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Ultralisk bug/issue with patch 1.1.1 - Page 37

Forum Index > SC2 General
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Glacius0
Profile Joined July 2010
Netherlands66 Posts
Last Edited: 2010-10-06 09:06:31
October 06 2010 09:04 GMT
#721
If we assume for a second that it's a bug it's still not OK.

1. Ultralisk has splash that is too big but goes unnoticed.
2. Ultralisk gets a -5 damage nerf for being too strong.
3. The splash bug gets noticed and fixed.

Is the -5 damage nerf still justified? I'd like to hear anyone say yes to this one.
Hadraziel
Profile Joined May 2010
Russian Federation114 Posts
October 06 2010 12:03 GMT
#722
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.


The game does not need to make sense, it needs to be balanced. Using your words: "the SCV doesn't grow up his repair tools in accordance with the target or anything, nor is it launching some magical repairing projectiles all around the target" It does not make sense, but a SCV is able to repair a PF from the side that is not being damaged, the game is like this for balance purposes.

The recent "fix" of the Ultralisk reduced its damage output beyond Blizzard's expectations and therefore broke the balance of the game. The 1.1.1 was everything but correct, fixing an issue just to create another one.
brocoli
Profile Joined February 2010
Brazil264 Posts
October 06 2010 12:14 GMT
#723
Damnit Blizzard doing things the wrong way.
Why is Ultralisk splash damage originating from the Ultra's target anyway? It should be a fixed, V shaped area in front of him, it is a Melee unit after all!! Of course it should be more like Hellion splash than Tank/HSM splash.

This is just bad programming. The tools to fix it the right way are all in the game, but the coders did it wrong. Same thing with the phoenix graviton beam. Same thing with the Colossi "splash in predetermined line before the beam fires, instead of where the animation hits" thing... which wasn't implemented in the Ultras - the unit that actually deserved this for being Melee.

I'm starting to think that Blizzard fired most of their good coders, it can't be just WoW since these things have been showing up since the beta.
GathFox
Profile Joined September 2010
United States58 Posts
October 07 2010 15:43 GMT
#724
In general i think its safer to risk a unit being underpowered than overpowered. This is cause an overpowered unit can eliminate the incentive to use more than jsut one other unit in a races military repetiour. Ultras clearly still need to find their place in the zerg army.

Blizzard may be having troubles with balancing the game but i dont think we should hate on them too much for it. Its a new game with even more incongruent mechanics than most other RPG's i have seen. Not only are hp, move speed, attack defense, ect factors but things like space and relative mobility and potential for deception *not the kind that comes from just being able to cloak a unit* come into the game as a factor too and a lot of units have great potential for versatility.

In general I think this game allows for a lot of potential creativity and unorthodox reasons for tactics. This to me is in general a good thing but can be very hard to balance especialy since there is a lot of hidden potential still in all the races and all it takes is for someone to find out another way to exploit some aspect of their units and then popularize it and suddenly the balance of the game seems to shifts yet again.

I just hope that the races will expand their potential strategies making each mroe versatile and less predictable, at least that should make having one or more units unbalanced not kill a race but only limit the potential strategies at most.
wise men win before they fight while the ignorant fight to win
quasit
Profile Joined July 2010
Sweden49 Posts
October 11 2010 09:14 GMT
#725
On October 01 2010 02:12 xs101 wrote:
but the bottom line is, in a battle, THOR > ULTRA. And that is just not right.


Make so zerg need one building for every simultaneous unit production and you might be right.
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
October 11 2010 09:20 GMT
#726
On October 11 2010 18:14 quasit wrote:
Show nested quote +
On October 01 2010 02:12 xs101 wrote:
but the bottom line is, in a battle, THOR > ULTRA. And that is just not right.


Make so zerg need one building for every simultaneous unit production and you might be right.


Or you can obnoxiously switch your reactor/tech lab around early game and win before getting to that stage.
sAviOr...
Grond
Profile Blog Joined June 2010
599 Posts
October 11 2010 10:32 GMT
#727
On October 08 2010 00:43 GathFox wrote:
In general i think its safer to risk a unit being underpowered than overpowered. This is cause an overpowered unit can eliminate the incentive to use more than jsut one other unit in a races military repetiour.


I would agree that the correct fix would be to nerf the Thor. It does more DPS than a BC for less cost and much less construction time.
nepitolko
Profile Joined April 2010
Slovakia32 Posts
October 11 2010 10:44 GMT
#728
On October 11 2010 19:32 Grond wrote:
Show nested quote +
On October 08 2010 00:43 GathFox wrote:
In general i think its safer to risk a unit being underpowered than overpowered. This is cause an overpowered unit can eliminate the incentive to use more than jsut one other unit in a races military repetiour.


I would agree that the correct fix would be to nerf the Thor. It does more DPS than a BC for less cost and much less construction time.


First of all i dont agree with the ultralisk nerf but this argument of yours is just silly.

All units should have theyr dps calculated by some factor
cost*(modifier) = DPS

:D :D
Hypatio
Profile Joined September 2010
549 Posts
Last Edited: 2010-10-11 11:17:22
October 11 2010 11:16 GMT
#729
Dps is only part of balance, and is generally a small one. Range is easily the most important factor, and there is also survivability. Lastly there is splash damage and other special effects.
Assirra
Profile Joined August 2010
Belgium4169 Posts
October 11 2010 11:17 GMT
#730
On October 11 2010 18:14 quasit wrote:
Show nested quote +
On October 01 2010 02:12 xs101 wrote:
but the bottom line is, in a battle, THOR > ULTRA. And that is just not right.


Make so zerg need one building for every simultaneous unit production and you might be right.

Yea lets remove all the differences from the races.
zbedlam
Profile Joined October 2010
Australia549 Posts
Last Edited: 2010-10-11 11:36:09
October 11 2010 11:35 GMT
#731
On October 11 2010 18:14 quasit wrote:
Show nested quote +
On October 01 2010 02:12 xs101 wrote:
but the bottom line is, in a battle, THOR > ULTRA. And that is just not right.


Make so zerg need one building for every simultaneous unit production and you might be right.


What does this have to do with a tier 3 anti ground armored unit loses to an armored tier 3 anti light air/general ground unit?
tacrats
Profile Joined July 2010
476 Posts
October 11 2010 14:16 GMT
#732
thors are too strong all around. hopefully they get fixed soon.
Deathstar
Profile Blog Joined May 2010
9150 Posts
October 11 2010 15:23 GMT
#733
On October 11 2010 23:16 tacrats wrote:
thors are too strong all around. hopefully they get fixed soon.


Thors are also expensive, sluggish, and cost a lot of supply. They're not the issue.
rip passion
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2010-10-11 15:36:10
October 11 2010 15:35 GMT
#734
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 11 2010 15:43 GMT
#735
I'm not sure why they didn't just change Ram to have splash. IIRC it had a DPS similar to the regular attack anyway. So what you do is put the regular attack back to the way it was (radius centered upon attacked unit), and make Ram have a fixed cone/semi-circle/whatever from the point of contact with the building -- you can imagine falling debris or whatever be the cause of the damage (maybe even add the graphic) -- so that nearby repairing SCV's are also affected by the attack. Anyway, it seems like a pretty simple fix to give keep the Ultra as buff as possible without being rediculous.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
shtdisturbance
Profile Joined February 2010
Canada613 Posts
October 11 2010 16:07 GMT
#736
I started as Z switched to p because i struggled hard vs terran, now switched back to Z and only struggle vs P. I think ultras need to do more than they currently do vs a l8 game p army.
Grond
Profile Blog Joined June 2010
599 Posts
October 11 2010 22:25 GMT
#737
On October 12 2010 00:23 Deathstar wrote:
Show nested quote +
On October 11 2010 23:16 tacrats wrote:
thors are too strong all around. hopefully they get fixed soon.


Thors are also expensive, sluggish, and cost a lot of supply. They're not the issue.


Same cost and supply as Ultra. They have long range, shoot air and have spalsh. Yet they beat the Ultra which can only hit melee and supposed to counter Armored units.

One of those units or maybe both is clearly broken.
Deathstar
Profile Blog Joined May 2010
9150 Posts
October 11 2010 22:50 GMT
#738
On October 12 2010 07:25 Grond wrote:
Show nested quote +
On October 12 2010 00:23 Deathstar wrote:
On October 11 2010 23:16 tacrats wrote:
thors are too strong all around. hopefully they get fixed soon.


Thors are also expensive, sluggish, and cost a lot of supply. They're not the issue.


Same cost and supply as Ultra. They have long range, shoot air and have spalsh. Yet they beat the Ultra which can only hit melee and supposed to counter Armored units.

One of those units or maybe both is clearly broken.


They serve different purposes. Why are you comparing a zerg unit to a terran unit?
rip passion
Hypatio
Profile Joined September 2010
549 Posts
Last Edited: 2010-10-11 22:55:51
October 11 2010 22:52 GMT
#739
On October 12 2010 07:50 Deathstar wrote:
Show nested quote +
On October 12 2010 07:25 Grond wrote:
On October 12 2010 00:23 Deathstar wrote:
On October 11 2010 23:16 tacrats wrote:
thors are too strong all around. hopefully they get fixed soon.


Thors are also expensive, sluggish, and cost a lot of supply. They're not the issue.


Same cost and supply as Ultra. They have long range, shoot air and have spalsh. Yet they beat the Ultra which can only hit melee and supposed to counter Armored units.

One of those units or maybe both is clearly broken.


They serve different purposes. Why are you comparing a zerg unit to a terran unit?

ZvT does happen sometimes in SC2. This might be news to you.


In any case, in Ultras vs. Thors, ultras are better below some critical mass. After some critical mass thors will ALWAYS destroy ultralisks regardless of upgrades or engagement micromanagement simply because the long range unit dominates. Some experiments will show that this critical mass is somewhere around 8-12 thors.
brain_
Profile Joined June 2010
United States812 Posts
Last Edited: 2010-10-11 23:01:25
October 11 2010 23:00 GMT
#740
Bring back permanent NP, de-nerf Ultras, and implement the 1.2 changes and I think we might be nearing balance.
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