On March 18 2018 08:04 Alejandrisha wrote: after reviewing this thread and playing lurker defense for 20 years i have some points to consider:
-it is possible to have infinite lurkers burrow in the exact same place -being burrowed in the exact same place has no effect on s lurker's ability to shoot spine -if a lurker is killed after a spine animation commences, that attack deals additional damage
these points lead me to the following conclusions:
when lurkers burrow they know longer exist in the corporeal world. while burrowed they have no mass and therefore no resistance to their movement underground thus the lurker's ability to propel itself at a target and withdraw with no evidence of heat energy being wasted.
when a lurker is killed while its attack animation is in progress, this disrupts the ethereal/corporeal cycle the lurker experiences over its lifetime of burrowing and un-burrowing and the lurker detonates where the spines attack, not where the lurker "was." ergo it is quite obvious the lurker explodes when it is killed but explodes where the spines 'were' because that is where the lurker 'was.' and his ability to bend the laws of physics tricks our eye into seeing the death animation where the lurker 'was' burrowed to hide its true ability
^^ Wow, we really are onto something, more mystery just unveiled in this thread as well, with the lurker falling to it's death....This only continues to stir things up and make these Lurker theories so much more complex.
This was such an obvious troll thread but the responses have been so perfect I've lost the line between trolling and seriousness xD. AtlasofMech would be proud
On March 18 2018 08:48 MinscandBoo wrote: This was such an obvious troll thread but the responses have been so perfect I've lost the line between trolling and seriousness xD. AtlasofMech would be proud
On March 18 2018 08:04 Alejandrisha wrote: after reviewing this thread and playing lurker defense for 20 years i have some points to consider:
-it is possible to have infinite lurkers burrow in the exact same place -being burrowed in the exact same place has no effect on s lurker's ability to shoot spine -if a lurker is killed after a spine animation commences, that attack deals additional damage
these points lead me to the following conclusions:
when lurkers burrow they know longer exist in the corporeal world. while burrowed they have no mass and therefore no resistance to their movement underground thus the lurker's ability to propel itself at a target and withdraw with no evidence of heat energy being wasted.
when a lurker is killed while its attack animation is in progress, this disrupts the ethereal/corporeal cycle the lurker experiences over its lifetime of burrowing and un-burrowing and the lurker detonates where the spines attack, not where the lurker "was." ergo it is quite obvious the lurker explodes when it is killed but explodes where the spines 'were' because that is where the lurker 'was.' and his ability to bend the laws of physics tricks our eye into seeing the death animation where the lurker 'was' burrowed to hide its true ability
^^ Wow, we really are onto something, more mystery just unveiled in this thread as well, with the lurker falling to it's death....This only continues to stir things up and make these Lurker theories so much more complex.
HOLY SHIT
so perhaps the ephemeral state of the burrowed lurker is akin to its status inside of an overlord. this unit is truly beyond the scope of forensics and corporeal evaluation. we must bring in the Vatican.
On March 18 2018 08:48 MinscandBoo wrote: This was such an obvious troll thread but the responses have been so perfect I've lost the line between trolling and seriousness xD. AtlasofMech would be proud
Well a hydralisk burrow depth is an intereting comparison because a lurker is just an evolved hydralisk. If we accept that a hydralisk burrows its entire body "height" and a lurker does the same, we can infer both units burrow just enough to cover their "head" and their claws/zerg arms and then they're completely hidden. So in broodwar specs the units would burrow the exact amount of matricies on the ground they dig as the height they reach into air space. The eyeballl test would suggest a hydralisk is taller then a lurker but a lurker is much wider and rounder then a hydralisk, making a hydralisk burrow area about 1x6 meters or feet, due to its slender body, with the 1st number being the width and the second being the depth of the burrowed hole. i would estimate a lurker in turn burrows in a 4x4 meter area due to its round body. An ultralisk would be an interesting unit of reference here too as its the largest zerg unit, but the only zerg unit that cant use the burrow ability possibly because it is too large. If an ultralisk could burrow it would probably take up an 8x8 area, or double the size of a lurker.
a sophisticated analysis must address the fact that we cannot know if the lurker that enters the ground is the same lurker that comes back out. once it disappears beneath the surface there may actually be nothing there at all, making any depth-related question moot. of course, this interpretation leads us back to how little we understand the phenomena of spines, as several of my colleagues have brought up so far
On March 18 2018 08:04 Alejandrisha wrote: after reviewing this thread and playing lurker defense for 20 years i have some points to consider:
-it is possible to have infinite lurkers burrow in the exact same place -being burrowed in the exact same place has no effect on s lurker's ability to shoot spine
Lurkers are in fact not able to burrow ontop of eachother (unlike siegetanks which can be stacked up and siege in the same place, but that'd need a whole nother thread).
Burrowing units, just like mining workers or air units, simply violate the Pauli exclusion principle this is what allows them to occupy the same space as the ground (if they'd actually dig themselves in, they'd leave all sorts of traces on the surface – the bit of blur you can see is probably just a manifestation of quantum uncertainty) as well as the same space as other units. This also explains how they can scour the ground all around them with big ass spines without completely annihilating the landscape. Overall the collision behaviour of all BW units suggests that they exist in some exotic bosonic state where they only interact via minor repulsive forces, possibly some kind of electromagnetic field, which some units can toggle on and off at will. This state does seem to be unstable though, such that it can be interrupted easily from outside sources. This would be the mechanism be which weapons and spells work in the StarCraft universe. There is also an attraction to strong localized nodes of negative field potential which can pull in units, sending them or them on erratic paths around the map, or even trap them, forming inescapable vortices.
The lurker burrows deep enough to not be seen without detection. Even cloaked units can be seen but not detected. On the other hand, a mine can hit a burrowed lurker, but the mine UNBURROWS to hit it. Inconsistencies will be found.