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SC2SEA.com - Starcraft 2 SEA eSports Community Site > Site Portal Forums > Latest News > [HotS] HotS Balance Update #14 - 14/02/2013
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Unread Thu, 14th-Feb-2013, 9:17 AM Race: Location: Brisbane, Australia  Total Posts Made: 255 # 1
Dingobloo
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Heart of the Swarm [HotS] HotS Balance Update #14 - 14/02/2013

Hots Balance Update #14

It's a short one this time, After much wailing and gnashing of teeth Blizzard have today increased the cargo requirements for the Hellbat from 2 to 4. While they were originally being cautious about changing it too quickly, they have gone ahead and hotfixed it straight to the Beta servers without needing a patch, allowing themselves the next 2 weeks to tweak the game and find the next focus of the communities rage prior to the Beta being shut down on March 1st.

Quote:
Terran
  • Hellbat
    • The cargo space required to transport a Hellbat has been increased from 2 to 4.
Learn More:

Balance Update #14 – February 13, 2013
Dayvie on Hellbats

Last edited by Dingobloo; Thu, 14th-Feb-2013 at 5:38 PM.
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Unread Thu, 14th-Feb-2013, 9:36 AM BnetId: Rhuubarb 120 (SEA) 634 (NA)  Race: Clan: VB  Location: Melbourne, Australia  Total Posts Made: 168 # 2
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Good change IMO, the drops circumvented the weakness of the Hellbat way too much and so this changes helps with that, without nerfing the Hellbat in other areas.
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Unread Thu, 14th-Feb-2013, 9:37 AM BnetId: elain  Race: Location: Houston, Texas  Total Posts Made: 347 # 3
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dayvie y u do dis

stahp.
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Unread Thu, 14th-Feb-2013, 9:39 AM Who's Who:   BnetId: TAChadMann.277  Race: Clan: TA/sR  Location: Byron Bay  Total Posts Made: 2,806 # 4
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aren't they only 2 space as Hellions tho?.. just transform them when you drop them, I guess?.. but that does give some time to react...
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Unread Thu, 14th-Feb-2013, 9:40 AM BnetId: Rhuubarb 120 (SEA) 634 (NA)  Race: Clan: VB  Location: Melbourne, Australia  Total Posts Made: 168 # 5
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The most powerful thing about the drop was it let the hellbats attacks straight away, if you are having to transform them, they shouldn't be able to hit workers (or anything that moves) cause they are so slow.
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Unread Thu, 14th-Feb-2013, 9:42 AM BnetId: cTmukade.551  Race: Location: Canberra, Australia  Total Posts Made: 152 # 6
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Dayvie pls.
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Unread Thu, 14th-Feb-2013, 9:43 AM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 7
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I like this change, nothing negative about it whatsoever.

Look forward to the next major balance patch pre-release.
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Unread Thu, 14th-Feb-2013, 9:43 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 8
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Just why did they increase the base damage so much they have to make nonsensical changes like this to make them balanced... ><
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Unread Thu, 14th-Feb-2013, 9:47 AM BnetId: Rhuubarb 120 (SEA) 634 (NA)  Race: Clan: VB  Location: Melbourne, Australia  Total Posts Made: 168 # 9
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Cause they wanted them to be good?
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Unread Thu, 14th-Feb-2013, 9:53 AM BnetId: bourkes.624  Race: Clan: QED  Location: Rural NSW  Total Posts Made: 37 # 10
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correct me if i'm wrong, but didn't the reaper get nerfed cause it killed mineral lines to quick?
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Unread Thu, 14th-Feb-2013, 9:54 AM Race: Location: Brisbane, Australia  Total Posts Made: 255 # 11
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Quote:
Originally Posted by QEDbourkes View Post
correct me if i'm wrong, but didn't the reaper get nerfed cause it killed mineral lines to quick?
Sure, but it also came out much earlier, was able to jump up cliffs without a medivac and didn't need to also be a core combat unit.
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Unread Thu, 14th-Feb-2013, 10:16 AM Who's Who:   BnetId: aLtStallion.610  Race: Clan: aLt  Location: Christchurch  Total Posts Made: 1,615 # 12
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I dislike this change, the drops atm are easy enough to deal with so the change only weakens them
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Unread Thu, 14th-Feb-2013, 10:16 AM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 13
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Quote:
Originally Posted by xGKingStallion View Post
I dislike this change, the drops atm are easy enough to deal with so the change only weakens them
You don't play zerg do you
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Unread Thu, 14th-Feb-2013, 10:18 AM Who's Who:   BnetId: aLtStallion.610  Race: Clan: aLt  Location: Christchurch  Total Posts Made: 1,615 # 14
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Originally Posted by Maynarde View Post
You don't play zerg do you
I'm playing random on 1 accounts and toss on the other, both in masters i havn't struggled vs them cos i know it takes away from there bio so just drone more and spore spine. Just react to the late expand with an overlord scout and chuck down spores to be safe if you don't scout something
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Unread Thu, 14th-Feb-2013, 11:18 AM Race: Location: Brisbane, Australia  Total Posts Made: 255 # 15
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Quote:
Originally Posted by xGKingStallion View Post
I dislike this change, the drops atm are easy enough to deal with so the change only weakens them
I don't disagree entirely, I think it's definitely possible to stop them though I can't give any particular feedback with regards to how much is too much to commit to defending it.

But ultimately I would say I just don't think terran needs another option to potentially kill all of your workers, especially with the increased accessibility of blue flame and mine burrow speed upgrade thanks to the removal of siege mode, weakening the build I think still leaves a good number of drop options that are less divergent.
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Unread Thu, 14th-Feb-2013, 11:24 AM Who's Who:   BnetId: aLtStallion.610  Race: Clan: aLt  Location: Christchurch  Total Posts Made: 1,615 # 16
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Quote:
Originally Posted by Dingobloo View Post
I don't disagree entirely, I think it's definitely possible to stop them though I can't give any particular feedback with regards to how much is too much to commit to defending it.

But ultimately I would say I just don't think terran needs another option to potentially kill all of your workers, especially with the increased accessibility of blue flame and mine burrow speed upgrade thanks to the removal of siege mode, weakening the build I think still leaves a good number of drop options that are less divergent.
you don't need to commit much to killing them as long as you have sight, you can always pull workers til you get your invis sight back, tvt - scan zvt - spore/overlord pvt oracle/observer. They actually arn't that bad they are just a time consumption unit like how the oracle used to have the time thingy, they just buy time pretty much you should lose workers to them. I should sell lessons :P
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Unread Thu, 14th-Feb-2013, 11:25 AM BnetId: Daedalus.523  BattleTag: Joshboy#1763  Race: Clan: mGG  Location: Brisbane, Australia  Total Posts Made: 468 # 17
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Too many arbitrary rules for hellion/hellbat. Just make it a separate unit and call it a firebat

Quick Comments
 ETL.noTTuh:  
^^ and thats why i like u
 QEDbourkes:  
wonder why the removed it in the first place
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Unread Thu, 14th-Feb-2013, 3:06 PM BnetId: Prometheus  Race: Location: Melbourne, Australia  Total Posts Made: 156 # 18
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I don't see why the hellbat needs the extra damage immediately. Early game it's useful enough with its extra tankiness and heal-ability, and it will only be late game, especially in TvP, where the extra damage will come in useful in large-scale engagements hellbat vs zealot. I reckon they should reduce it's damage and give it blue flame capability.
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Unread Thu, 14th-Feb-2013, 5:46 PM Who's Who:   BnetId: Cute.200  Race: Clan: wT  Location: Melbourne  Total Posts Made: 823 # 19
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What a confuzzling unit haha. Cool change I guess. I really hope Blizz don't go nerf crazy after release though.
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Unread Thu, 14th-Feb-2013, 6:43 PM BnetId: ToRDarKnoob.480  Race: Clan: ToR  Location: melbourne, australia iAustralia  Total Posts Made: 167 # 20
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please bliz.... battle hellions still counter roahes which should counter them..
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