Blizzard interview: Why the lurker isn't in SC2 - Page 9
| Forum Index > SC2 General |
|
Trope
United States40 Posts
| ||
|
iNty.sCream
Germany195 Posts
| ||
|
StrinterN
Denmark531 Posts
![]() | ||
|
ramen247
United States1256 Posts
you guys would be crying, "no, i want the baneling back." seriously guys, in sc2 the lurker would totally suck. | ||
|
iNty.sCream
Germany195 Posts
| ||
|
Duban
United States548 Posts
Most zerg players would prefer lurkers over banelings. a) no gimmicky wins with lurkers (as opposed to baneling busts) b) lurkers emphasize positioning and creative play more than banelings (not that you can't position banelings intelligently or be creative with them, but not nearly as much) c) getting rid of the lurker scrapped the best Zerg addition to Brood War and arguably one of the best Zerg additions Just because they overlap doesn't mean banelings are a more sophisticated unit. I honestly think it's a less than optimal move to have in the game rolling spider mines that, in a battle of 100+ food, are kind of silly to micro against. You see T and P players do some great spreads but, when it comes down to it, running up and burrowing some lurkers shapes a much more cat and mouse dynamic: the expanding and contracting of forces, the necessary target-firing of detectors, etc. On July 06 2010 01:20 iNty.sCream wrote: i dont think so, banelings arent as nearly as intereseting as lurkers. I disagree entirely and I'm a zerg player. Baneling busts aren't gimmicky as they are the counter to an otherwise unbreakable front door and force the other races to do something in the early game. It's a valuable tool to keep the other player on their toes. Perhaps you don't know how to use them but banelings do wonders for creative play. In a high level speedling, baneling, and muta vs marine, marauder, tank, and thor battle the game turns into a battle of the mutas trying to pick off the tanks while the Terran player tries to protect the marines from banelings with the marauders while the Zerg tries to use the speedlings to keep the marauders and Thors busy. In the end a lot of it comes down to the Zerg's abillity to baneling the marines so the Speedlings and mutas can handle the tanks, marauders, and thors respectively. Also the fact that banelings are a disposable unit itself makes the game more dynamic. They're a gas using units who's entire purpose is to be expendable. They die if they do a good job so you have to balance the loss of gas vs the loss of units, but if you do it right you'll make the rest of your army do their job much more effectively. You guys really need to learn how to use the baneling. Unlike a lot of units its not something you can just throw money into and see results. They are one of the best units in the game when used properly, and hands down my favorite. | ||
|
Piski
Finland3461 Posts
My one problem with that there is no lurkers is that zerg doesn't really have a splash damage unit anymore. Well ok they have banelings but it's not as useful against anything than light. Lurkers could stop a push dead on its track and zerg just doesn't have that anymore in sc2 | ||
|
figq
12519 Posts
Lurkers I'd say are the zerg siege tanks. SC2 got the terran siege tanks fixed and powerful as ever, but no love for the zerg tanks. I want just one tank-like unit, because brood lords come too late in the game (and they replace guardians anyway, so they don't count). If roaches at least had some decent range... now that they don't even have the super armor. | ||
|
TheDrill
Russian Federation145 Posts
Lurkers were hella fun to micro against in sc1, why they're not in SC2 is beyond me. Banelings don't even need to be micro'd by comparison. Just target them like you would a reaver, and that's hardly micro. (reavers needed micro though, and why they were scrapped for colossi is beyond me also) | ||
|
iNty.sCream
Germany195 Posts
so whats cool on seeing all shit explode in 2 seconds? | ||
|
Drowsy
United States4876 Posts
On June 18 2010 08:29 EleanorRIgby wrote: take out baneling and put in lurker! That would really be the best thing ever. They both fill the same roles but banelings unfortunately kind of make zvz sterile and boring. | ||
|
NoobStyles
Australia257 Posts
I think were wasting time wishing for lurkers back. Lets focus on the real over sight in competitive play no scouts! I urge everyone to log into iccup and play scout/goon in a 2v2 preferably with you ally going scout/goon as well. Its the best fun ever. When you win, you can lean back in your chair, roll your selves up and think "yep just won with scouts". No better feeling in SC. | ||
|
FaZe
Canada472 Posts
2 patiently burrowed Banelings in every mineral line that you expect the enemy to expand to will take out a fully saturated mineral line in half a second. When an MMM ball is attacking you, have a group of 6-8 Banelings hidden outside your base somewhere. When he moves in, put the Banelings in his path of retreat and burrow them. If he falls back, decimate his army when it walks over your Banelings. It will 1shot any marines, and kill any Marauders that have ~half health. I loved the Lurker, but I think there's more chance for creativity with the Baneling. | ||
|
k!llua
Australia895 Posts
like many have said, the baneling - and my personal favourite, the hellion - give me hope that they'll come up with a good answer. | ||
|
Ownos
United States2147 Posts
| ||
|
kajeus
United States679 Posts
| ||
|
EssayReader
Korea (South)127 Posts
if banelings were in sc1 and blizzard was going to have lurkers replace banelings in sc2, We didn't need the Baneling. We had Infested Terrans who could blow up to do the same thing, but with faster movement speed AND 500 damage. k!llua not really upset by this; i'd much rather see brand new units than have the dev team constantly find ways to rebuild and rehash old units into a new game. like many have said, the baneling - and my personal favourite, the hellion - give me hope that they'll come up with a good answer. Same here, but let's look at the Baneling compared to the Hellion: Baneling: Can't kill ANY worker in one hit, needs 2. The Hellion can kill a unit in two hits with the Infernal Pre-Igniter upgrade, and all the Baneling has is speed. Then, take the fact that the Baneling kills itself in the process, while the Hellion is free to run around and kill stuff while it's alive. | ||
|
Keren
United States67 Posts
I think part of the issue lies in the Lurker being a Hydra upgrade. Blizz made the decision to make the Hydra a t2 unit and then thought, well, how do would be implement the Lurker? Whether they made it a t2.5 upgrade or a straight up t3 unit, by the time the Lurker upgrade was done, pretty much everyone will have plenty of detection, making their addition kind of superfluous. Of course they would have some purpose but it wouldn't be entirely clear and thus, they decided to shelve them for now. I'm confident they'll make an appearance eventually but I completely understand the decision to delay them for now (even though I do really miss them =P). | ||
|
sluggaslamoo
Australia4494 Posts
| ||
|
e4e5nf3
Canada599 Posts
| ||
| ||
