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Star-Crap
07-09-2007, 02:38 AM
Though i dont know if these gangsters are making their return i would like them to add...

Tunneling. All other races have cloaked units that are able to move and attack while doing so. I ask, why not the lurkers as well? Too cheap you say? HELL NO! You got ur wraiths that attack both air and ground. You can research tunneling just like they research cloak. The Protoss have there Dark Templar and the high attack dmg. To even things out to can make them slower while underground.

whos with me?

didd293
07-09-2007, 03:01 AM
it sounds like a good idea but how would they show them moving? Holes sliding across the ground? Faded out models? I don't think so, that would be just like cloaking. Don't fix what isn't broken

Major Willy
07-09-2007, 03:26 AM
Something like Bugs Bunny. It would just make me laugh.

Star-Crap
07-09-2007, 04:39 AM
yeh the bugs bunny thing would be great like they see it comming but they cant attack unless they have a detector

mc2
07-09-2007, 05:16 AM
It seems like a cool idea. The Nydus Worm has similar characteristics in terms of tunneling to allow other units to move underground.

One minor problem though as suggested by didd293, it's that they'll have to show this round black circle moving in the ground for the player, as well as enemies with a detector. This can get very confusing with the colour of the circle camoflaging with the ground, esp on Char.

Star-Crap
07-09-2007, 05:20 AM
lol let blizzard worry about that

Remy
07-11-2007, 12:16 AM
The nydus worm is there for that I believe, to provide Zerg with a cloak strat.

I've said this elsewhere before but I'll say it again here, burrowed movement for lurkers would be overpowering.

Wraith's cloaking is limited by energy, but what's more important is that it doesn't do too much damage vs ground. Lurker deals splash damage, but not even true splash, lurker deals AoE melee damage which is better. Lurker is the only unit in all of SC1 that deals AoE melee, all other splash damage in the game suffer damage loss over distance.

There are no cloaked units that deal splash damage, because that would be overpowered. Burrowed movement for lurker is similar to siege tanks having their siege mode attack(range, damage, splash) full time while on the move without having to siege.

Lurker was pretty good the way it was.

DontHate
07-11-2007, 12:27 AM
keep it as it is now. i'ts fine.

mc2
07-11-2007, 01:41 AM
There are no cloaked units that deal splash damage, because that would be overpowered. Burrowed movement for lurker is similar to siege tanks having their siege mode attack(range, damage, splash) full time while on the move without having to siege.


That's a very good point! And just like reavers need time to contruct scarabs, carriers need time to construct interceptors, battlecrusier's yamato are limited by energy. The Lurker should not be able to move while burrowed.

OK this idea just striked my brain just then, not exactly a super unit for the zerg but almost there. Similar to Lurker, but the linear attack goes in all direction. So it forms a circular area around a lurker where the all the enemy units will be attack at the same time. It might be overpowering, but it's good as a defense unit

Ishe
07-11-2007, 12:35 PM
Im pretty sure i read some where blizzard said they wouldnt be doing this...

Ghost
07-11-2007, 03:50 PM
They're not. I always thought of lurkers as the "zerg siege tank", so if you allow lurkers to move underground you might aswell let siege tanks move while in siege mode and/or let the reaver fire without the need of scarabs.

Nikzad
07-11-2007, 04:19 PM
OK this idea just striked my brain just then, not exactly a super unit for the zerg but almost there. Similar to Lurker, but the linear attack goes in all direction. So it forms a circular area around a lurker where the all the enemy units will be attack at the same time. It might be overpowering, but it's good as a defense unit


they already have that in DotA

Leviathan anyone?

opm
07-11-2007, 11:58 PM
the only upgrade i'd ever want on a lurker would be an additional armor, but otherwise they are absolutely perfect in every way. more importantly that you need to look at is how their spines will affect the colossus, soul hunter and some of the other new toss units. the stalker in particular has an advantage that it can run from a lurker attack range incredibly quickly. that's annoying!
If these toss units have such significant mobility advantages, the zerg should be able to counter that.

one thing is for sure. if they get rid of the lurker, i will be fing livid

Ghost
07-12-2007, 04:18 AM
I'd like them to get rid of the lurker, but just cuz i dont play zerg xD

DontHate
07-12-2007, 04:27 AM
The lurker was such a cool unit. I'd be pretty pissed it they take it out. They should beef up the lurker, becuase it seems like it'll be quite useless in SC2 because of the zealot/rine upgrades and the immortals hardened sheilds.

Dreadnought
07-12-2007, 09:56 AM
Now I dont want to say the lurker is a dumb idea but its extremely unrealistic. At least they could give a slight description of how it shoots spikes like that. (i always thought it just stuck its tail up out of the ground and it was lined with spikes.

opm
07-12-2007, 03:37 PM
Now I dont want to say the lurker is a dumb idea but its extremely unrealistic. At least they could give a slight description of how it shoots spikes like that. (i always thought it just stuck its tail up out of the ground and it was lined with spikes.



"should i really bother?" is the question I asked when I read this.

seriously, you play a game, where you have races of lizard people and some weird aliens that all have flying ships that just hover over the ground, that gain sustenance from a green gas and blue rocks. let's put this question in perspective of the entire game please.

zeratul11
07-30-2007, 04:48 AM
why not allow lurkers move underground at the same time you can see them actually moving (crack and uplifting of ground or terrain.) its the same as seeing lurkers on the move above. not imba right? anyway to make sure that the lurkers will not permanently stay underground the whole game(if assuming they can move underground), just make the lurkers move slowly underground and ultra fast above. by the way when lurkers moves underground they are not attackable unless there is an observer etc. but at least you can see them moving underground even without an observer.

BoydofZINJ
07-30-2007, 07:28 AM
How does a Lurker attack? How does a Protoss eat? Why are all nameless (and a few named) the marines in the Terran Army criminals?

Lurkers. I say we stop thinking in terms of Starcraft and Broodwar. I say we keep the core units of each race and make new ones.

Lurkers should be made obsolete if a new unit can do the same thing but different. I do not want a CLONE game of broodwar with upgraded graphics I want a differnt game. I want to know that the same strategies in BW or SC1 will be harder or different to do in SC2. Rushes, maybe... but I would love units that give each race a different feeling. No doubt, the lurkers gave the zerg that feel. No doubt zergs lack true cloaks. However, how many races could boast moveable drops ships that also acted as detection units (and, of course, supply). A zerg drop guarenteed the zerg had detection with the drop. Sure the terrans got comsats and the protoss have observers. However, there is no limit (in SC1 and BW) to the number of overlords you can produce. With enough minerals you can literally populate the entire map with overlords. What is the point of this post?

Forget what we know about SC1 and BW. Kill off good units and bad units. Make better and different units. Give the insect, organic feel, oddness of the zerg to make of the units.

zeratul11
07-30-2007, 09:17 AM
^ i did not understand some of the point your trying to say. however this are some i understand


I say we keep the core units of each race and make new ones.
Make better and different units.


and i agree. more NEW units please! so that we will have NEW feel of excitement for the next 10 years. ^^

i think reaver should be change (model and name) to something else with the same ability. i think old units that is oviously not cool or exciting in starcraft 2 should be axe even though they are valuable in gameplay. so for me bye bye to reaver, queen, valkerye, ultralisk(<-just make this behemoth EXTRA COOL in sc2), defiler, devourer, and guardian etc. well unless blizz will do something dramatically new about them or else they would be boring in starcraft 2. only the reaver is revealed and i think its the most boring unit in starcraft 2 so far (the look and feel not the importance in gameplay) so i hope they remove it.

DontHate
07-30-2007, 11:33 AM
Well, i guess this might be the end of the lurker. i won't forget it. :D
Also i hope they keep the name reaver... it just sounds so cool.

MarineCorp
07-30-2007, 01:25 PM
Lurkers are cool and i agree with zeratul11 point where he said that lurkers should move slow while burrow
and move ultra fast speed while on ground
Plus i think Blizzard should use upgrades for lurkers i.e. upgrade lurker's carapace, upgrade lurker's spike spine( increase lurker's range and attack power), increase lurker's movement while burrow or something like that

Star-Crap
07-30-2007, 07:04 PM
If you want the same unit but differnt attack possibilities make the lurker move underground but change the way it attacks. The new lurker should have an attack more like the sunken colony, like a couple big spikes come out and attack one unit at a time. Since he would be able to move underground while attacking he should be able to only attck one unit at a time. that way its even steven.

Since zerg units dont really have abilities like the other race they should get more upgrades seeing as how they evolve and all. An upgrade for the new lurker should be under ground movement and longer range.

mc2
07-31-2007, 05:40 AM
The lurker definitely needs improvements.

1. Higher HP. One psionic storm can kill a lurker, even when it's burrowed. And when the enemy sends in a detector, the Lurker immediately seems not that powerful, because of its rather long cooldown. I suggest the lurker's HP to be increased from 120 to 150.

2. More accuracy with its attacks. You might not have realised, but when a unit is fast enough, it can actually dodge a lurker's subterrainean spines. I've seen a zealot speed by a lurker, the lurker attacks but the spines missed the fast moving zealot, I clicked on that zealot and it did not sustain any damage at all. Maybe this feature was put in on purpose for balance issues, but in SC2 this needs to be improved. A ranged attack should not "miss" a target it was aiming for.

3. Faster burrowing. I understand that Blizzard wanted the larger zerg units to burrow slower than small units, for obvious reasons. But given that the lurkers rely so heavily on burrowing, there needs to be an exception for them. They need to be able to burrow quickly when enemies approaches, or when charging into the enemy's base.

4. Faster cooldown in exchange for less powerful attacks. Actually, I don't really mind either way. I think the cooldown period for lurkers before and the 20 damage is good enough. Though in some circumstances, the lurker really needs a faster cooldown to protect themselves. So it can be done by having a weaker attack.

Ghost
07-31-2007, 05:52 AM
All of the above improvements basically make it a tank/dancer, BUT, I do agree that if they are implemented in SC2 they should give them more accuracy as reapers will just tear throught lurkers with just a little mirco.

DontHate
07-31-2007, 05:54 AM
Giving it fast burrow would make the lurker too imbalenced. The normal unit's burrow is extremely fast, and that would leave no time for the enemy to take a few shots and possibly kill a lurker, which was sort of a key weakness of the lurker.
The hp of a lurker is accually quite a lot. 125 is accually quite a lot for a zerg ground unit, but beefing it up would help. Also it has the 1 armor point which helps it quite a lot.

Star-Crap
07-31-2007, 10:30 PM
I think the zerg lurker was a fiar trade off compared to the siege tank. think about it.

Lurkers get splash damage in a line but have a shorter reach. Tanks get splash in one place but a longer range. Siege can attack while in tank and siege mode. Lurker can only attack while borrow but can not be attacked unless opponent has detection. Niether can move while in their siege modes.

anything im missing here?

Remy
07-31-2007, 11:13 PM
I personally believe the lurker to be one of the most balanced units in SC1.

While I can imagine zerglings and hydralisks getting minor upgrades or simple abilities, I don't think the really lurker needs anything. I think giving lurker anything over what they had in SC2 is getting really close to breaking balance, it's not impossible but it's risky.

I think lurkers are close to being perfect, it is equally strong as it is weak. Lurker is one of the units that can move to SC2 unchanged. Very minor stat tweaks to fit in with the rest of the SC2 roster, but nothing much beyond that.

zeratul11
07-31-2007, 11:29 PM
who said lurkers can attack while moving underground. thats imba. a moveing lurker below can't attack unless you command them and they will move right to their target. they will automatically move(SLOWLY) underground (CAN BE SEEN THROUGH TERRAIN UPLIFTING WITHOUT OBSERVER BUT NOT ATTACKABLE) and when their target is at range they stop and will unleash their spikes.

i dont like "the more accuracy with its attack" idea. kinda imba, its cool to see lurkers miss because of good micro movement of the enemy.

edit* how about this idea for the lurker. how bout lurker can now attack air unit underground. they will shoot spike underground at enemy air units above, the spikes (rock like) will then be smash or destroyed the moment it hit the enemy. i think it will look amazing when it hit protoss airship shields and terran air units like battlecruisers. 8)

DKutrovsky
08-02-2007, 12:15 PM
If they remove lurkers from the zerg i really dont see how the zerg can stop massing of marines and marines? Honestly thats the only thing that was able to stop my marine medic army, and forced me to make other units.

Normally a terran would beat a zerg with marines medics, with tanks and science vessels only to fight off the lurkers.

On a side note, i never did understand how the lurker attacked, i think its somewhat strange and even though its a sci-fi game some sort of realism should be there...

Also, the lurker's attack is not really ranged. Its more melee, it uses its actual spine...Which i guess is how it does it, i always imagined it streches its entire body on the line of its attack.

Faster burrowing = imba
More hp = imba
Moving underground = imba
not missing its attacks = imba

You can get lurkers very fast fyi, and they do A LOT of damage with their splash attacks, and its normal damage too...and it upgrades its attack to +2... We cant have OP in SC2, we just cant

Remy
08-03-2007, 12:04 AM
Actually M+M could be stopped with sunkens, as long as the Zerg player can micro well enough. But in a general sense, and for Zerg not to be too defensive as to lose map dominance, lurker would be required.

I agree with you on these:

Faster burrowing = imba
More hp = imba
Moving underground = imba
not missing its attacks = imba

...We cant have OP in SC2, we just cant


And the lurker's attack is in fact melee, even though it's a huge ass melee that covers all of 6 matrices in a straight line.

zeratul11
08-03-2007, 12:08 AM
yah its imba. but the concept and mechanics of moving underground and attacking air units is COOL! if they do implement this, i know they will figure something to balance things back.

Indigent
08-03-2007, 02:35 AM
With the nydus worm, you don't need to tunnel. And if you need to move just unburrow. I think some of these ideas are cool and would make sense if this were in real life but totaly imballanced. Stealthily moving undetected and having splash damage is definatly you know what.

zeratul11
08-03-2007, 02:55 AM
Stealthily moving undetected and having splash damage is definatly you know what.


no no my idea is, when lurkers move underground you can see them(through terrain uplifting or something) even without oberserver but you can't attack them. you can only attack them even they are moving underground when you have observers. plus the lurkers movement underground will be twice as slower as the normal movespeed of lurkers above ground.

so whats the use of moving underground for lurkers?
here. you can move(tho slowly) underground safely if there are no enemy detector. (ofcourse enemy will still see you moving undeground (cracks etc.) but they cant hurt you)). adds up more strategy in playing them (lurkers).

its imba?
no, because you can see them moving underground plus they move slow(almost like reavers) so you can escape before they set their attacks on you.

i think imba is not the issue here. they can be balance. my purposed is taht it will be cool to add this mechanic in starcraft 2 with the new and awesome visuals they have now. ^^

Joneagle_X
08-03-2007, 03:02 AM
I don't know about the lurkers moving underground, but I do remember from SC being very pissed every time I launched an attack and accidentally selected a lurker who was above ground, and now EVERY UNIT goes into "move" mode instead of "attack."

Perhaps the lurker should have an above ground attack, similar to the weaker seige tank's attack when unseiged. That would end the problem of the "attack" function......

Indigent
08-03-2007, 03:09 AM
Lol I like all these neat ideas. Does anyone making Starcraft II read this? They should lol. Maybe they are right now... When you buy it you're going to be all like. "Wat is with all the cracking ground going around my base...?" :o :o :o :o

zeratul11
08-03-2007, 03:10 AM
yah above ground attack for the lurkers would be cool.
and i like to see lurkers from below shoots spikes on air units too. ^^

someone said that blizzard will not bother going to other related starcraft 2 sites like this except on bnet forums, blizzcon (and other officials sites) etc. :upset:

anyway i hope some of them come and visit us here. these forum is filled with AWESOME COOl ideas. 8)

Shadowdragon
08-03-2007, 05:10 PM
Well, if they can dig through ground, they can mess up a siege tank I suppose...but lurkers wouldn't last very long above ground. If they got an attack, they would probably have less armor or hp. After all, the zerg shouldn't have a siege tank. They already have numbers.

Joneagle_X
08-04-2007, 07:00 AM
I'm not saying the above ground attack has to be anything great... it could even be a melee attack. Just something so that the "attack" button is still active for that unit.

BTW, I do believe Blizzard pays attention to the online opinions... they got rid of the Soul Reaper when everyone hated it....

opm
08-04-2007, 04:51 PM
I'm not saying the above ground attack has to be anything great... it could even be a melee attack. Just something so that the "attack" button is still active for that unit.

BTW, I do believe Blizzard pays attention to the online opinions... they got rid of the Soul Reaper when everyone hated it....


i think you mean soul hunter.

i also like some of these ideas, although they need polishing. what i'd like to see is actually a new unit that replaces the lurker. I think this unit could have an above ground attack, but primarily i'd like a new more centipede looking united, maybe with 6 legs.

anyway, as far as the moving concept, to give it balance you could remove health during movement; like1 1hp for every second of movement etc.

Joneagle_X
08-04-2007, 11:44 PM
Hmm I don't know about actually removing health for movement... that's a little complicated.....

And yes, you're right, I mean the Soul Hunter I guess ;)

Eye_Carumba
08-05-2007, 12:19 AM
All races are having re-editings because of the diferent heights of terrain that will be available to cross. No Zerg unit besides air can do that, so obviously we'll have new units poping up. Or the zergs will have a way to start jumping like reapers, or digging through to higher ground, or whatever. Zergling wings should have a purpose, and the lings are meant to remain usefull all the way until adrenal glands upgrade. So I'm expecting a way for lings to overcome obstacles. Units that are always important are a trademark of SC, hope it doesn't change.

Zerglings rely on beeing close to their targets, and jumping over a cliff would kill them. But I sincerely hope for a creative way of getting through this, besides teleporting (stalkers) or jumping (reapers). Zergs should have a diferent way, which I wouldn't have any idea about. o_O

Indigent
08-05-2007, 12:47 AM
The zergling wings are supposed to be able to let them jump over eachother or something when they get in the way. I don't really know about that though, it is just something I read on a website.

ImaGiNe.
08-05-2007, 01:36 AM
If what you say is true, that is one hell of an imbalance. You'll be getting flooded by cheap units and taking a massive beating at the same time!

I hope Lurkers make a return to StarCraft 2, they were just monsters... Enough said!

Zerg_Lover
08-05-2007, 04:22 AM
it would be total pownage if they could shoot into the air but it would kinda reduce the need of the air only attackers becuase you could just mass lurk...
but i think they need to be hidden, becuase they "bury"

what is the point of that unless to be able to hide?

i think that when they are buried they should not be able to move without you actually clicking it...that feature was only good for the zergling rusher scouts who would attack the base after they moved their armada up to destroy me...

Star-Crap
08-05-2007, 08:12 PM
if they could attack air then why the need for hydra? wut i think would be cool is for them to have a melee attack above ground and for them to keep their regular attack downunder.

and for u imba whine-o's they could have less armor above ground and you would have to reaseach burrow this time around for them to dig

i2new@aol.com
08-05-2007, 08:22 PM
The lurker is going byby. I got that feeling. just like the reaver and the firebat the lurker is going byby.

Star-Crap
08-05-2007, 08:25 PM
if that then thier gonna have to replace it with another small unit devastator.

Indigent
08-05-2007, 08:31 PM
Miniature zergling lurkers? Tiny little annoying little buggers that attack without splash damage with a single claw shooting out of the ground lol. I like that idea. Instead of a giant havy suport unit you have easily replacable zergling lurkers.

zeratul11
08-05-2007, 11:30 PM
a burrowing ultralisk.

Indigent
08-06-2007, 03:59 AM
I wondered that for a while but I like my idea beter.

Zerg_Lover
08-06-2007, 06:21 PM
if they could attack air then why the need for hydra? wut i think would be cool is for them to have a melee attack above ground and for them to keep their regular attack downunder.

and for u imba whine-o's they could have less armor above ground and you would have to reaseach burrow this time around for them to dig


good job saying exactly what i said, rofl, but that was what i was saying, if you did that people would just do all lurkers and they could take care of everything

Star-Crap
08-06-2007, 07:26 PM
well not really son. Lurker would still be vulnerable to air and he would still only be good for killing first tier units.

Indigent
08-06-2007, 07:57 PM
We also discussed that lurkers can attack air. Although highly unlikely. If they could attack air, there claws would be like a mile long if they were to attack an air unit a mile up. Which is what I would try to do if I were flying a drop ship. Fly it way up over the atmoshpere so only ghost-like units would be able to hit me.

Zerg_Lover
08-06-2007, 08:22 PM
i dont think they meant claws, i think they meant spikes, kind of like missile turrets but organic

Indigent
08-06-2007, 08:35 PM
Yeah, I thought of that. Is the hydralisk like a super fast regenerator that grows spikes every second when ever it needs to or a porcupine and throws really sharp projectiles at other units or something.

Zerg_Lover
08-06-2007, 10:29 PM
thats my guess too, i thought they shot acid though...or acid quills

Indigent
08-07-2007, 12:28 AM
Me too.

Eye_Carumba
08-07-2007, 12:51 AM
Lurker could be a new unit that eats whatever steps on it. Would be a certain death, and ppl would get way more concerned about where they set their feet! lol

Indigent
08-07-2007, 01:16 AM
Lol like the sand monster.

mc2
08-07-2007, 02:53 AM
It is probably the best for Lurker's attack style and damage to remain the way it is. Probably some modifications to the visual appearance and a change of name is a good idea. This ambushing unit has become very noteworthy for Zerg's choke point defense.

And off topic a little here. There needs to be one more ground to air unit for the Zerg. Most Zerg players are very hydralisk dependent. The other races have multiple ground units capable of attacking air. And for this reason, there needs to be 2 for the Zerg as well.

Eye_Carumba
08-07-2007, 03:04 AM
What if lurkers could make a quicksand nearby where it sits, and prevent enemies from running away from it's range? That would rock, and wouldn't change it's style in no way. Just like an Ant-lion.

And about the offtopic: Hydralisks are the ultimate long range unit. Others are too expensive for it's HP/dmg/mobility/size/atk.speed/range. Hydralisk has the best combination there can be, and don't even need to be healed. And can burrow. What else does the Protoss used to have, Dragoons? Terrans had Goliaths, but Hydras> Goliaths, because their range allows better focus-fire, and their atk speed makes up for the lesser dmg. That comparing groups on which were spent the same amount of cash. ;-) (and thus Hydras are in a bigger number). Hydras don't need many upgrades! Just give'em yet another function/form/upgrade/skill, and it'll be fine! ;-)

Indigent
08-07-2007, 03:09 AM
I thought it was a spider.

Eye_Carumba
08-07-2007, 03:13 AM
Edited out quotes. Please read the forum rules and refrain from quoting unnecessarily.


Zergs are everything together after going through a blender. It can be a dragon-spider-pig-ant-lion, and we wouldn't know! @_@

Indigent
08-07-2007, 04:14 AM
They should have fishies too. And maybe a few chirp chirps!

Remy
08-09-2007, 08:38 AM
And off topic a little here. There needs to be one more ground to air unit for the Zerg. Most Zerg players are very hydralisk dependent. The other races have multiple ground units capable of attacking air. And for this reason, there needs to be 2 for the Zerg as well.


I definitely agree. Terran currently has marine, ghost, cobra, viking(I think GTA has been scratched but it still has air form), and thor, that's like four or five. Zerg should be allowed the option to mix in a different type of unit that still has GTA.

Nikzad
08-09-2007, 01:39 PM
I'm not by any means a zerg player, but I agree

I think they should go the same way with hydras that they did mutas, maybe make the hydras be able to morph into a lurker, or something that could only attack air; maybe a lurker type thing that shot spines out of its back (it's a lackluster description/idea, but I'm just trying to think of what kind of creature with what kind of attack a hydra would morph into that could only attack air)

Eye_Carumba
08-09-2007, 06:21 PM
Still, mod friends, the Protoss used to have only Dragoons too, if I recall correctly. And they probably got a lot of new ones too. I bet the zerg won't be left out anyway. Too bad they won't show us too soon.

Indigent
08-09-2007, 06:24 PM
And archons and the psi storm.
Terran are all about Tch-Tch-Tch-Tch-Tch- KABLAMO guns. Protoss it's more like Slash- Slash- Stab- Pew- Pew- Pew. Zerg are all like Slice- Claw- Claw- Thow spines.

Joneagle_X
08-09-2007, 11:27 PM
Zerg is more of... I'ma EAT YOUR BASE!!!!! Then I'll eat your dog.

I think Z is going to go the route that they did in SC1. They're going to diversify. Expect 2 units to be available for every one the other race has (I know this is an exaggeration) but it's more of having 100 different types of units to approach the enemy.

In SC1 it was Hydra, Ling, Lurker, Muta, Ultra.... I mean... any of those units could be combined into a deadly combination.... Expect the same thing in SC2.

They will most DEFINITELY have a ground unit that is hella heavily armored. Like.... an Ultralisk on PCP.

FEEL NO PAIN!!

WuHT
08-10-2007, 05:14 AM
zerg's anti aoe didn't need to be that great because they're the ones that's usually doing the massing.

Nikzad
08-10-2007, 02:29 PM
They will most DEFINITELY have a ground unit that is hella heavily armored. Like.... an Ultralisk on PCP.


PCP makes you hallucinate crazy-sh*t and would probably make them a lot less efficient

I think you mean crack :drunk:

Joneagle_X
08-11-2007, 12:06 AM
No. Ask police officers and EMS technicians. People on PCP are the most dangerous because they cannot feel pain and are under the effects of a "steroid." They're often insanely strong and will hurt themselves without even caring in order to attack people.

I've heard horror stories of a guy on PCP breaking a bottle and cutting his own intestines open and trying to pull them out. He was trying to kill himself, btw. They had to taser him (i.e. cause his muscles to stop working for a bit) in order to restrain him.

Crack does nothing of that sort to you. It makes you a little jittery but it won't cause you to go into a rage.

nortonanti
08-11-2007, 01:39 AM
an ultralisk on pcp would be total pwnage

Indigent
08-11-2007, 01:44 AM
Whats PCP??

Joneagle_X
08-11-2007, 04:17 AM
Not to give you any lessons on drugs or anything... but....

PCP (phencyclidine) is classified as a hallucinogen and has many of the same effects as LSD, but can be much more dangerous. In the 1950's, PCP was investigated as an anesthetic, but due to its severe side effects, its development for human use was discontinued. PCP is known for inducing violent behavior and for inducing negative physical reactions such as seizures, coma, death. There is no way to predict who will have a bad reaction to the drug. Maybe this is because PCP has so many faces--it acts as a hallucinogen, stimulant, depressant, and anesthetic---all at the same time.

Nikzad
08-11-2007, 04:01 PM
oooooohhhhhhhhh right
I was thinking of the hallucinogenic properties, but now I remember seeing that episode of CSI where that cheerleader had her stomach ripped open and her intestines gnawed on by a girl on PCP when she was cheating with some soccer player guy on the football field


hmmmmm...what does the X in "Project X" stand for anyway?

Smokiehunter
08-11-2007, 08:28 PM
well that sounds like a drug to me @.@

Joneagle_X
08-11-2007, 08:31 PM
X is kind of the philosophical non-entity.

If you think about it, people use X as a variable, so it could really be whatever you want it to be.

Or it could be Ecstasy, Nik, you have a sick mind.....

And no, we don't provide it... although it would be a good fund raiser...

Indigent
08-11-2007, 08:43 PM
So PCP is basicly like stim..

Joneagle_X
08-11-2007, 09:24 PM
Emmm...its kinda like that except less refined. Stim doesn't make it harder to kill Marines. In fact, it makes it easier. They do move and shoot faster, but that's not what I'm suggesting.

When I say its on PCP I'm saying it will feel no pain and goes into a type of "rage" where its only intent is to barrel through and destroy things with no regard to its safety.

This might seem like any Zerg unit, but imagine one that really doesn't slow down no matter how much you shoot it. It would just keep coming no matter how wounded, etc.

But yea, it's like an insane Stim.

Protosscommander
08-12-2007, 04:51 AM
ZERG LURKER well this one is also my favoraite units in the xerg campaign why because it is strongly effective agains ground units like marines and zerglings right:-)
En Taro Tassadar !!!

Indigent
08-12-2007, 08:59 PM
Lol. Yeah I like everything in Starcraft I don't want to whine. Wait... Why are we talking about that stuff?

Eye_Carumba
08-13-2007, 12:05 AM
Wow! How does the Lurker topic ended up in drugs? I know I did pharmacology while on college, but I never knew PCP (this must be some sort of street knowledge of them, lol).

If you want someone hyper, just like you say, think cocaine + opium: it's the same effect, except he will still feel the pain, but he will still ignore it. Anesthesia can decrease the competence of soldiers. Opium doesn't do that. And you bet the unit will still be controllable: there's an insanely fast and uncontrollable addiction along with these both, and they'll do everything you ask to get more of the same again. I mean EVERYTHING. That's why doing drugs is bad for ya. ;-)

Back on topic: regarding the current units around, from the ground terrans and protosses available, what would you think would be best for the Zerg, the Lurker come back, or a better replacement for him? Vikings can lift-off, and tanks can shoot miles away. Lurker would be diminished to an anti-marine/medic/zealot/? ?

Indigent
08-13-2007, 12:52 AM
Not to mention other zerglings.

Nikzad
08-14-2007, 06:29 PM
speedballs are the best (cocaine + heroin/opium at the same time) it stimulates dopamine and epinephrine at the same time...w00t

BnechbReaker
08-14-2007, 06:32 PM
lurkers... drugs... lurkers... drugs...

Indigent
08-15-2007, 12:19 AM
More drugs... More lurkers... More lurkers... And more lurkers..

freedom23
08-15-2007, 12:47 AM
Lurker is a very nice unit but imagine if all of us will still be seing the same ol zerg race faces... now mouldnt that be stagnant??? i believe the dawn of a new evolution is to come forth with the release of the zerg race.... check this table of

"sentimental units"

Protoss Terran Zerg
-Probe -SCV -Drone
-Zealot -Marine -Zergling
-H.templar -Siege tank -Hydralisk
-D.templar -Ghost -Mutalisk
-Archon -Medic -??
-Carrier -Battlecruiser -??
-Observer -Dropship -??

So to sum it up Hydras are not yet even confirmed if they will return but im pretty sure they will coz they serve as the groovy spine of the zerg race ^_^ anyway the toss and terran have retained 7 of each former units and compared to zerg were still missing 3 former insects maybe the overlord is one and the other two might be an evo. for guardian and an evo. for hydra right?? so where does the other units leave?? what of the queen and the ultrask?? werent they gonna be missed?? these are just some of the problems revolving through my nutshell.. pardon me if some of you guys will find it hard to accept that not all of the zerg units will find its way back to the food chain coz

* ten years of evolution would really improve ideas for the zerg idea crewmen lol
* the dawn of a new era lead to the discovery of manipulating a genetically enhanced zerg creep material
enhancing its regenerating ability to reproduce hair thus also knowned as the "starcream" which raynor
used to regrow a skin head ryt?? ^_^^_^^_^
* crafters of tomorrow look forward to the future not much of a sentimental dudes are we?? but we still
are looking for the same ol spacecrafty feeling of gameplay...

Mathematically speaking the percentage chance for a Lurker to appear is 33% only if the hydras will still be around.. sorry for making this a long one but im really an avid fan of the lurker and i just got to do this so to all who beard reading this tnx! :thumbsup

Indigent
08-15-2007, 08:22 PM
Nice post. For me, those missing 3 units are lukers, overlords, Ultralisk. Even though, I will miss dark swarm (It might come back on another units), and the defiler is a really nifty unit, it will probually be replaced by another unit... They are going to have infested terran still so I don't know if that counts. Only except it is called the scubbi or something and it has spells.

slugonice
08-17-2007, 11:20 AM
Let the Lurker have the same old mechanics

angel555666
08-21-2007, 03:56 PM
Yeah hopefully they leave the Lurker alone
But once again they are changing all the units pretty much
maybe they will remake the lurker
maybe it will have 2 spine attacks instead of one ;D
But I am still hoping that they don't change it