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Active: 2170 users

Ultras vs Repaired PF - Page 47

Forum Index > SC2 General
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Prev 1 45 46 47 48 49 55 Next
bgx
Profile Joined August 2010
Poland6595 Posts
September 22 2010 19:25 GMT
#921
perfectly fair imo(dunno about intended its blizzard afterall), zerg always had to invest 10x resources to kill PF which was basically static defense with only one flaw - you wouldnt get orbital, still the sacriface is beneficial in some cases for terrans (gold expo) but now its not "oh ok i have PF there i dont care about defending it". I would discuss more about Thor/Collosus focus firing with Ultra as being OP if its really working that way.
Stork[gm]
FatkiddsLag
Profile Joined May 2010
United States413 Posts
September 22 2010 19:27 GMT
#922
this is a bug and im sure they will fix it
summerloud
Profile Joined March 2010
Austria1201 Posts
September 22 2010 19:27 GMT
#923
On September 23 2010 03:44 zak1129 wrote:
Show nested quote +
On September 23 2010 03:40 summerloud wrote:
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



If they are hitting half your army then they were doing it before this patch as well. The only listed change is their mechanic versus buildings (and possibly a reduction in their splash range? which some above posts hint at).


i thought their splash damage now originates from the unit being hit, and that the effect wasnt limited to buildings?

i dunno. there is so many idiots in this thread its baffling. its like if zerg was weak in bw and ppl would argue after the invincible sunken colony bug that this was exactly what zerg needed to get even

ITS A FUCKING BUG YOU FUCKING MORONS SO STOP ARGUING THAT IT WILL IMPROVE ZERG OMFG
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
September 22 2010 19:29 GMT
#924
On September 23 2010 04:27 summerloud wrote:
i dunno. there is so many idiots in this thread its baffling. its like if zerg was weak in bw and ppl would argue after the invincible sunken colony bug that this was exactly what zerg needed to get even

ITS A FUCKING BUG YOU FUCKING MORONS SO STOP ARGUING THAT IT WILL IMPROVE ZERG OMFG


Muta stacking?
TranslatorBaa!
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 22 2010 19:30 GMT
#925
On September 23 2010 04:27 summerloud wrote:


ITS A FUCKING BUG YOU FUCKING MORONS SO STOP ARGUING THAT IT WILL IMPROVE ZERG OMFG


It's an OVERSIGHT by blizzard

cleave is working the exact way it was coded to, the exact same way it works on units

Blizzard just neglected to actually test their patch and this happens.
Sairon
Profile Joined September 2010
47 Posts
September 22 2010 19:30 GMT
#926
On September 23 2010 04:24 Vinx wrote:
lol i'm playing straight ultra rushes tonight, if this isn't a bug i'm pretty sure the servers are gonna be 100% zerg by the end of the week.


Hyperbole deluxe, let me hear how rushing to ultras vs T just to attack an undefended PF which won't get repaired.

This is NOT such a major change. It will certainly have its uses if it stays, but it's absolutely not a game changer as some very specific conditions must be met. It counters something which has been arguably even more broken, namely SCVs keeping a PF alive indefinitely.
leve15
Profile Joined August 2010
United States301 Posts
September 22 2010 19:31 GMT
#927
are you sure it's a bug? I doubt Blizzard would let this slip through the cracks.

I think it stays.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 22 2010 19:31 GMT
#928
On September 23 2010 04:13 LuciferSC wrote:
Show nested quote +
On September 23 2010 03:40 SlowBlink wrote:
On September 23 2010 03:36 bLah. wrote:
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.



Which means you should learn to spread your units out. Oh no, more than 1 control group for 200/200 army? brb crying imba

On September 23 2010 03:40 summerloud wrote:
what about ultras hitting colossi now? wont that splash half the toss' army now?


If you've got colossi in a spot where an ultralisk can hit it, that's your fault for having bad micro. If you've got a wall of stalker/zealots out front where they should be, an ultra can't even touch it.



Oh why don't we have Blizzard increase tank splash radius to like 6 and when u QQ, we'll just let you know that u gotta micro your zerglings so that they're spread apart.

The problem here is that it's a bug, that it goes against the game mechanism.


the thing is you terran's are always telling zergs to work on "xxx". Its more of a joke anyway with what zergs are saying don't take it so offensively xD. Its not like this breaks the game anyway lol and as far as I know (I could be wrong of course) the Ultra splash for units is the same as it was pre-patch the only thing that was changed was the attack to buildings and Thors don't count as buildings last I checked.
When I think of something else, something will go here
DooMDash
Profile Joined May 2010
United States1015 Posts
September 22 2010 19:31 GMT
#929
On September 23 2010 04:31 leve15 wrote:
are you sure it's a bug? I doubt Blizzard would let this slip through the cracks.

I think it stays.

They've posted its a bug on bnet.

It's a buggggggggggg.
S1 3500+ Master T. S2 1600+ Master T.
leve15
Profile Joined August 2010
United States301 Posts
September 22 2010 19:32 GMT
#930
link?
Kinmaul
Profile Joined March 2010
United States104 Posts
Last Edited: 2010-09-22 19:40:01
September 22 2010 19:32 GMT
#931
It really doesn't matter if you agree or not at this point; Blizzard said that it was an unintended side-effect and will be changed. If Blizzard decides that the PF and/or mass repair needs to be nerfed then it will be nerfed. However turning Ultras into "cyclones of death" when they are attacking a cc/nexus/hatch isn't a reasonable solution at all.

Personally as a terran player I think the PF w/ mass repair is a bit rediculous, but it has fallen under the radar because all the pro's use OC's for mules so that is what everyone else does. PF at my natural has saved me numerous times from agressive pushes. Another thing people fail to realize is that by keeping your workers safe you save money and have a better economy. OC allows mules, but if harassment kills your workers or your expansion gets overrun that cuts into any economic advantage the mules give you.

That being said trying to justify insane ultra AoE by claiming it's "needed" because of the power of the PF w/ mass repair isn't a logical argument at all. You don't fix something that's OP by making something else even more OP. Use some common sense here folks.

Links to Blue posts about the issue:
http://us.battle.net/sc2/en/forum/topic/627980105#2

http://us.battle.net/sc2/en/forum/topic/628239981#2
"Dimaga getting just the right amount of banelings to kill 100% of everything!" - Day[9]
zak1129
Profile Joined August 2010
United States9 Posts
September 22 2010 19:33 GMT
#932
On September 23 2010 04:27 summerloud wrote:
i thought their splash damage now originates from the unit being hit, and that the effect wasnt limited to buildings?

i dunno. there is so many idiots in this thread its baffling. its like if zerg was weak in bw and ppl would argue after the invincible sunken colony bug that this was exactly what zerg needed to get even

ITS A FUCKING BUG YOU FUCKING MORONS SO STOP ARGUING THAT IT WILL IMPROVE ZERG OMFG


"Ultralisk
+ Ram ability removed. Ultralisk will now use normal attack against buildings.
+ Damage decreased from 15 (+25 armored) to 15 (+20 armored).
"
That's all they changed for the Ultra. It only affected buildings (and their surroundings, since their normal attack has splash), whatever they did to a unit and the surroundings of the unit before this patch should be the same.

Blizzard confirmed it as a bug, dunno why it's still being argued over. This hardly is game breaking, which is probably why they haven't rushed to change it yet.
HunterX11
Profile Joined March 2009
United States1048 Posts
September 22 2010 19:38 GMT
#933
On September 23 2010 04:32 Kinmaul wrote:
You don't fix something that's OP by making something else even more OP. Use some common sense here folks.


Clearly you've never played C&C Generals...
Try using both Irradiate and Defensive Matrix on an Overlord. It looks pretty neat.
csfield
Profile Joined October 2008
United States206 Posts
September 22 2010 19:39 GMT
#934
On September 23 2010 03:52 Spec wrote:
Blizzard is sorta like us... many theorycrafting and not enough real thing :p
I really expect this to be fixed in two days max. (And maybe someone getting flamed in the coding department).
Ultras are supposed to be nerfed this patch, now they're like Jesus ponies.


who says ultras are supposed to be nerfed?

getting rid of the ram attack was intended to be an improvement

also, it's stupid to call something a bug that's working exactly how they said it would work
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
Sqq
Profile Joined August 2010
Norway2023 Posts
September 22 2010 19:39 GMT
#935
Its not that OP really. It just makes the last unit zerg gets able to take down a PF
Dead girls don't say no.
cykalu
Profile Joined July 2010
Australia30 Posts
September 22 2010 19:42 GMT
#936
On September 23 2010 04:32 Kinmaul wrote:
That being said trying to justify insane ultra AoE by claiming it's "needed" because of the power of the PF w/ mass repair isn't a logical argument at all. You don't fix something that's OP by making something else even more OP. Use some common sense here folks.


DotA actually worked in that way to some extent.. every hero is OP in one way or another. ! Especially those 5x AoE denial combo ^_^ ES, Tide, Void, etc. But there was always a way to take them down. Singling them out. Or in this case, avoid repairing/camping next to your buildings.

Also, just because you lost those 30 SCVs... you could drop alllllllllllll your mules to recoup the losses.. I'm sure you've seen those high level plays where Terran comes back from the brink of death plenty of times.
DooMDash
Profile Joined May 2010
United States1015 Posts
September 22 2010 19:42 GMT
#937
On September 23 2010 04:39 csfield wrote:
Show nested quote +
On September 23 2010 03:52 Spec wrote:
Blizzard is sorta like us... many theorycrafting and not enough real thing :p
I really expect this to be fixed in two days max. (And maybe someone getting flamed in the coding department).
Ultras are supposed to be nerfed this patch, now they're like Jesus ponies.


who says ultras are supposed to be nerfed?

getting rid of the ram attack was intended to be an improvement

also, it's stupid to call something a bug that's working exactly how they said it would work

It's not working how they said it would work. They gave the example of it doing more damage to depots which would be tightly built together. They had no intentions of making units magically die with out being hit by the actual pincers. It looks ridiculous and it's broken as all hell. No one on here believes it should stay, no one is that stupid. I'm sorry but 1 ultralisk should not mean abandon base or you lose all your SCV's and PF.


I wish Blizzard would get their act together as this is pretty game breaking. I hope we don't see it in the GSL.
S1 3500+ Master T. S2 1600+ Master T.
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 22 2010 19:43 GMT
#938
On September 23 2010 04:39 Sqq wrote:
Its not that OP really. It just makes the last unit zerg gets able to take down a PF

Terran logic - It doesn't look realistic, and kills ma fortress and scvs.

MUST BE A BUG, SINCE ZERG CAN'T NORMALLY DO THAT.

ThereIsNoCowlvl
Profile Joined August 2010
Denmark7 Posts
September 22 2010 19:43 GMT
#939
On September 23 2010 04:30 Sairon wrote:
Show nested quote +
On September 23 2010 04:24 Vinx wrote:
lol i'm playing straight ultra rushes tonight, if this isn't a bug i'm pretty sure the servers are gonna be 100% zerg by the end of the week.


Hyperbole deluxe, let me hear how rushing to ultras vs T just to attack an undefended PF which won't get repaired.

This is NOT such a major change. It will certainly have its uses if it stays, but it's absolutely not a game changer as some very specific conditions must be met. It counters something which has been arguably even more broken, namely SCVs keeping a PF alive indefinitely.



You fail to notice that this concerns all terran building, now you can't repair anything ultras attack? How's that fair. If you try to repair your wall your scvs and stuff standing next to it will die?
I'm not going to jugde weather or not this is a bug I'm just saying it's broken.
TLO: "Starcwarft!"
DooMDash
Profile Joined May 2010
United States1015 Posts
September 22 2010 19:45 GMT
#940
It is a bug though...
S1 3500+ Master T. S2 1600+ Master T.
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