Ultralisk bug/issue with patch 1.1.1 - Page 26
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Sapphire.lux
Romania2620 Posts
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summerloud
Austria1201 Posts
seems reasonable to me seeing as they apparently didnt test graviton ability at all after changing it | ||
floor exercise
Canada5847 Posts
On September 29 2010 17:52 georgir wrote: How can you say this is NOT super important to fix? The moment one ultra happened to kill 20 scvs all around a PF with 1 strike in a pro game, it was obvious that a hotfix for it was incoming. Let's be honest here, 1.1 Ultra cleave was really no more powerful than igniter hellions when you get right down to it. Only you could run your workers away from the building to save them, hellions do that shit to your workers regardless of where they are. I admit it shouldn't have been in the game, but that's not really the point. The point is Blizzard's series of fuck ups in a very simple patch. They failed to foresee the cleave being so big on buildings when they removed Headbutt. In their haste to fix that screw up they just plain broke the Ultralisk, and they had no idea whatsoever they did it. I'm not even sure if they still understand that they broke how its cleave has been working since 1.0. It's ridiculous. I'm beginning to think no one at Blizzard even knows how their game works. | ||
SilverPotato
United States560 Posts
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frucisky
Singapore2170 Posts
On September 29 2010 21:44 summerloud wrote: has it even been confirmed yet by blizzard that ultra splash is now working as intented? maybe they simply didnt test it and didnt realize they actually made the splash range smaller seems reasonable to me seeing as they apparently didnt test graviton ability at all after changing it Quote from a Blue Poster: Here's the additional information about the Ultralisk change. Keep in mind, we're continuing to watch for constructive feedback with these changes. In patch 1.1.0 we decreased the damage Ultralisks did from 15 (+25 armored) to 15 (+20 armored) and removed the Ram ability they could use against buildings, which meant they would use their normal attacks instead. When this change was implemented however, a bug was introduced that caused the splash damage of the Ultralisk being unintentionally extended by larger targets. This was corrected today in patch 1.1.1. Because of this bug, however, players did not get to experience the change that was implemented in patch 1.1.0 as it was intended, a slight reduction of damage against armored units. The current damage output for Ultralisks is what was intended in 1.1.0. As always, we will be monitoring the effect of this change and constructive feedback on it. | ||
cocosoft
Sweden1068 Posts
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Channel56k
United States413 Posts
On September 29 2010 22:08 cocosoft wrote: So wait... Zerg should be allowed to be imba but not T? Lol, i would like that you even try to back that up... You act like ultras were some big imba spine in your back before this patch and we all know that wasn't the case. | ||
osten
Sweden316 Posts
Semantics aside, we used to have ultras to "save" us, truly that's how it felt in-game every time I sweat(sp?) while balancing on a thin line to finally make them spawn from my heavily bleeding hatcheries. It was such a joy because they actually have extra damage against those thors / tanks / stalkers whatever armored unit had been barging on my door the entire game. And not only that, they also splashed so they could really swing things in our favour. Just like NP was once actually researchable, ultras have now been removed from the metagame. Going for broodlords is now our last resort but that's the same as mothership/carriers being protoss' only viable attacking unit or BC being T's only defence against a horde of zerglings, sounds silly but that's basically the life of us zergs now. | ||
mikell
Australia352 Posts
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Piski
Finland3461 Posts
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guldurkhand
Netherlands71 Posts
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floor exercise
Canada5847 Posts
On September 29 2010 21:54 SilverPotato wrote: The splash extended from both units and buildings, so 8 ultras could effectively hit 15 stacked thors individually, basically increasing their damage output exponentially. It was more than OP it was unbeatable without heavy air support. The splash on units was identical to how it has been since 1.0 There was no change in how Ultra splash worked against units. In fact, since the damage nerf in 1.1, they were still weaker than they ever were in 1.1 against anything but buildings. | ||
Trampsi
Norway39 Posts
http://eu.battle.net/sc2/en/forum/topic/656096823#new-post Seeing as we weren't getting our points across, and were told once again (by blue) that the splash bug was introduced in patch 1.1. If you feel it's accurate and like it, feel free to use it anyway you want. If something's wrong feel free to let me know and I'll change it.. and if you hate it then that's fine too. I've just pieced it together from multiple places. It lacks sources. Maybe it will more easily be seen on the NA forums (which i dont have access to)? | ||
Mizzles
33 Posts
At this point in time, no one was using ultralisks. Now that tanks have been nerfed and ultralisks have been nerfed and thors unchanged, thors have apparently become unstoppable, when the key to beating mech earlier was to force more thors. There have been no changes to any zerg ground units, mutalisks, thors or hellions in this period. This doesn't make a lot of sense to me. Can anyone enlighten me? | ||
SugarBear
United States842 Posts
On September 29 2010 23:36 Mizzles wrote: Something I find confusing is that pre-tank nerfs and ultralisk changes (back in beta) everyone was saying that the way to beat mech was to use mutalisks to force more thors and low tank counts so that your ground army could roll over the thors and hellions. At this point in time, no one was using ultralisks. Now that tanks have been nerfed and ultralisks have been nerfed and thors unchanged, thors have apparently become unstoppable, when the key to beating mech earlier was to force more thors. There have been no changes to any zerg ground units, mutalisks, thors or hellions in this period. This doesn't make a lot of sense to me. Can anyone enlighten me? Terran started using thor hellion preigniter in unison, which stops almost anything zerg can make. | ||
BeMannerDuPenner
Germany5638 Posts
On September 29 2010 21:55 frucisky wrote: Quote from a Blue Poster: so they dont even understand their own game mechanics. nice ! that bluepost makes so little sense it hurts. do you have a link? | ||
Perkins1752
Germany214 Posts
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Icks
France186 Posts
On September 29 2010 23:42 SugarBear wrote: Terran started using thor hellion preigniter in unison, which stops almost anything zerg can make. What about roaches? (Just asking, didn't test, no theorycraft, no skill etc...) | ||
Daxunyrr
United States190 Posts
3 barrages and a Roach is dead, and lets not forget that a Roach only has 3 range compared to a thor's... what, 6? 7? And no one pushes out with just one Thor. | ||
Icks
France186 Posts
I just want to know if some ppl do it, if it could work or not. Knowing that roaches can move underground etc... Maybe there's too much micro to do compared to T. | ||
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