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Thread: BLUE -- some info about the Infestor's "Neural Parasite"

  1. #1

    Exclamation BLUE -- some info about the Infestor's "Neural Parasite"

    Source: Question about the Infestor's Neural Parasite
    Quote Originally Posted by Cavez
    Can you cast it on a neutral critter and if so will the critter still be neutral to the enemy even if you control it?
    It would provide a nice scout for ~10sec or so whatever the time is on the ability.

    Also, if you target a worker will you be able to construct buildings?
    If the ability is timed then i could see the SCV switching sides mid building, but Drones and Probes wouldn't have that problem.
    If you control a critter it switches to your side. So it would be targetable.

    You can build buildings with parasited units. The SCV case is a bit of a challenge (though you could just parastie him again mid-build) but the Protoss and Zerg work easily enough.

  2. #2

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    So you can still acquire an additional army just like in Brood War? Cool!

  3. #3

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    It's sort of lame that can't effectively make terran buildings, but you can do so with protoss (and zerg, but that's irrelevant since it's a zerg spell). Even in a game where you're completely fooling around it'll be pretty tough to make an SCV build a CC by re-parasiting it again and again.
    This isn't a big deal when it comes to competitive play of course, since remaking a tech tree from scratch would be too demanding anyways, but it would be nice to only let units switch back when they're not "casting" or "building" something. That would let an SCV finish building whatever it's working on before swtiching back.

  4. #4

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    They should just remove the power to construct buildings for any worker with the Neural Parasite buff, seems slightly awkward ^_^

    Also, questions regarding transportation during parasite:
    1) What happens if an neural parasited unit reverts back to enemy control inside your own transport,
    2) What happens if you parasite an enemy transport with units in them?
    3) What happens if you load your unit in a parasited transport, and it reverts back?

    This has Glitches written all over it :P


    -Psi
    >>You Must Construct Additional Pylons<<

  5. #5
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    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    You've got some good points there Psi. Personally I feel they ought to make it so that the effect is permanent, but the units lose some of their abilities (Build/Repair and Warp among them, though Morph can stay because that's not much different than bringing your own Drones).

  6. #6

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Psi’s points does make this ability seem very clumsy.


    Back with all gun's blazing.

  7. #7
    ManaPirate's Avatar Junior Member
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    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Perhaps if it were to slowly take control of a unit over time, like it needs time to to fully infect the nervous system. (computer?) Maybe right after infection it can only move, then ten seconds later it can attack, then some time after it regains abilities one by one? That gives the enemy time to kill their ex-SCV before it starts mindlessly pumping out zombie marines...

  8. #8

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Well psi.. heres what I think

    1. once its dropped off the unit is enemy control, so parasite enemy units, put them in a transport and hide it away. Enemy loses a unit but its not dead so its still in their pop. count.

    2. If you do that... then you control their transport for a bit and can move them away from the battle field but the enemies inside are still enemies so if you unload them they will attack you

    3. Same as the first one kinda.. your units are stuck in an enemy ship until they unload them or the transport dies

    SIMPLE

    could make for some unique situations with harass drops
    MAGIKARP USE A SPLASH ATTACK!

  9. #9

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    2. If you do that... then you control their transport for a bit and can move them away from the battle field but the enemies inside are still enemies so if you unload them they will attack you
    Then the best thing to do with this is take control of the transport then kill it, killing the units inside.


    Back with all gun's blazing.

  10. #10
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    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Quote Originally Posted by Zabimaru View Post
    Then the best thing to do with this is take control of the transport then kill it, killing the units inside.
    That'd work, though in a combat situation it'd be better to run it over the enemy's defences and let him take care of it.

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