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Opinion on hellbat drop play - Page 15

Forum Index > SC2 General
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tili
Profile Joined July 2012
United States1332 Posts
Last Edited: 2013-07-05 20:34:12
July 05 2013 20:32 GMT
#281
Did anyone watch that Flash vs. Innovation game?

God, damn. Hellbats are way too powerful.

On July 06 2013 04:54 Lock0n wrote:
Easy fix, remove light tag from scv and hellions.

That messes up every other unit that does extra damage to light...
Noocta
Profile Joined June 2010
France12578 Posts
July 05 2013 20:47 GMT
#282
On July 06 2013 04:54 Lock0n wrote:
Easy fix, remove light tag from scv and hellions.


I don't think you realize how much of a buff that would be.
" I'm not gonna fight you. I'm gonna kick your ass ! "
nkr
Profile Blog Joined November 2010
Sweden5451 Posts
July 05 2013 20:52 GMT
#283
On July 06 2013 04:54 Lock0n wrote:
Easy fix, remove light tag from scv and hellions.


bit by bit with scvs that tank 3 baneling hits. nope.
ESPORTS ILLUMINATI
MockHamill
Profile Joined March 2010
Sweden1798 Posts
July 05 2013 20:56 GMT
#284
Hellbat drops are only OP in the first 60-90 seconds after they become avaible. After that they are just good.

So the best fix is that Hellbats needs to be researched in order to be built. A 50 mineral, 50 gas tech with a research time of 60-90 seconds will solve the problem.
BronzeKnee
Profile Joined March 2011
United States5221 Posts
July 05 2013 21:33 GMT
#285
On July 06 2013 05:52 nkr wrote:
Show nested quote +
On July 06 2013 04:54 Lock0n wrote:
Easy fix, remove light tag from scv and hellions.


bit by bit with scvs that tank 3 baneling hits. nope.


If it brings back BitbyBit to SC2, I am all for it!
ejozl
Profile Joined October 2010
Denmark3500 Posts
July 05 2013 22:08 GMT
#286
Hellbat:
Hellbat cannot be made out of Factory.
Transformation Servos cost decreased 150/150 to 100/100.
Hellbat damage decreased from 18+12 vs Light to 18+7 vs Light. Now
gains +5 damage from Infernal Pre-igniter.
Cargo Size decreased to 2 from 4.
Life reduced to 90 from 135.
+1 Armor.
Light and Bio tag removed.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
midnight999
Profile Blog Joined December 2012
United States257 Posts
July 05 2013 22:24 GMT
#287
On July 06 2013 07:08 ejozl wrote:
Hellbat:
Hellbat cannot be made out of Factory.
Transformation Servos cost decreased 150/150 to 100/100.
Hellbat damage decreased from 18+12 vs Light to 18+7 vs Light. Now
gains +5 damage from Infernal Pre-igniter.
Cargo Size decreased to 2 from 4.
Life reduced to 90 from 135.
+1 Armor.
Light and Bio tag removed.


lol, from where is it produced then?
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
Last Edited: 2013-07-05 22:39:56
July 05 2013 22:35 GMT
#288
On July 06 2013 07:24 jkim91 wrote:
Show nested quote +
On July 06 2013 07:08 ejozl wrote:
Hellbat:
Hellbat cannot be made out of Factory.
Transformation Servos cost decreased 150/150 to 100/100.
Hellbat damage decreased from 18+12 vs Light to 18+7 vs Light. Now
gains +5 damage from Infernal Pre-igniter.
Cargo Size decreased to 2 from 4.
Life reduced to 90 from 135.
+1 Armor.
Light and Bio tag removed.


lol, from where is it produced then?


Actually he might have stumbled onto quite a good suggestion :D

What if hellbats can only be made from techlabbed barracks, and blue flame for hellbat bonus damage has to be researched from barracks techlab. Would certainly shake things up and make for some pretty interesting build orders.

I know this doesn't make sense since it's a mech unit, but what if :D
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
July 05 2013 22:36 GMT
#289
On July 06 2013 07:24 jkim91 wrote:
Show nested quote +
On July 06 2013 07:08 ejozl wrote:
Hellbat:
Hellbat cannot be made out of Factory.
Transformation Servos cost decreased 150/150 to 100/100.
Hellbat damage decreased from 18+12 vs Light to 18+7 vs Light. Now
gains +5 damage from Infernal Pre-igniter.
Cargo Size decreased to 2 from 4.
Life reduced to 90 from 135.
+1 Armor.
Light and Bio tag removed.


lol, from where is it produced then?

Transformed from hellions I assume.
midnight999
Profile Blog Joined December 2012
United States257 Posts
July 05 2013 22:39 GMT
#290
On July 06 2013 07:36 decemberscalm wrote:
Show nested quote +
On July 06 2013 07:24 jkim91 wrote:
On July 06 2013 07:08 ejozl wrote:
Hellbat:
Hellbat cannot be made out of Factory.
Transformation Servos cost decreased 150/150 to 100/100.
Hellbat damage decreased from 18+12 vs Light to 18+7 vs Light. Now
gains +5 damage from Infernal Pre-igniter.
Cargo Size decreased to 2 from 4.
Life reduced to 90 from 135.
+1 Armor.
Light and Bio tag removed.


lol, from where is it produced then?

Transformed from hellions I assume.


O right, transformation servos which no one really researches or uses. I forgot about that.
midnight999
Profile Blog Joined December 2012
United States257 Posts
July 05 2013 22:41 GMT
#291
On July 06 2013 07:35 Lock0n wrote:
Show nested quote +
On July 06 2013 07:24 jkim91 wrote:
On July 06 2013 07:08 ejozl wrote:
Hellbat:
Hellbat cannot be made out of Factory.
Transformation Servos cost decreased 150/150 to 100/100.
Hellbat damage decreased from 18+12 vs Light to 18+7 vs Light. Now
gains +5 damage from Infernal Pre-igniter.
Cargo Size decreased to 2 from 4.
Life reduced to 90 from 135.
+1 Armor.
Light and Bio tag removed.


lol, from where is it produced then?


Actually he might have stumbled onto quite a good suggestion :D

What if hellbats can only be made from techlabbed barracks, and blue flame for hellbat bonus damage has to be researched from barracks techlab. Would certainly shake things up and make for some pretty interesting build orders.

I know this doesn't make sense since it's a mech unit, but what if :D


If the Hellbat is produced from the barracks, you might as well call it the Firebat. Seriously.
Vidar
Profile Joined August 2010
United States35 Posts
July 05 2013 22:45 GMT
#292
Make SCV's flame retardant =) This way TvT hellbat drops aren't the only way to play, and the other matchups aren't affected. I mean, SCV's can still die to flames, but they get armor buff vs hellbat. Blueflame buff overcomes the armor buff, and damage normalizes.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2013-07-05 22:49:00
July 05 2013 22:48 GMT
#293
On July 06 2013 07:08 ejozl wrote:
Hellbat:
Hellbat cannot be made out of Factory.
Transformation Servos cost decreased 150/150 to 100/100.
Hellbat damage decreased from 18+12 vs Light to 18+7 vs Light. Now
gains +5 damage from Infernal Pre-igniter.
Cargo Size decreased to 2 from 4.
Life reduced to 90 from 135.
+1 Armor.
Light and Bio tag removed.


= remove the hellbat from the game to be never ever seen.

Do you think terrans will bother to research 100/100 AND 150/150? In the early-midgame terran is low on gas, so really no room for that. In the endgame terrans DON'T want hellbats, because they are not upgraded, while our bio is 3-3.

The title of the thread says "hellbat drop". What about drop do people not understand? The DROP is the problem, NOT the unit itself. Cargo 8 would make the game perfectly balanced. And please don't come with the crap like "it's not possible, they are not massive, it's weird, it's not realistic". It is.
dohgg
Profile Joined February 2011
310 Posts
Last Edited: 2013-07-05 23:47:43
July 05 2013 23:46 GMT
#294
Well thank god no one on this thread has any part with blizzard balancing team, since i have heard some really crappy suggestions (lol, remove light tag from scvs).

People need to wake up... Hellbats are pretty shitty unit! especially in TvT!
and why do i say that? because they are freaking slow!!! and therefore suppose to be so terrible vs ranged units... and guess what? terrans have quite some ranged units...
"Yes.. but with medivac drop..."
now we're getting into something.... imo, the only solution will be cargo 8.. will that ruin hellbat drop into non exist play? Probably... But on the other hand it wont hurt their well balanced places in TvZ and TvP compositions...
RParks42
Profile Joined December 2012
United States77 Posts
July 06 2013 00:00 GMT
#295
I know that I'm not an expert, so this suggestion is probably flawed, but to me it's the Medivac that's the problem with the drop. They get rid of the one problem with hellbats during the time they are used: They are waaaaaay slow. My solution would be to make it so loading and unloading isn't allowed after turning on Afterburners. This would require very good planning of the drop (when and where to boost) other than just, draw units to medivac, boost to mineral line, drop units, pick up and leave once units get back. I think this would fix the "problem" without changing the match-up dynamic too much. I also think they should get rid of the ability for Medivacs to heal Hellbats, but that might be a little too much if included with other nerfs, so maybe another time for that
I enjoy some good dome occasionally
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
July 06 2013 00:20 GMT
#296
On July 06 2013 08:46 dohgg wrote:
Well thank god no one on this thread has any part with blizzard balancing team, since i have heard some really crappy suggestions (lol, remove light tag from scvs).

People need to wake up... Hellbats are pretty shitty unit! especially in TvT!
and why do i say that? because they are freaking slow!!! and therefore suppose to be so terrible vs ranged units... and guess what? terrans have quite some ranged units...
"Yes.. but with medivac drop..."
now we're getting into something.... imo, the only solution will be cargo 8.. will that ruin hellbat drop into non exist play? Probably... But on the other hand it wont hurt their well balanced places in TvZ and TvP compositions...


Some crappy suggestion = cargo 8 hellbat rofl. Dude are you on crack. or are you just a retard.
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2013-07-06 00:25:59
July 06 2013 00:25 GMT
#297
On July 06 2013 09:20 Lock0n wrote:
Show nested quote +
On July 06 2013 08:46 dohgg wrote:
Well thank god no one on this thread has any part with blizzard balancing team, since i have heard some really crappy suggestions (lol, remove light tag from scvs).

People need to wake up... Hellbats are pretty shitty unit! especially in TvT!
and why do i say that? because they are freaking slow!!! and therefore suppose to be so terrible vs ranged units... and guess what? terrans have quite some ranged units...
"Yes.. but with medivac drop..."
now we're getting into something.... imo, the only solution will be cargo 8.. will that ruin hellbat drop into non exist play? Probably... But on the other hand it wont hurt their well balanced places in TvZ and TvP compositions...


Some crappy suggestion = cargo 8 hellbat rofl. Dude are you on crack. or are you just a retard.

is it really that bad of an idea? you can say it's unnecessary, but the worst outcome for terran would be that hellbat drops never happen. i'm pretty sure terran can beat any race without dropping hellbats, soo...

not saying i agree with cargo 8 but it wouldn't hurt the game, at most it forces metagame change
midnight999
Profile Blog Joined December 2012
United States257 Posts
July 06 2013 00:27 GMT
#298
On July 06 2013 09:25 Waise wrote:
Show nested quote +
On July 06 2013 09:20 Lock0n wrote:
On July 06 2013 08:46 dohgg wrote:
Well thank god no one on this thread has any part with blizzard balancing team, since i have heard some really crappy suggestions (lol, remove light tag from scvs).

People need to wake up... Hellbats are pretty shitty unit! especially in TvT!
and why do i say that? because they are freaking slow!!! and therefore suppose to be so terrible vs ranged units... and guess what? terrans have quite some ranged units...
"Yes.. but with medivac drop..."
now we're getting into something.... imo, the only solution will be cargo 8.. will that ruin hellbat drop into non exist play? Probably... But on the other hand it wont hurt their well balanced places in TvZ and TvP compositions...


Some crappy suggestion = cargo 8 hellbat rofl. Dude are you on crack. or are you just a retard.

is it really that bad of an idea? you can say it's unnecessary, but the worst outcome for terran would be that hellbat drops never happen. i'm pretty sure terran can beat any race without dropping hellbats, soo...

not saying i agree with cargo 8 but it wouldn't hurt the game, at most it forces metagame change


Killing options is never a good thing for a strategy game.
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2013-07-06 00:33:00
July 06 2013 00:32 GMT
#299
On July 06 2013 09:27 jkim91 wrote:
Show nested quote +
On July 06 2013 09:25 Waise wrote:
On July 06 2013 09:20 Lock0n wrote:
On July 06 2013 08:46 dohgg wrote:
Well thank god no one on this thread has any part with blizzard balancing team, since i have heard some really crappy suggestions (lol, remove light tag from scvs).

People need to wake up... Hellbats are pretty shitty unit! especially in TvT!
and why do i say that? because they are freaking slow!!! and therefore suppose to be so terrible vs ranged units... and guess what? terrans have quite some ranged units...
"Yes.. but with medivac drop..."
now we're getting into something.... imo, the only solution will be cargo 8.. will that ruin hellbat drop into non exist play? Probably... But on the other hand it wont hurt their well balanced places in TvZ and TvP compositions...


Some crappy suggestion = cargo 8 hellbat rofl. Dude are you on crack. or are you just a retard.

is it really that bad of an idea? you can say it's unnecessary, but the worst outcome for terran would be that hellbat drops never happen. i'm pretty sure terran can beat any race without dropping hellbats, soo...

not saying i agree with cargo 8 but it wouldn't hurt the game, at most it forces metagame change


Killing options is never a good thing for a strategy game.

where are the tank drops, zergling drops, stalker drops, etc etc in pro games? i understand what you're saying, but we aren't in a vacuum - there's a sizable part of the community that has a problem with hellbat drops, so removing the option wouldn't simply degrade the game, it would address a voiced concern (even if it did go further than necessary in addressing it). a lot of people probably believe that no hellbat drops ever would be better than the current situation

and like i said, it would force metagame change, which might open up different build options that don't have to account for the threat of hellbat drop play. it's not so black and white as "nerf unit remove option simplify strategy game"

i have no strong opinion and don't advocate his suggestion specifically, but i don't see a problem with it happening either
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
July 06 2013 00:32 GMT
#300
What about if hellbats required to be built from a tech lab'd factory? It would still require an armory.

This way it just slows down how fast you can produce hellbats, and it gives a reason for the transformation upgrade, which would allow them to be built twice as fast.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
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