1. They pop out of eggs somehow. 2. The range on these suckers is kinda long, you can presumably launch them off cliffs. 3. Upgraded infestors allow them to move pretty quick while burrowed, you could harass a resource line pretty handily this way. 4. Infestors still die SUPER FAST if focused. 5. Infested Terrans have a pretty short lifespan in "Faster," and do 5 damage to air and ground.
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
its as if the developers asked themselves "ok we tried to make siphon life as shitty as possible but somehow SOME people still try to use it. Whats an even more retarded spell we can use to replace it? Ideally one that's even lamer..."
The only use I could see is launching them up a cliff while your opponent has their line undefended. Otherwise it is more resource efficient to get hydra/roaches. The time it takes to get all that energy for the infestors must be a long while too :/ I don't see this being a redeeming spell for it.
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...
Can't wait to see a TvZ starvation match where both races are totally out of money and the only units they have are Ravens vs Infestors. Auto-Turret vs Infested Marines with Ravens being able to Seeker Missile but having to stay at distance to avoid Infestors NP. Could make an interesting UMS actually lol.
it might be an interesting ability if they could be launched at siege distance and be able to spread FF splash damage (sorta like zeal-bombing). or at least if them landing dealt splash damage...
Figured I'd drop this video here too. It's a demo of the Neural Parasite ability used on an enemy SCV. I try to build a barracks with it, but I get a warning in the top-left that I don't have the required tech to build it. Haven't fully tested with every building yet.
I think I'd like this a lot more if it wasn't "infested terrans" as much as some other zerg unit, like a broodling or something. The idea of so many terran complete with rifles just floating around in green egg sacks inside an infestor just seems super weird to me. Esp since the potential number of them is innumerable.
Heck, I wouldn't mind infested terrans that shot acid or something because then at least you could say the zerg have just absorbed terran DNA into their swarm and those are really and truly "eggs" that hatch, but with the rifles it just seems too unbearably corny.
edit: I just noticed i'm a zergling now... sweet (:
The egg launch does look a little animated, but it has good clarity. I imagine it is easy to tell what is happening when infested eggs are launched in a giant battle. I like the height of the throw too because you would be able to see them amongst Thors and Colossus. There are ways they could take a bit of the cartoony feel out of it tho, for example by giving the eggs are harder look like more exoskeleton and by making them embed into the ground slightly instead of landing plumply and bobbing.
i'm thinking we need consume back! because massing infestors is not going to be what zerg want to do if there is no immediate use. people will rather build other units. consume was so zerg-like! eating your own for immediate energy was necessary or no one would have used defilers. Waiting so long for 1 dark swarm and then never to use it again because the defiler would die waiting, literally. So, no consume would mean no one will use infestors either...too much of an investment for not even a slight chance of payback. For templars, if you get a storm off on a group of unit it was already worth it. If an infestor throws out 4-5 infested terran and they do nothing/get squashed where's the payback?
Problem: what is the reason to get an infestor?
infested terran? waste of resources to get a crappy unit (resource of infestor plus energy wait time)
On February 26 2010 13:28 JoshSuth wrote: Figured I'd drop this video here too. It's a demo of the Neural Parasite ability used on an enemy SCV. I try to build a barracks with it, but I get a warning in the top-left that I don't have the required tech to build it. Haven't fully tested with every building yet.
Well launching them is cool, but they seem pretty weak, although if you had a couple of infestors you might be able to launch them into expansions and past walls and stuff.
I'm thinking ITs will actually be useful if you have a max energy Infestor. That's 8 ITs from a single unit. Zerg should be able to sacrifice the resources for it, since they will have such a huge army anyway; they don't have to worry about not having a couple hydras or so.
ITs could be useful for harrassing mineral lines w/ nearby cliffs. Obviously, the player wouldn't expect it from a Zerg player to abuse cliffs, since they have no Colossus or Reaper; of course, Infestor could just lay a bunch of Infested Terran down and start firing away at SCVs and whatnot. The Infestor could instantly burrow once it's done its job, and you're set.
Yes to the continually keep using neural parasite question. If you do it to a probe though, you just have him start a Nexus up and it'll finish on its own.
P.S. - I'm fairly certain you won't be able to launch infested terrans UP cliffsides without vision.
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.
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.
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
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...
The ability I miss the most from SC1 is dark swarm and I really wished the infestor had a similar ability. The infested terran rub me the wrong way, they feel like they've decided that they want infested terran back and would crowbar them in anyway they could.
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.
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
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.
And just when i thought that the corrupter could not get any worse... This. Infested terrans suck. 28 of them all died so quickly, to time and a hand full of marines lol how stupid.
They didn't die to the marines, most died to running out of spawn time.
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.
Wow, this might be the first ever SC unit I have a hard time suspending disbelief on. Popping out of the eggs fully equipped with rifles? At least make it so they've been corrupted into a more zerg-like attack, like needle spines or acid or something.
I like this ability better than Siphon Life as it was. But I would very much like Siphon Life back if you could siphon from your own units. That would at least make it viable, even though slightly overpowered together with roaches probably...
Neural Parasite actually looks like it'll be pretty pathetic and still not worth it.
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.
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.
On February 27 2010 00:39 Haemonculus wrote: Yah.... perhaps if they increased the duration a bit? I dunno...
I really want to incorporate infestors into my zerg play, but their spells just seem underwhelming.
Although now that neural parasite can affect any unit... I might just have to use these vs colossi.
with the animation and casting range, your opponent would have to be retarded to not kill your infestor. he probably wouldnt even have to target fire it since it will run up so close to his army D: Only chance I see is if its a small numbers battle and thats pretty unlikely at the stage you can build infestors D: They could only be really useful against a drop abusing player imo, neural parasite his dropship and fly it into your defenses and kill it.
I enjoyed the process of throwing out eggs, evolving to infested terrans. But mostly the feeling of killing buildings at the speed of sc1. That's one of my bigger dissapointments with sc2
I tried to watch your replay, but when I opened it in the beta client it said it was missing some file or something. I am in the beta, I have the patched version and a valid login.
On February 27 2010 05:03 JoshSuth wrote: I tried to watch your replay, but when I opened it in the beta client it said it was missing some file or something. I am in the beta, I have the patched version and a valid login.
you gotta start a ladder 1on1 to actually download the new cache files.
question, if you have 5 infestors and all full 200 mana and say you are lightning speed on the mouse and kb, can you que up all 40 infested egg launches and then go macro and have them just sitting there spamming eggs when the cooldowns are up?
On February 27 2010 08:34 CharlieMurphy wrote: question, if you have 5 infestors and all full 200 mana and say you are lightning speed on the mouse and kb, can you que up all 40 infested egg launches and then go macro and have them just sitting there spamming eggs when the cooldowns are up?
No. Even in the video at the start of this thread you can see that he has 7 infestors and runs out of mana before the end of the video.
On February 27 2010 05:03 JoshSuth wrote: I tried to watch your replay, but when I opened it in the beta client it said it was missing some file or something. I am in the beta, I have the patched version and a valid login.
you gotta start a ladder 1on1 to actually download the new cache files.
Ah, gotcha. I didn't think of that. I'll go check it out now then, I suppose.
On February 27 2010 08:34 CharlieMurphy wrote: question, if you have 5 infestors and all full 200 mana and say you are lightning speed on the mouse and kb, can you que up all 40 infested egg launches and then go macro and have them just sitting there spamming eggs when the cooldowns are up?
It would be so much better if all the infestors shoot eggs at once instead of queueing up one after the other like that. I mean, come on. Is there a magic box for this or something?
Maybe instead of having them all as one control group, seperate them into 7 different groups to try and get all of the eggs out at once?
On February 27 2010 09:55 Juicyfruit wrote: It would be so much better if all the infestors shoot eggs at once instead of queueing up one after the other like that. I mean, come on. Is there a magic box for this or something?
Maybe instead of having them all as one control group, seperate them into 7 different groups to try and get all of the eggs out at once?
that would most likely work. starcraft 2 just likes to queueu a bunch of stuff. Even zerg building units from larva is queued. If you have 3 larva highlighted and u press zergling only one will morph into a zergling.
Anyone have a replay available that shows either infested terrans OR neural parasite being used with any success? I'd love to see such a thing, if it's possible. Maybe someone neural parasited a mothership at a very opportune time?