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Ultralisk bug/issue with patch 1.1.1 - Page 32

Forum Index > SC2 General
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ch4ppi
Profile Joined July 2010
Germany802 Posts
October 01 2010 11:18 GMT
#621
Thats pretty sad to hear.
Who cares if its a bug, when its around since early beta stages and worked fine? Thats how u create artificial imbalances ...

Oh I hate to be Zerg atm.
vol_
Profile Joined May 2010
Australia1608 Posts
Last Edited: 2010-10-01 13:39:06
October 01 2010 13:38 GMT
#622
I cannot remember exact examples right now, but in WoW blizzard has done this a few times (buffing an ability only to nerf it to worse than it originally was a few weeks later..

Edit: Rogue sword specialization was one, I'm sure there was a few more.
Jaedong gives me a deep resonance.
lololol
Profile Joined February 2006
5198 Posts
October 01 2010 14:20 GMT
#623
On October 01 2010 19:28 frucisky wrote:
The latest blue post on this issue:

Show nested quote +
We did a little extra tracking on our end, and indeed, the Ultralisk bug existed at one point during the beta, so unfortunately, it's been around awhile and thus why many people thought it had been working as intended.

As it stands now, this unit is working as intended. As always though, we are continuing to keep a close eye on how this affects gameplay on multiple levels and will continue to watch for constructive feedback from the community.


Basically, they had meant it to be this way since beta!! What's stupid is that they base balance changes with this bug in mind and now they remove the 'bug', completely neutering the ultra. Why couldn't they have either made it clearer in the patch notes rather than denying this for so long! More importantly, why couldn't they have recognised this bug earlier.


They didn't made it clear in the patch notes, because they did not know about it at all, that's why they were denying it for so long. They did "a little extra tracking" long after the players started complaining that they don't even know how their own game works.
I'll call Nada.
IrVeNoJu
Profile Joined April 2010
Poland61 Posts
October 01 2010 15:15 GMT
#624
So , after countless posts on forums they actually nerfed Zerg again ...
- dmg and -splash range.

I've already uninstalled SC2 like 5 days ago and prolly I wont buy HotS either.
W.A.M
mathemagician1986
Profile Joined February 2010
Germany549 Posts
October 01 2010 16:44 GMT
#625
I just keep facepalming to everything blizzard does

This game gives me more frustration than fun playing it
Ekko
Profile Joined September 2010
United States72 Posts
Last Edited: 2010-10-01 17:16:03
October 01 2010 17:14 GMT
#626
To me being in the software industry it's pretty obvious what happened here. The designer of the new ultralisk in SC2 in testing found that there was an error in hitting buildings with splash damage. The splash damage extended past the building. The designer probably couldn't find a good fix for this in the code so developed the workaround of giving the ultralisk the ram ability. At some point this developer quit or moved on to something else.

Here comes the new developer or group of developers as the game goes into maintenance mode. These guys are apparently not all that big into testing. They see wow this ram ability is really odd and doesn't quite fit what we want the ultralisk to do, it's odd it was even here in the first place. In the code it looks like it was just kinda added on, lets get rid of it.

We get 1.1 ultralisk from this. All of the sudden they realize the splash damage is a bit out of hand, now they realize why ram was in there. Instead of saying wow we screwed up, they try a fix that will not work. $5 says they can not find a fix that will ever bring the ultralisk back to 1.0 without putting ram back in because the original developer probably tried a variety of things before adding ram.
Don't try to jump a cliff in two leaps.
SkCom
Profile Joined May 2010
Canada229 Posts
October 01 2010 17:17 GMT
#627
snowball effect, but oh well it's inevitable I guess, given blizz's patch history recently
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
October 01 2010 17:18 GMT
#628
Don't be too hard on Blizzard here. This can't really have been foreseen and will probably be fixed. Otherwise Ultras are useless again.
My. Copy. Is. Here.
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
October 01 2010 17:26 GMT
#629
So the upshot of it is is that zerg the most underrepresented race ends up getting another serious nerf. I understand that it was because of previous mistakes that this happened but can't they see that nerfing zerg more at this point in time is not the smartest thing to do?
Glockateer
Profile Joined June 2009
United States254 Posts
Last Edited: 2010-10-01 17:31:58
October 01 2010 17:31 GMT
#630
I find it funny that if a terran cries it is patched in a week. If a zerg cries it is thrown in the well and forgotten.
GET SM4SHED
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2010-10-01 17:33:34
October 01 2010 17:33 GMT
#631
On October 01 2010 07:08 fdsdfg wrote:
Show nested quote +
On October 01 2010 06:59 Sairon wrote:
On October 01 2010 02:09 kcdc wrote:
People understand that this was Blizzard's intention, right? Originally, splash extended at a range of 2 from the center of the target hit. In 1.1, splash was buffed to extend at a range of 2 from the outer surface of the target hit. In 1.1.1, splash was nerfed to extend (as intended) at a range of 2 from the front of the ultralisk, where the attack originates. This does nerf splash from the original version because the distance from the front of the ultralisk to the center of the target hit extended the splash radius beyond the intended radius of 2. Since the additional splash range was equal to the radius of the target hit, it was most visible with large targets like thors and siege tanks, but it was also present with smaller units like marines. It seems clear to me that this patch reverts the splash radius to the original design intents, but people seem upset because it is an effectively smaller splash radius than they were used to.

I won't comment on what the optimal splash radius is, but I think it makes much more sense for the splash to originate from the front of the ultralisk than from the center of the target hit. The latter created an odd situation where splash radius depended on the size of the target. Now, the splash radius will be constant. The issue shouldn't be whether splash should be reverted to its previous state, but rather what the optimal radius is. If ultras are found to be too weak now, splash radius could be buffed slightly beyond 2.


1.1 didn't change it at all, it simply introduced the ordinary attack on buildings, at which point it became obvious.

Ultras in beta did more splash, 50 dmg to everything ( iirc ), 100% splash dmg and about the same radius as now. The only difference compared to the beta ultra, which everyone thought was useless, is that the current incarnation can't be affected by slow effects.

Personally I think the ultra is a boring T3 unit, especially as it is now. There's barely any micro involved at all, there's nothing really strategically interesting about it except that you need "bigger stuff" if the game gets to T3.


The original ultra was only 20 damage, splash was smaller (splash was what it is now), it didn't have speed, it had 50 more hp, and it was affected by slow/stun.

Then they had the splash change.. they changed the damage to the 15+35 armored, nerfed the hp to 400, then gave them back 50 hp, immunity to slow/stun, and the speed upgrade for free. Then they took off 5 damage to armored and changed the splash back to original.

It's much better than it was at the beginning of beta.


Does that really matter how bad Ultra was? It's same as saying Thor had 100hp in the begining, then they buffed to 400hp and now nerfed to 200hp. So Thor has twice as much hp as in the Beta, but is the Thor good with 200hp lol ?

Ultra got 5hp nerf in the patch, and now splash nerf without any intend to nerf it, cause blizzard made that accidently, imo they should at least immediatly return 5 dmg to Ultras now.
You should never underestimate the predictability of stupidity
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
October 01 2010 17:43 GMT
#632
On October 02 2010 02:33 Alpina wrote:
Show nested quote +
On October 01 2010 07:08 fdsdfg wrote:
On October 01 2010 06:59 Sairon wrote:
On October 01 2010 02:09 kcdc wrote:
People understand that this was Blizzard's intention, right? Originally, splash extended at a range of 2 from the center of the target hit. In 1.1, splash was buffed to extend at a range of 2 from the outer surface of the target hit. In 1.1.1, splash was nerfed to extend (as intended) at a range of 2 from the front of the ultralisk, where the attack originates. This does nerf splash from the original version because the distance from the front of the ultralisk to the center of the target hit extended the splash radius beyond the intended radius of 2. Since the additional splash range was equal to the radius of the target hit, it was most visible with large targets like thors and siege tanks, but it was also present with smaller units like marines. It seems clear to me that this patch reverts the splash radius to the original design intents, but people seem upset because it is an effectively smaller splash radius than they were used to.

I won't comment on what the optimal splash radius is, but I think it makes much more sense for the splash to originate from the front of the ultralisk than from the center of the target hit. The latter created an odd situation where splash radius depended on the size of the target. Now, the splash radius will be constant. The issue shouldn't be whether splash should be reverted to its previous state, but rather what the optimal radius is. If ultras are found to be too weak now, splash radius could be buffed slightly beyond 2.


1.1 didn't change it at all, it simply introduced the ordinary attack on buildings, at which point it became obvious.

Ultras in beta did more splash, 50 dmg to everything ( iirc ), 100% splash dmg and about the same radius as now. The only difference compared to the beta ultra, which everyone thought was useless, is that the current incarnation can't be affected by slow effects.

Personally I think the ultra is a boring T3 unit, especially as it is now. There's barely any micro involved at all, there's nothing really strategically interesting about it except that you need "bigger stuff" if the game gets to T3.


The original ultra was only 20 damage, splash was smaller (splash was what it is now), it didn't have speed, it had 50 more hp, and it was affected by slow/stun.

Then they had the splash change.. they changed the damage to the 15+35 armored, nerfed the hp to 400, then gave them back 50 hp, immunity to slow/stun, and the speed upgrade for free. Then they took off 5 damage to armored and changed the splash back to original.

It's much better than it was at the beginning of beta.


Does that really matter how bad Ultra was? It's same as saying Thor had 100hp in the begining, then they buffed to 400hp and now nerfed to 200hp. So Thor has twice as much hp as in the Beta, but is the Thor good with 200hp lol ?

Ultra got 5hp nerf in the patch, and now splash nerf without any intend to nerf it, cause blizzard made that accidently, imo they should at least immediatly return 5 dmg to Ultras now.


they should immediatly return the splash to what it was. it worked fine and made the ultra the saving grace of countless ZvX games for several months. k it was unintended by them (nice playtesting blizz) but it was good.

blizz just shows again and again how stubborn they are. but i lost my hope in the company anyways. if this wasnt sc2 i wouldve quit long ago just because their pure idiocy rages me out again and again.
life of lively to live to life of full life thx to shield battery
atdsutm
Profile Joined July 2009
Philippines23 Posts
October 01 2010 18:52 GMT
#633
a possible solution is

revert old splash damage radius and return ram ability with better damage (ram was removed for a nonsense reason)
ALPINA
Profile Joined May 2010
3791 Posts
October 01 2010 19:30 GMT
#634
On October 02 2010 03:52 atdsutm wrote:
a possible solution is

revert old splash damage radius and return ram ability with better damage (ram was removed for a nonsense reason)


Actually yes ram animation was pretty cool, if they thought that its damage was very similar then they could simply increase the damage of ram.
You should never underestimate the predictability of stupidity
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 01 2010 19:36 GMT
#635
keep splash as it is but increase it by a flat 50% and also increase ultras dmg to everything but armored by 6 while keeping armored the same and it should be decent. Currently I feel like BLs always are good... but with these changes and the existence of Vikings, I feel like Z isn't ahead the T even with hive tech. So basically dis-adv at every stage =/
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
1a2a3aPro
Profile Joined July 2009
Canada227 Posts
October 01 2010 20:02 GMT
#636
On October 02 2010 02:31 Glockateer wrote:
I find it funny that if a terran cries it is patched in a week. If a zerg cries it is thrown in the well and forgotten.


I find it funny that you don't watch tournament VODs. They patched it because a player with a significant economic advantage and unit advantage STILL got thrashed by ultralisks and lost so many SCVs trying to repair the PF. The splash was an issue on buildings like CCs. It demonstrated a very serious issue. Analogy to a terran problem please? Nothing is that powerful TvZ.

Also, I love how people say Ultralisks were almost OP... after in the beta everyone said they were useless. Got the balance right this time boys? Know what's OP for sure? Every few months some individuals (let's be honest, most), bitch that some unit is underpowered than later they say they are overpowered. Why not just play the fricking game? If you're not a higher level diamond player [I am], you have no sense in discussion what is too powerful [I don't, for the most part, except in obvious cases like the ultralisk building splash]
hyped
Profile Joined April 2010
United States135 Posts
October 01 2010 21:01 GMT
#637
On October 02 2010 05:02 1a2a3aPro wrote:
Show nested quote +
On October 02 2010 02:31 Glockateer wrote:
I find it funny that if a terran cries it is patched in a week. If a zerg cries it is thrown in the well and forgotten.


I find it funny that you don't watch tournament VODs. They patched it because a player with a significant economic advantage and unit advantage STILL got thrashed by ultralisks and lost so many SCVs trying to repair the PF. The splash was an issue on buildings like CCs. It demonstrated a very serious issue. Analogy to a terran problem please? Nothing is that powerful TvZ.


Significant eco advantage? Cool had 90 drones over 4 bases vs Top's 3 bases, also cool was sitting on a measly 140~ roach ling baneling army that he stalled with till hive tech, the best analogy I can think of is a terran with 120 food of just marines/scvs throwing down 5 starports and building bc's while doing drops everywhere and hoping to not get attacked till 200/200



Also, I love how people say Ultralisks were almost OP... after in the beta everyone said they were useless. Got the balance right this time boys? Know what's OP for sure? Every few months some individuals (let's be honest, most), bitch that some unit is underpowered than later they say they are overpowered. Why not just play the fricking game? If you're not a higher level diamond player [I am], you have no sense in discussion what is too powerful [I don't, for the most part, except in obvious cases like the ultralisk building splash]


Ultralisks have been buffed a ton since beta, if they didnt have +armored, where mc/stun/snareable, still needed speed to be researched, and didnt break forcefields, I think most people would still agree that they were underpowered, not sure why you just ignored all those changes...
Ekko
Profile Joined September 2010
United States72 Posts
October 01 2010 21:10 GMT
#638
Common face it, anything that can almost beat a terran unit by just 1a is WAY too overpowered for terran players. Even if it takes a crazy amount of tech and can't hit air.

Ultralisks should be nerfed so they can't hit ground as well.

Ok that sounds pretty rude but really it gets old hearing this over and over. Ultralisks take forever to tech to, take forever to make, and can't hit air. To beat ultralisks micro is needed or an overwhelming unit advantage, or two banshees.
Don't try to jump a cliff in two leaps.
theSAiNT
Profile Joined July 2009
United States726 Posts
October 01 2010 21:15 GMT
#639
On October 02 2010 06:10 Ekko wrote:
Common face it, anything that can almost beat a terran unit by just 1a is WAY too overpowered for terran players. Even if it takes a crazy amount of tech and can't hit air.

Ultralisks should be nerfed so they can't hit ground as well.

Ok that sounds pretty rude but really it gets old hearing this over and over. Ultralisks take forever to tech to, take forever to make, and can't hit air. To beat ultralisks micro is needed or an overwhelming unit advantage, or two banshees.


One banshee...
DoomSpirit
Profile Joined August 2010
France46 Posts
October 01 2010 21:42 GMT
#640
This explains why I felt like my ultras just became utter trash and got severely owned each time I used them.
Guess my "on the move" conclusion to not use them anymore was a good idea.
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