Page 2 of 5 FirstFirst 1234 ... LastLast
Results 11 to 20 of 48

Thread: Infestor spell re-work

  1. #11

    Default Re: Infestor spell re-work

    Quote Originally Posted by Nicol Bolas View Post
    You know what SC2 needs more of? Stuff from StarCraft 1!

    The last thing Blizzard should do is declare further intellectual bankruptcy.
    Even better, they could just add more old units cleverly disguised as "new" units.


    "I am part of that power that eternally wills evil and eternally works good."
    - Mephistopheles (Goethe's Faust)

  2. #12

    Default Re: Infestor spell re-work

    Quote Originally Posted by Asfastasican View Post
    Oh for the love of pete, bring back the defiler already.
    Yay! Another returning zerg unit! *sarcasm*

    Quote Originally Posted by TunaFish View Post
    Even better, they could just add more old units cleverly disguised as "new" units.
    Brood Lord - Checked
    Find Humanity ... Assimilate ... Learn ... Evolve.

  3. #13

    Default Re: Infestor spell re-work

    Quote Originally Posted by Asfastasican View Post
    Oh for the love of pete, bring back the defiler already. I'm shocked that the Thor has found its place faster than the infester has!
    The infestor hasn't actually been... looking for a place in the zerg army...

    It has the same role it had before they patched it... now it's just... better at it.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  4. #14

    Default Re: Infestor spell re-work

    On a very slightly related note, and I am sure this has been talked about before, but does "Fungal Growth" affect all ground units (i.e. every type, variation, bio, mech, etc...) in the area of effect?

    Because if it does, why is that not used more in the zerg replays i've seen?!

    I mean, are you kidding me, a spell that immobolizes an area of units much like vortex, yet deals damage while they are immobolized, and (hopefully someone can confirm whether or not this is the case) allows your units to attack them while they're immobolized? If that IS the case, then i want to see this ability used way more.... but I may be wayy outta the loop on this and i apologize if i am completely incorrect on how this spell works...

  5. #15

    Default Re: Infestor spell re-work

    On a very slightly related note, and I am sure this has been talked about before, but does "Fungal Growth" affect all ground units (i.e. every type, variation, bio, mech, etc...) in the area of effect?
    It also affects air too... Spell is good, but it is more like you have to invest a lot to just infestor that is useful for only one spell that is good vs. Zerg, and it is far better and more cost-effective to go for Mutas instead of Infestors.
    "Living for the Swarm!"

  6. #16
    Operatoring's Avatar Junior Member
    Join Date
    Jun 2009
    Posts
    168

    Default Re: Infestor spell re-work

    I like Infestors. Throwing three of them into your army can turn the tides of battle. Neural Parasite works on everything, you can even parasite a Probe and make a Nexus like DA's in SC1. Infested Terrans are fun but not that useful. And Fungal Growth or w/e is great at stopping fast units in there tracks, or the retreat of an army.
    If you don't have a Beta key and would like to play SC2 against computers, PM me. Don't ask me anything in posts. The AI that is out for the computers is fun and challenging. Give it a try to ease the pain of watching others play and not being able to play yourself.

  7. #17

    Default Re: Infestor spell re-work

    Step 1: make Fungal Growth and Neural Parasite reasonable and useful/balanced.
    Step 2: give the Infestor the Corruptor's Corruption and rename it Infestation.
    Step 3: Find a balance between the power of Scourge and the support of Devourers for the Corruptor
    Step 4: Make the Brood Lord the Mutalisk evo or change its goddamn model!

  8. #18

    Default Re: Infestor spell re-work

    Fungal Growth doesn't seem to affect air. I threw it on medivac dropships, so I could lure terran units away from them. It didn't work. Unless there's a bug, in which case I'd better report it.

    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.
    StarCraft wiki; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay, and member of the StarCraft II Fansite Program.

    "Do you hear them whispering from the stars? The galaxy will burn with their coming."

  9. #19

    Default Re: Infestor spell re-work

    Quote Originally Posted by Kimera757 View Post
    Fungal Growth doesn't seem to affect air. I threw it on medivac dropships, so I could lure terran units away from them. It didn't work. Unless there's a bug, in which case I'd better report it.
    You missed most likely. You need to hit the ground BELOW the medivac to hit it.

    It takes some getting used to. But it should show up red when it's targeted. Anyway, I'm pretty sure it works on air units. Lemme test it out.

    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.
    It's freaking awesome against terran. Fungal Growth groups of marines and they can't kite you. Plus they'll be weakened, so your units will just gobble them up. Even if they have a medivac, that'll be eating up A LOT of medivac energy.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  10. #20

    Default Re: Infestor spell re-work

    even if it cant target air it has great potential in its current form.. its just not teh click-and-kill ability that some might expect it to be; you need to use the units you ahve around to explit the enemys immobility.

    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 ....

    i feel zerg can be very much about controling the map & the enemy organicly; scout & exptend creep wtih overlords & burrowed units - but a strain on eenmys detection abilities to preserve the use you get from burrow ... and finally, exploit the superior recon tactically - combined with the ability to burrow-ambush... etc
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

Similar Threads

  1. [Idea] Should the Nexus Macro Mech. be a Channeling Spell?
    By mr. peasant in forum StarCraft Discussion
    Replies: 16
    Last Post: 02-10-2010, 03:27 PM
  2. New Infestor ability.
    By RamiZ in forum StarCraft Discussion
    Replies: 51
    Last Post: 09-05-2009, 09:07 AM
  3. Infestor Musings...
    By Eligor in forum StarCraft Discussion
    Replies: 23
    Last Post: 08-20-2009, 11:15 AM
  4. Infestor - Spawn Infested Marines
    By XSOLDIER in forum StarCraft Discussion
    Replies: 18
    Last Post: 06-08-2009, 07:37 AM
  5. Revival: Brainstorm on possible Infestor abilities
    By Blazur in forum StarCraft Discussion
    Replies: 6
    Last Post: 05-23-2009, 09:56 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
  •