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Russian Federation4295 Posts
I've decided to do some small tests around Ultralisk's burrow charge ability. Well, it's not that slow and not that fast, and it can be speeded up on creep.
I will not write a big article about this ability, here are just some numbers:
Ultralisk speed off creep: 2.95 Ultralisk speed on creep: 2.95 + 0.88 = 3.83
Burrow Charge speed off creep: 2.95 - 0.5 = 2.45 Burrow Charge speed on creep: 2.95 + 0.88 - 0.5 = 3.33
Only one thing is not properly tested: can enemy atack Ultralisks while they're in burrow charge without detection.
I've tested it on the Unit tester map that is available in Hots, but on this map every unit can see stealth units without detection. But I think, it will be more logical, that enemy can atack Ultralisks during burrow charge process, if they have detection.
Well, this ability 100% fixes one problem, when Ultralisks trying to reach enemy throughout other zerg units, like zerglings or broodlings.
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200/200 to make my ultras move slower??????
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Charge is dumb. Ultralisks need to be able to walk over other Zerg units like Colossus. That would make them terrifying.
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i think the charge looks pretty stupid as well.
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On October 21 2012 00:41 BronzeKnee wrote: Charge is dumb. Ultralisks need to be able to walk over other Zerg units like Colossus. That would make them terrifying.
Makes Ultras too ez to use like the Colossus.
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On October 21 2012 00:41 BronzeKnee wrote: Charge is dumb. Ultralisks need to be able to walk over other Zerg units like Colossus. That would make them terrifying. That would be a mess in terms of visibility. How can you tell how many lings are under the ultralisk? Not the opponent, nor the viewer.
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On October 21 2012 00:39 WarpTV wrote: 200/200 to make my ultras move slower??????
They actually perform much better with the upgrade.
The real problem is that you need to upgrade. Chitin is too important to the success of Ultras. I would rather they could automatically charge after Burrow research, sorta like Infestors.
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Russian Federation4295 Posts
WHat about making 2 ultralisk caverns to research those 2 upgrades simultaneously? In late macro-game one more Ulrealisk Cavern does not eats a lot of resources
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ultralisk still suck ZvP and with the introducement of widow mines and BH they also sucks ZvT now.
as been mentioned having to research 2 very long upgrades isnt viable + charge is WAY too slow. especially if fungal gets changed to a slow ultras and ultracharge needs to be a lot faster.
another problem of ultras is their terrible pathing. make them smaller, cost 4 supply and faster to make ultras viable ZvP and in the new ZvT.
btw: charge makes ultras slower AND all the units that walk above the ultra + the ultra itself get hit by AoE. so charge makes everything be hit by more AoE while being slower...just really bad as is. charge need to be a lot faster...hell its even called charge and not slowly crawling.
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On October 21 2012 00:52 [F_]aths wrote:Show nested quote +On October 21 2012 00:41 BronzeKnee wrote: Charge is dumb. Ultralisks need to be able to walk over other Zerg units like Colossus. That would make them terrifying. That would be a mess in terms of visibility. How can you tell how many lings are under the ultralisk? Not the opponent, nor the viewer.
You're right. Now we know when exactly 73 Lings are attacking, and if a few are covered we won't be able to get a perfect count in the heat of battle.
But seriously, is it a mess in terms of visibility with the Colossus? Sure, but does it matter? Not really.
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Russian Federation4295 Posts
as been mentioned having to research 2 very long upgrades isnt viable + charge is WAY too slow. especially if fungal gets changed to a slow ultras and ultracharge needs to be a lot faster. Ultralisks still have Frenzy
charge makes ultras slower AND all the units that walk above the ultra It makes Ultras slower but allows them to avoid stucking in zerg units and reachig enemy forces faster.
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I never understood why Ultra's don't have overhead-walk ability like the Colossus, its a glaring mistake. Both have multiple legs for easy over-walk ability, yet only the Colossus gets it....
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On October 21 2012 01:33 Existor wrote:Show nested quote +as been mentioned having to research 2 very long upgrades isnt viable + charge is WAY too slow. especially if fungal gets changed to a slow ultras and ultracharge needs to be a lot faster. Ultralisks still have Frenzy It makes Ultras slower but allows them to avoid stucking in zerg units and reachig enemy forces faster.
they had frenzy in WoL and SUCK vs toss and now with widow mines killing lings and banes and battlehelions also killing lings and banes ultras suck also ZvT (although not so much as ZvP). them still having frenzy is a bad argument therefore.
i now how it was supposed to work but sadly it works the other way. now more zerg units are hit by AoE and the disadvantages of that is a lot higher than the advantages since charge is so slow.
and as i said: this gets A LOT worse with fungal being a slow but if they decide to make fungal a slow a lot of other zerg units need to be buffed anyway so lets see. i really cant wait for blizzard to start working on WoL units but i think they will at least test with the HOTS units for the next 3-4 weeks (which is fine).
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On October 21 2012 00:41 BronzeKnee wrote: Charge is dumb. Ultralisks need to be able to walk over other Zerg units like Colossus. That would make them terrifying. I've long been in favor of Ultras being able to walk over zerglings. But walking over roaches, probably not a great idea. Combining zerglings and ultras means that the lings have a much harder time closing the distance to their target, and allowing them to use ultras as a protective meatshield instead of a roadblock would do wonders for both units. But letting your ultras get behind your roaches and hydras and asking for it not to be a problem, is just making excuses for bad unit control.
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On October 21 2012 01:22 BronzeKnee wrote:Show nested quote +On October 21 2012 00:52 [F_]aths wrote:On October 21 2012 00:41 BronzeKnee wrote: Charge is dumb. Ultralisks need to be able to walk over other Zerg units like Colossus. That would make them terrifying. That would be a mess in terms of visibility. How can you tell how many lings are under the ultralisk? Not the opponent, nor the viewer. You're right. Now we know when exactly 73 Lings are attacking, and if a few are covered we won't be able to get a perfect count in the heat of battle. But seriously, is it a mess in terms of visibility with the Colossus? Sure, but does it matter? Not really. Pretty much my thoughts. Having ultralisks walk over zerglings would be terrific.
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Burrow Charge is pretty epic in terms of viewing and overall works really well and allows impressive moves. Have to giggle at this omg needing 2 upgrades to become really good is to much. Sometimes it has to be that way, with that argument Terrans could turn marine shields and stim into one upgrade ... or a few other upgrades terran has. That being said I like it and got alot of players with the lovely double cavern play. But I think they have to make the charge more visible if there is no detection available.
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The ultra did walk over lings at some point in alpha or beta, before i got my key. It was removed very quickly because the 60 damage siege tank destroyed it surprise buttsecks style, while it kind of murdered most other stuff.
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On October 21 2012 00:41 BronzeKnee wrote: Charge is dumb. Ultralisks need to be able to walk over other Zerg units like Colossus. That would make them terrifying. If being able to walk over units was an upgrade like charge it would be way better than charge in it's current form.
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Russian Federation4295 Posts
On October 21 2012 03:10 DanLee wrote:Show nested quote +On October 21 2012 00:41 BronzeKnee wrote: Charge is dumb. Ultralisks need to be able to walk over other Zerg units like Colossus. That would make them terrifying. If being able to walk over units was an upgrade like charge it would be way better than charge in it's current form. It will be too op
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If you have Ultras over your units you will suffer the "deathball" syndrome, and any sort of AoE attacks will absolutely kill everything because your army is not spread out enough to be cost-efficient.
There is nothing OP about that. It's just making the Zerg more vulnerable to splash damage, so in fact it'd make them weaker overall.
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