Before I get into the nitty-gritty, I watched every single match from WCS Europe and NA, and every match from the quarter to finals in Korea. I feel I can safely say Innovation outplayed s0s regardless of Hellbats. That does not, however, mean they aren't broken.
Resources
The following threads from 3 different forums are all about the Hellbat.
http://www.teamliquid.net/forum/view...opic_id=416549
http://us.battle.net/sc2/en/forum/topic/9245585508
http://www.reddit.com/r/starcraft/co...ucking_stupid/
Here's the Liquipedia stats page for each the Hellbat and Zealot, two 100 mineral units in the game. I've also included the page for the Medevac because its important.
http://wiki.teamliquid.net/starcraft2/Hellbat
http://wiki.teamliquid.net/starcraft2/Zealot
http://wiki.teamliquid.net/starcraft...f_the_Swarm%29
Finally, here is the Semi-Finals between MVP and Innovation, and the finals between Innovation and S0S.
http://www.twitch.tv/wcs_osl/c/2401095
http://www.twitch.tv/wcs_osl/c/2401143
I don't expect anyone to read everything so I'll basically sum up the argument: After the WCS finals, where Innovation 4-0'ed s0s, Hellbats are really fucking good, especially with drops.
Too good.
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Problem
So basically, the issue on the table comes down to one thing. Hellbat drops are way too cost effective, always. The ability for a HotS Medevac to Boost in, drop off two Hellbats, and obliterate a worker-line in 2-3 hits around 7:30 with minimal micro is insane. No other drop or harass has nearly the same consistent power potential as Hellbat. There are several major factors I will quickly discuss as to why I believe this is.
Boost
Quite simply, the new HotS Medevac Boost is a giant boon for Terran. It has increased Terran mobility across the board, especially with Factory-based Mech styles. This is counter-intuitive to the goal of Mech play vs. Bio play. Mech was designed to play slow and powerful, advancing on the enemy position by holding ground through the use of Siege Tanks. This was in contrast to the Barracks Bio play style of having more mobile but weaker units able to use hit and run tactics to cripple the enemy, so that the Bio player would have an advantage in the head-on fights later.
But the Medevac Boost mobility combined with the slow yet powerful Mech Hellbat has resulted in, and I use this analogy lighty, a micro-less Terran Reaver Drop.
Cost
Cheapest Hellbat drop: 900/400. (Barracks, Factory, Starport, Armory, Medevac, 2 Hellions)
Cheapest Single Banshee w/ Cloak: 850/625 (Barracks, Factory, Starport, Tech Lab, Banshee, Cloak)
Cheapest Single Oracle Harrass - 600/300 (Gateway, Cyber Core, Stargate, Oracle)
Hellbat drop HP total before healing: 420
Hellbat drop DPS: Splash 15(x2) vs Light
Banshee HP: 140
Banshee DPS: 19.2
Oracle HP: 160
Oracle DPS: 29 vs light
Make what you will of these simple numbers, remembering the micro involved in Banshee and Oracle harass compared to a Hellbat drop.
Splash
Only 1 common harrass has splash damage, and that's Hellion/Hellbat. Colossus drops are the only option to compare with, and they're extremely rare. The reason why relates back to cost.
Cheapest Colossus drop: 1200/500 (Gateway, Cyber Core, Robo Facility, Robo Bay, Phase Prism, 1 Colossus)
Colossus drop total HP: 300 Hp/250 Sp
Colossus drop DPS: Splash 18.2
Burst
Though you can drop 4 Hellions even earlier instead of only 2 Hellbats, the Hellbat is proving far more effective at killing workers than the Hellion has ever been. I believe this is due to 2 differences between the modes.
First, the wider flame arc of the Hellbat versus the steam of the Hellon ensures a wider distribution of damage across a worker line that is not retreating in single-file. Secondly, the DPS of the Hellbat is nearly 3 times higher than the DPS of the base Hellion (15 to 5.6 [7.6 with Infernal Pre-Igniter]. This has created a burst damage unit in the Hellbat that a defending player just does not have the time to counter until they can properly spot the drop incoming.
The power of the Hellbat drop to swoop in, clean up a mineral line, and power out thanks to the high DPS and Medevac Boost is unarguably crippling.
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Solutions
The list of solutions suggested in the threads above is extensive, so I'll try to grab the most popular. I will explain each suggestion in turn and explain why it is good or bad.
1. Remove Healing by Medevac
Some people believe that if Hellbats couldn't be healed by the Medevac, they wouldn't be as dangerous. They couldn't spend as much time in the enemy base. They'd have to bring along SCV's if they wanted to heal, limiting space in the Medevacs for more Hellbats. Both of these thoughts are correct, however the problem with Hellbat drops is not that they heal. Its that they do too much DPS in splash with the mobility provided by Medevac Boost. Hellbats don't need to spend much time in a mineral line to do massive damage, so healing them to keep them there isn't a boon. The Medevac healing has a much stronger effect on Hellbats in a direct battle where they're acctually taking damage consistantly, as showcased in the WCS Finals where Innovation frequently used Hellbats in his main army composition.
Verdict: Bad (no effect)
2. Remove Biological tag
This is related to the removal of healing suggestion, but is distinct due to the side-effect. The biological tag is what lets the Medevac heal the Hellbat. But it is also what gives Protoss Archons an extra 5.7 DPS against them. Without that bonus, a Protoss using a Gateway based army against a Barracks army w/ Hellbats receives a significant loss in power, especially as the added Hellbats are chewing through the Zealots. That being the only minor side-effect, however, means there is wiggle room for balancing numbers to curb that DPS loss. Of course, this is all entirely irrelevant to the main issue, as we already discussed how healing is not the problem.
Verdict: Bad (no effect)
3. Increase Hellbat Build Time
The goal here is to make Hellbats harder to obtain, both the initial drop and any subsequent. A long enough build time would make the expensive Transformation Servos upgrade more desirable, as a player could produce Hellions much faster and then transform them into Hellbats after. There is the possibility of a sweet spot in balancing the build time to make the Servos upgrade justifyable while keeping Hellbat drops viable too, and forcing the drops to come later when the defending player is better equipped to stop them is certainly a step in the right direction.
Verdict: Good
4. Add gas cost to Hellbat
This is another way suggested to make Hellbats harder/later to get. Much like the pure build time increase suggestion, it forces the player to invest more direct resources in every drop, as well as the time to accumulate that extra gas. Barring the oddity of a Hellbat costing gas while its Hellion mode does not, this suggestion has potential.
Verdict: Good, if a bit strange
5. Nerf Hellbat Damage
A simple solution to the burst problem: lower the Hellbat's damage. This would certainly save many workers, requiring more hits to die and giving the defending player more reaction time. But it would also make Hellbats less viable in full on army engagements, which is actually part of their design purpose: to help Terran against mass Zealots and Zerglings in battle. This suggestion is simply not viable.
Verdict: Bad
6. Nerf Hellbat Damage until Blue Flame
In contrast to simply nerfing the Hellbat, forcing it to require an upgrade to do its full damage is a fantastic solution. It achieves the goals suggested by several other solutions to make early Hellbat drops more expensive in resources and time, while still letting the Hellbat be useful in the later full on battles as intended. Quite frankly, this is my vote for best single solution. Making Hellbats require the Infernal Pre-Igniter upgrade to reach full power solves so many issues with the Hellbat drop.
Verdict: Great
7. Make Hellbat Armored instead of Light
The idea here is to increase the viable defensive counters to the Hellbat. Making it Armored instead of Light like the Hellion would make Stalkers, Marauders, and Spine Crawlers in the mineral line far more effective at killing Hellbats. However, this solution forgets that Hellbats must also be a front-line unit in battle, and making them Armored would cause Sige Tanks to obliterate them in TvT.
Verdict: Bad
8. Remove Medevac "Ignite Afterburners"
This would be a large step in solving the issue. Part of what makes Hellbat drops so deadly is that they come in quickly, hit hard, and then leave just as fast. A slower Medevac means more time for the defending player to react to the incoming drop, and deal more damage to the drop while its occurring and retreating. Unfortunately the rage that would occur if Blizzard removed the new Boost would be legendary.
Verdict: Good, but extremely unlikely.
9. Increase Medevac "Ignite Afterburners" cooldown
The ability of the Medevac drop to come into an enemy base, do its damage, then escape is very important. Again, a huge part of the power of the Hellbat drop is the Medevac and its Boost. By limiting its ability to quickly enter and exit an enemy base, and the frequency it can do so, the power of a drop is significantly halted.
Verdict: Great
10. Require Medevac "Ignite Afterburners" to consume Medevac Energy
At first glance, this seems like an idea in line with the increased cooldown. However, it is quite different in execution. Medevacs use their energy for healing. I already pointed out that healing Hellbats in a drop is not an issue. Even at 100 energy per boost, a Hellbat drop could still come in, do damage, and exit quickly. It would, of course, significantly limit the amount of times a Medevac could Boost in for a drop just like the cooldown. But it would have a side-effect, ironically once again involving Protoss Templar play. A Medevac using energy to enter a Protoss mineral Line would receive less damage from a High Templar Feedback. The ability to Feedback incoming Dropships is a vital staple of Protoss drop defense. Because of Feedback it is sometimes actually better to not damage the Hellbats so that the Medevac does not heal them, and will thus take more damage from Feedback because it has higher energy reserved. That is why I will able this suggestion "plausible," as it would absolutely require fairly significant testing and balance to determine a correct energy cost for the Boost.
Verdict: Plausible
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Conclusion
I'm just going to sum up this post by saying that after careful review, I believe a combination of increasing the Cooldown time of the Medevac's "Ignite Afterburners" boost ability, and forcing the Hellbat to research Infernal Pre-Igniter to achieve the same DPS it has currently, are the perfect solutions to solving the many-faceted problem of the Hellbat drop. The drops would arrive later, less frequently, involve more risk, and reward more skillful players both attacking and defending.
And now, to your thoughts.




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It amazes me how slowly some people react to things. I check the replay, and they're looking right at their workers dying, but still don't do shit about it. Sigh. Maybe they just need to buff the entire human race.


