• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:52
CEST 13:52
KST 20:52
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon100Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Yamato Cup Series StarCraft open world shooter announced at BlizzCon Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Has online-only competition during the pandemic changed your enjoyment of pro SC2? How do you feel about the StarCraft shooter announcement at BlizzCon 2026?
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Remastered crash fix suggestions New 3v3 BGH Ladder (and more) on ShieldBattery! BGH Auto Balance -> http://bghmmr.eu/ Syncronization issues and can't find games a Announcement on the JEDI Ringing
Tourneys
[ASL22] Ro16 Group D [Megathread] Daily Proleagues The Casual Games of the Week Thread Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8706 users

Opinion on new hellbat nerf patch - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 Next All
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2013-07-08 22:37:06
July 08 2013 22:36 GMT
#21
Late game Hellbats don't change once you research BFH.

So the only difference is that you will make 3 Hellbats from a tech lab Factory while the upgrade researches. Then you can swap for a reactor and make exactly the same Hellbat you had before.

Terran doesn't need blue flame hellbats to deal with mid-game Protoss Chargelot Archon. They were dealing with it just fine in WoL before the Hellbat existed.

I think the changes are both fine. Hellbat should affect mostly TvT.. P and Z who are paying attention can usually avoid losing workers to them by reacting quickly as they move quite slowly.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
FlubberMan
Profile Joined March 2013
Sweden13 Posts
July 08 2013 22:39 GMT
#22
If you think that Bio will be weak vs mass zealot late game, what about moving the blueflame upgrade to the armory? Sure all upgrades should be in tech labs but w/e it would solve the problem I think.
Nebuchad
Profile Blog Joined December 2012
Switzerland12533 Posts
July 08 2013 22:48 GMT
#23
On July 09 2013 07:19 c0sm0naut wrote:
Show nested quote +
On July 09 2013 07:16 StarGalaxy wrote:
"Hellbats had rather important function late game - they tanked zealots. Now, they won't be able to."

Hellbats do they same damage against zealots as before if you get blueflame. In the latgame you certainly can afford it.


now have to produce hellbats one at a time off a techlabbed factory for two game minutes to research this upgrade. it's just not gonna happen man. People are simply not going to make hellbats, or it will be a 3bases + kind of thing like ghosts or double starport


You sound like a ghost user in early 2012.
No will to live, no wish to die
Rui.S
Profile Joined August 2012
Canada92 Posts
July 08 2013 22:52 GMT
#24
On July 09 2013 07:48 Nebuchad wrote:
Show nested quote +
On July 09 2013 07:19 c0sm0naut wrote:
On July 09 2013 07:16 StarGalaxy wrote:
"Hellbats had rather important function late game - they tanked zealots. Now, they won't be able to."

Hellbats do they same damage against zealots as before if you get blueflame. In the latgame you certainly can afford it.


now have to produce hellbats one at a time off a techlabbed factory for two game minutes to research this upgrade. it's just not gonna happen man. People are simply not going to make hellbats, or it will be a 3bases + kind of thing like ghosts or double starport


You sound like a ghost user in early 2012.

are you referring to the emp nerf or the snipe nerf, because no one made ghosts in tvz after the snipe nerf.
Kovaz
Profile Joined October 2010
Canada233 Posts
July 08 2013 22:58 GMT
#25
As far as Hellbat vs Zealot goes, I think they should still do fine. They still have a ton of health and splash damage. They're going to go from OMGWTFBBQ good to merely pretty good, at least in my opinion.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2013-07-08 22:58:38
July 08 2013 22:58 GMT
#26
On July 09 2013 07:52 Rui.S wrote:
Show nested quote +
On July 09 2013 07:48 Nebuchad wrote:
On July 09 2013 07:19 c0sm0naut wrote:
On July 09 2013 07:16 StarGalaxy wrote:
"Hellbats had rather important function late game - they tanked zealots. Now, they won't be able to."

Hellbats do they same damage against zealots as before if you get blueflame. In the latgame you certainly can afford it.


now have to produce hellbats one at a time off a techlabbed factory for two game minutes to research this upgrade. it's just not gonna happen man. People are simply not going to make hellbats, or it will be a 3bases + kind of thing like ghosts or double starport


You sound like a ghost user in early 2012.

are you referring to the emp nerf or the snipe nerf, because no one made ghosts in tvz after the snipe nerf.


just another unmoderated act of trolling on the TL forums

adds nothing to the discussion, just looking for an angry response, don't even respond

User was temp banned for this post.
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
July 08 2013 23:02 GMT
#27
I really don't think hellbats need to be nerfed. Banshees are cheaper, but you aren't going to see them vs zerg much, spores are up before an evo, so pretty easy to defend against. Maybe the 1/1/1 build will be back ?
Nebuchad
Profile Blog Joined December 2012
Switzerland12533 Posts
July 08 2013 23:09 GMT
#28
On July 09 2013 07:52 Rui.S wrote:
Show nested quote +
On July 09 2013 07:48 Nebuchad wrote:
On July 09 2013 07:19 c0sm0naut wrote:
On July 09 2013 07:16 StarGalaxy wrote:
"Hellbats had rather important function late game - they tanked zealots. Now, they won't be able to."

Hellbats do they same damage against zealots as before if you get blueflame. In the latgame you certainly can afford it.


now have to produce hellbats one at a time off a techlabbed factory for two game minutes to research this upgrade. it's just not gonna happen man. People are simply not going to make hellbats, or it will be a 3bases + kind of thing like ghosts or double starport


You sound like a ghost user in early 2012.

are you referring to the emp nerf or the snipe nerf, because no one made ghosts in tvz after the snipe nerf.


TvP actually, for a long time all the stress was that templars were op, because there was no counter to storm anymore now that ghosts were useless, and so on. The ghost nerf was MUCH bigger than the hellbat nerf is, and after a while terrans realized that ghosts were still essential in TvP.

But you probably shouldn't listen to me, I have a difference of opinion with c0sm0naut, I'm obviously a troll.
No will to live, no wish to die
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2013-07-08 23:16:21
July 08 2013 23:15 GMT
#29
[B]On July 09 2013 08:09 Nebuchad wrote:
But you probably shouldn't listen to me, I have a difference of opinion with c0sm0naut, I'm obviously a troll.


If you think this is why I consider your posts to be harassment, maybe you should reread your writing and consider your tone as well as actual interest in discussion
Fig
Profile Joined March 2010
United States1324 Posts
Last Edited: 2013-07-08 23:32:06
July 08 2013 23:22 GMT
#30
Anyone who says lategame Hellbats will be affected is ridiculous. It's a difference of 150/150, which is negligible in the lategame! If they want to make Hellbats still they just have to remember to attach a techlab to a factory during mid/lategame for a couple mins. It's really not hard, nor game-changing, just a tiny difference that you have to remember now. I feel for you though. Remembering Blue Flame AND Concussive Shells is gonna be tough. Well I guess Blue Flame should be easier since you can actually just look at the color of the attack.

Edit-Fixed numbers
Can't elope with my cantaloupe
TimKim0713
Profile Joined June 2012
Korea (South)221 Posts
July 08 2013 23:24 GMT
#31
"topick", somehow i read it as toothpick :D
dabom88
Profile Blog Joined July 2010
United States3483 Posts
July 08 2013 23:26 GMT
#32
On July 09 2013 05:28 Strelok wrote:
[-] Hellbat openers are useless now.
[-] Bio terrans won't be able to use hellbats. So they will deal some problems in late game with mass zeals + mothership core slow.
[-] Banshees will be still useless in TvP because of mothership core (probably overcharge needs to be only against ground units?) and rather big possibilty of stargate openers.

Overcharge only being good against Ground units is very bad because Overcharge is a big part of defense against Mutas.

In general, I think the better reaction would be a Range nerf. Something that would allow a Banshee to come in, get hit, and still get out without getting destroyed.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
July 08 2013 23:27 GMT
#33
There were several marine/tank TvZ builds in wol that went 2fact tank on 3bases in WoL, so we know that it is in fact possible to add tech labs to something that isnt a rax in the mid/lategame. Which begs the question, why exactly can you not add in hellbats lategame after the patch?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
July 08 2013 23:32 GMT
#34
I think they should give Tanks a slight buff. Mech rights now is simply not that good or viable in any matchup--people always talk about the uselessness of Tanks in TvP, but they're not exactly that great in the other matchups either. Buffing tanks would not only be a buff to mech directly, it would also make having a tech lab on your factory a lot less onerous.
He drone drone drone. Me win. - ogsMC
NrG.ZaM
Profile Joined March 2008
United States267 Posts
July 08 2013 23:34 GMT
#35
On July 09 2013 07:19 c0sm0naut wrote:
Show nested quote +
On July 09 2013 07:16 StarGalaxy wrote:
"Hellbats had rather important function late game - they tanked zealots. Now, they won't be able to."

Hellbats do they same damage against zealots as before if you get blueflame. In the latgame you certainly can afford it.


now have to produce hellbats one at a time off a techlabbed factory for two game minutes to research this upgrade. it's just not gonna happen man. People are simply not going to make hellbats, or it will be a 3bases + kind of thing like ghosts or double starport


I've seen in TvZ people make a second factory for a tech lab and crank out widow mines 3 at a time while upgrading drilling claws, is that not viable in TvP, only with hellbats instead of mines? I play zerg so I don't really know the kind of production you need on hellbats to make them do well, but the upgrade takes the same amount of time and people get it anyway.
baba1
Profile Joined April 2005
Canada355 Posts
July 08 2013 23:35 GMT
#36
I thnk for 100 minerals you still get a damn good unit.
noq uote
scypio
Profile Joined December 2011
Poland2127 Posts
Last Edited: 2013-07-08 23:43:11
July 08 2013 23:41 GMT
#37
On July 09 2013 08:22 Fig wrote:
Anyone who says lategame TvP will be affected is ridiculous. It's a difference of 100/100! If they want to make Hellbats still they just have to remember to attach a techlab to a factory during mid/lategame for a couple mins. It's really not hard, nor game-changing, just a tiny difference that you have to remember now. I feel for you though. Remembering Blue Flame AND Concussive Shells is gonna be tough. Well I guess Blue Flame should be easier since you can actually just look at the color of the attack.


No, it requires time (takes quite a while to research the blue flame) and even more resources (read: building extra factory with techlab for total of 350/275), or APM for floating buildings / swapping addons and limiting your production (you can build only 1 hellbat at a time with the TL and 0 when you are making the TL).

This will make both the roach-ling-bane all-in an muta-ling-bling styles much stronger vs T, also dealing with aggressive protosses with the speed prisms will be harder. At the same time any hellbat-marauder attacks will be easier to stop.

I think this is enough to give the T a serious kick in the balls, pushing them into "I need to end this before 15m" builds once again.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Ry2D2
Profile Blog Joined June 2012
United States429 Posts
July 08 2013 23:50 GMT
#38
On July 09 2013 05:28 Strelok wrote:
TvP:
Hellbats had rather important function late game - they tanked zealots. Now, they won't be able to.


I think this is a little inaccurate. Hellbats are still good, this just delays their stupidly good cost efficiency. You can easily afford blueflame somewhere between early game and 15-20 minutes as a bio terran. Just need 1 factory with techlab then switch it with a reactor'd rax once you're done researching and viola, hellbats are good as they prepatch.
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
Last Edited: 2013-07-08 23:55:06
July 08 2013 23:51 GMT
#39
On July 09 2013 08:27 Teoita wrote:
There were several marine/tank TvZ builds in wol that went 2fact tank on 3bases in WoL, so we know that it is in fact possible to add tech labs to something that isnt a rax in the mid/lategame. Which begs the question, why exactly can you not add in hellbats lategame after the patch?

completly irrelevant
On July 09 2013 08:50 Ry2D2 wrote:
Show nested quote +
On July 09 2013 05:28 Strelok wrote:
TvP:
Hellbats had rather important function late game - they tanked zealots. Now, they won't be able to.


I think this is a little inaccurate. Hellbats are still good, this just delays their stupidly good cost efficiency. You can easily afford blueflame somewhere between early game and 15-20 minutes as a bio terran. Just need 1 factory with techlab then switch it with a reactor'd rax once you're done researching and viola, hellbats are good as they prepatch.

its like saying charge now costs 500/500 but its still same as prepatch
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
Fig
Profile Joined March 2010
United States1324 Posts
July 08 2013 23:58 GMT
#40
On July 09 2013 08:41 scypio wrote:
Show nested quote +
On July 09 2013 08:22 Fig wrote:
Anyone who says lategame TvP will be affected is ridiculous. It's a difference of 100/100! If they want to make Hellbats still they just have to remember to attach a techlab to a factory during mid/lategame for a couple mins. It's really not hard, nor game-changing, just a tiny difference that you have to remember now. I feel for you though. Remembering Blue Flame AND Concussive Shells is gonna be tough. Well I guess Blue Flame should be easier since you can actually just look at the color of the attack.


No, it requires time (takes quite a while to research the blue flame) and even more resources (read: building extra factory with techlab for total of 350/275), or APM for floating buildings / swapping addons and limiting your production (you can build only 1 hellbat at a time with the TL and 0 when you are making the TL).

This will make both the roach-ling-bane all-in an muta-ling-bling styles much stronger vs T, also dealing with aggressive protosses with the speed prisms will be harder. At the same time any hellbat-marauder attacks will be easier to stop.

I think this is enough to give the T a serious kick in the balls, pushing them into "I need to end this before 15m" builds once again.

Your last sentence doesn't make any sense. This change is making Hellbats worse in the early game. It affects the early game much more than it affects anything lategame, since that Infernal Preignitor upgrade becomes more reasonable to research as you gather more resources during the game. Therefore there is no way any Terran should feel pushed into "I need to end this before 15m." That is just bad logic.

I'm sorry that this change will force you to do something slightly different. You will probably need to prepare to add in Hellbats a bit before you actually need them. That way, rather than incur the cost of another entire factory, you can just start using the one you have earlier, instead than leaving it idle or scouting with it during midgame. But being prepared is important in this game. The most prepared player usually wins.
Can't elope with my cantaloupe
Prev 1 2 3 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
11:00
Monthly #1 - Day 2
herO vs SHINLIVE!
Percival vs ByuN
IntoTheiNu 1030
CranKy Ducklings SOOP57
Rex16
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko381
BRAT_OK 46
EnDerr 30
Rex 16
StarCraft: Brood War
Britney 40699
Hyuk 2331
Shuttle 1061
Soulkey 432
Rush 343
actioN 321
Stork 252
Soma 242
EffOrt 233
Mini 217
[ Show more ]
Leta 183
Larva 139
Zeus 126
Dewaltoss 117
Pusan 95
Barracks 66
Killer 63
sorry 58
Sea.KH 43
Yoon 40
ToSsGirL 34
sSak 33
Sharp 32
hero 30
Aegong 29
soO 28
yabsab 18
Noble 14
SilentControl 13
Sexy 13
JulyZerg 10
Terrorterran 1
Counter-Strike
edward378
Other Games
singsing1369
DeMusliM241
B2W.Neo182
Pyrionflax168
Organizations
Other Games
gamesdonequick911
BasetradeTV64
StarCraft: Brood War
UltimateBattle 38
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH362
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2107
Other Games
• WagamamaTV247
Upcoming Events
RotterdaM Event
4h 23m
Replay Cast
12h 8m
GSL
23h 8m
Replay Cast
1d 12h
GSL
1d 23h
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Replay Cast
2 days
Afreeca Starleague
2 days
Shine vs Rush
WardiTV Weekly
2 days
Monday Night Weeklies
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Light vs EffOrt
PiGosaur Cup
4 days
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.