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Thread: Neural Parasite Change

  1. #11

    Default Re: Neural Parasite Change

    Quote Originally Posted by Norfindel View Post
    Well, in BW Tanks and Goons were Biological + Mechanical, that's why Spawn Broodlings worked on them.
    Nope. There were three classifications: Organic, Mechanical and Robotic. (The latter could be seen as a subclassification of Mechanical.)

    An Organic/Mechanical unit existed; the SCV. However, Broodlings targeted Organic and Mechanical units. In lore terms, Mechanical units had biological components inside them.

    For Neural Parasite to work like Spawn Broodling, it would have to target Mechanical but not Robotic units. (Robotic doesn't exist as a classification in StarCraft II, but could be easily added.)
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  2. #12
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    Default Re: Neural Parasite Change

    Yes, Robotic sounds better than Automaton doesn't it?

  3. #13

    Default Re: Neural Parasite Change

    Ive been wondering if it still is useless against psionics? For example, a high templar is biological and psionic. Will the NP hit it? Cause if not, its a horrendous ability.

    Actually ive always hated this ability and severely hope it gets removed, but whatever.

    If you cant use it on massive or psionic, or mechanical, it is very very very lame.

  4. #14

    Default Re: Neural Parasite Change

    Quote Originally Posted by Norfindel View Post
    Well, in BW Tanks and Goons were Biological + Mechanical, that's why Spawn Broodlings worked on them.
    .
    No they weren't they were just Mechanical
    What they Weren't was Robotic... Spawn Broodling didn't work on Robotic units

    edit already caught


    In any case, I think they need to make up their minds what they want it to be
    either
    anti-small unit: Ability should be fairly cheap (25-50 energy)...possibly even autocastable
    non-psionic, non-mechanical, non-massive (this way SCVs + Ultralisks can't be controlled either)
    OR
    anti-large unit: ability should be expensive (75-125 energy)
    non-psionic only limitation.. probably... controlling a MS for 10 sec is probably too much... but a Colossus/Thor/Ultralisk/Siege Tank/Battle Cruiser/Carrier/Broodlord is what the ability would be made for.

    You might want to eliminate Building abilities as well as the transport abilities already limited.


    *** Note, if you are casting it on Small units, then duration doesn't help much... because if I cast it on a Marine, chances are there are other marines nearby and the NP one will be dead in 5 sec anyways. Instead decreas cost so you can NP 4 Marines, which kills them and takes some of their buddies with them.
    Last edited by Krikkitone; 02-20-2010 at 10:35 PM.

  5. #15
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    Default Re: Neural Parasite Change

    I understand the infestor has a new ability called "Siphon Life"

    Can any beta players explain what it does? I haven't been able to find a description anywhere.

  6. #16

    Default Re: Neural Parasite Change

    Not a beta player my self but it essentially does ~4 dps to an enemy unit or building and gives the Infestor energy (~2 eps).

  7. #17

    Default Re: Neural Parasite Change

    If it only works on bio, I am having a hard time thinking of any non-Zerg units worth casting it on. A High Templar is about the only thing I can think of.

  8. #18

    Default Re: Neural Parasite Change

    If it works on marines why shouldn't it work on zealots?

  9. #19

    Default Re: Neural Parasite Change

    Does it work on your own units? In other words can you use it like Consume to keep your Infestor topped up with energy for FG or NP?
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  10. #20

    Default Re: Neural Parasite Change

    Moosh -- wouldn't it work on Zealots? They're rated as Organic, not Psionic. Psionic are casters.

    ... I think.
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