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Lurker Strength - Page 11

Forum Index > SC2 General
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SovSov
Profile Joined September 2010
United States755 Posts
September 08 2010 00:25 GMT
#201
WHY DO WE NEED LURKERS WHEN WE HAVE IMBA NON-GIMMICKY BANELINGS?
Acritter
Profile Joined August 2010
Syria7637 Posts
September 08 2010 00:29 GMT
#202
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.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Vokasak
Profile Joined July 2010
United States388 Posts
September 08 2010 00:31 GMT
#203
Beating several different dead horses in this thread.
Practical wisdom is the combination of moral will and moral skill
andeh
Profile Blog Joined August 2009
United States904 Posts
September 08 2010 00:34 GMT
#204
Thinking about how much fun lurkers were and reading this thread makes me sad


cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
September 08 2010 00:42 GMT
#205
Overreact much? I don't think anyone is going to walk their bioball through a lurker field and just not do anything about it. This isn't OP at all.
Jaedong <3 HOOK'EM HORNS!
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
September 08 2010 01:53 GMT
#206
i vomited in my mouth a little bit when you called lurkers "cloaked siege tanks".

That's the most horrendously inaccurate thing I've heard in quite some time.
Slago
Profile Joined August 2010
Canada726 Posts
September 08 2010 01:59 GMT
#207
Anyone who thinks lurkers would be OP, why, higher tier less range and more cost than tanks, seems worse than Tanks IMO, it would give zerg the ability to hold positions they wanted, I.E. like your seige wall you go there and the zerg has to back up or engage and get slaughtered, similiar thing would be with lukers just not as powerful, so you couldn't just run in with a bio ball and rape anymore
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Disastorm
Profile Joined January 2008
United States922 Posts
September 08 2010 02:00 GMT
#208
wow this actually looks like the perfect thing zerg needs to be balanced against terran imo. maybe reduce the damage a bit but otherwise i think this would fix the game.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
dabom88
Profile Blog Joined July 2010
United States3483 Posts
September 08 2010 02:04 GMT
#209
Just give Zergs Lurkers and make them Tier 2.5 already Blizzard.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
Abdiel
Profile Joined September 2010
52 Posts
September 08 2010 02:05 GMT
#210
It would be awesome if they added this.

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.
Antares777
Profile Joined June 2010
United States1971 Posts
September 08 2010 02:13 GMT
#211
On September 08 2010 09:25 SovSov wrote:
WHY DO WE NEED LURKERS WHEN WE HAVE IMBA NON-GIMMICKY BANELINGS?


Dito.
fishball232
Profile Joined May 2010
United States90 Posts
September 08 2010 02:17 GMT
#212
take away baneling. add lurkers and scourge and then ill play zerg.
"You really have to detach yourself and accept that you suck at StarCraft. Like I suck at StarCraft and it's all I've done for 15 years"-Artosis 2013
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
September 08 2010 03:11 GMT
#213
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.
Jaedong <3 HOOK'EM HORNS!
Sueco
Profile Joined September 2009
Sweden283 Posts
Last Edited: 2010-09-08 14:11:19
September 08 2010 14:00 GMT
#214
The more I look at the SC2 lurker, the more I come to believe they are exactly the change that Z needs.

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.
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
September 08 2010 14:01 GMT
#215
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.
Steven Bonnell II is the friggin man.
Dwomir
Profile Joined May 2010
Sweden14 Posts
September 08 2010 14:44 GMT
#216
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.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 08 2010 14:50 GMT
#217
Lurkers look amazing.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
mierin
Profile Joined August 2010
United States4943 Posts
Last Edited: 2010-09-08 14:54:24
September 08 2010 14:53 GMT
#218
Wait...blizzard doesn't want "unit overlap?" Marauders, reapers, tanks = mass building damage. Reapers + hellions = horrific light damage. Light, ridiculously fast harassing units? Hellions, reapers. WTG Blizz.

EDIT: Notice how a particular unit belongs in all of these situations.
JD, Stork, Calm, Hyuk Fighting!
TekKpriest
Profile Joined March 2010
308 Posts
Last Edited: 2010-09-08 14:58:11
September 08 2010 14:55 GMT
#219
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.
A Man chooses, a slave obeys
sleepingdog
Profile Joined August 2008
Austria6145 Posts
September 08 2010 14:58 GMT
#220
although I think pretty much everyone agrees that zerg needs another unit (not because of imbalance but simply because of versatility), I think it would be a horrible idea to bring back the lurker - simply because I want to play starcraft 2 and NOT simply broodwar with better graphics; there would be no point at all in developing a new game if you end up playing it exactly the way broodwar was played

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
"You see....YOU SEE..." © 2010 Sen
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