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On September 29 2010 01:06 theSAiNT wrote:So you're saying that the bug testing team at Blizzard was so incompetent that they
1) Did not notice that the bugfix significantly changed Ultralisk behaviour relative to the original 1.0/1.1 versions. Something which forumers picked up on immediately.
They also apparently never tested the Splash radius on buildings (or they would have caught the SCV thing instantly), which was the entire point of the removal of Ram in 1.1.
They also never tested the Phoenix after the hotfix, because it's still bugged in a completely obvious way that happens every cast.
I think it's likely they just didn't know and hopefully we will get a resolution to the issue soon.
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Wow... as if there was any real surprise that Blizzard yet again found a way to F Zerg in the A.
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terran dominating since release : take 2-3 months too make slight nerf
zerg get a solution too PF spamming terrans, hot fix day1
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Just played a zvt on steppes where I had more resources and terran didn't harass me at all. I was 3 base to 2 base and he came and a-moved me on creep and I attacked about when his tanks were starting to siege. I had about 8 ultras and 6 roaches against about 7 tanks, 4 thors, and 4-5 marauders and I got absolutely raped. I think he still had 4 tanks and 3 thors leftover. I guess it's back to going muta ling? Zerg seems impossible against terran atm I can't wait to see what cool does in the gsl.
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On September 29 2010 01:06 theSAiNT wrote:Show nested quote +On September 29 2010 00:58 dvide wrote:On September 29 2010 00:43 theSAiNT wrote:Well, seems like the first blue post addressing this issue suggest that it is 'working as intended'. As long as no official statement is published by us, I can only say that we should refer to the Ultralisk behaviour as game mechanics, not as a bug.
http://eu.battle.net/sc2/en/forum/topic/656096468Maybe they didn't want to include a nerf to the weakest race so they snuck it in as a 'bugfix'. There's no conspiracy here. This was a bugfix patch and not a balance patch, and they did fix the bug as was their intention to do so. The fact that the bug also had some balance implications is not something they are going to consider too heavily during the bugfix patch, but they are probably going to examine it in more detail for future balance patches and possibly adjust the new radius accordingly. This sort of bureaucracy is not necessarily brilliant for us, but I don't imagine it was indented as a sneaky malicious way to nerf the zerg. So you're saying that the bug testing team at Blizzard was so incompetent that they 1) Did not notice that the bugfix significantly changed Ultralisk behaviour relative to the original 1.0/1.1 versions. Something which forumers picked up on immediately. or 2) Did not realize that such a change had balance implications. These make me even sadder than the conspiracy theory. No. What I'm saying is they probably did know it would change Ultralisk behaviour and that it would have balance implications (because they're not that stupid), but only that since this wasn't a balance patch they didn't consider it too heavily. They will likely consider the implications of the new Ultralisk splash mechanics when they have their balance meetings, but for now they just needed a quick hotfix for the ridiculously large splash radius vs large buildings. If they had to first spend days discussing what the new radius should be and do all the playtesting required to come to a meaningful decision, then the bugfix patch would have been significantly delayed.
EDIT: Although that being said, during the balance patch they were incompetent in that they didn't even realise the effect that removing the ram attack would have vs large buildings. I read a post a whole month BEFORE the patch came out that described how the ultra splash mechanics worked and what effect the change would have vs planetary fortresses. Someone was arguing that the ultra cleave attack wouldn't hit repairing SCVs at all, because the size of the building was so big that it would entirely surround the splash radius of the attack. But someone else correctly responded to this by saying the splash radius grows with the size of the targeted unit from its centre, and so any repairing SVCs at any angle will be damaged by it. But the fact that Blizz apparently missed this when it was so obvious from the mechanics I would say is incompetence.
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On September 29 2010 00:58 dvide wrote:Show nested quote +On September 29 2010 00:43 theSAiNT wrote:Well, seems like the first blue post addressing this issue suggest that it is 'working as intended'. As long as no official statement is published by us, I can only say that we should refer to the Ultralisk behaviour as game mechanics, not as a bug.
http://eu.battle.net/sc2/en/forum/topic/656096468Maybe they didn't want to include a nerf to the weakest race so they snuck it in as a 'bugfix'. There's no conspiracy here. This was a bugfix patch and not a balance patch, and they did fix the bug as was their intention to do so. The fact that the bug also had some balance implications is not something they are going to consider too heavily during the bugfix patch, but they are probably going to examine it in more detail for future balance patches and possibly adjust the new radius accordingly. This sort of bureaucracy is not necessarily brilliant for us, but I don't imagine it was indented as a sneaky malicious way to nerf the zerg.
I agree with your sentiments
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What a terrible fix by blizzard, I had no idea this was even in play.
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On September 29 2010 00:48 HiHiByeBye wrote: tanks are rendered almost useless against baneling but terran players arent whining lol. Seriously.
It is not easy to micro bio vs banelings.... No that's because banelings hardcounter MMM. Try going mech for once instead of spamming barracks and a-moving
On September 29 2010 00:48 HiHiByeBye wrote:Also did you guys not watch banelings just rolling in and kill command centers? so if the zerg player is ahead they can kill expos so easy....
If the zerg player is ahead at that point of the game it doesn't matter if he kills your expos or not he's gonna win anyway. Are you seriously complaining that a roughly 1000/500 army kills a command center and then kills it self as a consequence?
On September 29 2010 00:48 HiHiByeBye wrote:Now ultras are actually counterble as terran (marauder are good against pure ultras but fungal growth/ling/ultra rape them....)
God forbid that a Tier 3 unit + a T2 unit kills T1.5 units brought in to play 4 mins in to the game.
On September 29 2010 00:48 HiHiByeBye wrote:I also dont see terran players complaining about magic box mutas. Mutas are so cost effective against just pure thors.
Thors ALWAYS win cost for cost with magic box. Try it in a unit tester.
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I knew something was wrong! I've played a few ZvT using Ultralisks against Bioballs and they seemed to take alot less damage for some reason. They just tore my Ultralisks apart without taking much damage. Thanks for the confirmation.
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On September 29 2010 00:15 Zarahtra wrote:
But about SCV's since someone mentioned that above me, it's really a shame that blizz didn't take this chance to hotfix scvs too, so the repair mechanic makes their targeting prio equal(or equal+1) to what they are repairing(and if a melee unit can't path to his target, that after x sec of trying he starts attacking the thing blocking him).
Again with a gross confusion of "hotfix" and "patch".
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On September 29 2010 00:58 dvide wrote:Show nested quote +On September 29 2010 00:43 theSAiNT wrote:Well, seems like the first blue post addressing this issue suggest that it is 'working as intended'. As long as no official statement is published by us, I can only say that we should refer to the Ultralisk behaviour as game mechanics, not as a bug.
http://eu.battle.net/sc2/en/forum/topic/656096468Maybe they didn't want to include a nerf to the weakest race so they snuck it in as a 'bugfix'. There's no conspiracy here. This was a bugfix patch and not a balance patch, and they did fix the bug as was their intention to do so. The fact that the bug also had some balance implications is not something they are going to consider too heavily during the bugfix patch, but they are probably going to examine it in more detail for future balance patches and possibly adjust the new radius accordingly. This sort of bureaucracy is not necessarily brilliant for us, but I don't imagine it was indented as a sneaky malicious way to nerf the zerg.
Wrong on all counts. There never was a bug. Blizzard removed the Ram attack which gave Ultralisks a large splash radius vs very large units. They didn't patch a bug they changed the formula in 2 ways, both nerfs not bug fixes. In addition to the 1.1 damage nerf that makes 3 nerfs to the Ultra and 0 bug fixes.
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Zerg took a big hit with this one , tho i'm pretty sure it wasn't intended by blizzard , and they would fix it (hopefully quite soon). At this moment in time , zerg isn't underpowered , just extremely hard to play , even harder to master , and outright not very fun to play. But one thing I'm quite sure is when they launch HoTS the entire team will be focused to make zerg a better and more fun race to play (they MUST actually). So hopefully Zerg gets helped by that. But at this moment I really hope they fix the bugs for real and don't bring in new bugs >,<".
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Wow, thats pretty fail by blizzard. I really hope they reverse it to 1.0 for units and just have a 'hidden' attack for structures the way it is right now. This is a huuge nerf (single target dps of the ultra is really bad for its tech/cost/build time)
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On September 29 2010 01:06 PrinceXizor wrote: took away my ram. took away my splash. can't take my freedom.
I'd rather have ram back. splash is useless vs buildings anyway.
If they are going to bring the splash to pre-patching( In beta) locations ( front of target) then they need to bring it back to pre patching damage % (its 33% now, it was 100% in beta when splash was reduced like this)
Will they be making any more sequels? I feel deprived of a life cut so short.
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I attacked a PF today and purposely positioned my ultras on his scvs that were repairing thinking that the scvs would die from the ultras nerfed splash i.e. my microing to keep my ultra next to the scvs would kill them while attack the PF and the scvs took next to no dmg regardless of being next to/touching my ultra's.
Ultra splash seems worse then before the splash bugs splash.
They should just make ultras do a Cleave type attack in a arc in front of them; which is what you expect it should be but clearly isn't.
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On September 29 2010 01:49 Adeeler wrote: I attacked a PF today and purposely positioned my ultras on his scvs that were repairing thinking that the scvs would die from the ultras nerfed splash i.e. my microing to keep my ultra next to the scvs would kill them while attack the PF and the scvs took next to no dmg regardless of being next to/touching my ultra's.
Ultra splash seems worse then before the splash bugs splash.
Can you make a video? Or screenshots? That'd be great.
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The nerf is dumb. This makes me sad now
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On September 29 2010 01:50 JinDesu wrote:Show nested quote +On September 29 2010 01:49 Adeeler wrote: I attacked a PF today and purposely positioned my ultras on his scvs that were repairing thinking that the scvs would die from the ultras nerfed splash i.e. my microing to keep my ultra next to the scvs would kill them while attack the PF and the scvs took next to no dmg regardless of being next to/touching my ultra's.
Ultra splash seems worse then before the splash bugs splash. Can you make a video? Or screenshots? That'd be great. Reposting this image because it is incredibly well done and mostly accurate.
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How bad is it in practice now?? Is it even worth it to try using ultras vs. thors now? Is it worth it to build ultras at all?
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