03-10-2010, 05:00 AM
#81
03-10-2010, 11:50 AM
#82
03-10-2010, 12:16 PM
#83
03-10-2010, 12:43 PM
#84
03-10-2010, 01:29 PM
#85
While we're at it, let's test out the old Infestor model's siege unit form. And how about bringing back Soul Hunters, so that we can test them too.The best way to know if the lurker was still a useful unit was to test it. I know Blizzard did that, but that cannot be compared to a test by thousands of people, thousands of times a day.
Blizzard is not designing this game in Beta. They're using beta to fine-tune the game, not design it.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
03-10-2010, 02:08 PM
#86
Well, doesn't needs to be exactly the Lurker, but could be a unit that is able to attack and move underground. Basically, it would be like the unit been Cloaked. Underground movement could be slower.
03-10-2010, 04:33 PM
#87
i do love that mobility and burst damage, but i dont think those characteristics are strong enough to warrant use of banelings over lurker once you have access to both.. im afraid the lurker would make not just the baneling-trap obsolute (which should actually be bad enough) but make the entire baneling obsolete.
i think nicol verbaized the relevant points quite well, but i suspect you missed what this part really means:
what Nicol means to point out here is that banelings are a great fit currently, but this is VERY dependant on them being the only real option for direct AoE damage available to the zerg; since its such a huge 'drawback' characteristic for the unit to only be able to deal damage once. -- that drawback makes it unique and cool, but makes it very easily overshadowed by ANY other unit that is able to deal significant splash damage.Originally Posted by Nicol Bolas
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03-10-2010, 06:05 PM
#88
And I don't think they would if they were balanced right. Lurkers are tricky to use. Banelings are fast and cheap, and if this is true:
Then that's not really a problem with bringing the Lurker back into the game, that's a problem with the baneling. If it's so slow it can't beat a mass marine/marauder army, then... it should probably be a bit faster.Originally Posted by Nicol Bolas
Er... no, I knew exactly what he meant. I just don't think that's a good thing. That a unit is only viable because it has no competition. I mean look at freaking hellions. Ghosts, Reapers, Hellions and Siege Mode tanks ALL counter light. That's a ton of competition. And hellions are by far the most limited of those units. They STILL have a place.i think nicol verbaized the relevant points quite well, but i suspect you missed what this part really means:
Honestly, though. When the Lurker isn't actually in the game I have trouble predicting or anticipating what the metagame would be like when deciding Banelings versus Lurkers. I mean if you've gone Speedling in the early game, you've gained map control. Suddenly, your opponent bursts out with a huge marine/marauder army. Are you going to go Hydras THEN Lurkers to counter this? No, you'll go banelings.
But I don't really feel all that strongly about it. I'm just not sure. Even the baneling trap thing I'm not sure about. I don't use baneling traps. I've never had to.
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03-10-2010, 07:06 PM
#89
Actually, I'd go for Roaches. Then again, I haven't won a ZvT in quite a while...Are you going to go Hydras THEN Lurkers to counter this? No, you'll go banelings.
However, that does point out something very important. If you want Lurkers and Hydras to share the same Tier, then Lurkers can't come from them. They may as well be Tier 3 if they did.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
03-10-2010, 07:54 PM
#90
It all depends on how Lurkers actually play. If they play like SC1 Lurkers, then you're right. But we don't really need SC1 Lurkers. If they play like SC2 Lurkers, then you might be right. But apparently we don't need SC2 Lurkers either. If they/Hydralisks have some new tricks up their sleeves, however, then that's not necessarily true at all. Do we need some Mystery Lurker X, or changes in the Hydralisk? I'm still just as inclined to say yes as I was in the past... but time will tell.