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Thread: Infestor spell re-work

  1. #21
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    Default Re: Infestor spell re-work

    Quote Originally Posted by Kimera757 View Post
    Fungal Growth does low damage (it can't even kill an uninjured marine or reaper), and freezing units that have ranged attacks has limited useability. It works better against zerg, decently against protoss, and not very well against terrans.
    Yeah, sure, unless you happen to have, you know, a unit with a longer range, like a Brood Lord for example.

  2. #22

    Default Re: Infestor spell re-work

    Quote Originally Posted by EvilGenius View Post
    So, the infestor needs some work - but is it too much to ask that the INFESTOR actually INFEST something? I know it'd take blizzard another 5 years to balance, but would a spell that infests an EXISTING maine/biological unit be possible?

    I know it presents a problem for the protoss - i was thinking instead of "infesting" a protoss unit... maybe it would just insta-gib it?

    obviously, it'd have to come at great cost to the zerg player...

    sorry if this has been talked to death already, i'm just wondering what everyone else is thinking
    Do Infestors need to be changed??

    KHB(Z) v TeamEG(T) Steppes of War, latest patch.


    http://www.mediafire.com/?ltiamwz2kf1


  3. #23
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    Default Re: Infestor spell re-work

    Quote Originally Posted by Todie View Post

    for example, how about growing some fungi on 'em when they'er movign across the map in tight formation, while your man force is ready to bypass them to hit the main &/or expos to cripple econ and/or tech ....
    It sounds good on paper, and I've thought about it myself, but it's too hard to pull off - at least at the skill level of people here.

    You need extremely good map awareness to know when the enemy army is on the move. Also, you need line-of-sight of the enemy to cast Fungal Growth on them, and if your Infestor is unsupported (which it usually will be unless you want parts of your army to be blown up, and drag you into a conflict), it will most likely get blown up without an unseen spotter to help.

    The Terran army is largely infantry, and they'll be leading the army, so it's unlikely you'll hit any tanks with Fungal Infestation. If your army isn't there to follow up, then the whole Terran army's just going to get healed by Medivacs. Fungal Growth only deals 36 damage over 8 seconds vs Psi Storm's 80 damage over 4 seconds - it's a lot easier to heal up and fight during the duration of a Fungal Growth than that of Psi Storm.

    That's not to say that it isn't a useful spell, it's just very difficult to use at its best potential.


    Quote Originally Posted by SaharaDrac View Post
    Do Infestors need to be changed??

    KHB(Z) v TeamEG(T) Steppes of War, latest patch.


    http://www.mediafire.com/?ltiamwz2kf1
    Downloading now - this should be good! ^_^

  4. #24

    Default Re: Infestor spell re-work

    The Terran army is largely infantry, and they'll be leading the army, so it's unlikely you'll hit any tanks with Fungal Infestation.
    Infestors have burrowed movement innately. All you need is a 50/50 research, and you can easily put Infestors anywhere you want.

    Failing that, you can always Nydus them wherever you want.
    "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

  5. #25

    Default Re: Infestor spell re-work

    I think spawn infested marines could work/make more sense if they made it like the spawn broodlings ability on the old queen (you cast it at a tank, out pops an infested terran).

    This is assuming they can't work in an actual infestation ability in there.

    Another idea I was thinking of is transferring the corruption ability of the corrupter to the infester.
    Last edited by Crazy_Jonny; 03-06-2010 at 06:15 PM.

  6. #26
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    Default Re: Infestor spell re-work

    Quote Originally Posted by SaharaDrac View Post

    KHB(Z) v TeamEG(T) Steppes of War, latest patch.


    http://www.mediafire.com/?ltiamwz2kf1
    The second most recent patch, actually .

    But that was an EPIC game! Thanks for sharing :]. As a Zerg player, I can't help but feel excited at seeing all three of the Infestor's abilities being used . I still feel that Infested Terrans isn't very good though (I mean look at the situations in which it was used - it's so much better to have an Autoturret for 50 Energy).

    And it requires a relatively high level of play to pull off what KHB did.

    One thing to note about Neural Parasite is that even though the tooltip says '10 seconds', that's on 'Normal' speed or something, I think. On 'Fastest', it's actually shorter than 10 seconds, I think it's something like 8 seconds.

    There was just a ton of action in this game - it makes my best games look so lousy .

  7. #27

    Default Re: Infestor spell re-work

    Quote Originally Posted by SaharaDrac View Post
    Do Infestors need to be changed??

    KHB(Z) v TeamEG(T) Steppes of War, latest patch.


    http://www.mediafire.com/?ltiamwz2kf1
    Can you do commentary for that game please? :x
    "Living for the Swarm!"

  8. #28

    Default Re: Infestor spell re-work

    Thx for the link xD
    Find Humanity ... Assimilate ... Learn ... Evolve.

  9. #29

    Default Re: Infestor spell re-work

    Quote Originally Posted by Nicol Bolas View Post
    The last thing Blizzard should do is declare further intellectual bankruptcy.
    Intellectual bankruptcy is like pregnancy or death. You can't be a little dead. You can't be significantly pregnant. Blizzard feeds on its own IPs and others and public domain with ruthless abandon. It can't do this in a "worse" manner than now. If the Defiler worked before, use the damn Defiler. The Infestor is by no means an original concept if the name is changed and the art for it is made worse. No one is fooled.

  10. #30

    Default Re: Infestor spell re-work

    It can't do this in a "worse" manner than now. If the Defiler worked before, use the damn Defiler. The Infestor is by no means an original concept if the name is changed and the art for it is made worse. No one is fooled.
    The Infestor is more like the SC1 Queen than the Defiler... the similarities to the SC1 Queen are pretty strong, the similarities to the Defiler are... what similarities? It's a zerg ground unit that cast spells? What else do they have in common? The Infestor has a really weak version of plague (which is also a really strong version of ensnare)?

    Yeah, honestly, the Infestor is more like the SC1 Queen than the defiler by a long shot.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

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