Corruptor thought. - Page 2
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TSL-Lore
United States412 Posts
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Nightmarjoo
United States3360 Posts
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FarbrorAbavna
Sweden4856 Posts
As far as motivation for using this ability it could(and should be since it's fing melee) be stronger than the corruptors ranged attack so you would want to get in close for a takedown, otherwise what would be the point in practically sacrificing your unit for another one if only to see a cool animation. And for when the corruptor is latched onto a ship all friendly ships that are shooting at the corruptor will only target it so the ship takes no damage from it's own, IMHO it would be hard to balance it otherwise. This would work since sc2 has smarter AI(units no longer overkill). I also agree on the unit being corrupted gets slower movement but not slower rate of fire. | ||
semantics
10040 Posts
On March 08 2010 17:22 Fanatic-Templar wrote: Yeah, it just makes me think of the Kraken strangling ships with its tentacles, which is where I originally got the idea from. UNLEASH THE KARKEN! as a special ability yes but not as a normal attack lol them stacking then 1 raven missile gg I already dislike the mechanic of +dmg to light or armored vs in sc1 where it was attack type vs armor type and you were less effective against certain unit types vs this general the unit is always good crap then is extra good against other unit. Mainly i dis this because of my ultralisk armor lol i want to rip though all units with armor dmg reduction powers | ||
RedTerror
New Zealand742 Posts
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Kaboo
Sweden125 Posts
1. The Corruptor had the ability to slow and melee down air units like proposed above. 2. The building/tower disable ability gets moved to the Infestor and replaces spawn terran. It would also be cool if this effect was some kind of area of effect multi purpose spell. Maybe kind of a heal/disable razor swarm thingy? | ||
Karas
United States230 Posts
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entropos
United States11 Posts
This could lead to some deep strategy and a versatile unit - do I dogpile a few units, slowing them to a crawl so I can kill 2-3 of them with my hydras as I let the rest of them retreat? Or do I split my corruptors to slow the entire air force just enough that my mutalisks can chase them across the map? (Or again, do I slow a few victims that my mutalisks can pick off before the air force retreats into reinforcements?) It would make air battles more interesting both as a participant and as a spectator. SC2 would retain the micro-intense dances of air forces from SC1 - trying to pick off the scourge/corruptors chasing you while avoiding the mutas - but wouldn't have the insta-kill from scourge. Likewise when fighting corruptor-hydra - you want to lure the hydras over unpassable terrain so you can blast them, but don't want to overextend yourself lest they latch on and the hydras pick you apart before you can retreat. My idea for the building disable: The corruptor latches on to a building and smothers it like a giant squid! This would be a DOT attack as well. It would be balanced because it occupies a corruptor (kind of like the phoenix's anti-grav), but would be useful against massed AA with sufficiently cheap corruptors (the right unit cost could balance this). Maybe they can be shot off with ground units? Also, maybe the disable effect lasts for a few seconds after they unlatch (due to their smothering slime)? Or maybe instead of/in addition to DOTs, having a corrupter latched to a unit makes it take more damage from other units? This new unit would be hard to balance, but the effort would be worth it, making the zerg airforce truly unique. I think Blizzard is up to the challenge, if they want to live up to their legacy. My $.02. | ||
athalus
United States73 Posts
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