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Blizzard interview: Why the lurker isn't in SC2 - Page 4

Forum Index > SC2 General
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RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
June 18 2010 01:54 GMT
#61
Lurkers were very un-zerg like, what kind of zerg unit camps at the top of a ramp killing anything that tries to move up it. Zerg aren't supposed to be cost efficient they are supposed to swarm and take down things through weight of numbers.
IPlaySC
Profile Joined June 2010
United States79 Posts
June 18 2010 01:59 GMT
#62
The lurker was a great unit in SC1, but SC2 is a new game. We should expect new things rather than just reused units
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2010-06-18 02:01:00
June 18 2010 02:00 GMT
#63
On June 18 2010 10:54 ViruX wrote:
Lurkers were very un-zerg like, what kind of zerg unit camps at the top of a ramp killing anything that tries to move up it. Zerg aren't supposed to be cost efficient they are supposed to swarm and take down things through weight of numbers.


SPEAKETH VIRUX, HOLDER OF THE ZERG KNOWLEDGE STONE.
PokePill
Profile Blog Joined March 2009
United States1048 Posts
June 18 2010 02:03 GMT
#64
On June 18 2010 08:52 Teddyman wrote:
Show nested quote +
On June 18 2010 08:46 iNty.sCream wrote:
get rid of banelings, they suck ass. i just cant type "wow, that was skilly!" if a zerg owns me with a-moving 25 banelings into my army. 'nuff said.

Maybe you should do something to stop it then? Also, most of the time it's better to move banelings instead of a-moving.


I was waiting for someone to make this response.

You don't attack move banelings, you only have to right click!
Jovian
Profile Joined June 2010
United States39 Posts
June 18 2010 02:07 GMT
#65
I agree with the Lurker not being in the release.
Banelings are not the SAME as a lurker - they may help serve the same purpose BUT I am sure people have not even scratched the surface as to what these units can do in SC2 - So I feel we will need to wait a while after release to see the true potential of the new units, as well as a lot of the old units too.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
June 18 2010 02:10 GMT
#66
One of the biggest changes from vanilla SC to SC:BW was the heightened emphasis on detection because of lurkers and dts.. IMO this aspect is already being fulfilled by burrowed roaches, burrowed infestors and creep tumors. Although more subtle, we're starting to see more and more plays involving them.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
June 18 2010 02:11 GMT
#67
On June 18 2010 11:00 RogerChillingworth wrote:
Show nested quote +
On June 18 2010 10:54 ViruX wrote:
Lurkers were very un-zerg like, what kind of zerg unit camps at the top of a ramp killing anything that tries to move up it. Zerg aren't supposed to be cost efficient they are supposed to swarm and take down things through weight of numbers.


SPEAKETH VIRUX, HOLDER OF THE ZERG KNOWLEDGE STONE.


This is my opinion, do you disagree?
Toadily
Profile Blog Joined April 2010
United States837 Posts
June 18 2010 02:14 GMT
#68
On June 18 2010 10:59 IPlaySC wrote:
The lurker was a great unit in SC1, but SC2 is a new game. We should expect new things rather than just reused units


Reused units? You mean like 75% of the current units? It's a sequel, it's natural.
KnightFix
Profile Joined June 2010
United States29 Posts
June 18 2010 02:50 GMT
#69
For the baneling and lurker reference together
He said they step on them
So maybe he meant banelings could kill lurkers easily?
they probably would be able to
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 18 2010 03:13 GMT
#70
lol my work blocks gamespot. what kind of BS is this? dammit IM IN KOREA. HOW CAN U BLOCK STARCRAFT NEWS hbdbasdiaJSDBFDSbfijsdbfDSBNfjksD
qartar
Profile Joined June 2010
9 Posts
June 18 2010 20:47 GMT
#71
If lurkers were added at this point obviously some other things would have to be changed.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
June 18 2010 20:50 GMT
#72
On June 18 2010 10:54 ViruX wrote:
Lurkers were very un-zerg like, what kind of zerg unit camps at the top of a ramp killing anything that tries to move up it. Zerg aren't supposed to be cost efficient they are supposed to swarm and take down things through weight of numbers.


Actually, that's completely wrong. Zerg aren't just mindless overrun-your-opponent types. Every Zerg unit is biologically designed for maximum killing efficiency. It's what they're made to do. The Lurker fit that perfectly fine.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
June 18 2010 21:26 GMT
#73
On June 18 2010 08:51 MorroW wrote:
i dont think lurker would be easy to balance. marauders would make them useless but they would totally rape zealots and so

why would u even want to build the lurker when the baneling is 10 times better and easier to control

sc1 had tons of back and forth micro battles that took long time and were so exciting because of units like lurker. the baneling is just attack move and either u stand and fight or u stim and run away. theres no dancing in sc2 which imo is a core part of micromanagement


this sums up my thoughts on the matter, I like banelings in concept, but in execution they are failing at their micro-inducing role, a lot more then the lurker, which always led to amazing micro dances in the middle of the map.
wholegrain
Profile Joined June 2010
Canada30 Posts
Last Edited: 2010-06-19 04:42:22
June 19 2010 04:40 GMT
#74
They wanted to make this game noob-friendly obviously. They did not put lurkers because noobs would select all their units in one click and they would all be packed into blobs of units, which means they would be easy prey to lurkers and literally be exterminated.
Rodiel
Profile Joined August 2006
France573 Posts
June 19 2010 04:43 GMT
#75
units are too stacked on sc2, lurker will do monster kill each shoot.
Ocedic
Profile Joined April 2010
United States1808 Posts
June 19 2010 04:49 GMT
#76
Why not make Lurker +damage vs armored? Zerg currently lack that until the Ultralisk.

Anyways, while I feel that ultimately I would prefer new units over old ones, Zerg have a definite hole in their tech tree going from Lair --> Hive.
Evolve
Profile Joined June 2010
Canada63 Posts
June 19 2010 04:53 GMT
#77
Lurker the answer to TvZ Mech without nerfing T?
qartar
Profile Joined June 2010
9 Posts
June 19 2010 05:06 GMT
#78
Spash damage with bonus vs armored? Seems kind of contradictory to me...
Terranist
Profile Blog Joined March 2009
United States2496 Posts
June 19 2010 05:10 GMT
#79
i certainly dont miss that unit. between the weak mutas and lack of lurkers i like TvZ a lot in sc2.
The Show of a Lifetime
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
June 19 2010 06:28 GMT
#80
On June 19 2010 14:10 Terranist wrote:
i certainly dont miss that unit. between the weak mutas and lack of lurkers i like TvZ a lot in sc2.


lol? Way to put personal race choice above interest in having a balanced game. Also, Mutas are better in SC2 than they were in SC1, except for the existence of Thors.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
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