I can't believe blizzard released this patch with this incredibly obvious bug included..
This is playing out all too similar to wow imbalances and bugs -- I really hope blizzard isn't going to reproduce the same untested material that it was pumping out in WoW.
In their defense, maybe this is just a really difficult bug to fix? I dunno, but how could they not have noticed this shit? All it would have taken them to do is attack a command center with an ultralisk to reproduce the bug -- apparently blizzard never ever thought that was a possibility.
On September 22 2010 12:56 ghermination wrote: Awesome, finally those gay PF are killable. Now they need to give toss a way to beat them too.
You're right. Protoss has no method.
We need to think about balance changes or new units.
Perhaps some kind of ray.
Perhaps it would be flying as well, so as to negate the possibility of it dying to the PF.
Perhaps it could be related to voids, for some reason, to stay within the current protoss theme.
While we're on the subject, how about some kind of powerful ground unit. Maybe it would be able to walk over walls and have 9 range with. . . let's say a 200/200 upgrade. And maybe it could even be provided with some sort of linear splash damage to destroy repairing SCVs.
Yeah I said something similar on battle.net "I mean I love Blizzard, but this is probably something that should have been caught. I mean this is a pretty common situation, unlike something like Vortex + FF + Colossus."
On September 22 2010 12:56 ghermination wrote: Awesome, finally those gay PF are killable. Now they need to give toss a way to beat them too.
You're right. Protoss has no method.
We need to think about balance changes or new units.
Perhaps some kind of ray.
Perhaps it would be flying as well, so as to negate the possibility of it dying to the PF.
Perhaps it could be related to voids, for some reason, to stay within the current protoss theme.
While we're on the subject, how about some kind of powerful ground unit. Maybe it would be able to walk over walls and have 9 range with. . . let's say a 200/200 upgrade. And maybe it could even be provided with some sort of linear splash damage to destroy repairing SCVs.
On September 22 2010 07:46 VirtuallyLost wrote: Wait, so the area of damage from the ultralisks splash damage depends on how close the scvs are from the command center and not the ultralisk?
The splash damage also is fully based of the type of the target, not the type of the thing getting splashed.
SCVs are taking splash as if they were armored because the building itself is armored. It's the reason I keep saying the tank nerfs do very, very little.
On September 22 2010 12:56 ghermination wrote: Awesome, finally those gay PF are killable. Now they need to give toss a way to beat them too.
You're right. Protoss has no method.
We need to think about balance changes or new units.
Perhaps some kind of ray.
Perhaps it would be flying as well, so as to negate the possibility of it dying to the PF.
Perhaps it could be related to voids, for some reason, to stay within the current protoss theme.
While we're on the subject, how about some kind of powerful ground unit. Maybe it would be able to walk over walls and have 9 range with. . . let's say a 200/200 upgrade. And maybe it could even be provided with some sort of linear splash damage to destroy repairing SCVs.
Now if only protoss had such devices...
Keep yer goofy theorycraftin' outta this here thread, partner.
Can't believe blizzard released the patch without testing this out. And I refuse to believe that none of their play tested games didn't have an ultralisk attacking some kind of building.
Yikes... that is retard strong. I hope it gets fixed and they can find some sort of happy medium.
What was it in the first place that people complained about that enabled this? People having trouble killing planetary fortresses that were being repaired?
On September 22 2010 07:46 VirtuallyLost wrote: Wait, so the area of damage from the ultralisks splash damage depends on how close the scvs are from the command center and not the ultralisk?
The splash damage also is fully based of the type of the target, not the type of the thing getting splashed.
SCVs are taking splash as if they were armored because the building itself is armored. It's the reason I keep saying the tank nerfs do very, very little.
Is this how all splash damage works? Or is this just a bug for this particular situation?
It seems really silly that tanks would calculate splash from their target rather than each individual unit. The baneling doesn't do that. Neither does the archon. I don't see why the tank would be different...
Putting the balance implications of this aside, this just looks really goofy, feels wrong, and is probably going to cause a lot of frustration, especially for newer players. I can picture one ultra coming in, attacking while someone is looking away, looking back to a gigantic wasteland of dead SCVs/probes.
On September 22 2010 13:08 junemermaid wrote: Can't believe blizzard released the patch without testing this out. And I refuse to believe that none of their play tested games didn't have an ultralisk attacking some kind of building.
This is really inexcusable.
This is exactly the same shit they did in WoW.. I can't even impress upon you how badly untested and imbalanced wow:BC was, especially in the early days. A lot of guilds quit playing, and raiders were left scratching their heads as to how they could have so badly mismanaged their game.
Im soooooooo hoping that the same shit doesn't happen to sc2, but this patch is rapidly diminishing my faith.
didn't they implement this a long time ago? Splash damage originates at the target. Doesn't splash near the ultralisks blades when the target is the PF. The origin of the splash should be the PF and everything around it should be cleaved.
My post made me sound like an idiot because i posted too early and didn't even realize it. Gotta love that I wanted to say "Now they gotta give toss a way to kill it without sacing a dozen stalkers"
Even if they fix the range bug, I hope they do add splash damage only to units immediately touching the building that's being attacked by an ultra. Would make ultras so awesome for breaking down walls and shit and PF's.
On September 22 2010 07:46 VirtuallyLost wrote: Wait, so the area of damage from the ultralisks splash damage depends on how close the scvs are from the command center and not the ultralisk?
The splash damage also is fully based of the type of the target, not the type of the thing getting splashed.
SCVs are taking splash as if they were armored because the building itself is armored. It's the reason I keep saying the tank nerfs do very, very little.
No, the SCVs are taking the normal splash damage (33% of 15 damage = 5 damage/hit). Every video shows this and I've tested it myself. Splash damage taken is based on the unit getting splashed.