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(Lurker Mod) I have sinned!!!! - Page 5

Forum Index > SC2 General
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MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
August 06 2010 04:17 GMT
#81
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
ghettohobbit2
Profile Joined April 2010
United States93 Posts
August 06 2010 05:01 GMT
#82
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
?
Nuxar
Profile Joined February 2009
Canada212 Posts
August 06 2010 16:38 GMT
#83
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.
Calidus
Profile Joined April 2010
150 Posts
August 06 2010 17:00 GMT
#84
TY, i really enjoyed playing with lurkers, not exactly balanced at this point but every fun.
Note:1100 Diamond take everything with a grain of salt.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50749 Posts
August 06 2010 17:12 GMT
#85
Please upload on EU.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
sigma47
Profile Joined August 2010
Germany11 Posts
August 06 2010 20:15 GMT
#86
besides lurker...
a t1 scourge would be intresting to implement/test

ps: anyone on eu already played that map?
Toun
Profile Joined March 2010
Sweden59 Posts
August 06 2010 20:33 GMT
#87
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 .
wait wut?
HTX
Profile Joined February 2010
Germany265 Posts
August 06 2010 20:45 GMT
#88
Seems bit too powerful at the moment.

What could possibly work are lurkers at T2 without splash damage. Then add a upgrade for it at T3 into the Den.
The internet: a horrible collective liar
Phrost
Profile Blog Joined May 2010
United States4008 Posts
August 06 2010 20:58 GMT
#89
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
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
sigma47
Profile Joined August 2010
Germany11 Posts
August 06 2010 21:04 GMT
#90
scourges to kill overlords?..... really?
Roblin
Profile Joined April 2010
Sweden948 Posts
August 06 2010 21:16 GMT
#91
scourges to kill overlords?..... really?

yes, that doesn't seem like a too bad idea if it was
a t1 scourge
I'm better today than I was yesterday!
sigma47
Profile Joined August 2010
Germany11 Posts
August 06 2010 21:31 GMT
#92
more precisely i thought of a t1.5 scourge - baneling nest requirement
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
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
August 06 2010 21:35 GMT
#93
no need.

ty
Kevmeister @ Dota2
edahl
Profile Joined February 2008
Norway483 Posts
Last Edited: 2010-08-06 22:07:01
August 06 2010 22:06 GMT
#94
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.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
August 06 2010 22:17 GMT
#95
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...
Knowing is half the battle... the other half is lasers.
edahl
Profile Joined February 2008
Norway483 Posts
August 06 2010 22:21 GMT
#96
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.
Rent-A-Hero
Profile Blog Joined September 2002
United States137 Posts
August 06 2010 23:27 GMT
#97
Zerg sucks. Really bad. Something needs to change. There's not enough unit choices or variations of openings. The other races have adapted so well and so quickly to the few things Zerg can in the early game. This is why Zerg loses all the time. Adding lurkers would create a lot more thinking and strategy for the other races. For example, instead of Terran just going Thors all the time (and unconsciously countering Mutas) they might actually have to go ravens instead. Or use their scans instead of only mule dropping. For protoss, a Lurker rush would be devastating if they opened with a 4 gate. They would get contained just like in brood war. The constant early aggressive protoss play would come to an end. Maybe then 4 gate or early harassment from reapers/bunkers to helions into banshees could have some repercussions.
Rent-A-Hero
Profile Blog Joined September 2002
United States137 Posts
Last Edited: 2010-08-07 05:40:30
August 07 2010 05:38 GMT
#98
Edit: double post
lindn
Profile Joined July 2010
Sweden833 Posts
August 07 2010 07:02 GMT
#99
On August 07 2010 06:04 sigma47 wrote:
scourges to kill overlords?..... really?

yes indeed.

Toun
Profile Joined March 2010
Sweden59 Posts
Last Edited: 2010-08-07 07:48:48
August 07 2010 07:44 GMT
#100
On August 07 2010 07:21 edahl wrote:
Show nested quote +
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.


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?"
wait wut?
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