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How to improve the Ultralisk - Page 4

Forum Index > SC2 General
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Williowa
Profile Joined April 2010
129 Posts
July 15 2010 22:06 GMT
#61
Charge...is no good, zealots already do that. It's very unzergy too.

Ultras would be totally awesome if they could move while burrowed. All that talk about positioning them correctly, well how about not having to position them in a fixed location. You might have to tweak them a little, but it can't be that hard to get something everyone would be happy with. If roaches can do it...ultras can too.
It's A Zergling Lester
oxxo
Profile Joined February 2010
988 Posts
July 15 2010 22:52 GMT
#62
Ultras are already overpowered. They were more than fine last patch. (At high levels of play).

It's metagame why they weren't used and reputation. Same reason tanks were 'unpowered' and unused when beta first came out.
Sputty
Profile Joined April 2010
Canada161 Posts
Last Edited: 2010-07-15 22:59:12
July 15 2010 22:58 GMT
#63
On July 16 2010 07:52 oxxo wrote:
Ultras are already overpowered. They were more than fine last patch. (At high levels of play).

It's metagame why they weren't used and reputation. Same reason tanks were 'unpowered' and unused when beta first came out.

Tanks were not very good against most threats until the AOE splash change, so no they were not just 'underused'
ultralisks in early beta had no advantage over roach beyond an aoe melee attack that was less useful than lots of short ranged ranged attacks

edit: ultralisks are not weak or needing a major change at the moment, though. they are very strong
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
July 16 2010 02:22 GMT
#64
Ultralisks should have blink with lasers on their head imo... maybe some sort of cloak upgrade late game.. currently they are so bulky its too easy to spot them... but late game cloak when zerg is on 5-base (like they are every game) they should be able to afford it..
www.rsgaming.com
gankthoven
Profile Joined May 2010
16 Posts
July 16 2010 02:34 GMT
#65
i used to cry that the ultralisk was crap however i've found the unit to work very well against terran mech. if anything they need to be half the size and be able to push friendlys out of the way so they can move freely in combat. against toss however they're a joke.
goswser
Profile Blog Joined May 2009
United States3546 Posts
July 16 2010 02:42 GMT
#66
Ultralisks aren't underpowered, if they had charge the game would be anything but balanced. Have you played any TvZ and tryed fighting a clump of units with ultralisks in it?
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
superman.
Profile Joined July 2010
65 Posts
July 16 2010 02:45 GMT
#67
ultras are really, really good. I have just started switching to pure air these days as terran. I find cost for cost, ultras trash tanks and thors. mm balls? lol yea right.. 1 ultra can probly kill 100 marines
Leeoku
Profile Joined May 2010
1617 Posts
July 16 2010 02:45 GMT
#68
ultras should have "trample" which provides 0 collission ;D
dignity
Profile Blog Joined May 2010
Canada908 Posts
July 16 2010 03:01 GMT
#69
The ai for zerglings just need to be changed so they move out of the ultralisks' way when the ultralisks want to attack.
pieisamazing
Profile Joined May 2009
United States1234 Posts
Last Edited: 2010-07-16 03:06:29
July 16 2010 03:05 GMT
#70
Summary of 50% of the posts ITT: In my opinion the ultralisk is fine. Zerg is already too good. I have a probe/SCV icon.
connoisseur
epik640x
Profile Joined May 2010
United States1134 Posts
July 16 2010 03:11 GMT
#71
They need to be able to walk over zerglings like Colossi.

Or at least force the lings to move out of the way. Can you imagine an Ultra in battle not attacking because a zergling is in the way? Come on.

Kakisho
Profile Joined January 2010
United States240 Posts
July 16 2010 03:15 GMT
#72
Ultralisks needs the ability to swim on the water, lava and other liquids of our maps.
Cold wind, chilling.
metamage1
Profile Joined March 2009
Canada29 Posts
July 16 2010 03:26 GMT
#73
They should be able to fly and have burrow holes that stay so the enemies units fall into them and die

+ Show Spoiler +
they are fine :\
┻━┻ ︵╰(°□°)╯︵ ┻━┻
Noghori
Profile Joined May 2010
United States17 Posts
July 16 2010 03:28 GMT
#74
I think that the problem is not that they all get destroyed but that they clump and prevent each other from attacking the target. The idea of "massive" units was unique, but in my opinion a failure. They've already made the Thor smaller and the colossus doesn't have the problem because it can stand on top of units. If they would make the unit size of the ultralisk smaller than they would be able to get to the enemy instead of forming a single file line (usually) to attack.

Massive units=unique idea=ingame failure
Scientia
Profile Joined June 2010
Canada31 Posts
Last Edited: 2010-07-16 03:53:42
July 16 2010 03:51 GMT
#75
Ultralisks are fine now for the reason that if you manage to get a decent surround with them, they absolutely destroy any ground army (except maybe immortals and spread out thors) due to their splash damage. At the very least they take the hits for your other units to get close.
Kvz
Profile Joined March 2010
United States463 Posts
July 16 2010 03:57 GMT
#76
or jus take away the 'armored' modifier from them. they are still crap right now.
NrG.Kvz
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
July 16 2010 03:58 GMT
#77
OK so, I read through all the posts, and I have to say I have to agree with many of them. Even those that oppose my ideas.

The idea that actually intrigues me the most is also the simplest:
Make Ultralisks smaller and have BETTER PATHING. Most of you guys who posted don't play Zergs and therefore had never been in awe at how your mass Ultras all die because they keep walking, colliding one another, and not even attacking the enemy. This has probably made Zerg players lose countless close games, all because the Ultras just don't know when to strike.

Please people at least agree with this. Its not asking for much. As of right now, Ultras are incredibly stupid on the battlefield, and when there's like 4+ Ultralisks next to each other, at least one of the Ultra will get stuck and keep moving back and forth.
dranko
Profile Joined April 2010
Sweden378 Posts
July 16 2010 03:58 GMT
#78
I've been thinking about a charge for the ulisk myself... Maybe not an autocast like the zealot's, but rather a targeted skill (adding some micro to it), in order to be able to charge those pesky tanks! Perhaps even ignore unit collision? (Probably a little imba. )
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2010-07-16 04:11:57
July 16 2010 04:08 GMT
#79
I strongly believe that Ultralisks are not the problem, but it is the current map pool. To be honest, I think the game is near perfectly balanced, but we need professional maps to prove it. Blizzard is trying to babysit the game by nerfing and buffing way too many things. I think the game would easily balance itself if they would either make good maps or use BW Ports. After these maps are made, I would predict Ultralisk be considered overpowered if anything.

1 ultra can probly kill 100 marines


Not at all. Since they changed the Ultralisks to do good damage versus Armored and not so good damage versus everything else, Ultralisk cannot even kill 3 Zealots who aren't microed. Maybe four, but it was a stupidly low number.

Benign
Profile Joined July 2010
United States42 Posts
July 16 2010 04:13 GMT
#80
How about make it a cast where u charge to a certain point and they trample things they bump into on the way?

Of course to balance it out, the new buff to ultralisks ( immune to stuns and mind control) would have to be removed

Also make the researchable, so theres an option to ave ultras have more armor or the charge ability
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