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Suggested Change to Chitinous Plating

Blogs > DilemaH
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DilemaH
Profile Blog Joined September 2012
Canada402 Posts
Last Edited: 2015-11-20 16:27:28
November 20 2015 16:26 GMT
#1
Ill make this post fairly brief since its a small change (with big implications).

The chitinous plating upgrade is a controversial one right now. It makes marines only do 1 damage if the marine's attack upgrade = the ultra's armour upgrade, and marauders only do 4 damage if they are on the same upgrade level. I am a fan of buffing the ultralisk armour and nerfing the marauder's attack as it makes ultralisks really feel -ultra-, but right now It feels like a bit much. I understand the concept of letting the dust settle and letting the metagame figure itself out, but I think it would make a much healthier game if the dust settled around a different kind of chitinous plating.

Terran has 2 solid options vs ultras: liberator and ghosts (I'm not a fan of making ghosts the go-to vs zerg but w/e thats for another time). The problem I'm seeing some terrans have is that, although these are strong answers, it takes far too long for terran to get them, and zerg has a strong window before these answers are acquired if he rushes straight to them. Here is my suggestion: Instead of +4 flat armour, the ultralisks has it's armour value doubled

+ Show Spoiler +
With 0 armour upgrades (1 armour), the ultralisk gets 5 armour, but would only get 2 armour if changed.

With 1 armour upgrade (2 armour), the ultralisk gets 6 armour, but would only get 4 armour if changed.

With 2 armour upgrades (3 armour), the ultralisk gets 7 armour, but would only get 6 armour if changed.

With 3 armour upgrades (4 armour), the ultralisk would get the same amount of armour with and without the change (8).


Essentially what this does, is nerf the powerful spike the zerg has upon reaching ultralisks, but only if he rushed them. If it is in the late-game stage, the ultralisk is just as powerful as before. This allows terran bio to still be able to do something in the early-late game, but will still eventually need those powerful counters (the ghost and liberator). I do believe this will create a healthier metagame when the dust settles, but I'm open to discussion.

*****
They don't want you to construct additional pylons
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2015-11-22 13:14:54
November 22 2015 13:14 GMT
#2
as a zerg player i feel like they should just start by reducing it to 3 armor instead of 4... i cannot even imagine why it would need to be 4. 3 is a nice buff and helps ultras, which they needed in my opinion, but 4 is just like a YOLO buff. taking 1 armor away completely would definitely help marines and new marauders a bit, and if they're still OP it can be explored further
TL+ Member
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
November 22 2015 19:19 GMT
#3
For sure. I feel like the marauder nerf was the only buff the ultralisk needed, and the 4 armour was certainly pretty yolo. Maybe even just +1 armour per armour upgarde (so its a max of 7) or change it back to 2.
They don't want you to construct additional pylons
i_am_Nite
Profile Joined February 2012
Russian Federation66 Posts
Last Edited: 2015-11-26 16:56:27
November 26 2015 16:54 GMT
#4
i prefer buff starting armor from 1 to 3 and nerf unique upgrade to +1 (maybe reduce cost to 100-100) = 7 total armor. It will make "fast" ultras to be viable and make them not so strong with all grades done.
i_am_Nite
Profile Joined February 2012
Russian Federation66 Posts
Last Edited: 2015-11-26 16:56:18
November 26 2015 16:55 GMT
#5
On November 27 2015 01:54 i_am_Nite wrote:
i prefer buff starting armor from 1 to 3 and nerf unique upgrade to +1 (maybe reduce cost to 100-100) = 7 total armor. It will make "fast" ultras to be viable and make them not so strong with all grades done.

sorry, again miss "edit" and click on quote D:
Kingsky
Profile Blog Joined October 2010
Singapore298 Posts
November 26 2015 20:42 GMT
#6
if ghosts cannot stim they will never be able to fit in a bio comp imo =/ just give ghosts stim
Why do people hate the Colossus? Because the Colossus is like banksters from Wall Street: “too big to fail”. - TheDwF
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