Opinion on hellbat drop play - Page 16
Forum Index > SC2 General |
dutchfriese
2554 Posts
| ||
Snowbear
Korea (South)1925 Posts
On July 06 2013 09:20 Lock0n wrote: 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
Canada3132 Posts
On July 05 2013 13:08 Blargh wrote: 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: 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
Korea (South)1925 Posts
On July 05 2013 13:08 Blargh wrote: 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
330 Posts
On July 06 2013 10:17 Snowbear wrote: 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
United States257 Posts
On July 06 2013 10:17 Snowbear wrote: 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
Germany29 Posts
| ||
SsDrKosS
330 Posts
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
Canada3132 Posts
On July 06 2013 12:16 SsDrKosS wrote: 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
Australia5405 Posts
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
United States409 Posts
| ||
Hattori_Hanzo
Singapore1229 Posts
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. | ||
PhOeniX[MinD]
361 Posts
On July 06 2013 10:21 SsDrKosS wrote: 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 | ||
Entirety
1423 Posts
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? | ||
TheDwf
France19747 Posts
On July 06 2013 15:18 Entirety wrote: 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
Australia5405 Posts
On July 06 2013 15:18 Entirety wrote: 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
United States154 Posts
On July 03 2013 23:58 Tenks wrote: 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. | ||
OMGTallMonster
United States8 Posts
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
330 Posts
On July 06 2013 13:53 plogamer wrote: 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
Canada615 Posts
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. | ||
| ||