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Ultras vs Repaired PF - Page 35

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FuryX
Profile Joined April 2010
Australia495 Posts
September 22 2010 11:23 GMT
#681
at the sametime...siege tanks still do 100% splash dmg to near by targets....so it's basically the same..only difference is...this looks strange doing it
papaz
Profile Joined December 2009
Sweden4149 Posts
September 22 2010 11:24 GMT
#682
On September 22 2010 19:55 Grond wrote:
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.






From what I read from the blue posts it suggest it is not the way it should be and it will be fixed.

Specially if you keep reading the posts in bnet.
csfield
Profile Joined October 2008
United States206 Posts
September 22 2010 11:24 GMT
#683
someone should make a video showing a bunch of scvs trying to repair a bunker being attacked by a group of lurkers
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
Cade)Flayer
Profile Joined March 2010
United Kingdom279 Posts
September 22 2010 11:33 GMT
#684
People looking at this video and just talking about how Ultras vs PForts is now balanced are missing the point. Against a PFort it might be ok that splash works like this but giving Ultras something like 4-7 range splash vs any unit or building they are attack all the way around is pretty freaking insane!
That boys a monster
kthrss
Profile Joined September 2010
Norway41 Posts
September 22 2010 11:34 GMT
#685
A protoss expansion being attacked by enemy forces either needs cannon defense or backup from troops to survive (or both), you also need to pull your probes away so they don't get wiped out.

A zerg expansion being attacked by enemy forces either needs spore/spinecrawler defense or backup from troops to survive (or both), you also need to pull your drones away so they don't get wiped out.

A terran PF expansion being attacked by enemy forces doesn't really need bunkers (perhaps missile turrets if there's an air attack), or that many (if any at all, depending on the size of the attacking force) troops to back it up. You don't need to move your SCV's anywhere, just set them to autorepair and the PF melts everything or a large chunk of the enemy force before going down. You'll not even lose that many SCV's, and even if you do, your PF is still strong without repairs and may survive without repairs for long enough. If all your SCV's die, you can quickly replace them with mules, it's still a relatively cheap price to pay considering how you voluntarily chose to keep your SCV's in the line of fire to repair.

Note how the cost of expo defence differs between races, as well as how defence effectiveness differs. Protoss cannons cost 150 minerals, zerg spinecrawlers cost 100 and sporecrawlers cost 75 minerals. Cannons and crawlers are relatively weak, cost quite a lot of minerals, and only have the advantage that they may attack air and do not cost gas. To make an expo defense equivalent to a PF for Protoss and Zerg, you need plenty of crawlers and cannons. Seldom do expos defended by these buildings survive for long against reasonable enemy numbers without backup from troops. A PF should naturally be stronger because it also costs 150 gas (and gas being a more 'expensive' resource), but that the building can survive completely on its own in many cases without proper backup and only SCV's repairing does make it rather over the top. But I'm prepared to say Terrans should have some advantages with their mechanics. A PF is strong, should be repairable, but should also stay within reasonable limits in regard to its cost and survival ability.

This video shows one unit in the game, a T3 zerg unit, attacking a PF and destroying all the SCV's with splash, and people say it's a bug or OP. Please open your eyes. How often do zerg players field ultras on average? Lets say 2 out of 10 ZvT's sees ultras appearing on the field. How often to ultras get to casually run up to a PF and attack it with only the PF attacking back? Even fewer times than that (depending on your troop positioning, and ability to react and anticipate attacks on your expos). If you think this is OP, you're not exactly thinking creatively nor constructively. As a terran, you have the OPTION of making the expo an Orbital Command instead. If it's an OC, you can just lift it off, run the SCV's away, and your army has time to respond. By making the PF you're sacrificing potential mules, scans and the ability to lift off for a powerful static ground defence for a relatively cheap price. This choice at the moment doesn't hurt too much for terrans, it's worth it to prevent casual harrassment, and you get to relax a bit more knowing you have a PF expansion (especially since you can repair it very well with your gatherers who are going to be near it at all times anyway). With this Ultralisk mechanic in place, the terran player has to be on his or her toes if zerg players get ultras out, instead of being to chill and let their PF+SCV's be a cushion for them as is in most other situations. But it's still nothing to freak out about. If a zerg does a Ultra drop on your PF (many T's tend to build turrets at expos against zergs anyway, I suspect even more will do so now), AND succeeds - because remember, you can kill the overlord before it drops. With one or two ultras, he won't kill the PF fast enough (unless you're incredibly slow, don't have anything but the PF defending, or if he has more than two ultras or numerous upgrades - note that this implies a LONG lasting game, which is uncommon) before your army can provide backup - even without repairs. So yes, you actually don't repair your PF, you run your SCV's away, like Protoss and Zerg already have to do almost every time an expansion is under attack. Problem solved, your PF probably won't die, your SCV's are safe and can return to repair the building once the attack has been neutralised.

I see this change as a welcome one, it gives late game zerg a tool against PF expansions, a tool that is useful but will most likely not be used in every game (because not every game has ultras, not every game allows ultras to run freely around the place, and not every game allows a casual ovie drop - like if you have turrets or plenty of air control - as terrans often have). I really do not see how this change is so hard to live with. It does change quite a few important things for terran defence, and for zerg attacks. But it's still a relatively uncommon scenario, that you only need to work a little harder to prevent now, and work around. I do agree that the splash range from the building and outward may be a little to large, but other than that I don't see a problem with it at all.

I won't bother stating the already mentioned obvious facts of the cost of 3 ultras versus the cost of a PF + SCV's. But this isn't just simple rock, paper, scissors, as we all know.

My first post on these forums turned out quite long!

Cheers
"Go ahead, make my day.."
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
September 22 2010 11:34 GMT
#686
Finally a reliable way of killing a PF
FlashDave.999 aka Star
csfield
Profile Joined October 2008
United States206 Posts
September 22 2010 11:38 GMT
#687
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.
Protip: Good terran players will avoid getting a PF. It is a defeat in itself to have to build a PF at an expansion.


Protip: You can have an OC at every mining base and still have PFs. An OC on the other side of the map can call down mules at your PF.
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
magha
Profile Joined March 2010
Netherlands427 Posts
September 22 2010 11:40 GMT
#688
I like this change, but it just looks so unrealistic, I guess that's not important, but still..
Dont-Panic
Profile Blog Joined July 2010
Germany567 Posts
September 22 2010 11:41 GMT
#689
While I completly agree that the spash radius is too big it is still amusing how many terrans can't believe that their expansion is being destroyed if there is no army to defend it :-)

Imo the reason for this change is that Ultras should be the solution to turtling T and P. It is very hard to beat them if they hide their mainly ranged army behind a wall of buildings with the AI that tells the Z units to run around this wall like complete morons if you a-move. That means you have to target every structure on its own with a swarm of melee units while Tanks Marauders Marines Colossi Stalker etc. are ripping your army apart. Now if you have some Ultras attacking 2 or 3 buildings at the front it will be a lot easier to break through these defenses and I am sure that the splash works as intended for this scenario.
Cade)Flayer
Profile Joined March 2010
United Kingdom279 Posts
September 22 2010 11:41 GMT
#690
Zerg players are very fond of talking about the opportunity cost of losing the Drone when building, well how about you consider the opportunity cost of a PFort? Not only does it cost 150/150 but on top of that you are losing 270 minerals immediately due to a lack of MULE and 270 minerals every time an OC would have got a MULE. The cost of a PFort is massive. OC costs 150 minerals same as a PFort but it's still 150 vespene plus MULE loss.
That boys a monster
csfield
Profile Joined October 2008
United States206 Posts
Last Edited: 2010-09-22 11:49:48
September 22 2010 11:49 GMT
#691
On September 22 2010 10:27 VanGarde wrote:
Show nested quote +
On September 22 2010 10:14 Devlin wrote:
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?


and you could have built more OCs instead of barracks and factories

that's irrelevant

If you want you could have 3 OCs and 3 PFs on one base. A PF doesn't have an OC as a cost since you can build as many command centers as you have resources to build. Your math and logic is absurd.

I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
csfield
Profile Joined October 2008
United States206 Posts
September 22 2010 11:54 GMT
#692
On September 22 2010 20:41 Cade)Flayer wrote:
Zerg players are very fond of talking about the opportunity cost of losing the Drone when building, well how about you consider the opportunity cost of a PFort? Not only does it cost 150/150 but on top of that you are losing 270 minerals immediately due to a lack of MULE and 270 minerals every time an OC would have got a MULE. The cost of a PFort is massive. OC costs 150 minerals same as a PFort but it's still 150 vespene plus MULE loss.


um, zerg players only say that to mock the ridiculous argument you're making

no one says it seriously

a zerg building costs a drone, not whatever a drone could have done (hint: we make another drone afterwards)

a PF costs a command center and the cost of the upgrade, not the income that an OC could generate over a game (hint: you can make another CC and upgrade it to an OC if you want)
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
azzu
Profile Joined August 2010
Germany141 Posts
September 22 2010 11:59 GMT
#693
well let's say corruptors could morph into a unit that brings 5 minerals every second. that means in a longer game this unit may bring 1000 minerals!!! clearly the broodlord should defeat 30+ food armies without the fear of being destroyed, since the zerg player is losing so much not building the other unit.

I don't get what the terrans are now whining about, oh damn they do not have an unkillable expansion against ultralisks, which doesn't really matter. You don't buy a PF to be late-game unit proof, you buy it to be proof of mid-game harass, and this mostly happens with zerglings, roaches, banelings, t1-t2 units.
So your PF still hasn't lost its value.
Samurai-
Profile Joined May 2008
Slovenia2035 Posts
September 22 2010 11:59 GMT
#694
it just shows how much internal testing blizzard does, zero. It was the same with wow, pathetic..
One ring, to rule them all!
csfield
Profile Joined October 2008
United States206 Posts
September 22 2010 12:04 GMT
#695
On September 22 2010 12:34 DooMDash wrote:
Show nested quote +
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?


it costs 300 minerals plus all the gas and minerals a drone could have mined as long as the game lasts
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
Bosko
Profile Joined February 2010
United States155 Posts
September 22 2010 12:04 GMT
#696
What I don't understand is this is one of the things they mentioned forever ago...
Pekkz
Profile Joined June 2009
Norway1505 Posts
September 22 2010 12:16 GMT
#697
The terrans complaining should just think about what they can do to counter this again.

1. You can make supply depots or bunkers around your PF to make the area of attack smaller.
2. You can actually RUN YOUR SCV away, like zerg and protoss has to.
3. You can support the expo by having units close by. God forbit you should have to defend your bases with units.

The aoe may be a little to large, but it should still kill every scv trying to repair pretty much instantly.

barnaby
Profile Joined May 2010
United States18 Posts
September 22 2010 12:20 GMT
#698
I agree. I'd like to just emphasize the fact that the other 2 races have to actually DEFEND their 3rd and 4th expansions especially verse a high number of TIER 3 units. I guess this is kind of hard to understand seeing as how Terran TIER 1 only needs about 4 marauders to stim snipe a hatchery or nexus......
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
September 22 2010 12:22 GMT
#699
OR they can buy the damn bunker capacity upgrade load 15 SCVS into the planetary fortress and use the damn bunker repair bug to reapir with 15 scvs from inside?
Blackalpha
Profile Joined June 2010
United Kingdom80 Posts
September 22 2010 12:27 GMT
#700
theoretically would it be possible to make 2 hatches outside your main and attack them with your ultras to kill very close units? while using the buildings as a choke yourself? or would it only splash on to allied units?
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