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On February 09 2005 13:59 Nal_Testie wrote:Show nested quote +On February 09 2005 13:03 Famouzze wrote: personally i just hope it makes storm kill lurks in one hit again, pvz is totally imbalanced now. there's no way for toss to counter lurker/scourge. we need storm to kill lurks or comsat or something else. ... What are you drunk? 
dude, it's a simple statement of fact. there is no toss unit or combination of units that counters lurker/scourge. there's just nothing toss can do outside of totally outmacro/micro the zerg. that's not right.
there's a reason every zerg goes lurker/scourge, and i know u do it too
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On February 09 2005 16:55 Famouzze wrote:dude, it's a simple statement of fact. there is no toss unit or combination of units that counters lurker/scourge. there's just nothing toss can do outside of totally outmacro/micro the zerg. that's not right. there's a reason every zerg goes lurker/scourge, and i know u do it too  Cannons do a pretty goob job.
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which is why, if he gets cannons up, you put the lurks around the toss's base's exit to contain him
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Just make obs come out of the Cybercore. You would still have to get observatory, but you wouldn't have to go robo just for obs.
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On February 09 2005 13:00 Aerox wrote:And also to fix the scourge AI, can scourge AI be fixed? Hopefully, coz I really hate the scourge unpredictably turning while slowing down before bumping into the unit. Maybe need increase the accel. Damn, it seems to be all zerg. The only reason not to implement these fixes would seem to be bcoz zerg are winning a lot these days which isn't a good reason at all. But anyway, I think the other races have their own optimization/convenience fixes but I can't seem to put my finger on them. I remembered there was another but non-zerg one. I can't seem to remember what it really is. For those who are about to request obvious balance changes, Bliz has confirmed that there'll be NO BALANCE CHANGES for 1.12. So, don't waste your breath, kids.  EDIT: So far we have... 1. Fix lurker to have hold button feature without use of overlords.(or remove the bug with olord.) 2. Fix scourge AI of slowing down before ramming. 3. Prevent change of allegiance midgame to prevent allied mines. 4. Dragoon AI has problem too?(saw this at bnet forums) 5. Fix lurker doing double damage at death.
1. Disagree, how lazy can you be, you can't find ONE ovie? 2. yeah thats annoying, and has lost me games 3. Sorry can't let this one happen, if you do that then it becomes IMPOSSIBLE to backstabb, which in my oppinion totally destroyes any game with a friend. Me and my one friend ALWAYS backstab eachother, and its the funnest part of the game. 4. Yes fix please 5. I like this feature
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shut up all, detection to scouts, thats it, im a genius
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Hold-lurkers is a bug.
Unfortunately, unlike Allied Mines, it's quite easy to "accidentally" activate hold-lurkers. So it's just a lot easier to make it legal for tournament play.
If it were illegal, we'd have so many arguments over invalid matches etc. And Zerg players would have to tip-toe around making sure they don't accidentally hold a unit group that happens to have a couple of lurkers in it.
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All i want is Reaver AI fix, Goli AI improvement, Scourge, and they said they are redoing the maps so that'll be cool.. unless it's just re-lining up minerals and gas...
And how cool would it be if they did something like War3 ladder cept not as slow?
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United Kingdom2674 Posts
On February 09 2005 13:55 FrozenArbiter wrote:Show nested quote +On February 09 2005 13:03 Famouzze wrote: personally i just hope it makes storm kill lurks in one hit again, pvz is totally imbalanced now. there's no way for toss to counter lurker/scourge. we need storm to kill lurks or comsat or something else. You suck. P's win on good maps. Give reach 1 hit KO storm and he'll never ever lose a PvZ again.
I like it.
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On February 09 2005 18:26 baal wrote:shut up all, detection to scouts, thats it, im a genius 
I second that, now Blizzard is CERTAIN to put it into the patch!
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On February 09 2005 16:55 Famouzze wrote:Show nested quote +On February 09 2005 13:59 Nal_Testie wrote:On February 09 2005 13:03 Famouzze wrote: personally i just hope it makes storm kill lurks in one hit again, pvz is totally imbalanced now. there's no way for toss to counter lurker/scourge. we need storm to kill lurks or comsat or something else. ... What are you drunk?  dude, it's a simple statement of fact. there is no toss unit or combination of units that counters lurker/scourge. there's just nothing toss can do outside of totally outmacro/micro the zerg. that's not right. there's a reason every zerg goes lurker/scourge, and i know u do it too 
For fuck's sake, stop talking. "Lurker/scourge can't be beaten" bullshit. You must be a competely newbie if you can't beat lurker/scourge of all things, its not hard in the least.
Don't even bother replying to this, you ignorant fucktard. You used to be good, now you know nothing.
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On February 09 2005 18:30 Chris307 wrote: Hold-lurkers is a bug.
Unfortunately, unlike Allied Mines, it's quite easy to "accidentally" activate hold-lurkers. So it's just a lot easier to make it legal for tournament play.
If it were illegal, we'd have so many arguments over invalid matches etc. And Zerg players would have to tip-toe around making sure they don't accidentally hold a unit group that happens to have a couple of lurkers in it. I think it's extremely obvious when someone abuses the hold lurker bug..I see you are under the impression that it works with any unit holding posistion, it doesn't. It only works with overlords. What are the chances that you'd have overlords, lurkers, and other units in the same hotkey, that you'd want to hold posistion, while your lurkers are burrowed.. I know it's never came up in my game
I think the main reason this is so socially accepted, is that some tards on wgtour didn't consider it a bug, "because you can do it in the game!" which is just soo god damn stupid, and then it became the standard of play
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On February 09 2005 14:33 dronebabo wrote:Show nested quote +On February 09 2005 14:26 hasuwar wrote: Yeah, you can sssssss, but sometimes a spine will slip out still..and while you're doing that, you can't do anything else.
That wouldn't really be another element for anything else.. if you want to turret up a cliff, you simply drop them on the back side of the cliff, or don't drop the scvs and leave it in the shuttle if the cliff is too small. I can't think of any other practical use of a hold fire button, other than splashing marines dead i want hold position for workers i'm sure you know you can hold worker by combine select a marine/zealot/etc
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Heavens, you're a dumbfuck.
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On February 09 2005 18:30 Chris307 wrote: Hold-lurkers is a bug.
Unfortunately, unlike Allied Mines, it's quite easy to "accidentally" activate hold-lurkers. So it's just a lot easier to make it legal for tournament play.
If it were illegal, we'd have so many arguments over invalid matches etc. And Zerg players would have to tip-toe around making sure they don't accidentally hold a unit group that happens to have a couple of lurkers in it.
How do you know it's a bug?
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Hold lurker without having to use an overlord would be insane. Because, the incentive to use hold lurker is lessened by having to use an ovie and then I would have to look out for lurker ambushes EVERYWHERE. You would have to be so careful and your scans would run out too quickly. Terrans would never leave their base, at least not early game.
And the double lurker damage thing I think is needed. I mean, that seems pretty detrimental to me if they remove that feature. Whether or not it should be removed, I guess we'll see because Zergs will either be fine or they'll start dropping like flies in the leagues. Maybe I'm overplaying the usefulness but we'll see!
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u morons, why post ur reqs here, blizzard slackers aint gonna read shit. even u post ur reqs on bnet, they dont give a shit as well. the patch is already done, changes made r lists on their site, if the changes does not include ur reqs then its too bad stick with it
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About the hold lurkers thing. I don't see any real reason NOT to do it. The main skill factor right now resides not in holding the lurker (come on, ANYONE can group a lurker with an overlord and press H), but with timing the un-hold action. You STILL have to press Attack or Stop to make the lurker start dealing damage. Sure it's a bug, but in case you haven't noticed publicly accepted bugs have a tendency of making it into the mainstream, Quake and strafe-jumping being one such example. So, why not do it in SC?
As a sidenote, I really really don't understand users who feel a compelling urge to throw shit at someone just because they disagree with their opinion. Having emotional problems? Go take a hike or w/e, don't spill your frustration over the internet, it simply sucks.
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every other unit on hold position still attacks -- workers, rines, zealots, whatever. if blizzard were to give lurkers a hold position button, it would only make sense if it had the same functionality as any other hold position: stand still and retain the ability to attack when an enemy unit comes into range.
hey, guess what, burrowed lurkers can't move.
if they're going to fix bugs, they should take a look at every problem that's been mentioned a billion times in other threads all over the sc community: scarab AI, goon AI, goliath AI, lurkers-stacking-on-ramps-and-getting-stuck, etc. -- bugs that are problems with the game's system leading to disadvantages that aren't the players fault.
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