• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:07
CEST 19:07
KST 02:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #22 - Voting & Ladder Map Selection2Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th130Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League5Weekly Cups (May 11-17): Classic wins double1
StarCraft 2
General
SC2 Parody - "Somebody That I Used to Troll" The Death of Cheese: From a Professional Cheeser On design and lattest PTR patch notes TL Poll: How do you feel about the 5.0.16 PTR balance changes? StarCraft II 5.0.16 PTR Patch Notes may 26th
Tourneys
Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
FlaShFTW vs A.Alm Grudge Match Event vespene.gg — BW replays in browser Quality of life changes in BW that you will like ? Data analysis on 70 million replays Data needed
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne ZeroSpace Megathread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Dating: How's your luck? Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3205 users

The State of Lurkers - Page 3

Forum Index > Legacy of the Void
Post a Reply
Prev 1 2 3 4 5 6 Next All
purakushi
Profile Joined August 2012
United States3302 Posts
Last Edited: 2015-04-06 17:30:44
April 06 2015 17:22 GMT
#41
On April 06 2015 23:51 Wildmoon wrote:
Show nested quote +
On April 06 2015 23:41 purakushi wrote:
On April 06 2015 21:59 Musicus wrote:
They need to change the sound of the attack animation, doesn't sound scary at all, nobody will build it.

I'm only half joking here . The sound is really shitty compared to BW.


Attack, death, and burrow sounds all need to be improved.

Same can be said for many other SC2 units.

Each unit needs to feel powerful and unique.

BW sounds are so iconic and awesome, you get things like

Sadly, SC2 will never have that.


Not only subjective but unnecessary too.


Subjective, sure. I understand not everyone agrees with me on that. I just know after playing BW for a few days, the sounds stuck and were happily ingrained in my head. After playing SC2 for weeks/months/years, things are not nearly as memorable.

Unnecessary? It's also unnecessary for SC2 to have the graphics that it has. SC2 definitely has good merits to it, but I am just suggesting [relatively easy] improvements to the feel of the game. There is a huge difference in the quality of the audio feedback.

I know many others agree. Anyway, wrong thread to discuss, and it has been discussed at length. I just wanted to add to the other user's thoughts.
T P Z sagi
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 06 2015 17:32 GMT
#42
A lot of the sounds for the LotV units are placeholders. While the Lurker probably just uses sounds and assets from WoL and HotS, mayble Blizzard will improve it when they give the other units a pass of polishing.
ㅇㅅㅌㅅ
Pseudorandom
Profile Joined April 2010
United States120 Posts
April 06 2015 17:44 GMT
#43
On April 07 2015 02:32 eviltomahawk wrote:
A lot of the sounds for the LotV units are placeholders. While the Lurker probably just uses sounds and assets from WoL and HotS, mayble Blizzard will improve it when they give the other units a pass of polishing.


Not sure still if I'm crazy or not, but I believe they have changed the queen and zergling noises slightly, I like them more so I hope they stay. Hopefully someone can confirm/deny this.
"This is scissors, paper is fine, paper just needs to learn how to play. Paper needs to stop complaining." - richlol
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
April 06 2015 18:00 GMT
#44
On April 06 2015 23:41 purakushi wrote:
Show nested quote +
On April 06 2015 21:59 Musicus wrote:
They need to change the sound of the attack animation, doesn't sound scary at all, nobody will build it.

I'm only half joking here . The sound is really shitty compared to BW.


Attack, death, and burrow sounds all need to be improved.

Same can be said for many other SC2 units.

Each unit needs to feel powerful and unique.

BW sounds are so iconic and awesome, you get things like https://www.youtube.com/watch?v=cP1JbM9uuT0
Sadly, SC2 will never have that.

Great video! Never seen it before. Thanks for sharing!
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-04-06 18:18:56
April 06 2015 18:15 GMT
#45
On April 06 2015 23:32 FeyFey wrote:
Show nested quote +
On April 06 2015 16:55 blade55555 wrote:
On April 06 2015 14:42 ETisME wrote:
A lot of people before beta have said that lurker just won't work in sc2 and we are seeing it now.
I hope with some tweak, it can at the very least be useful in one match up


They are incorrect. I have been using lurkers to great effect in zvp. I don't do it versus mech because I am prety sure it's bad, but versus bio they aren't that bad either. People don't use them because they prefer the easier way to win atm with ravager rushes.


Still think they are correct, Lurkers are retarded easy to outmicro. But you are right with people going for the easy way atm. But Imo Protoss is just not used to this sort of micro which is why Lurkers work rather well against them running almost head on into them. And the fact that Disruptors do pretty bad against them.


In theory banelings are super easy to outmicro as well, just move them marines back right? Yet we see banelings constantly get great hits.


It's not that lurkers need to be good alone, it's the synergy. Lurker / ling(as one example) could be a solid transiiton compared to ling/bling thats risky. But right now Lurkers need that upgrade to be good(it seems) which makes other tech choices just much better.
purakushi
Profile Joined August 2012
United States3302 Posts
April 06 2015 18:38 GMT
#46
An interesting way to buff/nerf the unit would be to scale the damage up/down depending on how far the spines have travelled.
T P Z sagi
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-04-06 20:19:25
April 06 2015 20:14 GMT
#47
--- Nuked ---
imJealous
Profile Joined July 2010
United States1382 Posts
April 06 2015 20:44 GMT
#48
On April 06 2015 22:13 DarkPlasmaBall wrote:2. However, if roach/hydra is being countered, half the time it's because Protoss has a robo and can start producing units that happen to counter both of them (immortal/ observer/ disruptor/ colossi). These counter lurkers too, so why would you transition into something that doesn't force the opponent to create a new unit composition?


Just an FYI from playing quite a bit of the custom alpha map... Robo units don't seem to counter lurker at all. Quite the opposite in fact! Not only do lurkers out range the colossus, but the tendency for colossus to stand on top of other allied units causes every lurker shot to be even more cost effective as it hits the colossus in addition to the units underneath it. Immortals no longer have hardened shield, so they take the full damage from the lurkers, including their significant bonus damage to armored. While it is true that observers are important to fighting against lurkers, as Blade55555 pointed out disruptors don't completely wipe out lurker positions that are spread out appropriately.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Ramiz1989
Profile Joined July 2012
12124 Posts
April 06 2015 21:02 GMT
#49
On April 07 2015 05:44 imJealous wrote:
Show nested quote +
On April 06 2015 22:13 DarkPlasmaBall wrote:2. However, if roach/hydra is being countered, half the time it's because Protoss has a robo and can start producing units that happen to counter both of them (immortal/ observer/ disruptor/ colossi). These counter lurkers too, so why would you transition into something that doesn't force the opponent to create a new unit composition?


Just an FYI from playing quite a bit of the custom alpha map... Robo units don't seem to counter lurker at all. Quite the opposite in fact! Not only do lurkers out range the colossus, but the tendency for colossus to stand on top of other allied units causes every lurker shot to be even more cost effective as it hits the colossus in addition to the units underneath it. Immortals no longer have hardened shield, so they take the full damage from the lurkers, including their significant bonus damage to armored. While it is true that observers are important to fighting against lurkers, as Blade55555 pointed out disruptors don't completely wipe out lurker positions that are spread out appropriately.

Lurkers have flat 30 damage, while Immortals are doing 50 damage to the armored units. Immortals can use their new active hardened shield and just wipe them out even though it lasts for 3 seconds. I can't see any situation where Lurkers would beat Immortals except if you have something like Blinding Cloud/Fungal Growth and Lurkers are upgraded with +3 range.

Lurkers aren't bad per se, but their use so far seems a lot more limited than a use of other high tech units like Swarm Hosts, Mutalisks etc. I've been watching a lot of streams and I've seen more new Swarm Hosts than Lurkers, literally. That can definitely change in the future through the buffs/nerfs of some hard counter units, but Lurkers don't seem to do much against Immortals/Cyclones/Siege Tanks(especially with Medivacs)/Marauders/Ravagers. Every single of these units just wreck Lurkers so far. Them being really hard to get doesn't help their case at all.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2015-04-06 21:27:33
April 06 2015 21:19 GMT
#50
On April 07 2015 06:02 Ramiz1989 wrote:
Show nested quote +
On April 07 2015 05:44 imJealous wrote:
On April 06 2015 22:13 DarkPlasmaBall wrote:2. However, if roach/hydra is being countered, half the time it's because Protoss has a robo and can start producing units that happen to counter both of them (immortal/ observer/ disruptor/ colossi). These counter lurkers too, so why would you transition into something that doesn't force the opponent to create a new unit composition?


Just an FYI from playing quite a bit of the custom alpha map... Robo units don't seem to counter lurker at all. Quite the opposite in fact! Not only do lurkers out range the colossus, but the tendency for colossus to stand on top of other allied units causes every lurker shot to be even more cost effective as it hits the colossus in addition to the units underneath it. Immortals no longer have hardened shield, so they take the full damage from the lurkers, including their significant bonus damage to armored. While it is true that observers are important to fighting against lurkers, as Blade55555 pointed out disruptors don't completely wipe out lurker positions that are spread out appropriately.

Lurkers have flat 30 damage, while Immortals are doing 50 damage to the armored units. Immortals can use their new active hardened shield and just wipe them out even though it lasts for 3 seconds. I can't see any situation where Lurkers would beat Immortals except if you have something like Blinding Cloud/Fungal Growth and Lurkers are upgraded with +3 range.

Lurkers aren't bad per se, but their use so far seems a lot more limited than a use of other high tech units like Swarm Hosts, Mutalisks etc. I've been watching a lot of streams and I've seen more new Swarm Hosts than Lurkers, literally. That can definitely change in the future through the buffs/nerfs of some hard counter units, but Lurkers don't seem to do much against Immortals/Cyclones/Siege Tanks(especially with Medivacs)/Marauders/Ravagers. Every single of these units just wreck Lurkers so far. Them being really hard to get doesn't help their case at all.


Lurkers already counter mass light units such as marines/zealots/zerglings. Why do Lurkers need to counter every single unit? Besides, Lurkers is just one piece in the army composition, and it already does its role very well.

I would like to see the Lurker modified to allow more counter micro. In Broodwar, you could micro one or two marines against Lurkers but that was it. In large army fights, there was no away to avoid taking damage from lurkers. It would be better for gameplay if the movement speed of the spines were slowed and there was a clear indicator in the direction the spines would be going.

Also, the seismic spines upgrade seems to be very unzerglike. Zerg units in general are suppose to be fast but short ranged. Seismic spines should be replaced with a speed upgrade for the lurker.
[url]http://i.imgur.com/lw2yN.jpg[/url]
robopork
Profile Blog Joined May 2009
United States511 Posts
April 06 2015 21:30 GMT
#51
On the few occasions I have seen them they looked decently strong. I think the ravager is so good right now it's kind of eclipsing it.

I agree that they should just consolidate that upgrade with the tech structure if for no other reason than to encourage people to use them and see how they shake out. If that proves to be too strong (and I don't think it will) they can always revert the change once more time has been spent testing them.

Like some of the more interesting new stuff, it's not immediately obvious what the best way to use them is and, for that reason, it's probably too early to say that they're under-powered. Why build a complicated positional unit when the ravager is so reliable and straightforward?
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
Ramiz1989
Profile Joined July 2012
12124 Posts
April 06 2015 21:31 GMT
#52
On April 07 2015 06:19 Loccstana wrote:
Show nested quote +
On April 07 2015 06:02 Ramiz1989 wrote:
On April 07 2015 05:44 imJealous wrote:
On April 06 2015 22:13 DarkPlasmaBall wrote:2. However, if roach/hydra is being countered, half the time it's because Protoss has a robo and can start producing units that happen to counter both of them (immortal/ observer/ disruptor/ colossi). These counter lurkers too, so why would you transition into something that doesn't force the opponent to create a new unit composition?


Just an FYI from playing quite a bit of the custom alpha map... Robo units don't seem to counter lurker at all. Quite the opposite in fact! Not only do lurkers out range the colossus, but the tendency for colossus to stand on top of other allied units causes every lurker shot to be even more cost effective as it hits the colossus in addition to the units underneath it. Immortals no longer have hardened shield, so they take the full damage from the lurkers, including their significant bonus damage to armored. While it is true that observers are important to fighting against lurkers, as Blade55555 pointed out disruptors don't completely wipe out lurker positions that are spread out appropriately.

Lurkers have flat 30 damage, while Immortals are doing 50 damage to the armored units. Immortals can use their new active hardened shield and just wipe them out even though it lasts for 3 seconds. I can't see any situation where Lurkers would beat Immortals except if you have something like Blinding Cloud/Fungal Growth and Lurkers are upgraded with +3 range.

Lurkers aren't bad per se, but their use so far seems a lot more limited than a use of other high tech units like Swarm Hosts, Mutalisks etc. I've been watching a lot of streams and I've seen more new Swarm Hosts than Lurkers, literally. That can definitely change in the future through the buffs/nerfs of some hard counter units, but Lurkers don't seem to do much against Immortals/Cyclones/Siege Tanks(especially with Medivacs)/Marauders/Ravagers. Every single of these units just wreck Lurkers so far. Them being really hard to get doesn't help their case at all.


Lurkers already counter mass light units such as marines/zealots/zerglings. Why do Lurkers need to counter every single unit? Besides, Lurkers is just one piece in the army composition, and it already does its role very well.

I agree with you that they shouldn't be countering every unit in the game, my point is that these units I've listed are standard in LOTV in every match, and Lurkers are not standard just because they are hard to get while at the same time doesn't do much outside of countering those light units and as such they are not so desirable units right now.

About role, no they are not doing their role very well. Lurker role isn't anti-light unit, but siege unit that is zone control unit at the same time, and they are pretty much failing at both. You are just better of with Ravagers or even new Swarm Hosts as siege units and they aren't doing that great at zone controlling when half of the units in every matchup can just roll over them. The biggest problem here is classic "hard-counter" design that SC2 has and you need to buff them quite a bit for them to overcome that.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 06 2015 21:46 GMT
#53
On April 07 2015 06:31 Ramiz1989 wrote:
Show nested quote +
On April 07 2015 06:19 Loccstana wrote:
On April 07 2015 06:02 Ramiz1989 wrote:
On April 07 2015 05:44 imJealous wrote:
On April 06 2015 22:13 DarkPlasmaBall wrote:2. However, if roach/hydra is being countered, half the time it's because Protoss has a robo and can start producing units that happen to counter both of them (immortal/ observer/ disruptor/ colossi). These counter lurkers too, so why would you transition into something that doesn't force the opponent to create a new unit composition?


Just an FYI from playing quite a bit of the custom alpha map... Robo units don't seem to counter lurker at all. Quite the opposite in fact! Not only do lurkers out range the colossus, but the tendency for colossus to stand on top of other allied units causes every lurker shot to be even more cost effective as it hits the colossus in addition to the units underneath it. Immortals no longer have hardened shield, so they take the full damage from the lurkers, including their significant bonus damage to armored. While it is true that observers are important to fighting against lurkers, as Blade55555 pointed out disruptors don't completely wipe out lurker positions that are spread out appropriately.

Lurkers have flat 30 damage, while Immortals are doing 50 damage to the armored units. Immortals can use their new active hardened shield and just wipe them out even though it lasts for 3 seconds. I can't see any situation where Lurkers would beat Immortals except if you have something like Blinding Cloud/Fungal Growth and Lurkers are upgraded with +3 range.

Lurkers aren't bad per se, but their use so far seems a lot more limited than a use of other high tech units like Swarm Hosts, Mutalisks etc. I've been watching a lot of streams and I've seen more new Swarm Hosts than Lurkers, literally. That can definitely change in the future through the buffs/nerfs of some hard counter units, but Lurkers don't seem to do much against Immortals/Cyclones/Siege Tanks(especially with Medivacs)/Marauders/Ravagers. Every single of these units just wreck Lurkers so far. Them being really hard to get doesn't help their case at all.


Lurkers already counter mass light units such as marines/zealots/zerglings. Why do Lurkers need to counter every single unit? Besides, Lurkers is just one piece in the army composition, and it already does its role very well.

I agree with you that they shouldn't be countering every unit in the game, my point is that these units I've listed are standard in LOTV in every match, and Lurkers are not standard just because they are hard to get while at the same time doesn't do much outside of countering those light units and as such they are not so desirable units right now.

About role, no they are not doing their role very well. Lurker role isn't anti-light unit, but siege unit that is zone control unit at the same time, and they are pretty much failing at both. You are just better of with Ravagers or even new Swarm Hosts as siege units and they aren't doing that great at zone controlling when half of the units in every matchup can just roll over them. The biggest problem here is classic "hard-counter" design that SC2 has and you need to buff them quite a bit for them to overcome that.


You can do this with proper support. You should never be in a situation where it's immortals versus Lurkers. It should be Lurkers/hydra/roach/ravager (or hydra/ling/lurker, w/e composition you use) and protoss would have a few immortals at most.

Same with zvt, you aren't going to be doing lurker unsupported versus Marauders unsupported. You will have ling/bane (at least roach/hydra) to support.
When I think of something else, something will go here
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
April 06 2015 21:52 GMT
#54
Zerg is always given one unit that takes time to really find its place in the meta. Terran always gets a unit that is considered relatively OP at release/in the beta, and Protoss is generally left with their dick in their hands and a new castable ability.

It has been years since a relevant pro touched a lurker, and as much as I am sure it is like riding a bike its use/where it fits into the meta.build is not readily apparent. Look at infestors in WoL, Swarm Hosts in HotS, the logic of going from well I'm going to get a roach warren in an established build and I can make a good unit from Roaches, I am just going Ravager is far and away more sound than say opening hydra ling and rushing lurkers.

It'll find a place, just a matter of time. The question is how to spend the gas to get from A to B without dying.
tjtombo
Profile Blog Joined September 2011
United States295 Posts
April 06 2015 21:56 GMT
#55
On April 06 2015 14:07 neoghaleon55 wrote:
Lurkers are rapidly becoming the carriers of Wings of Liberty.




Its been like a week...and its the beta
Hard work beats talent when talent doesn't work hard
andrewlt
Profile Joined August 2009
United States7702 Posts
April 06 2015 21:57 GMT
#56
I get the feeling that lurkers will suffer from many of the same issues siege tanks do. There are just way too many counters to them in SC2. At least they got an hp boost, though.
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2015-04-06 22:00:17
April 06 2015 21:58 GMT
#57
On April 07 2015 06:46 blade55555 wrote:
Show nested quote +
On April 07 2015 06:31 Ramiz1989 wrote:
On April 07 2015 06:19 Loccstana wrote:
On April 07 2015 06:02 Ramiz1989 wrote:
On April 07 2015 05:44 imJealous wrote:
On April 06 2015 22:13 DarkPlasmaBall wrote:2. However, if roach/hydra is being countered, half the time it's because Protoss has a robo and can start producing units that happen to counter both of them (immortal/ observer/ disruptor/ colossi). These counter lurkers too, so why would you transition into something that doesn't force the opponent to create a new unit composition?


Just an FYI from playing quite a bit of the custom alpha map... Robo units don't seem to counter lurker at all. Quite the opposite in fact! Not only do lurkers out range the colossus, but the tendency for colossus to stand on top of other allied units causes every lurker shot to be even more cost effective as it hits the colossus in addition to the units underneath it. Immortals no longer have hardened shield, so they take the full damage from the lurkers, including their significant bonus damage to armored. While it is true that observers are important to fighting against lurkers, as Blade55555 pointed out disruptors don't completely wipe out lurker positions that are spread out appropriately.

Lurkers have flat 30 damage, while Immortals are doing 50 damage to the armored units. Immortals can use their new active hardened shield and just wipe them out even though it lasts for 3 seconds. I can't see any situation where Lurkers would beat Immortals except if you have something like Blinding Cloud/Fungal Growth and Lurkers are upgraded with +3 range.

Lurkers aren't bad per se, but their use so far seems a lot more limited than a use of other high tech units like Swarm Hosts, Mutalisks etc. I've been watching a lot of streams and I've seen more new Swarm Hosts than Lurkers, literally. That can definitely change in the future through the buffs/nerfs of some hard counter units, but Lurkers don't seem to do much against Immortals/Cyclones/Siege Tanks(especially with Medivacs)/Marauders/Ravagers. Every single of these units just wreck Lurkers so far. Them being really hard to get doesn't help their case at all.


Lurkers already counter mass light units such as marines/zealots/zerglings. Why do Lurkers need to counter every single unit? Besides, Lurkers is just one piece in the army composition, and it already does its role very well.

I agree with you that they shouldn't be countering every unit in the game, my point is that these units I've listed are standard in LOTV in every match, and Lurkers are not standard just because they are hard to get while at the same time doesn't do much outside of countering those light units and as such they are not so desirable units right now.

About role, no they are not doing their role very well. Lurker role isn't anti-light unit, but siege unit that is zone control unit at the same time, and they are pretty much failing at both. You are just better of with Ravagers or even new Swarm Hosts as siege units and they aren't doing that great at zone controlling when half of the units in every matchup can just roll over them. The biggest problem here is classic "hard-counter" design that SC2 has and you need to buff them quite a bit for them to overcome that.


You can do this with proper support. You should never be in a situation where it's immortals versus Lurkers. It should be Lurkers/hydra/roach/ravager (or hydra/ling/lurker, w/e composition you use) and protoss would have a few immortals at most.

Same with zvt, you aren't going to be doing lurker unsupported versus Marauders unsupported. You will have ling/bane (at least roach/hydra) to support.

Sure, I just don't see what exactly they are achieving that other units aren't while costing much less. You could replace Banelings with them in ZvT against Bio, but I see Lurkers as better defensive tool(even if that compared with Banelings on creep) while Banelings are better used offensively, since it is really hard to close the gap with Lurkers when Marines and Marauders are constantly stimmed kiting them while killing your other units with their insane dps.

Also even if Lurkers are having support, Ravagers, Cyclones and Disruptors can definitely snipe them.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Mistakes
Profile Joined February 2011
United States1102 Posts
April 06 2015 22:06 GMT
#58
On April 06 2015 14:07 neoghaleon55 wrote:

Lurkers are rapidly becoming the carriers of Wings of Liberty.



Lol nope. Lurkers in ZvT are awesome when they go bio. Still useful to defend against hellion runbys or hellbat drops.
Lurkers are actually incredible combined with ravager/roach for ZvP. They try to get close to the lurkers, you can bomb them with ravagers.
ZvZ they're kind of useless because ZvZ is just Ravager vs Ravager anyway...
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
Hider
Profile Blog Joined May 2010
Denmark9438 Posts
Last Edited: 2015-04-06 22:32:13
April 06 2015 22:31 GMT
#59
Zerg is always given one unit that takes time to really find its place in the meta. Terran always gets a unit that is considered relatively OP at release/in the beta, and Protoss is generally left with their dick in their hands and a new castable ability.


Actually it was the reverse at WOL release. Terran was hopelessly OP but part of the balance issues were hidden because proper Marine control wasn't fully explored. Zergs on the other hand had a much more "modern" style by early WOL release than terran did (you can watch some of the old GSL vods and it become apparent). It also took roughly a year before terrans realized they should go reactor hellion vs zerg. Until that point in time, all terran openings vs zerg were kind coinflippy.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
April 06 2015 22:47 GMT
#60
Its literally been 5-6 days, give it time.
Refer to my post.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
15:30
Group A
Reynor vs TriGGeR
Maru vs Classic
RotterdaM1174
IntoTheiNu 1164
Ryung 537
SteadfastSC244
IndyStarCraft 179
Rex163
EnkiAlexander 61
CosmosSc2 60
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1174
Ryung 537
SteadfastSC 244
IndyStarCraft 179
Rex 163
CosmosSc2 60
UpATreeSC 56
BRAT_OK 36
MindelVK 12
StarCraft: Brood War
Sea 2246
Mini 1080
EffOrt 1018
ggaemo 269
Soulkey 106
Movie 53
Free 49
ToSsGirL 44
Sexy 36
soO 17
[ Show more ]
ajuk12(nOOB) 16
IntoTheRainbow 11
Terrorterran 10
Rock 10
Dewaltoss 9
Dota 2
Gorgc5948
qojqva1707
Dendi640
420jenkins257
Counter-Strike
fl0m9511
byalli757
x6flipin518
Heroes of the Storm
Liquid`Hasu37
Other Games
singsing2916
Grubby2675
FrodaN1809
B2W.Neo886
hiko843
Beastyqt644
ceh9373
mouzStarbuck278
DeMusliM216
C9.Mang0117
KnowMe107
QueenE101
Liquid`VortiX97
Mew2King58
Trikslyr42
kaitlyn41
Organizations
StarCraft 2
ComeBackTV 1147
TaKeTV 476
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• 3DClanTV 133
• StrangeGG 79
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 24
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1045
Other Games
• Shiphtur140
Upcoming Events
The PondCast
16h 53m
Kung Fu Cup
17h 53m
uThermal 2v2 Circuit
21h 53m
Maestros of the Game
22h 23m
ByuN vs herO
Rogue vs Bunny
Replay Cast
1d 6h
Replay Cast
1d 15h
WardiTV Spring Champion…
1d 17h
OSC
1d 19h
Maestros of the Game
1d 22h
Serral vs Percival
SHIN vs ShoWTimE
Replay Cast
2 days
[ Show More ]
uThermal 2v2 Circuit
2 days
Maestros of the Game
2 days
Clem vs Lambo
Zoun vs SKillous
Replay Cast
3 days
Solar vs Classic
uThermal 2v2 Circuit
3 days
GSL
4 days
herO vs Rogue
Maru vs Cure
Patches Events
4 days
uThermal 2v2 Circuit
4 days
BSL
5 days
Replay Cast
5 days
Monday Night Weeklies
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

KK 2v2 League Season 1
RSL Revival: Season 5
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.