On July 09 2013 20:30 Lock0n wrote: Once hellbats are nerfed, TvT will go from being a tense and explosive matchup with hellbat drops, to a long and drawn out turtle fest. This nerf will add 10 mins to an average TvT game, and will be much more boring if you ask me.
It only means the initial hellbat drop is weaker against economy. They are as good as before against marauders, tanks, vikings.... basically everything but marines and economy and hellions. Actually its a huge buff to forGG build lol :D
On July 09 2013 19:39 Drake wrote: 172 HARDCORE terran players who vote for "I only like the banshee" thats the best in whole poll haha
Im a terranplayer who dont like the hellbat nerf. I think it is too soft. I would rather prefer something like less HP, no medivac healing, or even slower movement speed. I dont think the damage nerf is enough. But I guess time will tell...
I know you're probably just throwing ideas around but wouldn't that make them even more useless in mech play? You'd only be moving them via medivac and with them still being biological, they might feel even more like bio units (if you can only really use them when you have medivacs, may as well make more?). Mineral cost bio reavers minus the range and with a smaller area of effect. :O I'm just playing around with the theory of the idea, you understand.
On July 09 2013 19:39 Drake wrote: 172 HARDCORE terran players who vote for "I only like the banshee" thats the best in whole poll haha
Im a terranplayer who dont like the hellbat nerf. I think it is too soft. I would rather prefer something like less HP, no medivac healing, or even slower movement speed. I dont think the damage nerf is enough. But I guess time will tell...
I know you're probably just throwing ideas around but wouldn't that make them even more useless in mech play? You'd only be moving them via medivac and with them still being biological, they might feel even more like bio units (if you can only really use them when you have medivacs, may as well make more?). Mineral cost bio reavers minus the range and with a smaller area of effect. :O I'm just playing around with the theory of the idea, you understand.
ya true - I totally get what you're saying. Lowering movement speed might not be the way to go I just feel like the mass hellbat vs mass hellbat in tvt will continue, since hellbats are soo strong against marines.
pleas give me an idea how i should survive cloaked mass banshee pushes on platin (top8 ) as a protoss ??, banshees just eat my whole early game armys, and if i fast tech to templar feedback i have so less ground to defend marines + tank + banshee. Anyone can give me a hint ? my stalkers just melt to mass banshee and now cloak will be ready so much faster :/ please helllllp xD ( hellbat change +1)
On July 09 2013 02:34 purakushi wrote: My question is if hellbats are going to shoot blue flames after the upgrade.
:O would be cool
They did on the test map.
There's no reason for them not to put the graphic in on the live realms especially now that it serves a valuable purpose in identifying upgraded Helbats vs stock.
On July 09 2013 22:16 Naphal wrote: i hope blizz will adress some other issues too, like caduceus reactor... or maybe merge hellionupgrades into "infernal warfare"
On July 09 2013 17:47 Rabiator wrote: Hellbat change wont matter much, because the "problem" of the Hellbat drop is that it costs almost nothing and you can lose 3-4 double Medivac drops and only deal the decisive economic blow with the 5th drop anyways. Sooo ... people will just save up the Medivacs and Hellbats until blue flame is done researching and then go with 4-5 Medivacs at the same time.
Power Overwhelming!
The Hellbat change isnt a "fix of the issue" but rather only a delay ... and since the time doesnt really matter that much (because they are just as efficient later on and players wont have built more static defenses anyways) the effect will be just the same.
I called you out on another balance thread, and I'll do here as well. You called me an arrogant asshole for that matter for calling you out, but the reality is, you don't understand the game at the level you need to, to actually make a qualified post. While the hellbat drops were dangerous for Protoss and Zerg, they were no where near balance breaking or game deciding and eventually, defending the hellbat drops with killing the medivac/hellbats leaves Terran actually far behind, but a player like you will never understand, because they overcommit to defence.
Queens are actually a very good call as they are powerful against medivacs and hellbats, they can transfuse the static defence as well. If you go hellbat drops and commit (aka lose the medivac) you will end up way behind. IF you don't commit and save everything, you dealt minimal damage. The marauder/hellbat timing that can follow is strong, but certainly not unbeatable especially when scouted and ling/bane or roach/bane can defend it.
If you defend that timing, Terran is more than just behind. I don't even want to start on TvP .
So why did Moonglade lose that game after Sound lost FOUR DOUBLE-Medivac-Hellbat drops without achieving too much? By your definition Sound should have been MILES behind because of the HUGE investment.
Oh and I called you arrogant because you said that balance should only be done for the top half of the progamers and "tough luck for the rest of the players, sucks to be you. Have fun playing an unbalanced game." (more or less).
Moonglades macro completely fell apart during the drops actually. Actual it wasn't really only during the drops. Kinda through the entire game it was semi-sloppy, and his drone-timing wasn't very good either.
On July 09 2013 21:41 Lephex wrote: pleas give me an idea how i should survive cloaked mass banshee pushes on platin (top8 ) as a protoss ??, banshees just eat my whole early game armys, and if i fast tech to templar feedback i have so less ground to defend marines + tank + banshee. Anyone can give me a hint ? my stalkers just melt to mass banshee and now cloak will be ready so much faster :/ please helllllp xD ( hellbat change +1)
If someone uses THIS much of his money for banshee's you can easily invest into a single stargate with 4-5 Phoenix. Liking the change, although i foresee problems for Terrans in TvP, but maybe they'll figure out a new opening.
sound distracted moonglades attention and scatterd his focus everywhere while he build his own economy and in the end moonlade could not catch up he was grinded by beter macro + harass terran
On July 09 2013 16:35 Napoleon53 wrote: Hm Banshees were very strong in the early WoL days. I always wondered why the totally disappeared over time. I think this buff might be too strong.
Seems like it is possible to rush to cloaked banshees while expanding.
LOL seems that u learn about fast expand is a strat powerfull ?
Not really sure what you mean. My point was that cloaked banshees can be made from 1 gas now. Thereby making it more safe to expand behind it.
On July 09 2013 16:35 Napoleon53 wrote: Hm Banshees were very strong in the early WoL days. I always wondered why the totally disappeared over time. I think this buff might be too strong.
Seems like it is possible to rush to cloaked banshees while expanding.
Most of it is because of HoTS.
Widow mines one shot banshees and everyone opened hellbats. Protoss has easier detection (Stargate or Robo) so unless he goes 4 gate doesn't outright die like they did in WoL if they didn't get a robo and Zerg have the best early game AA in the game (queens/no evo spores).
That's mostly why I believe.
Thanks for answer! I guess this makes sense. I didnt know widow mines one shot banshees.. Are you sure about that? Widow mines do 125 dam.. and banshees have 140 hp.
On July 09 2013 20:30 Lock0n wrote: Once hellbats are nerfed, TvT will go from being a tense and explosive matchup with hellbat drops, to a long and drawn out turtle fest. This nerf will add 10 mins to an average TvT game, and will be much more boring if you ask me.
It only means the initial hellbat drop is weaker against economy. They are as good as before against marauders, tanks, vikings.... basically everything but marines and economy and hellions. Actually its a huge buff to forGG build lol :D