Moving while burrowed

Discussion in 'Zerg' started by lurkers_lurk, Sep 21, 2007.

Moving while burrowed

Discussion in 'Zerg' started by lurkers_lurk, Sep 21, 2007.

  1. lurkers_lurk

    lurkers_lurk New Member

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    just like it sounds, while burrowed you can move your units, im thinking it will be a tier 2 upgrade, while moving, the ground will ripple, the bigger the units, the bigger the ripples, to make this more balance the units will move slowly while underground. As for cliffs the units must use the ramps,for if the unit is at the top of the cliff and tries to move down it will dig its way through the wall of the cliff and fall to its death, and if the unit is at the bottom of the cliff the weight of the rock/steel will cruch it. i dont think banlings should be able to burrow, do to the fact that they are fat and cant use thier claws.

    anyway whats your opinion?
     
  2. moobox

    moobox Member

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    If moving while burrowed was implemented in whatever way, trying to go up or down a cliff wouldn't kill you. In case you haven't played Starcraft, if you are at the top of a cliff and click down the unit will pick a path to follow to get there, which includes going down the ramp to get there.

    Fat and can't use their claws... beautiful.
     
  3. lurkers_lurk

    lurkers_lurk New Member

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    ive played SC. its just for balance issue, because one might think that the unit would dig deeper then go through the wall.
     
  4. Yaro

    Yaro New Member

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    That shud be in the game but any unit exept the lurker wud b very esy 2 kill when moving burrowed ( no attack )
     
  5. lurkers_lurk

    lurkers_lurk New Member

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    thats part of the balance issue, in SC you burrow to hide/save that unit (except for the lurker) yes that would mean that cloak units are able to attack if they want to but not burrowed ones, but this would also make the ability more unique.
     
  6. Yaro

    Yaro New Member

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    yea, thats true
     
  7. moobox

    moobox Member

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    We don't know anything about balance. It's all numbers guys.
     
  8. lurkers_lurk

    lurkers_lurk New Member

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    thats the truth.
     
  9. Yaro

    Yaro New Member

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    lurkers_lurk r u just staying on this thred waiting 4 pepl 2 post???
     
  10. moobox

    moobox Member

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    He posted ten minutes after I did, I don't see what you mean Yaro.
     
  11. lurkers_lurk

    lurkers_lurk New Member

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    no, i go to other post and forums. im waiting for the update right now.
     
  12. Aurora

    Aurora The Defiant

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    Bad idea, in early games when opponents have less detector units, the zerg could just go in and out bases while unburrowing quickly and killing all worker units, when you keep repeating this there is no way the opponent can advance far enough to ever stop you. So, IF it would be implemented, it should at least have a cooldown and/or power usage for the tunneling units.

    Also, the Zerg can't just tunnel everywhere, that's where the Nydus Worms are for. And how will they be able to see where they are going? The Lurker uses vibrations to track it's targets, but you can't dig a tunnel somewhere if you can't see a thing. Remember that the Zerg are just beasts, they don't all have sonars or something. :p
     
  13. Larvitar

    Larvitar New Member

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    Er.....How about a specialised Zerg burrowing unit to lead the others. It'll be weak, slow but allow everything within its sensory range to move while burrowing. Without this unit all units that were moving while burrowing will stop.

    But yeah, I think the nydus worms are better for balancing issues.

    BUT ghost and drop marine drop pods anywhere they like (forget about mineral cost and stuff like that). Isn't that, well, very powerful since the drop pods cannot be attack while in transit, thus it's full hp when it drops.

    So maybe the Zerg should get the move while burrowed ability, BUT it will require both special evolution/upgrade (for Zerg to move while burrowed, duh?) and the sensory unit.
     
  14. Hunter

    Hunter New Member

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    Well yes, numbers, and lotsa lotsa work with the testers
     
  15. MarineCorp

    MarineCorp New Member

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    We already had this topic

    Hopefully one of the moderators could merge this topic to the other topic
     
  16. marinefreak

    marinefreak New Member

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    It would be cool to move certain specialized zerg units along side Nydus worms ( Depending on how they work) stuffed with zerglings etc to attack outposts. But as everyone always says, it all depends if this would be balanced
     
  17. -LT-

    -LT- New Member

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    I think only some (one) unit should move while burrowed.
    And it should be an upgrade.
     
  18. MarineCorp

    MarineCorp New Member

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    I agree, i think it should be an upgrade just how they upgraded the units for they can burrow
     
  19. Larvitar

    Larvitar New Member

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    The best part would be burrowing under a supply depot, then getting attacked and popping out of the group.

    Especially if the enemy is trying to raise the depots. Wouldn't that be nice? The Zerglings would just run through if the depots cannot be raised.

    But I do not think a specialised unit should be made and only be able to do this feature. Sounds kinda weird. Specialised Zerg unit to move while burrowed, sounds like an assassin. It'll have to be a lurker strain, cause only lurkers can attack while burrowed. In this case, it should be quite swift, around the speed of an unupgraded ultralisk in starcraft 1 due to it being specialised. Probably high damage and long cooldown, to escape into the ground.

    The thing is how to balance a unit which might be able to bypass terrain and stuff, resulting in blockades being useless and antiair turrets which were positioned around, that get attacked because the lurker strain went behind the ground defenses and attacked your turrets. Maybe time for more detection (Terran seem retarded weak in detection). The protoss should retain their observer and stuff.
     
  20. Unentschieden

    Unentschieden New Member

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    The Nydus Worm might fit the move while burrowed description. That might avoid the "tunnel through space" issue.