View Poll Results: Should the Lurker stay?

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  • Yes

    39 63.93%
  • No

    22 36.07%
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Thread: I think the Lurker should be scrapped...

  1. #31
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    Default Re: I think the Lurker should be scrapped...

    Quote Originally Posted by sandwich_bird View Post
    10? That's insane. With a range of 10 you can say gg to anything Terran that walks on the ground. Considering that the lurker comes from the hydralisk, you can also say gg to anything that fly.

    You can't really put it back to his proper tier because then it would overlap with the roach and the zerg would be played exactly like they used to be played in SC1 (minus the defiler).
    Then the problem is the roach (a ridiculous unit imho), not the lurker, a pretty cool unit since forever.

    They should just scrap the roach and make something completely new, put lurker back at T2 and stop headbutting the wall - ok, they made a lame unit, so what, it didn't make it to release...

  2. #32

    Default Re: I think the Lurker should be scrapped...

    No the Lurker needs to stick with being the Zerg Siege Tank
    anti-armored, ranged, must be 'deployed'

    I would be in favor of giving it a 'move very slowly while burrowed' upgrade, possibly taking a long time to fire after it stops moving
    Possibly a move while burrowed upgrade for the Roach as well at Tier 3.

  3. #33

    Default Re: I think the Lurker should be scrapped...

    And as far as i know, zergs dont have cliff climber units... so this could replace that.
    The Cliffalisk evolved... the return of the "Cliffurker"! XD

  4. #34

    Default Re: I think the Lurker should be scrapped...

    If the hydra is T1, Lurker should def be T2. T3 is when detection is readily available, and if you hit T3 you might as well save up for Ultras.

  5. #35

    Default Re: I think the Lurker should be scrapped...

    Dont you dare to touch it. The new model looks really sweet, and it makes middle game harrasmet possible. And lets no forget the dreamy death animatins of marine being gored from underground. Take my wallet, take my watch, but dont take the lurker away from me, lil bastards.
    Heheheeey, I need some strong coffee.


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  6. #36

    Default Re: I think the Lurker should be scrapped...

    The Lurker's got a niche that compliments the Zerg REALLY nicely.

    Holding your Lurkers from attacking, and then having an Infestor Slow/Stop a whole force right on top of you, and then just let them go? Awesome. Plus, with the brush preventing Line of Sight, Having Lurkers set up just behind brush is a seemingly good defensive tactic.

    The Zerg have a lot more things that involve burrowing with the Baneling Mines, Nydus Worms, & Infestors, and the Lurkers add the range/assault aspect to this, especailly if that Rumor from IgroMir was correct that they get a 3x range upgrade at Tier 3.

    Lurker's are my second favorite Zerg Units, and after seeing the Guardians go, I'd hate to see the Lurkers leave too. :\


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  7. #37

    Default Re: I think the Lurker should be scrapped...

    Quote Originally Posted by Zahar View Post
    Then the problem is the roach (a ridiculous unit imho), not the lurker, a pretty cool unit since forever.

    They should just scrap the roach and make something completely new, put lurker back at T2 and stop headbutting the wall - ok, they made a lame unit, so what, it didn't make it to release...
    No, the problem is with the lurker. To quote myself from another thread:

    The reason why I believe they moved the lurker (from SC1 into SC2) into tier 3 and filled the void with the roach is that they wanted to make the tvz matchup more mobile that it used to be. The logic is quite simple; which units made the matchup less dynamic? The lurker and the siege tank. If you move back the lurker, you eliminate the need for the Terran to mass siege tanks. Now of course the matchup would be imba in favor of the Terran because their infantry would be way too powerful compared to what is available to the Z. This is where the roach comes in, to try to rebalance the lurker change. He doesn't suck atm (stat aside, this can be balanced) he just needs to be used properly in conjunction with the other units that are available for the player at the time he can get the roaches.
    So basically if you keep mr. lurker in T2 you bring back a slow gameplay into tvz (when z go lurker that is). This doesn't seem like what they want for SC2. Also, if you bring the lurker back to T2, the zerg options in tvz will be exactly the same as they were. Z will either go lurker or muta all the time like it was in SC1.

    Replacing or keeping the roach (if you bring lurker to T2) wouldn't help. You keep the roach: players will always go lurker because the lurker is obviously superior in every way to the roach. You replace the roach: 3 things can happen;
    1. The unit is better than the lurker in every way so the player only builds this unit.
    2. The unit is weaker than the lurker in every way so the player only builds the lurker
    3. Both are good but now the zerg have way too many choices and they will become even less predictable (even with decent scouting) than they were in SC1.
    Last edited by sandwich_bird; 12-08-2009 at 01:54 PM.

  8. #38

    Default Re: I think the Lurker should be scrapped...

    Ok, so having the Lurker move while burrowing isn't a great idea.
    But how about a "Dig here" ability?

    It's basically like a Stalker's Blink, but only available when burrowed.
    What would make this different from Blink is how it would be used. You've got an immobile unit that's being assaulted by Zerglings, you can 'dig' just a little bit away and keep firing. But you can also use it to rapidly reposition your defenses after an assault, so the enemy would have re-scout to find out where you've got your lurkers.

    Of course, with the cooldown this would require, you'd probably be able to blink only once or twice before Zerglings slaughtered you. And it would not really help against ranged units, like the Hydralisk. But it would help you line up the Lurker so it can get more units in one shot.

    Problem: using this to creep into range of a Protoss base and escape detection, or to get into range of a Siege Tank without taking damage.
    A minor problem, really, as any good base would have adaquate sensors...

  9. #39

    Default Re: I think the Lurker should be scrapped...

    Personally I think 'Dig Here' is a good ability for a new unit, but not the Lurker.

    The Lurker's weakness is its immobility, and its strength is in its invisibility and high damage splash attack.

  10. #40

    Default Re: I think the Lurker should be scrapped...

    I can say Lurker is my favorite SC1 Unit. So for me it should stay, it gives new strategy to the Zerg player when they are not Anti-Light anymore + with Fungal Growth. Also Roaches/Hydras/Lurkers looks like deadly combo to me in late game.

    But I must agree on one thing with the others, it need model change to something that is more like Lurker from SC1.

    Even ,as someone mentioned, if it looks like scorpion or something I will be happy.
    "Living for the Swarm!"

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