But be aware that Thors are really strong against Zerg. Zerglings and lurkers demolish thors. For example, on the "Marauder" line, the Marauder is listed as countering the Roach. Sanpao StarLeague Spring Cup Season 2: Korean Qualifier, https://liquipedia.net/starcraft/index.php?title=Terran_Counter_To_Lurker_Contain&oldid=119078, About Liquipedia - The StarCraft Encyclopedia. An aggressive game of Zerg versus Protoss in StarCraft 2: Legacy of the Void. You should see what unit your enemy is building (look in the columns sorted by race) and then build whatever Terran unit is strong against that. In fact I hope for the enemy Terran to go Firebats once he sees my lines of lings because then I morph the whole second row into banelings and -splish-. Zergs will have an issue of matching the efficiency of Terran units 2 base versus 2 base. See those articles here, and here. Immortals, disruptors, and archons can break through lurker walls as protoss, while medivacs can help terran bio compositions navigate around them. A few things to remember: When moving out, or attacking any static Lurker arrangement, a very simple, yet important factor is that unsieged tanks outrange the lurkers. This is part 3/3, in the other two parts we talked to pros about the terran and zerg balance changes, as well as the new map pool. The Terran sees this, and adds Vikings to their army, as Vikings counter the Colossus. Against protoss, both lurkers and mutalisks counter zealots; any lair tech works. Both players begin … The Lurker is a Zerg unit that may attack only when burrowed and is also able to burrow without the mutation being evolved. There are 10 spines in the attack that are each offset about 1 full cell from each other from the Lurker to the target unit. This makes it possible to dodge the outer spines with reactive micro. You can aslo ultras+lings +/- vipers, or lings/lurkers (you try to block thors at lurkers mass range, so thors can’t move close enough to hit lurkers, but lurkers keep hitting thors. Best Terran Counters vs Hydralisks . Upon seeing the unscouted Terran Battleships, the Zerg taps out and souL evens up the series 1-1. First, Terran does not have to fear a push into his natural as long as he has detection provided by Missile Turrets. A realistic counter to carriers is goliaths, or mass wraiths. Expert players instantly understand the connections between the tactical and strategic levels. Counters are more important for Zerg than any other race, so be sure to study the charts below well. Unlike Immortal/Archon/Zealot which can take a straight up fight against Zerg ground armies. I've never seen a Zerg throw a Hydra at the face of a Terran. StarCraft II; Forums If available, also place a few Lurkers around the workers. How to Counter Terran Units Oct 25, 2020. In Brood War Lurkers were sometimes used to contain enemies behind ramps/chokes and to defend bases. Additionally, since you'll be on 4-5 (or even 6) bases to 3/4 terran bases + the fact that the zerg macro mechanic can build a ton of units almost instantly, you can remax faster on whatever your heart desires while the terran is scrambling to rebuild his army. Make sure that you are attempting to move your forces around the map. A Terran's best bet would be to keep their forces moving around the map keeping an eye out for some kind of unorthodox play and possibly catching the Zerg forces off guard. Upgrades and Abilities Terran players may plant spider mines near their workers to catch high templar as they deploy. Either way a Terran player would be wise to put pressure on and end the game before Zerg gets too far along with Hive Tech. Terran Marines and medics. Don't waste scans. Be sure to scout the map in case he is hiding Hydralisks early on so that he can later morph Lurkers out of … Thus in a Hydra/Lurker mid game, the Zerg must carefully balance the number of Hydras and Lurkers in their army to correctly counter the Terran's chosen unit composition. A Hydralisk can be morphed to a Lurker when a Lurker Den has been constructed. The Siege Tank … With hellbat support, probably add banes and hydras. If you are massing mech and the Protoss opponent starts getting Void Rays, it is time to switch. Vipers and ravagers can help pick off burrowed lurkers vs zerg. Most effective zerg armies now include a group of lurker units. This article aims to remove the ambiguity from the Lurker Contain and provide a solid counter and transition for Terran into late game play. It is important to keep an eye on the Zerg's main base and with your mobility decreased you will need the scans for it. Zerg is able to move out with the lurker contain after they reach Tier 2 Tech and is able to maintain map control up until the point that Terran reaches Science Vessel tech. It seems to me you already know the answer. Starcraft 2 Zerg Counters. 4775 Posts. The general strategy of the TvZ early game is to create an advantage for yourself. Lurkers affected by Blinding Cloud will now only fire to melee range. Be sure you’re winning by the time Terran switches to Thor production… Otherwise, God help you. Lurkers are also very powerful against a Mutalisk-massing player, since they are usually paired with a lot of Zerglings and Banelings, which the Lurker deals with with ease. Lurkers are one of the few zerg units endowed with splash, and thus the only other effective counter to mass infantry at lair tech. They can hold ground and take control over tight corridors. If you can keep air control you can slowly push by taking advantage of the siege tanks range 13 and sight 11. This article aims to remove the ambiguity from the Lurker Contain and provide a solid counter and transition for Terran … This in turn gives Zerg enough time to respond. I find if both Terran go siege tanks it's all about positioning of the siege tanks and air control. Terran: Using marines can counter other marines. For example, in the "Roach" row, the units listed in the same row are all very effective versus Roaches. Tanks counter lurkers; lurkers counter marines. If the opponent’s unit choice can be predicted, then Steamhammer can choose an optimized counter-build from the start. Log in now to enhance and personalize your experience! Dropships were not always available, so Terran had difficulty dealing with the Lurkers before Dropships could be built. … To counter this strategy, build a few Spore Colonies to destroy the incoming Shuttle and a few Sunken Colonies near your Drones gathering resources. do they psyhicly make the ground spike upward? No more Terran bio. It will stop large armies of zerg or protoss and will kill lurkers and other things. or do they run foward and stick their spiny head up out of the ground? Attack is more responsive right after it finishes burrowing. Once you are sure that the Zerg is following 2 Hatch Lurker, send your first group of Marines to his Natural both to force Sunken Colonies and also to temporarily contain his Lurkers. If he persists in building bio I keep building 50% lings and 50 % banelings. Last Edited: 2007-06-11 22:46:56. https://liquipedia.net/starcraft2/index.php?title=Lurker_(Legacy_of_the_Void)&oldid=1841922, About Liquipedia - The StarCraft II Encyclopedia. Lurkers are excellent area control and power multiplier units. 1 comment. Don't use them solo though, protect them with a squad of marines or reapers and they'll rip Hydralisks to shreds from the safety of their huge range (13 in siege mode). You can use both bio forces or air forces to counter the Void Ray. I'm a D2 Protoss and lurkers are the main thing holding my mmr down as I usually win when Zerg does something else, and I win most of my games against Protoss and Terran(My winrate against Z is under 40%) Thors on their own are pretty easily counterable, it’s when they’re in a sophisticated composition with liberators, tanks, vikings etc that they become a problem to deal with. This dichotomy allows for flexibility in the mid-game with the common theme of applying pressure and preventing a Terran third base. DKutrovsky New Member. Siege Tanks - Easily the best counter to Hydralisks. The Subterranean Spines of the Lurker are the first definitive counter the Zerg has against Terran infantry. In this variation, the 12 Hatch variation is used, and the only difference is that after the Lair finishes, drop tech is started. I've watched a lot of professional games, and I know that all sensible Zerg players go for Zerglings, Ultralisks, Lurkers (rarely skipped, though not always deployed), Mutalisks, Scourge (for SV), and Defilers of course. Counter: Like the reaver drop, the best defense against the storm drop is to prevent the drop from happening with anti-air structures and units. Check out more of my Terran tutorials here: https://www.youtube.com/playlist?list. The proper counter to lings (or lings+banelings) is: Reapers in front (5-7 maybe) Depending on the enemy's composition, they can greatly improve the cost-efficiency of your army. EDIT: Mass lurkers shouldn’t have any problem to deal with it unless they are clumped together. Not because you want to attack necessarily, but because a pre-Hive mech ball push is possible, and you want to be able to counter when that happens (don't face his army head-on without swarm). I prefer to skip the first wave, go to T2, and then scan the opponent’s base. They can be harder to deal with in a composition, but you can pull a couple thors into your army with vipers, or force an engage with lurkers which deal a lot of damage to them and require the terran to scan or have detection. hide. As Zerg build a few Banelings and a few Roaches and eventually upgrade to T2 and build Lurkers and Infestors to Fungal the enemy’s Lings. Vipers and ravagers can help pick off burrowed lurkers vs zerg. For Starcraft: Brood War on the PC, a GameFAQs message board topic titled "how you defend a lurker rush as terran? New Upgrade found on the Lurker Den: Seismic Spines. The Lurker deals damage to all enemy ground units and buildings in a linear attack, similar to a Hellion. Increased research duration of Adaptive Talons from 54 seconds to 57 seconds. Beginner Terran Builds for Terran TvZ in StarCraft: Remastered Finding the best build to learn the basics in StarCraft: Remastered can be daunting. Adding Lurkers in a Zergling composition against bio is dicey, because that means you aren't spending resources on important upgrades, Banelings, Mutalisks, or late-game tech (such as the Ultralisk, which is very powerful against bio). Get Hive for late game. I don't think it's a bad idea to go for a very committed push as soon as you realise your opponent is about to have lurkers, … Lurkers will almost always take a Reaver or Zealot Drop by surprise, and the Lurkers can destroy the dropped force in short order. Like what others have said, roaches simply aren't cost effective once it's 200/200 versus 200/200. Position hydra / lurkers at important chokes, use Dark Swarm to prevent them from expos. Unfortunately, this Terran player already has Ghosts in their army, which are strong against HTs and Archons. If lurkers, reavers, or hydras are dropped in your base, you may be in trouble. Due to the all-in nature of the build, it is not uncommon to see Zergs dropping 2 Lurkers into the Terran's base with a slow Overlord. Zerg: Groups of hydralisks and zerglings are very effective. To counter lurkers, detection is needed, and air units can pick off unsupported lurkers. A well-spread line of Lurkers will take at least 2 Disruptors per Lurker, and with the long cooldown of 21.4 seconds, using Disruptors to counter Lurkers takes too long and costs many resources. The importance placed upon counters for the Zerg is not necessarily a disadvantage for this race, but rather related to mechanics. Against bio, although they are particularly powerful against Marines and Marauders, the bio player can easily deal with Lurkers by avoidance, dropping units where the Lurkers aren't and using micro to avoid Lurker spines (although this is tricky). This chart details Terran Unit Strengths. Why? Lurkers also work well. The infantry for terran is very weak. If your enemy is Zerg and builds Roaches, you should build Marauders. minus_human Profile Blog Joined November 2006. Reduces Lurker burrow time from 2 to 0.7 seconds and increase movement speed by 10%. Terran actually have the easiest time of all the races. To solve this problem have a couple tanks spread in your base along with missle turrets. Discussion in 'Zerg' started by DKutrovsky, Sep 25, 2007. Don't use them solo though, protect them with a squad of marines or reapers and they'll rip Hydralisks to shreds from the safety of their huge range (13 in siege mode). If I go libs and tank with bio reinforce vipers so yoink the tanks, Lurkers melt my 3/3 bio and hydras counter libs... its like I cant do anyhting against this specific comp, hydras have good anti air with abilities, the ground with sped burrow lurkers makes it easy as hell to out-maneouver and reposition there lurkers compared to terran tanks,, what do? It won’t have to lose time scouting and reacting. The Diamondback provides Terran needed mobility, especially to deal with the new Protoss and Zerg units. Why are you asking such a question? ZvZ is a fun matchup. Forum Index > Brood War Strategy: Post a Reply. The Lurker deals damage to all enemy ground units and buildings in a linear attack, similar to a Hellion. Zealots with 1 attack upgrade only need 2 hits instead of 3 to cut down a Zergling. Compared to other zerg strains, lurkers are arachnid in appearance. A guide to StarCraft mode Direct Strike. This strategy is still a factor if there are very few Medivacs on the battle field. You can build it at your Command Center and it allows you to scan anywhere on … How would you beat terran if you didnt have lurkers? If it’s just thors, literally just cracklings melt them. One of the bonuses of getting the engineering bay up is Infantry Armor Level 1 which makes marines 3 hit kills to lurkers(and 5 hit kills to mutalisks, plus reductions on ricochet).
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