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Lurker Strength - Page 4

Forum Index > SC2 General
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Calamity
Profile Joined June 2010
Canada161 Posts
August 05 2010 00:04 GMT
#61
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.
Betaaaa!!!!!!!!!!!
Lexpar
Profile Blog Joined March 2009
1813 Posts
August 05 2010 00:08 GMT
#62
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.
synapse
Profile Blog Joined January 2009
China13814 Posts
August 05 2010 00:13 GMT
#63
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.
:)
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
August 05 2010 00:15 GMT
#64
A question, where do you find all these units?
I can't find any units except the multiplayer units in my map editor.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
sebsation
Profile Joined June 2010
Sweden33 Posts
August 05 2010 00:22 GMT
#65
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.
Mike Hawk is in your mouth .
goswser
Profile Blog Joined May 2009
United States3548 Posts
August 05 2010 00:28 GMT
#66
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.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Sayer
Profile Joined August 2009
United States403 Posts
August 05 2010 00:39 GMT
#67
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...
404.Delirium
Profile Joined May 2008
United States1190 Posts
Last Edited: 2010-08-05 00:46:14
August 05 2010 00:45 GMT
#68
Looks devastating, yet not really any more than unscanned lurkers in BW.

Also, my once flaccid self is now raging with excitement.
seriously next disrespectful comment in this blog is ip ban. Be happy or get the hell out. // SC2 is like playing with neutral-colored Play-Doh while BW is like colorful Legos.
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
August 05 2010 01:24 GMT
#69
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.
ghettohobbit2
Profile Joined April 2010
United States93 Posts
August 05 2010 02:08 GMT
#70
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.
?
mikerpiker
Profile Joined August 2009
Canada30 Posts
August 05 2010 02:14 GMT
#71
not.... so.... big... anymore
lindn
Profile Joined July 2010
Sweden833 Posts
August 05 2010 02:28 GMT
#72
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
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
August 05 2010 03:06 GMT
#73
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.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
August 05 2010 03:07 GMT
#74
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!
Writerptrk
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
August 05 2010 03:17 GMT
#75
BRING LURKERS BACK!!!!!!!

BRING THEM BACK!!!!!!
10%
Half
Profile Joined March 2010
United States2554 Posts
August 05 2010 03:19 GMT
#76

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?
Too Busy to Troll!
Medzo
Profile Blog Joined June 2009
United States627 Posts
Last Edited: 2010-08-05 03:29:07
August 05 2010 03:28 GMT
#77
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.
Rinrun
Profile Joined April 2010
Canada3509 Posts
August 05 2010 03:41 GMT
#78
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.
MBC/Liquid/TSM always.
Merikh
Profile Blog Joined June 2010
United States918 Posts
August 05 2010 03:53 GMT
#79
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.
G4MR | I mod day9, djwheat and GLHF's stream
Medzo
Profile Blog Joined June 2009
United States627 Posts
August 05 2010 03:58 GMT
#80
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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