The fact Lurkers can redeploy faster and lack friendly fire add further to the list of reasons why we see a lot of Lurkers and Tanks are pretty limited outside of TvT.
Infested Terran Comeback Idea - Page 2
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BronzeKnee
United States5219 Posts
The fact Lurkers can redeploy faster and lack friendly fire add further to the list of reasons why we see a lot of Lurkers and Tanks are pretty limited outside of TvT. | ||
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Vision_
875 Posts
On August 30 2021 01:54 BronzeKnee wrote: The fact Lurkers can redeploy faster and lack friendly fire add further to the list of reasons why we see a lot of Lurkers and Tanks are pretty limited outside of TvT. It s also reasonnable to think all units are equal in strenght proportionally to their supply cost. But also it s important to keep diversity i think. There s maybe a swarm-reason to not adress friendly fire ? and You forget to talk about the awesome range of 13 and the tons of damage deals to mechanical (+30 compare to +10 for lurkers) by tanks. | ||
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Ben...
Canada3485 Posts
On August 30 2021 01:54 BronzeKnee wrote: I think comparing to Tanks to Lurkers is a fools errand. Terran lacks a lot of great counters to Lurkers, while Zerg can just Abduct and Blinding Cloud their way through fights, and Tanks are a joke in TvP... in both cases Tanks are often a liability. I think a point of comparing lurkers and tanks as units is more that, traditionally, lurkers and tanks fill similar roles (space control, zoning, etc.) but with the current upgrades, lurkers suddenly retain strengths similar to those of tanks (dangerous to attack into when sieged/burrowed, good at controlling areas, very strong in larger numbers, each attack can potentially hit multiple units, long range) but have essentially none of the weaknesses of tanks (slow siege/unsiege, no short range attack when sieged, friendly fire, low mobility, mediocre health). With the upgrades, lurkers go from being a unit that is situationally strong like tanks to being universally strong in pretty much every situation against other ground armies other than against mass ghosts with scans. But yes, with vipers, lurkers become even stronger than they already are. One of protoss's only actual ground-based counters to the lurkers, the disruptor, becomes useless once vipers are on the field since they can be yanked into the lurkers and killed instantly. With the lurker range upgrade, immortals no longer counter lurkers because they will usually be taking hull damage before they can ever attack and they're slow enough that they can either be chased down by lurkers when retreating or yanked by vipers. Blinding cloud allows lurker-based armies to run up on tanks and wipe them out with little ability to counter while every other mech unit can be yanked into lurker range and killed instantly. Once there's a double digit number of upgraded lurkers and a few vipers on the field now (which is entirely doable and something we see a lot), there's not really many compositions on the ground that can fight them. | ||
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WombaT
Northern Ireland26891 Posts
On August 30 2021 03:25 Ben... wrote: I think a point of comparing lurkers and tanks as units is more that, traditionally, lurkers and tanks fill similar roles (space control, zoning, etc.) but with the current upgrades, lurkers suddenly retain strengths similar to those of tanks (dangerous to attack into when sieged/burrowed, good at controlling areas, very strong in larger numbers, each attack can potentially hit multiple units, long range) but have essentially none of the weaknesses of tanks (slow siege/unsiege, no short range attack when sieged, friendly fire, low mobility, mediocre health). With the upgrades, lurkers go from being a unit that is situationally strong like tanks to being universally strong in pretty much every situation against other ground armies other than against mass ghosts with scans. But yes, with vipers, lurkers become even stronger than they already are. One of protoss's only actual ground-based counters to the lurkers, the disruptor, becomes useless once vipers are on the field since they can be yanked into the lurkers and killed instantly. With the lurker range upgrade, immortals no longer counter lurkers because they will usually be taking hull damage before they can ever attack and they're slow enough that they can either be chased down by lurkers when retreating or yanked by vipers. Blinding cloud allows lurker-based armies to run up on tanks and wipe them out with little ability to counter while every other mech unit can be yanked into lurker range and killed instantly. Once there's a double digit number of upgraded lurkers and a few vipers on the field now (which is entirely doable and something we see a lot), there's not really many compositions on the ground that can fight them. I mean the OP described the infested Terran as an iconic unit. If Starcraft(s) have a singular iconic unit it probably is the siege tank. It’s big plus is range and damage, it’s big negative is having to switch modes, and friendly fire offering interesting counter-plays to it It’s a super cool unit. Lurkers have all of its pluses now with few of its negatives. What is the Zerg counter to lurkers? why it’s vipers. Also happens to be the hard counter to Protoss anti-lurker measures on the ground, also is the counter to Terran siege lines. Be it burrow speed or range, the combo of those upgrades makes the Lurker way too strong. | ||
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