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[D] How do you make the Ultralisk viable? - Page 6

Forum Index > SC2 General
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Zerksys
Profile Blog Joined August 2009
United States569 Posts
June 14 2010 22:02 GMT
#101
On June 14 2010 07:21 FarbrorAbavna wrote:
Just fired up kulas ravine in the map tester and played around with the ultras, confirming what I've been seeing when using ultras while playing when the beta was up. Ultras do indeed attack over one row, not more than one though, of lings so no need to have them not collide with light units. What would happen if they didnt collide with light units, well hydras are light so think about that(yes of course you could make an exception that ultras collide with hydras).

Most importantly though, how about...you not make ultras when you see that your terran opponent is going mech. If you insist on using ultras then you know that you are at somewhat of an disadvantage since mech is pretty efficient against ultras. This is not a flaw of the game it is a flaw of your decision making.

What would happen if you reduced the ultras size? well the splash from tanks would now start to hit other units close by and the role of the ultra as a tanking unit would severly diminish, basically it would be even less useful.

Regarding the day[9] daily #131, we could see that ultras dont just outright do nothing against mech. In other words you can get away with stubbornly hitting your head against a wall(figureatively speaking), but its nothing you actually would recommend to someone. We could also see that when the terran player is passive you abuse nydus worms and drops to great success(Hello Ultras!). Is it hard to use this playstyle? yes, quite alot for most people(myself included). Is it a flaw that it's hard, nope. You need to practice more or just use broodlords instead(with corruptors of course) together with some ground support.

Do the ultra actually need to be viable against everything and anything(except air if we are to be somewhat realistic)? No that would be silly. No unit is really viable against anything and everything. Is the Ultra perhaps less viable, it has a smaller window of use, than most other units? Yes. Is it too narrow though? I dont think so. I actually like it cos then you have an advantage off the bat when using your ultras, the so called element of surprise.


Did you seriously just say that the ultralisk is still a tanking unit? Roaches tank better than ultralisks in almost every situation. The problem with the ultralisk is that there is no reason to use them over brood lords. Also the fact that it needs to wander up to its target to finally attack it is a problem. Maybe if it gained some charge ability like the zelot it would be viable but the problem is right now if you continue to use it as a tanking unit, you loose so much money it almost hurts. Wander 4 ultralisks into a group of tanks and thors or even maurader tank you loose 2 of them before you even do single point of damage. The problem with ultralisks as a tanking unit is that they are FRAIL. They may have a lot of HP but they are frail old men trying to take on tanks and mauraders or thors. Send the same resource value of roaches in with your zerglings instead of ultralisks and you'll get much better results. Of course if you have that much gas then ultras COULD be effective because if you look at the math 300 minerals = 4 roaches for a total of 8 supply vs 1 single ultralisk for 4 supply, but come on 4 roaches costs 100 gas vs double that for an ultralisk.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
Vvarrior_
Profile Joined June 2010
United States18 Posts
June 14 2010 22:15 GMT
#102
Ultralisks do not need to be fixed...frenzy, corruption, and infested terran need to be fixed...
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
June 14 2010 22:16 GMT
#103
After listening to Day9 dailies, I think it's fine.
Gunman_csz
Profile Blog Joined October 2008
United Arab Emirates492 Posts
June 14 2010 22:16 GMT
#104
Reduce the size/radius, increase the range, and improve pathing.
Began Starcraft journey on 5th May 2009
roemy
Profile Joined April 2010
Germany432 Posts
June 14 2010 22:26 GMT
#105
moving with an attack command gets higher priority than using a move command:
1) send in ultras w/ attack
2) micro lings e.a. with (mostly) move commands, pull them back for a split second here and there
3) ???
4) profit

sry, but... this sounds like a demand for 1a2a3a to me as ultras work reeeelatively well this way.
rock is fine.. paper could need a buff, but scissors have to be nerfed
theSAiNT
Profile Joined July 2009
United States726 Posts
Last Edited: 2010-06-15 14:58:46
June 15 2010 01:56 GMT
#106
For those wanting to see some Ultralisks used effectively in a game, I was going through Artosis' replay pack and came across this game against a Protoss named YonG. In the decisive battle YonG was ahead on army size but behind a bit on economy as Artosis had just taken a third on the gold.

Here are 2 screenshots before the battle:
[image loading]
[image loading]

The Protoss had 3575/1950 army against Zerg's 1975/1075.
3 Zealots/6 Collossi/13 Stalkers/3 Sentries vs 4 Zerglings/6 Hydras/3 Ultras /3 Roaches

Granted, the Zerg's income was 2052/608 vs 960/464 for the protoss so he was reinforcing faster during the fight. Protoss had a nearby pylon and was also warping in stalkers. However, my intial assessment was the protoss would just roll through the army before reinforcements could even arrive. Here are screenshots from the end of the battle:
[image loading]
[image loading]

Not only did they hold, the zerg actually won. With a lower army value. The ultralisks made all the difference. Against a very standard protoss army composition of collossi/stalker/sentry, the ultras successfully walked through the force fields to engage, even in a very tight choke.

In case people might put this down to superior upgrades, the protoss was 1/0 while the zerg was 0/1/2 and the ultras did not have their carapace upgrade. Others might say that broodlords would have done the job just as well in the situation. However, I have seen collossi/stalker very successfully counter broodlords. The collossi stand back and burn up any broodlings while the stalkers take down the broodlords. It's not clear they would have been superior.

Another thing to note is that the army composition here is predominantly Ultra/Roach. Roaches can soak more hits from collossi while the ultras tear through the stalkers. Although many are hoping to see BW style ultra/ling armies again, that is not what is used here.

I don't claim this to be the definitive answer but there is at least some evidence that patch 15 ultralisks are already viable.

Edit: Fixed imageshack links.
Baarn
Profile Joined April 2010
United States2702 Posts
June 15 2010 01:58 GMT
#107
Ultralisks are viable right now. It's just like anything else. It's how you use them.
There's no S in KT. :P
farseer_dk
Profile Joined June 2010
Canada71 Posts
June 15 2010 14:11 GMT
#108
On June 15 2010 10:56 theSAiNT wrote:
For those wanting to see some Ultralisks used effectively in a game, I was going through Artosis' replay pack and came across this game against a Protoss named YonG. In the decisive battle YonG was ahead on army size but behind a bit on economy as Artosis had just taken a third on the gold.

Here are 2 screenshots before the battle:
[image loading]

[image loading]


The Protoss had 3575/1950 army against Zerg's 1975/1075.
3 Zealots/6 Collossi/13 Stalkers/3 Sentries vs 4 Zerglings/6 Hydras/3 Ultras /3 Roaches

Granted, the Zerg's income was 2052/608 vs 960/464 for the protoss so he was reinforcing faster during the fight. Protoss had a nearby pylon and was also warping in stalkers. However, my intial assessment was the protoss would just roll through the army before reinforcements could even arrive. Here are screenshots from the end of the battle:
[image loading]

[image loading]


Not only did they hold, the zerg actually won. With a lower army value. The ultralisks made all the difference. Against a very standard protoss army composition of collossi/stalker/sentry, the ultras successfully walked through the force fields to engage, even in a very tight choke.

In case people might put this down to superior upgrades, the protoss was 1/0 while the zerg was 0/1/2 and the ultras did not have their carapace upgrade. Others might say that broodlords would have done the job just as well in the situation. However, I have seen collossi/stalker very successfully counter broodlords. The collossi stand back and burn up any broodlings while the stalkers take down the broodlords. It's not clear they would have been superior.

Another thing to note is that the army composition here is predominantly Ultra/Roach. Roaches can soak more hits from collossi while the ultras tear through the stalkers. Although many are hoping to see BW style ultra/ling armies again, that is not what is used here.

I don't claim this to be the definitive answer but there is at least some evidence that patch 15 ultralisks are already viable.

your image links are broken...
mao
theSAiNT
Profile Joined July 2009
United States726 Posts
June 15 2010 15:11 GMT
#109
On June 15 2010 23:11 farseer_dk wrote:
Show nested quote +
On June 15 2010 10:56 theSAiNT wrote:
For those wanting to see some Ultralisks used effectively in a game, I was going through Artosis' replay pack and came across this game against a Protoss named YonG. In the decisive battle YonG was ahead on army size but behind a bit on economy as Artosis had just taken a third on the gold.

Here are 2 screenshots before the battle:
[image loading]

[image loading]


The Protoss had 3575/1950 army against Zerg's 1975/1075.
3 Zealots/6 Collossi/13 Stalkers/3 Sentries vs 4 Zerglings/6 Hydras/3 Ultras /3 Roaches

Granted, the Zerg's income was 2052/608 vs 960/464 for the protoss so he was reinforcing faster during the fight. Protoss had a nearby pylon and was also warping in stalkers. However, my intial assessment was the protoss would just roll through the army before reinforcements could even arrive. Here are screenshots from the end of the battle:
[image loading]

[image loading]


Not only did they hold, the zerg actually won. With a lower army value. The ultralisks made all the difference. Against a very standard protoss army composition of collossi/stalker/sentry, the ultras successfully walked through the force fields to engage, even in a very tight choke.

In case people might put this down to superior upgrades, the protoss was 1/0 while the zerg was 0/1/2 and the ultras did not have their carapace upgrade. Others might say that broodlords would have done the job just as well in the situation. However, I have seen collossi/stalker very successfully counter broodlords. The collossi stand back and burn up any broodlings while the stalkers take down the broodlords. It's not clear they would have been superior.

Another thing to note is that the army composition here is predominantly Ultra/Roach. Roaches can soak more hits from collossi while the ultras tear through the stalkers. Although many are hoping to see BW style ultra/ling armies again, that is not what is used here.

I don't claim this to be the definitive answer but there is at least some evidence that patch 15 ultralisks are already viable.

your image links are broken...


Fixed them. Thanks. Imageshack doesn't appear to follow TL forum conventions...
Chronopolis
Profile Joined April 2009
Canada1484 Posts
June 21 2010 22:19 GMT
#110

This is totally stats based, but...
When you look at the ultralisk and compare it to the immortal it's dps comes out to be

Ultralisk:40damage/0.861 seconds = 46.57 dps
Immortal:50damage/1.45 seconds = 34.482 dps


Ultralisk : 15 damage/0.861 seconds = 17.42 dps
Immortal: 20damage/1.45 seconds = 13.97 dps

Which seems about right given their respective prices, although the ultralisk has a hefty advatange in hp per price:

Ultralisk: 300 min / 200 gas 500hp (1 armor)
Immortal: 250 min / 100 gas 100 hardened shields 200 hp (1 armor)

Except for the ridiculous amount of splash: 180 degress radius of 2 of 33% damage. This makes the ultralisk attack feel like a ton of bricks.

Pure stats. As long as the ultralisk can get into melee without getting majorly kited, it will shine as a dpsing unit. Fungal growth and creep tumors can further that end.

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