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Ultras vs Repaired PF - Page 45

Forum Index > SC2 General
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dEphria
Profile Joined June 2010
76 Posts
September 22 2010 18:10 GMT
#881
On September 23 2010 02:26 Lomak wrote:
God forbid the ultra splash do the same thing that tanks and collusus can. Destroy a cc/ nexus / hatch while also skullfucking the workers/ defense with the splash.

OH NO ultra's have splash , the melee units are doing dmg now before they get destroyed completely.

If it was a terran or protoss attacking that PF then you would see the same destruction except the tanks / collosus would be alive afterwards.

All these terrans bitching that their Planetary fortress cant hold off an army of 5-6 ultra's with no other support besides being repaired are really just showing how spoiled they've let their race make them


Neither Tanks nor Colossi kill all the surrounding units when they attack a cc/nexus/hatch as their splash damage once again is center target and not starting at the edges.

And the amounts of minerals/gas used in the vid were about 1300/475 from the terran vs 1200/800 from the zerg not counting about 2500 mins worth of scvs. Given Ultras are tier3 vs terrans tier1.5-2 justifies a win but not exactly that clearly.. the biggest problem I see is having ultras attack main buildings and especially every melee unit (lings/zealots/dts,... attacking the ultras) or ranged units coming from the wrong side trying to defend get absolutely demolished by the ultra just focusing the main building.
뎁흐리아
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 22 2010 18:14 GMT
#882
On September 23 2010 03:07 Mrbustanut wrote:
Show nested quote +
On September 23 2010 02:32 Arcanewinds wrote:
[image loading]
[image loading]

Just tested this a little bit, absolutely insane imo. Should be hotfixed immediately. Some of us have qualifiers to play tonight >

How this can be seen as balanced by some people is beyond me, needs to be fixed asap.


Wow...um that is pretty bad. Feel bad for anyone in a tourney that has to go against a zerg opponent that gets any ultras out.


Why?

If ultras are hitting your buildings in a tourney you probably already lost.
Alay
Profile Blog Joined August 2010
United States660 Posts
September 22 2010 18:18 GMT
#883
I dunno how I feel about this, but regardless, this bug is funny as hell.

I'd be nice if all repairing units were damaged by "shock waves" through the building, but the way it is now is just crazy.
zak1129
Profile Joined August 2010
United States9 Posts
September 22 2010 18:19 GMT
#884
From that video it would seem the splash mechanic for the Ultralisk needs to be tweaked a bit. Perhaps to something of a cone from the front of the ultralisk rather than a range out from the center of its current target. This would require better micro from the zerg player to kill the most amount of SCVs while at the same time killing the PF as well as encourage better micro from the terran player who will want to try his best to not just click repair and then on the PF so that his SCVs don't spread around the PF and get too close to the splash cone.
Grond
Profile Blog Joined June 2010
599 Posts
September 22 2010 18:22 GMT
#885
On September 23 2010 02:24 XXXSmOke wrote:
Show nested quote +
On September 23 2010 01:51 Grond wrote:
On September 23 2010 01:31 XXXSmOke wrote:

And since the bug works when Ultras hit Thors as well if any of their Ultras are hitting my Thor then that ultra is doing AoE to my entire army. Played a game yesterday where it was 140 food vs 145 food but the Z ends up losing 1 ultra and a few lings while my entire MMM Ball +Thor is obliterated beacause the second the ultras are hitting my thors they are splashing my entire army which cuts down my bio in about 3 hits.

This is getting really scary -_-!!!


This AoE vs Thors is the same size as it was before except Ultralisk damage was nerfed. You have 7 posts in this thread you should be a little better informed.


Not true, tested this w a friend after losing that game. Had perfectly spread units then he would send an ultra to hit a thor. and my rauders who are definately out of the normal ultra splash dmg range were getting hit.



I tested Ultra vs Marauder before the patch and just tested it again. If anything it is now smaller.Before the patch the radius was 3 Marauders, now it is 2.
positron.
Profile Joined May 2010
634 Posts
September 22 2010 18:22 GMT
#886
It has been confirmed as a bug so it will be fixed. I wonder what happens to the tournaments? Would they let players play with this ridiculous bug?
cykalu
Profile Joined July 2010
Australia30 Posts
September 22 2010 18:23 GMT
#887
On September 23 2010 03:10 dEphria wrote:
Show nested quote +
On September 23 2010 02:26 Lomak wrote:
God forbid the ultra splash do the same thing that tanks and collusus can. Destroy a cc/ nexus / hatch while also skullfucking the workers/ defense with the splash.

OH NO ultra's have splash , the melee units are doing dmg now before they get destroyed completely.

If it was a terran or protoss attacking that PF then you would see the same destruction except the tanks / collosus would be alive afterwards.

All these terrans bitching that their Planetary fortress cant hold off an army of 5-6 ultra's with no other support besides being repaired are really just showing how spoiled they've let their race make them


Neither Tanks nor Colossi kill all the surrounding units when they attack a cc/nexus/hatch as their splash damage once again is center target and not starting at the edges.

And the amounts of minerals/gas used in the vid were about 1300/475 from the terran vs 1200/800 from the zerg not counting about 2500 mins worth of scvs. Given Ultras are tier3 vs terrans tier1.5-2 justifies a win but not exactly that clearly.. the biggest problem I see is having ultras attack main buildings and especially every melee unit (lings/zealots/dts,... attacking the ultras) or ranged units coming from the wrong side trying to defend get absolutely demolished by the ultra just focusing the main building.


Given that it doesnt seem like Blizzard is going to fix it overnight, I guess Terran should start learn how to flank and not stand next to buildings when Ultralisks starts to show up. Marauder + Tank combo can still take out Ultralisks pretty fast... oh wait.. its the same as in 1.0.3.

frogmelter
Profile Blog Joined April 2009
United States971 Posts
September 22 2010 18:23 GMT
#888
On September 23 2010 03:14 Fa1nT wrote:
Show nested quote +
On September 23 2010 03:07 Mrbustanut wrote:
On September 23 2010 02:32 Arcanewinds wrote:
[image loading]
[image loading]

Just tested this a little bit, absolutely insane imo. Should be hotfixed immediately. Some of us have qualifiers to play tonight >

How this can be seen as balanced by some people is beyond me, needs to be fixed asap.


Wow...um that is pretty bad. Feel bad for anyone in a tourney that has to go against a zerg opponent that gets any ultras out.


Why?

If ultras are hitting your buildings in a tourney you probably already lost.


Nope

An ultra drop [just two of them] has to his the nexus or CC a few times and the surrounding SCVs will all die. If the supply depots are near hit them a few times too.
TL+ Member
Mrbustanut
Profile Joined May 2010
121 Posts
September 22 2010 18:24 GMT
#889
On September 23 2010 03:14 Fa1nT wrote:
Show nested quote +
On September 23 2010 03:07 Mrbustanut wrote:
On September 23 2010 02:32 Arcanewinds wrote:
[image loading]
[image loading]

Just tested this a little bit, absolutely insane imo. Should be hotfixed immediately. Some of us have qualifiers to play tonight >

How this can be seen as balanced by some people is beyond me, needs to be fixed asap.


Wow...um that is pretty bad. Feel bad for anyone in a tourney that has to go against a zerg opponent that gets any ultras out.


Why?

If ultras are hitting your buildings in a tourney you probably already lost.


You get dropped and every unit within a 5 mile radius of your CC dies. Balanced?
threehundred
Profile Joined July 2009
Canada911 Posts
September 22 2010 18:25 GMT
#890
solution: give the ultra a shockwave animation or something. turn it into an AoE passive ability spellcast!
KimTaeyeon MEDIC MU fighting! ^^;;
cykalu
Profile Joined July 2010
Australia30 Posts
Last Edited: 2010-09-22 18:27:13
September 22 2010 18:26 GMT
#891
On September 23 2010 03:24 Mrbustanut wrote:
Show nested quote +
On September 23 2010 03:14 Fa1nT wrote:
On September 23 2010 03:07 Mrbustanut wrote:
On September 23 2010 02:32 Arcanewinds wrote:
[image loading]
[image loading]

Just tested this a little bit, absolutely insane imo. Should be hotfixed immediately. Some of us have qualifiers to play tonight >

How this can be seen as balanced by some people is beyond me, needs to be fixed asap.


Wow...um that is pretty bad. Feel bad for anyone in a tourney that has to go against a zerg opponent that gets any ultras out.


Why?

If ultras are hitting your buildings in a tourney you probably already lost.


You get dropped and every unit within a 5 mile radius of your CC dies. Balanced?


Marauder drop, stimed, CC/Nexus/Hatch down in 7 seconds. Balanced?

Units can be controlled away, but buildings can't.

Oh wait! *Lifts*
Bad_Attitude
Profile Joined January 2010
Italy51 Posts
September 22 2010 18:27 GMT
#892
Probably most tournaments will be still played, I know for a fact tomorrow night I'm doing a qualifier with this patch so whatever bug it's in it we'll be playing.

that's why I don't understand why blizz doesn't put up a bandaid fix or why they aren't hotfixing.On eu we even had extended maintenance, they could have just taken a few hours more like they did with wow maintenance when needed to fix prominent bugs.

I know it may fell like I'm saying "the sky is falling" but really, when you're in the game, maybe a good one that's even and not dominated, that aoe makes the things really go funky.And for me it feels it breaks the balance of late game. I mean letting a zerg mass ultras is bad, but if in a even engagement you happen to get the lower hand and an ultra gets his claws on a big building, you better found a good way to destroy that ultra before half your base is gone.

That could even be an expansion, as a protoss I tend to have pylons near my nexus, for cannons(if needed) and warpins, if they can just splash them plus probes it's bad.Also by the time you react to pull probes you could have lost some.And that's even worse since the aoe should be punishing unit repairing, not unit mining...
Mrbustanut
Profile Joined May 2010
121 Posts
September 22 2010 18:28 GMT
#893
On September 23 2010 03:26 cykalu wrote:
Show nested quote +
On September 23 2010 03:24 Mrbustanut wrote:
On September 23 2010 03:14 Fa1nT wrote:
On September 23 2010 03:07 Mrbustanut wrote:
On September 23 2010 02:32 Arcanewinds wrote:
[image loading]
[image loading]

Just tested this a little bit, absolutely insane imo. Should be hotfixed immediately. Some of us have qualifiers to play tonight >

How this can be seen as balanced by some people is beyond me, needs to be fixed asap.


Wow...um that is pretty bad. Feel bad for anyone in a tourney that has to go against a zerg opponent that gets any ultras out.


Why?

If ultras are hitting your buildings in a tourney you probably already lost.


You get dropped and every unit within a 5 mile radius of your CC dies. Balanced?


Marauder drop, stimed, CC/Nexus/Hatch down in 7 seconds. Balanced?

Units can be controlled away, but buildings can't.

Oh wait! *Lifts*


Stimmed marauders will take MUCH longer to kill nexus/CC and workers. Litterally within a second or two of ultra drop all the workers are gone.
SlowBlink
Profile Joined August 2010
United States102 Posts
September 22 2010 18:31 GMT
#894
On September 23 2010 03:23 frogmelter wrote:
Show nested quote +
On September 23 2010 03:14 Fa1nT wrote:
On September 23 2010 03:07 Mrbustanut wrote:
On September 23 2010 02:32 Arcanewinds wrote:
[image loading]
[image loading]

Just tested this a little bit, absolutely insane imo. Should be hotfixed immediately. Some of us have qualifiers to play tonight >

How this can be seen as balanced by some people is beyond me, needs to be fixed asap.


Wow...um that is pretty bad. Feel bad for anyone in a tourney that has to go against a zerg opponent that gets any ultras out.


Why?

If ultras are hitting your buildings in a tourney you probably already lost.


Nope

An ultra drop [just two of them] has to his the nexus or CC a few times and the surrounding SCVs will all die. If the supply depots are near hit them a few times too.



Correct me if I'm wrong (which I'm not, so don't bother), but that would require teching to hive > getting overlord drop + overlord speed + ultra cavern + 2 ultras while holding off terran pushes. So the point stands, if you let the game get to that point, you've probably already lost.
Mrbustanut
Profile Joined May 2010
121 Posts
Last Edited: 2010-09-22 18:35:37
September 22 2010 18:34 GMT
#895
On September 23 2010 03:31 SlowBlink wrote:
Show nested quote +
On September 23 2010 03:23 frogmelter wrote:
On September 23 2010 03:14 Fa1nT wrote:
On September 23 2010 03:07 Mrbustanut wrote:
On September 23 2010 02:32 Arcanewinds wrote:
[image loading]
[image loading]

Just tested this a little bit, absolutely insane imo. Should be hotfixed immediately. Some of us have qualifiers to play tonight >

How this can be seen as balanced by some people is beyond me, needs to be fixed asap.


Wow...um that is pretty bad. Feel bad for anyone in a tourney that has to go against a zerg opponent that gets any ultras out.


Why?

If ultras are hitting your buildings in a tourney you probably already lost.


Nope

An ultra drop [just two of them] has to his the nexus or CC a few times and the surrounding SCVs will all die. If the supply depots are near hit them a few times too.



Correct me if I'm wrong (which I'm not, so don't bother), but that would require teching to hive > getting overlord drop + overlord speed + ultra cavern + 2 ultras while holding off terran pushes. So the point stands, if you let the game get to that point, you've probably already lost.


Correct me if I'm wrong (which I'm not, so don't bother) but your saying because you have to get to hive tech its fine to leave this obvious bug in place?
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 22 2010 18:35 GMT
#896
On September 23 2010 03:24 Mrbustanut wrote:
Show nested quote +
On September 23 2010 03:14 Fa1nT wrote:
On September 23 2010 03:07 Mrbustanut wrote:
On September 23 2010 02:32 Arcanewinds wrote:
[image loading]
[image loading]

Just tested this a little bit, absolutely insane imo. Should be hotfixed immediately. Some of us have qualifiers to play tonight >

How this can be seen as balanced by some people is beyond me, needs to be fixed asap.


Wow...um that is pretty bad. Feel bad for anyone in a tourney that has to go against a zerg opponent that gets any ultras out.


Why?

If ultras are hitting your buildings in a tourney you probably already lost.


You get dropped and every unit within a 5 mile radius of your CC dies. Balanced?


Ultra do 5 damage to units and 12 to buildings with splash

How about you look at your base for 3 seconds like zerg do? ;p

Stalkers and Marines are able to stop drops anyway if you pay attention.
Sairon
Profile Joined September 2010
47 Posts
September 22 2010 18:35 GMT
#897
This is not game breaking and actually would be rather fitting imo.

"Drop 2 ultras on a cc and every SCV dies"

This is ridiculous for 2 reasons, first of all doing ultra drops is extremely heavy tech wise, even getting drop is a heavy resource & time investment for zerg. Secondly to kill all SCVs would take about 10 seconds, SCVs being at the minerals does not get hit.

Overall it won't affect anything in GSL, a slight edge which might have its uses in long games, but hardly game breaking. As someone said, stop with the repairs and run with your SCVs, as both the other races always have to do in these scenarios. PF shouldn't be a safe exp, T certainly doesn't need more turtle power than they already have.
Grond
Profile Blog Joined June 2010
599 Posts
September 22 2010 18:36 GMT
#898
Ultra vs Marauders August 19

[image loading]

Ultra vs Marauders September 22

[image loading]

Radius was 3 Marauders on August 19, Radius is 2 Marauders on September 22.
bLah.
Profile Joined July 2009
Croatia497 Posts
September 22 2010 18:36 GMT
#899
On September 23 2010 03:22 Grond wrote:
I tested Ultra vs Marauder before the patch and just tested it again. If anything it is now smaller.Before the patch the radius was 3 Marauders, now it is 2.


Dude, problem isn't Ultra vs Marauder. Problem is with big units, when Ultra hits Thor it will hit all units around it in 2 radius. which means that if it attacks Thor it can attack 10 marauders around it.
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2010-09-22 18:42:38
September 22 2010 18:40 GMT
#900
what about ultras hitting colossi now? wont that splash half the toss' army now?

also i think most ppl in this thread who are defending this dont see the obvious point: that blizz made us wait for weeks for a shit patch that changed nothing and included a bug that should have been obvious if they tested it at all
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