Page 2 of 2 FirstFirst 12
Results 11 to 15 of 15

Thread: Corruptors "Corruption" Stats + Opinions

  1. #11

    Default Re: Corruptors "Corruption" Stats + Opinions

    I have an idea for the Infestor. Let it train up to 5 infested marines which it stores in its belly. When the Infestor engages enemies it will automatically fire these out at its target, exploding on impact and dealing AOE damage. It's a deadly attack, but the fact that the units is slow moving makes it risky. To make it even more exciting, give these infested marines an unpredictable pattern for target acquisition...leading to some degree of randomness in its destruction.

  2. #12

    Default Re: Corruptors "Corruption" Stats + Opinions

    I really think this ability would have more usefulness on the Infestor, and it needs to be expanded to do more things like temporarily remove supply from Depots/Pylons, stop SCV's from gathering gas, stop building based abilities from being cast, etc.
    Corruptors are expensive, but reasonably massable; they only cost 100 gas. Corruption as it stands is pretty powerful; you can easily negate static defenses long enough for your real units to get in. But doing all of what you suggest would be allowing a unit that you can easily get a dozen of to basically shut down an entire base. That's a little much.

    No, it was changed actually just when Beta arrived.
    We can't say when Blizzard made the change, but we found out about it in the Beta.
    "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

  3. #13

    Default Re: Corruptors "Corruption" Stats + Opinions

    Quote Originally Posted by Nicol Bolas View Post
    Corruptors are expensive, but reasonably massable; they only cost 100 gas. Corruption as it stands is pretty powerful; you can easily negate static defenses long enough for your real units to get in. But doing all of what you suggest would be allowing a unit that you can easily get a dozen of to basically shut down an entire base. That's a little much.
    Obviously its cost/length would need to be adjusted.

    Frankly, I have always preferred the idea of the Corruptor spawning spore turret growths on the unit its attacking, along with the damage the Corruptors attack does. Each turret would do like 2 damage and last 10-15 seconds, so the more you attack an enemy unit with Corruptors, the more little turrets you spawn which attack the enemy as well.

    Its just a small twist on the "turret at death" mechanic, but it would make it so the enemy could retreat but still risk taking damage and damaging his own units. For example, say you have 5 Corruptors attack a BC. They all die, but they do 400 dmg and spawn 30 small growths on the BC. That BC then can't go back to base to get repaired, and will need to be separated from any other units around it else the growths will continue to do damage to the player.

  4. #14

    Default Re: Corruptors "Corruption" Stats + Opinions

    Infestor is useless without its Spawn Infested Marines right now.
    It's not *USELESS*. Fungal Growth is REALLY powerful. And it's certainly not less than ideal just because it's missing 'Spawn Infested Marines'. Two of it's spells are just flat out REALLY lacking right now.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  5. #15

    Default Re: Corruptors "Corruption" Stats + Opinions

    Quote Originally Posted by Blazur View Post
    I have an idea for the Infestor. Let it train up to 5 infested marines which it stores in its belly. When the Infestor engages enemies it will automatically fire these out at its target, exploding on impact and dealing AOE damage. It's a deadly attack, but the fact that the units is slow moving makes it risky. To make it even more exciting, give these infested marines an unpredictable pattern for target acquisition...leading to some degree of randomness in its destruction.
    LOL!!
    You forgot to mention a 15 mineral cost per Infested Terran, and making them invincible.

Similar Threads

  1. Game: StarCraft "Racial music" by favorite artist.
    By Equiliari in forum Off-Topic Lounge
    Replies: 12
    Last Post: 02-13-2010, 06:06 PM
  2. Beta Contest — "Vespene Laughs" returns!!! (10/30/09)
    By n00bonicPlague in forum StarCraft Discussion
    Replies: 14
    Last Post: 10-30-2009, 08:50 PM
  3. Replies: 21
    Last Post: 09-08-2009, 10:03 AM
  4. Replies: 9
    Last Post: 07-01-2009, 09:44 AM
  5. New "Blizzard Game" Released - Failoc-alypse
    By TheEconomist in forum StarCraft Discussion
    Replies: 22
    Last Post: 06-03-2009, 09:24 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
  •