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Ultras vs Repaired PF - Page 53

Forum Index > SC2 General
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Prev 1 51 52 53 54 55 Next
Petshop
Profile Joined May 2010
Canada73 Posts
September 23 2010 16:25 GMT
#1041
Maybe it would be a good time for Blizz to start having a PTR type test server.

Issues like this would of been spotted immediately.
GathFox
Profile Joined September 2010
United States58 Posts
September 23 2010 17:19 GMT
#1042
I agree that this horrendous splash effect makes it to powerfull in killing workers taht are jsut mining.

I worry what this will force terran strategy into now too. Basicly i fear it could eleminate the use of mobile defensive strategy for terrans and greatly incentivise turtling, especialy with the reaper nerfs. In addition it could make fighting around any expansion absolutely lethal.

Also I hate how this splash encourages a zerg to just throw units at a players hardest point rather than attacking a more worthwile and softer target like SCV's *what you should be attacking in the first place* or finding a way to avoid that strong position. A PF, like about any static defense, is most effective if you actualy attack it and ignore the softer less defensfull things it is intended to protect. Most often tanking units in any game should not be attacked unless you have no choice and i dont think such a maneuver should be rewarded in any game. Even Sun Tzu says that to attack a city or stronghold is the worst thing to attack and should be only done as a last resort.

Terrans maybe can find a way to mitigate this threat a little, perhaps by putting small structures at 2 or 3 hex away from a CC, impeding the ultra slightly or at least buying time if they try to destroy it.
wise men win before they fight while the ignorant fight to win
Jzerg
Profile Joined October 2009
84 Posts
September 23 2010 17:23 GMT
#1043
On September 24 2010 02:19 GathFox wrote:
Also I hate how this splash encourages a zerg to just throw units at a players hardest point rather than attacking a more worthwile and softer target like SCV's *what you should be attacking in the first place* or finding a way to avoid that strong position. A PF, like about any static defense, is most effective if you actualy attack it and ignore the softer less defensfull things it is intended to protect. Most often tanking units in any game should not be attacked unless you have no choice and i dont think such a maneuver should be rewarded in any game.


The problem is PF priority being so high / worker priority low (unless they're attacking you with their workers, but more likely they'll just repair the PF or run around). Our units don't attack the other stuff unless you manually target each unit. Try doing that with slow units against tiny scvs that run around..
Obsolescence
Profile Joined August 2010
United States270 Posts
September 23 2010 17:36 GMT
#1044
I don't know how I feel about this because of how absurd it looks on-screen. But I do wish they'd boost the priority for repairing SCVs
It doesn't think. It doesn't feel. It doesn't laugh or cry. All it does from dusk till dawn is make the soldiers die. -Phyrexian Hulk
Illusion.
Profile Blog Joined August 2009
United States348 Posts
September 23 2010 17:41 GMT
#1045
wow....just wow....didnt they take ram out of the game with the patch tho? or is that just regular splash?
STORK FOR LIFE.
GathFox
Profile Joined September 2010
United States58 Posts
September 23 2010 17:57 GMT
#1046
Then that points to a problem of unit AI taht should be fixed Jzerg. that comment i think strikes at the heart of what is really wrong with the old scenario. Also i would like to add taht, while the minerals not mined in diverting SCV's from mining to repair can be a significant factor, maybe they could put some limit on it like what they have for medic healing such as limiting only 8 SCV's or so can repair a unit at a time*number can change but point is that it is limited*.
wise men win before they fight while the ignorant fight to win
Alesund
Profile Joined April 2010
United States5 Posts
September 23 2010 18:05 GMT
#1047
There should be diminishing returns on repair amount as more SCVs repair something (not just PFs but other buildings and units, too).
GathFox
Profile Joined September 2010
United States58 Posts
September 23 2010 18:22 GMT
#1048
The diminishing returns idea could be effective, perhaps even more so than a hard limit, but complicated to balance and implement. what equations would you suggest for it? like it goes down by 15% per extra SCV, or perhaps a more graduated system where the first 3 SCV's repair 100% next 3 do 50% and next 3 do 25% for example? I think, though, that simply putting a hard limit on SCV number is a stable enough idea to provide a decisive balance for minimal effort.
wise men win before they fight while the ignorant fight to win
Dosey
Profile Joined September 2010
United States4505 Posts
September 24 2010 03:29 GMT
#1049
I just don't understand the terran QQ on this... Especially the "OMGWTF ULTRA DROPS" nonsense. If you toss the reaper cost equivalence to an ultra in any base, they have to evacuate all harvesters, while losing half, and possibly their Nexus/Hatch. If you drop the Marauder equivalence into our main we lose our main before we know what happened. Tanks? We have to evac- oh wait all our units are already dead from that ridiculous splash and dmg. Hellions? Unless you see it coming you are toast. Basically any Terran unit in small number destroys a mineral line. Zerg now has one unit that can lay the devastation on a mineral line you have been wreaking since release and it's suddenly the worst thing ever?

Not to mention the Ultra + Drop is further up the tech tree than anything terran needs to win the game before a zerg gets even gets there.
mierin
Profile Joined August 2010
United States4943 Posts
Last Edited: 2010-09-24 03:41:37
September 24 2010 03:40 GMT
#1050
I love all the people who say this will make Terran want to turtle harder. Apparently "turtle" now means "actually have to defend an expo and not use my entire army to a-move into another player's base"
JD, Stork, Calm, Hyuk Fighting!
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
September 24 2010 04:52 GMT
#1051
Blizzard said this was a bug though.. Check the (i think) US bnet forums.
GathFox
Profile Joined September 2010
United States58 Posts
September 24 2010 06:32 GMT
#1052
ya sure, defending an expo is real viable now if its one where you need to actually fight near the CC (such as the gold minerals in kulas and meta) the ultras splash can do way more damage to your army than if it hit you directly and if you have any marines at all your gonna have to make sure they take a very cicuitous. the splash damage is like a constant though a little less damaging psi storm in the form of a 2 SD or 3 SCV length ring around the CC. i can see no reason for a terran to expand there. also you have clearly not thought about what this does in conjunction with something simple as a small drop by nydus or ovie of 2 or 3 ultras into a base. if a terran chooses to defend he clearly must risk getting near the the CC and thus feeling the pain of the 6 scv diameter pluss CC diamater AOE the ultralisks attack. this is only hampered if the terran is in a position to get to his main easily, and if your trying to protect anymore than 2 bases you wont be able to get there swiftly at all. better make sure to have mined out your main first perhaps but that reduces you to being able to defend 2 mining bases at a time. while this doesnt make turtling assured it certainly is easier than taking the risk of expanding over half of your map. to dismiss a terran strategy as just a-moving is foolish since the zerg dont often split their forces from one big ball, even though they got the mobility to do this comfortably especialy in cheap fast units like lings and banes. you see terrans use plenty of drop harrass, worker harrass and what do a lot of zerg do? make drones make units, a-move to enemy, the a-move arguement is not only getting old but its hypocritical for most zerg players i see. their ideas of drops is dropping the entire army into the enemies main with ovies or nydus to encourage a base trade. clearly zerg like you dont think much past getting surrounds on an enemy since there are so many ways to utterly brutalize mobility for a zerg if they use it right.
wise men win before they fight while the ignorant fight to win
Prophecy3
Profile Joined March 2010
Canada223 Posts
September 24 2010 17:10 GMT
#1053
wow gg to Zergs "I CAN WIN NOW!!" It's a bug ffs. Obviously AOE should originate from the Ultra not target..

It was broken pre-patch 1.1 for Zergs, and that's broken post-patch 1.1 for Terrans in this instance. Going from Broken to Broken is still Broken.. Yeah? Yeah.
Ignorance is Bliss? Indifferance is Atrocity.
JustPlay
Profile Joined September 2010
United States211 Posts
Last Edited: 2010-09-24 17:36:00
September 24 2010 17:34 GMT
#1054
On September 25 2010 02:10 Prophecy3 wrote:
wow gg to Zergs "I CAN WIN NOW!!" It's a bug ffs. Obviously AOE should originate from the Ultra not target..

It was broken pre-patch 1.1 for Zergs, and that's broken post-patch 1.1 for Terrans in this instance. Going from Broken to Broken is still Broken.. Yeah? Yeah.
All AoE originates from the target.

This isn't overpowered against PF. PF still kills more than it costs. You can counter it by just moving your workers away.

It is overpowered against smart base design.
Chill
Profile Blog Joined January 2005
Calgary26004 Posts
Last Edited: 2010-09-24 17:38:39
September 24 2010 17:37 GMT
#1055
Why is this thread about an issue to be patched 53 pages long?

Edit: After reading page 50 I changed glitch to issue
Moderator
Lurker87
Profile Blog Joined October 2009
United States172 Posts
September 24 2010 17:54 GMT
#1056
So, I guess if ultras get into a base, and get surrounded, just attack the nearest buildings, and the surrounding army will explode...? At the very least, I could see this forcing people to spread out their buildings a lot more.
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
September 24 2010 17:56 GMT
#1057
On September 24 2010 02:36 Obsolescence wrote:
I don't know how I feel about this because of how absurd it looks on-screen. But I do wish they'd boost the priority for repairing SCVs

It does look silly but I like to imagine the ultralysk is hitting the building so hard that the walls are falling and crushing the scvs underneith. This turns silly into cool.

I've played about 8 T v Z and I haven't seen an ultralysk yet. All that this does is mean that terrans have to worry about defending their expos a tiny bit more which isn't a bad thing. It gives ultras a special skill making the game more stratigic and PF are still good until they're out and for island expos.
My other car is a battlecruiser.
steamrice
Profile Joined August 2010
435 Posts
September 24 2010 18:06 GMT
#1058
On September 25 2010 02:54 Lurker87 wrote:
So, I guess if ultras get into a base, and get surrounded, just attack the nearest buildings, and the surrounding army will explode...? At the very least, I could see this forcing people to spread out their buildings a lot more.


It takes like 6 cleaves to kill scvs repairing CC... so I don't think Terran is worried at all about this with actual units that are shooting the ultralisks.

This whole cleaving thing is ridiculous because it takes Terran so little to make Zerg run their entire drones out of production and when ultralisks a T3 very late unit is doing this now, there's a lot of theorycrafting on how to "abuse" this bug like it turns the game around. It's rare that zerg's are even able to get to this point.
GathFox
Profile Joined September 2010
United States58 Posts
September 24 2010 21:09 GMT
#1059
My beef with this is not the that it will make it impossible for a terran to win. its still very possible to win before they get to that tech *and in my philosophy its the way people should intend to win* and the terrans can adapt properly i think to stop this tactic from being an absolute game ender.

My beef is what its gonna do to the decision making in the game and the overall strategy of movement and territory. The thing taht i do not want to see result from this bug is terrans not expanding beyond 3 bases and thus not have to make an intellegent choice on movement of units and how and when to divide seperate forces off of them for tactical harrass, diversionary strikes, and multifront offensives. I dont want to see the whole of gameplay in the form of balls, wether mech, or bio for all the races.

There is a potential pluss side to this bug and that is maybe youll start to see zerg not always keep their forces in one big ball and encourage them to divide a few of the main force and harrass and attack from nondirect routes, something i think the zerg were capable of before but people probably had little inclination or inspiration to do.

The big influx of terrans focussing on early game rushes and quick game ending strats could have an effect of forcing a zerg to adapt to a style of play taht doesnt involve fast expanding... maybe this isnt really strong enough to be viable for zerg but it would be about time zerg did something different in their very early game like what the other races do.

Now you could argue that "this will force the terran to reinforce their hard to reach expos with more units or defend their expos more" which is very possible but you have to accompany that thought with; "or is there an easier way to accomplish this or to avoid this problem altogether?". I could see this "easier way" simply to change strat to one taht plays off a smaller territory size thus being more geared to win early game and completely avoiding the ultralisks strength all together and reducing the oppertunity to use them even more. You gotta think about how these unit changes affect peoples actions past the first reaction.

As a result it could possibly kill off strategic diversity rather than enhance it, not only for terran but also for zerg, making them essentialy do the samey, mass expand, non-aggressive strategies even more than waht they do now. Do you really want a game like this, based supposedly on strategy, to be a matter of if one side isnt dead by this amont of time he wins? Or do you want a game where in being balanced anything can happen, where a multitude of viable strategies exist for all the races and victory can potentialy be gained by any side at any time during the game?

This Ultra bug probably wont help if your desire is for the latter.
wise men win before they fight while the ignorant fight to win
archy
Profile Joined August 2010
Norway22 Posts
September 25 2010 11:40 GMT
#1060
Just thinking... you would have thought Blizzard would have tested this out... Kinda embarassing for them.
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