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(Lurker Mod) I have sinned!!!! - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 8 9 11 Next All
Konsume
Profile Joined February 2010
Canada466 Posts
Last Edited: 2010-08-08 18:35:51
August 08 2010 18:35 GMT
#121
On August 07 2010 01:38 Zergling4life wrote:
Show nested quote +
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.


Well we tested it a bit.... and relatively high diamond level... and since he's a hive tech and takes almost as long as the spire to build up... he has basicaly no utility. We've sucesfuly used him once or twice I'd say.

To be honest having him at T2.5 would be good. T3~3.5 seems a bit ridiculous cause at this stage of the game... ultras and broodlords just seems better answers!
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
August 08 2010 18:37 GMT
#122
if the OP does not try changing lurkers to tier 2 (tier 2.5 to be exact), I'll try and figure this out when I get a chance, today probably if not tomorrow.
ModeratorBlame yourself or God
Half
Profile Joined March 2010
United States2554 Posts
August 08 2010 18:38 GMT
#123
It should be able to directly morph from the Hydra den with no requirements :p. That would make like a Banelings Nest or a Roach Warren, filling a missing gap of t2.5 in zerg tech, and have a nice dynamic in its conflict with hydra range. 150/150 cost im thinkin.
Too Busy to Troll!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
August 09 2010 00:57 GMT
#124
On August 09 2010 03:35 Konsume wrote:
Show nested quote +
On August 07 2010 01:38 Zergling4life wrote:
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.


Well we tested it a bit.... and relatively high diamond level... and since he's a hive tech and takes almost as long as the spire to build up... he has basicaly no utility. We've sucesfuly used him once or twice I'd say.

To be honest having him at T2.5 would be good. T3~3.5 seems a bit ridiculous cause at this stage of the game... ultras and broodlords just seems better answers!



I love that high level players are getting involved and posting there feedback. We should organize the feedback in some way...
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
August 09 2010 01:14 GMT
#125
I love you.

i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
Affluenza
Profile Joined April 2010
United Kingdom214 Posts
August 09 2010 01:33 GMT
#126
Blizzard sure did mess up with Zerg...they basically released a gimped race...

But you knows that is why i pick them and main Zerg because it adds that extra bit of excitement...you know your playing with the gimped race and have to literally always be better then your opponent.
My children, the hour of our victory is at hand. For upon this world of Aiur shall we incorporate the strongest known species into our fold. Then shall we be the greatest of creation's children. We shall be... Perfect.
apriores
Profile Joined March 2010
Romania41 Posts
August 09 2010 01:43 GMT
#127
On August 08 2010 08:54 pzea469 wrote:
definitely make it morph from the roach and make the lurker an upgrade at the roach den. It would create this cool dimension for zerg where they could choose to keep their roaches that can move under ground, or morph them to lurkers which can attack underground but are sieged.


That is a nice point of view and will make the game much more interesting in tier 2.5 stage, but I highly wish you will bring this mod in EU servers too, in any form...
pzea469
Profile Blog Joined September 2008
United States1520 Posts
August 09 2010 01:53 GMT
#128
On August 06 2010 02:51 MangoTango wrote:
Make the DT and HT both come from the same building.



EF to the YEAH

Can some people that know how to use the map editor to make these changes please make a thread and start making these changes and release new versions to discuss.

I think we can all agree that the lurker is almost useless where its at right now and needs to come a lot earlier.
Kill the Deathball
yeti
Profile Blog Joined January 2010
United States259 Posts
August 09 2010 02:06 GMT
#129
Lurkers should be 2 pop tho. (Uless you meant increase of 1 pop. from 1 pop. hydra by 50/100/1)
the absurd is sin without god
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 09 2010 02:12 GMT
#130
the problem i have is the life for the lurker, yes this is T3 but as protoss i can see to get hard time to kill mass lurker if they have as much range as colossus, maybe change for making the storm usefull against them like in bw, and i wonder how good a toss will be to break a mass lurker countaine
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Nuxar
Profile Joined February 2009
Canada212 Posts
August 09 2010 02:22 GMT
#131
K, im making a new mod with lurkers at tier 2.5 and slightly less powerful but have a research at tier 3 to buff him back.

Working on it, shouldnt take too long...
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 09 2010 02:31 GMT
#132
btw can you tell me how you succed to get the lurker from the editor i can't find how to get them
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Paper117
Profile Joined June 2010
United States210 Posts
August 09 2010 02:38 GMT
#133
On August 09 2010 11:22 Zergling4life wrote:
K, im making a new mod with lurkers at tier 2.5 and slightly less powerful but have a research at tier 3 to buff him back.

Working on it, shouldnt take too long...


Take your time, good sir! The whole community is behind you, because we would all like to have a balanced, interesting lurker added.
For the Swarm!
Nuxar
Profile Joined February 2009
Canada212 Posts
August 09 2010 02:39 GMT
#134
On August 09 2010 11:31 KhAlleB wrote:
btw can you tell me how you succed to get the lurker from the editor i can't find how to get them


You have to make a new map or add the campaign dependencies to an already made map. When making a new one, somewhere on the top, there should be soemthing called "Dependencies"; Change that to campaign and you should get lurker but the rest will also be campaign (many standard multiplayer units are different in small stats.)

OR

You could open a map then go in files -> Dependencies and click "Add standard" and add then check every box and then the lurker along with every other unit should be there.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
August 09 2010 02:40 GMT
#135
On August 09 2010 11:38 Paper117 wrote:
Show nested quote +
On August 09 2010 11:22 Zergling4life wrote:
K, im making a new mod with lurkers at tier 2.5 and slightly less powerful but have a research at tier 3 to buff him back.

Working on it, shouldnt take too long...


Take your time, good sir! The whole community is behind you, because we would all like to have a balanced, interesting lurker added.



I dont know if you can say the whole community but certainly allot of people
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 09 2010 02:42 GMT
#136
On August 09 2010 11:39 Zergling4life wrote:
Show nested quote +
On August 09 2010 11:31 KhAlleB wrote:
btw can you tell me how you succed to get the lurker from the editor i can't find how to get them


You have to make a new map or add the campaign dependencies to an already made map. When making a new one, somewhere on the top, there should be soemthing called "Dependencies"; Change that to campaign and you should get lurker but the rest will also be campaign (many standard multiplayer units are different in small stats.)

OR

You could open a map then go in files -> Dependencies and click "Add standard" and add then check every box and then the lurker along with every other unit should be there.



thanks man
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Nuxar
Profile Joined February 2009
Canada212 Posts
August 09 2010 02:44 GMT
#137
Done!

Added it but just as Jungle Basin. Check the OP to see how to play it.

Please, people give me some feedback.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 09 2010 03:02 GMT
#138
for a zerg t2.5 200 hp is alot imo
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Archerofaiur
Profile Joined August 2008
United States4101 Posts
August 09 2010 03:07 GMT
#139
On August 09 2010 12:02 KhAlleB wrote:
for a zerg t2.5 200 hp is alot imo



We need some way to corrdinate feedback. Blizzard collects stats. We should too.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 09 2010 03:08 GMT
#140
On August 09 2010 12:07 Archerofaiur wrote:
Show nested quote +
On August 09 2010 12:02 KhAlleB wrote:
for a zerg t2.5 200 hp is alot imo



We need some way to corrdinate feedback. Blizzard collects stats. We should too.


this is hard to get data from game against AI, and no 1 join because this map isnt ''popular''
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
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