StarCraft

Do not underestimate or downplay the new upgrades for the Voidray, Adept and Lurker. Play with them and you will be very surprised at how good they are.

starcraft 8 - Do not underestimate or downplay the new upgrades for the Voidray, Adept and Lurker. Play with them and you will be very surprised at how good they are.
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I see so many just read the notes and brush off the upgrades without actually playing with them.

Flux Vanes

Voidrays after this upgrade move at 4.65 movement speed, in comparison Vikings move at 3.85 and Corruptors move at 4.72.

Voidrays are an actual threat now that can chase down so many units, do hit and run, and have micro potential.

Also it makes them really fun to use, but doesn't make the OP like years ago.

Amplified Shielding

Adepts with this upgrade are 80/80 = 160HP, same as a Stalker and more than a Zealot. For reference the Adept in early LOTV had 90/90.

Adepts with Glaive+Shielding upgrades are so surprisingly good against mid-game Bio and Roach-Hydra even more so if you stay on top of your forge upgrades.

You can open up Glaives vs Terran and Zerg, go into Charge, get Shielding and then get Blink or the Charge Damage upgrade.

Alternatively you can open up Shielding vs Terran and Zerg, go Charge, get Glaives and then get Blink or the Charge Damage upgrade.

Alternatively again you can open up Charge vs Terran and Zerg, get Charge Damage and then get Glaives or Shielding it doesn't matter the order you get the two in and then get Blink.

Protoss has 3 different openers now. Glaives, Shielding and Charge.

Seismic Spines

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Previously to fight a strong Protoss or Terran ground army you have to buy time to get to Hive tech and Broodlords, but now if you want a 10 range zoning unit Lurkers are now a very strong option that isn't a slow moving unit that requires babysitting and a turtle playstyle. Several well positioned Lurkers on the left and right sides of a big fight concave can shred armies when they line up and you can use Lurkers to fake out a retreat so the enemy ground army clumps up and has to go deep into the Lurker spines to try to get you if you put the Lurkers behind your army.

Against Terran, this upgrade changes things. Against siege tanks, there is only a 3 range difference and siege tanks only have a sight range of 11 which means the average range siege tanks are firing under normal no vision by other sources provided is 11. That makes the average shooting range difference between siege tanks and Lurkers only 1.

Ghost Steady Targeting has a range of 10, Lurkers after this upgrade also have a range of 10. This makes Lurkers an excellent choice to zone out ghosts in the late game to protect your Broodlords.

Lurkers right now are bugged where they cannot hit anything at exactly 10 range even when the unit is in attack range and the Lurker is sending it's spines out trying to attack it(I will make a big thread with screenshots showing this bug).

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