Page 1 of 6 123 ... LastLast
Results 1 to 10 of 52

Thread: New Infestor ability.

  1. #1

    Default New Infestor ability.

    http://www.sc2armory.com/game/zerg
    You can see all units, some of them Changed.
    I just saw that Infestor got new ability which I like very very much, but I think that Zerg lacks now of some AoE damage ability

    Also they said that Overseer got some kind of irradiation ability, but only thing I see here is Spore Cloud ability from Build before this.

    Any thoughts about this?
    "Living for the Swarm!"

  2. #2
    Member
    Join Date
    May 2009
    Posts
    1,335

    Default Re: New Infestor ability.

    Wow, Fungal Growth sounds wicked! It's like a better version of Ensnare. It isn't strictly better because it doesn't slow down attack speed as well, but I reckon that it'd be more effective nonetheless.

    Also, if you want a Zerg damage ability, the Overseer apparently has an AoE spell which increases the damage taken by enemy units who are affected by the spell.

    I think that combined with the Infestor, the Zerg are set in terms of support spells .

    I know that I'm not the only one who feels that a characteristic of Zerg spells shouldn't be direct damage like what the Protoss and Terrans can deal out, but something which requires at least some units to follow it up.

  3. #3
    Crota's Avatar Junior Member
    Join Date
    Aug 2009
    Posts
    131

    Default Re: New Infestor ability.

    I don't remember Terran having a good AOE ability in the original SC and Plague was hardly used if I remember correctly. An AOE ability for a race that likes to swarm and have the feeling that it simply over runs its opponents doesn't quite feel right.

    Still waiting to get my hands on the game though.
    I am tired of reading everything, I just want to play the game!!!

  4. #4
    Junior Member
    Join Date
    May 2009
    Posts
    14

    Default Re: New Infestor ability.

    Strengths

    * Units heal automatically upon creep
    * The Zerg creep damages enemy units that cross it

    They didn't have this in the Blizzcon 2009 build.

  5. #5
    Junior Member
    Join Date
    Aug 2009
    Posts
    10

    Default Re: New Infestor ability.

    Ignore those. GeavOsh has confirmed that this ability existed at blizzcon and a few other websites have mentioned an ensnare ability. Gear may be slow at updating his site but hes reliable.

  6. #6
    Junior Member
    Join Date
    May 2009
    Posts
    57

    Default Re: New Infestor ability.

    Quote Originally Posted by Crota View Post
    I don't remember Terran having a good AOE ability[/quote in the original SC
    Nuke, Irradiate, EMP

  7. #7

    Default Re: New Infestor ability.

    You could at least say what fungal growth does in the OP...

    SC2A says: "Fungal growth: Ensnares the enemies that slow down their movement speed. After 6 seconds the enemy is rendered immobile for a duration."
    Thanks for the info though.

    This description doesn't tell us much about how it'll be used though... It all depends on how large the AoE is, and how long it lasts : ).
    I really hope the area is relatively large but it only immobilizes for a second or two at most. Immobilisation seems pretty awesome but I hate stuff that incapacitates units in an area for a long time. I think it's just a boring mechanism and slightly uninteresting to strip the opponent from his unit's control...

  8. #8
    Junior Member
    Join Date
    Aug 2009
    Posts
    10

    Default Re: New Infestor ability.

    This ability would work very well with banelings. Use fungal growth on a group of 35 workers and follow with a bunch of banelings.

  9. #9
    Amph's Avatar Junior Member
    Join Date
    Jul 2009
    Posts
    61

    Default Re: New Infestor ability.

    like the stupid stasis, i hate this ability so much

  10. #10

    Default Re: New Infestor ability.

    Silly Amph, Fungal Growth does not make its victims invulnerable, that's the Mothership's Vortex ability.

    I like this ability, nothing can escape the Swarm!!


    -Psi
    >>You Must Construct Additional Pylons<<

Similar Threads

  1. Infestor Musings...
    By Eligor in forum StarCraft Discussion
    Replies: 23
    Last Post: 08-20-2009, 11:15 AM
  2. Infestor - Spawn Infested Marines
    By XSOLDIER in forum StarCraft Discussion
    Replies: 18
    Last Post: 06-08-2009, 07:37 AM
  3. Revival: Brainstorm on possible Infestor abilities
    By Blazur in forum StarCraft Discussion
    Replies: 6
    Last Post: 05-23-2009, 09:56 AM
  4. Why does every unit need an ability?
    By SCdude in forum StarCraft Discussion
    Replies: 38
    Last Post: 05-12-2009, 09:27 PM
  5. New High Templar Ability...
    By Eligor in forum StarCraft Discussion
    Replies: 53
    Last Post: 05-10-2009, 02:10 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •