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Hi,
What does everyone think about lurkers as of now in LOTV? Personally i think they are a bit too strong because of there 9 range. Unless you have skytoss in an engagment with lurkers you are not going to win a fight because they just completely destroy ground units. What do you guys think?
Thanks
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lurkers are a transitional anchor to allow zerg to tech up instead of just doing mass roach hydra into roach hydra viper which is the same boring shit we had to do every game in hots
id be fine with adept hp being nerfed and lurkers also being nerfed (it takes a long long time and a lot of gas to get lurks though)
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They are super strong, but I think it's kind of necessary for it to fullful it's role. It does have a lot of health though and feels really hard to snipe.
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They are pretty strong, but I think they need to be pretty strong because there are so many ways to avoid engagments with these setup-positional units that building anything that is only good for fighting feels like a bad investment to begin with half of the time. Whether the chosen stats are perfect though is discusable. Zerg can get a ton of them in no time if they go unpressured and then it's too late to start a warp prism and harass. The unit's power will depend a lot on the metagame. The lurker den is so high up the techtree that in a pressure oriented meta the unit might not see a lot of play, despite its strenght. But mass lurker might just be over the top as well and force players into skybuilds ZvZ and ZvP.
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The only possible nerf I think might be suitable is lowering the speed the spikes travel. Currently it is very difficult to micro against them, units like stalker should be able to kite around lonesome lurker
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As much as I like the lurker and the intense games that can be derived from it, it might be too strong and mass lurker might be a strategy, but I think there are currently ways around it. I would suggest perhaps making the projectile (the spines) travel slower that they can be microed against by small groups of units and/or making them take longer to burrow so that way you have more time to kill them. I think that protosses will start using warp prism immos/disruptors to clear out lurker lines, or maybe even colossus (this could just be wishful thinking). In ZvZ, I think vipers/ravagers are a good counter to mass lurker, and lurkers of your own can stop/delay mass lurker pushes
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On September 28 2015 20:37 Insidioussc2 wrote: The only possible nerf I think might be suitable is lowering the speed the spikes travel. Currently it is very difficult to micro against them, units like stalker should be able to kite around lonesome lurker What I don't like about the spikes is that they don't really "travel," but rather after a certain time, they damage everything in the spikes' line at the same time. So a unit close to the Lurker is damaged at the same time as a unit 6 spaces away. This is kind of counter-intuitive and does not fit well with the animation.
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On September 28 2015 20:44 Sholip wrote:Show nested quote +On September 28 2015 20:37 Insidioussc2 wrote: The only possible nerf I think might be suitable is lowering the speed the spikes travel. Currently it is very difficult to micro against them, units like stalker should be able to kite around lonesome lurker What I don't like about the spikes is that they don't really "travel," but rather after a certain time, they damage everything in the spikes' line at the same time. So a unit close to the Lurker is damaged at the same time as a unit 6 spaces away. This is kind of counter-intuitive and does not fit well with the animation. If it really works that way, then that is a bug that should be fixed.
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I think most people would agree, that contrary to popular belief, your not suppose to be able to engage into already burrowed lurkers. A lot of people will engage in and be like 'Oh that's OP' as they melt your army before you kill them. The need to keep the damage high so you literally can't walk across them and kill them.
But I'm with the others, they don't seem able to be microd against, or at least as soon as you see spikes or hear the sound your army receives a lot of damage, you need at least a decent warning that they're there, or the ability to dodge around spikes in low numbers.
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Yeah i agree with everyone is saying. The problem i believe (my own opinion) is that ZVP meta at the moment is usually ground fights which make for good action personally. However when lurkers come out it seems like ground armies are literally worthless because as we all agree lurkers just kill them at an extremely fast rate. Going sky toss every time vs a zerg in a macro game seems quite boring and annoying to play.
Also a problem I've faced on ladder is when I'm caught out of position with lurkers the game is 99% over because i cannot engage the lurker without losing my whole army and teching to air by that time isn't possible. My question is that are we now just going to see zvp become a sky toss fest because if so this is going to be a boring matchup or can blizzard do something to help fix/adjust the unit slightly so that ground can also work vs the lurker?
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On September 28 2015 22:17 Sam94 wrote: Yeah i agree with everyone is saying. The problem i believe (my own opinion) is that ZVP meta at the moment is usually ground fights which make for good action personally. However when lurkers come out it seems like ground armies are literally worthless because as we all agree lurkers just kill them at an extremely fast rate. Going sky toss every time vs a zerg in a macro game seems quite boring and annoying to play.
Also a problem I've faced on ladder is when I'm caught out of position with lurkers the game is 99% over because i cannot engage the lurker without losing my whole army and teching to air by that time isn't possible. My question is that are we now just going to see zvp become a sky toss fest because if so this is going to be a boring matchup or can blizzard do something to help fix/adjust the unit slightly so that ground can also work vs the lurker?
Against lurkers you can:
- Abuse the lack of mobility (similar to the way you used to play against swarm host). Use the cheaper recall and adepts. - Use flanking forces to engage (chargelot plus archons from behind the zerg army... quite easy to do in maps such terraform). - Disruptor. It's a cheap unit (150/150), 3 supply. You can have between between 5 and 10 in your main army.
You don't need to go air against lurkers, but you can't just amove into a lurker army.
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The visual and aural aspect of lurkers are awful. Give the spines a proper sound and animation as in brood war. I think this would go a long way already.
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I understand that you shouldn't be able to attack into a fortified position of Lurkers.
But also, there isn't much you can do right now when a whole bunch of Lurkers just walk up to you and burrow. Especially since they outrage all Protoss ground units right now. There's nothing on the ground that can fight them. Also because they're invisible you need an observer but the Hydras are able to kill the obs and you're kind of forced into lurker range to defend it.
I think Lurker range needs to come down to 7 or 8, not 9 as it is now. It's just too good offensively.
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On September 28 2015 22:45 Tiaraju9 wrote:Show nested quote +On September 28 2015 22:17 Sam94 wrote: Yeah i agree with everyone is saying. The problem i believe (my own opinion) is that ZVP meta at the moment is usually ground fights which make for good action personally. However when lurkers come out it seems like ground armies are literally worthless because as we all agree lurkers just kill them at an extremely fast rate. Going sky toss every time vs a zerg in a macro game seems quite boring and annoying to play.
Also a problem I've faced on ladder is when I'm caught out of position with lurkers the game is 99% over because i cannot engage the lurker without losing my whole army and teching to air by that time isn't possible. My question is that are we now just going to see zvp become a sky toss fest because if so this is going to be a boring matchup or can blizzard do something to help fix/adjust the unit slightly so that ground can also work vs the lurker? Against lurkers you can: - Abuse the lack of mobility (similar to the way you used to play against swarm host). Use the cheaper recall and adepts. - Use flanking forces to engage (chargelot plus archons from behind the zerg army... quite easy to do in maps such terraform). - Disruptor. It's a cheap unit (150/150), 3 supply. You can have between between 5 and 10 in your main army. You don't need to go air against lurkers, but you can't just amove into a lurker army.
Disagree, everything just MELTS if you attack into Lurkers. You NEED a lot of disruptors (produced from the Robo.. not easy to get 5 out) or air units....
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On September 28 2015 22:55 DinoMight wrote:Show nested quote +On September 28 2015 22:45 Tiaraju9 wrote:On September 28 2015 22:17 Sam94 wrote: Yeah i agree with everyone is saying. The problem i believe (my own opinion) is that ZVP meta at the moment is usually ground fights which make for good action personally. However when lurkers come out it seems like ground armies are literally worthless because as we all agree lurkers just kill them at an extremely fast rate. Going sky toss every time vs a zerg in a macro game seems quite boring and annoying to play.
Also a problem I've faced on ladder is when I'm caught out of position with lurkers the game is 99% over because i cannot engage the lurker without losing my whole army and teching to air by that time isn't possible. My question is that are we now just going to see zvp become a sky toss fest because if so this is going to be a boring matchup or can blizzard do something to help fix/adjust the unit slightly so that ground can also work vs the lurker? Against lurkers you can: - Abuse the lack of mobility (similar to the way you used to play against swarm host). Use the cheaper recall and adepts. - Use flanking forces to engage (chargelot plus archons from behind the zerg army... quite easy to do in maps such terraform). - Disruptor. It's a cheap unit (150/150), 3 supply. You can have between between 5 and 10 in your main army. You don't need to go air against lurkers, but you can't just amove into a lurker army. Disagree, everything just MELTS if you attack into Lurkers. You NEED a lot of disruptors (produced from the Robo.. not easy to get 5 out) or air units....
If the zerg have lurkers burrowed and hydra/roach well positioned you are not supposed to attack into it. And I believe that against ground zerg play (lurkers/ultras) we need two robos with 3 bases.
You could be underestimating the power of disruptors. Zerg off creep can't split.
The tricky part of lurker armies is when you are playing from behind economically (say, because your adept harass got shut down). You need resources to flank/harass and tech.
On September 28 2015 22:48 B-royal wrote: The visual and aural aspect of lurkers are awful. Give the spines a proper sound and animation as in brood war. I think this would go a long way already.
Rifkin was saying that he talked with Blizzard's sound designers about this and they agreed that the lurker sound needs a rework. We can expect at least new sound soon (TM).
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I am not really sure, few times I've seen Protoss army consisting of mass Stalkers, few Immortals and 5 Colossi, they were managing to beat Lurker army. Sure, Protoss lost a lot of units but that is the whole point, to trade units, not just lose 30 supply while other side has lost 120.
Also, didn't they buff Colossus range back to 9?
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On September 28 2015 22:55 DinoMight wrote:Show nested quote +On September 28 2015 22:45 Tiaraju9 wrote:On September 28 2015 22:17 Sam94 wrote: Yeah i agree with everyone is saying. The problem i believe (my own opinion) is that ZVP meta at the moment is usually ground fights which make for good action personally. However when lurkers come out it seems like ground armies are literally worthless because as we all agree lurkers just kill them at an extremely fast rate. Going sky toss every time vs a zerg in a macro game seems quite boring and annoying to play.
Also a problem I've faced on ladder is when I'm caught out of position with lurkers the game is 99% over because i cannot engage the lurker without losing my whole army and teching to air by that time isn't possible. My question is that are we now just going to see zvp become a sky toss fest because if so this is going to be a boring matchup or can blizzard do something to help fix/adjust the unit slightly so that ground can also work vs the lurker? Against lurkers you can: - Abuse the lack of mobility (similar to the way you used to play against swarm host). Use the cheaper recall and adepts. - Use flanking forces to engage (chargelot plus archons from behind the zerg army... quite easy to do in maps such terraform). - Disruptor. It's a cheap unit (150/150), 3 supply. You can have between between 5 and 10 in your main army. You don't need to go air against lurkers, but you can't just amove into a lurker army. Disagree, everything just MELTS if you attack into Lurkers. You NEED a lot of disruptors (produced from the Robo.. not easy to get 5 out) or air units....
I think the core question is whether Protoss can play like in HotS with a very strong 3-base (or 2-base) pressure build. Because in that scenario the zerg plainly shouldn't get into more than a handfull of lurkers and that rather late just like in HotS where the Zerg has to stay roach/hydra for a long time due to not being able to afford higher tech while defending. More than ever with how they are redesigning Protoss around stronger early game units and a cheaper splash-alternative to the colossus. In that scenario the lurker count should rise pretty slowly and the Protoss should be able to have some robo-tech units out before the first lurkers are done. If that isn't the case and zerg can just mass a bunch of lurkers then I think Protoss indeed has a problem because they don't really have a camper-unit like the liberator or siege tank that can stop the lurker from running up and most of their units are too slow to disengage properly.
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Strong defensive positional play is good for this game I think. I wish siege tanks could be as powerful! Lurkers are pretty expensive, take up a good amount of supply, and are fairly immobile. Don't attack directly into them; make the zerg spread around. 1-3 lurkers, if set up to defend an expansion, are pretty quick and easy to kill with some spreading.
Disruptors work pretty well against them too, from what I've seen on fenner/Stephano's streams.
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On September 28 2015 23:14 Tiaraju9 wrote:Show nested quote +On September 28 2015 22:55 DinoMight wrote:On September 28 2015 22:45 Tiaraju9 wrote:On September 28 2015 22:17 Sam94 wrote: Yeah i agree with everyone is saying. The problem i believe (my own opinion) is that ZVP meta at the moment is usually ground fights which make for good action personally. However when lurkers come out it seems like ground armies are literally worthless because as we all agree lurkers just kill them at an extremely fast rate. Going sky toss every time vs a zerg in a macro game seems quite boring and annoying to play.
Also a problem I've faced on ladder is when I'm caught out of position with lurkers the game is 99% over because i cannot engage the lurker without losing my whole army and teching to air by that time isn't possible. My question is that are we now just going to see zvp become a sky toss fest because if so this is going to be a boring matchup or can blizzard do something to help fix/adjust the unit slightly so that ground can also work vs the lurker? Against lurkers you can: - Abuse the lack of mobility (similar to the way you used to play against swarm host). Use the cheaper recall and adepts. - Use flanking forces to engage (chargelot plus archons from behind the zerg army... quite easy to do in maps such terraform). - Disruptor. It's a cheap unit (150/150), 3 supply. You can have between between 5 and 10 in your main army. You don't need to go air against lurkers, but you can't just amove into a lurker army. Disagree, everything just MELTS if you attack into Lurkers. You NEED a lot of disruptors (produced from the Robo.. not easy to get 5 out) or air units.... If the zerg have lurkers burrowed and hydra/roach well positioned you are not supposed to attack into it. And I believe that against ground zerg play (lurkers/ultras) we need two robos with 3 bases. You could be underestimating the power of disruptors. Zerg off creep can't split. The tricky part of lurker armies is when you are playing from behind economically (say, because your adept harass got shut down). You need resources to flank/harass and tech. Show nested quote +On September 28 2015 22:48 B-royal wrote: The visual and aural aspect of lurkers are awful. Give the spines a proper sound and animation as in brood war. I think this would go a long way already. Rifkin was saying that he talked with Blizzard's sound designers about this and they agreed that the lurker sound needs a rework. We can expect at least new sound soon (TM).
I'm not talking about attacking them though. I'm talking about them coming to my 3rd, containing me, and slowly leap frogging their lurkers and sieging me. At that point I NEED to break the contain because my main is running out of minerals.
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So attacking into burrowed lurkers is supposed to work. Okay, but only if I can run into sieged tanks. "What are zoning units?" for 100 please.
I face plenty of opponents who have no trouble microing against lurkers, and actually I see most high level players/streamers underusing lurkers because they feel like people can outmicro them too easily.
It's funny how different views can be sometimes.
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I think the big issue here is that Lurker can burrow quite fast, takes them less than 2 seconds to burrow and start attacking. With this in mind, they can be quite overpowered when massed given their high HP (200) if im not mistaken. Unlike siege tanks who are vulnerable while transforming into siege mode and has a range penalty when units come too close, Lurkers are in very little risk of dying while in the middle of burrowing / unburrowing. Not to mention they become instantly invisible once the burrow animation completes. 1 salvo from 4-5 lurkers who successfully burrowed can obliterate an enemy ground army.
One good nerf for this would be to increase their burrowing time, 4 seconds would be fine, the same amount of time a tank / liberator takes to get up to siege mode. This gives ample time for the opposing army to get out of their range, the same thing you would do when you see tanks beginning to go into siege mode. Keep in mind they are zoning units, so when they got your back against a wall, its over for you, this is how a siege unit should work.
From my experience in game (platinum scrub here), peeps make 10-12 lurkers, + some roaches to soak, charge in, mass burrow, and every ground unit you have is grossly out ranged. Just my 2 cents.
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I wish you couldn't attack straight into sieged tanks T.T . But well Terran now has flying super fast siege tanks that do that job.
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I don't feel that lurkers are overpowered at all. Top streamers certainly haven't been having trouble.
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They are very strong, especially vs. a moved bio and gateway armies, but they have critical weakneses that if you don't exploit then well, your just not Protoss vs. Lurkering very well.
1st weakenss is that they are very expensive gas wise to tech up to, it's very obvious and easy to scout when the Den is morphing, and you can almost always outright kill a Zerg player that is getting ahead of himself and teching to them too rapidly. You need to identify the transition and prepare, if you get caught flat footed well then ya, your gonna get stomped.
2nd weakness is the same as the tank, very immobile, there is zero reason to not have at least one Super Prism on the field to punish this (Hell there is hardly a reason at all not to have one floating around in probably every match up) if you see heavy Lurker play you should immediately be multi prong attacking and taxing your Zerg opponents multitask and lack of mobility.
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I wish you couldn't attack straight into sieged tanks T.T . But well Terran now has flying super fast siege tanks that do that job.
You could drop over tanks and friendly fire would kill most of them. You can't do this to lurkers. Liberator AG mode is so easy to avoid for 2 reasons: 1. They got a long transform time. 2. They got a big ass circle on the ground that you could see from a mile away. Lurkers don't have giveaways like this.-
-Also liberators do single target damage, not splash. so cheap massable units like marines can act as a soft counter to this. Lurkers on the other hand, walk up to you, burrow then obliterate all your marines.
anyway, my point is just very simple. Make the lurker fit into a more defensive, siege type role. Rather than a Bruteforce, in your face unit that can walk up to you and end the game in an instant. Maybe in higher leagues, they arent a problem, but for lower leagues like me, people can just mass them and walk up to you and straight up kill everything you have.
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On September 28 2015 21:52 Beliskner wrote: I think most people would agree, that contrary to popular belief, your not suppose to be able to engage into already burrowed lurkers. A lot of people will engage in and be like 'Oh that's OP' as they melt your army before you kill them. The need to keep the damage high so you literally can't walk across them and kill them.
But I'm with the others, they don't seem able to be microd against, or at least as soon as you see spikes or hear the sound your army receives a lot of damage, you need at least a decent warning that they're there, or the ability to dodge around spikes in low numbers.
If only Siege Tanks worked that way too...
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The lurker is very strong, and requires specific responses from both Terran and Protoss.
Lurkers do massive line-AOE damage, while invisible, at a massive 9-range (radial) after upgraded. They can outrange all static defense, including upgraded Planetary Fortress. They do not cause friendly fire damage (Zerg is completely free of friendly fire, I believe).
Can you imagine the tears if this unit had any of the downsides typical to Terran? Imagine if there was an on-screen warning, "hey, are you sure you want to walk into this unit's range?" Or, "Hey, see this little line, you've been targeted. Better walk away slowly before you take damage!" Or, "oh shit, noooooo! My AOE unit just accidentally shelled my entire army. Now I lose the battle." I'm sure as everyone was reading this it was almost laughable how unthinkable it was. Yet the Ghost (Snipe and Nuke), Widow Mine, Siege Tank, Raven (Hunter Seeker), and Liberator all have one or all of these major weakness attributes.
With all that said, I don't think I've seen enough Lurker play at the highest levels for anything to appear broken, or OP. They are strong. Super strong! But probably not too strong. If anything, because of how impossible it is to battle creep right now, this might be indirectly making them more difficult to deal with.
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On September 29 2015 02:22 TimeSpiral wrote: The lurker is very strong, and requires specific responses from both Terran and Protoss.
Lurkers do massive line-AOE damage, while invisible, at a massive 9-range (radial) after upgraded. They can outrange all static defense, including upgraded Planetary Fortress. They do not cause friendly fire damage (Zerg is completely free of friendly fire, I believe).
Can you imagine the tears if this unit had any of the downsides typical to Terran? Imagine if there was an on-screen warning, "hey, are you sure you want to walk into this unit's range?" Or, "Hey, see this little line, you've been targeted. Better walk away slowly before you take damage!" Or, "oh shit, noooooo! My AOE unit just accidentally shelled my entire army. Now I lose the battle." I'm sure as everyone was reading this it was almost laughable how unthinkable it was. Yet the Ghost (Snipe and Nuke), Widow Mine, Siege Tank, Raven (Hunter Seeker), and Liberator all have one or all of these major weakness attributes.
With all that said, I don't think I've seen enough Lurker play at the highest levels for anything to appear broken, or OP. They are strong. Super strong! But probably not too strong. If anything, because of how impossible it is to battle creep right now, this might be indirectly making them more difficult to deal with.
How was ZLS banned for massive racial bias in all discussion threads and not you?
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On September 29 2015 02:22 TimeSpiral wrote: The lurker is very strong, and requires specific responses from both Terran and Protoss.
Lurkers do massive line-AOE damage, while invisible, at a massive 9-range (radial) after upgraded. They can outrange all static defense, including upgraded Planetary Fortress. They do not cause friendly fire damage (Zerg is completely free of friendly fire, I believe).
Can you imagine the tears if this unit had any of the downsides typical to Terran? Imagine if there was an on-screen warning, "hey, are you sure you want to walk into this unit's range?" Or, "Hey, see this little line, you've been targeted. Better walk away slowly before you take damage!" Or, "oh shit, noooooo! My AOE unit just accidentally shelled my entire army. Now I lose the battle." I'm sure as everyone was reading this it was almost laughable how unthinkable it was. Yet the Ghost (Snipe and Nuke), Widow Mine, Siege Tank, Raven (Hunter Seeker), and Liberator all have one or all of these major weakness attributes.
With all that said, I don't think I've seen enough Lurker play at the highest levels for anything to appear broken, or OP. They are strong. Super strong! But probably not too strong. If anything, because of how impossible it is to battle creep right now, this might be indirectly making them more difficult to deal with.
Theres an unspoken concept called "balance/design by comparison", and its generally bad idea. Just because one race has something, doesn't mean another should. I could go into examples, but theres so many that I wont. With that said, imagine how terrible lurkers would be with friendly fire. The reason tanks are fine despite the splash is because tanks can fire over units, whereas the lurker fires through units. If lurkers attacked like siege tanks, then friendly splash would...well...It would actually still be terrible. Imagine zerglings. Or, hey, what if banelings had friendly fire? Why? Because, by your logic, all races should have friendly fire because its a common theme with terran units! Seriously, imagine how unplayably hard zerg would be. Managing banelings against bio is (surprisingly) hard enough: imagine having to manually detonate them in optimal places so that your entire army wouldn't die to them.
Zerg does in fact have 1 friendly fire source, being the ravager (this is it though). Protoss has Psi-storm and disruptors. The only time balance by comparison is viable is for essential things: each race should have a way to control space, harass, hold early attacks, scale into the lategame etc etc. Some of these essential factors, however, can be removed or amplified for certain races to create some interesting things.
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On September 28 2015 22:17 Sam94 wrote: Yeah i agree with everyone is saying. The problem i believe (my own opinion) is that ZVP meta at the moment is usually ground fights which make for good action personally. However when lurkers come out it seems like ground armies are literally worthless because as we all agree lurkers just kill them at an extremely fast rate. Going sky toss every time vs a zerg in a macro game seems quite boring and annoying to play.
Also a problem I've faced on ladder is when I'm caught out of position with lurkers the game is 99% over because i cannot engage the lurker without losing my whole army and teching to air by that time isn't possible. My question is that are we now just going to see zvp become a sky toss fest because if so this is going to be a boring matchup or can blizzard do something to help fix/adjust the unit slightly so that ground can also work vs the lurker?
Then u probably never used disruptors before...
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On September 29 2015 02:42 DilemaH wrote:Show nested quote +On September 29 2015 02:22 TimeSpiral wrote: The lurker is very strong, and requires specific responses from both Terran and Protoss.
Lurkers do massive line-AOE damage, while invisible, at a massive 9-range (radial) after upgraded. They can outrange all static defense, including upgraded Planetary Fortress. They do not cause friendly fire damage (Zerg is completely free of friendly fire, I believe).
Can you imagine the tears if this unit had any of the downsides typical to Terran? Imagine if there was an on-screen warning, "hey, are you sure you want to walk into this unit's range?" Or, "Hey, see this little line, you've been targeted. Better walk away slowly before you take damage!" Or, "oh shit, noooooo! My AOE unit just accidentally shelled my entire army. Now I lose the battle." I'm sure as everyone was reading this it was almost laughable how unthinkable it was. Yet the Ghost (Snipe and Nuke), Widow Mine, Siege Tank, Raven (Hunter Seeker), and Liberator all have one or all of these major weakness attributes.
With all that said, I don't think I've seen enough Lurker play at the highest levels for anything to appear broken, or OP. They are strong. Super strong! But probably not too strong. If anything, because of how impossible it is to battle creep right now, this might be indirectly making them more difficult to deal with. Theres an unspoken concept called "balance/design by comparison", and its generally bad idea. Just because one race has something, doesn't mean another should. I could go into examples, but theres so many that I wont. With that said, imagine how terrible lurkers would be with friendly fire. The reason tanks are fine despite the splash is because tanks can fire over units, whereas the lurker fires through units. If lurkers attacked like siege tanks, then friendly splash would...well...It would actually still be terrible. Imagine zerglings. Or, hey, what if banelings had friendly fire? Why? Because, by your logic, all races should have friendly fire because its a common theme with terran units! Seriously, imagine how unplayably hard zerg would be. Managing banelings against bio is (surprisingly) hard enough: imagine having to manually detonate them in optimal places so that your entire army wouldn't die to them. Zerg does in fact have 1 friendly fire source, being the ravager (this is it though). Protoss has Psi-storm and disruptors. The only time balance by comparison is viable is for essential things: each race should have a way to control space, harass, hold early attacks, scale into the lategame etc etc. Some of these essential factors, however, can be removed or amplified for certain races to create some interesting things.
I didn't realize corrosive bile did friendly fire damage! It probably shouldn't, as I've always just assumed that Zerg biology allowed them immunity from their form of attacks. Same with Protoss, but utilizing their psychic communion. Terran, being the dumb humans, using brute-force technology, tend to kill themselves with their own explosive weaponry--a lot like real life!
On September 29 2015 02:30 Ovid wrote:Show nested quote +On September 29 2015 02:22 TimeSpiral wrote: The lurker is very strong, and requires specific responses from both Terran and Protoss.
Lurkers do massive line-AOE damage, while invisible, at a massive 9-range (radial) after upgraded. They can outrange all static defense, including upgraded Planetary Fortress. They do not cause friendly fire damage (Zerg is completely free of friendly fire, I believe).
Can you imagine the tears if this unit had any of the downsides typical to Terran? Imagine if there was an on-screen warning, "hey, are you sure you want to walk into this unit's range?" Or, "Hey, see this little line, you've been targeted. Better walk away slowly before you take damage!" Or, "oh shit, noooooo! My AOE unit just accidentally shelled my entire army. Now I lose the battle." I'm sure as everyone was reading this it was almost laughable how unthinkable it was. Yet the Ghost (Snipe and Nuke), Widow Mine, Siege Tank, Raven (Hunter Seeker), and Liberator all have one or all of these major weakness attributes.
With all that said, I don't think I've seen enough Lurker play at the highest levels for anything to appear broken, or OP. They are strong. Super strong! But probably not too strong. If anything, because of how impossible it is to battle creep right now, this might be indirectly making them more difficult to deal with. How was ZLS banned for massive racial bias in all discussion threads and not you?
Chill out, Ovid. So I'm having a little fun with this thread. Enough with the ZLS comparison, too. Please. I write from a Terran perspective, and that's fine. We may not agree often, and that's fine too. In all fairness though, I think you're confusing "bias" with "perspective". Go read some of my posts, or my OPs, if you haven't already. Even though we disagree on many solutions--and sometimes don't even agree on the problems--I think we can probably agree that I articulate my ideas in a logical and well-thought-out way, with respect to readability and formatting, attempting to uphold the quality standards of our community. So what if we disagree? That's part of a lively and robust debate.
I will gladly become an objective analyst if Blizzard wants to grant me access to their in-game metrics, benchmarking data, and put me on payroll. Until then, I will continue communicating with you all from my personal experiences : )
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They just need to make burrow maybe take 0.5-1 sec slower and Nerf its HP. Damage is fine.
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If anything lurker needs a buff to light units. As it stands its the only cost-effective AoE ground unit the zerg has with sustained damage, and yet it has arguably the most drawbacks when compared to other siege units, not to mention with how late the unit comes out and how much needs to be invested for it. So it should be something to be feared and respected when trying to engage head first into a lurker line like an idiot.
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On September 29 2015 03:16 TimeSpiral wrote:Show nested quote +On September 29 2015 02:42 DilemaH wrote:On September 29 2015 02:22 TimeSpiral wrote: The lurker is very strong, and requires specific responses from both Terran and Protoss.
Lurkers do massive line-AOE damage, while invisible, at a massive 9-range (radial) after upgraded. They can outrange all static defense, including upgraded Planetary Fortress. They do not cause friendly fire damage (Zerg is completely free of friendly fire, I believe).
Can you imagine the tears if this unit had any of the downsides typical to Terran? Imagine if there was an on-screen warning, "hey, are you sure you want to walk into this unit's range?" Or, "Hey, see this little line, you've been targeted. Better walk away slowly before you take damage!" Or, "oh shit, noooooo! My AOE unit just accidentally shelled my entire army. Now I lose the battle." I'm sure as everyone was reading this it was almost laughable how unthinkable it was. Yet the Ghost (Snipe and Nuke), Widow Mine, Siege Tank, Raven (Hunter Seeker), and Liberator all have one or all of these major weakness attributes.
With all that said, I don't think I've seen enough Lurker play at the highest levels for anything to appear broken, or OP. They are strong. Super strong! But probably not too strong. If anything, because of how impossible it is to battle creep right now, this might be indirectly making them more difficult to deal with. Theres an unspoken concept called "balance/design by comparison", and its generally bad idea. Just because one race has something, doesn't mean another should. I could go into examples, but theres so many that I wont. With that said, imagine how terrible lurkers would be with friendly fire. The reason tanks are fine despite the splash is because tanks can fire over units, whereas the lurker fires through units. If lurkers attacked like siege tanks, then friendly splash would...well...It would actually still be terrible. Imagine zerglings. Or, hey, what if banelings had friendly fire? Why? Because, by your logic, all races should have friendly fire because its a common theme with terran units! Seriously, imagine how unplayably hard zerg would be. Managing banelings against bio is (surprisingly) hard enough: imagine having to manually detonate them in optimal places so that your entire army wouldn't die to them. Zerg does in fact have 1 friendly fire source, being the ravager (this is it though). Protoss has Psi-storm and disruptors. The only time balance by comparison is viable is for essential things: each race should have a way to control space, harass, hold early attacks, scale into the lategame etc etc. Some of these essential factors, however, can be removed or amplified for certain races to create some interesting things. I didn't realize corrosive bile did friendly fire damage! It probably shouldn't, as I've always just assumed that Zerg biology allowed them immunity from their form of attacks. Same with Protoss, but utilizing their psychic communion. Terran, being the dumb humans, using brute-force technology, tend to kill themselves with their own explosive weaponry-- a lot like real life!Show nested quote +On September 29 2015 02:30 Ovid wrote:On September 29 2015 02:22 TimeSpiral wrote: The lurker is very strong, and requires specific responses from both Terran and Protoss.
Lurkers do massive line-AOE damage, while invisible, at a massive 9-range (radial) after upgraded. They can outrange all static defense, including upgraded Planetary Fortress. They do not cause friendly fire damage (Zerg is completely free of friendly fire, I believe).
Can you imagine the tears if this unit had any of the downsides typical to Terran? Imagine if there was an on-screen warning, "hey, are you sure you want to walk into this unit's range?" Or, "Hey, see this little line, you've been targeted. Better walk away slowly before you take damage!" Or, "oh shit, noooooo! My AOE unit just accidentally shelled my entire army. Now I lose the battle." I'm sure as everyone was reading this it was almost laughable how unthinkable it was. Yet the Ghost (Snipe and Nuke), Widow Mine, Siege Tank, Raven (Hunter Seeker), and Liberator all have one or all of these major weakness attributes.
With all that said, I don't think I've seen enough Lurker play at the highest levels for anything to appear broken, or OP. They are strong. Super strong! But probably not too strong. If anything, because of how impossible it is to battle creep right now, this might be indirectly making them more difficult to deal with. How was ZLS banned for massive racial bias in all discussion threads and not you? Chill out, Ovid. So I'm having a little fun with this thread. Enough with the ZLS comparison, too. Please. I write from a Terran perspective, and that's fine. We may not agree often, and that's fine too. In all fairness though, I think you're confusing "bias" with "perspective". Go read some of my posts, or my OPs, if you haven't already. Even though we disagree on many solutions--and sometimes don't even agree on the problems--I think we can probably agree that I articulate my ideas in a logical and well-thought-out way, with respect to readability and formatting, attempting to uphold the quality standards of our community. So what if we disagree? That's part of a lively and robust debate. I will gladly become an objective analyst if Blizzard wants to grant me access to their in-game metrics, benchmarking data, and put me on payroll. Until then, I will continue communicating with you all from my personal experiences : )
Why do people on the internet always tell me to chill, it's the internet, I'm not exactly investing any emotions into an ephemeral comment. Bias; inclination or prejudice for or against one person or group, especially in a way considered to be unfair. Perspective; a particular attitude towards or way of regarding something; a point of view. Pretty sure I'm not confusing the two when talking about your posts, you are very Terran bias. I would find it difficult to deny that you are more articulate in your approach than ZLS, but I believe he was banned because of his excessive bias and unrelenting posts about perceived problems, which would be unfair since you do exactly the same thing but just word and format it better.
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On September 29 2015 03:28 Energizer wrote: If anything lurker needs a buff to light units. As it stands its the only cost-effective AoE ground unit the zerg has with sustained damage, and yet it has arguably the most drawbacks when compared to other siege units, not to mention with how late the unit comes out and how much needs to be invested for it. So it should be something to be feared and respected when trying to engage head first into a lurker line like an idiot.
I think its already feared and respected (link)
The lurker is probably the best siege/positional unit right now.
On September 29 2015 03:25 jinjin5000 wrote: They just need to make burrow maybe take 0.5-1 sec slower and Nerf its HP. Damage is fine.
As long as it can't be 1-shot by disruptors: otherwise that would make things a bit too hard for zerg. 2-shot (as it is right now) is fine
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If the army battles weren't so messy, lurkers might be closer to fine in PvZ. The clumping combined with fat units (roaches, ravagers) and air units/overlords obscuring everything, you can barely pick out half of the burrowed lurkers. If you try some adept shade through/blink spread focus fire/immortal drop on top you will lose as P. Oracles almost need revelation to have a different obvious effect to point out burrowed units even better than currently.
Disruptors: You basically can only hit lurkers when you can see where they are... like when they are in the front not covered by other units (and revealed of course). Otherwise, you use a shot just to clear units out of the way for the attempt at seeing where they are. That's one really expensive option to see better, and doesn't get rid of air units blocking vision either. Queue up the next disruptor?
To me, this encourages the old deathball mass stalker/mass colossi/3-5 sentry because you can blink out of the spines and then the a-moveness of the colossi splashing and hitting everything is the only way you can clean out a clumped up mess like that. The trade often still goes to the Zerg side if Protoss isn't way ahead economy-wise in my albeit limited experience in that build vs build scenario.
So, Protoss air is about the only safe bet. Kind of sad. I would like the Protoss ground style to be more consistent.
To those saying lurkers = BW siege tank lines and should be as impenetrable as well as vulnerable to melee... no that doesn't add up, because flanking with a ton of zealots does absolutely not help clear out lurkers. I mean, I love lurkers in BW and want to love them in LotV, but in LotV they seem overwhelming. In BW psionic storm helped soften lurkers, Archons and dragoons where better vs them, siege tanks were better against them, even marines were better against them in some situations.
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On September 29 2015 03:34 DilemaH wrote:Show nested quote +On September 29 2015 03:28 Energizer wrote: If anything lurker needs a buff to light units. As it stands its the only cost-effective AoE ground unit the zerg has with sustained damage, and yet it has arguably the most drawbacks when compared to other siege units, not to mention with how late the unit comes out and how much needs to be invested for it. So it should be something to be feared and respected when trying to engage head first into a lurker line like an idiot. I think its already feared and respected (link)The lurker is probably the best siege/positional unit right now. Show nested quote +On September 29 2015 03:25 jinjin5000 wrote: They just need to make burrow maybe take 0.5-1 sec slower and Nerf its HP. Damage is fine. As long as it can't be 1-shot by disruptors: otherwise that would make things a bit too hard for zerg. 2-shot (as it is right now) is fine
130 or 140 HP I feel. Its way too tanky right now for what is supposed to be positonal unit.
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Feel like I don't have so much an issue of stopping lurkers as I do keeping my detection alive. It seems so easy to just snipe off all the detection and then you are in trouble.
Would love to see OBS speed faster and no upgrade needed. Of all the things in the game they haven't sped up that is the one that would probably help the most.
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Make burrow take longer, i think it's too short right now for how powerful it is. This will make it a little harder to use offensively.
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On September 29 2015 04:05 FLuE wrote: Feel like I don't have so much an issue of stopping lurkers as I do keeping my detection alive. It seems so easy to just snipe off all the detection and then you are in trouble.
Would love to see OBS speed faster and no upgrade needed. Of all the things in the game they haven't sped up that is the one that would probably help the most.
Since the Raven is finally getting a movement speed buff, I can totally see Blizzard buffing the OBS' movement speed, and maybe changing its upgrade slot. I think this is going to be tough to lobby for though, as creep isn't as big of an issue in PvZ as it is TvZ, and the creep buff was the primary justification for the Raven movement speed buff.
Just a thought: maybe they intend you to use Oracle's envision ability?
I also having trouble keeping the Raven alive, especially if there is creep, and/or a lot of air supporting the lurkers. You do not want to be relying on scans versus Lurkers.
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Can't disruptors handle them nicely? I.E. It can blow them up when revealed..... or it can make the hydra's and roach's run away then you can go in with your observer and kill them. Can this work though???
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I think it is nice that zerg finally have a strong zone control unit. Lurkers are worse in small engagements, so it might promote more small engagements attempts by protoss all around the map. We will see how it turns out.
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On September 29 2015 04:45 MiniFotToss wrote: Can't disruptors handle them nicely? I.E. It can blow them up when revealed..... or it can make the hydra's and roach's run away then you can go in with your observer and kill them. Can this work though???
Yes they can, the Lurker is suffering from the "widow mine effect" in the sense that it is forcing a completely new level of micro and unit control that Protoss is not used to so there is som struggle, just like how Zerg had to up their micro game against Terran with the introduction of the mine. Zerg either, with super prisms being as strong as they are I think the skill cap on ZvP for both races got raised pretty dramatically.
Disruptors handle them very nicely and it also makes Templars ferociously strong in the late game, they are undoubtedly the better choice, Disruptors need to get rid of the controllable projectile thing and get it over with and make it go full Reaver. Let it just shoot the damn thing it's too much for Protoss players to do in big fights I think.
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On September 29 2015 05:00 jpg06051992 wrote:Show nested quote +On September 29 2015 04:45 MiniFotToss wrote: Can't disruptors handle them nicely? I.E. It can blow them up when revealed..... or it can make the hydra's and roach's run away then you can go in with your observer and kill them. Can this work though??? Disruptors handle them very nicely and it also makes Templars ferociously strong in the late game, they are undoubtedly the better choice, Disruptors need to get rid of the controllable projectile thing and get it over with and make it go full Reaver. Let it just shoot the damn thing it's too much for Protoss players to do in big fights I think.
I don't like the suggestion to replace the disruptor with the reaver, but I would be totally down for replacing the colossus with the reaver. The disruptor has effects on the game which the reaver never will have. The burst aoe of the disruptor forces micro out of the opponent, whereas the reaver's aoe can just be dealt with because of how often it attackes making it (theoretically) futile to micro against (there still is reason to micro against it ofc, just not as much as the disruptor). The colossus, however, is a bit of a lost cause when it comes to micro, and the reaver is cooler and has far more potential. The effect the disruptor has on roach/hydra off-creep will probably not be matched by a reaver, giving protoss this odd off-creep advantage since its much harder for zerg to split without the movementspeed buff.
The reaver can function as a consistent source of damage, whereas the disruptor can do what its doing now. The disruptor has such positive effects on the game that removing it would be a tragedy. Colossus can disappear for all I care. Its lame after all.
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Lurkers are super damn strong atm, but i think a lot of that has to do with detection. The zergs i've played against make a good amount of overseers when they go lurkers and so hard to keep my observers alive when they keep sniping it, even if a continuously make them out of my robo (which hinders my disruptor production a lot).
Protoss lacks a relatively bulky detector which makes these engagements super hard. Terran has scans which is invulnerable detection. In ZvT, zergs have to micro very well against widow mines to win, but detection is virtually never the problem due to overseers being decently tanky, and of course, zergs can force early mine detonations before the actual engagement. Against lurkers for Protoss, you have to micro and engage well (our AoE is manual now), while also trying to keep these tiny observers alive which essentially die instantly if they are attacked. If you keep your observers in a safe position, a lot of the time they can't see a lot of lurkers cos they have such huge range.
I don't mind that lurkers are really hard to attack into. That makes total sense. But lurkers are really good offensively, and actually don't have major issues in terms of mobility and fragileness that the old swarm hosts had. I have no doubt we'll get better at playing against lurkers in the months to come, but zergs will improve at using them too.
I guess it's time to starting using their oracle detection against lurkers. IMO, the oracle as a detector is even less reliable than it was in HotS, but it's new detection in LotV is actually the most ideal one we have against lurkers.
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Lurkers are insanely good against toss ground. The problem is that adept prism pressure builds really prevent Zerg players from ever getting a critical mass of them. In the event that you make it to the late game, 99% of Protoss players are going sky anyhow, (because lurkers annihilate gateway/robo balls).
The biggest problem is that lurkers in conjunction with detection denial (sniping obs) prevents Protoss players from ever doing anything about them, ever. They are so strong that Protoss players are literally forced into going sky every single game (and will be - and not by choice - when the adept gets toned down).
Lurkers should be strong, though. I think it's fun that Zerg finally gets a unit that can stand on its own (even if it is 3 supply). The problem is that they are so late in the tech tree... Also, hydras suck. Really bad.
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Pretty silly that lurkers are powerful because observers are so easy to snipe. I think opening stargate for oracle support (mostly detection) later on is a good strategy, but that leaves you open to early-ish attacks if you wanna transition back into robo tech. Surely there must be a way for observers to be more viable...
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People keep talking storm, but what about Oracle Revelation? Also isn't Storm a good option?
Edit: New revelation also detects and has 9 range. Imho its the most op spell in the game
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On September 29 2015 11:48 GinDo wrote:People keep talking storm, but what about Oracle Revelation? Also isn't Storm a good option? Edit: New revelation also detects and has 9 range. Imho its the most op spell in the game 
I don't think storm is that great. The lurker in SC2 is MUCH different than the BW in the sense that a single one is more valuable and you wont be hitting many anyways. Also, in BW lurkers were not as powerful and you can soften them up with storms then move in with the rest of your forces. If you move in against lurkers you just die.
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A lot of things are too strong, it is the beta. And I hope to god Blizzard balances this game to its best potential, just give it time.
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Blizzard should nerf the lurkers by making the lurkers burrow time longer, and cant just dive into the ground then attacking because thats really op, and they should nerf the range to i think 7 is fair. considering their attack speed and dmg is already crazy high WITH splash that can hit up to atleast what 5 different units? so increasing their burrow time then time after that to attack and nerfing the range to 7 instead of 9 also the swarmhosts are getting buffed again, so the lurkers NEED this nerf to balance zerg out
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On September 28 2015 20:03 Sam94 wrote: Hi,
What does everyone think about lurkers as of now in LOTV? Personally i think they are a bit too strong because of there 9 range. Unless you have skytoss in an engagment with lurkers you are not going to win a fight because they just completely destroy ground units. What do you guys think?
Thanks
Why do you think they weren't in WoL or HotS to begin with? Let alone rebus? Thank you UI. In either case, it's more fun when you have units that can be powerful.
Not like BW didn't have it's fair share of units that could hold their own.
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On October 02 2015 19:06 Dratini25 wrote: Blizzard should nerf the lurkers by making the lurkers burrow time longer, and cant just dive into the ground then attacking because thats really op, and they should nerf the range to i think 7 is fair. considering their attack speed and dmg is already crazy high WITH splash that can hit up to atleast what 5 different units? so increasing their burrow time then time after that to attack and nerfing the range to 7 instead of 9 also the swarmhosts are getting buffed again, so the lurkers NEED this nerf to balance zerg out Welcome to teamliquid.
Maybe you can take a short break in your IMBA crusade to explain a bit better exactly where you are coming from? Yes, we know the stats of the lurker, but why do these stats not fit into the current gameplay? Can you give an argument that takes all the context, timing, unit compositions, potential counters etc into account? Instead of going just "attack speed and damage crazy high, NERF!!!" that you could say about any unit if you felt like.
Maybe even give some examples from high level play where these in-context properties of the lurker are highlighted?
Good luck.
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As a Terran i feel kind of lost against lurkers... Most of my games end up in similar cases of old swarmhost. I get a lot of tanks and turret and the map gets separated in two. The thing is if i don't get those tank and play more mobile ( bio / raven ) i get shrekt because if i don't pay attention for a second everything dies.Also i don't wanna use 2 raven to kill one lurker , it feels unfair.
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From my experience lurker seem fine. Protoss can force field units out and snipe lurkers with immortals (barrier) which happened to me a lot. Terran can just attack else where.
Liberator, tanks and disruptor seem also to work fine. But the best way is really to attack somewhere else. You need at least 4+ lurkers to be effective vs protoss and 3+ lurkers vs terran which makes it hard to defend every place at once.
Every race has the required tools to deal with lurker contains and with lurker lines. Lurkers are the only answer zerg has to control space. We should not weaken it and make it useless. I would say we wait until we have more information. We will only get good data once kespa players start to play lotv.
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On October 02 2015 20:34 shid0x wrote: As a Terran i feel kind of lost against lurkers... Most of my games end up in similar cases of old swarmhost. I get a lot of tanks and turret and the map gets separated in two. The thing is if i don't get those tank and play more mobile ( bio / raven ) i get shrekt because if i don't pay attention for a second everything dies.Also i don't wanna use 2 raven to kill one lurker , it feels unfair.
For a second is exaggerated, isnt it? Lurkers take more time to place it close to your army than a second. If you walk into lurker lines its the same as walking into tank lines. Thats just a mistake and not the fault of lurkers.
EDIT: I also saw people winning with marauder marin medivac vs lurker lines. In my experience its only a matter of skill and micro.
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United Kingdom20285 Posts
On September 28 2015 21:01 Ramiz1989 wrote:Show nested quote +On September 28 2015 20:44 Sholip wrote:On September 28 2015 20:37 Insidioussc2 wrote: The only possible nerf I think might be suitable is lowering the speed the spikes travel. Currently it is very difficult to micro against them, units like stalker should be able to kite around lonesome lurker What I don't like about the spikes is that they don't really "travel," but rather after a certain time, they damage everything in the spikes' line at the same time. So a unit close to the Lurker is damaged at the same time as a unit 6 spaces away. This is kind of counter-intuitive and does not fit well with the animation. If it really works that way, then that is a bug that should be fixed.
That is how it seems to work, at least to a greater extent than in BW
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On October 02 2015 20:42 todespolka wrote:Show nested quote +On October 02 2015 20:34 shid0x wrote: As a Terran i feel kind of lost against lurkers... Most of my games end up in similar cases of old swarmhost. I get a lot of tanks and turret and the map gets separated in two. The thing is if i don't get those tank and play more mobile ( bio / raven ) i get shrekt because if i don't pay attention for a second everything dies.Also i don't wanna use 2 raven to kill one lurker , it feels unfair. For a second is exaggerated, isnt it? Lurkers take more time to place it close to your army than a second. If you walk into lurker lines its the same as walking into tank lines. Thats just a mistake and not the fault of lurkers. EDIT: I also saw people winning with marauder marin medivac vs lurker lines. In my experience its only a matter of skill and micro.
Well most of the time there's hydra along with Lurker so good luck with that. Even if there wasn't it would still require a lot of micro on the Terran side for any effort in the zerg one. which mean falling behind on macro and not being able to shut down any eventual harass.
Maybe somehow giving the lurker more control would even things out ( cut the auto attack or something )
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Why is everyone acting like SEEING the lurkers is the problem? That's not really it... it's fighting them that is the issue.
If you waste your disruptor shots on them the Zerg just A-moves his Hydras at you because you have no splash for 40+ seconds.
Lurkers are strong because they outrange everything Protoss has on the ground except Colossi and if you're making Colossi you're losing anyway because they're pretty bad now.
Storm is a good option but you have *VERY little wiggle room on the range. I feel like at 8 range Lurkers would still accomplish the same thing but not necessarily force air like they do now.
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Storm is a good option but you have *VERY little wiggle room on the range. I feel like at 8 range Lurkers would still accomplish the same thing but not necessarily force air like they do now.
I don't think range is much of an issue. I think having equal range with Disruptors and Storm is fine, it makes positioning that much more important. I do believe Lurkers have too much health. It takes an eternity to kill one. 2 Disruptor shots, 3 Storms, and 8 Colossus shots are the numbers for killing a Lurker. And if they're spread well, these things are almost impossible to do in a reasonable amount of time.
While I think 2 Disruptor shots for killing a Lurker is fine, they should also take only up to 2 Storms since that would take 8 seconds at most to kill, which is still a decent amount of time where your high templar are exposed in the front and your army is in the back, so the Zerg has a window of opportunity to counter micro and snipe the High Templar while not making it an impossibly long process to break a Lurker siege.
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On October 03 2015 00:17 TorkkSC wrote:Show nested quote +Storm is a good option but you have *VERY little wiggle room on the range. I feel like at 8 range Lurkers would still accomplish the same thing but not necessarily force air like they do now. I don't think range is much of an issue. I think having equal range with Disruptors and Storm is fine, it makes positioning that much more important. I do believe Lurkers have too much health. It takes an eternity to kill one. 2 Disruptor shots, 3 Storms, and 8 Colossus shots are the numbers for killing a Lurker. And if they're spread well, these things are almost impossible to do in a reasonable amount of time. While I think 2 Disruptor shots for killing a Lurker is fine, they should also take only up to 2 Storms since that would take 8 seconds at most to kill, which is still a decent amount of time where your high templar are exposed in the front and your army is in the back, so the Zerg has a window of opportunity to counter micro and snipe the High Templar while not making it an impossibly long process to break a Lurker siege.
Well, the issue is if they spread their lurkers then its 2 Disruptor shots per lurker. As Protoss you just can't have THAT many disruptors in your army. And like I mentioned earlier if you use up all your splash trying to kill the lurkers then the Hydras will just shred your army.
I think 9 range to 8 would be a good change because then you could engage with Colossus and force interaction with other Zerg units.
Of course, when the Adept nerf goes into effect none of this will matter because game will be totally broken again.
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The only thing I notice is how fast they can get into position. Granted, they have the burrow time so you can move away, but they still move pretty fast.
I've had an army of blink stalker sentry and just avoided lurker and pick one off as they burrow/unburrow to keep up.
It's like old siege tanks in TvZ. If 5 tanks get setup outside your base it's pretty much over. So, right now people notice that lurkers are getting into strong positions right away and it feels imba.
My suggestion: Slight movement speed decrease
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On October 03 2015 01:14 loft wrote: The only thing I notice is how fast they can get into position. Granted, they have the burrow time so you can move away, but they still move pretty fast.
I've had an army of blink stalker sentry and just avoided lurker and pick one off as they burrow/unburrow to keep up.
It's like old siege tanks in TvZ. If 5 tanks get setup outside your base it's pretty much over. So, right now people notice that lurkers are getting into strong positions right away and it feels imba.
My suggestion: Slight movement speed decrease
Very slight nerfs could possibly be appropriate, perhaps a slight lowering of health.
The thing is, is that it's a space control unit that does it's job very well and we are used to the un loved by Blizzard siege tank.
Anytime a Protoss player a moves into Lurker lines, they get massacred, so what do they do at least when they play me? They spread out, they multi prong harass, I pretty much have to dedicate 1 Lurker to each expansion otherwise Super Prisms just annihilate it.
The key it to spread out and multi prong harass, they only attack in a straight line.
But my opinion is that they have too much health, even in ZvZ they can be a wee bit of an issue when there are tons of them burrowed.
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United Kingdom20285 Posts
Why is everyone acting like SEEING the lurkers is the problem? That's not really it..
Because GM zergs are building 10 overseers and spores around their lurkers and it's a huge pain in the ass to even think of hitting them without a tool like the carrier - because even if you can approach them, you probably can't reliably see them
Very slight nerfs could possibly be appropriate, perhaps a slight lowering of health.
I have no problem with lurker health, if you can hit them they die really fast
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I've found that Storms are very effective against them, as well as disruptors as others have said but disruptors take a while to end the contain. Consider getting faster HT if you see the enemy going hydra.
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I think lurkers need the following;
- decreased health - decreased range -1 maybe? - a slight burrow time? 1-2 seconds?
Lurkers feel very strong and almost win games if they come out and get in a good position. (which isn't always possible to stop) I feel the range on the lurker is too high and if you catch the Zerg out of position you can engage the lurker however because they basically burrow instantly it makes it hard to take advantage of the Zerg mistake.
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On October 05 2015 02:01 Sam94 wrote: Lurkers feel very strong and almost win games if they come out and get in a good position. (which isn't always possible to stop) I feel the range on the lurker is too high and if you catch the Zerg out of position you can engage the lurker however because they basically burrow instantly it makes it hard to take advantage of the Zerg mistake. Sounds familiar for some reason...
+ Show Spoiler +
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On October 05 2015 02:05 rotta wrote:Show nested quote +On October 05 2015 02:01 Sam94 wrote: Lurkers feel very strong and almost win games if they come out and get in a good position. (which isn't always possible to stop) I feel the range on the lurker is too high and if you catch the Zerg out of position you can engage the lurker however because they basically burrow instantly it makes it hard to take advantage of the Zerg mistake. Sounds familiar for some reason... + Show Spoiler + Yeah, i wish Lurker were that good in LotV. Its sad to see how many times people simply overpower Lurker in ZvT and ZvP. Especially in ZvT. Them not dealing proper damage to Light units is a big problem. The morph armor is missing as well
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Even when I do agree that Lurkers may be a tad too strong atm, I don't think that a stat nerf is the way to go because they are in a spot where if they get nerfed then they are not really that useful, but I think that a change to the unit priority of the lurkers may be something necessary, because atm even if you manage to get your army on top of the lurkers your units will not attack them, but they will first attack other units like roaches, lings or hydras, because of this and the fact that it is extremely hard to target the lurkers themselves (your and the enemy units are on top of them) it makes attacking into them something very unreliable.
So yeah, imo a slight unit priority change may be all that the lurker needs (Same thing with widowmines!).
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The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe.
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On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe.
Going for a lurker-based style vs terran is very expensive. Vs mech, they're obviously pretty bad since they're too expensive, the enemy always has tanks available, and theres just better units to get (ie ravager, broodlord, ultra etc). Against bio, think of it this way:
A hydra den costs 100/100. The lurker den costs 50/100. The lurker itself costs a total of 150/150. Thats a LOT of gas zerg has to invest into lurkers. And besides: lurkers take EXTREMELY long to make: you need the hydra den, the lurker den morph, the hydralisk and then the lurker morph. The lurker den and lurkers themselves take extremely long to morph. This gives terran (and every race) a large window where zerg is extremely vulnerable to attacks, which means they'll have no: banelings, upgrades, economy, and no spire going up (and bio-mine should be attacking by now). Plus, a quick lurker den means they'll have no mutalisks, and the general counter to lurkers is to attack where they aren't (IE drops). So you can doom drop their main (if you somehow let them get to lurker tech without dying) and just about everywhere for free. And if zerg invests into lurkers once they're stabilized, they're delaying their super-powerful hive-tech transition (since we all know how damn good ultras are). And by the time they have lurkers out, you should know because you'd have dropped them by then, so you can start siege tank/liberator production. Liberator would probably be better, since their gas would be in lurkers, so you would just dominate the sky. I can understand that they're extremely hard to push into, but they just seem so damn easy to punish and play around as terran if you do it right.
And this is given they're going for a ling/bane/muta style. If they're going roaches/hydras, you should already have tank production started by then.
tl;dr the lurker might be good, but there seems like so many holes that open up if zerg invests into lurkers against bio. They delay upgrades, their spire, their hive-tech, and have few banelings to hold off the early pushes. A few libs could just come in to siege and wrest air control against the low muta count while the bio goes to town on the low baneling count.
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On October 05 2015 02:05 rotta wrote:Show nested quote +On October 05 2015 02:01 Sam94 wrote: Lurkers feel very strong and almost win games if they come out and get in a good position. (which isn't always possible to stop) I feel the range on the lurker is too high and if you catch the Zerg out of position you can engage the lurker however because they basically burrow instantly it makes it hard to take advantage of the Zerg mistake. Sounds familiar for some reason... + Show Spoiler + with that shitty micro i dont know how the zerg didnt kill everything to be fair
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On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe. Thats actually bullshit, most of the times you are able to overpower Lurker with bio, when you havent done that with Tanks already. You are also allowed to abuse the fact that there is not enough anti air against drops available. There is a good reason why there arent any lurker plays against bio in pro games. Playing with Lurker is nothing but awkward and disappointing
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lowering its enormous health pool and increasing is burrow time would make it fine I believe.
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On October 05 2015 08:27 jinjin5000 wrote: lowering its enormous health pool and increasing is burrow time would make it fine I believe.
Holy, I didn't realize it was that large. It should be something like 165, so it doesn't get one-shot by disruptors, but can still be focused down. at 165, it would be left with 20 hp after a disruptor shot, so it can be pulled back. I also totally agree with the burrow nerf: its too easy to gain space with the lurker.
One more thing I would recommend is nerfing its off-creep speed, while keeping the on-creep speed the game. This keeps it good on defense at home, but makes it harder to go out across the map with to get space. Its a defensive, space-controlling unit: not something offensive. These 3 nerfs should keep it in its place. As for damage, stats and such, the unit is in a great place.
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On October 05 2015 09:01 DilemaH wrote:Show nested quote +On October 05 2015 08:27 jinjin5000 wrote: lowering its enormous health pool and increasing is burrow time would make it fine I believe. Holy, I didn't realize it was that large. It should be something like 165, so it doesn't get one-shot by disruptors, but can still be focused down. at 165, it would be left with 20 hp after a disruptor shot, so it can be pulled back. I also totally agree with the burrow nerf: its too easy to gain space with the lurker. One more thing I would recommend is nerfing its off-creep speed, while keeping the on-creep speed the game. This keeps it good on defense at home, but makes it harder to go out across the map with to get space. Its a defensive, space-controlling unit: not something offensive. These 3 nerfs should keep it in its place. As for damage, stats and such, the unit is in a great place.
On October 05 2015 06:44 Heyjoray wrote:Show nested quote +On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe. Thats actually bullshit, most of the times you are able to overpower Lurker with bio, when you havent done that with Tanks already. You are also allowed to abuse the fact that there is not enough anti against drops available. There is a good reason why there arent any lurker plays against bio in pro games. Playing with Lurker is nothing with awkward and disappointing
Yeah, plus you can split up your marines/marauders if the lurker is undefended and micro against the spines.
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Lurker is fine. You just can't 1A across the map without looking at your army. Kinda like in WOL before HOTS gave us Widow Mines w/ Instant Burrow 
People just need to slow down, and move around. Remember that Lurkers can only attack when burrowed so attack from another angle. Lurkers are also immobile, so drop around.
Lurkers are exciting, I hope they don't get nerfed.
I will say though the SC2 Lurker effects are underwhelming.
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On October 05 2015 09:24 GinDo wrote:Lurker is fine. You just can't 1A across the map without looking at your army. Kinda like in WOL before HOTS gave us Widow Mines w/ Instant Burrow  People just need to slow down, and move around. Remember that Lurkers can only attack when burrowed so attack from another angle. Lurkers are also immobile, so drop around. Lurkers are exciting, I hope they don't get nerfed. I will say though the SC2 Lurker effects are underwhelming.
I agree that the lurker is a great addition to the game. What people don't like is how you can easily walk up and burrow the lurker offensively. The proposed nerfs by Jinjin and I are focused on keeping it as a zone-control unit, andnot something you can throw into a deathball and use offensively.
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On October 05 2015 10:14 DilemaH wrote:Show nested quote +On October 05 2015 09:24 GinDo wrote:Lurker is fine. You just can't 1A across the map without looking at your army. Kinda like in WOL before HOTS gave us Widow Mines w/ Instant Burrow  People just need to slow down, and move around. Remember that Lurkers can only attack when burrowed so attack from another angle. Lurkers are also immobile, so drop around. Lurkers are exciting, I hope they don't get nerfed. I will say though the SC2 Lurker effects are underwhelming. I agree that the lurker is a great addition to the game. What people don't like is how you can easily walk up and burrow the lurker offensively. The proposed nerfs by Jinjin and I are focused on keeping it as a zone-control unit, andnot something you can throw into a deathball and use offensively.
I think you are playing against them incorrectly. Offensive burrowing was a thing in BW as well, but it was never an issue.
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On October 05 2015 10:14 DilemaH wrote:Show nested quote +On October 05 2015 09:24 GinDo wrote:Lurker is fine. You just can't 1A across the map without looking at your army. Kinda like in WOL before HOTS gave us Widow Mines w/ Instant Burrow  People just need to slow down, and move around. Remember that Lurkers can only attack when burrowed so attack from another angle. Lurkers are also immobile, so drop around. Lurkers are exciting, I hope they don't get nerfed. I will say though the SC2 Lurker effects are underwhelming. I agree that the lurker is a great addition to the game. What people don't like is how you can easily walk up and burrow the lurker offensively. The proposed nerfs by Jinjin and I are focused on keeping it as a zone-control unit, andnot something you can throw into a deathball and use offensively.
Well alot of Terran have gotten used to not using many tanks.
Trust me you can't Offensive burrow without Vipers against a huge siege line with Marines and medics.
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On October 05 2015 10:48 Sickel1 wrote:Show nested quote +On October 05 2015 10:14 DilemaH wrote:On October 05 2015 09:24 GinDo wrote:Lurker is fine. You just can't 1A across the map without looking at your army. Kinda like in WOL before HOTS gave us Widow Mines w/ Instant Burrow  People just need to slow down, and move around. Remember that Lurkers can only attack when burrowed so attack from another angle. Lurkers are also immobile, so drop around. Lurkers are exciting, I hope they don't get nerfed. I will say though the SC2 Lurker effects are underwhelming. I agree that the lurker is a great addition to the game. What people don't like is how you can easily walk up and burrow the lurker offensively. The proposed nerfs by Jinjin and I are focused on keeping it as a zone-control unit, andnot something you can throw into a deathball and use offensively. I think you are playing against them incorrectly. Offensive burrowing was a thing in BW as well, but it was never an issue. It was an issue until people learned how to deal with it
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dragoons + storm destroyed lurkers clumped up in broodwar though, no such thing in SC2, the lurker range is the biggest difference here, and well damage against stalkers is kinda ridiculous
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On October 05 2015 10:58 GinDo wrote:Show nested quote +On October 05 2015 10:14 DilemaH wrote:On October 05 2015 09:24 GinDo wrote:Lurker is fine. You just can't 1A across the map without looking at your army. Kinda like in WOL before HOTS gave us Widow Mines w/ Instant Burrow  People just need to slow down, and move around. Remember that Lurkers can only attack when burrowed so attack from another angle. Lurkers are also immobile, so drop around. Lurkers are exciting, I hope they don't get nerfed. I will say though the SC2 Lurker effects are underwhelming. I agree that the lurker is a great addition to the game. What people don't like is how you can easily walk up and burrow the lurker offensively. The proposed nerfs by Jinjin and I are focused on keeping it as a zone-control unit, andnot something you can throw into a deathball and use offensively. Well alot of Terran have gotten used to not using many tanks. Trust me you can't Offensive burrow without Vipers against a huge siege line with Marines and medics.
>medics But I'll take your word for it. But against protoss, from what I've heard, its much more difficult for them to deal with, which makes sense (Zerg has ravagers so its fine there). And besides, the changes shouldn't be a big nerf at all, since they only hurt the lurkers if used super-aggressively. Burrow time, off-creep movespeed and hp nerf. All make it worse to use aggressively, and only slightly hurt it on defense or when already controlling a position.
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On October 05 2015 05:44 DilemaH wrote:Show nested quote +On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe. Going for a lurker-based style vs terran is very expensive. Vs mech, they're obviously pretty bad since they're too expensive, the enemy always has tanks available, and theres just better units to get (ie ravager, broodlord, ultra etc). Against bio, think of it this way: A hydra den costs 100/100. The lurker den costs 50/100. The lurker itself costs a total of 150/150. Thats a LOT of gas zerg has to invest into lurkers. And besides: lurkers take EXTREMELY long to make: you need the hydra den, the lurker den morph, the hydralisk and then the lurker morph. The lurker den and lurkers themselves take extremely long to morph. This gives terran (and every race) a large window where zerg is extremely vulnerable to attacks, which means they'll have no: banelings, upgrades, economy, and no spire going up (and bio-mine should be attacking by now). Plus, a quick lurker den means they'll have no mutalisks, and the general counter to lurkers is to attack where they aren't (IE drops). So you can doom drop their main (if you somehow let them get to lurker tech without dying) and just about everywhere for free. And if zerg invests into lurkers once they're stabilized, they're delaying their super-powerful hive-tech transition (since we all know how damn good ultras are). And by the time they have lurkers out, you should know because you'd have dropped them by then, so you can start siege tank/liberator production. Liberator would probably be better, since their gas would be in lurkers, so you would just dominate the sky. I can understand that they're extremely hard to push into, but they just seem so damn easy to punish and play around as terran if you do it right. And this is given they're going for a ling/bane/muta style. If they're going roaches/hydras, you should already have tank production started by then. tl;dr the lurker might be good, but there seems like so many holes that open up if zerg invests into lurkers against bio. They delay upgrades, their spire, their hive-tech, and have few banelings to hold off the early pushes. A few libs could just come in to siege and wrest air control against the low muta count while the bio goes to town on the low baneling count.
I don't disagree with much of what you're saying. I'd probably push back on your style of saying it though. It's so tempting to endlessly list conditions that support whatever claim you're trying to make when theorycrafting. I'm guilty of this too, especially when me and my Archon partner are discussing the game.
Basically, the fallacy goes something like this: when they do this thing, we should try that thing. Yeah, but we can't do that thing because then they can just do this other thing.
Yeah, well that's the fucking game, lol. It's not played in a vacuum, it's entirely dependent on the game state when you're making the decisions.
On October 05 2015 06:44 Heyjoray wrote:Show nested quote +On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe. Thats actually bullshit, most of the times you are able to overpower Lurker with bio, when you havent done that with Tanks already. You are also allowed to abuse the fact that there is not enough anti air against drops available. There is a good reason why there arent any lurker plays against bio in pro games. Playing with Lurker is nothing but awkward and disappointing
Lol. Whoa there, Tiger. I'm not saying it's the only way to deal with Lurkers. I was sharing our experience in Archon mode. Calm down.
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On October 06 2015 00:32 TimeSpiral wrote:Show nested quote +On October 05 2015 05:44 DilemaH wrote:On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe. Going for a lurker-based style vs terran is very expensive. Vs mech, they're obviously pretty bad since they're too expensive, the enemy always has tanks available, and theres just better units to get (ie ravager, broodlord, ultra etc). Against bio, think of it this way: A hydra den costs 100/100. The lurker den costs 50/100. The lurker itself costs a total of 150/150. Thats a LOT of gas zerg has to invest into lurkers. And besides: lurkers take EXTREMELY long to make: you need the hydra den, the lurker den morph, the hydralisk and then the lurker morph. The lurker den and lurkers themselves take extremely long to morph. This gives terran (and every race) a large window where zerg is extremely vulnerable to attacks, which means they'll have no: banelings, upgrades, economy, and no spire going up (and bio-mine should be attacking by now). Plus, a quick lurker den means they'll have no mutalisks, and the general counter to lurkers is to attack where they aren't (IE drops). So you can doom drop their main (if you somehow let them get to lurker tech without dying) and just about everywhere for free. And if zerg invests into lurkers once they're stabilized, they're delaying their super-powerful hive-tech transition (since we all know how damn good ultras are). And by the time they have lurkers out, you should know because you'd have dropped them by then, so you can start siege tank/liberator production. Liberator would probably be better, since their gas would be in lurkers, so you would just dominate the sky. I can understand that they're extremely hard to push into, but they just seem so damn easy to punish and play around as terran if you do it right. And this is given they're going for a ling/bane/muta style. If they're going roaches/hydras, you should already have tank production started by then. tl;dr the lurker might be good, but there seems like so many holes that open up if zerg invests into lurkers against bio. They delay upgrades, their spire, their hive-tech, and have few banelings to hold off the early pushes. A few libs could just come in to siege and wrest air control against the low muta count while the bio goes to town on the low baneling count. I don't disagree with much of what you're saying. I'd probably push back on your style of saying it though. It's so tempting to endlessly list conditions that support whatever claim you're trying to make when theorycrafting. I'm guilty of this too, especially when me and my Archon partner are discussing the game. Basically, the fallacy goes something like this: when they do this thing, we should try that thing. Yeah, but we can't do that thing because then they can just do this other thing. Yeah, well that's the fucking game, lol. It's not played in a vacuum, it's entirely dependent on the game state when you're making the decisions. Show nested quote +On October 05 2015 06:44 Heyjoray wrote:On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe. Thats actually bullshit, most of the times you are able to overpower Lurker with bio, when you havent done that with Tanks already. You are also allowed to abuse the fact that there is not enough anti air against drops available. There is a good reason why there arent any lurker plays against bio in pro games. Playing with Lurker is nothing but awkward and disappointing Lol. Whoa there, Tiger. I'm not saying it's the only way to deal with Lurkers. I was sharing our experience in Archon mode. Calm down. Your archon experience is wrong. Thats the problem: You dont know how to play against these kind of things, so you shouldnt be allowed to judge something. X amount of people cry about that unit, even so its quite alright. And thats simply wrong feedback
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I hope the tank can be as good at controlling space as a lurker!
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On October 05 2015 10:59 Heyjoray wrote:Show nested quote +On October 05 2015 10:48 Sickel1 wrote:On October 05 2015 10:14 DilemaH wrote:On October 05 2015 09:24 GinDo wrote:Lurker is fine. You just can't 1A across the map without looking at your army. Kinda like in WOL before HOTS gave us Widow Mines w/ Instant Burrow  People just need to slow down, and move around. Remember that Lurkers can only attack when burrowed so attack from another angle. Lurkers are also immobile, so drop around. Lurkers are exciting, I hope they don't get nerfed. I will say though the SC2 Lurker effects are underwhelming. I agree that the lurker is a great addition to the game. What people don't like is how you can easily walk up and burrow the lurker offensively. The proposed nerfs by Jinjin and I are focused on keeping it as a zone-control unit, andnot something you can throw into a deathball and use offensively. I think you are playing against them incorrectly. Offensive burrowing was a thing in BW as well, but it was never an issue. It was an issue until people learned how to deal with it
Which would mean it's not an actual issue :C a thread calling for a nerf is unnecessary if there is a solution to it inherently.
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On October 06 2015 00:32 TimeSpiral wrote:Show nested quote +On October 05 2015 05:44 DilemaH wrote:On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe. Going for a lurker-based style vs terran is very expensive. Vs mech, they're obviously pretty bad since they're too expensive, the enemy always has tanks available, and theres just better units to get (ie ravager, broodlord, ultra etc). Against bio, think of it this way: A hydra den costs 100/100. The lurker den costs 50/100. The lurker itself costs a total of 150/150. Thats a LOT of gas zerg has to invest into lurkers. And besides: lurkers take EXTREMELY long to make: you need the hydra den, the lurker den morph, the hydralisk and then the lurker morph. The lurker den and lurkers themselves take extremely long to morph. This gives terran (and every race) a large window where zerg is extremely vulnerable to attacks, which means they'll have no: banelings, upgrades, economy, and no spire going up (and bio-mine should be attacking by now). Plus, a quick lurker den means they'll have no mutalisks, and the general counter to lurkers is to attack where they aren't (IE drops). So you can doom drop their main (if you somehow let them get to lurker tech without dying) and just about everywhere for free. And if zerg invests into lurkers once they're stabilized, they're delaying their super-powerful hive-tech transition (since we all know how damn good ultras are). And by the time they have lurkers out, you should know because you'd have dropped them by then, so you can start siege tank/liberator production. Liberator would probably be better, since their gas would be in lurkers, so you would just dominate the sky. I can understand that they're extremely hard to push into, but they just seem so damn easy to punish and play around as terran if you do it right. And this is given they're going for a ling/bane/muta style. If they're going roaches/hydras, you should already have tank production started by then. tl;dr the lurker might be good, but there seems like so many holes that open up if zerg invests into lurkers against bio. They delay upgrades, their spire, their hive-tech, and have few banelings to hold off the early pushes. A few libs could just come in to siege and wrest air control against the low muta count while the bio goes to town on the low baneling count. I don't disagree with much of what you're saying. I'd probably push back on your style of saying it though. It's so tempting to endlessly list conditions that support whatever claim you're trying to make when theorycrafting. I'm guilty of this too, especially when me and my Archon partner are discussing the game. Basically, the fallacy goes something like this: when they do this thing, we should try that thing. Yeah, but we can't do that thing because then they can just do this other thing. Yeah, well that's the fucking game, lol. It's not played in a vacuum, it's entirely dependent on the game state when you're making the decisions. Show nested quote +On October 05 2015 06:44 Heyjoray wrote:On October 05 2015 04:52 TimeSpiral wrote: The only way we've found to deal with Lurkers in TvZ is Liberator play. We play Archon mode. The lurker is definitely a situation where if you get caught off guard and don't have tanks/liberators, and banked scans, you basically die. Raven is garbage against lurker. Too easy to snipe. Thats actually bullshit, most of the times you are able to overpower Lurker with bio, when you havent done that with Tanks already. You are also allowed to abuse the fact that there is not enough anti air against drops available. There is a good reason why there arent any lurker plays against bio in pro games. Playing with Lurker is nothing but awkward and disappointing Lol. Whoa there, Tiger. I'm not saying it's the only way to deal with Lurkers. I was sharing our experience in Archon mode. Calm down.
But all of his "endlessly listed conditions" are all the reasons why the Lurker is in fact not too strong, which I believe is the entire discussion of the thread? O_o
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