[D][Q] Should Corruptors slow down enemy air? - Page 3
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Tuczniak
1561 Posts
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iKill
Denmark861 Posts
On December 13 2012 21:23 Fragile51 wrote: How about instead of slowing down the target it increases the corruptors speed? No anti-micro mumbo jumbo and in essence does the same thing. Only bad thing is that corruptors can't have a catchy name like turbovacs or ferrarilords :p Corvettors | ||
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mdoubles
Canada17 Posts
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Deleted User 261926
960 Posts
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ledarsi
United States475 Posts
Corruption is a boring ability that doesn't really fit with SC2, much like Frenzy did not fit. This idea is much better, but someone may come up with something still better. Immobilizing air units with Fungal wasn't necessarily a bad thing in and of itself. The problem was the splash, the damage, and the immobilization together allowed unlimited stacking and chaining. Giving the Corruptor a single target root that works on air units only, and making fungal not root air units might be a logical design, to go one more than giving the Corruptor a concussive-like slow. A single target effect like this is also much stronger against big units that are few in number, which is the Corruptor's intended job. The trick would be making this ability interesting and not create another fungal-micro-killing-fiasco. | ||
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rpgalon
Brazil1069 Posts
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HeavenResign
United States702 Posts
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ArvickHero
10387 Posts
Think corruptors would be pretty unique/interesting if they could latch onto other enemy air (w/ their tentacles and all), and either attack or have a special ability like that. But then maybe ppl would say it's too much like Scourge lol | ||
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ledarsi
United States475 Posts
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LexKaiba
Ireland23 Posts
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neptunusfisk
2286 Posts
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MarcusRife
343 Posts
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K_osss
United States113 Posts
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kcdc
United States2311 Posts
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Zato-1
Chile4253 Posts
[D][Q] Should Corruptors slow down enemy air? No. The Corruptor is already a good air-to-air unit, especially when coupled with Infestors; it doesn't need the help. If Infestors / Fungal Growth did not exist, then Corruptors would probably need buffing to let them hold their own vs. Vikings, but as things stand, Zerg anti-air is very strong once Corruptors + Infestors are out. | ||
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Howl41
United States65 Posts
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Piousflea
United States259 Posts
1) Nerf Corruptor's HP to 120. 2) Nerf Corruptor's attack to 12 damage (18 vs. Massive) but increase range to 7. 3) Attacks inflict "Parasitic Corruption" debuff for 5 seconds: Unit takes damage equal to 50% of any damage dealt. Reflected damage ignores Armor. The HP/damage nerf and the Iron Maiden debuff should cancel themselves out, leaving the Corruptor not much stronger or weaker than it is now. For example, a Viking shooting at a Corruptor should result in both units dying at the same time: Both the Vike and Ruptor will shoot 6 times before they die; Corruptor takes 24*6 = 144 damage and dies; Viking takes 12*6 = 72 direct damage, and 120/2 = 60 reflected damage (the first salvo is fired before the reflect debuff), total = 132 damage so it dies ------ Why is a damage reflect debuff awesome? 1) It makes the rest of the Zerg force much more effective. Right now, a mixed Corr/Muta force sucks because enemy units can kill off the Mutas while ignoring the Corruptor's low DPS. However, having a 50% Iron Maiden debuff means that they actually damage themselves by killing the Mutas first, whereas they could get rid of the debuff by killing Corruptors first. 2) It forces the enemy player to make a decision. Do they kill the Corruptors first or go for the Mutas? Right now there is no decision because Mutas are shorter ranged and more fragile and the Corruptors don't really do much damage. With a relatively fragile but deadly (due to debuffs) Corruptor force, you might actually want to focus down Corruptors before the Mutas. 3) It makes ground-to-air more effective vs Corruptors. Corruptors are easier to shoot down with Stalkers and Turrets, and as a bonus, if you're relying upon GtA to kill them, your air units can stop shooting and stop taking Iron Maiden damage. | ||
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