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How to improve the Ultralisk - Page 3

Forum Index > SC2 General
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Stratos_speAr
Profile Joined May 2009
United States6959 Posts
Last Edited: 2010-07-15 20:05:47
July 15 2010 20:04 GMT
#41
Ultralisks are perfectly fine. Their incredibly long tech-to and build time, however, is not.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
sacrificetheory
Profile Joined September 2004
United States98 Posts
July 15 2010 20:06 GMT
#42
Yeah i really miss the old ultra being so fast and downright scary.
This one first time you see it you go " Oh Sh*t thats big!... Wtf its dead already?"
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 15 2010 20:10 GMT
#43
Ultras are already incredibly strong...
Sup
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
Last Edited: 2010-07-15 20:22:44
July 15 2010 20:19 GMT
#44
Ultralisk needs some time to stew now, I have seen them used to GREAT effect lately.

If anything, they should get a size reduction similar to the thor, or better pathing.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
Kakisho
Profile Joined January 2010
United States240 Posts
July 15 2010 20:20 GMT
#45
What if the Ultralisk Queen's could inject larva into Ultralisks in addition to Hatcheries which would keep larva inside of it (once they hatched). You then can choose to have 10 zerglings, 5 roaches, 5 hydralisks or 5 banelings burst from the ultralisk for their respective prices. If you do it, the Ultralisk dies but the units that come out have fed off it and if the Ultralisk had more than 10 kills, the units inside would have boosted stats. Additionally, if the Ultralisk dies off creep then the slime and stuff that was incubating the eggs will fall onto the ground and make a kind of super creep which lasts 4 minutes. This creep attaches to enemy units and dramatically slows their speed if enemy units walk over it. This would also burn their insides, which slowly drains their health.

If Fungal Growth is casted super-creeped enemies then the effective stacks in a very powerful fashion. The two chemicals combine to create a Fungus Spore that comes out of the fumes. It is pretty much creep, but for air units as it is a floating cloud of creep. This can slowly move and dissipates after 5 minutes.

Broodlords in the Fungus Spore cloud generate up to 8 broodlings instead of up to 2 and spawn them faster.
Mutalisks can mutate into BroodQueens if under the effect of the Fungus Spore cloud which would be like the Swarm Guardian but bigger and slower. Greater Spire would be neccesary and it would be a long mutation as well a very costly.
Corruptors that are under the effect of the Fungus Spore cloud can attach to allied air units. When attached to BroodQueens, the BroodQueen's attack spawns supercreep for 30 seconds wherever it shoots. When attached to Broodlords, there is a 1/8 chance that instead of spawning an ultralisk instead of broodling.

Done, once this is implemented (as it obviously would) the game will be 100% balanced and fun.
Cold wind, chilling.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
July 15 2010 20:23 GMT
#46
Ultras have been buffed enough times that they're good now. They're getting used in both TvZ and PvZ. There's the slight issue that their headbutt ability isn't actually a bonus against buildings, but otherwise they're already pretty awesome. Not sure it needs to be improved at this point.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
July 15 2010 20:25 GMT
#47
I've seen Ultras used in great effect against protoss, and broodlords against terran. Zerg has a Tier 3 unit to use against each race, so the ultra is fine.
Steven Bonnell II is the friggin man.
dignity
Profile Blog Joined May 2010
Canada908 Posts
July 15 2010 20:28 GMT
#48
On July 16 2010 05:23 MangoTango wrote:
Ultras have been buffed enough times that they're good now. They're getting used in both TvZ and PvZ. There's the slight issue that their headbutt ability isn't actually a bonus against buildings, but otherwise they're already pretty awesome. Not sure it needs to be improved at this point.


That is to avoid cleaving on buildings.
nam nam
Profile Joined June 2010
Sweden4672 Posts
Last Edited: 2010-07-15 20:38:29
July 15 2010 20:37 GMT
#49
If they just made it smaller I would be happy with it. If they are going to have it to be as big as it is they should make it as epic as its size. Right now it isn't. Having it smaller would make it a little easier to maneuver it through a battle and easier to get to you opponent.
thezergk
Profile Joined October 2009
United States492 Posts
July 15 2010 20:41 GMT
#50
+ Show Spoiler +
On July 16 2010 05:20 Kakisho wrote:
What if the Ultralisk Queen's could inject larva into Ultralisks in addition to Hatcheries which would keep larva inside of it (once they hatched). You then can choose to have 10 zerglings, 5 roaches, 5 hydralisks or 5 banelings burst from the ultralisk for their respective prices. If you do it, the Ultralisk dies but the units that come out have fed off it and if the Ultralisk had more than 10 kills, the units inside would have boosted stats. Additionally, if the Ultralisk dies off creep then the slime and stuff that was incubating the eggs will fall onto the ground and make a kind of super creep which lasts 4 minutes. This creep attaches to enemy units and dramatically slows their speed if enemy units walk over it. This would also burn their insides, which slowly drains their health.

If Fungal Growth is casted super-creeped enemies then the effective stacks in a very powerful fashion. The two chemicals combine to create a Fungus Spore that comes out of the fumes. It is pretty much creep, but for air units as it is a floating cloud of creep. This can slowly move and dissipates after 5 minutes.

Broodlords in the Fungus Spore cloud generate up to 8 broodlings instead of up to 2 and spawn them faster.
Mutalisks can mutate into BroodQueens if under the effect of the Fungus Spore cloud which would be like the Swarm Guardian but bigger and slower. Greater Spire would be neccesary and it would be a long mutation as well a very costly.
Corruptors that are under the effect of the Fungus Spore cloud can attach to allied air units. When attached to BroodQueens, the BroodQueen's attack spawns supercreep for 30 seconds wherever it shoots. When attached to Broodlords, there is a 1/8 chance that instead of spawning an ultralisk instead of broodling.

Done, once this is implemented (as it obviously would) the game will be 100% balanced and fun.


This was the most funny thing I've read all day.
Nada vs. TLO Results: "Nada 1 TLO 1 Bnet 2 KESPA 1"
Tone_
Profile Joined May 2009
United Kingdom554 Posts
July 15 2010 20:41 GMT
#51
Agreed with an earlier post. The fact that posts like this still exist is ridiculous. Learn to play the current unit instead of whining. Try using a mothership or a carrier, then know a truly awful unit.
Hasta La Victoria Siempre | 톤
Oceaniax
Profile Joined June 2010
146 Posts
July 15 2010 20:47 GMT
#52
One of the biggest advantages of the ultralisk is damage mitigation. With 500HP, 6 armor and a large size (enough to absorb tank shots without much splash), a few can allow your army to close on, say, terran mech without turning into dust.
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
July 15 2010 20:54 GMT
#53
So the OP says that Ultras are underpowered because they are situational and require flanking. Let's see, can anyone name me one single unit that is not situational? And yes, a mass melee army requires flanking, that is inherent to all melee armies, so I don't see why this is a problem either. Melee units make up for their lack of range by having much better stats than other units, and the ultralisk is certainly no exception to this rule.

In fact, there is no reliable evidence for the Ultralik being too weak, so this thread is completely unnecessary. Just let the game run its course and see how the Ultralisk develops. After all, Broodwar players rarely used Defilers until Savior showed everyone how awesome they are. Compared to defilers in early Broodwar progaming (to say nothing about the Stacraft 1 beta), ultras are actually already quite popular.
It's of course entirely possible that in the end the game develops in such a way that Ultras will become a rare and weak unit, but at this point any speculation is very premature.

For the record, I'm a zerg player who relies quite heavily on ultras in the late game and I find them to be useful and strong enough to justify the long tech.
Gescom
Profile Joined February 2010
Canada3513 Posts
Last Edited: 2010-07-15 21:11:28
July 15 2010 21:10 GMT
#54
On July 16 2010 04:04 thopol wrote:
How about this: The ultra can be upgraded to pour creep out of oozing sores all over its body. This makes it partially a support unit, encourages its use with hydras instead of zerglings, and is generally dope.

What if when the ultra died into exploded into a pile of creep. That'd be so awesome.. but definitely saved for some heart of the swarm zergy flavour. ^^

On July 16 2010 05:04 Stratos_speAr wrote:
Ultralisks are perfectly fine. Their incredibly long tech-to and build time, however, is not.

Yeah, I'd love to see the Ultra Den build faster. That's really my only gripe with ultras at this point. =}
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2010-07-15 21:35:10
July 15 2010 21:34 GMT
#55
Ultras seem over powered if you ask me.. I was pure tank/thor/hell with about 12 vikings, 200/200, and all he did was send 100 ovys to my army and drop all over it. What can T do about that.. lmao. And of course some retard will say "don't let it happen" but it was one of thos games where we both macroed and expanded freely to 200/200.
Gescom
Profile Joined February 2010
Canada3513 Posts
July 15 2010 21:37 GMT
#56
With 12 vikings + thors how did half the overlords not die instantly before even dropping their units...? X_X
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
ascoe
Profile Blog Joined June 2010
Korea (South)133 Posts
July 15 2010 21:39 GMT
#57
On July 16 2010 03:55 Jerubaal wrote:
I think the ultralisk should carry a large shrubbery in front of him so that he can sneak up on enemy siege lines.

C'mon those blades are perfect.

but this would make them cuter than banelings
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
July 15 2010 21:42 GMT
#58
On July 16 2010 06:37 Gescom wrote:
With 12 vikings + thors how did half the overlords not die instantly before even dropping their units...? X_X

Because as soon as one drops, thors only target the ultras, and vikings can't kill the ovys fast enough, + he had a lot of meat shield empty ones in front.
MindRush
Profile Joined April 2010
Romania916 Posts
July 15 2010 21:52 GMT
#59
nobody discussing maps
i guess more open-centered maps where ultras can flank are in order ......

people just think about these maps, but really
Blizzard can just make good games, not good maps!
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
radionorge
Profile Joined June 2010
Norway8 Posts
July 15 2010 21:53 GMT
#60
this would be great. thumbs upp 4 u mister hardcorebilly. i have been thinking of something similar. like some sort of ramming abillity. because they are hard too use if your name is not TLO. i have been teching up too ultra and everytime i loose. even when i tech up too broodlord i get steamrolled. zerg needs a strong unit! buff ultra! get rid of the broodlord and give wings too ultras! f*"# yeah!
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