|
On July 09 2013 05:11 shelfofjustice wrote: Guess TvP is back to MMM into viking ghost all day erry day. Wonder if Hellion Banshee will be any more effective than Mine dropping in TvZ. Probly not.
You do realize they just 3 shot workers now. Its not like they are bad at dropping, but the other player get an extra half a second to respond.
|
It seems blizzard is reducing the cost of cloaked/invisible units in the game since detection became so easy to have.
We have dark shrine cost reduced, cloak banshee cost reduced, burrow moved to tier 1. I guess it's reasonable because it's easier to deal with cloak and harass now. And this patch specifically will revive banshee play.
|
Russian Federation4295 Posts
On July 09 2013 05:13 Plansix wrote:Show nested quote +On July 09 2013 05:11 shelfofjustice wrote: Guess TvP is back to MMM into viking ghost all day erry day. Wonder if Hellion Banshee will be any more effective than Mine dropping in TvZ. Probly not. You do realize they just 3 shot workers now. Its not like they are bad at dropping, but the other player get an extra half a second to respond. Hellbats can still 2-shot workers in lategame with blue flames.
|
On July 09 2013 05:14 Existor wrote:Show nested quote +On July 09 2013 05:13 Plansix wrote:On July 09 2013 05:11 shelfofjustice wrote: Guess TvP is back to MMM into viking ghost all day erry day. Wonder if Hellion Banshee will be any more effective than Mine dropping in TvZ. Probly not. You do realize they just 3 shot workers now. Its not like they are bad at dropping, but the other player get an extra half a second to respond. Hellbats can still 2-shot workers in lategame with blue flames. It almost like they planed it that way and only wanted to give the races a little more time to get up some defenses before the truly scary drops hit.
|
My lings will still burn to death anyway 
It's a good change, but i tought they were removing the healing part for the hellbats ??
Shee's & hellion's push will be even more faster. Gonna have to drop a warren asap. Sucks.
GLHF zerg's !
|
I would have preferred if they removed the healing and biological. Whatever it means for gameplay, but it would make the unit more logical.
|
I'm so bad at handling banshee attacks. This makes me afeared.
|
i like it, hellbat can still be effective if you go mech or commit heavily to it, and to compensate they give buff to another harassment tool that had became obsolete in the shades of hellbat =)
|
On July 09 2013 05:17 IPA wrote:I'm so bad at handling banshee attacks.  This makes me afeared. same here. even if I do manage to hold if off, suddenly I have 2k-2k and no larva -_-
|
On July 09 2013 05:12 The_Darkness wrote:Show nested quote +On July 09 2013 04:27 Rhaegal wrote:On July 09 2013 04:26 aksfjh wrote:On July 09 2013 02:33 Plansix wrote:On July 09 2013 02:29 HTOMario wrote:As always, we’ve been keeping a close eye on the balance of things, and have decided to address the issues concerning Terran and the Hellbat.
Here are our thoughts:
1. Hellbat drops are mainly an issue for TvT.
2. Terran isn't over performing so while nerfing Hellbats, we’d like to simultaneously push a buff to the Banshee.
3. We think seeing less Hellbat play in the early mid game is not a bad thing, as other Terran harass options are a lot more interesting to watch.
4. This change will also address any other lingering concerns we may have with Hellbats outside of TvT when it comes to early mid game.
So overall, we believe the changes we've been testing in the balance test map are solid for Hellbats: Attack damage decreased from 18 +12 vs. light to 18. The Infernal Pre-Igniter upgrade increases attack damage from 18 to 18 +12 vs. light.
Banshee changes on the other hand, we're planning on going ahead with just the cost reduction change only: Cloaking Field research cost decreased from 200/200 to 100/100
Let us know if you have any feedback. We are looking to implement these changes sometime this week. Personally I like the changes, I wish they reduced the time for blue flame though. xD I can't wait to try out the new banshees. Its like that took the removed 100/100 from the cost of cloak from Banshees and added it to the cost of Hellbat's ability to wipe out worker lines. The change seems fine. It gives Hellbats the late game punch they need, but they would 3 shot workers until they got the upgrade. And the banshee needed a boost. Protoss can sniff that thing out with all their new fancy scouting, so I don't see an issue. I know, 9 pages behind the discussion, but I have an issue with this. P and Z were given omgwtf tools to shut banshees down easily, with any standard build and no deviations. There's literally no excuse to lose to them in those matchups. Even with arguably fast(er) and cheaper cloak, it's still shut down just the same. The only reason banshees were "okay" in TvT was the amount of investment needed for hellbat drops left one vulnerable to air. Exactly. This is a straight up nerf to TvZ and TvP. Banshees will remain worthless. You'll need to wait and see what the KESPA guys can do with cheap cloak. I recall Fantasy using cloaked banshees pretty effectively against P in the GSL and I can imagine Ty putting this to good use as well. If there is one thing you can be certain of when balance changes are made, it's that TL forum posters generally have no idea how much of an impact they will have on top level pro play and most people's knee jerk reactions are usually way, way off base. Don't hold your breath. Banshees are no harder to hold off now than they used to be.
|
Norway25712 Posts
Man, I should've delayed that LR grudgematch a couple days till after these changes.
I like em!
|
On July 09 2013 02:41 Lukeeze[zR] wrote: Now that BF works for both hellions ans hellbats, researching transfo servos makes more sense. Cool change.
I don't agree, it's a useless upgrade. No need to spend 150/150 on silly upgrade (let's face it, do I care about making Hellions into Hellbats?) when i can just get an armory and get Hellbats from the get go.
|
On July 09 2013 05:16 Sandermatt wrote: I would have preferred if they removed the healing and biological. Whatever it means for gameplay, but it would make the unit more logical.
If the hellbats weren't biological they would NEVER die.
|
I like the patch and the timing No great tournament coming up.
|
On July 09 2013 05:18 packrat386 wrote:Show nested quote +On July 09 2013 05:17 IPA wrote:I'm so bad at handling banshee attacks.  This makes me afeared. same here. even if I do manage to hold if off, suddenly I have 2k-2k and no larva -_-
You have to bear in mind that you get spores with just a pool now; we've not really seen any banshee play since that happened. And toss gained a whole new way to detect, down a tech path that's pretty good vs banshee openers anyway.
Banshees aren't going to suddenly become super good, but they might be slightly viable now where they weren't before.
Good changes.
|
On July 09 2013 05:12 Rhaegal wrote:Show nested quote +On July 09 2013 05:10 BlackPanther wrote:On July 09 2013 05:05 Rhaegal wrote: This would be like Blizzard nerfing the Muta directly to address muta wars in ZvZ. It makes no sense. Why not try other alternatives to make TvT less hellbat reliant? Not really. Hellbats only got an early game nerf while their mid-game and late game potential is the same. A nerf to mutas would have been permanent across all stages of the game. They could at least combine the transformation upgrade with blueflame.
That would be actually buffing hellbats.
|
On July 09 2013 05:21 KristofferAG wrote: Man, I should've delayed that LR grudgematch a couple days till after these changes.
I like em! Yeah! T.T
|
this should be interesting, let's see how it plays out !
|
On July 09 2013 05:25 FreeTossCZComentary wrote:Show nested quote +On July 09 2013 05:12 Rhaegal wrote:On July 09 2013 05:10 BlackPanther wrote:On July 09 2013 05:05 Rhaegal wrote: This would be like Blizzard nerfing the Muta directly to address muta wars in ZvZ. It makes no sense. Why not try other alternatives to make TvT less hellbat reliant? Not really. Hellbats only got an early game nerf while their mid-game and late game potential is the same. A nerf to mutas would have been permanent across all stages of the game. They could at least combine the transformation upgrade with blueflame. That would be actually buffing hellbats.
How?
|
how many hits does it take for hellbats to kill a zealot now?
|
|
|
|