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Active: 1564 users

Ultralisk size too overwhelming? - Page 2

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arkanoid
Profile Blog Joined April 2010
United States35 Posts
November 25 2010 17:06 GMT
#21
Maybe make them smaller and able to merge with another unit, say mutalisks? Protoss has archons, why can't Zerg get something similar? The ultralisk gets what it needs: more mobility, the ability to deal with air units, and becomes a powerful late-game harasser. Give it wings, a bounce missile ability, increase the speed, and make it an upgrade at the Hive.

As for the name...
Mutalisk
+
Ultralisk
=
Ultalisk?
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
November 25 2010 17:06 GMT
#22
Ultralisks should have a charge or leap where they push units out of the way. Im not going to make them ever again as broodlords is the goto unit everytime.;P
"Mudkip"
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2010-11-25 17:31:31
November 25 2010 17:07 GMT
#23
the op is talking over the optic.
you guys talking over banlance.
this is one of many threads that show whats wrong in sc2 forum....

So @op your right i think they look really a little to big if you just watch a game.
What the over guys try to say is, that a change of a unit size, change it power in game.
A smaller unit cant be sourunded by mass small units and it can easyer come to front to fight.
So if its smaller its more powerfull in game.

and it goes on and on. i would bet 90% of tl user only read a topic not the text before they post....
Save gaming: kill esport
AyJay
Profile Joined April 2010
1515 Posts
November 25 2010 17:12 GMT
#24
they're small, they look big because maps are small
Kagami-sama
Profile Joined September 2010
460 Posts
November 25 2010 17:19 GMT
#25
Well, it is fairly ironic that Ultralisks have blades that are 25 times larger than a Zealot's, yet they have the same range.
Krigwin
Profile Blog Joined August 2010
1130 Posts
November 25 2010 17:20 GMT
#26
A better fix would be to make it so that ultras can walk over other units like lings, that way both of them can attack at the same time.
xaeiu
Profile Blog Joined September 2010
432 Posts
Last Edited: 2010-11-25 17:25:14
November 25 2010 17:22 GMT
#27
that's actually kinda strange that the OP mentions that ultralisks are too big...
because i think one of the first patches or at least one of the least betapatches made the models for the thor aswell as the ultralisk a bit smaller...
blizzard already nerfed their size because they both used to be bigger!
Celadan
Profile Joined September 2010
Norway471 Posts
November 25 2010 17:23 GMT
#28
Seriously, Ultralisks are a great unit, use it.
Try to figure out how to use it plz, instead of stating that Ultras need a buff and should be like the archon.

Ultras are good, So use them.

And before you make claims that unit X is underpowered please go to the blizzard forum and post a rep there.

Or ask the TL community how to use Ultras before you post that its underpowered.
спеціальна Тактика
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
November 25 2010 17:24 GMT
#29
A number of models are simply too big, and produce clipping errors because the units are allowed to move too close together.

Ultras are an obvious offender.
My strategy is to fork people.
Moody
Profile Blog Joined August 2010
United States750 Posts
November 25 2010 17:43 GMT
#30
On November 25 2010 23:12 bonifaceviii wrote:
Ultras were fine until Thors were shrunk. Now, relatively, they are not fine.


Says the zerg player in an Artosis-like "Fair and Balanced (as long as Zerg is actually favored)" style comment.
A marine walks into a bar and asks, "Where's the counter?"
crw
Profile Joined August 2010
Canada70 Posts
November 25 2010 17:48 GMT
#31
ultras need splash turned back up a few nothches, at least make it 100% splash to what it hits, it doesn't make sense that only 1 marine gets hit with full damage, while the rest of the 6 marines get hit with 30% damage... that's ridiculous - those snappers are much larger than only 1 marine, and they have the full force for all the other marines too.

blizzard fucking shit up as usual.
Zerg need heavy buffs from Tier 1 to tier 3, against Terran and Protoss. blizzard needs to get on the ball or lose SC2 as an eSports venue.
orotoss
Profile Joined September 2010
United States298 Posts
November 25 2010 17:52 GMT
#32
I think the best solution is to give ultras a range of 3, but keep their attack animation. And change their attack damage so it doesn't hit units around them, but units around the one they are targeting, like the splash damage for archons. Obviously, they would change the rules for buildings so we don't have another fiasco. But why don't they just bring back the headbutt? It looked cool, added to the starcraft lore, and prevented weird bugs where the ultra killed all scvs around a PF.
BLARRGHGHH
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
Last Edited: 2010-11-25 17:56:49
November 25 2010 17:54 GMT
#33
On November 26 2010 02:48 crw wrote:
ultras need splash turned back up a few nothches, at least make it 100% splash to what it hits, it doesn't make sense that only 1 marine gets hit with full damage, while the rest of the 6 marines get hit with 30% damage... that's ridiculous - those snappers are much larger than only 1 marine, and they have the full force for all the other marines too.

blizzard fucking shit up as usual.


what a logic. so make tanks deal full damage to everything and maybe + 100% to non armored units, cause it "doesnt make sense that only armored units get hit with full damage, while unarmored units get hit with less damage... that's ridiculous"


edit

reduce the ultra model but keep the collision size GG NO RE?
after 2 years i reached it = marine icon
Icemind
Profile Joined May 2010
Germany570 Posts
November 25 2010 17:56 GMT
#34
On November 26 2010 01:33 Weken wrote:
ultralisk are really far to big to be cost effctive in big numbers. Because only a couple of them will be attacking unless the zerg gets a full surround this is because they are melee. I think that they should be slightly smaller or possible have a range of say 0.5 so they can get a better concave. However they are realy effective at killing buildings.

Actually they already do have a range of one (can be looked up in the editor, for comparison all other melee units have an assigned range of 0.1) this is also visible when placing zerglings attacking the same target because ultras can (if the target itself is small enough that is) attack that target as well right over the zerglings.

Increasing their range by another 0.5 to 1.5 might make their attack look a little ... weird. Apart from the aesthetics i dont think that zerg need a buff to their lategame, which has always been pretty much fine.
Something that should be noted about Ultras is that their collision-behaviour is acutally different for buildings and units (something rather unusual although not unheard of just think colossi for the most extreme example). Whereas they do have a unit-specific size of 1 (beeing the largest in the game among ground units) their building collision is actually only 0.75 which makes them easier to manouver between buildings than thors and tanks

I actually had to look it up to believe it but thors are indeed slightly smaller than tanks right now (0.8125 for the thor and 0.875 for the tank) ... which does feel kinda odd. (although balance wise i think the thor-size is fine)
Buffy
Profile Blog Joined May 2010
Sweden665 Posts
November 25 2010 17:57 GMT
#35
How the hell did this discussion derail in what ? 2 pages and it's about balance :S NVM

The unit may feel a bit to big been there and feelt that. But the unit is fine, they are a great freaking units overall I think, just not a "Lets A-move into the small choke with 12 ultras into thors/tank/rauders."

They need atm to be support by fungal and used on open areas, or even more awesome, on open arean creep. And personally I think it's good as it is atm. Making them smaller, would remove the awesomness of them : / Not sure how much it would affect the Z as matchup if they were smaller really.

They may be a tad bit non-useable in certain situations, I give it that.
Yes I am
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
November 25 2010 17:58 GMT
#36
In BW ultraling looked fucking scary man. In SC2 what you get is often like 10 ultras clumped and some lings next to them. dunno it just doesnt have the same look to me.
Metalwing
Profile Blog Joined May 2010
Turkey1038 Posts
November 25 2010 18:00 GMT
#37
Ultras would be good if they were smaller. But I think they are still fine as long as there is an open area. But we zergs need to have a concave-ish shape with it instead of A-moving. But what I actually want is ultralisks being stronger against Marines just like they were in BW. Even 5-3 upgraded ultras just don't cut it against marines.
#1 CheckPrime fan // Terrans gonna Terran
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
November 25 2010 19:29 GMT
#38
I think we they could still reduce the size if they keep the bounding circle the same size, it wouldn't effect ballance but they'd clutter the screen less so you can see small units around them.
My other car is a battlecruiser.
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
November 25 2010 19:33 GMT
#39
they've been too big and clunky ever since beta, everyone complained but I guess blizzard doesn't want to reduce them. I'd like to see thors reduce in size too so the imba repair rate is nerfed
FlashDave.999 aka Star
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
November 25 2010 19:40 GMT
#40
If they were small, Tank splash would hit more than one of them at a time, which would *suck* for Zerg against mech play.
He drone drone drone. Me win. - ogsMC
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