Remember that it's infinitely easier to micro your units in SC2, due to the new selection systems and whatnot.
Lurker Strength - Page 10
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Malabyte
Norway75 Posts
Remember that it's infinitely easier to micro your units in SC2, due to the new selection systems and whatnot. | ||
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mousepad
United States136 Posts
On September 08 2010 05:28 kickinhead wrote: I've not heard any of those excuses TBH... But I'm sure they didn't make sense anyways - I mean; we're talking about Blizzard here... ^^' It was along the lines of "Lurkers" are too late in the game, too expensive, too redundant because of Banelings replacing them in terms of a good AOE unit, and the fact Hydras are tier 2. Yeah it could be PR spin, but its true enough. Honestly, I don't think Lurkers are really needed. Like others have said, Zerg has issues during the early game and if they survive that, tend to be a strong race in the mid-late game. Could be that Zerglings or Roaches could use an early game buff. | ||
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XxEschatonxX
3 Posts
1) Anti Armor. Only the ultralisk is anti-armor at the moment. That is tier 3, which is quite slow to get. 2) Anti Mass. Ultras and Banes have splash but they serve diffferent purposes. Ultras are a tanking unit that in theory can be effective against mass but its melee distance attack makes kiting it quite effective. Infestors are quite good but fungal needs 75 energy for 36 damage over several seconds. Infestors are ineffective vs massed armor, only massed terran bio without serious medivacs. Banes are only good vs zerglings or marines. 3) Choke breaking unit. Zerg has nothing ranged besides broodlords that can break a choke. Lurkers would help to solve this problem. 4) Defensive ranged unit with splash. Also a choke defender. Basically it solves many of zerg's current weaknesses. | ||
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Hunch
Canada336 Posts
but i dont want to see them in ladder sc2. | ||
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imperator-xy
Germany1377 Posts
if terran does banshee, you often loose. but he may also do reaper harass, drop, mmm push, mm tank push or whatever and you may still loose. a clever terran player is able to hide his tech, so zerg should have a unit that makes you feel kind of safe against everything. during beta, roach was this kind of unit. now you just do zerglings, but they dont do anything against a well timed push including hellions | ||
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Grobyc
Canada18410 Posts
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Jayme
United States5866 Posts
On September 08 2010 04:38 SCdinner wrote: I agree with the whole of my heart. I want to know who makes these amazing RTS' people are compairing favoritably over blizzards. I've never heard anyone give an example of an rts as ballanced as the starcraft series. you show a bit of your ignorance here. Vanilla SC1 was not balanced at all SC2 is arguably kinda balanced but not really...zerg is dtill terribly designed. SCBW is primarily balanced due to community maps and cute micro tricks blizzard didn't intend. blizzard doesn't have an awesome track rate...the community is almost always much better. Blizzard is also terrible at making maps in general. Hardly an ignorant statement | ||
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Xog2
United States97 Posts
The captain obvious text commentary can be done away with imo...quite annoying, however it is your perogative. | ||
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Ketara
United States15065 Posts
Saying SC2 isn't perfect I would agree with, but saying it is not balanced is just utterly idiotic. You need to get over yourself. What it seems like you're saying to me is just because you don't agree with something, that it is bad. That is subjective and poor logic, and makes me sadface. I don't agree with the way Blizzard made the Mothership. I don't think it should be a support unit. I think something called a Mothership that you can only have one of should be a freaking awesome Death Star style superweapon, and not something whose chief purpose is to cloak and recall other units. I'm not about to go say that the game is bad, or that Blizzard is a bad company at balancing it, just because I don't agree with the way they implemented the Mothership. If you think that Starcraft 2 is such a poorly balanced game, then why don't you go into the map editor and make maps with custom unit modifications that are balanced better. When the entire Starcraft 2 community decides that your version of the game is better than Blizzards, and they start putting your mod on TV in Korea, then you can authoritatively say that Blizzard is a bad company at balancing games. If Blizzard is so bad at balancing games, then what RTS game is more balanced? Or are they all bad to you. | ||
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arb
Noobville17922 Posts
On September 08 2010 06:21 XxEschatonxX wrote: I wish lurker was in this game for multiplayer. It provided so many roles that Zerg is really deficient in at the moment. 1) Anti Armor. Only the ultralisk is anti-armor at the moment. That is tier 3, which is quite slow to get. 2) Anti Mass. Ultras and Banes have splash but they serve diffferent purposes. Ultras are a tanking unit that in theory can be effective against mass but its melee distance attack makes kiting it quite effective. Infestors are quite good but fungal needs 75 energy for 36 damage over several seconds. Infestors are ineffective vs massed armor, only massed terran bio without serious medivacs. Banes are only good vs zerglings or marines. 3) Choke breaking unit. Zerg has nothing ranged besides broodlords that can break a choke. Lurkers would help to solve this problem. 4) Defensive ranged unit with splash. Also a choke defender. Basically it solves many of zerg's current weaknesses. I dont see how lurkers would break chokes..you know htey have to burrow to attack right? | ||
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hifriend
China7935 Posts
"So, the lurker is basically a cloaked siege tank." | ||
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Numy
South Africa35471 Posts
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LuckyMacro
United States1482 Posts
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Tachion
Canada8573 Posts
If a Terran/Toss pushes into your narrow nat(like LT), you're at a big disadvantage already. Toss have forcefields and storms to demolish those clumped units, and Terrans have tanks and Bioballs work extremely well when you can just stick some marauders at the front to take the brunt of the damage in a narrow choke. It might be too niche, but Zerg has a lot of trouble defending narrow spaces which the lurker could be fantastic for. | ||
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ArvickHero
10387 Posts
On September 08 2010 05:42 BeMannerDuPenner wrote: sc1 vanilla was a joke balance wise and broodwar was more luck then anything. You don't know what you are talking about. For one thing, have you even played Vanilla SC in multiple serious melee games? Thanks for pulling things out of your ass k. | ||
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ryanAnger
United States838 Posts
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Randomaccount#77123
United States5003 Posts
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TLOBrian
United States453 Posts
I love the lurker. The lurker loves to kill shit. The lurker can be used in chokes. The lurker can be an anti armor splash unit. The lurker at tier 1.5 can single handedly solve almost all the issues zerg has in the early game. Spawning pool>Roach Warren>Lurker den OR Spawning pool> Lair> Lurker den Either things work great to fix zerg. So simply, so easy, so quick! + Show Spoiler + But this is activision we're talking about.... | ||
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Calidus
150 Posts
On September 08 2010 09:07 TLOBrian wrote: Terran players are sure angry about the lurker, huh? Or race balance in general, "Please don't change anything, it's fine the way it is!" We see through your charade terran foes.... I love the lurker. The lurker loves to kill shit. The lurker can be used in chokes. The lurker can be an anti armor splash unit. The lurker at tier 1.5 can single handedly solve almost all the issues zerg has in the early game. Spawning pool>Roach Warren>Lurker den OR Spawning pool> Lair> Lurker den Either things work great to fix zerg. So simply, so easy, so quick! + Show Spoiler + But this is activision we're talking about.... Brian even though i am your personal stalker, i have to disagree, at T1.5 lurker in it' current form would be to strong. T2 would be more reasonable because lurkers map control at 1.5 would be amazing since zerg could get them before observers and ravens. I also don't like the idea of solving most of zerg balances issues with add 1 unit. | ||
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Pobearo
United States351 Posts
That's just my 2 cents though. | ||
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