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Active: 1749 users

Ultras vs Repaired PF - Page 52

Forum Index > SC2 General
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ledarsi
Profile Joined September 2010
United States475 Posts
September 23 2010 04:00 GMT
#1021
It isn't that this is overpowered, it is that it is ridiculous that the source of the splash is the edge of the target and not the source. It makes sense for the siege tank since it is firing explosives, but not for the ultralisk. Besides, even if the ultralisk did it the way the siege tank does, the PF would completely contain the splash and no nearby unit would be hit. The splash radius needs to be a short distance in front of the ultralisk, and of a fixed radius that does not vary with the size of the target.
"First decide who you would be, then do what you must do."
Jaeger
Profile Joined December 2009
United States1150 Posts
September 23 2010 04:14 GMT
#1022
On September 22 2010 08:44 Cofo wrote:
Show nested quote +
On September 22 2010 08:37 gozima wrote:
On September 22 2010 08:33 Jaeger wrote:
So the fatter the unit you attack the more splash radius area you get? Maybe its effective to run 2 ultras into an enemy mineral line and have them attack each other.



PLEASE, somebody test this and post a video. LOL


There's no splash on friendly fire.


You sure about that?

Just loaded up the MockBattle map put 2 ultras in the middle of ~70 probes and had the probes hold position and ultras attack each other and there were a lot of probes dying very quickly.
https://www.dotabuff.com/players/8137911
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
September 23 2010 05:37 GMT
#1023
hope they fix this, but PF needs to be weaker, it is practiclly impossible to crack a PF as Zerg without broodlords or ultras.. they are to strong on thirdbase gold expansions.
"I like turtles"
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 23 2010 05:46 GMT
#1024
This needs to be fixed.
Sup
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
September 23 2010 06:44 GMT
#1025
Perhaps this is the Z's way of base racing with P and T.

In an average game, P and T have alot more buildings than Z. With this, Z can destroy clumps of buildings faster than T or P players can raze a whole base.


But yes, this is quite broken.
Gnial
Profile Blog Joined July 2010
Canada907 Posts
September 23 2010 06:51 GMT
#1026
Can we give this splash to archons plz?
1, eh? 2, eh? 3, eh?
SrJoSeZ
Profile Joined September 2010
Peru121 Posts
Last Edited: 2010-09-23 07:14:13
September 23 2010 07:13 GMT
#1027
work vs nexus too, a zerg kill all my probes in 2 seconds, and he only hit the nexus !!!!!! O_O

the ultra now have a nuclear launch ability?
Seraph.yongweihua
Profile Joined April 2010
Canada224 Posts
September 23 2010 07:13 GMT
#1028
Enjoy it for now, cause it will be fixed soon.
GIGAR
Profile Joined September 2010
Denmark88 Posts
September 23 2010 07:16 GMT
#1029
Lol at this thread:
"Zerg tears - GTFO L2P NOOB"

But apparently, all the Terran tears about Ultras being a viable T3 unit against PF's makes Ttears completely acceptable.


Also, pulling your workers away from combat? Don't you pull your workers away from Collosi attacks as well? :/
"it pisses me off that blizzard's reaction time to terran tears is about 14 seconds, but apparently the massive oceanic sea of zerg tears is caused by l2p-issues"
Klamity
Profile Blog Joined April 2010
United States994 Posts
September 23 2010 07:18 GMT
#1030
What, Terrans are angry they can't auto repair ftw anymore? A T-3 unit shouldn't have trouble against static defense. :/

Regardless, it's probably TOO strong.
Don't believe in yourself, believe in me, who believes in you.
ShadowBumble
Profile Joined September 2010
Netherlands87 Posts
September 23 2010 07:30 GMT
#1031
On September 23 2010 16:18 Klamity wrote:
What, Terrans are angry they can't auto repair ftw anymore? A T-3 unit shouldn't have trouble against static defense. :/


In all fairness i am a Terran player and i think the Ultra's should indeed have a splash radius the problem i have is that the splash range is based on the attacked target and not the distance from the Ultra's Claws.

Basically meaning the splash damage range is variable if you attack a sup depot the splash damage range is a lot less then for example when attacking a CC.

But like i tested last night also Ultra's Attacking rocks makes units die on the whole other side of the rocks and even on higher ground ( Blistering sands MAP backdoor entrance ), and this is the main problem. ( Fixed Tech game me playing against a friend to test it out )

So to sum it up i don't mind that Ultra's have a Splash radius hell they even deserve it but attacking rocks and the units on the other side die due to splash damage on even higher ground is just plain wrong, but then again i kinda figure to get the same response from most Zerg players, "blabla terran tears".
All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved.
dcemuser
Profile Joined August 2010
United States3248 Posts
September 23 2010 07:42 GMT
#1032
On September 23 2010 16:30 ShadowBumble wrote:
But like i tested last night also Ultra's Attacking rocks makes units die on the whole other side of the rocks and even on higher ground ( Blistering sands MAP backdoor entrance ), and this is the main problem. ( Fixed Tech game me playing against a friend to test it out )


Okay, that's actually pretty hilarious.

I still want to see if that bug with Contaminate increasing the size of a building command center will work with the ultra splash - it was posted earlier in this thread that it might work.

I'm going to give it a shot in a few.
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2010-09-23 08:06:27
September 23 2010 08:05 GMT
#1033
On September 23 2010 16:30 ShadowBumble wrote:
Show nested quote +
On September 23 2010 16:18 Klamity wrote:
What, Terrans are angry they can't auto repair ftw anymore? A T-3 unit shouldn't have trouble against static defense. :/

But like i tested last night also Ultra's Attacking rocks makes units die on the whole other side of the rocks and even on higher ground ( Blistering sands MAP backdoor entrance ), and this is the main problem. ( Fixed Tech game me playing against a friend to test it out )


As a random player, i actually think that this isn't really that ridiculous. First of all, have you ever played a Zerg on blistering sands where their first attack wasn't through the rocks? Second of all... you can just make a Missle Turret on the other side if you see an ultralisk cavern and instantly know that you need units there ASAP.

I don't really even mind the range all that much, if anything, what makes it overpowered is that splash damage works of the base damage of the unit hit rather than just having its own base and armour type bonuses.

If there is going to be a nerf to this, just make it when ultras attack CC//Nexus/Hatch size buildings their splash only goes one hex instead of two.
netherDrake
Profile Blog Joined September 2010
Singapore1831 Posts
September 23 2010 08:13 GMT
#1034
This is pretty alarming. Although this bug isn't game changing (until you get ultras of course) and nothing can be perfect, I'm pretty disappointed in Blizzard. Didn't expect them to let this slip (and the scrap station creep imbalance too).
SC2 player for Flash eSports. twitch.tv/nether_drake, https://twitter.com/bryan_sum, http://www.facebook.com/pages/Bryan-Drake-Sum/468389706519567
Zog
Profile Joined September 2010
57 Posts
September 23 2010 08:37 GMT
#1035
It would be so much easier to limit the repairs at one scv max instead of these drastic changes. But I won't complain, auto-repaired PF are just too strong, you needed something like 30 banelings before, so ultra's crazy splash damage is welcome :D
SovSov
Profile Joined September 2010
United States755 Posts
September 23 2010 08:40 GMT
#1036
sooo

Blizzard announces about 6 or so changes, most of which are slight number tweaks..

This was the most significant mechanic change

They had a month to test it, since they literally didn't change ANYTHING else besides what they announced

Yet they still fuck it up??
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
September 23 2010 08:55 GMT
#1037
If you build PF's at all your expansions you don't have many mules to drop.


Please, please stop saying this. If you want mules, just build an OC as well, somewhere else. You get supply from them (saving on depots) and the first MULE pretty much pays for the OC.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
VashTS
Profile Joined September 2010
United States1675 Posts
September 23 2010 10:30 GMT
#1038
On September 23 2010 11:34 jSIX wrote:
Show nested quote +
On September 23 2010 10:56 VashTS wrote:
Yea, but you guys forget... the units that always countered Ultras will still counter Ultras, and now do it a little better. Marauders and Immortals do the same amount of damage while taking less.

Buildings are not supposed to be your main defense against unit attacks, other units are.


Does it make sense that when an ultralisk attacks a building it damages units in a +2 range around it even when the ultralisk "Attack" isnt "attacking" anything except the building? Use your brain

Damn shame a T3 unit can kill a PF, huh?

It is what it is though: Splash on TARGET +2, not splash from SOURCE +2. Deal with it until it's changed. Stop crying. If you can't accept changes, then stop playing until they, too, are changed. Or, a nice kiddie quote I heard, "abuse it until they realize it needs a nerf."
VashTS; 330; Random -- Ranked #9 Pokemon Video Game Player in the World in 2009
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-09-23 13:12:27
September 23 2010 13:02 GMT
#1039
On September 23 2010 07:03 ltortoise wrote:
Show nested quote +
On September 23 2010 06:45 Grond wrote:
On September 23 2010 06:18 ltortoise wrote:
OK.

Whether or not it's a "BUG" or an "ISSUE"... does it really matter?

Do you REALLY want chat rooms?

What matters is that they said it's UNINTENDED and will be "corrected."

Is that good enough for everybody?


If you are computer literate it does matter. If people would stop misusing the word bug this thread would have ended 40 pages ago.


blizzard doesn't use the word bug.

see previous posts. and yes i am literate with computers. seeing how they don't ever use that word, you can't really confirm or deny whether it is a bug.


You can very easily deny, because you can look at the xml files and see that ultras always had this type of attack and that it's a specific flag, which can be easily added or removed and works exactly as advertised. You can even see that in the editor.

It's something extremely obvious, it's like arguing whether green grass is green or not.
Blizzard doesn't use green grass, so you can't really confirm or deny whether it's green or not!

Seriously, I feel for Fa1nT repeatedly trying to explain the obvious to people and not flaming them to hell and back for their ignorance.

What's next, making him explain what issue means and that a bug is also obviously an issue, but an issue obviously may not be a bug.
I'll call Nada.
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
September 23 2010 16:15 GMT
#1040
Blizzard confirms this is indeed a bug and will fix it soon:
http://us.battle.net/sc2/en/forum/topic/627980105#2
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
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