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Active: 757 users

1.12 req. add lurker hold button w/o overlord. - Page 5

Forum Index > BW General
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EchoOfRain
Profile Joined November 2004
United States516 Posts
February 09 2005 12:14 GMT
#81
On February 09 2005 14:05 SuNDAnce wrote:
Just three words : Fuck the balance changes
I'm tired of threads like this.

you seriously need to go back to school...
quote
EchoOfRain
Profile Joined November 2004
United States516 Posts
February 09 2005 12:22 GMT
#82
On February 09 2005 16:06 Excalibur_Z wrote:
Show nested quote +
On February 09 2005 16:01 EchoOfRain wrote:
all we need is cheaper observatory and support bay upgrades and obs need slightly more life (like enough to survive one scourge, kinda lame that an obs costs the same as 2 scourge) Then PvZ will be balanced imo and it wont effect pvt hardly at all. This would make fast reaver with shuttle upgrade actually viable and you wont have to spend a fuck load to make your obs usefull.


If Observers had enough life to withstand a Scourge hit then they'd have like 40 shield and 75 life or something. If you buff them up that much you'd better make them 2 supply and give them a longer build time =]

actually they would just need life 50 life and like 30 sheild, they take half damage from scourge, they still do full to sheilds. Im not exactly sure how the calculation works but i think they would survive that. And 80 life is nothing if you consider that 2 scourge cost the same and terran can build turrets for 75 minerals...
quote
EchoOfRain
Profile Joined November 2004
United States516 Posts
February 09 2005 12:27 GMT
#83
[QUOTE]On February 09 2005 16:53 Famouzze wrote:
[QUOTE]On February 09 2005 13:55 FrozenArbiter wrote:
[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.[/QUOTE]
You suck.
P's win on good maps.
so u don't think tosses ever lost pvz until 1.08?[/QUOTE]
First of all Reach is not toss in general, he has probably the most gosu storms of any toss player ever......and ya he might lose a game or two but he would dominate zerg without question. You shouldnt take everything so literally. The point is, your idea is retarded.
quote
rel
Profile Blog Joined January 2005
Guam3521 Posts
February 09 2005 12:28 GMT
#84
Exactly lurkers burrowed cant move so why should they have an option to be held.. wtf? lol
I'll tank push my way into her heart. ☮♥&$!
EchoOfRain
Profile Joined November 2004
United States516 Posts
February 09 2005 12:28 GMT
#85
On February 09 2005 15:00 eG)HeavenS wrote:
rofl..i havent been trying to teach anyone about no fucking italics...i really could give a shit where ur ignorance takes u. im guessing this means no 1;1?

way to use a double negative and sound like a dumb redneck --b
quote
Famouzze
Profile Joined June 2004
971 Posts
February 09 2005 12:36 GMT
#86
[QUOTE]On February 09 2005 21:27 EchoOfRain wrote:
[QUOTE]On February 09 2005 16:53 Famouzze wrote:
[QUOTE]On February 09 2005 13:55 FrozenArbiter wrote:
[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.[/QUOTE]
You suck.
P's win on good maps.
so u don't think tosses ever lost pvz until 1.08?[/QUOTE]
First of all Reach is not toss in general, he has probably the most gosu storms of any toss player ever......and ya he might lose a game or two but he would dominate zerg without question. You shouldnt take everything so literally. The point is, your idea is retarded.[/QUOTE]
oh
Twitt
Profile Joined December 2003
United States733 Posts
February 09 2005 12:45 GMT
#87
On February 09 2005 14:05 SuNDAnce wrote:
Just three words : Fuck the balance changes


rofl
MAN CLAN FIGHTING INDEED!~
hasuwar
Profile Joined April 2003
7365 Posts
February 09 2005 12:54 GMT
#88
On February 09 2005 20:36 Ilintar wrote:
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.
Wow..just wow. Long live WGTour admins
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2005-02-09 13:02:34
February 09 2005 12:57 GMT
#89
On February 09 2005 21:22 EchoOfRain wrote:
Show nested quote +
On February 09 2005 16:06 Excalibur_Z wrote:
On February 09 2005 16:01 EchoOfRain wrote:
all we need is cheaper observatory and support bay upgrades and obs need slightly more life (like enough to survive one scourge, kinda lame that an obs costs the same as 2 scourge) Then PvZ will be balanced imo and it wont effect pvt hardly at all. This would make fast reaver with shuttle upgrade actually viable and you wont have to spend a fuck load to make your obs usefull.


If Observers had enough life to withstand a Scourge hit then they'd have like 40 shield and 75 life or something. If you buff them up that much you'd better make them 2 supply and give them a longer build time =]

actually they would just need life 50 life and like 30 sheild, they take half damage from scourge, they still do full to sheilds. Im not exactly sure how the calculation works but i think they would survive that. And 80 life is nothing if you consider that 2 scourge cost the same and terran can build turrets for 75 minerals...


The last time I played BW scourge did normal 110 damage. I mean why else is it that mutalisks have 10 health left after being hit by a scourge? it doesn't take 3 scourges to take out a mutalisk.

Observers would need 111 hitpoints which is too much.

Someone has mentioned that observatory could be removed, well I'm not too sure about that. Maybe. Where would the upgrades to observer go? Isn't the ebay pretty much full? Can all upgrades fit there? Plus it would mean that you have to build the ebay which is more expensive, and you can't research both shuttlespeed and observers at the same time. Or you could give sight upgrade for free, but then is it too good? Not sure about this one.

But the cutest idea is of course to give scout the ability to, uhm, scout? Give them the speed upgrade in citadel and detection for free. It's still expensive and it's not all that great a fighting unit. +1 armor might be needed so that not most other air units are better than a specifically designed air superiority unit :/. Don't touch ground attack, it should be bad!

We might see a lot cute builds with this detecting scout so I'm intrigued by the idea ^^. Lurker containment IS hard to beat if the zerg opponent os equally good as the toss.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Waxangel
Profile Blog Joined September 2002
United States33360 Posts
February 09 2005 13:09 GMT
#90
it was cool when zergs had to actually work when they used lurkers, unburrowing and running away when stormed
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Energies
Profile Blog Joined September 2003
Australia3225 Posts
February 09 2005 13:19 GMT
#91
How about we reach a comprimise .

Reduce lurk hp, but give them a hp or ultra like armor upgrade at hive level .

I'm newbie so when I get contained PvZ, I run to a corner and cry.
"Everybody wanna be a bodybuilder but dont nobody wanna lift no heavy ass weight" - Ronnie Coleman.
Geval
Profile Joined September 2004
788 Posts
Last Edited: 2005-02-09 13:26:31
February 09 2005 13:25 GMT
#92
(if there is a need of any balance changes) for toss I would suggest: (in order of importance)
1. goon al
2. scrab al
3. all DA's abilities -25 mana coast
4. scout with detection
WOW cant believe LT gave me BETA KEY thx thx thx thx thx
Geval
Profile Joined September 2004
788 Posts
February 09 2005 13:38 GMT
#93
On February 09 2005 18:26 baal wrote:
shut up all, detection to scouts, thats it, im a genius

you were not a first person who come out with this.... M2 did
having said that, would you make stargate + scouts (in most cases you'll need more than one) or robotic+observatory+obs??
I think the second option is cheaper.
Therefore, you would use scout as a detection only when you went sairs, but latter on you will have to switch to obs anyway.
WOW cant believe LT gave me BETA KEY thx thx thx thx thx
x2fst
Profile Blog Joined August 2004
1272 Posts
February 09 2005 14:00 GMT
#94
On February 09 2005 21:57 Luhh wrote:
Show nested quote +
On February 09 2005 21:22 EchoOfRain wrote:
On February 09 2005 16:06 Excalibur_Z wrote:
On February 09 2005 16:01 EchoOfRain wrote:
all we need is cheaper observatory and support bay upgrades and obs need slightly more life (like enough to survive one scourge, kinda lame that an obs costs the same as 2 scourge) Then PvZ will be balanced imo and it wont effect pvt hardly at all. This would make fast reaver with shuttle upgrade actually viable and you wont have to spend a fuck load to make your obs usefull.


If Observers had enough life to withstand a Scourge hit then they'd have like 40 shield and 75 life or something. If you buff them up that much you'd better make them 2 supply and give them a longer build time =]

actually they would just need life 50 life and like 30 sheild, they take half damage from scourge, they still do full to sheilds. Im not exactly sure how the calculation works but i think they would survive that. And 80 life is nothing if you consider that 2 scourge cost the same and terran can build turrets for 75 minerals...


The last time I played BW scourge did normal 110 damage. I mean why else is it that mutalisks have 10 health left after being hit by a scourge? it doesn't take 3 scourges to take out a mutalisk.

Observers would need 111 hitpoints which is too much.

Someone has mentioned that observatory could be removed, well I'm not too sure about that. Maybe. Where would the upgrades to observer go? Isn't the ebay pretty much full? Can all upgrades fit there? Plus it would mean that you have to build the ebay which is more expensive, and you can't research both shuttlespeed and observers at the same time. Or you could give sight upgrade for free, but then is it too good? Not sure about this one.

But the cutest idea is of course to give scout the ability to, uhm, scout? Give them the speed upgrade in citadel and detection for free. It's still expensive and it's not all that great a fighting unit. +1 armor might be needed so that not most other air units are better than a specifically designed air superiority unit :/. Don't touch ground attack, it should be bad!

We might see a lot cute builds with this detecting scout so I'm intrigued by the idea ^^. Lurker containment IS hard to beat if the zerg opponent os equally good as the toss.


robo support bay?
muda, is a crime for me to wear a shirt, cos I is so good lookin
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
February 09 2005 14:43 GMT
#95
On February 09 2005 22:09 Waxangel wrote:
it was cool when zergs had to actually work when they used lurkers, unburrowing and running away when stormed


yeah, if they removed the lurker hold feature/bug but add an increase in burrowing and unburrowing speed would see to it. Then the one session lurker death psistorm can be allowed.
"Eyes in the sky."
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 09 2005 19:59 GMT
#96
On February 09 2005 16:53 Famouzze wrote:
Show nested quote +
On February 09 2005 13:55 FrozenArbiter 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.

You suck.
P's win on good maps.
Give reach 1 hit KO storm and he'll never ever lose a PvZ again.


so u don't think tosses ever lost pvz until 1.08?

1) It's not like that was the only change
2) The game is a lot different now.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
February 09 2005 20:15 GMT
#97
I liked the idea ,about the stronger obs.But PvT will probably get fucked up.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
gravity
Profile Joined March 2004
Australia1847 Posts
February 09 2005 21:17 GMT
#98
On February 10 2005 04:59 FrozenArbiter wrote:
2) The game is a lot different now.

Yeah, it's a lot different in that Zerg has a significant statistical advantage over Protoss in high-level play, something that doesn't happen in other matchups. Some sort of Protoss tweak against Z is needed (though 128 storms may or may not be too much).
kandyman
Profile Joined December 2004
Swaziland665 Posts
February 09 2005 21:26 GMT
#99
On February 09 2005 21:28 hatedbymany wrote:
Exactly lurkers burrowed cant move so why should they have an option to be held.. wtf? lol


LOL? they CAN move underground like a worm...
Are you gonna bark all day lil doggy, or are you gonna bite?
Pafnucy
Profile Joined October 2002
Poland1124 Posts
February 09 2005 21:29 GMT
#100
On February 09 2005 20:04 Gryffindor_us wrote:
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.


eh? hold with ovie? doesn't always work. clicking lurker to attack a building in cloud works 100% and takes less time to execute which is pretty close to pressing one command. btw, both methods cause terrans never be sure where an allied lurk can be; estimate chances, know youropponent, someone slow can't spread lurkers around the map, allying and waiting for prey.
Member of the "Fuck Yeah, Canata !" committee :-) to join copy/paste this
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