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[G] Ultras in ZvT /w image heavy + reps - Page 6

Forum Index > StarCraft 2 Strategy
Post a Reply
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Griffith`
Profile Joined September 2010
714 Posts
January 26 2011 01:09 GMT
#101
Most people don't realize that ultras are much better than their BW counterparts:

http://wiki.teamliquid.net/starcraft/Ultralisk
http://wiki.teamliquid.net/starcraft2/Ultralisk

DMG: 20 -> 15/35
HP: 400->500
Cost: 200->300

Essentially, for 100 minerals extra, Ultras get 100 more HP and 15 more damage against armored. A very goo deal.

Compare that to the tank (which was BW's only way of dealing with ultras):

Siege Tanks used to 70 damage against ultras. Now they do 50.
Siege Tanks cost 3 supply
Siege Tanks cost 25 more gas
griffith.583 (NA)
Mr. Enchilada
Profile Joined November 2010
United States274 Posts
January 26 2011 02:03 GMT
#102
I've only read the first page lol but I feel this kind of similar. Im top plat so I'm not sure if this would work higher... But my composition was ultra hydras (hydras are my favorite units and I was doing hydra nydus vs toss before the pros were ) the only purpose for the ultras to tank the take fire so my hydras weren't melted. The reason I had hydras were cuz he opened fast banshees so he scouted the hydra den but didn't think twice about it. After the game he typed in that he's never played that composition before. As long as its unexpected does that composition have validity? Bcuz the hydras only real weakness vs t are tanks....
My wife for Aiur.
jgreen46
Profile Joined April 2010
Canada94 Posts
January 26 2011 02:07 GMT
#103
On January 25 2011 17:26 Terranium wrote:
Show nested quote +
On January 25 2011 17:02 jgreen46 wrote:
ok maybe its not common knowledge but Ultralisk is the definitive counter to large amounts of tanks and Thors (though I'm sure with good Thunderstrike Canon use thors can do decent vs ultralisk). I thought people knew it, this was something we figured out in beta and early on in sc2. Fruit Dealer was known for using some ultralisks vs mech.

Ultras are not nearly as good vs lower tier units.

As soon as the terran plays MMM (and perhaps its one of the reasons we see so much MMM) the ultralisk's value because pretty worthless as upgraded bio destroys ultralisks (and just about anything else that moves).

Tanks are nearly worthless vs ultralisks (their armor is too high and the tanks attack speed too low), and ultralisks are nearly worthless vs bio (dps is tooo high on single targets, very easy to stim and kite).


rofl do you honestly know what you are talking about? Stop trying to mislead people. I'm sure you haven't tried this yourself. I know through tons of games that equal supply tanks absolutely decimate ultras if they engage sieged tanks from their maximum range. Of course if you are talking about flanking or 20 ultras vs 10 tanks or something like outnumbered ultras that would be a different story.

If you still don't believe me, try this in the unit tester, 30 tanks (90 supply) vs 20 ultras (120 supply) and tell me which side wins. (Bare in mind that this is not even equal supply and the current map pool provides very few open fields)


you're stupid


User was banned for this post.
Mr. Enchilada
Profile Joined November 2010
United States274 Posts
January 26 2011 02:15 GMT
#104
I saw the you're stupid quote and thought he was talking to me lolololol
My wife for Aiur.
Alphasquad
Profile Joined August 2010
Austria505 Posts
January 26 2011 02:34 GMT
#105
On January 26 2011 10:09 Griffith` wrote:
Most people don't realize that ultras are much better than their BW counterparts:

http://wiki.teamliquid.net/starcraft/Ultralisk
http://wiki.teamliquid.net/starcraft2/Ultralisk

DMG: 20 -> 15/35
HP: 400->500
Cost: 200->300

Essentially, for 100 minerals extra, Ultras get 100 more HP and 15 more damage against armored. A very goo deal.

Compare that to the tank (which was BW's only way of dealing with ultras):

Siege Tanks used to 70 damage against ultras. Now they do 50.
Siege Tanks cost 3 supply
Siege Tanks cost 25 more gas


this is surely true but siege tanks arent the counter for ultras in sc2
Andwhy
Profile Blog Joined January 2011
United States91 Posts
January 26 2011 02:40 GMT
#106
Gotta say I love this post.
Even as a lower level silver player, this is the one build I stumbled upon that has killed an MM Tank Terran without terrible micro on his part (although I'm certain bad positioning on my part doesn't help). Thank you for refining the concept and laying it out for all zergy friends to see.
Andwhy
Profile Blog Joined January 2011
United States91 Posts
Last Edited: 2011-01-26 02:47:20
January 26 2011 02:46 GMT
#107
Mr. Enchilada
Profile Joined November 2010
United States274 Posts
January 26 2011 02:57 GMT
#108
The post directly above is the most insightful TL pot I have ever seen
My wife for Aiur.
Moriarity
Profile Joined December 2010
United States91 Posts
January 26 2011 03:48 GMT
#109
Looks like a great build. I'll have to try it out next time I play a ZvT
The.Doctor
Profile Joined February 2010
Canada333 Posts
January 26 2011 03:53 GMT
#110
Thanks for showing this to everyone. It is a very impressive writeup. I'm fucking tired of zergs saying NO ULTRALISKS suck. I've found that the best way to stop it is to engage in narrow areas with planetaries, 6-8 tanks (mostly for banelings), a couple of thors then MMM micro the ultras around narrow areas near your PFs.

We tried going in to unit test map trying EVERY reasonable unit compositions against ultras but came up with nothing for terran, though, protoss could stop them using archon, immortal, stalker, collosi.
The Boss.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
January 26 2011 03:58 GMT
#111
I can not look at replays on this computer, however I do need something clarified.

The intention of this strategy is to do a normal mid-game of Muta/Ling/Bling (or what have you) and transition into Ultra/Bling/Some Muta 200/200 army, push the bioball/mech/biomech/etc, and once army trades, mass out max supply of Lings again and push with the damaged Ultras and Zerglings, 300 food push style?
Ziggitz
Profile Joined September 2010
United States340 Posts
January 26 2011 04:04 GMT
#112
I've been trying out this composition out over the last couple of days and I have to say I like it a lot. Some things I've tweaked to make it work for my playstyle.

1.) Skip mutas. I've mainly worked on delaying the spire for as long as possible, getting corruptors just to stop banshees, overlord hunting vikings and drops, it's a much more efficient use of the gas and the corruptors are able to take a LOT of marine fire so they can be used in the middle of a huge ground fight without getting picked off easily. Overall I have to spend less gas on them and it allows me to put that to better uses on the way to ultras. In the late game when the ultras are out, they contribute more to damage against ground targets than mutas ever could because of corruption. Corruption is also really handy if you need to take down a marine thor army before the ultras arrive, it takes quite a few less banelings to drop them which usually give you enough left over to finish off the marines if you aren't very far behind. There's also the fact that shonig him corruptors gives him the idea that you might be transitioning into broodlords, which may make him build useless vikings.

2.) 3 - 4 infestors just before hive to keep me alive. I don't buy pathogen glands because I won't be replenishing them if they die and they aren't a crucial unit in my composition.

3.) Around when the ultralisk den is about to finish I train a new queen for every hatch I have and bring all my queens to the front so that they can transfuse the surviving ultralisks after the first engagement. This keeps my ultralisks fresh for every engagement and makes good use of the excess minerals I'll have stockpiled by this point.

4.) I still use lings in this composition, but mainly as a clean up force, they arrive after the majority of the damage has been done to clean up stragglers cost effectively and be present to morph into the next wave of banelings. I also sometimes use them to hit exposed expansions or for drops.
azn_dude1
Profile Joined October 2010
162 Posts
January 26 2011 04:04 GMT
#113
In those last two pictures, terran made the mistake of sieging tanks against ultras. That's a big nono. I think with that many tanks, the ultras would have died if they had not sieged. Also, once I see a zerg going ultra, I switch to more marauders and possibly thor with 250mm cannon.
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
Last Edited: 2011-01-26 04:41:08
January 26 2011 04:29 GMT
#114
So uh this guy tried to go lategame Ultras. Really think he would of won if he had just made some more infestor ling/bling

http://www.sc2replayed.com/replays/130597-1v1-terran-zerg-metalopolis
ponyo.848
birdkicker
Profile Blog Joined August 2010
United States752 Posts
Last Edited: 2011-01-26 04:53:56
January 26 2011 04:53 GMT
#115
On January 26 2011 10:09 Griffith` wrote:
Most people don't realize that ultras are much better than their BW counterparts:

http://wiki.teamliquid.net/starcraft/Ultralisk
http://wiki.teamliquid.net/starcraft2/Ultralisk

DMG: 20 -> 15/35
HP: 400->500
Cost: 200->300

Essentially, for 100 minerals extra, Ultras get 100 more HP and 15 more damage against armored. A very goo deal.

Compare that to the tank (which was BW's only way of dealing with ultras):

Siege Tanks used to 70 damage against ultras. Now they do 50.
Siege Tanks cost 3 supply
Siege Tanks cost 25 more gas



In SC1 Terran was balanced so it's different.
Mr. Enchilada
Profile Joined November 2010
United States274 Posts
January 26 2011 04:57 GMT
#116
Post*
My wife for Aiur.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-01-26 05:03:01
January 26 2011 05:02 GMT
#117
On January 26 2011 10:09 Griffith` wrote:
Most people don't realize that ultras are much better than their BW counterparts:

http://wiki.teamliquid.net/starcraft/Ultralisk
http://wiki.teamliquid.net/starcraft2/Ultralisk

DMG: 20 -> 15/35
HP: 400->500
Cost: 200->300

Essentially, for 100 minerals extra, Ultras get 100 more HP and 15 more damage against armored. A very goo deal.

Compare that to the tank (which was BW's only way of dealing with ultras):

Siege Tanks used to 70 damage against ultras. Now they do 50.
Siege Tanks cost 3 supply
Siege Tanks cost 25 more gas


You're also missing the size difference (nerfed too big) the extra supply (6 instead of 4) and the speed difference (imagine if ultras moved as fast as non-upgraded lings do)

I personally would take the BW ultra over the SC2 ultra any day.
As it turns out, marines don't actually cost any money -Jinro
ilion
Profile Blog Joined December 2010
United States65 Posts
January 26 2011 05:10 GMT
#118
On January 26 2011 13:04 azn_dude1 wrote:
In those last two pictures, terran made the mistake of sieging tanks against ultras. That's a big nono. I think with that many tanks, the ultras would have died if they had not sieged. Also, once I see a zerg going ultra, I switch to more marauders and possibly thor with 250mm cannon.


I honestly never face ultras in ladder. That being said, I think sieged tanks are essential to stopping banelings. But it might pay off to unseige some tanks as you said; its something worth checking out. Also, it's difficult to switch to marauder production after going marine tank because (at least for me personally) most barracks have reactors, not tech labs. 250 mm cannon is an interesting idea though.


charlie420247
Profile Joined November 2009
United States692 Posts
January 26 2011 05:25 GMT
#119
On January 25 2011 17:26 Terranium wrote:
Show nested quote +
On January 25 2011 17:02 jgreen46 wrote:
ok maybe its not common knowledge but Ultralisk is the definitive counter to large amounts of tanks and Thors (though I'm sure with good Thunderstrike Canon use thors can do decent vs ultralisk). I thought people knew it, this was something we figured out in beta and early on in sc2. Fruit Dealer was known for using some ultralisks vs mech.

Ultras are not nearly as good vs lower tier units.

As soon as the terran plays MMM (and perhaps its one of the reasons we see so much MMM) the ultralisk's value because pretty worthless as upgraded bio destroys ultralisks (and just about anything else that moves).

Tanks are nearly worthless vs ultralisks (their armor is too high and the tanks attack speed too low), and ultralisks are nearly worthless vs bio (dps is tooo high on single targets, very easy to stim and kite).


rofl do you honestly know what you are talking about? Stop trying to mislead people. I'm sure you haven't tried this yourself. I know through tons of games that equal supply tanks absolutely decimate ultras if they engage sieged tanks from their maximum range. Of course if you are talking about flanking or 20 ultras vs 10 tanks or something like outnumbered ultras that would be a different story.

If you still don't believe me, try this in the unit tester, 30 tanks (90 supply) vs 20 ultras (120 supply) and tell me which side wins. (Bare in mind that this is not even equal supply and the current map pool provides very few open fields)


it says in the OP MULTIPLE times that ultras are worthless by themselves and are only there to tank for the sling bling. are you fucking blind or just to lazy to read it?
there are 10 types of people in this world, those who understand binary and those who dont.
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
January 26 2011 06:03 GMT
#120
I believe the thread OP is highly misleading

It APPEARS you are saying ling/bane/muta are ineffective and should not be favored over Ultra/bane, but it is clear that we must get to that composition first to safely secure a T3 tech

You should reword the OP
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