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[D] Ultralisk Buff Predictions - Page 5

Forum Index > Closed
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Prev 1 2 3 4 5 6 Next All
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
May 07 2010 12:07 GMT
#81
Give us the uberlisk
really?
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
May 07 2010 12:15 GMT
#82
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?
Bankai - Correlation does not imply causation
Caos2
Profile Joined November 2008
United States1728 Posts
Last Edited: 2010-05-07 12:43:44
May 07 2010 12:30 GMT
#83
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
Profile Joined November 2009
United States50 Posts
May 07 2010 12:38 GMT
#84
i hope its a buff that allows them to walk over units. like how the colossus walks over and above friendly units... its been a real pain having lings and ultras just mill around trying to bust a ramp
JulyZerg AKA "God of War", Effort, Movie, SkyHigh! You can do it Maestro !
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-05-07 12:45:32
May 07 2010 12:44 GMT
#85
Zerg tier 1 units can walk under the ultralisk.
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).
Wut
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
May 07 2010 12:49 GMT
#86
ultras won't be good unless they aren't armored, it's completely disgusting how fast an ultra dies to a late game terran army. Someone went ultras against me & my friend in 2v2 when he was marauder/medivac/thor, the ultras ran into range of the marauders and died pretty much instantly. A "tank" unit like an ultra shouldn't have a specific armor type or this will happen every time.
TheGreenMachine
Profile Joined March 2010
United States730 Posts
May 07 2010 12:54 GMT
#87
How about charge similar to zealots? Or maybe now the ultralisk can push enemy units away because its so big
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
Snozzwangler
Profile Joined April 2010
United States3 Posts
May 07 2010 12:56 GMT
#88
Make the ultralisk model large to the point that it actually covers up zerg's entire army and makes it impossible for the opponent to focus fire anything but the ultralisk.

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
Profile Blog Joined February 2010
Germany5427 Posts
May 07 2010 12:59 GMT
#89
charge and stun would be cool^^
keep it deep! @zulison
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 07 2010 13:08 GMT
#90
On May 07 2010 21:15 NeoLearner wrote:
Show nested quote +
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?


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.
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
May 07 2010 13:11 GMT
#91
On May 07 2010 22:08 Slayer91 wrote:
Show nested quote +
On May 07 2010 21:15 NeoLearner wrote:
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?


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
Profile Joined March 2010
Norway466 Posts
Last Edited: 2010-05-07 13:16:18
May 07 2010 13:12 GMT
#92
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!
[image loading]

Some range attack as upgrade would also be nice:
[image loading]
And forgive me nothing for I truly meant it all
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
Last Edited: 2010-05-07 13:18:53
May 07 2010 13:18 GMT
#93
That first picture might be the single most scary thing in the SC universe

The second picture is from the Omegalisk. It used to randomly skewer marines and small bio units. It was removed because of the "random".


Bankai - Correlation does not imply causation
zealing
Profile Blog Joined January 2009
Canada806 Posts
May 07 2010 13:22 GMT
#94
they can jump cliffs and when falling from high ground to low ground they realese an abbility called shockwave that stuns all enemy units for 2 seconds?
Think you got lag? It took Jesus 3 days to respawn.
Xinliben
Profile Joined May 2009
United States931 Posts
May 07 2010 13:30 GMT
#95
"Gallop"
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.
"life of lively to live to life of full life thx to shield battery"
fuzzehbunneh
Profile Joined May 2010
United States66 Posts
May 07 2010 13:33 GMT
#96
i think it wold be sweet to see an upgrade allowing the ultra to attack flying units, granted itd be a weaker attack, but considering its a 'massive' unit im sure itd be able to reach up and nab a flying unit...maybe instead of a regular attack it would be an energy per use ability allowing you to grab 1 air unit - ala reverse phoenix
Never do today what you can put off until tomorrow
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
May 07 2010 13:41 GMT
#97
* Ultralisk kaiser blades are redrawn in rainbow colors to better match their attack sound.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
lololol
Profile Joined February 2006
5198 Posts
May 07 2010 13:44 GMT
#98
This thread reminded me of:

Zerg Ultralisk

Current Role: Kicking Ass

Current Flaws: Doesn't have a Jetpack

+jetpack?
I'll call Nada.
Tanatos
Profile Joined April 2010
United States381 Posts
May 07 2010 13:46 GMT
#99
Now Ultrarisk can move while burrowed
Longshank
Profile Joined March 2010
1648 Posts
May 07 2010 13:51 GMT
#100
Armor upgrade given by default
Add research to change armor type from armored-bio-massive to just bio-massive.
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