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Lurker vs Swarm Host - Page 45

Forum Index > SC2 General
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Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 15 2012 18:07 GMT
#881
On July 16 2012 03:00 Rabiator wrote:
Show nested quote +
On July 16 2012 00:02 Xiphos wrote:
On July 15 2012 23:59 Rabiator wrote:
On July 15 2012 22:58 Xiphos wrote:
WoW = Main source of income for Blizzard
SC2 = Lesser Source of income = lesser priorities = less time spend on game design/developing than WoW = ???

I can guarantee you that if if comes down to have 1 programmer available to perform task for either SC2 or WoW. He will be requested to work on WoW.

So you are saying that Starcraft - an RTS which is played on a comparatively tiny (to WoW) - area and which has A METRIC CRAPTON less content than WoW should have the same number of developers as a huge MMO with tons of new NPCs to program and encounter mechanics to come up with? I think your conclusions are not that great.

After the basic mechanics of the RTS are designed (how attacks are calculated and how hit points and economy work) you dont really need that many programmers to add new stuff. Maybe a designer to create new units and one more to put the numbers into the game and one or two others who come up with ideas for new units. Add a few people to create the story for the campaign and the maps needed for it and you are done. The complicated netcode for BNet0.2 was a general development, which shares the cost over WoW, SC2 and Diablo3 since someone had dreat a big Facebook dream ... which luckily didnt come true. There isnt any reason for them to have anyone changing or adding anything to it and those people probably work on something completely different already.

WoW is MUCH bigger of an effort to manage simply because it is a bigger world where you have to fit everything in. Due to the age of WoW code and its complexity it isnt that easy to add in totally new stuff (farmville and Pokem ... errr pet battles) either. Thus WoW will need a lot more people to program it AND it also needs "GMs" for all the servers and around the clock. WoW might make them more money, but it also costs them a crapton more.


Oh boy, thanks for saving me all the trouble of essay composition.

In case you didnt get it ... I am disproving your point of any connection or even similarities between WoW and SC2 as an eSport. They are totally dissimilar both in type of game and size of effort so your assumptions are basically stupid.


Didn't even state any similarities between them. Kudos for wasting your time.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Probe1
Profile Blog Joined August 2010
United States17920 Posts
July 15 2012 18:10 GMT
#882
On July 15 2012 15:16 -NegativeZero- wrote:
Show nested quote +
On July 15 2012 13:05 Rabiator wrote:
On July 15 2012 07:43 sunprince wrote:
On July 15 2012 04:55 Mrvoodoochild1 wrote:
if the swarm host were a BW unit, i would imagine most of the people in this thread would prefer the swarm host.


Your assumption is that people prefer BW units just for the sake of nostalgia? Then why isn't anyone clamoring for the return of the scout, devourer, or science vessel?

Science Vessels are just a different version of the Raven with one better (Irradiate) and one worse spell (Defensive Matrix), so effectively nothing changed. Especially Irradiate is much better than Seeker Missile, because it will damage one target to the full extent and others around it at least a little, whereas Seeker Missile can be fully dodged.

The Devourer is an awesome unit and much more stylish than the Corruptor, but since the Corruptor works well enough no one is asking for this one. It is morphed from a Mutalisk and thus the "end part of the chain" instead of the start, which forces you to decide between anti-air or anti-ground with your morph. That would be a better system than the current "I have Broodlords and some automatic anti-air in the form of spare Corruptors" way of SC2.

The Scout is better than Void Ray and Phoenix after you upgrade speed and - even though it is considered weak - has its uses as a harrassing unit and as a ... scout.
Scout: 150/100
Phoenix: 120/60

All three of these BW units are much better in their design than their SC2 counterparts IMO and its the same for the Lurker and the current implementation of the Swarm Host. Why Blizzard "had to" do something so radically different for almost every unit is beyond me and just a few new units in addition to most of the old ones would have been a wiser choice.

lolololololololol SCOUTS? seriously scouts?

I'm not arguing in favor of either side, but has it seriously got to the point where people are so blindly biased towards BW over SC2 that they're arguing that scouts are a good unit and are better than what's in SC2 right now?

The scout makes very cool attack noises. You can say that. The rest.. I'm not entirely sure how he thinks he's justifying it. Please don't paint everyone with his brush.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
karpo
Profile Joined October 2010
Sweden1998 Posts
July 15 2012 18:12 GMT
#883
On July 16 2012 03:07 Xiphos wrote:
Show nested quote +
On July 16 2012 03:00 Rabiator wrote:
On July 16 2012 00:02 Xiphos wrote:
On July 15 2012 23:59 Rabiator wrote:
On July 15 2012 22:58 Xiphos wrote:
WoW = Main source of income for Blizzard
SC2 = Lesser Source of income = lesser priorities = less time spend on game design/developing than WoW = ???

I can guarantee you that if if comes down to have 1 programmer available to perform task for either SC2 or WoW. He will be requested to work on WoW.

So you are saying that Starcraft - an RTS which is played on a comparatively tiny (to WoW) - area and which has A METRIC CRAPTON less content than WoW should have the same number of developers as a huge MMO with tons of new NPCs to program and encounter mechanics to come up with? I think your conclusions are not that great.

After the basic mechanics of the RTS are designed (how attacks are calculated and how hit points and economy work) you dont really need that many programmers to add new stuff. Maybe a designer to create new units and one more to put the numbers into the game and one or two others who come up with ideas for new units. Add a few people to create the story for the campaign and the maps needed for it and you are done. The complicated netcode for BNet0.2 was a general development, which shares the cost over WoW, SC2 and Diablo3 since someone had dreat a big Facebook dream ... which luckily didnt come true. There isnt any reason for them to have anyone changing or adding anything to it and those people probably work on something completely different already.

WoW is MUCH bigger of an effort to manage simply because it is a bigger world where you have to fit everything in. Due to the age of WoW code and its complexity it isnt that easy to add in totally new stuff (farmville and Pokem ... errr pet battles) either. Thus WoW will need a lot more people to program it AND it also needs "GMs" for all the servers and around the clock. WoW might make them more money, but it also costs them a crapton more.


Oh boy, thanks for saving me all the trouble of essay composition.

In case you didnt get it ... I am disproving your point of any connection or even similarities between WoW and SC2 as an eSport. They are totally dissimilar both in type of game and size of effort so your assumptions are basically stupid.


Didn't even state any similarities between them. Kudos for wasting your time.


You assumptions were that WoW will somehow affect how they run SC2 development. You've been completely disproven and your just dodging now.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 15 2012 18:13 GMT
#884
On July 16 2012 03:12 karpo wrote:
Show nested quote +
On July 16 2012 03:07 Xiphos wrote:
On July 16 2012 03:00 Rabiator wrote:
On July 16 2012 00:02 Xiphos wrote:
On July 15 2012 23:59 Rabiator wrote:
On July 15 2012 22:58 Xiphos wrote:
WoW = Main source of income for Blizzard
SC2 = Lesser Source of income = lesser priorities = less time spend on game design/developing than WoW = ???

I can guarantee you that if if comes down to have 1 programmer available to perform task for either SC2 or WoW. He will be requested to work on WoW.

So you are saying that Starcraft - an RTS which is played on a comparatively tiny (to WoW) - area and which has A METRIC CRAPTON less content than WoW should have the same number of developers as a huge MMO with tons of new NPCs to program and encounter mechanics to come up with? I think your conclusions are not that great.

After the basic mechanics of the RTS are designed (how attacks are calculated and how hit points and economy work) you dont really need that many programmers to add new stuff. Maybe a designer to create new units and one more to put the numbers into the game and one or two others who come up with ideas for new units. Add a few people to create the story for the campaign and the maps needed for it and you are done. The complicated netcode for BNet0.2 was a general development, which shares the cost over WoW, SC2 and Diablo3 since someone had dreat a big Facebook dream ... which luckily didnt come true. There isnt any reason for them to have anyone changing or adding anything to it and those people probably work on something completely different already.

WoW is MUCH bigger of an effort to manage simply because it is a bigger world where you have to fit everything in. Due to the age of WoW code and its complexity it isnt that easy to add in totally new stuff (farmville and Pokem ... errr pet battles) either. Thus WoW will need a lot more people to program it AND it also needs "GMs" for all the servers and around the clock. WoW might make them more money, but it also costs them a crapton more.


Oh boy, thanks for saving me all the trouble of essay composition.

In case you didnt get it ... I am disproving your point of any connection or even similarities between WoW and SC2 as an eSport. They are totally dissimilar both in type of game and size of effort so your assumptions are basically stupid.


Didn't even state any similarities between them. Kudos for wasting your time.


You assumptions were that WoW will somehow affect how they run SC2 development. You've been completely disproven and your just dodging now.


Why are you still arguing?
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
karpo
Profile Joined October 2010
Sweden1998 Posts
July 15 2012 18:16 GMT
#885
On July 16 2012 03:13 Xiphos wrote:
Show nested quote +
On July 16 2012 03:12 karpo wrote:
On July 16 2012 03:07 Xiphos wrote:
On July 16 2012 03:00 Rabiator wrote:
On July 16 2012 00:02 Xiphos wrote:
On July 15 2012 23:59 Rabiator wrote:
On July 15 2012 22:58 Xiphos wrote:
WoW = Main source of income for Blizzard
SC2 = Lesser Source of income = lesser priorities = less time spend on game design/developing than WoW = ???

I can guarantee you that if if comes down to have 1 programmer available to perform task for either SC2 or WoW. He will be requested to work on WoW.

So you are saying that Starcraft - an RTS which is played on a comparatively tiny (to WoW) - area and which has A METRIC CRAPTON less content than WoW should have the same number of developers as a huge MMO with tons of new NPCs to program and encounter mechanics to come up with? I think your conclusions are not that great.

After the basic mechanics of the RTS are designed (how attacks are calculated and how hit points and economy work) you dont really need that many programmers to add new stuff. Maybe a designer to create new units and one more to put the numbers into the game and one or two others who come up with ideas for new units. Add a few people to create the story for the campaign and the maps needed for it and you are done. The complicated netcode for BNet0.2 was a general development, which shares the cost over WoW, SC2 and Diablo3 since someone had dreat a big Facebook dream ... which luckily didnt come true. There isnt any reason for them to have anyone changing or adding anything to it and those people probably work on something completely different already.

WoW is MUCH bigger of an effort to manage simply because it is a bigger world where you have to fit everything in. Due to the age of WoW code and its complexity it isnt that easy to add in totally new stuff (farmville and Pokem ... errr pet battles) either. Thus WoW will need a lot more people to program it AND it also needs "GMs" for all the servers and around the clock. WoW might make them more money, but it also costs them a crapton more.


Oh boy, thanks for saving me all the trouble of essay composition.

In case you didnt get it ... I am disproving your point of any connection or even similarities between WoW and SC2 as an eSport. They are totally dissimilar both in type of game and size of effort so your assumptions are basically stupid.


Didn't even state any similarities between them. Kudos for wasting your time.


You assumptions were that WoW will somehow affect how they run SC2 development. You've been completely disproven and your just dodging now.


Why are you still arguing?


Because you're dodging the fact that you're wrong and can't admit it.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
July 15 2012 18:17 GMT
#886
imo lurker is better because it needs more control and has a faster attack animation. you can do more precise movements and actions with it. swarm host is just burrow and watch it slowly release slow locusts.
NOOBALOPSE
Profile Joined June 2011
Canada802 Posts
Last Edited: 2012-07-15 18:22:19
July 15 2012 18:21 GMT
#887
Blizzard please give us the lurker !!

Lurker gives way more opportunity for strategic positioning.

Just look at how sAviOr used them !!!
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 15 2012 18:41 GMT
#888
On July 16 2012 03:16 karpo wrote:
Show nested quote +
On July 16 2012 03:13 Xiphos wrote:
On July 16 2012 03:12 karpo wrote:
On July 16 2012 03:07 Xiphos wrote:
On July 16 2012 03:00 Rabiator wrote:
On July 16 2012 00:02 Xiphos wrote:
On July 15 2012 23:59 Rabiator wrote:
On July 15 2012 22:58 Xiphos wrote:
WoW = Main source of income for Blizzard
SC2 = Lesser Source of income = lesser priorities = less time spend on game design/developing than WoW = ???

I can guarantee you that if if comes down to have 1 programmer available to perform task for either SC2 or WoW. He will be requested to work on WoW.

So you are saying that Starcraft - an RTS which is played on a comparatively tiny (to WoW) - area and which has A METRIC CRAPTON less content than WoW should have the same number of developers as a huge MMO with tons of new NPCs to program and encounter mechanics to come up with? I think your conclusions are not that great.

After the basic mechanics of the RTS are designed (how attacks are calculated and how hit points and economy work) you dont really need that many programmers to add new stuff. Maybe a designer to create new units and one more to put the numbers into the game and one or two others who come up with ideas for new units. Add a few people to create the story for the campaign and the maps needed for it and you are done. The complicated netcode for BNet0.2 was a general development, which shares the cost over WoW, SC2 and Diablo3 since someone had dreat a big Facebook dream ... which luckily didnt come true. There isnt any reason for them to have anyone changing or adding anything to it and those people probably work on something completely different already.

WoW is MUCH bigger of an effort to manage simply because it is a bigger world where you have to fit everything in. Due to the age of WoW code and its complexity it isnt that easy to add in totally new stuff (farmville and Pokem ... errr pet battles) either. Thus WoW will need a lot more people to program it AND it also needs "GMs" for all the servers and around the clock. WoW might make them more money, but it also costs them a crapton more.


Oh boy, thanks for saving me all the trouble of essay composition.

In case you didnt get it ... I am disproving your point of any connection or even similarities between WoW and SC2 as an eSport. They are totally dissimilar both in type of game and size of effort so your assumptions are basically stupid.


Didn't even state any similarities between them. Kudos for wasting your time.


You assumptions were that WoW will somehow affect how they run SC2 development. You've been completely disproven and your just dodging now.


Why are you still arguing?


Because you're dodging the fact that you're wrong and can't admit it.


Well all he is saying is that Blizzard put tons (more so than SC2) of emphasis in World of WarCraft management which is what I have purposed.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
karpo
Profile Joined October 2010
Sweden1998 Posts
July 15 2012 18:47 GMT
#889
On July 16 2012 03:41 Xiphos wrote:
Show nested quote +
On July 16 2012 03:16 karpo wrote:
On July 16 2012 03:13 Xiphos wrote:
On July 16 2012 03:12 karpo wrote:
On July 16 2012 03:07 Xiphos wrote:
On July 16 2012 03:00 Rabiator wrote:
On July 16 2012 00:02 Xiphos wrote:
On July 15 2012 23:59 Rabiator wrote:
On July 15 2012 22:58 Xiphos wrote:
WoW = Main source of income for Blizzard
SC2 = Lesser Source of income = lesser priorities = less time spend on game design/developing than WoW = ???

I can guarantee you that if if comes down to have 1 programmer available to perform task for either SC2 or WoW. He will be requested to work on WoW.

So you are saying that Starcraft - an RTS which is played on a comparatively tiny (to WoW) - area and which has A METRIC CRAPTON less content than WoW should have the same number of developers as a huge MMO with tons of new NPCs to program and encounter mechanics to come up with? I think your conclusions are not that great.

After the basic mechanics of the RTS are designed (how attacks are calculated and how hit points and economy work) you dont really need that many programmers to add new stuff. Maybe a designer to create new units and one more to put the numbers into the game and one or two others who come up with ideas for new units. Add a few people to create the story for the campaign and the maps needed for it and you are done. The complicated netcode for BNet0.2 was a general development, which shares the cost over WoW, SC2 and Diablo3 since someone had dreat a big Facebook dream ... which luckily didnt come true. There isnt any reason for them to have anyone changing or adding anything to it and those people probably work on something completely different already.

WoW is MUCH bigger of an effort to manage simply because it is a bigger world where you have to fit everything in. Due to the age of WoW code and its complexity it isnt that easy to add in totally new stuff (farmville and Pokem ... errr pet battles) either. Thus WoW will need a lot more people to program it AND it also needs "GMs" for all the servers and around the clock. WoW might make them more money, but it also costs them a crapton more.


Oh boy, thanks for saving me all the trouble of essay composition.

In case you didnt get it ... I am disproving your point of any connection or even similarities between WoW and SC2 as an eSport. They are totally dissimilar both in type of game and size of effort so your assumptions are basically stupid.


Didn't even state any similarities between them. Kudos for wasting your time.


You assumptions were that WoW will somehow affect how they run SC2 development. You've been completely disproven and your just dodging now.


Why are you still arguing?


Because you're dodging the fact that you're wrong and can't admit it.


Well all he is saying is that Blizzard put tons (more so than SC2) of emphasis in World of WarCraft management which is what I have purposed.


No you said that WoW was prioritized and that SC2 had less time for development/design, which is false. They have different devs for different games. WoW devs listen to the WoW crowd and SC2 devs listen to the SC2 crowd, it's not rocket science.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-07-15 19:02:48
July 15 2012 19:00 GMT
#890
On July 15 2012 12:29 sunprince wrote:
Show nested quote +
On July 15 2012 10:44 Big J wrote:
On July 15 2012 10:29 sunprince wrote:
On July 15 2012 10:19 Big J wrote:
On July 15 2012 09:27 sunprince wrote:
On July 15 2012 08:58 moskonia wrote:
On July 15 2012 07:43 sunprince wrote:
On July 15 2012 04:55 Mrvoodoochild1 wrote:
if the swarm host were a BW unit, i would imagine most of the people in this thread would prefer the swarm host.


Your assumption is that people prefer BW units just for the sake of nostalgia? Then why isn't anyone clamoring for the return of the scout, devourer, or science vessel?

People miss good games they seen, and I guess the lurker brought some good plays, but they don't thin about it in the current sc2 game, they just care for nostalgic, and I guess they are more nostalgic towards the lurker then the other guys. Also you can see how silly people can be by saying they want things like - luker back, hydra back to tier 1 and baneling removed, I mean why not just play BW or if u want shiny graphics play the SC2 BW mod.


Fixing broken things in SC2 using inspiration from BW ≠ BW.

On July 15 2012 08:58 moskonia wrote:
The swarm host seems very cool imo, and for anyone who wants to play with the lurker you can still play bw if you so crave to.


This is a ridiculous and completely illogical argument that is seen on TL far too much. People obviously want the lurker in SC2, and being able to use it in BW is totally irrelevant to the actual arguments at hand (whether or not it would make for a better SC2).

On July 15 2012 09:19 Assirra wrote:
On July 15 2012 07:43 sunprince wrote:
On July 15 2012 04:55 Mrvoodoochild1 wrote:
if the swarm host were a BW unit, i would imagine most of the people in this thread would prefer the swarm host.


Your assumption is that people prefer BW units just for the sake of nostalgia? Then why isn't anyone clamoring for the return of the scout, devourer, or science vessel?

While that is true but in this case people are comparing thoughts of a unit that is not even out with a unit that got totally figured out in the last 10 year including all tricks and ways to use it.
It is not a fair comparison however you look at it.


Some things don't require as much figuring out. For example, it's not like we couldn't predict how the marauder or immortal would be used the moment we first heard of them. There are tricks to using the lurker because it's an inherently complex unit (burrowed attacker, line splash, tier 2, synergizes with dark swarm), but the swarm host is fairly simple.


Yeah, I know, I'm gonna continue taking part in a discussion that circlejerks, has nothing to do with realitly because the counterarguments to my argument are never going to get fullfilled anyways as they would basically mean that blizzard gives up on SC2 and instead goes for SC3 with SC2 graphics in HotS (moveing Hydras to T1; maybe removing banelings, roaches; reintroducing lurkers; mayby change the pathing completly and completly rebalance the game around it; maybe remove/buff/nerf some other things like larva inject, income and whatever), but whatever...

1) broken means unbalanced. I don't see this in SC2 right now.
If you mean it's "not well designed" say so, but design is an opinion, not an absoulte. Looking at the b.net forums and all the balance thread (attempts) on TL I have to say, people that actually think about SC2 design being the biggest problem rather than just "really balancing it out" are extremly (like 1:100) in the minority and therefore blizzard rightfully can think that people like their game overall.
A lot.


Broken doesn't not mean unbalanced. Broken can also mean poorly designed. For example, TvZ could have balanced win-rates with with an enormous Z late-game advantage by allowing T to have a huge advantage with all-ins, but that makes for a broken game. Or a 4 player map could have balanced win-rates in that P always wins in close spawns and always loses cross-map spawns, but the map is broken.

On July 15 2012 10:19 Big J wrote:
2) No, people don't obviously want the lurker in SC2. Lots of people like the lurker. However, compared to the people who don't give a shit about threads as this, those are WAY (and I mean like WAY WAY) in the minority.
Not saying I don't give a shit. Lurkers are awesome. Are they needed? I'm not sure. Are SH needed? probably not! What role is zerg with mass vision from OLs, creep and very mobile troops lacking. Space control, or attacking possibilities?
As any Zerg attack before 70drones + hive + 4 (or more) bases is an allin, due to the lack of offensivly safe powerunits is an allin, I think it's the second thing: attacking possibilities. Yeah lurkers control space even better than lingswarms and baneling landmines and mutalisks and all the speedy vision giving - opponent overrunning, if he is not careful - stuff.
However, the way larva is being balanced. The way Zerg units operate (basically they are faster then the opponents whatever units), I don't see a role for the lurker in the current metagame, and due to it's lacking capabilities to attack on it's own (basicially due to too limited range and due to detection being part of any P/T/Z gameplan), I would much rather have a unit that actually is not as good as lurkers at space control (if I had to choose; if not I'd choose both, as I think Zerg desperatly needs T3 range units like the original lurker desing, so that T3 range is not just a bullshit short term move in ZvZ before Ultras and/or Broods and/or mass infestors are out), but rather can force the opponent to not just attack at special timings.
After all, TvZ has been in shambles for 2years now. Probably not balancewise (Zergs had an edge at certain times as well), but designwise, as it has always been up to the Terran to control the pace of the game. Zerg desperatly needs strong offensive options in the midgame, which are not limited by larva (like lings, blings and roaches), but rather limited by ressources (like the swarm host). Somthing that doesn not need to cut each and every drone, but something that is very very larva efficient for a longer periode of time (which is the problem of infestor attacks. like a baneling attack, it's only one move and then the energy is out. Then proplayers dont have the time to just wait until energy is back up, even if in lowleagues those strategies might be extraordinarily good, due to the opponents not having the skill to take advantage of it).
In this regard, I think a very longrange, air and ground attacking unit is really what zergs need, to switch up their gameplay from "drone to 70+ and then push", to "drone to 70+ slowly, while trying to keep the pressure on the opponent with units that have longterm potential, don't die easily and have the ability to win you the game against very greedy opponents)


What Zerg actually needs is a big nerf to spawn larvae, in return to units that are actually good. The lurker would be merely one example of a good unit.

On July 15 2012 10:19 Big J wrote:
3) the lurkers design is "burrow - then attack with line splash". There is nothing more about it in the very basics. Predicting micro tricks like "hold fire", "pushing siege lines the moment those unsiege" and similar stuff was not possible.
I don't see why it should be possible to predict that such swarm host moves don't exist.
Saying that those don't is basically just pillaring on experience (lurker) against nonexperience (swarm host). Yes, this way probability suggest that you will be right. But then we would not have needed SC2 at all. Probability suggests that BW was a great game and SC2 cannot reach it, if it is not just a graphical update. However, time has told us that there are quite a ton of people who prefer SC2 over BW. If you like BW, go and play it. It's not about saying you should not play SC2. It's about saying, BW is a great game and if you think it is better than SC2, you are wasting your time with SC2.
I mean, if you are off the opinion that BW was the best game yet, how big is the probability that ANYTHING will ever satisfy your longings for a game that can beat BW? Very slim! It's like saying, spain is the best football team in the world, when you saw 1958-1970 brasil. Spain is great and would beat that brasil team anytime because football moved on. Does that mean football with 0 forwards is more interesting than football with 4 forwards? Probablity not, though it may be more effective (which means in SC2 terms, closer to AI like optimal strategies).


BW is an old game that is full of engine idiosyncracies that took considerable time to figure out, and the competitive scene (along with general understanding of RTS's) was in its infancy. SC2, on the other hand, is a modern game with no ways to break the engine (and ways that are discovered are patched into oblivion), and competitive gamers have far better understanding of tactics and strategy. If you don't understand why it's far easier to understand units now, then consider the fact that no major discoveries have been made regarding any SC2 unit thus far.

Drop the assumptions about BW. I'm certainly not of the opinion that BW was the best game; there are certainly areas that could be substantially improved. To insist that people like certain BW elements because they are BW fanboys is an ad hominem that ignores the arguments actually being advanced.


-) Broken means unbalanced. What you mean is "poorly designed", "not interesting" or somthing along those lines.
If something is broken, it's overpowered. That's it.

-) Yes and no. I would love to see some spawn larva nerf (like to 3 or 2.5 per queen in return for better units). However that doesn't make the lurker a better concept for SC2. After all, it still only has rather limited range (so easy to kill with tanks and blink stalkers and even units that have to walk to them like marauders and immortals on 1a).
The lurker is a good unit, but I don't see how it achieves anything that you can't achieve with just an overpowering force of ling/bling. Basically the only intersting interaction would be lurkers shooting through FFs. But then they would not deal a lot of splash (from maximum range), again making them somewhat weird.
Well, there is another advantage of them. They don't require burrow to be upgraded and therefore you force opponents (so only Protoss) down a certain (detection) path. That effect however could be acquited by giving any unit (like the swarm host will have) burrow from the start.


Are you completely unfamiliar with lurker usage in BW? Lurkers aren't used just by having them sit there and fight at the enemy's maximum range. SC2 units don't change anything if you use lurkers that badly; dragoons, siege tanks, reavers, storm, and even goliaths all beat lurkers that just sit there. What lurkers are actually for is controlling chokes, sitting/advancing under dark swarm, and tearing apart enemy balls by running up to burrow next to them while they are surrounded/pinned down by lings and/or hydras.


Are you completly unfamiliar with SC2? Dark Swarm is not in SC2, highground chokes and ramps that you wanted to hold with lurkers don't give 50% dodge anymore and hydras are straight up not useful most of the time in SC2.
Your argument is lacking SC2. The concept of the lurker does not offer a lot of those roles you described, because they require BW.
In SC2 a Lurker will most likely be used to add ranged splash damage in a combat, force detection and maybe some extra defensive strengthes in choke points.

On July 15 2012 12:29 sunprince wrote:
Show nested quote +
On July 15 2012 10:19 Big J wrote:
-) SC2 has not been stale at all. If anything, it's people that talk about deathballs, 1a armies and easy strategies that don't even exist anymore in 80% of the games. Watch GSL and see how SC2 starts looking more and more like BW. Not because of unit design, but because of the simple fact that however you design units, the more active you are, the more you gain. Basically the only race that is really lacking this right now is zerg, because their opponents are allowed to wall against them and thereby counter any aggression. So the fundamental idea for a new unit for zerg is, to tear down walls.


You have a fundamental misunderstanding of Zerg in SC2. SC2 Zerg doesn't have any problems with their aggression being countered, because the overwhelmingly dominant strategy is to obtain a superior economy and late-game position with the aid of spawn larvae. The real problem with Zerg in SC2 is that it's stupid to have matchups that boil down to "Did you successfully all-in against Zerg? If yes, you win; if not, you lose!"


Yes and why is this the dominant strategy? Because the game is being balanced around Zerg doing that, as the design of the Zerg units don't allow for aggression. Guess what every balance change that adressed ZvT did:
bunker nerfed, rax build time nerfed: zerg can get a few extra drones out
queens buffed: zerg can get a faster third

But what happens if in HotS the widow mine may be able to block a third hatch (like with a hold fire command), or the Protoss doesn't need a forge anymore and therefore can attack 1min earlier? 60drone builds might get destroyed. Now how can we keep this fair for the zerg? Give them units that can't just defend against such pushes, but that are also able to put on pressure on the opponent if he does not push you, so those units are not dead weight.

The situation right now in those defensive cases for zerg is, that you can play a safe build with only~50drones and just crush a 10min timing (like a 7gate). But then you often just lose to a 12min timing (like a 7gate+blink+2) or you lose to a quick third later on, because your units are useless in those cases. (150 supply roach at 12mins simply can't accomplish what 200 supply roach does - if some of those roaches however were swarm hosts, you might be able to use them).
The metagame might change with HotS, but if you don't give Zerg macrogame options that include not building drones, everything will have to be balanced down to "zerg should be able to drone to 70 if he does everything right".
Adonminus
Profile Joined January 2012
Israel543 Posts
July 15 2012 19:07 GMT
#891
I come into this thread and see a huge argument about WoW against SC2. I guess the lurkers are truly gone.

Anyway, back to the thread. First of all, I really don't like the sc2 lurker model, the sc1 model was awesome but this isn't. Plus if you remember, they even planned to make the lurker hive tech and I believe most people would prefer ultralisks or broodlords by that time. SC2 isn't very balanced for lurkers, all units clump up and will die instantly to lurkers and make it look boring.

In my opinion, the swarm host will add more life to the game and some interesting strategies. At least making quite an awesome new unit is better than just putting an old unit back. Looking for some nice swarm host action in HotS, hopefully even if they won't used at the start, a patch would probably make them really used just like with infestors in WoL.

Oh, and I wanted to also tell my opinion about the viper: 10 minute hive viper rush ftw!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 15 2012 23:46 GMT
#892
On July 16 2012 04:07 Adonminus wrote:
I come into this thread and see a huge argument about WoW against SC2. I guess the lurkers are truly gone.

Anyway, back to the thread. First of all, I really don't like the sc2 lurker model, the sc1 model was awesome but this isn't. Plus if you remember, they even planned to make the lurker hive tech and I believe most people would prefer ultralisks or broodlords by that time. SC2 isn't very balanced for lurkers, all units clump up and will die instantly to lurkers and make it look boring.


Well they could always nerf the AoE as they've done with other aoe units. But the bigger thing as you point out is that they would be tier 3 and compete with broodlord for siege roles and ultralisk for aoe anti armor role.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
sunprince
Profile Joined January 2011
United States2258 Posts
July 16 2012 00:40 GMT
#893
On July 16 2012 04:00 Big J wrote:
Show nested quote +
On July 15 2012 12:29 sunprince wrote:
On July 15 2012 10:44 Big J wrote:
On July 15 2012 10:29 sunprince wrote:
On July 15 2012 10:19 Big J wrote:
On July 15 2012 09:27 sunprince wrote:
On July 15 2012 08:58 moskonia wrote:
On July 15 2012 07:43 sunprince wrote:
On July 15 2012 04:55 Mrvoodoochild1 wrote:
if the swarm host were a BW unit, i would imagine most of the people in this thread would prefer the swarm host.


Your assumption is that people prefer BW units just for the sake of nostalgia? Then why isn't anyone clamoring for the return of the scout, devourer, or science vessel?

People miss good games they seen, and I guess the lurker brought some good plays, but they don't thin about it in the current sc2 game, they just care for nostalgic, and I guess they are more nostalgic towards the lurker then the other guys. Also you can see how silly people can be by saying they want things like - luker back, hydra back to tier 1 and baneling removed, I mean why not just play BW or if u want shiny graphics play the SC2 BW mod.


Fixing broken things in SC2 using inspiration from BW ≠ BW.

On July 15 2012 08:58 moskonia wrote:
The swarm host seems very cool imo, and for anyone who wants to play with the lurker you can still play bw if you so crave to.


This is a ridiculous and completely illogical argument that is seen on TL far too much. People obviously want the lurker in SC2, and being able to use it in BW is totally irrelevant to the actual arguments at hand (whether or not it would make for a better SC2).

On July 15 2012 09:19 Assirra wrote:
On July 15 2012 07:43 sunprince wrote:
On July 15 2012 04:55 Mrvoodoochild1 wrote:
if the swarm host were a BW unit, i would imagine most of the people in this thread would prefer the swarm host.


Your assumption is that people prefer BW units just for the sake of nostalgia? Then why isn't anyone clamoring for the return of the scout, devourer, or science vessel?

While that is true but in this case people are comparing thoughts of a unit that is not even out with a unit that got totally figured out in the last 10 year including all tricks and ways to use it.
It is not a fair comparison however you look at it.


Some things don't require as much figuring out. For example, it's not like we couldn't predict how the marauder or immortal would be used the moment we first heard of them. There are tricks to using the lurker because it's an inherently complex unit (burrowed attacker, line splash, tier 2, synergizes with dark swarm), but the swarm host is fairly simple.


Yeah, I know, I'm gonna continue taking part in a discussion that circlejerks, has nothing to do with realitly because the counterarguments to my argument are never going to get fullfilled anyways as they would basically mean that blizzard gives up on SC2 and instead goes for SC3 with SC2 graphics in HotS (moveing Hydras to T1; maybe removing banelings, roaches; reintroducing lurkers; mayby change the pathing completly and completly rebalance the game around it; maybe remove/buff/nerf some other things like larva inject, income and whatever), but whatever...

1) broken means unbalanced. I don't see this in SC2 right now.
If you mean it's "not well designed" say so, but design is an opinion, not an absoulte. Looking at the b.net forums and all the balance thread (attempts) on TL I have to say, people that actually think about SC2 design being the biggest problem rather than just "really balancing it out" are extremly (like 1:100) in the minority and therefore blizzard rightfully can think that people like their game overall.
A lot.


Broken doesn't not mean unbalanced. Broken can also mean poorly designed. For example, TvZ could have balanced win-rates with with an enormous Z late-game advantage by allowing T to have a huge advantage with all-ins, but that makes for a broken game. Or a 4 player map could have balanced win-rates in that P always wins in close spawns and always loses cross-map spawns, but the map is broken.

On July 15 2012 10:19 Big J wrote:
2) No, people don't obviously want the lurker in SC2. Lots of people like the lurker. However, compared to the people who don't give a shit about threads as this, those are WAY (and I mean like WAY WAY) in the minority.
Not saying I don't give a shit. Lurkers are awesome. Are they needed? I'm not sure. Are SH needed? probably not! What role is zerg with mass vision from OLs, creep and very mobile troops lacking. Space control, or attacking possibilities?
As any Zerg attack before 70drones + hive + 4 (or more) bases is an allin, due to the lack of offensivly safe powerunits is an allin, I think it's the second thing: attacking possibilities. Yeah lurkers control space even better than lingswarms and baneling landmines and mutalisks and all the speedy vision giving - opponent overrunning, if he is not careful - stuff.
However, the way larva is being balanced. The way Zerg units operate (basically they are faster then the opponents whatever units), I don't see a role for the lurker in the current metagame, and due to it's lacking capabilities to attack on it's own (basicially due to too limited range and due to detection being part of any P/T/Z gameplan), I would much rather have a unit that actually is not as good as lurkers at space control (if I had to choose; if not I'd choose both, as I think Zerg desperatly needs T3 range units like the original lurker desing, so that T3 range is not just a bullshit short term move in ZvZ before Ultras and/or Broods and/or mass infestors are out), but rather can force the opponent to not just attack at special timings.
After all, TvZ has been in shambles for 2years now. Probably not balancewise (Zergs had an edge at certain times as well), but designwise, as it has always been up to the Terran to control the pace of the game. Zerg desperatly needs strong offensive options in the midgame, which are not limited by larva (like lings, blings and roaches), but rather limited by ressources (like the swarm host). Somthing that doesn not need to cut each and every drone, but something that is very very larva efficient for a longer periode of time (which is the problem of infestor attacks. like a baneling attack, it's only one move and then the energy is out. Then proplayers dont have the time to just wait until energy is back up, even if in lowleagues those strategies might be extraordinarily good, due to the opponents not having the skill to take advantage of it).
In this regard, I think a very longrange, air and ground attacking unit is really what zergs need, to switch up their gameplay from "drone to 70+ and then push", to "drone to 70+ slowly, while trying to keep the pressure on the opponent with units that have longterm potential, don't die easily and have the ability to win you the game against very greedy opponents)


What Zerg actually needs is a big nerf to spawn larvae, in return to units that are actually good. The lurker would be merely one example of a good unit.

On July 15 2012 10:19 Big J wrote:
3) the lurkers design is "burrow - then attack with line splash". There is nothing more about it in the very basics. Predicting micro tricks like "hold fire", "pushing siege lines the moment those unsiege" and similar stuff was not possible.
I don't see why it should be possible to predict that such swarm host moves don't exist.
Saying that those don't is basically just pillaring on experience (lurker) against nonexperience (swarm host). Yes, this way probability suggest that you will be right. But then we would not have needed SC2 at all. Probability suggests that BW was a great game and SC2 cannot reach it, if it is not just a graphical update. However, time has told us that there are quite a ton of people who prefer SC2 over BW. If you like BW, go and play it. It's not about saying you should not play SC2. It's about saying, BW is a great game and if you think it is better than SC2, you are wasting your time with SC2.
I mean, if you are off the opinion that BW was the best game yet, how big is the probability that ANYTHING will ever satisfy your longings for a game that can beat BW? Very slim! It's like saying, spain is the best football team in the world, when you saw 1958-1970 brasil. Spain is great and would beat that brasil team anytime because football moved on. Does that mean football with 0 forwards is more interesting than football with 4 forwards? Probablity not, though it may be more effective (which means in SC2 terms, closer to AI like optimal strategies).


BW is an old game that is full of engine idiosyncracies that took considerable time to figure out, and the competitive scene (along with general understanding of RTS's) was in its infancy. SC2, on the other hand, is a modern game with no ways to break the engine (and ways that are discovered are patched into oblivion), and competitive gamers have far better understanding of tactics and strategy. If you don't understand why it's far easier to understand units now, then consider the fact that no major discoveries have been made regarding any SC2 unit thus far.

Drop the assumptions about BW. I'm certainly not of the opinion that BW was the best game; there are certainly areas that could be substantially improved. To insist that people like certain BW elements because they are BW fanboys is an ad hominem that ignores the arguments actually being advanced.


-) Broken means unbalanced. What you mean is "poorly designed", "not interesting" or somthing along those lines.
If something is broken, it's overpowered. That's it.

-) Yes and no. I would love to see some spawn larva nerf (like to 3 or 2.5 per queen in return for better units). However that doesn't make the lurker a better concept for SC2. After all, it still only has rather limited range (so easy to kill with tanks and blink stalkers and even units that have to walk to them like marauders and immortals on 1a).
The lurker is a good unit, but I don't see how it achieves anything that you can't achieve with just an overpowering force of ling/bling. Basically the only intersting interaction would be lurkers shooting through FFs. But then they would not deal a lot of splash (from maximum range), again making them somewhat weird.
Well, there is another advantage of them. They don't require burrow to be upgraded and therefore you force opponents (so only Protoss) down a certain (detection) path. That effect however could be acquited by giving any unit (like the swarm host will have) burrow from the start.


Are you completely unfamiliar with lurker usage in BW? Lurkers aren't used just by having them sit there and fight at the enemy's maximum range. SC2 units don't change anything if you use lurkers that badly; dragoons, siege tanks, reavers, storm, and even goliaths all beat lurkers that just sit there. What lurkers are actually for is controlling chokes, sitting/advancing under dark swarm, and tearing apart enemy balls by running up to burrow next to them while they are surrounded/pinned down by lings and/or hydras.


Are you completly unfamiliar with SC2? Dark Swarm is not in SC2, highground chokes and ramps that you wanted to hold with lurkers don't give 50% dodge anymore and hydras are straight up not useful most of the time in SC2.
Your argument is lacking SC2. The concept of the lurker does not offer a lot of those roles you described, because they require BW.
In SC2 a Lurker will most likely be used to add ranged splash damage in a combat, force detection and maybe some extra defensive strengthes in choke points.


Blinding cloud will essentially be Dark Swarm 2.0. High ground advantages aren't necessary to abuse chokes with strong defensive splash units, and hydras are getting fixed anyway (and the introduction of the lurker allows more fixing such as removal of banes and bumping hydras back to t1.5).

On July 15 2012 10:19 Big J wrote:
Show nested quote +
On July 15 2012 12:29 sunprince wrote:
On July 15 2012 10:19 Big J wrote:
-) SC2 has not been stale at all. If anything, it's people that talk about deathballs, 1a armies and easy strategies that don't even exist anymore in 80% of the games. Watch GSL and see how SC2 starts looking more and more like BW. Not because of unit design, but because of the simple fact that however you design units, the more active you are, the more you gain. Basically the only race that is really lacking this right now is zerg, because their opponents are allowed to wall against them and thereby counter any aggression. So the fundamental idea for a new unit for zerg is, to tear down walls.


You have a fundamental misunderstanding of Zerg in SC2. SC2 Zerg doesn't have any problems with their aggression being countered, because the overwhelmingly dominant strategy is to obtain a superior economy and late-game position with the aid of spawn larvae. The real problem with Zerg in SC2 is that it's stupid to have matchups that boil down to "Did you successfully all-in against Zerg? If yes, you win; if not, you lose!"


Yes and why is this the dominant strategy? Because the game is being balanced around Zerg doing that, as the design of the Zerg units don't allow for aggression. Guess what every balance change that adressed ZvT did:
bunker nerfed, rax build time nerfed: zerg can get a few extra drones out
queens buffed: zerg can get a faster third

But what happens if in HotS the widow mine may be able to block a third hatch (like with a hold fire command), or the Protoss doesn't need a forge anymore and therefore can attack 1min earlier? 60drone builds might get destroyed. Now how can we keep this fair for the zerg? Give them units that can't just defend against such pushes, but that are also able to put on pressure on the opponent if he does not push you, so those units are not dead weight.

The situation right now in those defensive cases for zerg is, that you can play a safe build with only~50drones and just crush a 10min timing (like a 7gate). But then you often just lose to a 12min timing (like a 7gate+blink+2) or you lose to a quick third later on, because your units are useless in those cases. (150 supply roach at 12mins simply can't accomplish what 200 supply roach does - if some of those roaches however were swarm hosts, you might be able to use them).
The metagame might change with HotS, but if you don't give Zerg macrogame options that include not building drones, everything will have to be balanced down to "zerg should be able to drone to 70 if he does everything right".


Macro is the dominant Zerg strategy because of spawn larvae. As long as it is not nerfed and Zerg can produce drones that insanely fast when unmolested, that will not change.

By contrast, if spawn larvae is nerfed and Zerg's units are improved, then they will be better balanced between macro/offense and could legitimately choose between macroing or other strategies. Then, ZvT and ZvP will have the macro>turtling>rushing>teching>macro tension that exists with every other matchup in BW and SC2, instead of being a boring one-dimensional race that either gets killed by an all-in or wins with unmatched inevitability.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 16 2012 01:17 GMT
#894
I would like to inject an addendum to Sunprince`s post.

The beauty of Brood War matchup is that even though that the races are defined on a central theme (Terran have some crazy defensive maneuver, Zerg's relentless production rate, and Protoss with all its cheesy openings), you can TOTALLY play the races according to your own style. Zergs can very well finish the game with Mutalisks aggression, Hydra Burst, and even Zergling Burrows (see Soulkey vs Sea) before the production kicks or even get saturating a third base for that matter. Terran can do all sort of dropship plays, weird +1 Goliath Timings, 2 Factory and etc. And Protoss man, once they get their second set of gateways, the amount of macro is unparallelled.

While watching StarCraft 2 games @ NASL today. Nearly all the games I've seen is the two players would abjure different builds. Then after the initial scouting, the players would attempt to abuse hole in the strategy chosen by the opposition forces. This followed by some small micro there and there and harassment sometime occurs. Later players would start dancing with the initial forces to find a good angle of engagement that eventually snowball into a 200/200 army. In Ret vs MC (yes the game with Carriers being utilized), there was 20 minutes of standoff into 1 minutes of shit clashing toward each other.

It almost felt like the game have turned into a formulalistic battles that test who can reach that critical mass of units and who will be get caught at an unappropriate position.

I'm by no means saying that this can't be entertainning in the eyes of many because let's face it beauty is in the eyes of the beholder. What I am saying is that the game could improve drastically by having multiple actions taken place around the map instead of the usual Cowboy Shootout Duels between the army.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
July 16 2012 01:23 GMT
#895
On July 16 2012 08:46 Archerofaiur wrote:
Show nested quote +
On July 16 2012 04:07 Adonminus wrote:
I come into this thread and see a huge argument about WoW against SC2. I guess the lurkers are truly gone.

Anyway, back to the thread. First of all, I really don't like the sc2 lurker model, the sc1 model was awesome but this isn't. Plus if you remember, they even planned to make the lurker hive tech and I believe most people would prefer ultralisks or broodlords by that time. SC2 isn't very balanced for lurkers, all units clump up and will die instantly to lurkers and make it look boring.


Well they could always nerf the AoE as they've done with other aoe units. But the bigger thing as you point out is that they would be tier 3 and compete with broodlord for siege roles and ultralisk for aoe anti armor role.


Blizzard can't nerf AoE, they have to increase AoE! Argh.

Lurker IS pointless if it has such a fucking low attack.

They need to make the attack like BW and increase it to 20 (+20 armored).
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
July 16 2012 01:24 GMT
#896
I voted lurkers, but the major problem I have with lurkers is the tiny ass spines they have, and the weak sauce sound they make. I wanna see lurkers rain death from underground going PSSSHHH PSSSHHHH PSSSSHHHH instead of the whatever the fuck flu vaccine needles sticking out of the ground now. FUCK YEAH LURKERS!!!
A2340
Profile Joined July 2012
Canada106 Posts
July 16 2012 02:24 GMT
#897
I honestly don't have much of a preference. It doesn't seem to me like Zerg really needs either one of these, but going off of the awesomeness scale the Lurker is obviously superior.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 16 2012 03:34 GMT
#898
On July 16 2012 10:23 Qwyn wrote:
Show nested quote +
On July 16 2012 08:46 Archerofaiur wrote:
On July 16 2012 04:07 Adonminus wrote:
I come into this thread and see a huge argument about WoW against SC2. I guess the lurkers are truly gone.

Anyway, back to the thread. First of all, I really don't like the sc2 lurker model, the sc1 model was awesome but this isn't. Plus if you remember, they even planned to make the lurker hive tech and I believe most people would prefer ultralisks or broodlords by that time. SC2 isn't very balanced for lurkers, all units clump up and will die instantly to lurkers and make it look boring.


Well they could always nerf the AoE as they've done with other aoe units. But the bigger thing as you point out is that they would be tier 3 and compete with broodlord for siege roles and ultralisk for aoe anti armor role.


Blizzard can't nerf AoE, they have to increase AoE! Argh.

Lurker IS pointless if it has such a fucking low attack.

They need to make the attack like BW and increase it to 20 (+20 armored).



Alternatively I guess you could just decrease the aoe size rather then nerf the damage.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
sunprince
Profile Joined January 2011
United States2258 Posts
Last Edited: 2012-07-16 03:55:35
July 16 2012 03:53 GMT
#899
On July 16 2012 12:34 Archerofaiur wrote:
Show nested quote +
On July 16 2012 10:23 Qwyn wrote:
On July 16 2012 08:46 Archerofaiur wrote:
On July 16 2012 04:07 Adonminus wrote:
I come into this thread and see a huge argument about WoW against SC2. I guess the lurkers are truly gone.

Anyway, back to the thread. First of all, I really don't like the sc2 lurker model, the sc1 model was awesome but this isn't. Plus if you remember, they even planned to make the lurker hive tech and I believe most people would prefer ultralisks or broodlords by that time. SC2 isn't very balanced for lurkers, all units clump up and will die instantly to lurkers and make it look boring.


Well they could always nerf the AoE as they've done with other aoe units. But the bigger thing as you point out is that they would be tier 3 and compete with broodlord for siege roles and ultralisk for aoe anti armor role.


Blizzard can't nerf AoE, they have to increase AoE! Argh.

Lurker IS pointless if it has such a fucking low attack.

They need to make the attack like BW and increase it to 20 (+20 armored).



Alternatively I guess you could just decrease the aoe size rather then nerf the damage.


It's ridiculous that people in this thread are opposing the inclusion of the lurker both because it would be too strong and because it would be too weak. Bias against BW much?

Regardless, it's a stupid argument either way, because the lurker's stats can be adjusted to fit SC2. What's more important is the concept and role.
PermaScrub
Profile Joined July 2011
32 Posts
Last Edited: 2012-07-16 04:03:49
July 16 2012 04:03 GMT
#900
And people can't seem to understand the fact that the lurker and swarm host have different roles. The swarm host is supposed to force a turtling race to leave its position and either attack or retreat. The lurkers job is to provide defense and coupled with dark swarm, either defeat an advancing army or force it to retreat. There is no way that a lurker can do the job of a swam host, which is to apply pressure on a entrenched position.

On an unrelated note, the SC2 lurker's unit portrait is awesome and its model can always be changed.
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