Everytime i see someone attack (throw away) their ultras into an army and get shredded a cringe a little.
[D] Burrow Charge Ultralisks - Page 2
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Warpath
Canada1242 Posts
Everytime i see someone attack (throw away) their ultras into an army and get shredded a cringe a little. | ||
TheLunatic
309 Posts
On October 02 2012 01:08 LOLItsRyann wrote: Does anyone know if this is intended or a bug? If it's intended that'd kinda suck :/ but then again, if they fix it, are burrow charge ultras unstoppable in ZvT? unstoppable, no, but it does make the sieged tank obsolete, burrow charge to center of formation, do a little damge, friendly spash kills the rest............................= tanks never get used again | ||
Decendos
Germany1338 Posts
On October 02 2012 01:17 TheLunatic wrote: unstoppable, no, but it does make the sieged tank obsolete, burrow charge to center of formation, do a little damge, friendly spash kills the rest............................= tanks never get used again just spread the tanks. need to do that anyway because of blinding cloud. perhaps one raven will get standard in zvt vs ultras to shoot them while they burrow. | ||
TheLunatic
309 Posts
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Ramiz1989
12124 Posts
On October 02 2012 01:29 TheLunatic wrote: spread tanks get pulled by viper......... And Vipers get killed by Ghosts/Vikings, I can play that game too... | ||
obsid
United States389 Posts
On October 02 2012 01:12 Warpath wrote: The only reason i could see for using this is to use burrowed ultras defensively, and almost guarantee a hit with the ultras (rather then the other guy just running around where the ultra was burrowed) or to get under a wall or something. Everytime i see someone attack (throw away) their ultras into an army and get shredded a cringe a little. Well when you have 15 ultras, and they are blocking a choke, burrowed charge becomes incredibly useful. Just charge to the top of the ramp behind the forces with half your utlras, then you can get some real surface area and kill that army. Otherwise (assuming you need to break that choke), your going to use 5 times as many ultras trying to break it. Also I think burrow charge has a much larger AOE then the normal attack (same damage but larger aoe), so I think if you need to for instance clear a base of probes very quickly, burrow charge all your ultra and the probes will die much faster. | ||
ledarsi
United States475 Posts
Burrow charge is a ridiculous attempt to fix this problem by giving ultralisks the ability to ignore pathing of other units when charging. However it also creates its own problems. Seriously, Blizzard, just make them smaller. Compounding error with further error is only going to make SC2 more broken than it already is. Ultralisks should be shrunk down in size by at least half, have their resource and supply costs reduced, and forget this burrow charge nonsense. | ||
Insoleet
France1806 Posts
The new burrow charge is just a small buff obviously, but a cool one. Zerg will be able to destroy terran defensive lines, if the terran doesnt have detection. If he has detection, BL will still be needed. | ||
LOLItsRyann
England551 Posts
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Icks
France186 Posts
On October 02 2012 04:04 ledarsi wrote: Which one? I don't know if it is a good solution, but i don't see the problems it causes.Burrow charge is a ridiculous attempt to fix this problem by giving ultralisks the ability to ignore pathing of other units when charging. However it also creates its own problems. | ||
Existor
Russian Federation4295 Posts
On October 02 2012 21:31 LOLItsRyann wrote: In ZvZ, if you fungal a burrow charging ultralisk, does it root it burrowed, and unable to unburrow/finish casting burrow charge? Ultralisk still have Frenzy effect | ||
ledarsi
United States475 Posts
Charge as a mechanic for Protoss is already boring enough- it needlessly removes micro from the game, and does not increase zealots' strategic mobility like a movement speed upgrade, only their combat mobility. Burrow charge is the same. The only improvement for the burrow charge is that it is practical to manual cast. | ||
Jermstuddog
United States2231 Posts
On October 03 2012 04:48 ledarsi wrote: I think it is fairly obvious that burrow charge compounds some of the gameplay problems of SC2. Front-loading splash damage on a cooldown, on a unit like the ultralisk? The ultralisk is fast approaching a complete role reversal from its status in BW as a beefy, reliable melee damage dealer with no frills or gimmicks. Now it isn't even that tough due to damage inflation, and its damage is quite poor. However it can deal burst splash now, and can be mitigated by detection? Seriously? Charge as a mechanic for Protoss is already boring enough- it needlessly removes micro from the game, and does not increase zealots' strategic mobility like a movement speed upgrade, only their combat mobility. Burrow charge is the same. The only improvement for the burrow charge is that it is practical to manual cast. A little off topic, but something I've been thinking about lately from a design/"coolness" perspective. Zealot charge should be constant (or maybe like 2 sec CD) and have something like 3 range. Effectively extending Zealot attack range to 3, but moving the Zealot to the unit attacked. I'd like if Zerglings had something similar but with smaller range (1). The big thing about specifically Zealots and Zerglings is they become utterly useless as mid-game splash and large army numbers take over. It doesn't matter how good those units are in combat because only 1/3-1/4 of them can attack at any given time. Having a shorter distance charge that is up all the time gives them much more effective zoning means and gives them a meaningful "oh my god stay the fuck away from them" feel. Not saying the idea is balanced, but in my mind, it makes Zealots and Zerglings feel a lot more badass for the "coolness" factor, not necessarily numbers. | ||
Ramiz1989
12124 Posts
On October 03 2012 04:48 ledarsi wrote: Charge as a mechanic for Protoss is already boring enough- it needlessly removes micro from the game, and does not increase zealots' strategic mobility like a movement speed upgrade, only their combat mobility. Burrow charge is the same. The only improvement for the burrow charge is that it is practical to manual cast. What are you talking about? The only thing that they share is the name "charge", but they are nothing alike. Don't even know why Ultralisk's ability is called Burrow Charge, it should be something like Burrow Assault. These two abilities are pretty different. Zealot charge ability is there to speed up the Zealot and to get them fast to the enemy lines, Ultras don't have that problem, because they aren't slow units, their speed is pretty solid, their real problem is that they are too big, and that even with they get close to the enemy, can't deal enough damage, because they are getting blocked by Lings/Banelings/other Ultras. As you said, unlike Zealot Charge, Burrow Charge is manual cast, which makes it less boring, Ultras don't get the speed buff while charging, but they are burrowed, so without detection, you won't see them, and enemy probably won't target them because of the lower priority that burrowed units have. Since you target ground with Burrow Charge, you can also escape with Ultras but it is situational because most of the time, enemy will have the detection. Also, because you target ground and because it has 30 seconds cooldown(unlike Zealot charge that has 10), you will have to be careful how you cast it, and not just spam it on top of enemy army, it also knockbacks enemy units and deal small portion of AoE damage. Again, unlike with Zealot charge that is just a gap closer ability, you can do a lot more with Burrow Charge. For example, army that is a bit slower than Ultras is running from you, you can use the Burrow Charge with few Ultras to get in front of them and block their path(if they are going trough the choke), so you are actually creating the "Force fields" from Ultras. Burrow Charge is also an choke breaking ability, same as Blinding Cloud. None of this things you can do with Zealot charge, you can get closer to the enemy, or chase the enemy to get few extra hits with Zealots, and then they will keep running after them, but that is it, and I agree, the Zealot charge is incredibly boring ability. | ||
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