02-26-2010, 09:39 PM
#31
02-26-2010, 09:43 PM
#32
02-26-2010, 09:48 PM
#33
The Mother of all Queens!
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02-26-2010, 09:59 PM
#34
Well not really melee like melee, but 2-3 Range, just to be closer than Hydras, so Immobilized units would attack them. And I don't really see that taking a lot of Energy, I can make Mix of 3-4 Infestors with my Army. 2 Of them can use Infested Marines and 2 of them can use Fungal Growth. And as far as I know, one Infestor can cast 2 times Fungal Growth with full energy, so don't really see the problem.
"Living for the Swarm!"
02-26-2010, 11:01 PM
#35
I take it back. Infested Terrans are actually not too bad. They're really all Infestors can use for economy harassment.
But honestly, they could just make it the building infestation ability again, you're only EVER going to use that spell inside the enemy's base. Out in the field Neural Parasite and Fungal Growth are superior options in almost any situation.
EDIT:
Cool things about Spawn Infested Terrans:
The spawning range is about 8-9. So you can fling these guys past a wall or something if you have to. Or... into somebody's mineral line.
They spawn pretty fast. In about 2-3 seconds.
I think the only issue I have with this ability is how much you have to cast it. I think I'd prefer a higher energy cost with them spawning more marines. You have less control that way, and it's easier for the spell to mess up probably... but... I dunno. It takes A LOT of micro right now to get any decent number of marines onto the field. It's like if Terran had warp-in with marines.
I think if they changed this ability at all, they should do that, or give the marines a bit more longevity. Right now I think they'd be a bit too powerful if they lasted too much longer, though...
Neural Parasite is actually probably the Infestor's most underwhelming spell right now. I have yet to use it to really turn the tide. It's more of a crowd control spell than anything... I think the key to this ability is to use multiple Infestors in unison to grab a few colossi or immortals, but it's a pretty specific situation, and if they have that many units it's hard to pull off.
Fungal Growth is still really nice, though.
Last edited by Aldrius; 02-27-2010 at 12:15 AM.
The Mother of all Queens!
Thanks to Dynamik- for the signature!
02-27-2010, 06:51 AM
#36
Well yeah, as I said. But, about Infestation, it would be cool that they change back the Corruptor and give him again that Corrupted Mass, while giving "Corruption" to the infestor, Infest building, Temporary making it not working, and spawning something from it for next 10-20 sec for example, something that is not Infested Marines since that would only work vs Terran. But well I am happy either ways.
"Living for the Swarm!"
02-27-2010, 07:05 AM
#37
Well, about Protoss lore issues with buildings.. have you read the Frontline series? They have infested Protoss there. idk if that's really canon or not.
If it HAD to stay spawned eggs, I'd prefer it be around 50 energy spawns 3 of them.
02-27-2010, 04:58 PM
#38
02-28-2010, 09:51 AM
#39
long casting range + one-at-a-time spawning looks interesting to me. throw them up a cliff, throw them ahead of your army to scout a mobile enemy. throw them in position to glank ST's or HT's ... i like the idea of full presision over how many to summon. if its really cumbersome to summon many at one time, thats a UI problem, and should be handled as such. (IMO unit prod. should too; we need the OPTION to make more than one unit per click)
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03-01-2010, 02:30 PM
#40
Not a fan of the ability to begin with, but if its staying, then I'd have to agree with getting 2-3 to a cast, or at least extend the lifespan to some degree - 40-60 seconds possibly.
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