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Patch 1.1.1 Ultralisk nerf

Forum Index > SC2 General
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Glacius0
Profile Joined July 2010
Netherlands66 Posts
Last Edited: 2010-09-28 12:55:33
September 28 2010 10:49 GMT
#1
As can be seen in the patch note discussion of this thread ultralisk splash damage was changed to fix a bug.

This so-called "bug-fix" isn't so much a fix as it is a huge nerf. The splash range was as blizzard intended, but the unit radius +2 from unit center rule got a bit too crazy once they allowed you to target buildings with it. Now they changed it to +2 from the front of the target which fixes the "bug" but effectively nerfs splash range against bigger sized units. Smaller units go largely unaffected. Tanks are also affected, but not as much as they are medium-sized. This last sentence is wrong. See edit on the bottom of this post.

Result?

Ultralisks are no longer a valid counter to Thors.

Here are some images to demonstrate (tested on burrowed ultras, as this was easier to test):
+ Show Spoiler +
Prepatch:
[image loading]

Post-patch:
[image loading]

Post-patch worst situation (easily achieved with minor micro in case of thors):
[image loading]

Tests in the unit tester conclude:
- One thor barely beats one ultra with no micro.
- Groups of more than 6-7 thors vs equal amount of ultras with no micro can win. The bigger the group the better. Focus fire significantly helps Thors as ultras are unable to do something similar.
- Chances of thors winning significantly increase with chokes. Blocking a choke with thors is easy as they are big.
- Worst finding: If you spread out your thors even a little bit, they will receive almost no splash. In this situation thors effectively counter ultras now. It gets worse if you also target fire.

Here's the result with proper focus fire and minor spreading (I only moved one thor forward a bit):
+ Show Spoiler +
Starting position:
[image loading]

Result:
[image loading]

Cool would not have won his tourney match with this patch. Not because SCVs won't die anymore when a PF gets attacked, but because Thors receive significantly less splash damage from ultras.

Fixing a bug with a nerf doesn't sound like a very good idea to me. Additional testing is recommended if anyone is up to it. I did not test much with upgrades, except for getting 6 armor on ultras and seeing how unupgraded thors still counter them if you spread micro. Also I only tested a little while on 1.1 before patching to 1.1.1.

Important edit:

Some additional research from Raketti in this post shows that it's worse than I thought. It seems splash got reduced for smaller units too.

Picture evidence here:
+ Show Spoiler +
[image loading]

My own short test concludes that I am able to hit a few more marines than on his picture (but still less than 1.1 I think) but it does indeed seem that siege tanks are affected similarly to thors. Siege tanks only seem smaller but the selection circle size is actually the same.

While the biggest impact is on large units like thors, the nerf actually seems to affect all units.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
September 28 2010 10:52 GMT
#2
so mass thors is viable again?

jk... but this might be a bit extreme ya? let's see how it goes before we jump to conclusions
I'm like badass squared | KeitZer.489
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 10:53 GMT
#3
This an absolutely massive nerf to the Ultralisk's viability because even if the Terran was using 1 Thor, the Ultralisks could focus fire the Thor and splash the rest of the army.

I really think the unit is going to be largely abandoned in favor of Broods at this point. Either way, this was not what Zerg needed right now, and I think the community backlash is going to be huge.

Excellent pictures by the way, OP, illustrates the change perfectly.
Brutus
Profile Joined May 2010
Netherlands284 Posts
September 28 2010 10:53 GMT
#4
If this is the result, bring back the ram and give back my old splash! I was afraid of this when I read the patch notes. Just fucking stupid tbh
Goliathsorrow
Profile Joined September 2010
Italy317 Posts
September 28 2010 10:54 GMT
#5
Aw that's a low blow.

Not a terran-zerg expert but didn't the thor cannon ability counter ultralisks already ?

JinDesu
Profile Blog Joined August 2010
United States3990 Posts
September 28 2010 10:55 GMT
#6
On September 28 2010 19:53 dcemuser wrote:
This an absolutely massive nerf to the Ultralisk's viability because even if the Terran was using 1 Thor, the Ultralisks could focus fire the Thor and splash the rest of the army.

I really think the unit is going to be largely abandoned in favor of Broods at this point. Either way, this was not what Zerg needed right now, and I think the community backlash is going to be huge.

Excellent pictures by the way, OP, illustrates the change perfectly.


Erm no - you can't fit enough ultras into the area to splash one thor into other thors. What would happen is each ultra hitting each thor would splash onto each surrounding thor, thus amplifying the effect.
Yargh
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
September 28 2010 10:55 GMT
#7
Should be used to Blizzard terran bias by now .
sAviOr...
QuixoticO
Profile Blog Joined March 2010
Netherlands810 Posts
September 28 2010 10:55 GMT
#8
Makes you wonder if Blizzard even tests their fixes before releasing them to the public. Going to be hard to counter thors now guess I'm going back to Burrow Roaches for Thors.
"Suum Cuique" - Cicero
Toxiferous
Profile Joined June 2009
United States388 Posts
September 28 2010 10:56 GMT
#9
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

Viruuus
Profile Joined February 2010
Germany451 Posts
September 28 2010 10:56 GMT
#10
I really am mad how stupid Blizzard is about balance. This is only getting worse every patch.
And what makes me explode is people claiming Thors are bad against ultras, just because TOP lost the battle vs Cool, when in fact:
1) he didnt micro at all, even before patch 12 Thors can easily win against 10 Ultras with some micro
2) Ultras now are even more useless, thanks to OP for showing this once again.
Lee Jae Dong fighting!!!
Euriti
Profile Joined September 2010
Denmark72 Posts
September 28 2010 10:56 GMT
#11
With +1 attack I think usual attacks were just as good. Either way this seems really silly. Could they not have changed the mechanic against buildings and left the unit mechanic alone? Seems they are able to seperate buildings from units when it comes to behavior as seen by the previous ram ability. Maybe just make 2 different attacks like before but make the building attack splash like this and the unit attack splash like pre 1.1.1. You won't have the sillyness of the PF but Ultras will still be able to counter thors nicely.
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 10:57 GMT
#12
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.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
September 28 2010 10:57 GMT
#13
Saying that they are useless now is just stupid.
Sqq
Profile Joined August 2010
Norway2023 Posts
September 28 2010 10:57 GMT
#14
the massive splash was obviously not intended. But it seemed to make the Ultralisk work better than it did without it and make it a really viable unit late game.
Dead girls don't say no.
Coeus1
Profile Joined May 2010
Finland160 Posts
September 28 2010 10:57 GMT
#15
On September 28 2010 19:49 Glacius0 wrote:

Result?

Ultralisks are no longer a valid counter to Thors.



Quite a statement, thank you.

Hmm. . btw, does anyone know any good alternatives to teamliquid forums?
xxx
lovewithlea
Profile Joined March 2010
168 Posts
September 28 2010 10:58 GMT
#16
wow blizzard. thanks!! i really hated it to actually have a chance IF!! .. I F ! i made it to T3 mass ultras versus Terran. i'm so glad it's back to normal!!
Suikakuju
Profile Joined July 2010
Germany238 Posts
September 28 2010 10:58 GMT
#17
Iam freakin relieved that this has been fixed, I mean that was unfair to all P and T.....NOT
Laugh and the world laughs with you. Weep and you weep alone.
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 10:58 GMT
#18
On September 28 2010 19:55 JinDesu wrote:
Show nested quote +
On September 28 2010 19:53 dcemuser wrote:
This an absolutely massive nerf to the Ultralisk's viability because even if the Terran was using 1 Thor, the Ultralisks could focus fire the Thor and splash the rest of the army.

I really think the unit is going to be largely abandoned in favor of Broods at this point. Either way, this was not what Zerg needed right now, and I think the community backlash is going to be huge.

Excellent pictures by the way, OP, illustrates the change perfectly.


Erm no - you can't fit enough ultras into the area to splash one thor into other thors. What would happen is each ultra hitting each thor would splash onto each surrounding thor, thus amplifying the effect.


No, I mean if you had, for example 3 Ultras attacking a Terran army with like 3 Tanks, 10 marines, and 1 Thor, then you could have the Ultras target the Thor and it would hit -everything- in the Terran's army. If you targeted the Marines, you would hit barely anything.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 28 2010 10:59 GMT
#19
Awesome, I was worrying about my 50% winrate.

Back to 40! :D
Brutus
Profile Joined May 2010
Netherlands284 Posts
September 28 2010 10:59 GMT
#20
On September 28 2010 19:57 Coeus1 wrote:
Show nested quote +
On September 28 2010 19:49 Glacius0 wrote:

Result?

Ultralisks are no longer a valid counter to Thors.



Quite a statement, thank you.

Hmm. . btw, does anyone know any good alternatives to teamliquid forums?


Instead of being a smartass, go and look at the test results and you will see this is a huge blow. I think his conclusion is a very sound one.
Coeus1
Profile Joined May 2010
Finland160 Posts
September 28 2010 11:00 GMT
#21
On September 28 2010 19:59 Brutus wrote:
Show nested quote +
On September 28 2010 19:57 Coeus1 wrote:
On September 28 2010 19:49 Glacius0 wrote:

Result?

Ultralisks are no longer a valid counter to Thors.



Quite a statement, thank you.

Hmm. . btw, does anyone know any good alternatives to teamliquid forums?


Instead of being a smartass, go and look at the test results and you will see this is a huge blow. I think his conclusion is a very sound one.



Yes, sorry. It's really bad now, agreed.
xxx
Toxiferous
Profile Joined June 2009
United States388 Posts
September 28 2010 11:01 GMT
#22
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 think you forgot to read the rest of my post, thors not being flanked already seemed to chop into ultras cost effetively, especially with a little micro
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
September 28 2010 11:02 GMT
#23
On September 28 2010 19:58 dcemuser wrote:
Show nested quote +
On September 28 2010 19:55 JinDesu wrote:
On September 28 2010 19:53 dcemuser wrote:
This an absolutely massive nerf to the Ultralisk's viability because even if the Terran was using 1 Thor, the Ultralisks could focus fire the Thor and splash the rest of the army.

I really think the unit is going to be largely abandoned in favor of Broods at this point. Either way, this was not what Zerg needed right now, and I think the community backlash is going to be huge.

Excellent pictures by the way, OP, illustrates the change perfectly.


Erm no - you can't fit enough ultras into the area to splash one thor into other thors. What would happen is each ultra hitting each thor would splash onto each surrounding thor, thus amplifying the effect.


No, I mean if you had, for example 3 Ultras attacking a Terran army with like 3 Tanks, 10 marines, and 1 Thor, then you could have the Ultras target the Thor and it would hit -everything- in the Terran's army. If you targeted the Marines, you would hit barely anything.


Yes, that part is true, but that part is also because hitting the Thor would do the 35 damage instead of 15. That makes a huge difference compared to hitting the marines for 15.

Attacking the tanks has almost the same effect.

Regardless - I guess they made the ultra splash like Cleave in Warcraft 3.
Yargh
Slago
Profile Joined August 2010
Canada726 Posts
September 28 2010 11:03 GMT
#24
Never thought of it this way, stupid blizz, was having something at all be able to kill PF's too OP, fuck blizz man, they have no clue
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 11:03 GMT
#25
On September 28 2010 20:01 Toxiferous wrote:
Show nested quote +
On September 28 2010 19:57 dcemuser wrote:
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 think you forgot to read the rest of my post, thors not being flanked already seemed to chop into ultras cost effetively, especially with a little micro


In an extremely small choke, with very good unit spread (and I mean VERY good, the splash was huge), Thors would win. In a head-on battle, Thors loss. Flanked? Thors lose. All of those situations now say "Thors win".
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
September 28 2010 11:04 GMT
#26
Thx blizzard </3
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
HolydaKing
Profile Joined February 2010
21254 Posts
September 28 2010 11:05 GMT
#27
On September 28 2010 20:01 Toxiferous wrote:
Show nested quote +
On September 28 2010 19:57 dcemuser wrote:
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 think you forgot to read the rest of my post, thors not being flanked already seemed to chop into ultras cost effetively, especially with a little micro

Plus, in the most deciding battle lots of TOPs Thors attacked zerglings as he had close to zero hellions.

This change seems ridiculous, can't wait to see it in live action or when i play myself...
safjx
Profile Joined September 2010
United Kingdom51 Posts
September 28 2010 11:06 GMT
#28
I have a feeling that the nerf to "vs armoured" damage was because they chopped through thors too quickly. This makes the ultra such a sucky unit :-\ What a pity
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
September 28 2010 11:07 GMT
#29
for me personally SC1 and now SC2 have never been games were players at pro-level should be supposed to build one type of units agains one other type of units.
Simple Thor > Ultra or Ultra > Thor is stpid imo.
It requires no skill to micro and it isnt even cool to watch.
And dont have an answer to what Z can do other than mass ultra but making Ultras so strong that they simply kill everything without being hurt is not a viable solution for a competitive game.

"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
Arakash
Profile Joined March 2009
Germany124 Posts
September 28 2010 11:09 GMT
#30
what is mroe sad is, that blizzard never reverts cahnges they made, so we will probably be stuck with the damaga and splash nerf, although i think only 1 of those two would be enough :X
Euriti
Profile Joined September 2010
Denmark72 Posts
September 28 2010 11:10 GMT
#31
On September 28 2010 20:07 Sewi wrote:
for me personally SC1 and now SC2 have never been games were players at pro-level should be supposed to build one type of units agains one other type of units.
Simple Thor > Ultra or Ultra > Thor is stpid imo.
It requires no skill to micro and it isnt even cool to watch.
And dont have an answer to what Z can do other than mass ultra but making Ultras so strong that they simply kill everything without being hurt is not a viable solution for a competitive game.



Which makes it perfectly fine for thors to counter both mutalisks (Yes they counter them cost for cost even with magic box, saying otherwise is downright stupid) and Ultras at the same time (Although not hard counters but you get the point)
GIGAR
Profile Joined September 2010
Denmark88 Posts
September 28 2010 11:10 GMT
#32
This change blows my mind.
I'm starting to wonder if Blizzard really WANTS people to play Zerg...
I mean, it's not very beginner friendly, there's practically no Zerg instructions, and the Zerg challenges (especially the Infestation) was of limited use ingame.
:/
"it pisses me off that blizzard's reaction time to terran tears is about 14 seconds, but apparently the massive oceanic sea of zerg tears is caused by l2p-issues"
Firesemi
Profile Joined February 2010
Australia87 Posts
September 28 2010 11:10 GMT
#33
So i'm a zerg player and while this annoys me a bit people seem to take things out of context.

As a zerg its about unit combination. If your just attacking with ultras as a damaging unit and focusing on how bad it does on its own isnt this out of context?

Im not sure but what would be better? 2 ultras attacking into a group or 1 ultra + 300/200 worth of banelings attacking into a group?

I'm a bit unsure if i should post this as people could technically pick me apart but im just saying i dont think ultras are broken they just arnt a build a heap and a move win anymore. They may be turning into a defensive unit rather then an offensive unit for example?
Hile
KristianJS
Profile Joined October 2009
2107 Posts
September 28 2010 11:12 GMT
#34
It sucks that Blizzard keeps responding to stuff by nerfing shit. They'd be better off making other units better sometimes instead T_T
You need to be 100% behind someone before you can stab them in the back
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 28 2010 11:14 GMT
#35
wow wtf 0.o

I thought it was just a bugfix, but that is HUGE. wow, hum so what do we do against massive Thorarmys now? MoreUltralisks? Broodlords against Vikings?

hum, end the game with banging our heads against the wallin?

Dunno, so next patch before 2011 -.-*
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 28 2010 11:14 GMT
#36
On September 28 2010 20:12 KristianJS wrote:
It sucks that Blizzard keeps responding to stuff by nerfing shit. They'd be better off making other units better sometimes instead T_T


Oh they're doing that too. Buffing terrans and nerfing zergs. Best of both worlds .

There is not much left for zerg to nerf.
Brutus
Profile Joined May 2010
Netherlands284 Posts
September 28 2010 11:15 GMT
#37
It's just sad, because what began as a buff (you can cleave buildings now!) turned out to be a gigantic nerf.
Velr
Profile Blog Joined July 2008
Switzerland10700 Posts
September 28 2010 11:15 GMT
#38
On September 28 2010 20:10 Firesemi wrote:
So i'm a zerg player and while this annoys me a bit people seem to take things out of context.

As a zerg its about unit combination. If your just attacking with ultras as a damaging unit and focusing on how bad it does on its own isnt this out of context?

Im not sure but what would be better? 2 ultras attacking into a group or 1 ultra + 300/200 worth of banelings attacking into a group?

I'm a bit unsure if i should post this as people could technically pick me apart but im just saying i dont think ultras are broken they just arnt a build a heap and a move win anymore. They may be turning into a defensive unit rather then an offensive unit for example?


Against Thors/Armored?
Ultras all the way.

Problem ist that Zerg lacks a counter to Metal, Ultralisk was that Counter, Ultralisk is now weaker. Zergling don't work because a few Igniter-Hellions completly nullify them.


If Roaches or Hydras would work this wouldn't be that troublesome, but they don't....
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
September 28 2010 11:17 GMT
#39
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.
Theston
Profile Joined August 2010
Germany15 Posts
September 28 2010 11:18 GMT
#40
On September 28 2010 20:17 kasumimi wrote:
I'm pretty sure this is how ultras were before the patch?

No, it's not. People really should've realized this by now.
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.
Minzy
Profile Joined May 2010
Australia387 Posts
September 28 2010 11:41 GMT
#61
how about they give us ultra speed and hydra speed back? that'd be nice.
Huh...
Theston
Profile Joined August 2010
Germany15 Posts
September 28 2010 11:41 GMT
#62
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.

No, it's the same. Most Ultras were dead when they reached the tank, and those few who did did the usual splash damage they also did in 1.1.
All they did in 1.1 is apply the Ultra splah to buildings.
Batch
Profile Joined May 2010
Sweden692 Posts
September 28 2010 11:41 GMT
#63
On September 28 2010 20:34 anotherone wrote:
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.

It was more like this:

Patch 1.1: Blizz removes ram from ultralisks and they will use their regular attack on buildings.
Community: Wow, this attack is OP when attacking buildings.
Patch 1.1.1: Blizz nerfs the attack both against buildings and against units.

This results in a ultralisk nerf against units.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
September 28 2010 11:42 GMT
#64
On September 28 2010 20:40 lovewithlea wrote:
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

It's not random, the radius starts from a point offset from where the Ultralisk is facing from. If Ultralisk kills a unit he targets another unit and his facing angle changes thus the position of damage changes. To be honest, it's kind of logical.
Hi!
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2010-09-28 11:43:45
September 28 2010 11:42 GMT
#65
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.
#1 Kwanro Fan
ReboundEU
Profile Joined September 2010
508 Posts
September 28 2010 11:42 GMT
#66
Myea, quitting on ultras, their damage is the same as changeling damage now, just tested in some 1v1's and team games, even with micro + zerglings + benalings, they are useless...

Think of this, terrans can now use planetary fortress + a few support for benalings and farm to 0 a gold area, until u get 1 broodlord in the sky using 50 million expansions...

One of the most expensive units in the game, that is a melee unit (vs all other T4 units that are all ranged, and needs to get close to actually do even 1 damage) just got nearfed out of existence. I pity someone who actually will use them now, they will just waste money for the equivalent of a changeling or 3-4 zergling damage.

"Blizzard is hiring"

"We are looking for active people with experience in the gaming industry for testing our future patches. Please send us your CV. If u worked as a Toilet Cleaner, it's considered a + and will be hired instantaneously. Also having practiced jobs like staring at porn download rates as a job in our ever growing company"
U MAD BRO?
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-09-28 11:44:53
September 28 2010 11:44 GMT
#67
so the only unit that saved Z now just double nerfed. while the -10% vs armored doesnt matter much this is kinda huge.


there goes my zvt gameplan.


well as a random player that recently played mostly Z i all i can say is byebye Z,back to full random or maybe some focus on T ~

life of lively to live to life of full life thx to shield battery
shizi
Profile Joined February 2008
United States210 Posts
September 28 2010 11:44 GMT
#68
weak

and i already had problems with thors before
dcemuser
Profile Joined August 2010
United States3248 Posts
Last Edited: 2010-09-28 11:52:28
September 28 2010 11:44 GMT
#69
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.


At 5:22, there is an interesting point where an Ultra hits a Thor once and the splash only seems to hit 1 thor next to it, but 1 hit isn't enough to move most of those units HP bars.

I'd be interested in seeing more pre-1.1 Ultra splash on Thors and other large units (Ultra v Ultra and Ultra v Colossus is fine).


Edit: Nevermind, an Ultra attack at 5:18 on a siege tank splashes a Thor 2 units behind it. Definitely still extended by unit radius.
ohN
Profile Blog Joined November 2009
United States1075 Posts
September 28 2010 11:45 GMT
#70
..............

That's all there is to say.
Nightcrawler
Profile Joined August 2010
52 Posts
September 28 2010 11:46 GMT
#71
for me the ultra cleave pre 1.0 was redicules feel happy to punch me to bits
well and dont cry ultras are nerfed tehy are at there point were they should be instead of i have ultras i win -.-
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 11:47 GMT
#72
On September 28 2010 20:41 Batch wrote:
Show nested quote +
On September 28 2010 20:34 anotherone wrote:
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.

It was more like this:

Patch 1.1: Blizz removes ram from ultralisks and they will use their regular attack on buildings.
Community: Wow, this attack is OP when attacking buildings.
Patch 1.1.1: Blizz nerfs the attack both against buildings and against units.

This results in a ultralisk nerf against units.


Exactly. The splash was OP against buildings, so they just decided to make the splash suck.

Give us back Ram, please?
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2010-09-28 11:48:35
September 28 2010 11:48 GMT
#73
On September 28 2010 20:22 ch4ppi wrote:
Show nested quote +
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 -.-*



the whole point of 250 MM cannons was to stun and destory the ultras but without the stun their regular attack when fully upgraded is better anyways cuz you can micro the thors while dishing out 90 damage per 2 attacks. and hellions blocking ultralisks works for about 2 seconds and then there isnt much to kill the flawk of zerglings that usually come in right after the ultras A move into your mechs.

250 MM cannon needs soemthing new because right now it simply serves to make thors really crappy vs protoss's High Templar's. Ideally they would still be good at killing CCs/Hatchs/Nexus' but marauders prove to do that job better. i think the 250 MM cannon should just be an ability like blink except with a very very long cooldown like say 5 minutes or so cuz the energy just makes thors extremely weak.
Cake or Death?
Art_of_Kill
Profile Joined September 2003
Zaire1232 Posts
September 28 2010 11:48 GMT
#74
On September 28 2010 20:34 anotherone wrote:
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.

how about use ur damn brain if u have one
they removed ram attack and not give zerg a bug, this remove made ultras use their normal attack on building, which had to big range
to fix this problem they nerfed ultras normal attack
IT IS A NERF NOT A BUG FIX
they didnt fix anything but nerf the normal attack agains units

i am feeling bad for zerg, so glad i switched from zerg to protoss back in beta when the rediculous mass nerf agains zerg started

sometimes i wonder how stupid some people at blizzard are
atleast we get chatchannels in this year
TLT07 ===> *winner* <===TLT08
clusen
Profile Joined May 2010
Germany8702 Posts
September 28 2010 11:48 GMT
#75
This is so stupid, but fits perfectly to the patchhistory since beta, when MM-upgrades were buffed for no reason at all.

I guess next will be Broodlords, they just move too fast right now and you can't counter them with Thor and Marines.
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4511 Posts
September 28 2010 11:49 GMT
#76
this is really ridiculous. nothing counters thors anymore
Team Liquid
Raiznhell
Profile Joined January 2010
Canada786 Posts
September 28 2010 11:51 GMT
#77
On September 28 2010 20:48 clusen wrote:
This is so stupid, but fits perfectly to the patchhistory since beta, when MM-upgrades were buffed for no reason at all.

I guess next will be Broodlords, they just move too fast right now and you can't counter them with Thor and Marines.


dude u gotta remember Terran was SOOOO weak early on in the beta. the constant buffs to get them up to date with protoss and zerg was just slightly overdone calm yourself bro. the game is so young.
Cake or Death?
Rotemetoot
Profile Blog Joined August 2010
21 Posts
Last Edited: 2010-09-28 11:55:02
September 28 2010 11:52 GMT
#78
I might get warned or banned for this but the post for which I got perma-banned at the battle.net forums seems to now come true...

Ban Type: Obscene Language
Expires: ()
Ban Reason: This shows how it is all f4ggotly orchestrated that queeerf4ggots can feel good about themselves with Terran. Hahaha, keep giving them lollipops blizzard, another game or life in general will hit hard with the facts HAHHAHAHHHAHAHAHAHA



Maybe Activision/Blizzard just wants american kids to feel good about themselves?
Or maybe they just want to display Terran (America) as the "good" opposed to Zerg ("The bad")
It smells like that sooooo bad...
Because some Terran units are really Texan and they even added farting noises when clicking zerglings more than 3 times (at least in the beta)

Well it's a pity for them that they are hypnotised in thinking America is "the good" and it will only create more lamentable fear psychosis...
Not my karma!

P.S.
Reading my perma-ban again and again gives me so much relief...
I hope more zerg players will find comfort in it and I hope arrogant over-confident Terran players will have their illusionary skill hypnosis broken.

User was temp banned for this post.
Terran smells a little bit like an easy cheesy gimmicky noob race invented by Activision/Blizzard to feed the pride of american suburbian weak nerds that think they are vikings... I came here to kick ass and chew gum, and I'm all out of kick and gum
townsend`
Profile Joined April 2010
Canada54 Posts
September 28 2010 11:53 GMT
#79
I wish thors had like 8 range on their air attack. So that I could use brood lords against them while only worrying about vikings.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 28 2010 11:53 GMT
#80
On September 28 2010 20:49 Liquid`Ret wrote:
this is really ridiculous. nothing counters thors anymore


ret mate. your so wrong.

the counter to thors is more thors.

so all zerg has to do.........oh...wait.
Forever ZeNEX.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
Last Edited: 2010-09-28 11:54:44
September 28 2010 11:53 GMT
#81
On September 28 2010 20:44 dcemuser wrote:
Show nested quote +
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.


At 5:22, there is an interesting point where an Ultra hits a Thor once and the splash only seems to hit 1 thor next to it, but 1 hit isn't enough to move most of those units HP bars.

I'd be interested in seeing more pre-1.1 Ultra splash on Thors and other large units (Ultra v Ultra and Ultra v Colossus is fine).


Edit: Nevermind, an Ultra attack at 5:18 on a siege tank splashes a Thor 2 units behind it. Definitely still extended by unit radius.


It's so hard to tell what's going on really with just the crappy HP bars, you sort of need to look at the replay.

On September 28 2010 20:53 TyrantPotato wrote:
Show nested quote +
On September 28 2010 20:49 Liquid`Ret wrote:
this is really ridiculous. nothing counters thors anymore


ret mate. your so wrong.

the counter to thors is more thors.

so all zerg has to do.........oh...wait.


Mass neural parasite clearly.
Yeah, well, you know, that's just like, your opinion man
Euriti
Profile Joined September 2010
Denmark72 Posts
September 28 2010 11:54 GMT
#82
TvZ - Just spam thors and hellions
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
September 28 2010 11:56 GMT
#83
blizzard are working on buffing zerg, but that doesn't mean that in the meantime they can't fix the overpowered ultra splash.

the zerg race needs changes accross the board. easier scouting, mobile/smaller hydras, more practical ultralisks. zerg do not need a 50 mile splash range on ultralisks.
diehilde
Profile Joined September 2008
Germany1596 Posts
September 28 2010 11:56 GMT
#84
On September 28 2010 20:53 TyrantPotato wrote:
Show nested quote +
On September 28 2010 20:49 Liquid`Ret wrote:
this is really ridiculous. nothing counters thors anymore


ret mate. your so wrong.

the counter to thors is more thors.

so all zerg has to do.........oh...wait.

im not even pissed anymore, Its just amusing by now ^^ Oh well, dling Mafia 2 atm, anyone got some tips on other good laid back Single Player games?
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Crit
Profile Blog Joined September 2010
Finland30 Posts
September 28 2010 11:57 GMT
#85
It was more like this:

Patch 1.1: Blizz removes ram from ultralisks and they will use their regular attack on buildings.
Community: Wow, this attack is OP when attacking buildings.
Patch 1.1.1: Blizz nerfs the attack both against buildings and against units.

This results in a ultralisk nerf against units.


C'mon. it was a bug (I play Z and I think it was just laughable how SCVs would just explode into oblivion while trying to repair a Command Center). Removing the bug wasn't a "nerf", but it turned into exactly how the text in the quote states.

For the first time I'm actually thinking of starting to play random...
john0507
Profile Joined August 2010
164 Posts
September 28 2010 11:58 GMT
#86
OMG , this has to be the worse patch fix ever.
It was obvious the splash on buildings was obsurd , but this overall patch makes Ultras even worse than they were before ... it'd be better if Blizzard didn't even touch the Ram ability in the first place.

One could only imagine the look on Cool's face when he saw the Patch.
illumination
Profile Joined August 2010
Korea (South)248 Posts
September 28 2010 11:59 GMT
#87
On September 28 2010 20:51 Raiznhell wrote:
Show nested quote +
On September 28 2010 20:48 clusen wrote:
This is so stupid, but fits perfectly to the patchhistory since beta, when MM-upgrades were buffed for no reason at all.

I guess next will be Broodlords, they just move too fast right now and you can't counter them with Thor and Marines.


dude u gotta remember Terran was SOOOO weak early on in the beta. the constant buffs to get them up to date with protoss and zerg was just slightly overdone calm yourself bro. the game is so young.

It was more of a matter than terran didn't know how to play. A lot of the strongest strategies involve only units that didn't get massive buffs. MMM PvT. Reaper, thor, banshee. Meanwhile a lot of sc1 players chose zerg and it was developed very quickly along with being a more simple race in general.
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 11:59 GMT
#88
On September 28 2010 20:57 Crit wrote:
C'mon. it was a bug (I play Z and I think it was just laughable how SCVs would just explode into oblivion while trying to repair a Command Center). Removing the bug wasn't a "nerf", but it turned into exactly how the text in the quote states.

For the first time I'm actually thinking of starting to play random...


Honestly, it shouldn't be viewed as a "bug". It's just applying the standard Ultra attack to buildings. The fact the splash increases by unit size has been there since beta... so if they wanted to apply the regular Ultra attack to buildings, that should have been the first thing the designers thought of.
Croz
Profile Joined September 2010
Belgium17 Posts
Last Edited: 2010-09-28 12:01:03
September 28 2010 12:00 GMT
#89
1.0 ultralisk attacks splash around targetted unit
1.1 ultralisk attack damage lowered based on figures in 1.0
1.1.1 ultralisk attacks splash from ultralisk now instead

1.2 ultralisk attack damage increased because Blizzard were unaware about the splash damage around targetted unit in 1.0

Ok it does makes sense for the splash damage to originate from the ultralisk but for Zerg to end up with a nerf of this calliber is really depressing. Damage nerf + splash damage nerf. I really hope they up the radius and/or damage again soon.

I have question though about the splash damage:
Does the splash damage from the ultra originate from a point in front of the ultra (A) or is it ultralisk size/surface +2 range for 180 degrees (B).
[image loading]
Raiznhell
Profile Joined January 2010
Canada786 Posts
September 28 2010 12:00 GMT
#90
On September 28 2010 20:42 Bosu wrote:
Show nested quote +
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.


hydras are not terribel and roaches en mass are excellent vs mech in general let alone just thors.
with the nerf to siege tanks hydras get 3 shotted by tanks now instead of 2 shotted which means they ahve gained alot of use now against mech simply because they have just as much survivability as roaches against siege fire. and hydras range and DPS is far from horrible. hardly anyones been taking advantage of the fact that hydras are now as durable as roaches against siege tanks. and hellions arent good against roaches really at all if you have hydras in close proximity to them so the hydras kill the hellions anytime they try to do any sort of kiting and it takes forever to kill a single roach with a bunch of hellions. ultralisks are not the prime counter to thors as while thors are armored they do insane dps to single targets and ultras generall dont come in huge numbers. massed roaches however is difficult for the thors to kill all of and if you throw in the hydras dps behind the roaches you waste thors np given the situation goes right after all micro and macro are important in all scenarios.

the thor is the mech unit of choice against the ultralisk otherwise the only prime units would be marauders which are barracks units and barracks units arent deployed when going mech or air units....
Cake or Death?
HowardRoark
Profile Blog Joined February 2010
1146 Posts
September 28 2010 12:01 GMT
#91
Hilarious how much fail Blizzard is. When Blizzard nerfed Zerg in the beta, they did it by making drastic changes, that mostly led to the unit or the ability being useless.

For example NP nerf was a joke that led to no one ever using it again. The roach nerf to 2 to 1. The removal of a useful ability of the corruptor (the earlier spell was actually useful).

I was gonna post about how I was worried that if Blizzard tried to fix the Ultra vs PF bug, they would do it by render Ultras useless again. And today the patch came, and Blizzard actually managed to destroy the only viable unit Zerg has for armored units. THis is a disgrace Blizzard.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2010-09-28 12:05:12
September 28 2010 12:03 GMT
#92
On September 28 2010 21:00 Raiznhell wrote:
Show nested quote +
On September 28 2010 20:42 Bosu wrote:
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.


hydras are not terribel and roaches en mass are excellent vs mech in general let alone just thors.
with the nerf to siege tanks hydras get 3 shotted by tanks now instead of 2 shotted which means they ahve gained alot of use now against mech simply because they have just as much survivability as roaches against siege fire. and hydras range and DPS is far from horrible. hardly anyones been taking advantage of the fact that hydras are now as durable as roaches against siege tanks. and hellions arent good against roaches really at all if you have hydras in close proximity to them so the hydras kill the hellions anytime they try to do any sort of kiting and it takes forever to kill a single roach with a bunch of hellions. ultralisks are not the prime counter to thors as while thors are armored they do insane dps to single targets and ultras generall dont come in huge numbers. massed roaches however is difficult for the thors to kill all of and if you throw in the hydras dps behind the roaches you waste thors np given the situation goes right after all micro and macro are important in all scenarios.

the thor is the mech unit of choice against the ultralisk otherwise the only prime units would be marauders which are barracks units and barracks units arent deployed when going mech or air units....


No. You don't have a clue what you are talking about. If ultras are not good vs thors then there is no counter to thors supported by hellions against zerglings and just a small amount of tanks against roach/hydra.
#1 Kwanro Fan
dcemuser
Profile Joined August 2010
United States3248 Posts
Last Edited: 2010-09-28 12:04:49
September 28 2010 12:03 GMT
#93
On September 28 2010 21:00 Croz wrote:
I have question though about the splash damage:
Does the splash damage from the ultra originate from a point in front of the ultra (A) or is it ultralisk size/surface +2 range for 180 degrees (B).
[image loading]


Edit: I misunderstood your question. You are referring to the 1.1.1 splash damage. I believe that now the splash is Figure A, in line with all other splashing units.
limbokid
Profile Joined April 2010
Germany143 Posts
September 28 2010 12:03 GMT
#94
There is no way blizz can call this a bug fix. I can't believe my eyes.

Nevertheless a huge roach buff, since they are the best Thor counter now
ohN
Profile Blog Joined November 2009
United States1075 Posts
September 28 2010 12:04 GMT
#95
On September 28 2010 20:53 ZapRoffo wrote:
Show nested quote +
On September 28 2010 20:53 TyrantPotato wrote:
On September 28 2010 20:49 Liquid`Ret wrote:
this is really ridiculous. nothing counters thors anymore


ret mate. your so wrong.

the counter to thors is more thors.

so all zerg has to do.........oh...wait.


Mass neural parasite clearly.

What's neural parasite? Oh, that third infestor spell?
LOL

On September 28 2010 20:56 diehilde wrote:
Show nested quote +
On September 28 2010 20:53 TyrantPotato wrote:
On September 28 2010 20:49 Liquid`Ret wrote:
this is really ridiculous. nothing counters thors anymore


ret mate. your so wrong.

the counter to thors is more thors.

so all zerg has to do.........oh...wait.

im not even pissed anymore, Its just amusing by now ^^ Oh well, dling Mafia 2 atm, anyone got some tips on other good laid back Single Player games?

Yeah, same here, I kinda hope Blizz'll wise up soon though, it stops getting funny after a while.

Pekkz
Profile Joined June 2009
Norway1505 Posts
September 28 2010 12:05 GMT
#96
If this is true, then blizzard is too retarded. A NERF to zerg is possibly the dumbest thing they could possibly do at this point. Poor fruitseller =[
Toxiferous
Profile Joined June 2009
United States388 Posts
September 28 2010 12:06 GMT
#97
On September 28 2010 21:00 Croz wrote:
1.0 ultralisk attacks splash around targetted unit
1.1 ultralisk attack damage lowered based on figures in 1.0
1.1.1 ultralisk attacks splash from ultralisk now instead

1.2 ultralisk attack damage increased because Blizzard were unaware about the splash damage around targetted unit in 1.0

Ok it does makes sense for the splash damage to originate from the ultralisk but for Zerg to end up with a nerf of this calliber is really depressing. Damage nerf + splash damage nerf. I really hope they up the radius and/or damage again soon.

I have question though about the splash damage:
Does the splash damage from the ultra originate from a point in front of the ultra (A) or is it ultralisk size/surface +2 range for 180 degrees (B).
[image loading]

I don't understand how pokeballs are related to ultralisk splash
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 28 2010 12:07 GMT
#98
On September 28 2010 20:56 diehilde wrote:
Show nested quote +
On September 28 2010 20:53 TyrantPotato wrote:
On September 28 2010 20:49 Liquid`Ret wrote:
this is really ridiculous. nothing counters thors anymore


ret mate. your so wrong.

the counter to thors is more thors.

so all zerg has to do.........oh...wait.

im not even pissed anymore, Its just amusing by now ^^ Oh well, dling Mafia 2 atm, anyone got some tips on other good laid back Single Player games?

I already moved on to Civ5. I was hoping to play Starcraft 2 for months before possible getting bored but looks like the game is just crap at the moment and I will need to come back in few months.
soultwister
Profile Joined January 2010
Poland80 Posts
Last Edited: 2010-09-28 12:09:05
September 28 2010 12:07 GMT
#99
On September 28 2010 20:56 hoovehand wrote:
blizzard are working on buffing zerg, but that doesn't mean that in the meantime they can't fix the overpowered ultra splash.

the zerg race needs changes accross the board. easier scouting, mobile/smaller hydras, more practical ultralisks. zerg do not need a 50 mile splash range on ultralisks.


Actually, an Ultralisk was the only fun-OP-ish unit that Zerg had, now there's nothing. Exept perhaps for Broodlords, but still both of those are a LONG way down. Zerg's just not fun.
don't tell your plans to anybody, they won't know you've lost @ soultwister Zerg newb
Raiznhell
Profile Joined January 2010
Canada786 Posts
September 28 2010 12:07 GMT
#100
On September 28 2010 20:59 illumination wrote:
Show nested quote +
On September 28 2010 20:51 Raiznhell wrote:
On September 28 2010 20:48 clusen wrote:
This is so stupid, but fits perfectly to the patchhistory since beta, when MM-upgrades were buffed for no reason at all.

I guess next will be Broodlords, they just move too fast right now and you can't counter them with Thor and Marines.


dude u gotta remember Terran was SOOOO weak early on in the beta. the constant buffs to get them up to date with protoss and zerg was just slightly overdone calm yourself bro. the game is so young.

It was more of a matter than terran didn't know how to play. A lot of the strongest strategies involve only units that didn't get massive buffs. MMM PvT. Reaper, thor, banshee. Meanwhile a lot of sc1 players chose zerg and it was developed very quickly along with being a more simple race in general.


nobody knew how to play early in the beta.... and all the sc1 pros were eithe rplaying ranodm or wer't really being known of or being watched at that point... and all those units did get massive buffs primarily to their upgrades, build times and how they dished out damage minus the banshee. and zerg isn't really a simple race when thinking about drone management. and zerg wasn't really solved. people just did roach hydra every single matchup until a few nerfs forced them to start thinking about banelings, mutas and infestors. and the only really good sc1 pro that played zerg that was known of at the time was idra and thats it. otherwise tester played protoss and wasnt really watched until way later on in the beta.
Cake or Death?
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
September 28 2010 12:08 GMT
#101
Yeah, zerg totally needed a nerf. GJ Blizzard.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 28 2010 12:08 GMT
#102
Patch 1.1.2

-Removed the unit "Ultralisk" from the zerg race and have replaced it with the Roach having its size doubled.

"we felt that the ultralisk wasn't doing its job as intended, so we decided to remove it from the game. however we know that many zerg players will be unhappy with that change so we are increasing the roaches unit size, we feel that should make the zerg army look bigger, and will prevent the "OP" flooding into chokes that we believe is breaking the game."

"we have also heard rumours that there are problems with Terran being "OP", we have taken the initiative to program a new "Forum Bot". it will serve as a automated admin that will remove any such foolish allegations that are posted on the battle.net forums. we will not stand for such ignorant opinions."

"we look forward to a successful GSL season 2"

sorry. im just annoyed.
Forever ZeNEX.
Croz
Profile Joined September 2010
Belgium17 Posts
Last Edited: 2010-09-28 12:11:06
September 28 2010 12:08 GMT
#103
By the way: for those interested just incredi-painted the OLD 1.0 (and 1.1 increased by buildings) ultra splash when attacking units
[image loading]

Correct me if I'm wrong!
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
September 28 2010 12:09 GMT
#104
ITT: People crying about not being able to exploit an obviously unintended bug in game mechanics.

Seriously, now you can't use a bug as a crutch and have your enemies use it as an excuse, you should be thanking them.
Croz
Profile Joined September 2010
Belgium17 Posts
September 28 2010 12:10 GMT
#105
On September 28 2010 21:03 dcemuser wrote:
Show nested quote +
On September 28 2010 21:00 Croz wrote:
I have question though about the splash damage:
Does the splash damage from the ultra originate from a point in front of the ultra (A) or is it ultralisk size/surface +2 range for 180 degrees (B).
[image loading]


Edit: I misunderstood your question. You are referring to the 1.1.1 splash damage. I believe that now the splash is Figure A, in line with all other splashing units.

Thanks! Kinda sad to hear that...
Wolfpox
Profile Blog Joined March 2010
Canada164 Posts
September 28 2010 12:10 GMT
#106
I don't see any patch, it says patch 1.1.0

I guess we have to wait. I can't say I'm at all surprised, but because I want Zerg to get buffed so desperately I'm still disappointed.
[B] Butigroove wrote:[/B] Blizzard is double expanding to the natural gold base of our poor little nerd hearts.
skirmisheR
Profile Joined August 2010
Sweden451 Posts
Last Edited: 2010-09-28 12:13:17
September 28 2010 12:10 GMT
#107
On September 28 2010 21:00 Croz wrote:
1.0 ultralisk attacks splash around targetted unit
1.1 ultralisk attack damage lowered based on figures in 1.0
1.1.1 ultralisk attacks splash from ultralisk now instead

1.2 ultralisk attack damage increased because Blizzard were unaware about the splash damage around targetted unit in 1.0

Ok it does makes sense for the splash damage to originate from the ultralisk but for Zerg to end up with a nerf of this calliber is really depressing. Damage nerf + splash damage nerf. I really hope they up the radius and/or damage again soon.

I have question though about the splash damage:
Does the splash damage from the ultra originate from a point in front of the ultra (A) or is it ultralisk size/surface +2 range for 180 degrees (B).
[image loading]

EDIT: Nothing, just saw the other two pokéballs and understood the splash.

Epic poké balls btw
I can jungle Pudge, can you?
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 12:11 GMT
#108
On September 28 2010 21:09 deth2munkies wrote:
ITT: People crying about not being able to exploit an obviously unintended bug in game mechanics.

Seriously, now you can't use a bug as a crutch and have your enemies use it as an excuse, you should be thanking them.


If it's a bug, it's existed since alpha, and all Ultralisk balance has been based around this bug. If Blizzard intends to fix the bug now, they MUST compenstate the Ultralisk in some other way, or it's going to fall out of use quickly.
Croz
Profile Joined September 2010
Belgium17 Posts
Last Edited: 2010-09-28 12:12:10
September 28 2010 12:11 GMT
#109
On September 28 2010 21:10 skirmisheR wrote:
Show nested quote +
On September 28 2010 21:00 Croz wrote:
1.0 ultralisk attacks splash around targetted unit
1.1 ultralisk attack damage lowered based on figures in 1.0
1.1.1 ultralisk attacks splash from ultralisk now instead

1.2 ultralisk attack damage increased because Blizzard were unaware about the splash damage around targetted unit in 1.0

Ok it does makes sense for the splash damage to originate from the ultralisk but for Zerg to end up with a nerf of this calliber is really depressing. Damage nerf + splash damage nerf. I really hope they up the radius and/or damage again soon.

I have question though about the splash damage:
Does the splash damage from the ultra originate from a point in front of the ultra (A) or is it ultralisk size/surface +2 range for 180 degrees (B).
[image loading]

I thought the splash damage originated from the victim of the ultra's attack? Like the PF with SCV:s repairing it?

Epic poké balls btw

That's what this post is about... They nerfed it to "A".
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
September 28 2010 12:11 GMT
#110
do they actually test the after-effect before they greenlight it? very unprofessional if you ask me.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Bosu
Profile Blog Joined June 2008
United States3247 Posts
September 28 2010 12:11 GMT
#111
On September 28 2010 21:09 deth2munkies wrote:
ITT: People crying about not being able to exploit an obviously unintended bug in game mechanics.

Seriously, now you can't use a bug as a crutch and have your enemies use it as an excuse, you should be thanking them.



Uh, you apparently don't know what this thread is about. Nobody is bitching about the splash radius on buildings being fixed. Get a clue before you flame people. This is a bigger problem then the one before.
#1 Kwanro Fan
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
September 28 2010 12:12 GMT
#112
On September 28 2010 21:11 dcemuser wrote:
Show nested quote +
On September 28 2010 21:09 deth2munkies wrote:
ITT: People crying about not being able to exploit an obviously unintended bug in game mechanics.

Seriously, now you can't use a bug as a crutch and have your enemies use it as an excuse, you should be thanking them.


If it's a bug, it's existed since alpha, and all Ultralisk balance has been based around this bug. If Blizzard intends to fix the bug now, they MUST compenstate the Ultralisk in some other way, or it's going to fall out of use quickly.

No, it's not. It came with the last patch, and it was a huge increase in splash. Now it's back down to where it was in the beta and before.
Crit
Profile Blog Joined September 2010
Finland30 Posts
September 28 2010 12:12 GMT
#113
Honestly, it shouldn't be viewed as a "bug". It's just applying the standard Ultra attack to buildings. The fact the splash increases by unit size has been there since beta... so if they wanted to apply the regular Ultra attack to buildings, that should have been the first thing the designers thought of.

Agreed, the word 'bug' is a bit wrong... this guy said it better than I did:

On September 28 2010 20:58 john0507 wrote:
It was obvious the splash on buildings was obsurd , but this overall patch makes Ultras even worse than they were before ... it'd be better if Blizzard didn't even touch the Ram ability in the first place.

Mastadon6900
Profile Joined September 2010
United States46 Posts
September 28 2010 12:13 GMT
#114
Ultra...Ultra...Ultra...C.C.C.Combobreaker!!!

Nooooo...well now its Broodlord time!!
The Swarm's Power Rises
EL_Klingerado
Profile Joined May 2010
Germany7 Posts
September 28 2010 12:13 GMT
#115
The topic splash damage is pretty interesting here. I never thought about it and didnt know how it really works.

One mentioned the cleaving attack from warcraft 3 and I remember it playin the custom map Footmen Frenzy. The ability was insane vs small units and wos pretty useless against the big taurens.

My Question here is how splash should be intended to work in rts games with all the complex things like angles, different unit sizes or attack speed?

So what would be the appropriate splash mechanic for the ultralisk?

I dont care about the balance topic right now and what counters the thor. Despite that sideeffekt how should the ultralisks splash ability look like?
Viruuus
Profile Joined February 2010
Germany451 Posts
September 28 2010 12:13 GMT
#116
It is really far beyond funny now, i am just so glad im not a proffessional gamer who plays zerg...
Buying Civ5 BRB...
Lee Jae Dong fighting!!!
limbokid
Profile Joined April 2010
Germany143 Posts
September 28 2010 12:14 GMT
#117
But Ultras are still hitting SVC's woh are repairing Thors right?
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
September 28 2010 12:15 GMT
#118
On September 28 2010 21:13 EL_Klingerado wrote:
The topic splash damage is pretty interesting here. I never thought about it and didnt know how it really works.

One mentioned the cleaving attack from warcraft 3 and I remember it playin the custom map Footmen Frenzy. The ability was insane vs small units and wos pretty useless against the big taurens.

My Question here is how splash should be intended to work in rts games with all the complex things like angles, different unit sizes or attack speed?

So what would be the appropriate splash mechanic for the ultralisk?

I dont care about the balance topic right now and what counters the thor. Despite that sideeffekt how should the ultralisks splash ability look like?


I mentioned cleave - but I played DoTA and the cleave seems like the cleave in there (minus the damage reduction).
Yargh
HowardRoark
Profile Blog Joined February 2010
1146 Posts
September 28 2010 12:15 GMT
#119
Guys, this got me worried about Fruit dealer. He seem to not catch up quickly enough on the patch nerfs to zerg. Remember that he today after the patch was still sockfolding even though Blizzard just patched it out of the game.

This indicate that he does not know about Blizzard making Ultras useless again, and he might try to build them in his semi final, and he will then lose.

This is bad news, I really hope someone enlighten him that Blizzard just removed Ultras from the game, so he doesnt try to rush them to counter thors or anything?

LOL, I cant stop thinking about how clueless Blizzard are... THey are even doing these crazy retarded patches just in the final stages of GSL...
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 12:16 GMT
#120
On September 28 2010 21:12 deth2munkies wrote:
No, it's not. It came with the last patch, and it was a huge increase in splash. Now it's back down to where it was in the beta and before.


I am open to seeing proof of this, but the video posted earlier looks pretty damning. A siege tank splashes a Thor a huge distance away, and that was on patch 1.0.
Vorgrim
Profile Joined September 2010
Korea (North)1601 Posts
September 28 2010 12:17 GMT
#121
I really think the devs over there have something agsint zerg.

Its ok that stimmed marauders or DTs can take out a base in seconds, but if zerg can do it, its a hotfix worthy bug? This is a "fuck you" of epic proportions.
clusen
Profile Joined May 2010
Germany8702 Posts
September 28 2010 12:17 GMT
#122
On September 28 2010 20:51 Raiznhell wrote:
dude u gotta remember Terran was SOOOO weak early on in the beta. the constant buffs to get them up to date with protoss and zerg was just slightly overdone calm yourself bro. the game is so young.

I know, I played Terran most of the beta before i switched to R/Z, but MMM was never underpowered. Units like Tanks were before the splash change, and they got fixed.

Croz
Profile Joined September 2010
Belgium17 Posts
September 28 2010 12:18 GMT
#123
Sorry for spamming these images. But another recap of the images I posted.
These are informing pokeballs though
[image loading]
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
September 28 2010 12:18 GMT
#124
If Ultralisks were that effective against Thors, I wonder how ridiculous they were against Stalker/Collossus compositions.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Dooba
Profile Blog Joined December 2009
Croatia588 Posts
September 28 2010 12:18 GMT
#125
This just makes me a sad panda.
"Zergs are really stronger. I use to win 60-70%, now it is 40-50. I am switching to civilization 5 for now until any terran can come up with a better tactics."
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2010-09-28 12:21:30
September 28 2010 12:19 GMT
#126
On September 28 2010 21:03 Bosu wrote:
Show nested quote +
On September 28 2010 21:00 Raiznhell wrote:
On September 28 2010 20:42 Bosu wrote:
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.


hydras are not terribel and roaches en mass are excellent vs mech in general let alone just thors.
with the nerf to siege tanks hydras get 3 shotted by tanks now instead of 2 shotted which means they ahve gained alot of use now against mech simply because they have just as much survivability as roaches against siege fire. and hydras range and DPS is far from horrible. hardly anyones been taking advantage of the fact that hydras are now as durable as roaches against siege tanks. and hellions arent good against roaches really at all if you have hydras in close proximity to them so the hydras kill the hellions anytime they try to do any sort of kiting and it takes forever to kill a single roach with a bunch of hellions. ultralisks are not the prime counter to thors as while thors are armored they do insane dps to single targets and ultras generall dont come in huge numbers. massed roaches however is difficult for the thors to kill all of and if you throw in the hydras dps behind the roaches you waste thors np given the situation goes right after all micro and macro are important in all scenarios.

the thor is the mech unit of choice against the ultralisk otherwise the only prime units would be marauders which are barracks units and barracks units arent deployed when going mech or air units....


No. You don't have a clue what you are talking about. If ultras are not good vs thors then there is no counter to thors supported by hellions against zerglings and just a small amount of tanks against roach/hydra.


well then i guess you dont watch how top level players deal with mech then :/ as mass roach is pretty much the best way to deal with mech until alot of siege tanks are deployed in which ultras are gotten out to counter the siege lines but against pure thor/ hellion with a dash of tanks mass roach is the counter as a dash of tanks having to 3 shot roaches doesnt add up to mucha nd hellions dont do crap against the high roach hp. i mean obviously mass roache isn't going to steamroll mass thors but it's a cost effective army trades and while macroing good you come out way on top because zerg can resupply mass roach exetremely faster than terran can resupply mass thor. there was a game in the beta that was an example of your type of thinking.
cellawerra was playing a guy named "slayersboxer" but not the real slayersboxer and the guy went mass thor and hellion, and cellawerra went mass roach and was being very cost effective until he decided to switch into mutas and then into ultralisks which costed him the game.

it's clear that thors obvious counter is in lots of units in general as thors do insane damage but only to single targets and at a slow rate. when simple common sense is applied the first thought counter is zergling sbut they get roasted by hellions so you move up to roaches which can kill both thors and hellions cost effectively when massed plus they can burrow move whenever terran doesnt have a raven or tower around. when you watch players like artosis and idra when dealing with lots of siege tanks they go ultra but when dealing with lots of thors and helliosn they usually go mass roach with infestors supprt to neural a few tanks here and there.
you saying i dont have a clue is rude and ignorant and you shoudl really pay more attantion to hwo the higher level players act before randomly bashing people in forums. and because siege tanks now need to three shot hydras they are much much mroe useful so you should rethink the idea that they suck. their only weakspot now is that they are kinda slow.
Cake or Death?
fafalecureuil
Profile Joined January 2010
France69 Posts
September 28 2010 12:21 GMT
#127
In this nightmare, there is a little buff (from 1.0):
They splash SCVs who are repairing near them.
Brutus
Profile Joined May 2010
Netherlands284 Posts
Last Edited: 2010-09-28 12:22:32
September 28 2010 12:21 GMT
#128
On September 28 2010 21:18 Croz wrote:
Sorry for spamming these images. But another recap of the images I posted.
These are informing pokeballs though
[image loading]


This is right, please update the OP with this, because maybe then the stupid kids yelling LOLOL ZERG TEARS IT WAS A BUG L2P blabla

On September 28 2010 21:19 Raiznhell wrote:
Show nested quote +
On September 28 2010 21:03 Bosu wrote:
On September 28 2010 21:00 Raiznhell wrote:
On September 28 2010 20:42 Bosu wrote:
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.


hydras are not terribel and roaches en mass are excellent vs mech in general let alone just thors.
with the nerf to siege tanks hydras get 3 shotted by tanks now instead of 2 shotted which means they ahve gained alot of use now against mech simply because they have just as much survivability as roaches against siege fire. and hydras range and DPS is far from horrible. hardly anyones been taking advantage of the fact that hydras are now as durable as roaches against siege tanks. and hellions arent good against roaches really at all if you have hydras in close proximity to them so the hydras kill the hellions anytime they try to do any sort of kiting and it takes forever to kill a single roach with a bunch of hellions. ultralisks are not the prime counter to thors as while thors are armored they do insane dps to single targets and ultras generall dont come in huge numbers. massed roaches however is difficult for the thors to kill all of and if you throw in the hydras dps behind the roaches you waste thors np given the situation goes right after all micro and macro are important in all scenarios.

the thor is the mech unit of choice against the ultralisk otherwise the only prime units would be marauders which are barracks units and barracks units arent deployed when going mech or air units....


No. You don't have a clue what you are talking about. If ultras are not good vs thors then there is no counter to thors supported by hellions against zerglings and just a small amount of tanks against roach/hydra.


well then i guess you dont watch how top level players deal with mech then :/ as mass roach is pretty much the best way to deal with mech until alot of siege tanks are deployed in which ultras are gotten out to counter the siege lines but against pure thor/ hellion with a dash of tanks mass roach is the counter as a dash of tanks having to 3 shot roaches doesnt add up to mucha nd hellions dont do crap against the high roach hp. i mean obviously mass roache sins't going to steamroll mass thors but it's a cost effective army trades and while macroing good you come out way on top because zerg can resupply mass roach exetremely faster than terran can resupply mass thor. there was a game in the beta that was an example of your type of thinking.
cellawerra was playing a guy named "slayersboxer" but not the real slayersboxer and the guy went mass thor and hellion, and cellawerra went mass roach and was being very cost effective until he decided to switch into mutas and then into ultralisks which costed him the game.

it's clear that thors obvious counter is in lots of units in general as thors do insane damage but only to single targets and at a slow rate. when simple common sense is applied the first thought counter is zergling sbut they get roasted by hellions so you move up to roaches which can kill both thors and hellions cost effectively when massed plus they can burrow move whenever terran doesnt have a raven or tower around. when you watch players like artosis and idra when dealing with lots of siege tanks they go ultra but when dealing with lots of thors and helliosn they usually go mass roach with infestors supprt to neural a few tanks here and there.
you saying i dont have a clue is rude and ignorant and you shoudl really pay more attantion to hwo the higher level players act before randomly bashing people in forums. and because siege tanks now need to three shot hydras they are much much mroe useful so you should rethink the idea that they suck. their only weakspot now is that they are kinda slow.


You have no clue man. Please just stop.
Raketti
Profile Joined September 2010
Finland2 Posts
Last Edited: 2010-09-28 12:23:11
September 28 2010 12:22 GMT
#129
Took some pictures of the splash changes:

[image loading]


Pretty major blow if you ask me.
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2010-09-28 12:24:57
September 28 2010 12:22 GMT
#130
On September 28 2010 21:19 Raiznhell wrote:
Show nested quote +
On September 28 2010 21:03 Bosu wrote:
On September 28 2010 21:00 Raiznhell wrote:
On September 28 2010 20:42 Bosu wrote:
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.


hydras are not terribel and roaches en mass are excellent vs mech in general let alone just thors.
with the nerf to siege tanks hydras get 3 shotted by tanks now instead of 2 shotted which means they ahve gained alot of use now against mech simply because they have just as much survivability as roaches against siege fire. and hydras range and DPS is far from horrible. hardly anyones been taking advantage of the fact that hydras are now as durable as roaches against siege tanks. and hellions arent good against roaches really at all if you have hydras in close proximity to them so the hydras kill the hellions anytime they try to do any sort of kiting and it takes forever to kill a single roach with a bunch of hellions. ultralisks are not the prime counter to thors as while thors are armored they do insane dps to single targets and ultras generall dont come in huge numbers. massed roaches however is difficult for the thors to kill all of and if you throw in the hydras dps behind the roaches you waste thors np given the situation goes right after all micro and macro are important in all scenarios.

the thor is the mech unit of choice against the ultralisk otherwise the only prime units would be marauders which are barracks units and barracks units arent deployed when going mech or air units....


No. You don't have a clue what you are talking about. If ultras are not good vs thors then there is no counter to thors supported by hellions against zerglings and just a small amount of tanks against roach/hydra.


well then i guess you dont watch how top level players deal with mech then :/ as mass roach is pretty much the best way to deal with mech until alot of siege tanks are deployed in which ultras are gotten out to counter the siege lines but against pure thor/ hellion with a dash of tanks mass roach is the counter as a dash of tanks having to 3 shot roaches doesnt add up to mucha nd hellions dont do crap against the high roach hp. i mean obviously mass roache isn't going to steamroll mass thors but it's a cost effective army trades and while macroing good you come out way on top because zerg can resupply mass roach exetremely faster than terran can resupply mass thor. there was a game in the beta that was an example of your type of thinking.
cellawerra was playing a guy named "slayersboxer" but not the real slayersboxer and the guy went mass thor and hellion, and cellawerra went mass roach and was being very cost effective until he decided to switch into mutas and then into ultralisks which costed him the game.

it's clear that thors obvious counter is in lots of units in general as thors do insane damage but only to single targets and at a slow rate. when simple common sense is applied the first thought counter is zergling sbut they get roasted by hellions so you move up to roaches which can kill both thors and hellions cost effectively when massed plus they can burrow move whenever terran doesnt have a raven or tower around. when you watch players like artosis and idra when dealing with lots of siege tanks they go ultra but when dealing with lots of thors and helliosn they usually go mass roach with infestors supprt to neural a few tanks here and there.
you saying i dont have a clue is rude and ignorant and you shoudl really pay more attantion to hwo the higher level players act before randomly bashing people in forums. and because siege tanks now need to three shot hydras they are much much mroe useful so you should rethink the idea that they suck. their only weakspot now is that they are kinda slow.


I am not bashing you. You are just clueless. There is no fucking way idra and artosis would agree that infestor NP, hydra, and roach is a strong counter to mech with ultras in their current state. The only way Cool won his games against Top were by popping out 15 fucking ultras at the same time. His roach army got fucking shit stomped.
#1 Kwanro Fan
Euriti
Profile Joined September 2010
Denmark72 Posts
September 28 2010 12:22 GMT
#131
On September 28 2010 21:09 deth2munkies wrote:
ITT: People crying about not being able to exploit an obviously unintended bug in game mechanics.

Seriously, now you can't use a bug as a crutch and have your enemies use it as an excuse, you should be thanking them.


Reading comprehension really isn't your strong point, is it?

Here's how it goes. In 1.0, the splash damage originated from the target. In 1.1, this was applied to buildings aswell. In 1.1.1, they made splash damage originate from the ultralisk. This fixed the building issues (Which was an issue and was OP, i'm glad they fixed that) but it made ultralisks TERRIBLE against bigger units. A clear nerf against UNITS from 1.0, that is without the damage nerf taken in to consideration.
Croz
Profile Joined September 2010
Belgium17 Posts
Last Edited: 2010-09-28 12:23:19
September 28 2010 12:22 GMT
#132
On September 28 2010 21:18 Wolf wrote:
If Ultralisks were that effective against Thors, I wonder how ridiculous they were against Stalker/Collossus compositions.

The nerfs were based on foundings of 1.0 so they were as ridiculous as they've always been (they weren't). Ultra's could never reach collosi in stalker/collosi formations so it wasn't as obvious i suppose...
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 28 2010 12:23 GMT
#133
Hrm, that is a large nerf.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Shakes
Profile Joined April 2010
Australia557 Posts
September 28 2010 12:24 GMT
#134
On September 28 2010 21:15 HowardRoark wrote:
Guys, this got me worried about Fruit dealer. He seem to not catch up quickly enough on the patch nerfs to zerg. Remember that he today after the patch was still sockfolding even though Blizzard just patched it out of the game.


Given the status thread here shows that KR is running the same version as US, and US hasn't received the patch that kills sockfolding, I think it's more likely it was Artosis who wasn't up with the changes to the game.
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
September 28 2010 12:26 GMT
#135
On September 28 2010 21:18 Wolf wrote:
If Ultralisks were that effective against Thors, I wonder how ridiculous they were against Stalker/Collossus compositions.


If wasn't that effective because:

a) colossi have some sick range
b) colossi have splash
c) the mobility of colossi and stalkers would easily play a role in defending against mass ultras

and d) colossi do some sick damage because of that splash
Yargh
DTown
Profile Blog Joined April 2010
United States428 Posts
Last Edited: 2010-09-28 12:44:39
September 28 2010 12:27 GMT
#136
Don't have time to read through the whole thread right now, but after reading the OP I would just like to state my thoughts on this matter.

Dear Blizzard...
[image loading]

Bosu
Profile Blog Joined June 2008
United States3247 Posts
September 28 2010 12:28 GMT
#137
On September 28 2010 21:26 JinDesu wrote:
Show nested quote +
On September 28 2010 21:18 Wolf wrote:
If Ultralisks were that effective against Thors, I wonder how ridiculous they were against Stalker/Collossus compositions.


If wasn't that effective because:

a) colossi have some sick range
b) colossi have splash
c) the mobility of colossi and stalkers would easily play a role in defending against mass ultras

and d) colossi do some sick damage because of that splash


Ultras are super effective against colossi / stalkers. However, when protoss adapts by throwing in void rays/immortals/ upgrading stalker blink things balance out pretty well.
#1 Kwanro Fan
ilbh
Profile Blog Joined May 2007
Brazil1606 Posts
September 28 2010 12:28 GMT
#138
the radius pre-patch was completely OP. if the only answer zergs have against thors is something OP then the game is broken.
Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.
fafalecureuil
Profile Joined January 2010
France69 Posts
Last Edited: 2010-09-28 12:30:02
September 28 2010 12:29 GMT
#139
On September 28 2010 21:22 Raketti wrote:
Took some pictures of the splash changes:
+ Show Spoiler +

[image loading]



May you make a test with a thor surrounded by marines? (ultra attacking the thor)
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2010-09-28 12:29:59
September 28 2010 12:29 GMT
#140
On September 28 2010 21:28 ilbh wrote:
the radius pre-patch was completely OP. if the only answer zergs have against thors is something OP then the game is broken.



I don't think any zerg player would disagree with you there. Every one of us would prefer other viable strategies then surviving until ultralisk.
#1 Kwanro Fan
Toxiferous
Profile Joined June 2009
United States388 Posts
September 28 2010 12:29 GMT
#141
On September 28 2010 21:28 ilbh wrote:
the radius pre-patch was completely OP. if the only answer zergs have against thors is something OP then the game is broken.

Yeah I guess thats why zergs were rampant owning all these tourneys with their op units, eh?

oh..
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
September 28 2010 12:29 GMT
#142
On September 28 2010 21:28 Bosu wrote:
Show nested quote +
On September 28 2010 21:26 JinDesu wrote:
On September 28 2010 21:18 Wolf wrote:
If Ultralisks were that effective against Thors, I wonder how ridiculous they were against Stalker/Collossus compositions.


If wasn't that effective because:

a) colossi have some sick range
b) colossi have splash
c) the mobility of colossi and stalkers would easily play a role in defending against mass ultras

and d) colossi do some sick damage because of that splash


Ultras are super effective against colossi / stalkers. However, when protoss adapts by throwing in void rays/immortals/ upgrading stalker blink things balance out pretty well.


Sorry, I assumed blink stalkers.

But re: colossi - And then the colossi walks up a cliff.
Yargh
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 12:30 GMT
#143
On September 28 2010 21:22 Raketti wrote:
Took some pictures of the splash changes:

[image loading]


Pretty major blow if you ask me.


This should also be added into the OP, good test.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 28 2010 12:30 GMT
#144
On September 28 2010 21:19 Raiznhell wrote:
Show nested quote +
On September 28 2010 21:03 Bosu wrote:
On September 28 2010 21:00 Raiznhell wrote:
On September 28 2010 20:42 Bosu wrote:
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.


hydras are not terribel and roaches en mass are excellent vs mech in general let alone just thors.
with the nerf to siege tanks hydras get 3 shotted by tanks now instead of 2 shotted which means they ahve gained alot of use now against mech simply because they have just as much survivability as roaches against siege fire. and hydras range and DPS is far from horrible. hardly anyones been taking advantage of the fact that hydras are now as durable as roaches against siege tanks. and hellions arent good against roaches really at all if you have hydras in close proximity to them so the hydras kill the hellions anytime they try to do any sort of kiting and it takes forever to kill a single roach with a bunch of hellions. ultralisks are not the prime counter to thors as while thors are armored they do insane dps to single targets and ultras generall dont come in huge numbers. massed roaches however is difficult for the thors to kill all of and if you throw in the hydras dps behind the roaches you waste thors np given the situation goes right after all micro and macro are important in all scenarios.

the thor is the mech unit of choice against the ultralisk otherwise the only prime units would be marauders which are barracks units and barracks units arent deployed when going mech or air units....


No. You don't have a clue what you are talking about. If ultras are not good vs thors then there is no counter to thors supported by hellions against zerglings and just a small amount of tanks against roach/hydra.


well then i guess you dont watch how top level players deal with mech then :/ as mass roach is pretty much the best way to deal with mech until alot of siege tanks are deployed in which ultras are gotten out to counter the siege lines but against pure thor/ hellion with a dash of tanks mass roach is the counter as a dash of tanks having to 3 shot roaches doesnt add up to mucha nd hellions dont do crap against the high roach hp. i mean obviously mass roache isn't going to steamroll mass thors but it's a cost effective army trades and while macroing good you come out way on top because zerg can resupply mass roach exetremely faster than terran can resupply mass thor. there was a game in the beta that was an example of your type of thinking.
cellawerra was playing a guy named "slayersboxer" but not the real slayersboxer and the guy went mass thor and hellion, and cellawerra went mass roach and was being very cost effective until he decided to switch into mutas and then into ultralisks which costed him the game.

it's clear that thors obvious counter is in lots of units in general as thors do insane damage but only to single targets and at a slow rate. when simple common sense is applied the first thought counter is zergling sbut they get roasted by hellions so you move up to roaches which can kill both thors and hellions cost effectively when massed plus they can burrow move whenever terran doesnt have a raven or tower around. when you watch players like artosis and idra when dealing with lots of siege tanks they go ultra but when dealing with lots of thors and helliosn they usually go mass roach with infestors supprt to neural a few tanks here and there.
you saying i dont have a clue is rude and ignorant and you shoudl really pay more attantion to hwo the higher level players act before randomly bashing people in forums. and because siege tanks now need to three shot hydras they are much much mroe useful so you should rethink the idea that they suck. their only weakspot now is that they are kinda slow.


we understand ultras were not the be all end all only unit to use. but understand this.

not only have ultras been nerfed in zvt. but also zvp. not just against thors. but in general. not just against terran, but against protoss as well.

against stalker heavy armys(at mass), ultras ARE the be all end all ground unit. with reduced damage and reduced splash, they are less efficient meaning our so called "hard counter" is now a huge investment for a "soft counter" at best. yes roaches are used en masse with great effect, but when late game comes, and upgrades are all maxed for both sides, roaches dont cut it any more. which is where the ultra fit in. but no longer. ultra was zergs "YEAH GAME MOMENTUM HAS TURNED!" it is now no longer that. so what unit changes the momentum in games for zerg now?

........exactly.

read up all the threads about zergs needing help with late game. 95% of the answers suggest ultras as the late game unit. now remove ultra from the equation. what unit is our late game army based on?

......exactly
Forever ZeNEX.
Raketti
Profile Joined September 2010
Finland2 Posts
September 28 2010 12:32 GMT
#145
On September 28 2010 21:29 fafalecureuil wrote:
May you make a test with a thor surrounded by marines? (ultra attacking the thor)

Only a post patch one, already updated my client.
Slunk
Profile Blog Joined February 2010
Germany768 Posts
September 28 2010 12:32 GMT
#146
On September 28 2010 21:18 Wolf wrote:
If Ultralisks were that effective against Thors, I wonder how ridiculous they were against Stalker/Collossus compositions.


Well they were the one and only thing that worked.
inTheMood
Profile Joined April 2010
Norway128 Posts
September 28 2010 12:32 GMT
#147
Why can't blizzard do some testing before releasing a hotfix?

This is maybe the last thing Zerg needs. Now it will be so much harder late-game ><
DIMAGA | Ret | mOOnGLaDe | Hero | White-Ra | DRG | Dragon | Snute
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2010-09-28 12:34:28
September 28 2010 12:33 GMT
#148
On September 28 2010 21:28 ilbh wrote:
the radius pre-patch was completely OP. if the only answer zergs have against thors is something OP then the game is broken.


Well in the world of Starcraft every unit needs to have about 400 HP and they regenerate rather quickly because of their large size.

BTW this patch was necessary, but Zerg still needs something to balance this out. It's sad when the only thing I know I can do to win in the late game is make imbalultralisks.
"We have unfinished business, I and he."
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
September 28 2010 12:33 GMT
#149
Sigh.

They're so so quick to "fix" Zerg OP, but we wait months for minor Terran nerfs that make no difference?
smileyyy
Profile Joined March 2010
Germany1816 Posts
September 28 2010 12:35 GMT
#150
Hmm well it is obvious big BS what Blizzard did here. I wonder if it was intended or not. If yes how soon will we see an hotfix.

Also
+ Show Spoiler +
[image loading]
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 28 2010 12:36 GMT
#151
Ultralisks don't counter Thors if you have a butt-ton of hellions sitting infront of them like you should. Rather, the main counter to Thors and mech in general are broodlords and corruptors.

Really if the maps weren't stupid bunched up and Thors didn't clip into each other in an orgy of stupid the old Ultralisk range thing wouldn't have given them an advantage...
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Art_of_Kill
Profile Joined September 2003
Zaire1232 Posts
September 28 2010 12:36 GMT
#152
On September 28 2010 21:08 TyrantPotato wrote:
Patch 1.1.2

-Removed the unit "Ultralisk" from the zerg race and have replaced it with the Roach having its size doubled.

"we felt that the ultralisk wasn't doing its job as intended, so we decided to remove it from the game. however we know that many zerg players will be unhappy with that change so we are increasing the roaches unit size, we feel that should make the zerg army look bigger, and will prevent the "OP" flooding into chokes that we believe is breaking the game."

"we have also heard rumours that there are problems with Terran being "OP", we have taken the initiative to program a new "Forum Bot". it will serve as a automated admin that will remove any such foolish allegations that are posted on the battle.net forums. we will not stand for such ignorant opinions."

"we look forward to a successful GSL season 2"

sorry. im just annoyed.

haha
TLT07 ===> *winner* <===TLT08
Raiznhell
Profile Joined January 2010
Canada786 Posts
September 28 2010 12:38 GMT
#153
On September 28 2010 21:21 Brutus wrote:
Show nested quote +
On September 28 2010 21:18 Croz wrote:
Sorry for spamming these images. But another recap of the images I posted.
These are informing pokeballs though
[image loading]


This is right, please update the OP with this, because maybe then the stupid kids yelling LOLOL ZERG TEARS IT WAS A BUG L2P blabla

Show nested quote +
On September 28 2010 21:19 Raiznhell wrote:
On September 28 2010 21:03 Bosu wrote:
On September 28 2010 21:00 Raiznhell wrote:
On September 28 2010 20:42 Bosu wrote:
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.


hydras are not terribel and roaches en mass are excellent vs mech in general let alone just thors.
with the nerf to siege tanks hydras get 3 shotted by tanks now instead of 2 shotted which means they ahve gained alot of use now against mech simply because they have just as much survivability as roaches against siege fire. and hydras range and DPS is far from horrible. hardly anyones been taking advantage of the fact that hydras are now as durable as roaches against siege tanks. and hellions arent good against roaches really at all if you have hydras in close proximity to them so the hydras kill the hellions anytime they try to do any sort of kiting and it takes forever to kill a single roach with a bunch of hellions. ultralisks are not the prime counter to thors as while thors are armored they do insane dps to single targets and ultras generall dont come in huge numbers. massed roaches however is difficult for the thors to kill all of and if you throw in the hydras dps behind the roaches you waste thors np given the situation goes right after all micro and macro are important in all scenarios.

the thor is the mech unit of choice against the ultralisk otherwise the only prime units would be marauders which are barracks units and barracks units arent deployed when going mech or air units....


No. You don't have a clue what you are talking about. If ultras are not good vs thors then there is no counter to thors supported by hellions against zerglings and just a small amount of tanks against roach/hydra.


well then i guess you dont watch how top level players deal with mech then :/ as mass roach is pretty much the best way to deal with mech until alot of siege tanks are deployed in which ultras are gotten out to counter the siege lines but against pure thor/ hellion with a dash of tanks mass roach is the counter as a dash of tanks having to 3 shot roaches doesnt add up to mucha nd hellions dont do crap against the high roach hp. i mean obviously mass roache sins't going to steamroll mass thors but it's a cost effective army trades and while macroing good you come out way on top because zerg can resupply mass roach exetremely faster than terran can resupply mass thor. there was a game in the beta that was an example of your type of thinking.
cellawerra was playing a guy named "slayersboxer" but not the real slayersboxer and the guy went mass thor and hellion, and cellawerra went mass roach and was being very cost effective until he decided to switch into mutas and then into ultralisks which costed him the game.

it's clear that thors obvious counter is in lots of units in general as thors do insane damage but only to single targets and at a slow rate. when simple common sense is applied the first thought counter is zergling sbut they get roasted by hellions so you move up to roaches which can kill both thors and hellions cost effectively when massed plus they can burrow move whenever terran doesnt have a raven or tower around. when you watch players like artosis and idra when dealing with lots of siege tanks they go ultra but when dealing with lots of thors and helliosn they usually go mass roach with infestors supprt to neural a few tanks here and there.
you saying i dont have a clue is rude and ignorant and you shoudl really pay more attantion to hwo the higher level players act before randomly bashing people in forums. and because siege tanks now need to three shot hydras they are much much mroe useful so you should rethink the idea that they suck. their only weakspot now is that they are kinda slow.


You have no clue man. Please just stop.


sigh, typical rude zerg players just cry and insult everyone and dont give anything a second thought.
Cake or Death?
nam nam
Profile Joined June 2010
Sweden4672 Posts
September 28 2010 12:38 GMT
#154
Ah well, I'll just stick with playing 4v4s a while longer...
nam nam
Profile Joined June 2010
Sweden4672 Posts
September 28 2010 12:40 GMT
#155
On September 28 2010 21:38 Raiznhell wrote:
Show nested quote +
On September 28 2010 21:21 Brutus wrote:
On September 28 2010 21:18 Croz wrote:
Sorry for spamming these images. But another recap of the images I posted.
These are informing pokeballs though
[image loading]


This is right, please update the OP with this, because maybe then the stupid kids yelling LOLOL ZERG TEARS IT WAS A BUG L2P blabla

On September 28 2010 21:19 Raiznhell wrote:
On September 28 2010 21:03 Bosu wrote:
On September 28 2010 21:00 Raiznhell wrote:
On September 28 2010 20:42 Bosu wrote:
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.


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.



Mass thors and hellions with blue flame absolutely crush roaches and zerglings. Ultralisk is the only counter.

And hydras are fucking terrible.


hydras are not terribel and roaches en mass are excellent vs mech in general let alone just thors.
with the nerf to siege tanks hydras get 3 shotted by tanks now instead of 2 shotted which means they ahve gained alot of use now against mech simply because they have just as much survivability as roaches against siege fire. and hydras range and DPS is far from horrible. hardly anyones been taking advantage of the fact that hydras are now as durable as roaches against siege tanks. and hellions arent good against roaches really at all if you have hydras in close proximity to them so the hydras kill the hellions anytime they try to do any sort of kiting and it takes forever to kill a single roach with a bunch of hellions. ultralisks are not the prime counter to thors as while thors are armored they do insane dps to single targets and ultras generall dont come in huge numbers. massed roaches however is difficult for the thors to kill all of and if you throw in the hydras dps behind the roaches you waste thors np given the situation goes right after all micro and macro are important in all scenarios.

the thor is the mech unit of choice against the ultralisk otherwise the only prime units would be marauders which are barracks units and barracks units arent deployed when going mech or air units....


No. You don't have a clue what you are talking about. If ultras are not good vs thors then there is no counter to thors supported by hellions against zerglings and just a small amount of tanks against roach/hydra.


well then i guess you dont watch how top level players deal with mech then :/ as mass roach is pretty much the best way to deal with mech until alot of siege tanks are deployed in which ultras are gotten out to counter the siege lines but against pure thor/ hellion with a dash of tanks mass roach is the counter as a dash of tanks having to 3 shot roaches doesnt add up to mucha nd hellions dont do crap against the high roach hp. i mean obviously mass roache sins't going to steamroll mass thors but it's a cost effective army trades and while macroing good you come out way on top because zerg can resupply mass roach exetremely faster than terran can resupply mass thor. there was a game in the beta that was an example of your type of thinking.
cellawerra was playing a guy named "slayersboxer" but not the real slayersboxer and the guy went mass thor and hellion, and cellawerra went mass roach and was being very cost effective until he decided to switch into mutas and then into ultralisks which costed him the game.

it's clear that thors obvious counter is in lots of units in general as thors do insane damage but only to single targets and at a slow rate. when simple common sense is applied the first thought counter is zergling sbut they get roasted by hellions so you move up to roaches which can kill both thors and hellions cost effectively when massed plus they can burrow move whenever terran doesnt have a raven or tower around. when you watch players like artosis and idra when dealing with lots of siege tanks they go ultra but when dealing with lots of thors and helliosn they usually go mass roach with infestors supprt to neural a few tanks here and there.
you saying i dont have a clue is rude and ignorant and you shoudl really pay more attantion to hwo the higher level players act before randomly bashing people in forums. and because siege tanks now need to three shot hydras they are much much mroe useful so you should rethink the idea that they suck. their only weakspot now is that they are kinda slow.


You have no clue man. Please just stop.


sigh, typical rude zerg players just cry and insult everyone and dont give anything a second thought.


They gave you valid points as to why you are wrong. And since you still don't see the error of your thinking: you have no clue.
Trampsi
Profile Joined August 2010
Norway39 Posts
Last Edited: 2010-09-28 12:43:22
September 28 2010 12:40 GMT
#156
What's hilarious is that situation report 1.1 states that they FEEL that ultras are too difficult to stop with a ground army so the dmg was nerfed so that ultra with the old splash would be "balanced".

Now ultra got reduced dmg AND reduced splash.. So much for minor balanced tweaks over longer periods of time to ensure good and well-tested changes!

Maybe the feeling that ultras were too hard to stop with a ground army would go away with this AoE nerf alone, yes? Bring back old dmg, or even increase it further... Blizzard needs to realize that they need to completely rebalance ultras now, they are completely different units, that were nerfed because of their old mechanics and how they used to 'feel'
throttled
Profile Joined August 2010
United States382 Posts
September 28 2010 12:42 GMT
#157
On September 28 2010 19:58 dcemuser wrote:
Show nested quote +
On September 28 2010 19:55 JinDesu wrote:
On September 28 2010 19:53 dcemuser wrote:
This an absolutely massive nerf to the Ultralisk's viability because even if the Terran was using 1 Thor, the Ultralisks could focus fire the Thor and splash the rest of the army.

I really think the unit is going to be largely abandoned in favor of Broods at this point. Either way, this was not what Zerg needed right now, and I think the community backlash is going to be huge.

Excellent pictures by the way, OP, illustrates the change perfectly.


Erm no - you can't fit enough ultras into the area to splash one thor into other thors. What would happen is each ultra hitting each thor would splash onto each surrounding thor, thus amplifying the effect.


No, I mean if you had, for example 3 Ultras attacking a Terran army with like 3 Tanks, 10 marines, and 1 Thor, then you could have the Ultras target the Thor and it would hit -everything- in the Terran's army. If you targeted the Marines, you would hit barely anything.


Which is how it always was and ultras still would lose.
"Look to the river rushing. Unparalleled in its power. It carves away at the land, eroding the banks, consuming the sands and washes away to her majesty."
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 12:42 GMT
#158
On September 28 2010 21:40 Trampsi wrote:
What's hilarious is that situation report 1.1 states that they FEEL that ultras are too difficult to stop with a ground army so the dmg was nerfed so that ultra with the old splash would be "balanced".

Now ultra got reduced dmg AND reduced splash.. So much for minor balanced tweaks over longer periods of time to ensure good and well-tested changes!

Maybe the feeling that ultras are too hard to stop with a ground army would go away with this AoE nerf alone, yes? Bring back old dmg, or even increase it further... Blizzard needs to realize that tey need to completely rebalance ultras now, they are completely different units, that were nerfed because of their old mechanics.



I agree completely. They nerfed the unit based on the old mechanics, and then changed the mechanics to fix a 'bug' (still not comfortable calling it that, it was really them having zero foresight).
Toxiferous
Profile Joined June 2009
United States388 Posts
September 28 2010 12:43 GMT
#159
On September 28 2010 21:33 Subversion wrote:
Sigh.

They're so so quick to "fix" Zerg OP, but we wait months for minor Terran nerfs that make no difference?

do you REALLY want a balanced game?
Trampsi
Profile Joined August 2010
Norway39 Posts
Last Edited: 2010-09-28 12:48:45
September 28 2010 12:44 GMT
#160
On September 28 2010 21:42 dcemuser wrote:
Show nested quote +
On September 28 2010 21:40 Trampsi wrote:
What's hilarious is that situation report 1.1 states that they FEEL that ultras are too difficult to stop with a ground army so the dmg was nerfed so that ultra with the old splash would be "balanced".

Now ultra got reduced dmg AND reduced splash.. So much for minor balanced tweaks over longer periods of time to ensure good and well-tested changes!

Maybe the feeling that ultras are too hard to stop with a ground army would go away with this AoE nerf alone, yes? Bring back old dmg, or even increase it further... Blizzard needs to realize that tey need to completely rebalance ultras now, they are completely different units, that were nerfed because of their old mechanics.



I agree completely. They nerfed the unit based on the old mechanics, and then changed the mechanics to fix a 'bug' (still not comfortable calling it that, it was really them having zero foresight).


Yeah, zero foresight, twice! First the LoL splashing when attacking command centers, and now the 0-splash when attacking large units.

Blizzard feared people would leave the game once terran had a singular weird disadvantage and something they had to work to prevent (like zergs have 50 things they need to scout and work on preventing), so a hot-fix within one week to get back adoration from terrans, but in the same process screwing over zerg. Shows how important the T playerbase is, when they get completely weird hot-fixes within days.

I wonder how the zerg campaign will be. Either there will be like waves of 3 marauders coming at you every 3 minutes, or blizzard will actually have to buff zerg, else everybody will whine that campaign is OP
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 28 2010 12:47 GMT
#161
On September 28 2010 21:42 dcemuser wrote:
Show nested quote +
On September 28 2010 21:40 Trampsi wrote:
What's hilarious is that situation report 1.1 states that they FEEL that ultras are too difficult to stop with a ground army so the dmg was nerfed so that ultra with the old splash would be "balanced".

Now ultra got reduced dmg AND reduced splash.. So much for minor balanced tweaks over longer periods of time to ensure good and well-tested changes!

Maybe the feeling that ultras are too hard to stop with a ground army would go away with this AoE nerf alone, yes? Bring back old dmg, or even increase it further... Blizzard needs to realize that tey need to completely rebalance ultras now, they are completely different units, that were nerfed because of their old mechanics.



I agree completely. They nerfed the unit based on the old mechanics, and then changed the mechanics to fix a 'bug' (still not comfortable calling it that, it was really them having zero foresight).


yeah its like throwing out rotten apples because they dont taste good, then buying lemons. but throwing them out because they dont taste like apples. then buying pears and saying "well they are kinda like apples" and just ignoring the repercussions. (if that makes sense)

honestly, despite blizzards already reputation of terrible patches. this just drops to a whole new level.
Forever ZeNEX.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
September 28 2010 12:48 GMT
#162
Well, while it is a huge nerf that should have been documented, and zerg isn't in a good position to be nerfed right now, it kind of makes sense that the ultra's splash would only be in range of its claws.
Trampsi
Profile Joined August 2010
Norway39 Posts
Last Edited: 2010-09-28 12:51:16
September 28 2010 12:50 GMT
#163
On September 28 2010 21:48 TedJustice wrote:
Well, while it is a huge nerf that should have been documented, and zerg isn't in a good position to be nerfed right now, it kind of makes sense that the ultra's splash would only be in range of its claws.


Kind of makes sense that patch 1.1 was about balancing ultras with their big splash? and now they are balanced around something they lost? sry, nvm. you were just trying to see the "realism" :p
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
September 28 2010 12:51 GMT
#164
On September 28 2010 21:50 Trampsi wrote:
Show nested quote +
On September 28 2010 21:48 TedJustice wrote:
Well, while it is a huge nerf that should have been documented, and zerg isn't in a good position to be nerfed right now, it kind of makes sense that the ultra's splash would only be in range of its claws.


Kind of makes sense that patch 1.1 was about balancing ultras with their big splash? and now they are balanced around something they lost?

Yeah, I wasn't implying that the game is in a good state from this, just that it was probably a good change.

But they should undo the other change as well.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
September 28 2010 12:51 GMT
#165
I think what annoys me the most is that they fixed the ultralisk before fixing the repair mechanic.

Oh but wait, that's a broken mechanic that belongs to terran, so there clearly is no problem here.

I know Blizzard is aware of the issue, so what the hell?
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
September 28 2010 12:52 GMT
#166
On September 28 2010 21:22 Raketti wrote:
Took some pictures of the splash changes:

[image loading]


Pretty major blow if you ask me.


i am disgusted by Blizzard.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
koppik
Profile Joined April 2010
United States676 Posts
September 28 2010 12:52 GMT
#167
Yeah, I think it was the right change to make, but really they could have waited until Zerg was doing slightly better than they are currently.
lololol
Profile Joined February 2006
5198 Posts
September 28 2010 12:55 GMT
#168
On September 28 2010 21:48 TedJustice wrote:
Well, while it is a huge nerf that should have been documented, and zerg isn't in a good position to be nerfed right now, it kind of makes sense that the ultra's splash would only be in range of its claws.


People wouldn't complain, if they had compensated for the change, for example buffing their main damage to 20 vs light and 40 vs armored or buffing splash to 50% damage instead of 33%.
Instead they just reduced the splash in all situations, even the ones that weren't affected by the 1.1.0 patch and provided no compensation at all.
I'll call Nada.
Dommk
Profile Joined May 2010
Australia4865 Posts
September 28 2010 12:55 GMT
#169
On September 28 2010 21:52 koppik wrote:
Yeah, I think it was the right change to make, but really they could have waited until Zerg was doing slightly better than they are currently.


Agreed. Was the splash abit over the top? Yeah, but given Zergs current state, they should have just let Zerg have it until the rolled the next balance patch.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 28 2010 12:56 GMT
#170
On September 28 2010 21:51 DoubleReed wrote:
I think what annoys me the most is that they fixed the ultralisk before fixing the repair mechanic.

Oh but wait, that's a broken mechanic that belongs to terran, so there clearly is no problem here.

I know Blizzard is aware of the issue, so what the hell?


this is gonna sound completely wierd consipiricy type BUT i have a theory

consider this, majority of players play terran. (alot of which are new to RTS and play terran because of campaign) perhaps Blizzard wants a terran to win the First GSL then use that to justifie future terran nerfs.

perhaps they are on our side. but waiting for legit reasons to silence possible future Terran QQers.

Terrans cant complain if final is all terran (convincingly) and with all the Whine of terrans being OP.

this way they can safetly nerf terran without thousands of 12 year old cry babys wingeing and whining till blizzards head explodes.

mind you this is completely random thing i just thought of. 99.999999989% most likely not true.

but come on. how can a major game developer be this god damn stupid.
Forever ZeNEX.
frucisky
Profile Joined September 2010
Singapore2170 Posts
September 28 2010 12:56 GMT
#171
Right now, the only late game option for zerg vs terran are ultras. Broodlords cost so much and a simple swap + vikings totally hard counter them. And now, zerg has no late game options either against terran.

Well, with complete clumping (i.e no micro on the terran's part) ultras are pretty bad. But with a little effort to spread out thors, ultras will almost never splash a clump of large units. Just so frustrated.
<3 DongRaeGu <3
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 28 2010 12:59 GMT
#172
On September 28 2010 21:55 lololol wrote:
Show nested quote +
On September 28 2010 21:48 TedJustice wrote:
Well, while it is a huge nerf that should have been documented, and zerg isn't in a good position to be nerfed right now, it kind of makes sense that the ultra's splash would only be in range of its claws.


People wouldn't complain, if they had compensated for the change, for example buffing their main damage to 20 vs light and 40 vs armored or buffing splash to 50% damage instead of 33%.
Instead they just reduced the splash in all situations, even the ones that weren't affected by the 1.1.0 patch and provided no compensation at all.


haha the ultralisk nerf kinda reminds you of a certain zerg nerf back in beta?

cough cough roaches moved up to 2 supply without compensation. cough cough.

sad thing is blizzard didnt change that so most likely not going to change ultras.
Forever ZeNEX.
Impervious
Profile Blog Joined March 2009
Canada4199 Posts
September 28 2010 13:00 GMT
#173
Ok, hold on. Shouldn't a Z be up by at least 1 base? Assuming it gets really, really late-game, and Z is on 4 bases and T is on 3, Z can have one and a third times as many ultras (based solely on the gas restriction) than if they were on equal bases..... Basically, Z can get 4 Ultras for T's 3 Thors.....

And if Z doesn't get upgrades, nor the upgraded carapace for the Ultras, he's in shit anyways.....

Anyone try running that in the calculations?
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
john0507
Profile Joined August 2010
164 Posts
September 28 2010 13:01 GMT
#174
Patching the various bugs was the right thing to do , but the way they did it ... OMGWTFBBQ!!!
What a terrible nerf to an already tough to play race.
Well , I think most people wouldn't expect Zerg to be buffed up till HoTS comes out anyways. So all i'd hope for would be for HoTS to come out as soon as possible.
eLFootman
Profile Joined April 2010
Chile58 Posts
September 28 2010 13:01 GMT
#175
you just need to realize ultras are for specific situations, if terran has several thors, dont make ultras.
Broodlords are waaaaay better than ultras against terran.

I hate see ppl complain about some issue without checking out the other viable alternatives.

splash is big enough in 1.1.1 against marines and tanks.

imho
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2010-09-28 13:04:38
September 28 2010 13:02 GMT
#176
Well... ultrakisks were too strong ZvT lategame. I guess they somehow fixed it.
Idk about ZvP but I think they were as good anyway.

Believe it or not, it a step in the right direction. Now they should improve zerg scouting early game^^.
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 28 2010 13:04 GMT
#177
What can we use besides ultras?

You know what counters brood lords? 5-10 vikings....
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2010-09-28 13:05:55
September 28 2010 13:05 GMT
#178
nvm
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 28 2010 13:05 GMT
#179
On September 28 2010 22:04 Fa1nT wrote:
What can we use besides ultras?

You know what counters brood lords? 5-10 vikings....


your wrong mate.

you know what counters 5 brood lords. 1 viking.

you know what counters 10 brood lords. 2 vikings

you know what counters brood lords for the rest of the game. 5 vikings.
Forever ZeNEX.
throttled
Profile Joined August 2010
United States382 Posts
September 28 2010 13:06 GMT
#180
On September 28 2010 22:02 ganil wrote:
Well... ultrakisks were too strong ZvT lategame. I guess they somehow fixed it.
Idk about ZvP but I think they were as good anyway.

Believe it or not, it a step in the right direction. Now they should improve zerg scouting early game^^.


You must be trolling.
"Look to the river rushing. Unparalleled in its power. It carves away at the land, eroding the banks, consuming the sands and washes away to her majesty."
Zog
Profile Joined September 2010
57 Posts
September 28 2010 13:06 GMT
#181
Yeah, they were too strong and easy to use. Zerg is supposed to be very hard to play, and even more to master, not to roflstomp in T3.
Theston
Profile Joined August 2010
Germany15 Posts
September 28 2010 13:06 GMT
#182
On September 28 2010 22:01 eLFootman wrote:
you just need to realize ultras are for specific situations, if terran has several thors, dont make ultras.
Broodlords are waaaaay better than ultras against terran.


Yeah, if only Terra had a good counter to Broodlords, something like a unit with range 9 that deals 22 damage per shot and can't be attack by the Broodlord.
ohN
Profile Blog Joined November 2009
United States1075 Posts
September 28 2010 13:06 GMT
#183
On September 28 2010 22:05 HolydaKing wrote:
Show nested quote +
On September 28 2010 22:00 Impervious wrote:
Ok, hold on. Shouldn't a Z be up by at least 1 base? Assuming it gets really, really late-game, and Z is on 4 bases and T is on 3, Z can have one and a third times as many ultras (based solely on the gas restriction) than if they were on equal bases..... Basically, Z can get 4 Ultras for T's 3 Thors.....

And if Z doesn't get upgrades, nor the upgraded carapace for the Ultras, he's in shit anyways.....

Anyone try running that in the calculations?

Pretty sure a 3 base terran has more income than a 4 base Zerg. Except for Gas of coourse.

Without swarm/lurkers and now that terran has free dropships, being up 1 base is a lot harder than it was in bw. Oh yeah, and mules, so it doesn't really matter anyway.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
September 28 2010 13:07 GMT
#184
On September 28 2010 22:01 john0507 wrote:
Patching the various bugs was the right thing to do , but the way they did it ... OMGWTFBBQ!!!
What a terrible nerf to an already tough to play race.
Well , I think most people wouldn't expect Zerg to be buffed up till HoTS comes out anyways. So all i'd hope for would be for HoTS to come out as soon as possible.


Honestly I expect zerg to made even with the rest of the races and the other races buffed as well.

I think it is evident that Blizzard doesn't think there's that much of a problem with zerg.
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
Last Edited: 2010-09-28 14:35:29
September 28 2010 13:07 GMT
#185
threads that produce 9 pages of incoherent whining in a mere 2 hrs are retarded, stop being idiots

edit:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=156602
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