Based on beta testing, live streams, replays, and game videos:
Do you approve or disapprove of the spawning
of Infested Terrans by the Zerg Infestor.
Why do you feel this way?
http://www.sc2armory.com/img/zerg/un...ted_terran.jpg
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Based on beta testing, live streams, replays, and game videos:
Do you approve or disapprove of the spawning
of Infested Terrans by the Zerg Infestor.
Why do you feel this way?
http://www.sc2armory.com/img/zerg/un...ted_terran.jpg
I voted Nay, personally.
The idea that Zerg can shit guns doesn't fit with race.
I have nothing against the concept of the Infested Terran as a game unit, as it is. I'm fine with the lore behind it. It's the unit's effectiveness that I question. Apparently it would take a ton of these, spawned from many Infestors, to have a sizable impact on gameplay. Though numbers over quality is what defines the zerg, the Infested Terran seems too impractical.
I also don't have a problem with the concept (I always say that Zerg units making MORE Zerg units is very Zergy), but I just feel that it needs to be more effective for its cost to make it a more appealing spell.
I'd rather it costed 50 Energy for a bigger effect than casting it twice for what it is at the moment.
Well, in fairness, Browder cleared up the, "guns from eggs" nonsense, stating that they are actually captured Terrans kept in stasis within the Infestor....guns and all.
However, again, I say......uh...peh.
Never been a fan of the ability....looks dumb, almost bordering on comical...not effective....and unless its cheap, I think people are more likely to save the Infestor's energy for its more worthwhile spells.
I was thinking instead of making the ability more of a 'Glaive Wurm' like thing; an attack that bounces along three-or-so times, and creates Infested versions of whatever it hits (infantry units only that is) there would be a short 'transformation' anim - the unit would live on for about 10 seconds or so (while firing on their former comrades) before finally dying. (unless killed by said, former comrades)
Problem is, this whole, "No Infested Protoss or Zerg" nonsensicality would unfortunately make this ability Terran only.
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It's lame. Simple as that!
it's lame! do they have terran farms or something? how often do the terrans let their marines disappear to be swallowed up? do marines in stasis get brought to the infestor from other worlds or something? it's just stupid.
HA! - How about take "Devour" from the WC3 Kodo Beast, and give it to the infestor? - A group of Infestors could use their other spell to hold units in place and then devour units to replenish energy. :)Quote:
do they have terran farms or something?
I also think that the concept just doesn't make much sense.
Also, currently they are almost useless in the gameplay too - they are just too weak.
I voted "yay" as I do think it is a decent idea, it just needs some tweaking in numbers(wouldn't mind seeing the blizzcon09 version of it in beta..)
To be fair, the SC manual, in the Zerg Broods section, mentioned something about escaped breeders, which hints that the zerg may keep species contained for breeding stock.
So really -- what is it about this method of infestation that has people bothered? Zerg capture alien species, this we already know. They contain them. They experiment with them. They produce them. How is "spawning" Infested Terrans silly? (Forgetting the fact that Infestors literally shit them across the battlefield in what looks like a green bouncy ball. I admit, that animation has to go.)
If only infested terran right arm was a bionic weapon juz like the one from sc ghost.
Maybe it 'is' bionic, I mean, we can only see what's on the outside, maybe the magnets have been replaced by muscles similar to what the Hydralisk employs.
It´s basically the only way to get Infested Terrans into Multiplayer though. Having to somehow get them from Terran opponents
1. Limits the unit to 1/3 of a Zerg Players Games
2. Makes the Terrans avoid whatever allows the Zerg to get Infested Terrans.
Zerg having Terrans in "stock" makes sense the same way Marines never have to Reload even though Lorewise they don´t have unlimited Ammo (or the endless amounts of Creep spewn by Overlords.
Infesting Terrans makes sense if that Takes advantage of Unique Terran features. They don´t WANT smart zerg units so they are stuck with using looted weapons. No other Zerg unit but the Queen (Created in Kerrigans image) has HANDS.
Game mechanics, not explanation in lore. There different.Quote:
Originally Posted by unentshieden
You do know that the Zerg do have ranged weapons that are superior to that of Gauss Rifles, such as the Hydralisk spines and Roach acid. They don't need bugs with guns, but it still helps their war effort to steal Terrans. If the Zerg can ever get that infestation down right, we might see Ethan Stewart level infesteds running around, which won't be pretty.Quote:
Infesting Terrans makes sense if that Takes advantage of Unique Terran features. They don´t WANT smart zerg units so they are stuck with using looted weapons. No other Zerg unit but the Queen (Created in Kerrigans image) has HANDS.
Well they don't 'need' bugs with guns, but ITs are ranged attackers, and since they don't get spawned from eggs, said eggs are free to be used for other units. They do also show a sort of progression, at least from the early days when the only thing ITS were useful for was walking bombs.
I would give them an AoE spell that works like Corruption used to be: flag the units for corruption, and when they die, they're turned into:
- Infested Terrans directly, if it's Terran Bio unit.
- Explodes and spawns Infested Terrans, if it's a Terran mech unit.
- Explodes and spawns special Zerg ranged attackers that feeded on the "host", if it's a unit of any of the other two races. Spawn Broodlings is a precedent, so it doesn't conflics with lore.
Voted Nay because we all know Blizzard can do better.
Make the summon have a random unit model but with the same unit specs (timed life, hp, damage, range etc)? Just name the damn spell "Spawn Infestation egg" and an infested marine with armor comes out sometimes. Other times its:
a. infested terran civilian with spike launchers
b. a NAKED infested terran (girl?)
c. an infested terran dog with a vomit gun
d. an infested ranged critter
e. "sick" or "modified" or "experimental" versions of the current zergling/roach/hydra/drone
f. a new zerg unit
If the DT can have different models, why not the temporary summon?
I see Infested Terrans as distraction and quick anti-air in case of emergency. It seems to not do much else also KHB showed that they are useful.
I made a topic on this game:
http://www.gosugamers.net/starcraft2/replays/29402
Kerrigan should keep them in storage until she finds a way to mutate them into something more interesting.
Despite any of the "explainations" for how marines in armour pop out of infestors its is still awkward and stupid.
Mostly this. - but more importantly, (from a gameplay perspective) the unit/spell has to be more effective or its never going to see any use.....and so far, every version of this has pretty much failed.Quote:
that animation has to go
Actually, I'm fine with the lore notions.
In fact, earlier in the thread, I suggested giving the Infestor a cross between WC3 'Devour' and SC 'Consume'. The Infestor receives bits of energy by consuming enemy units - It wouldn't have to be directly related to the Infested Terran mechanic, but it would lend some credibility to the whole notion.
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I'd be fine with a Devour Enemy Dead ability. That would place the Infestor in harm's way and make the Infested unit more rare, compensating in favor for a stronger Infested unit.
Or perhaps it could project a cloud/AoE spell. Any enemies that die within that short-lived AoE reanimate? Meh, I prefer Devour...
It's incredibly useful right now. It's the only thing the Infestor can actually cast on buildings. It's the only real way for the Infestor to quickly kill things efficiently too.Quote:
the unit/spell has to be more effective or its never going to see any use
But having said that, I don't think any of the suggestions here would help the ability. The key thing it provides now is that it's not dependent on your opponents behaviour. It's a spell that your Infestor can cast at any time.
The only reason I'd be okay with the Infest ability replacing it is that 90% of the time you're going to cast it in your opponent's base anyway.
It’s a mechanically weak ability that needs a buff. But I do not see a significant need for it in the first place -- and I love summon spells. I’d rather see Parasite come back in than this. (Parasite is one of the few spells that I’d be fine with being cast while burrowed.)
And, conceptually, it is completely freakn’ absurd. Infested Terrans are sentient beings with mechanical weapons -- wth are they doing sleeping in an Infestor’s stomach?!
A better ability would be Nourish -- the Infestor infects all targets in the area with an organism that will hatch out of the targets once they die; this can affect friendly units. The size and power of these hatchlings is dependent on the supply value of the dying unit.
Alternatively, I’d be happy with a “tricky” ability -- call it Aggression: targets of the spell are bombarded with biochemical, microbiological, and psionic effects that spur aggression. The target increases its attack rate and damage and takes DoT. It’s been done before, many times, but it’s still nifty.
If you must put Infested Terrans into multiplayer -- and I don’t see why you must -- then just give Zerg a new building with which to produce them. They can still use larvae -- thematically, the Zerg larvae will combine with a human subject to make the spiffy new Zerg soldier (so the larvae egg will have a different animation at the hatchery). The new building could be “called down” from orbit instead of merely grown as well, representing the importing of fresh, human stock.
But Infested Terrans should not be stupid suicide troops or mindless grunts. It is incredibly dumb to imagine that the Zerg covet humanity, a species without much physical prowess, and then turn their new primates into idiot suicide bombers. They should be support casters with a ranged attack, much like WC3 casters.
Like in DoW, where the Imperium's buildings are sent down from orbit?Quote:
The new building could be “called down” from orbit instead of merely grown as well, representing the importing of fresh, human stock.
Like the already-extant MULE, but sure, whatever works.
What about some more race-specific abilties? Why must it always be Zerg infecting terrnas? That's what I liked about the Queen in SC1. Although rarely used, the possibility always existed that one of your terran buildings would be used against you.
I'm not just talking zerg infestation. Maybe there could be special protoss abilities against only zerg, and terran v protoss.
Off-topic, yeah, but somewhat related... >_>
Well EMP is probably a real anti-toss ability,And why didn't you used the infested terrans(BW) coupled with overlords they practicly become nuke bombers..... I mean - 500 damage with good splash,very fast movement,burrow,good hp,resistant to explosive dmg,1 supply,etc....overall they provide limitless tactical applications,a few or even one of them can turn the tide of battle in your favor, Hmm i think you never used them because the main problem in the first place is to actually infest a CC,that's actually the only problem :)
Oh, I infested CCs every opportunity I had, but those opening were far and in-between. That would be a common strategy when I played with my friends though, for one of us to sacrifice a CC to the other's infestation. My above comment stemmed more from something I read somewhere that Infesteds were really rare in most all gameplay.
Well conceptually, It is weak...
Solution for that... Its "Spawn Infesterling"
(a unit with stats equivalent to the Infested Terrans)
If it Kills a Terran ground unit, it 'pounces' on it and gets the Graphic of an Infested Terran.
That might be the idea... a "Body Snatcher unit" Whenever it kills target, it resets the timer. If the unit that it killed was 'infestable' it Also becomes an infested form of the target.
The stats would stay the same for Infestation v. simply feeding on the kill, just the appearance would change.
Another idea is to take it to the "Building" level. (some advantages.. no units need to be infested... and you can have the gameplay effect of using it on your Own building for defense. also since it is either in base defense or offense, it can be stronger)
Terran Buildings->Infested Marines
Zerg Buildings-> "Mutated Broodlings" with stats the same as Infested Marines.
Protoss Buildings-> "Charged Spawnlings" just zerg units sending out energy bolts (that they drained from the protoss building) and with stats the same as the Infested Marine
The idea is that the Infester put some tiny Zerg units into the building that either
infested Marines
took control of and mutated Broodlings
drained the Excess Power and grew to massive versions of themselves
It needs to live longer, but I like the ability itself.
Or! Just give the infested terrans a passive ability that resets their timer everytime they kill something. The unit doesn't necessarily need to be infestable, I mean what if they just ate them? You may not be able to infest protoss, but I'm pretty sure you can eat them! :D
Zerg need an emergency anti-air option at tier one not on a late game unit.
This ability would make more sense on the Queen. Sacrifice the energy to spawn larvae to counter an early air rush.
Queens should have Infested Terrans then give the healing ability to the Infestor. The Infested Terrans just seem too weak at a mid/late game situation, but could help decide a win or loss in first 5 minutes of an enemy rush.
As for the lore situation... I am far more annoyed that a Phoenix is still keeping the name after the ability that clearly inspired that name is long gone. =P
after getting to play vs AI tongiht for the first time, i gotta say this ability is kind of fun! the infestor is only 100 gas; its not hard to get a bunch of them and summon a whole lot of these things to aid an already massive swarm with many more units. and its quite easy to cast too; you just hold shift and click where you want them..
i want to see some pure numbers of zerglings and infested terrans breaking lines; the infested keeping the numbers fair while reinforcments arrive. or spawning terrans on a ramp or other choke to block the path for enemies.
this thread deserves a closer look, ill check back tomorrow.
But here's a question... Neural Parasite vs Infested Terrans. They kind of overlap in their roles (both call in temporary reinforcements; their difference being that the former removes enemy firepower in the process whilst the latter allows for troop placement). So, which one's better use of your Infestor's energy? Which one gives you more bang for your buck, especially in mid/late-game?