• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:44
CET 15:44
KST 23:44
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
No more SC2 streamers on team liquid? StarCraft open world shooter announced at BlizzCon [D] Hacker peak in sc2 ? Liquibets sc2 season 30 Evil Geniuses - shutting down
Tourneys
SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
Rollback Netcode in Brood War List of top players active on ShieldBattery BW General Discussion [Megathread] Daily Funny Videos BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Stratus: Battle for the sky now on steam Early acc Deus Ex 3!?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
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 Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Dating: How's your luck?
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
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
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6799 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
Switzerland12619 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
Switzerland12619 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
Premier - Final Day
herO vs Solar
MaxPax vs SHIN
IntoTheiNu 1185
CranKy Ducklings SOOP98
Rex28
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 222
ProTech142
Rex 28
EnDerr 7
StarCraft: Brood War
Calm 5735
Shuttle 1294
BeSt 465
actioN 231
Last 125
Zeus 101
Pusan 75
Hyun 61
Sea.KH 57
Snow 55
[ Show more ]
sSak 42
Yoon 37
Trap 33
HiyA 31
Bale 28
zelot 21
Rock 20
Aegong 18
Sacsri 18
sOs 18
Sharp 16
yabsab 15
Dota 2
Dendi1579
Counter-Strike
zeus233
jkaem98
Heroes of the Storm
Khaldor286
Other Games
Liquid`RaSZi702
Lowko301
DeMusliM231
crisheroes145
Mew2King102
QueenE75
NeuroSwarm47
Railgan23
amsayoshi10
fpsfer 2
Organizations
Other Games
EGCTV625
Counter-Strike
PGL133
StarCraft: Brood War
lovetv 10
[ Show 11 non-featured ]
StarCraft 2
• Adnapsc2 27
• StrangeGG 21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV408
Upcoming Events
IPSL
2h 16m
Azhi_Dahaki vs ggnore13
Double vs WIZARD
BSL
5h 16m
Cross vs Puma
Artosis vs Spine
Replay Cast
8h 16m
Replay Cast
1d 8h
Sparkling Tuna Cup
1d 19h
WardiTV Invitational
1d 21h
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
2 days
The PondCast
3 days
KCM Race Survival
3 days
WardiTV Invitational
3 days
[ Show More ]
CranKy Ducklings
5 days
IPSL
6 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-11-05
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
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.