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The fate of the Ultralisk...

Discussion in 'Zerg' started by PrivateJoker, Jun 16, 2007.

The fate of the Ultralisk...

Discussion in 'Zerg' started by PrivateJoker, Jun 16, 2007.

  1. JimSkarrj

    JimSkarrj New Member

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    -- Id love to see the ultralisk return, with the "Cleave" ability from W3... where a % (usually around 20) of the attack damage would be splash...

    this would give ultras more usefulness without upping the damage (it really should go up thou... 30 would be nice)...

    400 minerals 400 gas 5 food (if i remember correctly-its been a while)
    got you 20 damage.
    400 life.
    X armour
    speed upgrade
    armour upgrade
    regular upgrades

    id like to see.
    400/400 (5)
    400 life, 30 damage
    speed upgrade (1 level)
    attack speed upgrade (2nd level of above abiliity)
    armour upgrade
    normal upgrades

    and all ultralisks deal X% (balanced amount ) splash. and make them smarter and able to pass over zerglings and lisks without having to go around (and without killing them)


    ---another thought and i posted it somewhere but i forget where

    450/450 (5)
    400 life
    flame thrower... the new firebat but for zerg!
    15 damage flame thrower, constant attack per second wat ever. (like new collosus doesnt stop when changing targets)
    large splash can attack ground and air, but counts as ground target
    large size... and can step over smaller zerg without having to go around and without killing them

    --has anyone seen starship troopers? ... i'd love to see it in sc2! that would rock
     
  2. MarineCorp

    MarineCorp New Member

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    I think Ultralisks should have enough space to go through the AI itself is very hard to control through small spaces of buildings sometimes it gets stuck which i get pretty annoyed however they are indestructible units when they are upgraded so i think Blizzard should keep them in but probably make them smaller/ better AI or they can replace them with a different unit either way i don't mind but hopefully they will be improved
     
  3. burkid

    burkid New Member

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    @ JimSkarrj, im pretty sure ultras were 200/200 and 3 food

    welcome to the forums.
     
  4. Remy

    Remy New Member

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    Close, 200/200 and 4 food. Rest he had was correct I think. 400 HP, 20 damage, 15 cooldown, 1 base armor, 3 with upgrade.

    Zerg stuff I can still remember pretty well, Protoss and Terran stats is getting harder to pull up from the back of my head, especially upper tiered units. Time to defragment my old brain. SC related memories should always be stored at the front, damn it brain, damn it.
     
  5. slugonice

    slugonice New Member

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    ULTRALISKS should have CLEAVING ATTACK
     
  6. Eye_Carumba

    Eye_Carumba New Member

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    Don't worry I'll help you: Ultras had 6 total armor when fully upgraded with Chitinous plating.
    http://www.battle.net/scc/zerg/units/ultralisk.shtml

    With it's regeneration and HP, they were the best against any swarming-low-dmg-dealing units (including firebats and marines).

    Looking at Colossus ability to cross over the head of units, it flashed me something cool: Ultras biggest trouble was exactly going across obstacles. If he could move across front lines of units just like the Colossi, it would be fine, wouldn't it?
     
  7. Mikosz

    Mikosz New Member

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    Lets give it Charge abilitym like Zealots only doing serious AoE when smashing something.

    And after that he should use his normal attack with a splash effect... maybe let him attack with the same speed as the zerglings ^^
     
  8. Remy

    Remy New Member

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    This has been brought up already, multiple times too I believe.
     
  9. WuHT

    WuHT New Member

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    It's much easier to recover an injured carrier or a battlecruiser (flight is great) than an ultralisk.

    Starcraft 2 can address this problem by either making the ultralisk actually harder to kill (not recommended), ill-advisable to kill due to on-death bonuses(opens up options) or make them actually capable of being recovered.

    I'm rooting for the last choice, just because the 2nd option actually would be better on smaller and more mass-able units.
    The new game engine and pathing AI i have a lot of faith in.
    ----

    Cleaving (and any pure offensive buff) wont help the ultralisk much. To me at least, the ultralisk was all about getting the most hp and toughness (and now we get a mobility upgrade in bw)for 200/200 and 6 food. Guys like archons were about dishing out aoe damage and surviving long enough to deal out a hearty amount.
     
  10. Prodigal

    Prodigal New Member

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    This is an interesting topic...the posters ideas about walking over units like the collussus and the cleaving sounds like it would make the Ultralisk more useful.

    How about this also...maybe the Ultralisks attack should do explosive damage, making it especially effective against other large units and a menace against a base. (With the overall numeric damage raised they will still retain effectiveness against smaller units.)
     
  11. vinzel

    vinzel New Member

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    you're completely wrong!!! with only 12 ultra and 24 hidralisk, you can destroy a fortified base without problem
     
  12. Prodigal

    Prodigal New Member

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    Your completely wrong! What if its Protoss and they have plenty of reavers (6+) and many protected high templar and dark archons? Your strat is loser material. ;P
     
  13. ekulio

    ekulio New Member

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    I'm all for the walking over smaller units idea.
     
  14. darkone

    darkone Moderator

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    only if it takes damage for every unit it runs over equal to that units health when it got ran over
     
  15. hydralisk

    hydralisk New Member

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    i used the ultra alot and its very useful i use def to plage stuff then use my hydras and ultras to wipe things out the ultras sdid the most damge
     
  16. ekulio

    ekulio New Member

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    You don't need to damage units when you ran over them. I think the Ultralisk could be careful enough to not step on any zerglings.

    Collosus doesn't damage friendlies when it steps over them.
     
  17. Prodigal

    Prodigal New Member

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    on some island maps i would do an ultra drop on an expansion while i moved my hydras and air untis to attack another base. the ultras are so sturdy they could take down the base while their air units feebly peck away at them.
     
  18. notjim

    notjim New Member

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    i agree with the op the ultralisk really wasnt very useful, there was virtually nothing the ultralisk could do that zergling couldnt do better, except survive firebat attacks. in theory he would be useful to break up heavy ground defense, but why bother? youd be better off going air anyway. one ultralisk is not worth as much as a group of 12 lings at any point in the game. i think the ultralisk is a good unit to scrap, he was a waste of space and money in SC. but hell still be in the map editor i assume.
     
  19. longlivefenix

    longlivefenix New Member

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    i use ultra drops on any map
    those things rock ;D
     
  20. Prodigal

    Prodigal New Member

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    Seeing as this is the most relevant thread about the Ultralisk...it seems that many users made correct hypothesis about the Ultralisks!

    How will the Ultralisk burrow effect game balance?