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Thread: Neural Parasite Change

  1. #51
    rdragon87's Avatar Junior Member
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    Default Re: Neural Parasite Change

    I get the strategy behind it, but I still don't like it. I'm the guy who can't stand slasher films because people rarely fight back when they're getting murdered. I actually like Boogeyman, despite it being a shitty movie, because of the end. I also like Aliens (the second movie) as well as the Predator movies for this reason.

    I agree with you about Siphon Life. Maybe they could change it to an anti-caster ability. Maybe make it so the can do it while burrowed as well as maintained on the move, but have it drain energy from the unit it's "attached' to. It would strengthen the ability, while weakening the enemy if he's not paying attention.

    I feel that your MP costs were too cheap. Should be at least 100 to do even SiegeTanks, probably more. It would take over entire armies at 75. Assuming that energy counts are still at 200 and upgradeable to 250, that would be three units per Infestor and that would be ridiculous.
    Last edited by rdragon87; 02-22-2010 at 01:12 PM.
    Understanding is a three edged sword: your side, their side… and the truth. ~John Sheridan

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  2. #52

    Default Re: Neural Parasite Change

    Quote Originally Posted by rdragon87 View Post
    I agree with you about Siphon Life. Maybe they could change it to an anti-caster ability. Maybe make it so the can do it while burrowed as well as maintained on the move, but have it drain energy from the unit it's "attached' to. It would strengthen the ability, while weakening the enemy if he's not paying attention..
    this would be cool. but what about Neural prasite? and to Krikkitone: why non psionic? ....

    to have it able to target all biological units includes ghosts and templars, which IMO makes the ability powerful enough against all races, with some tweaks. there seems to be some confusion about the state of neural parasite: can it target psionic units or not?

    my favoured way of spicing up the parasite is still this:
    what if the parasite initially gave nothing but vision of the target for a long or infinite duration, but could at ANY time be activated by the player as to then effectively work like neural parasite works now.
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  3. #53

    Default Re: Neural Parasite Change

    Assuming that energy counts are still at 200 and upgradeable to 250, that would be three units per Infestor and that would be ridiculous.
    They're not. Spellcasters have 200 energy. There's a research upgrade that lets them SPAWN with 30 extra energy. Personally I think that's kinda useless, though...

    Quote Originally Posted by Krikkitone View Post
    Siphon Life should be on the Queen, and only castable on buildings (Friendly or enemy not neutral... multiple targets at once)
    ...what? That would... not be good. And what ability would it replace?

    The Infester should get the ability to spawn broodlings out of enemy or friendly buildings Without disabling them.
    Eh. I still REALLY like the old Infest ability.

    In my mind:

    Infest
    125 energy (150 if they bring back the +50 energy upgrade)
    Research at Hive
    Requires 10 seconds to cast. Has 9 range. Building is infested for 20 seconds and can do nothing. Spawns Infested Marines(from Terran buildings) or Spawnlings (from Zerg/Protoss buildings) at a rate of 5 every 10 seconds (so 15 after the duration of the spell) while the building is afflicted.

    Infested Marines
    35 HP
    4 damage (fast)
    Slow movement speed
    Lasts 15 seconds

    Spawnling having the same stats.


    The Mother of all Queens!

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  4. #54
    rdragon87's Avatar Junior Member
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    Default Re: Neural Parasite Change

    Quote Originally Posted by Todie View Post
    this would be cool. but what about Neural prasite? and to Krikkitone: why non psionic? ....

    to have it able to target all biological units includes ghosts and templars, which IMO makes the ability powerful enough against all races, with some tweaks. there seems to be some confusion about the state of neural parasite: can it target psionic units or not?
    :
    Probably non-psionic so that you couldn't go about Neural parasiting Queens and walking them out of the Base, and probably to keep the balance. Imagine using Neural Parasite to seize a Templar and the Psi-Storming everything in sight. It just wouldn't be balance for the cost of the unit. If Infestors were unique than maybe.
    Understanding is a three edged sword: your side, their side… and the truth. ~John Sheridan

    Never argue with idiots for they with bring you down to their level and beat you with experience. ~Anonymous

    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

  5. #55

    Default Re: Neural Parasite Change

    Quote Originally Posted by rdragon87 View Post
    Probably non-psionic so that you couldn't go about Neural parasiting Queens and walking them out of the Base, and probably to keep the balance. Imagine using Neural Parasite to seize a Templar and the Psi-Storming everything in sight. It just wouldn't be balance for the cost of the unit. If Infestors were unique than maybe.
    But if you take out psionic units, that just leaves Zealots for the Protoss.

  6. #56

    Default Re: Neural Parasite Change

    3. large ~150 energy
    You'll notice that almost no spell in SC2 takes more than 100 energy (and the only one that does is the only use for energy on that unit: Yamato). This is deliberate design by Blizzard; 150 energy spells are just not worthwhile.

    There's a research upgrade that lets them SPAWN with 30 extra energy. Personally I think that's kinda useless, though...
    It's a hell of a lot more useful than the +50 max energy upgrades in SC1.

    It would take over entire armies at 75. Assuming that energy counts are still at 200 and upgradeable to 250, that would be three units per Infestor and that would be ridiculous.
    Infestors are very expensive, particularly in gas. Unless you're on 3 bases, you're not going to be making them by the dozens.

    Siphon Life should be on the Queen, and only castable on buildings (Friendly or enemy not neutral... multiple targets at once)
    Utterly useless. SL is limited based on the time it takes to spawn (which is also the time it takes her to recover energy). There's no point to giving the Queen Siphon Life unless you really, really need Transfusion.
    "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

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  7. #57
    rdragon87's Avatar Junior Member
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    Default Re: Neural Parasite Change

    Well than based on that, I would say that only being able to effect Organic units is fine for its cost. At 50 a pop, thats 4 per and assuming you build them with any presence (read: 4+) that's quite a few people you can turn. Yes, the ability is situational, but then so are most of the spells. I mean, if you get infestors against someone who was rolling Marines, Mauraders, Medivac and a couple of Thors Neural Parasite could be devastating. Just turn all the Marauders against them, have em fire at the Thors and hope to drop them and that's just with 4 support units.
    Understanding is a three edged sword: your side, their side… and the truth. ~John Sheridan

    Never argue with idiots for they with bring you down to their level and beat you with experience. ~Anonymous

    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

  8. #58

    Default Re: Neural Parasite Change

    I still hope that with such a short casting range, someone could pull off a Baneling Neural in the midst of a Zergling swarm :P


    -Psi
    >>You Must Construct Additional Pylons<<

  9. #59

    Default Re: Neural Parasite Change

    Quote Originally Posted by rdragon87 View Post
    I mean, if you get infestors against someone who was rolling Marines, Mauraders, Medivac and a couple of Thors Neural Parasite could be devastating.
    It also would require tons and tons of micro. Fungal Growth is more effective.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

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