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Ultralisk bug/issue with patch 1.1.1 - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 36 37 38 Next All
Piski
Profile Blog Joined April 2010
Finland3461 Posts
September 28 2010 14:50 GMT
#21
Thanks for the clarifications ^^
That's a bummer so they slowly nerfed ultras, great. They responed in days to get rid of the building splash thing.
Let us see how long it will take them to fix this
parkin
Profile Blog Joined July 2007
1090 Posts
September 28 2010 14:52 GMT
#22
I have faith in Blizzard. They know what they are doing.
mostly harmless
ALPINA
Profile Joined May 2010
3791 Posts
September 28 2010 14:52 GMT
#23
That's a huge nerf.

I am wondering was that intended to nerf Ultra that much or no.
You should never underestimate the predictability of stupidity
SwampZero
Profile Joined September 2010
Greece350 Posts
September 28 2010 14:52 GMT
#24
As a Zerg, I'm happy with this change.


Sure, it's a nerf, but now all AOE units in the game function in the same way instead of ultras being the odd one now.

Game's more consistent now, and you always gotta be consistent before you start balancing, or else shit like this exact situation happen.
Croz
Profile Joined September 2010
Belgium17 Posts
Last Edited: 2010-09-28 15:05:13
September 28 2010 14:53 GMT
#25
Please if you have nothing usefull to don't post or it will get this post locked once again.
Don't vent, don't whine, there's the official forumsfor that.

I'd like to re-add my pokeball image again to illustrate ultralisk damage spread pre-post patch.
[image loading]

The red zone is obviously the zone which takes damage. Anything in that zone will take damage. The top half illustrates how attacking a small unit would create a small splash and a large unit would create a large splash. 1.1 added buildings to this and as build (especially a cc) has a very large surface, the aoe zone was huge.

1.1.1 illustrates the damage zone coming from the ultralisk.
DTown
Profile Blog Joined April 2010
United States428 Posts
September 28 2010 14:54 GMT
#26
On September 28 2010 23:52 parkin wrote:
I have faith in Blizzard. They know what they are doing.

People kept saying that, and I kept agreeing. But stuff like this is honestly just scary stupid.

Either way, in the long run, I still believe it. I may not like how they go about it, or their timetable, but I am confident that around a year from now, the game will have very reasonable balance. I just don't want to wait a year = (
rastaban
Profile Blog Joined May 2010
United States2294 Posts
September 28 2010 14:54 GMT
#27
Phoenix are bugged as well, I think both of these are probably unintentional and will be hot fixed again as well. It just is sad that this is happening in the middle of the GSL when so much is on the line, but somethings can't be helped. Hope they get these things fixed soon though.
Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
MiraMax
Profile Joined July 2009
Germany532 Posts
September 28 2010 14:54 GMT
#28
I agree that the change makes Ultras a lot weaker, but nonetheless the way splash is dealt now seems much more consistent to me. Could this not be easily adjusted by increasing splash range somewhat? What do you guys think!
Zerksys
Profile Blog Joined August 2009
United States569 Posts
September 28 2010 14:54 GMT
#29
On September 28 2010 23:50 Assirra wrote:
Show nested quote +
On September 28 2010 23:36 Piski wrote:
I'm really that stupid that I don't get it :o I mean they said it wasn't intentional what ultra splash did in 1.1 so why are so freakin' surprised that it's now nerfed?

Didn't they just pretty much reverted it back as it was in 1.0?

That is the thing here, they didnt just revert.
They made it weaker then it was pre patch 1.1, and didnt remove the damage nerf either.
So basicly its a dual nerf from before patch 1.1


I'd rather have the ram attack back on buildings quite honestly. This patch seems to be more and more another way to buff terran than a way to help zerg. Ultras were probably one of the only counters to mass mech play. Mutalingbling was ok but once the terran gets past that threshold where they start killing everything as they come in a giant ball then the only thing that could stop them was ultras.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
OreoBoi
Profile Blog Joined December 2008
Canada1639 Posts
September 28 2010 14:55 GMT
#30
On September 28 2010 23:50 Daedie wrote:
I like the change in general because to me it felt like game over if I let the zerg get into tier 3 without being crippled. And that's just not good. Weak early game and ridiculous lategame is not balance.

However, they should've undone the dmg nerf of 1.1, and obviously the race needs some fixing up in the early game as well.


Ya, I feel this too. It's like the zerg will always win if they can get to tier 3 and get ultras and broodlords. However, there are simply too many ways for the terran to kill the zerg before it gets there that they would have to want to lose to for the zerg to get there. IMO buff early game zerg, not so they can win early game, but just so they can survive early game.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
September 28 2010 14:56 GMT
#31
I think this was right from blizz, the splash effect of the ultra was always stupid mechanic. That being said, it's a bit silly to not atleast bring the 15+25 back and take a look at how ultras do after that.

I'd assume they'd need to be slightly buffed after that still, though I'd think for the TvZ MU, nerfing the ultra and buffing zerg gameplay up to t3 would balance it(imo ultras were(are?) too strong, while the road to getting them is too steep, meaning with zerg being powerhouse lategame, terran had to be powerhouse early game, but both sides would need to be nerfed/buffed to be balanced through the MU).
Daxten
Profile Joined October 2009
Germany127 Posts
September 28 2010 14:57 GMT
#32
This wont change Ultra vs Thor at all I think, since with ~5-6 Ultras Thors are still dead when u get a good surround
MiraMax
Profile Joined July 2009
Germany532 Posts
September 28 2010 14:59 GMT
#33
On September 28 2010 23:53 Croz wrote:
Please if you have nothing usefull to don't post or it will get this post locked once again.
Don't vent, don't whine, there's the official forumsfor that.

I'd like to re-add my pokeball image again to illustrate ultralisk damage spread pre-post patch.
[image loading]

The red zone is obviously the zone which takes damage. Anything in that zone will take damage. The top half illustrates how attacking a small unit would create a small splash and a large unit would create a large splash. 1.1 added buildings to this and as build (especially a cc) has a very large surface, the aoe zone was huge.

1.1.1 illustrates the damage zone coming from the ultralisk.


Are you sure that the 1.1.1 picture is correct? I was of the impression that splash also affected units "in front" of the attacked one as long as they stand pretty close. Which would mean that an Utra is slightly more effective whenever enemy units stand in a "concave" than is suggested by the image.
OreoBoi
Profile Blog Joined December 2008
Canada1639 Posts
September 28 2010 15:02 GMT
#34
On September 28 2010 23:57 Daxten wrote:
This wont change Ultra vs Thor at all I think, since with ~5-6 Ultras Thors are still dead when u get a good surround


Well, if you read the post in the OP, now ultras can't splash thors which are spaced out and since thors beat ultras 1v1, now you need more ultras than thors to win.

What I don't get is, marauder costs more than stalker and beats stalker 1v1, reason: stalker is more versatile and can shoot air. Thors beat ultras 1v1 at the same cost and thors are more versatile, can shoot air, and are tier 2.5.
Zerksys
Profile Blog Joined August 2009
United States569 Posts
September 28 2010 15:03 GMT
#35
On September 28 2010 23:57 Daxten wrote:
This wont change Ultra vs Thor at all I think, since with ~5-6 Ultras Thors are still dead when u get a good surround


Key phrase is "when you get a good surround." Before ultras already required more micro then thors and how they require even more because they can't engage one on one any more. The thors will just a move into the ultralisks and kill them. Now imagine if you have scvs there repairing. That would be just awful.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
TaKemE
Profile Joined April 2010
Denmark1045 Posts
September 28 2010 15:04 GMT
#36
On September 28 2010 23:57 Daxten wrote:
This wont change Ultra vs Thor at all I think, since with ~5-6 Ultras Thors are still dead when u get a good surround


You do know ultras and thors cost the same... if you did read the first post you would se thors win by alot now its not even close.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
September 28 2010 15:04 GMT
#37
So this thread is about Ultralisk nerf which means its balance thread. But we are not allowed to complain. Whats the point of thread?

I mean should I say "Good finding, interesting to know, sure it will be useful to know that ultraliks suck against thors now".

Its grack
SwampZero
Profile Joined September 2010
Greece350 Posts
Last Edited: 2010-09-28 15:05:55
September 28 2010 15:04 GMT
#38
Fun fact, the thor has a larger normalized [Surface X Damage] AOE than the Ultralisk right now.

Ultra is radius 2 at 180* for a total surface area of ~25 with 33% damage, so that ends up being 8.25.

Thor is radius 1 at 360* for a total of ~12 with 100% damage, so that ends up being 12. Plus it's AA so the damage ceiling is infinite. plus its ranged.


TL;DR Thor has a more potent AOE attack than the Ultralisk
Sirion
Profile Joined August 2010
131 Posts
Last Edited: 2010-09-28 15:19:40
September 28 2010 15:05 GMT
#39
On September 28 2010 23:36 Piski wrote:
I'm really that stupid that I don't get it :o I mean they said it wasn't intentional what ultra splash did in 1.1 so why are so freakin' surprised that it's now nerfed?

Didn't they just pretty much reverted it back as it was in 1.0?


No, in patch 1.0 the ultralisk splash radius was increased by the unit size, but against buildings it used the ram attack. In 1.1 it used the same attack on units and buildings, but due to the big size of buildings, their splash in that setting became quite ridiculous. So now, in 1.1.1, the splash radius is no more increased by the target's radius.

Some numbers on the effect:

pre-1.1.1 -> 1.1.1

Against Marines:
splash range: 2.375 -> 2
area covered: 17.3 -> 12.1 ( -30% )

Against Marauders:
splash range: 2.5625 -> 2
area covered: 19.6 -> 11.6 ( -41% )

Against Thors:
splash range: 2.8125 -> 2
area covered: 22.7 -> 10.5 ( -54% )

Against Siege Tanks:
splash range: 2.875 -> 2
area covered: 23.6 -> 10.2 ( -57% )

Note how although the splash radius is now constant, the area of splash decreases for bigger units as the primary target blocks more area.

I am pretty sure that a unit is affected by splash if its center is in the splash area. As a consequence, if two Thors are spaced in such a way that a marine fits in between, the second Thor will receive no splash damage. Therefore the the -xx% numbers are to be taken with caution, as the number of units inside the splash range is important. However in randomly arranged units, thats the average reduction of the splash.

All in all this is a rather big nerf of the ultralisks splash damage, especially for a bug fix which should only remove unintended behaviour and not affect regular play. Especially as there is an easy fix for this problem by giving the ultralisk two attacks, one against units and one against buildings, which are identical except that for attacks against buildings the splash area is not increased.
Snowfield
Profile Blog Joined April 2010
1289 Posts
Last Edited: 2010-09-28 15:17:08
September 28 2010 15:06 GMT
#40
looks completely reasonable that splash damage can be avoided with micro, and that the ultra only splashes as far as its tusks really is
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