On February 14 2013 08:42 wUndertUnge wrote: So 4 hellions can still fit into the medivac? So there could still technically be 4 hellbats from one medivac, but it will take time to transform. Also it won't be as easy to pick up all the hellbats.
Is this correct?
You also have to consider during the transforming time, any shots on the hellions are worth more damage and they can't be healed. So by the time they are done transforming, they'll either be much weaker or some will be dead.
And if they try to do it with 2 medivacs to not have to transform, that's a 42 second delay on the timing. Either way, it's a subtle nerf that won't screw up every hellbat scenario.
good they're balancing hellbats but this change is just strange. it lacks internal logic, like the +damage to bio on spores and proposed +damage to shields on widow mines. I don't think, in general, it's a good way to balance the game.
On February 14 2013 08:39 Henk wrote: Think of it like this - a thor and an ultra both fill 8 slots in an overlord/a medivac, but are only 6 supply. Same with a tank - medivac can hold 2 tanks, even though tanks are only 3 supply.
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
I do that already. 2 front attack with 2 hellbat by medivac. 2 is enought to ravage a mineral line anyway! :D
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.
8 mins is "early timing"??? I wroti this 1000 times in other threads and will continue: Terran need Factory,Starport,Medivac and Armory to do this drop.All this costs much more than one Roach Warren and 5 Roaches per base,because this amount of them kils the hellbats easy and fast enough,but really,if you see your enemy going for 8 min heavi bio drop,would you still making only drones??? You probably go for Baneling nest and heavy lings.Spines and spores arent the answer to this drop.
That got nerfed fast, but if you didn't have anything to defend against some Oracles your mineral line gets still killed in seconds. Guess this time they don't want Terran imba whine after release :D
On February 14 2013 09:08 Lobotomist wrote: good they're balancing hellbats but this change is just strange. it lacks internal logic, like the +damage to bio on does and proposed +damage to shields on widow mines. I don't think, in general, it's a good way to balance the game.
Lately, many of Blizzard's choices seem illogical to me. This unit is healed by Medivacs lol. Come on you silly Hellion, you're not a Firebat...
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...
lol ? is only 1 minor change . whats your problem i dont udnerstand . it was impossible to defend and i tell you i watch minimap once every second . with perfect position stalker to defense the new SPEED BOOST made it impossible to not lose atlast 3-6 workers with instant drop . why you so mad btw ? was this the only tactic that you used and now you are ruines or what ?
Hopefully terran can keep the hellbats as they are. They need an overpowered unit for new players (think banelings vs marines in a bronze match) that can help get more people to play terran
On February 14 2013 09:08 Lobotomist wrote: good they're balancing hellbats but this change is just strange. it lacks internal logic, like the +damage to bio on does and proposed +damage to shields on widow mines. I don't think, in general, it's a good way to balance the game.
Lately, many of Blizzard's choices seem illogical to me. This unit is healed by Medivacs lol. Come on you silly Hellion, you're not a Firebat...
The trouble with the current balancing philosophy is that they want to make Mech more viable in TvP. Yet, the recent buffs to hellbats (can be healed, damage buff vs. all) don't really make Mech more viable, but just make for a very simplistic (and silly looking) A-move unit.
I still stand that the necessary changes to Terran mech to make the game more fun is to nerf the Hellbat so it only does +dmg vs light, and to buff the tank's survivability and damage a little bit. Also removing the healing.
The current cargo space nerf is a good start, but it doesn't change the fact that Hellbats are boring units if they can pretty much fair decently against most ground units in terms of DPS.