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Opinion on new hellbat nerf patch - Page 5

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gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
July 09 2013 06:45 GMT
#81
I feel we have to wait for the rest of the group matches of WCS Korea Premier League Ro16 to see the consequences of the patch. No other terrans come even close in skill.

The big question: Will Inno survive the patch or will he fall behind Flash?
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
syno
Profile Joined March 2011
Switzerland150 Posts
July 09 2013 06:49 GMT
#82
On July 09 2013 15:45 gingerfluffmuff wrote:
I feel we have to wait for the rest of the group matches of WCS Korea Premier League Ro16 to see the consequences of the patch. No other terrans come even close in skill.

The big question: Will Inno survive the patch or will he fall behind Flash?

Like his whole play relies on early hellbat drops... :l

I think he'll still dominate.
Good Brain
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
July 09 2013 06:50 GMT
#83
On July 09 2013 15:45 gingerfluffmuff wrote:
I feel we have to wait for the rest of the group matches of WCS Korea Premier League Ro16 to see the consequences of the patch. No other terrans come even close in skill.

The big question: Will Inno survive the patch or will he fall behind Flash?


INnoVation didn't really only rely on the hellbat only. He is also a fantastic bio vs mech player etc. Also, as I explained I believe the initial hellbat drop is weaker now, but it will still make you pull workers and lose mining time, while the followup with 4+ hellbats are equally devastating to economy.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
NightOfTheDead
Profile Joined August 2009
Lithuania1711 Posts
July 09 2013 07:15 GMT
#84
No need to cry. Even if it is a Terran nerf, hellbats were too cost effective and it is a right thing to do. If buffs are needed elsewhere, will be seen in time.
pmp10
Profile Joined April 2012
3374 Posts
July 09 2013 07:21 GMT
#85
On July 09 2013 16:15 NightOfTheDead wrote:
No need to cry. Even if it is a Terran nerf, hellbats were too cost effective and it is a right thing to do. If buffs are needed elsewhere, will be seen in time.

Sadly that's not how things work.
For every nerf 2 out of 3 races are in favor.
For every buff 2 out of 3 races are against.
If a buff is needed it will take stupid amount of time for it to happen.
And then the chances are it will be insufficient or break something else.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
July 09 2013 07:28 GMT
#86
If terrans results become notably poor in the next 2-3 major tournaments as well as consistently throughout many small tournaments over that time, something would probably happen sooner than you think.
The biggest cause of a delay to a patch buffing terran would then be due to possible uncertainty about what should be buffed.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2013-07-09 07:32:58
July 09 2013 07:32 GMT
#87
What I'd like to see is actually a supply-less base defence for Terran. This would be a completely other topic I guess, but right now I feel the 'biggest' concern for Terran is being pulled apart by runbys against Zerg (which are more easily to stop than the TvP problem) and warpins or blinkstalkers from Protoss.

If you send a warpprism to the Terran main, even a turretring usually cannot cover everything and a planetary is no main-defence, but merely expansion defence, while its a very good tool, it isn't sufficient to defend against runbys or at least not enough to actually save your workers. I'd love to see a ground-turret or something like that. It might sound dumb, but I feel thats the biggest concern of Terran, that you can be pulled out of position easily while all other races have static defence or even moveable static defence/tools to get to their bases quick. Zerg has increased mobility on creep and is fast moving to begin with and spines/spores by a ton of time, Protoss has potentially recall or photon overcharge, depending on where the MSC is + warpins when not maxed.

If you are maxed as Terran and you get a runby in your main or warpin, you have to go there and moreso against PRotoss, you usually need to send more than a handfull of units, which allows attacks on other expansions even covered by planetaries. Just some thought about the MUs

On July 09 2013 16:28 Fuchsteufelswild wrote:
If terrans results become notably poor in the next 2-3 major tournaments as well as consistently throughout many small tournaments over that time, something would probably happen sooner than you think.
The biggest cause of a delay to a patch buffing terran would then be due to possible uncertainty about what should be buffed.


Marines to 75hp. Just kidding :D
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
ItanoCircus
Profile Joined January 2013
United States67 Posts
July 09 2013 07:52 GMT
#88
On July 09 2013 09:05 Inimic wrote:
A balance thread, but since a pro posted it its okay. Nice.


Inimic, I'm going to take the particular luxury of reminding you about how things operate here on TL, if only because you make other low-count posters like myself look bad. The only response that you need is below...


On July 09 2013 10:12 Porishan wrote:
This is a balance discussion and his opinion about the changes in 3 matchups, NOT a balance whining thread.


But thankfully TL has a handy thread called TL.net Ten Commandments. You might see it under TL Community every so always. A cursory look through it gives us this gem:

...we will give preferential treatment to site members who have been with us longer (as reflected in their post count + length of time with us as a registered member). It's a simple recognition of the quality of these people. Longevity and contribution are prized commodities around here. In a similar vein, "known" pro/semi-pro players will also be treated with deference (yes, quite a few hang out here). Don't complain - these guys have earned it.


These are the rules that everybody on this website agrees to as a condition of posting and taking part in this community. If a pro creates a balance whine thread and the admins overseeing the community are fine with it, then we by extension are fine with it. Seniority matters here.

NOW, on to the topic at hand: Hellbats.

I don't have enough skill or player experience (Diamond Protoss / Platinum Terran) to determine whether Hellbats are OP in their new, nerfed state. I will say that I'm personally glad I don't get my worker line wiped in two seconds anymore. My multitasking and awareness isn't enough to overcome the damage the drop posed.

For the implications this has on TvP and TvZ, again, I haven't practiced a mech style and my macro is poor enough that failure can be attributed to it instead of something being OP. Since it's not my area of knowledge I'll refrain from it.

As a player, I can say that I enjoy using Banshees more than Hellbats for harass. Even if the result isn't as damaging, I feel like I've earned every kill with the Banshees. It's also much more interesting to see Banshees in action than Hellbat drops in my spectating experience.

I'm not pro, I'm not even Masters in NA and it's likely I never will be. But I would like to imagine 2 Starport openings that have 2 Vikings and a Banshee w/ Cloak in them in TvP. Snipe the Observer, slip through the Planetary Nexus, snipe Probes. Ah well, a Diamond player can dream.
Better to be thought a fool and keep your mouth closed than to open it and remove all doubt.
RParks42
Profile Joined December 2012
United States77 Posts
July 09 2013 08:03 GMT
#89
Personally I think the nerf that would have balanced play out in a way that didn't change the usage of Hellbats would have been what I call a "restricted splash radius". They would do the same damage in the same direction, but could only effect X number of units per shot per Hellbat. This would be so that when two Hellbats got off a couple shots, your whole mineral line or Zergling force won't be destroyed. I have no idea what number X would be, or how this would actually play out, so to me the nerf that was actually implemented is the only way that I personally can think of that will "fix" the problem of Hellbat drops. I mean other than changing the cargo space of a Hellbat to 8 instead of 4 so it's not even worth it to drop a Hellbat anymore
I enjoy some good dome occasionally
Brian333
Profile Joined August 2010
657 Posts
July 09 2013 08:19 GMT
#90
On July 09 2013 16:32 NarutO wrote:
What I'd like to see is actually a supply-less base defence for Terran. This would be a completely other topic I guess, but right now I feel the 'biggest' concern for Terran is being pulled apart by runbys against Zerg (which are more easily to stop than the TvP problem) and warpins or blinkstalkers from Protoss.

If you send a warpprism to the Terran main, even a turretring usually cannot cover everything and a planetary is no main-defence, but merely expansion defence, while its a very good tool, it isn't sufficient to defend against runbys or at least not enough to actually save your workers. I'd love to see a ground-turret or something like that. It might sound dumb, but I feel thats the biggest concern of Terran, that you can be pulled out of position easily while all other races have static defence or even moveable static defence/tools to get to their bases quick. Zerg has increased mobility on creep and is fast moving to begin with and spines/spores by a ton of time, Protoss has potentially recall or photon overcharge, depending on where the MSC is + warpins when not maxed.

If you are maxed as Terran and you get a runby in your main or warpin, you have to go there and moreso against PRotoss, you usually need to send more than a handfull of units, which allows attacks on other expansions even covered by planetaries. Just some thought about the MUs

Show nested quote +
On July 09 2013 16:28 Fuchsteufelswild wrote:
If terrans results become notably poor in the next 2-3 major tournaments as well as consistently throughout many small tournaments over that time, something would probably happen sooner than you think.
The biggest cause of a delay to a patch buffing terran would then be due to possible uncertainty about what should be buffed.


Marines to 75hp. Just kidding :D


Terrans already have a "supply-less" and "free" base defense. They are called auto-turrets and PDDs and they last forever with durable materials.

I never understood why Terrans don't make more Ravens. They are only 2 supply and have such great utility in the late-game once the pace slows down and energy based units start to shine.
TAMinator
Profile Joined February 2011
Australia2706 Posts
July 09 2013 08:38 GMT
#91
As a zerg I think im more worried about 3 base terran with constant MMMM
johnny123
Profile Joined February 2012
521 Posts
July 09 2013 08:44 GMT
#92
shit change. The downgrade of the game has commenced.
Favorite players,Stephano/MVP/Nestea/Gumiho/Life/Jaedong/MMA
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2013-07-09 09:05:47
July 09 2013 09:04 GMT
#93
On July 09 2013 17:19 Brian333 wrote:
Show nested quote +
On July 09 2013 16:32 NarutO wrote:
What I'd like to see is actually a supply-less base defence for Terran. This would be a completely other topic I guess, but right now I feel the 'biggest' concern for Terran is being pulled apart by runbys against Zerg (which are more easily to stop than the TvP problem) and warpins or blinkstalkers from Protoss.

If you send a warpprism to the Terran main, even a turretring usually cannot cover everything and a planetary is no main-defence, but merely expansion defence, while its a very good tool, it isn't sufficient to defend against runbys or at least not enough to actually save your workers. I'd love to see a ground-turret or something like that. It might sound dumb, but I feel thats the biggest concern of Terran, that you can be pulled out of position easily while all other races have static defence or even moveable static defence/tools to get to their bases quick. Zerg has increased mobility on creep and is fast moving to begin with and spines/spores by a ton of time, Protoss has potentially recall or photon overcharge, depending on where the MSC is + warpins when not maxed.

If you are maxed as Terran and you get a runby in your main or warpin, you have to go there and moreso against PRotoss, you usually need to send more than a handfull of units, which allows attacks on other expansions even covered by planetaries. Just some thought about the MUs

On July 09 2013 16:28 Fuchsteufelswild wrote:
If terrans results become notably poor in the next 2-3 major tournaments as well as consistently throughout many small tournaments over that time, something would probably happen sooner than you think.
The biggest cause of a delay to a patch buffing terran would then be due to possible uncertainty about what should be buffed.


Marines to 75hp. Just kidding :D


Terrans already have a "supply-less" and "free" base defense. They are called auto-turrets and PDDs and they last forever with durable materials.

I never understood why Terrans don't make more Ravens. They are only 2 supply and have such great utility in the late-game once the pace slows down and energy based units start to shine.


Are you serious? How is that supply-less defence? Auto-turrets and PDDs require a 2-supply unit. Might as well put a bunker with 4 marines then. Really... wow, that comment. Not to mention that you will have less-supply that is actually worth anything in a fight. Ravens can be feedbacked and will be useless, and even if you get a HSM off.... against Protoss, really? PDDs can be feedbacked as well and most Protoss don't play Stalker heavy to begin with.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
D4V3Z02
Profile Joined April 2011
Germany693 Posts
July 09 2013 09:06 GMT
#94
David Kim is a smart guy, and I knew it.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
phazeOne
Profile Joined October 2011
Germany13 Posts
Last Edited: 2013-07-09 09:17:06
July 09 2013 09:15 GMT
#95
On July 09 2013 15:39 NarutO wrote:
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.
.

I think the question should not be if you can still build hellbats in lategame TvP, but if you still want to build them.
Currently I feel Hellbats are more of a unit which you carry over from midgame timings instead of a unit you build a lot more of in lategame. That's probably because the upgrade discrepancy of like 0/2 against a 3/3/3 toss becomes apparent and, imo more importantly, although it is more cost efficient, the hellbat is not as supply-efficient as mass ghosts, the lategame zealot counter.

So my prediction would be that we see very few hellbats in TvP from now on, since timings (defensively to defend vs the mentioned 2/2 zealot archon or offensively to pressure a pre maxed out toss army) get nerfed quite heavily and there is a lack of use for hellbats in lategame in general.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
July 09 2013 09:29 GMT
#96
On July 09 2013 18:15 phazeOne wrote:
Show nested quote +
On July 09 2013 15:39 NarutO wrote:
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.
.

I think the question should not be if you can still build hellbats in lategame TvP, but if you still want to build them.
Currently I feel Hellbats are more of a unit which you carry over from midgame timings instead of a unit you build a lot more of in lategame. That's probably because the upgrade discrepancy of like 0/2 against a 3/3/3 toss becomes apparent and, imo more importantly, although it is more cost efficient, the hellbat is not as supply-efficient as mass ghosts, the lategame zealot counter.

So my prediction would be that we see very few hellbats in TvP from now on, since timings (defensively to defend vs the mentioned 2/2 zealot archon or offensively to pressure a pre maxed out toss army) get nerfed quite heavily and there is a lack of use for hellbats in lategame in general.


I didn't hit as many lategame TvP lately, and I'm very positive towards mass ghost, but mass amount of ghosts also hold weaknesses. You usually want to nullify shields and energy on everything, besides that their DPS against zealots is great, but its single target DPS. Colossi are also a big problem to ghosts so having less supply in ghosts (not 35+) would allow fora bit tankier army with a few more marauders/hellbats) so you can actually take out colossi more easily. Vikings are already great in that composition but if he really commits to stalker/colossus for example, ghost/viking can suffer hard defeat. I dare to say the hellbat wouldn't help there as much either but I think you get my point.

Personally I feel all-midgame is still very good to get hellbats, the nerf is big, but 8 hellbats still deal enough damage to make it worthwhile having them in front against zealots. Its like the blueflame nerf, people thought now blueflame hellions suck.... and in reality, they didn't.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Brian333
Profile Joined August 2010
657 Posts
July 09 2013 09:56 GMT
#97
On July 09 2013 18:04 NarutO wrote:
Show nested quote +
On July 09 2013 17:19 Brian333 wrote:
On July 09 2013 16:32 NarutO wrote:
What I'd like to see is actually a supply-less base defence for Terran. This would be a completely other topic I guess, but right now I feel the 'biggest' concern for Terran is being pulled apart by runbys against Zerg (which are more easily to stop than the TvP problem) and warpins or blinkstalkers from Protoss.

If you send a warpprism to the Terran main, even a turretring usually cannot cover everything and a planetary is no main-defence, but merely expansion defence, while its a very good tool, it isn't sufficient to defend against runbys or at least not enough to actually save your workers. I'd love to see a ground-turret or something like that. It might sound dumb, but I feel thats the biggest concern of Terran, that you can be pulled out of position easily while all other races have static defence or even moveable static defence/tools to get to their bases quick. Zerg has increased mobility on creep and is fast moving to begin with and spines/spores by a ton of time, Protoss has potentially recall or photon overcharge, depending on where the MSC is + warpins when not maxed.

If you are maxed as Terran and you get a runby in your main or warpin, you have to go there and moreso against PRotoss, you usually need to send more than a handfull of units, which allows attacks on other expansions even covered by planetaries. Just some thought about the MUs

On July 09 2013 16:28 Fuchsteufelswild wrote:
If terrans results become notably poor in the next 2-3 major tournaments as well as consistently throughout many small tournaments over that time, something would probably happen sooner than you think.
The biggest cause of a delay to a patch buffing terran would then be due to possible uncertainty about what should be buffed.


Marines to 75hp. Just kidding :D


Terrans already have a "supply-less" and "free" base defense. They are called auto-turrets and PDDs and they last forever with durable materials.

I never understood why Terrans don't make more Ravens. They are only 2 supply and have such great utility in the late-game once the pace slows down and energy based units start to shine.


Are you serious? How is that supply-less defence? Auto-turrets and PDDs require a 2-supply unit. Might as well put a bunker with 4 marines then. Really... wow, that comment. Not to mention that you will have less-supply that is actually worth anything in a fight. Ravens can be feedbacked and will be useless, and even if you get a HSM off.... against Protoss, really? PDDs can be feedbacked as well and most Protoss don't play Stalker heavy to begin with.


It's supply less defense because turrets don't cost supply, they cost energy, and energy replenishes with time. The unit that makes them costs supply, but that's like saying cannons are 1 supply because a probe has to make them. The difference is one costs a finite resource and lasts forever. The other costs an infinite resource and lasts 4 minutes.

Protoss don't play Stalker heavy but they make enough of them to clean up medivacs and vikings in the early / mid game. Protoss players focus fire vikings with stalkers these days. Being able to shield vikings from stalker fire so they last a little longer could be the difference between whether or not you have to remake vikings or get to make more medivacs. If they're feed backing your Raven, that's one feedback that isn't on a medivac or ghost turning them into 2 useless supply.

And really, what do you say of the Thorzain / Naniwa game (http://www.youtube.com/watch?v=hF3L26X3RP4)? Ravens basically made that work.
phazeOne
Profile Joined October 2011
Germany13 Posts
Last Edited: 2013-07-09 10:06:10
July 09 2013 10:01 GMT
#98
On July 09 2013 18:29 NarutO wrote:
Show nested quote +
On July 09 2013 18:15 phazeOne wrote:
On July 09 2013 15:39 NarutO wrote:
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.
.

I think the question should not be if you can still build hellbats in lategame TvP, but if you still want to build them.
Currently I feel Hellbats are more of a unit which you carry over from midgame timings instead of a unit you build a lot more of in lategame. That's probably because the upgrade discrepancy of like 0/2 against a 3/3/3 toss becomes apparent and, imo more importantly, although it is more cost efficient, the hellbat is not as supply-efficient as mass ghosts, the lategame zealot counter.

So my prediction would be that we see very few hellbats in TvP from now on, since timings (defensively to defend vs the mentioned 2/2 zealot archon or offensively to pressure a pre maxed out toss army) get nerfed quite heavily and there is a lack of use for hellbats in lategame in general.


I didn't hit as many lategame TvP lately, and I'm very positive towards mass ghost, but mass amount of ghosts also hold weaknesses. You usually want to nullify shields and energy on everything, besides that their DPS against zealots is great, but its single target DPS. Colossi are also a big problem to ghosts so having less supply in ghosts (not 35+) would allow fora bit tankier army with a few more marauders/hellbats) so you can actually take out colossi more easily. Vikings are already great in that composition but if he really commits to stalker/colossus for example, ghost/viking can suffer hard defeat. I dare to say the hellbat wouldn't help there as much either but I think you get my point.

Personally I feel all-midgame is still very good to get hellbats, the nerf is big, but 8 hellbats still deal enough damage to make it worthwhile having them in front against zealots. Its like the blueflame nerf, people thought now blueflame hellions suck.... and in reality, they didn't.


Then there still will be the problem of what you upgrade out of your armory. Vikings with 0 attack in late game against a high amount of colossi sounds quite horrible to me. And if you upgrade those instead of mech armor, woudn't 3/3 Marauders do a better job at tanking than 0/0 hellbats?

Also, the blue flame nerf actually affected the meta game a lot didn't it? Blue flame helion + Medivac was a quite standard harass opener in pretty much every matchup, even in TvP. After the patch, the BFH-play became mainly dedicated to mech-only players, which I claim might also happen after this patch with hellbats.
I mean, there still are some rare occasions in which you see BFH being integrated in TvZ bio timings, but it seems rather gimmicky and relies a lot on the zerg not building roaches.
Edit: @Brian333

It's supply less defense because turrets don't cost supply, they cost energy, and energy replenishes with time. The unit that makes them costs supply, but that's like saying cannons are 1 supply because a probe has to make them. The difference is one costs a finite resource and lasts forever. The other costs an infinite resource and lasts 4 minutes.

Not sure if troll...?
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2013-07-09 10:12:24
July 09 2013 10:09 GMT
#99
On July 09 2013 19:01 phazeOne wrote:
Show nested quote +
On July 09 2013 18:29 NarutO wrote:
On July 09 2013 18:15 phazeOne wrote:
On July 09 2013 15:39 NarutO wrote:
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.
.

I think the question should not be if you can still build hellbats in lategame TvP, but if you still want to build them.
Currently I feel Hellbats are more of a unit which you carry over from midgame timings instead of a unit you build a lot more of in lategame. That's probably because the upgrade discrepancy of like 0/2 against a 3/3/3 toss becomes apparent and, imo more importantly, although it is more cost efficient, the hellbat is not as supply-efficient as mass ghosts, the lategame zealot counter.

So my prediction would be that we see very few hellbats in TvP from now on, since timings (defensively to defend vs the mentioned 2/2 zealot archon or offensively to pressure a pre maxed out toss army) get nerfed quite heavily and there is a lack of use for hellbats in lategame in general.


I didn't hit as many lategame TvP lately, and I'm very positive towards mass ghost, but mass amount of ghosts also hold weaknesses. You usually want to nullify shields and energy on everything, besides that their DPS against zealots is great, but its single target DPS. Colossi are also a big problem to ghosts so having less supply in ghosts (not 35+) would allow fora bit tankier army with a few more marauders/hellbats) so you can actually take out colossi more easily. Vikings are already great in that composition but if he really commits to stalker/colossus for example, ghost/viking can suffer hard defeat. I dare to say the hellbat wouldn't help there as much either but I think you get my point.

Personally I feel all-midgame is still very good to get hellbats, the nerf is big, but 8 hellbats still deal enough damage to make it worthwhile having them in front against zealots. Its like the blueflame nerf, people thought now blueflame hellions suck.... and in reality, they didn't.


Then there still will be the problem of what you upgrade out of your armory. Vikings with 0 attack in late game against a high amount of colossi sounds quite horrible to me. And if you upgrade those instead of mech armor, woudn't 3/3 Marauders do a better job at tanking than 0/0 hellbats?

Also, the blue flame nerf actually affected the meta game a lot didn't it? Blue flame helion + Medivac was a quite standard harass opener in pretty much every matchup, even in TvP. After the patch, the BFH-play became mainly dedicated to mech-only players, which I claim might also happen after this patch with hellbats.
I mean, there still are some rare occasions in which you see BFH being integrated in TvZ bio timings, but it seems rather gimmicky and relies a lot on the zerg not building roaches.
Edit: @Brian333
Show nested quote +

It's supply less defense because turrets don't cost supply, they cost energy, and energy replenishes with time. The unit that makes them costs supply, but that's like saying cannons are 1 supply because a probe has to make them. The difference is one costs a finite resource and lasts forever. The other costs an infinite resource and lasts 4 minutes.

Not sure if troll...?


As I said it affected the meta, but thats because people tend to think a unit is not viable after a nerf. It made a comeback and is still strong, we could also see it in todays proleague match. Blueflame hellions are still scary as hell and I personally would rather face hellbat mech player (not hte drops, just the composition) compared to a hellion mech player.

Viking benefits from armor as well and I agree that they are "horrible" against c olossus when not upgraded, but in the end, if you EMP everything that kind of negates upgrades. I don't want to argue that topic, as I think its too complex and deserves its own topic, but there's more than theory to it. Right now I feel like ghost/viking is the ultimative composition for Terran, but I believe thats because the other new compositions are not completely figured out. For example against tempest, Ravends PDD might actually be worth using.

On July 09 2013 18:56 Brian333 wrote:
Show nested quote +
On July 09 2013 18:04 NarutO wrote:
On July 09 2013 17:19 Brian333 wrote:
On July 09 2013 16:32 NarutO wrote:
What I'd like to see is actually a supply-less base defence for Terran. This would be a completely other topic I guess, but right now I feel the 'biggest' concern for Terran is being pulled apart by runbys against Zerg (which are more easily to stop than the TvP problem) and warpins or blinkstalkers from Protoss.

If you send a warpprism to the Terran main, even a turretring usually cannot cover everything and a planetary is no main-defence, but merely expansion defence, while its a very good tool, it isn't sufficient to defend against runbys or at least not enough to actually save your workers. I'd love to see a ground-turret or something like that. It might sound dumb, but I feel thats the biggest concern of Terran, that you can be pulled out of position easily while all other races have static defence or even moveable static defence/tools to get to their bases quick. Zerg has increased mobility on creep and is fast moving to begin with and spines/spores by a ton of time, Protoss has potentially recall or photon overcharge, depending on where the MSC is + warpins when not maxed.

If you are maxed as Terran and you get a runby in your main or warpin, you have to go there and moreso against PRotoss, you usually need to send more than a handfull of units, which allows attacks on other expansions even covered by planetaries. Just some thought about the MUs

On July 09 2013 16:28 Fuchsteufelswild wrote:
If terrans results become notably poor in the next 2-3 major tournaments as well as consistently throughout many small tournaments over that time, something would probably happen sooner than you think.
The biggest cause of a delay to a patch buffing terran would then be due to possible uncertainty about what should be buffed.


Marines to 75hp. Just kidding :D


Terrans already have a "supply-less" and "free" base defense. They are called auto-turrets and PDDs and they last forever with durable materials.

I never understood why Terrans don't make more Ravens. They are only 2 supply and have such great utility in the late-game once the pace slows down and energy based units start to shine.


Are you serious? How is that supply-less defence? Auto-turrets and PDDs require a 2-supply unit. Might as well put a bunker with 4 marines then. Really... wow, that comment. Not to mention that you will have less-supply that is actually worth anything in a fight. Ravens can be feedbacked and will be useless, and even if you get a HSM off.... against Protoss, really? PDDs can be feedbacked as well and most Protoss don't play Stalker heavy to begin with.


It's supply less defense because turrets don't cost supply, they cost energy, and energy replenishes with time. The unit that makes them costs supply, but that's like saying cannons are 1 supply because a probe has to make them. The difference is one costs a finite resource and lasts forever. The other costs an infinite resource and lasts 4 minutes.

Protoss don't play Stalker heavy but they make enough of them to clean up medivacs and vikings in the early / mid game. Protoss players focus fire vikings with stalkers these days. Being able to shield vikings from stalker fire so they last a little longer could be the difference between whether or not you have to remake vikings or get to make more medivacs. If they're feed backing your Raven, that's one feedback that isn't on a medivac or ghost turning them into 2 useless supply.

And really, what do you say of the Thorzain / Naniwa game (http://www.youtube.com/watch?v=hF3L26X3RP4)? Ravens basically made that work.


Go to the unit tester, tell me how well autoturrets do against zealot/dt warpin. Or even an archon. Now while we can agree that they don't do super well, its still "efficient" in terms of cost, as energ>minerals, even if they kill one zealot, but the point still stands. Its not supply-less defence, it costs a raven and a raven is expensive in terms of gas, needs a (at worst) third and fourth starport and isn't viable in standard play.

Terran already has a hard time in fights, 2-3 ravens won't change it. One game as example isn't enough as I can name hundrets of TvP where you won't see a raven for the reason that you add supply that is basically useless. Comparing an auto turret to a cannon is stupid, especially the way you did it with the probe...
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Brian333
Profile Joined August 2010
657 Posts
Last Edited: 2013-07-09 10:29:27
July 09 2013 10:28 GMT
#100
On July 09 2013 19:09 NarutO wrote:
Go to the unit tester, tell me how well autoturrets do against zealot/dt warpin. Or even an archon. Now while we can agree that they don't do super well, its still "efficient" in terms of cost, as energ>minerals, even if they kill one zealot, but the point still stands. Its not supply-less defence, it costs a raven and a raven is expensive in terms of gas, needs a (at worst) third and fourth starport and isn't viable in standard play.

Terran already has a hard time in fights, 2-3 ravens won't change it. One game as example isn't enough as I can name hundrets of TvP where you won't see a raven for the reason that you add supply that is basically useless. Comparing an auto turret to a cannon is stupid, especially the way you did it with the probe...


And how well do cannons / spines deal with 3/3 marauders with medivac healing? And, I don't really see how anything you said refutes the point that you cannot call cannons supply-less defense without calling auto-turrets supply less defense.

You can make the claim that auto-turrets are comparatively an expensive form of supply-less defense. But, if you are going to make Ravens because they become a standard unit in the meta-game, then that cost changes into a matter of whether or not you can afford the time cost it takes the energy to regen. Like you said yourself, the new compositions are not yet figured out. Standard could very well be Thorzain's small amount of MMM, a lot of Vikings, a lot of Ghosts, a few Tanks or Nukes for siege, and a lot of Ravens on certain maps where defensive positioning is very hard to break.
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