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On April 28 2010 08:42 Kakisho wrote: I just don't understand why you would do this.
So you could ultralisk rush and use single ultralisks against the enemy by using consume on some 10 zerglings.
In battles, it doesn't make sense to make an ultralisk eat a 35 hp zergling, get 50 hp and gain a networth of 15 hp. Just, why would you do it? It would as useful (and same amount of micro) to bring damaged zerglings from a fight to the base (so they could regen 20 hp or so for the next fight).
What does this fix? Does it make sense?
It fixes nothing because Ultras were never something that needed a boost. It doesn't make sense because in a battle, the extremely micro intensive move (ultralisk, click on zergling, which is probably moving due to the fact that it's a ZERGLING, [anything else to consume = less efficient, hurting you more than helping]) doesn't really have any benefit.
Consume for the Defiler made perfect sense, it stayed behind the lines so specifically keeping 2 zerglings for it made sense (while you can't really have 2 zerglings sitting next to an ultralisk, in the enemy lines, and not expect them to be pwned by splash and what not). The Defilers needed the zerglings to operate, it pretty much doubled the amount of spell each one used (before it died eventually). Ultralisks? Getting 50 hp is neglible. Getting 200 hp is worth thinking about, but all of this thinking is useless unless we even answer:
Why?
omfg, just what i wanted to say
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On April 28 2010 09:04 mucker wrote: Would consume be autocast? You leave your army alone for a bit to start an expo, look back and there is nothing but ultras...
i don't know why but i busted out laughing so hard at this comment.
and to the poll: geez u guys are harsh 
use your imaginations wieners :/
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ULTRAS are even now imba strong 
ultra muta kicks nearly 99% in platin in zvp
because 4 ultras > 50 sentry/stalkers
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Stupidest idea ever. The only suggestions for Ultras that sound remotely reasonable are either making one/both the upgrades innate and/or allowing them to walk over units like a colossus.
I don't see why the suggestion in the OP makes the slightest amount of sense. If an ultralisk can eat a zergling for health, why not any other bio? Cause it's full?
Bleh.
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Are they actually that bad? Well, I didn't see any so far (Terran) but the only reason I could think of that is because banelings counter bio by themselve and are easier available :o And ofc that games usually don't spread as much as in BW so players have less ressources and Ultralisks would need a certain number before they kick ass. I'ld go with remove Roaches and add this HP-Regeneration-Thingy to ultralisks (without tech, poor giant bugs already got two expansive techs). Change up zerg techtree alot, bring back lurkers and make Ultralisks the important tanking units for late game stages.
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This would make late game gets this idea, Mass ultralisk with mass overlords for hp haha.
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maybe make the ultra's carapace upgrade also halve the +armoured bonus dmg on units, making them alot more durable against their counters while not(probably) making them unstoppable
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I think best buff would be to just not make them armored so that no unit does extra damage to them. I guarantee if that happened, they would roll around wrecking alot of stuff. If you want an example just use them against an army of everything EXCEPT their hard counter units and just look at how insane they are. My ultra ling muta 120 supply demolished a 200 supply protoss gateway army + some phoenixes.
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Ultralisk allready have enough health. Problem is the time it takes to get them, and the other "better" options you have.
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make their armor upgrade to remove their "armored" status so they arent hard countered so easily
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On April 28 2010 08:28 ArvickHero wrote: no because then Protoss can just feedback the Ultras
I don't think you read the OP, it would give them health, not energy. Feedback wouldn't do anything.
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I'd rather give the ultralisk an above ground health regeneration ability similar to the roaches. Make the zerg's tank unit actually tank worthy. Sometimes it feels as if the roaches hp regeneration isn't really worthwhile because only units with extremely high HP reap the long term benefits of such an ability. The cost/regeneration rate would balance itself out.
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I personally hate all armored units because of the "terrible, terrible damage" mechanic of T and P to armored units. Armored units aren't even armored anymore, they take MORE damage. This includes the ultralisk, whos utility banked largely on the fact that it was ARMORED and was supposed to be HARD to kill.
This addition you suggested might fix it but no way it would fly with blizz. In their eyes, they'd think that the ultra is too strong to give more HP, even though in reality all you need is a few immortals or a handful of mauraders to snipe an ultra instantly, which is the precise reason no high level players use it. Waste of resources. Rather have broodlords.
EDIT: better fix:
On April 28 2010 10:26 poor newb wrote: make their armor upgrade to remove their "armored" status so they arent hard countered so easily
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I actually think that giving ultralisks a transport ability would help a lot. Zerglings riding ontop of ultralisks into battle would help with all the pathing problems too. I personally don't see anything wrong or imba with my idea but maybe someone else will.
To the OP: I'm kindof undecided about your idea. It just doesn't inspire anything in me.
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I'd like to see ultras obtain an ability thet lets them "demolish/trample" force fields.
Edit: I'd like this to be a feature of archons as well.
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Things I would change about Ultralisks...
*They need to be about 33% smaller and stop clogging up every unit trying to get around it until it dies. *They need to look more like Ultralisks in SC1, they do not look good at all in SC2, and are way too large.
![[image loading]](http://i41.tinypic.com/mtp7oz.gif) vs
![[image loading]](http://i39.tinypic.com/33bcpwk.jpg)
I just really really really hate the way the new Ultralisk looks :[ Zerg really got the shaft in the art department this time around (Corrupters, Infestors, Zerglings all look bad.)
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I like the idea of health regeneration. It upgrades the SC1 notion of "just" a tank to something more nuanced, which follows the general goal of "every unit is something unique and cool". Obviously you could have any number of mechanics to try and find something that is fun and useful. The OP's version is not a bad starting point. What if ultras had an upgrade that gave them a scavenge sort of consume: whenever an ultra kills a biological unit, it gains some health. This makes them more effective against groups of little guys, guiding your opponent into an army of less and bigger guys... where zerglings are often good again, etc. It would help shift the unit composition interaction in a meaningful way. And you could still attack (eat) your own guys if you want, so the original idea is built in.
If anyone has played Halo Wars, think of how the Arbiter works, as a unit composition analogy.
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On April 28 2010 09:24 Vexx wrote: Stupidest idea ever. The only suggestions for Ultras that sound remotely reasonable are either making one/both the upgrades innate and/or allowing them to walk over units like a colossus.
I don't see why the suggestion in the OP makes the slightest amount of sense. If an ultralisk can eat a zergling for health, why not any other bio? Cause it's full?
Bleh.
this makes no sense. did you even read the OP? did you even play broodwar?
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I don't like the idea because it doesn't seem very natural for an ultralisk to use consume. Other than that it would be interesting. But I think a better idea would be to have the ultralisk actually shit out baby ultralisks after using consume.
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