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Hellbats (+shield) damage?

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pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2018-04-20 05:20:08
April 20 2018 05:07 GMT
#1
In the wake of the recent Community Update, I’ve seen a lot of suggestions floating around to address what Blizzard said about PvT. A lot of people seem to be favoring Marauder and WM changes, while Blizzard themselves suggested Vikings and Liberators. The biggest issue seems to be how to help Terran in PvT without altering the balance of TvZ or PvZ–an understandably tricky issue.

In this context, I’d like to bring up a unit that is almost completely extinct in PvT: the Hellbat. Way back when HotS was first released, the Hellbat was actually used against Protoss. Their ability to handle Zealots synergized quite well with Marauders’ ability to handle Stalkers, and voila, Hellbat/Marauder was born. An unusual composition, to say the least, but it proved surprisingly effective against Protoss–at least until the Hellbat nerf hit and put an abrupt end to that. Hellbats were nerfed because they were taking over every matchup, and reversing that nerf is obviously a bad idea. Hellbat allins against Zerg, for example, would quickly grow out of control.

But there is a way to buff Hellbats solely against Protoss, and that is by adding +shield damage. This would allow Hellbats to regain their role as meatshields and anti-Zealot units, probably replacing WM in the early/midgame. The WM being what it is, I don’t think many people, Protoss or Terran, would be particularly sad about that.

Of course, the game is no longer the same as it was in 2013. The addition of Adepts, in particular, adds a new dynamic to the old Gateway comps. At first glance though, I don’t think Adepts will be a dealbreaker for Hellbats, since they are relatively short-ranged and not terribly fast.

I’ve got no clue if this is actually practical, but it seemed like a good enough idea to write down.
Denominator of the Universe
TL+ Member
hfsrj
Profile Joined October 2012
Germany166 Posts
Last Edited: 2018-04-20 07:02:36
April 20 2018 07:02 GMT
#2
It sounds pretty good but is it efficient, upgrade-wise, to use hellbats with your bio ? T seem to usually favor attack upgrade for air instead of armor upgrade for air and ground mech.

Not too bad though, would make the 3/3 chargelots a bit less powerful.
Twinkle Toes
Profile Joined May 2012
United States3605 Posts
April 20 2018 07:18 GMT
#3
Hellbats with bio? hmmmm
Terran need to put resources on research at that phase of the game though
Bisu - INnoVation - Dark - Rogue - Stats
xelnaga_empire
Profile Joined March 2012
627 Posts
Last Edited: 2018-04-20 08:11:18
April 20 2018 08:10 GMT
#4
+Shield damage added to a Terran unit can fix TvsP without breaking TvsZ. Which Terran unit it should be added to is perhaps a discussion the community should have. In this thread, the suggestion is Hellbat.

I think we should discuss the feasibility of adding +shield damage to a Terran unit. I think Hellbat is one unit that it may work out for. Other than Hellbats, what other Terran units are viable to add +shield damage to?
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2018-04-20 08:58:48
April 20 2018 08:54 GMT
#5
On April 20 2018 17:10 xelnaga_empire wrote:
+Shield damage added to a Terran unit can fix TvsP without breaking TvsZ. Which Terran unit it should be added to is perhaps a discussion the community should have. In this thread, the suggestion is Hellbat.

I think we should discuss the feasibility of adding +shield damage to a Terran unit. I think Hellbat is one unit that it may work out for. Other than Hellbats, what other Terran units are viable to add +shield damage to?


Tanks since they really weak vs most Protoss units. Tank with bonus damage to shields would really help Terran in the midgame against Protoss.

It also feels wrong from a design perspective that Protoss does not have to respect tank lines. In TvT and TvZ tank lines are to be respected, you can not just charge right in and come out ahead without giving it any thought.

In TvP you can often just a-move through a tank line without giving it much thought. This just feels wrong.
FrkFrJss
Profile Joined April 2015
Canada1205 Posts
April 20 2018 09:16 GMT
#6
On April 20 2018 17:54 MockHamill wrote:
Show nested quote +
On April 20 2018 17:10 xelnaga_empire wrote:
+Shield damage added to a Terran unit can fix TvsP without breaking TvsZ. Which Terran unit it should be added to is perhaps a discussion the community should have. In this thread, the suggestion is Hellbat.

I think we should discuss the feasibility of adding +shield damage to a Terran unit. I think Hellbat is one unit that it may work out for. Other than Hellbats, what other Terran units are viable to add +shield damage to?


Tanks since they really weak vs most Protoss units. Tank with bonus damage to shields would really help Terran in the midgame against Protoss.

It also feels wrong from a design perspective that Protoss does not have to respect tank lines. In TvT and TvZ tank lines are to be respected, you can not just charge right in and come out ahead without giving it any thought.

In TvP you can often just a-move through a tank line without giving it much thought. This just feels wrong.

Tanks currently do 70 damage to armoured units. Any meaningful +shield damage buff would be insane.

"Keep Moving Forward" - Walt Disney
Ej_
Profile Blog Joined January 2013
47656 Posts
April 20 2018 09:41 GMT
#7
Bonus shield damage on marines.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Olli
Profile Blog Joined February 2012
Austria24420 Posts
Last Edited: 2018-04-20 09:47:10
April 20 2018 09:45 GMT
#8
I agree with the hellbat as unit of choice for this specific discussion. The issue with PvT is that Terran midgame aggression isn't really threatening at all, allowing Protoss to get away with very greedy openings and early third bases, then steamroll Terran before they can get to their ghost/raven lategame - which, trust me, is extremely strong.

Hellbats make sense as a unit to fill a role currently lacking in the Terran midgame. I can imagine hellbat/bio timings to break greedy Protoss thirds, or hellbat/bio compositions to deal with gateway heavy styles.

The only worry for me is that the last PvT midgame change to address this sort of thing went completely overboard and made the matchup absolutely terrible (the tank buff). Protoss was instantly limited to adept/phoenix and Terran could easily exploit that. As long as that can be avoided I'm all for trying it. I think it should be an upgrade though, otherwise you'll see Terran suicide medivacs with hellbats into probe lines every single game.

Personally think that the marauder change from HotS to LotV is unnecessary and would be an easy first step to try and help Terrans in the matchup. Wouldn't really affect TvZ much either.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
JWD[9]
Profile Blog Joined November 2015
364 Posts
April 20 2018 09:47 GMT
#9
On April 20 2018 17:54 MockHamill wrote:
Show nested quote +
On April 20 2018 17:10 xelnaga_empire wrote:
+Shield damage added to a Terran unit can fix TvsP without breaking TvsZ. Which Terran unit it should be added to is perhaps a discussion the community should have. In this thread, the suggestion is Hellbat.

I think we should discuss the feasibility of adding +shield damage to a Terran unit. I think Hellbat is one unit that it may work out for. Other than Hellbats, what other Terran units are viable to add +shield damage to?


Tanks since they really weak vs most Protoss units. Tank with bonus damage to shields would really help Terran in the midgame against Protoss.

It also feels wrong from a design perspective that Protoss does not have to respect tank lines. In TvT and TvZ tank lines are to be respected, you can not just charge right in and come out ahead without giving it any thought.

In TvP you can often just a-move through a tank line without giving it much thought. This just feels wrong.


Keep in mind I came back to the game like 3 month ago.
Here is what I don't get about Terrans in TvP:
They try to avoid the lategame. They do a 2 base push, like they would against zerg, only without a third CC. Then they die to the counter attack, because Protoss is not zerg. I don't think you can start to openly trade and fight all over the map, like you can against zerg. Warp mechanics make that so.

Now if terrans can't defend without doing the very aggresive pushes I've been exposed to the last 3 month, then there is a problem. I do like the idea of making the siegetank strong vs protoss, so the map and position actually might matter again. I am however really scared by the way Terrans do approach this matchup. What if they still not even try for lategame? It probably is my askew last three month perspective, but since Terran can not fight over the map like they can against zerg, yet still try the exact same thing, which ends up with them throwing their army away, will they cry until every PvT is a 50/50 cointoss 2 base all in?

What if sensor towers, placed next to a CC,Orbital,PF or within a sensor towers range that had this connection, prevented warp ins? So Terrans can spread map control vs Toss like Zerg can spread creep.

What if warpgates actually produced slower than gateways, like god intended?
I am not invested into any of these idea, from my protoss point of view, PvT is "fine". I just don't get Terran players, if they can't survive until late game, give them better defenses, just think hard and long if they gonna abuse that like Protoss do abuse shield batteries.
Olli
Profile Blog Joined February 2012
Austria24420 Posts
Last Edited: 2018-04-20 09:52:13
April 20 2018 09:51 GMT
#10
The last time siege tanks were buffed, Protoss died to siege tank pushes every game unless they did one specific opening that was vulnerable to a lot of nonsense and was essentially all-in the whole game. It was also terrible to play, play against, and watch. No thanks.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
JWD[9]
Profile Blog Joined November 2015
364 Posts
April 20 2018 09:57 GMT
#11
On April 20 2018 18:51 Olli wrote:
The last time siege tanks were buffed, Protoss died to siege tank pushes every game unless they did one specific opening that was vulnerable to a lot of nonsense and was essentially all-in the whole game. It was also terrible to play, play against, and watch. No thanks.


That is what I assumed in my post. Thanks for the clarification. (your post above mine was not there when I was typing ;D)
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
April 20 2018 10:34 GMT
#12
wouldnt +shield dmg for helbats make them insane at probekilling?

i would like concussion grenades to have a splash effect. that should be pretty cool
SHODAN
Profile Joined November 2011
United Kingdom1133 Posts
April 20 2018 11:08 GMT
#13
reverse marauder change
bring back cyclone lock-on vs ground

game fixed
Veluvian
Profile Joined December 2011
Bulgaria256 Posts
April 20 2018 11:22 GMT
#14
Not a good idea. Why should something be changed after 8 years and it is absolutely working in proper situations and race matches? I do still remember Polt"s hellbats/banshees back in 2011 tho and the game evolved a lot. This sounds like adding blink to zerglings or adding air damage to colosus. I'm sorry but if we add shield damage to hellbats then we should remove the ghost unit entirely in the TvP formula. If you think that this game becomes boring in time or unbalanced then focus on the mechanics in Broodwar Remastered. Yes, SCII used to have much greater balance in some periods but right now I think that the situation is pretty much acceptable. Fixes and slight changes are always welcome but not changing the entirely phylosophy for some units and tactics.
Oz; MMA; Rain; sOs; Classic, Soulkey, TY, Dark
MyiPtitDrogo
Profile Joined June 2017
28 Posts
April 20 2018 11:57 GMT
#15
Hellbats were nerfed because they would rape mineral lines, not because of their effectiveness in the terran army composition, you can't really touch any kind of + vs shield buff because of that.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
April 20 2018 12:04 GMT
#16
On April 20 2018 18:47 JWD[9] wrote:
Show nested quote +
On April 20 2018 17:54 MockHamill wrote:
On April 20 2018 17:10 xelnaga_empire wrote:
+Shield damage added to a Terran unit can fix TvsP without breaking TvsZ. Which Terran unit it should be added to is perhaps a discussion the community should have. In this thread, the suggestion is Hellbat.

I think we should discuss the feasibility of adding +shield damage to a Terran unit. I think Hellbat is one unit that it may work out for. Other than Hellbats, what other Terran units are viable to add +shield damage to?


Tanks since they really weak vs most Protoss units. Tank with bonus damage to shields would really help Terran in the midgame against Protoss.

It also feels wrong from a design perspective that Protoss does not have to respect tank lines. In TvT and TvZ tank lines are to be respected, you can not just charge right in and come out ahead without giving it any thought.

In TvP you can often just a-move through a tank line without giving it much thought. This just feels wrong.


Keep in mind I came back to the game like 3 month ago.
Here is what I don't get about Terrans in TvP:
They try to avoid the lategame. They do a 2 base push, like they would against zerg, only without a third CC. Then they die to the counter attack, because Protoss is not zerg. I don't think you can start to openly trade and fight all over the map, like you can against zerg. Warp mechanics make that so.

Now if terrans can't defend without doing the very aggresive pushes I've been exposed to the last 3 month, then there is a problem. I do like the idea of making the siegetank strong vs protoss, so the map and position actually might matter again. I am however really scared by the way Terrans do approach this matchup. What if they still not even try for lategame? It probably is my askew last three month perspective, but since Terran can not fight over the map like they can against zerg, yet still try the exact same thing, which ends up with them throwing their army away, will they cry until every PvT is a 50/50 cointoss 2 base all in?

What if sensor towers, placed next to a CC,Orbital,PF or within a sensor towers range that had this connection, prevented warp ins? So Terrans can spread map control vs Toss like Zerg can spread creep.

What if warpgates actually produced slower than gateways, like god intended?
I am not invested into any of these idea, from my protoss point of view, PvT is "fine". I just don't get Terran players, if they can't survive until late game, give them better defenses, just think hard and long if they gonna abuse that like Protoss do abuse shield batteries.

Blocking warpgate negates any possible payback... like really? Zerg still has nydus and ovies are not produced from an important facility, unless you fix drops then this is really bad idea
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
xongnox
Profile Joined November 2011
540 Posts
April 20 2018 12:12 GMT
#17
Hellbats dealing decently vs chargelots are "changing entirely the philosophy" of this unit ? Oo

It's more like a buff to it's indented purposed role (like when chargelots were buffed). Btw siege tanks buffs proposals are horrible imo. Tanks are super dupper trash vs toss (and shockingly so vs well-composed anti-tanks toss army), and (for bio play) it's good that way. Fixing current TvP with better tanks will force all terran to play bio-tanks, and so play with zero mobility... relative low mobility already being one of the major weakness of TvP (thanks to Prism, WP, Recall, Blink) and make for boring games and 1-push-to-win strategies.

Btw it's kinda funny how the major protoss issue (vT and vZ) is never ever addressed or even acknowledged : storm. In WoL and HoTS, strom was strong, but balanced by a huge cost in time and resources (to tech/make templars, etc.), shitty gateway units, low mobility, lower eco, etc. With LOTV economy with a 4th base at 8'30, and gateball already very strong vT, once reached it feels like toss have dozens of it when he want, infinitely renewable. Not to mention the Prism-templar combo who instantly wins 100% of Koreans games where i saw it. (even vs Maru, vs Dear i think )
Protoss upper hand in late-game PvZ is also totally dependent on good templar use.

So i find it kinda fun but strange how we talk that much about the ravens (for such a few number of mass ravens games), but never about templars. (or vipers vs tanks/vikings. A few vipers can be so devastating that's the reason so many terrans prefer to camp than to go for a pre-BL timing)

xongnox
Profile Joined November 2011
540 Posts
April 20 2018 12:19 GMT
#18
On April 20 2018 20:57 MyiPtitDrogo wrote:
Hellbats were nerfed because they would rape mineral lines, not because of their effectiveness in the terran army composition, you can't really touch any kind of + vs shield buff because of that.


You can, the main hellbat drop nerf was the cargo supply, dropping 2 hellbats instead of 4 change everything (coz this line up with boost, and so the 3rd and 4th was catching mineral-tricked probes, some already damaged).
In mech TvZ even uppgraded, blue flame hellbats drops in mineral line are not as strong as the old 4-hellbat drop.

Besides that maybe there is some room for +shield while still killing probes with the same number of attacks ?
nonoes
Profile Joined April 2017
24 Posts
April 20 2018 12:31 GMT
#19
Blue flame hellbats are still superstrong vs chargelot but weak vs colossus storm and archons.
There is one reason why you won't see hellbat In PvT :
WM is better, less situationnal, cheaper and doesn't require armory attack upgrade to be more effective, that's about it.
JWD[9]
Profile Blog Joined November 2015
364 Posts
April 20 2018 12:33 GMT
#20
On April 20 2018 21:04 deacon.frost wrote:
Show nested quote +
On April 20 2018 18:47 JWD[9] wrote:
On April 20 2018 17:54 MockHamill wrote:
On April 20 2018 17:10 xelnaga_empire wrote:
+Shield damage added to a Terran unit can fix TvsP without breaking TvsZ. Which Terran unit it should be added to is perhaps a discussion the community should have. In this thread, the suggestion is Hellbat.

I think we should discuss the feasibility of adding +shield damage to a Terran unit. I think Hellbat is one unit that it may work out for. Other than Hellbats, what other Terran units are viable to add +shield damage to?


Tanks since they really weak vs most Protoss units. Tank with bonus damage to shields would really help Terran in the midgame against Protoss.

It also feels wrong from a design perspective that Protoss does not have to respect tank lines. In TvT and TvZ tank lines are to be respected, you can not just charge right in and come out ahead without giving it any thought.

In TvP you can often just a-move through a tank line without giving it much thought. This just feels wrong.


Keep in mind I came back to the game like 3 month ago.
Here is what I don't get about Terrans in TvP:
They try to avoid the lategame. They do a 2 base push, like they would against zerg, only without a third CC. Then they die to the counter attack, because Protoss is not zerg. I don't think you can start to openly trade and fight all over the map, like you can against zerg. Warp mechanics make that so.

Now if terrans can't defend without doing the very aggresive pushes I've been exposed to the last 3 month, then there is a problem. I do like the idea of making the siegetank strong vs protoss, so the map and position actually might matter again. I am however really scared by the way Terrans do approach this matchup. What if they still not even try for lategame? It probably is my askew last three month perspective, but since Terran can not fight over the map like they can against zerg, yet still try the exact same thing, which ends up with them throwing their army away, will they cry until every PvT is a 50/50 cointoss 2 base all in?

What if sensor towers, placed next to a CC,Orbital,PF or within a sensor towers range that had this connection, prevented warp ins? So Terrans can spread map control vs Toss like Zerg can spread creep.

What if warpgates actually produced slower than gateways, like god intended?
I am not invested into any of these idea, from my protoss point of view, PvT is "fine". I just don't get Terran players, if they can't survive until late game, give them better defenses, just think hard and long if they gonna abuse that like Protoss do abuse shield batteries.

Blocking warpgate negates any possible payback... like really? Zerg still has nydus and ovies are not produced from an important facility, unless you fix drops then this is really bad idea

So, you don't like the idea.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2018-04-20 13:25:07
April 20 2018 12:34 GMT
#21
On April 20 2018 21:12 xongnox wrote:
Hellbats dealing decently vs chargelots are "changing entirely the philosophy" of this unit ? Oo

It's more like a buff to it's indented purposed role (like when chargelots were buffed). Btw siege tanks buffs proposals are horrible imo. Tanks are super dupper trash vs toss (and shockingly so vs well-composed anti-tanks toss army), and (for bio play) it's good that way. Fixing current TvP with better tanks will force all terran to play bio-tanks, and so play with zero mobility... relative low mobility already being one of the major weakness of TvP (thanks to Prism, WP, Recall, Blink) and make for boring games and 1-push-to-win strategies.

Btw it's kinda funny how the major protoss issue (vT and vZ) is never ever addressed or even acknowledged : storm. In WoL and HoTS, strom was strong, but balanced by a huge cost in time and resources (to tech/make templars, etc.), shitty gateway units, low mobility, lower eco, etc. With LOTV economy with a 4th base at 8'30, and gateball already very strong vT, once reached it feels like toss have dozens of it when he want, infinitely renewable. Not to mention the Prism-templar combo who instantly wins 100% of Koreans games where i saw it. (even vs Maru, vs Dear i think )
Protoss upper hand in late-game PvZ is also totally dependent on good templar use.

So i find it kinda fun but strange how we talk that much about the ravens (for such a few number of mass ravens games), but never about templars. (or vipers vs tanks/vikings. A few vipers can be so devastating that's the reason so many terrans prefer to camp than to go for a pre-BL timing)


Uh, at least storm doesn't stack like raven missile does

Edit>
On April 20 2018 21:33 JWD[9] wrote:
Show nested quote +
On April 20 2018 21:04 deacon.frost wrote:
On April 20 2018 18:47 JWD[9] wrote:
On April 20 2018 17:54 MockHamill wrote:
On April 20 2018 17:10 xelnaga_empire wrote:
+Shield damage added to a Terran unit can fix TvsP without breaking TvsZ. Which Terran unit it should be added to is perhaps a discussion the community should have. In this thread, the suggestion is Hellbat.

I think we should discuss the feasibility of adding +shield damage to a Terran unit. I think Hellbat is one unit that it may work out for. Other than Hellbats, what other Terran units are viable to add +shield damage to?


Tanks since they really weak vs most Protoss units. Tank with bonus damage to shields would really help Terran in the midgame against Protoss.

It also feels wrong from a design perspective that Protoss does not have to respect tank lines. In TvT and TvZ tank lines are to be respected, you can not just charge right in and come out ahead without giving it any thought.

In TvP you can often just a-move through a tank line without giving it much thought. This just feels wrong.


Keep in mind I came back to the game like 3 month ago.
Here is what I don't get about Terrans in TvP:
They try to avoid the lategame. They do a 2 base push, like they would against zerg, only without a third CC. Then they die to the counter attack, because Protoss is not zerg. I don't think you can start to openly trade and fight all over the map, like you can against zerg. Warp mechanics make that so.

Now if terrans can't defend without doing the very aggresive pushes I've been exposed to the last 3 month, then there is a problem. I do like the idea of making the siegetank strong vs protoss, so the map and position actually might matter again. I am however really scared by the way Terrans do approach this matchup. What if they still not even try for lategame? It probably is my askew last three month perspective, but since Terran can not fight over the map like they can against zerg, yet still try the exact same thing, which ends up with them throwing their army away, will they cry until every PvT is a 50/50 cointoss 2 base all in?

What if sensor towers, placed next to a CC,Orbital,PF or within a sensor towers range that had this connection, prevented warp ins? So Terrans can spread map control vs Toss like Zerg can spread creep.

What if warpgates actually produced slower than gateways, like god intended?
I am not invested into any of these idea, from my protoss point of view, PvT is "fine". I just don't get Terran players, if they can't survive until late game, give them better defenses, just think hard and long if they gonna abuse that like Protoss do abuse shield batteries.

Blocking warpgate negates any possible payback... like really? Zerg still has nydus and ovies are not produced from an important facility, unless you fix drops then this is really bad idea

So, you don't like the idea.

OK, let me introduce you to the creativity((C) TLO).

Oh, how about split map scenario, Protoss is unable to warp near his bases to defend!
Oh, how about proxy "rush", Protoss is denied from 1 to 2 waves of his units and is unable to defend his bases. People were laughing at proxy shield batteries and behold now...

And that's just me, stupid noob, what CatZ will come up with is still unknown. This has a huge potential to missfire and be OP as hell.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
MyiPtitDrogo
Profile Joined June 2017
28 Posts
April 20 2018 13:41 GMT
#22
On April 20 2018 21:19 xongnox wrote:
Show nested quote +
On April 20 2018 20:57 MyiPtitDrogo wrote:
Hellbats were nerfed because they would rape mineral lines, not because of their effectiveness in the terran army composition, you can't really touch any kind of + vs shield buff because of that.


You can, the main hellbat drop nerf was the cargo supply, dropping 2 hellbats instead of 4 change everything (coz this line up with boost, and so the 3rd and 4th was catching mineral-tricked probes, some already damaged).
In mech TvZ even uppgraded, blue flame hellbats drops in mineral line are not as strong as the old 4-hellbat drop.

Besides that maybe there is some room for +shield while still killing probes with the same number of attacks ?


ah yea idk In my memory there was some kind of damage nerf, but it was actually a fucking upgrade requirement they put on the techlab lol (after the from 4 to 2 nerf).
yea Idk you'd need to not have hellbat not destroys probes and I think that limits your ability to play around with the unit a bit too much.
LtCalley
Profile Joined March 2011
United States244 Posts
Last Edited: 2018-04-20 14:14:59
April 20 2018 14:12 GMT
#23
On April 20 2018 20:22 Veluvian wrote:
Not a good idea. Why should something be changed after 8 years and it is absolutely working in proper situations and race matches? I do still remember Polt"s hellbats/banshees back in 2011 tho and the game evolved a lot. This sounds like adding blink to zerglings or adding air damage to colosus. I'm sorry but if we add shield damage to hellbats then we should remove the ghost unit entirely in the TvP formula. If you think that this game becomes boring in time or unbalanced then focus on the mechanics in Broodwar Remastered. Yes, SCII used to have much greater balance in some periods but right now I think that the situation is pretty much acceptable. Fixes and slight changes are always welcome but not changing the entirely phylosophy for some units and tactics.


either you are confused or you made a mistype...there were no hellbats back in 2011, only hellions. and the proposed change is to hellbats, not hellions

adding a flat damage increase vs certain units is nothing like giving them the versatility to hit air or ground without that prior ability. i have no idea where you got that, but this sentiment is at minimum a hyperbole.
"No matter how good you are at something, there's always about a million people better than you" - Homer Simpson
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
Last Edited: 2018-04-20 16:32:32
April 20 2018 14:25 GMT
#24
First of all, I do want to mention that I love Hellbats. That being said, do we want un-upgraded Hellbats 2 shot-ing Probes again though? Both the cargo nerf and the light damage nerf were carried out to decrease the efficiency of Hellbat drops (as well as some other problems it posed). The cargo nerf (4->2) was not enough so Blizzard had to change the Hellbat's damage from 18(+12 light) to just 18 after monitoring the situation for a while. I'm all for increasing the Hellbat's use in PvT, but will Hellbat drops become a problem again if we only change the Hellbat's +shield damage and not anything else? And by problem I mean "too easy to execute, and not a lot of risk by doing them" as a certain person in the old balance team once said.

Once again, I want to make it clear that I love Hellbats and certainly want to see them used a wicked amount more in PvT. But I also don't want PvT to become focused on Hellbat drops that instantly evaporate mineral lines.
Celebrating Starcraft since... a long time ago.
Mun_Su
Profile Joined December 2012
France2063 Posts
April 20 2018 14:37 GMT
#25
On April 20 2018 23:25 Mahanaim wrote:
First of all, I do want to mention that I love Hellbats. That being said, do we want Hellbats 2 shot-ing Probes again though? Both the cargo nerf and the light damage nerf were carried out to decrease the efficiency of Hellbat drops (as well as some other problems it posed). The cargo nerf (4->2) was not enough so Blizzard had to change the Hellbat's damage from 18(+12 light) to just 18 after monitoring the situation for a while. I'm all for increasing the Hellbat's use in PvT, but will Hellbat drops become a problem again if we only change the Hellbat's +shield damage and not anything else? And by problem I mean "too easy to execute, and not a lot of risk by doing them" as a certain person in the old balance team once said.

Once again, I want to make it clear that I love Hellbats and certainly want to see them used a wicked amount more in PvT. But I also don't want PvT to become focused on Hellbat drops that instantly evaporate mineral lines.



can the ability be somethin like "incrase heat on ground" so that hovering units are not affected by the +shield damage ?
INno <3 - TY - Maru - Taeja - Rain <3 - Classic <3 - Stephano <3 - soO <3 - Soulkey - Dark - SERRAL =O / END REGION LOCK
Ryu3600
Profile Joined January 2016
Canada469 Posts
April 20 2018 14:53 GMT
#26
Only way around it would be to take away shields from probe which would take away soo much early game probe harassment and make probes easily the worst workers for fighting. Maybe we could do something else with the hellbat like giving it a concussive-like attack like say this is an armory upgrade uh 150/150 or something each time the hellbat hit a unit it would slow that unit for about half of what concussive would or maybe it would have a DoT since the unit gets set on fire lol idk... Maybe even EMP could slow units that are mechanical.
Maru is the best Terran ever.
yubo56
Profile Joined May 2014
688 Posts
April 20 2018 15:24 GMT
#27
We could move +shields onto blue flame and put blue flame behind armory while decreasing research cost? The intention being that hellbats are scariest in TvZ in the early X + hellbat (banshee, ghost, marine medivac) rushes, so if you make it slow to come out you can only affect midgame and not early game hellbat play.

Present day blue flame hellbats also 2 shot workers but we don't see them getting used often, I don't think 2 shotting workers is game breaking. Feels like it's expensive to rush blue flame, and starting in midgame hellbat drops are a lot weaker than bio drops since bio can kill buildings too.
Jung Yoon Jong fighting, even after retirement! Feel better soon.
pvsnp
Profile Joined January 2017
7676 Posts
April 20 2018 17:05 GMT
#28
On April 20 2018 23:53 Ryu3600 wrote:
Only way around it would be to take away shields from probe which would take away soo much early game probe harassment and make probes easily the worst workers for fighting. Maybe we could do something else with the hellbat like giving it a concussive-like attack like say this is an armory upgrade uh 150/150 or something each time the hellbat hit a unit it would slow that unit for about half of what concussive would or maybe it would have a DoT since the unit gets set on fire lol idk... Maybe even EMP could slow units that are mechanical.


Dunno about upgrades, the whole reason Hellbats aren't used against Protoss is that blueflame (which makes them pretty good against Protoss) takes too much time + resources.

Hellbats can only ever be an earlygame thing because mech is terrible against Protoss so there has to be a bio transition in the midgame.
Denominator of the Universe
TL+ Member
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2018-04-20 17:10:27
April 20 2018 17:10 GMT
#29
Hellbats, Cyclones and Thor are just bad designed units.
I hope one day, one day, blizzard makes a unit that can replace those ones. A balanced goliath for example.
Lexender
Profile Joined September 2013
Mexico2650 Posts
Last Edited: 2018-04-20 17:21:17
April 20 2018 17:13 GMT
#30
On April 20 2018 22:41 MyiPtitDrogo wrote:
Show nested quote +
On April 20 2018 21:19 xongnox wrote:
On April 20 2018 20:57 MyiPtitDrogo wrote:
Hellbats were nerfed because they would rape mineral lines, not because of their effectiveness in the terran army composition, you can't really touch any kind of + vs shield buff because of that.


You can, the main hellbat drop nerf was the cargo supply, dropping 2 hellbats instead of 4 change everything (coz this line up with boost, and so the 3rd and 4th was catching mineral-tricked probes, some already damaged).
In mech TvZ even uppgraded, blue flame hellbats drops in mineral line are not as strong as the old 4-hellbat drop.

Besides that maybe there is some room for +shield while still killing probes with the same number of attacks ?


ah yea idk In my memory there was some kind of damage nerf, but it was actually a fucking upgrade requirement they put on the techlab lol (after the from 4 to 2 nerf).
yea Idk you'd need to not have hellbat not destroys probes and I think that limits your ability to play around with the unit a bit too much.


Once hellbats have blueflame they 2 shot all workers even if they have 0 attack upgrades (hellions too).

As long as they dont 1 shot them attack buffs vs shields make no diference.

Just tie this buff to blueflame, since they buffed cost getting blueflame isn't terribly expensive and you need an armory for hellbats already.

I think this is a good idea, WM would still have a place since they deal more burst damage and would be better for fast pushes but hellbats would be better for longer games since you can heal them and they have high HP. Not to mention that the reason tanks are bad is because zealots destroy them, a pack of buffed hellbats would make a tank line scary again.
nonoes
Profile Joined April 2017
24 Posts
April 20 2018 17:25 GMT
#31
Why people would like to buff an unit that does the job already? They rape zealots.

I think the only issue for T in PvT is falling behind in the early midgame ( late 3rd ).
--> combine stim and combat shield in 1 upgrade and make it faster to research.
So terran can put presure again,


PvT fixed

AkashSky
Profile Joined May 2014
United States257 Posts
April 20 2018 17:45 GMT
#32
On April 20 2018 16:02 hfsrj wrote:
It sounds pretty good but is it efficient, upgrade-wise, to use hellbats with your bio ? T seem to usually favor attack upgrade for air instead of armor upgrade for air and ground mech.

Not too bad though, would make the 3/3 chargelots a bit less powerful.



Yes it can be efficient, even more so than double ebay.

I recall inovation going single ebay and single armory (the 1 armory is required for further ebay upgrades) and he would upgrade attack on the ebay and armor on the armory.

This would make his bio super strong and his tanky hellbats even more tanky.
Nezgar
Profile Joined December 2012
Germany534 Posts
April 20 2018 18:17 GMT
#33
From what I understand the overall problem that people see in the TvP matchup is that Terran isn't able to apply enough pressure in the mid-game.
But I honestly don't agree with that assessment. We have rich history of how the matchup looked when Terran was able to do just that and I am kinda glad that we moved away from it. I am not too keen on seeing even more "pull-the-boys" moments that decide the game. I am also not too keen on seeing Protoss being forced to turtle like crazy just to stay alive until they have higher tech available. We have been there.
And, let's be honest here, that's exactly what could happen again if Terran goes back to that mid-game strength.

So I think that buffs that target certain unit timings are not the way to go here.

If the problem is that Protoss can be too greedy and efficient in getting up to 3 bases whereas Terran cannot do the same, how about we look at why Terran cannot do the same instead? Is building the right infrastructure the problem? Getting the right tech at the right time? Is the economy too slow? Is it a problem of scouting?
If any of those things, or a combination of them, is the main issue, why not address those instead of putting Terran back on a path of mid-game all-ins?

I agree that buffing Widow Mines, Liberators or Terran air in general is not the right way to go. The least fun I had playing and watching the game was when those units or compositions were dominant, so those cannot really be the answer here.


On April 20 2018 21:12 xongnox wrote:
So i find it kinda fun but strange how we talk that much about the ravens (for such a few number of mass ravens games), but never about templars. (or vipers vs tanks/vikings. A few vipers can be so devastating that's the reason so many terrans prefer to camp than to go for a pre-BL timing)


This is a question of design, not balance.
Let's imagine that during the Broodlord-Infestor time the ZvX matchups where perfectly balanced in terms of results. The composition would still have been problematic because at that point, everything revolved around Zerg trying to get to their unbeatable composition and every other race trying to stop Zerg from getting there. That's not an enjoyable meta to watch. Whether or not the other races had a 50% success rate at stopping Zerg from getting there is not relevant.

The case you are making against Storm could've been made in very similar fashion against Medivac Boost or Stim Pack. But those are cornerstones of the respective races. If you want to address those, you would almost have to re-design the entire race from the ground up.
WickedBit
Profile Joined August 2010
United States343 Posts
Last Edited: 2018-04-20 18:24:03
April 20 2018 18:23 GMT
#34
I think one unit that everyone seems to be ignoring is the Warp Prism. For its cost its an extremely powerful early game unit. It allows Protoss to keep Terran in his base while macroing. In the early days protoss didn't have oracles or mass recall and hence this added much needed harass capability. However now its overkill. So there are two potential solutions
1. Slow down warp prism. Add an upgrade in Robo bay to upgrade speed making the prism slightly faster than it is right now.
2. Keep speed the same but remove ability for warp in moving it to an upgrade in Robo bay.

This also means protoss need to choose between upgrading colossus range or warp prism speed/warpins depending on the direction they want the game to go. This will allow terran to pressure more effectively in mid game. This way no units get unnecessarily buffed or nerfed.
Ryu3600
Profile Joined January 2016
Canada469 Posts
April 20 2018 19:19 GMT
#35
I feel like in TvP you choose between 1 of 3 things.
1. Putting on actual aggression and getting a push/timing that does enough damage to transition into
2. 2 base all in and ending the game with a dedicated push that has no transition
3. Going for 3CC play which makes you vulnerable to a lot of attacks

Thing is protoss can kind of do any of these 1 things and get the options just fine. If a protoss all in fails you can just go home and macro out on even terms. Your mid game timing later will be ridiculous to hold and you will probably get your fourth maybe even third faster than the Terran
Maru is the best Terran ever.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2018-04-20 22:43:01
April 20 2018 22:40 GMT
#36
what you think this buff will do: normalize a new option for standard terran composition
what it will actually do: hellbat drops every tvp

On April 21 2018 03:23 WickedBit wrote:
I think one unit that everyone seems to be ignoring is the Warp Prism. For its cost its an extremely powerful early game unit. It allows Protoss to keep Terran in his base while macroing. In the early days protoss didn't have oracles or mass recall and hence this added much needed harass capability. However now its overkill. So there are two potential solutions
1. Slow down warp prism. Add an upgrade in Robo bay to upgrade speed making the prism slightly faster than it is right now.
2. Keep speed the same but remove ability for warp in moving it to an upgrade in Robo bay.

This also means protoss need to choose between upgrading colossus range or warp prism speed/warpins depending on the direction they want the game to go. This will allow terran to pressure more effectively in mid game. This way no units get unnecessarily buffed or nerfed.

tbh it makes it difficult to take your ideas on design seriously when you're proposing an upgrade that already exists exactly as you described it
TL+ Member
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
Last Edited: 2018-04-21 03:43:37
April 21 2018 03:22 GMT
#37
hellbats are still good vs zealots and adepts, if 10 adepts with glaives shade on top of 10 hellbats with blue flame, all of them will die and all hellbats survive, 15 adepts will also die and 3 hellbats survive, but who wants to build quick 2nd factory for it lol.
I think that lowering cost of blue flame to 100/100 and production time to 40+ sec will not hurt early tvz hellbat pushes but will slightly encourage invest in it vs toss.
WickedBit
Profile Joined August 2010
United States343 Posts
Last Edited: 2018-04-21 03:58:49
April 21 2018 03:57 GMT
#38
On April 21 2018 07:40 brickrd wrote:
what you think this buff will do: normalize a new option for standard terran composition
what it will actually do: hellbat drops every tvp

Show nested quote +
On April 21 2018 03:23 WickedBit wrote:
I think one unit that everyone seems to be ignoring is the Warp Prism. For its cost its an extremely powerful early game unit. It allows Protoss to keep Terran in his base while macroing. In the early days protoss didn't have oracles or mass recall and hence this added much needed harass capability. However now its overkill. So there are two potential solutions
1. Slow down warp prism. Add an upgrade in Robo bay to upgrade speed making the prism slightly faster than it is right now.
2. Keep speed the same but remove ability for warp in moving it to an upgrade in Robo bay.

This also means protoss need to choose between upgrading colossus range or warp prism speed/warpins depending on the direction they want the game to go. This will allow terran to pressure more effectively in mid game. This way no units get unnecessarily buffed or nerfed.

tbh it makes it difficult to take your ideas on design seriously when you're proposing an upgrade that already exists exactly as you described it


To clarify, current warp prism pre gravitic drive is faster than both medivacs (without boost) and droperlords. Additionally it can pick stuff up from further away and warp in reinforcements. The current speed upgrade is mostly unnecessary.
What i am saying is to either reduce speed to be a lot slower (like 2.5 or something from 4.13) without the uograde and post upgrade around 5 or keep speed same and make warp in and long range pickup part upgradeable.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2018-04-21 09:18:01
April 21 2018 09:17 GMT
#39
On April 21 2018 12:22 SCHWARZENEGGER wrote:
hellbats are still good vs zealots and adepts, if 10 adepts with glaives shade on top of 10 hellbats with blue flame, all of them will die and all hellbats survive, 15 adepts will also die and 3 hellbats survive, but who wants to build quick 2nd factory for it lol.
I think that lowering cost of blue flame to 100/100 and production time to 40+ sec will not hurt early tvz hellbat pushes but will slightly encourage invest in it vs toss.


Thing is, Hellbats are always on a timer since sooner or later Terran absolutely must make a bio transition against Protoss. The longer they're delayed (by upgrades), the less effective they will be.

Also, early blueflame would almost certainly lead to more Hellbat allins against Zerg.
Denominator of the Universe
TL+ Member
Olli
Profile Blog Joined February 2012
Austria24420 Posts
April 21 2018 12:06 GMT
#40
Hellbats suiciding into probe lines would just be dumb. It would have to be an upgrade.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
pvsnp
Profile Joined January 2017
7676 Posts
April 21 2018 16:12 GMT
#41
On April 21 2018 21:06 Olli wrote:
Hellbats suiciding into probe lines would just be dumb. It would have to be an upgrade.


The current investment to do exactly that is a techlab upgrade, and it's enough to make that strategy extinct.

Maybe a cheap armory upgrade then?
Denominator of the Universe
TL+ Member
Olli
Profile Blog Joined February 2012
Austria24420 Posts
Last Edited: 2018-04-21 16:22:28
April 21 2018 16:17 GMT
#42
Armory is what I was thinking too. You'd at least have to make a significant investment to suicide your hellbats into probe lines. Or even at ebay, would need testing.

Point is that it shouldn't just be free in the early game.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
pvsnp
Profile Joined January 2017
7676 Posts
April 21 2018 16:51 GMT
#43
On April 22 2018 01:17 Olli wrote:
Armory is what I was thinking too. You'd at least have to make a significant investment to suicide your hellbats into probe lines. Or even at ebay, would need testing.

Point is that it shouldn't just be free in the early game.


Sounds fair to me. Even if Hellbat drops became standard, they're still a step up from the old WM drop every game.
Denominator of the Universe
TL+ Member
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
Last Edited: 2018-04-21 17:54:57
April 21 2018 17:10 GMT
#44
On April 21 2018 18:17 pvsnp wrote:
Show nested quote +
On April 21 2018 12:22 SCHWARZENEGGER wrote:
hellbats are still good vs zealots and adepts, if 10 adepts with glaives shade on top of 10 hellbats with blue flame, all of them will die and all hellbats survive, 15 adepts will also die and 3 hellbats survive, but who wants to build quick 2nd factory for it lol.
I think that lowering cost of blue flame to 100/100 and production time to 40+ sec will not hurt early tvz hellbat pushes but will slightly encourage invest in it vs toss.


Thing is, Hellbats are always on a timer since sooner or later Terran absolutely must make a bio transition against Protoss. The longer they're delayed (by upgrades), the less effective they will be.

Also, early blueflame would almost certainly lead to more Hellbat allins against Zerg.


should be easy for zerg to hold an allin when terran need to build: armory, 2nd factory and blueflame.
vs standard hellbat timing zergs already can build roaches, it will be only worse for terran to wait for blueflame even if it will finish quicker than now since it only works vs light.
Durnuu
Profile Joined September 2013
13320 Posts
Last Edited: 2018-04-21 17:16:01
April 21 2018 17:15 GMT
#45
On April 22 2018 02:10 SCHWARZENEGGER wrote:
Show nested quote +
On April 21 2018 18:17 pvsnp wrote:
On April 21 2018 12:22 SCHWARZENEGGER wrote:
hellbats are still good vs zealots and adepts, if 10 adepts with glaives shade on top of 10 hellbats with blue flame, all of them will die and all hellbats survive, 15 adepts will also die and 3 hellbats survive, but who wants to build quick 2nd factory for it lol.
I think that lowering cost of blue flame to 100/100 and production time to 40+ sec will not hurt early tvz hellbat pushes but will slightly encourage invest in it vs toss.


Thing is, Hellbats are always on a timer since sooner or later Terran absolutely must make a bio transition against Protoss. The longer they're delayed (by upgrades), the less effective they will be.

Also, early blueflame would almost certainly lead to more Hellbat allins against Zerg.


should be easy for zerg to hold an allin when terran need to build: armory, 2nd factory and blueflame.

Should be easy for terran to hold an allin when protoss needs to build : twilight council, 8 gates, robotics facility.
BUNNYYYYYYYYY https://i.imgur.com/BiCF577.png
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
Last Edited: 2018-04-21 17:19:44
April 21 2018 17:17 GMT
#46
On April 22 2018 02:15 Durnuu wrote:
Show nested quote +
On April 22 2018 02:10 SCHWARZENEGGER wrote:
On April 21 2018 18:17 pvsnp wrote:
On April 21 2018 12:22 SCHWARZENEGGER wrote:
hellbats are still good vs zealots and adepts, if 10 adepts with glaives shade on top of 10 hellbats with blue flame, all of them will die and all hellbats survive, 15 adepts will also die and 3 hellbats survive, but who wants to build quick 2nd factory for it lol.
I think that lowering cost of blue flame to 100/100 and production time to 40+ sec will not hurt early tvz hellbat pushes but will slightly encourage invest in it vs toss.


Thing is, Hellbats are always on a timer since sooner or later Terran absolutely must make a bio transition against Protoss. The longer they're delayed (by upgrades), the less effective they will be.

Also, early blueflame would almost certainly lead to more Hellbat allins against Zerg.


should be easy for zerg to hold an allin when terran need to build: armory, 2nd factory and blueflame.

Should be easy for terran to hold an allin when protoss needs to build : twilight council, 8 gates, robotics facility.


adepts? yes it's easy if scouted, same for zerg vs hellbats.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2018-04-21 17:59:57
April 21 2018 17:58 GMT
#47
On April 22 2018 02:17 SCHWARZENEGGER wrote:
Show nested quote +
On April 22 2018 02:15 Durnuu wrote:
On April 22 2018 02:10 SCHWARZENEGGER wrote:
On April 21 2018 18:17 pvsnp wrote:
On April 21 2018 12:22 SCHWARZENEGGER wrote:
hellbats are still good vs zealots and adepts, if 10 adepts with glaives shade on top of 10 hellbats with blue flame, all of them will die and all hellbats survive, 15 adepts will also die and 3 hellbats survive, but who wants to build quick 2nd factory for it lol.
I think that lowering cost of blue flame to 100/100 and production time to 40+ sec will not hurt early tvz hellbat pushes but will slightly encourage invest in it vs toss.


Thing is, Hellbats are always on a timer since sooner or later Terran absolutely must make a bio transition against Protoss. The longer they're delayed (by upgrades), the less effective they will be.

Also, early blueflame would almost certainly lead to more Hellbat allins against Zerg.


should be easy for zerg to hold an allin when terran need to build: armory, 2nd factory and blueflame.

Should be easy for terran to hold an allin when protoss needs to build : twilight council, 8 gates, robotics facility.


adepts? yes it's easy if scouted, same for zerg vs hellbats.


Didn't Inno say you can't stop 8gate even when you know it's coming?

He was probably just salty about losing to Classic though.
Denominator of the Universe
TL+ Member
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
Last Edited: 2018-04-21 18:38:42
April 21 2018 18:13 GMT
#48
On April 22 2018 02:58 pvsnp wrote:
Show nested quote +
On April 22 2018 02:17 SCHWARZENEGGER wrote:
On April 22 2018 02:15 Durnuu wrote:
On April 22 2018 02:10 SCHWARZENEGGER wrote:
On April 21 2018 18:17 pvsnp wrote:
On April 21 2018 12:22 SCHWARZENEGGER wrote:
hellbats are still good vs zealots and adepts, if 10 adepts with glaives shade on top of 10 hellbats with blue flame, all of them will die and all hellbats survive, 15 adepts will also die and 3 hellbats survive, but who wants to build quick 2nd factory for it lol.
I think that lowering cost of blue flame to 100/100 and production time to 40+ sec will not hurt early tvz hellbat pushes but will slightly encourage invest in it vs toss.


Thing is, Hellbats are always on a timer since sooner or later Terran absolutely must make a bio transition against Protoss. The longer they're delayed (by upgrades), the less effective they will be.

Also, early blueflame would almost certainly lead to more Hellbat allins against Zerg.


should be easy for zerg to hold an allin when terran need to build: armory, 2nd factory and blueflame.

Should be easy for terran to hold an allin when protoss needs to build : twilight council, 8 gates, robotics facility.


adepts? yes it's easy if scouted, same for zerg vs hellbats.


Didn't Inno say you can't stop 8gate even when you know it's coming?

He was probably just salty about losing to Classic though.


can't stop or hard to stop with certain builds, but 3rax stim+shields both done at 5;00 is kinda hard countering this, 1-1-1 with viking to kill prism can do it too.
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