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On September 25 2010 20:40 archy wrote: Just thinking... you would have thought Blizzard would have tested this out... Kinda embarassing for them.
They are way too busy implementing the in game clock and icons.
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To whoever said that this issue may be solved by modifying base design I might have just found a way you are right. To Lurker, and Just Play, I may have just found your prediction of how terrans will respond to this could be wrong. I have found a 600 mineral way to reduce the melee access a Ultra will have from anywhere else than the mineral side of a PF to 1-0 through the use of structures to block melee contact from 3 sides of a mining expo. I have pictures too ill try to post them on here.
![[image loading]](http://imgur.com/tscaZ.jpg)
![[image loading]](http://imgur.com/U4dq7.jpg)
![[image loading]](http://imgur.com/nETHG.jpg)
![[image loading]](http://imgur.com/DF0FF.jpg)
They are 4 variations, im not promising these are the best designs possible but they should be pretty effective while prividing additional production capacity. My faves are the ones involving barracks.
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Wow, Ultra is now officially OP.
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Well we can officially say now that the "issue" has made it to the Ro16 of the GSL korea Altho Cool (Afruitdealer ) VS oGsTOP where very good games but Cool won both games by massing up Ultra's :D
At some points you see Ultra's ( 6-7 of them ) taking out 15 Thors in a blink of an eye. Eitherway great games to watch Cool played so well and same goes for oGsTOP.
@ckw above
"Beware of the Ultra's !" - A ( now ) Famous Blue Poster
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On September 26 2010 07:59 ShadowBumble wrote:At some points you see Ultra's ( 6-7 of them ) taking out 15 Thors in a blink of an eye. They'd have taken them out faster before the patch.
. . . . . .
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On September 26 2010 07:59 ShadowBumble wrote:Well we can officially say now that the "issue" has made it to the Ro16 of the GSL korea  Altho Cool (Afruitdealer ) VS oGsTOP where very good games but Cool won both games by massing up Ultra's :D At some points you see Ultra's ( 6-7 of them ) taking out 15 Thors in a blink of an eye. Eitherway great games to watch Cool played so well and same goes for oGsTOP. @ckw above "Beware of the Ultra's !" - A ( now ) Famous Blue Poster 
Patch had nothing to do with thor's in a clump being cleaved to death by ultralisks surrounding them. All these misinformed info is making this out to be like some big deal bug >_< I'm sure no one has even run into it or seen in with their eyes.
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As a random player, i do not approve of this glitch/bug/undocumented change. I know its hard as shit to take out a pf with zerg, but this is not the answer.
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2 Ultra Drop on to any mineral line -> attack Nexus/Hatchery/Command Center = all workers + building dead. LOOOOL
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Regarding the ultralisks splash, shouldn't it be more appropriate if it was a fixed AOE in front of the ultralisk model so that unit sizes dont matter? I just cant see the logical reasoning behind the varying splash range based on which unit it hits (i.e. bigger the unit model size, the more splash it does).
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^Okay, then make Siege tank's splash damage have a fixed radius, so if they shoot an ultra they won't splash anything else.
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On September 26 2010 09:10 YyapSsap wrote: Regarding the ultralisks splash, shouldn't it be more appropriate if it was a fixed AOE in front of the ultralisk model so that unit sizes dont matter? I just cant see the logical reasoning behind the varying splash range based on which unit it hits (i.e. bigger the unit model size, the more splash it does). Well that has some troubles, if you make it large, Ultra's going to be OP vs Marines and if you make it tiny Ultra won't splash vs Thor for instance.
Maybe have it scale somehow? Like radius 1 might have +2 and radius 3 might have +0.5 or +1...
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On September 26 2010 09:36 Shikyo wrote:Show nested quote +On September 26 2010 09:10 YyapSsap wrote: Regarding the ultralisks splash, shouldn't it be more appropriate if it was a fixed AOE in front of the ultralisk model so that unit sizes dont matter? I just cant see the logical reasoning behind the varying splash range based on which unit it hits (i.e. bigger the unit model size, the more splash it does). Well that has some troubles, if you make it large, Ultra's going to be OP vs Marines and if you make it tiny Ultra won't splash vs Thor for instance. Maybe have it scale somehow? Like radius 1 might have +2 and radius 3 might have +0.5 or +1... Perhaps if it were an ELLIPSE rather than a circle? It would be able to deal with the SCVs surrounding the PF without digging too deep into the Marauder blob (not even going to address Marines, if you're stupid enough to mass Marines in response to the high-armor, high-health, splash-damage Ultralisk, you deserve to lose your whole army).
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On September 26 2010 07:59 ShadowBumble wrote:Well we can officially say now that the "issue" has made it to the Ro16 of the GSL korea  Altho Cool (Afruitdealer ) VS oGsTOP where very good games but Cool won both games by massing up Ultra's :D At some points you see Ultra's ( 6-7 of them ) taking out 15 Thors in a blink of an eye. Eitherway great games to watch Cool played so well and same goes for oGsTOP. @ckw above "Beware of the Ultra's !" - A ( now ) Famous Blue Poster 
Uh, this issue has nothing to do with ultras v thors.
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SCVs dont even have to be repairing a PF to be hit by the splash damage. Just regular mining itself will get affected by the ultra's splash. Really needs to be fixed asap.
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There really isn't much point in discussing this, since it's going to be patched away.
I imagine after the patch the effect will be similar, but only in a 180 degree radius on the ultralisk's side.
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Ultras always worked this way with units just not on structures or on structures and splashing units. blizzard intended probably to have 2 cleave attacks, 1 vs buildings and 1 vs units, rather than 1 cleave attack taht is versus both structures and units. ultras could use this on units before and i dont think this makes it imbalanced much at all and taht they still needed some type of buff *though i would rather want one that alters the nature of how you use them*. and to say no one has seen this with their own eyes is not true. first of all that video shows it plain as day and i have already seen posts from players who have experianced its raw power.
now just imagine if the ultralisk could attack air and it attacks a mothership.
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On September 26 2010 09:10 lariat wrote: 2 Ultra Drop on to any mineral line -> attack Nexus/Hatchery/Command Center = all workers + building dead. LOOOOL
You realize when they properly fix this, just having the ultralisk dropped right on top of the drone/probe/scv and hitting the building will still kill all them right?
The problem is the ridiculous range due to the building size of hitting scvs on other side when ultralisks should be over there to do the dmg.
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You realize when they properly fix this, just having the ultralisk dropped right on top of the drone/probe/scv and hitting the building will still kill all them right?
The problem is the ridiculous range due to the building size of hitting scvs on other side when ultralisks should be over there to do the dmg.
Rofl, this is exactly what they should have been doing before, using the ultralisks in creative smart ways. I would LOVE to see zerg players do this when the ultras are fixed and it dont gotta be a doom drop lol. seeing Ultra drops would enrich the game in general i think.
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I'm amazed how many people are unaware that mass Ultras is substantially weaker vs mass Thors than it was before 1.1.
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On September 26 2010 11:18 Grond wrote: I'm amazed how many people are unaware that mass Ultras is substantially weaker vs mass Thors than it was before 1.1.
Well, one would have to read the patchnotes to aquire such wisdom ;-) Thats not an easy feat
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