Compared to other zerg strains, lurkers are arachnid in appearance. Protoss: Use zealots and dragoons to counter marines. A few Lurkers at a chokepoint can hold off huge numbers of Marines and Firebats, even if the Lurkers are detected by the Terran. Do you want to know how to effectively deal with them? If you are massing mech and the Protoss opponent starts getting Void Rays, it is time to switch. The majority of terran bots go one way or the other, though some can do either or both. minus_human Profile Blog Joined November 2006. And no, definitely there isn't any easier method of … This chart details Terran Unit Strengths. 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). While in Siege Mode, tanks can kill several Hydralisks with only two shots. 1. You can build it at your Command Center and it allows you to scan anywhere on … … If he persists in building bio I keep building 50% lings and 50 % banelings. Do not engage the Lurker/Zergling forces directly, as you will get wiped. Lurkers can be used to help deal with Hellion counter-attacks by placing a few above a ramp. > Battle cruisers also beat carriers nicely, but are slower and a good protoss > will just use hit and run atactics making the cruisers useless for defence. Both players begin … 4775 Posts. ". They're great for early game pressure and mid-game snipes on the peripheral expansions/thors before critical mass, but … So, in the "Weak Against the Terran's" column next to "Roach", you will see that the Marauder and Siege Tank are both listed. Log in now to enhance and personalize your experience! I find if both Terran go siege tanks it's all about positioning of the siege tanks and air control. This article aims to remove the ambiguity from the Lurker Contain and provide a solid counter and transition for Terran … In this variation, the 12 Hatch variation is used, and the only difference is that after the Lair finishes, drop tech is started. 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. Terran Void Ray Counters. A realistic counter to carriers is goliaths, or mass wraiths. For Starcraft: Brood War on the PC, a GameFAQs message board topic titled "How to beat Siege Tanks as Zerg". The Lurker deals damage to all enemy ground units and buildings in a linear attack, similar to a Hellion. 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: Using marines can counter other marines. They can stop armies at a choke point, keep zealots and dark templars away, and take down buildings. 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. I usually build Swarm Hosts to counter Thors. Also, as soon as Science Vessels start to come out, before the time that Zerg has defilers, the Terran is able to Irradiate Lurkers constantly to keep the Lurker count low. I've never seen a Zerg throw a Hydra at the face of a Terran. The only thing is Terran mech does not handle the Void Ray well at all. Immortals, disruptors, and archons can break through lurker walls as protoss, while medivacs can help terran bio compositions navigate around them. I understand that they "send spikes through the ground" but how? A guide to StarCraft mode Direct Strike. Keep in mind that Lurker-heavy armies aren't very good at engaging directly into enemy armies, because the Lurker must first burrow, giving the Protoss army time to pick off the Lurkers or to retreat. Why? Zergs will have an issue of matching the efficiency of Terran units 2 base versus 2 base. Lifting effectively takes Lurkers out of the equation for a few seconds since the can't do anything, and even if the Phoenixes get shot down by Hydralisks they still … They can hold ground and take control over tight corridors. With hellbat support, probably add banes and hydras. Like what others have said, roaches simply aren't cost effective once it's 200/200 versus 200/200. Home--> Starcraft 2 Counters List--> Starcraft 2 Zerg Counters. 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. Lurkers are excellent area control and power multiplier units. Blizzard Entertainment (14 November 2017). Each spine that spikes out of the ground has an individual splash zone with a radius of 0.5. This in turn gives Zerg enough time to respond. This article aims to remove the ambiguity from the Lurker Contain and provide a solid counter and transition for Terran into late game play. June 11 2007 22:46 GMT #21. Better still, the linear splash … The third map is Everdream. Be sure you’re winning by the time Terran switches to Thor production… Otherwise, God help you. Thus, it is important for the Protoss to keep tabs on the Zerg's army's location with scouting units such as the Oracle and the Observer, and important to meet it when it tries to attack. https://liquipedia.net/starcraft2/index.php?title=Lurker_(Legacy_of_the_Void)&oldid=1841922, About Liquipedia - The StarCraft II Encyclopedia. There is a 0.125 second delay between each protruding spine, resulting in a full 1.25 seconds to fire an entire line of spines. Be sure to scout the map in case he is hiding Hydralisks early on so that he can later morph Lurkers out of … You could look at this situation and think to avoid the Vikings entirely by cutting Colossus production and switching over to High Templar and Archons. Terran players may plant spider mines near their workers to catch high templar as they deploy. There … 1 comment. 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). Immortals, disruptors, and archons can break through lurker walls as protoss, while medivacs can help terran bio compositions navigate around them. 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, … StarCraft II; Forums Tanks counter lurkers; lurkers counter marines. As an almost exclusively meching Terran player (diamond, so pretty close to your level), who uses this mass thor style, if I see roaches, I laugh. Lurkers are very strong in this match-up: Protoss lack direct counters other than massed immortals. This dichotomy allows for flexibility in the mid-game with the common theme of applying pressure and preventing a Terran third base. Get Hive for late game. Terran Void Ray Counters. DKutrovsky New Member. Science Vessels are also a great tool for killing Defilers, even if they are burrowed. I prefer to skip the first wave, go to T2, and then scan the opponent’s base. If it’s just thors, literally just cracklings melt them. Prev 1 2 All. i mean wtf it doesnt make sense :S. 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. 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. The proper counter to lings (or lings+banelings) is: Reapers in front (5-7 maybe) 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. Zerg: Groups of hydralisks and zerglings are very effective. Position hydra / lurkers at important chokes, use Dark Swarm to prevent them from expos. But be aware that Thors are really strong against Zerg. First, Terran does not have to fear a push into his natural as long as he has detection provided by Missile Turrets. 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. Beginner Terran Builds for Terran TvZ in StarCraft: Remastered Finding the best build to learn the basics in StarCraft: Remastered can be daunting. New Upgrade found on the Lurker Den: Seismic Spines. Just as the title says, now that Terran have had their 0.1% of time not been king of the hill I feel like they are back and I can't see anything I can How to counter reaper as zerg - Desert Strike HotS Upgrades and Abilities In Brood War Lurkers were sometimes used to contain enemies behind ramps/chokes and to defend bases. It is very difficult for a Protoss to engage into a Lurker-based army, moreover, having a Lurker-based army get on top of a Protoss's base is disastrous. Terran Marines and medics. Log In to add custom notes to this or any other game. Cost: 150 Minerals/150 Vespene Gas/54 Seconds. The other bonus is being able to get cheap permanent detection on the … Ghosts, liberators and tanks are all things you can use (although if your opponent is using vipers properly these units will just make you cry as they get yoinked over and over), but essentially to beat lurkers you just have to outplay your opponent like crazy since bio is really an inferior composition that is countered hard by lurkers. The Terran have the single most useful ability for that in the game, Scan! Increases the Lurker's range from 8 to 10. Against both Terran and Protoss you will most often want to be upgrading carapace for two reasons. Depending on the enemy's composition, they can greatly improve the cost-efficiency of your army. Terran vs Dark Swarm Defilers - Page 2. A Hydralisk can be morphed to a Lurker when a Lurker Den has been constructed. 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). Upon seeing the unscouted Terran Battleships, the Zerg taps out and souL evens up the series 1-1. To solve this problem have a couple tanks spread in your base along with missle turrets. EDIT: Mass lurkers shouldn’t have any problem to deal with it unless they are clumped together. Zerglings and lurkers demolish thors. When a new terran tank is produced and joins the fight, the lurkers move back to the ramp to engage the marines in the field army, to do the most possible damage while they can.