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Lurker Strength - Page 2

Forum Index > SC2 General
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HubertFelix
Profile Joined April 2010
France631 Posts
August 04 2010 19:31 GMT
#21
I don't find this more impressive than colossus vs hydralisks.
Elegy
Profile Blog Joined September 2009
United States1629 Posts
Last Edited: 2010-08-04 19:37:40
August 04 2010 19:31 GMT
#22
no one wants lurkers because of the role they play (which overlaps banelings), people want lurkers because it was a unit that required finesse and skill, positioning and rewarded good control and placement. lurkers ofc do more than banelings in terms of preservation and what-not + are better defensive units that dont just vanish after one use, however

try another test where the bioball attacks into the lurker ball and see how well it does then imo.
Spaceninja
Profile Joined April 2010
United States211 Posts
Last Edited: 2010-08-04 19:33:25
August 04 2010 19:32 GMT
#23
I would bet lurkers cost a lot more then tanks...

EDIT: If they would be put in the game that is.
Haters Gonna Hate.
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
August 04 2010 19:33 GMT
#24
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.
Smigi
Profile Joined April 2010
United States328 Posts
August 04 2010 19:34 GMT
#25
All this video shows is that a Lurker is a better unit for Defense UMS games.

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.
Drone then Own
SmoKim
Profile Joined March 2010
Denmark10305 Posts
August 04 2010 19:34 GMT
#26
im still fine with missing Lurkers, if anything i would much rarther see a new unit
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
wiesel
Profile Joined September 2008
Germany727 Posts
Last Edited: 2010-08-04 19:47:29
August 04 2010 19:35 GMT
#27
Hm? You could do the same with a maxed bio army and lurkers in broodwar too. It even looks cooler
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.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
August 04 2010 19:36 GMT
#28
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.
Kare
Profile Joined March 2009
Norway786 Posts
August 04 2010 19:40 GMT
#29
Lurkers would be so awesome in starcraft 2, remove the baneling and add the lurker PLEASE!
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Jhuyt
Profile Blog Joined July 2010
Sweden365 Posts
August 04 2010 19:43 GMT
#30
Haven't anybody considered the possibility that they are planning to put in lurkers in Heart of the Swarm. It would make the expansion awesome!
[17:32] <catphone> Roll for % cooler [17:32] <catphone> .roll d20 [17:32] <+Sweetiebot> catphone: 20 (d20=20)
7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2010-08-04 19:46:01
August 04 2010 19:43 GMT
#31
this comparison of tanks and lurkers isnt really fair.
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.
beep boop
leeznon
Profile Joined April 2010
United States255 Posts
August 04 2010 19:44 GMT
#32
I wouldn't be surprised if Lurkers were in Heart of the Swarm. Doubt they'll be in WoL patch.
Zerg=Skill
-Kato-
Profile Joined June 2010
Spain1146 Posts
August 04 2010 19:45 GMT
#33
Wow I just realised how much I miss the lurker, such a great defensive unit.

Also, I don't know what the video tries to test, lurkers=/=tanks, they would have different roles.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
August 04 2010 19:46 GMT
#34
Well... A fault with the test. Don't walk by siege tanks like you did.
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?!?!?
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
NibbloniaN
Profile Blog Joined September 2009
United States377 Posts
August 04 2010 19:46 GMT
#35
I want Lurkers, and I want them to have the same upgrade as roaches so they can move while burrowed, now there is a killing machine
My folks were always on me to groom myself and wear underpants. What am I, the pope?
peachsncream
Profile Joined April 2010
United States289 Posts
August 04 2010 19:47 GMT
#36
without attacking u killed a tank, gj. btw on your next videos type just a little faster so it isn't so slow.
I Micro I Micro - PLZLEAVEDUCK
Kpyolysis32
Profile Joined April 2010
553 Posts
August 04 2010 19:52 GMT
#37
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).


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).
Man, do I not keep this up to date, or what?
Icx
Profile Blog Joined November 2009
Belgium853 Posts
Last Edited: 2010-08-04 19:52:57
August 04 2010 19:52 GMT
#38
I was actually thinking of something silly.

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 :>
Mowe
Profile Joined August 2010
Sweden16 Posts
August 04 2010 19:54 GMT
#39
Well for us Lurker lovers, they came in the exp in SC1 so why not the same in SC2? And they will without a doubt be playable in the zerg expansion if thats any confort :p
N00b trying to learn to play good <---- ME
Issor
Profile Blog Joined April 2010
United States870 Posts
August 04 2010 20:00 GMT
#40
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).


That's not a bug
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