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Thread: Lurker Removed/Other Changes

  1. #41

    Default Re: Lurker Removed/Other Changes

    Lurkers are out look at a hydralisk and youll see they dont have a grayed out evolution.



    For the record, from this point on until SC2 is released every single post I make has "subject to change" implied.

  2. #42
    Member
    Join Date
    Jan 2010
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    373

    Default Re: Lurker Removed/Other Changes

    - D8 Charges is now a secondary attack vs buildings, no longer an ability
    No
    No
    No
    No
    NO


    Without Spider Mines, Reapers were my best hope


    Just... please leave the Auto Turret in the game...

  3. #43
    Junior Member
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    Feb 2010
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    140

    Default Re: Lurker Removed/Other Changes

    The Infestor Siphon Life sounds really powerful, if used correctly. As it is implied that it counters Colossi, maybe the Colossus is considered... Biological somehow? I'm confused.
    Also: LOL against the Mutalisk damage having been nerfed to 9. Might have been wrong after all about the unit. It's too strong!
    Roach damage has been increased to 16 (without bonuses), which makes it feel more like a generalist, instead of a specialized unit. I like the changes a lot, except maybe for the Nydus Worm restriction removal.

  4. #44

    Default Re: Lurker Removed/Other Changes

    if lurker is truely removed, good riddance! i remember discussing the genreal notion of the lurker in sc2 like 1½ years ago on blizz forums. that and medic. now they are both gone, and im loving it.

    other changes look nice enough. im looking frward to getting home so i can take a look at some video comentaries WITH sound.
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

  5. #45

    Default Re: Lurker Removed/Other Changes

    Quote Originally Posted by LegacyofTerra View Post
    The Infestor Siphon Life sounds really powerful, if used correctly. As it is implied that it counters Colossi, maybe the Colossus is considered... Biological somehow? I'm confused.
    Also: LOL against the Mutalisk damage having been nerfed to 9. Might have been wrong after all about the unit. It's too strong!
    Roach damage has been increased to 16 (without bonuses), which makes it feel more like a generalist, instead of a specialized unit. I like the changes a lot, except maybe for the Nydus Worm restriction removal.
    It was 9-6-3 in BW, so what's been nerfed, anyways?

  6. #46
    Junior Member
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    Feb 2010
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    140

    Default Re: Lurker Removed/Other Changes

    Quote Originally Posted by Norfindel View Post
    It was 9-6-3 in BW, so what's been nerfed, anyways?
    It used to be 10-X-X. Reduced by one. Might not sound like much, but if intended as an en-masse unit, as many have suggested, that's definitely important.
    Also, I'm pretty sure it was 9-3-1 in BW.

  7. #47

    Default Re: Lurker Removed/Other Changes

    Quote Originally Posted by mr. peasant View Post
    Well, they'll definitely still appear in the campaign. If I remember correctly, one of the early Terran campaign specifically feature them as enemy 'zombies'. As for Lurkers, Blizzard did mention they're in the process of reevaluating them. Perhaps they momentarily took them out to see what holes are present in the current Zerg forces that the Lurker (or its replacement) can then fill.
    That's my thinking as well. I really hope they find a unique use for the Lurker. It always felt like such an amazing addition to Brood War. Very zergish.

    I think there is still something to be said about giving it a "direct" cliff-walk ability. I saw that suggested in an earlier post.

    Zerg seem to be lacking in this area, unless you count the nydus worm/canal thing, which I guess is an indirect form of cliff-walk.
    Last edited by //MavericK\\; 02-18-2010 at 12:39 PM. Reason: Fix quote


  8. #48

    Default Re: Lurker Removed/Other Changes

    While we're wishing I want lurkers to have a researchable jump, like a spider, where they can attack air units.

    Can't you see them skewering ground while burrowed and as soon as the detection shows up unburrow, leap to skies and stab their %&$#@ eyes out!
    Last edited by SinsWage; 02-18-2010 at 12:45 PM. Reason: EYE STABBING!

  9. #49

    Default Re: Lurker Removed/Other Changes

    And spin webs.

  10. #50

    Default Re: Lurker Removed/Other Changes

    Well Zerg's Roach now can move while burrowed so that is some kind of assault unit just like Reapers and Stalkers. I don't think that Zerg will get Cliff-Climbers with Roaches, Mutas and Infestors...
    "Living for the Swarm!"

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