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Thread: Ultralisks Role?

  1. #41

    Default Re: Ultralisks Role?

    In looking at the Omegalisk there, and people mentioned it could pin units to the ground...
    What if instead it could pull units to it? The tentacles snap out to attack a Marine, Zealot, whatever, and yank them to the Ultralisk to me torn up by your own nearby units?

    That would make them just as threatening if not moreso than charging in.

  2. #42

    Default Re: Ultralisks Role?

    Quote Originally Posted by n00bonicPlague View Post
    What is this "that" that you speak of?

    You even talkin' to me?
    You mentioned some units should be able to walk under the Ultralisk. My question is on how you'd identify them for those unfamiliar. What unit tag do you use (e.g. massive, psionic, biological...)?


    Quote Originally Posted by ManjiSanji View Post
    In looking at the Omegalisk there, and people mentioned it could pin units to the ground...
    What if instead it could pull units to it? The tentacles snap out to attack a Marine, Zealot, whatever, and yank them to the Ultralisk to me torn up by your own nearby units?

    That would make them just as threatening if not moreso than charging in.
    The difficulty of pulling another unit is that it would/might look weird for larger units such as Thors and Siege Tanks. Then, there's the animation of said unit being pulled in which would need to be done as well. With just immobilising it, there's a lot less work to be done (since no new animations are needed thanks to Neural Parasite and Spine Crawlers); thereby making it more feasible at this stage of the game.
    Last edited by mr. peasant; 06-04-2010 at 01:55 AM.

  3. #43

    Default Re: Ultralisks Role?

    Light/infantry units only, and just simply stab it and pull it over?

  4. #44
    YohSL's Avatar Junior Member
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    Default Re: Ultralisks Role?

    Quote Originally Posted by Eligor View Post
    Maybe Ultralisks need a "Charge/Trample" ability that simultaneously does two things:
    A. quickly brings them closer to large/armoured/vehicle targets such as Siege Tanks dealing to those targets instant damage in the range of 100 to 150 on impact.
    B. Severely damages/kills any infantry units in the path of the Ultralisk's charge (in a sort of "lawnmower" fashion, the Ultralisk's charge would leave behind it a swath of dead infantry units if it charges through thick clusters of them).


    Differentiating it from Zealot's "Charge" will be several things:
    1. It will be a manually cast ability with a significant cooldown that you won't be able to use all that often.
    2. It will have a significantly greater range (perhaps as great as the extent of a zoomed out camera) with the only obstacles capable of stopping the Ultralisk being buildings, cliffs and large/non-infantry/vehicle units.

    All in all such an ability would outbalance the Ultralisk's native weaknesses helping it deal both with such heavy units as Siege Tanks and Immortals as well as large clusters of Marines and Marauders (the cooldown could always be tweaked to keep it from being abusable and overpowered).

    For anyone who is interested, Ive already done something like this in the editor, and have put it up on Mapster for your convenience.
    http://www.sc2mapster.com/maps/zerg-mods-v1-0/

    Has a few other neat things like auto-exploding burrowed Banelings.

  5. #45
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    Default Re: Ultralisks Role?

    Ultralisk currently have no role, and simply suck. The past few attempts at buffing it hasn't succeeded yet, keep trying.

    If it makes you feel any better, Carriers and BC suck just as much, if not more,

    BCs MAY have a few uses in TvT (air-to-ground that is immune to Thors). Still sucks and not worth the cost.

  6. #46

    Default Re: Ultralisks Role?

    Quote Originally Posted by YohSL View Post
    For anyone who is interested, Ive already done something like this in the editor, and have put it up on Mapster for your convenience.
    http://www.sc2mapster.com/maps/zerg-mods-v1-0/

    Has a few other neat things like auto-exploding burrowed Banelings.
    So how does it work out in your opinion?

    I'm not in the beta so I can't test it myself.

  7. #47
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    Default Re: Ultralisks Role?

    Quote Originally Posted by moosh View Post
    What the heck is the ultralisk supposed to counter?
    Sentries.

    They destroy Force Fields.

  8. #48
    YohSL's Avatar Junior Member
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    Default Re: Ultralisks Role?

    Quote Originally Posted by Eligor View Post
    So how does it work out in your opinion?

    I'm not in the beta so I can't test it myself.

    Not bad really.
    It does a pretty good job of breaking through road blocks.
    It does cause the Ultralisk to act a bit twitchy, partly because the editor doesn't really allow me to mess with the physics in the current build, but it's an improvement.

    Haven't really messed with it since the beta went down thou.


    It is probably overpowered atm, with all the other changes Blizzard have made to the ultra, and I did make this way back in patch 9 I think, so.
    But the concept is sound, and that was more the point.

  9. #49

    Default Re: Ultralisks Role?

    The Ultra lets you invest in melee upgrades for in Zerglings and Banelings knowing they'll be useful later on if you go Ultra. Aside from that the Ultra blows.

  10. #50
    DutuCatalin's Avatar Junior Member
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    Default Re: Ultralisks Role?

    take a look here: http://blip.tv/file/3732380

    the terran mech have a counter
    thumbs up
    European server ID : beFree 933

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