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On August 05 2010 05:34 PanzerDragoon wrote: If lurkers could move while burrowed by default, I think they'd be a fine tier 3 unit without any other changes.
A moving siege tank? I think 2 Tier 3 units are fine already.
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Having lurkers again would solve all my problems in ZvT. I can only imagine it: When the terran goes mech he's forced to either cut back on mules for the scan or tech up to ravens. Oh sweet lord please give me lurkers. If he goes bio he needs to be on his tippy toes the whole game instead of charging head first into my 200/200 army and destroying it. Oh please please please blizzard.
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On August 05 2010 04:27 yrba1 wrote: I can only imagine the magnitude of the Terran bronze league QQ'ers if this was inputed. But it's true that MMM would be rendered nearly useless if this was intact unless you have good micro.
There's nothing wrong with forcing Terrans to micro...
Besides, Lurkers would be so high tier, you'd have enough tanks to annihilate any reasonable number of lurkers.
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A question, where do you find all these units? I can't find any units except the multiplayer units in my map editor.
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On August 05 2010 05:34 PanzerDragoon wrote: If lurkers could move while burrowed by default, I think they'd be a fine tier 3 unit without any other changes. and attack while it's moving.
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Anyone else dislike the lurkers animation? The spines look a bit too slow, and the holes in the ground stay around too long, or are too big, or something. They should change the lurker and put it back in the game, make it a tier 2 unit made from the roach, make it lose cloak when it attacks, and nerf its damage a bit if need be.
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GOD DAMMM I MISS THEM SOOOO MUCHHHHH
Thank you Blizzard for removing the most badass and interesting unit we had..
There better be something extraordinary waiting for us in HofS...
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Looks devastating, yet not really any more than unscanned lurkers in BW.
Also, my once flaccid self is now raging with excitement.
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On August 05 2010 09:15 KinosJourney2 wrote: A question, where do you find all these units? I can't find any units except the multiplayer units in my map editor.
You go to File->Dependencies then click Add Standard, click all the boxes, then click OK. That should do it, at least for one session.
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Wow. I wish Zerg still had them, might give 'em some help at chokes...
And I fully expect to be flamed to all hell for suggesting this, but I think it might be nice if they could evolve from Roaches rather than from Hydralisks (i.e., upgrade Roach Warren into Deep Warren at Lair) That way, they could get a range upgrade from Hive and maybe a burrow move upgrade that would ONLY work on creep. Siege range with cloak would be ridiculous against static detectors, but if you had to spam creep tumors all the way out to his base, it might be a good deal more acceptable. And even then the things would still get slaughtered by Tanks, Banshees, Void Rays, Immortals, etc...
Regardless, I really can't see how these things would overlap with Banelings. By that logic, Banelings would overlap with Ultralisks because they both do Splash Melee damage.
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not.... so.... big... anymore
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On August 05 2010 11:08 ghettohobbit2 wrote: Wow. I wish Zerg still had them, might give 'em some help at chokes...
And I fully expect to be flamed to all hell for suggesting this, but I think it might be nice if they could evolve from Roaches rather than from Hydralisks (i.e., upgrade Roach Warren into Deep Warren at Lair) That way, they could get a range upgrade from Hive and maybe a burrow move upgrade that would ONLY work on creep. Siege range with cloak would be ridiculous against static detectors, but if you had to spam creep tumors all the way out to his base, it might be a good deal more acceptable. And even then the things would still get slaughtered by Tanks, Banshees, Void Rays, Immortals, etc...
Regardless, I really can't see how these things would overlap with Banelings. By that logic, Banelings would overlap with Ultralisks because they both do Splash Melee damage. +1
they do actually look quite similar to roaches ;O
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If the Lurker was introduced Terran's would just continue to mech even heavily then now since the bio ball is more about mobility and finesse vs a retardedly powerful 1 punch mech army that turtled to 200/200.
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10387 Posts
On August 05 2010 12:06 GhoSt[shield] wrote: If the Lurker was introduced Terran's would just continue to mech even heavily then now since the bio ball is more about mobility and finesse vs a retardedly powerful 1 punch mech army that turtled to 200/200. just split and spread your forces, Boxer style!
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BRING LURKERS BACK!!!!!!!
BRING THEM BACK!!!!!!
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Regardless, I really can't see how these things would overlap with Banelings. By that logic, Banelings would overlap with Ultralisks because they both do Splash Melee damage.
You use Banelings to counter siege tanks and heavy protoss mech? Woah. What an intriguing strategy.
What exactly would I use lurkers for other then contain and against infantry?
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On August 05 2010 12:19 Half wrote:Show nested quote + Regardless, I really can't see how these things would overlap with Banelings. By that logic, Banelings would overlap with Ultralisks because they both do Splash Melee damage.
You use Banelings to counter siege tanks and heavy protoss mech? Woah. What an intriguing strategy. What exactly would I use lurkers for other then contain and against infantry?
For contain and for defense is more than reason enough.
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I can see why they didn't include it in the MP, cause of that ball-unit-pathing-thing that units have would totally work in the Lurkers favour. That or they were just too lazy to tinker with the Lurker's attack and all that jazz.
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On August 05 2010 12:41 Rinrun wrote: I can see why they didn't include it in the MP, cause of that ball-unit-pathing-thing that units have would totally work in the Lurkers favour. That or they were just too lazy to tinker with the Lurker's attack and all that jazz.
Bro lol, if there was a ball of banelings burrowed and a bio ball walked over and it was auto casted would have the same effect, except it costs more to do sadly.
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On August 05 2010 12:41 Rinrun wrote: I can see why they didn't include it in the MP, cause of that ball-unit-pathing-thing that units have would totally work in the Lurkers favour. That or they were just too lazy to tinker with the Lurker's attack and all that jazz.
Did you look at the part where the tanks did near the same damage even though they walked right through their deadzone?
Why is this acceptable for terrans but not for zerg?
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