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Ultralisk bug/issue with patch 1.1.1 - Page 38

Forum Index > SC2 General
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Grond
Profile Blog Joined June 2010
599 Posts
October 12 2010 04:33 GMT
#741
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?


That is exactly the point. Units that can shoot air are supposed to pay a penalty in DPS. For example Stalker 11.8 max DPS, Marauder 26 max DPS. When a melee unit that is supposed to counter armored unit in fact loses to an armored unit that can also shoot air there is definitely something wrong since they are the same cost and supply.
brain_
Profile Joined June 2010
United States812 Posts
October 12 2010 05:21 GMT
#742
On October 12 2010 13:33 Grond wrote:
Show nested quote +
On October 12 2010 07:50 Deathstar wrote:
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?


That is exactly the point. Units that can shoot air are supposed to pay a penalty in DPS. For example Stalker 11.8 max DPS, Marauder 26 max DPS. When a melee unit that is supposed to counter armored unit in fact loses to an armored unit that can also shoot air there is definitely something wrong since they are the same cost and supply.




Not just shoot air, but be a splash-damaging hard counter to air.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-10-14 18:36:02
October 14 2010 18:35 GMT
#743
so this isnt getting fixed in 1.2 according to the notes.

ive a hard time believing they were not aware of the bug given this huge thread and other reports im sure theyve received.

so either theyre doing the exact same thing they did with Neural Parasite in beta where they stealth nerfed them by adding a time duration 'on accident' but then never ever changing it back nor ever listing in in any patch notes nor any post, anywhere.

or they may still change it (or it wasnt listed in patch notes), both of which seem unlikely at this point
ModeratorBlame yourself or God
Cambam
Profile Blog Joined September 2010
United States360 Posts
October 15 2010 11:01 GMT
#744
On October 15 2010 03:35 Zelniq wrote:
so this isnt getting fixed in 1.2 according to the notes.

ive a hard time believing they were not aware of the bug given this huge thread and other reports im sure theyve received.

so either theyre doing the exact same thing they did with Neural Parasite in beta where they stealth nerfed them by adding a time duration 'on accident' but then never ever changing it back nor ever listing in in any patch notes nor any post, anywhere.

or they may still change it (or it wasnt listed in patch notes), both of which seem unlikely at this point


Pretty sure they said it's working as intended now. I think they said that it's been bugged forever and they finally just fixed it. This is how they wanted it to be all along. But they also said something like "like always, we are keeping an eye on how this affects balance". These were from some blue posts on the battle.net forums.
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