(Lurker Mod) I have sinned!!!! - Page 4
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Jenslyn87
Denmark527 Posts
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Kal_rA
United States2925 Posts
On August 06 2010 01:40 Il1idan wrote: How about a SC2 custum map made with only sc1 units and all the balance and units it had, this would be pretty cool GREAT IDEA! did you come up with this all by your self? or did your have some help? wonder why no ones ever suggested this before... o.O | ||
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Zelniq
United States7166 Posts
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 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 | ||
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iNty.sCream
Germany195 Posts
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wizerd
United States26 Posts
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Nuxar
Canada212 Posts
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lindn
Sweden833 Posts
gonna try this map out though :D wanna get me some lurker action! | ||
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sOvrn
United States678 Posts
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Nivoh
Norway259 Posts
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lindn
Sweden833 Posts
On August 06 2010 04:00 Nivoh wrote: I think Lurkers should be Lair units, and that the Roach should take the Hydras place as a prerequisite (How do you spell that?) for the Lurker. this. | ||
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Chriamon
United States886 Posts
On August 06 2010 02:01 jpaugh78 wrote: 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. I played a few games, and tbh I felt they were perfect where they are at. I dont think that they are really overpowered at all, If this was how blizz had them in beta, I don't see why they were taken out. I'd totally love to do some lurker drops in SC2, right now I just harass with muta or baneling drop (I guess roach drops would work too) | ||
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Kal_rA
United States2925 Posts
i havnt dled this or tired this yet as im at work so i dunno how it works out as tier 3 in sc2 | ||
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pzea469
United States1520 Posts
and some suggestions of what you could do next if you were planning on doing further modifications to other races. Add medics and firebats, requiring techlab of course. Replace the medivac with the regular dropship in campaign, and remove hellions and replace with vulture, adding the vulture mine upgrade at the factory techlab. For protoss nothing since there is no reaver model ![]() | ||
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nitdkim
1264 Posts
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koOma
Norway462 Posts
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Arco
United States2090 Posts
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Pablols
Chile519 Posts
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OPSavioR
Sweden1465 Posts
On August 06 2010 10:40 pzea469 wrote: make it morph from the roach and require lair please. Idk if it should be an upgrade at the roach warren or simply require the lair. Something to think about and some suggestions of what you could do next if you were planning on doing further modifications to other races. Add medics and firebats, requiring techlab of course. Replace the medivac with the regular dropship in campaign, and remove hellions and replace with vulture, adding the vulture mine upgrade at the factory techlab. For protoss nothing since there is no reaver model ![]() Learn to read OP , this thread is only to discuss Lurkers and not other units. | ||
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arb
Noobville17921 Posts
they are soooo bad also if you a click while they are burrowed they unburrow ? | ||
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Naraka
Canada21 Posts
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