On September 22 2010 08:22 EvasivE wrote: 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.
The ammount of people claiming they are zerg who want this to be fixed is suspicious. It wouldnt supprice me if they are actually terrans And i gotta agree, the ammount of terran tears in this thread has made my day aswell
On September 22 2010 08:22 EvasivE wrote: 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.
The ammount of people claiming they are zerg who want this to be fixed is suspicious. It wouldnt supprice me if they are actually terrans And i gotta agree, the ammount of terran tears in this thread has made my day aswell
Or we're legitimate Zerg players who would rather win not because of absurd bugs/exploits but by outplaying their opponent in a well balanced game.
Okay so they added a new mechanic solely so this works with ultralisks, as pre patch if you removed the ram attack (as i did in a custom map) the splash didn't work. because like all splash it centered on the middle of the target, so large buildings absorbed all the splash. So it appears that the ultralisk is dealing splash around buildings in a (Building radius +2) radius semi circle. instead of making it work like splash pre-splash-fix from beta or post-splash-fix they changed the ultralisks attack mechanic to fit this in. interesting. and won't last long.
2 ultras (1000 resources) attacking 150/150 worth of static defense. Let's turn that around... 8 stimmed marauders attacking a hatchery + 2 spines, how does that end?
On September 22 2010 08:22 EvasivE wrote: 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.
The ammount of people claiming they are zerg who want this to be fixed is suspicious. It wouldnt supprice me if they are actually terrans And i gotta agree, the ammount of terran tears in this thread has made my day aswell
Or we're legitimate Zerg players who would rather win not because of absurd bugs/exploits but by outplaying their opponent in a well balanced game.
deeeerp
What would have happened BEFORe the patch this situation?
The Ultras would of ran in circles trying to attack the fortress because the AI would not have attacked the SCV
Then you would manually attack the SCV, then start actually attacking the fortress
But since there are so many SCV, all your ultras would of died
You just lost 5 ultras, terran just lost 500-1000 minerals in SCV, and still has his gold expo to drop 10 mules, gg.
That can't be intended, it was even killing a missile turret on the other side of the PF, which wasn't even adjecant to it. I assume the intended effect would be to kill scv within the ultras regular splash range, at least that's what I expected and which would be a fair change.
On September 22 2010 08:26 Carnivorous Sheep wrote: So Planetary Fortresses no longer being invincible is imba? -.- it still killed an Iltra while costing much less get over it lmao...
The ultra was actually mainly killed by marauders/already hurt, As you can see in this video the planatary fortress barely manages to kill 1 despite upgraded armor and range for the building and 0/0 on the ultras.
Jebus. Just rewatched the video and noticed the health on the missle turret completely opposite the ultras, on the other side of the PF. This is SO broken it's not even funny.
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.
This is pretty amazing. Ultras had an awesome buff.
I am actually stunned... Ultralisks were already the best unit, and now this? Why not give some buffs to other units that need it, like Infestor or Muta?
On September 22 2010 08:26 Carnivorous Sheep wrote: So Planetary Fortresses no longer being invincible is imba? -.- it still killed an Iltra while costing much less get over it lmao...
The ultra was actually mainly killed by marauders/already hurt, As you can see in this video + Show Spoiler +
http://www.youtube.com/watch?v=6_ApCtDpvg0&
the planatary fortress barely manages to kill 1 despite upgraded armor and range and 0/0 on the ultras.
Not to mention that ANY micro from the Zerg player means you lose nothing.
On September 22 2010 08:22 EvasivE wrote: 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.
The ammount of people claiming they are zerg who want this to be fixed is suspicious. It wouldnt supprice me if they are actually terrans And i gotta agree, the ammount of terran tears in this thread has made my day aswell
Or we're legitimate Zerg players who would rather win not because of absurd bugs/exploits but by outplaying their opponent in a well balanced game.
Terran tears taste so good Seriously though, this has been tested for over a month, if its a bug, its embarrasing for blizzard. If its not a bug, its a good change, PF should not be a 100% safe expo you cant attack.
It really is quite fascinating how Terran players appear to just take it as a given that their 150/150 static defence should be able to stop numerous 300/200 units.
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.
Zerg vengeance for the Science Vessel Eraser trick in Brood War.
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.