Hellbat New Ability Suggestion

Hellbats can now make the use of stimpacks but they can only buff their movement speed as their weapons are vehicle-based and movement biological-based. I had always find it awkward when zerglings attack marines with hellbats behind the latter, unable to attack and tank damage.

Are blue flame not enough or you just forget do it?

Hellbats are balanced based on their slow speed, so this suggestion is just stupid. It can only be balanced with significant nerfs to Hellbats that would render them absolutely subpar for mech, which actually relies on them.

Furthermore, Hellbats have a multitude of other factors make Hellbats a bad units for Bio in any match-up:

  • Hellbats are countered by all of the same splash damage units that counter Marines. Banelings, Archons, HT, Infestors, Colossus, Disruptors, Siege Tanks, etc; such that they could not serve as a good meat-shield for Bio.
  • Hellbats only counter a subset of the units that Marines already counter: Zealots, Zerglings, etc; making the unit completely redundant.
  • Hellbats rely on much longer ranged units like Siege Tanks to “force” enemy ranged units to stay within range; and Hellbat-Tank simply performs better with a larger meat-shield of Hellbats or a higher Tank count than it does when you mix in squishy Bio units that melt quickly to damage from both sides.
  • Most splash damage units outrange Bio such that they can focus Bio directly behind the Hellbats; Banelings are an exception, but they hard-counter Hellbats just as hard as Marines such that it doesn’t matter.
  • Enemy ranged units can attack the Hellbats without entering the range of Bio units behind them; such that a Hellbat meat-shield is quite literally useless for Bio against ranged compositions.

Most of those problems would also be shared by Firebats; which is one reason why Firebats didn’t make it past the alpha stages into multiplayer.

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