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Ultralisk bug/issue with patch 1.1.1 - Page 20

Forum Index > SC2 General
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Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
September 28 2010 22:42 GMT
#381
I think the splash as it is now seems fair.
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
artanis2
Profile Joined April 2010
United States732 Posts
September 28 2010 22:53 GMT
#382
Working as intended. Damage should not be caused to all units surrounding your target, only the ones within range of the blades.
Winter_mute
Profile Joined September 2010
Germany40 Posts
Last Edited: 2010-09-28 23:05:05
September 28 2010 23:04 GMT
#383
On September 29 2010 07:40 Sapphire.lux wrote:
Show nested quote +
On September 29 2010 06:53 Mr Tambourine Man wrote:
On September 29 2010 06:26 Sapphire.lux wrote:
Late game mas ultra was impossible to stop by mech. A transition to bio is...well, not possible and the splash was just to big for thors to fight them. Ultras are to break siege tank lines and they do that i think no? If Thors do not beat Ultras then terran has nothing to fight them (mech).

Zerg needs help for sure, but this Ultra splash nerf was a must.


Wow, this is just such an absolutely silly thing to say. It really shows the mentality some terran players seem to have. Are you seriously saying that just because you can't produce a counter against ultras from the factory, ultras are overpowered?? That is like a protoss player complaining that the robotics facility doesn't produce a unit that can counter a battlecruiser. It is an absolutely ridiculous argument.

Well, you do not know what you are talking about so i will be nice, i ll ignore the "terran mentality" and "silly" etc insults you are throwing.

Terran has 2 distinct ways of playing, bio and mech (there is also bio/mech but *) They both have advantages and disadvantages but both have to be "effective" . Why is this you say? The answer is in the upgrades. Unlike Protoss and Zerg, Terran has 2 completely different ground upgrade paths(bio/mech). You have to choose what path you want to go (bio/mech) so you can keep up with the upgrades in the late game.

Sure you can make a few units that are not part of the core army (make a few marines while you are going mech/ a few tanks while you are going bio) but you can not rely on this units to counter a late game army that has upgrades.

Be nice!


So bio and mech each have to be "effective" against all possible units a zerg or protoss can throw at them. And you should maybe factor in, that zerg have melee, ranged and carapace upgrades while protoss have upgrades for shields, weapons, armor. Terran have 2 upgrades each for mech and bio.

Let's reverse your argument:

I want zerg ranged units to be able to be "effective" against every terran unit combination, because I want to focus on their ranged upgrades.
Mosin
Profile Joined September 2010
United States7 Posts
September 28 2010 23:04 GMT
#384
Well, you do not know what you are talking about so i will be nice, i ll ignore the "terran mentality" and "silly" etc insults you are throwing.

Terran has 2 distinct ways of playing, bio and mech (there is also bio/mech but *) They both have advantages and disadvantages but both have to be "effective" . Why is this you say? The answer is in the upgrades. Unlike Protoss and Zerg, Terran has 2 completely different ground upgrade paths(bio/mech). You have to choose what path you want to go (bio/mech) so you can keep up with the upgrades in the late game.

Sure you can make a few units that are not part of the core army (make a few marines while you are going mech/ a few tanks while you are going bio) but you can not rely on this units to counter a late game army that has upgrades.

Be nice!


By your logic, since each tech (bio, mech) requires counter to everything by design, I'll have to assume bio can counter heavy air or heavy mech. When people mass vikings and tanks in late game TvsT, bioball should be countering it "effectively". No it's not.

You were given the best counter to armored unit, why not use it? Why whould you want a single unit to counter air and ground? Maybe rpg fits you more.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
September 28 2010 23:06 GMT
#385
On September 29 2010 07:42 aPsychonaut wrote:
I think the splash as it is now seems fair.


Well in that case, the ultra loses vs mech and loses vs bio... then what's the point of building an ultra?
aka Siyko
AppleTart
Profile Blog Joined March 2010
United States1261 Posts
September 28 2010 23:07 GMT
#386
On September 29 2010 08:06 fdsdfg wrote:
Show nested quote +
On September 29 2010 07:42 aPsychonaut wrote:
I think the splash as it is now seems fair.


Well in that case, the ultra loses vs mech and loses vs bio... then what's the point of building an ultra?


Ultras looks pretty sweet through
always tired -_-
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-28 23:09:55
September 28 2010 23:09 GMT
#387
This is such a joke. Really can't believe Blizzard was this idiotic.
synapse
Profile Blog Joined January 2009
China13814 Posts
September 28 2010 23:12 GMT
#388
On September 29 2010 07:42 aPsychonaut wrote:
I think the splash as it is now seems fair.

It was barely fair considering how bulky the Ultralisk is and how long it takes to be made. Ultras already die instantly to marauders, how is giving them less splash reasonable?
:)
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-09-28 23:17:29
September 28 2010 23:12 GMT
#389
On September 29 2010 07:40 Sapphire.lux wrote:
Show nested quote +
On September 29 2010 06:53 Mr Tambourine Man wrote:
On September 29 2010 06:26 Sapphire.lux wrote:
Late game mas ultra was impossible to stop by mech. A transition to bio is...well, not possible and the splash was just to big for thors to fight them. Ultras are to break siege tank lines and they do that i think no? If Thors do not beat Ultras then terran has nothing to fight them (mech).

Zerg needs help for sure, but this Ultra splash nerf was a must.


Wow, this is just such an absolutely silly thing to say. It really shows the mentality some terran players seem to have. Are you seriously saying that just because you can't produce a counter against ultras from the factory, ultras are overpowered?? That is like a protoss player complaining that the robotics facility doesn't produce a unit that can counter a battlecruiser. It is an absolutely ridiculous argument.

Well, you do not know what you are talking about so i will be nice, i ll ignore the "terran mentality" and "silly" etc insults you are throwing.

Terran has 2 distinct ways of playing, bio and mech (there is also bio/mech but *) They both have advantages and disadvantages but both have to be "effective" . Why is this you say? The answer is in the upgrades. Unlike Protoss and Zerg, Terran has 2 completely different ground upgrade paths(bio/mech). You have to choose what path you want to go (bio/mech) so you can keep up with the upgrades in the late game.

Sure you can make a few units that are not part of the core army (make a few marines while you are going mech/ a few tanks while you are going bio) but you can not rely on this units to counter a late game army that has upgrades.

Be nice!


Not really, if you want to go biomech you can just get infantry upgrades and weapons only upgrades from the armory. That's three, the equivalent of Zerg upgrades needed (although many will skip ranged attack while still getting many roaches). By no means is that unreasonable.

PS. Hellion/Thor/Tank/Marauder/Medivac absolutely shat on mass ultralisk before the patch, we'll see about after. You're crazy to suggest people didn't transition into bio lategame, most Terrans I played would drop like 5 raxes at their natural and add tech labs on maps like Metal, or they'd tech up to banshees or battlecruisers.
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
September 28 2010 23:14 GMT
#390
On September 29 2010 07:53 artanis2 wrote:
Working as intended. Damage should not be caused to all units surrounding your target, only the ones within range of the blades.

Working as intended does not always make it the best intent...
All the pros got dat Ichie.
dcemuser
Profile Joined August 2010
United States3248 Posts
September 28 2010 23:17 GMT
#391
On September 29 2010 07:53 artanis2 wrote:
Working as intended. Damage should not be caused to all units surrounding your target, only the ones within range of the blades.


Where were you back in Beta Patch 16?

Oh right.

And certainly, you're not suggesting it's a good idea to nerf Zerg's best unit less than one day before Cool plays in the semi-finals of the GSL?!
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 28 2010 23:17 GMT
#392
On September 29 2010 08:04 Winter_mute wrote:
Show nested quote +
On September 29 2010 07:40 Sapphire.lux wrote:
On September 29 2010 06:53 Mr Tambourine Man wrote:
On September 29 2010 06:26 Sapphire.lux wrote:
Late game mas ultra was impossible to stop by mech. A transition to bio is...well, not possible and the splash was just to big for thors to fight them. Ultras are to break siege tank lines and they do that i think no? If Thors do not beat Ultras then terran has nothing to fight them (mech).

Zerg needs help for sure, but this Ultra splash nerf was a must.


Wow, this is just such an absolutely silly thing to say. It really shows the mentality some terran players seem to have. Are you seriously saying that just because you can't produce a counter against ultras from the factory, ultras are overpowered?? That is like a protoss player complaining that the robotics facility doesn't produce a unit that can counter a battlecruiser. It is an absolutely ridiculous argument.

Well, you do not know what you are talking about so i will be nice, i ll ignore the "terran mentality" and "silly" etc insults you are throwing.

Terran has 2 distinct ways of playing, bio and mech (there is also bio/mech but *) They both have advantages and disadvantages but both have to be "effective" . Why is this you say? The answer is in the upgrades. Unlike Protoss and Zerg, Terran has 2 completely different ground upgrade paths(bio/mech). You have to choose what path you want to go (bio/mech) so you can keep up with the upgrades in the late game.

Sure you can make a few units that are not part of the core army (make a few marines while you are going mech/ a few tanks while you are going bio) but you can not rely on this units to counter a late game army that has upgrades.

Be nice!


So bio and mech each have to be "effective" against all possible units a zerg or protoss can throw at them. And you should maybe factor in, that zerg have melee, ranged and carapace upgrades while protoss have upgrades for shields, weapons, armor. Terran have 2 upgrades each for mech and bio.

Let's reverse your argument:

I want zerg ranged units to be able to be "effective" against every terran unit combination, because I want to focus on their ranged upgrades.

You are forgeting the completely different buildings that make bio/mech. I want ranged zerg units to be effective vs every terran unit composition to. 2 upgrades and different building structures is a bit more then an extra upgrade (shield, range/melee) don t you think? The idea is to have a counter, a way to stay in the game, and not to build 15 barracks if you see a ultra cavern.
Head Coach Park: "They should buff tanks!"
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 28 2010 23:20 GMT
#393
On September 29 2010 08:17 Sapphire.lux wrote:
Show nested quote +
On September 29 2010 08:04 Winter_mute wrote:
On September 29 2010 07:40 Sapphire.lux wrote:
On September 29 2010 06:53 Mr Tambourine Man wrote:
On September 29 2010 06:26 Sapphire.lux wrote:
Late game mas ultra was impossible to stop by mech. A transition to bio is...well, not possible and the splash was just to big for thors to fight them. Ultras are to break siege tank lines and they do that i think no? If Thors do not beat Ultras then terran has nothing to fight them (mech).

Zerg needs help for sure, but this Ultra splash nerf was a must.


Wow, this is just such an absolutely silly thing to say. It really shows the mentality some terran players seem to have. Are you seriously saying that just because you can't produce a counter against ultras from the factory, ultras are overpowered?? That is like a protoss player complaining that the robotics facility doesn't produce a unit that can counter a battlecruiser. It is an absolutely ridiculous argument.

Well, you do not know what you are talking about so i will be nice, i ll ignore the "terran mentality" and "silly" etc insults you are throwing.

Terran has 2 distinct ways of playing, bio and mech (there is also bio/mech but *) They both have advantages and disadvantages but both have to be "effective" . Why is this you say? The answer is in the upgrades. Unlike Protoss and Zerg, Terran has 2 completely different ground upgrade paths(bio/mech). You have to choose what path you want to go (bio/mech) so you can keep up with the upgrades in the late game.

Sure you can make a few units that are not part of the core army (make a few marines while you are going mech/ a few tanks while you are going bio) but you can not rely on this units to counter a late game army that has upgrades.

Be nice!


So bio and mech each have to be "effective" against all possible units a zerg or protoss can throw at them. And you should maybe factor in, that zerg have melee, ranged and carapace upgrades while protoss have upgrades for shields, weapons, armor. Terran have 2 upgrades each for mech and bio.

Let's reverse your argument:

I want zerg ranged units to be able to be "effective" against every terran unit combination, because I want to focus on their ranged upgrades.

You are forgeting the completely different buildings that make bio/mech. I want ranged zerg units to be effective vs every terran unit composition to. 2 upgrades and different building structures is a bit more then an extra upgrade (shield, range/melee) don t you think? The idea is to have a counter, a way to stay in the game, and not to build 15 barracks if you see a ultra cavern.


Different building structures..? You mean rax/fact or engineering/armory?

Raxes aren't exactly expensive, they are 200/25 in order to get a rax with tech lab. You can easily spare money in the late late game to build multiple raxes (build 4, you have 1 already).
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 28 2010 23:26 GMT
#394
On September 29 2010 08:04 Mosin wrote:
Show nested quote +
Well, you do not know what you are talking about so i will be nice, i ll ignore the "terran mentality" and "silly" etc insults you are throwing.

Terran has 2 distinct ways of playing, bio and mech (there is also bio/mech but *) They both have advantages and disadvantages but both have to be "effective" . Why is this you say? The answer is in the upgrades. Unlike Protoss and Zerg, Terran has 2 completely different ground upgrade paths(bio/mech). You have to choose what path you want to go (bio/mech) so you can keep up with the upgrades in the late game.

Sure you can make a few units that are not part of the core army (make a few marines while you are going mech/ a few tanks while you are going bio) but you can not rely on this units to counter a late game army that has upgrades.

Be nice!


By your logic, since each tech (bio, mech) requires counter to everything by design, I'll have to assume bio can counter heavy air or heavy mech. When people mass vikings and tanks in late game TvsT, bioball should be countering it "effectively". No it's not.


TvT is not a mass Tank Viking for some time. Mass Marauder with drops and map control is better. There are a lot of tanks in the late game but there are also a lot of marauders. I'll stop replying to you for i do not need suggestions on what games to play,ok?
Head Coach Park: "They should buff tanks!"
Malminos
Profile Joined July 2010
United States321 Posts
September 28 2010 23:26 GMT
#395
On September 29 2010 08:14 RoarMan wrote:
Show nested quote +
On September 29 2010 07:53 artanis2 wrote:
Working as intended. Damage should not be caused to all units surrounding your target, only the ones within range of the blades.

Working as intended does not always make it the best intent...


Reminds me of old school everquest before they fixed regen:

There were no health potions, a few classes had healing spells, and mana/health regen was painfully slow. 4hp/5sec flat rate @ all levels. So when u were level 55 with 3000hp, you had to sit for about 40 minutes after every fight if u were soloing.

People begged for better regen, or healing potions, or healing beacons, or something and the answer always was "Working as intended."


Blizzard has their heads in the sand and arent listening to their community. They're listening to exactly 33.3333333333333333 percent of the races currently in game. -terran.

Which is why it took 1 week to fix this and zergs issues still arent fixed. I'm just assuming there's a skeleton crew on SC2 while WoW cataclysm hurries to launch. Maybe after WoW launches zerg will get some help...
"To dream of because become happiness "
I Hott Sauce I
Profile Joined June 2010
United States91 Posts
September 28 2010 23:31 GMT
#396
Wow this is so ridiculous. Thanks Blizz, keep nerfing the weakest race in this game.
Power Overwhelming
crms
Profile Joined February 2010
United States11933 Posts
September 28 2010 23:35 GMT
#397
So what are the current polls on how long this will take to be addressed? Or are we just going to see another very significant zerg nerf?


I'm losing my drive to better my zerg play by the day.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 28 2010 23:40 GMT
#398
On September 29 2010 08:20 FabledIntegral wrote:
Show nested quote +
On September 29 2010 08:17 Sapphire.lux wrote:
On September 29 2010 08:04 Winter_mute wrote:
On September 29 2010 07:40 Sapphire.lux wrote:
On September 29 2010 06:53 Mr Tambourine Man wrote:
On September 29 2010 06:26 Sapphire.lux wrote:
Late game mas ultra was impossible to stop by mech. A transition to bio is...well, not possible and the splash was just to big for thors to fight them. Ultras are to break siege tank lines and they do that i think no? If Thors do not beat Ultras then terran has nothing to fight them (mech).

Zerg needs help for sure, but this Ultra splash nerf was a must.


Wow, this is just such an absolutely silly thing to say. It really shows the mentality some terran players seem to have. Are you seriously saying that just because you can't produce a counter against ultras from the factory, ultras are overpowered?? That is like a protoss player complaining that the robotics facility doesn't produce a unit that can counter a battlecruiser. It is an absolutely ridiculous argument.

Well, you do not know what you are talking about so i will be nice, i ll ignore the "terran mentality" and "silly" etc insults you are throwing.

Terran has 2 distinct ways of playing, bio and mech (there is also bio/mech but *) They both have advantages and disadvantages but both have to be "effective" . Why is this you say? The answer is in the upgrades. Unlike Protoss and Zerg, Terran has 2 completely different ground upgrade paths(bio/mech). You have to choose what path you want to go (bio/mech) so you can keep up with the upgrades in the late game.

Sure you can make a few units that are not part of the core army (make a few marines while you are going mech/ a few tanks while you are going bio) but you can not rely on this units to counter a late game army that has upgrades.

Be nice!


So bio and mech each have to be "effective" against all possible units a zerg or protoss can throw at them. And you should maybe factor in, that zerg have melee, ranged and carapace upgrades while protoss have upgrades for shields, weapons, armor. Terran have 2 upgrades each for mech and bio.

Let's reverse your argument:

I want zerg ranged units to be able to be "effective" against every terran unit combination, because I want to focus on their ranged upgrades.

You are forgeting the completely different buildings that make bio/mech. I want ranged zerg units to be effective vs every terran unit composition to. 2 upgrades and different building structures is a bit more then an extra upgrade (shield, range/melee) don t you think? The idea is to have a counter, a way to stay in the game, and not to build 15 barracks if you see a ultra cavern.


Different building structures..? You mean rax/fact or engineering/armory?

Raxes aren't exactly expensive, they are 200/25 in order to get a rax with tech lab. You can easily spare money in the late late game to build multiple raxes (build 4, you have 1 already).


Building structures, Raxes yes. Do you think is reasonable to expect a response of 5,6 buildings (raxes) to get a unit(marauder) that can keep you in the game once you see the cavern? Do you think that by the time the raxes kick in you will be left with no mech army? Is it over?

I want Ultras to be good vs mech, but not "i win" button unless you had another 4,5 production buildings...just in case lol.

I played all the races in BW and in SC2, i try not to be biased, but for people that do not understand the basics of each race i recommend playing around with them, they are fundamentally different.
Head Coach Park: "They should buff tanks!"
Rabbet
Profile Joined December 2009
Canada404 Posts
September 28 2010 23:40 GMT
#399
I like this hotfix. It was really unrealistic for ultras to be cleaving units that were no where near them. I don't get why it is so imperative for zergs to attack PF's anyway. If you see the terran is going mech, just get broodlords. Zerg have it easy they can make so many drones so fast and I don't get why more zerg don't use all their tools like nydus worms. I saw it in the GLS a zerg did that against a FE protoss and it was awesome. Blizzard knows best here guys, just let nature take its course and you will figure out a way to win. Muta and banelings are good, try that out.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 28 2010 23:43 GMT
#400
On September 29 2010 08:40 Rabbet wrote:
I like this hotfix. It was really unrealistic for ultras to be cleaving units that were no where near them. I don't get why it is so imperative for zergs to attack PF's anyway. If you see the terran is going mech, just get broodlords. Zerg have it easy they can make so many drones so fast and I don't get why more zerg don't use all their tools like nydus worms. I saw it in the GLS a zerg did that against a FE protoss and it was awesome. Blizzard knows best here guys, just let nature take its course and you will figure out a way to win. Muta and banelings are good, try that out.


Oh ok, I'll make sure to try making drones faster and using nydus more. You'll see me break the top 50 next week with this profound, insightful knowledge, k?
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