Well, I really liked Lurkers in SC1, so I decided to test them out in SCII (they are in the Galaxy Editor). I only tested them out against the bioball, mainly because they were great at that in SCI. Sorry for no audio; I can't seem to get that to work.
Also, to the mods, I'm not trying to advertise my channel (only one video anyway), that's just where I have the footage.
Also, I don't know if you can read what I typed, but attacking the Siege Tanks instead of running by makes there be about 60 units left (so 48 lost), and with horrible micro.
Watching that video satisfied a part of my Brood War hunger.
I would really like to see lurkers put back into Sc2. Blizzard says overlapping role, but Siege Tanks and Marauders ( both dealing bonus damage to armor) overlap and Terran is fine. It's not like you never see Marauders or Siege Tanks, you get to pick and choose.
As for Banelings, there really only cost effective against Light units and nothing else :/
Wow the beginning was awfully slow, explaining marines and mauraders, counting how many lurkers etc. 2 minutes in I was hoping you would just run down there already. But nice to see otherwise.
Did you try adding one raven for detection and try attacking the lurkers? Pretty sure they would melt against that bio ball and be about similar to the siege tanks.
edit: oh and lurkers can't abuse high ground cliffs like tanks can.
Man, I love the lurker portrait. You also forgot to mention that lurker was suppose to be tier 3 unit and that seige tanks have a lot more range. So its hard to compare.
... 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.
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.
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).
Altough it is never gonna happen, and there are a lot of if's (detection etc).
This made me a drool a little :x
But at the same time it made me almost cry now that I realize again that lurkers aren't in sc1, they are basicly my favourite unit out of any rtsgame or any stuff like that ever.
But in reality the only way I see the lurker working realistically (and not even thinking about the techpath and so on) is if it had like a range upgrade to make it outrange MMM balls by just a bit.
the main difference is range...but really? lurkers kill bio balls just like they did in BW. It's to be expected. But the cool thing is maruaders would be able to kill lurkers cost effectively if they got a good concave.
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).
Now to the actual video: You have Lurker all wrong. It is in no way like a Siege Tank. Any competent player, or in this case, a Terran, would scan and then kill the Lurkers.
Lurkers were great in SC:BW mainly because of the Dark Swarm, seeing as though that isn't in the game, it will drastically be less effective and be used differently in SC2. In SC2 I would imagine Lurkers being more defensive, and never come in packs (as one detector would annihilate all Lurkers). Instead, a player would probably have one lurker at each base, or used to prevent enemy mining (assuming you sneak one to the back.
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).
True, but I think by the time Zerg would have lurkers out, T3, if you don't have detection at that point then im pretty sure you'd lose anyways. Anyways, even if you hit those 7 lurkers, one scan and they're all dead.
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.
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.
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.
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.
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.
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.
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?!?!?
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).
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 :>
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
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).
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?
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!)
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...
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.
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.
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.
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
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.
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.
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?
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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?
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?
That's not entirely fair. There was no real "dead zone" effect in the video because the dead zone is so small. The tanks were still firing the entire time.
Also, can't compare units 1:1, units serve different purposes for different races, races have different feels, etc etc etc.
On the Beta forums, I had made a suggestion (which I re-suggested again, but got no "you can't do this because of X, Y and Z reason) to return the Lurker when I heard about it's departure to Never-ever-land.
The Lurker could easily replace the Roach because:
1. The Roach Warren faces the same way as the Hydralisk Den, and has the same amount of those horn things in the back (spines?). So the Roach Warren could have easily been re-named "Deep Warren" or "Lurker Warren" or something of the sort.
2. The Lurker should be a melee unit, with 1 food.
3. When you hit Lair, you can: a. Research Burrow so the Lurker can attack while burrowed (increased range will be an upgrade). b. Allow the "Z Warren" to upgrade to the Hydralisk Den (similar to how the Greater Spire does, since they do look similar) allowing Lurkers to morph into Hydralisks.
On August 05 2010 13:08 EssayReader wrote: The Lurkers could have been a Tier 1 unit:
On the Beta forums, I had made a suggestion (which I re-suggested again, but got no "you can't do this because of X, Y and Z reason) to return the Lurker when I heard about it's departure to Never-ever-land.
The Lurker could easily replace the Roach because:
1. The Roach Warren faces the same way as the Hydralisk Den, and has the same amount of those horn things in the back (spines?). So the Roach Warren could have easily been re-named "Deep Warren" or "Lurker Warren" or something of the sort.
2. The Lurker should be a melee unit, with 1 food.
3. When you hit Lair, you can: a. Research Burrow so the Lurker can attack while burrowed (increased range will be an upgrade). b. Allow the "Z Warren" to upgrade to the Hydralisk Den (similar to how the Greater Spire does, since they do look similar) allowing Lurkers to morph into Hydralisks.
Versatility improvement. Any debates?
The Melee-unit 1 food overlaps much with the Zergling. In fact, you would probably have to get one or the other because there is only so much space around the enemy. The reason Roaches are a pretty good T1 unit design is they have a small range, so they can shoot over Zerglings but be almost melee.
holy!!! thats what the swarm needs!!!! ahaha. but they shouldnt be put on tier 3. maybe 2.5 will do. the price is the same as those of immortals but gas is higher than the mineral cost. and the upgrade against armored units should be available at tier 3. maybe that would be a little balanced so that terran would have the option to use scan in early-mid to mid game
The Melee-unit 1 food overlaps much with the Zergling. In fact, you would probably have to get one or the other because there is only so much space around the enemy. The reason Roaches are a pretty good T1 unit design is they have a small range, so they can shoot over Zerglings but be almost melee
My idea was going to reduce the Lurker's size, similar to that of the Hydralisks (if not bigger). Also, it would still be viable because the purpose of a Roach is to be that unit that can tank the shots.
The Zerg have lost a lot of 1 Food costing units, so we can't "swarm" anymore, and therefore we have the Roach, and this unit would still be viable.
The "X Warren" or Hydralisk Den could have "Muscular Augmentation" when you get the Lair, which increases the Lurker's speed to 3.3 (it's Alpha stage speed) from 2.25 (the Roach's un-upgraded speed) in order to give it two other versatile options:
a. Allow it to speed up and start melee attacking units such as Siege Tanks and Zealots (against a Protoss army).
b. Allow it to run away quickly enough to burrow and run away so it doesn't get micro-killed.
the reason why blizzard couldnt get usage/sense out of lurkers with this configuration of lurkers is because it requires Hive tech. Change the lurker den to lair tech and it makes so much more sense
It'd be more like lair 2.5 as after lair finishes first you need to wait 40 seconds for hydra den (100/100 cost), then 100 seconds for the hydra den to morph into lurker den (100/50). If you wanted hydra range which you would if you wanted to make hydras, then you gotta either wait 80 seconds (150/150) for that, or wait the 100 seconds for lurker to finish before starting it.
as for lurker cost, build time is a combined 66 seconds (larvae --> hydra --> lurker egg) and a total of 150/150/3 cost.
and by the time zerg finally has lurkers, all races can reasonably have detectors by then
and possibly most importantly, it gives zergs the lair tech anti-armored unit, that has splash and a range of 6 (although it is immobile). it doesnt overlap roles with banelings as banes are mostly useful vs Light units, and banes are very weak/mobile, while lurkers are beefy/immobile. and it doesn't overlap with roaches, it makes sense to combine the two together, one as the cheap mineral sink tank unit and lurker to deal the heavy damage. Though it'd even more sense to use zerglings with them due to the expensive gas cost of lurker, and the synergy they have together
also, what's the point of discussing that video's display of lurker strength? obviously no terran's going to just walk their army slowly over a bunch of lurkers so it's pointless unless you want to compare Tank Defense to Lurker Defense maps
There's no need to have 2 minutes worth of you typing shit in the chat windows at the beginning of the video. Type that somewhere else imho. 4 minute video for 60 seconds worth of interesting occurrences. I wish the Lurker would come back too, but I can't see how they could possibly balance it :X
Just some advice if you plan on making more, the tests are fine, but you can literally make the video around 30 sec to 1 minute long with a description of the video in text elsewhere, or just typing it faster. It really adds a lot of unnecessary time that no one really needs to see, and turns ppl off (at lesat me) from watching these kinds of things.
Meant to be constructive criticism, keep up the work with testing things like this though.
this would add a lot more dynamic to tvz, but what about tvp, since protoss's only mobile cloak is the observer. this would ruin any non-robo first builds. or would it come out late enough? i don't play toss so i don't know timings.
On August 05 2010 04:29 Omegalisk wrote: there is a nasty bug where you can just run ahead of the Lurker's attack (where the Lurker attacks and it misses).
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!)
Marauders infront, Bio is viable again! Hard huh?
The biggest problem is Infestors, but then again why should tier 1 win against everything?
Who would really want the gimmicky and fragile baneling or the a-move and boring roach over the LURKER? Bring that shit back! Of course they won't do it now though, we'll just have to wait until heart of the swarm.
On August 06 2010 03:54 wizerd wrote: this would add a lot more dynamic to tvz, but what about tvp, since protoss's only mobile cloak is the observer. this would ruin any non-robo first builds. or would it come out late enough? i don't play toss so i don't know timings.
I believe Lurker was hive tech. So I highly doubt it. Especially considering that observers are more readily available in SC2 than BW.
Blizzard made a huge error in not including the lurker.
In BW when the lurker was introduced it filled like 3 roles in the zerg army that were previously unfilled.
1. had some sort of combat ability that required a detector to counter. 2. Gave zerg splash damage. 3. Gave zerg an artillery unit that could support units holding a fixed point.
2&3 might seem similar but think about it. The baneling, helion, firebat, archon, ultralisk do not necessarily help you hold a fixed point, because their range is too short. They get focus fired immediately, because they're in the front ranks. What you really need is something in the back ranks.
with dark swarm it became more of an offensive powerhouse but i don't see anything wrong with creative play.
In short, it was an example of awesome unit design. Couple that with its cool attack animation and how you could avoid the spines with awesome micro...
i think it'll show up in future versions. But who knows. I think if zerg had lurkers nobody would be arguing about lack of unit variety though.
On August 06 2010 05:13 DuneBug wrote: Blizzard made a huge error in not including the lurker.
In BW when the lurker was introduced it filled like 3 roles in the zerg army that were previously unfilled.
1. had some sort of combat ability that required a detector to counter. 2. Gave zerg splash damage. 3. Gave zerg an artillery unit that could support units holding a fixed point.
2&3 might seem similar but think about it. The baneling, helion, firebat, archon, ultralisk do not necessarily help you hold a fixed point, because their range is too short. They get focus fired immediately, because they're in the front ranks. What you really need is something in the back ranks.
with dark swarm it became more of an offensive powerhouse but i don't see anything wrong with creative play.
In short, it was an example of awesome unit design. Couple that with its cool attack animation and how you could avoid the spines with awesome micro...
i think it'll show up in future versions. But who knows. I think if zerg had lurkers nobody would be arguing about lack of unit variety though.
The third is the most important.... positional playing is huge in RTS games... banelings can't do that.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Why mod the game when we already have a full version released? I don't see the point, how many people are going to spend time playtesting a mod when they could be practicing the regular game for all the other tournies? Just not practical.
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Its also against Blizzard terms of use I believe
How is this against the terms of use?
It would just be a custom map/game with a single unit added in.
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
first need to decide how exactly to implement the lurker. i hope we can all agree, as it is @ hive tech, it's completely overlapped with ultralisk.
just move it down to lair as I described above and it's already sounding pretty good. perhaps the cost needs to be lowered just a little as 150 gas is a bit too high
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Its also against Blizzard terms of use I believe
How is this against the terms of use?
IIRC the terms you agree to when you ask Blizzard if you can make a tournament require that the game be unaltered.
I dont know for sure maybe someone who has contacted Blizzard to set up a tournament knows better.
On August 06 2010 05:45 FabledIntegral wrote: Why mod the game when we already have a full version released? I don't see the point, how many people are going to spend time playtesting a mod when they could be practicing the regular game for all the other tournies? Just not practical.
Fun > Practical
Don't have to test it much, just add it in as is, see the results.
Worst case:
"Hey, did you see that tournament where they added the Lurker?" "Yeah, that was fun to watch, but damn that thing is OP, good thing its not in the game!"
And then all Lurker threads would end with
"Actually we brought it back ourselves, it was fun but it didn't work out."
Best case:
Lurker is back!
sounds worth the risk imo
But I'm no Pro, I'm no announcer, nor do i have skills in the editor. I'm simply a fan of the Lurker who would PAY for a streamed tournament that featured the Lurker.
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Its also against Blizzard terms of use I believe
How is this against the terms of use?
IIRC the terms you agree to when you ask Blizzard if you can make a tournament require that the game be unaltered.
I dont know for sure maybe someone who has contacted Blizzard to set up a tournament knows better.
Are you sure about that? Sounds a bit strange. What about tournaments that use user made maps, how is that much different?
Im still opposed to putting the lurker into starcraft 2. Yes, its a cool unit but I feel that starcraft 2 needs to be different from starcraft 1. Apart from this, the OP neglected to show what would happen had that bioball actually scanned the lurkers. Im sure the results would have been different.
Regardless though, like most of you I think that zerg should definitely get more units, Im just opposed to any starcraft 1 units making it in there.
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Its also against Blizzard terms of use I believe
How is this against the terms of use?
IIRC the terms you agree to when you ask Blizzard if you can make a tournament require that the game be unaltered.
I dont know for sure maybe someone who has contacted Blizzard to set up a tournament knows better.
you can EASILY create all ladder maps in custom mode. This way you're NOT altering the original game... and just making CUSTOM map and it's all legal!
I think the sad thing is that blizz never gave us a chance to see what lurkers can do. Everygame they made it was the players that figured out how to play the game optimally otherwise we'd see 8 probes 2 zealot vs 8 ling micro wars all day in proleague.
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Its also against Blizzard terms of use I believe
How is this against the terms of use?
IIRC the terms you agree to when you ask Blizzard if you can make a tournament require that the game be unaltered.
I dont know for sure maybe someone who has contacted Blizzard to set up a tournament knows better.
you can EASILY create all ladder maps in custom mode. This way you're NOT altering the original game... and just making CUSTOM map and it's all legal!
Oh... and I support this thread
What? All tournaments are played via custom games (in the sense hosting any game instead of ladder qualifies by their standards as a custom game). How would hosting a tournament with altered changes not be violating this?
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Its also against Blizzard terms of use I believe
How is this against the terms of use?
IIRC the terms you agree to when you ask Blizzard if you can make a tournament require that the game be unaltered.
I dont know for sure maybe someone who has contacted Blizzard to set up a tournament knows better.
If you can't play a custom map, that would mean all DotA tournaments violate the ToU.
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Its also against Blizzard terms of use I believe
How is this against the terms of use?
IIRC the terms you agree to when you ask Blizzard if you can make a tournament require that the game be unaltered.
I dont know for sure maybe someone who has contacted Blizzard to set up a tournament knows better.
If you can't play a custom map, that would mean all DotA tournaments violate the ToU.
I believe DOTA is an official Blizzard map now? I could be wrong, but I know Blizzard has its own tournaments for it and it's played at places like BlizzCon.
I would like to see them in the game. Being hive tech means they wont affect timings or build orders in any drastic way. Also zerg needs some better defense IMO. I also feel that having units with overlapping roles is a good thing. I play Toss btw, it just seems like zerg has 3 units most of the time, lings,roaches,hydra. Then they add one or two of these things >infestor, broodlords,or ultralisk.< BORING, they should be giving lurkers just on the basis of how lame thier races unit diversity is. Iv'e watched plenty of zerg matches where the only units made are the ones I've listed. Let's not forget mutas or banelings, but when zerg goes mutas or banelings then their diversity that game is even more lame. Thats only 7 units. (queens and overlords are equivalent to supply depots and orbital command) To compare, things I see comonly in terran 1.marine 2. marauder 3. hellion 4. ghost 5. tank 6. viking 7. medevac 8.thor 9. banshee 10. raven Protoss 1.zealot 2.stalker 3.sentry 4.immortal 5.colossus 6.warp prism 7.void rays 8.phoenix 9.DT 10. HT 11. Archon (I won't count obs, motherships are rare)
Just think about it, if you watch 10 games of each race. How much diversity do you see game to game compared race to race. I guess since with zerg there are changlings, broodlings, infested terrans, overseers and corrupters they felt there was enough diversity. But so many of these units are not a real stand alone type units to me.
Many times with zerg, if you see certain units come out, it means zerg will be only making 2 or 3 things for quite a while. A lurker would be a great damage dealing unit to mix in with almost any zerg army. So I feel it will not be another one of these units that once it arrives, the zergs unit diversity goes completely null. Overall, I guess it's not just zergs unit diversity game to game that sucks, it's also the total # of different things that will get made in any one game that sucks as well.
Just throwing my opinion out there, as a non zerg player, they really need lurkers.
form a bw stand point, lurkers were such a fun unit to play with..
cloaked, loads of damage, positioning is super important, unborrow and burrow takes time, has many viable counters and weaknesses so not op... whoever came up with the lurker originally should deserve a gold star sticker
also makes for great spectating shoulda been kept in for sc2 imo and they shoulda removed something else instead (too keep it different from bw).. i dunno what though haha
On August 06 2010 06:38 Reborn8u wrote: I would like to see them in the game. Being hive tech means they wont affect timings or build orders in any drastic way. Also zerg needs some better defense IMO. I also feel that having units with overlapping roles is a good thing. I play Toss btw, it just seems like zerg has 3 units most of the time, lings,roaches,hydra. Then they add one or two of these things >infestor, broodlords,or ultralisk.< BORING, they should be giving lurkers just on the basis of how lame thier races unit diversity is. Iv'e watched plenty of zerg matches where the only units made are the ones I've listed. Let's not forget mutas or banelings, but when zerg goes mutas or banelings then their diversity that game is even more lame. Thats only 7 units. (queens and overlords are equivalent to supply depots and orbital command) To compare, things I see comonly in terran 1.marine 2. marauder 3. hellion 4. ghost 5. tank 6. viking 7. medevac 8.thor 9. banshee 10. raven Protoss 1.zealot 2.stalker 3.sentry 4.immortal 5.colossus 6.warp prism 7.void rays 8.phoenix 9.DT 10. HT 11. Archon (I won't count obs, motherships are rare)
Just think about it, if you watch 10 games of each race. How much diversity do you see game to game compared race to race. I guess since with zerg there are changlings, broodlings, infested terrans, overseers and corrupters they felt there was enough diversity. But so many of these units are not a real stand alone type units to me.
Many times with zerg, if you see certain units come out, it means zerg will be only making 2 or 3 things for quite a while. A lurker would be a great damage dealing unit to mix in with almost any zerg army. So I feel it will not be another one of these units that once it arrives, the zergs unit diversity goes completely null. Overall, I guess it's not just zergs unit diversity game to game that sucks, it's also the total # of different things that will get made in any one game that sucks as well.
Just throwing my opinion out there, as a non zerg player, they really need lurkers.
On August 06 2010 05:27 Opinion wrote: For all the Lurker fans out there.
Can't Team Liquid sponsor a "Bring back the Lurker" Tournament?
Seriously, here me out...
We can bring back the Lurker with the Galaxy editor, do some light play testing, then host a full blown tournament with as many TL pros and announcers as possible, all to showcase the Lurker live in game in competitive play.
IF the Lurker fits in, isn't broken, and causes a lot of attention towards the game Blizzard would certainly take notice. Perhaps even bring it back...
The only thing that would ruin this would be for the Lurker to completely imbalance the game single handedly, make Zerg unstoppable and prove them right for taking it out in the first place, but somehow i doubt this would happen.
So... let the "Bring Back the Lurker 2010 Tournament" begin!
I would totally help organize this if there was anything I could do. I SUPPORT THIS MUCH.
lol a Bring back the lurker 2010 tournament would be awesome
Its also against Blizzard terms of use I believe
Unaltered as in client not being modded/altered in any way. nothing wrong with UMS maps.
im in full support for bringing back the lurker. as a zerg player. i hate the baneling. i think it's a stupid unit and border line overpowered and that it does NOT overlap with the lurker in ANY way.
as someone said. lurkers are a good unit to keep alive and let them do damage while lesser units take the hits. the same way zealots and dragoons worked in bw.
banelings you just make 50 of them and steamroll your enemy and it's over. i dont see any dynamic or interesting gameplay mechanism with them. everytime it's just like "oh. here comes the banelings. we know how this story ends..."
Very interesting, I really hope they will introduce them in multiplayer at some point.. same with reavers. But until then its best not comparing them with the current state of the multiplayer meta game.
it's not about them being overpowered. it's about them being useless. by default blizzard has them at hive tech. with earlier observers, stuff like marauders having 6 range just like lurkers. whats the point in making them. they'd be crap. thats the main reason i see why blizzard didn't include them. just like why the ultralisk needed to be so ridiculously buffed compared to it's BW version. that shit just gets owned hard and fast.
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).
Now to the actual video: You have Lurker all wrong. It is in no way like a Siege Tank. Any competent player, or in this case, a Terran, would scan and then kill the Lurkers.
Lurkers were great in SC:BW mainly because of the Dark Swarm, seeing as though that isn't in the game, it will drastically be less effective and be used differently in SC2. In SC2 I would imagine Lurkers being more defensive, and never come in packs (as one detector would annihilate all Lurkers). Instead, a player would probably have one lurker at each base, or used to prevent enemy mining (assuming you sneak one to the back.
Were defilers added to the galaxy editor? I don't recall seeing them in any SC2 custom maps.
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).
Now to the actual video: You have Lurker all wrong. It is in no way like a Siege Tank. Any competent player, or in this case, a Terran, would scan and then kill the Lurkers.
Lurkers were great in SC:BW mainly because of the Dark Swarm, seeing as though that isn't in the game, it will drastically be less effective and be used differently in SC2. In SC2 I would imagine Lurkers being more defensive, and never come in packs (as one detector would annihilate all Lurkers). Instead, a player would probably have one lurker at each base, or used to prevent enemy mining (assuming you sneak one to the back.
Were defliers added to the galaxy editor? I don't recall seeing them in any SC2 custom maps.
Am I the only one who would rather have new units than rehashed old ones?
Reavers, lurkers were cool in SC1 and all but this is a different game. We've been playing the same BW for over 10 years now, so I have no desire to change SC2 into a carbon copy of it.
Lurkers are so fucking fun, and zerg needs more options to make p/t react more. Right now terran protoss can make anything, and zerg has to adapt to it.
it's not about them being overpowered. it's about them being useless. by default blizzard has them at hive tech. with earlier observers, stuff like marauders having 6 range just like lurkers. whats the point in making them. they'd be crap. thats the main reason i see why blizzard didn't include them. just like why the ultralisk needed to be so ridiculously buffed compared to it's BW version. that shit just gets owned hard and fast.
Well, they also had 9 range + improved stats to balance the higher tech. But still, they ended up being the odd man out against the super-powerful Ultra and Broodlord.
The video shown here doesn't showcase the very slow rate at which the spines shoot out in a line. You can literally dance an infinite number of lurker attacks with a Thor as long as you don't stop moving and aren't directly on top of the lurkers.
Adding the lurker in SC2 would be just as game changing as it's addition into SC1.
Although I miss the lurker, I do like the mobility that ling/baneling. Lurkers are better suited for defensive plays, but Zerg need more offensive options. lings, banelings and mutas do that for us.
Can anyone tell me where I find the lurker in the editor? I tryed watching the list of all units but there are no lurkers or the units that are only in the campaign like the heroes usw. What do I have to do to find and spawn them?
Blizzard removed the two most interesting units from the game and replaced them with... junk. Colossi are so boring and dull that one vomits when you realize that the Reaver got tossed out because of it. Also - Lurkers - It has been stated in this thread like 50 times - yes, it was a king unit which would have added so much to the Zerg game play. Lurker drops, lurker defenses, cliff lurkers - lurker contain. For the love of god - the removed it to make room for the baneling which has 2 uses? Kill off badly microed light units + baneling bust all in strats. Urgh... Bad decision making - but i bet that they will add it in the expansion to yield some more $$$$$.
On September 08 2010 00:57 007Kain wrote: Can anyone tell me where I find the lurker in the editor? I tryed watching the list of all units but there are no lurkers or the units that are only in the campaign like the heroes usw. What do I have to do to find and spawn them?
Under File > Dependencies, add the campaign header.
just saying, it looks like marauders have the same range as the lurkers, so it'd be really easy to just run in with them and kill the lurkers quickly, which is probably the reason why Blizzard never used them.
I always trust Blizzard when it comes to balancing stuff. If they think Lurkers shouldn't be in the game, then they shouldn't.
But at the same time, Lurkers are so cool. The entire concept of them is so cool. I would be ecstatic if Lurkers were added to multiplayer, and probably even more ecstatic if Terran/Protoss each got something to balance it out.
Really though, we know more units are going to be added to multiplayer with the expansions, and I'm sure those units will be awesome, and slate my new unit thirst, so I'm not too upset.
Does anyone know how much they cost to build in the alpha? I'd like to do a test using cost ratio compaired to siege tanks and collusi. Also I want to test for narrow chokes and ramps their vertical attack would work better.
On September 08 2010 03:18 Ketara wrote: I always trust Blizzard when it comes to balancing stuff. If they think Lurkers shouldn't be in the game, then they shouldn't.
But at the same time, Lurkers are so cool. The entire concept of them is so cool. I would be ecstatic if Lurkers were added to multiplayer, and probably even more ecstatic if Terran/Protoss each got something to balance it out.
Really though, we know more units are going to be added to multiplayer with the expansions, and I'm sure those units will be awesome, and slate my new unit thirst, so I'm not too upset.
why do you trust blizzard with balancing? they dont have the exactly best history with it.
wc3 was never even close to balanced overall and very limited in gameplay. wow is a joke and there wasnt any timeframe ever where the classes were ever even close in pve or pvp strength.d2 isnt worth mentioning. broodwar was a lucky strike with great mapmakers and community fixing the flaws(vanilla sc1 balance was nonexistant).
also the thing about lurkers is that they brought certain dynamics into the game that simply dont exist anymore. be it forcing the enemy to get proper detection, the defensive power they provide ( try to break a sunken/spore/lurker wall) beeing able to contain,forcing the opponent to micro carefully or forcing the enemy into getting certain units. none of that exists anymore and the banelings which somewhat is the substitute to the lurker has pretty much no role outside of lolsplashing rines and lings.
On September 08 2010 03:29 BeMannerDuPenner wrote:
why do you trust blizzard with balancing? they dont have the exactly best history with it.
wc3 was never even close to balanced overall and very limited in gameplay. wow is a joke and there wasnt any timeframe ever where the classes were ever even close in pve or pvp strength.d2 isnt worth mentioning. broodwar was a lucky strike with great mapmakers and community fixing the flaws(vanilla sc1 balance was nonexistant).
This is very true. SC1 pre BW and even when BW came out balance was pretty bad. WoW balance is a complete joke with certain classes being essentially redesigned over and over(Paladin, Warlock, Druid). I dont have experience in wc3 so I can't comment. Unfortunately you are stuck with blizzard as your balancing authority for anything other than maps :X.
Thx for the Vid, but when I read: "Lurkers are like cloaked Tanks" or sth. I really had to laugh.
I've thought about Lurkers in SC2 and I think they'd be pretty bad in SC2 and that's why:
- Tanks and Storms will pwn them just like they did in SCBW. - Basically every Unit in SC2 has a larger range than Units from SCBW, Lurker looks like he has about the same. - There are no more Scourges to snipe Observers so you could stall with Lurkers - Collossi will absolutely pwn them. - in SCBW, it was mainly used against Terran Bio, but Terran Bio now has the Marauder, which has much health and large range ---> 1 Stim+Scan and even a mediocre split will suffice to totally pwn Lurkers. To Split you could just abuse the Magic-box-trick and you'd basically need no Micro at all to make the Lurkers just do minimal DMG. - Lurkers were extremely good above ramps to protect expansions, but without any kind of High-ground-advantage, Cliff-hoppers and stuff like that, you won't be able to use them in that .fashion as effectively as in SCBW. - Terran could use HSM similarly against Lurkers as Irradiate in SCBW, but with no threat of Scourges. - Lurkers in SC2 don't have the extremely powerful Dark Swarm to hide under. - Ghost could Snipe them very easily and they are good against other Zerg Units like Mutas, Broodlords, Ultras and Infestors as well, so they'd be pretty viable overall in that MU. - Air-Units like Banshee's could kill Lurkers very easily in 1 Scan. If you wanted to use Wraith's for that, you'd need either a lot of Wraith's or more than 1 Scan. Besides, Banshee's are better overall than Wraith's were in SCBW... - I also don't think the Hold-position-trick would work in SC2 if Blizzard does no implement something like that for the Lurkers on purpose, which I don't think, cuz Blizzard apparently still thinks they should cater to noobs more and make the game as noob-friendly as possible and watching the Map all few seconds to attack at the exact same time would just be too much for those poor Bronze-players to handle...
I really think Lurkers would be kinda similar to Archons in SC2: They were powerful in SCBW, but in SC2 - not so much... I hope Blizzard won't just add Lurkers as the next Zerg-Unit, because it would totally suck, without even thinking about what powerful Units T and P could get...
Just compare those Lurkers against, let's say Collossi. Collossi deal about the same amount of AoE, maybe a bit less, but the range is 9, they can fire without having to burrow, they can walk over cliffs etc. and even Collossi get pwnd by Marauders if they don't have a big Army protecting them.
For Lurkers to be viable in SC2, I think they'd need to have the following features:
- They'd need to come out on the Field extremely fast, which means for example Upgraded from Roaches with small morphing-time and a cheap and fast Upgrade at T2 in the Roach-Warren. This way, you'd at least have a timing-window until Collossi/Tanks get out on the Map, which will completely rip apart Lurkers without them doing any DMG at all. - They'd need about range 8, to outrange Marauders, or better, Marauders should have their range reduced to 6 and Lurkers would have Range 7. - They'd need to make heavy additional DMG to armored Units, so Marauders/Stalkers etc. could not just pwn them very easily.
On September 08 2010 03:42 kickinhead wrote: Thx for the Vid, but when I read: "Lurkers are like cloaked Tanks" or sth. I really had to laugh.
I've thought about Lurkers in SC2 and I think they'd be pretty bad in SC2 and that's why:
- Tanks and Storms will pwn them just like they did in SCBW. - Basically every Unit in SC2 has a larger range than Units from SCBW, Lurker looks like he has about the same. - There are no more Scourges to snipe Observers so you could stall with Lurkers - Collossi will absolutely pwn them. - in SCBW, it was mainly used against Terran Bio, but Terran Bio now has the Marauder, which has much health and large range ---> 1 Stim+Scan and even a mediocre split will suffice to totally pwn Lurkers. To Split you could just abuse the Magic-box-trick and you'd basically need no Micro at all to make the Lurkers just do minimal DMG. - Lurkers were extremely good above ramps to protect expansions, but without any kind of High-ground-advantage, Cliff-hoppers and stuff like that, you won't be able to use them in that .fashion as effectively as in SCBW. - Terran could use HSM similarly against Lurkers as Irradiate in SCBW, but with no threat of Scourges. - Lurkers in SC2 don't have the extremely powerful Dark Swarm to hide under. - Ghost could Snipe them very easily and they are good against other Zerg Units like Mutas, Broodlords, Ultras and Infestors as well, so they'd be pretty viable overall in that MU. - Air-Units like Banshee's could kill Lurkers very easily in 1 Scan. If you wanted to use Wraith's for that, you'd need either a lot of Wraith's or more than 1 Scan. Besides, Banshee's are better overall than Wraith's were in SCBW... - I also don't think the Hold-position-trick would work in SC2 if Blizzard does no implement something like that for the Lurkers on purpose, which I don't think, cuz Blizzard apparently still thinks they should cater to noobs more and make the game as noob-friendly as possible and watching the Map all few seconds to attack at the exact same time would just be too much for those poor Bronze-players to handle...
I really think Lurkers would be kinda similar to Archons in SC2: They were powerful in SCBW, but in SC2 - not so much... I hope Blizzard won't just add Lurkers as the next Zerg-Unit, because it would totally suck, without even thinking about what powerful Units T and P could get...
Just compare those Lurkers against, let's say Collossi. Collossi deal about the same amount of AoE, maybe a bit less, but the range is 9, they can fire without having to burrow, they can walk over cliffs etc. and even Collossi get pwnd by Marauders if they don't have a big Army protecting them.
I disagree. The only problem with the Lurkers you are picturing is their range. If lurkers outranged Stalkers and Marrauders by a good amount: say they had range 9 they would be very effective against these types of units.
A range 9 would also let them go toe to toe with collosi and thors.
Also if they would actually burrow and unborrow faster that in BW would make them easier to reposition againsts other threats like air.
They wouldnt be as hopeless as you make them imo. A lurker with 9 range and dps against armored units comparable to a marrauder would be viable imo.
EDIT: you've edited your post to explain exactly what I said here. I really think Lurkers could be good. Why remove the coolest unit in BW? There are ways to make it work and make the game less bland.
True, but I highly doubt Blizzard would give Lurkers Range9 - even too me, who truly thinks they'd pretty much need such a long range, that sounds somewhat wrong and weird... ^^'
I've edited my post above to suggest what Lurkers should look like to be viable in SC2 IMHO.
But I still think that Lurkers, even with Range 9 and huge DMG etc. cannot be a T3-Unit for Zerg. They'd really need to get out by the time a 4-warpgate-push or a Marauder/Marine Biopush with Tanks would occur, which is, even if the Zerg techs extremely fast, only a short timespan after T2...
You'd basically need to have 3-5 Lurkers rdy by the time a rather fast teching Zerg gets out a group of Hydras in PvZ, cuz that's just the timing-window where they would be effective and force the opponent into investing into detection or when they could barely manage to contain the opponent a bit etc.
But I guess Mutas into Lurker against Terran would still work pretty fine, even if the Lurkers would get out a bit later, but atm. Zerg has huge problems with even getting into those stages of the game with a decent eco.
They should just let us upgrade queens to basically be lurkers. 100/100 for Burrow then 75-150 Gas per Queen. Queen would lose Transfusion and Creep Tumor, still be slow as balls off of creep and would require tons of hatcheries to actually mass produce.
I'm a random player. I don't really understand why Zerg needs lurker. The motivation blizzard had for removing lurkers was that baneling takes the role. While I do agree on that point I still feel that zerg needs to be overlooked a bit... of course.
If Banelings and Lurkers have overlapping roles, then surely Banelings and Ultralisks have overlap also. Both are splash melee damage, although they counter different things....
I wonder about the lurker though... if this thing could be squeezed into lair tech it might well be viable, otherwise it'll def. be Hive, and have a tech time comparable to Brood Lords :-/
On September 08 2010 03:18 Ketara wrote: I always trust Blizzard when it comes to balancing stuff. If they think Lurkers shouldn't be in the game, then they shouldn't.
But at the same time, Lurkers are so cool. The entire concept of them is so cool. I would be ecstatic if Lurkers were added to multiplayer, and probably even more ecstatic if Terran/Protoss each got something to balance it out.
Really though, we know more units are going to be added to multiplayer with the expansions, and I'm sure those units will be awesome, and slate my new unit thirst, so I'm not too upset.
why do you trust blizzard with balancing? they dont have the exactly best history with it.
This is just such an ignorant statement. I don't want to derail the thread but I have to point this out. Every time I see this statement I just feel stupider. Even if you don't think WoW is very well balanced, which I admit can be arguable, Blizzard made Starcraft and Starcraft 2.
I guess Blizzard doesn't have a good track record of balancing strategy games, because neither Starcraft game is very good, and other video game companies are making much better RTS games.
Saying that Blizzard hasn't made Starcraft 2 perfect yet and there is still work to be done is an acceptable and true statement, but saying Blizzard is bad at making good games is just so overbearingly idiotic that I can't stand it.
On September 08 2010 03:29 BeMannerDuPenner wrote:
On September 08 2010 03:18 Ketara wrote: I always trust Blizzard when it comes to balancing stuff. If they think Lurkers shouldn't be in the game, then they shouldn't.
But at the same time, Lurkers are so cool. The entire concept of them is so cool. I would be ecstatic if Lurkers were added to multiplayer, and probably even more ecstatic if Terran/Protoss each got something to balance it out.
Really though, we know more units are going to be added to multiplayer with the expansions, and I'm sure those units will be awesome, and slate my new unit thirst, so I'm not too upset.
why do you trust blizzard with balancing? they dont have the exactly best history with it.
This is just such an ignorant statement. I don't want to derail the thread but I have to point this out. Every time I see this statement I just feel stupider. Even if you don't think WoW is very well balanced, which I admit can be arguable, Blizzard made Starcraft and Starcraft 2.
I guess Blizzard doesn't have a good track record of balancing strategy games, because neither Starcraft game is very good, and other video game companies are making much better RTS games.
Saying that Blizzard hasn't made Starcraft 2 perfect yet and there is still work to be done is an acceptable and true statement, but saying Blizzard is bad at making good games is just so overbearingly idiotic that I can't stand it.
I agree with the whole of my heart. I want to know who makes these amazing RTS' people are compairing favoritably over blizzards. I've never heard anyone give an example of an rts as ballanced as the starcraft series.
On September 08 2010 04:27 cocosoft wrote: I'm a random player. I don't really understand why Zerg needs lurker. The motivation blizzard had for removing lurkers was that baneling takes the role. While I do agree on that point I still feel that zerg needs to be overlooked a bit... of course.
How do Banelings even slightly take the role of Lurkers?
- Banelings aren't a ranged Unit - Lurkers don't die in order to make DMG - Banelings are basically worthless against Non-Light-Armored Units, Lurkers would've dealt extra-DMG to Armored, at least that's what I think the betabuild looked like - In order to make Terran waste Scans or any other race to build detection, you'd need to research "burrow" for the Banelings. - Burrowed Banelings rely solely on the opponent making a mistake and walking into them without scanning ahead or using other forms of detection - they can't move underground, they don't have a big radius and they aren't fast enough nor do they have enough Range/AoE-Radius to quickly leap-frog their way forward. - Banelings get out at T1, Lurkers at least T2.
basically the only relevant similarity between the Lurker and Banelings is that they deal some kind of AoE-DMG, so I guess Templars, Tanks, Ultras and even Mutas are pretty similar to the Lurker as well... :S
This video only shows how good lurkers will be if the Terran doesn't have enough energy for a scan, doesn't have a raven out, and notices his units are being hit and doesn't do anything about it.
On September 08 2010 04:27 cocosoft wrote: I'm a random player. I don't really understand why Zerg needs lurker. The motivation blizzard had for removing lurkers was that baneling takes the role. While I do agree on that point I still feel that zerg needs to be overlooked a bit... of course.
How do Banelings even slightly take the role of Lurkers?
- Banelings aren't a ranged Unit - Lurkers don't die in order to make DMG - Banelings are basically worthless against Non-Light-Armored Units, Lurkers would've dealt extra-DMG to Armored, at least that's what I think the betabuild looked like - In order to make Terran waste Scans or any other race to build detection, you'd need to research "burrow" for the Banelings. - Burrowed Banelings rely solely on the opponent making a mistake and walking into them without scanning ahead or using other forms of detection - they can't move underground, they don't have a big radius and they aren't fast enough nor do they have enough Range/AoE-Radius to quickly leap-frog their way forward. - Banelings get out at T1, Lurkers at least T2.
basically the only relevant similarity between the Lurker and Banelings is that they deal some kind of AoE-DMG, so I guess Templars, Tanks, Ultras and even Mutas are pretty similar to the Lurker as well... :S
I agree banelings are unlike it in any way.
I'd like to see them be relatively cheap to get the tech for, but a little bit more expensive to make, and be great against armored. 20+15 to armored.
First off when discussing whether to put lurker in the game or not one should think about what it can do to the game play and what purpose the unit would have.
NOT exactly what kind of dmg and numbers currently in the galaxy editor as they can all be rebalanced and changed. We also see no number of tech of prize and prize of unit. Lets compare one thor to one roach, hello nerf thor? See my point? Without cost this means nothing and cost is also subject to rebalance.
I think it would give Z some needed defense and more possibilities for interesting play. Sadly what we as Z have now is muta/ling harass and potentially nydus canaling. Thats pretty much it. In a few games vs crappy opponents you can get away with tunneling roaches, infestor harass and get baneling drops to be cost efficient. The rest is just brute force winning.
Also can we have a video of stim + scan? Not scanning the lurkers is like putting the tanks on a cliff, you put them in a situation where they excel and are deeply favored with the tanks you put them so that the splash even hits themselves.
The lurker was always a nice hold out till Ultralisk, and now that Ultra does splash damage, and banelings demand detection even earlier than lurkers did, I kind of agree that with Blizzard that the unit is too redundant. I think what zerg needs is a 1 population unit that would be strong versus mech at tier 2.
All I know is, if they add Lurkers back in the Heart of the Swarm multiplayer, I'm gonna be pissed. They've made so many excuses on why they shouldn't be in SC2, adding it back in later will feel like they're being uncreative with the Zerg.
On September 08 2010 05:10 Deletrious wrote: The lurker was always a nice hold out till Ultralisk, and now that Ultra does splash damage, and banelings demand detection even earlier than lurkers did, I kind of agree that with Blizzard that the unit is too redundant. I think what zerg needs is a 1 population unit that would be strong versus mech at tier 2.
Versus Mech?
Have you visited us from like 4 weeks ago? ^^' Magic-Box kinda changed the fact that Terran can go just mech, they need much more Marines now and can therefore have less Thors/Tanks/hellions, which could make the Lurker a viable option.
But there are really much more pressing issues at hand than Mech in TvZ atm, which is the fact that Terran can apply too much pressure early on and force the Z into playing something that Terran then can easily counter, all the while Terran get's a strong economy thanks to mules.
I agree with you though that Zerg needs a strong and massable Unit early on. I think this should be the Zergling, which is just too weak atm, but with the incoming Tanknerf VS light-armored and a very long overdue Zergling DMG-Buff (hopefully someday), Zerglings could actually be used to defend early pressure and with a better Adrenalin-Upgrade even later on in the game.
On September 08 2010 05:23 mousepad wrote: All I know is, if they add Lurkers back in the Heart of the Swarm multiplayer, I'm gonna be pissed. They've made so many excuses on why they shouldn't be in SC2, adding it back in later will feel like they're being uncreative with the Zerg.
On September 08 2010 05:23 mousepad wrote: All I know is, if they add Lurkers back in the Heart of the Swarm multiplayer, I'm gonna be pissed. They've made so many excuses on why they shouldn't be in SC2, adding it back in later will feel like they're being uncreative with the Zerg.
Better=Better
I've not heard any of those excuses TBH...
But I'm sure they didn't make sense anyways - I mean; we're talking about Blizzard here... ^^'
On September 08 2010 03:29 BeMannerDuPenner wrote:
On September 08 2010 03:18 Ketara wrote: I always trust Blizzard when it comes to balancing stuff. If they think Lurkers shouldn't be in the game, then they shouldn't.
But at the same time, Lurkers are so cool. The entire concept of them is so cool. I would be ecstatic if Lurkers were added to multiplayer, and probably even more ecstatic if Terran/Protoss each got something to balance it out.
Really though, we know more units are going to be added to multiplayer with the expansions, and I'm sure those units will be awesome, and slate my new unit thirst, so I'm not too upset.
why do you trust blizzard with balancing? they dont have the exactly best history with it.
This is just such an ignorant statement. I don't want to derail the thread but I have to point this out. Every time I see this statement I just feel stupider. Even if you don't think WoW is very well balanced, which I admit can be arguable, Blizzard made Starcraft and Starcraft 2.
I guess Blizzard doesn't have a good track record of balancing strategy games, because neither Starcraft game is very good, and other video game companies are making much better RTS games.
Saying that Blizzard hasn't made Starcraft 2 perfect yet and there is still work to be done is an acceptable and true statement, but saying Blizzard is bad at making good games is just so overbearingly idiotic that I can't stand it.
wow balance isnt arguable. its plain shit in evry aspect. wc3 always had issues in the entire history and still has . sc1 vanilla was a joke balance wise and broodwar was more luck then anything. they didnt do any big changes and evrything else came down to the community fixing the balance with maps. and while it doesnt matter much balance in d2 was nonexistant as well.
i dont say blizz is doing worse then all other companys. i just say that a statement like " but i believe in blizzard they are great!" has no basis .
oh and btw you cant compare blizz 10 years ago to blizz in the "new age".
@ kickinhead a lurker( x+x range upgraded like the collosus, or even shorter range + buffed corrupters against collosus ...whatever) could change the game alot. T is suddenly forced to get ravens. you can defend much easier. you might contain Ps. people will have to actually watch out for positioning against Z. ofc it depends how it would be implemented but it would help Z and do good for the dynamics of the game.
Lurkers were mid-tech anti-infantry in BW, banelings are very early and powerful anti-infantry in SC2. Pair that with the hydralisk being pushed back to T2 and you've got a fairly redundant, very late tech unit. They attempted to make it a T3 anti-mech unit but with the ultralisk and broodlord as roommates it would be a little crowded.
They'll be added back in when and if they can find a place to settle down and not be useless or too useful. (TBH, I'd expected an anti-air unit in HotS, since that is definitely the weak point in zerg's arsenal. Maybe you should be rooting for the Scourge?)
Everybody saying Lurker would change the Zerg dynamic so much I think needs to remember that the current Lurker is an incredibly late game unit.
It requires Hive, an upgrade on Hydralisk Den, Burrow research, and then a unit morph just to get Lurkers out. And even on top of that the Lurker Den has a range upgrade that you need to really make the Lurkers a siege unit.
Things like Lurker drops on high ground would be interesting and cool, but at the exact same stage of the game you can have Brood Lords.
Using Lurkers to contain and defend would be sweet, but at that stage of the game if you want to contain you can have an ungodly creep spread and a 200/200 army with Ultralisks containing already. Ultralisks can actually come out faster than Lurkers.
Don't get me wrong, I like the Lurker, it's a cool unit, I'd love to play around with it. But I can see why it'd be redundant at Hive tech, and I can see why it'd be extremely powerful in lower tiers.
I can see why Blizzard kept it out, even if I'd like there to be a way to have it in and balanced.
you can really do much with them, especially burrowed against a bio army. just burrow them at key positions. the t wont scan and no one uses ravens.
i would like to use that vs p as well, but that is very risky as you are at a huge disadvantage if he has an observer with his army. protoss players dont do that often though, do they?
It could be that the main reason for not including Lurker is because of what Blizzard has intended for the SC2 zerg race to be like. Also, for SC2 Lurkers may be much less useful than for SC1 because of the major differences in game mechanics.
Remember that it's infinitely easier to micro your units in SC2, due to the new selection systems and whatnot.
On September 08 2010 05:23 mousepad wrote: All I know is, if they add Lurkers back in the Heart of the Swarm multiplayer, I'm gonna be pissed. They've made so many excuses on why they shouldn't be in SC2, adding it back in later will feel like they're being uncreative with the Zerg.
Better=Better
I've not heard any of those excuses TBH...
But I'm sure they didn't make sense anyways - I mean; we're talking about Blizzard here... ^^'
It was along the lines of "Lurkers" are too late in the game, too expensive, too redundant because of Banelings replacing them in terms of a good AOE unit, and the fact Hydras are tier 2.
Yeah it could be PR spin, but its true enough. Honestly, I don't think Lurkers are really needed. Like others have said, Zerg has issues during the early game and if they survive that, tend to be a strong race in the mid-late game.
Could be that Zerglings or Roaches could use an early game buff.
I wish lurker was in this game for multiplayer. It provided so many roles that Zerg is really deficient in at the moment.
1) Anti Armor. Only the ultralisk is anti-armor at the moment. That is tier 3, which is quite slow to get. 2) Anti Mass. Ultras and Banes have splash but they serve diffferent purposes. Ultras are a tanking unit that in theory can be effective against mass but its melee distance attack makes kiting it quite effective. Infestors are quite good but fungal needs 75 energy for 36 damage over several seconds. Infestors are ineffective vs massed armor, only massed terran bio without serious medivacs. Banes are only good vs zerglings or marines. 3) Choke breaking unit. Zerg has nothing ranged besides broodlords that can break a choke. Lurkers would help to solve this problem. 4) Defensive ranged unit with splash. Also a choke defender.
Basically it solves many of zerg's current weaknesses.
what i think zerg needs is something to be safe against almost everything. you cant just build some unit to have at least something, you have to adapt very precisely to be safe.
if terran does banshee, you often loose. but he may also do reaper harass, drop, mmm push, mm tank push or whatever and you may still loose. a clever terran player is able to hide his tech, so zerg should have a unit that makes you feel kind of safe against everything. during beta, roach was this kind of unit. now you just do zerglings, but they dont do anything against a well timed push including hellions
On September 08 2010 03:29 BeMannerDuPenner wrote:
On September 08 2010 03:18 Ketara wrote: I always trust Blizzard when it comes to balancing stuff. If they think Lurkers shouldn't be in the game, then they shouldn't.
But at the same time, Lurkers are so cool. The entire concept of them is so cool. I would be ecstatic if Lurkers were added to multiplayer, and probably even more ecstatic if Terran/Protoss each got something to balance it out.
Really though, we know more units are going to be added to multiplayer with the expansions, and I'm sure those units will be awesome, and slate my new unit thirst, so I'm not too upset.
why do you trust blizzard with balancing? they dont have the exactly best history with it.
This is just such an ignorant statement. I don't want to derail the thread but I have to point this out. Every time I see this statement I just feel stupider. Even if you don't think WoW is very well balanced, which I admit can be arguable, Blizzard made Starcraft and Starcraft 2.
I guess Blizzard doesn't have a good track record of balancing strategy games, because neither Starcraft game is very good, and other video game companies are making much better RTS games.
Saying that Blizzard hasn't made Starcraft 2 perfect yet and there is still work to be done is an acceptable and true statement, but saying Blizzard is bad at making good games is just so overbearingly idiotic that I can't stand it.
I agree with the whole of my heart. I want to know who makes these amazing RTS' people are compairing favoritably over blizzards. I've never heard anyone give an example of an rts as ballanced as the starcraft series.
you show a bit of your ignorance here.
Vanilla SC1 was not balanced at all SC2 is arguably kinda balanced but not really...zerg is dtill terribly designed.
SCBW is primarily balanced due to community maps and cute micro tricks blizzard didn't intend.
blizzard doesn't have an awesome track rate...the community is almost always much better. Blizzard is also terrible at making maps in general. Hardly an ignorant statement
If SC2 wasn't a well balanced game, then there wouldn't be major tournaments going on around the world with prize pools of thousands of dollars, it wouldn't be televised in Korea, and people wouldn't be having engoing discussions like these or data mining Blizzards site to find statistics, or spending so much time making community maps, etc. They'd be doing all that with some other, better game.
Saying SC2 isn't perfect I would agree with, but saying it is not balanced is just utterly idiotic. You need to get over yourself. What it seems like you're saying to me is just because you don't agree with something, that it is bad. That is subjective and poor logic, and makes me sadface.
I don't agree with the way Blizzard made the Mothership. I don't think it should be a support unit. I think something called a Mothership that you can only have one of should be a freaking awesome Death Star style superweapon, and not something whose chief purpose is to cloak and recall other units.
I'm not about to go say that the game is bad, or that Blizzard is a bad company at balancing it, just because I don't agree with the way they implemented the Mothership.
If you think that Starcraft 2 is such a poorly balanced game, then why don't you go into the map editor and make maps with custom unit modifications that are balanced better. When the entire Starcraft 2 community decides that your version of the game is better than Blizzards, and they start putting your mod on TV in Korea, then you can authoritatively say that Blizzard is a bad company at balancing games.
If Blizzard is so bad at balancing games, then what RTS game is more balanced? Or are they all bad to you.
On September 08 2010 06:21 XxEschatonxX wrote: I wish lurker was in this game for multiplayer. It provided so many roles that Zerg is really deficient in at the moment.
1) Anti Armor. Only the ultralisk is anti-armor at the moment. That is tier 3, which is quite slow to get. 2) Anti Mass. Ultras and Banes have splash but they serve diffferent purposes. Ultras are a tanking unit that in theory can be effective against mass but its melee distance attack makes kiting it quite effective. Infestors are quite good but fungal needs 75 energy for 36 damage over several seconds. Infestors are ineffective vs massed armor, only massed terran bio without serious medivacs. Banes are only good vs zerglings or marines. 3) Choke breaking unit. Zerg has nothing ranged besides broodlords that can break a choke. Lurkers would help to solve this problem. 4) Defensive ranged unit with splash. Also a choke defender.
Basically it solves many of zerg's current weaknesses.
I dont see how lurkers would break chokes..you know htey have to burrow to attack right?
Basically Lurkers did something that no other Zerg unit did, they allowed you to beat a superior force. What this meant was that you could be aggressive while having a backup that did not rely on superior numbers. Currently in SC2 it's impossible for Zerg to hold unless they have superior numbers thus promoting defence over offence. Both Terran and Protoss have units that allow them to be aggressive - HT/Colossi/Siege Tanks/PF. These things allow the terran to be aggressive while knowing they have a backup that is not in the form of superior numbers.
I have no idea if this has been addressed in this thread already or not, but Zerg is by *far* the weakest of races when going into a choke. If a Terran/Toss pushes into your narrow nat(like LT), you're at a big disadvantage already. Toss have forcefields and storms to demolish those clumped units, and Terrans have tanks and Bioballs work extremely well when you can just stick some marauders at the front to take the brunt of the damage in a narrow choke. It might be too niche, but Zerg has a lot of trouble defending narrow spaces which the lurker could be fantastic for.
On September 08 2010 03:29 BeMannerDuPenner wrote:
On September 08 2010 03:18 Ketara wrote: I always trust Blizzard when it comes to balancing stuff. If they think Lurkers shouldn't be in the game, then they shouldn't.
But at the same time, Lurkers are so cool. The entire concept of them is so cool. I would be ecstatic if Lurkers were added to multiplayer, and probably even more ecstatic if Terran/Protoss each got something to balance it out.
Really though, we know more units are going to be added to multiplayer with the expansions, and I'm sure those units will be awesome, and slate my new unit thirst, so I'm not too upset.
why do you trust blizzard with balancing? they dont have the exactly best history with it.
This is just such an ignorant statement. I don't want to derail the thread but I have to point this out. Every time I see this statement I just feel stupider. Even if you don't think WoW is very well balanced, which I admit can be arguable, Blizzard made Starcraft and Starcraft 2.
I guess Blizzard doesn't have a good track record of balancing strategy games, because neither Starcraft game is very good, and other video game companies are making much better RTS games.
Saying that Blizzard hasn't made Starcraft 2 perfect yet and there is still work to be done is an acceptable and true statement, but saying Blizzard is bad at making good games is just so overbearingly idiotic that I can't stand it.
sc1 vanilla was a joke balance wise and broodwar was more luck then anything.
You don't know what you are talking about. For one thing, have you even played Vanilla SC in multiple serious melee games? Thanks for pulling things out of your ass k.
I think that they should remove the Baneling entirely, and add the Lurker to t2. You could still have the Lurker morph from the Hydra, like the Baneling is morphed from the ling, within the same tier. It would give Zerg a fighting chance in ZvT, and ZvZ would be a whole lot more interesting.
Terran players are sure angry about the lurker, huh? Or race balance in general, "Please don't change anything, it's fine the way it is!" We see through your charade terran foes....
I love the lurker. The lurker loves to kill shit. The lurker can be used in chokes. The lurker can be an anti armor splash unit. The lurker at tier 1.5 can single handedly solve almost all the issues zerg has in the early game.
Spawning pool>Roach Warren>Lurker den
OR
Spawning pool> Lair> Lurker den
Either things work great to fix zerg. So simply, so easy, so quick!
On September 08 2010 09:07 TLOBrian wrote: Terran players are sure angry about the lurker, huh? Or race balance in general, "Please don't change anything, it's fine the way it is!" We see through your charade terran foes....
I love the lurker. The lurker loves to kill shit. The lurker can be used in chokes. The lurker can be an anti armor splash unit. The lurker at tier 1.5 can single handedly solve almost all the issues zerg has in the early game.
Spawning pool>Roach Warren>Lurker den
OR
Spawning pool> Lair> Lurker den
Either things work great to fix zerg. So simply, so easy, so quick!
Brian even though i am your personal stalker, i have to disagree, at T1.5 lurker in it' current form would be to strong. T2 would be more reasonable because lurkers map control at 1.5 would be amazing since zerg could get them before observers and ravens. I also don't like the idea of solving most of zerg balances issues with add 1 unit.
I seriously believe lurkers would solve a lot of the zerg's problems. I'm no expert, but from the looks of it the zerg lacks a ground siege unit, has a lack of defensively based units, and is lacking AoE compared to the other 2 races. The lurker in my mind covers these holes nicely.
On September 08 2010 06:18 Archerofaiur wrote: Reaper = good against buildings, light units and workers. Usually used on suicidal missions.
Baneling = good against buildings, light units and workers. Usually used on suicidal missions.
Now why is it that reapers are allowed to be a "early game only" but banelings cant?
You manage to have your Banelings only sometimes suicide? Damn, I wish I could micro that well. Seriously, now, the reason Reapers aren't used later on is that they don't have splash damage, and they take up valuable Barracks production time. Zerglings are pretty much always good, and can be morphed into Banelings without draining additional larvae. There are some fundamental differences there. I can't say I like the idea of early-only units, as that tends to limit functionality a ton and make them either overpowered or useless. I seriously cannot think of a single unit in BW that was used early but not late, bar possibly Marines in TvP.
Anyone who thinks lurkers would be OP, why, higher tier less range and more cost than tanks, seems worse than Tanks IMO, it would give zerg the ability to hold positions they wanted, I.E. like your seige wall you go there and the zerg has to back up or engage and get slaughtered, similiar thing would be with lukers just not as powerful, so you couldn't just run in with a bio ball and rape anymore
wow this actually looks like the perfect thing zerg needs to be balanced against terran imo. maybe reduce the damage a bit but otherwise i think this would fix the game.
But, being realistic here, the beta had 6 months and blizzard didn't add any units to zerg ( from what I hear, they just removied the more interesting units and abilities). And when has blizzard ever added units to the game AFTER release? Warcraft III had a few mercenary heroes added later on (after an expansion), and that was it.
If blizzard really did add lurkers to Zerg, it would be a revolutionary move imo.
But honestly, I can't really see zerg not being underpowered at least for another year. Blizzard has given no real indication that it cares about the current balance situation.
The more I think about it, the more I realized just how terrible these particular lurkers would be absolutely horrible in SC2. Put 7 lurkers together in BW and walk a giant group of marines over them, none of them would even come close to surviving. Yet we still have some marines in that group surviving.
Blizzard is so stupid, why are they insisting on how banelings and lurkers overlap? They simply aren't. Lurkers actually attack while burrowed, giving lurker drops or nydus worm even more power for lurkers to wreak havoc.
The more I look at the SC2 lurker, the more I come to believe they are exactly the change that Z needs.
Tier 2.5 Lurkers with a (possible) T3 range upgrade would:
-Give zerg its only actual stealth attacker.
-Give zerg its only positional defense unit.
-Gives a solution against MMM spam that does not involve the fragile and micro-intensive baneling. Even banelings lose their effectiveness as The MMM ball grows in size and its firepower strays into the realm of the riddiculous. Lurkers would punish all those 8-rax a-movers, forcing them to develop something resembling the intelligence a Z player needs to display when facing a tank line.
-Banelings and Lurkers do not overlap. They complement. Late-game, you often see toss players facing MMM use both templars and colossi. The combined area damage is actually very usefull, not overlapping at all. I foresee a similar synergistic relation between banelings and lurkers. Banelings are great at destroying marines, and lurkers, which have a slight bonus to armored, would handle those pesky marauders.
Bottom line is, considering the current public disenchantment with Z, drastic changes are needed. Lurkers are a universally loved classic and could provide a much-needed gameplay shake-up.
On September 08 2010 12:11 cHaNg-sTa wrote: The more I think about it, the more I realized just how terrible these particular lurkers would be absolutely horrible in SC2. Put 7 lurkers together in BW and walk a giant group of marines over them, none of them would even come close to surviving. Yet we still have some marines in that group surviving.
Blizzard is so stupid, why are they insisting on how banelings and lurkers overlap? They simply aren't. Lurkers actually attack while burrowed, giving lurker drops or nydus worm even more power for lurkers to wreak havoc.
I think its just a matter of blizzard laziness.
And, I think that the lurker would do better as an anti armor unit. 25+20 to armored? Would kill marines in two hits and marauders in 3 hits. Would also fit well with the terrible terrible damage syndrome that is occuring....
Upgrades would be like 3+2 I guess. Either way, It would work well as a support unit and to control chokes. Zergs units suck in chokes right now.
Okay I'll be lazy because I do not want to read 11 pages of posts from other people wich can make me look BM. But I just want to make a statement that if the lurker comes back in SC2 then it would be OP, why?! you may ask, the reason is that Zerg now has Infesters, so what will happen if you mix Infesters with Lurkers:
well a good microd zerg that get his hands on both Lurkers and Infestors will use Fungal Growth to immobilize the MM ball and then put down the Lurkers in range to slaughter the cute MM ball the terran charges in with (if he now has one).
So thats why i dont want the Lurkers back, not to be unfair to the Zerg but if they come back then more balance work would be needed from Blizzard im afraid.
At the same time i know you cant pick 2 techs thats gas heavy but only 1 then hey what about late game when you have 4 expos or more.
On September 08 2010 23:44 Dwomir wrote: Okay I'll be lazy because I do not want to read 11 pages of posts from other people wich can make me look BM. But I just want to make a statement that if the lurker comes back in SC2 then it would be OP, why?! you may ask, the reason is that Zerg now has Infesters, so what will happen if you mix Infesters with Lurkers:
well a good microd zerg that get his hands on both Lurkers and Infestors will use Fungal Growth to immobilize the MM ball and then put down the Lurkers in range to slaughter the cute MM ball the terran charges in with (if he now has one).
So thats why i dont want the Lurkers back, not to be unfair to the Zerg but if they come back then more balance work would be needed from Blizzard im afraid.
At the same time i know you cant pick 2 techs thats gas heavy but only 1 then hey what about late game when you have 4 expos or more.
Then why dont you add Ghosts to your Army to EMP Infestors?, even if they are burrowed, you need Scan/Ravens either way because of the Lurkers
+ You dont have to use a 1 control group syndrom as Terran
edit:
And i agree with Sueco, Lurkers would give Zerg a nice unit, which would fit into the current play very well.
although I think pretty much everyone agrees that zerg needs another unit (not because of imbalance but simply because of versatility), I think it would be a horrible idea to bring back the lurker - simply because I want to play starcraft 2 and NOT simply broodwar with better graphics; there would be no point at all in developing a new game if you end up playing it exactly the way broodwar was played
I really hope zerg gets a cool new unit with the expansion, but - again - I hope it will be a unit that isn't just lurker_v_2.0
On September 08 2010 23:58 sleepingdog wrote: although I think pretty much everyone agrees that zerg needs another unit (not because of imbalance but simply because of versatility), I think it would be a horrible idea to bring back the lurker - simply because I want to play starcraft 2 and NOT simply broodwar with better graphics; there would be no point at all in developing a new game if you end up playing it exactly the way broodwar was played
I really hope zerg gets a cool new unit with the expansion, but - again - I hope it will be a unit that isn't just lurker_v_2.0
A new unit (or better several units) with the expansion might be too late. We have to wait 16-18 months for HotS, which is simply too long. Sure not all gameplay possibilities are used yet, but i see Zerg pretty much "mined out" soon.
and a lurker brought back wouldn't be SC:BW reloaded. Sure it has it similarities, but what of Terran and Toss?
The Lurker pretty much would adress some of the current weaknesses the Zerg has, which in my opinion should be adressed pretty soon.
A new unit (or better several units) with the expansion might be too late. We have to wait 16-18 months for HotS, which is simply too long. Sure not all gameplay possibilities are used yet, but i see Zerg pretty much "mined out" soon.
I agree - but then again, do you "really" think blizzard will add new units just with a patch?
On September 08 2010 23:00 Sueco wrote: The more I look at the SC2 lurker, the more I come to believe they are exactly the change that Z needs.
Tier 2.5 Lurkers with a (possible) T3 range upgrade would:
-Give zerg its only actual stealth attacker.
-Give zerg its only positional defense unit.
-Gives a solution against MMM spam that does not involve the fragile and micro-intensive baneling. Even banelings lose their effectiveness as The MMM ball grows in size and its firepower strays into the realm of the riddiculous. Lurkers would punish all those 8-rax a-movers, forcing them to develop something resembling the intelligence a Z player needs to display when facing a tank line.
-Banelings and Lurkers do not overlap. They complement. Late-game, you often see toss players facing MMM use both templars and colossi. The combined area damage is actually very usefull, not overlapping at all. I foresee a similar synergistic relation between banelings and lurkers. Banelings are great at destroying marines, and lurkers, which have a slight bonus to armored, would handle those pesky marauders.
Bottom line is, considering the current public disenchantment with Z, drastic changes are needed. Lurkers are a universally loved classic and could provide a much-needed gameplay shake-up.
Out of all the posts that state "I feel that bringing back the lurker would fix most/all of zerg problems", this one is the only one that actually made any valid points. Learn from this if you like to be persuasive instead of ramblin'. Here's why these reasons might not fit, though:
"Give zerg its only actual stealth attacker."
Giving something to a race simply because they don't have one yet doesn't mean balance, it means making all 3 races the same. It might be a very good decision, but you'd need more than just "give them one because the other races have one."
"Give zerg its only positional defense unit."
I believe you mean in addition to the mighty broodlord, who not only deals damage over incredible distances but in enough numbers creates a wall of flesh that makes ground units crack their head against the wall trying to get past.
"Gives a solution against MMM spam that does not involve the fragile and micro-intensive baneling. Even banelings lose their effectiveness as The MMM ball grows in size and its firepower strays into the realm of the riddiculous. Lurkers would punish all those 8-rax a-movers, forcing them to develop something resembling the intelligence a Z player needs to display when facing a tank line."
There are solutions available to MMM spam, even some beyond the use of baneling. Infestor/ultra combo comes to mind quickly. Calling them stupid doesn't help your point.
"Banelings and Lurkers do not overlap. They complement. Late-game, you often see toss players facing MMM use both templars and colossi. The combined area damage is actually very usefull, not overlapping at all. I foresee a similar synergistic relation between banelings and lurkers. Banelings are great at destroying marines, and lurkers, which have a slight bonus to armored, would handle those pesky marauders."
Storm and Thermal Lance damage go well together because they are not both instantaneous. The storms continue to weaken units until they reach the point where a single lance from the colossi ends their misery. Lurkers and banelings both cause instantaneous damage. If your banelings go in for the explode, they explode. They probably killed whatever they were next to, and whatever they weren't next to is still alive and fine. Lurker damage isn't complementary at this point, it's the same as any other AoE attack. Might as well just have built more banelings instead of lurkers or just all lurkers.
"Bottom line is, considering the current public disenchantment with Z, drastic changes are needed. Lurkers are a universally loved classic and could provide a much-needed gameplay shake-up."
Lurkers are definitely beloved, but gameplay shake-ups probably less so. It's best to make small tweaks and let the players find their grooves.
On September 08 2010 23:58 sleepingdog wrote: although I think pretty much everyone agrees that zerg needs another unit (not because of imbalance but simply because of versatility), I think it would be a horrible idea to bring back the lurker - simply because I want to play starcraft 2 and NOT simply broodwar with better graphics; there would be no point at all in developing a new game if you end up playing it exactly the way broodwar was played
I really hope zerg gets a cool new unit with the expansion, but - again - I hope it will be a unit that isn't just lurker_v_2.0
A new unit (or better several units) with the expansion might be too late. We have to wait 16-18 months for HotS, which is simply too long. Sure not all gameplay possibilities are used yet, but i see Zerg pretty much "mined out" soon.
and a lurker brought back wouldn't be SC:BW reloaded. Sure it has it similarities, but what of Terran and Toss?
The Lurker pretty much would adress some of the current weaknesses the Zerg has, which in my opinion should be adressed pretty soon.
You will look back at this and laugh 5 years down the road when people are still discovering new tricks for all 3 races. The game is played to counter players, not races. If a year later Terran is played completely differently, tactics you had now might be more or less useful on them. New tactics will be had to combat whatever new tactics they have. I don't think it'll ever stop evolving.
My two cents, the lurker does not overlap with anything even if they perform a similar task, for example banelings and lurkers can both melt bio just fine but banes are one time use, at tier 3 again lurker and ultra have a similar role but lurkers can do it from 9 range away while cloaked but can't take a beating like ultras can.
Further more if u go sling/bling/muta u will be getting melee upgrades that make the ultralisk a good choice late game, but if we had lurkers at tier 3 it would benefit from early roach/hydra with range upgrades. So all in all its just more choices.
Also zerg desperatly needs a ground unit that can outrange other ground units with the exceptions of siege tanks and colossus.
On September 09 2010 00:32 urashimakt wrote: There are solutions available to MMM spam, even some beyond the use of baneling. Infestor/ultra combo comes to mind quickly. Calling them stupid doesn't help your point.
So your solution to a tier 1/1.5 terran army is a tier 2/3 zerg unit combo? Something about this doesn't seem to add up. I mean, BCs counter zerglings pretty well, but that doesn't mean that I should suggest BCs as a solution to a ling rush.
The lurker is my favorite BW unit, and it makes me sad not seeing it in the newer game, but I'm not sure if there's really a place for it. Sure, zerg could stand to gain a unit or two (definitely needs an aoe attacker that isn't a 50/25 suicide unit that only does decent damage to 2 units) but lurkers just seem like they wouldn't do well in the new game. The usual lurker mix you'd see in BW involved lurker/ling to take out M&M+tanks, but now Marine/marauders can hold off the lings, while tanks can just snipe all the lings before they get there. From there the tanks could just sit back and wait for a scan/raven to reveal the lurkers.
Lair > Lurker Den would easily match "Banshee / Ghost / Dark Templar" Timings. This should be about the Zerg having a stealth attacking unit and a fantastic dropping unit. Immobile compared to a Baneling, not as cutesy as an Infestor, and not as damaging or healthy as a Ultralisk for the cost.
The key would be forcing a unique reaction out of the opponent whether it be Ravens, Seige Tanks, Collosus, Observers, Scans, Ghosts, Mutas, etc. It would take a different composition to deal with Lurkers then it would Banelings, Infestors, or Ultralisks.
There are enough units in the game now that an expansion adding Lurkers and some Tier 1.5 Unit would be the key units that Zerg could have in an expansion. It doesn't need to be a specific Anti-Light AoE or Anti-Armored AoE, it needs to be a Stealth Unit that is effective at contains, surprise, and drops.
On September 08 2010 23:44 Dwomir wrote: Okay I'll be lazy because I do not want to read 11 pages of posts from other people wich can make me look BM. But I just want to make a statement that if the lurker comes back in SC2 then it would be OP, why?! you may ask, the reason is that Zerg now has Infesters, so what will happen if you mix Infesters with Lurkers:
well a good microd zerg that get his hands on both Lurkers and Infestors will use Fungal Growth to immobilize the MM ball and then put down the Lurkers in range to slaughter the cute MM ball the terran charges in with (if he now has one).
So thats why i dont want the Lurkers back, not to be unfair to the Zerg but if they come back then more balance work would be needed from Blizzard im afraid.
At the same time i know you cant pick 2 techs thats gas heavy but only 1 then hey what about late game when you have 4 expos or more.
There's already something similar in the game that requires less micro. It's called storm.
Not to mention, wouldn't technically FG + baneling be even more "broken"? It's harder to focus them down since there are a lot more of them, plus they don't have to spend the time to burrow, they just roll right into the bio ball?
Thank you for your feedback, One always appreciates when someone takes the time to pick your arguments apart instead of responding with half-baked single sentences. Shows you actually read and thought about what was said. You make a lot of good points and I'll try my best to elaborate on the discussion.
"Give zerg its only actual stealth attacker."
Giving something to a race simply because they don't have one yet doesn't mean balance, it means making all 3 races the same. It might be a very good decision, but you'd need more than just "give them one because the other races have one."
Well, yes, X and Y have stealth attackers so Z should too, is not really an argument. But cloaking is an integral part of starcraft, and cloaking vs detection is a constant theme in the game. As it stands now, both T and P have powerful attack/harass units (banshees, DTs) that can end games if the enemy lacks detection. I think, for the sake of symmetry, that Z should also have that option. Then again, this is not such a strong argument, I won't contend that.
"Give zerg its only positional defense unit."
I believe you mean in addition to the mighty broodlord, who not only deals damage over incredible distances but in enough numbers creates a wall of flesh that makes ground units crack their head against the wall trying to get past.
Ah broodlords. They are indeed awesome, and they sort of are a positional defense unit, but mostly because they are slow as sin and need to use cliffs to avoid getting sniped by simple marines, unless you've managed to get around 7 and the enemy has no anti-air at all. Regardless, as a tier 3.5 "capital" unit, they are in no position to be considered a standard part of Z arsenal. Not in the way lurkers would be.
Storm and Thermal Lance damage go well together because they are not both instantaneous. The storms continue to weaken units until they reach the point where a single lance from the colossi ends their misery. Lurkers and banelings both cause instantaneous damage. If your banelings go in for the explode, they explode. They probably killed whatever they were next to, and whatever they weren't next to is still alive and fine. Lurker damage isn't complementary at this point, it's the same as any other AoE attack. Might as well just have built more banelings instead of lurkers or just all lurkers.
This is true, but most of the time, particularly against a mixed army, a ball of Banelings will not obliterate every single unit, not unless you use a resource-inefficcient ammount of banelings. Particularly with good enemy micro, some marines will only take one explosion and survive. A lot of marauders and other units will too. This is where stray lurker shots deliver the cou-de-grace, and efficiently liquidate damaged remnants before medivacs invalidate your effort. I don't know about you but I see far more synergy than overlapping.
As a fan of the Terran bio-ball, I cringed a few times during the video. Lurkers will be my new favorite unit to hate if they come to multiplayer and are anything like this.
Trying to add in Lurkers means that something has to be removed ELSE THE SACRED 14 units per RACE WILL BE VIOLATED. MUHAAHHAHAAH
Lurkers are, as everyone said a much needed defense boost to the Zerg swarm, but I can't imagine Blizzard saying 'okay, we screwed up. We put in a badly designed unit in the game, and know we will replace it with something we already know is successful'.
Even then, I am sorta skeptical if the Lurker is your new unit in HoTS. Would like to see newer units besides something I already know about (no offense to people who love the nostalgia factor).
On September 11 2010 20:09 BuzzJuice wrote: Trying to add in Lurkers means that something has to be removed ELSE THE SACRED 14 units per RACE WILL BE VIOLATED. MUHAAHHAHAAH
Lurkers are, as everyone said a much needed defense boost to the Zerg swarm, but I can't imagine Blizzard saying 'okay, we screwed up. We put in a badly designed unit in the game, and know we will replace it with something we already know is successful'.
Even then, I am sorta skeptical if the Lurker is your new unit in HoTS. Would like to see newer units besides something I already know about (no offense to people who love the nostalgia factor).
Zerg and Protoss have less units than Terran. Larvae don't count, Nydus Worms don't count either.
On September 11 2010 20:09 BuzzJuice wrote: Trying to add in Lurkers means that something has to be removed ELSE THE SACRED 14 units per RACE WILL BE VIOLATED. MUHAAHHAHAAH
Lurkers are, as everyone said a much needed defense boost to the Zerg swarm, but I can't imagine Blizzard saying 'okay, we screwed up. We put in a badly designed unit in the game, and know we will replace it with something we already know is successful'.
Even then, I am sorta skeptical if the Lurker is your new unit in HoTS. Would like to see newer units besides something I already know about (no offense to people who love the nostalgia factor).
Zerg and Protoss have less units than Terran. Larvae don't count, Nydus Worms don't count either.
I hope people realize that trying to bring back different units would break the game.
The main issue isn't cost/tech tree, its the fact that in sc1 terrans basically had an endless supply of scans with good hotkeying. 2 bases with full scans had 8 total scans. Meaning their was some sort of "balance" between zerg players trying to move lurkers around, and terran having to scan for safety. This was an exciting and VERY balanced aspect of the game.
Try to add the deadly nature in ZvT means the T player basically couldn't use mules if he wanted to do any sort of attack before ravens came out.
I really can't see why people says "Oh those lurkers are OP I can see why they didn't put them in the game" when tanks are even better and lower tech? Lurkers would be awesome, really
I dont know if lurker would be that viable, if you think about it, every detector have alot bigger range than in BW, turrets, cannons and spore colonys all see alot more away than their fire range
On September 11 2010 20:30 zomgtossrush wrote: I hope people realize that trying to bring back different units would break the game.
The main issue isn't cost/tech tree, its the fact that in sc1 terrans basically had an endless supply of scans with good hotkeying. 2 bases with full scans had 8 total scans. Meaning their was some sort of "balance" between zerg players trying to move lurkers around, and terran having to scan for safety. This was an exciting and VERY balanced aspect of the game.
Try to add the deadly nature in ZvT means the T player basically couldn't use mules if he wanted to do any sort of attack before ravens came out.
Well, choosing between scans and mules would be really interesting just like zerg is choosing between spawning drones or army. Are you greedy or do you want to play safe?
But seriously, today we have banelings, but you don't call that a problem? It's about the exact same thing as a lurker except for that banelings kill instantly and not slowly like lurkers (lurkers are therefore more forgiving)
Dudes. Some of you might remember that Dark Templars were not in the original StarCraft multiplayer, but were added to the multiplayer later with Brood War, so I think theres a pretty big chance that Blizzard will add new units.
On September 11 2010 20:09 BuzzJuice wrote: Trying to add in Lurkers means that something has to be removed ELSE THE SACRED 14 units per RACE WILL BE VIOLATED. MUHAAHHAHAAH
Lurkers are, as everyone said a much needed defense boost to the Zerg swarm, but I can't imagine Blizzard saying 'okay, we screwed up. We put in a badly designed unit in the game, and know we will replace it with something we already know is successful'.
Even then, I am sorta skeptical if the Lurker is your new unit in HoTS. Would like to see newer units besides something I already know about (no offense to people who love the nostalgia factor).
Zerg has fewer units than T and P. The Lurker is perfect since I'm bored of spamming Banelings versus bio balls and then eventually losing to constant pushing.
On September 11 2010 20:30 zomgtossrush wrote: I hope people realize that trying to bring back different units would break the game.
The main issue isn't cost/tech tree, its the fact that in sc1 terrans basically had an endless supply of scans with good hotkeying. 2 bases with full scans had 8 total scans. Meaning their was some sort of "balance" between zerg players trying to move lurkers around, and terran having to scan for safety. This was an exciting and VERY balanced aspect of the game.
Try to add the deadly nature in ZvT means the T player basically couldn't use mules if he wanted to do any sort of attack before ravens came out.
Well, choosing between scans and mules would be really interesting just like zerg is choosing between spawning drones or army. Are you greedy or do you want to play safe?
But seriously, today we have banelings, but you don't call that a problem? It's about the exact same thing as a lurker except for that banelings kill instantly and not slowly like lurkers (lurkers are therefore more forgiving)
You have got to be shitting me.... you should try playing t without mules, honestly. I bet you couldn't even support 2 rax reactors/medivacs with it. And unless they make the energy cost of scans and or mules different(like 10-15) that would break how the terran is allowed to macro.
And its not about range of detectors, its the fact the terran player is locked up in his base until he gets to ravens. Which even for terran, its getting close to 1 base allinish play.
Banelings are the same as lurkers? Wow, let's learn sc2 properly now kids. I won't even take into consideration that banelings dont burrow until a later upgrade, assuming that even the bronze kids can figure out how drastic of a difference in gameplay sc2 blings are to sc1 lurkers.
Did you even play sc1 t? At least watch it? Without +1 armour, a small group of lurkers could wipe out 40 supply of MM with one mistep.
There are so many things freaking wrong with what you have said, and im getting tired, i could write a whole report explaining how you cant compare sc1 to sc2. And players like you frustrate me when you have such a narrow minded view of how the game works. Instead of just watching a video and saying "hey wow look at that dps vs dps, let's start forming a sub-par opinion" howabout you ask yourself how this would actually balance the game. And how correct and cost-equal(for lack of a better term) a counter would be.
If Lurker was T3 or even T2.5, how would they have to turtle forever to get Ravens? And they could easily just 1-1-1 otherwise for a fast raven if they have to which is the farthest thing for all in.
I really wish the lurker would come back in sc2, but I think they should come out of the roach not the hyrdalisk. Like you can upgrade lurker mutation at roach warren once you get a lair. Then right when you upgrade to lair you can get burrow and lurker upgrade at the same time. Would seem like a fair place to put it. I really hope blizzard doesn't make it so they can move underground though.
Why blizzard thinks that the baneling replaces the lurker really confuses me.
On August 05 2010 04:24 gdroxor wrote: Just what Zerg needs to be absolutely unbeatable in a macro game - biological siege tanks.
Yea except Siege Tanks are a lower tier and also out range lurkers. Did I mention costing less?
Exactly. Not to mention this same type of AoE damage is fine for hellions which 2 shot lings/workers just like lurkers do, and can micro while doing so.
I play Terran. I would love to see that back in SC2, however, it will be pretty useless as a T3 unit. It needs to be brought back to T2. But if that was to happen, having both hydralisks and lurkers at T2 would be pretty bad..... A rearrangement of the tech structure would be necessary to add lurkers back in.....
In ZvT -
Pretty much the only thing I can think of would be making the Hydra a T1 unit, Lurker T2 (preferrably morphing from a hydra again), and move baneling to T2. The hydra den build time might need to be modified (or be rather short but require a roach warren), to prevent a hydra bust from happening too quickly. A 1 base terran needs to be able to get siege mode (and at least 2-3 tanks) or 1 medivac with a standard opening before the hydra bust happens..... Otherwise it would just be too easy to win..... Ideally, it would replace a baneling bust with a hydra bust at T1, however, it would give more options to Z at T2. And, since Lurkers do splash, it would help kill buildings quicker, which is something Z has a problem with atm.
In ZvP - Some kind of counter to a 1 hatch hydra happening at T1 is needed. Not 100% sure what it would be..... This seems trickier..... I'm not sure how fast a P can get HT with storm or DT out of a 2 gate opening, but I doubt it would be fast enough to stop a 1 hatch hydra coming that quickly..... It may depend on how much pressure you can put on the Z beforehand.
I think zerg from Sc1 with new mechanicks like qeen and creep spreading, overseers and maybe old qeen replace for infestor would be be big buff to zerg, I don't need rouches when I have T1 hydras for that price, I dont need banelings when I have lurkers, and I dont need corruptos when I have scourges. And it would be much more fun to play zerg then.
On September 11 2010 23:40 Filo wrote: I really wish the lurker would come back in sc2, but I think they should come out of the roach not the hyrdalisk. Like you can upgrade lurker mutation at roach warren once you get a lair. Then right when you upgrade to lair you can get burrow and lurker upgrade at the same time. Would seem like a fair place to put it. I really hope blizzard doesn't make it so they can move underground though.
Why blizzard thinks that the baneling replaces the lurker really confuses me.
Everyone know baneling cannot replace lurker. It's basically a very bad lie that grown ups told children they are acting ridiculous, when actually he just want to stomp the clever remarks out of your spine to make his/her parenting life easier. Which makes you stupid in your adulthood. What really confuses me is, since Blizzard already want to make Zerg defensive in early game (and maybe through out the entire game?). So why would they kill Lurkers which is obviously a classic defensive unit for Zerg, instead they went and create something that is both suicidal and demeaning for zerg? Is it suppose to be a surprise orr...