(Lurker Mod) I have sinned!!!! - Page 5
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MrBarryObama
Korea (South)141 Posts
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ghettohobbit2
United States93 Posts
The mod wasnt bout adding adding units to every race but more about seeing why Blizz took off.. Althought, please do elaborate on "Everyone playing ZvZ", I would like to know why you think so. A: Far be it from me to give you advice on how to make your map. My apologies. B: I had an image in my head of 2 players entering the game, 1 goes and techs straight to lurkers, the other goes speedling/baneling and wins. In retrospect, idk, it may well be just as entertaining to play against lurkers as with them ![]() | ||
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Nuxar
Canada212 Posts
On August 06 2010 13:17 MrBarryObama wrote: Bring back Lurkers! Zerg need a proper siege unit that doesn't get lol sniped by vikings. Also, I'd love to see some reps of people using this mod. GJ OP TY! Im trying to balance him the most possible to give him a chance. | ||
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Calidus
150 Posts
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BLinD-RawR
ALLEYCAT BLUES50749 Posts
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sigma47
Germany11 Posts
a t1 scourge would be intresting to implement/test ps: anyone on eu already played that map? | ||
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Toun
Sweden59 Posts
On August 07 2010 05:15 sigma47 wrote: besides lurker... a t1 scourge would be intresting to implement/test ps: anyone on eu already played that map? Don't think we can play it, atleast I can't find it . | ||
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HTX
Germany265 Posts
What could possibly work are lurkers at T2 without splash damage. Then add a upgrade for it at T3 into the Den. | ||
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Phrost
United States4008 Posts
On August 07 2010 05:15 sigma47 wrote: besides lurker... a t1 scourge would be intresting to implement/test ps: anyone on eu already played that map? That would make ZvZ even worse than it already is. Baneling scourge kills overlords and drones | ||
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sigma47
Germany11 Posts
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Roblin
Sweden948 Posts
scourges to kill overlords?..... really? yes, that doesn't seem like a too bad idea if it was a t1 scourge | ||
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sigma47
Germany11 Posts
i don't think z needs another t2 AA and that's why i thought of t1 im not to sure whether i would go for a bnest and then spent 70 gas on every overlord i want to kill while my opponent can spend his gas on blings before the first overlord even gets blasted | ||
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FliedLice
Germany7494 Posts
ty | ||
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edahl
Norway483 Posts
On August 05 2010 16:06 TheYango wrote: Lurkers in SC1 actually had a pretty damn fast movement speed. For comparison (SC1): Slow lings - 1.108 Speedlings - 1.615 Hydras - 0.75 Speed Hydras - 1.105 Lurker - 1.2 So a movement speed of 3.3 compared to slow lings at 2.9 seems reasonable. Did the math and ended up with ~3.1408. | ||
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tehemperorer
United States2183 Posts
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edahl
Norway483 Posts
On August 07 2010 07:17 tehemperorer wrote: Change their range to 5 and I 'd say you'd have some balance there. The lamest thing I've heard from Bliz is them saying that banelings fit the same role as the Lurker and that's why they got rid of the Lurker... I don't think a tier 2.5 unit fits the same role as a 1.5 at all... Where did they say banelings fit the same role as a lurker? What I heard is that they said "lurkers do not fit", which is substantially different. | ||
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Rent-A-Hero
United States137 Posts
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Rent-A-Hero
United States137 Posts
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lindn
Sweden833 Posts
On August 07 2010 06:04 sigma47 wrote: scourges to kill overlords?..... really? yes indeed. | ||
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Toun
Sweden59 Posts
On August 07 2010 07:21 edahl wrote: Where did they say banelings fit the same role as a lurker? What I heard is that they said "lurkers do not fit", which is substantially different. They did say right out that Lurkers in their pre-beta they overlapped with other units and wasn't used enough. Sure they overlapped with the old Ultra when it comes to splash and Brood Lords when it comes to the siege part and partly with the Baneling. I partly agree with Blizz not having the Lurker in as a T3, I see few scenarios where I would go Lurker over Brood Lords or Ultras. But a Lurker at t2 or t2.5 sure would help keeping the timingpushes with mech at bay and at the same time give Z an alternative to Mutas for t2 harass and mapcontrol, Edit: added the source with the "awesome" reasoning that T2 Lurkers wouldn't counter Roaches *_* (yes I am aware of the term taking things out of it's content). "The developers say that Lurkers were taken out because their goal is to keep the unit count of the game as small as possible so that players know their choices and understand their enemy choices as well. They feel that the Roach uses the Lurker's burrow ability well, while Ultralisks and Banelings have the splash damage covered. Many units took over Lurkers’ roles over the period of development, so they didn't think they were as valuable anymore. But we all do miss them! Well this is our point of view. I think that Lurkers should not really be Tier2 in the current build, because they don't really fit in there and they wouldn't really be a good counter to Roaches, given the fact that ZvZ is a very dynamic matchup and you would probably still prefer Ultralisks or Broodlords at T3. What do you think about it?" | ||
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