I still miss lurkers =(
Blizzard interview: Why the lurker isn't in SC2
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Noak3
United States236 Posts
I still miss lurkers =( | ||
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EleanorRIgby
Canada3923 Posts
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JinjoBust
Korea (North)130 Posts
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farseer_dk
Canada71 Posts
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Half
United States2554 Posts
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gillon
Sweden1578 Posts
On June 18 2010 08:29 EleanorRIgby wrote: take out baneling and put in lurker! I, as a terran player, would also prefer this. | ||
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btlyger
United States470 Posts
The lurker was more then just a splash damage dealer. I can't defend my ramp with 2 banelings, its not going to work. The lurker was a unit that could be used to get away with other things, and a great defensive unit that forced the opponent to get detection. The baneling does nothing of that sort. | ||
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MavercK
Australia2181 Posts
it was alot better than this current roach crap we have now. sighhhhhhhhhhh SO DISSAPOINTED ps. i didn't actually watch the video. it loaded slow as hell. i just saw it was an interview about HotS and am assuming | ||
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blade55555
United States17423 Posts
).The lurker would be great sure but I am not going to complain about it as against his is sc2 so I welcome this change and also I think lurkers would probably be a bit imbalanced right now if they were added in ![]() | ||
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Hot_Bid
Braavos36392 Posts
On June 18 2010 08:29 EleanorRIgby wrote: take out baneling and put in lurker! I disagree with this completely. Baneling is a great new unit. | ||
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RogerChillingworth
Chad3132 Posts
On June 18 2010 08:29 JinjoBust wrote: I saw the justification awhile back, and I agree with it for sure. Dev team is smarter than the fanboys any day of the week tbh. Just wondering: do you play Zerg? 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. | ||
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CursOr
United States6335 Posts
I'm glad to see some talk from the Blizzard developers. Outside of Activision, outside of Bnet2.0, its good to see that Blizzard itself still has competent people working on the game itself. I hadn't seen this interview, but still- some of the best (well worded) explanations I've heard come out of them in a long time. The game is fun, and the Baneling is indeed a world of possibilities. (Drops, Burrowed, Nydus... ya) + Show Spoiler [For post Above] + I got some gimicky wins with Lurkers in SC:BW. My favorite was the double 2cm Lurker drop with slow Overlords onto both of Terran Gas. Certainly not high level play, but would get you some consistent wins in D+. I felt it was VERY gimmicky. If they were lucky enough to get 1, the other usually would eat them up. Especially with noobs trying to run MnM. | ||
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heishe
Germany2284 Posts
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YPang
United States4024 Posts
On June 18 2010 08:41 RogerChillingworth wrote: Just wondering: do you play Zerg? 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. i totally agree with you, but then again this is sc2 :\... | ||
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wankey
98 Posts
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iNty.sCream
Germany195 Posts
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MavercK
Australia2181 Posts
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. that was one of the most fun things to watch i mean i know starcraft 2 will have it's own types of things similar to that and i know it's starcraft 2 not brood war but it's very sad to see the lurker go. it is a unique unit.... unlike the roach (can you tell i dont like the roach?) | ||
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MavercK
Australia2181 Posts
On June 18 2010 08:46 wankey wrote: Lurker is probably a bit overpowered now that units always tend to bunch so closely together. as opposed to the hellion? that kind of thing is easy to balance anyway by nerfing the width of the spines. BW were was quite a large area. | ||
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CursOr
United States6335 Posts
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MorroW
Sweden3522 Posts
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 | ||
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MavercK
Australia2181 Posts
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Teddyman
Finland362 Posts
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. | ||
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RogerChillingworth
Chad3132 Posts
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 a) you don't necessarily have to make the lurker armored with 200 hit points (so that they get 'raped by marauders') b) don't know where you're coming with that 10x better statistic. Better in perfect situations against light units? Hell yeah. Better overall? Not nearly. You're forgetting: hold position, strategic placement, base defense, needed-detection, anti-mech play. | ||
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uNiGNoRe
Germany1115 Posts
On June 18 2010 08:44 heishe wrote: I hate units like the baneling, and I can't say for sure why. I hated the scourge, I hated the firebat in WC3 and I hate the baneling. I just don't like units which only purpose is to blow themselves up, lol. maybe I'm really anti terrorist. I have exactly the same feeling about those kind of units. I think it's because no matter what you do with it, as soon as you use it to fight your opponent, the unit is gone. You can't use any kind of micro to keep it alive, which is usually the case for all other units. That being said, I'd prefer the Lurker over the Baneling for that reason and because the Lurker is more versatile in it's use. But I'm actually ok with it being replaced by the Baneling. We can't expect SC2 to have all the units of SC:BW. You can play SC:BW if you only want those units and nothing new. | ||
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Wr3k
Canada2533 Posts
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btlyger
United States470 Posts
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 See heres the thing, Zealots were in SC1, Lurkers were in SC1. Are you going to say brood war was imbalanced? People have said it a million times that there are so many OP units in BW, but it all ended up balancing out which was awesome. I do agree that a direct adaptation of the lurker would overlap some rolls that are being filled by other units. It could have been done though, and Zerg definitely needs more units because atm less is not better. EDIT: I will re-emphasize the fact that banelings in no way fit the role of the lurker. The combination of the baneling infestor and burrowed roach may overlap it in some ways, but I still think the lurker would have fit in fine. | ||
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CursOr
United States6335 Posts
Constantly coming back to check and adjust. In most cases, a few moments of hero micro here and there will help a lot. Marauders with concussive shell, in your army, Move-Shotting back at the Banelings should help you win unless you're terribly out numbered anyways or resign yourself to a similar A-Move type attack. | ||
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RogerChillingworth
Chad3132 Posts
On June 18 2010 08:52 Teddyman wrote: 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 agree with him, though. It seems banelings are used because they're just so good at what they're good against. And they're not used at all when the composition is different (not to stab myself in the back by talking too much about meta-game, but I think it's important to note). Lurkers, by default, influence a very unique back-and-forth. -pick off the observer -position well -micro better -more zergling-integrated play (especially if maps are released with single gas or mineral only expansions :- )) It would also nerf the unreal mule micro mechanic slightly, as more scans might be needed. | ||
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onmach
United States1241 Posts
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iNty.sCream
Germany195 Posts
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0neder
United States3733 Posts
I agree with Morrow as well. Lurkers add a positional tension like the siege tank and would fit in well with the new creep mechanics and queens. | ||
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CursOr
United States6335 Posts
I think his point is, that for the vast majority of gamers, it's far too much to ask to make it enjoyable- without the Lurker also being terribly imbalanced at the higher levels. If lurker is going to work and be balanced at Pro-Level, then its going to be very hard to play Zerg at intermediate levels. If it's going to be balanced at intermediate- it's going to be Overpowered in pro. What- with the macro mechanic remaining as it is. Banelings are more of a blanket usage unit that wont unequally imbalance the game. Imagine having to go back and larva inject in BW just to be competitive. Could have been detrimental to Zerg, with Lurker and Muta micro bascially NEEDING to be done to compete. | ||
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iNty.sCream
Germany195 Posts
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Madkipz
Norway1643 Posts
Banelings serve the same purpose as lurkers, nope. Banelings do not serve the same purpose as lurkers, burrowed banelings can never outright prevent a warpgate centric push that sacrifices tech (detection) for a massive ball of stalkers, sentries and zealots. Ever. marauders would make them useless not more so than roaches are made useless by marauder, diffence is that you would need to scan to kill off A lurker and even then you can never be certain that you got them all and your Marauder push would have to run back to your own main or wait for raven. | ||
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SmoKim
Denmark10305 Posts
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Fanatic-Templar
Canada5819 Posts
On June 18 2010 09:15 iNty.sCream wrote: balance an "esports" game in regards of the nooblevel is a big blunder imho, why no one screamed like "uh damn god lurkers are imbalanced" or "high templars kill off my hole eco in 2 seconds this suxx man, PHOQUE" back in broodwar? cant get it, really. You think nobody complained back in Brood War? Ever heard a Terran talk about Dark Templar? ![]() | ||
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RogerChillingworth
Chad3132 Posts
On June 18 2010 09:25 SmoKim wrote: why not something new and interesting instead of more old units? there are plenty of them already hey, if blizz can't hack new units, i'm perfectly content with the old. If it's done right, fuck it. I'll take the good stuff over the new stuff any day. Especially the good stuff in a new, more improved environment. | ||
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Half
United States2554 Posts
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StarStruck
25339 Posts
It has good range; it has to burrow in order to dish out damage; last but not least, more micro opportunities (rather than just running into an army like the baneling (scourge anti-air predecessor) the spines can be danced around). Like I said before, lurkers have more than just splash damage. They have a lot more depth than the developers are giving credit to them. | ||
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Madkipz
Norway1643 Posts
On June 18 2010 09:29 Half wrote: If we do bring out the Lurker, make it a t2.5 unit. You can upgrade it directly from the Hydra den without any hive tech requirement. better yet a roach upgrade for burrowed splash damage attack as your lair finishes because it already looks like a lurker and while the previous upgrade was from the hydralisk in brood war do keep in mind that hydralisk used to be tier 1.5. The roach is in prime position to take over as host for the lurker upgrade. | ||
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eNtitY~
United States1293 Posts
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USn
United States376 Posts
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StarStruck
25339 Posts
If Lurkers were put in, I bet we would see a lot more roach/lurker heavy armies. | ||
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NonY
8751 Posts
On June 18 2010 09:33 eNtitY~ wrote: I closed that the 2nd he said macro in SC2 is frantic........... Well of course he's talking about high level play. Nothing is frantic for newbies | ||
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ItsTheFark
United States158 Posts
This is not to say the lurker wouldn't be wanted back, I certainly loved the lurker from BW. However, with the massive amounts of auto-clustering when grouping units, to the fact that it would cost as much as a t3 unit (Hydras are now more expensive, the cost to mutate them into lurkers would make them cost as much as t3 units). I can see where blizzard is coming from That, and yes, the roles ARE overlapping. | ||
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Chronocide
United States126 Posts
On June 18 2010 08:44 heishe wrote: I hate units like the baneling, and I can't say for sure why. I hated the scourge, I hated the firebat in WC3 and I hate the baneling. I just don't like units which only purpose is to blow themselves up, lol. maybe I'm really anti terrorist. Yeah man, firebats were just beastly in WC3 | ||
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Teddyman
Finland362 Posts
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iNty.sCream
Germany195 Posts
On June 18 2010 09:26 Fanatic-Templar wrote: You think nobody complained back in Brood War? Ever heard a Terran talk about Dark Templar? ![]() dont mention terrans complaining about dts, this is just a sign of complete shitness, no terran that cant hit 3 keys in 10 seconds wouldnt be abled to build 2 turrets and do a scan, sorry but thats how i think about ^^ edit: notice that my english is pretty bad since iam german and drunk at this time. | ||
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InfiniteIce
United States794 Posts
On June 18 2010 09:47 iNty.sCream wrote: dont mention terrans complaining about dts, this is just a sign of complete shitness, no terran that cant hit 3 keys in 10 seconds wouldnt be abled to build 2 turrets and do a scan, sorry but thats how i think about ^^ edit: notice that my english is pretty bad since iam german and drunk at this time. Do you also hate Web 2.0?! (Note: I am joking, please do not eat me) But no, I completely disagree with the whole "there's already the baneling". Ok, there are already marines - infantry units with a ranged attack, that can use stim pack. So, there is no need for another one of those units, right? Marauders are still in... Siege tanks do splash damage, and hellions do "line damage" (AoE damage). By the reasoning given, these shouldn't co-exist either. I don't understand the whole "one unit per xxx type of damage" argument. I want variety, not one unit for each thing. Variety brings tactical opportunities and more overall balance. I guess, what I'm trying to say is...the reasoning is bullshit. : / | ||
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RogerChillingworth
Chad3132 Posts
On June 18 2010 09:39 Liquid`NonY wrote: Well of course he's talking about high level play. Nothing is frantic for newbies Get on HuK's level and THEN we'll talk. | ||
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Sueco
Sweden283 Posts
Roach burrow reeks of "oh shit we need to give zerg some sort of invisible unit now that we axed the lurker". The damn things dont even look like they could move burrowed at all, and they needed to bake in another upgrade into it to get players to bother with burrowed movement at all. Why not be a little bolder and redesign the lurker into an "armored" counter for the zerg (we don't have one) Oh and did I mention that zerg has the least combat units in the game, 9 to terrans 13 and toss 12? Is completely removing one of the core zerg units really a good idea then? Sorry Blizz, I have no confidence in this decision at all. | ||
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InfiniteIce
United States794 Posts
On June 18 2010 09:57 RogerChillingworth wrote: Get on HuK's level and THEN we'll talk. I hope you're not directing that toward NonY. If so, I am laughing ![]() | ||
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DemiSe
883 Posts
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ckw
United States1018 Posts
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SoL[9]
Portugal1370 Posts
On June 18 2010 09 begin_of_the_skype_highlighting 18 2010 09 end_of_the_skype_highlighting begin_of_the_skype_highlighting 18 2010 09 end_of_the_skype_highlighting:57 RogerChillingworth wrote: Get on HuK's level and THEN we'll talk. LOOOL!!! I prefer baneling but i miss lurker. But lurker for me dont fit so much in sc2 so is a good decision. | ||
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RogerChillingworth
Chad3132 Posts
On June 18 2010 09:57 InfiniteIce wrote: I hope you're not directing that toward NonY. If so, I am laughing ![]() ^^ Just a little thread somewhere else, wherein someone claimed HuK to be the best thing that ever came out of a pulsating vagina. Just a little joke. Just a little somethin somethin. | ||
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knyttym
United States5797 Posts
With current developements of sc2 zerg matchups I feel that blizzard definitely made the right decision. With roach hp tanking ability and hydra mass dps high range, melee units against zerg were already discouraged. Adding lurkers in the mix against a stalker ball seems kind of meh. The only major exception to its role as antimelee is they fend off marines extremely effectively but banelings do a ridiculously good job of that already. | ||
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RogerChillingworth
Chad3132 Posts
On June 18 2010 10:27 kNyTTyM wrote: I don't mind and have never really cared about having specific units stay in sc2. If there is one thing I miss about the lurker is it gave zerg a reason to set up its army properly. Bouncing around lurkers in proper formation was really rewarded but now it's just 1a everywhere for zerg. With current developements of sc2 zerg matchups I feel that blizzard definitely made the right decision. With roach hp tanking ability and hydra mass dps high range, melee units against zerg were already discouraged. Adding lurkers in the mix against a stalker ball seems kind of meh. The only major exception to its role as antimelee is they fend off marines extremely effectively but banelings do a ridiculously good job of that already. The lurker mechanic can be reworked while retaining the immobile, attack-while-burrowed unit from brood war. It doesn't have to be imported the exact same unit (as I've stressed in previous posts). | ||
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Kvz
United States463 Posts
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CroOk
United States58 Posts
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RedTerror
New Zealand742 Posts
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IPlaySC
United States79 Posts
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RogerChillingworth
Chad3132 Posts
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. | ||
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PokePill
United States1048 Posts
On June 18 2010 08:52 Teddyman wrote: 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! | ||
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Jovian
United States39 Posts
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. | ||
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TossFloss
Canada606 Posts
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RedTerror
New Zealand742 Posts
On June 18 2010 11:00 RogerChillingworth wrote: SPEAKETH VIRUX, HOLDER OF THE ZERG KNOWLEDGE STONE. This is my opinion, do you disagree? | ||
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Toadily
United States837 Posts
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. | ||
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KnightFix
United States29 Posts
He said they step on them So maybe he meant banelings could kill lurkers easily? they probably would be able to | ||
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Subversion
South Africa3627 Posts
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qartar
9 Posts
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Stratos_speAr
United States6959 Posts
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. | ||
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Shiladie
Canada1631 Posts
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. | ||
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wholegrain
Canada30 Posts
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Rodiel
France573 Posts
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Ocedic
United States1808 Posts
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. | ||
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Evolve
Canada63 Posts
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qartar
9 Posts
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Terranist
United States2496 Posts
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MangoTango
United States3670 Posts
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. | ||
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qoiN
Sweden576 Posts
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Sputty
Canada161 Posts
On June 19 2010 13:49 Ocedic wrote: 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. You're really not thinking it through, if lurker were a +damage to armour unit they would just help zerg shut down bio more. They wouldn't be able to break siege tank lines because they'd never be able to get in range. Banelings are better at dealing with light units than just about anything and if any zerg player thinks they're bad they're just not using them correctly at all. | ||
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RogerChillingworth
Chad3132 Posts
On June 19 2010 15:40 qoiN wrote: I want to play a game that feels fresh. I don't want to play BW with updated graphics, so I prefer the baneling over the lurker. That's painfully flawed logic. But, whatever, it's not as if butting heads with each other is going to get the lurker in the game. I just wish Blizzard kept what was truly stunning game play wise instead of what they felt was too hearkening to the original to give up (zergling, hydralisk, mutalisk, ultralisk). We'll see, though. | ||
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Mojawi)SoJu
Korea (South)259 Posts
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0neder
United States3733 Posts
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AeonStrife
United States918 Posts
Anyways, its strange that Blizzard would keep the Carrier because they thought the fanbase had a strong bond with it. I guess Lurkers weren't as popular as a Carrier was? I know there would be gameplay issues, but we wouldn't know unless we tried. I am just going to point out that Zerg does not have a viable invisible/cloaked unit. Protoss has the dark templar which is contantly cloaked and does massive melee damage. Terran has the ghost which can cloak, and call down nukes, which can do terrible, terrible damage. And Zerg has the Roach and infestor which can burrow underground but has to pop up to do some light to moderate damage. If you ask me, I think Blizzard is holding back a new unit to fill in this gap. But only time can tell though... | ||
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danl9rm
United States3111 Posts
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dogabutila
United States1437 Posts
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Madkipz
Norway1643 Posts
On June 19 2010 17:06 danl9rm wrote: i don't think anyone wanting lurkers instead of blings has thought about it for 10 seconds... yea In a ZvZ mirror match i would rather have a low tier suicide unit that i can send into my opponents mineral line or vs Terran i would rather have this gimmicky unit that is able to bust their front for spectacular 4 min all ins rather than have another lair unit that can attack while burrowed to improve and promote a heavy macro game. but yea i dont really care about what could be. Banelings exist thus i will use them | ||
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dalon79
3 Posts
for me the most important issues for zerk Are that others races have aoe + RANGE unit: 1: - Tank/Thor/ Hellion for T - Collosis for P -And the last but not the least is the Range of theses units , not a single Zerg unit has similar Damage range. This is what make zerk vs terran match up very hard | ||
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raga4ka
Bulgaria5679 Posts
On June 18 2010 08:38 Hot_Bid wrote: I disagree with this completely. Baneling is a great new unit. I have a better solution . Just put in the lurker and don't take anything out . Terran and protoss already have more units then zerg even more spellcasters . I'm still pissed at blizzard , because they didn't include the lurker or an other unit in to the beta and left the zergs with a low diversity . Thats the main reason i'm enjoying terran more then zerg even thought i was playing zerg in BW . | ||
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Deleted User 47542
1484 Posts
On June 18 2010 08:38 Hot_Bid wrote: I disagree with this completely. Baneling is a great new unit. The only difference being that the baneling destroys ZvZ while a lurker will keep potentially allow for different strategies. | ||
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raga4ka
Bulgaria5679 Posts
On June 19 2010 15:28 MangoTango wrote: 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. You are joking right ? mutas are way worse now with the lack of muta micro and can be put in to the 1 a category as every other unit except for the infestor . Runing around harrasing is practically the same as with any other unit . | ||
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SeeDLiNg
United States690 Posts
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Klockan3
Sweden2866 Posts
On June 19 2010 13:49 Ocedic wrote: 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. Bath that shoots fire = firebat http://classic.battle.net/war3/orc/units/trollbatrider.shtml | ||
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Biff The Understudy
France8062 Posts
On June 18 2010 08:46 wankey wrote: Lurker is probably a bit overpowered now that units always tend to bunch so closely together. Lurker wouldn't make any sense because the AI is much "cleverer" than in BW (tend to group units together. I really dislike so many things in SC2 That's really saddening. | ||
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Brokengamer
Philippines116 Posts
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clickrush
Switzerland3257 Posts
On June 19 2010 19:11 Brokengamer wrote: They should have changed the spine crawlers to lurkers.. then everyone would be happy? haha what a nice idea. If spinecrawlers had an upgrade that gives an AoE attack ![]() | ||
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Orzabal
France287 Posts
This is something banelings cant do. Lurkers were also invisible. | ||
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wiesel
Germany727 Posts
Who cares about a roach aka a hydralisk in disguise ? Damn im impressed what a creative new addition to the zerg arsenal | ||
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UbiNax
Denmark381 Posts
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Katsuge
Singapore7730 Posts
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Full
United Kingdom253 Posts
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Censured
Czech Republic1061 Posts
On June 19 2010 20:31 Orzabal wrote: I miss Lurker drop on cliff A LOT. This is something banelings cant do. Lurkers were also invisible. This. It's sad that you practically don't need detection against zerg in sc2. | ||
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arnold(soTa)
Sweden352 Posts
also roaches are not needed, and make hydras tier1 with lower dmg and a speed upgrade. Also it'd e cool if corrupters had a acid spore damage, that stacked on the fired upon creature instead or the current attack. | ||
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dew
United States59 Posts
What I don't understand is why Carriers and Motherships can be useless in SC2, and Blizzard is okay with it, while Lurkers can't be in SC2 when they'd likely be used more often than either of the Fleet Beacon tech units. | ||
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Karma_
Canada40 Posts
This game is about scouting and countering, not macro and micro | ||
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nyshak
Germany132 Posts
On June 18 2010 08:37 MavercK wrote: wow it wont be featured at all? in any of the expansions? i figured it would come out in HotS but if it's cut completely that makes me extremely sad. it was alot better than this current roach crap we have now. sighhhhhhhhhhh SO DISSAPOINTED ps. i didn't actually watch the video. it loaded slow as hell. i just saw it was an interview about HotS and am assuming Hm, I just watched the interview and he said that they don't know / can't say what the future holds for the lurker. They cannot say if or if not the lurker will be in Heart of the Swarm for instance because development hasn't even begun. | ||
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Actua
Canada101 Posts
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farseer_dk
Canada71 Posts
Actually nah, that would be really f'd up with the no-food limit thing. | ||
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KoeningZerg
Indonesia1 Post
You can download here and choose Zerg Reveal Trailer. It appears at 01.29. It looks like lurkers but I don't know either if it's real or not. The other thing pretty much the same except colossus attack which attack more than two units (five units at the same time, I think). Correct me if I'm wrong. Thanks | ||
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Guilloteen
United States128 Posts
This is not Starcraft 1...It may be the same mechanics and the same concepts, but 2 is a brand new game all in itself, so stop crying for the lurker to be put back in... The game developers definitely know what they're doing - they've BEEN making games that people can enjoy and play competitively...If you don't like it, then just go back to 1 and play with lurkers there...no one will miss you in 2. | ||
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T0fuuu
Australia2275 Posts
anyways the real reason lurker isnt in the game is so that theyy can put it in the expansion (: | ||
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cHaNg-sTa
United States1058 Posts
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Amber[LighT]
United States5078 Posts
I'm okay with having the baneling instead of the lurker, they're much more practical in this game. Lurkers would probably be too OP especially against Terrans who are trying to use a lot of mana for MULEs... | ||
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MonkeyKungFu
Norway154 Posts
If its not the lurker I hope zerg will get a cloacked attacking unit or some unit to able to deal som sort of threat while beeing burrowed/cloacked to make the opponent having to take that into account and not just go one build that allways beats zerg. (yes, a very biased statement ) | ||
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Madkipz
Norway1643 Posts
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zul
Germany5427 Posts
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Pandain
United States12989 Posts
Would make people WANT to have Ultralisks and have lurkers! | ||
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BOOWOO
United States83 Posts
Morphing from the more expensive Hydra at T2.5 just doesn't make sense unless it was given some sort of buff (which would be difficult to balance). At that point you can start investing in Infestor tech, which gives you the AoE damage, encourages detection tech by opponents, and gives defensive capabilities similar to the Lurker. The other choices I could see would be: a) Be a Roach Upgrade, which doesn't make sense lore-wise (I know, not as important as gameplay, but still a consideration) b) Become a T3 upgrade, and a more powerful unit overall. This has some potential I guess, and if I remember right its how the Lurker was in the early stages of SC2. But like he said in the interview, more isn't always better, and do the Zerg really need another beastly T3 unit alongside the Ultralisk and the Brood Lord? c) Have the Lurker become a standalone (doesn't morph from anything) unit with its own tech building. at T2. This seems the most feasible out of any option for putting the Lurker back in. But still, it just doesn't feel right. | ||
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LunarC
United States1186 Posts
1. Lurkers allow you to devote larvae to making Drones instead of more Lurkers. 2. Lurkers give Zerg near-absolute positional control while Banelings do not. 3. Lurkers demand great skill with positioning and army movement from both players while Banelings do not. | ||
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Tone_
United Kingdom554 Posts
On June 18 2010 08:29 EleanorRIgby wrote: take out baneling and put in lurker! The worst comment I have seen in the SC2 forum. | ||
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nyshak
Germany132 Posts
Plus, it would make sense in a way as the roach is already a "burrow"-unit. | ||
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SpaceYeti
United States723 Posts
My favorite is to use them burrowed and lure the enemy into them. Autocast unburrow is FTW for n00bier players like me too. ![]() | ||
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OreoBoi
Canada1639 Posts
Why would removing the lurker from the zerg army fit within the lore? The lurker was my favourite unit in SC1, and to this day, I still would rather go 3 hatch lurker than 3 hatch muta. I just hate how the cool stuff zerg used to have are ending up in the terran army. - Line AoE = hellions - Dark swarm = point defense drone - Ensnare = Concussive shells | ||
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Archerofaiur
United States4101 Posts
![]() ![]() They are litterally trying to pull of the same "magic" they did adding the Lurker in Broodwar. One year from now they will announce that the Lurker is being included in Heart of the Swarm because "we listened to the fans". Then they will go on to talk about how incredible and cool this *New* unit is, how much it adds to gameplay yada yada yada. It is yet another example of selling us our beloved ten year old game back to us bit by freaking bit. | ||
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nyshak
Germany132 Posts
yes yes the sky is falling yada yada yada. You might be right about a reapearance of the lurker in Heart of the Swarm though ![]() | ||
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Archerofaiur
United States4101 Posts
On June 23 2010 03:18 nyshak wrote: @ Archerofaiur yes yes the sky is falling yada yada yada. You might be right about a reapearance of the lurker in Heart of the Swarm though ![]() lol right im wrong but everything im saying will probably come true.... | ||
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nyshak
Germany132 Posts
On June 23 2010 03:32 Archerofaiur wrote: lol right im wrong but everything im saying will probably come true.... More like you might be right some but don't have to blow it out of proportion ![]() | ||
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Ramsing
Canada233 Posts
On June 23 2010 02:31 OreoBoi wrote: I think the lore debate is not valid. Why would removing the lurker from the zerg army fit within the lore? The lurker was my favourite unit in SC1, and to this day, I still would rather go 3 hatch lurker than 3 hatch muta. I just hate how the cool stuff zerg used to have are ending up in the terran army. - Line AoE = hellions - Dark swarm = point defense drone - Ensnare = Concussive shells Hellions are basically a mix of firebat and vult, so not really. Other ones are hard to disagree with. | ||
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SurtiC
Canada43 Posts
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Archerofaiur
United States4101 Posts
On June 23 2010 03:40 nyshak wrote: More like you might be right some but don't have to blow it out of proportion ![]() If Blizzard wouldnt take stuff out of the game only to sell it back to us later than I wouldnt. | ||
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Pking
Sweden142 Posts
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TheYango
United States47024 Posts
On June 23 2010 03:56 Archerofaiur wrote: If Blizzard wouldnt take stuff out of the game only to sell it back to us later than I wouldnt. Well, to be fair, they have to add things to all races if they're going to add back the lurker to Zerg, and it's perfectly reasonable that they might not have solid new units for Protoss and Terran lined up yet, so they pushed back one unit to HotS. I don't like that the unit was the Lurker, but it's perfectly reasonable to think that they plan to put it in later not because they're just trying to sell it back to us again, but because they need new Terran/Protoss units to go with it. On June 23 2010 02:31 OreoBoi wrote: I just hate how the cool stuff zerg used to have are ending up in the terran army. - Line AoE = hellions - Dark swarm = point defense drone - Ensnare = Concussive shells As was mentioned before, the Hellion is just Firebat+Vulture. Point Defense Drone is actually more of an AoE defense matrix than a Dark Swarm (it breaks based on taking damage, not based on time, and absorbs almost the exact same amount of damage that Defense Matrix does), and I don't think you can say that an AoE spell that slowed both move and attack speed is really analogous to a single-target ability tied to an attack that only affects movement speed. | ||
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Salvarias
Denmark231 Posts
Im not gonna let some long haired hippie, who don't belive in violance and possible play terran, tell me that I do no need my favorit unit! | ||
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Archerofaiur
United States4101 Posts
On June 23 2010 05:10 TheYango wrote: Well, to be fair, they have to add things to all races if they're going to add back the lurker to Zerg, and it's perfectly reasonable that they might not have solid new units for Protoss and Terran lined up yet, so they pushed back one unit to HotS. I don't like that the unit was the Lurker, but it's perfectly reasonable to think that they plan to put it in later not because they're just trying to sell it back to us again, but because they need new Terran/Protoss units to go with it. How do you figure? Last I checked zerg had the least units. | ||
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nyshak
Germany132 Posts
Its still SC2 and not a brand new IP. There will be old units that get "resold" to you like idk the Hydralisk and the siege tank and the Ultra and the zergling and the and the..... If you don't like that just don't buy the game. | ||
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Ouga
Finland645 Posts
I miss lurkers too obviously, it was nice technique that they worked as slowly moving defense while gaining map control when opponent had to get moving detection before being able to move out of their bases. I just don't see it as beneficial here, when it's more important to drone longer @ t1, and there's nothing as huge to rush for in t3 as there was in sc1, so as delaying pattern it doesn't make as much sense. | ||
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Archerofaiur
United States4101 Posts
On June 23 2010 05:45 nyshak wrote: If you don't like that just don't buy the game. Great logic. Thanks. | ||
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beetlelisk
Poland2276 Posts
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 It's different to fight against pure Banes and against something that tanks for them while they get closer. Since it's Zerglings most of the time all you need to do is micro in any other way than standing still or running away, as you, the Terran race, has Lurker now. It has the same range, It doesn't have to burrow and it has wheels. It's fast and it's impossible to avoid it's flame. Actually, hit and running isn't even that different from standing still or running away - it's doing those things faster. While Banes are the most cost effective in clumps, it's also time when they are the easiest to deal with by using Siege Tanks and High Templars. Will you be an even bigger hypocrite and tell me that you don't know it? | ||
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HELLA
18 Posts
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Jayme
United States5866 Posts
On June 23 2010 06:39 HELLA wrote: "Everyone loved it, it was fun, and technically we could make it work, but we don't want to" Kinda what I got too. It's alright though as I haven't planned on buying this game upon release for awhile now. | ||
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SC2Phoenix
Canada2814 Posts
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Assault_1
Canada1950 Posts
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Roniii
United States289 Posts
On June 18 2010 08:30 farseer_dk wrote: He really only said one thing useful which is banelings step on the same role... i understand they're both like anti-marine, but the lurker was a defensive unit. the baneling is clearly not. I disagree the baneling is a very good defensive unit to deal with speedling attacks :O | ||
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Roniii
United States289 Posts
On June 23 2010 06:44 Assault_1 wrote: id rather they push the release back 8 months (if they have to) and include the lurker so selfish of you! id rather they just add it next exp or something i need sc2 like yesterday | ||
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rastaban
United States2294 Posts
On June 23 2010 02:44 Archerofaiur wrote: I miss the lurker so much ![]() ![]() They are litterally trying to pull of the same "magic" they did adding the Lurker in Broodwar. One year from now they will announce that the Lurker is being included in Heart of the Swarm because "we listened to the fans". Then they will go on to talk about how incredible and cool this *New* unit is, how much it adds to gameplay yada yada yada. It is yet another example of selling us our beloved ten year old game back to us bit by freaking bit. I really, really, hope they don't add it in via an expansion after all this. When AOE III was released they talked about how they made the American Indian tribes as small allies you could get throughout the game. They then listed out all the reasons they hadn't made them playable races including not advanced enough to compete with the newer technology etc. What was the first expansion they released? WarChiefs with all new playable American Indian races. I never bought the expansion despite owning all the previous AOE games, and that was my number one reason. If you have a valid reason for not adding something, fine, but don't add it in later ignoring everything said before. | ||
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Lovin
Denmark812 Posts
Honestly, I don't miss it, though. It's great to see new things on the table instead. | ||
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Assault_1
Canada1950 Posts
On June 23 2010 06:53 Lovin wrote: wrong thread ^^ Honestly, I don't miss it, though. It's great to see new things on the table instead. ya, roach was a cool replacement | ||
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Archerofaiur
United States4101 Posts
On June 23 2010 06:39 HELLA wrote: "Everyone loved it, it was fun, and technically we could make it work, but we don't want to" "and we have to save something for Heart of the Swarm right" | ||
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a176
Canada6688 Posts
GameStar: One thing we wondered about is that you moved the broodlord upgrade from the mutalisk to the corruptor. Why? Dustin Browder: We noticed that the corruptor needed a way to stay in the game after I swept the sky. So if I fly around with my corruptors and kill everybody, what's use are these corruptors any more? Yea, I thought people already knew Blizzard had no idea what they're doing? | ||
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Archerofaiur
United States4101 Posts
On June 23 2010 10:46 a176 wrote: Yea, I thought people already knew Blizzard had no idea what they're doing? Do we even need to pull out the quote saying that Blizzard was ok with the mothership not being used except for "OMG LOOK HOW MUCH MONEZ I HAS"? To recap Lurker slight overlap with Baneling = Not Acceptable Mothership being useless = Acceptable! Maybe if the Lurker had been more glamorous and shiny... + Show Spoiler + ![]() | ||
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LunarC
United States1186 Posts
On June 23 2010 11:27 Archerofaiur wrote: Do we even need to pull out the quote saying that Blizzard was ok with the mothership not being used except for "OMG LOOK HOW MUCH MONEZ I HAS"? To recap Lurker slight overlap with Baneling = Not Acceptable Mothership being useless = Acceptable! Maybe if the Lurker had been more glamorous and shiny... + Show Spoiler + ![]() Holy shit the Lurker. But seriously if they add the Lurker into Heart of the Swarm without MAJOR, SIGNIFICANT changes I am going to continue my boycott. | ||
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mr_jingles77
Australia2 Posts
1:21-1:26 i see several lurkers burrow and attack. Whats with that? | ||
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Kantutan
Canada1319 Posts
On July 06 2010 00:29 mr_jingles77 wrote: http://www.youtube.com/watch?v=yrndTcwWgYo 1:21-1:26 i see several lukers burrow and attack. Whats with that? This is like half a year old before beta came out. Check the upload date at the very least... So since the unit is already made it might be seen in campaign, but it's not going to be in multiplayer. | ||
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NuKedUFirst
Canada3139 Posts
On July 06 2010 00:29 mr_jingles77 wrote: http://www.youtube.com/watch?v=yrndTcwWgYo 1:21-1:26 i see several lukers burrow and attack. Whats with that? It's a really old trailer. They took out/changed/added alot of units since they announced Sc2. Someone beat me to it.. TT | ||
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Piski
Finland3461 Posts
On July 06 2010 00:29 mr_jingles77 wrote: http://www.youtube.com/watch?v=yrndTcwWgYo 1:21-1:26 i see several lukers burrow and attack. Whats with that? Not the best bump :o What's up with what? That's like the alpha version of the game. It's already in singeplayer and they tried to integrate it to the multiplayer but it just didn't find its place. | ||
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mr_jingles77
Australia2 Posts
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gun.slinger
Canada258 Posts
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KobraKay
Portugal4271 Posts
On July 06 2010 00:37 mr_jingles77 wrote: Yah maybe not the best bump but this trailer is on the front page of the official site so was a little confused as to why they keep such an old trailer on the front page showing a unit that's probably not going to be in the game. Its in the SP. Oh and the video is there since 2008 when the lurker was still a MP unit and part of the swarm . | ||
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Trope
United States40 Posts
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iNty.sCream
Germany195 Posts
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StrinterN
Denmark531 Posts
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ramen247
United States1256 Posts
you guys would be crying, "no, i want the baneling back." seriously guys, in sc2 the lurker would totally suck. | ||
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iNty.sCream
Germany195 Posts
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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. | ||
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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 | ||
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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. | ||
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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) | ||
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iNty.sCream
Germany195 Posts
so whats cool on seeing all shit explode in 2 seconds? | ||
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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. | ||
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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. | ||
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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. | ||
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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. | ||
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Ownos
United States2147 Posts
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kajeus
United States679 Posts
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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. | ||
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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). | ||
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sluggaslamoo
Australia4494 Posts
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e4e5nf3
Canada599 Posts
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kajeus
United States679 Posts
On July 06 2010 12:00 e4e5nf3 wrote: It seems to me Blizz was more concerned with how well a unit would look in game previews, adertisments and gametrailers. Units like the baneling, colossus, mothership, and thor have this "oooh! wow" factor that is perfect for game trailers. Yeah, I guess it's nice that it worked out so they're really cool units, too. ![]() | ||
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TheMick
Great Britain164 Posts
On June 18 2010 08:30 farseer_dk wrote: He really only said one thing useful which is banelings step on the same role... i understand they're both like anti-marine, but the lurker was a defensive unit. the baneling is clearly not. banelings can be defensive, just burrow them they walk on top and kaboom.... | ||
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Phil4994
United States143 Posts
On a side note, Lurkers were in the game, way way back in the first vids that came out to the public and they mustn't of worked or else they wouldn't have taken it out. Believe it or not, Blizzard puts a lot of work and dedication into this game, although they may be money-fiending.... All i'm saying is let it play out and try to be open-minded. | ||
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SiNiquity
United States734 Posts
On July 06 2010 12:06 TheMick wrote: banelings can be defensive, just burrow them they walk on top and kaboom.... Slow, gooey spider mines just aren't the same as lurkers. I'm sure some cool units will be coming in the expansion though. Just remember the difference between vanilla SC and BW. | ||
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0neder
United States3733 Posts
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Ideas
United States8168 Posts
On July 06 2010 12:02 kajeus wrote: Yeah, I guess it's nice that it worked out so they're really cool units, too. ![]() motherships are NOT cool AT ALL man lol banelings and colossi I feel gameplay-wise are downgrades from lurkers and reavers too. thor doesnt really overlap with anything too much from BW. honestly a lot of the replacement SC2 units sorta just feel like change for the sake of change. I mean takes lurkers to banelings. yea banelings are cool but if you can only have one, I think most would agree that lurkers are the more dynamic, exciting and unique unit (aka more fun and interesting). banelings are pretty cool but if I could ONLY have one (which blizzard says is the case) then I'd rather have the lurker. of course maybe in the new game banelings just fit into the balance more or something but I dont really think that's completely the case... | ||
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kajeus
United States679 Posts
On July 06 2010 12:20 Ideas wrote: motherships are NOT cool AT ALL man lol banelings and colossi I feel gameplay-wise are downgrades from lurkers and reavers too. thor doesnt really overlap with anything too much from BW. Motherships are pretty cool... They probably need to be re-thought a little bit, but they are a neat unit, for sure. I completely disagree about your take on banelings and colossi. There is so much potential for these units... I really look forward to the future of SC2, when good players play the game and shut up all these obnoxious fortune-tellers. :D honestly a lot of the replacement SC2 units sorta just feel like change for the sake of change. I mean takes lurkers to banelings. yea banelings are cool but if you can only have one, I think most would agree that lurkers are the more dynamic, exciting and unique unit (aka more fun and interesting). banelings are pretty cool but if I could ONLY have one (which blizzard says is the case) then I'd rather have the lurker. of course maybe in the new game banelings just fit into the balance more or something but I dont really think that's completely the case... Classic failing of the diehard BW-was-so-much-better camp is assuming that "most people" would agree with them... To quote Artosis, "Nobody even plays Brood War anymore." | ||
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Ideas
United States8168 Posts
On July 06 2010 12:23 kajeus wrote: Motherships are pretty cool... They probably need to be re-thought a little bit, but they are a neat unit, for sure. I completely disagree about your take on banelings and colossi. There is so much potential for these units... I really look forward to the future of SC2, when good players play the game and shut up all these obnoxious fortune-tellers. :D Classic failing of the diehard BW-was-so-much-better camp is assuming that "most people" would agree with them... To quote Artosis, "Nobody even plays Brood War anymore." you know i could easily say "classic failing of the diehard SC2-is-great-cuz-its-new-and-everyone-was-playing-its-beta" but I wont because it just avoids all argument. I mean the lurker does everything a baneling does, but MORE. It's one of the most unique and captivating units of all RTS games. it's being replaced by just a typical suicide unit found in many many games across all genres. motherships were kinda cool before they made them how they are now lol. They're the worst-designed unit in the game. I guess it's just out of fashion to even question the almighty greatness of SC2 though. i mean, EVERYONE IS PLAYING IT | ||
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kajeus
United States679 Posts
On July 06 2010 12:44 Ideas wrote: you know i could easily say "classic failing of the diehard SC2-is-great-cuz-its-new-and-everyone-was-playing-its-beta" but I wont because it just avoids all argument. I mean the lurker does everything a baneling does, but MORE. It's one of the most unique and captivating units of all RTS games. it's being replaced by just a typical suicide unit found in many many games across all genres. motherships were kinda cool before they made them how they are now lol. They're the worst-designed unit in the game. I guess it's just out of fashion to even question the almighty greatness of SC2 though. i mean, EVERYONE IS PLAYING IT I didn't say you can't question it, I'm just saying that the lurker>baneling people get boring... It's a new game, and I don't want that many recycled units. The lurker burrowed and shot in a line. It was definitely interesting, but in what way is the baneling simply inferior? The lurker can't be a mine, and it can't take out a mass of units just by running into them. It has to burrow and then be positioned so that it hits things in a straight line. You'll never hear of a lurker drop that even borders on the effect of a baneling drop -- a "lurker drop" would be like dropping any other unit. The baneling is not a gimmicky novelty unit with a brand-new way of working; it's true. It's a refinement of a tried-and-tested core idea that is just fun to use. It can be used in carpet bombing, a minefield, or just in straight-up attacks -- as well as a number of other ways, I'm sure. It will go far. ![]() | ||
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Ideas
United States8168 Posts
On July 06 2010 12:53 kajeus wrote: I didn't say you can't question it, I'm just saying that the lurker>baneling people get boring... It's a new game, and I don't want that many recycled units. The lurker burrowed and shot in a line. It was definitely interesting, but in what way is the baneling simply inferior? The lurker can't be a mine, and it can't take out a mass of units just by running into them. It has to burrow and then be positioned so that it hits things in a straight line. You'll never hear of a lurker drop that even borders on the effect of a baneling drop -- a "lurker drop" would be like dropping any other unit. The baneling is not a gimmicky novelty unit with a brand-new way of working; it's true. It's a refinement of a tried-and-tested core idea that is just fun to use. It can be used in carpet bombing, a minefield, or just in straight-up attacks -- as well as a number of other ways, I'm sure. It will go far. ![]() | ||
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kajeus
United States679 Posts
On July 06 2010 12:59 Ideas wrote: I watch tons of BW games. Link me lurker use that's comparable to the baneling being used as a mine or a dropped bomb. Every single one will have the lurker burrowing behind a mineral line or protecting a choke or something. | ||
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P00RKID
United States424 Posts
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Anxiety
United States650 Posts
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P00RKID
United States424 Posts
+ Show Spoiler + I'm in dreamer mode | ||
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Ideas
United States8168 Posts
I can't think of a VOD ATM with a sick lurker drop, but I see them all the time (not as much lately because the maps aren't as great for them ATM, but outsider/medusa/destination and many others were great for them). I know I saw this game on outsider where the guy dropped a lurker behind the protoss' mineral only and so the protoss pulled all the probes to his nat, where the zerg had earlier dropped 2 other lurkers (on top of the cluff) and then burrowed them and got a shitload of kills. lurkers do everything a baneling does and more. they are used for map control. you are able to hold tight chokes with only a few lurkers. they are able to be used in offensive lurker contains. they are greatly complimented by dark swarm to hold expansions. they are used well with zerglings by forcing the terran's infantry to run (so as to not get killed by the lurkers) so that the lings get free hits (also you can surround the infantry ball with lings and then burrow the lurkers and the infantry cant run anywhere). they can be used as harass units. they can be used as mines. strategically, lurkers offer many more options than banelings and thus IMO are far better units for a realtime strategy game. | ||
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Ic3d
Canada187 Posts
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kajeus
United States679 Posts
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Ideas
United States8168 Posts
On July 06 2010 13:15 kajeus wrote: Besides, if you think about it, the roach goes a long way to making the lurker sort of boring in SC2. The roach has move-burrow, which is really what forces detection in SC2 games. The lurker has such a similar core gimmick mechanic that I wonder whether it wouldn't wind up being underused. i just want to make sure though, you really didn't know about hold-position lurkers?! | ||
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kajeus
United States679 Posts
On July 06 2010 13:13 Ideas wrote: http://www.youtube.com/watch?v=7FasNT0eFzw http://www.youtube.com/watch?v=-hH2Wl168qE I can't think of a VOD ATM with a sick lurker drop, but I see them all the time. I know I saw this game on outsider where the guy dropped a lurker behind the protoss' mineral only and so the protoss pulled all the probes to his nat, where the zerg had earlier dropped 2 other lurkers (on top of the cluff) and then burrowed them and got a shitload of kills. lurkers do everything a baneling does and more. they are used for map control. you are able to hold tight chokes with only a few lurkers. they are able to be used in offensive lurker contains. they are greatly complimented by dark swarm to hold expansions. they are used well with zerglings by forcing the terran's infantry to run (so as to not get killed by the lurkers) so that the lings get free hits (also you can surround the infantry ball with lings and then burrow the lurkers and the infantry cant run anywhere). they can be used as harass units. they can be used as mines. strategically, lurkers offer many more options than banelings and thus IMO are far better units for a realtime strategy game. I guess this was a little unfair to you because it's inherently impossible for the lurker to be used as a mine. What you have here is standard lurker use, one defensive and the other sort of random harass. This is similar to using the baneling as a mine, but the difference is that the lurker must *attack*, and its attack needs to be dodged or run away from. It's like a cloaked siege tank. Not really a mine... But let's just suppose that a lurker can function similarly to a mine, because this is kind of a boring point to stress. You yourself admit that the lurker has to land, burrow, and fire in order to do damage. Compare this to a baneling drop, which is more like a carpet-bombing -- instantaneous, cheap, and explosive in more ways than one. Lurkers CANNOT be used as bombs. And we have only a hint of all the ways they will be used. You have 10 years of hardcore play behind the lurker, but what does the baneling have? A couple months of a beta and a group of hostile Brood War players... | ||
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pencilcase
United States330 Posts
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kajeus
United States679 Posts
On July 06 2010 13:24 Ideas wrote: i just want to make sure though, you really didn't know about hold-position lurkers?! Huh? I've done absolutely nothing but demonstrate that I know EXACTLY what you're trying to say. Hold-position lurkers are only vaguely comparable to using a baneling as a mine. By the way, this conversation reminds me so much of this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=38427 See how angry people were? People hate new things! So many incredible parallels! | ||
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Ideas
United States8168 Posts
On July 06 2010 13:25 kajeus wrote: + Show Spoiler + On July 06 2010 13:13 Ideas wrote: http://www.youtube.com/watch?v=7FasNT0eFzw http://www.youtube.com/watch?v=-hH2Wl168qE I can't think of a VOD ATM with a sick lurker drop, but I see them all the time. I know I saw this game on outsider where the guy dropped a lurker behind the protoss' mineral only and so the protoss pulled all the probes to his nat, where the zerg had earlier dropped 2 other lurkers (on top of the cluff) and then burrowed them and got a shitload of kills. lurkers do everything a baneling does and more. they are used for map control. you are able to hold tight chokes with only a few lurkers. they are able to be used in offensive lurker contains. they are greatly complimented by dark swarm to hold expansions. they are used well with zerglings by forcing the terran's infantry to run (so as to not get killed by the lurkers) so that the lings get free hits (also you can surround the infantry ball with lings and then burrow the lurkers and the infantry cant run anywhere). they can be used as harass units. they can be used as mines. strategically, lurkers offer many more options than banelings and thus IMO are far better units for a realtime strategy game. I guess this was a little unfair to you because it's inherently impossible for the lurker to be used as a mine. What you have here is standard lurker use, one defensive and the other sort of random harass. This is similar to using the baneling as a mine, but the difference is that the lurker must *attack*, its attack needs to be dodged or run away from. It's like a cloaked siege tank. Not really a mine... But let's just suppose that a lurker can function similarly to a mine, because this is kind of a boring point to stress. You yourself admit that the lurker has to land, burrow, and fire in order to do damage. Compare this to a baneling drop, which is more like a carpet-bombing -- instantaneous, cheap, and explosive in more ways than one. Lurkers CANNOT be used as bombs. And we have only a hint of all the ways they will be used. You have 10 years of hardcore play behind the lurker, but what does the baneling have? A couple months of a beta and a group of hostile Brood War players... so it's not a mine because it's not 100% like a mine visually but functions EXACTLY the same? both a lurker drop and baneling drop depend on the other player not noticing the units as they come to the base. it's pretty much exactly the same (wait for lurkers to burrow and attack, wait for overlord to get either directly over the workers and then drop or wait for banelings to get there). Oh but it doesnt LOOK like a mine! nevermind! | ||
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kajeus
United States679 Posts
On July 06 2010 13:31 Ideas wrote: so it's not a mine because it's not 100% like a mine visually but functions EXACTLY the same? both a lurker drop and baneling drop depend on the other player not noticing the units as they come to the base. it's pretty much exactly the same (wait for lurkers to burrow and attack, wait for overlord to get either directly over the workers and then drop or wait for banelings to get there). Oh but it doesnt LOOK like a mine! nevermind! People on the Internet are so angry all the time! It's not like a mine because it has an attack that moves in a straight line. It is not the same as popping and exploding, which is instantaneous and destroys the attacking unit. The lurker attack fires in a straight line. A mine is an AOE explosion. These distinctions are crucial in any competitive game. But I was even willing to concede that it's similar! I was willing to drop the point! And come on now, man... Carpet-bombing and a DT drop are different, right? Then why is it so hard to admit that carpet-bombing and a lurker drop are different? One has a bomber air unit that has to be avoided; the other has a dropping air unit that puts down another unit that has to run somewhere and burrow and then attack in a straight line... | ||
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InfiniteIce
United States794 Posts
On July 06 2010 13:31 Ideas wrote: so it's not a mine because it's not 100% like a mine visually but functions EXACTLY the same? both a lurker drop and baneling drop depend on the other player not noticing the units as they come to the base. it's pretty much exactly the same (wait for lurkers to burrow and attack, wait for overlord to get either directly over the workers and then drop or wait for banelings to get there). Oh but it doesnt LOOK like a mine! nevermind! It's not the same, it doesnt function the same. I just read both of your sides in this little debate. Here are the differences: Line damage ≠ Splash damage. Lurkers do not die (at least not without an attack from the enemy) after being unheld. Lurkers are not suicide units. Banelings cannot be used to deny an expansion for any length of time, because they are one use only.. Banelings cannot be used to hold a key piece of terrain for any length of time...because they are suicide units. Lurkers MUST burrow to attack. Banelings MUST unburrow to attack. Lurkers have range. Lurkers do not do damage when they die. It doesn't function "EXACTLY the same". Additionally, lurkers do not necessarily "depend" on the other player not noticing the units approaching their base. They have nearly 4x the HP of a baneling, and multiple lurkers can survive a few pot shots and still burrow, losing maybe 1-2 out of a control group. Banelings have very little HP and the stealth mechanic is more of a factor here. | ||
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Ideas
United States8168 Posts
On July 06 2010 13:43 kajeus wrote: People on the Internet are so angry all the time! It's not like a mine because it has an attack that moves in a straight line. It is not the same as popping and exploding, which is instantaneous and destroys the attacking unit. The lurker attack fires in a straight line. A mine is an AOE explosion. These distinctions are crucial in any competitive game. But I was even willing to concede that it's similar! I was willing to drop the point! And come on now, man... Carpet-bombing and a DT drop are different, right? Then why is it so hard to admit that carpet-bombing and a lurker drop are different? One has a bomber air unit that has to be avoided; the other has a dropping air unit that puts down another unit that has to run somewhere and burrow and then attack in a straight line... the shape of an AoE harass drop is so irrelevant that it is essentially not worth mentioning. but ok you got me. banelings explode in circles, lurkers attack in long and skinny forward facing rectangles. banelings die when lurkers dont. you're too caught up in the very specifics. a storm drop, reaver drop, lurker drop, baneling drop, they are all basically the same thing. they accomplish the same goals by extremely similar means. the point is that a lurker can do it as well as everything else a baneling does but also more. and constantly saying that I'm angry doenst help your point at all. I get it, you're this super cool calm suave guy whose just trying to tell this old angry guy that he's being too conservative with his RTS unit design. point taken. but not every change is a good change, and the change from lurker to baneling I think isnt a good one (unlike say most changes to protoss which I feel are really good). | ||
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zak
Korea (South)1009 Posts
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Ideas
United States8168 Posts
On July 06 2010 13:47 InfiniteIce wrote: It's not the same, it doesnt function the same. I just read both of your sides in this little debate. Here are the differences: Line damage ≠ Splash damage. Lurkers do not die (at least not without an attack from the enemy) after being unheld. Lurkers are not suicide units. Banelings cannot be used to deny an expansion for any length of time, because they are one use only.. Banelings cannot be used to hold a key piece of terrain for any length of time...because they are suicide units. Lurkers MUST burrow to attack. Banelings MUST unburrow to attack. Lurkers have range. Lurkers do not do damage when they die. It doesn't function "EXACTLY the same". Additionally, lurkers do not necessarily "depend" on the other player not noticing the units approaching their base. They have nearly 4x the HP of a baneling, and multiple lurkers can survive a few pot shots and still burrow, losing maybe 1-2 out of a control group. Banelings have very little HP and the stealth mechanic is more of a factor here. again I think you're too caught up in the very specifics of each unit's mechanics. yea a psi-storm and a hunter-seeker missile are "different" because they look different and have slightly different mechanics on how they work (psi storm is damage over time but instantly casted, HSM is instant damage but you see the missile coming) but they are BASICALLY the same thing in the form of a AoE spell that only deals damage. also just to point out about the lurkers vs mineral lines: yea they have more HP and can take more shots before they die but once the player sees the lurkers they can run their workers away (just like vs any other drop). line damage IS splash damage btw. | ||
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kajeus
United States679 Posts
On July 06 2010 13:51 Ideas wrote: the shape of an AoE harass drop is essentially not worth mentioning. but ok you got me. banelings explode in circles, lurkers attack in long and skinny forward facing rectangles. banelings die why lurkers dont. you're too caught up in the very specifics. a storm drop, reaver drop, lurker drop, baneling drop, they are all basically the same thing. they accomplish the same goals. the point is that a lurker can do it as well as everything else a baneling does but also more. and constantly saying that I'm angry doenst help your point at all. I get it, you're this super cool calm suave guy whose just trying to tell this old angry guy that he's being too conservative with his RTS unit design. point taken. but not every change is a good change, and the change from lurker to baneling I think isnt a good one (unlike say most changes to protoss which I feel are really good). Aww, I'm sorry, man. I'm not trying to say you're old. :D I am not sure that the lurker can do everything as well as a baneling. I think they do many things very differently. But most importantly, it's not supposed to replace the lurker. There are many new units in SC2, and many of them can be used for many things. Just because the lurker MIGHT be able to fill more generalized "roles" than the baneling (and that's a big, premature "might") doesn't mean that the game as a whole suffers, in my opinion... It just means that it's different. | ||
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InfiniteIce
United States794 Posts
On July 06 2010 13:55 Ideas wrote: again I think you're too caught up in the very specifics of each unit's mechanics. yea a psi-storm and a hunter-seeker missile are "different" because they look different and have slightly different mechanics on how they work (psi storm is damage over time but instantly casted, HSM is instant damage but you see the missile coming) but they are BASICALLY the same thing in the form of a AoE spell that only deals damage. also just to point out about the lurkers vs mineral lines: yea they have more HP and can take more shots before they die but once the player sees the lurkers they can run their workers away (just like vs any other drop). line damage IS splash damage btw. "again"? That was the first time I posted in this thread. But on to the content.. I'm caught up in the fact that you said exactly the same. I am not fooled by sprites, don't worry about that ![]() Not sure of the relevance, but I will grant you that Psi storm and HSMissile are both spells that do AoE. However... HS Missiles are not instant damage. If you run the targeted unit away from the group, it will drag. Like a spider mine. Psi storm is not instant damage. They are not the same in this respect, just like banelings and lurkers are not, lol. If you fire a HSM, you are guaranteed to either kill or do the full damage of the HSM to at least one unit, no? If you fire a Psi Storm, you are guaranteed nothing. Damage over time ≠ Area of effect damage. Psi storm is both, HSM is one. Also, line damage is line damage. Splash damage is splash damage. That's why there are two different terms...similar concepts, different presentations. In the diagram below..let's pretend the O's represent marines. The X is a lurker that does line damage and is at the maximum range from the marines. The marines are in a vertical formation as shown, and are in close proximity to each other, but perfectly vertical. + Show Spoiler [diagram] + O O O-------X O O Obviously, at maximum range, the lurker cannot hit any marine but the center one at its parallel. Let's pretend the X is now a Siege tank in siege mode (splash damage). The tank will damage more than the center marine that it fires at. Line damage ≠ splash damage. | ||
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shawster
Canada2485 Posts
all pro players use lurkers well, decent players it's actually quite a task. but then again with the new grouping system it's way easier to use lurkers so i guess i'm pretty happy with banelings. i'd still love to see lurkers,even though i don't think it'll be used as much as bw. protoss have easier detection and terrans all go mech | ||
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Ideas
United States8168 Posts
On July 06 2010 13:59 kajeus wrote: Aww, I'm sorry, man. I'm not trying to say you're old. :D I am not sure that the lurker can do everything as well as a baneling. I think they do many things very differently. But most importantly, it's not supposed to replace the lurker. There are many new units in SC2, and many of them can be used for many things. Just because the lurker MIGHT be able to fill more generalized "roles" than the baneling (and that's a big, premature "might") doesn't mean that the game as a whole suffers, in my opinion... It just means that it's different. it's so clear that the baneling replaces the lurker :O lower tier AoE damage for the zerg (just like how the colossi replaces the reaver and the infestor replaces the defiler). in fact in the video that this thread is ABOUT Sigaty even says that the main reason that the lurker was removed was because it overlapped too much with the baneling ("among other units" but yea the baneling) lol | ||
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kajeus
United States679 Posts
On July 06 2010 14:05 Ideas wrote: it's so clear that the baneling replaces the lurker :O lower tier AoE damage for the zerg (just like how the colossi replaces the reaver and the infestor replaces the defiler). in fact in the video that this thread is ABOUT Sigaty even says that the main reason that the lurker was removed was because it overlapped too much with the baneling ("among other units" but yea the baneling) lol These units possibly DISPLACE old units, due to overlapping roles. My point was that it's not like they edited BW and replaced the lurker with the baneling. You are looking for a one-to-one role comparison where there need not be one. Instead, I think we should be looking at what zerg as a RACE is capable of doing in each game as a whole... | ||
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Ideas
United States8168 Posts
On July 06 2010 14:00 InfiniteIce wrote: "again"? That was the first time I posted in this thread. But on to the content.. I'm caught up in the fact that you said exactly the same. I am not fooled by sprites, don't worry about that ![]() Not sure of the relevance, but I will grant you that Psi storm and HSMissile are both spells that do AoE. However... HS Missiles are not instant damage. If you run the targeted unit away from the group, it will drag. Like a spider mine. Psi storm is not instant damage. They are not the same in this respect, just like banelings and lurkers are not, lol. If you fire a HSM, you are guaranteed to either kill or do the full damage of the HSM to at least one unit, no? If you fire a Psi Storm, you are guaranteed nothing. Damage over time ≠ Area of effect damage. Psi storm is both, HSM is one. Also, line damage is line damage. Splash damage is splash damage. That's why there are two different terms...similar concepts, different presentations. Let's pretend the O's represent marines. The X is a lurker that does line damage and is at the maximum range from the marines. + Show Spoiler [diagram] + O O O-------X O O Obviously, at maximum range, the lurker cannot hit any marine but the center one at its parallel. Let's pretend the X is now a Siege tank in siege mode (splash damage). The tank will damage more than the center marine that it fires at. Line damage ≠ splash damage. I said again because I spent all my posts talking about it. you need to look at the higher concept of this whole thing. psi storm does a lot of damage to an area. HSM does a lot of damage to an area. with both spells the opposing player has the ability to minimize the effect that it has on them (either by dodging the storm or microing the targeted unit away from others). yes the specific mechanics of how they work are different, but they fill the exact same role by extremely similar means. also you're really going to give me some bullshit about line damage and splash damage being "different terms" ? call it whatever the fuck you want, but they're the same thing in a different shape. | ||
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InfiniteIce
United States794 Posts
On July 06 2010 14:12 Ideas wrote: I said again because I spent all my posts talking about it. you need to look at the higher concept of this whole thing. psi storm does a lot of damage to an area. HSM does a lot of damage to an area. with both spells the opposing player has the ability to minimize the effect that it has on them (either by dodging the storm or microing the targeted unit away from others). yes the specific mechanics of how they work are different, but they fill the exact same role by extremely similar means. also you're really going to give me some bullshit about line damage and splash damage being "different terms" ? call it whatever the fuck you want, but they're the same thing in a different shape. I believe I am already looking at the higher concept...I think you need to look at the higher concept personally. Basic concept: "They do damage over some area" Higher concept: What I posted. The specific mechanics of how they work and their uses. What youre saying is similar to equating males and females. Basic concept: They're both humans Higher concept: I don't need to explain.... (PS: I'm only giving you shit about the terminology because it serves to illustrate the fact that they are different, mechanically. And because you said "EXACTLY the same". I disagree........) | ||
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Leeoku
1617 Posts
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sluggaslamoo
Australia4494 Posts
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Ideas
United States8168 Posts
On July 06 2010 14:25 InfiniteIce wrote: I believe I am already looking at the higher concept...I think you need to look at the higher concept personally. Basic concept: "They do damage over some area" Higher concept: What I posted. The specific mechanics of how they work and their uses. What youre saying is similar to equating males and females. Basic concept: They're both humans Higher concept: I don't need to explain.... (PS: I'm only giving you shit about the terminology because it serves to illustrate the fact that they are different, mechanically. And because you said "EXACTLY the same". I disagree........) plz dont tell me that this has turned into an argument about the amount of "concept" and what that means lol. I believe that the higher your "concept" is the more abstract it is, and the lower the concept the more concrete and specific it is. basic concept = high concept, or at least that's how I've understood it to be. either way that's completely besides the point of all my talking points on this thread I think. they're "different" but are they really THAT different? really most units in SC1 and 2 are "the same" when you pull back your view far enough. I guess how you judge how similar or different they are is a personal thing, but I am arguing that in MY view lurkers fill every role a baneling does and even more. | ||
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sluggaslamoo
Australia4494 Posts
On July 06 2010 13:13 Ideas wrote: http://www.youtube.com/watch?v=7FasNT0eFzw http://www.youtube.com/watch?v=-hH2Wl168qE I can't think of a VOD ATM with a sick lurker drop, but I see them all the time (not as much lately because the maps aren't as great for them ATM, but outsider/medusa/destination and many others were great for them). I know I saw this game on outsider where the guy dropped a lurker behind the protoss' mineral only and so the protoss pulled all the probes to his nat, where the zerg had earlier dropped 2 other lurkers (on top of the cluff) and then burrowed them and got a shitload of kills. lurkers do everything a baneling does and more. they are used for map control. you are able to hold tight chokes with only a few lurkers. they are able to be used in offensive lurker contains. they are greatly complimented by dark swarm to hold expansions. they are used well with zerglings by forcing the terran's infantry to run (so as to not get killed by the lurkers) so that the lings get free hits (also you can surround the infantry ball with lings and then burrow the lurkers and the infantry cant run anywhere). they can be used as harass units. they can be used as mines. strategically, lurkers offer many more options than banelings and thus IMO are far better units for a realtime strategy game. I loled at the second vid. I love how the Terran checks for lurkers before going in, most players would have let the lurkers loose then, but Savior saw through it and waited until the until the whole army was there before killing them all. Genius. | ||
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IceHism
United States1903 Posts
is that Zerg is NOT fun and too predictable we have the lowest ammount of combat units compared to other races ands that's not considering the fact some units just don't work correctly at the moment(ultralisk) and one unit with a unique concept but nerfed into a generic zealot (roach) lore wise doesn't make sense because we don't have a 1 supply combat unit (zergling are .5) destroying some of our ability to mass, also nerfed zergling attack speed D: their was a great thread on the sc2 beta forums that explained zerg's problem nicely here http://forums.battle.net/thread.html?topicId=25171927930&sid=5000 | ||
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Schurk
Netherlands47 Posts
there's a lot of stuff that a baneling can do which a lurker couldn't. maybe anyone saw the day9 daily during the zerg special with the overlord / baneling drop. that was really awesome. you can also burrow single banelings on key ramps when your oponent has no detection. and don't forget that the lurker has been around for 10 years. the baneling only a few months. new tactics will come eventualy edit: spelling | ||
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sikyon
Canada1045 Posts
But I play random in SC2 and I can say that the baneling is not the lurker. They do not fit the same roles. Baneling synergizes with the zerg army SO much better. From my games as/against zerg in SC2 zerg are ALL about mobility. They have every conceivable tool that lets them outmanuver and pincer their opponents - indeed, if zerg forces can do this they will typically strike crushing defeats. The lurker is a highly immobile unit. It has to burrow to attack, it has to unburrow to move. Sure, it works defensivly but so do spine crawlers (very, very well). On the attack, I perfer to use my mobility to my advantage instead of "laying a trap." I perfer the baneling to the lurker 100%. The lurker COMPLETLY changes the matchup you're looking at. If you're opponent goes lurker, you HAVE to go robo as toss, or get that raven as terran. How fair is that?!? I can counter any other build with a number of tech paths and good strategy, but there is only ONE way to counter lurkers. They are arguably even worse than tanks in terms of you controlling what your opponent does. | ||
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Archerofaiur
United States4101 Posts
On July 06 2010 22:28 sikyon wrote: If you're opponent goes lurker, you HAVE to go robo as toss, or get that raven as terran. How fair is that?!? Spoken like someone who has never played a single game of Starcraft 2 with the Lurker. | ||
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Louder
United States2276 Posts
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terranghost
United States980 Posts
On July 06 2010 23:50 Louder wrote: baneling is a much better choice for sc2 than a lurker :o points already covered pretty well by morrow, so i'm just echoing :D If I remember correctly when it was in the game it was a 2.5-3 tier unit more than enough time to get ample detection. | ||
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Cheerio
Ukraine3178 Posts
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Archerofaiur
United States4101 Posts
On July 07 2010 00:48 terranghost wrote: tbh I find it ammusing that I see zergs complain that their race isn't too much different than BW then say, O we need darkswarm and consume and lurkers and [insert bw unit or ability here] Couldnt be because the zerg have less units overall hmmmm? | ||
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Ideas
United States8168 Posts
On July 07 2010 00:48 terranghost wrote: tbh I find it ammusing that I see zergs complain that their race isn't too much different than BW then say, O we need darkswarm and consume and lurkers and [insert bw unit or ability here] If I remember correctly when it was in the game it was a 2.5-3 tier unit more than enough time to get ample detection. personally I've never complained that zerg is too similar to BW zerg. if anything it's too different in all the wrong ways. | ||
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terranghost
United States980 Posts
On July 07 2010 01:03 Archerofaiur wrote: Couldnt be because the zerg have less units overall hmmmm? I admit that I did not write that this wasn't a possibility however it is irrelevant for 2 reasons. 1.) Adding a unit or spell from BW is counter productive if the zerg are to get an additional unit it should not be from BW. Returning units (some with slighly different functions) Terran 7 marine, battlecruser , tank, ghost, scv, dropship(medic) (counted medivac as 2 units since it is the the combination of 2 BW units) Toss 7 zealot, carrier, archon, High, dark templar, observer, probe zerg 7 zergling, hydra, muta, overlord, drone, ultra, broodling 2.) It's not even correct Units overall Terran 13 Banshee, battlecruser, ghost, hellion, Marauder, marine, medivac, raven, reaper, scv, tank, thor, and viking Toss 15 Archon, carrier, collosus, Dark templar, high templar, immortal, mothership, observer, phoenix, probe, sentry, stalker, Void ray, warp prism, and zealot. Zerg 13 Corruptor, Broodlord, drone, hydra, infestor, mutalisk, overlord, overseer, queen, roach, ultralisk, zergling, and baneling. Before anyone reads my second point and starts flaming I will explain yes not all of these units can attack or are useful in all situations. Whiner: Well the ultra is useless and why would I ever use it. 1. Don't tell that to TLO 2.Look at the archon, not to mention the dt if your opponent has detection. Yes I included the overlord which is effectively the zerg's supply depo but it is also their dropship if you take that out the unit counts for all 3 races go down by one likewise for other units that are added as well. Units not included Infested terran, broodling, mule, changeling, and nydus worm as broodlings have very limited lifespan and infested terrans are basically walking auto turrets with a shorter life. Zerg players that complain about not having enough units are just plain wrong as the numbers don't lie For comparison sake I will take out all units that don't have an attack or is a mining unit. terran 10 subtracts the scv, raven, medivac. toss 11 subtracts observer, probe, warp prism, and high templar zerg 9 subtracts drone, infestor, overlord, overseer O what is that the numbers are still pretty damn close. On July 07 2010 05:30 Ideas wrote: personally I've never complained that zerg is too similar to BW zerg. if anything it's too different in all the wrong ways. You may not but enough people do. Edit: added nydus worm to units left out of the unit count this has been corrected | ||
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MonkeyKungFu
Norway154 Posts
Since the other races has more units what do you think of removing colossi + DT for protoss and tanks + medivac for terran? Wouldnt be taken lightly i guess. Arguing the lurker is stepping on the role of the baneling is just bull*#æ, do colossi step on the role of the h. templar and its psi storm? "I guess lurkers would be too hard to balance with new clumping" They managed to balance siege tanks with the new clumping by imrpoving its AI, lol? Need moar options =) | ||
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terranghost
United States980 Posts
On July 07 2010 00:48 terranghost wrote: tbh I find it ammusing that I see zergs complain Where in there to I say that all zerg players complain... nowhere. Also you must be able understand what things are implied. All you zergs complain too much does not mean that all zerg players complain but in fact it means that the zerg players that do complain... complain too much. edit: Even if your post was not directed at me it is still relevant because many of the people that you could be refering too I'm sure did not intend to refer to every zerg player and even if they were ignore them for they are probally not worth listening too. | ||
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).
That's really saddening.
)![[image loading]](http://classic.battle.net/images/battle/scc/zerg/pix/units/Lurker1.gif)
![[image loading]](http://i298.photobucket.com/albums/mm269/stebo88_photo/AttractiveLurker.jpg)