• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:24
CET 03:24
KST 11:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice4Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BSL 22 Map Contest — Submissions OPEN to March 10 Gypsy to Korea BW General Discussion It's March 3rd
Tourneys
[BSL22] Open Qualifier #1 - Sunday 21:00 CET [Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1651 users

Ultralisk bug/issue with patch 1.1.1 - Page 36

Forum Index > SC2 General
Post a Reply
Prev 1 34 35 36 37 38 Next All
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2010-10-05 12:38:34
October 05 2010 12:33 GMT
#701
I've just checked things in a unit tester and I rejoiced.
Ultras still kill Thors in the same numbers when not even on creep. When numbers get bigger it's just a matter of a good spread and flanking to still let Ultras win.

I didn't toy with spreading Thors by millimeters because I don't think this will be used much.
It's not as easy as using magic box to keep mutas spread - they do it under 5 seconds without any help from player. No matter whether they are on the move or not.
Thors need to be picked and ordered one by one. If there are other units too close, they will mess up with that by pushing Thors back.
And it needs to be done each time Thors were moved and there may be battle happening. All zerg needs to do is threat battles but not engage and terran will go crazy having to spread Thors in vain.
Spreading them using patrol works however.

But if Terran will do it then to make this comparison fair and not just another whine we need to include what zerg can do. We need to include Queens with transfuse in this.
And that is still comparing pure Thor army to pure Ultra army and that kind of armies aren't used by top players -_^ and I don't think we will see them unless that's all what's left after earlier battles and both players still want to engage.

Another thing is upgrades, during testing I got an impression that Ultras are getting stronger against Thors at even upgrades.
Zerg players rather will upgrade both carapace and melee but will terrans upgrade vehicle armor as much? That's another plus for zerg.

What really makes Thors strong against Ultras is their 250mm cannon upgrade but it's damage can be greatly reduced by picking targeted Ultras with overlords.
It is also pretty much wasted energy if used on front row ultras, that are targeted by other thors.
Those few seconds that Thors need to set their cannons up and later to go back to their standard mode can be used against them too if terran uses too many of them at once.





One more thing: I can't believe that so many players expect ultras to be the ultimate unit against everything including marines, that needs for example no banelings to help them.
It's strange because as far as I know ultras in BW were mainly tanks and cracklings were the main damage dealers.
Why do people want ultras as the only thing needed in the late game now, in SC2?
wwww
figq
Profile Blog Joined May 2010
12519 Posts
October 05 2010 12:42 GMT
#702
On September 28 2010 23:43 Superouman wrote:
Can't they just reduce the splash area only for buildings?
This. Including the radius of the building to the count, so that very large buildings don't create ridiculous splash.
If you stand next to my head, you can hear the ocean. - Day[9]
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
October 05 2010 12:53 GMT
#703
On October 05 2010 21:42 figq wrote:
Show nested quote +
On September 28 2010 23:43 Superouman wrote:
Can't they just reduce the splash area only for buildings?
This. Including the radius of the building to the count, so that very large buildings don't create ridiculous splash.

Ultras never had splash radius so big it could hit something on the other side of larger buildings.
The bug made their splash to be extended by buildings and that's something completely different.
wwww
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-10-05 15:42:01
October 05 2010 15:40 GMT
#704
On October 05 2010 21:53 beetlelisk wrote:
Ultras never had splash radius so big it could hit something on the other side of larger buildings.
The bug made their splash to be extended by buildings and that's something completely different.


The ultra normal attack vr units has always been (sense beta) 2+radius of the unit attacked.
The building attack (also called ram), had no splash at all. The building attack was removed and replaced with the normal attack in 1.1 (This was recorded in the patch notes as expected behavior). So there was no bug that caused splash to be extended by the radius of the building, it was just a change purposfuly introduced by the dev team in patch 1.1. Now in patch 1.1.1, the bug team (a totaly diffrent team at blizzard), saw the splash on the ultra and thought it was a bug. Its only a matter of time before the dev team (the real game balancers) get a chance to fix the ultra eather by resetting the AOE, or by improving the DPS at the new splash radius so that it is back to balanced. New patches (especialy balance patches), take a long time to test before they can release them.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 05 2010 15:58 GMT
#705
On October 05 2010 21:33 beetlelisk wrote:
I've just checked things in a unit tester and I rejoiced.
Ultras still kill Thors in the same numbers when not even on creep. When numbers get bigger it's just a matter of a good spread and flanking to still let Ultras win.

I didn't toy with spreading Thors by millimeters because I don't think this will be used much.
It's not as easy as using magic box to keep mutas spread - they do it under 5 seconds without any help from player. No matter whether they are on the move or not.
Thors need to be picked and ordered one by one. If there are other units too close, they will mess up with that by pushing Thors back.
And it needs to be done each time Thors were moved and there may be battle happening. All zerg needs to do is threat battles but not engage and terran will go crazy having to spread Thors in vain.
Spreading them using patrol works however.

But if Terran will do it then to make this comparison fair and not just another whine we need to include what zerg can do. We need to include Queens with transfuse in this.
And that is still comparing pure Thor army to pure Ultra army and that kind of armies aren't used by top players -_^ and I don't think we will see them unless that's all what's left after earlier battles and both players still want to engage.

Another thing is upgrades, during testing I got an impression that Ultras are getting stronger against Thors at even upgrades.
Zerg players rather will upgrade both carapace and melee but will terrans upgrade vehicle armor as much? That's another plus for zerg.

What really makes Thors strong against Ultras is their 250mm cannon upgrade but it's damage can be greatly reduced by picking targeted Ultras with overlords.
It is also pretty much wasted energy if used on front row ultras, that are targeted by other thors.
Those few seconds that Thors need to set their cannons up and later to go back to their standard mode can be used against them too if terran uses too many of them at once.





One more thing: I can't believe that so many players expect ultras to be the ultimate unit against everything including marines, that needs for example no banelings to help them.
It's strange because as far as I know ultras in BW were mainly tanks and cracklings were the main damage dealers.
Why do people want ultras as the only thing needed in the late game now, in SC2?


Idk if that was sarcasm but we clearly saw ogstop vs fruitdealer on Kulas have this engagement. Ultras pwndizzled, but I agree, ti would have been much stronger to have added 2 more reactored factories and pump hellions and have slightly less Thors.
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
October 05 2010 17:08 GMT
#706
started playing random today and had 2 ZvTs where i had like 12 ultras and 4 infestors. he had like 8 thors and a few marauders and some blue flamed hellions. i was sure i was going to win but ALL my ultras died when he lost half his thors. pretty ridiculous.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
ROOTslush
Profile Joined March 2010
Canada170 Posts
October 05 2010 17:25 GMT
#707
On October 06 2010 02:08 Telcontar wrote:
started playing random today and had 2 ZvTs where i had like 12 ultras and 4 infestors. he had like 8 thors and a few marauders and some blue flamed hellions. i was sure i was going to win but ALL my ultras died when he lost half his thors. pretty ridiculous.


Welcome to zerg.

Terran only need light unit to tank the ultras and they are fine.

So you need to mix in banelings and infestors but then you dont have much gaz to spend on ultras.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
October 05 2010 17:36 GMT
#708
On October 06 2010 02:25 SLush wrote:
Show nested quote +
On October 06 2010 02:08 Telcontar wrote:
started playing random today and had 2 ZvTs where i had like 12 ultras and 4 infestors. he had like 8 thors and a few marauders and some blue flamed hellions. i was sure i was going to win but ALL my ultras died when he lost half his thors. pretty ridiculous.


Welcome to zerg.

Terran only need light unit to tank the ultras and they are fine.

So you need to mix in banelings and infestors but then you dont have much gaz to spend on ultras.


they dont even need that. a slight thor spread(like moving the front thors one tile away from the rest) will makes ultras do really bad vs em.


mass thors (10+) did ok against ultras in 1.0. now they just stomp em.



life of lively to live to life of full life thx to shield battery
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-10-05 17:37:36
October 05 2010 17:37 GMT
#709
On October 06 2010 02:25 SLush wrote:
Show nested quote +
On October 06 2010 02:08 Telcontar wrote:
started playing random today and had 2 ZvTs where i had like 12 ultras and 4 infestors. he had like 8 thors and a few marauders and some blue flamed hellions. i was sure i was going to win but ALL my ultras died when he lost half his thors. pretty ridiculous.


Welcome to zerg.

Terran only need light unit to tank the ultras and they are fine.

So you need to mix in banelings and infestors but then you dont have much gaz to spend on ultras.


Yeah, if you're going to play zerg (or random) get used to hearing "We require more vespene gas"
Logo
lololol
Profile Joined February 2006
5198 Posts
October 05 2010 17:39 GMT
#710
On October 05 2010 12:55 rS.Sinatra wrote:
Show nested quote +
On October 05 2010 12:33 Triscuit wrote:
On October 05 2010 12:11 rS.Sinatra wrote:
On October 05 2010 12:05 ch4ppi wrote:
I don't understand the huge issue with this. Its not like Ultralisks had splash damage in Starcraft 1.

Its not like there has been Marauders/Planetary Fortresses/ Thors.... should I really keep goin on?
what a stupid argument =)


marauders and thors are designed to counter ultras though...


How are Thors designed to counter ultras? They don't do bonus damage versus them, and they have bonus damage done unto them. Ultras are supposed to be a counter to Thors. At least that's my understanding.


they have a spell that does massive amounts of damage to a target unit... i mean.. it doesnt get more simple than that...


Thors can deal higher dps with their normal attack and can focus fire with it, while ultras have a passive that makes them immune to the stun, so using it on ultras is pretty stupid.
I'll call Nada.
SpartiK1S
Profile Blog Joined May 2010
United States145 Posts
October 05 2010 17:39 GMT
#711
I feel like in most games ultras just aren't ENOUGH to win, gotta get more stuff, like, everything. roaches, lings, blings, bling dropbombs, infestors...I've been seriously considering starting getting hydras against T to be able to stop the 2 base thors push by terran, it seems no amount of infestor/ling/roach is enough
"Why is it so cold and lonely?"-Nal_Ra
Grond
Profile Blog Joined June 2010
599 Posts
October 05 2010 17:59 GMT
#712
On October 05 2010 21:33 beetlelisk wrote:
I've just checked things in a unit tester and I rejoiced.
Ultras still kill Thors in the same numbers when not even on creep. When numbers get bigger it's just a matter of a good spread and flanking to still let Ultras win.

I didn't toy with spreading Thors by millimeters because I don't think this will be used much.
It's not as easy as using magic box to keep mutas spread - they do it under 5 seconds without any help from player. No matter whether they are on the move or not.
Thors need to be picked and ordered one by one. If there are other units too close, they will mess up with that by pushing Thors back.
And it needs to be done each time Thors were moved and there may be battle happening. All zerg needs to do is threat battles but not engage and terran will go crazy having to spread Thors in vain.
Spreading them using patrol works however.

But if Terran will do it then to make this comparison fair and not just another whine we need to include what zerg can do. We need to include Queens with transfuse in this.
And that is still comparing pure Thor army to pure Ultra army and that kind of armies aren't used by top players -_^ and I don't think we will see them unless that's all what's left after earlier battles and both players still want to engage.

Another thing is upgrades, during testing I got an impression that Ultras are getting stronger against Thors at even upgrades.
Zerg players rather will upgrade both carapace and melee but will terrans upgrade vehicle armor as much? That's another plus for zerg.

What really makes Thors strong against Ultras is their 250mm cannon upgrade but it's damage can be greatly reduced by picking targeted Ultras with overlords.
It is also pretty much wasted energy if used on front row ultras, that are targeted by other thors.
Those few seconds that Thors need to set their cannons up and later to go back to their standard mode can be used against them too if terran uses too many of them at once.





One more thing: I can't believe that so many players expect ultras to be the ultimate unit against everything including marines, that needs for example no banelings to help them.
It's strange because as far as I know ultras in BW were mainly tanks and cracklings were the main damage dealers.
Why do people want ultras as the only thing needed in the late game now, in SC2?


This sounded dubious to me so I tested it and it is not true. Thors start to win at 3 and it gets very lopsided from there. Once you get up to 12 half the Thors survive. This is with max upgrades for both without using 250mm cannons.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
October 05 2010 18:17 GMT
#713
On October 06 2010 02:59 Grond wrote:
Show nested quote +
On October 05 2010 21:33 beetlelisk wrote:
I've just checked things in a unit tester and I rejoiced.
Ultras still kill Thors in the same numbers when not even on creep. When numbers get bigger it's just a matter of a good spread and flanking to still let Ultras win.

I didn't toy with spreading Thors by millimeters because I don't think this will be used much.
It's not as easy as using magic box to keep mutas spread - they do it under 5 seconds without any help from player. No matter whether they are on the move or not.
Thors need to be picked and ordered one by one. If there are other units too close, they will mess up with that by pushing Thors back.
And it needs to be done each time Thors were moved and there may be battle happening. All zerg needs to do is threat battles but not engage and terran will go crazy having to spread Thors in vain.
Spreading them using patrol works however.

But if Terran will do it then to make this comparison fair and not just another whine we need to include what zerg can do. We need to include Queens with transfuse in this.
And that is still comparing pure Thor army to pure Ultra army and that kind of armies aren't used by top players -_^ and I don't think we will see them unless that's all what's left after earlier battles and both players still want to engage.

Another thing is upgrades, during testing I got an impression that Ultras are getting stronger against Thors at even upgrades.
Zerg players rather will upgrade both carapace and melee but will terrans upgrade vehicle armor as much? That's another plus for zerg.

What really makes Thors strong against Ultras is their 250mm cannon upgrade but it's damage can be greatly reduced by picking targeted Ultras with overlords.
It is also pretty much wasted energy if used on front row ultras, that are targeted by other thors.
Those few seconds that Thors need to set their cannons up and later to go back to their standard mode can be used against them too if terran uses too many of them at once.





One more thing: I can't believe that so many players expect ultras to be the ultimate unit against everything including marines, that needs for example no banelings to help them.
It's strange because as far as I know ultras in BW were mainly tanks and cracklings were the main damage dealers.
Why do people want ultras as the only thing needed in the late game now, in SC2?


This sounded dubious to me so I tested it and it is not true. Thors start to win at 3 and it gets very lopsided from there. Once you get up to 12 half the Thors survive. This is with max upgrades for both without using 250mm cannons.

In my results Thors didn't start to win until 14 vs 14 on a tight map without spreading them but I will try this again with different upgrades.
Using mock battle unit tester on the brawl map I could go 20 vs 20 and with good ultra spread ultras were winning. Well Thors were spread too in a 2-4 Thor wide line so I need to check this one again too.
My general impression was Ultras gain more from upgrades then Thors.
wwww
Grond
Profile Blog Joined June 2010
599 Posts
October 05 2010 18:22 GMT
#714
I used Superferret's Unit_Tester_Map. I spread them out up to 4 which seems reasonable. Then I let them bunch up.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2010-10-05 19:15:50
October 05 2010 18:49 GMT
#715
On October 06 2010 00:58 FabledIntegral wrote:
Show nested quote +
On October 05 2010 21:33 beetlelisk wrote:
I've just checked things in a unit tester and I rejoiced.
Ultras still kill Thors in the same numbers when not even on creep. When numbers get bigger it's just a matter of a good spread and flanking to still let Ultras win.

I didn't toy with spreading Thors by millimeters because I don't think this will be used much.
It's not as easy as using magic box to keep mutas spread - they do it under 5 seconds without any help from player. No matter whether they are on the move or not.
Thors need to be picked and ordered one by one. If there are other units too close, they will mess up with that by pushing Thors back.
And it needs to be done each time Thors were moved and there may be battle happening. All zerg needs to do is threat battles but not engage and terran will go crazy having to spread Thors in vain.
Spreading them using patrol works however.

But if Terran will do it then to make this comparison fair and not just another whine we need to include what zerg can do. We need to include Queens with transfuse in this.
And that is still comparing pure Thor army to pure Ultra army and that kind of armies aren't used by top players -_^ and I don't think we will see them unless that's all what's left after earlier battles and both players still want to engage.

Another thing is upgrades, during testing I got an impression that Ultras are getting stronger against Thors at even upgrades.
Zerg players rather will upgrade both carapace and melee but will terrans upgrade vehicle armor as much? That's another plus for zerg.

What really makes Thors strong against Ultras is their 250mm cannon upgrade but it's damage can be greatly reduced by picking targeted Ultras with overlords.
It is also pretty much wasted energy if used on front row ultras, that are targeted by other thors.
Those few seconds that Thors need to set their cannons up and later to go back to their standard mode can be used against them too if terran uses too many of them at once.





One more thing: I can't believe that so many players expect ultras to be the ultimate unit against everything including marines, that needs for example no banelings to help them.
It's strange because as far as I know ultras in BW were mainly tanks and cracklings were the main damage dealers.
Why do people want ultras as the only thing needed in the late game now, in SC2?


Idk if that was sarcasm but we clearly saw ogstop vs fruitdealer on Kulas have this engagement. Ultras pwndizzled, but I agree, ti would have been much stronger to have added 2 more reactored factories and pump hellions and have slightly less Thors.

TBH I haven't seen that series until now, I was going to but I forgot :/
but yeah, just adding Hellions to tank would make things different and then Cool would have to respond with something against Hellions, and so on.

On October 06 2010 03:22 Grond wrote:
I used Superferret's Unit_Tester_Map. I spread them out up to 4 which seems reasonable. Then I let them bunch up.

OK I will find this one and make tests again on both
edit: could you please give me a link to that unit tester?
I'm having hard time trying to find it :/

edit
On October 06 2010 00:40 obsid wrote:
Show nested quote +
On October 05 2010 21:53 beetlelisk wrote:
Ultras never had splash radius so big it could hit something on the other side of larger buildings.
The bug made their splash to be extended by buildings and that's something completely different.


The ultra normal attack vr units has always been (sense beta) 2+radius of the unit attacked.
The building attack (also called ram), had no splash at all. The building attack was removed and replaced with the normal attack in 1.1 (This was recorded in the patch notes as expected behavior). So there was no bug that caused splash to be extended by the radius of the building, it was just a change purposfuly introduced by the dev team in patch 1.1. Now in patch 1.1.1, the bug team (a totaly diffrent team at blizzard), saw the splash on the ultra and thought it was a bug. Its only a matter of time before the dev team (the real game balancers) get a chance to fix the ultra eather by resetting the AOE, or by improving the DPS at the new splash radius so that it is back to balanced. New patches (especialy balance patches), take a long time to test before they can release them.

Splash damage being extended could be made so on purpose. Maybe they wanted more people using Ultras to get more data and balance them.
Or it could be just that it was a bug, they wanted to change ultras so they would do splash and hit more buildings with it:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=147880
Zerg

Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
wwww
GathFox
Profile Joined September 2010
United States58 Posts
October 05 2010 19:14 GMT
#716
Nice analysis beetlelisk.

I think that jsut 1unit vs 1unit army comparisons are not nearly adequate to display a units relative effectiveness. I also dont think that the basic design concept of the ultra really suggest it should be a counter to a Thor *Ultra being a highly tanky AOE melee, (well, range 1,) unit taht has a fair amount of speed and is resistant to slowing effects ect* and ill explain why.

The extra damage to armor doesnt neccessarilly mean that: This unit MUST counter all units it does bonus damage to, in the same way that a tanks seige damage MUST be counter to all armored units. The basic idea of a Ultra consisting of splash damage suggests its more proficient agaisnt tightly packed small size units as well.

The Ultra is also a "fast" speed unit, that has the ability to resist most things that immobilize it. This also makes me think that its purpose isnt naturally inclined to counter thors. This more suggests it should be good at neutralizing swift, kiting fond units and tactics and give the enemy the sense that he cant easily avoid or dance around or deter his foe and have to stand his ground or risk a costly retreat. With this Logic an ultra should be a higher priority for your foe to focus down and thus makes greater use of the tanking aspect of it.

Thus with this logic i dont think the Thor should be its natural target anyway and a thor does a lot of damage concentrated in 2 attacks which would serve well in bypassing an ultras high armor rating *overpowering its tanking prowess*. To me at least, the attributes of a Ultra is idealy designed to take care of lets say marauders since it resists its slow, does AOE to the relatively small unit, and does extra damage to heavy. Thors should be countered by something else.

Im not saying this means Ultras are anywhere near balanced or that they are good enough against marauders. These factors to me indicate that we should want the Ultra to be more proficient for these purposes *killing smaller sized armored units like marauders, tanks, and stalkers and acting as a tank for damage and affecting the foes psychology so he reasons he has to deal with the ultra first* and should be made to excell against certain bioball builds and bio tank builds.

Perhaps it needs more uses than just this to make it a unique and dynamic unit that is worth fielding, but at least if it needs enhancing we can direct it to be better for a more targeted nich rather than it being a spread thin, all around anti-armor idea and risk it being a deal with everything unit or a good agaisnt nothing unit. Maybe the Ultra could use a move while attack attribute like the pheonix in order to fullfill the anti marauder ball role better.
wise men win before they fight while the ignorant fight to win
Grond
Profile Blog Joined June 2010
599 Posts
October 05 2010 19:32 GMT
#717


OK I will find this one and make tests again on both
edit: could you please give me a link to that unit tester?
I'm having hard time trying to find it :/


I checked and it doesn't seem to be available right now. Really not liking Blizzard's map system. Hopefully it will show up again soon. Usually you can just search maps by Superferret and it will show up.

i.e. Multiplayer-> Create game-> Popular then search for Superferret.

Grond
Profile Blog Joined June 2010
599 Posts
October 05 2010 20:03 GMT
#718
I think everybody that has followed the patch notes through beta knows there was no bug. Blizzard didn't adequately test the change and it was stronger than they wanted. They then compounded the issue by overreacting and not adequately testing the fix either. The problem is this diminishes their credibility and this methodology is not conducive to achieving balance.
georgir
Profile Joined May 2009
Bulgaria253 Posts
October 06 2010 08:54 GMT
#719
Not just "stronger than they wanted". With a PF it was visually ridiculous, to have units so far from the ultra get damaged, to the point that it was obviously retarded and had to be changed.

And it was similarly ridiculous with thors, just wasn't noticed until now, because you don't see 20 SCVs repair one thor as often as a PF.

You can't have the area of the damage depend on the size of attacked unit, simple as that. It just doesn't make sense - the ultra doesn't grow up his blades in accordance with the target or anything, nor is it launching some magical projectiles all around the target. So the 1.1.1 fix was correct. Stop whining.
ALPINA
Profile Joined May 2010
3791 Posts
October 06 2010 09:03 GMT
#720
On October 06 2010 17:54 georgir wrote:You can't have the area of the damage depend on the size of attacked unit, simple as that. It just doesn't make sense - the ultra doesn't grow up his blades in accordance with the target or anything, nor is it launching some magical projectiles all around the target. So the 1.1.1 fix was correct. Stop whining.


Why not? No need to search for logic in this game.

Also people like you seem not to understand the problem. Noone says that old mechanic is right, thing is that they nerfed Ultra so much w/o any intentions to do so. Making splash much lower w/o boosting overall damage just shows how ignorant Blizzard is when it comes to balancing the game.
You should never underestimate the predictability of stupidity
Prev 1 34 35 36 37 38 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
LiuLi Cup Grand Finals Group D
CranKy Ducklings134
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft385
RuFF_SC2 175
ProTech137
Vindicta 62
PiLiPiLi 9
StarCraft: Brood War
Sea 3514
Artosis 769
Shuttle 345
ggaemo 108
NaDa 35
Dota 2
monkeys_forever609
LuMiX1
Counter-Strike
taco 1177
minikerr8
Super Smash Bros
hungrybox1070
AZ_Axe92
Other Games
summit1g10598
Day[9].tv800
JimRising 401
C9.Mang0384
Maynarde100
ViBE43
Nathanias12
Organizations
Other Games
gamesdonequick990
Counter-Strike
PGL59
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 421
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21632
League of Legends
• Doublelift4137
• Scarra1543
Other Games
• Day9tv800
Upcoming Events
The PondCast
7h 36m
KCM Race Survival
7h 36m
WardiTV Winter Champion…
9h 36m
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
21h 36m
Ultimate Battle
1d 9h
Light vs ZerO
WardiTV Winter Champion…
1d 9h
MaxPax vs Spirit
Rogue vs Bunny
Cure vs SHIN
Solar vs Zoun
Replay Cast
1d 21h
CranKy Ducklings
2 days
WardiTV Winter Champion…
2 days
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
3 days
WardiTV Winter Champion…
3 days
Replay Cast
3 days
Replay Cast
4 days
Monday Night Weeklies
4 days
OSC
4 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-04
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.