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Lurker Strength

Forum Index > SC2 General
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1 2 3 4 5 11 12 13 Next All
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
Last Edited: 2010-08-04 19:21:49
August 04 2010 19:18 GMT
#1
Well, I really liked Lurkers in SC1, so I decided to test them out in SCII (they are in the Galaxy Editor). I only tested them out against the bioball, mainly because they were great at that in SCI. Sorry for no audio; I can't seem to get that to work.

Also, to the mods, I'm not trying to advertise my channel (only one video anyway), that's just where I have the footage.



Also, I don't know if you can read what I typed, but attacking the Siege Tanks instead of running by makes there be about 60 units left (so 48 lost), and with horrible micro.
~Matthias
Profile Joined July 2010
Canada56 Posts
August 04 2010 19:20 GMT
#2
Oh my god
I attend church Sunday to Thursday at 7pm PST on day9.tv
Apocalyptic
Profile Joined July 2010
United States131 Posts
August 04 2010 19:21 GMT
#3
Wow - the tight grouping of the bio army makes Lurkers extremely powerful. I can see why they were not put into the game in this state.
"Some people are like a slinky, not really good for anything but they still manage to bring a smile to your face when you push them down a flight of stairs"
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
Last Edited: 2010-08-04 19:24:11
August 04 2010 19:22 GMT
#4
Watching that video satisfied a part of my Brood War hunger.

I would really like to see lurkers put back into Sc2. Blizzard says overlapping role, but Siege Tanks and Marauders ( both dealing bonus damage to armor) overlap and Terran is fine. It's not like you never see Marauders or Siege Tanks, you get to pick and choose.

As for Banelings, there really only cost effective against Light units and nothing else :/
All the pros got dat Ichie.
Disposition
Profile Joined June 2010
Canada77 Posts
Last Edited: 2010-08-04 19:23:02
August 04 2010 19:22 GMT
#5
Wow the beginning was awfully slow, explaining marines and mauraders, counting how many lurkers etc. 2 minutes in I was hoping you would just run down there already. But nice to see otherwise.
JinNJuice
Profile Joined June 2010
United States255 Posts
Last Edited: 2010-08-04 19:23:33
August 04 2010 19:23 GMT
#6
Did you try adding one raven for detection and try attacking the lurkers? Pretty sure they would melt against that bio ball and be about similar to the siege tanks.

edit: oh and lurkers can't abuse high ground cliffs like tanks can.
Fumble
Profile Joined May 2010
156 Posts
August 04 2010 19:23 GMT
#7
Man, I love the lurker portrait. You also forgot to mention that lurker was suppose to be tier 3 unit and that seige tanks have a lot more range. So its hard to compare.
Roniii
Profile Joined March 2010
United States289 Posts
August 04 2010 19:23 GMT
#8
i can see why those aren't in multiplayer lol
you think as i do
sOvrn
Profile Joined April 2010
United States678 Posts
August 04 2010 19:24 GMT
#9
I miss the lurker , and the SC2 one looks really cool. Blizzard should just add to the game already >.<
My favorites: Terran - Maru // Protoss - SoS // Zerg - soO ~~~ fighting!
gdroxor
Profile Blog Joined May 2010
United States639 Posts
August 04 2010 19:24 GMT
#10
Just what Zerg needs to be absolutely unbeatable in a macro game - biological siege tanks.
Orpheos
Profile Joined April 2010
United States1663 Posts
August 04 2010 19:25 GMT
#11
...
you should try doing it where the bio army can see the lurkers. and dont stupidly run into them. the spines have alot less splash area if the ball isnt sitting right on top of it(similar area to a siege tank might i add). and even without detection no idiot is going to run their ball and park it right on top of lurkers.
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
August 04 2010 19:26 GMT
#12
On August 05 2010 04:24 gdroxor wrote:
Just what Zerg needs to be absolutely unbeatable in a macro game - biological siege tanks.

Yea except Siege Tanks are a lower tier and also out range lurkers. Did I mention costing less?
All the pros got dat Ichie.
yrba1
Profile Joined June 2010
United States325 Posts
August 04 2010 19:27 GMT
#13
I can only imagine the magnitude of the Terran bronze league QQ'ers if this was inputed. But it's true that MMM would be rendered nearly useless if this was intact unless you have good micro.
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
August 04 2010 19:27 GMT
#14
I wish they put lurkers in the beta to just see how they were used in games,
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
August 04 2010 19:29 GMT
#15
I was trying to simulate where Terran didn't have detection or where the Lurkers were out of sight.

oh and lurkers can't abuse high ground cliffs like tanks can.


Turns out, they can, at least in the Galaxy Editor. They don't work as well as Siege Tanks though, because they have shorter range and there is a nasty bug where you can just run ahead of the Lurker's attack (where the Lurker attacks and it misses).
Icx
Profile Blog Joined November 2009
Belgium853 Posts
August 04 2010 19:29 GMT
#16
Altough it is never gonna happen, and there are a lot of if's (detection etc).

This made me a drool a little :x

But at the same time it made me almost cry now that I realize again that lurkers aren't in sc1, they are basicly my favourite unit out of any rtsgame or any stuff like that ever.

But in reality the only way I see the lurker working realistically (and not even thinking about the techpath and so on) is if it had like a range upgrade to make it outrange MMM balls by just a bit.

leeznon
Profile Joined April 2010
United States255 Posts
August 04 2010 19:29 GMT
#17
This video really makes me miss lurkers.
Zerg=Skill
Chronopolis
Profile Joined April 2009
Canada1484 Posts
August 04 2010 19:30 GMT
#18
the main difference is range...but really? lurkers kill bio balls just like they did in BW. It's to be expected. But the cool thing is maruaders would be able to kill lurkers cost effectively if they got a good concave.
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
August 04 2010 19:30 GMT
#19
Just a tip, if you plan to make a series of video, please get a mic, and if not a mic, then don't type at all, the viewers will usually get the gist. Or if you must note something, have it in the description or have a black screen of text (and not type in the actual video).

Now to the actual video: You have Lurker all wrong. It is in no way like a Siege Tank. Any competent player, or in this case, a Terran, would scan and then kill the Lurkers.

Lurkers were great in SC:BW mainly because of the Dark Swarm, seeing as though that isn't in the game, it will drastically be less effective and be used differently in SC2. In SC2 I would imagine Lurkers being more defensive, and never come in packs (as one detector would annihilate all Lurkers). Instead, a player would probably have one lurker at each base, or used to prevent enemy mining (assuming you sneak one to the back.
JinNJuice
Profile Joined June 2010
United States255 Posts
August 04 2010 19:30 GMT
#20
On August 05 2010 04:29 Omegalisk wrote:
I was trying to simulate where Terran didn't have detection or where the Lurkers were out of sight.

Show nested quote +
oh and lurkers can't abuse high ground cliffs like tanks can.


Turns out, they can, at least in the Galaxy Editor. They don't work as well as Siege Tanks though, because they have shorter range and there is a nasty bug where you can just run ahead of the Lurker's attack (where the Lurker attacks and it misses).


True, but I think by the time Zerg would have lurkers out, T3, if you don't have detection at that point then im pretty sure you'd lose anyways. Anyways, even if you hit those 7 lurkers, one scan and they're all dead.
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