
[D] Ultralisk Buff Predictions - Page 5
Forum Index > Closed |
Clearout
Norway1060 Posts
![]() | ||
NeoLearner
Belgium1847 Posts
On May 07 2010 20:57 Slayer91 wrote: Um I've used a LOT of ultras in ZvP [Hint, If I use a T3 its 90% ultra 10% broodlords] and situationally in ZvT. They're damn good already. Now a +0 ultra is better than a pre patch +3 ultra. And now they gain +3 per upgrade. Its gonna be sick. The only problem is that blink stalkers and marauders run rings around them so you need a lot of lings to back them up. How do you handle FF together with either Collossus, Immortal or Stalker? | ||
Caos2
United States1728 Posts
On May 07 2010 13:57 Chairman Ray wrote: Ultralisks will get an ability where they can shoot 2 special missiles out of their eyes. Upon impact, these missiles open up to form a giant megalaser per missile. Megalasers have 200 hp and fires at 20 damage per second, piercing targets and damaging everything in a vertical line. When it kills an enemy unit, the enemy unit will become a zombie. These zombies spawn giant Stalin Robots that corrupt enemies with communist beliefs. You can combine 10 giant Stalin Robots to form a giant Lenin robot. The Lenin robot shoots robot stalin's as ammunition which could be further turned into Stalin Robots. A Lenin Robot, 4 Stalin Robots, and a giant megalaser can all be combined in a Power Rangers fashion to create an even larger robot. That robot shoots out Chuck Norrises as ammunition. Each Chuck Norris does over 9000 damage upon impact and can roundhouse kick the Overmind into oblivion. When there are over 100 Chuck Norrises ingame, the game crashes because it is unable to process that much win. Amazing. | ||
[Leo]Se7en
United States50 Posts
| ||
Koffiegast
Netherlands346 Posts
Ultralisk somewhat decreased in size. Ultralisk hp reduced to 400, regeneration increased to three times the current. Speed upgrade is now already permanently researched. Melee range increased (with such huge tusks they should be able to reach enemies behind another unit, like melees in front and ranged in the back) Ultralisks armor nullifies the bonus dmg units have against it. (e.g. a couple marauders dont almost instagib an ultralisk). | ||
faction123
Australia949 Posts
| ||
TheGreenMachine
United States730 Posts
| ||
Snozzwangler
United States3 Posts
But, in all seriousness though, ultras do need a rather drastic buff. Since they're severly underpowered now, I would probably try to make them OP, and then tweak from there. And since this game is all about counters, and since they need a definitive role, I'd aim to make them very good against MMM ball, while getting wrecked by some mech units (tanks) (and battlecruisers!). Some things that could be adjusted: 1. Faster base move speed or a 'charge' ability 2. The ability to walk over cliffs 3. Removal of the 'armored' trait (so that marauders don't just wreck them). Possibly by removing the base armor, and having a large armor boost be an upgrade 4. In general, have their upgrades make them amazing (possibilities: charge/+attack speed/big +armor boost). Maybe make the zergling adrenal gland upgrade also affect ultras. And as a bonus, if ultras do end up being amazing against MMM, then it'd give more incentive for Terran players to mix in more mech units, or experiment more with mech play. | ||
zul
Germany5427 Posts
| ||
Slayer91
Ireland23335 Posts
On May 07 2010 21:15 NeoLearner wrote: How do you handle FF together with either Collossus, Immortal or Stalker? Its important you transition to ultralisk AFTER the first couple battles. After that, the big gas pool built up early game by protoss which is spent on sentries is NOT there any more and he cannot afford both sentries and a lot immortals/stalkers. Colossus and completely a non issue ultralisks tear them up. I use ultralisks to defeat a colossus or templar heavy protoss. These are the types that give roach/hydra/ling trouble but are no problem for ultra. | ||
faction123
Australia949 Posts
On May 07 2010 22:08 Slayer91 wrote: Its important you transition to ultralisk AFTER the first couple battles. After that, the big gas pool built up early game by protoss which is spent on sentries is NOT there any more and he cannot afford both sentries and a lot immortals/stalkers. Colossus and completely a non issue ultralisks tear them up. I use ultralisks to defeat a colossus or templar heavy protoss. These are the types that give roach/hydra/ling trouble but are no problem for ultra. Reps? | ||
Lighioana
Norway466 Posts
On May 07 2010 13:55 poor newb wrote: they should smash force fields by walking over them On May 07 2010 13:56 xnub wrote: and push supply depos into the ground mode : O lol Both sound fun! :D Imbalisk FTW! ![]() Some range attack as upgrade would also be nice: ![]() | ||
NeoLearner
Belgium1847 Posts
![]() The second picture is from the Omegalisk. It used to randomly skewer marines and small bio units. It was removed because of the "random". | ||
zealing
Canada806 Posts
| ||
Xinliben
United States931 Posts
When the ultralisk was young he dreamed of being a a ballet dancer. Having been told he was too fat he took it upon himself to learn to dance. The result is a bumbling charge that shakes the ground and slows all ground units within a 2 range radius from the ultralisk. While using Gallop the ultralisk can walk over small zerg units. Lasts 6 seconds. 40 second cooldown. Researched at Ultralisk Cavern. | ||
fuzzehbunneh
United States66 Posts
| ||
Zato-1
Chile4253 Posts
| ||
lololol
5198 Posts
Zerg Ultralisk Current Role: Kicking Ass Current Flaws: Doesn't have a Jetpack +jetpack? | ||
Tanatos
United States381 Posts
| ||
Longshank
1648 Posts
Add research to change armor type from armored-bio-massive to just bio-massive. | ||
| ||