let the terran nerfs begin!
next stop, medivacs!
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neoghaleon55
United States7434 Posts
let the terran nerfs begin! next stop, medivacs! | ||
Bagi
Germany6799 Posts
On February 14 2013 08:33 GGzerG wrote: I don't understand so, your supply will go up and down whenever hellions change from hellions to hellbats? Does your supply go up when you morph lings into banes? They take more room in ovies... | ||
Deleted User 26513
2376 Posts
Community : That won't fix much. David Kim does it anyways. It is kinda funny if you ask me. The problem is not that you can drop them 4 at a time. The problem is that they do too much dmg and can survive too much of a beating in the same time. | ||
aksfjh
United States4853 Posts
On February 14 2013 08:48 knOxStarcraft wrote: It's quite amusing that they, and most of you it seems, think that the problem with hellbats is the fact that they can be dropped 4 at a time. The problem is that the hellbats themselves are too powerful; shit changes like these hurt the multitasking options of the terran and still leave the unit being too powerful, which will lead to more all ins. I remember when marauders were "too powerful." People laughed that Terrans ONLY had to make them to win. 2 years later and they're just part of the army. Moral of the story, nerf the tactic, not the unit. | ||
i)awn
United States189 Posts
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aksfjh
United States4853 Posts
On February 14 2013 08:57 Pr0wler wrote: David Kim to the community: I'm going to make hellbats take 4 slots in the medivac, what do you think ? Community : That won't fix much. David Kim does it anyways. It is kinda funny if you ask me. Community was largely supportive of the change. The people that hated the change wanted the unit removed from the game, more or less. | ||
KamikazeDurrrp
United States95 Posts
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Warpish
834 Posts
In the next update, Hellbats will receive bonus damage against biologicall flying units in 4 players maps... | ||
Noocta
France12574 Posts
On February 14 2013 08:39 Vinand wrote: This only is not enough... right at this moment, hellbats are waaayyy too powerful for the 100 minerals that they cost... Tell that to 3 mines ultra fast 75 mineral vulture. Being powerfull and cheap is fine for this kind of unit. | ||
Trilandian
Israel78 Posts
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TheDougler
Canada8287 Posts
On February 14 2013 08:38 awesomoecalypse wrote: There was already precedent in SC2 for a unit taking up more cargo space than supply--Colossi take up an entire warp prism but just 6 supply. Even better example is banelings. Half a supply, take up two space. Zerglings take up one space. | ||
ki11z0ne
United States427 Posts
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blade55555
United States17423 Posts
On February 14 2013 09:00 Noocta wrote: Show nested quote + On February 14 2013 08:39 Vinand wrote: This only is not enough... right at this moment, hellbats are waaayyy too powerful for the 100 minerals that they cost... Tell that to 3 mines ultra fast 75 mineral vulture. Being powerfull and cheap is fine for this kind of unit. Bad comparison. Hydras and mutas could kill mines easy peasy. Vultures also didn't have AOE damage either. | ||
Bagi
Germany6799 Posts
On February 14 2013 08:57 Pr0wler wrote: David Kim to the community: I'm going to make hellbats take 4 slots in the medivac, what do you think ? Community : That won't fix much. David Kim does it anyways. It is kinda funny if you ask me. The problem is not that you can drop them 4 at a time. The problem is that they do too much dmg and can survive too much of a beating in the same time. Could you imagine that the community isn't all-knowing and actually biased as shit? Remember how marauders were considered the most OP unit in the game? They were never actually nerfed yet they turned out okay. Amazing how that works. | ||
Nazeron
Canada1046 Posts
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Zenbrez
Canada5973 Posts
On February 14 2013 08:33 GGzerG wrote: I don't understand so, your supply will go up and down whenever hellions change from hellions to hellbats? Think of it this way: 1 zergling is 0.5 supply, but you can only fit 8 into an overlord. While typically you only see 8 supply available in an overlord, it's not the sole reason | ||
baldgye
United Kingdom1064 Posts
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aksfjh
United States4853 Posts
On February 14 2013 09:02 blade55555 wrote: Show nested quote + On February 14 2013 09:00 Noocta wrote: On February 14 2013 08:39 Vinand wrote: This only is not enough... right at this moment, hellbats are waaayyy too powerful for the 100 minerals that they cost... Tell that to 3 mines ultra fast 75 mineral vulture. Being powerfull and cheap is fine for this kind of unit. Bad comparison. Hydras and mutas could kill mines easy peasy. Vultures also didn't have AOE damage either. I forgot how powerful hellbats are against units that are faster and can fly. Thanks for reminding me. | ||
RubixRambo
United States9 Posts
On February 14 2013 08:44 Dvriel wrote: REally stupid change!!! After watching everybody not even trying to learn how to defend this,they just change the hellbat in the medivac and feel OK??? Come on,Change infestor took an year and if we talk about Terran its only a week???Why Blizzard,why? So sad...I feel so sorry if even Pros werent trying to defend well,just whining... First off, it wont change the game that much. It will just prevent some earlier timings that can be extremely cost efficient. Secondly, every Zerg has been trying to figure out how to defend this, because every Terran does it in every ZvT. But without hurting your econ so drastically by throwing down a few spines and spores, there isn't much to be done with an early hellbat drop. Lastly, the infestor nerff came when they could supplement other units in so that the Zerg wouldn't just die. With that said, as a Zerg player I found it really frustrating to have army comps centered around one unit for all match ups. | ||
Lukeeze[zR]
Switzerland6838 Posts
On February 14 2013 09:04 Nazeron wrote: my first thought is that now terrans will make 2 medivacs and drop with 4 hellbats with 2 medivac support which will be even worse to deal with TT Better go for 1 hellbat + 2 hellions in the same medivac. | ||
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