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Active: 1626 users

Balance patch this week - Hellbats nerfed, Banshees buffed…

Forum Index > SC2 General
1080 CommentsPost a Reply
Prev 1 17 18 19 20 21 55 Next
c0sm0naut
Profile Joined April 2011
United States1229 Posts
July 08 2013 21:23 GMT
#361
On July 09 2013 06:20 DarkPlasmaBall wrote:
Show nested quote +
On July 09 2013 06:03 c0sm0naut wrote:
What a bad change.. This will make late game TvP incredibly difficult and hurt terran in every matchup, all for the sake of fixing a mirror-specific problem......... Zerg and Protoss players are grinning right now becuase the builds they do every game anyways already counter cloaked banshee, it's their lack of map presence, unit control, unit positioning that loses their games to hellbats.. not the unit. banshees can't punish retard


How does it hurt late game anything?


when you can't harass protoss, the late game becomes hard. For myself and a lot of other terrans who had trouble denting the protoss economy this was a good option and was never really too powerful in the matchup. I guess i can now have my banshees completely shut down for less than i used to pay before vs P.. When you dont have to worry about harass, you can power even harder (which is something P are no stranger to..)
Deleted User 137586
Profile Joined January 2011
7859 Posts
July 08 2013 21:23 GMT
#362
On July 09 2013 06:20 DarkPlasmaBall wrote:
Show nested quote +
On July 09 2013 06:03 c0sm0naut wrote:
What a bad change.. This will make late game TvP incredibly difficult and hurt terran in every matchup, all for the sake of fixing a mirror-specific problem......... Zerg and Protoss players are grinning right now becuase the builds they do every game anyways already counter cloaked banshee, it's their lack of map presence, unit control, unit positioning that loses their games to hellbats.. not the unit. banshees can't punish retard


How does it hurt late game anything?


As several people have mentioned, you need to do the research in the midgame (and that's the tricky part), or you will not have it. But if you want to talk "actual lategame" then you don't want hellbats anyway. You need vikings and ghosts, and try to transition to BC's and ravens.
Cry 'havoc' and let slip the dogs of war
Yusei
Profile Joined December 2012
Canada27 Posts
Last Edited: 2013-07-08 21:26:19
July 08 2013 21:25 GMT
#363
To my knowledge 18 damage still 2 shots drones. Is this correct? If so, I don't know if this'll decrease the amount of Hellbat drops in TvZ. Can anyone confirm?

Edit: I mixed up the HP of drones and lings. Sorry.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45925 Posts
July 08 2013 21:25 GMT
#364
On July 09 2013 06:23 Ghanburighan wrote:
Show nested quote +
On July 09 2013 06:20 DarkPlasmaBall wrote:
On July 09 2013 06:03 c0sm0naut wrote:
What a bad change.. This will make late game TvP incredibly difficult and hurt terran in every matchup, all for the sake of fixing a mirror-specific problem......... Zerg and Protoss players are grinning right now becuase the builds they do every game anyways already counter cloaked banshee, it's their lack of map presence, unit control, unit positioning that loses their games to hellbats.. not the unit. banshees can't punish retard


How does it hurt late game anything?


As several people have mentioned, you need to do the research in the midgame (and that's the tricky part), or you will not have it. But if you want to talk "actual lategame" then you don't want hellbats anyway. You need vikings and ghosts, and try to transition to BC's and ravens.


On July 09 2013 06:23 c0sm0naut wrote:
Show nested quote +
On July 09 2013 06:20 DarkPlasmaBall wrote:
On July 09 2013 06:03 c0sm0naut wrote:
What a bad change.. This will make late game TvP incredibly difficult and hurt terran in every matchup, all for the sake of fixing a mirror-specific problem......... Zerg and Protoss players are grinning right now becuase the builds they do every game anyways already counter cloaked banshee, it's their lack of map presence, unit control, unit positioning that loses their games to hellbats.. not the unit. banshees can't punish retard


How does it hurt late game anything?


when you can't harass protoss, the late game becomes hard. For myself and a lot of other terrans who had trouble denting the protoss economy this was a good option and was never really too powerful in the matchup. I guess i can now have my banshees completely shut down for less than i used to pay before vs P.. When you dont have to worry about harass, you can power even harder (which is something P are no stranger to..)


...But what about mines, stim drops, banshees, and (in two minutes) the exact same hellbats?

It's not like Terrans couldn't harass Protoss before hellbats existed >.>
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
FeyFey
Profile Joined September 2010
Germany10114 Posts
July 08 2013 21:26 GMT
#365
Zealots are always happy if a unit is nerfed due to TvT, Siege tanks first and now Hellbats. But the poor guys deserve a break !
( bush
Profile Joined April 2011
321 Posts
July 08 2013 21:26 GMT
#366
I know i will never get these 30 damage hellbats. For some reason I am always starving in the mid late game TvP, even with 4+ bases
oo
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2013-07-08 21:31:40
July 08 2013 21:26 GMT
#367
On July 09 2013 06:21 Ghanburighan wrote:
Show nested quote +
On July 09 2013 06:19 Plansix wrote:
On July 09 2013 06:13 Ghanburighan wrote:
On July 09 2013 06:03 Plansix wrote:
On July 09 2013 05:59 Ghanburighan wrote:
On July 09 2013 05:53 Plansix wrote:
On July 09 2013 05:43 Ghanburighan wrote:
On July 09 2013 05:29 zhurai wrote:
how many hits does it take for hellbats to kill a zealot now?


It went up from 5 to 9.

Without the upgrade. But Zealots still trade like crap with Hellbats on mass due to the AOE.


Proof? It's something to test, and could be the case, but I haven't seen it yet. 9 shots is a lot...

They both do the same amount of damage, except that zealots do it with two hit(9 damage, twice) and the Hellbat does it in an AOE. It means that is all about the angle, but multiple hellbats can hit a several zealots per shot, while a single zealot can only work on a single hellbat.


The attack cooldowns surely differ, hellbat fires every 2 seconds, the zealot every 1.2 seconds. And the Zealot has 15 more health.

+ Show Spoiler +

So, both do 18 damage. (Zealot 132/150 - Hellbat 117/135 )

1.2 - Zealot reaches 36 damage.

2 - Hellbat reaches 36 damage.

2.4 - Zealot reaches 54 damage.

3.6 - Zealot reaches 72 damage

4 - Hellbat reaches 54 damage

4.8 - Zealot reaches 90 damage

6 - Zealot reaches 108 damage, hellbat reaches 72 damage.

7.2 - Zealot reaches 126 damage

8 - Hellbat reaches 90 damage

9 - Zealot reaches the required 135 damage to kill a hellbat.

Theoretically, you still need 2 overlapping AOE's to kill a Zealot (how well do they line up?). But previously a hellbat narrowly beat a zealot 1 on 1.


A zealot also beats a roach 1v1, but no one tried to use that to justify them as a counter to roaches. I stand by my statement that zealots "still trade horribly against hellbats on mass."


And you still didn't provide any way to verify that claim. You did offer that they do the same amount of damage (18), but forgot to mention that the zealot attacks faster and has more health... So what is your actual evidence for your claim.

None, I went on my gut that un-upgraded hellbats would trade more efficiently against zealots the more hellbats their are. I don't have the ability to test it right now, but zealots are only good against units that they massively out DPS and don't have AOEs. More importantly, roaches do shit DPS and crush zealots in large numbers.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Deleted User 137586
Profile Joined January 2011
7859 Posts
July 08 2013 21:27 GMT
#368
On July 09 2013 06:25 DarkPlasmaBall wrote:
Show nested quote +
On July 09 2013 06:23 Ghanburighan wrote:
On July 09 2013 06:20 DarkPlasmaBall wrote:
On July 09 2013 06:03 c0sm0naut wrote:
What a bad change.. This will make late game TvP incredibly difficult and hurt terran in every matchup, all for the sake of fixing a mirror-specific problem......... Zerg and Protoss players are grinning right now becuase the builds they do every game anyways already counter cloaked banshee, it's their lack of map presence, unit control, unit positioning that loses their games to hellbats.. not the unit. banshees can't punish retard


How does it hurt late game anything?


As several people have mentioned, you need to do the research in the midgame (and that's the tricky part), or you will not have it. But if you want to talk "actual lategame" then you don't want hellbats anyway. You need vikings and ghosts, and try to transition to BC's and ravens.


Show nested quote +
On July 09 2013 06:23 c0sm0naut wrote:
On July 09 2013 06:20 DarkPlasmaBall wrote:
On July 09 2013 06:03 c0sm0naut wrote:
What a bad change.. This will make late game TvP incredibly difficult and hurt terran in every matchup, all for the sake of fixing a mirror-specific problem......... Zerg and Protoss players are grinning right now becuase the builds they do every game anyways already counter cloaked banshee, it's their lack of map presence, unit control, unit positioning that loses their games to hellbats.. not the unit. banshees can't punish retard


How does it hurt late game anything?


when you can't harass protoss, the late game becomes hard. For myself and a lot of other terrans who had trouble denting the protoss economy this was a good option and was never really too powerful in the matchup. I guess i can now have my banshees completely shut down for less than i used to pay before vs P.. When you dont have to worry about harass, you can power even harder (which is something P are no stranger to..)


...But what about mines, stim drops, banshees, and (in two minutes) the exact same hellbats?

It's not like Terrans couldn't harass Protoss before hellbats existed >.>


Leave me out of the harass spiel.
Cry 'havoc' and let slip the dogs of war
DarkPlasmaBall
Profile Blog Joined March 2010
United States45925 Posts
July 08 2013 21:28 GMT
#369
On July 09 2013 06:26 ( bush wrote:
I know i will never get these 30 damage hellbats. For some reason I am always starving in the mid late game TvP, even with 4+ bases


Well played.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Radel
Profile Joined June 2011
United States115 Posts
July 08 2013 21:28 GMT
#370
Seeing cloaked banshees again regularly would be kinda cool
Manner should be mutual. Innovation - Jjakji - Grubby - HuK - JD - StarDust - Flash - Balloon
DarkPlasmaBall
Profile Blog Joined March 2010
United States45925 Posts
July 08 2013 21:29 GMT
#371
On July 09 2013 06:28 Radel wrote:
Seeing cloaked banshees again regularly would be kinda cool


You probably don't play Protoss

But it's something we'll have to deal with, sure.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Meerel
Profile Joined March 2012
Germany713 Posts
July 08 2013 21:29 GMT
#372
stupid patch.....dayvie doesnt know how to balance anything
SDMF
LimeNade
Profile Blog Joined February 2010
United States2125 Posts
July 08 2013 21:29 GMT
#373
cool maybe ill start playing again lol
JD, need I say more? :D
emanresU
Profile Joined November 2012
Germany393 Posts
July 08 2013 21:30 GMT
#374
On July 09 2013 06:29 Meerel wrote:
stupid patch.....dayvie doesnt know how to balance anything


You terran?
There is nothing more cool than being proud of the things you love. -Sean "Day[9]" Plott
Nebuchad
Profile Blog Joined December 2012
Switzerland12461 Posts
July 08 2013 21:31 GMT
#375
On July 09 2013 06:23 Ghanburighan wrote:
Show nested quote +
On July 09 2013 06:20 DarkPlasmaBall wrote:
On July 09 2013 06:03 c0sm0naut wrote:
What a bad change.. This will make late game TvP incredibly difficult and hurt terran in every matchup, all for the sake of fixing a mirror-specific problem......... Zerg and Protoss players are grinning right now becuase the builds they do every game anyways already counter cloaked banshee, it's their lack of map presence, unit control, unit positioning that loses their games to hellbats.. not the unit. banshees can't punish retard


How does it hurt late game anything?


As several people have mentioned, you need to do the research in the midgame (and that's the tricky part), or you will not have it. But if you want to talk "actual lategame" then you don't want hellbats anyway. You need vikings and ghosts, and try to transition to BC's and ravens.


But the "actual lategame" styles that you're describing, the ones where hellbats are useless, didn't need a change anyway. What terrans had trouble holding in lategame were the sudden thirty zealots warp-ins that could occur when the protoss decided to spend his bank, and overall the zealot-heavy lategame styles. Hellbats are still good vs these. I don't see why hellbats should be good against the others.
No will to live, no wish to die
shelfofjustice
Profile Joined September 2011
Canada24 Posts
July 08 2013 21:33 GMT
#376
There seems to be a lot of people not quite understanding how Hellbats currently fit in to TvP. It is not the drops that are potent in the least (read: if you're losing to Hellbat drops as a Protoss you're just not paying attention), but rather the front line effectiveness, particularly against non-Colossus openers. The Hellbat adds some meat to the aggression before Protoss can get their dual AOE up, after which point you still need to transition to heavy Ghost Viking--the Hellbat's lack of upgrades means the unit simply falls behind the later the game goes.

The vast vast vast majority of the time, you will not see Terrans go for Blue Flame--we will instead just invest more heavily into bio, and transition to Ghosts more quickly once again. You might--MIGHT--see some useage of Blueflame Hellbats in 2 base Marauder Hellbat all-ins, but frankly those aren't particularly great regardless. With only one path of playing, I'd expect PvT winrates to go up to the high 60% range in the coming months.

As for TvZ, nothing will really change other than mech being even more phased out by Bio Mine. The one concession is that you may see more Hellion Banshee openers since Roach busts are so common, but for the most part it's going to be CC 1st into Bio Mine all of the day. Hellbat Marauder aggression is most likely dead with the change, since well controlled speedlings should now run all over it. Mech even deader than before.

Hopefully we will see some more changes in the future. I would like to see tanks and perhaps thors get some love.
MHT
Profile Joined August 2010
Sweden1026 Posts
July 08 2013 21:33 GMT
#377
Ok need new builds in TvT, TvP and TvZ asap.
SibChil
Profile Joined August 2012
Sweden502 Posts
July 08 2013 21:35 GMT
#378
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've been an even more elegant solution
Favourite players: Jaedong, DRG, Coca, Snute, Grubby, Keen, Baby | GoGo [A]lliance
Kevn23
Profile Joined December 2011
United States80 Posts
July 08 2013 21:35 GMT
#379
Finally. We'll see how Inno holds up now.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-07-08 21:37:50
July 08 2013 21:36 GMT
#380
Makes me think I'll go and play more Terran again, now that TvT might be bareable again and for TvP "Lyyna's Mech" style got a buff.

I just hope that they wait until the thursday OSL matches are over. Would be insanely stupid to change balance before them at such short notice. (while for next week, players will already know the whole week that they have to train something else, so it's fine I guess)
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