellbats in TvT only, it's to tweak it for all matchups to make it useful in the late game while not allowing such destructive impact in the earlier stages of the game.
Prev 1 12 13 14 15 16 18 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of SC
Reynor vs Zoun
SHIN vs ByuN
herO vs sOs
Maru vs SHIN
Clem vs Bunny
PiGStarcraft612
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft612
SpeCial 153
RuFF_SC2 128
Ketroc 23
StarCraft: Brood War
Backho 187
firebathero 167
910 40
ggaemo 32
Dota 2
monkeys_forever1012
NeuroSwarm80
Counter-Strike
taco 666
Other Games
summit1g11767
tarik_tv4626
shahzam403
C9.Mang0251
Fuzer 90
ViBE89
Mew2King57
Organizations
Other Games
gamesdonequick655
BasetradeTV279
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 77
• musti20045 41
• HeavenSC 24
• davetesta18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 26
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt120
Upcoming Events
RSL Revival
8h 45m
Maru vs MaxPax
BSL
17h 45m
RSL Revival
1d 5h
Cure vs Rogue
uThermal 2v2 Circuit
1d 12h
BSL
1d 17h
Afreeca Starleague
2 days
Wardi Open
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Kung Fu Cup
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
IPSL Spring 2026
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.