Re: "There is no place for Lurker" WTF is mothership then?
I just played a game of the mod... lurkers are a definite need in Starcraft 2.
It's just ridiculous how much they add to zerg:
I can safely just put lurkers as base defense now, no problems. If they had a bit more range, I can just stick them as map control areas or if you want to hit me with bioball, lurkers FTW, utterly obliterates bioball.
Even better is that, even if you scan, unlike banelings, lurkers will still fire back.
I don't understand their own strategy with the "can't find role for lurkers"...
What they'll probably do is create a shitty version of the lurker (a la mothership arbiter debate) and put it in the expansion pack.
Re: "There is no place for Lurker" WTF is mothership then?
Well, they tried to change some units. I would say that Reavers would be a lot better than Colossi, but that is just me.
"Can't find role for Lurkers" thing was back then when Lurkers were Tier 3 Siege units for Zerg and had an Upgrade for 9 Range, just like Colossi. Thing is, at tier 3, everyone has detection, so Lurker is immobile Colossi, sort of. The only thing Lurkers have and Brood Lords don't, is splash, and Ultras even have that. All 3 of them are Siege units, and Zerg at that time had to many of them in my opinion. So, they said that "Lurker isn't needed".
I don't justify their removal of Lurker, just think that they were thinking along those lines. Also, I would love to see Lurker at tier 2 or 3, it doesn't have to be the one from SC2, good old SC1 Lurker would be just fine.
Re: "There is no place for Lurker" WTF is mothership then?
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Originally Posted by
flak4321
I have to disagree on 2 points. First, Mass voids w/ an MS is just terrible to behold when you are on the receiving end and have harassed 2-3 expos consistently and scouted voids early.
The problem here is not the Mothership. The problem was that in this case the player would have failed to scout it. Furthermore, the MS is extremely slow. You really have a lot of time to prepare. Having your Starport making Vikings instead of Medivacs is the most viable counter here. Vikins are essentially the best AA unit in the game. If you add the fact that because of the MS the P will have a smaller unit composition. Thus, I wouldn't say it's a "terrible strat" to withhold.
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I have found but 3 counters. As a Terran, mass Thors with enough scouting to have an upgrade advantage
Here is the heart of the problem. Massing Thors against MS + Voids isn't a viable counter resource wise or time wise.
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or mass Vikes, again with the upgrade advantage, which especially applies given equal numbers.
This is a much more viable strat.
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As a Zerg, mass corruptors. A detector is optional as a MS isn't that hard to kill.
I would say Hydras are much more cost-effective and are faster to get together with Queens. The only problem is that a player that commits to Hydras can be destroyed if P mixes Carriers in the mix.
Re: "There is no place for Lurker" WTF is mothership then?
Voids directly counter Thors. Why would you mass them? That's like massing Zerglings against Hellions. They're only somewhat effective but there's so many and easy to get counters.
Re: "There is no place for Lurker" WTF is mothership then?
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Originally Posted by
Wankey
Even better is that, even if you scan, unlike banelings, lurkers will still fire back.
Additionally, you don't have to baby-sit them to see exactly when a bioball is directly over them in the off chance that they don't scan.
Re: "There is no place for Lurker" WTF is mothership then?
Re: "There is no place for Lurker" WTF is mothership then?
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Originally Posted by
TychusFindlay
Auto-explode says hi.
Auto-explode says hi to 1 Marine crossing over Banelings.
Re: "There is no place for Lurker" WTF is mothership then?
Then they should've spread those Banelings out.
Besides, it's not like a Lurker wouldn't attack that one Marine also, which was the point.
Re: "There is no place for Lurker" WTF is mothership then?
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Originally Posted by
TychusFindlay
Then they should've spread those Banelings out.
Besides, it's not like a Lurker wouldn't attack that one Marine also, which was the point.
Yeah that was my point exactly, Lurkers aren't better in every way, Banelings won't attack, Lurker will, and they said that they would disable Hold Lurkers in SC2 when they wanted to implement it, only way you could do that is by clicking 'S' thousand times and then let it go...
Lurkers aren't massable, Banelings are. You can burrow 2-3 Banelings on every choke, or where you think he will be crossing, and he must waste scan, to see if there are Banelings or there aren't, while with Lurkers, you just need to send one Marine.
Re: "There is no place for Lurker" WTF is mothership then?
Oh, then we were trying to prove the same point then :D