Issues like this would of been spotted immediately.
Ultras vs Repaired PF - Page 53
| Forum Index > SC2 General |
|
Petshop
Canada73 Posts
Issues like this would of been spotted immediately. | ||
|
GathFox
United States58 Posts
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. | ||
|
Jzerg
84 Posts
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
United States270 Posts
| ||
|
Illusion.
United States348 Posts
| ||
|
GathFox
United States58 Posts
| ||
|
Alesund
United States5 Posts
| ||
|
GathFox
United States58 Posts
| ||
|
Dosey
United States4505 Posts
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
United States4943 Posts
| ||
|
Wihl
Sweden472 Posts
| ||
|
GathFox
United States58 Posts
| ||
|
Prophecy3
Canada223 Posts
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. | ||
|
JustPlay
United States211 Posts
On September 25 2010 02:10 Prophecy3 wrote: All AoE originates from the target. 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. 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
Calgary25993 Posts
Edit: After reading page 50 I changed glitch to issue ![]() | ||
|
Lurker87
United States172 Posts
| ||
|
SCdinner
Canada516 Posts
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. | ||
|
steamrice
435 Posts
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
United States58 Posts
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. | ||
|
archy
Norway22 Posts
| ||
| ||
