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Swap Infested Terran ability with Transfusion - Page 3

Forum Index > SC2 General
Post a Reply
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chocoed
Profile Joined June 2007
United States398 Posts
Last Edited: 2010-04-06 21:38:10
April 06 2010 21:37 GMT
#41
On April 07 2010 06:33 Jyvblamo wrote:
Show nested quote +
On April 07 2010 06:30 huun wrote:
zerg is already fine in mid game with hydras and roachs. now you are talking about AOE healing? if it wont be enough maybe you want zerglings with storm, overlords with nuke.

not a good idea. zerg will out macro toss and terran with such an ability.

But the zerg midgame is so boring, this thread is an attempt to remedy how boring Zerg is =[


Aren't most ZvZ games based on who can mass the most roaches/hydras? Because if that's so, then yeah it does sound boring!
My life for Aiur!
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
April 06 2010 21:39 GMT
#42
That's uhh... ...

Wow that's a good idea...

Haha yeah that is a really good idea! :O
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
CoL_Fuehrer
Profile Joined August 2009
Russian Federation124 Posts
April 06 2010 21:43 GMT
#43
Brilliant if balanced could be viable change
LZGamer "I can get better at starcraft anytime but as for Idra he cannot change his face"
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2010-04-06 21:48:14
April 06 2010 21:43 GMT
#44
I don't like infested terran ability, but THE IDEA HAS MERIT!

I'd prefer a non-aoe healing though. Would make Ultras more viable.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-04-06 21:46:33
April 06 2010 21:46 GMT
#45
I'm totally against AoE heals, this isn't wc3.
Medics autoheal, queens manual target heal, and SCV auto repair are one thing. (I think scv auto repair should be removed tbh, as the game develops it may become more imba in specific strats.)

But anyways, I don't really like the idea of this swap either. Both Spells are not really used, and there are other better spells to be casting anyways. It won't change this.
As far as the queen, The transfusion ability just plain sucks anyways. It only heals 175? hp and has almost zero applicable use besides if your macro is bad and you want to waste .3 seconds before your hatchery dies anyways. I've seriously tried to use this spell as often as possible and I either find that my queen dies first, doesn't have mana to cast it, or casting it doesn't save anything or change the outcome of a battle/drop.

I've not really messed with infested terrans, because they are not very good. They are slow, do weak damage, and die fast. I'd rather fungal in almost every case.

At blizzcon I remember queen had the ability to cast infested men at one point, and she also had some kind of swarm cloud (think beetle Ult in TFT). There must have been a good reason why these were taken out, and I'm assuming it made the queen too strong and hero like.

So anyways, these changes will really only effect the queen (because no one is gonna heal instead over fungal/parasite imho). And there are only 2 times where you would want infesteds. 1, if you FE'd or teched really early and want to throw down some quick defender(s). Which would barely do much (I'd still rather spawn larva and get 8 more lings in 30 seconds instead of 1 weak marine now). The other being, if a terran or protoss decides to air rush and catches you without any AA. The way it is now, a banshee or void will kill a queen 1v1, and the infested will mess with that tactic. I don't think that is a good thing.
..and then I would, ya know, check em'. (Aka SpoR)
OneBk
Profile Joined February 2010
Sweden157 Posts
April 06 2010 21:47 GMT
#46
Loving it <3
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
April 06 2010 21:48 GMT
#47
Wow...amazing...pretty much good thoughts about this throughout...

I also agree with this =D

Anything to make air weaker...
Jaedong :3
MrRey
Profile Blog Joined February 2009
183 Posts
April 06 2010 21:49 GMT
#48
Need to change manacost for infested terran, it would be kinda useless to spawn 1/2 infested terran.

But that idea is brillant.
Dr.Frost
Profile Joined April 2009
United States389 Posts
Last Edited: 2010-04-06 21:53:10
April 06 2010 21:50 GMT
#49
On April 07 2010 05:37 bendez wrote:
Blizzard should swap Summon Infested Terran ability with Transfusion ability from queen.

By giving queen the Summon Infested Terran ability, it will give zerg a way to deal with early air harass, and it will give a REASON for queen to save up her mana in case the opponent go for some early banshee/void ray cheese.

Give infestor the transfusion ability, but make it a SMALL aoe. This will give zerg to survive from AOE spells a bit longer, such as psi storm and colossus attack.

Thoughts?

[edit] I posted the same thing on bnet forum, and getting a lot of positive feedback.
http://forums.battle.net/thread.html?topicId=24038450882&sid=5000


Wow that really is an awesome idea! I like it a lot! someone forward this to blizzard!

Edit - I think that the tranfusion should only heal 1 unit not an AOE. Other than that I still think this is an awesome idea. Someone get this out to blizzard!
They are here to right our fall, they have heard someones troubled call???
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 06 2010 21:51 GMT
#50
If this were ever implemented, I can easily see myself getting 3-4 queens on 2 bases. =P
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 06 2010 21:56 GMT
#51
[image loading]

Poll: Swap Infested Terran and Transfusion?
(Vote): Good Idea
(Vote): Bad Idea

http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
April 06 2010 22:11 GMT
#52
I like it...alot!

A thought on the heal itself is maybe make it so that it is aoe and heal over time in the shape of some alternate colored creep or something such. Creep that can be destroyed by enemy units though. The creep sits in one place and when units stand on it they heal, when they are off it they stop healing. This way you have to make the decision between placing the healing creep so it doesnt get destroyed by the enemy(far enough back) or put it close to the front lines to get the heal quick but risk it getting destroyed and be of no effect(would make units with splash dmg more important as well).

The infested terran makes sense in the way that the queen already spawns zergling size stuff out her backside(creep tumor). So why not a unit of similar size. And for those who don't like the infested terran lore wise or for any other reason that is somewhat linked to it not being realistic or something such...well the driver of the Thor has one of it's quote being "Click me!".
Do you really want chat rooms?
Half
Profile Joined March 2010
United States2554 Posts
April 06 2010 22:13 GMT
#53
On April 07 2010 06:04 Antpile wrote:
infested terrans would suck as air defense.

he'd just back out when he saw them, or go somewhere else cause they are slow.. come back when you have zero energy.

^

Just buff infested terrans with like double duration or something and make it researched.
Too Busy to Troll!
milo
Profile Joined February 2010
116 Posts
April 06 2010 22:16 GMT
#54
this is such a good idea
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 06 2010 22:18 GMT
#55
It is a sensible idea, but I hate infested terran no matter what unit spawns it. However you will probably have to make transfusion cheaper or more effective because infestors are pretty expensive.

While it is good for game balance, it may be a little out of theme for the infestor to be able to heal and the queen to be able to spawn infested units.
bendez
Profile Joined February 2010
Canada283 Posts
April 06 2010 22:34 GMT
#56
On April 07 2010 06:04 Antpile wrote:
infested terrans would suck as air defense.

he'd just back out when he saw them, or go somewhere else cause they are slow.. come back when you have zero energy.


If you chased them away, mission accomplished!

The key idea is to buy you some valuable time while you build anti-air or spores, not stop the air harass just with infested marines.
geno
Profile Blog Joined October 2007
United States1404 Posts
Last Edited: 2010-04-06 22:39:32
April 06 2010 22:39 GMT
#57
Great idea, on many levels (even, miraculously, lore - Queens infested command centers in the first place!). One cool way I can think of to balance it is if the infestor's transfusion ability worked the same way as fungal growth, in that it locked the units it was healing in place (for the duration of the heal). This could be a powerful balancing mechanic, allowing the heal to be pretty strong and/or large and/or quick without making the units unbeatable (can always run away, or AoE to counter-act). In a way, this would also carry on the caster spirit of the defiler and dark swarm, having the same general effect on gameplay (splash/focus/snipe or runaway or both).
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-06 22:43:57
April 06 2010 22:43 GMT
#58
Provided this were to happen. Infestor's name should be changed to Corruptor,and Corruptor's name should be changed to Infestor.

Also OP should quote poll in opening paragraph so more people can vote.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
StayFrosty
Profile Joined February 2010
Canada743 Posts
Last Edited: 2010-04-06 22:44:32
April 06 2010 22:43 GMT
#59
wow that sounds like a great idea.

edit - woops
Hammy
Profile Joined January 2009
France828 Posts
April 06 2010 22:49 GMT
#60
I'll jump the bandwagon:

This is an amazing idea! This alone would make Zerg midgame much more interesting.

The spawned unit could be an infested terran but I think it's pretty important that it last quite a bit longer and move at a decent speed on creep (like queen maybe) while being really slow outside of creep (to avoid abusive offensive usage from the fact that it lasts longer). Or, alternatively, it could be an always unburrowed building (on a timer), which would mean that it takes damage when not on creep (unlike crawlers, which only slow down).

The fact is: void ray+phoenix terror are just too nasty for a zerg, and spore crawlers definitely aren't helpful with their pathetic range.

I think this would also be really useful later in the game. I'm an average player (=plat) and when I'm up to 3 or 4 bases my macro gets sloppy so my 4 queen's energy starts piling up. This would be a great way to use that excess energy, even offensively, if I bothered expanding creep into the middle of the map with tumors and/or overlords.
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