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Opinion on hellbat drop play - Page 16

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dutchfriese
Profile Joined November 2012
2554 Posts
July 06 2013 00:33 GMT
#301
Sorry OP, but when you consider the unit you get in the hellbat for 100 minerals, I'm not sure how you can say they aren't overpowered. They need to reduce the damage or make them a lot more frail, or maybe even a combination of both.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
July 06 2013 01:10 GMT
#302
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.


What is wrong with it? The hellbat drops are imba, so nerf the drops. I really don't see the problem with cargo 8.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2013-07-06 01:15:03
July 06 2013 01:11 GMT
#303
On July 05 2013 13:08 Blargh wrote:
Show nested quote +
On July 05 2013 11:46 plogamer wrote:
Rather than balance hellbat drops, Blizzard can just kill hellbat drops.

Remove and the hellbat transformation upgrade, make it built in. Hellions will be like Vikings now. 1 unit-name, 2 modes right from production. Add a debuff called "incompatibility"; since the new transformation is a recent tech in SC2 lore, hellions in battle transformation (hellbat) cannot be loaded into medivacs.

Hellbats are too strong in normal fights too buddy. Zealots and marine tank just flat-out die when there are hellbats mixed in. Also, hellbat marauder pushes (I believe Polt did one or two during MLG) versus Zerg are incredibly strong. Dropping them requires some micro, but using them in engagements requires roughly 0. Zealots might actually require more micro than hellbats. They are both incredibly a-movish. Hellbats are the shittiest designed units out there. Whoever thought of them as a new unit is a total idiot. Plus, they are incredibly tanky and do a ton of damage. Shit, I see hellbats trolling SIEGE tanks. It's just a horribly made unit. BUT THEN, THEY REQUIRE ONLY MINERALS, LOL!

You're in denial here, plogamer.


Really? Go whine about hellbats in the widow-mine threads. Everyone was QQ'ing they were too cost efficient, too strong, wahh wahh wahh. And now? Yeah, I bet you think widow mines are imba too. I think you're in WoL-mode "buddy".

On July 06 2013 10:10 Snowbear 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.


What is wrong with it? The hellbat drops are imba, so nerf the drops. I really don't see the problem with cargo 8.


And this.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
July 06 2013 01:17 GMT
#304
On July 05 2013 13:08 Blargh wrote:
Show nested quote +
On July 05 2013 11:46 plogamer wrote:
Rather than balance hellbat drops, Blizzard can just kill hellbat drops.

Remove and the hellbat transformation upgrade, make it built in. Hellions will be like Vikings now. 1 unit-name, 2 modes right from production. Add a debuff called "incompatibility"; since the new transformation is a recent tech in SC2 lore, hellions in battle transformation (hellbat) cannot be loaded into medivacs.

Hellbats are too strong in normal fights too buddy. Zealots and marine tank just flat-out die when there are hellbats mixed in. Also, hellbat marauder pushes (I believe Polt did one or two during MLG) versus Zerg are incredibly strong. Dropping them requires some micro, but using them in engagements requires roughly 0. Zealots might actually require more micro than hellbats. They are both incredibly a-movish. Hellbats are the shittiest designed units out there. Whoever thought of them as a new unit is a total idiot. Plus, they are incredibly tanky and do a ton of damage. Shit, I see hellbats trolling SIEGE tanks. It's just a horribly made unit. BUT THEN, THEY REQUIRE ONLY MINERALS, LOL!

You're in denial here, plogamer.


Oh really? Hellbats are 1amovish? Every terran unit has to be code S micro intensive, right? Meanwhile zergs are 1a'ing every single unit.

And if hellbats were so imba, then explain me why we don't see terran dominate tournaments? Take a look: http://www.teamliquid.net/tlpd/hots/individual-leagues

And polt his marauder hellbat is so strong thanks to the damage done by the hellbat drops. Take away those drops and his push is MUCH weaker.
SsDrKosS
Profile Joined March 2013
330 Posts
July 06 2013 01:21 GMT
#305
On July 06 2013 10:17 Snowbear wrote:
Show nested quote +
On July 05 2013 13:08 Blargh wrote:
On July 05 2013 11:46 plogamer wrote:
Rather than balance hellbat drops, Blizzard can just kill hellbat drops.

Remove and the hellbat transformation upgrade, make it built in. Hellions will be like Vikings now. 1 unit-name, 2 modes right from production. Add a debuff called "incompatibility"; since the new transformation is a recent tech in SC2 lore, hellions in battle transformation (hellbat) cannot be loaded into medivacs.

Hellbats are too strong in normal fights too buddy. Zealots and marine tank just flat-out die when there are hellbats mixed in. Also, hellbat marauder pushes (I believe Polt did one or two during MLG) versus Zerg are incredibly strong. Dropping them requires some micro, but using them in engagements requires roughly 0. Zealots might actually require more micro than hellbats. They are both incredibly a-movish. Hellbats are the shittiest designed units out there. Whoever thought of them as a new unit is a total idiot. Plus, they are incredibly tanky and do a ton of damage. Shit, I see hellbats trolling SIEGE tanks. It's just a horribly made unit. BUT THEN, THEY REQUIRE ONLY MINERALS, LOL!

You're in denial here, plogamer.


Oh really? Hellbats are 1amovish? Every terran unit has to be code S micro intensive, right? Meanwhile zergs are 1a'ing every single unit.

And if hellbats were so imba, then explain me why we don't see terran dominate tournaments? Take a look: http://www.teamliquid.net/tlpd/hots/individual-leagues

And polt his marauder hellbat is so strong thanks to the damage done by the hellbat drops. Take away those drops and his push is MUCH weaker.

Bro, Hellbat is imba (not op) in TvT only. (maybe in other matchups but sooooo strong in TvT early games) Of course the statistic won't show it.

And if zerg a move, they will get toasted by WM, Colossus with FF, banemine, etc....
It's not a bronze league hero.
midnight999
Profile Blog Joined December 2012
United States257 Posts
July 06 2013 01:56 GMT
#306
On July 06 2013 10:17 Snowbear wrote:
Show nested quote +
On July 05 2013 13:08 Blargh wrote:
On July 05 2013 11:46 plogamer wrote:
Rather than balance hellbat drops, Blizzard can just kill hellbat drops.

Remove and the hellbat transformation upgrade, make it built in. Hellions will be like Vikings now. 1 unit-name, 2 modes right from production. Add a debuff called "incompatibility"; since the new transformation is a recent tech in SC2 lore, hellions in battle transformation (hellbat) cannot be loaded into medivacs.

Hellbats are too strong in normal fights too buddy. Zealots and marine tank just flat-out die when there are hellbats mixed in. Also, hellbat marauder pushes (I believe Polt did one or two during MLG) versus Zerg are incredibly strong. Dropping them requires some micro, but using them in engagements requires roughly 0. Zealots might actually require more micro than hellbats. They are both incredibly a-movish. Hellbats are the shittiest designed units out there. Whoever thought of them as a new unit is a total idiot. Plus, they are incredibly tanky and do a ton of damage. Shit, I see hellbats trolling SIEGE tanks. It's just a horribly made unit. BUT THEN, THEY REQUIRE ONLY MINERALS, LOL!

You're in denial here, plogamer.


Oh really? Hellbats are 1amovish? Every terran unit has to be code S micro intensive, right? Meanwhile zergs are 1a'ing every single unit.

And if hellbats were so imba, then explain me why we don't see terran dominate tournaments? Take a look: http://www.teamliquid.net/tlpd/hots/individual-leagues

And polt his marauder hellbat is so strong thanks to the damage done by the hellbat drops. Take away those drops and his push is MUCH weaker.


Hellbat are imba in a way that it breaks TvT, not others.

And zergs do not 1a every single unit.
IamHobbyless
Profile Joined June 2012
Germany29 Posts
July 06 2013 02:03 GMT
#307
What about carbo 6 so you could load up a mines or something?
Stephano winning a cup souber isnt fun Stephano winning a cup drunk is a chellange -Stephano
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-07-06 03:42:20
July 06 2013 03:16 GMT
#308
On July 06 2013 11:03 IamHobbyless wrote:
What about carbo 6 so you could load up a mines or something?

I personally think any change to cargo space or even making impossible to load should be the last solution to be implemented.

Making hellbat to have 4 cargo spaces is already weird (but still ok since baneling takes double of zergling space).
I don't want 2 supply unit takes that big space just to make the balance right.

And I think making hellbat unable to load is going against game logic.
All ground units that are mobile should be loaded to 'dropships' (overlord, WP, medivac).
seized tank is not an exception because it cannot be moved.
burrowed units might be exceptions but... I don't have to explain why


That is why nerfing to 18+4 light than upgrade blue flame to get full power is the best one I could think of.
Hellbat is soooooooooo overpowered in TvT EARLY game and to a less degree in early TvZ and TvP.
That's why making early-mid game hellbat to be less effective OVERALL (not only drops) would helps other match ups as well. It won't affect the mid-late game that much than other nerfs. And hellbat still two shots drones and probes not scv (3 shots).

If you think hellbat is too nerfed by this, make hellbat just a transformation of hellion (like viking) with no armory requirement (nor techlab). Blizzard made armory requirement for hellbat because it was too powerful for early game. I think with this nerf and buff, hellbat can come faster but less effective in early game (which what everyone wants)

Edit: If you think no armory requirement is too imba, maybe make it require armory but without transformation servo upgrade. so hellbats are no longer built from factory but just a transformation of hellion
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2013-07-06 04:54:34
July 06 2013 04:53 GMT
#309
On July 06 2013 12:16 SsDrKosS wrote:
Show nested quote +
On July 06 2013 11:03 IamHobbyless wrote:
What about carbo 6 so you could load up a mines or something?

I personally think any change to cargo space or even making impossible to load should be the last solution to be implemented.

Making hellbat to have 4 cargo spaces is already weird (but still ok since baneling takes double of zergling space).
I don't want 2 supply unit takes that big space just to make the balance right.

And I think making hellbat unable to load is going against game logic.
All ground units that are mobile should be loaded to 'dropships' (overlord, WP, medivac).
seized tank is not an exception because it cannot be moved.
burrowed units might be exceptions but... I don't have to explain why


That is why nerfing to 18+4 light than upgrade blue flame to get full power is the best one I could think of.
Hellbat is soooooooooo overpowered in TvT EARLY game and to a less degree in early TvZ and TvP.
That's why making early-mid game hellbat to be less effective OVERALL (not only drops) would helps other match ups as well. It won't affect the mid-late game that much than other nerfs. And hellbat still two shots drones and probes not scv (3 shots).

If you think hellbat is too nerfed by this, make hellbat just a transformation of hellion (like viking) with no armory requirement (nor techlab). Blizzard made armory requirement for hellbat because it was too powerful for early game. I think with this nerf and buff, hellbat can come faster but less effective in early game (which what everyone wants)

Edit: If you think no armory requirement is too imba, maybe make it require armory but without transformation servo upgrade. so hellbats are no longer built from factory but just a transformation of hellion


You have nothing of substance to disagree with increasing the cargo space used by hellbats. There is nothing except that it is "already weird". And you, the king of balance, don't want to make 2 supply unit take BIG SPACE. OH NO, BIG SPACE SO BAD.

You know what's weird? Nerfing hellbat damage rather than drop capacity because hellbatdrops are OP.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
July 06 2013 05:10 GMT
#310
Hmm, do i read the thread correctly if I say that people are mainly worried about hellbats in TvT? Would hellbats be fine if it was not for TvT? Statistically it is decently balanced between the races as I understand?

If so, couldn't a solution be to give terran a good defense vs hellbats (whatever that would be...), as much as nerfing the hellbats?
sWs
Profile Blog Joined December 2010
United States409 Posts
July 06 2013 05:56 GMT
#311
lol, 200 minerals for a hellbat drop. Potential to end the game outright, you call this balance? There is literally no argument you can make. Bio units are awesome, you should try em'
@swsc2
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
July 06 2013 06:11 GMT
#312
On July 06 2013 14:56 TOdesKaMpF wrote:
lol, 200 minerals for a hellbat drop. Potential to end the game outright, you call this balance? There is literally no argument you can make. Bio units are awesome, you should try em'


I can say the same for an oracle in my mineral line...
Then You'll say but I had to invest into stargates and skip defenses!
Well the dropping Terran had to build an armory AND a reactor on the barracks with only widow mines or hellions for defense.

Math is either not your strong point or you are trolling.




On July 06 2013 14:10 Cascade wrote:
Hmm, do i read the thread correctly if I say that people are mainly worried about hellbats in TvT? Would hellbats be fine if it was not for TvT? Statistically it is decently balanced between the races as I understand?

If so, couldn't a solution be to give terran a good defense vs hellbats (whatever that would be...), as much as nerfing the hellbats?



No, hellbat drops in TvT. Terran always get Blizzard's ire when they use units "not as intended".
Thor nerf, ghost nerf, bunker nerf, etc

What's BS is that this time we're told hellbat drops may be "adjusted" never mind that if Terran currently has the most powerful AA buildings in the game including turret (27.9 dps vs 17.4 for spore and 16 for photon cannon) and marine loaded bunkers (28/42 dps).

Yeah, never mind that ghost rushing negates medivac healing (EMP) and don't take extra damage from hellbats. Never mind that iEchoic's banshee/hellion completely shuts hellbat drops hard (4.25 vs 2.25)

Noooooooo, nerf the hellbat, looking so nasty, never mind their OPness is from Flash, famous Korean BW player for his drop micro.

Seriously guise, seriously.
Cauterize the area
PhOeniX[MinD]
Profile Joined August 2008
361 Posts
July 06 2013 06:18 GMT
#313
On July 06 2013 10:21 SsDrKosS wrote:
Show nested quote +
On July 06 2013 10:17 Snowbear wrote:
On July 05 2013 13:08 Blargh wrote:
On July 05 2013 11:46 plogamer wrote:
Rather than balance hellbat drops, Blizzard can just kill hellbat drops.

Remove and the hellbat transformation upgrade, make it built in. Hellions will be like Vikings now. 1 unit-name, 2 modes right from production. Add a debuff called "incompatibility"; since the new transformation is a recent tech in SC2 lore, hellions in battle transformation (hellbat) cannot be loaded into medivacs.

Hellbats are too strong in normal fights too buddy. Zealots and marine tank just flat-out die when there are hellbats mixed in. Also, hellbat marauder pushes (I believe Polt did one or two during MLG) versus Zerg are incredibly strong. Dropping them requires some micro, but using them in engagements requires roughly 0. Zealots might actually require more micro than hellbats. They are both incredibly a-movish. Hellbats are the shittiest designed units out there. Whoever thought of them as a new unit is a total idiot. Plus, they are incredibly tanky and do a ton of damage. Shit, I see hellbats trolling SIEGE tanks. It's just a horribly made unit. BUT THEN, THEY REQUIRE ONLY MINERALS, LOL!

You're in denial here, plogamer.


Oh really? Hellbats are 1amovish? Every terran unit has to be code S micro intensive, right? Meanwhile zergs are 1a'ing every single unit.

And if hellbats were so imba, then explain me why we don't see terran dominate tournaments? Take a look: http://www.teamliquid.net/tlpd/hots/individual-leagues

And polt his marauder hellbat is so strong thanks to the damage done by the hellbat drops. Take away those drops and his push is MUCH weaker.

Bro, Hellbat is imba (not op) in TvT only. (maybe in other matchups but sooooo strong in TvT early games) Of course the statistic won't show it.

And if zerg a move, they will get toasted by WM, Colossus with FF, banemine, etc....
It's not a bronze league hero.


i played at decent high diamond with just a moving, im sure pro gamer level we could see more balance or imbalance but clearly the 5 under leagues so it might look something is imbalance in lower leagues
i like hellbat play but i dont like this kind of tvt i think it needs to improve for the good old epic tvt matchups
KT_FlaSh #1
Entirety
Profile Blog Joined April 2012
1423 Posts
July 06 2013 06:18 GMT
#314
On July 06 2013 14:10 Cascade wrote:
Hmm, do i read the thread correctly if I say that people are mainly worried about hellbats in TvT? Would hellbats be fine if it was not for TvT? Statistically it is decently balanced between the races as I understand?

If so, couldn't a solution be to give terran a good defense vs hellbats (whatever that would be...), as much as nerfing the hellbats?


A good defense vs. hellbats would likely affect the other matchups.

For example, if you want to stop the medivac, you can perhaps improve spotting (sensor tower) or attack the medivac directly (missle turret), but there are already good options.

Perhaps you want some sort of static defense? Well that would overpower terran, which can already cope with planetary fortresses and bunkers and turrets and walls.

Perhaps you make scvs take less damage? Err then banelings, oracles, colossi, phoenixes, etc. would probably do less damage against scvs too.

Okay, I got it - the perfect solution.

New defensive structure - Hellbat Guard, 100 min. Whenever a unit is dropped, it is instantly surrounded by harmless barricades that prevent it from moving. It only affects units whose names include "bat".

...or not?
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
TheDwf
Profile Joined November 2011
France19747 Posts
July 06 2013 06:21 GMT
#315
On July 06 2013 15:18 Entirety wrote:
Show nested quote +
On July 06 2013 14:10 Cascade wrote:
Hmm, do i read the thread correctly if I say that people are mainly worried about hellbats in TvT? Would hellbats be fine if it was not for TvT? Statistically it is decently balanced between the races as I understand?

If so, couldn't a solution be to give terran a good defense vs hellbats (whatever that would be...), as much as nerfing the hellbats?


A good defense vs. hellbats would likely affect the other matchups.

For example, if you want to stop the medivac, you can perhaps improve spotting (sensor tower) or attack the medivac directly (missle turret), but there are already good options.

Perhaps you want some sort of static defense? Well that would overpower terran, which can already cope with planetary fortresses and bunkers and turrets and walls.

Perhaps you make scvs take less damage? Err then banelings, oracles, colossi, phoenixes, etc. would probably do less damage against scvs too.

Okay, I got it - the perfect solution.

New defensive structure - Hellbat Guard, 100 min. Whenever a unit is dropped, it is instantly surrounded by harmless barricades that prevent it from moving. It only affects units whose names include "bat".

...or not?

Or just give the Turret a special attack dealing 135 spell damage to light bio mechanical units. Problem solved!
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
July 06 2013 06:54 GMT
#316
On July 06 2013 15:18 Entirety wrote:
Show nested quote +
On July 06 2013 14:10 Cascade wrote:
Hmm, do i read the thread correctly if I say that people are mainly worried about hellbats in TvT? Would hellbats be fine if it was not for TvT? Statistically it is decently balanced between the races as I understand?

If so, couldn't a solution be to give terran a good defense vs hellbats (whatever that would be...), as much as nerfing the hellbats?


A good defense vs. hellbats would likely affect the other matchups.

For example, if you want to stop the medivac, you can perhaps improve spotting (sensor tower) or attack the medivac directly (missle turret), but there are already good options.

Perhaps you want some sort of static defense? Well that would overpower terran, which can already cope with planetary fortresses and bunkers and turrets and walls.

Perhaps you make scvs take less damage? Err then banelings, oracles, colossi, phoenixes, etc. would probably do less damage against scvs too.

Okay, I got it - the perfect solution.

New defensive structure - Hellbat Guard, 100 min. Whenever a unit is dropped, it is instantly surrounded by harmless barricades that prevent it from moving. It only affects units whose names include "bat".

...or not?

Yeah, buffing some defense vs HB drops is likely to affect other MUs. But nerfing HB drops is also likely to affect other MUs. Just saying that that maybe we should be looking at both possibilities. I don't have any good ideas myself though. :/ Could be that nerfing is the way to go...

Well, I just put it out there.
TranceKuja
Profile Joined May 2011
United States154 Posts
Last Edited: 2013-07-06 07:04:44
July 06 2013 07:02 GMT
#317
On July 03 2013 23:58 Tenks wrote:
Show nested quote +
On July 03 2013 23:54 Strelok wrote:
On July 03 2013 23:45 Faust852 wrote:
When you scout hellbat drop, you still can lose the game because hellbat can kill so many scv even with a turret/bunker.
With the banshee it's not the same, you can defend it with one AA tower and that's it, you wont sucide it to kill 2 drones while the drop hellbat, you just do it.


Well right now you can defend a banshee just with 2 queens. So of course now it's not a problem ^^. I waste thon of money on starport, addon and banshee+inviz - and you just make 1 aa each base (or even just queens + overseer). And now imagine banshee that deals as much damage as hellbat drops. (remember, it has to be same powerfull - because now terran is not imba)




I believe this is an issue as well. Did Blizzard ever state why they made it so Spores only require Pool in HOTS instead of evo? Right now you can't even catch a Zerg with it's pants down.

I'm pretty sure this was because of early widow mines.

I guess they should give terran something with a bonus to units with both the bio and mech tag.
Winning
OMGTallMonster
Profile Joined March 2012
United States8 Posts
July 06 2013 07:05 GMT
#318
Lumi: That was a mostly well-said wall of text. There were just a few things near the end that I'd contest...

On July 05 2013 17:23 Lumi wrote:
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.)


From the first sentence here http://us.battle.net/sc2/en/forum/topic/8920191947?page=1#1: "I'm sure you guys have been seeing this too, but we're noticing Protoss slightly underperforming at the highest level of play especially in Korea and Europe."

That sounds like a rather balance-centric reason to buff to me. Granted, the necessity of such a buff could be considered questionable, and the specific buff they decided to go with was most likely motivated at some level by a desire to make the game have more action. At very least, the initial rationale for the buff was balance-related.

On July 05 2013 17:23 Lumi wrote:
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.


I don't see how the biological tag is balance-negligent game design? IIRC, they were given the biological tag to make them more resilient (particularly against mass zealot warpins). If anything, it's lore-negligent.

On July 05 2013 17:23 Lumi wrote:
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.


From a balance perspective, this is very similar to the hover tag given to vultures and harvesters in SC1. Again, your criticism here seems to be more lore-related than balance-related.
SsDrKosS
Profile Joined March 2013
330 Posts
July 06 2013 08:04 GMT
#319
On July 06 2013 13:53 plogamer wrote:
Show nested quote +
On July 06 2013 12:16 SsDrKosS wrote:
On July 06 2013 11:03 IamHobbyless wrote:
What about carbo 6 so you could load up a mines or something?

I personally think any change to cargo space or even making impossible to load should be the last solution to be implemented.

Making hellbat to have 4 cargo spaces is already weird (but still ok since baneling takes double of zergling space).
I don't want 2 supply unit takes that big space just to make the balance right.

And I think making hellbat unable to load is going against game logic.
All ground units that are mobile should be loaded to 'dropships' (overlord, WP, medivac).
seized tank is not an exception because it cannot be moved.
burrowed units might be exceptions but... I don't have to explain why


That is why nerfing to 18+4 light than upgrade blue flame to get full power is the best one I could think of.
Hellbat is soooooooooo overpowered in TvT EARLY game and to a less degree in early TvZ and TvP.
That's why making early-mid game hellbat to be less effective OVERALL (not only drops) would helps other match ups as well. It won't affect the mid-late game that much than other nerfs. And hellbat still two shots drones and probes not scv (3 shots).

If you think hellbat is too nerfed by this, make hellbat just a transformation of hellion (like viking) with no armory requirement (nor techlab). Blizzard made armory requirement for hellbat because it was too powerful for early game. I think with this nerf and buff, hellbat can come faster but less effective in early game (which what everyone wants)

Edit: If you think no armory requirement is too imba, maybe make it require armory but without transformation servo upgrade. so hellbats are no longer built from factory but just a transformation of hellion


You have nothing of substance to disagree with increasing the cargo space used by hellbats. There is nothing except that it is "already weird". And you, the king of balance, don't want to make 2 supply unit take BIG SPACE. OH NO, BIG SPACE SO BAD.

You know what's weird? Nerfing hellbat damage rather than drop capacity because hellbatdrops are OP.

okay, okay.... But are you sure that only the hellbatdrops are problem? I don't think so. That's why I have suggested mine. If everyone (or at least majority of the ppl) think early hellbat itself now (with full dmg) is ok in TvT, your opinion might be valid.
D_K_night
Profile Joined April 2010
Canada615 Posts
July 06 2013 08:08 GMT
#320
Strelok is right. Hellbats are only an issue in TvT. Sometimes the most subtle tweaks are the most effective. What if Hi-sec auto tracking was rolled into the turret(not requiring an upgrade)?

This means that the turrets have automatically longer range and nail the medivacs with 1 extra shot before they get to land the hellbats.

If they make that tweak, and remove the bio tag, I believe that this is all the changes required. Hellbat drops should not be completely removed from the game like so many of you want. It should still be usable and still be an option.
Canada
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