Lurker Strength - Page 2
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HubertFelix
France631 Posts
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Elegy
United States1629 Posts
try another test where the bioball attacks into the lurker ball and see how well it does then imo. | ||
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Spaceninja
United States211 Posts
EDIT: If they would be put in the game that is. | ||
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Omegalisk
United States337 Posts
On August 05 2010 04:30 HardcoreBilly wrote: 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). I actually was planning on redoing it with a mic, but the audio doesn't work, so I had to settle for this. | ||
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Smigi
United States328 Posts
Any competent player knows not to send their units into the abyss, and any competent player has his army hotkeyed so he can pull back. Or have scan hotkeyed to put down one scan and put some hurt on the lurkers. Lurkers will act like DTs, give you map control untill Terran gets a raven. However lurkers will still have uses even if the enemy has detection, just mixing them in with your army is deadly, and doing nydus lurker drops ect. sounds awsome. Regardless, thanks for the vid, it was informing to say the least. | ||
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SmoKim
Denmark10305 Posts
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wiesel
Germany727 Posts
![]() You can contain terran/protoss with the broodwar lurker something important the baneling probably never will be able to do, and we have no sc2 zerg unit to contain atm. | ||
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Saracen
United States5139 Posts
On August 05 2010 04:21 Apocalyptic wrote: 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. Just split your army and problem solved. Just like in Brood War. The problem is that lurkers destroy marines and zealots and banelings destroy marines and zealots, hence the "unit overlap" that Blizzard's been so fond of talking about. What they miss entirely though is that lurkers have defensive capabilities which give Zerg more flexibility when it comes to droning options as well as drops/nyduses that you can't get from banelings. | ||
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Kare
Norway786 Posts
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Jhuyt
Sweden365 Posts
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7mk
Germany10157 Posts
Of course lurkers become more powerful the closer you get. BW stop lurkers would have raped that even faster.Thats why you keep your distance from lurkers, while siege tanks have way scarier range. Lookin forward to the next tests though that hopefully show realistic battles. Btw. if lurkers actually do fit into the game well and they'll just put them into heart of the swarm then I'll be pissed off. That would show pure greed from blizzard IMO. | ||
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leeznon
United States255 Posts
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-Kato-
Spain1146 Posts
Also, I don't know what the video tries to test, lurkers=/=tanks, they would have different roles. | ||
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SuperJongMan
Jamaica11586 Posts
They killed each other and you effectively reduced their damage output by walking within the siege safe-zone. Also, you coulda shortened this video, 4 minutes for such a simple test isn't very useful. I agree with the typing comments before. If we are watching a SC2 unit test, I think all the text you added in video could easily be put into the OP or the video tagline thing in youtube. Still, thanks, and this was my first time seeing lurkers since I havent, and don't plan to touch Galaxy Editor... unless... is there a related achievement?!?!? | ||
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NibbloniaN
United States377 Posts
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peachsncream
United States289 Posts
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Kpyolysis32
553 Posts
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. 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). That's definitely not a bug >_> They were that way in Brood War as well; It was intentional. I really hope to see Lurkers put in in the Protoss expansion. I think that it wouldn't be unthinkable for the other races to get new units in the expansions; the race that it's centered around just needs to get more (I'm also really hoping for Smoglings: the coolest fan-made unit ever). | ||
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Icx
Belgium853 Posts
And yes I know this is never, ever gonna happen, but I was just "dreaming" about possible things. What if the lurker stayed as it was, being an upgrade from the roach (since for some reason I actually feel that in sc2 it fits more the being an upgrade from the hydra), and lairtech, replacing the roach burrow movement. And the roach movement speed would also apply to the lurker. And make it basespeed the same as a roach. -The zerg can make roaches in the early game, all fine and dandy -after lairtech he can research the lurker upgrade and morph them, but they are still slow so they act more as a defense mechanism (that zerg could use). The slow movement speed would help a bit in that it would be easier to kill incoming lurkers very early in the game so that for example terran can get away with scans untill he gets a raven out -then the speed to be more agressive, take more of the map and attack with it and so on. To not overlap the baneling gains a new role. Instead of being a splashdmg unit it becomes support. A baneling that explodes reduces the armor of all units it hit by -1 or -2 (-2 or more seems really OP tough).( doesn't stack) This would make just stimming and running into a defensive position fairly dangerous because of the combination. And in fights you would have to make the choice, do I focus the banelings and deal with the lurkers later, or do I focus the lurkers killing them before the dmg kills us. Anyway, i'm not really looking for much input or anything, I know the whole idea is a bit silly, but I was just daydreaming ^^ Not everything should always be about superserious balance discussion :> | ||
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Mowe
Sweden16 Posts
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Issor
United States870 Posts
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. 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). That's not a bug | ||
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