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Ideas and Suggestions for the Corruptor

Forum Index > SC2 General
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TSL-Lore
Profile Joined January 2009
United States412 Posts
Last Edited: 2010-03-17 21:27:08
March 17 2010 21:22 GMT
#1
Does anyone else think the Corruptor is a boring unit? I'm probably just dreaming here, and its probably way too late in the design process of Sc2 to make suggestions like this, but I'll just say it.

Recently I watched The Matrix Trilogy again (yeah, even the last one) and when I saw the Sentinel, I was reminded of the Zerg Corruptor. See the similarities here:
[image loading]

[image loading]

versus
[image loading]


And especially during the invasion of Zion in the last movie did I really think, wow, the machines in The Matrix are pretty much like the Zerg! They have a central "sentient" being like the Overmind, and all of their underlings are mindless, machine-like organisms bred for the purpose that they serve (to kill, to harvest, to cultivate, etc). Even the Zerg Overlords remind me of those things that cultivate the human baby fields in The Matrix:
[image loading]


During the invasion of Zion, thousands of Sentinels flooded in and attacked, very Zerg-like in nature. At that point, I figured, Blizzard designers must have watched that part of the movie and been like "wow, this is so zerg. Let's design an Anti-Air unit like the sentinel!"

So then they designed the Corruptor with it's large head and trailing tentacles... and it was pretty cool. But then, the attack is what I really wanted to pick at in this post. The way it attacks is just like everything else; it shoots a projectile at moderate range, doing moderate damage, moving at a moderate speed, and nothing else. It has a gimmicky building disabling ability, but even that was pretty much taken straight from the Corsair's disruption web.

Wouldn't it be cool if the Corruptor, like the Matrix's Sentinel, latched onto its target and chomped/clawed/spit acid at it? I was thinking it would be really interesting if the Corruptor would latch onto an air unit at melee range, and maybe slow it down with a stacking effect (something like every Corruptor meleeing an air unit will reduce that air unit's movement by 10%) or even more daring, if you have 3 or more Corruptors on an air unit, they bring it to the ground, and leave it open to ground assault.

Something like this would really give Zerg that relentless, animalistic, swarming type of nature. Granted, it would severely change the face of how Zerg deals with anti-air, but do we really need another unit that simply shoots a projectile in the air? Don't we already have too many of those? Isn't Blizzard more creative than this?

[image loading]


I'm probably just dreaming.

edit: added a pic
I want to become stronger. -Shindou Hikaru
Sere
Profile Blog Joined March 2010
158 Posts
March 17 2010 21:29 GMT
#2
Corruptor should shoot out Scourge to better match what the Broodlord has to offer.
mucker
Profile Blog Joined May 2009
United States1120 Posts
March 17 2010 21:37 GMT
#3
Corruption and Fungal Infestation spells should switch effects. More useful for an air-to-air unit to have a spell that immobilizes ground units so it can run away. More fun for a unit that can move while burrowed to be able to shut down buildings.

It's supposed to be automatic but actually you have to press this button.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
March 17 2010 21:56 GMT
#4
How about instead of "merely" chomping/attacking at melee range, having the corruptor's attacks disable the target air unit entirely whilst it attacks (Like those horrible Giant Squid from Browder's other game, Red Alert 2)? There are some potential imbalances, as with such a mechanic the corrupter will win corrupter vs anything as long as it has equal or greater numbers, but that in itself feels very swarm-like. And it would be only a small and easily explainable change from the way things are now, since the current corrupter shuts down stuff anyway.
Bring back 2v2s!
Ideas
Profile Blog Joined April 2008
United States8140 Posts
March 17 2010 22:02 GMT
#5
On March 18 2010 06:29 Sere wrote:
Corruptor should shoot out Scourge to better match what the Broodlord has to offer.



i think i read this suggestion before I still think it's really cool. slower attack speed but it shoots out micro-scourge that do lower damage but can be attacked/killed. It'd be like 100 times more interesting than what corruptors currently do
Free Palestine
TSL-Lore
Profile Joined January 2009
United States412 Posts
March 17 2010 22:09 GMT
#6
On March 18 2010 06:56 ComradeDover wrote:
How about instead of "merely" chomping/attacking at melee range, having the corruptor's attacks disable the target air unit entirely whilst it attacks (Like those horrible Giant Squid from Browder's other game, Red Alert 2)? There are some potential imbalances, as with such a mechanic the corrupter will win corrupter vs anything as long as it has equal or greater numbers, but that in itself feels very swarm-like. And it would be only a small and easily explainable change from the way things are now, since the current corrupter shuts down stuff anyway.


that would probably be way too strong. Maybe if you have like 4 or more Corruptors on a unit, that unit gets disabled?

I don't know, in my opinion, Blizzard should be a little more daring with their creativity. I was thinking maybe a very in-expensive Corruptor, so you can build a lot of them. They'd move like a swarm of flies or a school of fish, melee-ing things down and acting very "zerg."
I want to become stronger. -Shindou Hikaru
Kaboo
Profile Blog Joined September 2009
Sweden125 Posts
March 17 2010 22:10 GMT
#7
I approve of the op! Id love if the corruptor had a slowing(movement) melee attack. Give the corrupt spell to the infestor in some boosted and modified form.
Simplicity is the ultimate sophistication -Leonardo da Vinci
Yamato
Profile Joined February 2010
United States33 Posts
March 17 2010 22:22 GMT
#8
how about making it like acid spores from sc1. except instead of shooting out projectiles that add spores, each corrupter latched onto a unit increases the damage it takes/lowers its rate of fire.

then they would need to be like TSL-Lore says:
I was thinking maybe a very in-expensive Corruptor, so you can build a lot of them. They'd move like a swarm of flies or a school of fish, melee-ing things down and acting very "zerg."
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
March 17 2010 22:43 GMT
#9
On March 18 2010 07:09 TSL-Lore wrote:
Show nested quote +
On March 18 2010 06:56 ComradeDover wrote:
How about instead of "merely" chomping/attacking at melee range, having the corruptor's attacks disable the target air unit entirely whilst it attacks (Like those horrible Giant Squid from Browder's other game, Red Alert 2)? There are some potential imbalances, as with such a mechanic the corrupter will win corrupter vs anything as long as it has equal or greater numbers, but that in itself feels very swarm-like. And it would be only a small and easily explainable change from the way things are now, since the current corrupter shuts down stuff anyway.


that would probably be way too strong. Maybe if you have like 4 or more Corruptors on a unit, that unit gets disabled?


That would be way too weak. Corrupters aren't cheap, and they won't be insta-killing air units. Assuming the opposing player has something supporting his air armada, they'll be able to pick off the attacking corrupters, and since these new corrupters are still dedicated A2A they can't do much else.

At worst, this will return the unquestioned air dominance the zerg had in SC1 with scourge. At best, we have a unique (To StarCraft, anyway) dedicated anti-air unit that sufficiantly punishes the casual player's notion of (MASS CARRIERS/BC 2 WIN!!1!)
Bring back 2v2s!
Art_of_Kill
Profile Joined September 2003
Zaire1232 Posts
March 17 2010 22:58 GMT
#10
they should get an infest spell for airunits (it dont deal damage but once the oponent air unit dies and is infested somekind of mine corruptors will be born from it)

zerg is kind of boring right now, bliz should really add some more interesting and usefull spells
TLT07 ===> *winner* <===TLT08
Tdelamay
Profile Joined October 2009
Canada548 Posts
March 17 2010 23:01 GMT
#11
The melee attacking "gnawing" of ships seems like an interesting attack mecanic for an air unit. I don't think disabling entirely would be interesting. It would be perhaps a little too frustrating. I know it's probably all day dreaming, but a corruptor that immobilizes the target without disabling it from shooting seems like a cool idea. Although, it would be strange to see an air unit shooting onto itself to get rid of the corruptor - maybe if it disabled the weapons, but kept the flight active.

There's a lot of thing that could make the corruptor 'cooler', but I honestly don't think Blizzard would be inclined to change it at the moment. It is an okay animation - maybe for the expansion they'll improve on this?
This road isn't leading anywhere...
brocoli
Profile Joined February 2010
Brazil264 Posts
March 17 2010 23:22 GMT
#12
Current Corruptor:

Costs: 150min / 100gas / 40build / 2control / tier 2.5
Types/Mods: Armoured Air Unit Biological
Defence: 200hp / 2(+1)armor
Attack: anti-air 12(+1) with +10(+1) vs. massive, range 6
Speed: normal
Spells/Habs: Corrupt (disables building for 30 secs); Brood Lord Morph.


My Suggestion:

Costs: 150min / 100gas / 50build / 2control / tier 2.5
Types/Mods: Armoured Air Unit Biological
Defence: 250hp / 2(+1) armor
Attack: anti-air 18(+1) with +8(+1) vs. massive, range 2 (melee)
Speed: normal
Spells/Habs: Corrupt (disables building for some time) cool:30secs ; Brood Lord Morph ;
Tentacle Pull (throws its tentacles to grab and pull enemy air units) smartcast, AoE, range 6, energy:30 + 10eps (if max corruptor energy:50). (or something like this scaled up to caster energy standarts)

How tentacle pull works: small AoE, channeled, Corruptor throws a tentacle at every air/colossus units in the affected area, and pulls. How much, how fast and in what direction each unit (and the corruptor itself) are pulled is calculated using a weighted sum: Light weights 2, Armored: 3, Massive: +9, Mothership and Colossus: infinite. Point Defense Drone and Interceptor: 0.

Several Corruptors can use this simultaneously to increase the pull speed and minimize the corruptor's drag. Units are not disabled while being pulled or while held. Pulls until 1 range, then holds at this range (until turned off), consumes 10energy per second while pulling or holding. Corruptor may attack, but only the grabbed units within range, while pulling or holding.


So basically the idea is make it melee, but give it an ability to pull stuff in a cool way at a distance. Note that you can't make a small number of corruptors kill phoenixes, since they can only use the ability once, and in small numbers they won't be able to pull them fast enough to bring them in range before energy runs out.

Also, having such a unit in the game would mean lots of corruptor race minigames in special maps. =)
synapse
Profile Blog Joined January 2009
China13814 Posts
March 17 2010 23:23 GMT
#13
On March 18 2010 06:29 Sere wrote:
Corruptor should shoot out Scourge to better match what the Broodlord has to offer.


Maybe shooting out a pair of scourge that you can control can be a spell :0
:)
Ronald_McD
Profile Blog Joined November 2008
Canada807 Posts
March 17 2010 23:26 GMT
#14
On March 18 2010 07:02 Ideas wrote:
Show nested quote +
On March 18 2010 06:29 Sere wrote:
Corruptor should shoot out Scourge to better match what the Broodlord has to offer.



i think i read this suggestion before I still think it's really cool. slower attack speed but it shoots out micro-scourge that do lower damage but can be attacked/killed. It'd be like 100 times more interesting than what corruptors currently do


I thought Sere was joking with that idea. I really hope he was...
FUCKING GAY LAGS
Runsta
Profile Joined March 2008
United States161 Posts
March 18 2010 00:10 GMT
#15
glad im not the only one that was reminded of the matrix when it came to corruptor models
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-03-18 00:41:48
March 18 2010 00:37 GMT
#16
I would like them a lot more if they were faster and having a more useful ability also wouldn't hurt.
The original corruption could return in the form of a single target spell, instead of automatically activating on kills by corruptors. The affected unit would display the corruption graphic and fire with a zergish looking attack against it's allies(and even while moving) for a period of time, it would still be under control by it's owner and can fire as usual on it's enemies. To minimize damage players will have to split the corrupted units away from each other and their army(like with irradiate in BW), which will add some micro, when fighting against corruptors.
I'll call Nada.
onmach
Profile Blog Joined March 2009
United States1241 Posts
March 18 2010 00:45 GMT
#17
I've always thought they should use their tentacles for grabbing, slowing, pulling, but I think blizzard is deaf to us now...
Husky
Profile Blog Joined May 2009
United States3362 Posts
March 18 2010 01:07 GMT
#18
I mention this exact thing in my casts quite often rofl.
Commentaries: youtube.com/HuskyStarcraft
probu
Profile Joined June 2009
Canada36 Posts
March 18 2010 01:35 GMT
#19
It would be pretty cool to see the Corrupter rush to a target once in range, wrap it's tentacles around the target and perform a melee snare attack.

But it would just be cool, not exactly necessary for game balance
jaybrundage
Profile Joined December 2009
United States3921 Posts
March 18 2010 01:40 GMT
#20
But the corrupter with a melee attack would be to good. It would be like a scourge (more or less after all suicide is basically one melee) How ever with the starcraft 2 ai they would always get there target and it would be extremely if not impossible to micro away from.
The more you sweat in training, the less you bleed in battle.
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