3 zealots vs 1 Ultralisk - Page 2
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XGDragon
Netherlands61 Posts
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tarsier
United Kingdom223 Posts
On May 23 2010 22:21 XGDragon wrote: Just give it a shitton of HP. I'm talking 900 here. whoa you're talking command and conquer epic unit there. blizzard don't intend to make the ultralisk a win or lose unit. each race has multiple ways to deal with basic unit types without including their 'massive' ground unit. in patch12 the ultralisk was basically a melee version of the colossus... at least in patch 13 the ultralisk is considerably better against armored units (not including their natural counter marauder/immortal)... you rarely see more than a total of 2-3 thors or colossus in a whole match and you rarely see a single broodlord, battlecruisers or carrier. we shouldn't expect to see more than a total of 2-3 ultralisks in a whole match either. | ||
ToT)OjKa(
Korea (South)2437 Posts
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MavercK
Australia2181 Posts
On May 23 2010 22:24 ToT)OjKa( wrote: They should give the Ultra a charge where it just stomps across knocking shit back a little bit and just runs to it's target. Kind of like big elephants no more stupid abilities please just tweak it's god damn stats so it's worth building? is it really so hard? | ||
kajeus
United States679 Posts
On May 23 2010 22:24 ToT)OjKa( wrote: They should give the Ultra a charge where it just stomps across knocking shit back a little bit and just runs to it's target. Kind of like big elephants That would be so cool. They should really do trample damage. | ||
Crapalisk
1 Post
General * Fixed severe issues * Numerous performance and stability improvements. Balance Changes * PROTOSS o Sentry + Force Fields can now be destroyed by Massive ground units walking over them. o Void Ray + Range decreased from 7 to 4. o Warp Gate + Subgroup selection priority changed from 2 to 3 so that it takes priority over Gateways when selected. * TERRAN o Marine + Stimpack research cost decreased from 150/150 to 100/100. + Combat Shield research cost decreased from 150/150 to 100/100. * ZERG o Infestor + Infested Terran spell removed. + Frenzy spell added: # Costs 25 energy. # Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds. o Overseer + Contaminate spell added: # Costs 75 energy. # Targets a single enemy structure which cannot train units or research upgrades for 30 seconds. + Infested Terran spell added: # Costs 125 energy. # Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned. o Ultralisk + The Ultralisk has been renamed the Crapalisk to better reflect his nature. + Life decreased from 600 to 450. + Damage changed from 25 to 15 (+25 Armored). + Damage versus structures increased from 60 to 75. Hotkey Changes (English Only): * Zerg Set Worker Rally Point changed from R to G. * Zerg Spore Crawler changed from W to A to avoid conflict with the Select All Warp Gates hotkey. Battle.net Interface * Revamped summary pages for player Profiles and Leagues & Ladders. * Added a Help system with tech trees and other tips and tricks. * Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby. * Updated the Battle.net user interface to consistently use a nested menu system. * Added in-game blocking and player muting. | ||
GriffMeister
Australia59 Posts
On May 23 2010 22:25 MavercK wrote: no more stupid abilities please just tweak it's god damn stats so it's worth building? is it really so hard? Apparently it is. | ||
mahnini
United States6862 Posts
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Chuiu
3470 Posts
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FarbrorAbavna
Sweden4856 Posts
I'm not trying to dis someone or anything, I'm just saying. Oh and Ultras pre patch 13 where this all purpose unit that could pretty much take on almost anything except for a few situations(marauder and terran mech stand out in particular). A situation where they would just melt like ice in a owen and even if you would get them up in their face they really didnt do much. This has now changed with the added bonus against armor, but if they were to keep ultras from pre patch 13 and just added the bonus dmg you would end up with one unit that can kill anything without really breaking a sweat(especially when backed up by a handfull of lings or an infestor or two whom would FG) and that is just imbalanced. Did this fix the problem? maybe, maybe not. but thats why we have beta. Not to do these cherry picked situationes but to try a unit out on the actual battlefield. I do like this post by the op though. Now I know that if an army is comprised of mostly light units I'm gonna have to pay more attention and not just a-move my ultras as was the case pre patch 13. | ||
kajeus
United States679 Posts
On May 23 2010 22:38 mahnini wrote: what i don't understand is why they don't just make the ultra faster, remove splash, and up the damage. i guess it's cause zerg don't have good enough late game splash or something (lol banelings)? No, it needs the splash. It would be such a stupid unit without the splash. | ||
febreze
167 Posts
Possible optional upgrades; - A non-energy ability that does large AOE with short cool down but significantly less damage DPS than standard attack. (May have short stun but that seems a little too ... RPG-like). Toggle-able autocast. - Burrow-move. - Maybe a literal "charge" ability where the ultra moves linearly & rams opponent's units causing pushback of 3 tiles. - Some sort of toughen ability where it can tank more damage than normal for a short period of time. | ||
synapse
China13814 Posts
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Iplaythings
Denmark9110 Posts
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Nadagast
United States245 Posts
On May 23 2010 21:43 bargaw wrote: that pretty much sums up ultralisk he dies instantly vs 1tank+4marauders he need 2things: -charge, to be able to do any dmg -undying rage(delays death by few secs), so he will able to do ANY dmg I feel like this is the exact opposite of what should happen. Instead of beefing up the Ultra to be able to live while the 'terrible terrible damage' syndrome still exists in game, they need to slow down everything else. Why does everything do crazy damage in this game? Everything is inflated from what it was in BW, it's terrible for the game. This is what I feel is inflated: Marauders with 20 explosive damage (Marauders are essentially cheaper Dragoons with less HP that don't need a range upgrade and instead have a cheap snare upgrade) Marines went from 40 hp to 45-55 hp Reapers at Rax tech being able to hop cliffs and do 18 damage to Light Roaches doing 16 normal damage Hydras doing 12 normal damage instead of 10 explosive Banelings doing 35 damage per Baneling to Light units Air units having inflated damage numbers in general to make up for them all essentially being Valkyries: (not being able to move shoot like SC1) Banshees with 24(!!) ground damage Vikings with 28 to armored and 20 to light air damage BCs and Carriers with absolutely insane damage rates (each interceptor does 5x2 !) Charged Void Rays doing crazy damage, able to drop anything armored extremely rapidly Phoenixes doing 20 damage to Light Brood Lords spawning insane amounts of meat shield for free Vultures (Hellions) went from 20 concussive to 24 concussive + splash (this is very much related to the moving shot scenario from above, the unit loses its smooth control and to still be a useful unit needs higher damage) Dark Templars went from 40 normal to 45 normal Missile Turrets went from 20 explosive to 24 normal and went from 200 HP to 250 Immortals doing 50 damage to armored Tanks doing 60 normal damage in siege mode, with splash, is insane. The tank's role is 100% flipped from BW. In BW they do explosive damage and so they do great vs large units (dragoons, ultras, lurkers, etc) and poorly vs small units (think zealots) but in SC2 they do less damage but it's normal, so they are great at killing tightly packed clumps of low HP units (zerglings, marines, banelings, zealots) but not as good at killing high HP large units like Ultras, Thors, Colossus, etc Goliath x3 (Thor) went from 36 normal damage to ground in BW to 60 normal to ground in SC2, and 60 explosive to air in BW to 48 'concussive' (sorta) plus splash in SC2 Bunkers went from 350 HP to 400 Photon Cannons went from 200 HP to 300 I am probably forgetting some other inflated things also. I think people sometimes lose perspective at how much damage has gone up in this game. So many units have received a damage buff, or have been made easier to use, or have been made more effective by tightly packed units, or have been given splash damage. I think the fact that so many things have been inflated lead to races needing super powerful weapons to compete. I'm talking about things like: Immortal's Hardened Shield and 50 damage to armored Crazy Ultralisk HP (it had 600 HP and was still considered weak!) Brood Lords spawning huge amounts of meat shield Marauders being basically cheaper Dragoons Marines getting extra HP Colossus being essentially a Reaver with the micro done for you. In BW to have a weapon as powerful as a Colossus, you needed a Shuttle to carry the Reaver if you wanted it for anything other than defending one spot. In SC2 you can just make 10 Colossus and a-move them with your army. It makes the game far easier and increases terrible terrible damage syndrome since (correct me if I'm wrong) a big reason why even progamers couldn't have 10+ Reavers with their army was because the micro is too hard. What I'd do: Add a little bit of chaos when you move a pack of units. They don't need to spread out and go everywhere but they shouldn't stick together like a super tight ball either. Call it 'Battle Chaos' or something. Units pack together way way too much in this game and it increases the 'terrible terrible damage' syndrome that the game has, and it looks stupid and unrealistic. Slow down damage across the board, try to un-inflate damage that has gone so high. This would let Zerglings and Ultras be better units, with lower damage they have more time to reach targets. I'd change Hydras and Roaches to 1food units, lower their costs, and nerf appropriately. Zerg needs to feel like more of a swarm. Give air units (all units really but air in particular) back the sharpness of control that you had in SC1. Right now when a unit fires it's rooted in place for far longer than it is in SC1. Most units feel like a Valkyrie, so they need to have super high damage to compensate. Lower the damage and give them mobility back. Make the Thor smaller and reduce the cost by 1/2 to 2/3s. Mech needs a Goliath (even though mech is very powerful now, I think that's at least in part because the counters are so strong: armored air units, the Factory cannot deal with armored air units) Change Tank siege mode damage to something like 40 + 30 vs armored. I'd probably change other things too, this is just what I can think of atm. | ||
danl9rm
United States3111 Posts
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Khanz
France214 Posts
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Count9
China10928 Posts
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MavercK
Australia2181 Posts
On May 23 2010 22:43 Nadagast wrote: I feel like this is the exact opposite of what should happen. Instead of beefing up the Ultra to be able to live while the 'terrible terrible damage syndrome' still exists in game, they need to slow down everything else. Why does everything do crazy damage in this game? Everything is inflated from what it was before, it's terrible for the game. because this is starcraft. not warcraft warcraft features few units that do low damage with high health pools and lots of abilities/spells starcraft is about alot of units with alot of damage and low health pools. | ||
kajeus
United States679 Posts
Do more ultra v. clump tests. | ||
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