(Lurker Mod) I have sinned!!!! - Page 3
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RoarMan
Canada745 Posts
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Nuxar
Canada212 Posts
On August 06 2010 01:01 RoarMan wrote: Is the Lurker the only addition to the normal tech trees? Yes, lol. | ||
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jpaugh78
United States179 Posts
On August 06 2010 01:01 RoarMan wrote: Is the Lurker the only addition to the normal tech trees? From what I saw, yes. You can morph your Hydralisk den into a Lurker den when you have Hive tech, and then you have the option to morph your hydra's into lurkers, just like in sc1. Bah, he beat me to it, lol. | ||
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RoarMan
Canada745 Posts
Oh I saw someone talking about Firebats and such lol so I was confused. I will definitely check this out then, I've always wanted to see these Hydra-freaks Spine the shit out of some Bio Balls ever since I saw Sc2 footage from long long ago.... | ||
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llortyag
United States64 Posts
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jpaugh78
United States179 Posts
On August 06 2010 01:27 llortyag wrote: how the hell do i play this map i went down for like 1000 maps on bnet on the new maps section but blizzard is fucking retarded Do a search for Lost Temple, Metalopolis, or Steppes Of War and then click the one with "Lurker" in the name. For some reason it won't find anything if you just search for "lurker". | ||
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llortyag
United States64 Posts
On August 06 2010 01:31 jpaugh78 wrote: Do a search for Lost Temple, Metalopolis, or Steppes Of War and then click the one with "Lurker" in the name. ty found it. but umm do hotkeys work in this map or is it just me? | ||
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jpaugh78
United States179 Posts
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Xyik
Canada728 Posts
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Il1idan
Canada95 Posts
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FabledIntegral
United States9232 Posts
On August 05 2010 16:22 TheYango wrote: To be fair, when the manual was written, Lurkers did concussive damage. They quite possibly would have stayed support units if they didn't get hugely buffed to have normal damage. Wait like vulture concussive? So they were useless vs everything cept medic marine and zealot? | ||
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Fenrir-Vice
United States123 Posts
On August 06 2010 01:39 Xyik wrote: Is anyone working on a SC BW in SC2? It'd b neat to be able to play some BW with SC2 graphics. the hard part about this would be recreating all the subtle things that made broodwar. moving shots, retarded unit ai, 12 unit groups, proper unit stacking, if they used broodwar units, with all the new mechanics in sc2, i don't think it would be as balanced as sc1 | ||
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llortyag
United States64 Posts
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Kal_rA
United States2925 Posts
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jpaugh78
United States179 Posts
On August 06 2010 01:55 llortyag wrote: just tested the lurker but it was against the computer and i don't play zerg but umm isn't tier 3 kinda late in the game. i mean zerg tier 3 seems the slowest and everyone has detection by then I agree. They should be Lair tech and not Hive tech. But such is the life of the swarm. To be fair, they do a ton of damage when they do come out, so it may be a bit OP if they weren't tier 3. | ||
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Whole
United States6046 Posts
On August 05 2010 17:24 ghettohobbit2 wrote: 3. If you want this mod to become serious, it probably wouldn't hurt to add a few other units to the other races.... Vultures would be nice for T, probably wouldn't be terribly IMBA, and Protoss... egh, I hate to suggest it, but the scout model wouldn't be bad, and would make a nice counter to Void Rays I guess. If no other units for different races are added, this game will devolve into EVERYONE playing ZvZ, and nobody wants that ![]() Well Terran doesn't need anything. They have too many viable options. Protoss doesn't need too much either. If you would change Protoss, you might just need to buff some units. Make Stalkers better as a general combat unit or something. No need to add units for the other races because Zerg is the one lacking options. Not Terran or Protoss. But as the OP said, he just wants to test the Lurker out. | ||
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Nuxar
Canada212 Posts
Play one of these maps with another human player and send me the replay and your own opinion on the matter? I would really want to make this unit the most balanced possible for maybe, just maybe, a chance to play it in the real multi. Ty | ||
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Paper117
United States210 Posts
People here talk a lot about Blizzard's concern that the lurker would overlap with the bling for splash damage, but we rarely mention their concern that it would overlap with the roach/ infestor for ambushing. It'd be kinda fun to burrow move roaches into position before morphing them into lurkers. Roaches could pop out to defend the now stationary or ridiculously slow underground lurker and add to DPS, while the infestors can help ensure that workers/ attackers stay in lurker range or out of range to hurt them. The cocoon could stay buried and invisible, I guess, but would probably be OP if it can't at least be spotted somehow. Maybe it could make some sort of digging sound or an animation similar to the beginning of a nydus worm? That would at least give the defending player a chance to react. This might give Z more options for harassment. I hear a lot of people complain about our lack of interesting harassment options. It would also make roaches a little more fun, as they've gotten kinda boring after all the nerfs. Late game, they sometimes seem like a waste of supply. The Tunneling claws upgrade is often skipped in favor of other tech. However, being able to turn your roaches from earlier in the game into high tech siege units or efficient base defense might make them and their tech more attractive. We're also lacking in the base defense department anyway. I like the idea idea of really fast but vulnerable lurkers on creep to defend. Unfortunately, that would make spine crawlers virtually useless. | ||
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Jenslyn87
Denmark527 Posts
I still think maps should be made with all the campaign units included and balanced as well as can be. Not for competitive play, but for the lulz | ||
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MangoTango
United States3670 Posts
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