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Ultralisk bug/issue with patch 1.1.1 - Page 21

Forum Index > SC2 General
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Mr Tambourine Man
Profile Joined September 2010
Netherlands190 Posts
September 28 2010 23:43 GMT
#401
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.


Look, clearly put what you are saying is: "I think that with my three factory units, I should be able to counter anything the zerg can throw at me." Do you really think that is reasonable?

artanis2
Profile Joined April 2010
United States732 Posts
September 28 2010 23:44 GMT
#402
Instead of crying, why don't you guys go play and test out the change? You'll see that it's not as bad as you think.
Karkadinn
Profile Joined August 2010
United States132 Posts
September 28 2010 23:45 GMT
#403
On September 29 2010 08:40 Sapphire.lux wrote:
Show nested quote +
On September 29 2010 08:20 FabledIntegral wrote:
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.


I think this is just about the single most unintentionally condescending post I've ever seen on this site. Different races are different? Shocking.
csfield
Profile Joined October 2008
United States206 Posts
September 28 2010 23:48 GMT
#404
On September 29 2010 00:48 HiHiByeBye wrote:
tanks are rendered almost useless against baneling but terran players arent whining lol. Seriously.

It is not easy to micro bio vs banelings....

Also did you guys not watch banelings just rolling in and kill command centers? so if the zerg player is ahead they can kill expos so easy....

Now ultras are actually counterble as terran (marauder are good against pure ultras but fungal growth/ling/ultra rape them....)

I also dont see terran players complaining about magic box mutas. Mutas are so cost effective against just pure thors.


how much does it cost the zerg to destroy a command center with banelings?

marauders can kill a hatchery almost as fast and the terran player gets to keep them
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
Craton
Profile Blog Joined December 2009
United States17250 Posts
September 28 2010 23:50 GMT
#405
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.

I agree with this. It might be slightly overdone against thors alone, but it feels like the problem is only against thors.
twitch.tv/cratonz
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 29 2010 00:02 GMT
#406
On September 29 2010 08:43 Mr Tambourine Man 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.


Look, clearly put what you are saying is: "I think that with my three factory units, I should be able to counter anything the zerg can throw at me." Do you really think that is reasonable?


With 3 or 4 (+Vikings) yes, you should. The same for the other races + the different characteristics that they have.
Head Coach Park: "They should buff tanks!"
hadoken5
Profile Joined May 2010
Canada519 Posts
September 29 2010 00:03 GMT
#407
The sad thing is that they'll leave it like this.
gn1k
Profile Joined July 2010
United States441 Posts
September 29 2010 00:03 GMT
#408
Blizzard heard that Cool had a chance to win the GSL. So they had to instantly nerf the ultra. None of this waiting around for a month when nerfing zerg is concerned.
Creator of Street Empires and APM TD
Chizambers
Profile Joined June 2010
United States126 Posts
September 29 2010 00:03 GMT
#409
Wow, that really sucks. I thought Ultras seemed less effective today when I was using them in my matches.

Now why don't they just add the building attack back, but make it the same dps as their normal attack, and give it splash. I mean, if they have seperate attacks for buildings and units before, why not just go back to that, and make the building attack work correctly, and not fuck up Ultra's usefulness vs. units.
yup, I'm a nub.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 29 2010 00:04 GMT
#410
On September 29 2010 08:45 Karkadinn wrote:
Show nested quote +
On September 29 2010 08:40 Sapphire.lux wrote:
On September 29 2010 08:20 FabledIntegral wrote:
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.


Different races are different? Shocking.


Not shocking, but some people do not understand that
Head Coach Park: "They should buff tanks!"
Karkadinn
Profile Joined August 2010
United States132 Posts
September 29 2010 00:06 GMT
#411
On September 29 2010 09:02 Sapphire.lux wrote:
Show nested quote +
On September 29 2010 08:43 Mr Tambourine Man wrote:
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.


Look, clearly put what you are saying is: "I think that with my three factory units, I should be able to counter anything the zerg can throw at me." Do you really think that is reasonable?


With 3 or 4 (+Vikings) yes, you should. The same for the other races + the different characteristics that they have.


Um, the point of Blizzard forcing you to choose an army composition to begin with is so that army has weaknesses that the enemy can exploit through the appropriate unit counters. It's not supposed to be a purely aesthetic choice.
voss
Profile Blog Joined September 2010
Australia146 Posts
September 29 2010 00:09 GMT
#412
On September 29 2010 09:03 Chizambers wrote:
Wow, that really sucks. I thought Ultras seemed less effective today when I was using them in my matches.

Now why don't they just add the building attack back, but make it the same dps as their normal attack, and give it splash. I mean, if they have seperate attacks for buildings and units before, why not just go back to that, and make the building attack work correctly, and not fuck up Ultra's usefulness vs. units.


This seems like something that could solve the issue. Having two seperate attacks, like before. Then you could have different splash radii for each. Also, headbutt looks awesome.
Mosin
Profile Joined September 2010
United States7 Posts
September 29 2010 00:11 GMT
#413
On September 29 2010 08:26 Sapphire.lux wrote:
Show nested quote +
On September 29 2010 08:04 Mosin wrote:
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?


I'm not interested in how you play. Play as freely as you want.

Drops? You mean medivacs? But they don't share the same upgrade!! By your logic, Bioball, those who share the same upgrade, should fight effectively on their own by design! (other than occasional hybrids *).

However I do agree on the part you should be stop replying.
Aex
Profile Joined May 2010
United States29 Posts
Last Edited: 2010-09-29 00:24:33
September 29 2010 00:15 GMT
#414
The Ultralisk nerf isn't that big of a deal by itself. It just compounds on top of the many issues we, as Zerg players, feel already exist.

I get the feeling that Blizzard overvalues the ability of Zerg to produce units in a unique manner, compared to how P and T produce units, and this is why we have weaker, more expensive, harder to tech units.
gl hf pls lose kthx :D
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 29 2010 00:22 GMT
#415
On September 29 2010 09:06 Karkadinn wrote:
Show nested quote +
On September 29 2010 09:02 Sapphire.lux wrote:
On September 29 2010 08:43 Mr Tambourine Man wrote:
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.


Look, clearly put what you are saying is: "I think that with my three factory units, I should be able to counter anything the zerg can throw at me." Do you really think that is reasonable?


With 3 or 4 (+Vikings) yes, you should. The same for the other races + the different characteristics that they have.


Um, the point of Blizzard forcing you to choose an army composition to begin with is so that army has weaknesses that the enemy can exploit through the appropriate unit counters. It's not supposed to be a purely aesthetic choice.


Mech +strong in direct combat
-imobile
-hard to rebuild once lost
Bio +verry mobile
+easy to rebuild
-verry hard countered by specific units

It is more then aesthetics you see.

The weaknesses come from the above and from the ratios (marines to marauders/ tanks to thors)

Head Coach Park: "They should buff tanks!"
Amui
Profile Blog Joined August 2010
Canada10567 Posts
September 29 2010 00:22 GMT
#416
just changing the splash radius of the ultra-centered attack to ~2.5 or 2.75 would already do wonders. At 2.75, it would be ~equal to what it was before, while retaining it's role as a tank/aoe ground unit. Zerg already doesn't have particularly strong AoE(excluding prepatch ultra) to deal will massed ground in a ball.

Broodlords are not the answer to mech, a handful of vikings on top of a mech ball will just pop every single broodlord in under 15 seconds, and while thor's don't do a whole lot to broodlords, they do outrange them, adding a small amount of anti broodlord capability.
Porouscloud - NA LoL
Buhlbaid
Profile Joined September 2010
Spain32 Posts
September 29 2010 00:24 GMT
#417
Massing ultras should never be IWIN mode, so the "nerf" is ok.
"There is no subjetct so old that something new cannot be said about it." -Dostoievski
Abdiel
Profile Joined September 2010
52 Posts
September 29 2010 00:25 GMT
#418
On September 29 2010 09:24 Buhlbaid wrote:
Massing ultras should never be IWIN mode, so the "nerf" is ok.


But massing thors should be? Thats the problem right now, zerg has no cost effective counter to mech anymore.
Karkadinn
Profile Joined August 2010
United States132 Posts
September 29 2010 00:28 GMT
#419
On September 29 2010 09:22 Sapphire.lux wrote:
Show nested quote +
On September 29 2010 09:06 Karkadinn wrote:
On September 29 2010 09:02 Sapphire.lux wrote:
On September 29 2010 08:43 Mr Tambourine Man wrote:
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.


Look, clearly put what you are saying is: "I think that with my three factory units, I should be able to counter anything the zerg can throw at me." Do you really think that is reasonable?


With 3 or 4 (+Vikings) yes, you should. The same for the other races + the different characteristics that they have.


Um, the point of Blizzard forcing you to choose an army composition to begin with is so that army has weaknesses that the enemy can exploit through the appropriate unit counters. It's not supposed to be a purely aesthetic choice.


Mech +strong in direct combat
-imobile
-hard to rebuild once lost
Bio +verry mobile
+easy to rebuild
-verry hard countered by specific units

It is more then aesthetics you see.

The weaknesses come from the above and from the ratios (marines to marauders/ tanks to thors)


Oh, okay. Obviously because mech is 'imobile' on these great big maps we have, Zerg can just run around the mech army and base race to victory.
Aex
Profile Joined May 2010
United States29 Posts
September 29 2010 00:29 GMT
#420
On September 29 2010 09:24 Buhlbaid wrote:
Massing ultras should never be IWIN mode, so the "nerf" is ok.


Massing any unit should never be IWIN mode, but Toss has void rays and Terran has Thors. So even if it took ages to tech up to Ultralisks, it felt kind of nice to have something comparable.
gl hf pls lose kthx :D
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