|
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:
versus
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:
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?
I'm probably just dreaming.
edit: added a pic
|
Corruptor should shoot out Scourge to better match what the Broodlord has to offer.
|
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.
|
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.
|
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
|
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 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.
|
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."
|
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!)
|
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
|
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?
|
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. =)
|
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
|
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...
|
glad im not the only one that was reminded of the matrix when it came to corruptor models
|
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've always thought they should use their tentacles for grabbing, slowing, pulling, but I think blizzard is deaf to us now...
|
I mention this exact thing in my casts quite often rofl.
|
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
|
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.
|
Blizzard said they did get some ideas from movies and other game for some design in SC2 you can see it in many units i think its cool : P
|
It would be cool if the corrupter could do something similar to its current corrupt ability, grab hold of a unit and deal a dot, but i think that brings in too many questions, like how the other side is supposed to deal the corrupter damage in this state.
Maybe if it was a spell that could only be used if it was in the red, a sort of last ditch effort, latch on and blow itself up sort of thing. A special use scourge.
|
|
This has already been discussed some on this thread, I think it's a good idea.
|
I just hate it how the most visible zerg attack is the roach and it looks like vomit and every other projectile including the corruptor's is near invisible. Hell, even the broodlord's attack is barely visible. Also the sounds are all so damn weak now, I literally feel like all my attacks involve spitting or vomitting at my opponent instead of hurling armor piercing projectiles. Would a bit more flashiness be too much to ask?
I miss cool looking zerg attacks. Give hydra back that green lube splat for comfort in spine shooting. A lubricated gland is happy gland.
|
Personally I feel like they're a pretty sweet unit, their building deactivation ability is severely underused as a harassment tool. I think as the game develops, players will really begin using them to denying their opponent from keeping up food count.
|
Y'know what's really weird? I just watched the matrix trilogy for the first time in years a couple days ago. Yep, all three. You've just gotta watch 'em all!!
|
Great post OP.
I would love to see this in-game.
|
The idea of swarming aerial zerglings bringing down aircraft fills me with glee. (heh make it a speedling evolution, permanent flight + slowing/weakening tentacles, when they latch on you can pay to convert them into banelings, boom)
About corruption, I love seeing it used on those goddamn planetary fortresses :D
I'm thinking if this unit change made it into the game (i'm making it in the editor at the very least) then the corruption could be a stacking debuff slowing a building's or unit's attack/build speed by 10% per stack (or 5, whatever works) Totally disabling something in 1 click doesn't seem very zerg, aren't they meant to be more insidious, slowly infesting/corrupting everything in sight?....
|
The Corrupter SCREAMS melee! The current attack animation is SO generic and SO boring, especially for Zerg.
If it is going to have any kind of projectile attack.. here's a wild suggestion:
It could shoot one or two broodlings at air targets. The broodlings latch on and do the actual attacking on the air unit similar to how the brood lord works. The only way to get rid of the broodling would be to shoot it, but the unit with the broodling attached to it cannot attack it! The only way to remove it would be for another unit to shoot it off. This could be another air unit or a ground unit.
|
I looked at a screenshot of a Corruptor and thought "why doesn't this unit latch onto enemy ships, disabling & damaging them?" If their speed was increased, and if their attack was replaced with; "Latch onto enemy air unit, enemy air unit cannot attack, cannot move and takes 10 dmg a second" The only way to free a 'corrupted' air unit would be to shoot down the corruptor. Obviously, it would take several Corruptors to disable 'massive' ships like battlecruisers and motherships and carriers, etc.
This effect would encourage offensive micro "How can I sneak my corruptors onto his air units while they are most vunerable?" and encourage defensive micro "How can I sneak my air units around without getting spotted, OR I need to keep my air units near my anti-air ground troops."
It would be similar to a scourge, but easier to counter. Zerg would be in the air game again, but wouldn't get instant air dominence like they did with scourge in sc1.
Their hp and cost would also have to be reduced (and the cost of 'morph broodlord' would have to be increased so that the total cost of creating a broodlord would remain the same).
Also, rescuing captured ships (or captured transports!) would be very dramatic indeed!
thoughts?
EDIT: this is being discussed on the Corruptor Design Overhaul thread, sorry to post twice EDIT 2: I just realized the guy above me has a similar idea, lawl
|
France1919 Posts
Awesome idea : Remove Infested Terran from Infestor and give it to Corruptor !
Mutalisks / Corruptors workers harrass FTW ! ;;
|
France1919 Posts
On May 10 2010 16:50 han- wrote: Awesome idea : Remove Infested Terran from Infestor and give it to Corruptor !
Mutalisks / Corruptors workers harrass & autoquote FTW ! ;;
It makes no doubt that Blizzard took my idea and put it on the Overseer...
|
I believe the corruptor's sludge stuff should automatically be applied to its attack as an autocast (similar to the devourer) but still require energy to use (similar to autocasting in WC3)
This change would likely require a nerf to its potency though...
|
I really like this idea, I don't know why corruptors are so identical to all the other races AtA I know blizzard tries to differentiate the corruptor by giving it some gimmicky ability (contaminate/corruption) Giving it a physical attack and upping its speed would make it a much more fearsome unit. Since Blizzard is so insistent in giving the corruptors an ability have their ability makes its attack slow an enemy by ~10% imagine the awesome pheonix vs corruptor micro that could happen: A group phoenix trying to distance itself from corruptors, some corruptors flank from the other side and snag a pheonix, the pheonix slows down and gets dog piled by the chasing corruptors while the others make it to the safety of the protoss ground army.
|
|
|
|