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Opinion on new hellbat nerf patch - Page 4

Forum Index > SC2 General
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J.E.G.
Profile Joined May 2010
United States389 Posts
July 09 2013 01:58 GMT
#61
The problem with this is that if a terran player is going for banshees, they already have a techlab, so the change isn't that big of a deal. Now with hellbats you need to add a tech lab AND get blue flame. This does not balance out imo
Do or do not; there is no try.
larse
Profile Blog Joined March 2012
1611 Posts
July 09 2013 02:02 GMT
#62
From the history of SC2 Terran factory usage, very few Terran players will fly a factory to a tech-lab to do the research and then build a reactor.

We all know it's possible, but It just doesn't happen.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
Last Edited: 2013-07-09 02:32:54
July 09 2013 02:32 GMT
#63
Zergs should still be concerned about hellbat drops. The hellbats can still 2 shot lings (before they get +1 carapace of course), they still deal the same damage to queens and crawlers and the ystill get healed. The only nerf is the speed of which they kill drones which is certainly relevant seeing as they can outrun the hellbats. It'll be harder for the hellbats to break even but it should still be possible I should think, particularly vs complacent zergs.

I think TvT will turn into gas first cloak banshee wars. Which sounds awful. I suppose I'll try and scan and find my opponents starport and just put 2-3 mines along the expected flight paths.

And yea, in TvP it's just a flat nerf. Banshees are useless against viable stargate openers and nexus cannons. I don't see how making them cheaper is supposed to help out.
ProgamerAustralian alcohol user follow @iaguzSC2
XDEKSDEEXD
Profile Joined June 2013
622 Posts
July 09 2013 02:48 GMT
#64
Strelok I agree with your points vs late game toss......reminds me of WoL times of late game Protoss massing zealots....that was a nightmare lol
Traceback
Profile Joined October 2010
United States469 Posts
July 09 2013 02:55 GMT
#65
On July 09 2013 10:55 MooLen wrote:
Regarding TvP. I think after you make the reactor for the starport you can directly go for the techlab, research infernal preigniter and then lift again build the 4 th barrack on the techlab and go for a reactor on the factory.

And still Terrans can avoid the mothership core in the mainfight when they are active with drops. Because on the protoss side you are consantly scared that you get catched off guard while you push so you let the MC at home.

And regarding Banshee i can´t agree with your points aswell because you need either way an oracle or 2 observers (one at natu, one at main) which is causing a massive delay when you want to go early collosus + the costs for the terran are evening out with the costs of the protoss, atleast gaswise.

The problem is, when you switch with the port you are on 3 gas normally and have to build armory + 2/2 + combat shields + 2 medivacs + start marauder production + build your 4th and 5th addons all around that time period. That is over 850 gas, not including the 3rd and 4th medivac. Off 3 gas there really isn't an extra 175 gas left over at that time period to spend on blue flame.
ETisME
Profile Blog Joined April 2011
12907 Posts
July 09 2013 03:04 GMT
#66
would love to see a return of hellion banshee coming back to the metagame.
i still think the biggest problem is speedmedivac rather than hellbats in ZvT but a weaker hellbats might be ok too
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
midnight999
Profile Blog Joined December 2012
United States257 Posts
July 09 2013 03:15 GMT
#67
I agree with everything. Perhaps a tank buff for PvT would be favorable for Terran (which I don't think Blizzard will consider IMO).

Banshees in TvP right now is the dumbest opening ever.
joebang
Profile Joined December 2010
United States33 Posts
July 09 2013 03:26 GMT
#68
something really annoying ive learned as ive been playing sc if other dont realize is that out of all three races which race needs to get the most upgrades ? im pretty sure its terran, we need to get stim cobat shields for bio and now to go bio mech we need to add blue flame ontop of tryin gto get medivacs harass and upgrade? i fail to see why other races dont need to get as many upgardes as us.
Traceback
Profile Joined October 2010
United States469 Posts
July 09 2013 03:48 GMT
#69
I'd love a tank buff (combined with some other nerf), but I think any buff to the tank risks turning TvT into long drawn out tank viking games.
spbelky
Profile Blog Joined October 2010
United States623 Posts
July 09 2013 03:55 GMT
#70
I'd like to see them combine the transform upgrade and blueflame upgrade.
00higgo
Profile Joined May 2013
Australia119 Posts
July 09 2013 04:05 GMT
#71
On July 09 2013 06:22 Poo wrote:
Yeah I don't think it'll be easy for Terrans to get the upgrade 'just like that' as a bio player. It's a large cost + need a tech lab

I'm kinda wondering though if hellbats will be as useless as you're making them out to be. with 135 health, and medivac regeneration - I'd imagine they'd still serve as a good buffer for bio users? The overall damage of the bio ball will be lower, but maybe they'll still be worth investing in vs zealot heavy comp? Plus aoe is always nice even with the dmg decrease.


Well written as always but i agree with this guy , seems to me you have a weeeee tiny bias (as we all do), And making Nexus cannon shoot ground only is silly (thinks oracles, medivacs , mutas ). but all in all. i agree with your sentiments.
Vindicare605
Profile Blog Joined August 2011
United States16129 Posts
July 09 2013 04:47 GMT
#72
On July 09 2013 09:05 Inimic wrote:
A balance thread, but since a pro posted it its okay. Nice.


The fact he's a pro actually has huge merit on these boards, the fact it's also a well constructed discussion thread only adds to it.
aka: KTVindicare the Geeky Bartender
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
July 09 2013 05:08 GMT
#73
On July 09 2013 13:47 Vindicare605 wrote:
Show nested quote +
On July 09 2013 09:05 Inimic wrote:
A balance thread, but since a pro posted it its okay. Nice.


The fact he's a pro actually has huge merit on these boards, the fact it's also a well constructed discussion thread only adds to it.

It's also not really actually at all a complain thread - he says he thinks the patch is overall a positive and he wants to see how it plays out. It's not even entirely a balance thread, mostly discussing the impacts on the different matchups.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Dreadwolf
Profile Joined July 2010
Canada220 Posts
July 09 2013 06:05 GMT
#74
I really love people who that lategame hellbat is now useless when its exactly the same for the cost of a techlab and a research.
Terrans on 4 base must really really really really need this 150min and 125gas. some something else instead of giving +12 damage to light to hellbats and +5 to hellion.
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
July 09 2013 06:25 GMT
#75
On July 09 2013 15:05 Dreadwolf wrote:
I really love people who that lategame hellbat is now useless when its exactly the same for the cost of a techlab and a research.
Terrans on 4 base must really really really really need this 150min and 125gas. some something else instead of giving +12 damage to light to hellbats and +5 to hellion.


Yeah, I also love people that make phoenix to defend drops and then don't get range upgrade when its just an upgrade. Protoss on 4base must realy really really really need this 150min and 150 gas.
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
July 09 2013 06:30 GMT
#76
With Toss late game v T being mostly ground the addition of a few cloaked banshees now more accessible because of the cheaper upgrade makes good sense....whilst stalkers try to deal with vikings 3-4 cloaked banshees will deal significant damage...early game however as Strelok (who enjoyed a very good win over Stardust recently!!~~ Congrats) mentioned the Banshee cloak buff is irrelevant v P.
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
July 09 2013 06:31 GMT
#77
On July 09 2013 15:25 GTPGlitch wrote:
Show nested quote +
On July 09 2013 15:05 Dreadwolf wrote:
I really love people who that lategame hellbat is now useless when its exactly the same for the cost of a techlab and a research.
Terrans on 4 base must really really really really need this 150min and 125gas. some something else instead of giving +12 damage to light to hellbats and +5 to hellion.


Yeah, I also love people that make phoenix to defend drops and then don't get range upgrade when its just an upgrade. Protoss on 4base must realy really really really need this 150min and 150 gas.


The difference is that you need a fleet beacon, something you don't get unless you're going air.

A tech lab? I mean you can swap it after the research for crying out loud.
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
Strelok
Profile Joined January 2006
Ukraine320 Posts
July 09 2013 06:32 GMT
#78
On July 09 2013 15:05 Dreadwolf wrote:
I really love people who that lategame hellbat is now useless when its exactly the same for the cost of a techlab and a research.
Terrans on 4 base must really really really really need this 150min and 125gas. some something else instead of giving +12 damage to light to hellbats and +5 to hellion.


Since there were a thons of responses like that, i will add explanation to that part in main article.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
July 09 2013 06:39 GMT
#79
I don't understand how you could possibly think that its a buff for Terran vs Zerg. Zergs have spores before evolution chamber and cloak banshee were no big problem in WoL for a good Zerg, I doubt a cost change will change that. The only thing that could change is that the current metagame allows for hellion/banshee after CC first like in WoL and due to cost-decrease, still greedy third cc and early double ebays.

Furthermore, I don't understand why you mention that in TvP, Bio-Terrans cannot use the hellbat in lategame. For every matchup, you get more than one factory after at least you got your third base up. Against Zergs Bio Terrans, no matter if Hellbat or Widowmine usually get a factory with a techlab, it allows you to upgrade faster mine burrow, blueflame, it allows you to build Thors which can be also very good (see HeRoMarine style).

TvP can easily be done with a 2nd factory to research blueflame and add a barracks to it later on, I doubt thats a problem. What I really find problematic is the 2-2 Zealot/Archon timing. It was very well defendable if you scouted it and played a hellbat opener, now after the patch, I dare to say we will see less hellbat openeres but more CC first/bio play or widowmine drops followed by either cloak or standard play. This will lead to the tails build (dt drop) followed by 2-2 zealot/archon timing to be very strong. Even with an wall-off and multiple bunkers, you usually need the hellbat spray damage vs zealots to fight, otherwise you flat out die.

In TvT, while I think it shifts the meta game or could shift the metagame, It could also mean that it doesn't change anything. Right now the problem was the initial (first) hellbat drop that either resulted in damage or lost mining time and snowballed into not defending the following drops well. With the hellbat nerf, its less likely to kill much economy, but you will still need to pull workers and the followup drops will be as strong, as 4 hellbats kill economy just as fast as before as they did massive overdamage.

I don't know how it will play out and we'll wait and see, but that would be my main concern.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
pmp10
Profile Joined April 2012
3401 Posts
July 09 2013 06:44 GMT
#80
On July 09 2013 07:06 Aunvilgod wrote:
I won't believe in mech outside TvT until I see it.

In TvZ it would occasionally happen on Newkirk.
I doubt it will survive this patch tho.
In fact Strelok used to play mech in all match-ups which explains his interest in hellbat balance.
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