02-21-2010, 11:33 AM
#41
Last edited by Aldrius; 02-21-2010 at 11:36 AM.
The Mother of all Queens!
Thanks to Dynamik- for the signature!
02-22-2010, 11:21 AM
#42
Wort,
now that I'm back with a little more time for contemplation...
Currently I am pondering the Corrupter's role as a weak support unit for other aerial Zerg units outside of the corruption mass and what have you. A stationary turret once the unit is destroyed was a neat idea, but I'd still like to explore other areas of potential for the Corrupter...
Ability Proposition #1:
Corruption Pod - Cost: 75 Energy (Air-to-Air only)
Reduces target's mobility and either gives a damage bonus to attacks on that unit temporarily or drains a small amount of the unit's own energy reserves. The latter gives them some extra soft-countering potential against Motherships and Battlecruisers, with a little support ability vs. Nighthawks [or whatever they're called now] as well. The former is more like the Devourer's attack only applying to a single unit instead of doing splash.
Of course, this ability could instead act as a "Lockdown" ability for the Zerg.
Ability Proposition #2:
Cancerous Spores - Cost: 150 Energy and the Corrupter that uses it;
The Corrupter that opts to use this ability becomes stationary and rapidly converts a great amount of its already insanely metabolized internal systems into oversized spore factories, which it then vents out as a spore cloud over a small area.
With this ability, one of two things are viable:
Either A) Have this ability act as an aerial dark swarm [albeit a slightly shorter lasting one] a la SC1 or B) Have it produce a regen field that gives Zerg around it [air or both air and land?] a brief boost of unupgraded roach-level regen for a few seconds.
Ability Proposition #3:
Ravenous Hunger - Cost: 20 health
Stim Packs for Corrupters, with without the speed boost. 'Nuff said.
Ability Proposition #4:
Adhesive Mucous - Cost: 125 Energy
Ensnare from SC1 with smaller splash radius; usable on both air and land units.
Thoughts? Comments? Cheesecake?
T.M.E.
Last edited by TheMasterElite; 02-22-2010 at 11:25 AM.
02-23-2010, 06:09 AM
#43
#1 is the only one i see as remotely viable (ensare would maybe work if it didnt overlap with infestors fungal growth, but does it even fit the infestor? idk)
i think its too early to know if its fitting or viable.. the current corruptor ability probably wont be removed just like that
I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
I work an internship at a government agency this fall, and have a good time at it.
I'm being more social, active and honest lately. in all forums.
Hi.
02-24-2010, 05:19 AM
#44
How about this
Overseer gets Fungal Spores and Spore Cloud
Corrupter gets a Tweaked Building Corruption (mostly balancing stats and giving it a broader impact ie affect extractors, supply buildings, detection, building castings, etc.)
Infester gets
a version of the Corrupter's Turret ability (cast on units and when they die, a "turret" is produced or possibly Brood/Infesterlings)...possibly AoE
as well as a 'Building spawning' ability (where the building is not immobilized but spawns units ie Broodlings/Infesterlings)
02-24-2010, 05:56 AM
#45
Not in beta myself, but this seems good. Except wouldn't the corruption being able to affect everything be OP? It already seems to last quite a long time and being able to completely disable someone's vespene intake seems harsh. It's a tough enough unit to make it feasible to just rush in with one, disable vespene, retreat, rinse, repeat.
Also I was thinking for the spore cloud, if it was shaped like a line instead of a cloud it could be more beneficial. Just like most of the games line of sight blockers which are a line stretching from wall to wall. Although if the spore cloud was moveable like razor swarm was, that could be very interesting indeed.
I'm pretty confused about LoS blockers though. I'm assuming air sees over them, but what about colossi? Or something huge like a Thor? I would assume colossi could see over them, but thors not since they aren't targetable by air.
Oh and I especially like putting the old corruption mechanic on the infestor, makes it feel that much more infesty.
02-24-2010, 07:32 AM
#46
thats kinda what i said
hell yeah! screw neural parasite this stuff is way better / cooler / more intresting ... if the enmy throws away units or if you are able to set a sucesfull ambush, this rewards you, esp if the ability gets a generous set of allowed targets + an area of effect.Infester gets
a version of the Corrupter's Turret ability (cast on units and when they die, a "turret" is produced or possibly Brood/Infesterlings)...possibly AoE
as well as a 'Building spawning' ability (where the building is not immobilized but spawns units ie Broodlings/Infesterlings)
a possible addition to this is reduced armor by 1 (or 2?) both before and after death
what about timer? should they just corrupted units just time out after a minute? i think it'd be better to have them lose life continously; that would be cool and also reduce significance of the iffy notion of "wasting firepower on units tat will die anyway" i seriously LOVE this idea! ... be it a weakened version of the killed unit, or just a number of spawnlings, based on the size(supply cost?) of the unit... differennt effects if its ground or air? "turret style" for air and spawnlings / other less mobile infested units from ground? lets hammer a solid suggestion out.
you make a good point, but this is why we both mentioned to tweak / balance the stats, i did say that this could include reudicng casing range and even introduce a significant 'casting time' ; iof the corrupter needs to stay still for 5-6 seconds to activate the ability, this will make it easier to balance...
i ahve been thinking along the asme lines, but got stuck on the iffyness of summoning something like that in an intuitive way interface-wise ; which was is it facing? .... in general the idea of a LoS blocking ability is "too wierd" to work i think.Also I was thinking for the spore cloud, if it was shaped like a line instead of a cloud it could be more beneficial. Just like most of the games line of sight blockers which are a line stretching from wall to wall.
so would i.[...] I would assume colossi could see over them, but thors not since they aren't targetable by air.
yeah.. makes me wonder if they ever tried it.Oh and I especially like putting the old corruption mechanic on the infestor, makes it feel that much more infesty.
I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
I work an internship at a government agency this fall, and have a good time at it.
I'm being more social, active and honest lately. in all forums.
Hi.
02-24-2010, 01:21 PM
#47
The ability to make lines of sight blockers (like casting forcefields in a row) would be awesome. The effect would have to cost low energy so you can cast repeatedly to make a line and would have to last a fairly long time so the enemy doesnt know if your right behind it.
02-24-2010, 01:41 PM
#48
Is there a lot of complaining that Corruption is too weak of a mechanic? A couple of Corruptors basically allow your Mutalisks free reign in a base. That's pretty strong as is.Corrupter gets a Tweaked Building Corruption (mostly balancing stats and giving it a broader impact ie affect extractors, supply buildings, detection, building castings, etc.)
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
02-24-2010, 01:47 PM
#49
Fungal Growth is an awesome ability on the Infester. If they were going to get rid of it, the only thing I'd want them to replace it with is Fungal Infestation. In which case you'd have to replace Hunter Seeker Missile on the Raven with something...Overseer gets Fungal Spores and Spore Cloud
So er... yeah, I like Fungal Growth on the Infestor.
I don't really like the turret ability... on the Corruptor and REALLY not on the Infestor. I honestly think Neural Parasite is fine affecting mechanical targets. As long as it can't be cast while underground (or if it can, really short range), and maybe if you need to research it.
Not sure what to do with Siphon Life, though... and if it should be replaced, what would replace it.
Well, it'd probably be a circular line of sight blocker most likely. Cover a large enough area to block out the sight within it. I dunno how two overlapping spore clouds would interact, though. I suppose if you're in both you can see into both... or neither... er... not sure.The ability to make lines of sight blockers (like casting forcefields in a row) would be awesome. The effect would have to cost low energy so you can cast repeatedly to make a line and would have to last a fairly long time so the enemy doesnt know if your right behind it.
Last edited by Aldrius; 02-24-2010 at 02:44 PM.
The Mother of all Queens!
Thanks to Dynamik- for the signature!
02-24-2010, 02:53 PM
#50