On September 22 2010 08:03 Ketara wrote: Just tested, this does NOT work with Archons. Only Ultralisks.
It appears that Archons are not doing any splash damage when they target buildings. Any thoughts on this?
Archons do splash damage around it's "beam attack" or what do you want to call it. So the damage isn't originating from the target but to those who are in its way.
The damage always originated from the target. Currently it originates from the center of the target. This video is from earlier in the beta and the splash originates from the closest point of the attacked unit and that's why the sensor tower got hurt, it doesn't actually do splash around the beam.
This is my fear as well. I dont care that much about the PF thing but tight bases overall. On the other hand - when one has Ultras in his main that might be the least of the problems. Have to see how this plays out, but I dont wanna see an Ultra at a Nexus with 5-6 adjacent buildings. ^^
The solution is clearly then don't make a tight base against Zerg. Pretty simple, and rewards people for good building placement!
I can't believe zerg get one thing that is SLIGHTLY powerful, on a unit that doesn't come out the first 15 minutes of the game, and terrans are yelling for a nerf....
Seems obvious the Ultralisk's splash should occur where it's blades scythe, and nowhere else... This is hilarious, and mass-repair Terran is too strong, but this is not the solution. Changing attack priority, and maybe giving the ultralisks a bit of reach (like the Tauren Chieftan), is the solution.
I don't know, mass repaired PFs were probably too strong, but this looks really wonky. The issues with mass repair could have been fixed differently instead of just making everything in a two mile radius around the building explode once an Ultra attacks it.
On September 22 2010 08:44 Pekkz wrote: The terran obviously didnt know about the splash, if he had, he would just run the scv away and he would only lose a building. This change only means you cant have ur SCV repairing the fucking PF forever against ultra, you can still just run your fucking scv away.
If you wanna talk about imba, how about 4-8 marauders in dropships sniping hatcheries in 10 sec and then just flying away without taking a hit. PF will still shoot back, the hatches wont Not to mention ultra is t3 where marauder is t1,5
This change means you cannon have SCVs repairing ANY unit that an Ultra is attacking. Period. Seems a little bit much.
Also means that units standing up to 2 cells away from a a wall are going to be smashed when ultras attack as well. Again, overkill.
I'm really stunned at the number of people who think this is intended. Am I on the right forums!? (j/k, kinda)
On September 22 2010 08:47 Severedevil wrote: Changing attack priority, and maybe giving the ultralisks a bit of reach (like the Tauren Chieftan), is the solution.
Thanks for your valuable input, I heard that in the next days Blizzard will hire you as a head of balance department.
Woah, awesome. Ultras now totally mow down repairing SCVs like they're not there. I don't have to be totally scared of PFs now! At least when I random Zerg. Toss, on the other ahnd...
On September 22 2010 08:47 Lightspeed wrote: I don't know, mass repaired PFs were probably too strong, but this looks really wonky. The issues with mass repair could have been fixed differently instead of just making everything in a two mile radius around the building explode once an Ultra attacks it.
But the issues with repair weren't even touched upon for Protoss (although Psionic Storm rapes mass repairing SCVs, not to mention the Colossus). The issues with repair for Zerg have been reduced. Whether intended or not (it more than likely is) until repair, as an issue, is fixed this, as an "issue", shouldn't be fixed.
The street should be used both ways, not one way to favour someone over another.
On September 22 2010 08:47 Lightspeed wrote: I don't know, mass repaired PFs were probably too strong, but this looks really wonky. The issues with mass repair could have been fixed differently instead of just making everything in a two mile radius around the building explode once an Ultra attacks it.
Everything? SCVs are a 45 HP unit. If you ran the ultras into the mineral line, just as many would die. Or if you used storm, same thing. This is just giving Zerg a method to bring down a PF.
I think the part people are missing is those scvs are only getting hit by the splash becuase they are hugging the PF repairing it. Ones that are mining won't be obliterated like that.
So ultras become the hard counter to auto repair scvs. God knows there needs to be one.
It is funny how every Terran QQ so fast. Ultra is not bugged, Terran is bugged. You don't see blizz going around fixing them. It is not hard to kill zerg before they can even think about getting ultra.
On September 22 2010 08:44 Pekkz wrote: The terran obviously didnt know about the splash, if he had, he would just run the scv away and he would only lose a building. This change only means you cant have ur SCV repairing the fucking PF forever against ultra, you can still just run your fucking scv away.
If you wanna talk about imba, how about 4-8 marauders in dropships sniping hatcheries in 10 sec and then just flying away without taking a hit. PF will still shoot back, the hatches wont Not to mention ultra is t3 where marauder is t1,5
This change means you cannon have SCVs repairing ANY unit that an Ultra is attacking. Period. Seems a little bit much.
Also means that units standing up to 2 cells away from a a wall are going to be smashed when ultras attack as well. Again, overkill.
I'm really stunned at the number of people who think this is intended. Am I on the right forums!? (j/k, kinda)
Ofc you should not be able to repair units the ultralisk is attacking, thats retarded. The repair ability is too powerfull as it is, and now it has a counter, live with it.
this is a bug and will definately be fixed it doesn't even make sense why would scv's so far away be dying from nothing coming even close to hitting them... it will be hotfixed