Staredit Network > Forums > Portal News > Topic: StarCraft II Patch 1.1.0
StarCraft II Patch 1.1.0
Sep 21 2010, 5:25 pm
By: DevliN  

Sep 22 2010, 1:53 am Neki Post #21



No, everything is affected. After reading a lot of TL, it seems like ultralisk splash is unique among units because it works on the basis that splash is equal to unit radius + 2 (from the center of the unit), but since up until now Ultralisks had a different attack for buildings, it wasn't really noticable until you have huge unit radi, and hence, huge splash damage. :awesome:



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Sep 22 2010, 1:57 am NudeRaider Post #22

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Then I don't understand why you think it's not a bad thing.




Sep 22 2010, 2:00 am LoTu)S Post #23



He saying that cuz big units like the thor are gonna give a big splash cleave damage range as well. :hurr:



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Sep 22 2010, 2:09 am Neki Post #24



Quote from NudeRaider
Then I don't understand why you think it's not a bad thing.
Because Zerg is underpowered? Blizzard has already mentioned that they will fix it with an upcoming patch, but whatever they fix I'm not so sure. The problem originates from the fact that the splash damage originates from the unit and not point of impact, so when the ultralisk is splashing, it creates a suspension of disbelief for the players. They'll probably need to make a new formula for calculating splash damage specifically for buildings, but it seems quite unintuitive to do so. This is only really a huge problem when you have a bunch of units cramping up against a building, which is usually what happens with Terran. If you've ever watched professional games, Terrans were never really punishable for mass-repairing their PF at expansions, and the PF was able to stand up to a huge portion of the zerg army by itself because of the constant repairs. A stationary defense bolstered by a bunch of SCVs shouldn't be able to stop a zerg army in it's tracks but that's up for debate. This somewhat alleviates it, but it is true that right now, the splash damage looks ridiculous, they need to give the ultralisk bigger claws or reduce it to only a frontal cleave of buildings, but I'm all for buffing Zerg.

Post has been edited 1 time(s), last time on Sep 22 2010, 2:14 am by NudeRaider. Reason: reduce your needless smiley usage please



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Sep 22 2010, 2:11 am NudeRaider Post #25

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from LoTu)S
He saying that cuz big units like the thor are gonna give a big splash cleave damage range as well. :hurr:
And big units like Ultralisks and colossi are not?
Actually following that argument I'd say Protoss are affected most by it because the colossi are pretty common in Toss strategy compared to Ultralisks and Thors.

@Ultimo: Ah, I see. It makes sense now. thx.




Sep 22 2010, 3:02 am payne Post #26

:payne:

Whenever I add the first Condition of a trigger, the Events is retracted. Annoying bug. :P



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