Frankly corrupters have a great spell early game because with just a few you can stop their production it's great if you're pushing.
infestors god dam useless building that i need to get to hive tech.
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semantics
10040 Posts
Frankly corrupters have a great spell early game because with just a few you can stop their production it's great if you're pushing. infestors god dam useless building that i need to get to hive tech. | ||
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DeCoup
Australia1933 Posts
On February 26 2010 13:55 Luddite wrote: So if you want it to finish building, do you have to continually keep using neural parasite on it? Yes. I read about someone doing this in an older build. It takes about 10-11 NP to get the CC finished. I am not sure what happens if you don't NP them again, but my guess is that either the SCV will stop building it automatically or the player who owns the SCV will be able to stop building if they spot it. I think cost and ownership of the CC is determined at the time the building starts. Nexus on the other hard are easy to ninja, since they are self built. | ||
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Dr.Frost
United States389 Posts
On February 26 2010 12:56 WhiteKnight wrote: I like it! Awsome. I just like the fact that zerg can swarm enemies with more free units. Zerg are reall starting to feel like the overrunning with lots of little units race. Regardless, this Infestor is a much needed improvement. It can also parasite all units now. Not just biological... I agree, and I jsut tested with a friend, parasiting any unit means YES YOU CAN CONTROL THE MOTHERSHIP. This means all your units cloak while all theirs un cloak SUPER USEFUL! I love it. | ||
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paper
13196 Posts
On February 26 2010 12:47 JoshSuth wrote: Yeah, they're only 25 energy to spawn 1, and infestors have 200 energy max. That's 28 from 7 infestors like I've got here. Possibly more if the first one to spawn a terran is back up to 25 by the time it gets back around to him. =P 200/25 * 7 = 28 | ||
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Un Gato
United States123 Posts
On February 26 2010 13:58 Virtue wrote: _______ god dam useless building that i need to get to hive tech. Sound familiar to anyone? | ||
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PeT[uK]
United States412 Posts
On February 26 2010 14:02 Dr.Frost wrote: Show nested quote + On February 26 2010 12:56 WhiteKnight wrote: I like it! Awsome. I just like the fact that zerg can swarm enemies with more free units. Zerg are reall starting to feel like the overrunning with lots of little units race. Regardless, this Infestor is a much needed improvement. It can also parasite all units now. Not just biological... I agree, and I jsut tested with a friend, parasiting any unit means YES YOU CAN CONTROL THE MOTHERSHIP. This means all your units cloak while all theirs un cloak SUPER USEFUL! I love it. Wow that can really change gameplay, but i agree with the comment about no consume on infestors. It makes them relatively useless in the fact that u have to wait so long to do anything. With consume, and a tweak on these useless and corny infested terran, the infestor can be a viable unit... | ||
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Jarvs
Australia639 Posts
Idealy I'd like to see the infested terran go and a dark swarm-esq ability replace it. The only issue is that the sentry seems to have taken that role. | ||
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AskJoshy
United States1625 Posts
On February 26 2010 14:14 paper wrote: Show nested quote + On February 26 2010 12:47 JoshSuth wrote: Yeah, they're only 25 energy to spawn 1, and infestors have 200 energy max. That's 28 from 7 infestors like I've got here. Possibly more if the first one to spawn a terran is back up to 25 by the time it gets back around to him. =P 200/25 * 7 = 28 Whoops. | ||
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renchak
209 Posts
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avilo
United States4100 Posts
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Straylight
Canada706 Posts
On February 26 2010 14:29 JoshSuth wrote: Show nested quote + On February 26 2010 14:14 paper wrote: On February 26 2010 12:47 JoshSuth wrote: Yeah, they're only 25 energy to spawn 1, and infestors have 200 energy max. That's 28 from 7 infestors like I've got here. Possibly more if the first one to spawn a terran is back up to 25 by the time it gets back around to him. =P 200/25 * 7 = 28 Umm, good job? I said 28. The first one to spawn a terran could conceivably be back up to 25 energy by the time the rest of them are spent. I think paper was doing a bad job of being sarcastic. Your math is wrong. | ||
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tre2ettsexsju
Sweden248 Posts
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AskJoshy
United States1625 Posts
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LuDwig-
Italy1143 Posts
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Misrah
United States1695 Posts
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alfybet
United States57 Posts
I wonder if their attack scales up with zerg melee upgrade. If so, as is (50 hp / 5 attack), it's a slightly crappier marine which isn't too bad. If nothing else it can be used as a meat shield for battles. | ||
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pankwindu
United States7 Posts
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NeoLearner
Belgium1847 Posts
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AskJoshy
United States1625 Posts
A. Infestors die in 3 seconds or less to a couple of marines. B. In the "Faster" setting all ladder games are played in, the MC time is quite short. C. It's energy you could otherwise use spamming fungal growth, or if you're inclined: Infested Terrans. | ||
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MidKnight
Lithuania884 Posts
That.Was.RIDICULOUS. I was like uber-wtf the whole time infested marines were popping out.AND IT DIDN'T STOP! Scary shit.. Idea is cool I guess, it requires positioning, can be used like zealot bombs against tanks or used to harass mineral line. But it just...Doesn't fit in..And looks weird. Like someone here mentioned (I'm lazy to search for the original post), it seems like they really want some sort of infested terran back in the game for some unknown reason. They didn't struggle to remove lurker, but they try so hard to fit this rather random unit in.. Neural parasite looks hella' cool though, sort of like that bug from Starship Troopers lol. Can't find many situations where it would be useful though, unless it has like 8 range. | ||
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