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Active: 6764 users

Ultras vs Repaired PF - Page 36

Forum Index > SC2 General
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Supamang
Profile Joined June 2010
United States2298 Posts
September 22 2010 12:29 GMT
#701
this is just weird. it looks weird seeing a bunch of SCVs die without anything hitting near them.

Also, if the ultra was just hitting the SCVs as they mined minerals, it would hit far less wouldn't it? sounds like a bug
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
September 22 2010 12:30 GMT
#702
On September 22 2010 20:16 SkyDiDeLY wrote:
Show nested quote +
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


well im not talking about 1 ultra of course, when zerg has ultras they usually attack your PF with 4-5 of them and it evaporates in seconds ^^
Dekker
Profile Joined July 2010
Germany169 Posts
September 22 2010 12:30 GMT
#703
On September 22 2010 21:22 PrinceXizor wrote:
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?


Or we stop posting bullcrap like that and try to stop the zerg army before it hits our expo =/
raidmaster
Profile Joined July 2010
474 Posts
September 22 2010 12:32 GMT
#704
it just shows how much internal testing blizzard does, zero. It was the same with wow, pathetic..

Man, you don't have to play the game if you dislike it. Seriously? You think that their team is sitting in their armchairs after the game release, drinking coca cola and laugh at all the players who complain about balance? Oh, c'mon. I'm curious how it is, when you try to listen all the players, do your best to implement changes, and after that still receive trashtalk from guys like you.

To all in the topic:
They confirmed that this is a bug, they will fix it, no reason to speculate "what would happen if... ?"
Tdelamay
Profile Joined October 2009
Canada548 Posts
September 22 2010 12:33 GMT
#705
Don't be silly people, the radius is not meant to be so large.
If it was, then Planetary fortress would no longer be used since they would cause a greater threat to your own force than the enemy. You couldn't even defend with your army without the risk of losing it.
This road isn't leading anywhere...
JustPlay
Profile Joined September 2010
United States211 Posts
September 22 2010 12:33 GMT
#706
On September 22 2010 21:27 Blackalpha wrote:
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?
You realize splash does only 1/3 the damage, right? It's also not splashing "3-7" it's just splashing 2.5 from the unit's edge like it is supposed to. Look in the editor. Ultralisk attack hits out a certain splash radius, and then from the unit it is hitting it hits out unit radius+2.5. It's painfully obvious this is how it works from how ultralisks do against stalkers. Ultralisks murder stalkers in a completely ridiculous way.

If you were to line SCVs up around a PF it hits 2-3 thick. This is exactly what the change was supposed to do, but they are back pedaling because someone made a video showing it in the second most powerful situation possible and people are crying about it.

It will probably get changed because people are complaining about how ridiculous it is visually. But if they do change it then it will be a massive nerf to ultralisks, because without this part of their splash they will hardly splash armies at all. They could add a separate building attack with much larger splash but no unit radius+2.5 component.
zarepath
Profile Blog Joined April 2010
United States1626 Posts
September 22 2010 12:36 GMT
#707
OMGZ 1200 MINERALS AND 800 GAS WORTH OF ARMY DESTROID A PF?????

Next on the list: When Zerg has to make 800 minerals worth of speedlings to prevent 400 minerals worth of Hellions from killing more than 6 free drones.
"Your efforts you put in will never betray you." - Flash | "If I'm not good enough, I don't wanna win." - Naniwa
DarkspearTribe
Profile Joined August 2010
568 Posts
September 22 2010 12:38 GMT
#708
WHAAAAAAAAAT? lmao.
raidmaster
Profile Joined July 2010
474 Posts
Last Edited: 2010-09-22 12:41:17
September 22 2010 12:40 GMT
#709
When Zerg has to make 800 minerals worth of speedlings to prevent 400 minerals worth of Hellions from killing more than 6 free drones.


This is called "a counter". Try getting roaches/spines, might help, lol.
eazo
Profile Joined March 2008
United States530 Posts
September 22 2010 12:41 GMT
#710
woahhhhhhhhhh <--- was my reaction out loud to watching that video... those SCV's dropped like flies, that may be a tad bit on the crazy side. That splash range was hugeeee
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 22 2010 12:43 GMT
#711
On September 22 2010 21:40 raidmaster wrote:
Show nested quote +
When Zerg has to make 800 minerals worth of speedlings to prevent 400 minerals worth of Hellions from killing more than 6 free drones.


This is called "a counter". Try getting roaches/spines, might help, lol.

Just like ultra is called a counter to planetary fortress...
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
cykalu
Profile Joined July 2010
Australia30 Posts
Last Edited: 2010-09-22 12:46:20
September 22 2010 12:44 GMT
#712
On September 22 2010 21:40 raidmaster wrote:
Show nested quote +
When Zerg has to make 800 minerals worth of speedlings to prevent 400 minerals worth of Hellions from killing more than 6 free drones.


This is called "a counter". Try getting roaches/spines, might help, lol.


Which is easily "Countered" by a handful of Marauders. Does not help.

Problem with PF is the ridiculous repair mechanic.
The Repair Mechanic definitely needs to be capped/nerfed, having a bunch of SCVs repair a single thor to take down a large zerg army just doesn't make sense. Just like these new Ultralisks
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 22 2010 12:48 GMT
#713
On September 22 2010 21:33 Tdelamay wrote:
Don't be silly people, the radius is not meant to be so large.
If it was, then Planetary fortress would no longer be used since they would cause a greater threat to your own force than the enemy. You couldn't even defend with your army without the risk of losing it.


People are not saying it makes sense or it is not a bug.. they are saying they should keep the bug to help with balance >_>
raidmaster
Profile Joined July 2010
474 Posts
Last Edited: 2010-09-22 12:53:47
September 22 2010 12:48 GMT
#714
Just like ultra is called a counter to planetary fortress...


Man, it's obvious that ultras should have "splash effect". But seriously, watch the movie again - do you think that SCVs (that aren't repairing) and missile turret placed on the other side of such a huge building should be damaged? It doesn't just look silly, it is silly.

Which is easily "Countered" by a handful of Marauders. Does not help.


Well, I believe mixing different kinds of units does help.
Assirra
Profile Joined August 2010
Belgium4169 Posts
September 22 2010 12:54 GMT
#715
in case this didnt got posted before
http://us.battle.net/sc2/en/forum/topic/627980105
Its confirmed a bug.
ShadowBumble
Profile Joined September 2010
Netherlands87 Posts
Last Edited: 2010-09-22 12:54:47
September 22 2010 12:54 GMT
#716
Well i all fairness it's the Zerg they are full of bugs so why don't they want to keep this bug they use bugs all the time >=)
All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved.
Nakas
Profile Joined May 2010
United States148 Posts
September 22 2010 12:54 GMT
#717
It's pretty glaringly unrealistic. I mean, the ultras do damage to the north side of the building, and the SCVs can repair it from the south side?! That just doesn't look right at all.

But seriously, if they tone down this splash, they ought to require SCVs to repair the side that got damaged so they need to put themselves at risk of the splash in order to repair. Otherwise we just end up right back with the mass SCV repair problem.
lovewithlea
Profile Joined March 2010
168 Posts
September 22 2010 12:57 GMT
#718
i would not be surprised to see ultra splash completely removed :/
papaz
Profile Joined December 2009
Sweden4149 Posts
Last Edited: 2010-09-22 12:58:41
September 22 2010 12:58 GMT
#719
The op should really update the first post with the link to the blue confirming this as a bug. How could people even think this is "as intendend".

No matter what the current balance is of the game seeing units not even close to a building dropping like flies because of splash damage of the center of the building is just no-no as a solution to any balance problem between the races.

OP, link to the blue post confirming this as a bug:
http://us.battle.net/sc2/en/forum/topic/627980105
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 22 2010 12:58 GMT
#720
Only allow 5 SCV to repair any structure at once

Problem Solved
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