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Before everybody comes here and say Ultralisk is perfectly balance (rant). Let me just say that for some parts yes, it is very situational and requires great tactics such as flanking. However, in most games, they are simply unusable, given that late games, the great majority of the units in both you and your opponent's army, consist of ranged attackers. For that reason, Ultralisks tend to be die before reaching the opponent. Of course we all know it is very rewarding when a flank does work, but that is rare nonetheless. Simply put, it is usually not worth the risk to get em out.
So I propose this idea: give Ultralisks the charge ability (similar to Zealot). Now I know this idea is drastic, but just think about it.
Lets talk about the Zealot first. The zealot is all-around powerful, and is extremely good early game. Early-Mid game however, the Protoss player usually transitions to a lot more Stalker, because they realize a good player can easily kill Zealots with simple with Marines/Marauders/Roach/Hydra/etc. This is why when Protoss player opt to play Zealots mid-game, you'll be hard pressed to see him/her not have Charge researched. It truly is necessary for combat at the later points in the game.
Likewise, the Ultralisks can be easily withered away by micro from a ranged attacker. In fact, the opponent doesn't even need to micro. In late games, they mean MMM balls, pure Hydras, and mass Stalker Sentry combos can probably can probably take down Ultras well before it even touches anything.
I realize the community hates changes, especially regarding abilities, but as of now, Ultras will hardly ever fare well against any late game techs.
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That would certainly make the Ultralisk no longer underpowered, thats for sure.
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I think the ultralisk should carry a large shrubbery in front of him so that he can sneak up on enemy siege lines.
C'mon those blades are perfect.
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I forgot to mention the animation would look super awesome, in theory. I mean, comon', an Ultralisk charging right at ya? Can't look more magnificent than that.
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While I agree that the Ultra is the most difficult high-end unit to control, it does tremendous damage once it gets there. They seem to be balancing it around it being melee rather than having a constant damage output and letting the range and movement constraints balance it's large damage output.
This change would negate all of those constraints.
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Even for Zealots it cost 200/200, what do u suggest it to cost for Ultras? 300/300+? Would be interesting to see how it would turn out, but i guess it would be op.
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Signed, I'm tired of losing half my ultras before they get a hit off. I honestly don't think it would be an issue if they were still 600hp.
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How about this: The ultra can be upgraded to pour creep out of oozing sores all over its body. This makes it partially a support unit, encourages its use with hydras instead of zerglings, and is generally dope.
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On July 16 2010 03:51 HardcoreBilly wrote: Likewise, the Ultralisks can be easily withered away by micro from a ranged attacker. In fact, the opponent doesn't even need to micro. In late games, they mean MMM balls, pure Hydras, and mass Stalker Sentry combos can probably can probably take down Ultras well before it even touches anything.
Use 2-3 infestors with your ultralisks, they will become much stronger you'll see. Why are you talking about sentries? Ultralisks break force fields.
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Its to late they wont change anything at this point....Besides Ultras as are now can rape both marauder and stalker armies,if positioned properly...
See the Ultralisk are a positional unit for the most part, they just dont do well when you run them into chokes or a killing ground or 30 sieged tanks with 40 marauders ,but using them on creep or when the opponent is out of position is devastating,quickly take out bases,flank opponents from both sides in the middle of the map---->massive cleeve damage(heck even a turtleling terran will have exposed and undefended bases if he wants to expand so you can always hit those,otherwise just take the whole map)I think anti0armor is what thay needed,they are no longer tanks but if you can position right the rape everything...
I think as in sc1 the unit will receive some boost come Hots
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The same idea has been posted so so many times. Ultras don't need to be epic. Why not leave them as an endgame situational unit?
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Since when is MMM a threat to zerg anyway? i'd worry more about mech. Bio vs Zerg is definitely a Zerg favored match, and you don't even need ultra's to deal with it.
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I honestly hate all this "its fine. super situational" comments.
If you guys watch videos of Idra/Sen/DiMaga etc., they absolutely never go Ultras. It's not merely a coincidence. Its that Ultras are almost in all situations terrible, unless you caught your opponent in a huge blunder, but that almost never happens with good players.
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On July 16 2010 04:14 Daedie wrote: Since when is MMM a threat to zerg anyway? i'd worry more about mech. Bio vs Zerg is definitely a Zerg favored match, and you don't even need ultra's to deal with it.
You ever used MMM + Tank? I saw morrow use marine+tank tvz vs someone in zotac or something but it seems flimsy to baneling bombs.
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On July 16 2010 03:55 Jerubaal wrote: I think the ultralisk should carry a large shrubbery in front of him so that he can sneak up on enemy siege lines.
C'mon those blades are perfect.
+1 imagine a line of ultas with LOS blocking shrubbery. would be hilarious. fits in great with ultra burrow =P
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Try dropping them. No flank needed.
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I don't have these problems when using ultralisks.
In fact I make sure ultralisks are sent in 1st than I send the swarm of lings and ultralisk just do fine when I use a fungal.
the only ACTUAL thing I would change from ultras would be the ability to step OVER zerglins/marines (.... small units in general) and besides that it's all good. I kinda like ultras now
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heh I think zvp ultra's are good zvt against a bio army ultra's get slaughtered. but I dont' know how they can boost the ultra without making them too strong in zvp
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On July 16 2010 04:21 NATO wrote: Try dropping them. No flank needed. Like I said, late game, its almost all ranged attackers. Against good players, they will target fire each Overlords as soon as it's within sight. So basically, it's suicidal. Overlords don't exactly have a high HP, and the drops are clunky to say the least.
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why dont we all make carriers and motherships 'usable' while we're at it
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