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.
Ultras vs Repaired PF - Page 26
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blitzkrieger
United States512 Posts
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. | ||
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BuFFo
United States24 Posts
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. | ||
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iEchoic
United States1776 Posts
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. | ||
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Chairman Ray
United States11903 Posts
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Grond
599 Posts
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. | ||
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Otakusan
United States59 Posts
Makes complete and total sense to me. | ||
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Rev0lution
United States1805 Posts
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Contagious
United States1319 Posts
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chromate
Canada338 Posts
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Grond
599 Posts
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danl9rm
United States3111 Posts
![]() 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. | ||
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HydroXy
United States513 Posts
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MichaelJLowell
United States610 Posts
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BookII
Australia400 Posts
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. | ||
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mgl0x9
United States256 Posts
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alexanderzero
United States659 Posts
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Ghost-z
United States1291 Posts
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. | ||
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ToastieNL
Netherlands845 Posts
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 ![]() | ||
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checo
Mexico1364 Posts
OMG you guys just want a win no matter what right??? plz think about it it makes no sense at all | ||
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Zerksys
United States569 Posts
On September 22 2010 12:58 DooMDash wrote: 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. | ||
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