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Active: 2024 users

Ultras vs Repaired PF - Page 34

Forum Index > SC2 General
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dbddbddb
Profile Joined April 2010
Singapore969 Posts
September 22 2010 10:40 GMT
#661
Holy shit... this has got to be fixed asap I know zerg is UP but......
csfield
Profile Joined October 2008
United States206 Posts
September 22 2010 10:41 GMT
#662
On September 22 2010 08:40 hoopaholik91 wrote:
This is pretty ridiculous. I mean I understand that ultras are the counter to planetary fortresses, and I don't mind the fact that they can nullify them. The problem I see is an ultralisk drop onto a CC or Nexus. One ultralisk will be able to hit 30 scvs at once unless the player can pull off the SCV's in a fraction of a second before it hits. Really crazy in my opinion.


I know. That would be almost as crazy as dropping pre-igniter hellions on a mineral line.
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
Leopoldshark
Profile Joined September 2010
United States176 Posts
Last Edited: 2010-09-22 10:45:46
September 22 2010 10:43 GMT
#663
It is true that Ultra drops on a PF-less Command Center/Hatchery/Nexus can be pretty deadly now. On the other hand, make the Overlord carry the Ultralisk like a Medivac carries a Thor and I will be happy.

Ultras still aren't very effective vs. units considering the amount of tech required and cost/time. I would still like them to get more use, just not to abuse a bug.
hdkhang
Profile Joined August 2010
Australia183 Posts
September 22 2010 10:44 GMT
#664
On September 22 2010 18:16 NicksonReyes wrote:
I'm a terran yet I approve this change(if this isn't a bug) but the only problem is how that makes much sense(for a military science fiction game) for a unit without psionic powers to kill something physically without reaching it.


How does an SCV repair air units without actually being able to reach it? How do they repair flying buildings without being able to reach it? How do they build a building from within a bunker?
KiiroFOD
Profile Joined September 2010
1 Post
September 22 2010 10:44 GMT
#665
I agree with kickinhead completely. Playing a lot of terran vs X and zerg vs X, I can see the aoe damage from both sides, but to patch over this "bug?" I don't agree with. The PF does a lot of damage repaired or not, and having an alternative route then blings would be nice.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 22 2010 10:45 GMT
#666
On September 22 2010 19:39 Umpteen wrote:
Show nested quote +
On September 22 2010 09:02 VanGarde wrote:
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


I wouldn't be so quick to call others shortsighted, you know.

After all, you can build OC's anywhere. There's absolutely nothing to stop you putting a PF at an expansion [iand building an extra OC somewhere safe to call more mules down at that expansion. Since you get supply from the OC as well as mules/scan, it's pretty good value.
[/i]

I've actually been thinking about that and I guess we'll see lots more OC's at the minerals or somewhere safe and just a PF near it to just be there for the static defense. It's actually easily worth the minerals, cuz the 550 minerals cost of the OC are returned with just 2 mules! AND you get supply and can pump out SCV's faster for it as well. So Terran can basically plant OC's everywhere and get their minerals back within minutes, which will greatly improve the Terrans eco and allow him to just put PF's everywhere they need to have incredibly strong static defense.
https://soundcloud.com/thesamplethief
Xapti
Profile Joined April 2010
Canada2473 Posts
September 22 2010 10:45 GMT
#667
On September 22 2010 19:29 Manifesto7 wrote:
Show nested quote +
On September 22 2010 19:27 Xapti wrote:
On September 22 2010 19:08 TheFinalWord wrote:
It is a bug... blizzard has already said so.
Post a source. From all the Official forums I've seen, I have not heard any mention of this. Don't say things if you don't know they are true, but if the are, help people understand that they are with proof.


http://us.battle.net/sc2/en/forum/topic/628239981?page=1#2

It really helps if you read the thread.

Nowhere in that message was it called a bug.
It's important to use proper terminology. My whole point is they they wouldn't call something like this a bug, as I mentioned in one of my previous posts.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
hdkhang
Profile Joined August 2010
Australia183 Posts
September 22 2010 10:45 GMT
#668
On September 22 2010 19:29 Manifesto7 wrote:
Show nested quote +
On September 22 2010 19:27 Xapti wrote:
On September 22 2010 19:08 TheFinalWord wrote:
It is a bug... blizzard has already said so.
Post a source. From all the Official forums I've seen, I have not heard any mention of this. Don't say things if you don't know they are true, but if the are, help people understand that they are with proof.


http://us.battle.net/sc2/en/forum/topic/628239981?page=1#2

It really helps if you read the thread.


Actually, it is stated as an "issue" and not a bug. There is a difference. The damage is "as intended" based on what the change entailed... the reason it is an issue is that the change makes large radius buildings/units a liability. I mean they already reduced Thor size once which reduced the effect of the Ultra's splash damage.
Mr_Kzimir
Profile Joined August 2010
France268 Posts
Last Edited: 2010-09-22 10:47:53
September 22 2010 10:47 GMT
#669
Good Luck finishing brutal campaign btw
"Infantry , it's all about it"
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
Last Edited: 2010-09-22 10:48:51
September 22 2010 10:48 GMT
#670
Needs patching right away

Edit: On the other hand, I guess it's only fair KARMA!!
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
alkampfer
Profile Joined May 2010
116 Posts
September 22 2010 10:51 GMT
#671
so they worked one month on this patch and they didn't figure out this bug ??? this is ridicolous... they are not working very well... what are they doing ?? Give me the game i'll balance it better than their balance teams.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-09-22 10:52:27
September 22 2010 10:51 GMT
#672
On September 22 2010 19:48 Jenslyn87 wrote:
Needs patching right away

Edit: On the other hand, I guess it's only fair KARMA!!


Yeah, patch it RIGHT AWAY in 2 months....

PF's are ridiculously OP and Zerg didn't have any options killing it without using up a ridiculous amount of Minerals/Gas and sac tons of Banelings into it or going Air and hoping that Terran was stupid enough not to have a proper counter rdy.

This is definitely not an urgent matter to be patched, especially after that joke-patch, that doesn't really help Zerg in TvZ.

I guess the only thing Zerg can hope for to have better chances in the MU's is if Blizzard F's up and makes little mistakes like that...
https://soundcloud.com/thesamplethief
Defrag
Profile Joined February 2010
Poland414 Posts
September 22 2010 10:53 GMT
#673
Maybe when they are fixing Ultra splash dmg then can finally fix the pathing -_-
Grond
Profile Blog Joined June 2010
599 Posts
September 22 2010 10:55 GMT
#674
This probably won't do any good because people aren't reading the thread

http://us.battle.net/sc2/en/forum/topic/627980105

Hello Naraka,
We are currently aware of this issue and hope to have it resolved in a future patch.
Beware of Ultras!! :p


http://us.battle.net/sc2/en/forum/topic/628239981

We are aware of the issue BlitzKrieg, and hope to have it resolved in the future. We apologize for any inconvenience or frustration this may have caused you.
In the meantime ... fear the Ultra!


It's not a bug, it's the normal attack being used instead of the Ram attack which was removed.

From the Situation report:
http://us.battle.net/sc2/en/blog/692221
The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.


It's working exactly how it is supposed to. The Blue posts suggest that it was a larger buff than they intended.




hdkhang
Profile Joined August 2010
Australia183 Posts
September 22 2010 10:57 GMT
#675
On September 22 2010 19:45 kickinhead wrote:
Show nested quote +
On September 22 2010 19:39 Umpteen wrote:
On September 22 2010 09:02 VanGarde wrote:
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


I wouldn't be so quick to call others shortsighted, you know.

After all, you can build OC's anywhere. There's absolutely nothing to stop you putting a PF at an expansion [iand building an extra OC somewhere safe to call more mules down at that expansion. Since you get supply from the OC as well as mules/scan, it's pretty good value.


I've actually been thinking about that and I guess we'll see lots more OC's at the minerals or somewhere safe and just a PF near it to just be there for the static defense. It's actually easily worth the minerals, cuz the 550 minerals cost of the OC are returned with just 2 mules! AND you get supply and can pump out SCV's faster for it as well. So Terran can basically plant OC's everywhere and get their minerals back within minutes, which will greatly improve the Terrans eco and allow him to just put PF's everywhere they need to have incredibly strong static defense.
[/i]

The cost
It's ridiculous that a static Defense can be so powerful and yet be so cost effective.

Supply depot --> 8 supply for 100, or 12.5 minerals per supply.

Planetary fortress --> 550/150 for 11 supply (12.5*11 = 137.5) means the additionaly cost is really just about 400/150.

Lets take the usual gas = 2 minerals. So total cost is 700 resources.

Which would you rather have, 4-5 spine crawlers or a planetary fortress?

@VanGarde
You can't claim that something costs the lost opportunity of potential resources otherwise every damned zerg unit --> unit cost + 1 resource / second due to loss of larvae not being used for drones throughout a game.
csfield
Profile Joined October 2008
United States206 Posts
September 22 2010 11:07 GMT
#676
On September 22 2010 09:02 VanGarde wrote: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.

The longer a PF is up the more expensive it gets. So when you are getting a PF you pretty much have to determine if it is worth the ridiculous amount of lost income to get that extra defense. Now previously this has been the case for bases that are likely to come under a lot of attack because the fact that you can repair your PF means that the cost effectivity remains pretty balanced. Yes you loose income all the time over a long period of time but the repairability also means that you can retain the building over a long period of time.


Shortsighted people like to point out that a spawning pool costs 200 minerals. It doesn't. It costs that PLUS 39-45 minerals every minute. The longer a spawning pool is up the more expensive it gets. Even worse, this applies to all zerg buildings. So in the midgame if I have a spawning pool, 4 hatcheries, a spire, 2 evolution chambers, a baneling nest, a roach warren, 4 spine crawlers, and 6 extractors, I basically need to dedicate an entire mining base just to mintaining the opportunity cost of my buildings. If I run out of resources, I won't even have a way to pay for that.
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
Yenticha
Profile Joined July 2010
257 Posts
September 22 2010 11:08 GMT
#677
It's really funny to see all the hate generated by this. I mean, this "incredibly imba bug OP QQ Ultras" thing result is:
ultras vs PF = equal cost fight (roughly), unless Terran is unaware of this patch and tries to repair.

So, balance wise, this "bug" is completely ok.

However, I do think this looks retarded. So, they should fix it, but buff the AI or pathfinding of ultras at the same time..
The Touch
Profile Joined September 2010
United Kingdom667 Posts
Last Edited: 2010-09-22 11:17:08
September 22 2010 11:10 GMT
#678
Speaking as a low-level terran scrub, I think that video in the OP looked fantastic. It's great that a unit can change a game quickly. Banelings, siege tanks and DTs were the same in a way, in that you can lose a hell of a lot of important stuff very quickly.

The risk of having a planetary fortress (or any CC/OC) taken out so quickly by a few ultralisks makes troop deployment decisions especially relevant, and should dissuade us terrans from turtling too much in one place. Either that or suiciding some banshees to kill off the ultralisk cavern. Either way it's aggressive.
You Got The Touch
SkyDiDeLY
Profile Joined August 2010
Netherlands51 Posts
September 22 2010 11:16 GMT
#679
On September 22 2010 18:59 Pulimuli wrote:
Ultras has always raped PF with or without SCV's repairing it

Even without this "glitch" Ultras would still take down a fortress in a matter of seconds


Actually, I believe this isnt true at all.. Ultras had a hard time taking down a PF with SCV's repairing it from the other side.. you had to micro your way through the scvs and other units and around the PF so you could get good splash damage on the scv's, and after that you could start beating the PF because otherwise the scvs would repair the PF faster than the ultras could kill it.. At that point all your ultras were dead O_O
tacrats
Profile Joined July 2010
476 Posts
September 22 2010 11:18 GMT
#680
On September 22 2010 15:36 cArn- wrote:
Show nested quote +
On September 22 2010 15:18 Darkn3ss wrote:
On September 22 2010 14:30 Grond wrote:
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 turrets shouldn't be an automatic win.


/fixed!

xD

It's like protoss who loves spamming FF's. You need ultras to deal with them (sometimes even unupgraded ultras). Now you'll need Ultras to also kill PF's.

Terran can still take third and 4th relatively safely until then tho... *sighs

I think Ultras can have the "Ram" back... just scrap PF's altogether... I mean would Terrans be happy if hatcheries had an upgrade to allow them to have subterranean spines (lurkers)? And then another upgrade to give them +2 Armor and +1 range or someother shit like that??

I actually kinda like hatcheries having Plague ability along with the above mentioned spines! Oh, and maybe queen can get dark swarm at hive? XD

Now that's balance!!!


If terrans had that kind of static defense they wouldn't need PFs in the first place, so mb ppl can stop talking crap already.



Not every race needs to have everything every other race has, they are supposed to be different (sound familiar?)

terran doesnt need PFs, they have turrets and bunkers. just like how zerg doesnt have any AA till t2.

PF is just a crutch for bad players
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