Im currently working on adding the Lurkers as a Roach evolution. Lets see how that does when Ill put it up rly soon.
(Lurker Mod) I have sinned!!!! - Page 9
| Forum Index > SC2 General |
|
Nuxar
Canada212 Posts
Im currently working on adding the Lurkers as a Roach evolution. Lets see how that does when Ill put it up rly soon. | ||
|
Truffy
United States95 Posts
| ||
|
okrane
France265 Posts
- 4Gate: as lurkers completely shut down 4 gate, they should come later that the moment a toss oponent can pull it off. I vote for the zerg being able to morph his first lurker after the first 4 gate push from protoss. - Observers. As protoss get detection a bit later (unless going for cannons) I believe the lurkers should be available at a comparable time with the first observer, making it able for zerg to push with lurkers if a toss delays his detectors, forcing him to put at least some cannons around. - Against Terrans. Lurkers dont counter mech per se, but they delay it. Furthermore, it will force terrans to bank scans, therefore, making less hellions, therefore making zerglings a better response to mech. - Another interesting switch to use is the burrow research: will lurkers be able to burrow by default? If not the Burrow research is another way to balance their cost/timing. - The range 9 upgrade at hive should be timed around the same time a protoss gets his Extented thermal lance if both players are rushing towards them. Lurkers arent exactly a counter to colosi, but more of a response so getting this faster than the extra colosus range shoulnt be a big deal. - Should units be able to micro against Lurker spines? This can be accomplished by tweaking the missile speed from the editor. Discuss. - Very Important: Lurker Attack Range : In order for them to counter the units they are made to counter (marrauders, stalkers) they must outrange them so that their spines can hit at least 2 of them when they are clumped up. Keep in mind that marrauders are way cheaper than Lurkers and will beat them easily with proper detection and superior numbers in a good concave. Also, in order for the Lurker to be an answer to mech they need to at least match the Thor in range. If not, 1 scan and a couple thors can kill the entire Lurker field. Lurkers can also help stop thor drops if again they match their range. So an un-upgraded range of 7 is needed. Range Upgrade: it needs to be 9 to match the range of thermal lance colosus, if not because of their stationary aspect, collosi will just snipe them easily making them weak. So 7 + 2 is the way to go. that's about all for now... and oh... please upload this to EU, for the love of god.... | ||
|
Nuxar
Canada212 Posts
| ||
|
Ohdamn
Germany765 Posts
sry for being a pain in the neck but i want this mod soo badly xD | ||
|
Nuxar
Canada212 Posts
As I said, its nearly impossible for me to move the morph to Roach Warren. The Data editor is slightly too complex for me to do that. Im still frustrating over 2 days on how to change it, still not able... | ||
|
swanized
Canada2480 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. Meh I don't think this would work BW was made to be used with the BroodWar engine you'd only get BW with MBS no move shot no muta stack no overkill etc,etc, (ie: imbalanced) beside BW graphics were perfect for BW and I would hate it if BW had SC2 graphics | ||
|
Half
United States2554 Posts
Is anyone working on a SC BW in SC2? It'd b neat to be able to play some BW with SC2 graphics. Much rather play an exact replica of BW with higher rez graphics made for modern displays. Im currently working on adding the Lurkers as a Roach evolution. Lets see how that does when Ill put it up rly soon. This is unnecessary because it doesn't accurately represent something blizzard would ever do. I can't see them retconning lore to such a degree, if they were redesigning the lurker in sc2, "morph from hydralisk" would be a design constraint, not a possible variable. Also 150 sec morph is a tad bit overkill. | ||
|
Khalleb
Canada1909 Posts
On August 10 2010 18:08 okrane wrote: There are some issues about Lurker Timings that you need to take into account. - 4Gate: as lurkers completely shut down 4 gate, they should come later that the moment a toss oponent can pull it off. I vote for the zerg being able to morph his first lurker after the first 4 gate push from protoss. - Observers. As protoss get detection a bit later (unless going for cannons) I believe the lurkers should be available at a comparable time with the first observer, making it able for zerg to push with lurkers if a toss delays his detectors, forcing him to put at least some cannons around. - Against Terrans. Lurkers dont counter mech per se, but they delay it. Furthermore, it will force terrans to bank scans, therefore, making less hellions, therefore making zerglings a better response to mech. - Another interesting switch to use is the burrow research: will lurkers be able to burrow by default? If not the Burrow research is another way to balance their cost/timing. - The range 9 upgrade at hive should be timed around the same time a protoss gets his Extented thermal lance if both players are rushing towards them. Lurkers arent exactly a counter to colosi, but more of a response so getting this faster than the extra colosus range shoulnt be a big deal. - Should units be able to micro against Lurker spines? This can be accomplished by tweaking the missile speed from the editor. Discuss. - Very Important: Lurker Attack Range : In order for them to counter the units they are made to counter (marrauders, stalkers) they must outrange them so that their spines can hit at least 2 of them when they are clumped up. Keep in mind that marrauders are way cheaper than Lurkers and will beat them easily with proper detection and superior numbers in a good concave. Also, in order for the Lurker to be an answer to mech they need to at least match the Thor in range. If not, 1 scan and a couple thors can kill the entire Lurker field. Lurkers can also help stop thor drops if again they match their range. So an un-upgraded range of 7 is needed. Range Upgrade: it needs to be 9 to match the range of thermal lance colosus, if not because of their stationary aspect, collosi will just snipe them easily making them weak. So 7 + 2 is the way to go. that's about all for now... and oh... please upload this to EU, for the love of god.... i think the stalker and the marauder should be the counter of the lurker like goon was the counter of the lurker from bw. The termal lance is important to stay faster to get, or toss will have so much trouble to break a lurker countaine like in bw where you need almost only the reaver to break it by cost effectif or by many storm, but with the higher health, less dmg and size by storm won't be good. On August 11 2010 06:36 swanized wrote: Meh I don't think this would work BW was made to be used with the BroodWar engine you'd only get BW with MBS no move shot no muta stack no overkill etc,etc, (ie: imbalanced) beside BW graphics were perfect for BW and I would hate it if BW had SC2 graphics and what i hear from other ppl playing with the editor you can make muta stack back | ||
|
Archerofaiur
United States4101 Posts
On August 11 2010 06:38 Half wrote: This is unnecessary because it doesn't accurately represent something blizzard would ever do. I can't see them retconning lore to such a degree, if they were redesigning the lurker in sc2, "morph from hydralisk" would be a design constraint, not a possible variable. | ||
|
Nuxar
Canada212 Posts
| ||
|
Fizbin
Canada202 Posts
donno what blizz was thinking making them hive tech | ||
|
Archerofaiur
United States4101 Posts
On August 11 2010 07:32 Zergling4life wrote: LOL @ poster above.... Wuts so funny? Blizzard has always been willing to change/add/rework lore for gameplay. Gameplay first. | ||
|
Nuxar
Canada212 Posts
Just those 2 pics prove everything. Anyway, still working on the roach warren morph. | ||
|
Phrost
United States4008 Posts
On August 11 2010 08:03 Zergling4life wrote: Nono, its simply the incinuation that made me laugh like... Just those 2 pics prove everything. Anyway, still working on the roach warren morph. Morphling from Roach warren shouldn't be hard. Just change roach dependencies to roach warren/lurker den and add the morph spell from the hydra den to the roach warren. Add the roach upgrades to the lurker den, and viola! | ||
|
Nuxar
Canada212 Posts
| ||
|
Nuxar
Canada212 Posts
Im starting to guess that there is a bug which doesnt allow me to put the morph. I simply...cant... While I change the name, the actor..EVERYTHING of the morph, when I go to add it, it still says Hydralisk Den -> Lurker Den... I just dont know and I rly dont feel to waste more time... | ||
|
Archerofaiur
United States4101 Posts
On August 11 2010 08:40 Zergling4life wrote: I dont know... Im starting to guess that there is a bug which doesnt allow me to put the morph. I simply...cant... While I change the name, the actor..EVERYTHING of the morph, when I go to add it, it still says Hydralisk Den -> Lurker Den... I just dont know and I rly dont feel to waste more time... Can anyone else try to change this in the editor? | ||
|
lindn
Sweden833 Posts
ffs :x | ||
|
apriores
Romania41 Posts
Map name: Blistering Sands - SC1 Units. It contains: Protoss: 1 more unit = Scout; Zerg: 2 more units = Lurker & Scourge; Terran: 1 more unit = Goliath And some units replaced: Hellion replaced with Vulture Raven replaced with Science Vessel EMP Round moved on Science Vessel Lurker Den requires Lair. For now, I checked and re-set all stats for Multiplayer only for Terran. Zerg and Protoss could have some stats from Campaign dependencies. If you find something wrong, PM me, please. I repeat: I made it for fun, to play with my friends. If you want something better/balanced, you should wait for Lurker mode or lets hope some teams will work for a SC1 Remake. | ||
| ||