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On September 22 2010 08:17 Vei wrote:Show nested quote +On September 22 2010 08:13 Sqq wrote:On September 22 2010 08:09 TheFinalWord wrote:On September 22 2010 08:06 Sqq wrote: Shouldn't be patched. Ultralisk are our strongest unit, and for it to be pissed on by a PF and its army of retarded scvs is fucking lame (AI and all that). Finally a way to kill PFs with ground army. Fantastic idea. Ultras have always smashed planatary fortress's. Now they kill everything else in the area at the same time. Yes. Which is awesome. I disagree, Ultras were really bad at killing PF's because the pathing would get royally messed up when SCV's were surrounding it repairing, and also they wouldn't autoattack SCVs and instead 1-2 would just headbutt the PF -- their damage being instantly repaired -- while the rest get kited around and killed when the marauders show up or whatever. This new change seems to be probably unintentional but as a Zerg player I really feel PF's coupled with Terrans innate extreme defensibility were just too impossible to attack with ANYTHING but Brood Lords, so for the moment I have to support this change.. Agreed. Like others have said before though, I just wish they could make the attack more intuitive. Can you imagine a televised broadcast of a match where ultras are killing workers trying to repair? How would you explain what's going on to someone who's less than informed? It looks totally random O.o
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This is clearly a bug, and while PF's are too strong, this is not the way to fix them.
I would not expect this to stick around. I dont know if people are, but i'd expect it to be hotfixed quickly.
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I want to see the game now where a Zerg army catches an opposing army as it's moving past a destructible rocks, and the Zergs two Ultralisks target the rocks and flatten the enemy army.
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I wouldn't mind see ultra splash radius vs buildings to be calculated different, i.e. unit radius + 1 instead of +2. Or even +.5 depending on how that worked.
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They just need to modify the way splash damage from Ultras work to something like only damage targets in front of ultra at a certain radius.
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not pictured: all the other scvs at all the other expansions also exploding
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meh its a bug they shouldnt be able to do that.
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I'm really surprised that so many people don't see this as a problem, or even think that it's intended. I play Zerg, agree that PFs are stupidly strong, but even I acknowledge that this is definitely a bug.
I'm not sure if people are realizing that this applies to orbital commands, hatcheries, nexuses (nexi?) and any other large radius target. I can't imagine that Blizzard intended your ultra to damage a Nexus, all the buildings not even immediately adjacent to the Nexus, as well as all the probes who happened to just return from mining.
I think it's pretty safe to say that this will be fixed. Hopefully they don't do it in such a way that screws the ultra over though when attacking other units, like Thors, etc.
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omg this thread is epic whether its intended or not idc at this point hahahaha the shear amount of terran tears has made my week.
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On September 22 2010 08:16 crate wrote: Other than this being horrendously unintuitive (Ultra splash hitting something that the graphics don't even suggest should be getting hurt) I don't see an immediate problem. Easily fixable. Perhaps a sort of ripple/shockwave effect?
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On September 22 2010 08:19 Half wrote:Show nested quote + Because repairing SCVs should make PFs invulnerable to anything but a million banelings? I highly doubt this will get 'fixed', not like you don't have the option of moving your SCVs and sacking the expo.
Of course not, but a 120 degree forward arch splash with a radius of 2 would be an effective but not retarded way of fixing the problem of Planetary fortresses against a zerg ground army.
Seconded.
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I knew this was gonna be brutal w/ splash vs buildings instead of ram. Each swipe gives you like 300 minimum damage vs repaired pf including scv damage
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Sorry for asking but is this real? Looks very very OP.
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In the perspective that this isn't a bug:
It would explain that weird headram ability in the first place, since Blizzard probably found that ultra splash was bugged or something and the bigger the unit was, the splash would originate and grow from that. Removing the headram ability was a subtle "buff".
Also, Ultras are tier 3 so its not like PF's are completely negated, they're tier 1.5. I think its ridiculous that Zerg would have to go Brood Lords or something to break repairing PF, since its a completely different T3 tech path than if you were going ultras. At least we have two T3 units that actually act as front busting units.
It also makes Ultras "that" scary unit. Protoss have colossus, Terran have...thors I guess, and now Zergs have ultras.
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Wow.... not only do they own PF's but any buildings like walls/ mass cannons etc.
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As someone else said
1. You think they didn't test this extensively after all the complaining about invincible planetary fortresses?
2. IF IT IS overpowered (it's not), give it some time for people to test in real matches. It's not like zerg are always able to even make it to T3 ultras.
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Even after it gets fixed (clearly a bug) Ultras will be way better against PFs. The splash damage will cut down the SCVs quickly if you can get a surround.
That video made me smile a huge banana grin though. Even if it's a bug, it made my night to see all those stupid repairing SCVs explode.
Edit: While the Zerg-playing side of me never wants this to be fixed, the side of me that wants game balance knows it should be.
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.....lol. This is really hysterical. I expect it to be patched soon, but hilarity will ensue until then.
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Baa?21244 Posts
So Planetary Fortresses no longer being invincible is imba? -.- it still killed an Iltra while costing much less get over it lmao...
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On September 22 2010 07:49 BlasiuS wrote: hm that definitely doesn't look right. SCVs on the complete opposite side of the CC where the ultra is attacking shouldn't be getting damaged?
ULTRAlisk.
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