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Lurker Strength - Page 3

Forum Index > SC2 General
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Megalisk
Profile Blog Joined October 2008
United States6095 Posts
August 04 2010 20:03 GMT
#41
I read your username and was like..hey thats what some broad told me last night!

But really lurkers are awesome I look forward to seeing them in action more later .
Tear stained american saints and dirty guitar dreams across a universe of desert and blue sky , gas station coffee love letters and two dollar pistol kisses from thirty five dollar hotel room stationary .
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
August 04 2010 20:03 GMT
#42
Just for the record, I didn't put Siege Tanks in to compare them to Lurkers, I just put them in as a control. Sure, the test could have been a lot more scientific, but I mainly made it to give people an idea of what Lurkers would be like and how they would change Zerg.

Also, I'm making another video for Scourge; should I put it in a new thread or here?
nanokwark
Profile Joined July 2010
Poland51 Posts
August 04 2010 20:04 GMT
#43
Great to see Lurker again. Sad that not implemented in normal game through.
OHtRUe
Profile Blog Joined March 2010
United States283 Posts
August 04 2010 20:06 GMT
#44
OH EM GEE i would have to micro my bio ballll QQQQQQQ. Thats pretty much why blizzard didn't want to implement lurkers.
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 04 2010 20:08 GMT
#45
Uh, bio is already not viable because of banelings. That's why lurkers were deemed "overlapping." The one thing lurkers did was force detection, but burrowed roaches and banelings can do the same thing (and infestors too with the new IT!)
Half man, half bear, half pig.
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
August 04 2010 20:27 GMT
#46
On August 05 2010 05:08 Floophead_III wrote:
Uh, bio is already not viable because of banelings. That's why lurkers were deemed "overlapping." The one thing lurkers did was force detection, but burrowed roaches and banelings can do the same thing (and infestors too with the new IT!)

Roaches and Infestors can attack from the underground? Why I did post in those all TvZ balance threads...
I work alone. // Visit TL Mafia subforum!
PanzerDragoon
Profile Joined March 2010
United States822 Posts
August 04 2010 20:34 GMT
#47
If lurkers could move while burrowed by default, I think they'd be a fine tier 3 unit without any other changes.
lindn
Profile Joined July 2010
Sweden833 Posts
August 04 2010 20:47 GMT
#48
On August 05 2010 04:24 gdroxor wrote:
Just what Zerg needs to be absolutely unbeatable in a macro game - biological siege tanks.

that can't abuse high ground advantage and takes hives to produce.

i don't see where the balance issue lies here tbh.

even though i still want hydras to be moved to T1 WHERE THEY'RE SUPPOSED TO BE giving us lurkers would give us another way to contain, today the only way i can contain is if my enemy lets me spread my creep and i'll threaten him with OMEGASPEED ling runs trough his mineral lines.

also banelings are horrible, against toss they're worthless cause their shields are to strong for the baneling to melt trough, in TvZ only part where banelings do good is against mass marines, marauders are armoured and takes way to many banelings to kill (the reason why you always try to flank with the banelings since marines are usually at the back supporting the front marauders)

banelings are awesome in ZvZ which is a pain in the ass, mass lings get slaughtered and so is hydras, roaches do fine but with enough banelings (they're the same price as roaches :O) and the way they do splash damage you can bring down an equal amount of roaches for the same pricerange of banelings.

so where does the baneling REALLY fit in blizzard? they fit in in ZvZ.

terrans can easily counter them with tanks and killing off creep tumours to erase any speed increase for the banelings (they're slow off creep even with the rolling upgrade) so with tiny amounts of micro (move back A move move back etcetc) you can take out the baneling force and then go ahead and massacre the remaining zerg force.

banelings are there for 1. ZvZ's and 2. really bad terrans who just masses marines and think he's gonna win with it

so, banelings are NOT a replacement for lurkers, they might be really good sometimes but most of the times they're just there to soften up the army. lurkers are our tanks, banelings are just our marines we throw at the enemy to their deaths to soften up before a fight.

just my views anyways, i'd rather see hydras in T1 than lurkers anyways.
Noocta
Profile Joined June 2010
France12578 Posts
August 04 2010 22:18 GMT
#49
Baneling make zerg more offensive, lurker was good to be defensive.
Too bad Zerg is often really passive in SC2.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Vei
Profile Joined March 2010
United States2845 Posts
August 04 2010 22:23 GMT
#50
Thanks for this and all but please realize people appreciate brief and concise videos. You don't need to spend time explaining the obvious, or if you do, do so while it's in action.
www.justin.tv/veisc2 ~ 720p + commentary
lindn
Profile Joined July 2010
Sweden833 Posts
August 04 2010 22:23 GMT
#51
On August 05 2010 07:18 Noocta wrote:
Baneling make zerg more offensive, lurker was good to be defensive.
Too bad Zerg is often really passive in SC2.

banelings are not enough to be offensive. if we had lurkers for defense purely then we'd be able to move out further with our units and not fear getting attacked from drops or stuff like that. lurker could lock down several spots like chokes and such which means zerg could gain a lot of map control and defend it easily (i.e not just relying on overlords and creep tumours to keep an eye on the map, detectors and viking/phoenix/void rays is all you need right now to counter zerg map control since their army has pretty much no mobility at the moment just going out and killing creep tumours would cripple the zerg to no end. i've got a few games i've lost just cause i lost the creep tumours and got rolled over cause i had no extra speed to be able to flank and get the upperhand on the enemy army.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
August 04 2010 22:29 GMT
#52
On August 05 2010 04:25 Orpheos wrote:
...
you should try doing it where the bio army can see the lurkers. and dont stupidly run into them. the spines have alot less splash area if the ball isnt sitting right on top of it(similar area to a siege tank might i add). and even without detection no idiot is going to run their ball and park it right on top of lurkers.


That's what Hold Lurkers are for, the idea of cloak is that you don't know it's there
I think esports is pretty nice.
threehundred
Profile Joined July 2009
Canada911 Posts
August 04 2010 23:14 GMT
#53
give me my vulture and i'll give you your lurker
KimTaeyeon MEDIC MU fighting! ^^;;
7mk
Profile Blog Joined January 2009
Germany10157 Posts
August 04 2010 23:33 GMT
#54
On August 05 2010 05:00 Issor wrote:
Show nested quote +
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.

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


yeah wth O_o it was the same in bw, good thing its the same in sc2.

On August 05 2010 05:03 Omegalisk wrote:
Just for the record, I didn't put Siege Tanks in to compare them to Lurkers, I just put them in as a control. Sure, the test could have been a lot more scientific, but I mainly made it to give people an idea of what Lurkers would be like and how they would change Zerg.

Also, I'm making another video for Scourge; should I put it in a new thread or here?


sure, just make it a more real fight in the next video, that way we'll see better how it would change the matchup.
and Scourge video yeah maybe just put that in here as well and ask a mod to change the thread title.
beep boop
Jadix
Profile Joined September 2004
United States134 Posts
August 04 2010 23:45 GMT
#55
I dont know if I agree with Blizzard's design philosophy of giving each race a single "solution" for a given action. They say they dont need the lurker because zerg already has the AOE role filled by banelings. Blizzard wanted to keep the unit count low to make it easier for players to grasp the game, but I feel it just limits the game more than it helps simplify. I honestly feel like each race should have the amount of units and upgrades that your Terran army in the campaign has. This would greatly increase the number of ways you could achieve a goal (how to handle an upcoming situation or enemy army) and highly increase the depth of the game.

Instead, it seems Blizzard has opted to keep the unit cap very low so each unit has a very specific role to play.
Apolo
Profile Joined May 2010
Portugal1259 Posts
August 04 2010 23:51 GMT
#56
Lurker looks much more zergy than baneling don't know why...
Medzo
Profile Blog Joined June 2009
United States627 Posts
Last Edited: 2010-08-04 23:57:17
August 04 2010 23:56 GMT
#57
This test is hardly effective. First don't run into the tanks dead zone. Second why doesn't this bio ball have medivacs? Third who runs through 7 lurkers or 7 tanks? Fourth why try to see what something looks like when you try to run past a blob of units and not actually fight? What is this test suppose to show?
ArvickHero
Profile Blog Joined October 2007
10387 Posts
August 04 2010 23:57 GMT
#58
You can't recreate a Lurker Contain with Banelings ehehehe.. fuck I hate dealing with Lurker contains in PvZ.. although i guess the lack of Scourge would make it much less powerful.
Writerptrk
Leeoku
Profile Joined May 2010
1617 Posts
August 05 2010 00:01 GMT
#59
the main big diifference imo is that siege tanks have smart attacking. also the lurker just portray how it was in sc1 no difference..
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
August 05 2010 00:02 GMT
#60
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).
Thats not a bug your suppose to be able to dodge them
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
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