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Whats the Fate of the Lurker?

Discussion in 'Zerg' started by Inside Sin, Dec 4, 2007.

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Whats the fate of the Lurker?

  1. Remove the unit.

    0 vote(s)
    0.0%
  2. Enhance/Upgrade the unit.

    87.5%
  3. Change it so much its completly new.

    12.5%
  4. I have no idea what so ever.

    0 vote(s)
    0.0%

Whats the Fate of the Lurker?

Discussion in 'Zerg' started by Inside Sin, Dec 4, 2007.

  1. Psionicz

    Psionicz New Member

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    Hydralisk could mutate into the orginal ground type and an AA type also, that would be cool.
     
  2. Gasmaskguy

    Gasmaskguy New Member

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    And how would that work? Would it still be a lurking unit that has to burrow in order to attack?
     
  3. Wlck742

    Wlck742 New Member

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    Lurkers should stay as an anti-ground unit. Its role shouldn't be changed or given another evolution. If you give it multiple evolutions half your army just becomes countless variations of one or two units, which doesn't work so well. If anything they should get a specific upgrade, like being able to burrow instantly or faster movement speed.
     
  4. WuHT

    WuHT New Member

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    Keep in mind that Lurkers, Medics, and DT's were introduced in BROODWARS and not in original SC.
    Medics all of a sudden made the terran early ground force super strong, espeically against zerg. Thus lurkers, a unit which "can" devastate MM was brought in to balance this up..albeit that it lurkers need to be rushed out unless the zerg plans to turtle. Protoss ground forces seem to not suffer as much against MM, so their BW special unit isn't as strong against MM (imo). DT rushes can put the hurt on MM, but not as much as lurkers imo.
     
  5. Inside Sin

    Inside Sin Active Member

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    I like all the ideas and such, but i like how Wick742 said about the upgrades, they would be a very balanced yet interesting idea, i could see that happening!
     
  6. 574RCR4F7

    574RCR4F7 New Member

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    Lurker is awesome! it is unique! make the lurker to have longer attack range.
     
  7. Hunter

    Hunter New Member

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    I think the lurker should stay as it is, it needs only graphical redesign :)
    I don't think it should have longer range since it is already hard to counter with ground, and at the current range, you at least have a chance to spot it.
     
  8. Ursawarrior

    Ursawarrior New Member

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    i like the lurker, just needs more attack types or just make it stronger XD
    or make its attack like a AOE from a line, or the chain mine attacks of toss on Starcraft:Gundam
     
  9. BirdofPrey

    BirdofPrey New Member

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    It did have a linear splash in the original. The line was just so narrow it was hard to chain hits if you enemy wasn;t crowding
     
  10. Spacechick

    Spacechick New Member

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    Blizzard just need to add "Hold Fire" button and lunker stay where it is :p
     
  11. Kaaraa

    Kaaraa Space Junkie

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    They did - it was the "Hold Position" command. Though sometimes I've seen my units hold position and not attack any units at all. I think it has something to do with whether or not the previous command was an attack move, regular move, or a stop command.
     
  12. BirdofPrey

    BirdofPrey New Member

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    Wheres the "keep it the same" option
     
  13. Hunter

    Hunter New Member

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    I would like to keep it as it is now , but.. i think the upgrade fits my opinion the best :) (at least the graphical :) )
     
  14. BirdofPrey

    BirdofPrey New Member

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    I would love to have some sort of autoburrow but that might fit more as a general zerg change
     
  15. Hunter

    Hunter New Member

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    Actually my idea is a hold fire stand, cause that way you could easily lure your enemy (without a detector) to ambushes. When they pass the lurkers, and they are right on them, you could let them fire again. This would deal way more damage, cause the enemy would need more time to flee
     
  16. furrer

    furrer New Member

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    The "dont attack mode" was already inmplented in WC3, so i think it will be in SC2 too.
     
  17. Psionicz

    Psionicz New Member

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    The Lurker was one of those perfect units, all it needs is a command not to attack. Increases tacis within its usage and more effective traps.
     
  18. furrer

    furrer New Member

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    Yeah i agree, its so cool to see lurker traps...
    Even in pro games where players check the area by using one marine, some Zerg players are so clever... MEGA KILL :D
     
  19. zergPaine

    zergPaine New Member

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    If they remove the lurker (which i highly doubt since it was a staple of Zerg play), Blizzard better give zerg something outstanding. Lurkers were the only way of surviving quick rushes by opposing zerg or terran.
     
  20. furrer

    furrer New Member

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    Yeah, they were the only midgame counters against MM