View Poll Results: Which do you prefer?

Voters
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  • Blizzard's current Infestor

    7 53.85%
  • Mr. Peasant's name-swapped Infestor

    3 23.08%
  • Delayed beta and release with reworked Infestor

    3 23.08%
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Thread: [Idea] A Simple, Straightforward Solution for Infestation

  1. #31

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    Quote Originally Posted by Aldrius View Post
    No it wouldn't.

    They added entire units in the WC3 beta. If that's what's needed to balance the game, that's what they'll do.
    Didn't really follow its development. But are you sure they were completely new units or simply previously tested units that didn't originally make the cut and that were not publicly known? Moreover, is there any proof that this didn't result in a delay in the game's release?

  2. #32
    Junior Member
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    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    I don't really see why the Infester needs to be able to spawn units anyway....the Zerg already have Zerglings, Broodlings, and Banelings running around. Why Infested Terrans or Hatchlings at all?

    Since the unit is named the Infester, it stands to reason that it should infest things. But it's spells have to make it useful as an offensive caster - which is what its role appears to be.

    Neural Parasite is good, in my opinion. Works like mind control, only it's temporary and therefore I would assume less costly. The Infester is also a lot easier to get than the Dark Archon.

    The plague ability it gets from the Defiler sounds good to me, as well.

    I'd like to see Infested Terrans replaced with an ability more like its old infest ability, which affected buildings. Only this time, the infested building needn't produce infested units. The ability could simply be used to shut down production. It could be a sort of area of effect ability that would stop unit production and increase damage the buildings take. Or it could slow down attack rate (for defensive structures). Softens up defenses and slows down the enemy's production.

  3. #33

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    I'd kinda like to see a combination of the whole...Plague/DoT thing AND Spawn (whatever).
    Basically, drop it on a unit, and that unit's HP is slowly eaten up over each time, and every few ticks of damage, the "Infested" unit spawns little Broodlings or whatever.

    Basically they're being consumed from the inside out, and as they are, little ravenous Zerg units are born, ready to kill, but the unit takes a while to die (or it does a set amount of damage), and the whole time it's running around in a panic spawning these little devils.

  4. #34
    vIsitor's Avatar Junior Member
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    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    Quote Originally Posted by Pandonetho View Post
    Do you even know the difference between SC1 and SC2? Good god.
    You're missing the point. Entirely.

    Units which were ineffective in the original game have been culled and replaced by more effective counterparts. Notably, in the Infested Terran's case, its been replaced by the Baneling, which is far more accessible and useful overall.

    Erstwhile, the Infested Terran has inexplicably been drastically altered to fit a completely different role simply for the reason that it 'needs' to be in multiplayer. Frankly, I find this not notion ludicrous. Just about the only thing it shares in common with its predecessor is a name and a model that vaguely resembles the Infested Terran sprite in the original game.

    The reason its being kept in can't be for lore reasons either; it only needs to end up in campaign for that. And whether its in the game or not it will doubtless be in the Editor for use in custom maps.

    Therefore, the only conceivable reason its being kept is out of some contrived sense of nostalgia. Its particularly puzzling to me that such convoluted measures are being taken to keep the unit (or, rather, the name of the unit) in the game.

  5. #35

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    To top it off if you put in a "Assimilated" Terran then you now have to models. An infested marine with guns and armour in the caimpaign and a cool carapace monstrousity in multiplayer. Better for map makers

  6. #36

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    True enough, I suspect a lot of Infested unit models being placed into the singleplayer, while the one in Multiplayer hasn't been touched much lately.


    -Psi
    >>You Must Construct Additional Pylons<<

  7. #37

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    They could even make a whole army of infested units like the naga in WC3 TFT.
    Last edited by ArcherofAiur; 07-30-2009 at 10:56 PM.

  8. #38
    Pandonetho's Avatar SC:L Addict
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    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    You're missing the point. Entirely.

    Units which were ineffective in the original game have been culled and replaced by more effective counterparts. Notably, in the Infested Terran's case, its been replaced by the Baneling, which is far more accessible and useful overall.
    I'm missing the point? You asked when was the last time we saw infested Terrans in a competitive match as if that's some sort of argument as to not include infested Terrans in SC2, which are completely different units.

    Erstwhile, the Infested Terran has inexplicably been drastically altered to fit a completely different role simply for the reason that it 'needs' to be in multiplayer. Frankly, I find this not notion ludicrous. Just about the only thing it shares in common with its predecessor is a name and a model that vaguely resembles the Infested Terran sprite in the original game.
    I don't get the point you're trying to make here. So what if it doesn't explode like its SC1 counterpart, does that mean that it's not an infested Terran anymore? I don't see anything wrong with the unit.

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