Opinions on Ultralisks? - Page 5
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Genovi
Sweden388 Posts
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BlasiuS
United States2405 Posts
They are too slow, and too easily countered. Protoss has void rays, immortals to hard counter, zealot/stalker to soft counter Terran has marauder/siege tank to hard counter. Almost every TvZ uses a lot of one of these two units, so it seems there's always a counter to ultras on the field before you even begin to make ultras! Zerg doesn't really have a good counter outside of broodlords, which is also hive tech. Mass roaches with spread + focus fire is a soft counter to ultras. I think maybe only 1 or 2 of my ZvZ games in all my ladder games has seen ultras used. I think they should get their speed upgrade back, and have it increase the speed to even more than it is now. It seems in all matchups, when you get to hive, broodlords are more of an 'oh shit' unit than ultras are, they force your opponent to react more quickly than if you make ultras. In addition, they don't require as many upgrades, can still take advantage of melee/carapace upgrades (broodlings), and don't have as many counters as ultra do. If the current map pool had bigger maps, with more open areas, I think we'd see a lot more ultra use. | ||
RonnieRocket
United States22 Posts
On December 13 2010 06:24 Krigwin wrote: In my opinion they need 2 of the following: a. The ability to walk over lesser units similar to the colossus, allowing Ultras and smaller units like zerglings to attack in tandem. b. Their splash returned to its original version and the ram restored. c. Some kind of change to the armor to allow Ultras to actually tank like in BW, a combination of new anti-armor attacks, more powerful ranged units, and no dark swarm makes Ultras really easy to kill (and forget cost effectiveness). I like all of these suggestions. I like the way the ultralisks accelerate too, it would be neat to see them, sorta like void rays, charge up their attack the faster they moved so that the first attack they did as top speed did some extra damage. I like them in team games, they are a lot of fun if you can drop or nydus them. | ||
Melancholia
United States717 Posts
On December 13 2010 07:06 Fa1nT wrote: Zerg has just lost his whole army and the terran is marching towards his base and all of a sudden... 15 ULTRALISKS! Why are you taking a decade to get to his base after he lost his whole army? | ||
NeWnAr
Singapore231 Posts
Just by moving. You know in L4D I, how the tank obliterates the other normal infected zombies to get to the survivors. Same for the ultra. Mash through everything else. But then it'll turn out like red alert where you can crush stuff. | ||
FLuE
United States1012 Posts
I always felt while playing SC and Broodwar that as you went up the tech tree, your units just did a better and better job of owning the lower tiered units. Basically, if you were just sitting in tier 1 units, while your opponent was way up the tech tree(all things equal in resources lets say) that you were pretty screwed. Just remember playing games where I'd roll over opponents w/ guardians, carriers, bcs... I feel that just isn't the case in SC2, it seems like the game is just a ton less about getting up the tech tree, and more about just making whatever units grossly counters what your opponent is making no regard to the tier at all. I think this is part of the reason we don't see as many macro type games, there isn't this need for higher tier units like I feel there was in Sc/Bw. Now I wasn't in the SC/BW scene to much over the past few years, so maybe that has changed but while I was playing the game for example if I had Carriers and my opponent had marines he wasn't going to be in good shape. In SC2, I can remember a few times early on finally making Ultras thinking "ok sweet I got ultras on the board..." then I go to attack and they get eaten up by a few tier 1 units? I was just like damn that sucked, why even make Ultras then better off with roaches and lings at that point. I'm fine with certain units countering other units well, but there should be a factor of tier and cost that play more of a major role deciding I feel. I'd like to see a significant improvement with several of the tier 3 units, specifically carriers, BCs, Ultras, and Broods. These units don't have to be used all the time, but when they do show up should strike some sort of fear into the opponent. Right now I feel like when those units show up it is often more of a joke. Like "HAHA did you see that game that dude actually made a carrier!" I hardly mess with Broodlords or Ultras just because they typically only work if they are unscouted and you surprise your opponent. To me if a tier 3 unit has to be a surprise to be effective it isn't a quality unit to begin with for tier 3 especially when it is fairly easy to scout. I don't really have any statistical analysis behind this, it is simply just an opinion and feel I have while playing. The game seems to only progress beyond tier 2 for very specific occasions, and I'd like to see changes where those units really change the battle if you take the time to tech to them, not just be something that everyone hops on the forums and laughs about that time that one player went BCs. tl;dr - Game should scale more, specifically the tier 3 units probably across the board. Prob except for the colosi which is the one unit that actually to me feels like an "awesome tier 3 unit." When the repair change takes place the Thor will become pretty pedestrian as well. | ||
HypaSnipa
64 Posts
Basically the Ultralisk's almost perfect. It just needs to be able to step over lings/banelings | ||
greycubed
United States615 Posts
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dthree
Australia150 Posts
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-vVvTitan-
United States473 Posts
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itzjohnny
62 Posts
Ultralisks are an answer if you want to put the nail in the coffin and end a game that you should have already won. In other words, unless you're ahead, going ultralisks is not a good choice. You need a size-able amount of them to actually be useful. They also get picked off very easily if focus-fired. Not to mention that they're big and clumsy and the on-going nerfs that blizzard is bringing to the ultralisks. | ||
ch4ppi
Germany802 Posts
They just dont rip everything to shred any more since there cleave is joke today. Before the Hotfix the Ultras were really worth getting and counterd some enemy builds like the Protoss deathball or Metal Terrans, also the were worth getting in ZvZ. But since the "hotfix" Ultras are so terribad, their bad pathing adds up with the nerfed dmg and the easy kiteabillity... I've given up building Ultras and generally go T3 only for Broodlords or upgrades. greatz | ||
MadJack
Peru357 Posts
On December 13 2010 05:58 sparkyk24 wrote: I like brood lords, and sometimes you just gotta use them. But I like to win with ultras if it's possible, or at least use them. Why? I don't know! They're just so cute and scary This is really contradictory. I personally like them a lot the problem with them, is they are so effing expensive and somewhat easy to prepare counters like mass marauder, or immortals/archons, the lasts are easy to pump from 2 robos in late game. With the change to their splash damage tho, they might become very good endgame and be that unit that zerg needs in like ZvP 200-200. | ||
ShyRamen
United States322 Posts
so yeah, i like them | ||
DreamSailor
Canada433 Posts
But thats just my opinion man. | ||
DisaFear
Australia4074 Posts
I think Ultras do great against the Stalker colossus armies that protoss throw out at times, with a fungal or two. Ultras are fun in team games, where there are masses of space to maneuver them, like Megaton | ||
RoarMan
Canada745 Posts
I think that they're borderline useless. I mean for taking out Planetaries no unit is better, and for fighting Mech they're quite good. But against everything else, there's just better options. Against Bio, banelings are just too good. Against Protoss it's either Ling/Muta or Roaches/Corrupter. Ultras don't seem to have much of a place in the game. | ||
Tritonus
Denmark125 Posts
Basically, they aren't really good in a fight that you aren't sure you're going to win, because most likely, you won't. I've only ever used them for success in a game I was already winning. There's simple too many chokes in SC2 map pool and ultras are too big. Often times on the battlefield they are only dealing 20-40% damage because they simply can't reach their targets. The only other unit that has this problem is the Archon, but they aren't nearly as big and have a slight range on their attacks. I really think the idea of making the ultra able to move above other units like the collussus is a really good suggestion. Broodlords are almost always going to be better. Use corruptors to establish air dominance, and once that's done, morph them into brood lords. Oh yeah, I guess they're alright if you are doing a tech switch, but that's the most expensive tech switch there is. The other thing that really bugs me is that fact that all the units that the Ultralisk is supposed to be good against are also the units that counter the ultra the best (save for the air units obviously). | ||
jcroisdale
United States1543 Posts
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RinconH
United States512 Posts
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