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潜伏者

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291万

积分

1775

气矿

5079

晶矿

头衔:舰长

阿凡达


种族:
种族
战队:
战队
[Y.H]

发表于 2026-1-27 23:53:26 | 显示全部楼层 |阅读模式

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潜伏者
潜伏者图标

基本信息

别名:
地刺
英文名:
Lurker
类型:
中型地面单位
生产自:
花费:
水晶 50 (125) [刺蛇(地刺)] 气矿 100 (125) [刺蛇(地刺)] 时间 25 (43) [刺蛇(地刺)]秒 人口 1 (2) [刺蛇(地刺)]
快捷键:
L
抵御:
生命值 125 护盾 0 防御 1
地面伤害:
20 (+2溅射伤害 
主要伤害类型:
溅射伤害 
远程伤害:
溅射伤害 
射程:
6
冷却时间:
1.554
冷却加成:
攻击次数:
每秒伤害DPS:
12.87 (+1.29)
DPS加成:
视野:
8
移动速度:
4.464
速度加成:
初始能量:
能量上限:
进阶变型:

潜伏者(地刺)概述

1)脊刺溅射半径:
内侧:0.313 (20 像素)
中部:0.313 (20 像素)
外部:0.313 (20 像素)

2)The Lurker is a unique unit added in the Brood War expansion. It attacks while burrowed, dealing splash damage in a line. The Lurker Aspect, which requires Lair tech, must be researched at the Hydralisk Den. As such, the Lurker does not need the appropriate upgrade to Burrow.
潜伏者是《母巢之战》扩展包中新增的独特单位。它在潜地状态下进行攻击,造成直线范围溅射伤害。潜伏者形态需要巢穴科技,必须在刺蛇巢穴中研究。因此,潜伏者无需研究相应的潜地升级。

Lurkers attack with a series of spines that burst upwards from the ground and impale enemies in a line. The spines burst in a straight line from the Lurker toward its target and travel to the maximum attack range regardless of the target's original position. The attack is not instantaneous; it takes some time for the spines to reach the maximum range. Because of this, it is the only standard attack in StarCraft that units can dodge once the attack has been fired. Despite this, Lurkers do not lead their shots. Units traveling perpendicular to the Lurker are apt to take no damage at all; for this reason, they must be positioned strategically so that their spines always travel straight toward the enemy. They excel at holding ramps, bridges, and other choke points, where enemies must approach directly and cannot easily evade. This technique becomes all the more effective if the Lurkers are held. They can also fortify a Sunken Colony by burrowing directly in front of it; the Colony's range is seven and the Lurker's range is six, so they'll attack at the same time.
潜伏者发动攻击时,会从地面喷射出一连串的脊刺,呈直线刺穿敌人。脊刺从潜伏者处直线射向目标,并会射向最大攻击范围,无论目标最初的位置在哪里。攻击并非瞬间完成,脊刺需要一定时间才能达到最大射程。因此,它是《星际争霸》中唯一一种单位可以在攻击发射后进行躲避的标准攻击。尽管如此,潜伏者并不会预判目标的移动。与潜伏者垂直移动的单位往往完全不会受到伤害;因此,它们必须被战略性地部署,使其脊刺始终能直接指向敌人。它们在防守斜坡、跨链桥和其他狭窄通道时表现出色,因为敌人必须正面接近,难以轻易躲避。如果潜伏者处于静止状态,这一战术会更加有效。它们还可以通过在隐窝前方潜伏来加固隐窝;隐窝的射程为7,潜伏者的射程为6,因此它们会同时发动攻击。

Despite what physics might suggest, Lurker spines travel up and down cliffs as normal. They even travel across the void of space on the platform tileset, given the distance is short enough.
尽管物理规律可能暗示相反,但潜伏者脊刺在悬崖上上下下移动时表现正常。只要距离足够短,它们甚至能在平台图块集的虚空空间中移动。

Spines deal splash damage. Each spine does its own splash damage as it arrives, centered on the spine itself; ergo, the final spine's splash extends slightly past the Lurker's listed attack range. Uniquely, they only deal 100% damage; there are no 50% or 25% splash zones, and the splash is big enough to hit targets despite falling short; vis-à-vis, cliffs, doodads, and Dark Swarm offer no protection. Lurker splash is friendly; it deals no damage to its player's units, but will damage allied players' units in team games.
刺针造成范围伤害。每根刺针在抵达时都会以自身为中心造成独立的范围伤害;因此,最后一根刺针的范围会略微超出潜伏者所列的攻击距离。独特的是,它们仅造成100%伤害;不存在50%或25%的范围伤害区域,且范围足够大,即使目标未完全进入也能命中;换言之,悬崖、装饰物和黑暗之潮都无法提供防护。潜伏者的范围伤害对友军无害;但在团队游戏中会对盟友的单位造成伤害。

Despite their splash effect, Lurkers deal Normal damage. Therefore, a Lurker deals far more damage to Medium and Small units than its predecessor, the Hydralisk (33% and 100% more, respectively).
尽管潜伏者具有溅射效果,但它们造成的伤害类型为普通伤害。因此,潜伏者对中型和小型单位造成的伤害远高于其前身刺蛇(分别高出33%和100%)。

产物(Productions )

产物 水晶 气矿 人口 时间 快捷键 外挂附件或其他建筑需求









技能(Abilities)

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升级技能(Upgrades)

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战术及其他

对战异虫
Lurkers almost never appear in ZvZ since ZvZ matches are usually low-economy Mutalisk and Zergling games. If a player does go for a Hydralisk build, Lurkers may find use, especially Hold Lurkers. Hydralisk builds depend on a mid-game timing attack, so if this attack does not end the match and the player techs to Lair, Lurkers may make their appearance if the enemy has a Zergling-heavy composition. Lurkers eviscerate Zerglings, particularly in groups. But since Zerglings close and surround their prey so quickly, many Lurkers must burrow together to head them off, which can be difficult against Zerg base pressure without Mutalisks, and the gas costs make Mutalisks and Lurkers mutually exclusive. However, if the enemy's Overlords can be cleared, they make strong defensive units.
潜伏者几乎不会出现在虫族内战中,因为ZvZ比赛通常是低消耗的飞龙与小狗对决。若玩家选择走刺蛇路线,潜伏者可能派上用场,尤其是Hold Lurkers战术。刺蛇打法依赖中期timing进攻,若此波攻势未能终结比赛且玩家升级至巢穴,当敌方采用小狗为主力的阵容时,潜伏者就有登场机会——它们对成群的小狗堪称屠杀利器。但由于小狗能迅速近身包围猎物,必须让大量潜伏者同步埋地才能有效拦截。在没有飞龙支援的情况下应对虫族基地压制会相当棘手,何况燃料费成本使得飞龙与潜伏者无法兼得。不过若能清掉敌方的王虫,这些地刺将成为强力的防御单位。

Although long ZvZ matches rarely appear in the meta, Lurkers dominate in early-late-game ZvZ. Once Defilers come into play, they neutralize Mutalisks, which players tend to mass through the early- and mid-game. Only Ultralisks, Zerglings, and other Lurkers can damage Lurkers under a Dark Swarm, and massed Lurkers can take care of Zerglings rather easily. Beware, though, of the enemy's Defilers; Plague works just fine, and the Lurkers have to come out eventually …
虽然冗长的虫族内战在现行版本中较为罕见,但潜伏者在虫族内战的中后期阶段占据统治地位。一旦瘟疫虫登场,它们能有效压制飞龙群——这种玩家在前中期倾向于爆量的单位。唯有雷兽、跳虫和其他潜伏者能在黑蜂群掩护下对潜伏者造成伤害,而成群的潜伏者可以轻松解决跳虫群。但务必提防敌方的瘟疫虫:瘟疫技能依然致命,而潜伏者终究需要破土而出……

对战人族
Lurkers shine in ZvT, where they see use in the mid-game and well into the late-game defending expansions from infantry, and they often appear in builds' standard army compositions combined with other units, especially Zerglings. With good positioning and flanking maneuvers, Lurkers butcher Terran infantry with their brutal splash damage and superior range. Paired with Defilers, they can force a quick retreat—Firebats do poorly against them under Dark Swarm, and Marines can't hit them at all.
潜伏者在人虫对抗中表现出色,从中期到后期都能有效防守扩展包免受步兵侵扰,并常与跳虫等部队组合成标准配兵。凭借优秀的站位与侧翼包抄,它们能通过恐怖的溅射伤害和射程优势屠杀人族步兵。配合污染者时更可迫使敌方快速撤退——火焰兵在黑暗蜂群下难以招架,而陆战队员则完全无法命中它们。

Nydus Canals allow Lurkers to quickly reinforce a vulnerable expansion, but Lurkers only do well in groups if they have a strong positional advantage (e.g. atop a ramp). Despite their high damage, focused fire from Marines supported by Medics bring lone Lurkers down quickly enough.
虫道网络能让潜伏者快速增援薄弱据点,但只有在占据有利地形(如斜坡顶部)时,群体潜伏者才能发挥威力。尽管单只潜伏者伤害极高,但在医疗艇支援下的陆战队员集火仍能迅速将其消灭。

Lurkers see offensive use until Ultralisks are hatched.
在雷兽孵化前,潜伏者始终是进攻战的主力。

Terran infantry armies tend to exploit Lurkers' immobility; they can retreat upon seeing Lurkers burrow. Then, the Zerg player must either pull his Zerglings back, or unburrow the Lurkers to continue the chase.
人族步兵部队常利用潜伏者的固定特性——当潜伏者钻地时,他们可以选择撤退。此时虫族玩家要么撤回小狗,要么让潜伏者破土追击。

Lurkers rarely see use against Terran mech due to the mech units' long range and high hit points. Hold Lurkers can punish mechanical armies trying a mid-game push, like Flash's recent Goliath and M&M strategy.
由于机械化部队射程远且血量高,潜伏者很少被用来对抗人族机甲。但固守型潜伏者能有效遏制敌方中期机械部队推进,比如Flash最近采用的雷神配机枪护士战术。

Zerg players often respond to the 2-port Wraith build with Lurkers; it runs off of one base, which limits its use of Scanner Sweep. Scans typically spy on Zerg tech and find Zerg expansions; they rarely check for Hold Lurkers. If the Zerg player deploys Lurkers soon enough, they can place Hold Lurkers at the Terran natural, which decimates the Terran army if they aren't careful.
虫族玩家常用潜伏者应对双机场女妖开局——这种单矿打法会限制雷达扫描的使用频率。人族通常用雷达侦查虫族科技建筑和扩展包,却很少检查固守型潜伏者。若虫族玩家及时部署潜伏者,可将它们埋伏在人族二矿处,一旦对方疏忽就会遭受毁灭性打击。

With their high health and gratuitous armor, a Lurker egg blocking a ramp takes inordinate time for low-damage units like Marines to kill.
潜伏者虫卵凭借高生命值和夸张的防具,若是堵住斜坡通道,像陆战队员这样的低伤害单位需要耗费极长时间才能清除。

对战星灵
Lurkers counter groups of Zealots. In some situations, they serve against Dragoons. Lurkers tend to contain Protoss in spread-out fields since Lurkers tend to clump when moved as a group. Since they cannot flee once burrowed, a single Psi Storm can obliterate many incautious Lurkers, a tactic against which they have no defense due to the Storm's superior range. Overlords and Scourge often pair with Lurkers to snipe Observers, denying detection.
潜伏者擅长对抗成群的狂热者,在某些情况下也能克制龙骑士。由于移动时容易扎堆,它们通常被用于封锁神族分散的矿区。一旦钻地就无法撤退的特性,使得一发灵能风暴就能消灭大量冒进的潜伏者——面对这种射程碾压的战术,潜伏者毫无还手之力。领主与自杀虫常配合潜伏者点杀观察者,从而规避侦测。

Certain ZvP strategies depend on turtling across several bases with a Sunken Colony/Spore Colony/Lurker defense. Narrow choke points amplify Lurker damage, and a Spore Colony placed slightly ahead of the Lurkers can repel observers, making the position difficult to break.
部分虫族对抗神族的战术依赖多个基地的龟缩防守,配合太阳菌丛/孢子菌丛/潜伏者构成的防线。狭窄隘口能放大潜伏者的杀伤力,若在潜伏者前方稍远处布置孢子菌丛,便可驱离观察者,使得该阵型难以攻破。

Lurkers remain staple units until the late game, when Ultralisks replace them.
直到游戏后期被雷兽替代前,潜伏者始终是虫族的主力兵种。

备注

  • 与其他虫卵相同,潜伏者虫卵孵化时会生成一只满血潜伏者,无论虫卵或原刺蛇的状态如何。不过虫卵会继承刺蛇剩余生命值的百分比(例如刺蛇生命值剩一半,虫卵初始生命值即为一半)。由于虫卵拥有200点生命值而刺蛇只有80点,变异为虫卵时单位生命值总会乘以2.5倍。
  • 虫卵会保留辐射效果(Irradiated),但不会受到辐射伤害。将受辐射的刺蛇(Hydralisk)变异为潜伏者可避免死亡——若立即进行变异,潜伏者破卵时仍带辐射效果,但伤害不会致命。同理,受瘟疫(Plagued)的刺蛇也能通过变异为潜伏者保命;虽然虫卵会只剩1点生命值,但瘟疫效果消退后,潜伏者将以健康状态诞生。
  • 括号外的数值表示将刺蛇变异为潜伏者的消耗;括号内则包含用于制造潜伏者的刺蛇本身成本。
  • 游戏中存在一个漏洞:当潜伏者(Lurker)在攻击过程中死亡时,其尖刺可能造成双倍甚至三倍伤害。这是因为潜伏者的攻击实际上由三个独立判定区域构成,每个区域造成20点伤害,通常单位只会受到其中一个区域的伤害。但若潜伏者在攻击中途死亡,敌方单位就可能同时受到多个区域的伤害,导致总伤害值异常提高。该漏洞在ZvT对战中尤为关键,双倍伤害的潜伏者尖刺能直接秒杀陆战队员(Marine)。

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