Lurker Strength - Page 11
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SovSov
United States755 Posts
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Acritter
Syria7637 Posts
On September 08 2010 06:18 Archerofaiur wrote: Reaper = good against buildings, light units and workers. Usually used on suicidal missions. Baneling = good against buildings, light units and workers. Usually used on suicidal missions. Now why is it that reapers are allowed to be a "early game only" but banelings cant? You manage to have your Banelings only sometimes suicide? Damn, I wish I could micro that well. Seriously, now, the reason Reapers aren't used later on is that they don't have splash damage, and they take up valuable Barracks production time. Zerglings are pretty much always good, and can be morphed into Banelings without draining additional larvae. There are some fundamental differences there. I can't say I like the idea of early-only units, as that tends to limit functionality a ton and make them either overpowered or useless. I seriously cannot think of a single unit in BW that was used early but not late, bar possibly Marines in TvP. | ||
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Vokasak
United States388 Posts
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andeh
United States904 Posts
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cHaNg-sTa
United States1058 Posts
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Subversion
South Africa3627 Posts
That's the most horrendously inaccurate thing I've heard in quite some time. | ||
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Slago
Canada726 Posts
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Disastorm
United States922 Posts
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dabom88
United States3483 Posts
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Abdiel
52 Posts
But, being realistic here, the beta had 6 months and blizzard didn't add any units to zerg ( from what I hear, they just removied the more interesting units and abilities). And when has blizzard ever added units to the game AFTER release? Warcraft III had a few mercenary heroes added later on (after an expansion), and that was it. If blizzard really did add lurkers to Zerg, it would be a revolutionary move imo. But honestly, I can't really see zerg not being underpowered at least for another year. Blizzard has given no real indication that it cares about the current balance situation. | ||
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Antares777
United States1971 Posts
On September 08 2010 09:25 SovSov wrote: WHY DO WE NEED LURKERS WHEN WE HAVE IMBA NON-GIMMICKY BANELINGS? Dito. | ||
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fishball232
United States90 Posts
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cHaNg-sTa
United States1058 Posts
Blizzard is so stupid, why are they insisting on how banelings and lurkers overlap? They simply aren't. Lurkers actually attack while burrowed, giving lurker drops or nydus worm even more power for lurkers to wreak havoc. | ||
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Sueco
Sweden283 Posts
Tier 2.5 Lurkers with a (possible) T3 range upgrade would: -Give zerg its only actual stealth attacker. -Give zerg its only positional defense unit. -Gives a solution against MMM spam that does not involve the fragile and micro-intensive baneling. Even banelings lose their effectiveness as The MMM ball grows in size and its firepower strays into the realm of the riddiculous. Lurkers would punish all those 8-rax a-movers, forcing them to develop something resembling the intelligence a Z player needs to display when facing a tank line. -Banelings and Lurkers do not overlap. They complement. Late-game, you often see toss players facing MMM use both templars and colossi. The combined area damage is actually very usefull, not overlapping at all. I foresee a similar synergistic relation between banelings and lurkers. Banelings are great at destroying marines, and lurkers, which have a slight bonus to armored, would handle those pesky marauders. Bottom line is, considering the current public disenchantment with Z, drastic changes are needed. Lurkers are a universally loved classic and could provide a much-needed gameplay shake-up. | ||
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TLOBrian
United States453 Posts
On September 08 2010 12:11 cHaNg-sTa wrote: The more I think about it, the more I realized just how terrible these particular lurkers would be absolutely horrible in SC2. Put 7 lurkers together in BW and walk a giant group of marines over them, none of them would even come close to surviving. Yet we still have some marines in that group surviving. Blizzard is so stupid, why are they insisting on how banelings and lurkers overlap? They simply aren't. Lurkers actually attack while burrowed, giving lurker drops or nydus worm even more power for lurkers to wreak havoc. I think its just a matter of blizzard laziness. And, I think that the lurker would do better as an anti armor unit. 25+20 to armored? Would kill marines in two hits and marauders in 3 hits. Would also fit well with the terrible terrible damage syndrome that is occuring.... Upgrades would be like 3+2 I guess. Either way, It would work well as a support unit and to control chokes. Zergs units suck in chokes right now. | ||
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Dwomir
Sweden14 Posts
well a good microd zerg that get his hands on both Lurkers and Infestors will use Fungal Growth to immobilize the MM ball and then put down the Lurkers in range to slaughter the cute MM ball the terran charges in with (if he now has one). So thats why i dont want the Lurkers back, not to be unfair to the Zerg but if they come back then more balance work would be needed from Blizzard im afraid. At the same time i know you cant pick 2 techs thats gas heavy but only 1 then hey what about late game when you have 4 expos or more. | ||
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Sanguinarius
United States3427 Posts
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mierin
United States4943 Posts
EDIT: Notice how a particular unit belongs in all of these situations. ![]() | ||
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TekKpriest
308 Posts
On September 08 2010 23:44 Dwomir wrote: Okay I'll be lazy because I do not want to read 11 pages of posts from other people wich can make me look BM. But I just want to make a statement that if the lurker comes back in SC2 then it would be OP, why?! you may ask, the reason is that Zerg now has Infesters, so what will happen if you mix Infesters with Lurkers: well a good microd zerg that get his hands on both Lurkers and Infestors will use Fungal Growth to immobilize the MM ball and then put down the Lurkers in range to slaughter the cute MM ball the terran charges in with (if he now has one). So thats why i dont want the Lurkers back, not to be unfair to the Zerg but if they come back then more balance work would be needed from Blizzard im afraid. At the same time i know you cant pick 2 techs thats gas heavy but only 1 then hey what about late game when you have 4 expos or more. Then why dont you add Ghosts to your Army to EMP Infestors?, even if they are burrowed, you need Scan/Ravens either way because of the Lurkers + You dont have to use a 1 control group syndrom as Terran ![]() edit: And i agree with Sueco, Lurkers would give Zerg a nice unit, which would fit into the current play very well. And it wouldnt be imbalanced too. | ||
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sleepingdog
Austria6145 Posts
I really hope zerg gets a cool new unit with the expansion, but - again - I hope it will be a unit that isn't just lurker_v_2.0 | ||
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