I'll start it off: Since the Ultralisk has two hornlike slicers, it might be nice to see them do x2 damage. Kind of like how Banshees missles are but melee, and also adding splash damage since those horns slice like scissors.
[D] Ultralisk Buff Predictions
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wonksaggin
United States73 Posts
I'll start it off: Since the Ultralisk has two hornlike slicers, it might be nice to see them do x2 damage. Kind of like how Banshees missles are but melee, and also adding splash damage since those horns slice like scissors. | ||
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synapse
China13814 Posts
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Ryuu314
United States12679 Posts
The issue with ultras are that they are enormously expensive as an investment and don't give a very good return on that investment. In addition, they're in credibly fat, which really screws with army pathing and makes it way to easy for them to be countered. I think the only way they're going to make them more useful is to either give one or both of their upgrades by default or to make the model size smaller (at the cost of some stat nerfs). | ||
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ccou
United States681 Posts
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Zeno
United States40 Posts
A cliff walk ability would be sweet too, but with the current changes i think it's unlikely. | ||
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poor newb
United States1879 Posts
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xnub
Canada610 Posts
On May 07 2010 13:55 poor newb wrote: they should smash force fields by walking over them and push supply depos into the ground mode : O lol | ||
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Chairman Ray
United States11903 Posts
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Equalizer
Canada115 Posts
After all it is primaily pathing that hinders ultralisks. As I see it Blizzard could use the game engine machanics that are used for sentry force field. | ||
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Seiuchi
United States931 Posts
I think that along with some of the commonly suggested pathing ideas (let lings walk under) would fix it and make it a useful unit. It could probably keep the same speed if you're sure it's going to get through to melee range and draw fire. | ||
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FestiveLemur
United States19 Posts
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Mobius
Canada1268 Posts
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Saracen
United States5139 Posts
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WorkersOfTheWorld
United States619 Posts
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Baerinho
Germany257 Posts
-makes them slightly smaller -allow zerglings to run under them similar to collossi, but just the lings -speed upgrade comes in the serial model | ||
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jeebuzzx
Canada365 Posts
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MrStorkie
United Kingdom697 Posts
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0neder
United States3733 Posts
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BlackHat
United States264 Posts
On May 07 2010 13:56 xnub wrote: and push supply depos into the ground mode : O lol Rofl. Awesome ideas. Ultras now "F your wall Terrans, screw your forcefields Protoss!" I would add to this by giving them the ability to hit Terran buildings into liftoff mode. | ||
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shalafiend
United States62 Posts
upon attacking, ultras have a 25 percent chance to stun for 2 seconds upon being attacked, ultras gain increased attack/ or increased defense dam is nerfed back to 18 | ||
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shinosai
United States1577 Posts
Other than that, something funny would be to give them leap attack like the barbarian from d2. Ultras flying through the air is something worth seeing at least once. | ||
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Ozarugold
2716 Posts
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danl9rm
United States3111 Posts
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arkanoid
United States35 Posts
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nihlon
Sweden5581 Posts
On May 07 2010 13:46 Ryuu314 wrote: It doesn't matter how they buff Ultra damage or hp or stats. It won't fix it unless they made it imbalanced through stat tweaking. The issue with ultras are that they are enormously expensive as an investment and don't give a very good return on that investment. In addition, they're in credibly fat, which really screws with army pathing and makes it way to easy for them to be countered. I think the only way they're going to make them more useful is to either give one or both of their upgrades by default or to make the model size smaller (at the cost of some stat nerfs). So the fact that they are expensive can't be changed? Okey... | ||
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LunarDestiny
United States4177 Posts
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Dromar
United States2145 Posts
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Anxiety
United States650 Posts
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Wi)nD
Canada719 Posts
jk but i dunno wat they can do, with the dmg upgrade they seem pretty strong vs units but like said above lrg size seem to be its downfall | ||
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Insanious
Canada1251 Posts
- let lings run under them - decrease production cost to something like... 200/150 add all 3 of these and ultras will be used all the time... | ||
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xMondox
United States8 Posts
I don't see why it can't already, it's huge. | ||
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sob3k
United States7572 Posts
![]() It can then use its beast HP to ferry the flimsy banelings into battle where they can be unloaded in every direction. RAAAR This ability would also enhance the Ultra's synergy with the zergling, which I believe is their intended use. | ||
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Vei
United States2845 Posts
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Tone_
United Kingdom554 Posts
On May 07 2010 14:19 shalafiend wrote: upon attacking, ultras have a 25 percent chance to stun for 2 seconds upon being attacked, ultras gain increased attack/ or increased defense Proposing a new WoW class? ![]() | ||
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Ozarugold
2716 Posts
When an Ultralisk dies it rips ass casting a Dark Swarm on the battlefield! | ||
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Railxp
Hong Kong1313 Posts
On May 07 2010 13:56 xnub wrote: and push supply depos into the ground mode : O lol lol!!! burrowed ultralisks should form into raised ground/slope. Allowing you to park a burrowed ultralisk next to a ridge and use it as a ramp to funnel units into the base. Also, ultras should be able to walk over other units, and special ability to roar like a nydus just to fuck with people. | ||
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Tone_
United Kingdom554 Posts
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Floophead_III
United States1832 Posts
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Frost.stropheum
United States71 Posts
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nihlon
Sweden5581 Posts
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Munashiimaru
United States26 Posts
Edit: aww skipped the last few posts someone beat me to it : ( | ||
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febreze
167 Posts
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Orpheus
United States35 Posts
Balance Changes: Zerg: - Ultralisks are now invincible. | ||
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nihlon
Sweden5581 Posts
On May 07 2010 15:37 Orpheus wrote: Patch 12: Balance Changes: Zerg: - Ultralisks are now invincible. - Damage reduced to 0. | ||
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HTX
Germany265 Posts
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prototype.
Canada4215 Posts
The fact that the 2 other races both have units often/always used in the army composition that does amazing damage to armored type units makes ultralisks a bad investment. Fat, slow, melee (ground units), requires additional upgrades, easily focus targetted... 200 GAS (as if i didn't have enough units to spend gas on, because zerglings are garbage) | ||
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Disarray
United States1164 Posts
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nihlon
Sweden5581 Posts
On May 07 2010 15:56 prototype. wrote: Ultralisks will never work unless you buff it until it's imbalanced. The fact that the 2 other races both have units often/always used in the army composition that does amazing damage to armored type units makes ultralisks a bad investment. Fat, slow, melee (ground units), requires additional upgrades, easily focus targetted... 200 GAS (as if i didn't have enough units to spend gas on, because zerglings are garbage) If you use a tiny bit of imagination I believe you can come up with buffs that stops with being just balanced. And saying something will work while being imbalanced is pretty much an oxymoron. | ||
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pyr0ma5ta
United States458 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. Epic post of the week. | ||
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nitdkim
1264 Posts
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slowmanrunning
Canada285 Posts
On May 07 2010 13:46 synapse wrote: Armor or Speed no longer requires upgrade no im a z player, but that should still not happen. | ||
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slowmanrunning
Canada285 Posts
Patch 13: Zerg: - Ultralisks are now flying units - We found having large invinceble ground units could make walls that make ground armies obsolete, so now they fly. So they would do less of nothing. They fly by flapping their legs by the way. | ||
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prototype.
Canada4215 Posts
On May 07 2010 16:03 nihlon wrote: If you use a tiny bit of imagination I believe you can come up with buffs that stops with being just balanced. And saying something will work while being imbalanced is pretty much an oxymoron. sorry, what i meant was that ultralisks won't be used until it's imbalanced and that it will never be balanced | ||
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Ideas
United States8166 Posts
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Toran7
United States160 Posts
On May 07 2010 16 begin_of_the_skype_highlighting 07 2010 16 end_of_the_skype_highlighting:20 slowmanrunning wrote: Patch 13: Zerg: - Ultralisks are now flying units - We found having large invinceble ground units could make walls that make ground armies obsolete, so now they fly. So they would do less of nothing. They fly by flapping their legs by the way. Haha hooo man you guys are killing me. | ||
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ModernAgeShaman
Norway484 Posts
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Pabs
93 Posts
The only other option that makes sense is giving them a combat ability like a charge or warstomp that stuns units. This would certainly make the unit more fun. You would have a tactical use for the fat asses in stead of spending all your time trying to move the damn thing into melle range. | ||
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Hasudk
Denmark78 Posts
On May 07 2010 16:33 Ideas wrote: turned to flying units, given range 9, damage decreased slightly, broodlings spawn on each attack. I C Wut u did thare !1!one´ | ||
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Badjas
Netherlands2038 Posts
Upright walking allows ultras to move into battle in a more compact formation. When ultras need to fight, they need to get back on all fours, claiming space and pushing units aside/forward. (It would look quite crazy visually, maybe even hinting at a melee type air attack, but give it some real thought ) | ||
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NeoLearner
Belgium1847 Posts
A sort of trample. It would be something like the charge ability of the zealots. When activated they would run straight into the enemy causing damage, but run through (forcefields?) and across units (zerglings?) or something. Would be awesome if the did AoE damage where they trample. Could be friendly damage for all I care. I find this the most likely, another ability. Charge just works on ultralisk lore wise. They even headbutt buildings, how more "Charge" can you get? Armour upgrade standard. It's weird how the ultralisk gets screwed over because it is armoured. Making it normal biological/massive seems weird to me. How can the ultralisk, one of the higher armoured units in the game, not be armoured... | ||
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Rucky
United States717 Posts
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BLinD-RawR
ALLEYCAT BLUES50641 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. I lol'd so hard at this. | ||
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Nubsis
Sweden21 Posts
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trueg0x
South Africa86 Posts
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NeoLearner
Belgium1847 Posts
On May 07 2010 17:32 Nubsis wrote: 'Morph to Ultrabanelisk'. Period. And that would be like a nuke on legs which can also attack? I'm calling it: Trample. I don't lile ultras just being able to run across your own units. Give them a charge-like ability, micro FTW. | ||
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savysmith
Canada44 Posts
In some modern military vehicles, there is a layer of explosive material sandwiched inside the armour plating. The result is that the armour actually blows itself up when the explosive layer is penetrated. This effectively neutralizes the damage of armour-piercing weapons. If this were somehow a biological ability of an ultralisk, the result would be to negate the bonus to armoured that some attackers have. They would still take the rest of the damage normally. The "reactive armour" should only be able to handle a few shots before needing time for the ultralisk to regenerate. In a battle, this might give a player the time needed to focus-down any units with bonus damage to armour. This could also allow for an extra explosion animation whenever Ultralisks are getting hit by armour-piercing attackers and more explosions are always cooler than less explosions. I think this should be an upgrade at the ultralisk cavern, but maybe replace the existing armour upgrade. Edit: spelling ![]() | ||
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PredY
Czech Republic1731 Posts
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savysmith
Canada44 Posts
On May 07 2010 18:47 PredY wrote: it's funny how you can tell who came from wc3, besides checking their post count. (no offence though, i very much respect wc3 ![]() I'll admit to having a rather low post count, but I'm afraid I've never played wc3... Reactive armour is real ![]() | ||
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PredY
Czech Republic1731 Posts
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vibemytribe
Israel29 Posts
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FaCE_1
Canada6184 Posts
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Kratisto
United States199 Posts
or remove the upgrade for speed or armour and just give it to them. Also improve pathing. | ||
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Kvz
United States463 Posts
However, this change might very well make ultralisks overpowered ![]() | ||
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bull0563
112 Posts
Think about it ![]() | ||
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Markwerf
Netherlands3728 Posts
the best way to fix them imo, is to let them be able to walk over units just like the colossus can, perhaps tack in on to one of the upgrades. Their pathing and completely getting stuck is what makes them so damn hard to use. Offcourse just granting them one of the 2 upgrades for free would do as well, it's a bit silly that a unit with no abilities needs 2 upgrades to be really effective. | ||
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Scip
Czech Republic11293 Posts
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chroniX
517 Posts
On May 07 2010 20:09 Scipaeus121212 wrote: Eating your units to gain stim-like bonus. How long does it last depends on unit consumed (short effect with zergling, but if he eats whole ultralisk he will be cracked up for like 1 minute straight )haha i like that one! Cannibalism The Ultralisk consumes a zerg unit and gains the "Blood of the Brood" buff increasing his movement and attack speed by 50% for 10 seconds. | ||
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lgd-haze
Sweden547 Posts
On May 07 2010 20:09 Scipaeus121212 wrote: Eating your units to gain stim-like bonus. How long does it last depends on unit consumed (short effect with zergling, but if he eats whole ultralisk he will be cracked up for like 1 minute straight )Now the latter of them is a sight I really wanna see. | ||
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ghen
United States1356 Posts
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Slayer91
Ireland23335 Posts
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Clearout
Norway1060 Posts
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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? | ||
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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. | ||
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[Leo]Se7en
United States50 Posts
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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). | ||
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Deleted User 55994
949 Posts
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TheGreenMachine
United States730 Posts
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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. | ||
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zul
Germany5427 Posts
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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. | ||
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Deleted User 55994
949 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? | ||
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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: ![]() | ||
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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". | ||
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zealing
Canada806 Posts
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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. | ||
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fuzzehbunneh
United States66 Posts
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Zato-1
Chile4253 Posts
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lololol
5198 Posts
Zerg Ultralisk Current Role: Kicking Ass Current Flaws: Doesn't have a Jetpack +jetpack? | ||
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Tanatos
United States381 Posts
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Longshank
1648 Posts
Add research to change armor type from armored-bio-massive to just bio-massive. | ||
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brocoli
Brazil264 Posts
They can also grab destructible rocks and throw them at the opponent. Also, they can jump down cliffs. Finally, they have liftoff, because if terran buildings can, ultralisks can too. Requires baneligs to move in the air though. | ||
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NeoLearner
Belgium1847 Posts
On May 07 2010 22:41 Zato-1 wrote: * Ultralisk kaiser blades are redrawn in rainbow colors to better match their attack sound. Rainbow power! Why should Diablo3 have all the color-controversy fun! | ||
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Vykenos
United States56 Posts
I would like it if Ultras has a sigh blocking mechanic. Since they are so big they act like the treelines where you cant see anything from behind them. Easily countered but also provides a new mechanic to be explored. The stun was a good idea too. Maybe an Ultralisk stomp ability that stuns all units around it for 2 seconds or something. | ||
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iSiN
United States1075 Posts
Chitinous Plating 200/200/110 +1 Armor If a unit would deal Bonus damage to the ultralisk prevent half of that damage. Unfortunately even with this change the ultra doesn't mesh well with available compositions and brood lords will probably be a better unit choice. | ||
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Frenzied_Tank
Germany100 Posts
makin em smaller / moving on top of own units ftw | ||
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Looonski
United States15 Posts
Whatever Bliz does I just hope they try to make them useful, like Thor or Colossi, so that Zerg players will have a high incentive to throw them into their army composition. They are one of my favorite units, and I'd love to see them used more. Whenever Savior got Ultra's into his army you KNEW there was an awesome swarm coming along with a hell of a beat down. I want that feeling again haha. | ||
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onmach
United States1241 Posts
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iSiN
United States1075 Posts
On May 07 2010 23:27 onmach wrote: I don't think people realize how powerful they are now. They do 25 (+3) when they used to do 18 (+2). That means with full upgrades, they do 34 damage per hit, with a very very fast attack rate, with splash radius that could hit 5 or 6 stalkers abreast, easily. They are like giant lawnmowers of death. Add in armour upgrades and the fact that they are faster than almost any other ground unit other than zergling or hellion. That is one hell of a combo. And they still die in 1 swing because everyone plays so marauder heavy in the only matchup where they might be viable | ||
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Savio
United States1850 Posts
On May 07 2010 13:46 synapse wrote: Armor or Speed no longer requires upgrade That would be awesome right there. Especially if combined with the ability to walk over smaller units. | ||
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Savio
United States1850 Posts
On May 07 2010 15:03 Vei wrote: rofl at ultras destroying FF's and pushing down supply depots, im down. lol, those are 2 of the most interesting suggestiong yet to come out of this thread. That would be awesome to see and make you ultras feel "manly". | ||
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danbel1005
United States1319 Posts
On May 07 2010 13:46 synapse wrote: Armor or Speed no longer requires upgrade What the **** o.O? | ||
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![[image loading]](http://www.spectacularplanet.com/wp-content/uploads/2009/06/surinam-toad-2.jpg)

im a z player, but that should still not happen.
)
)![[image loading]](http://e.imagehost.org/0776/Imbalisk.jpg)
![[image loading]](http://starcraft.incgamers.com/gallery/data/502/StarCraft_Samwise038c.jpg)