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Active: 2244 users

Ultras vs Repaired PF - Page 20

Forum Index > SC2 General
Post a Reply
Prev 1 18 19 20 21 22 55 Next
Kryptonite
Profile Joined June 2010
United States155 Posts
September 22 2010 01:06 GMT
#381
omg that just made me so happy.
http://www.sc2ranks.com/us/299590/fLcKrypt
clusen
Profile Joined May 2010
Germany8702 Posts
Last Edited: 2010-09-22 01:07:08
September 22 2010 01:06 GMT
#382
On September 22 2010 10:00 VanGarde wrote:
You stop there because it is unreasonable for a PF o a game to last that long.

It is only asinine in the minds of people who do not fully grasp how the economy in Starcraft 2 works. Which is precisely why people like you should not have a say when it comes to balance issues.

Your math only works in theory. There are situations where a stable, but lower, income is worth more than a rather unstable, but theoretically higher income. For example when there is an enemy on the map that wants to harrass you and you would have to spread out too much to defend all of your expands(which can result in losing one of your expands), which is quite likely in an even game when you have more than 2 bases.

And you act as if scan does not exist lol.

Genome852
Profile Blog Joined August 2010
United States979 Posts
September 22 2010 01:06 GMT
#383
On September 22 2010 10:06 gospelwut wrote:
This clearly seems like a bug.

It's already been confirmed as one.
http://us.battle.net/sc2/en/forum/topic/627980105
GoodNewsJim
Profile Joined February 2010
United States122 Posts
September 22 2010 01:07 GMT
#384
Wow! I just came on this board to ask about the Splash of an Ultra. One ultra killed a ton of my friends SCV repairing a PF, and even killed 6 hellions that should have been out of range.

As long as I'm not confused at why that happened. Thanks for the post, I don't have to make one myself
God is real. Jesus is LORD
VanGarde
Profile Joined July 2010
Sweden755 Posts
September 22 2010 01:07 GMT
#385
On September 22 2010 10:03 JustPlay wrote:
Show nested quote +
You stop there because it is unreasonable for a PF o a game to last that long.

It is only asinine in the minds of people who do not fully grasp how the economy in Starcraft 2 works. Which is precisely why people like you should not have a say when it comes to balance issues.
If you think a PF really adds up to the price of MULE over time then every zerg building adds up to the mining rate of a drone over time.

Yes that is true, I already talked about that. The main difference is that it is built into the zerg mechanics since as you pointed out it goes for every building. It is not a choice between one building that costs a drone and one where you get the drone back.

To clarify this concept even more to the folks who do not seem to understand the difference.

Say I play two identical games on metalopolis. I get a non gold third base and in one game I get a planetary fortress at the third, while in the other game I get an orbital command at the third.

Fast forward 12 minutes from the completion of the expansion. There is a huge battle. In the game where I built an orbital command as my third I have 43 more marines than I do in the game where I built a planetary fortress as my third.
War does not determine who is right - only who is left.
Elwar
Profile Joined August 2010
953 Posts
September 22 2010 01:09 GMT
#386
They should just remove PFs, yes its a cool 'idea', but theres really no need for them to be in the game. Its a very terran specific solution to base defense where Z/P just have to 'deal with it'. Terran already has the best mechanisms to defend an expansion with repair and/or lift-off anyway.

Maybe its because Terran has no static ground defense ala cannons and spine crawlers, but bunkers and seige tanks would seemingly make up for that.
VanGarde
Profile Joined July 2010
Sweden755 Posts
September 22 2010 01:10 GMT
#387
On September 22 2010 10:06 clusen wrote:
Show nested quote +
On September 22 2010 10:00 VanGarde wrote:
You stop there because it is unreasonable for a PF o a game to last that long.

It is only asinine in the minds of people who do not fully grasp how the economy in Starcraft 2 works. Which is precisely why people like you should not have a say when it comes to balance issues.

Your math only works in theory. There are situations where a stable, but lower, income is worth more than a rather unstable, but theoretically higher income. For example when there is an enemy on the map that wants to harrass you and you would have to spread out too much to defend all of your expands(which can result in losing one of your expands), which is quite likely in an even game when you have more than 2 bases.

And you act as if scan does not exist lol.


Ofcourse, that is what I was trying to say in the first place too.. I am explaining the theory because it is essential to understand the theory of the economical impact of a planetary fortress for people to understand why it is also essential that it can be repaired during an engagement and not sniped by a handful of units.

OBVIOUSLY there are a million and one smaller factors that will mean that you don't actually get exactly that number of minerals with an OC, you will scan etc but you still have to start at the total potential income that you could have gotten with an OC over a PF.
War does not determine who is right - only who is left.
xNaquada
Profile Joined August 2010
Canada19 Posts
September 22 2010 01:10 GMT
#388
The amount of blind argumentative praise here is astonishing. There is a serious bug here when scvs as far as the mining refinery BEHIND the PF are dying to ultras hitting the front of the PF like 5-6 range away. Do ultralisks exhibit this behavior on units now too? Or is it the implementation of splash damage to buildings that are broken?

This must be a bug. Hopefully discussion can focus on such, rather than semantics, personal agendas and balance trolling.
StarDrive
Profile Joined September 2010
90 Posts
September 22 2010 01:12 GMT
#389
On September 22 2010 09:02 VanGarde wrote:
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.


By this reasoning, every time you build 4 barracks you could have built an Orbital Command and thus the actual cost is 10000 minerals 10 minutes later. And every time Zerg builds a zergling he could have built a drone so each zergling actually costs several hundred minerals 10 minutes later.
Devlin
Profile Joined August 2010
Sweden91 Posts
September 22 2010 01:14 GMT
#390
On September 22 2010 09:49 VanGarde wrote:
Show nested quote +
On September 22 2010 09:44 tacrats wrote:
On September 22 2010 09:39 VanGarde wrote:
Here are some numbers I'd like everyone to remember before you make statements about Planetary Fortress cost efficiency.

The PF costs 550 minerals and 150 gas AND 270 minerals every 87 seconds.

If you had turned your PF into an OC instead you would if you used every 50 energy on MULE had a MULE every 1 minute and 27 seconds. Lets say one and a half minute for simplicity.

So after just 3 minutes of play the PF has actually costed you 1090/150.
After 6 minutes 1630/150
After 12 minutes 2710/150

Terran player realize this added virtual cost and it is why it is a tough decision every time you decide between an OC and a PF. But reading threads like this makes me think that most zerg players might not quite grasp this.

This is why the PF HAS to be repairable. Because otherwise it is just not worth it cost for cost.


If i didnt turn my 14 drone into a pool, he could have made me 2k minerals over the course of the game!

Protip: people wouldnt get a PF if there wasnt a reason to, regardless of how expensive it is.


Yes, that is also true. The drone used to make a zerg building is lost income. Ofcourse both of you who are using this is an example are just missing the point. When you make a building from a drone you are not at a fork in the road where you choose between two options that can be weighed against each other. You HAVE to make a pool obviously and thus that logic does not apply to this example.

A correct example would be the decision between making a spine crawler and not, you loose income over time by making a spine crawler, thus it is a loss to make one, a loss that should be avoided unless absolutely necessary.

Ofcourse it is still not a very related example because the difference in scale is so far off. The income we are talking about when choosing between OC and PF are in scales way way above the cost of a spine crawler.

Protip: Good terran players will avoid getting a PF. It is a defeat in itself to have to build a PF at an expansion.


The math logic in your previous post just doesn't work. You build a Planetary Fortress. You don't build an Orbital Command. OCs don't "give" you minerals, they accelerate the income rate, therefore you don't "lose" minerals by going PF over OC.

If we go by your calculations, getting an ultralisk costs:

Hatchery: 300/0
Spawning Pool: 200/0
Lair: 150/100
Infestation Pit: 100/100
Hive: 200/150
Ultralisk Cavern: 150/200
Ultralisk: 300/200
--------------
Total: 1400/750

+ drones and larva which could be spent on more producing drones. I could go on and on here about how those drones could over time be turned into Hatcheries which would subsequently spawn more larva which would mean more Hatcheries and more larva infinitely, meaning a ton of income. But that's just silly. And that's the way you argue.

And no, you can't compare the loss of mules to the loss of drones. You have to rebuild drones. Mules are free.
"if someone puts a ling under a lifted cc the terran can no longer land and loses"
Wi)nD
Profile Joined April 2010
Canada719 Posts
September 22 2010 01:15 GMT
#391
that gotta b a bug, but still wow, good for zerg !!
Wunder
Profile Blog Joined April 2010
United Kingdom2950 Posts
September 22 2010 01:17 GMT
#392
On September 22 2010 10:12 StarDrive wrote:
Show nested quote +
On September 22 2010 09:02 VanGarde wrote:
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.


By this reasoning, every time you build 4 barracks you could have built an Orbital Command and thus the actual cost is 10000 minerals 10 minutes later. And every time Zerg builds a zergling he could have built a drone so each zergling actually costs several hundred minerals 10 minutes later.


Yup. That's not an exaggeration at all, because y'know, Barracks, Planetary Fortresses and Orbital Commands are all built from the same place, oh wait.
Writer@joonjoewong
StarDrive
Profile Joined September 2010
90 Posts
September 22 2010 01:19 GMT
#393
On September 22 2010 10:17 Wunder wrote:
Show nested quote +
On September 22 2010 10:12 StarDrive wrote:
On September 22 2010 09:02 VanGarde wrote:
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.


By this reasoning, every time you build 4 barracks you could have built an Orbital Command and thus the actual cost is 10000 minerals 10 minutes later. And every time Zerg builds a zergling he could have built a drone so each zergling actually costs several hundred minerals 10 minutes later.


Yup. That's not an exaggeration at all, because y'know, Barracks, Planetary Fortresses and Orbital Commands are all built from the same place, oh wait.



Sorry, having a tough time trying to decipher your argument. Help please?
JustPlay
Profile Joined September 2010
United States211 Posts
September 22 2010 01:20 GMT
#394
It is splashing 2.5 away from the planetary fortress' radius just like it is supposed to. It is obviously going to be nerfed by either ultras not splashing buildings or the splash mechanic in SC2 being redesigned, but either way it is 100% working exactly like ultralisks are supposed to.

On September 22 2010 10:17 Wunder wrote:
Yup. That's not an exaggeration at all, because y'know, Barracks, Planetary Fortresses and Orbital Commands are all built from the same place, oh wait.
They are all built from minerals.
MegaVolt
Profile Joined September 2010
28 Posts
September 22 2010 01:26 GMT
#395
It's pretty obvious that it is a bug but how awesome would it be if instead of fixing it (which Blizzard sadly will do for sure since it's a game mechanic that is actually favorable for Zerg and after all we simply can't have that in the game!) Blizzard would just say: "Hey, doesn't work as intended but it seems like a fun change, we will leave it in the game for a while and see how it turns out, it might actually produce some extremely interesting games!".
VanGarde
Profile Joined July 2010
Sweden755 Posts
September 22 2010 01:27 GMT
#396
On September 22 2010 10:14 Devlin wrote:
Show nested quote +
On September 22 2010 09:49 VanGarde wrote:
On September 22 2010 09:44 tacrats wrote:
On September 22 2010 09:39 VanGarde wrote:
Here are some numbers I'd like everyone to remember before you make statements about Planetary Fortress cost efficiency.

The PF costs 550 minerals and 150 gas AND 270 minerals every 87 seconds.

If you had turned your PF into an OC instead you would if you used every 50 energy on MULE had a MULE every 1 minute and 27 seconds. Lets say one and a half minute for simplicity.

So after just 3 minutes of play the PF has actually costed you 1090/150.
After 6 minutes 1630/150
After 12 minutes 2710/150

Terran player realize this added virtual cost and it is why it is a tough decision every time you decide between an OC and a PF. But reading threads like this makes me think that most zerg players might not quite grasp this.

This is why the PF HAS to be repairable. Because otherwise it is just not worth it cost for cost.


If i didnt turn my 14 drone into a pool, he could have made me 2k minerals over the course of the game!

Protip: people wouldnt get a PF if there wasnt a reason to, regardless of how expensive it is.


Yes, that is also true. The drone used to make a zerg building is lost income. Ofcourse both of you who are using this is an example are just missing the point. When you make a building from a drone you are not at a fork in the road where you choose between two options that can be weighed against each other. You HAVE to make a pool obviously and thus that logic does not apply to this example.

A correct example would be the decision between making a spine crawler and not, you loose income over time by making a spine crawler, thus it is a loss to make one, a loss that should be avoided unless absolutely necessary.

Ofcourse it is still not a very related example because the difference in scale is so far off. The income we are talking about when choosing between OC and PF are in scales way way above the cost of a spine crawler.

Protip: Good terran players will avoid getting a PF. It is a defeat in itself to have to build a PF at an expansion.


The math logic in your previous post just doesn't work. You build a Planetary Fortress. You don't build an Orbital Command. OCs don't "give" you minerals, they accelerate the income rate, therefore you don't "lose" minerals by going PF over OC.

Semantics, the MULE is a worker. SCV's, probles and drones do not "give" you minerals either. As I said before you don't "lose" minerals by having all your workers killed by a hellion drop either. But you loose income over time. Having a planetary fortress is financially as if you had and oc but never called down MULE's.

Seriously is this concept really so hard for people to grasp?
War does not determine who is right - only who is left.
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
September 22 2010 01:33 GMT
#397
Alroght, I thought I would show you all this. I wanted to test the splash, so I measured it in terms of workers. From what I saw, the splash damage is between 3 to 4w (the "w" symbolizing worker). This is not quite astounding to see such range. So it is 3-4w from the PF itself.

I wanted to test it this way since we have all seen the videos of large numbers and surround. I wanted to show with a linear line, just how many lines of workers are killed.

[image loading]

Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
Intricate
Profile Joined August 2010
Canada127 Posts
September 22 2010 01:35 GMT
#398
that is just insane... WOW, i didnt think the splash damage would be that huge...
"We all live inside of NesTea's dream" - Artosis
DamnCats
Profile Joined August 2010
United States1472 Posts
September 22 2010 01:38 GMT
#399
Knew that'd be too good to be true ;D
Disciples of a god, that neither lives nor breathes.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
Last Edited: 2010-09-22 01:42:22
September 22 2010 01:38 GMT
#400
wat the hell? that looks bugged to shit...
ultra has a range of 4? wtf..

and

On September 22 2010 10:20 JustPlay wrote:
It is splashing 2.5 away from the planetary fortress' radius just like it is supposed to. It is obviously going to be nerfed by either ultras not splashing buildings or the splash mechanic in SC2 being redesigned, but either way it is 100% working exactly like ultralisks are supposed to.


lol, are you high man? how is that working as intended? the AOE radius should start at where the ultralisk is attacking the unit and from there. not from the edges ofa PF (thus extending the range by 300% at least
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