I appreciate the long comment, but again, this is about Friendly Fire Area Damage Skills/Attacks…
Its like talking about most delicious Food, and someone gets offended because his favorite dish does not appear in the list and blames the one who created the list.
It’s not hard to uderstand.
But I know, these days people gets offended too easily.
Better way argue is should aoe be friendly or not.
Look at storm if it no friendly fire then Protoss would easily mass templars and cast it on everything. It be Templar drops + storms on mineral lines. It be so broken, that nerf other parts to allow it.
Look at Baneling if it was friendly fire they be utterly useless even if they inmune to them selves they kill off all your own lings and damage rest of your army they be liability. You have buff them so they don’t need support from Zerg army or low risk hurting outside army.
Now look at lurker I think it’s poor design of an aoe could be reason they removed at wol.
It’s more medium range aoe and long range single target. Unlike colossus or siege tank where aoe is applied at max range lurker is not. I would love it’s gets +2 range increase if it contacts with enemy. So it could do aoe at max range.
Sorry, but that is just a bad suggestion. The Lurker (like the Hellion) has a very large line splash already covering its entire range + 1. There is neither a need nor any rationale for increasing the Lurker’s range.
I am literally directly replying to your posts. The whole bit is entirely about the words that have been said.
You then say
as though I am not replying to it!
So you are incorrect - demonstrably, it is hard to understand, as is evidenced by people clearly not understanding what you’ve told to them.
If you want people to engage with the content but your reply is you can't read then that’s all on you, because as it keeps happening the logical conclusion becomes you can't write.
But that’s obviously not the case, so tell me more, what are you posting about and why?
Yeah, but i agree with him that zerg’s AOE abilities (apart from Queens) is what makes zerg OP, at least in the very late game. Imagine having 6 aoe attacks/spells and only Ravager’s bile can hurt friendly units ? Don’t you think at least one more attack should also deal friendly dmg ? Fungal for example - this way zerg would need to cast it very carefully, not to kill their own units (just like storm/emp)
Btw zerg is the only race in the game which has TWO aoe spells that can damage air units - fungal + para bomb. It’s called REDUNDANCE. Fungal should not be able to hit air units (because of para bomb).
Bonus clip:
Maru nuking himself accidentally in GSL
From this game:
So yeah, while it is rare, it does happen from time to time.
In innovation’s case - as a direct result of his opponent locking down his units so they couldn’t escape the blast.
In Maru’s case - you’re doing multiple actions a second such that you either don’t remember to cancel a nuke, forget about a launched nuke on an army you’re combatting, or make a mistake with the nuke timing due to conflating it with a different nuke you launched elsewhere on the map, or your army moves back in due to targeting from your opponent triggering an AI on your units that weren’t on hold position.
Ultimately, while rare, there’s a number of different reasons why it can happen at all.
it costs 25 more gas, actually, but also moves much faster than siege tanks, can be built en-mass very quickly, doesn’t require a spotter to use it’s max range, and burrows as fast as a widow mine with drilling claws.
The unit being 25 gas more is honestly absurdly small considering the benefits it has over siege tanks.
Because Zerg units aren’t designed to be cost effective due to their production capability.
And both units are better than colossi.
And at least lurker is better than disruptor, especially new disruptor. I would trade colossi and disruptor for tanks and lurkers. thank you very much.