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Thread: Expansion Units

  1. #171

    Default Re: Expansion Units

    They definitely need new abilities for the infestor. It's an easy place to add stuff; neither IT now NP gets much use, so I think those could be easily replaced in favor of better upgrades. What? I don't know. Obviously dark swarm would be great, but I've also toyed with the idea of having infestors with both fungal growth and plague.

    Personally, though, I think they just need to figure out a more exciting way to use the idea of infestation. After all, it's in the unit's name. I thought it was disappointing and a little unsatisfactory that they canceled the idea of infested protoss, but I guess that would count as a hybrid or something (at least, that was there excuse). Wouldn't it be great if Blizzard allowed us to live out our fantasies and fully infest a terran (or protoss) base? I've always wanted to be able to make infested tanks. Imagine - infesting a barracks gets you infested marines, an infested factory gives you tanks, infested vikings from infested starports, and infesting a CC would get you good old fashion blowy-uppy infested terrans. And infesting bunkers would get you that awesome concept from blizzcon.

  2. #172

    Default Re: Expansion Units

    Quote Originally Posted by Carsickness View Post
    Your not gonna get off that easy! You gotta have some cool ideas?
    I mean, your burrowed baneling morph idea is pretty cool but you can do better me thinks.



    [feeling uuninspired] ....no excuse!
    okok. give me a few months and might think of something.
    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.

  3. #173

    Default Re: Expansion Units

    Quote Originally Posted by MulletBen View Post
    They definitely need new abilities for the infestor. It's an easy place to add stuff; neither IT now NP gets much use, so I think those could be easily replaced in favor of better upgrades. What? I don't know. Obviously dark swarm would be great, but I've also toyed with the idea of having infestors with both fungal growth and plague.
    i used to have this attitude, but im all changed. just because they "dont see much use" in what's supposed to be high end play, doesnt mean they dnt have potential. i know they do. (personalyl i kinda cant stop using em; its becoming a problem)

    ... it just takes some investment and dedication to suqeeze the extra out of em, that is IT and NP-use.

    This game is so fast that at the tip-top level of play its very much about mechanics and execution; the big dogs like sticking to what they know as long as they are able to force it to work.

    ... i dont watch Idras stream, but i dare still say the games where he uses infestors are far in between; the recent epic game vs MVP being one of them; very late scarce use, strictly for fungals; using the other two abilities takes not only greater allocation of resources but somewhat actively looking for the situations where they are applicable.


    looking at a zerg taht is maybe one or two tiers down from there, Destiny (still top masters NA) uses infestors rather alot, but its still considered off-beat play, even by him, to the point where he hasnt properly analysed and changed his behaviour to use the energy upgrade. (witch is an essential part of ensuring infestors have enough energy to not only cast those critical fungals but also hit a nice NP or a nice moment for IT support when its spotted)


    TLDR: dont touch the infestors abilities. they have tremendous tactical potential.
    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.

  4. #174

    Default Re: Expansion Units

    I don't think it's fair to compare the Defiler and Infestor. The defiler is a tier 3 unit so of course it has better spells.
    Decepticons, transform and rise up!

  5. #175

    Default Re: Expansion Units

    Reaver, Diamondback, Firebat.

  6. #176
    deloctyte's Avatar Junior Member
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    Default Re: Expansion Units

    Zerg

    - Broodlord into Scurgelord and vice versa.
    With a small resource cost for every switch-a-roo, I think it could work. Sure, they'd be a borderline unit, almost never used, but it'd be cool. ^^

    - Channelable Dark Swarm for the Overseer.
    Sounds simple enough. Dark Swarm makes a return, and the Overseer becomes more important.

    - Tunneler, another mutation of the Zergling.
    A bit slower, along with a weaker attack, but with slighty more HP and the ability to Burrow without research. They also share the Roach's movement-burrow research.

    - Creep Glands (Upgrade)
    Overlord can now spew creep while moving, leaving a trail of creep that dissolves faster than the normal creep. Requires Hive to research.


    Terran

    - Terran APC

    Not the final name, ofcourse, but it would, technically be a large, mobile bunker. It would increase the damage of the units within. Lots of health-points, ofcourse, but slow as hell. They'd ride on the bottom of the Medivac, like Thors.

    - Field-Ops
    A mobile Terran specialist. An early caster, almost like the Sentry. They could deploy into a non-moving, but stealth-detecting pose, as well as have mines to place. Let's say... 2 for fifteen minerals.

    - The Valkire
    Basicly, the Brood War version with a few light tweaks to fit the anti-air that Vikings don't cover.

    Portoss


    - Mothership
    The cloak field radius has been shrunk by roughly 10%, however, the Mothership would have a slightly increased health and shield pool. The mothership would also gain a new area-targeted ability called <Psi Supression Field>, that disallows any casters to cast within the area. Costs 100 energy.

    ....There was more, but these are the ones that I remember at the moment. I had them written down somewhere. If only I could find it...

  7. #177

    Default Re: Expansion Units

    Quote Originally Posted by Gurluash View Post
    Reaver,
    No.
    Diamondback,
    No.
    Firebat.
    NO!

  8. #178
    deloctyte's Avatar Junior Member
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    Default Re: Expansion Units

    What's wrong with Reavers? I miss my fat, crawling worms of DOOM... : <

    That said, they aren't making a comeback in SC2. Probably ever.

  9. #179

    Default Re: Expansion Units

    Revers were great units. But somehow I doubt they'll re-introduce them to the game. And besides, technically we already have a reaver already!

    I can't wait to see whatever they dream up for expansion units.

  10. #180
    deloctyte's Avatar Junior Member
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    57

    Default Re: Expansion Units

    Oh, yeah, speaking of Reavers!

    Protoss

    - New Unit, no name for it yet.
    As Reavers are no longer used in the front lines, they have be refurbished for new tools. The unit would technically look like a reaver with the giant worm-armor plates mostly removed, with a pylon-like contraption attached to where they were. A slow moving unit, it would provide an always-active powerfield, the size of wihc would be roughly the size of the Warp Prsim. Besides the power-filed, it would also give off an aura that increased unit shield regeneration.

    What do you think?

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