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Heart of the Swarm to be Unveiled Next Month - Page 36

Forum Index > SC2 General
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KimJongChill
Profile Joined January 2011
United States6429 Posts
May 25 2011 07:33 GMT
#701
On May 25 2011 05:12 Zerksys wrote:
Show nested quote +
On May 25 2011 03:43 Dommk wrote:
On May 25 2011 02:53 Ballistixz wrote:
On May 25 2011 01:03 Dommk wrote:
On May 25 2011 00:54 CrazyF1r3f0x wrote:
On May 24 2011 10:39 Silverion wrote:
I just want to see one thing: LURKERS.

I never really understood this, I mean the only logic for: "we want the lurker back" is that they were good in Brood War. I honestly don't believe that lurkers would be good in SC2, I mean, now you have things like marauders for Terran which should be able to chew up lurkers--as for Protoss, now that we have things like colossus stalker balls and immortals the splash damage of the lurker would be extremely useless. I mean the only thing that kept Protoss from just massing goons versus lurkers was DS, I just can't see lurkers being useful without DS--the only thing new for Zerg they bring to the table is a better detection threat versus the other races.

I understand why people miss the awesome power of the lurker, but I think they fail to realize that the context of SC2 is different from Brood War; just because it was good in Brood War doesn't mean it will be good in Starcraft II.

Indeed, people are looking at some of the older units with Rose-tinted glasses and failing to realize how they would actually fit in Starcraft 2 as it is now.



ridiculous. that same logic u are using can be applied to siege tanks and templars.

ive played a alot of custom melee games were lurkers were edited for the zerg race and they worked fine. the main thing lurkers provide is stopping power AND the ability to actually make more offensive pushes.

the main reason to why blizz didnt put lurkers in SC2, from my understanding and what i read, was because they didnt want them to "outshadow" the new unit called baneling. they also had trouble with where the lurker should be placed in the tier because hydras are tier 2 in SC2. however lurkers provided alot of uses for the match ups. in TvZ a zerg could actually contain a terran with proper lurker placement and it forced terrans to use more scans and in PvZ FFs werent as effective against zerg because lurkers atks could easily bypass FFs. so the tosses couldnt just up and roll a zerg with the col+zealot+stalker+sentry death ball since they had to be more cautious of lurkers.


TL;DR lurkers provide alot of pushing power and defense power for zerg mid game. something they otherwise really dont have without lurkers. for zerg lurkers do what cols do for toss. for zerg lurkers do what siege tanks do for terran. get it now? there a long ranged siege unit with a linear splash radius. something zerg doesnt have with the exception of brood lords which take insanely long to tech to.


That is what the unit *does*, now how about where it fits?

The alpha version of the Lurker had 15dmg + 15dmg to armored, how does that work with Marines now having 55HP (as opposed to BW 40hp and 20dmg lurkers)? What about medics no longer being a ground unit? How about the new smart AI tanks with 13 range (as opposed to 12 in Broodwar)? Or Marauders? How would Banshees now play into all this?

The unit in theory does what certain long range units do, but in practice it is much worse. You have no dark swarm to cover your lurkers, Colossus match Lurker range. Terrans use scans to get rid of Tumors these days, they would hardly be reeling if they had to use it on Lurkers. Then you add in the fact that a Raven is significantly easier to get for a Terran than a Science Vessel and shares the same tech tree as Banshees and Medivacs which both do well against Lurkers.

You can't just assume it would work out the way you envision it. The reason it was removed because people weren't using the Lurker, it was being overshadowed by Banelings and Roaches.


Have you ever noticed that it was removed in the alpha? What are the reasons that the lurker was removed in the alpha. Surely blizzard could have tinkered around with the values a bit to make the lurker to try to fit. Maybe instead of 15+15 how about 20+10 or 25+5. The reason they removed it was because they couldn't make it fit in with the lore. It's not because it was being overshadowed by banelings and roaches. Zerg are missing a unit which does decent splash to armored units. This was where (i think) the lurker was supposed to fit in, but due to hydras being tier 2, blizzard couldn't figure out how to make this fit into the lore of the lurker coming from the hydra. They tried to up the range to 9 to try to mediate this, but in the end they just scrapped it because the lurker is a lair tech unit at heart and not a hive tech one as they had it in the alpha.

As for your specific examples
1. Medics not being a ground unit - what does this have to do with the lurker
2. Marauders - bonus damage to armored? Also it's not like you're ever going to go pure lurker. Lurker ling would completely destroy marauders. Add in a couple of banelings and you got yourself a siege on a terran.
3. Scans - I don't get what your problem is here. Your argument kind of makes an assumption that when you scan a lurker and move forward to attack it, the zerg player will just keep his lurkers burrowed there and not unburrow and move them. Newsflash: lurkers are not like creep tumors. They can move. That's the whole point of lurkers. You scan them, they unburrow and move back to further stall your push.
4. Banshees - banshee production means that you've dedicated a starport to producing banshees. Meaning less medivacs (going back to point 1). Plop down a spire. Get 3 mutas. Also I could even envision some spore crawlers making their way up to a siege line.

Here are some of my examples of why the lurker would be good.
1. Excellent damage output due to the fact that the lurker splash would be huge. Running a marine ball into 8 lurkers with 15 damage each for their splash is suicide.
2. Excellent army compositions - just imagine a lurker contain with lings and banelings. Throw in 2 infestors and you've got yourself an almost unbreakable contain.
3. Unit that forces selective use of force fields. In a mid game push thus far by protoss, there is not really any situation where using force fields can hurt you. That's why you see tosses at all levels just spam force fields without retribution. A unit like the lurker could make those force fields deadly if you find yourself in a lurker trap.
4. Siege potential - Zergs would be able to effectively contain terran and protoss players to make them push out slowly instead of the current A move to victory.
5. More opportunities for traps - burrowed banelings are good, but the problem is that if a scan goes off the banelings are dead. With lurkers there's a chance to get away.
6. (most important) A potential for aggressive play from the zerg. The zerg metagame won't just be defend harass and drone up any more. It can be, I'm going to make an effective timing push with lurkers before the terran has siege researched.

Cons: (what I feel)
1. Lurkers may overshadow banelings a bit - I still think banelings will see use in tvz and sometimes in zvp, but with lurkers the only thing that banelings will be used over lurkers for is going to be marines.
2. May overlap with the infestor - the infestor was recently buffed to do bonus damage to armored. The infestor's ability to do such damage would overlap with the lurker in the midgame and I feel like the infestor will see a lot less use because the lurker will do exactly what the infestor does, but with more range.
3. Could make zvz a complete shit fest of a matchup. Currently zvz is ling baneling into roach, hydra/infestor. I could see zvz turning into a complete rock paper scissors match up. Roaches are useless vs. lurkers which then forces the mutas which then forces infestors etc...
4. Could make for quite an OP zerg. The zerg metagame is all about getting the most drones possible early on. With the advent of a siege capable zerg army, it's a lot easier to know exactly when the push is going to hit your base because the protoss and terran player will have to slow push across the map. By the time they get to a place where they can actually do damage, the zerg player has already made more than enough units.

Edit: this post is addressing a lair level lurker, not a hive one.



ZvZ already is a r/p/s matchup imo. I actually think having a lurker in zvz would open up more use for the hydra, and make play less centered on massing infestors.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
XothermeK
Profile Joined May 2010
United Arab Emirates245 Posts
May 25 2011 07:35 GMT
#702
Enough with the lurker talk, seriously. You want to use lurkers, then go and play Brood War.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
May 25 2011 07:37 GMT
#703
It is never enough, and it is not going to stop until they put them back in or until all expansions are out and we for sure know we are not going to get them. And even then from time to time someone will come and say that blizzard f*cked up for not including Lurkers :D
Zerksys
Profile Blog Joined August 2009
United States569 Posts
May 25 2011 07:45 GMT
#704
On May 25 2011 16:35 XothermeK wrote:
Enough with the lurker talk, seriously. You want to use lurkers, then go and play Brood War.


Fine no lurkers then give the zerg a space controlling unit. I don't care what it is. I just want a unit for the zerg that is able to lay siege. The reason that everyone is so lurker hungry isn't because we're reminiscing about old times. It's because the zerg currently lack a unit that is capable of laying siege to a terran or protoss short of simply having more units than the toss or terran. Even having more units is a double edged sword because the way the zerg econ works now, having too many units = bad for drone line meaning you have to do damage. No lurker? I want a unit that can control space as well as a colossus can. It doesn't have to have large damage output like the colossus or siege tank. Just something that allows a zerg to take a positional advantage.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
Bagonad
Profile Joined November 2010
Denmark173 Posts
May 25 2011 07:58 GMT
#705
On May 25 2011 16:45 Zerksys wrote:
Show nested quote +
On May 25 2011 16:35 XothermeK wrote:
Enough with the lurker talk, seriously. You want to use lurkers, then go and play Brood War.


Fine no lurkers then give the zerg a space controlling unit. I don't care what it is. I just want a unit for the zerg that is able to lay siege. The reason that everyone is so lurker hungry isn't because we're reminiscing about old times. It's because the zerg currently lack a unit that is capable of laying siege to a terran or protoss short of simply having more units than the toss or terran. Even having more units is a double edged sword because the way the zerg econ works now, having too many units = bad for drone line meaning you have to do damage. No lurker? I want a unit that can control space as well as a colossus can. It doesn't have to have large damage output like the colossus or siege tank. Just something that allows a zerg to take a positional advantage.


Don't forget the ability to kill units while being on less supply than him, basicly it allows zerg to survive even if he's fallen behind a game, like terran can always fall back to a few siege tanks and defeat ground units for twice their cost and supply.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
May 25 2011 08:04 GMT
#706
On May 25 2011 16:33 KimJongChill wrote:
Show nested quote +
On May 25 2011 05:12 Zerksys wrote:
On May 25 2011 03:43 Dommk wrote:
On May 25 2011 02:53 Ballistixz wrote:
On May 25 2011 01:03 Dommk wrote:
On May 25 2011 00:54 CrazyF1r3f0x wrote:
On May 24 2011 10:39 Silverion wrote:
I just want to see one thing: LURKERS.

I never really understood this, I mean the only logic for: "we want the lurker back" is that they were good in Brood War. I honestly don't believe that lurkers would be good in SC2, I mean, now you have things like marauders for Terran which should be able to chew up lurkers--as for Protoss, now that we have things like colossus stalker balls and immortals the splash damage of the lurker would be extremely useless. I mean the only thing that kept Protoss from just massing goons versus lurkers was DS, I just can't see lurkers being useful without DS--the only thing new for Zerg they bring to the table is a better detection threat versus the other races.

I understand why people miss the awesome power of the lurker, but I think they fail to realize that the context of SC2 is different from Brood War; just because it was good in Brood War doesn't mean it will be good in Starcraft II.

Indeed, people are looking at some of the older units with Rose-tinted glasses and failing to realize how they would actually fit in Starcraft 2 as it is now.



ridiculous. that same logic u are using can be applied to siege tanks and templars.

ive played a alot of custom melee games were lurkers were edited for the zerg race and they worked fine. the main thing lurkers provide is stopping power AND the ability to actually make more offensive pushes.

the main reason to why blizz didnt put lurkers in SC2, from my understanding and what i read, was because they didnt want them to "outshadow" the new unit called baneling. they also had trouble with where the lurker should be placed in the tier because hydras are tier 2 in SC2. however lurkers provided alot of uses for the match ups. in TvZ a zerg could actually contain a terran with proper lurker placement and it forced terrans to use more scans and in PvZ FFs werent as effective against zerg because lurkers atks could easily bypass FFs. so the tosses couldnt just up and roll a zerg with the col+zealot+stalker+sentry death ball since they had to be more cautious of lurkers.


TL;DR lurkers provide alot of pushing power and defense power for zerg mid game. something they otherwise really dont have without lurkers. for zerg lurkers do what cols do for toss. for zerg lurkers do what siege tanks do for terran. get it now? there a long ranged siege unit with a linear splash radius. something zerg doesnt have with the exception of brood lords which take insanely long to tech to.


That is what the unit *does*, now how about where it fits?

The alpha version of the Lurker had 15dmg + 15dmg to armored, how does that work with Marines now having 55HP (as opposed to BW 40hp and 20dmg lurkers)? What about medics no longer being a ground unit? How about the new smart AI tanks with 13 range (as opposed to 12 in Broodwar)? Or Marauders? How would Banshees now play into all this?

The unit in theory does what certain long range units do, but in practice it is much worse. You have no dark swarm to cover your lurkers, Colossus match Lurker range. Terrans use scans to get rid of Tumors these days, they would hardly be reeling if they had to use it on Lurkers. Then you add in the fact that a Raven is significantly easier to get for a Terran than a Science Vessel and shares the same tech tree as Banshees and Medivacs which both do well against Lurkers.

You can't just assume it would work out the way you envision it. The reason it was removed because people weren't using the Lurker, it was being overshadowed by Banelings and Roaches.


Have you ever noticed that it was removed in the alpha? What are the reasons that the lurker was removed in the alpha. Surely blizzard could have tinkered around with the values a bit to make the lurker to try to fit. Maybe instead of 15+15 how about 20+10 or 25+5. The reason they removed it was because they couldn't make it fit in with the lore. It's not because it was being overshadowed by banelings and roaches. Zerg are missing a unit which does decent splash to armored units. This was where (i think) the lurker was supposed to fit in, but due to hydras being tier 2, blizzard couldn't figure out how to make this fit into the lore of the lurker coming from the hydra. They tried to up the range to 9 to try to mediate this, but in the end they just scrapped it because the lurker is a lair tech unit at heart and not a hive tech one as they had it in the alpha.

As for your specific examples
1. Medics not being a ground unit - what does this have to do with the lurker
2. Marauders - bonus damage to armored? Also it's not like you're ever going to go pure lurker. Lurker ling would completely destroy marauders. Add in a couple of banelings and you got yourself a siege on a terran.
3. Scans - I don't get what your problem is here. Your argument kind of makes an assumption that when you scan a lurker and move forward to attack it, the zerg player will just keep his lurkers burrowed there and not unburrow and move them. Newsflash: lurkers are not like creep tumors. They can move. That's the whole point of lurkers. You scan them, they unburrow and move back to further stall your push.
4. Banshees - banshee production means that you've dedicated a starport to producing banshees. Meaning less medivacs (going back to point 1). Plop down a spire. Get 3 mutas. Also I could even envision some spore crawlers making their way up to a siege line.

Here are some of my examples of why the lurker would be good.
1. Excellent damage output due to the fact that the lurker splash would be huge. Running a marine ball into 8 lurkers with 15 damage each for their splash is suicide.
2. Excellent army compositions - just imagine a lurker contain with lings and banelings. Throw in 2 infestors and you've got yourself an almost unbreakable contain.
3. Unit that forces selective use of force fields. In a mid game push thus far by protoss, there is not really any situation where using force fields can hurt you. That's why you see tosses at all levels just spam force fields without retribution. A unit like the lurker could make those force fields deadly if you find yourself in a lurker trap.
4. Siege potential - Zergs would be able to effectively contain terran and protoss players to make them push out slowly instead of the current A move to victory.
5. More opportunities for traps - burrowed banelings are good, but the problem is that if a scan goes off the banelings are dead. With lurkers there's a chance to get away.
6. (most important) A potential for aggressive play from the zerg. The zerg metagame won't just be defend harass and drone up any more. It can be, I'm going to make an effective timing push with lurkers before the terran has siege researched.

Cons: (what I feel)
1. Lurkers may overshadow banelings a bit - I still think banelings will see use in tvz and sometimes in zvp, but with lurkers the only thing that banelings will be used over lurkers for is going to be marines.
2. May overlap with the infestor - the infestor was recently buffed to do bonus damage to armored. The infestor's ability to do such damage would overlap with the lurker in the midgame and I feel like the infestor will see a lot less use because the lurker will do exactly what the infestor does, but with more range.
3. Could make zvz a complete shit fest of a matchup. Currently zvz is ling baneling into roach, hydra/infestor. I could see zvz turning into a complete rock paper scissors match up. Roaches are useless vs. lurkers which then forces the mutas which then forces infestors etc...
4. Could make for quite an OP zerg. The zerg metagame is all about getting the most drones possible early on. With the advent of a siege capable zerg army, it's a lot easier to know exactly when the push is going to hit your base because the protoss and terran player will have to slow push across the map. By the time they get to a place where they can actually do damage, the zerg player has already made more than enough units.

Edit: this post is addressing a lair level lurker, not a hive one.



ZvZ already is a r/p/s matchup imo. I actually think having a lurker in zvz would open up more use for the hydra, and make play less centered on massing infestors.


What? ZvZ is anything but rock paper scizzors. The only time when it is is when you go hatch first and the opponent goes for a 9pool drone allin. Otherwise there is no case of build order losses, which is my definition of rock paper scizzors. 14/14 is behind against hatch first, but hasn't lost already. Much like in ZvP if you go 14/14 you are behind against nexus first, but you haven't lost at the moment of deciding what build you go.

Most of my ZvZs ends up in the mid and the lategame. And when I do agree that the hydra could need a new something, I do not agree on the ZvZ mirror in SC2 to be a R/P/S match up.

And every time this thread gets bumped, I'm sitting here gleefully reading the comments, yet they are only filled with suggestions and no real news T_T .
Jynxx
Profile Joined March 2011
United Kingdom6 Posts
May 25 2011 08:06 GMT
#707
I love both the single player and multiplayer side of starcraft! So any news is good news right!?
Blow out the candles, all my frankensteins...
BalZer
Profile Joined March 2011
Italy44 Posts
May 25 2011 09:14 GMT
#708

"Next Month" is almost ended, still no news from HotS
Ebonikizzle
Profile Joined May 2010
44 Posts
May 25 2011 09:34 GMT
#709
Personally I'm mostly looking forward to all the broken upgrades I'm going to get in the zerg campaign, damaging creep, dropping creep tumours wherever I like, instant or cool down nydus worms, frickin megalisks(!) auto spawn larva & a bunch of other shit that would be completely broken for multi.

On to the topic of multiplayer units & the lurker...

I can see a place for the lurker redesigned to counter collussus instead of grouped infantry.
Instead of line splash which terran has this time (hellion) give it a 9 range attack where it produces multiple spines (number & damage subject to balance) in a circular AOE, the larger the unit the more damage the attack does, let the attack also hit air but only target ground, thus giving it extra utility against cols but not being completely broken.

eg: 6 spines, 10 damage each spine, long delay on the attack itself & maybe a startup delay so it can still be dodged (unless hitting collusses would then be impossible)
a marine would take max 10 damage due to their hitbox size, taking 5 hits to kill before shield & 6 after.

On the other hand a colossus would take 60 damage initially due to it's hitbox size and a second later as the spines push toward the sky it would take another 60 damage for 120 total (before upgrades. This would kill a colossus in 3 hits, 4 after cols have armour upgrade.

Of course this suggested damage is probably broken but the fact you could have an AOE that could be balanced based on number of spines (which would increase the effectiveness of armour upgrades), size of spine spread (which would allow the attack to be strong against cols but not negate tanks for T) as well as bonus damage to have even more specific tweaking.

Hydras at lair level doesn't mean lurkers also cannot be at lair level, make it tier 2.25 as a low cost quick research upgrade.

Having the ability for the spines to hit air but not target it would provide reaver vs DT style cluth situations where you have no anti air againt banshees or voids rays, you could focus your own zerglings to kill air which would be sweet.
Derrida
Profile Joined March 2011
2885 Posts
May 25 2011 09:39 GMT
#710
So, will we have to buy this expansion to continue playing multiplayer?
#1 Grubby Fan.
theMarkovian
Profile Joined June 2010
Netherlands183 Posts
May 25 2011 09:48 GMT
#711
On May 25 2011 18:39 Derrida wrote:
So, will we have to buy this expansion to continue playing multiplayer?


There will be seperate WoL and HotS ladders for multiplayer.
Hit me up ingame! ID: Markovian.126; Diamond@EU
unrev
Profile Joined August 2009
Canada46 Posts
May 25 2011 09:49 GMT
#712
they said next month so they still have like 6 days to announce something right?
papaz
Profile Joined December 2009
Sweden4149 Posts
May 25 2011 09:51 GMT
#713
On May 25 2011 18:49 unrev wrote:
they said next month so they still have like 6 days to announce something right?


Blizzard next month is sorta like Blizzard soon

It can be anything from an actual definition of a month to a year probably
OrchidThief
Profile Joined April 2011
Denmark2298 Posts
May 25 2011 09:56 GMT
#714
On May 25 2011 18:49 unrev wrote:
they said next month so they still have like 6 days to announce something right?


What? You're expecting blizzard to make a selfimposed deadline? How is that fairytale land of yours, with no wars or misery? Must be nice.
ZappaSC
Profile Joined May 2010
Denmark215 Posts
May 25 2011 09:57 GMT
#715
awww maann i had hoped that something would be realesed today. I guess theres still a chance!
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
May 25 2011 09:58 GMT
#716
I think JP said on Sotg last night he was previewing HOTS today....
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Arakash
Profile Joined March 2009
Germany124 Posts
May 25 2011 10:03 GMT
#717
It wouldn't be too surprising to see the lurker back. Blizzard did the same thing in the original SC, where they implemented a unit and took it out right before release.
Maskedsatyr
Profile Joined September 2010
Singapore1245 Posts
Last Edited: 2011-05-25 10:07:39
May 25 2011 10:07 GMT
#718
On May 25 2011 18:14 BalZer wrote:

"Next Month" is almost ended, still no news from HotS

JP is leaving for the unveil tomorrow calm down its coming soon.
"Don't believe in you who believes in me, don't believe in me who believes in you, believe in you...who believes in yourself!"
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50605 Posts
Last Edited: 2011-05-25 10:10:28
May 25 2011 10:07 GMT
#719
On May 25 2011 18:14 BalZer wrote:

"Next Month" is almost ended, still no news from HotS


26th of May.

which is 25th of may for you guys.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Spitfire
Profile Joined September 2009
South Africa442 Posts
May 25 2011 12:59 GMT
#720
So they're saying there're gonna be changes to the multiplayer in HOTS? Thats cool, was under the impression there werent gonna be any.

Looking forward to the single-player either way, interested to see how they're gonna handle it without it being cheesy. Cant exactly have Kerrigan walking around a ship buying upgrades for the Zerg Swarm.
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