I'm sure most people who have been playing recently heard about the ultra bug in v1.1 that allowed the ultra to hit units on other sides of buildings. Blizzard quickly said they would patch it with a mini-patch. However, this quick patch has caused another issue with the ultra. In order to fix it, they decided that the best option was to reduce the ultras's AoE range. So, now the ultra is weaker against armies in every aspect since before Beta(less damage, less AoE, no building attack). Due to the recent patches, the zerg's only anti-armor unit cant kill a thor 1v1, which both units have similar resource cost, and ultras take much longer to tech to. picks showing the reduction of AoE range: http://www.teamliquid.net/forum/viewmessage.php?topic_id=156602
Sheesh! What gives, Blizzard? What's to stop them from just making AoE not extend past certain buildings, and keeping VS-unit AoE at the same range?
The comparison pics in the edit make the original splash radius ridiculously large and the new radius somewhat acceptable. I think they should work with this radius but make base damage 25 and cost 250/200 or something.
Don't call them Blizzard. They don't deserve such respect. ActivisionBlizzard. I'm ashamed to have the blizzard logo on my sc2 software and cd case. seriously tho, i feel like crying now.
You mean the unintended bug they fixed because the radius extended well beyond what it was meant to on command center
That was a bug, but instead of just fixing the issue against buildings, they just made the radius smaller across the board. So, now ultras have lost +5 v armored, ram, and ~50% of their AoE radius with 1 patch/bug-fix. Not to mention that Ultras were rarely made before the patch, now they are more useless than ever. Zerg doesnt have any unit now to counter mass Thor if the terran player is any good.
Hello, thats exactly what i am talking about in my thread "Underpowered zerg agains T/P" on the zerg section please go there and reply thanks sSoulSs
Okay, so the glitch was fixed and now there's another problem. At least the original glitch was fixed relatively quickly. You have to agree it was impossible for Terran against Ultralisks since Patch 1.1? We're going to be addressing some Zerg balance issues with Blizzard in a couple weeks at BlizzCon.
You forgot the ultralisk armor upgrade. Anyway, I did some tests on the nerfed ultralisks. All tests were done 0/0 upgrades, with all ability research (stim, ultralisk armor, etc) 8 ultras attack moving into 8 thors: thors win, all remaining thors with low hp. 8 ultras splitting into two groups of 4 and flanking 8 thors: ultralisks win with a few remaining 8 ultras vs 24 marauders and 4 medivacs, marauders stimming and microing: marauders win barely 8 flanking ultras vs 24 marauders and 4 medivacs, marauders trying to stim and micro: ultralisks win, 1/2 - 3/4 survive depending on how well the marauders focus fired 8 ultras vs 60 stimmed marines and 4 medivacs: ultralisks win with about 1/3 surviving 8 ultras vs 16 sieged tanks: ultralisks win barely 8 flanking ultras vs 16 sieged tanks: ultralisks win with slightly more than half remaining Again, all these tests were done with the NERFED ultralisk with lower splash. Conclusion: Ultralisk flanks are still devastating against terran ground forces. It's hard to imagine how completely broken they were pre-patch, and nobody even knew because people just attack-moved them like they were playing protoss or terran.