Well, I really liked Lurkers in SC1, so I decided to test them out in SCII (they are in the Galaxy Editor). I only tested them out against the bioball, mainly because they were great at that in SCI. Sorry for no audio; I can't seem to get that to work.
Also, to the mods, I'm not trying to advertise my channel (only one video anyway), that's just where I have the footage.
Also, I don't know if you can read what I typed, but attacking the Siege Tanks instead of running by makes there be about 60 units left (so 48 lost), and with horrible micro.
Watching that video satisfied a part of my Brood War hunger.
I would really like to see lurkers put back into Sc2. Blizzard says overlapping role, but Siege Tanks and Marauders ( both dealing bonus damage to armor) overlap and Terran is fine. It's not like you never see Marauders or Siege Tanks, you get to pick and choose.
As for Banelings, there really only cost effective against Light units and nothing else :/
Wow the beginning was awfully slow, explaining marines and mauraders, counting how many lurkers etc. 2 minutes in I was hoping you would just run down there already. But nice to see otherwise.
Did you try adding one raven for detection and try attacking the lurkers? Pretty sure they would melt against that bio ball and be about similar to the siege tanks.
edit: oh and lurkers can't abuse high ground cliffs like tanks can.
Man, I love the lurker portrait. You also forgot to mention that lurker was suppose to be tier 3 unit and that seige tanks have a lot more range. So its hard to compare.
... you should try doing it where the bio army can see the lurkers. and dont stupidly run into them. the spines have alot less splash area if the ball isnt sitting right on top of it(similar area to a siege tank might i add). and even without detection no idiot is going to run their ball and park it right on top of lurkers.
I can only imagine the magnitude of the Terran bronze league QQ'ers if this was inputed. But it's true that MMM would be rendered nearly useless if this was intact unless you have good micro.
I was trying to simulate where Terran didn't have detection or where the Lurkers were out of sight.
oh and lurkers can't abuse high ground cliffs like tanks can.
Turns out, they can, at least in the Galaxy Editor. They don't work as well as Siege Tanks though, because they have shorter range and there is a nasty bug where you can just run ahead of the Lurker's attack (where the Lurker attacks and it misses).
Altough it is never gonna happen, and there are a lot of if's (detection etc).
This made me a drool a little :x
But at the same time it made me almost cry now that I realize again that lurkers aren't in sc1, they are basicly my favourite unit out of any rtsgame or any stuff like that ever.
But in reality the only way I see the lurker working realistically (and not even thinking about the techpath and so on) is if it had like a range upgrade to make it outrange MMM balls by just a bit.
the main difference is range...but really? lurkers kill bio balls just like they did in BW. It's to be expected. But the cool thing is maruaders would be able to kill lurkers cost effectively if they got a good concave.
Just a tip, if you plan to make a series of video, please get a mic, and if not a mic, then don't type at all, the viewers will usually get the gist. Or if you must note something, have it in the description or have a black screen of text (and not type in the actual video).
Now to the actual video: You have Lurker all wrong. It is in no way like a Siege Tank. Any competent player, or in this case, a Terran, would scan and then kill the Lurkers.
Lurkers were great in SC:BW mainly because of the Dark Swarm, seeing as though that isn't in the game, it will drastically be less effective and be used differently in SC2. In SC2 I would imagine Lurkers being more defensive, and never come in packs (as one detector would annihilate all Lurkers). Instead, a player would probably have one lurker at each base, or used to prevent enemy mining (assuming you sneak one to the back.
oh and lurkers can't abuse high ground cliffs like tanks can.
Turns out, they can, at least in the Galaxy Editor. They don't work as well as Siege Tanks though, because they have shorter range and there is a nasty bug where you can just run ahead of the Lurker's attack (where the Lurker attacks and it misses).
True, but I think by the time Zerg would have lurkers out, T3, if you don't have detection at that point then im pretty sure you'd lose anyways. Anyways, even if you hit those 7 lurkers, one scan and they're all dead.