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Active: 7730 users

Ultras vs Repaired PF - Page 26

Forum Index > SC2 General
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blitzkrieger
Profile Joined September 2010
United States512 Posts
September 22 2010 04:45 GMT
#501
Wow this is seriously stupid and broken. I know Terran needs nerfs and Zerg needs help esp vs Terran but this is not only logically stupid but broken. The AoE shouldn't originate from the unit or be based on the unit's size + range. The AoE should be an area that can't change in size and originate slightly infront of the Ultra.

Does this mean when an Ultra attacks thors it does damage to the thor and +2range around it? What about colossi? This is broken. Hopefully they change it asap... but make repairing SCV's priority.
BuFFo
Profile Joined May 2010
United States24 Posts
Last Edited: 2010-09-22 05:10:37
September 22 2010 05:10 GMT
#502
Are you terran players really worried about this? Seriously?

Now you can no longer just infinite repair and kill 60 - 100 supply worth of Zerg anymore.

Kudos to Blizzard for this help in balancing TvZ.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
September 22 2010 05:16 GMT
#503
On September 22 2010 14:10 BuFFo wrote:
Are you terran players really worried about this? Seriously?

Now you can no longer just infinite repair and kill 60 - 100 supply worth of Zerg anymore.

Kudos to Blizzard for this help in balancing TvZ.


Stop trying to make everything a TvZ fight, we just think it's dumb that units magically get hit 4 hexes away from the actual attack animation because, you know, it is.
vileEchoic -- clanvile.com
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
September 22 2010 05:19 GMT
#504
holy crap, that's an insane bug. I can't believe Blizzard took this long with the patch and didn't even find this bug while play testing it. I hope they fix it soon.
Grond
Profile Blog Joined June 2010
599 Posts
Last Edited: 2010-09-22 05:25:05
September 22 2010 05:20 GMT
#505

I knew this would be true. I did a lot of tests on all splash units a while back, the AoE on the Ultra is huge but the damage is quite low, 8 with max upgrades.

Otakusan
Profile Blog Joined August 2010
United States59 Posts
September 22 2010 05:21 GMT
#506
Because Blizzard programmers thought it was a good idea to make ultra splash damage originate from their target, not the unit themselves.

Makes complete and total sense to me.
Rev0lution
Profile Blog Joined August 2007
United States1805 Posts
September 22 2010 05:24 GMT
#507
Just don't repair your PF and you won't lose your SCVs
My dealer is my best friend, and we don't even chill.
Contagious
Profile Blog Joined December 2005
United States1319 Posts
September 22 2010 05:26 GMT
#508
oh my thats kinda cool... but scary. Great way to get rid of the PF though, because that thing is the most annoying ever.. :|
chromate
Profile Joined May 2010
Canada338 Posts
September 22 2010 05:29 GMT
#509
Herp derp. Splash isn't realistic, buildings should have fuel, zerg units should need to feed, pylons should need to be powered by other pylons, marines should get paid vacation....
Grond
Profile Blog Joined June 2010
599 Posts
September 22 2010 05:30 GMT
#510
Ultras are fine, they can still be easily killed by Marauders, Tanks and Thors. Zerg needed another unit that could kill a PF. PF's and air superiority shouldn't be an automatic win.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
September 22 2010 05:31 GMT
#511
stop making planetary fortresses, problem solved

but if you're scared of 300/200 t3 units rolling an undefended expansion, make some BCs! they're much easier to tech to than ultras.

i approve of this bonus feature, although i really do wonder if it was intentional, haha.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
HydroXy
Profile Joined May 2010
United States513 Posts
September 22 2010 05:32 GMT
#512
Mod needs to edit the OP to note Blizzard's confirmation that this is a bug. People are clearly still under the impression that this is how Blizzard intends the Ultralisk splash to work.
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
September 22 2010 05:32 GMT
#513
Note for anyone late to the party who doesn't know: Blizzard already acknowledged this was a "bug" and it's gonna get a fix.
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
BookII
Profile Blog Joined July 2010
Australia400 Posts
September 22 2010 05:32 GMT
#514
On September 22 2010 08:16 crate wrote:
Other than this being horrendously unintuitive (Ultra splash hitting something that the graphics don't even suggest should be getting hurt) I don't see an immediate problem.


I agree 100% with this.

The change makes sense to balance things out. However maybe a further change to the graphics and attack animation of the ultralisk might help the damage and splash distribution make a little more sense.
mgl0x9
Profile Blog Joined April 2010
United States256 Posts
September 22 2010 05:33 GMT
#515
working as intended
Zerg Ownz your face off
alexanderzero
Profile Joined June 2008
United States659 Posts
September 22 2010 05:33 GMT
#516
The real question is, will this be fixed before the GSL RO16? It's probably unlikely, but I can't imagine many players would be happy about having all their units raped because an ultralisk attacked a nearby building and they lose the game over it.
I am a tournament organizazer.
Ghost-z
Profile Joined September 2010
United States1291 Posts
September 22 2010 05:35 GMT
#517
This is funny as hell.

But seriously this has to be design flaw in their coding logic. I'm wondering how blizzard can fix this without breaking the Ultralisk's attacks in the field. Its not as if they can just remove the splash from buildings. I would think maybe implementing the damage as an AoE spell but getting that to always target the area right in front of the Ultra would require major coding. But then again I could be wrong and it's 1 simple variable.

Either way until patch 1.1.1 terran should NOT stand next to their buildings against ultras.
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
September 22 2010 05:36 GMT
#518
On September 22 2010 07:48 Ketara wrote:
Do note that the PF still killed one Ultra and had 2 probably one hit from death.

And note the invincibility of the Marine being healed by a medivac untill 3 Ultras start attacking the PF.

Guess the PF Has to be a defensive point you can repair later on, or with a crapload of medics
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
checo
Profile Joined November 2008
Mexico1364 Posts
September 22 2010 05:37 GMT
#519
You guys kinda realise this isn't only with PF but with all buildings and that a OC will go down even faster and that even if you don't repair you will losse some svc when they come in range to return cargo??? did you guys whatc the vid??? how that ultra destroy 5 in line svcs wich 3-4 and 5 svc where so damn far...

OMG you guys just want a win no matter what right??? plz think about it it makes no sense at all
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
Zerksys
Profile Blog Joined August 2009
United States569 Posts
September 22 2010 05:37 GMT
#520
On September 22 2010 12:58 DooMDash wrote:
Show nested quote +
On September 22 2010 12:53 Nihility wrote:
On September 22 2010 12:34 DooMDash wrote:
On September 22 2010 12:33 ohN wrote:
On September 22 2010 12:08 DooMDash wrote:
On September 22 2010 11:49 Fruscainte wrote:
On September 22 2010 11:48 Fa1nT wrote:
The ONE thing that I am happy about for all this -

Cleave is RANGED slightly

This means ultras can STILL attack the fortress even if there is a wall of SCV repairing. This means if the AoE is placed in front of the ultra, SCV will still die, just not all of them.

Before, with Ram, the ultras would run in circles trying to find an opening to attack while getting blasted.


EDIT: DoomDash, I do not think this is fair or unfair. IT JUST CAME OUT TODAY. Jesus tit fucking Christ, how can you base your entire opinion on one video and less than a day of real game testing? There was a video a while back of like 5 thors taking on 35 1a'd mutalisks and everyone was having a huge hissy fit that Thors were OP. Now look at them, 35 muta's could probably take on 8-10 thors easily. It's the same shit with this, I am not throwing out the possibility that this is OP but Terran's crying imba at the first sight of something that might be great against them is just hilarious.


But Thor's always had a logical argument against them. This PF thing does not. Pretty much one ultralisk vs a PF means you better run your scvs and abandon base. It's not a intentional change, which is why it's pretty blatantly broken. There are some things you need to play out to see ( like the new tank damage for example ), and there are some things you just need a brain to realize its brokeness / wrongness.

I didn't need any actual testing to realize that vortex + ff was broken.

I wonder what zerg has to do in a one thor vs hatchery situation.

Does a hatchery cost 550/150?


Does hatchery do 40 damage? Please don't make comparisons like that, thors on LT high ground can easily take out the hatchery if the zerg had FE'd.


You obviously did not see that I was saying they aren't comparable. Of course I know they do 40 damage and they are great, I was just explaining that's because they are 550/150 vs 300 that does nothing. If a hatchery was 550/150 I would expect it to do 40 damage as well.

And that Thor example really has nothing to do with this. Are you asking for all the races to have equally equivalent everything? Because that's not SC and never has been. Plenty of other RTS's out there if that's what you want.


Get to know the zerg man seriously. Prepatch it was impossible to kill a planetary fortress unless you had an ABSOLUTELY overwhelming force. Even after that if you had scvs surrounding the fortress you had to individually with each ultralisk target the fortress to even have a chance. A fortress at 550/150 as you say should not be able to (even with scv support) take down 3 ultralisks at 900/600. The planetary fortress is intended to buy time for your army to get there to defend the expansion not become an army in itself with a mob of scvs repairing. His example was completely valid and you fail to see it because you're blinded by the fact that all you play is terran. If a thor wandered up and started attacking a hatchery what do the drones do? They run away and wait for their army to get there. This works because the game is balanced as such where the zerg have more mobility. Sure the zerg can choose to sacrifice the expansion and trade with the terran but most of the time it ends up with the terran gaining some form of an advantage or breaking even. Now terran units are slightly less mobile than zerg units therefore the planetary fortress is another option that the terran can go. However this gives the terran the option of going HEY LOOK the army is attacking my planetary fortress. I can go and take out his expansions. Now what does the zerg player do? They have to back off, no choice because even if you take down the fortress your army is severely damaged and can't match with the terran's any more.

With this new patch it makes terran's SCVs have to OMG run away and makes terran have to defend their expansions instead of leaving them there to defend themselves. And by the way most of the time PFs do their job of stalling for time for the army to get there really well.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
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