• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:07
CEST 19:07
KST 02:07
  • 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
[ASL22] Ro4 Preview: Mirror Mirror4[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)75Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3
StarCraft 2
General
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) How do you feel about the mass reverts in the 5.0.17 PTR? Weekly Cups Results (Sep 28-Oct 4) SC4ALL: II SC2 Complete Invited Player Lineup Back to SC2 after 14 years - Protoss CTRL groups?
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
Sagi.gg Launcher Released 20-year-old Valorant player starting StarCraft BGH Auto Balance -> http://bghmmr.eu/ Fantasy returning? BSL Season 23
Tourneys
[ASL22] Semifinal B [ASL22] Semifinal A [Megathread] Daily Proleagues [ASL22] Ro8 Day 4
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9539 users

Ultralisk 1.2 Test Results - Nerfed - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 07 2010 10:14 GMT
#81
On December 07 2010 18:11 Shikyo wrote:
Show nested quote +
On December 07 2010 17:54 Everlong wrote:
On December 07 2010 17:44 Brutus wrote:
On December 07 2010 17:25 Everlong wrote:
On December 07 2010 17:16 Malminos wrote:
This irritates the shit out of me. Apparently whoever is in charge of balancing zerg over at blizzard hasn't a fucking clue.
Why more nerf? i just dont get it.


You dont get it maybe because you are stupid to make such as comments. You wont get a lot of things with this approach. Zergs are doing very well lately, which is common knowledge. Only thing that Zergs are struggling is this 2rax all-in, which nearly everyone QQs about and wants to be nerfed.. So what the fuck are you to talk tresh like this?


Just ban him.

Late game zerg is fine, yes we know that. It's just that with this nerf, it's often times better to keep on muta/ling/baneling or roach/hydra/corruptor instead of teching. Late game you can mix in some blords to force a response. If the game is even, going ultralisk or too many blords can get you killed.

Think about it, vs which unit ultras do good? Thors beat them especially when the ball gets bigger, marauders eat them alive, with the cleave nerf marines do surprisingly well and they can't shoot up. if you get a prefect fungal off and get a prefect surround, then you can kill stalkers and collossi. But if not, you actually get killed. the rest of the units are very good vs them.




Sometimes I wonder If you guys actually watch or play Starcraft 2..

Of course if you go straight for Ultras, you might die.. Muta/ling/bling is your bread and butter. If Terran wont "cheese" you out of the game within 10-12 minutes with some crazy all-in you just get to point where you can literally throw your army away whatever it is and start switching between Ultras and Broods and there is nothing Terran can do about it..

You either have Vikings left over and Ultras will kill you right there, or the next switch will make it..

Ultras are horrendous vs Marines and the current trend is massing a lot of Marines. If they have a decent ball of marines you need like 10+ ultras to do anything, and with Siege tank support even those can be taken care of. I would never go ultras vs Terran, it's a complete waste. The only scenario would be when I'm maxed with 5000/3000 and suicide my army, and even then the buildtime takes so long that they can just take their army and kill a couple of your expansions while the Ultras are building.

I don't like the nerf, Ultras were pretty much never used anyway and Broodlords were the scary unit. There was no reason to go for Ultras.

Oh right, and why would anyone tech switch from Broodlord to Ultra? If anything, you should tech switch to Hydra-ling-baneling since they won't have any tanks and will have Vikings.


Mass marine starts becoming awful lategame. Assuming the economies are relatively unhindered on each side (meaning Zerg might have been harassed somewhat, lost ~10 drones over the game from it, but overall nothing huge since it's reached the late game phase), just MASS baneling and infestor will dominate any mass marine strat that they try to do from like 4-5 reactored barracks, even if you have siege tanks. It goes tot hep oint where splitting isn't even feasible in the LARGE numbers.

So yeah, if T really wants to go pure mass marine siege tank it's fine, don't build ultras and roll him with something else, which is probably what you're doing. But as soon as he starts deviating because he lost all his siege tanks in one assault and can't possibly replenish them, he's lost. So it's not even a viable late late game strat. Once T starts adapting and building something else, it's undeniable that Ultras are god awesome vs - small-midsized mech armies and marauders that are fungaled (even if stimmed), as well as destroying Pforts, all of which are crucial lategame units.

If you don't understand the BL -> ultra switch it's mindboggling to me. It's infinitely stronger than switching to hydralingbaneling. Anyways, it's not like marines are god amazing vs ultras either when they're only dealing 3 dmg to them in the first place.
FlamingTurd
Profile Joined April 2010
United States1059 Posts
December 07 2010 10:20 GMT
#82
That's exactly wut ultra's need... another nerf, as it is u never see them in higher level play being effective.
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
ALPINA
Profile Joined May 2010
3791 Posts
December 07 2010 10:21 GMT
#83
Seems like ultra wasn't nerfed enough..

They are nerfing ultra every patch but cannot fix the bug were stimmed marauders can kite ultra forever.

Making ultras is worth now only if you already have big advantage imo. Everything kills them so extremely fast and BLs are just better overall. You even can't reinforce and rebuild army with ultras cause they take forever to make, at least they would lower their build time cause now it looks like you are building battlecruiser lol.
You should never underestimate the predictability of stupidity
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 07 2010 10:22 GMT
#84
On December 07 2010 19:20 FlamingTurd wrote:
That's exactly wut ultra's need... another nerf, as it is u never see them in higher level play being effective.


Did you actually read a single post above yours? You make yourself look like an idiot..
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 07 2010 10:24 GMT
#85
On December 07 2010 19:21 Alpina wrote:
Seems like ultra wasn't nerfed enough..

They are nerfing ultra every patch but cannot fix the bug were stimmed marauders can kite ultra forever.

Making ultras is worth now only if you already have big advantage imo. Everything kills them so extremely fast and BLs are just better overall. You even can't reinforce and rebuild army with ultras cause they take forever to make, at least they would lower their build time cause now it looks like you are building battlecruiser lol.


Because, you know, you go pure Ultra and don't incorporate any speedlings (which counter Marauders and are an insanely good tanking of damage) or infestors for fungaling to prevent ANY kiting in your builds right?

Such a stupid statement.
ALPINA
Profile Joined May 2010
3791 Posts
December 07 2010 10:28 GMT
#86
On December 07 2010 19:24 FabledIntegral wrote:
Show nested quote +
On December 07 2010 19:21 Alpina wrote:
Seems like ultra wasn't nerfed enough..

They are nerfing ultra every patch but cannot fix the bug were stimmed marauders can kite ultra forever.

Making ultras is worth now only if you already have big advantage imo. Everything kills them so extremely fast and BLs are just better overall. You even can't reinforce and rebuild army with ultras cause they take forever to make, at least they would lower their build time cause now it looks like you are building battlecruiser lol.


Because, you know, you go pure Ultra and don't incorporate any speedlings (which counter Marauders and are an insanely good tanking of damage) or infestors for fungaling to prevent ANY kiting in your builds right?

Such a stupid statement.


Well you can do units outside of marauder also, didn't you know? What about infestor, i dont have 10 infestors with me, and 3 stimmed marauders can kill ultra just easily.
You should never underestimate the predictability of stupidity
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2010-12-07 10:50:17
December 07 2010 10:43 GMT
#87
umm the size change wasn't really undocumented atleast i read that ultralisk don't get crazy anymore if there are sensor tower walls. (ultralisk really had problems with buildings if you let a little gap between em.)

Um anyway while it may not affect a single ultralisk that is in a bunch of units. Poking the aoe damage to the front will make ultralisks stronger if they attack a front. Its only a slight movement of the aoe, but i think it was made to hit something better. Either thors mobs or stalker mobs.
So dropping or unborrowing right in the middle of the enemy is as defestating as it was before or a little worse, but having a nice ultralisk front is better.

Edit: oh maybe it was intendet for zvz as they want to get away from mass roaches there.
zylog
Profile Joined August 2010
Canada943 Posts
December 07 2010 10:56 GMT
#88
On December 07 2010 19:43 FeyFey wrote:
Um anyway while it may not affect a single ultralisk that is in a bunch of units. Poking the aoe damage to the front will make ultralisks stronger if they attack a front. Its only a slight movement of the aoe, but i think it was made to hit something better. Either thors mobs or stalker mobs.
So dropping or unborrowing right in the middle of the enemy is as defestating as it was before or a little worse, but having a nice ultralisk front is better.

Edit: oh maybe it was intendet for zvz as they want to get away from mass roaches there.

I had also interpreted the change as written to be a shift of the AOE damage forward, so that more units in front of the ultra will take splash damage. However, as some of the testing in this thread has revealed, the splash in front of the ultra hasn't been changed at all; instead the area behind the ultra's head just doesn't deal splash.

In effect, they've nerfed the ultra's splash damage once again (after nerfing it massively in 1.1.1 and reducing its damage against armored in 1.1). The only buff for the ultra so far is that when attacking PFs, it can reach over SCVs repairing, dealing splash to them, rather than running around looking for an open spot.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 07 2010 11:22 GMT
#89
On December 07 2010 19:28 Alpina wrote:
Show nested quote +
On December 07 2010 19:24 FabledIntegral wrote:
On December 07 2010 19:21 Alpina wrote:
Seems like ultra wasn't nerfed enough..

They are nerfing ultra every patch but cannot fix the bug were stimmed marauders can kite ultra forever.

Making ultras is worth now only if you already have big advantage imo. Everything kills them so extremely fast and BLs are just better overall. You even can't reinforce and rebuild army with ultras cause they take forever to make, at least they would lower their build time cause now it looks like you are building battlecruiser lol.


Because, you know, you go pure Ultra and don't incorporate any speedlings (which counter Marauders and are an insanely good tanking of damage) or infestors for fungaling to prevent ANY kiting in your builds right?

Such a stupid statement.


Well you can do units outside of marauder also, didn't you know? What about infestor, i dont have 10 infestors with me, and 3 stimmed marauders can kill ultra just easily.


Yeah, of course you can. But what units do you have that counters the composition I just said? Late game gas becomes less and less of a problem for Zerg as opposed to Terran as it starts getting higher numbers of bases and starts accumulating extra resources when maxed. You can have your MMM with tank support, and then hey, ultras are pretty good vs that unit composition as a tank for dmg and good AOE dealer/marauder killer when they are fungaled, while the banelings come in and kill the fungaled marines, and speedlings just keep running. Of course, it's much more equal than what I'm portraying, but the point is Ultras are very good at their role, and are not endlessly kited if the Zerg isn't an idiot and builds infestors.
L0thar
Profile Blog Joined September 2007
987 Posts
December 07 2010 12:32 GMT
#90
C'mon Zerg players, even Ret admits Zerg is OP against Terran in late game...if they got there, that's it, but that's another problem...
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
December 07 2010 18:12 GMT
#91
On December 07 2010 11:58 GoldenH wrote:
So taking the advice of the forumgoers I went ahead and used sensor towers instead of pylons. But in addition to pylons I burrowed Zerglings underneath the path the ultralisk would take, to see if the Ultralisk did indeed do damage to anything underneath it.

The results were quite surprising.

First, the image from 1.2. We did it twice so there would be no question of the results.

[image loading]

As expected, the sensor towers in front of the Ultra and to the sides took damage, but nothing underneath the ultralisk.

The surprise was when I tried it in the current version.

[image loading]

The first thing you notice is that I had to make the path wider. The ultra simply would not fit in the gap that it fit in in 1.2. This suggests a slight undocumented change in the size of the Ultra.

The second thing you notice is that the Ultralisk damage radius was far larger. Not just hitting things underneath it, but also to the side. While no increase in range was made.

If anything, the change in 1.2 represents a nerf; no further marines will be hit by the ultralisk's claws.

PS I won't be using marines to test anything; in fact I won't do any further tests on the issue, I consider it closed. If you wish to do further changes I suggest using a field of burrowed zerglings; it's much quicker to make and gives good results.


So now ultras arent dealing damage to as many units in one strike but you can fit more ultras in the same space(since they fit in smaller spaces now, if I understood this correctly). This to me sounds more like a buff than anything. Of course it's down to number crunching and actual playtesting to see just how big this change in size is and how that affects the game. If it changes how fast ultras can get to a target I'm seriously excited about it.
Do you really want chat rooms?
1Eris1
Profile Joined September 2010
United States5797 Posts
December 07 2010 18:20 GMT
#92
Great, yay lame ultras. As if they weren't bad enough already.

People arguing about zerg's late game need to realize it's not the units that gives it strength. 99% of the time it's better just to continue bane/muta/ling/roach because BL's and Ultras blow. I for one, would be totally cool with a macro tone down if ultras and bl's were fixed
Known Aliases: Tyragon, Valeric ~MSL Forever, SKT is truly the Superior KT!
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-12-07 18:28:35
December 07 2010 18:24 GMT
#93
On December 08 2010 03:12 FarbrorAbavna wrote:
Show nested quote +
On December 07 2010 11:58 GoldenH wrote:
So taking the advice of the forumgoers I went ahead and used sensor towers instead of pylons. But in addition to pylons I burrowed Zerglings underneath the path the ultralisk would take, to see if the Ultralisk did indeed do damage to anything underneath it.

The results were quite surprising.

First, the image from 1.2. We did it twice so there would be no question of the results.

[image loading]

As expected, the sensor towers in front of the Ultra and to the sides took damage, but nothing underneath the ultralisk.

The surprise was when I tried it in the current version.

[image loading]

The first thing you notice is that I had to make the path wider. The ultra simply would not fit in the gap that it fit in in 1.2. This suggests a slight undocumented change in the size of the Ultra.

The second thing you notice is that the Ultralisk damage radius was far larger. Not just hitting things underneath it, but also to the side. While no increase in range was made.

If anything, the change in 1.2 represents a nerf; no further marines will be hit by the ultralisk's claws.

PS I won't be using marines to test anything; in fact I won't do any further tests on the issue, I consider it closed. If you wish to do further changes I suggest using a field of burrowed zerglings; it's much quicker to make and gives good results.


So now ultras arent dealing damage to as many units in one strike but you can fit more ultras in the same space(since they fit in smaller spaces now, if I understood this correctly). This to me sounds more like a buff than anything. Of course it's down to number crunching and actual playtesting to see just how big this change in size is and how that affects the game. If it changes how fast ultras can get to a target I'm seriously excited about it.


I'm not sure you can actually fit more ultras next to each other, I mean, how much difference is there between a pylon and 2 sensor towers?

I think another post in this thread may be right, and it may have just been due to the sensor tower glitch mentioned elsewhere in the patch notes.

Anyway I don't think it's a big deal, I mean, the splash damage does a whole 5 damage to light units. Was it really that badass that blizzard had to take it out? really?
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 07 2010 20:28 GMT
#94
On December 08 2010 03:24 GoldenH wrote:
Show nested quote +
On December 08 2010 03:12 FarbrorAbavna wrote:
On December 07 2010 11:58 GoldenH wrote:
So taking the advice of the forumgoers I went ahead and used sensor towers instead of pylons. But in addition to pylons I burrowed Zerglings underneath the path the ultralisk would take, to see if the Ultralisk did indeed do damage to anything underneath it.

The results were quite surprising.

First, the image from 1.2. We did it twice so there would be no question of the results.

[image loading]

As expected, the sensor towers in front of the Ultra and to the sides took damage, but nothing underneath the ultralisk.

The surprise was when I tried it in the current version.

[image loading]

The first thing you notice is that I had to make the path wider. The ultra simply would not fit in the gap that it fit in in 1.2. This suggests a slight undocumented change in the size of the Ultra.

The second thing you notice is that the Ultralisk damage radius was far larger. Not just hitting things underneath it, but also to the side. While no increase in range was made.

If anything, the change in 1.2 represents a nerf; no further marines will be hit by the ultralisk's claws.

PS I won't be using marines to test anything; in fact I won't do any further tests on the issue, I consider it closed. If you wish to do further changes I suggest using a field of burrowed zerglings; it's much quicker to make and gives good results.


So now ultras arent dealing damage to as many units in one strike but you can fit more ultras in the same space(since they fit in smaller spaces now, if I understood this correctly). This to me sounds more like a buff than anything. Of course it's down to number crunching and actual playtesting to see just how big this change in size is and how that affects the game. If it changes how fast ultras can get to a target I'm seriously excited about it.


I'm not sure you can actually fit more ultras next to each other, I mean, how much difference is there between a pylon and 2 sensor towers?

I think another post in this thread may be right, and it may have just been due to the sensor tower glitch mentioned elsewhere in the patch notes.

Anyway I don't think it's a big deal, I mean, the splash damage does a whole 5 damage to light units. Was it really that badass that blizzard had to take it out? really?


By that same logic, it's not a big deal if it's removed, right?
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-12-07 20:44:53
December 07 2010 20:41 GMT
#95
Remove splash damage, make smaller, give speed upgrade.

Sounds like good changes for the Ultra to me.

Hell, let's reduce their mineral cost by 100 and supply cost by 2 (feel free to remove their armored bonus) while we're at it, get this show rolling!
As it turns out, marines don't actually cost any money -Jinro
Pewt
Profile Joined June 2010
Canada201 Posts
Last Edited: 2010-12-07 20:45:38
December 07 2010 20:42 GMT
#96
On December 07 2010 19:28 Alpina wrote:
Show nested quote +
On December 07 2010 19:24 FabledIntegral wrote:
On December 07 2010 19:21 Alpina wrote:
Seems like ultra wasn't nerfed enough..

They are nerfing ultra every patch but cannot fix the bug were stimmed marauders can kite ultra forever.

Making ultras is worth now only if you already have big advantage imo. Everything kills them so extremely fast and BLs are just better overall. You even can't reinforce and rebuild army with ultras cause they take forever to make, at least they would lower their build time cause now it looks like you are building battlecruiser lol.


Because, you know, you go pure Ultra and don't incorporate any speedlings (which counter Marauders and are an insanely good tanking of damage) or infestors for fungaling to prevent ANY kiting in your builds right?

Such a stupid statement.


Well you can do units outside of marauder also, didn't you know? What about infestor, i dont have 10 infestors with me, and 3 stimmed marauders can kill ultra just easily.

...and then you aren't kiting them (assuming anything other than marines or hellions, neither of which would be stellar in this circumstance, or assuming they are using infestors).

Please, think before you post.

(Also, stay on creep and you'll be fine)
IPA
Profile Joined August 2010
United States3206 Posts
December 07 2010 20:53 GMT
#97
From a Zerg player:

Ultras are good. If you are making ONLY ultras, you deserve to lose. Put more thought into army composition.

Time held me green and dying though I sang in my chains like the sea.
GoldenH
Profile Blog Joined March 2010
1115 Posts
December 07 2010 20:58 GMT
#98
On December 08 2010 05:28 FabledIntegral wrote:
Show nested quote +
On December 08 2010 03:24 GoldenH wrote:
On December 08 2010 03:12 FarbrorAbavna wrote:
On December 07 2010 11:58 GoldenH wrote:
So taking the advice of the forumgoers I went ahead and used sensor towers instead of pylons. But in addition to pylons I burrowed Zerglings underneath the path the ultralisk would take, to see if the Ultralisk did indeed do damage to anything underneath it.

The results were quite surprising.

First, the image from 1.2. We did it twice so there would be no question of the results.

[image loading]

As expected, the sensor towers in front of the Ultra and to the sides took damage, but nothing underneath the ultralisk.

The surprise was when I tried it in the current version.

[image loading]

The first thing you notice is that I had to make the path wider. The ultra simply would not fit in the gap that it fit in in 1.2. This suggests a slight undocumented change in the size of the Ultra.

The second thing you notice is that the Ultralisk damage radius was far larger. Not just hitting things underneath it, but also to the side. While no increase in range was made.

If anything, the change in 1.2 represents a nerf; no further marines will be hit by the ultralisk's claws.

PS I won't be using marines to test anything; in fact I won't do any further tests on the issue, I consider it closed. If you wish to do further changes I suggest using a field of burrowed zerglings; it's much quicker to make and gives good results.


So now ultras arent dealing damage to as many units in one strike but you can fit more ultras in the same space(since they fit in smaller spaces now, if I understood this correctly). This to me sounds more like a buff than anything. Of course it's down to number crunching and actual playtesting to see just how big this change in size is and how that affects the game. If it changes how fast ultras can get to a target I'm seriously excited about it.


I'm not sure you can actually fit more ultras next to each other, I mean, how much difference is there between a pylon and 2 sensor towers?

I think another post in this thread may be right, and it may have just been due to the sensor tower glitch mentioned elsewhere in the patch notes.

Anyway I don't think it's a big deal, I mean, the splash damage does a whole 5 damage to light units. Was it really that badass that blizzard had to take it out? really?


By that same logic, it's not a big deal if it's removed, right?


I think I've done enough rooting for Ultras to be good in this thread, that I shouldn't get troll replies like this one.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
ALPINA
Profile Joined May 2010
3791 Posts
December 07 2010 21:02 GMT
#99
Well, for me it looks like each time when blizzard is changing ultra, they don't know it will be a nerf or a buff. They just make some kind of a change to his splash w/o thinking how it will affect balance.
You should never underestimate the predictability of stupidity
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 07 2010 21:04 GMT
#100
On December 08 2010 05:42 Pewt wrote:
Show nested quote +
On December 07 2010 19:28 Alpina wrote:
On December 07 2010 19:24 FabledIntegral wrote:
On December 07 2010 19:21 Alpina wrote:
Seems like ultra wasn't nerfed enough..

They are nerfing ultra every patch but cannot fix the bug were stimmed marauders can kite ultra forever.

Making ultras is worth now only if you already have big advantage imo. Everything kills them so extremely fast and BLs are just better overall. You even can't reinforce and rebuild army with ultras cause they take forever to make, at least they would lower their build time cause now it looks like you are building battlecruiser lol.


Because, you know, you go pure Ultra and don't incorporate any speedlings (which counter Marauders and are an insanely good tanking of damage) or infestors for fungaling to prevent ANY kiting in your builds right?

Such a stupid statement.


Well you can do units outside of marauder also, didn't you know? What about infestor, i dont have 10 infestors with me, and 3 stimmed marauders can kill ultra just easily.

...and then you aren't kiting them (assuming anything other than marines or hellions, neither of which would be stellar in this circumstance, or assuming they are using infestors).

Please, think before you post.

(Also, stay on creep and you'll be fine)


Can you give a Zerg army composition focused on ultras that would be able to beat a marauder-based composition at cost?

Also, someone said zerglings are 'insanely good at tanking damage'... they're actually one of the worst. They have the highest dps:hp ratio in the game, which means tanking is the exact opposite of what they're good at. They're about as good as tanking damage as marines are.
aka Siyko
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 230
ProTech143
UpATreeSC 117
BRAT_OK 62
StarCraft: Brood War
Calm 3698
Bisu 1906
Soulkey 1161
EffOrt 723
Mini 533
Larva 344
Horang2 239
ZerO 238
actioN 160
Dewaltoss 153
[ Show more ]
ggaemo 153
hero 89
Sharp 78
Mind 75
Shinee 56
Sea.KH 52
sorry 49
Snow 40
Hyun 39
Barracks 36
Bale 29
Trap 24
Terrorterran 23
ToSsGirL 20
NaDa 17
Rock 15
Sacsri 11
scan(afreeca) 11
Noble 9
ajuk12(nOOB) 7
zelot 7
Dota 2
Gorgc5870
Dendi1394
XaKoH 371
420jenkins364
League of Legends
Reynor67
Counter-Strike
fl0m3866
x6flipin1307
pashabiceps720
Fnx 655
edward26
Heroes of the Storm
Liquid`Hasu242
Other Games
Liquid`RaSZi1462
Grubby1207
hiko831
FrodaN579
XBOCT238
Livibee215
TKL 125
C9.Mang0110
QueenE92
Mew2King40
ZerO(Twitch)25
RotterdaM18
Organizations
Other Games
WardiTV220
Dota 2
PGL Dota 2 - Main Stream22
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 72
• Reevou 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 42
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV685
League of Legends
• Nemesis3850
• TFBlade825
Other Games
• Shiphtur528
• imaqtpie106
Upcoming Events
PiGosaur Cup
6h 53m
Patches Events
22h 53m
The PondCast
1d 16h
INu's Battles
1d 17h
Percival vs TBD
Zoun vs herO
OSC
2 days
Replay Cast
2 days
OSC
3 days
BSL: Ladder Tournament
4 days
Sparkling Tuna Cup
4 days
Patches Events
4 days
[ Show More ]
BSL Open Qualifier
5 days
BSL Open Qualifier
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
HCC Season 3
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
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.