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Ultralisk bug/issue with patch 1.1.1 - Page 24

Forum Index > SC2 General
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Mindcrime
Profile Joined July 2004
United States6899 Posts
September 29 2010 02:51 GMT
#461
The Blizzard that I knew was slow and opaque. When did they also become incompetent? How do they mess up a change that they have been planning for at least a month this badly?
That wasn't any act of God. That was an act of pure human fuckery.
Slago
Profile Joined August 2010
Canada726 Posts
September 29 2010 02:56 GMT
#462
Oh blizzard, you really screwed the pooch, was it unfair to have a tier 3 unit take down a tier one tech building , now ultras are worse vs planetaries, and worse evrything else, huuuuuuuuuge nerf, thanks alot blizz :/, why can't it be like BW, where things are allowed to be OP, like defilers, and reavers, and vultures for price, but no evrything needs to be perfectly mechanicly sound, why must they patch evry bug that comes up, evry time something interesting is found they have to fix it, cuz burrowed neural was so OP even though it last 12 seconds , was fazing so terrible, there cool things that require intensive mico to make the difference from great pro gamers, to good ladder players, because of blizzard, tournies are filled with awful players that can just use the same mechanics as pros with 100 less apm, if you can burrow cast NP with all your infestors in a big fight, you need 400 APM for that instance pretty much, PLEASE blizzard stop nerfing the cool tricks were finding :
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Nobu
Profile Joined June 2010
Spain550 Posts
September 29 2010 02:56 GMT
#463
Hope cool don't lose tomorrow after doing ultras, because after this nerf, he may end up changing races as he said >_<
"There's farmers and there's gamers, farmers get up early, gamers sleep in." Artosis
SugarBear
Profile Blog Joined June 2010
United States842 Posts
September 29 2010 03:08 GMT
#464
On September 29 2010 08:48 csfield wrote:
Show nested quote +
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


Wow, just saw this guy's post. So 400/400 worth of mutas to counter 300/200 worth of thors is cost effective? *blink*
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
chumpchous
Profile Joined September 2010
68 Posts
September 29 2010 03:15 GMT
#465
I mean if we want to talk about unintuitive AoE, how about tank smartfire? Are all the tanks doing some sort of mindmeld that allows them to coordinate exactly who and what they are attacking? Intuitive has nothing to do with game balance.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 29 2010 03:19 GMT
#466
On September 29 2010 12:08 SugarBear wrote:
Show nested quote +
On September 29 2010 08:48 csfield wrote:
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


Wow, just saw this guy's post. So 400/400 worth of mutas to counter 300/200 worth of thors is cost effective? *blink*

Hey if you win, they can only rebuild [gasses/2] Thors at a time.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
smegged
Profile Joined August 2010
Australia213 Posts
September 29 2010 03:29 GMT
#467
Yay for zerg nerfs. Having the ability to mass units that take a very long time to get out that do the same job as tier 1.5 units was clearly imbalanced. I mean there was the potential for zerg to win something and we couldn't have that.

Anyway, sarcasm aside, I am sure that this was an accidental change. What blizzard probably did was revert Ultra splash to eminate from the corner of the unit rather than the centre (not that I've tested yet). That would have the effect of nerfing the splash against buildings/large units and simultaneously making the Ultra splash appear more realistic.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
afiddy
Profile Blog Joined November 2006
Canada108 Posts
September 29 2010 03:34 GMT
#468
Dear Blizzard,

Please stop putting your dick in my anus, it is very uncomfortable and I think it's bleeding.

User was warned for this post
Alpha and Omega.
SugarBear
Profile Blog Joined June 2010
United States842 Posts
Last Edited: 2010-09-29 03:37:34
September 29 2010 03:35 GMT
#469
On September 29 2010 10:28 Sapphire.lux wrote:
Show nested quote +
On September 29 2010 09:58 Karkadinn wrote:
On September 29 2010 09:36 Sapphire.lux wrote:
On September 29 2010 09:28 Karkadinn wrote:
On September 29 2010 09:22 Sapphire.lux wrote:
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:
[quote]

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.

If Zerg can not take advantage from some of the weaknesses out there like (lack of mech mobility) means there is a problem, BUT that is not fixed with a imba T3 unit that you most likely will not get the chance to get anyway.


I would be immensely frustrated with you except that I can't take you seriously enough to get worked up over it. You're adorable. Zerg couldn't ask for a more picture perfect example of the stereotypical Terran as an anti-mascot.


I am forever in your debt kind sir! Your wrath and frustration would have been unbearable.

Show nested quote +
What, exactly, do you think ultralisks are supposed to do with an anti-armor damage type, if not counter armored units that are lower in tech and more versatile than them? What would be 'imba' about ultralisks countering thors in equal cost and food ratios? Do you think that ultralisks were overpowered before this patch without the building splash abuse being used?

Ultras beat tanks silly. He has a million thors and only a few tanks? Go roach mate, they beat thors cost for cost. Or are you just building a type of unit and just 1a rebuild 1a and then cry imba? There are problems with Zerg for sure, but in this case, you are just bad at analyzing the opponents army composition, or you have a verry hard time writing down your thoughts.

Show nested quote +
If you feel that Zerg should have no unit counters to take down mech in a straight up fight, why does it matter if mech is hard to rebuild, taking you at your word?

No dude, no unit should "take down" mech, thus the Ultra nerf. A combination of units on the other hand should be able to fight with mech. Things have to be changed but, ONE unit should not take down a style of play. Am i getting through?

Show nested quote +
If you feel that mech versus Zerg should always come down to the Zerg cautiously avoiding mech and base racing, why does Terran have better static defenses, lift off capability, repair, and better units for taking down buildings quickly? Why do you think this makes for a more interesting game and e-sport that Blizzard designed for it deliberately, instead of encouraging army versus army conflict to take place?

I would go through things like: Zerg does need some help, choosing the place for battle, surround etc but you'd only get frustrated

This might have seemed off topic but, a change to a unit that countered a stile is a good change, and those are the reasons that i think that.

PS: stereotypical Terran hahaha



I don't know where you get your info from, but roaches only counter thors in small numbers. At larger food counts thors demolish roaches, easy. It's actually worse than my statement makes it sound since roaches food cap you rather quickly.

Also, ultras beating "mech" is not the problem. Ultras beat the thor part of mech. Slings/blings/mutas are also a key component to the mix needed to counter a mech army (ultras won't beat a tank heavy army and lings won't beat lots of blue flame hellions).
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
Cerecyte
Profile Joined July 2010
United States15 Posts
September 29 2010 03:45 GMT
#470
Just did my own experiment. After thinking that it wouldn't be so bad given how fast ultras attack. Man was i wrong.

Had 8 ultras vs 8 thors. Most times with out creep 5 thors with left. With creep 3.

Had my The Thors in a ball. Tho not sure how to determine the geometric effect of that. While being in a ball would produce the most splash dmg. It has the least Surface area. Id imagine now that Ultra splash vs big units is negligible now, so engaging a line of thors would be most optimal for Zerg.

However Ultras arn't nearly the Mech Breakers they were before. Even before patch 1.1.

Hope Cool / Fruit-seller has realized this. Seems like ultra now need support Vs pure Mech.
Lunares
Profile Joined May 2010
United States909 Posts
Last Edited: 2010-09-29 03:47:33
September 29 2010 03:47 GMT
#471
Here is a question. Did Blizzard ever intend for ultras to have the kind of splash they did in the first place?

Based on the patch notes "fixed an issue where ultralisk splash was uninentionally being extended by larger targets"

This made it sound like they just plain forgot to change it when they changed all the other splash.
SugarBear
Profile Blog Joined June 2010
United States842 Posts
Last Edited: 2010-09-29 03:55:55
September 29 2010 03:49 GMT
#472
On September 29 2010 12:19 Antisocialmunky wrote:
Show nested quote +
On September 29 2010 12:08 SugarBear wrote:
On September 29 2010 08:48 csfield wrote:
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


Wow, just saw this guy's post. So 400/400 worth of mutas to counter 300/200 worth of thors is cost effective? *blink*

Hey if you win, they can only rebuild [gasses/2] Thors at a time.


And the zerg still has to wait to rebuild his surviving muta force so he can survive turrets....

And you need only half as much gas as zerg to rebuild, so effectively 2base terran beats 4base zerg in the hypothetical scenario where mutas magic box is enough to beat thors in the first confrontation.
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 29 2010 03:50 GMT
#473
double nerf, ouch :-/
Your strength is just an accident arising from the weakness of others -Heart of Darkness
NeWnAr
Profile Joined April 2010
Singapore231 Posts
September 29 2010 03:53 GMT
#474
Sigh. I told my friend that this wasnt' a bug and that Blizzard already fixed the splash to be on top of model size during the beta-patches. Apparently they are out to get ultras. Even when Zerg hasn't got much else to depend on.
Live For the Swarm!
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 29 2010 04:02 GMT
#475
On September 29 2010 12:53 NeWnAr wrote:
Sigh. I told my friend that this wasnt' a bug and that Blizzard already fixed the splash to be on top of model size during the beta-patches. Apparently they are out to get ultras. Even when Zerg hasn't got much else to depend on.


your forgeting nydus wurms.

blizzard will soon post a message saying they will not be buffing zerg until zerg players relise the potential of nydus wurms

/sarcasim.

but honestly nerfing ultras is nerfing zergs late game. which is the only thing zerg players can say is their one advantage of playing zerg.

Forever ZeNEX.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
September 29 2010 04:43 GMT
#476
On September 29 2010 13:02 TyrantPotato wrote:
Show nested quote +
On September 29 2010 12:53 NeWnAr wrote:
Sigh. I told my friend that this wasnt' a bug and that Blizzard already fixed the splash to be on top of model size during the beta-patches. Apparently they are out to get ultras. Even when Zerg hasn't got much else to depend on.


your forgeting nydus wurms.

blizzard will soon post a message saying they will not be buffing zerg until zerg players relise the potential of nydus wurms

/sarcasim.

but honestly nerfing ultras is nerfing zergs late game. which is the only thing zerg players can say is their one advantage of playing zerg.



They will probably say they are 'buffing Zerg' and simply make Nydus worms cost less money, but that still won't be a big buff because Nyduses are so easy to take down. I also cannot comprehend how Blizzard has done it again with one of their patches in doing what I call 'over-fixing' a bug. Seems that more and more often when Blizzard fixes a bug, they go one step past removing the unintended OP of the bug, and actually make said mechanic weaker than before the bug came up. Could just be me being pessimistic but I still can't help but think that they could have avoided both the mishaps with the Ultra in 1.1 and 1.1.1 by simply being a little more careful about it.
i-bonjwa
mierin
Profile Joined August 2010
United States4943 Posts
September 29 2010 04:52 GMT
#477
Starcraft BW worked because EVERY race had units that were "overpowered". Now only T/P have units that are overpowered, and Zerg is so insufferably dull to play because of it.
JD, Stork, Calm, Hyuk Fighting!
Innovation
Profile Joined February 2010
United States284 Posts
September 29 2010 05:21 GMT
#478
Just finished watching game on Hashe's stream of him v high level zerg on ladder. Needless to say the zerg player lost but at the end of the game he was still ahead in points. Usually this occurs due to someone leaving prematurely. However this player didn't leave until all his units were dead and all buildings had been destroyed but one. The zerg player was 4 base econ with tier 3 including Ultras with supporting mix, against 2 base econ teir 1.5 - 2 mech. Outside of some kind of ungodly blunder how could this be possible? To simply roll over your opponents army regardless of econ/supply dissadvantage and win the game even though you were behind in nearly every term of measurement? I didn't get the see the entire game but come on...this couldn't happen if the roles were reversed.
About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
September 29 2010 05:27 GMT
#479
On September 29 2010 13:52 mierin wrote:
Starcraft BW worked because EVERY race had units that were "overpowered". Now only T/P have units that are overpowered, and Zerg is so insufferably dull to play because of it.

the infestor is the only OP zerg unit left
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 29 2010 05:27 GMT
#480
On September 29 2010 14:21 Innovation wrote:
Just finished watching game on Hashe's stream of him v high level zerg on ladder. Needless to say the zerg player lost but at the end of the game he was still ahead in points. Usually this occurs due to someone leaving prematurely. However this player didn't leave until all his units were dead and all buildings had been destroyed but one. The zerg player was 4 base econ with tier 3 including Ultras with supporting mix, against 2 base econ teir 1.5 - 2 mech. Outside of some kind of ungodly blunder how could this be possible? To simply roll over your opponents army regardless of econ/supply dissadvantage and win the game even though you were behind in nearly every term of measurement? I didn't get the see the entire game but come on...this couldn't happen if the roles were reversed.


exactly that should never be able to happen unless the ultras are sent in 1 by 1.

but alas this is starcraft 2.

welcome to the ZvT matchup.

where having 2x the income and having tier 3 units against tier 1-2 units doesnt matter.

but wait blizzard has addresed the issue.

the solution. nerfing ultras.

User was temp banned for this post.
Forever ZeNEX.
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