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Patch 1.1.1 Ultralisk nerf - Page 3

Forum Index > SC2 General
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soultwister
Profile Joined January 2010
Poland80 Posts
September 28 2010 11:18 GMT
#41
Don't 250mm Cannons completely rape Ultralisks? I've been off the scene for a while now, but i remember games where Terrans would see Ultralisks on the way, they'd just get the upgrade and, with support, deny most of their damage.
don't tell your plans to anybody, they won't know you've lost @ soultwister Zerg newb
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2010-09-28 11:20:55
September 28 2010 11:19 GMT
#42
This might be a nerf, but at the same time I think this is how the AoE should work. I'm not sure if this changes ultra's beast status, but if they are weak after the change I'm sure next patch will include a buff to their dmg again.

Edit:
On September 28 2010 20:18 soultwister wrote:
Don't 250mm Cannons completely rape Ultralisks? I've been off the scene for a while now, but i remember games where Terrans would see Ultralisks on the way, they'd just get the upgrade and, with support, deny most of their damage.

Not really, 250mm was awesome when it stunned the ultra, but now that ultras are immune to the stun, it barely does better than just the normal attack of the thor.
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2010-09-28 11:21:03
September 28 2010 11:20 GMT
#43
On September 28 2010 20:18 soultwister wrote:
Don't 250mm Cannons completely rape Ultralisks? I've been off the scene for a while now, but i remember games where Terrans would see Ultralisks on the way, they'd just get the upgrade and, with support, deny most of their damage.

Since the stun doesn't work anymore, no it doesn't. Although it is not a bad choice in some situations probably.
Ghazwan
Profile Blog Joined March 2010
Netherlands444 Posts
September 28 2010 11:21 GMT
#44
On September 28 2010 20:17 kasumimi wrote:
I'm pretty sure this is how ultras were before the patch? I don't recall units behind the primary target being hit pre 1.1. The bug was too much in my humble opinion and needed to be fixed.

If the zerg players feel they need bugged units to win games then this is indeed depressing.



That's the whole point I think, tho I haven't tested it myself yet. Instead of just fixing the ultra vs buildings and keeping ultras against units the way they were before 1.1, they nerfed ultras vs units in the process with this fix.
ch4ppi
Profile Joined July 2010
Germany802 Posts
Last Edited: 2010-09-28 11:23:50
September 28 2010 11:22 GMT
#45
I'm pretty sure this is how ultras were before the patch? I don't recall units behind the primary target being hit pre 1.1. The bug was too much in my humble opinion and needed to be fixed.

Kid have u read anything the OP posted?
Or did u just see "Ultralisks dont counter THor"?

Watch the pictures and dont be so damn igorant, its so obvious -.-*

Oh and btw all those Terrans claiming 250mm cannons are not effectiv against Zerg...
U just need to make more than just A-moving and using the cannons. Try to make a block with hellions -.-*
dcemuser
Profile Joined August 2010
United States3248 Posts
Last Edited: 2010-09-28 11:23:03
September 28 2010 11:22 GMT
#46
On September 28 2010 20:17 kasumimi wrote:
I'm pretty sure this is how ultras were before the patch? I don't recall units behind the primary target being hit pre 1.1.


No. Ultra splash has extended by unit radius since alpha. Look at the screenshots, man.


On September 28 2010 20:17 kasumimi wrote:
The bug was too much in my humble opinion and needed to be fixed. If the zerg players feel they need bugged units to win games then this is indeed depressing.


There was no bug, there was never a bug. They applied the STANDARD ULTRA SPLASH to buildings, which are large enough to make the Ultra splash hit SCVs. That's their standard behavior.
Ordained
Profile Joined June 2010
United States779 Posts
September 28 2010 11:24 GMT
#47
This is disturbing.
"You are not trying to win, you are trying to be awesome" -Day[9]
anotherone
Profile Joined October 2009
90 Posts
September 28 2010 11:34 GMT
#48
Give Zergs a bug by mistake and they will take it as buff for Ultra and now whe its fixed they cant live without it. It was just a programming mistype thats all. Think about it like it never happen.
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
September 28 2010 11:34 GMT
#49


Please look at the fight at 5:08 and tell me this is the same splash that ultras had in 1.1.
Minzy
Profile Joined May 2010
Australia387 Posts
September 28 2010 11:35 GMT
#50
On September 28 2010 19:57 dcemuser wrote:
Show nested quote +
On September 28 2010 19:56 Toxiferous wrote:
mass thor was not viable at a time? On small narrow maps a big group of 3/3 thors seem unstoppable without a flank from all sides as is



I guess you didn't see Cool's game, heh - Ultras were extremely good versus mass Thor.


i don't know what you were watchin mate, but those thors ALMOST beat the ultra's, cool only won because he could afford to lose them and just instantly replace them, whereas the terran did not have this option in relation to his own thor count.

more importantly, dont make this thread into another "Cool won because of X" arguement.
Huh...
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
Last Edited: 2010-09-28 11:39:21
September 28 2010 11:36 GMT
#51
On September 28 2010 20:34 kasumimi wrote:
http://www.youtube.com/watch?v=XkUY5A9uPvU&feature=channel

Please look at the fight at 5:08 and tell me this is the same splash that ultras had in 1.1.


Because they are attacking marines and marauders, small units. Did you read the thread even a little?

It has always been bigger unit attacked = bigger splash. Now it just has a pretty small same size splash against everything.

Might be better if you are attacking only marines/marauders, dunno.
Yeah, well, you know, that's just like, your opinion man
ooni
Profile Blog Joined March 2010
Australia1498 Posts
September 28 2010 11:36 GMT
#52
I am very happy with Ultra nerf, they were too strong compared to other units anyways... Oh wait now where is the Zerg buff to counteract this nerf? It's in the patch notes right... WHERE IS IT?!?!?
Hi!
MasterAsia
Profile Joined November 2009
United States170 Posts
September 28 2010 11:37 GMT
#53
This is huge. The only reason Terran mech has to push out instead of just turtling forever is because they can't let you have too many ultralisks (like cool did). Now the thors can just wait as long as they want since they beat ultras in equal resources/food. That also means a 200/200 mech ball is now literarily unbeatable.
Theston
Profile Joined August 2010
Germany15 Posts
September 28 2010 11:37 GMT
#54
On September 28 2010 20:34 kasumimi wrote:
Please look at the fight at 5:08 and tell me this is the same splash that ultras had in 1.1.

It is, but there are Marauders in front of the Thors that make all the difference.
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2010-09-28 11:41:03
September 28 2010 11:38 GMT
#55
k for anyone discussing mass thors... the best way to counter if he's got pretty much only thors is mass zerglings and if he has hellions with then mass roaches and hydras as yeah they get 2 shotted each but the roach hydra damage output is significant enough to destroy the thors.
the ultralisk is the counter for sieged tanks more than anything else because of how weak siege tanks are against ultras in sc2 (50 damage now, in BW they did 75 damage 90 when fully upgraded against massive units plus they were 2 supply and cheaper so there was alot more tanks deployed)
in sc2 ultras soak up the siege fire plus just demolish them and this nerf very slighty affects splash on medium sized units. ultralisks while an armored counter are not ment against thors mostly against tanks.


honestly they should just put the ram back in becasue the ultralisk was awesome as it was if anything it needed it's 5 damage nerf.
Cake or Death?
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
September 28 2010 11:38 GMT
#56
On September 28 2010 20:36 ZapRoffo wrote:
Show nested quote +
On September 28 2010 20:34 kasumimi wrote:
http://www.youtube.com/watch?v=XkUY5A9uPvU&feature=channel

Please look at the fight at 5:08 and tell me this is the same splash that ultras had in 1.1.


Because they are attacking marines and marauders, small units. Did you read the thread even a little?


Did you even look at the vid? Some ultras get hits on Thors and nothing receives damage 3 boxes behind it.
lovewithlea
Profile Joined March 2010
168 Posts
September 28 2010 11:40 GMT
#57
hahaha. blizzard fucked it up biiiiiig time. i ran some test in the unit tester map. bio balls get randomly splashed, sometimes 2 behind the target next hit none, next hit 3 left, shit like that, i don't get it
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
September 28 2010 11:41 GMT
#58
On September 28 2010 20:22 ch4ppi wrote:Oh and btw all those Terrans claiming 250mm cannons are not effectiv against Zerg...
U just need to make more than just A-moving and using the cannons. Try to make a block with hellions -.-*

I recommend you trying 250mm. With 1+ upgraded wpns, thor does very similar dmg vs ultra as 250mm. Not only that but 250mm is not as efficient if your units attack the ultra while the 250mm is going on. Therefor it's much more efficient to just focus fire the ultras down with all your units rather than try force 250mm.
This has been the case for a long time, just when it also stunned the ultra, it effectively killed the ultra when the cannon started(since it makes it incapable to deal dmg), while without the stun, it requires the full duration(i'm not saying it's UP, just that you are in byfar most cases better off autoattacking).

Blocking ultras away from thors is good no matter 250mm or not. So in the end, you're much better off just focus firing the ultras down rather than waste APM trying to be fancy.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
September 28 2010 11:41 GMT
#59
On September 28 2010 20:38 kasumimi wrote:
Show nested quote +
On September 28 2010 20:36 ZapRoffo wrote:
On September 28 2010 20:34 kasumimi wrote:
http://www.youtube.com/watch?v=XkUY5A9uPvU&feature=channel

Please look at the fight at 5:08 and tell me this is the same splash that ultras had in 1.1.


Because they are attacking marines and marauders, small units. Did you read the thread even a little?


Did you even look at the vid? Some ultras get hits on Thors and nothing receives damage 3 boxes behind it.


The ultras get 2 attacks on the tank and the units behind the tank get damaged some. It gets one attack on the thor before dying and the units behind the thor get damaged.
Yeah, well, you know, that's just like, your opinion man
MasterAsia
Profile Joined November 2009
United States170 Posts
September 28 2010 11:41 GMT
#60
On September 28 2010 20:38 Raiznhell wrote:
k for anyone discussing mass thors... the best way to counter if he's got pretty much only thors is mass zerglings and if he has hellions with then mass roaches and hydras as yeah they get 2 shotted each but the roach hydra damage output is significant enough to destroy the thors.
the ultralisk is the counter for sieged tanks more than anything else because of how weak siege tanks are against ultras in sc2 (50 damage now, in BW they did 75 damage 90 when fully upgraded against massive units plus they were 2 supply and cheaper so there was alot more tanks deployed)
in sc2 ultras soak up the siege fire plus just demolish them and this nerf very slighty affects splash on medium sized units. ultralisks while an armored counter are not ment against thors mostly against tanks.


roach and hydra are the choice to deal with thors when we don't have ultra, which means we are in tier 2 and T doesnt have 10 thors + 5 tank.
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