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Ultras vs Repaired PF - Page 12

Forum Index > SC2 General
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clusen
Profile Joined May 2010
Germany8702 Posts
September 22 2010 00:01 GMT
#221
On September 22 2010 09:00 yoplate wrote:
I think this so called "bug" will help late game zerg, as the attack priority on SCVs is ridiculously low. Now expansions are snipable as zerg even if it has a PF.

If you lower the range of the splash to 1 or something that only repairing SCVs get hit it helps aswell, doesn't it?
VanGarde
Profile Joined July 2010
Sweden755 Posts
September 22 2010 00:02 GMT
#222
Seems to me that it might actually not be worthwhile getting PF's at all in TvZ. I mean, it is not like they are bad all of a sudden its just that if you make a CC into a PF that is an astonishing investment.

Shortsighted people like to point out that a PF costs 550/150. It doesn't. It costs that PLUS 250-300 minerals every 30 seconds or however long it takes for an orbital command to gain 50 energy.

The longer a PF is up the more expensive it gets. So when you are getting a PF you pretty much have to determine if it is worth the ridiculous amount of lost income to get that extra defense. Now previously this has been the case for bases that are likely to come under a lot of attack because the fact that you can repair your PF means that the cost effectivity remains pretty balanced. Yes you loose income all the time over a long period of time but the repairability also means that you can retain the building over a long period of time.

It seems to me that this nerf will not quite accomplish anything real as with most of blizzards changes. The PF will be weaker but this won't prevent terrans from throwing excess money into PF's in the middle of the map. Instead it will remove the nuance of picking PF or OC for normal expansions because it will always only really be worth getting the OC.

So the game is dumbed down yet again.
War does not determine who is right - only who is left.
Teddyman
Profile Joined October 2008
Finland362 Posts
September 22 2010 00:02 GMT
#223
This is the splash radius:

[image loading]

As you can see, it's not going to hit the SCVs that are on a mineral patch. It probably takes a single ultra 20 seconds to kill all the workers mining if the other player doesn't react at all.
"Chess is a dead game" -Bobby Fischer 2004
crms
Profile Joined February 2010
United States11933 Posts
September 22 2010 00:02 GMT
#224
thank god a PF isn't immune anymore.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
WniO
Profile Blog Joined April 2010
United States2706 Posts
September 22 2010 00:02 GMT
#225
theres mutalisks killing the scvs which are already in the red as well. this is somewhat fake.
Jonoman92
Profile Blog Joined September 2006
United States9110 Posts
September 22 2010 00:02 GMT
#226
That looks pretty retarded if that's how it'll actually be. Scvs way far away were dying...
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
September 22 2010 00:02 GMT
#227
what this means is for any race if an ultra is attacking any building get the HELL away from it because your melee unit is going to get owned as its running around the building to get in melee range... i like the ultra splash but i'm 100% confident that this was mis intended and will be hotfixed to what it was intended to be the splash radius is just too huge
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-09-22 00:03:19
September 22 2010 00:02 GMT
#228
Guys does this mean that if a Siege Tank shoots a main building it does the same thing that this ultra is doing?? Is it possible this has been in the game ever since beta and no one noticed?
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Rahlekk
Profile Joined September 2010
United States107 Posts
September 22 2010 00:02 GMT
#229
I think I'll use Ultralisks a lot more now. :D
viel gluck TLO ^^ | 행운을 빌어요 BoxeR
Kare
Profile Joined March 2009
Norway786 Posts
September 22 2010 00:02 GMT
#230
This is obviously a bug, if not, im outta sc2
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 22 2010 00:02 GMT
#231
On September 22 2010 08:56 SpaceYeti wrote:
And no, Terrans should be able to repair a factory/barracks/starport/CC/whatnot that's being attacked from the other side without it meaning SCV death in 1.5 seconds.

They can. Except against one expensive unit. What's the problem with that? Blizzard clearly want Ultras to be good at chomping up a base, they said as much.

I agree that repair is absurdly strong at the moment, but the answer is nerfing repair rates, not making Ultra's damage everything is a radius 5-6x the size of the ultra itself. And what, might I ask, Protoss players supposed to do against mass repair PF?

Storm does fine. Not everyone has to deal with them identically well.

No, this is definitely going to be patched.

Why? Other than it looking kinda odd there's no reason whatsoever to think it will be.
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 22 2010 00:03 GMT
#232
On September 22 2010 09:01 clusen wrote:
Show nested quote +
On September 22 2010 09:00 yoplate wrote:
I think this so called "bug" will help late game zerg, as the attack priority on SCVs is ridiculously low. Now expansions are snipable as zerg even if it has a PF.

If you lower the range of the splash to 1 or something that only repairing SCVs get hit it helps aswell, doesn't it?

That screws the ultra against smaller units then, like marines. I hope they fix it but in such as way that doesn't gimp the ultra against other units.
Behavior is a function of its consequences.
Navious
Profile Joined September 2010
Canada4 Posts
September 22 2010 00:03 GMT
#233
That's awsome >
Watch out, I'm gonna be a pro before you know it! you think I'm joking don't you...
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
September 22 2010 00:03 GMT
#234
To all the people who are claiming that the pf only costs 150/150, that is not exact, it is also a trade-off, as you lose mules and scan, hence why it is more powerful than a 150 cannon from protoss or a 100 mineral spine-crawler. Also the design of this splash damage just feels unnatural.
Moderator
tacrats
Profile Joined July 2010
476 Posts
Last Edited: 2010-09-22 00:04:26
September 22 2010 00:03 GMT
#235
`only reason people are complaining is because it "looks" dumb. But in reality its the perfect fix for the mass repair on PF issue. require 3 of the highest tiered zerg units to kill a PF and scvs, with no T army around? Sounds perfectly reasonable to me. Much more reasonable than scvs surrounding the PF and all attacking units get raped hilariously.

what looks more dumb? 20 scvs and a PF owning a whole zerg army or ultralisks cleaving scvs that repair it? hmmm
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-22 00:29:06
September 22 2010 00:04 GMT
#236
1 zergling kills 1 PF too, not a big deal. And wow how long it took people to fully realize the preliminary announcement meant huge ultra buff. Now, off to killing fields of supply depots, warpgates next to each other etc. If you aim well, you can hit 2-3 buildings at once.

Yes, ultra heaven baby. Tanks are weaker now, but Terrans still need to make them, because of the ultras etc. Joy for the Zerg! The patch has come! Ta-ta-ta..

edit: Of course, this particular AoE behavior will be fixed. It's just not how the attack is supposed to work. It should be a circle that affects the target and anything within it, not a circle starting from the target; and even less, adding the target radius to the AoE radius. Sloppy implementation. If they leave it, then imagine how this affects multiple buildings. Two CC/PF/OC next to each other? Man, just one ultra can then deal more damage than a nuke. It will be fixed.
If you stand next to my head, you can hear the ocean. - Day[9]
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2010-09-22 00:09:47
September 22 2010 00:04 GMT
#237
How can this not be a bug, the Ultra's aren't even close to the scv's but they all die in seconds. I think it's another miscalculation in splash range.

It looks like it calculates damage from one Ultra hitting the PF and applies the splash area in a circle around the PF. Clearly fualty programming if it's even real ... did someon try this out?
I think esports is pretty nice.
Antares777
Profile Joined June 2010
United States1971 Posts
September 22 2010 00:04 GMT
#238
On September 22 2010 07:47 Seam wrote:
Indeed.

I knew that the splash would buff Ultras vs buildings, but holy shit lol.

Edit: OMG ZERGLING ICON I HAS!



Ultra > anything on the ground.

Literally. This is a good thing for Zerg.

...I don't have the zergling icon...
clusen
Profile Joined May 2010
Germany8702 Posts
September 22 2010 00:04 GMT
#239
On September 22 2010 09:03 SpaceYeti wrote:
That screws the ultra against smaller units then, like marines. I hope they fix it but in such as way that doesn't gimp the ultra against other units.

That's why I said earlier that Ultras will most likely get a new attack vs buildings, it would fix both. Sorry I didn't include it on the other post, this thread gets filled fast and many posts overlooked I guess.
BeefAvenger
Profile Joined July 2010
Canada54 Posts
September 22 2010 00:05 GMT
#240
How can so many people think this is intended and should stay?

balance talk aside, it doesn't make any sense
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