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Ultras vs Repaired PF - Page 2

Forum Index > SC2 General
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CruelZeratul
Profile Joined May 2010
Germany4588 Posts
Last Edited: 2010-09-21 22:49:42
September 21 2010 22:49 GMT
#21
Does this work with Thors who are getting repaired, too?
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
September 21 2010 22:49 GMT
#22
hm that definitely doesn't look right. SCVs on the complete opposite side of the CC where the ultra is attacking shouldn't be getting damaged?
next week on Everybody Loves HypnoToad:
jdreamer
Profile Joined August 2010
Australia296 Posts
September 21 2010 22:49 GMT
#23
This is just so wrong.
My life for Aiur!
Al Bundy
Profile Joined April 2010
7257 Posts
Last Edited: 2010-09-21 22:51:13
September 21 2010 22:49 GMT
#24
I'm sure that Blizzard have made tests involving 1.1 ultras vs. repaired PF before releasing this patch and therefore it's safe to assume that's it is working as intended.
o choro é livre
universalwill
Profile Blog Joined August 2010
United States654 Posts
September 21 2010 22:50 GMT
#25
good. it was completely unreasonable that a planetary fortress being repaired by scvs could literally never die.

this will certainly be fixed, but in a world where blizzard was actually sincere in its desire to nerf terran, it wouldn't.
Seam
Profile Blog Joined April 2010
United States1093 Posts
September 21 2010 22:50 GMT
#26
On September 22 2010 07:49 CruelZeratul wrote:
Does this work with Thors who are getting repaired, too?


Always has.
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
Chronopolis
Profile Joined April 2009
Canada1484 Posts
September 21 2010 22:50 GMT
#27
Wow that is pretty sick, but if you think about it, a unrepaired PF does perfectely reasonable damage before it dies.
-vVvTitan-
Profile Joined August 2010
United States473 Posts
September 21 2010 22:50 GMT
#28
OMFG LOLOLOLOLOLOOLLOLOLOLOLOL. so glad I play zerg. (Zerg was already stronger than terran mid/late previously... now this is just gonna be rofl)
vVv.Titan @ vVv-Gaming.com
Toadily
Profile Blog Joined April 2010
United States837 Posts
September 21 2010 22:50 GMT
#29
there was one hero scv being healed by the medivac that lived til the end! xD
MannerKiss
Profile Joined June 2003
United States2398 Posts
September 21 2010 22:50 GMT
#30
If this is how it always works it seems a bit odd to me that blizz had this chance on the books for a whole month and never tested this. Its obviously not supposed to work like this, where the ultras are killing scvs on the OTHER side of the CC. Hopefully they fix it so that they just hit all the scvs in range like it should be.
I want an igloo.
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
September 21 2010 22:51 GMT
#31
I so approve this. This will help zerg alot!
SpaceYeti
Profile Joined June 2010
United States723 Posts
September 21 2010 22:51 GMT
#32
This is definitely not intended; if you ask me this will be bugfixed quickly.
Behavior is a function of its consequences.
MindRush
Profile Joined April 2010
Romania916 Posts
September 21 2010 22:52 GMT
#33
looks like 1.1.1 emergency patch needed
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
knyttym
Profile Blog Joined December 2006
United States5797 Posts
September 21 2010 22:52 GMT
#34
Wow it's like a joke now. Its kind of like the phoenix vs mutalisk complaint that resulted in "moving shot".
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 21 2010 22:52 GMT
#35
On September 22 2010 07:48 Seam wrote:
Show nested quote +
On September 22 2010 07:47 tetramaster wrote:
Uh holy crap, what the heck is up with that splash? I thought ultralisk range was 1, but hitting the SCVs in the back is like what, 5 range?


It does the size of the target(In this case the PF), and then +2 range outside of said target.


This is great info

It's not that ultras have massive range, it's just their AoE range is based on the building size now.

I like this :D
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
September 21 2010 22:52 GMT
#36
They should splash scvs that are close to the ultra itself. Not MAGICALLY do 360 degree nuke range splash. It's probably a bug, and if it's not, it's the most retarded change ever.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Rea
Profile Joined June 2010
Germany88 Posts
September 21 2010 22:53 GMT
#37
is it the same with archons/tanks splash or just with ultras cleave?
(`.*(C=(`.´Q)
geno
Profile Blog Joined October 2007
United States1404 Posts
September 21 2010 22:53 GMT
#38
This is pretty awesome even if the splash doesn't line up to well with the animation. Looking forward to seeing PFs actually die.
Torment
Profile Joined August 2010
United States121 Posts
Last Edited: 2010-09-21 22:55:02
September 21 2010 22:53 GMT
#39
lets say there were two buildings constructed adjacent to said PF, would they take splash damage if they were "touching" the PF as well?

Edit: at work and can't test it myself, would be nice to use the splash on ultras to break walls by doing damage to multiple adjacent buildings at once.
www.djcracka.com ---trance/house/dnb/breaks/progressive live sets and original tracks by me, for you.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
September 21 2010 22:53 GMT
#40
Wow that is pretty sick, but if you think about it, a unrepaired PF does perfectely reasonable damage before it dies.
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